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/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
564 #include "systemvars.h"
569 #include "starfield.h"
570 #include "lighting.h"
575 #include "fireballs.h"
579 #include "floating.h"
580 #include "gamesequence.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
588 #include "hudmessage.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
599 #include "multi_pxo.h"
602 #include "freespace.h"
603 #include "managepilot.h"
605 #include "contexthelp.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
611 #include "missionshipchoice.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
618 #include "hudtarget.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
626 #include "missioncampaign.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
647 #include "multiteamselect.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
653 #include "particle.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
701 #include "missionloopbrief.h"
705 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
711 // 1.00.04 5/26/98 MWA -- going final (12 pm)
712 // 1.00.03 5/26/98 MWA -- going final (3 am)
713 // 1.00.02 5/25/98 MWA -- going final
714 // 1.00.01 5/25/98 MWA -- going final
715 // 0.90 5/21/98 MWA -- getting ready for final.
716 // 0.10 4/9/98. Set by MK.
718 // Demo version: (obsolete since DEMO codebase split from tree)
719 // 0.03 4/10/98 AL. Interplay rev
720 // 0.02 4/8/98 MK. Increased when this system was modified.
721 // 0.01 4/7/98? AL. First release to Interplay QA.
724 // 1.00 5/28/98 AL. First release to Interplay QA.
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate(); // draws framerate in lower right corner
733 int Game_no_clear = 0;
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
739 typedef struct big_expl_flash {
740 float max_flash_intensity; // max intensity
741 float cur_flash_intensity; // cur intensity
742 int flash_start; // start time
745 #define FRAME_FILTER 16
747 #define DEFAULT_SKILL_LEVEL 1
748 int Game_skill_level = DEFAULT_SKILL_LEVEL;
750 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
753 #define EXE_FNAME ("fs2.exe")
754 #define LAUNCHER_FNAME ("freespace2.exe")
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object *Last_view_target = NULL;
774 int dogfight_blown = 0;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
782 int Show_framerate = 0;
784 int Show_framerate = 1;
787 int Framerate_cap = 120;
790 int Show_target_debug_info = 0;
791 int Show_target_weapons = 0;
795 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
798 int Debug_octant = -1;
800 fix Game_time_compression = F1_0;
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
810 extern int Player_attacking_enabled;
814 int Pre_player_entry;
816 int Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
821 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
831 #define EXPIRE_BAD_CHECKSUM 1
832 #define EXPIRE_BAD_TIME 2
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
843 // defines and variables used for dumping frame for making trailers.
845 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT 2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
857 // builtin mission list stuff
859 int Game_builtin_mission_count = 6;
860 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
866 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
868 #elif defined(FS1_DEMO)
869 int Game_builtin_mission_count = 5;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
877 #elif defined(PD_BUILD)
878 int Game_builtin_mission_count = 4;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
881 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
882 { "sm1-01", (FSB_FROM_VOLITION) },
883 { "sm1-05", (FSB_FROM_VOLITION) },
885 #elif defined(MULTIPLAYER_BETA)
886 int Game_builtin_mission_count = 17;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
890 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
891 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
892 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
893 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
907 #elif defined(OEM_BUILD)
908 int Game_builtin_mission_count = 17;
909 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910 // oem version - act 1 only
911 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
914 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
931 #elif defined(MAKE_FS1)
932 int Game_builtin_mission_count = 125;
933 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934 // single player campaign
935 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
938 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
974 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
975 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
988 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
989 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
991 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
992 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 // SilentThreat missions
1009 // Main SilentThreat campaign
1010 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1012 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 // SilentThreat Part 1 - multi-coop
1026 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1028 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1032 // SilentThreat Part 2 - multi-coop
1033 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1035 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 // SilentThreat Part 3 - multi-coop
1040 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1042 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 // SilentThreat Part 4 - multi-coop
1047 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1049 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 // multiplayer missions
1054 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058 // user supplied missions
1059 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1062 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 int Game_builtin_mission_count = 92;
1094 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095 // single player campaign
1096 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1099 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 // multiplayer missions
1148 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1149 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1150 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1155 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1156 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1220 void demo_upsell_init(int end_of_demo);
1221 void demo_upsell_do();
1222 void demo_upsell_close();
1223 void game_start_subspace_ambient_sound();
1224 void game_stop_subspace_ambient_sound();
1225 void verify_ships_tbl();
1226 void verify_weapons_tbl();
1227 #if defined(FS2_DEMO) || defined(OEM_BUILD)
1228 extern "C" void display_title_screen();
1231 // loading background filenames
1232 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1233 "LoadingBG", // GR_640
1234 "2_LoadingBG" // GR_1024
1238 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1239 "Loading.ani", // GR_640
1240 "2_Loading.ani" // GR_1024
1243 #if defined(FS2_DEMO)
1244 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1248 #elif defined(OEM_BUILD)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1258 // How much RAM is on this machine. Set in WinMain
1259 static int Freespace_total_ram = 0;
1262 float Game_flash_red = 0.0f;
1263 float Game_flash_green = 0.0f;
1264 float Game_flash_blue = 0.0f;
1265 float Sun_spot = 0.0f;
1266 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1268 // game shudder stuff (in ms)
1269 int Game_shudder_time = -1;
1270 int Game_shudder_total = 0;
1271 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1274 sound_env Game_sound_env;
1275 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1276 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1278 int Game_sound_env_update_timestamp;
1280 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1283 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1285 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1289 // look through all existing builtin missions
1290 for(idx=0; idx<Game_builtin_mission_count; idx++){
1291 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1292 return &Game_builtin_mission_list[idx];
1300 int game_get_default_skill_level()
1302 return DEFAULT_SKILL_LEVEL;
1306 void game_flash_reset()
1308 Game_flash_red = 0.0f;
1309 Game_flash_green = 0.0f;
1310 Game_flash_blue = 0.0f;
1312 Big_expl_flash.max_flash_intensity = 0.0f;
1313 Big_expl_flash.cur_flash_intensity = 0.0f;
1314 Big_expl_flash.flash_start = 0;
1317 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1318 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1320 void game_framerate_check_init()
1322 // zero critical time
1323 Gf_critical_time = 0.0f;
1326 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1327 Gf_critical = 15.0f;
1329 Gf_critical = 25.0f;
1333 extern float Framerate;
1334 void game_framerate_check()
1338 // if the current framerate is above the critical level, add frametime
1339 if(Framerate >= Gf_critical){
1340 Gf_critical_time += flFrametime;
1343 if(!Show_framerate){
1347 // display if we're above the critical framerate
1348 if(Framerate < Gf_critical){
1349 gr_set_color_fast(&Color_bright_red);
1350 gr_string(200, y_start, "Framerate warning");
1355 // display our current pct of good frametime
1356 if(f2fl(Missiontime) >= 0.0f){
1357 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1360 gr_set_color_fast(&Color_bright_green);
1362 gr_set_color_fast(&Color_bright_red);
1365 gr_printf(200, y_start, "%d%%", (int)pct);
1370 // Adds a flash effect. These can be positive or negative.
1371 // The range will get capped at around -1 to 1, so stick
1372 // with a range like that.
1373 void game_flash( float r, float g, float b )
1375 Game_flash_red += r;
1376 Game_flash_green += g;
1377 Game_flash_blue += b;
1379 if ( Game_flash_red < -1.0f ) {
1380 Game_flash_red = -1.0f;
1381 } else if ( Game_flash_red > 1.0f ) {
1382 Game_flash_red = 1.0f;
1385 if ( Game_flash_green < -1.0f ) {
1386 Game_flash_green = -1.0f;
1387 } else if ( Game_flash_green > 1.0f ) {
1388 Game_flash_green = 1.0f;
1391 if ( Game_flash_blue < -1.0f ) {
1392 Game_flash_blue = -1.0f;
1393 } else if ( Game_flash_blue > 1.0f ) {
1394 Game_flash_blue = 1.0f;
1399 // Adds a flash for Big Ship explosions
1400 // cap range from 0 to 1
1401 void big_explosion_flash(float flash)
1403 Big_expl_flash.flash_start = timestamp(1);
1407 } else if (flash < 0.0f) {
1411 Big_expl_flash.max_flash_intensity = flash;
1412 Big_expl_flash.cur_flash_intensity = 0.0f;
1415 // Amount to diminish palette towards normal, per second.
1416 #define DIMINISH_RATE 0.75f
1417 #define SUN_DIMINISH_RATE 6.00f
1421 float sn_glare_scale = 1.7f;
1424 dc_get_arg(ARG_FLOAT);
1425 sn_glare_scale = Dc_arg_float;
1428 float Supernova_last_glare = 0.0f;
1429 void game_sunspot_process(float frametime)
1433 float Sun_spot_goal = 0.0f;
1436 sn_stage = supernova_active();
1438 // sunspot differently based on supernova stage
1440 // approaching. player still in control
1443 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1446 light_get_global_dir(&light_dir, 0);
1448 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1451 // scale it some more
1452 dot = dot * (0.5f + (pct * 0.5f));
1455 Sun_spot_goal += (dot * sn_glare_scale);
1458 // draw the sun glow
1459 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1460 // draw the glow for this sun
1461 stars_draw_sun_glow(0);
1464 Supernova_last_glare = Sun_spot_goal;
1467 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1470 Sun_spot_goal = 0.9f;
1471 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1473 if(Sun_spot_goal > 1.0f){
1474 Sun_spot_goal = 1.0f;
1477 Sun_spot_goal *= sn_glare_scale;
1478 Supernova_last_glare = Sun_spot_goal;
1481 // fade to white. display dead popup
1484 Supernova_last_glare += (2.0f * flFrametime);
1485 if(Supernova_last_glare > 2.0f){
1486 Supernova_last_glare = 2.0f;
1489 Sun_spot_goal = Supernova_last_glare;
1496 // check sunspots for all suns
1497 n_lights = light_get_global_count();
1500 for(idx=0; idx<n_lights; idx++){
1501 //(vector *eye_pos, matrix *eye_orient)
1502 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1505 light_get_global_dir(&light_dir, idx);
1507 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1509 Sun_spot_goal += (float)pow(dot,85.0f);
1511 // draw the glow for this sun
1512 stars_draw_sun_glow(idx);
1514 Sun_spot_goal = 0.0f;
1520 Sun_spot_goal = 0.0f;
1524 float dec_amount = frametime*SUN_DIMINISH_RATE;
1526 if ( Sun_spot < Sun_spot_goal ) {
1527 Sun_spot += dec_amount;
1528 if ( Sun_spot > Sun_spot_goal ) {
1529 Sun_spot = Sun_spot_goal;
1531 } else if ( Sun_spot > Sun_spot_goal ) {
1532 Sun_spot -= dec_amount;
1533 if ( Sun_spot < Sun_spot_goal ) {
1534 Sun_spot = Sun_spot_goal;
1540 // Call once a frame to diminish the
1541 // flash effect to 0.
1542 void game_flash_diminish(float frametime)
1544 float dec_amount = frametime*DIMINISH_RATE;
1546 if ( Game_flash_red > 0.0f ) {
1547 Game_flash_red -= dec_amount;
1548 if ( Game_flash_red < 0.0f )
1549 Game_flash_red = 0.0f;
1551 Game_flash_red += dec_amount;
1552 if ( Game_flash_red > 0.0f )
1553 Game_flash_red = 0.0f;
1556 if ( Game_flash_green > 0.0f ) {
1557 Game_flash_green -= dec_amount;
1558 if ( Game_flash_green < 0.0f )
1559 Game_flash_green = 0.0f;
1561 Game_flash_green += dec_amount;
1562 if ( Game_flash_green > 0.0f )
1563 Game_flash_green = 0.0f;
1566 if ( Game_flash_blue > 0.0f ) {
1567 Game_flash_blue -= dec_amount;
1568 if ( Game_flash_blue < 0.0f )
1569 Game_flash_blue = 0.0f;
1571 Game_flash_blue += dec_amount;
1572 if ( Game_flash_blue > 0.0f )
1573 Game_flash_blue = 0.0f;
1576 // update big_explosion_cur_flash
1577 #define TIME_UP 1500
1578 #define TIME_DOWN 2500
1579 int duration = TIME_UP + TIME_DOWN;
1580 int time = timestamp_until(Big_expl_flash.flash_start);
1581 if (time > -duration) {
1583 if (time < TIME_UP) {
1584 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1587 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1591 if ( Use_palette_flash ) {
1593 // static int or=0, og=0, ob=0;
1595 // Change the 200 to change the color range of colors.
1596 r = fl2i( Game_flash_red*128.0f );
1597 g = fl2i( Game_flash_green*128.0f );
1598 b = fl2i( Game_flash_blue*128.0f );
1600 if ( Sun_spot > 0.0f ) {
1601 r += fl2i(Sun_spot*128.0f);
1602 g += fl2i(Sun_spot*128.0f);
1603 b += fl2i(Sun_spot*128.0f);
1606 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1607 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1609 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1612 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1613 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1614 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1616 if ( (r!=0) || (g!=0) || (b!=0) ) {
1617 gr_flash( r, g, b );
1619 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1630 void game_level_close()
1632 // De-Initialize the game subsystems
1633 event_music_level_close();
1634 game_stop_looped_sounds();
1636 obj_snd_level_close(); // uninit object-linked persistant sounds
1637 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1638 anim_level_close(); // stop and clean up any anim instances
1639 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1640 shockwave_level_close();
1641 fireball_level_close();
1643 mission_event_shutdown();
1644 asteroid_level_close();
1645 flak_level_close(); // unload flak stuff
1646 neb2_level_close(); // shutdown gaseous nebula stuff
1649 mflash_level_close();
1650 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1652 audiostream_unpause_all();
1657 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1658 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1659 void game_level_init(int seed)
1661 // seed the random number generator
1663 // if no seed was passed, seed the generator either from the time value, or from the
1664 // netgame security flags -- ensures that all players in multiplayer game will have the
1665 // same randon number sequence (with static rand functions)
1666 if ( Game_mode & GM_NORMAL ) {
1667 Game_level_seed = (int)time(NULL);
1669 Game_level_seed = Netgame.security;
1672 // mwa 9/17/98 -- maybe this assert isn't needed????
1673 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1674 Game_level_seed = seed;
1676 srand( Game_level_seed );
1678 // semirand function needs to get re-initted every time in multiplayer
1679 if ( Game_mode & GM_MULTIPLAYER ){
1685 Key_normal_game = (Game_mode & GM_NORMAL);
1688 Game_shudder_time = -1;
1690 // Initialize the game subsystems
1691 // timestamp_reset(); // Must be inited before everything else
1693 game_reset_time(); // resets time, and resets saved time too
1695 obj_init(); // Must be inited before the other systems
1696 model_free_all(); // Free all existing models
1697 mission_brief_common_init(); // Free all existing briefing/debriefing text
1698 weapon_level_init();
1699 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1701 player_level_init();
1702 shipfx_flash_init(); // Init the ship gun flash system.
1703 game_flash_reset(); // Reset the flash effect
1704 particle_init(); // Reset the particle system
1708 shield_hit_init(); // Initialize system for showing shield hits
1709 radar_mission_init();
1710 mission_init_goals();
1713 obj_snd_level_init(); // init object-linked persistant sounds
1715 shockwave_level_init();
1716 afterburner_level_init();
1717 scoring_level_init( &Player->stats );
1719 asteroid_level_init();
1720 control_config_clear_used_status();
1721 collide_ship_ship_sounds_init();
1723 Pre_player_entry = 1; // Means the player has not yet entered.
1724 Entry_delay_time = 0; // Could get overwritten in mission read.
1725 fireball_preload(); // page in warphole bitmaps
1727 flak_level_init(); // initialize flak - bitmaps, etc
1728 ct_level_init(); // initialize ships contrails, etc
1729 awacs_level_init(); // initialize AWACS
1730 beam_level_init(); // initialize beam weapons
1731 mflash_level_init();
1733 supernova_level_init();
1735 // multiplayer dogfight hack
1738 shipfx_engine_wash_level_init();
1742 Last_view_target = NULL;
1747 // campaign wasn't ended
1748 Campaign_ended_in_mission = 0;
1751 // called when a mission is over -- does server specific stuff.
1752 void freespace_stop_mission()
1755 Game_mode &= ~GM_IN_MISSION;
1758 // called at frame interval to process networking stuff
1759 void game_do_networking()
1761 SDL_assert( Net_player != NULL );
1762 if (!(Game_mode & GM_MULTIPLAYER)){
1766 // see if this player should be reading/writing data. Bit is set when at join
1767 // screen onward until quits back to main menu.
1768 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1772 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1775 multi_pause_do_frame();
1780 // Loads the best palette for this level, based
1781 // on nebula color and hud color. You could just call palette_load_table with
1782 // the appropriate filename, but who wants to do that.
1783 void game_load_palette()
1785 char palette_filename[1024];
1787 // We only use 3 hud colors right now
1789 SDL_assert( HUD_config.main_color >= 0 );
1790 SDL_assert( HUD_config.main_color <= 2 );
1793 SDL_assert( Mission_palette >= 0 );
1794 SDL_assert( Mission_palette <= 98 );
1797 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1798 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1800 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1803 mprintf(( "Loading palette %s\n", palette_filename ));
1805 palette_load_table(palette_filename);
1807 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1809 mprintf(( "Loading palette %s\n", palette_filename ));
1813 void game_post_level_init()
1815 // Stuff which gets called after mission is loaded. Because player isn't created until
1816 // after mission loads, some things must get initted after the level loads
1818 model_level_post_init();
1821 hud_setup_escort_list();
1822 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1828 game_event_debug_init();
1831 training_mission_init();
1832 asteroid_create_all();
1834 game_framerate_check_init();
1838 // An estimate as to how high the count passed to game_loading_callback will go.
1839 // This is just a guess, it seems to always be about the same. The count is
1840 // proportional to the code being executed, not the time, so this works good
1841 // for a bar, assuming the code does about the same thing each time you
1842 // load a level. You can find this value by looking at the return value
1843 // of game_busy_callback(NULL), which I conveniently print out to the
1844 // debug output window with the '=== ENDING LOAD ==' stuff.
1845 //#define COUNT_ESTIMATE 3706
1846 #define COUNT_ESTIMATE 1111
1848 int Game_loading_callback_inited = 0;
1850 int Game_loading_background = -1;
1851 anim * Game_loading_ani = NULL;
1852 anim_instance *Game_loading_ani_instance;
1853 int Game_loading_frame=-1;
1854 int Game_loading_ani_bitmap = -1;
1856 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1858 #if defined(FS1_DEMO)
1860 #elif defined(MAKE_FS1)
1871 // This gets called 10x per second and count is the number of times
1872 // game_busy() has been called since the current callback function
1875 void game_loading_callback(int count)
1877 game_do_networking();
1879 SDL_assert( Game_loading_callback_inited==1 );
1880 SDL_assert( Game_loading_ani != NULL );
1882 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1883 if ( framenum > Game_loading_ani->total_frames-1 ) {
1884 framenum = Game_loading_ani->total_frames-1;
1885 } else if ( framenum < 0 ) {
1890 while ( Game_loading_frame < framenum ) {
1891 Game_loading_frame++;
1892 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1896 if (Game_loading_ani_bitmap > -1) {
1897 bm_release(Game_loading_ani_bitmap);
1900 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1901 Game_loading_ani_bitmap = cbitmap;
1904 if (Game_loading_background > -1) {
1905 gr_set_bitmap(Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 if (Game_loading_ani_bitmap > -1) {
1912 gr_set_bitmap(Game_loading_ani_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0], Game_loading_ani_coords[gr_screen.res][1]);
1918 #ifdef __EMSCRIPTEN__
1919 //emscripten_sleep(10);
1923 void game_loading_callback_init()
1925 SDL_assert( Game_loading_callback_inited==0 );
1927 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1929 common_set_interface_palette("InterfacePalette"); // set the interface palette
1933 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1934 SDL_assert( Game_loading_ani != NULL );
1935 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1936 SDL_assert( Game_loading_ani_instance != NULL );
1937 Game_loading_frame = -1;
1938 Game_loading_ani_bitmap = -1;
1940 Game_loading_callback_inited = 1;
1942 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1948 void game_loading_callback_close()
1950 SDL_assert( Game_loading_callback_inited==1 );
1952 // Make sure bar shows all the way over.
1953 game_loading_callback(COUNT_ESTIMATE);
1956 int real_count = game_busy_callback( NULL );
1958 mprintf(( "=================== ENDING LOAD ================\n" ));
1959 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1960 mprintf(( "================================================\n" ));
1962 game_busy_callback( NULL );
1967 Game_loading_callback_inited = 0;
1969 free_anim_instance(Game_loading_ani_instance);
1970 Game_loading_ani_instance = NULL;
1971 anim_free(Game_loading_ani);
1972 Game_loading_ani = NULL;
1974 if (Game_loading_ani_bitmap > -1) {
1975 bm_release(Game_loading_ani_bitmap);
1976 Game_loading_ani_bitmap = -1;
1979 if (Game_loading_background > -1) {
1980 bm_release(Game_loading_background);
1981 Game_loading_background = -1;
1984 common_free_interface_palette(); // restore game palette
1987 gr_set_font( FONT1 );
1990 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1992 void game_maybe_update_sound_environment()
1994 // do nothing for now
1997 // Assign the sound environment for the game, based on the current mission
1999 void game_assign_sound_environment()
2002 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2003 Game_sound_env.id = SND_ENV_DRUGGED;
2004 Game_sound_env.volume = 0.800f;
2005 Game_sound_env.damping = 1.188f;
2006 Game_sound_env.decay = 6.392f;
2008 } else if (Num_asteroids > 30) {
2009 Game_sound_env.id = SND_ENV_AUDITORIUM;
2010 Game_sound_env.volume = 0.603f;
2011 Game_sound_env.damping = 0.5f;
2012 Game_sound_env.decay = 4.279f;
2015 Game_sound_env = Game_default_sound_env;
2018 Game_sound_env = Game_default_sound_env;
2021 Game_sound_env_update_timestamp = timestamp(1);
2024 // function which gets called before actually entering the mission. It is broken down into a funciton
2025 // since it will get called in one place from a single player game and from another place for
2026 // a multiplayer game
2028 void freespace_mission_load_stuff()
2030 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2031 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2032 if(!(Game_mode & GM_STANDALONE_SERVER)){
2034 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2036 game_loading_callback_init();
2038 event_music_level_init(); // preloads the first 2 seconds for each event music track
2041 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2044 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2047 ship_assign_sound_all(); // assign engine sounds to ships
2048 game_assign_sound_environment(); // assign the sound environment for this mission
2051 // call function in missionparse.cpp to fixup player/ai stuff.
2052 mission_parse_fixup_players();
2055 // Load in all the bitmaps for this level
2060 game_loading_callback_close();
2062 // the only thing we need to call on the standalone for now.
2064 // call function in missionparse.cpp to fixup player/ai stuff.
2065 mission_parse_fixup_players();
2067 // Load in all the bitmaps for this level
2072 time_t load_gl_init;
2073 time_t load_mission_load;
2074 time_t load_post_level_init;
2075 time_t load_mission_stuff;
2077 // tells the server to load the mission and initialize structures
2079 int game_start_mission()
2081 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2083 load_gl_init = time(NULL);
2085 load_gl_init = time(NULL) - load_gl_init;
2087 if (Game_mode & GM_MULTIPLAYER) {
2088 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2090 // clear multiplayer stats
2091 init_multiplayer_stats();
2094 load_mission_load = time(NULL);
2095 if (mission_load()) {
2096 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2097 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2098 gameseq_post_event(GS_EVENT_MAIN_MENU);
2100 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2105 load_mission_load = time(NULL) - load_mission_load;
2107 // If this is a red alert mission in campaign mode, bash wingman status
2108 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2109 red_alert_bash_wingman_status();
2112 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2113 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2114 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2116 game_load_palette();
2120 load_post_level_init = time(NULL);
2121 game_post_level_init();
2122 load_post_level_init = time(NULL) - load_post_level_init;
2126 void Do_model_timings_test();
2127 Do_model_timings_test();
2131 load_mission_stuff = time(NULL);
2132 freespace_mission_load_stuff();
2133 load_mission_stuff = time(NULL) - load_mission_stuff;
2138 int Interface_framerate = 0;
2141 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2142 DCF_BOOL( show_framerate, Show_framerate )
2143 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2144 DCF_BOOL( show_target_weapons, Show_target_weapons )
2145 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2146 DCF_BOOL( sound, Sound_enabled )
2147 DCF_BOOL( zbuffer, game_zbuffer )
2148 DCF_BOOL( shield_system, New_shield_system )
2149 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2150 DCF_BOOL( player_attacking, Player_attacking_enabled )
2151 DCF_BOOL( show_waypoints, Show_waypoints )
2152 DCF_BOOL( show_area_effect, Show_area_effect )
2153 DCF_BOOL( show_net_stats, Show_net_stats )
2154 DCF_BOOL( log, Log_debug_output_to_file )
2155 DCF_BOOL( training_msg_method, Training_msg_method )
2156 DCF_BOOL( show_player_pos, Show_player_pos )
2157 DCF_BOOL(i_framerate, Interface_framerate )
2159 DCF(show_mem,"Toggles showing mem usage")
2162 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2163 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2164 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2165 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2171 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2173 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2174 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2178 DCF(show_cpu,"Toggles showing cpu usage")
2181 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2182 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2183 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2184 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2190 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2192 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2193 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2200 // AL 4-8-98: always allow players to display their framerate
2203 DCF_BOOL( show_framerate, Show_framerate )
2210 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2213 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2214 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2215 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2216 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2218 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2219 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2221 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2224 DCF(palette_flash,"Toggles palette flash effect on/off")
2227 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2228 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2229 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2230 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2232 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2233 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2236 int Use_low_mem = 0;
2238 DCF(low_mem,"Uses low memory settings regardless of RAM")
2241 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2242 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2243 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2244 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2246 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2247 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2249 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2253 int Framerate_delay = 0;
2255 float Freespace_gamma = 1.8f;
2257 DCF(gamma,"Sets Gamma factor")
2260 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261 if ( Dc_arg_type & ARG_FLOAT ) {
2262 Freespace_gamma = Dc_arg_float;
2264 dc_printf( "Gamma reset to 1.0f\n" );
2265 Freespace_gamma = 1.0f;
2267 if ( Freespace_gamma < 0.1f ) {
2268 Freespace_gamma = 0.1f;
2269 } else if ( Freespace_gamma > 5.0f ) {
2270 Freespace_gamma = 5.0f;
2272 gr_set_gamma(Freespace_gamma);
2274 char tmp_gamma_string[32];
2275 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2276 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2280 dc_printf( "Usage: gamma <float>\n" );
2281 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282 Dc_status = 0; // don't print status if help is printed. Too messy.
2286 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2290 extern void bm_init();
2295 Game_current_mission_filename[0] = 0;
2297 // seed the random number generator
2298 Game_init_seed = (int)time(NULL);
2299 srand( Game_init_seed );
2301 Framerate_delay = 0;
2312 // Initialize the timer before the os
2319 //Initialize the libraries
2320 s1 = timer_get_milliseconds();
2323 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2328 e1 = timer_get_milliseconds();
2331 // time a bunch of cfopens
2333 s2 = timer_get_milliseconds();
2335 for(int idx=0; idx<10000; idx++){
2336 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2341 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2343 e2 = timer_get_milliseconds();
2346 os_init( Osreg_class_name, Osreg_app_name );
2347 os_set_title(Osreg_title);
2349 // initialize localization module. Make sure this is down AFTER initialzing OS.
2350 // int t1 = timer_get_milliseconds();
2351 lcl_init( detect_lang() );
2353 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2355 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2358 // verify that he has a valid weapons.tbl
2359 verify_weapons_tbl();
2361 // Output version numbers to registry for auto patching purposes
2362 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2363 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2364 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2366 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2367 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2368 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2370 // show the FPS counter if the config file says so
2371 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374 Asteroids_enabled = 1;
2377 /////////////////////////////
2379 /////////////////////////////
2381 if (!Is_standalone) {
2385 /////////////////////////////
2387 /////////////////////////////
2394 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2397 display_title_screen();
2401 // If less than 48MB of RAM, use low memory model.
2402 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2403 mprintf(( "Using normal memory settings...\n" ));
2404 bm_set_low_mem(1); // Use every other frame of bitmaps
2406 mprintf(( "Using high memory settings...\n" ));
2407 bm_set_low_mem(0); // Use all frames of bitmaps
2410 // load non-darkening pixel defs
2411 palman_load_pixels();
2413 // hud shield icon stuff
2414 hud_shield_game_init();
2416 control_config_common_init(); // sets up localization stuff in the control config
2422 gamesnd_parse_soundstbl();
2427 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2432 player_controls_init();
2435 //if(!Is_standalone){
2443 ship_init(); // read in ships.tbl
2445 mission_campaign_init(); // load in the default campaign
2447 // navmap_init(); // init the navigation map system
2448 context_help_init();
2449 techroom_intel_init(); // parse species.tbl, load intel info
2451 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2452 init_animating_pointer();
2454 mission_brief_common_init(); // Mark all the briefing structures as empty.
2455 gr_font_init(); // loads up all fonts
2457 neb2_init(); // fullneb stuff
2461 player_tips_init(); // helpful tips
2464 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2465 pilot_load_pic_list();
2466 pilot_load_squad_pic_list();
2468 load_animating_pointer(NOX("cursor"), 0, 0);
2470 // initialize alpha colors
2471 alpha_colors_init();
2474 // Game_music_paused = 0;
2477 if (Is_standalone) {
2478 std_init_standalone();
2481 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2482 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2484 mprintf(("cfile_init() took %d\n", e1 - s1));
2485 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2488 char transfer_text[128];
2490 float Start_time = 0.0f;
2492 float Framerate = 0.0f;
2494 float Timing_total = 0.0f;
2495 float Timing_render2 = 0.0f;
2496 float Timing_render3 = 0.0f;
2497 float Timing_flip = 0.0f;
2498 float Timing_clear = 0.0f;
2500 MONITOR(NumPolysDrawn);
2506 void game_get_framerate()
2508 char text[128] = "";
2510 if ( frame_int == -1 ) {
2512 for (i=0; i<FRAME_FILTER; i++ ) {
2513 frametimes[i] = 0.0f;
2518 frametotal -= frametimes[frame_int];
2519 frametotal += flFrametime;
2520 frametimes[frame_int] = flFrametime;
2521 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2523 if ( frametotal != 0.0 ) {
2524 if ( Framecount >= FRAME_FILTER )
2525 Framerate = FRAME_FILTER / frametotal;
2527 Framerate = Framecount / frametotal;
2528 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2530 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2534 if (Show_framerate) {
2535 gr_set_color_fast(&HUD_color_debug);
2536 gr_string( 570, 2, text );
2540 void game_show_framerate()
2544 cur_time = f2fl(timer_get_approx_seconds());
2545 if (cur_time - Start_time > 30.0f) {
2546 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2547 Start_time += 1000.0f;
2550 //mprintf(( "%s\n", text ));
2553 if ( Debug_dump_frames )
2557 // possibly show control checking info
2558 control_check_indicate();
2560 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2561 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2562 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2563 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2566 if ( Show_cpu == 1 ) {
2571 dy = gr_get_font_height() + 1;
2573 gr_set_color_fast(&HUD_color_debug);
2576 extern int Gr_textures_in;
2577 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2580 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2582 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2584 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2586 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2588 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2593 extern int Num_pairs; // Number of object pairs that were checked.
2594 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2597 extern int Num_pairs_checked; // What percent of object pairs were checked.
2598 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2600 Num_pairs_checked = 0;
2604 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2607 if ( Timing_total > 0.01f ) {
2608 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2610 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2612 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2614 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2616 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2625 dy = gr_get_font_height() + 1;
2627 gr_set_color_fast(&HUD_color_debug);
2630 extern int TotalRam;
2631 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2636 extern int Model_ram;
2637 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2641 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2643 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2647 extern int Gr_textures_in;
2648 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2653 if ( Show_player_pos ) {
2657 gr_printf(sx, sy, NOX("Player Pos: (%d,%d,%d)"), fl2i(Player_obj->pos.xyz.x), fl2i(Player_obj->pos.xyz.y), fl2i(Player_obj->pos.xyz.z));
2660 MONITOR_INC(NumPolys, modelstats_num_polys);
2661 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2662 MONITOR_INC(NumVerts, modelstats_num_verts );
2664 modelstats_num_polys = 0;
2665 modelstats_num_polys_drawn = 0;
2666 modelstats_num_verts = 0;
2667 modelstats_num_sortnorms = 0;
2671 void game_show_standalone_framerate()
2673 float frame_rate=30.0f;
2674 if ( frame_int == -1 ) {
2676 for (i=0; i<FRAME_FILTER; i++ ) {
2677 frametimes[i] = 0.0f;
2682 frametotal -= frametimes[frame_int];
2683 frametotal += flFrametime;
2684 frametimes[frame_int] = flFrametime;
2685 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2687 if ( frametotal != 0.0 ) {
2688 if ( Framecount >= FRAME_FILTER ){
2689 frame_rate = FRAME_FILTER / frametotal;
2691 frame_rate = Framecount / frametotal;
2694 std_set_standalone_fps(frame_rate);
2698 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2699 void game_show_time_left()
2703 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2704 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2705 // checking how much time is left
2707 if ( Mission_end_time == -1 ){
2711 diff = f2i(Mission_end_time - Missiontime);
2712 // be sure to bash to 0. diff could be negative on frame that we quit mission
2717 hud_set_default_color();
2718 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2721 //========================================================================================
2722 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2723 //========================================================================================
2727 DCF(ai_pause,"Pauses ai")
2730 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2731 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2732 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2733 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2736 obj_init_all_ships_physics();
2739 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2740 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2743 DCF(single_step,"Single steps the game")
2746 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2747 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2748 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2749 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2751 last_single_step = 0; // Make so single step waits a frame before stepping
2754 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2755 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2758 DCF_BOOL(physics_pause, physics_paused)
2759 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2760 DCF_BOOL(ai_firing, Ai_firing_enabled )
2762 // Create some simple aliases to these commands...
2763 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2764 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2765 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2766 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2767 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2770 //========================================================================================
2771 //========================================================================================
2774 void game_training_pause_do()
2778 key = game_check_key();
2780 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2787 void game_increase_skill_level()
2790 if (Game_skill_level >= NUM_SKILL_LEVELS){
2791 Game_skill_level = 0;
2795 int Player_died_time;
2797 int View_percent = 100;
2800 DCF(view, "Sets the percent of the 3d view to render.")
2803 dc_get_arg(ARG_INT);
2804 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2805 View_percent = Dc_arg_int;
2807 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2813 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2817 dc_printf("View is set to %d%%\n", View_percent );
2822 // Set the clip region for the 3d rendering window
2823 void game_set_view_clip()
2825 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2826 // Set the clip region for the letterbox "dead view"
2827 int yborder = gr_screen.max_h/4;
2829 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2830 // J.S. I've changed my ways!! See the new "no constants" code!!!
2831 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2833 // Set the clip region for normal view
2834 if ( View_percent >= 100 ) {
2837 int xborder, yborder;
2839 if ( View_percent < 5 ) {
2843 float fp = i2fl(View_percent)/100.0f;
2844 int fi = fl2i(fl_sqrt(fp)*100.0f);
2845 if ( fi > 100 ) fi=100;
2847 xborder = ( gr_screen.max_w*(100-fi) )/200;
2848 yborder = ( gr_screen.max_h*(100-fi) )/200;
2850 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2856 void show_debug_stuff()
2859 int laser_count = 0, missile_count = 0;
2861 for (i=0; i<MAX_OBJECTS; i++) {
2862 if (Objects[i].type == OBJ_WEAPON){
2863 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2865 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2871 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2874 extern int Tool_enabled;
2876 time_t tst_time = 0;
2879 int tst_bitmap = -1;
2881 float tst_offset, tst_offset_total;
2884 void game_tst_frame_pre()
2892 g3_rotate_vertex(&v, &tst_pos);
2893 g3_project_vertex(&v);
2896 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2900 // big ship? always tst
2902 // within 3000 meters
2903 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2907 // within 300 meters
2908 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2915 void game_tst_frame()
2925 tst_time = time(NULL);
2927 // load the tst bitmap
2928 switch((int)frand_range(0.0f, 3.0)){
2930 tst_bitmap = bm_load("ig_jim");
2932 mprintf(("TST 0\n"));
2936 tst_bitmap = bm_load("ig_kan");
2938 mprintf(("TST 1\n"));
2942 tst_bitmap = bm_load("ig_jim");
2944 mprintf(("TST 2\n"));
2948 tst_bitmap = bm_load("ig_kan");
2950 mprintf(("TST 3\n"));
2959 // get the tst bitmap dimensions
2961 bm_get_info(tst_bitmap, &w, &h);
2964 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2966 snd_play(&Snds[SND_VASUDAN_BUP]);
2968 // tst x and direction
2972 tst_offset_total = (float)w;
2973 tst_offset = (float)w;
2975 tst_x = (float)gr_screen.max_w;
2976 tst_offset_total = (float)-w;
2977 tst_offset = (float)w;
2985 float diff = (tst_offset_total / 0.5f) * flFrametime;
2991 tst_offset -= fl_abs(diff);
2992 } else if(tst_mode == 2){
2995 tst_offset -= fl_abs(diff);
2999 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3000 gr_bitmap((int)tst_x, (int)tst_y);
3003 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3007 // if we passed the switch point
3008 if(tst_offset <= 0.0f){
3013 tst_stamp = timestamp(1000);
3014 tst_offset = fl_abs(tst_offset_total);
3025 void game_tst_mark(object *objp, ship *shipp)
3034 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3037 sip = &Ship_info[shipp->ship_info_index];
3044 tst_pos = objp->pos;
3045 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3051 extern void render_shields();
3053 void player_repair_frame(float frametime)
3055 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3057 for(idx=0;idx<MAX_PLAYERS;idx++){
3060 np = &Net_players[idx];
3062 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS)){
3064 // don't rearm/repair if the player is dead or dying/departing
3065 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3066 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3071 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3072 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3078 #define NUM_FRAMES_TEST 300
3079 #define NUM_MIXED_SOUNDS 16
3080 void do_timing_test(float frametime)
3082 static int framecount = 0;
3083 static int test_running = 0;
3084 static float test_time = 0.0f;
3086 static int snds[NUM_MIXED_SOUNDS];
3089 if ( test_running ) {
3091 test_time += frametime;
3092 if ( framecount >= NUM_FRAMES_TEST ) {
3094 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3095 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3100 if ( Test_begin == 1 ) {
3106 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3109 // start looping digital sounds
3110 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3111 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3118 DCF(dcf_fov, "Change the field of view")
3121 dc_get_arg(ARG_FLOAT|ARG_NONE);
3122 if ( Dc_arg_type & ARG_NONE ) {
3123 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3124 dc_printf( "Zoom factor reset\n" );
3126 if ( Dc_arg_type & ARG_FLOAT ) {
3127 if (Dc_arg_float < 0.25f) {
3128 Viewer_zoom = 0.25f;
3129 dc_printf("Zoom factor pinned at 0.25.\n");
3130 } else if (Dc_arg_float > 1.25f) {
3131 Viewer_zoom = 1.25f;
3132 dc_printf("Zoom factor pinned at 1.25.\n");
3134 Viewer_zoom = Dc_arg_float;
3140 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3143 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3147 DCF(framerate_cap, "Sets the framerate cap")
3150 dc_get_arg(ARG_INT);
3151 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3152 Framerate_cap = Dc_arg_int;
3154 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3160 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3161 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3162 dc_printf("[n] must be from 1 to 120.\n");
3166 if ( Framerate_cap )
3167 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3169 dc_printf("There is no framerate cap currently active.\n");
3173 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3174 int Show_viewing_from_self = 0;
3176 void say_view_target()
3178 object *view_target;
3180 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3181 view_target = &Objects[Player_ai->target_objnum];
3183 view_target = Player_obj;
3185 if (Game_mode & GM_DEAD) {
3186 if (Player_ai->target_objnum != -1)
3187 view_target = &Objects[Player_ai->target_objnum];
3190 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3191 if (view_target != Player_obj){
3193 char *view_target_name = NULL;
3194 switch(Objects[Player_ai->target_objnum].type) {
3196 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3199 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3200 Viewer_mode &= ~VM_OTHER_SHIP;
3202 case OBJ_JUMP_NODE: {
3203 char jump_node_name[128];
3204 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3205 view_target_name = jump_node_name;
3206 Viewer_mode &= ~VM_OTHER_SHIP;
3215 if ( view_target_name ) {
3216 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3217 Show_viewing_from_self = 1;
3220 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3221 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3222 Show_viewing_from_self = 1;
3224 if (Show_viewing_from_self)
3225 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3230 Last_view_target = view_target;
3234 float Game_hit_x = 0.0f;
3235 float Game_hit_y = 0.0f;
3237 // Reset at the beginning of each frame
3238 void game_whack_reset()
3244 // Apply a 2d whack to the player
3245 void game_whack_apply( float x, float y )
3247 // Do some force feedback
3248 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3254 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3257 // call to apply a "shudder"
3258 void game_shudder_apply(int time, float intensity)
3260 Game_shudder_time = timestamp(time);
3261 Game_shudder_total = time;
3262 Game_shudder_intensity = intensity;
3265 #define FF_SCALE 10000
3266 void apply_hud_shake(matrix *eye_orient)
3268 if (Viewer_obj == Player_obj) {
3269 physics_info *pi = &Player_obj->phys_info;
3277 // Make eye shake due to afterburner
3278 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3281 dtime = timestamp_until(pi->afterburner_decay);
3285 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3286 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3289 // Make eye shake due to engine wash
3291 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3294 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3295 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3297 // get the intensity
3298 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3302 vm_vec_rand_vec_quick(&rand_vec);
3305 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3309 // make hud shake due to shuddering
3310 if(Game_shudder_time != -1){
3311 // if the timestamp has elapsed
3312 if(timestamp_elapsed(Game_shudder_time)){
3313 Game_shudder_time = -1;
3315 // otherwise apply some shudder
3319 dtime = timestamp_until(Game_shudder_time);
3323 tangles.p += (Game_shudder_intensity / 200.0f) * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total));
3324 tangles.h += (Game_shudder_intensity / 200.0f) * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total));
3329 vm_angles_2_matrix(&tm, &tangles);
3330 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3331 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3332 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3333 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3338 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3340 // Player's velocity just before he blew up. Used to keep camera target moving.
3341 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3343 // Set eye_pos and eye_orient based on view mode.
3344 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3348 static int last_Viewer_mode = 0;
3349 static int last_Game_mode = 0;
3350 static int last_Viewer_objnum = -1;
3352 // This code is supposed to detect camera "cuts"... like going between
3355 // determine if we need to regenerate the nebula
3356 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3357 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3358 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3359 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3360 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3361 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3362 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3363 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3364 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3367 // regenerate the nebula
3371 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3372 //mprintf(( "************** Camera cut! ************\n" ));
3373 last_Viewer_mode = Viewer_mode;
3374 last_Game_mode = Game_mode;
3376 // Camera moved. Tell stars & debris to not do blurring.
3382 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3383 player_display_packlock_view();
3386 game_set_view_clip();
3388 if (Game_mode & GM_DEAD) {
3389 vector vec_to_deader, view_pos;
3392 Viewer_mode |= VM_DEAD_VIEW;
3394 if (Player_ai->target_objnum != -1) {
3395 int view_from_player = 1;
3397 if (Viewer_mode & VM_OTHER_SHIP) {
3398 // View from target.
3399 Viewer_obj = &Objects[Player_ai->target_objnum];
3401 last_Viewer_objnum = Player_ai->target_objnum;
3403 if ( Viewer_obj->type == OBJ_SHIP ) {
3404 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3405 view_from_player = 0;
3408 last_Viewer_objnum = -1;
3411 if ( view_from_player ) {
3412 // View target from player ship.
3414 *eye_pos = Player_obj->pos;
3415 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3416 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3419 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3421 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3422 dist += flFrametime * 16.0f;
3424 vm_vec_scale(&vec_to_deader, -dist);
3425 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3427 view_pos = Player_obj->pos;
3429 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3430 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3431 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3432 Dead_player_last_vel = Player_obj->phys_info.vel;
3433 //nprintf(("AI", "Player death roll vel = %7.3f %7.3f %7.3f\n", Player_obj->phys_info.vel.xyz.x, Player_obj->phys_info.vel.xyz.y, Player_obj->phys_info.vel.xyz.z));
3434 } else if (Player_ai->target_objnum != -1) {
3435 view_pos = Objects[Player_ai->target_objnum].pos;
3437 // Make camera follow explosion, but gradually slow down.
3438 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3439 view_pos = Player_obj->pos;
3440 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3441 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3444 *eye_pos = Dead_camera_pos;
3446 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3448 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3453 // if supernova shockwave
3454 if(supernova_camera_cut()){
3458 // call it dead view
3459 Viewer_mode |= VM_DEAD_VIEW;
3461 // set eye pos and orient
3462 supernova_set_view(eye_pos, eye_orient);
3464 // If already blown up, these other modes can override.
3465 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3466 Viewer_mode &= ~VM_DEAD_VIEW;
3468 Viewer_obj = Player_obj;
3470 if (Viewer_mode & VM_OTHER_SHIP) {
3471 if (Player_ai->target_objnum != -1){
3472 Viewer_obj = &Objects[Player_ai->target_objnum];
3473 last_Viewer_objnum = Player_ai->target_objnum;
3475 Viewer_mode &= ~VM_OTHER_SHIP;
3476 last_Viewer_objnum = -1;
3479 last_Viewer_objnum = -1;
3482 if (Viewer_mode & VM_EXTERNAL) {
3485 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3486 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3488 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3490 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3491 vm_vec_normalize(&eye_dir);
3492 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3495 // Modify the orientation based on head orientation.
3496 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3498 } else if ( Viewer_mode & VM_CHASE ) {
3501 if ( Viewer_obj->phys_info.speed < 0.1 )
3502 move_dir = Viewer_obj->orient.v.fvec;
3504 move_dir = Viewer_obj->phys_info.vel;
3505 vm_vec_normalize(&move_dir);
3508 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3509 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3510 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3511 vm_vec_normalize(&eye_dir);
3513 // JAS: I added the following code because if you slew up using
3514 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3515 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3516 // call because the up and the forward vector are the same. I fixed
3517 // it by adding in a fraction of the right vector all the time to the
3519 vector tmp_up = Viewer_obj->orient.v.uvec;
3520 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3522 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3525 // Modify the orientation based on head orientation.
3526 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3527 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3528 *eye_pos = Camera_pos;
3530 ship * shipp = &Ships[Player_obj->instance];
3532 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3533 vm_vec_normalize(&eye_dir);
3534 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3537 // get an eye position based upon the correct type of object
3538 switch(Viewer_obj->type){
3540 // make a call to get the eye point for the player object
3541 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3544 // make a call to get the eye point for the player object
3545 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3551 #ifdef JOHNS_DEBUG_CODE
3552 john_debug_stuff(&eye_pos, &eye_orient);
3558 apply_hud_shake(eye_orient);
3560 // setup neb2 rendering
3561 neb2_render_setup(eye_pos, eye_orient);
3565 extern void ai_debug_render_stuff();
3568 int Game_subspace_effect = 0;
3569 DCF_BOOL( subspace, Game_subspace_effect );
3571 // Does everything needed to render a frame
3572 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3576 g3_start_frame(game_zbuffer);
3577 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3579 // maybe offset the HUD (jitter stuff)
3580 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3581 HUD_set_offsets(Viewer_obj, !dont_offset);
3583 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3584 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3585 // must be done before ships are rendered
3586 if ( MULTIPLAYER_CLIENT ) {
3587 shield_point_multi_setup();
3590 if ( Game_subspace_effect ) {
3591 stars_draw(0,0,0,1);
3593 stars_draw(1,1,1,0);
3596 obj_render_all(obj_render);
3597 beam_render_all(); // render all beam weapons
3598 particle_render_all(); // render particles after everything else.
3599 trail_render_all(); // render missilie trails after everything else.
3600 mflash_render_all(); // render all muzzle flashes
3602 // Why do we not show the shield effect in these modes? Seems ok.
3603 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3607 // render nebula lightning
3610 // render local player nebula
3611 neb2_render_player();
3614 ai_debug_render_stuff();
3617 #ifndef RELEASE_REAL
3618 // game_framerate_check();
3622 extern void snd_spew_debug_info();
3623 snd_spew_debug_info();
3626 //================ END OF 3D RENDERING STUFF ====================
3630 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3631 hud_maybe_clear_head_area();
3632 anim_render_all(0, flFrametime);
3635 extern int Multi_display_netinfo;
3636 if(Multi_display_netinfo){
3637 extern void multi_display_netinfo();
3638 multi_display_netinfo();
3641 game_tst_frame_pre();
3644 do_timing_test(flFrametime);
3648 extern int OO_update_index;
3649 multi_rate_display(OO_update_index, 375, 0);
3654 extern void oo_display();
3661 //#define JOHNS_DEBUG_CODE 1
3663 #ifdef JOHNS_DEBUG_CODE
3664 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3666 //if ( key_pressed(SDLK_LSHIFT) )
3668 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3670 model_subsystem *turret = tsys->system_info;
3672 if (turret->type == SUBSYSTEM_TURRET ) {
3673 vector v.fvec, v.uvec;
3674 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3676 ship_model_start(tobj);
3678 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3679 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3680 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3682 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3684 ship_model_stop(tobj);
3694 // following function for dumping frames for purposes of building trailers.
3697 // function to toggle state of dumping every frame into PCX when playing the game
3698 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3702 if ( Debug_dump_frames == 0 ) {
3704 Debug_dump_frames = 15;
3705 Debug_dump_trigger = 0;
3706 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3707 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3710 Debug_dump_frames = 0;
3711 Debug_dump_trigger = 0;
3712 gr_dump_frame_stop();
3713 dc_printf( "Frame dumping is now OFF\n" );
3719 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3723 if ( Debug_dump_frames == 0 ) {
3725 Debug_dump_frames = 15;
3726 Debug_dump_trigger = 1;
3727 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3728 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3731 Debug_dump_frames = 0;
3732 Debug_dump_trigger = 0;
3733 gr_dump_frame_stop();
3734 dc_printf( "Frame dumping is now OFF\n" );
3740 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3744 if ( Debug_dump_frames == 0 ) {
3746 Debug_dump_frames = 30;
3747 Debug_dump_trigger = 0;
3748 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3749 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3752 Debug_dump_frames = 0;
3753 Debug_dump_trigger = 0;
3754 gr_dump_frame_stop();
3755 dc_printf( "Frame dumping is now OFF\n" );
3761 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3765 if ( Debug_dump_frames == 0 ) {
3767 Debug_dump_frames = 30;
3768 Debug_dump_trigger = 1;
3769 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3770 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3773 Debug_dump_frames = 0;
3774 Debug_dump_trigger = 0;
3775 gr_dump_frame_stop();
3776 dc_printf( "Triggered frame dumping is now OFF\n" );
3782 void game_maybe_dump_frame()
3784 if ( !Debug_dump_frames ){
3788 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3795 Debug_dump_frame_num++;
3801 extern int Player_dead_state;
3803 // Flip the page and time how long it took.
3804 void game_flip_page_and_time_it()
3809 t1 = timer_get_fixed_seconds();
3811 t2 = timer_get_fixed_seconds();
3814 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3815 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3822 void game_simulation_frame()
3824 // blow ships up in multiplayer dogfight
3825 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (f2fl(Missiontime) >= 2.0f) && !dogfight_blown){
3826 // blow up all non-player ships
3827 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3830 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3832 if((moveup->objnum < 0) || (moveup->objnum >= MAX_OBJECTS) || (Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].instance >= MAX_SHIPS) || (Ships[Objects[moveup->objnum].instance].ship_info_index < 0) || (Ships[Objects[moveup->objnum].instance].ship_info_index >= Num_ship_types)){
3833 moveup = GET_NEXT(moveup);
3836 shipp = &Ships[Objects[moveup->objnum].instance];
3837 sip = &Ship_info[shipp->ship_info_index];
3839 // only blow up small ships
3840 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3841 // function to simply explode a ship where it is currently at
3842 ship_self_destruct( &Objects[moveup->objnum] );
3845 moveup = GET_NEXT(moveup);
3851 // process AWACS stuff - do this first thing
3854 // single player, set Player hits_this_frame to 0
3855 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3856 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3857 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3861 supernova_process();
3862 if(supernova_active() >= 5){
3866 // fire targeting lasers now so that
3867 // 1 - created this frame
3868 // 2 - collide this frame
3869 // 3 - render this frame
3870 // 4 - ignored and deleted next frame
3871 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3873 ship_process_targeting_lasers();
3875 // do this here so that it works for multiplayer
3877 // get viewer direction
3878 int viewer_direction = PHYSICS_VIEWER_REAR;
3880 if(Viewer_mode == 0){
3881 viewer_direction = PHYSICS_VIEWER_FRONT;
3883 if(Viewer_mode & VM_PADLOCK_UP){
3884 viewer_direction = PHYSICS_VIEWER_UP;
3886 else if(Viewer_mode & VM_PADLOCK_REAR){
3887 viewer_direction = PHYSICS_VIEWER_REAR;
3889 else if(Viewer_mode & VM_PADLOCK_LEFT){
3890 viewer_direction = PHYSICS_VIEWER_LEFT;
3892 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3893 viewer_direction = PHYSICS_VIEWER_RIGHT;
3896 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3898 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3901 #define VM_PADLOCK_UP (1 << 7)
3902 #define VM_PADLOCK_REAR (1 << 8)
3903 #define VM_PADLOCK_LEFT (1 << 9)
3904 #define VM_PADLOCK_RIGHT (1 << 10)
3906 // evaluate mission departures and arrivals before we process all objects.
3907 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3909 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3910 // ships/wing packets.
3911 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3912 mission_parse_eval_stuff();
3915 // if we're an observer, move ourselves seperately from the standard physics
3916 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3917 obj_observer_move(flFrametime);
3920 // move all the objects now
3921 obj_move_all(flFrametime);
3923 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3924 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3925 // ship_check_cargo_all();
3926 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3927 mission_eval_goals();
3931 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3932 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3933 training_check_objectives();
3936 // do all interpolation now
3937 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3938 // client side processing of warping in effect stages
3939 multi_do_client_warp(flFrametime);
3941 // client side movement of an observer
3942 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3943 obj_observer_move(flFrametime);
3946 // move all objects - does interpolation now as well
3947 obj_move_all(flFrametime);
3950 // only process the message queue when the player is "in" the game
3951 if ( !Pre_player_entry ){
3952 message_queue_process(); // process any messages send to the player
3955 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3956 message_maybe_distort(); // maybe distort incoming message if comms damaged
3957 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3958 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3959 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3962 if(!(Game_mode & GM_STANDALONE_SERVER)){
3963 // process some stuff every frame (before frame is rendered)
3964 emp_process_local();
3966 hud_update_frame(); // update hud systems
3968 if (!physics_paused) {
3969 // Move particle system
3970 particle_move_all(flFrametime);
3972 // Move missile trails
3973 trail_move_all(flFrametime);
3975 // process muzzle flashes
3976 mflash_process_all();
3978 // Flash the gun flashes
3979 shipfx_flash_do_frame(flFrametime);
3981 shockwave_move_all(flFrametime); // update all the shockwaves
3984 // subspace missile strikes
3987 obj_snd_do_frame(); // update the object-linked persistant sounds
3988 game_maybe_update_sound_environment();
3989 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3991 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3993 if ( Game_subspace_effect ) {
3994 game_start_subspace_ambient_sound();
4000 // Maybe render and process the dead-popup
4001 void game_maybe_do_dead_popup(float frametime)
4003 if ( popupdead_is_active() ) {
4005 int choice = popupdead_do_frame(frametime);
4007 if ( Game_mode & GM_NORMAL ) {
4010 gameseq_post_event(GS_EVENT_ENTER_GAME);
4014 gameseq_post_event(GS_EVENT_END_GAME);
4018 gameseq_post_event(GS_EVENT_START_GAME);
4021 // this should only happen during a red alert mission
4024 SDL_assert(The_mission.red_alert);
4025 if(!The_mission.red_alert){
4026 gameseq_post_event(GS_EVENT_START_GAME);
4030 // choose the previous mission
4031 mission_campaign_previous_mission();
4033 gameseq_post_event(GS_EVENT_START_GAME);
4043 case POPUPDEAD_DO_MAIN_HALL:
4044 multi_quit_game(PROMPT_NONE,-1);
4047 case POPUPDEAD_DO_RESPAWN:
4048 multi_respawn_normal();
4049 event_music_player_respawn();
4052 case POPUPDEAD_DO_OBSERVER:
4053 multi_respawn_observer();
4054 event_music_player_respawn_as_observer();
4063 if ( leave_popup ) {
4069 // returns true if player is actually in a game_play stats
4070 int game_actually_playing()
4074 state = gameseq_get_state();
4075 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4081 // Draw the 2D HUD gauges
4082 void game_render_hud_2d()
4084 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4088 HUD_render_2d(flFrametime);
4092 // Draw the 3D-dependant HUD gauges
4093 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4095 g3_start_frame(0); // 0 = turn zbuffering off
4096 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4098 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4099 HUD_render_3d(flFrametime);
4103 game_sunspot_process(flFrametime);
4105 // Diminish the palette effect
4106 game_flash_diminish(flFrametime);
4114 int actually_playing;
4115 fix total_time1, total_time2;
4116 fix render2_time1=0, render2_time2=0;
4117 fix render3_time1=0, render3_time2=0;
4118 fix flip_time1=0, flip_time2=0;
4119 fix clear_time1=0, clear_time2=0;
4125 if (Framerate_delay) {
4126 int start_time = timer_get_milliseconds();
4127 while (timer_get_milliseconds() < start_time + Framerate_delay)
4133 demo_do_frame_start();
4135 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4140 // start timing frame
4141 timing_frame_start();
4143 total_time1 = timer_get_fixed_seconds();
4145 // var to hold which state we are in
4146 actually_playing = game_actually_playing();
4148 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4149 if (!(Game_mode & GM_STANDALONE_SERVER)){
4150 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4154 if (Missiontime > Entry_delay_time){
4155 Pre_player_entry = 0;
4157 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4160 // Note: These are done even before the player enters, else buffers can overflow.
4161 if (! (Game_mode & GM_STANDALONE_SERVER)){
4165 shield_frame_init();
4167 if ( Player->control_mode != PCM_NORMAL )
4170 if ( !Pre_player_entry && actually_playing ) {
4171 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4173 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4174 game_process_keys();
4176 // don't read flying controls if we're playing a demo back
4177 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4178 read_player_controls( Player_obj, flFrametime);
4182 // if we're not the master, we may have to send the server-critical ship status button_info bits
4183 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4184 multi_maybe_send_ship_status();
4189 // Reset the whack stuff
4192 // These two lines must be outside of Pre_player_entry code,
4193 // otherwise too many lights are added.
4196 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4200 game_simulation_frame();
4202 // if not actually in a game play state, then return. This condition could only be true in
4203 // a multiplayer game.
4204 if ( !actually_playing ) {
4205 SDL_assert( Game_mode & GM_MULTIPLAYER );
4209 if (!Pre_player_entry) {
4210 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4211 clear_time1 = timer_get_fixed_seconds();
4212 // clear the screen to black
4214 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4218 clear_time2 = timer_get_fixed_seconds();
4219 render3_time1 = timer_get_fixed_seconds();
4220 game_render_frame_setup(&eye_pos, &eye_orient);
4221 game_render_frame( &eye_pos, &eye_orient );
4223 // save the eye position and orientation
4224 if ( Game_mode & GM_MULTIPLAYER ) {
4225 Net_player->s_info.eye_pos = eye_pos;
4226 Net_player->s_info.eye_orient = eye_orient;
4229 hud_show_target_model();
4231 // check to see if we should display the death died popup
4232 if(Game_mode & GM_DEAD_BLEW_UP){
4233 if(Game_mode & GM_MULTIPLAYER){
4234 // catch the situation where we're supposed to be warping out on this transition
4235 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4236 gameseq_post_event(GS_EVENT_DEBRIEF);
4237 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4238 Player_died_popup_wait = -1;
4242 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4243 Player_died_popup_wait = -1;
4249 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4250 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4251 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4252 if(!popupdead_is_active()){
4256 Player_multi_died_check = -1;
4260 render3_time2 = timer_get_fixed_seconds();
4261 render2_time1 = timer_get_fixed_seconds();
4264 game_get_framerate();
4265 game_show_framerate();
4267 game_show_time_left();
4269 // Draw the 2D HUD gauges
4270 if(supernova_active() < 3){
4271 game_render_hud_2d();
4274 game_set_view_clip();
4276 // Draw 3D HUD gauges
4277 game_render_hud_3d(&eye_pos, &eye_orient);
4281 render2_time2 = timer_get_fixed_seconds();
4283 // maybe render and process the dead popup
4284 game_maybe_do_dead_popup(flFrametime);
4286 // start timing frame
4287 timing_frame_stop();
4288 // timing_display(30, 10);
4290 // If a regular popup is active, don't flip (popup code flips)
4291 if( !popup_running_state() ){
4292 flip_time1 = timer_get_fixed_seconds();
4293 game_flip_page_and_time_it();
4294 flip_time2 = timer_get_fixed_seconds();
4298 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4301 game_show_standalone_framerate();
4305 game_do_training_checks();
4308 // process lightning (nebula only)
4311 total_time2 = timer_get_fixed_seconds();
4313 // Got some timing numbers
4314 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4315 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4316 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4317 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4318 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4321 demo_do_frame_end();
4323 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4329 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4330 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4331 // died. This resulted in screwed up death sequences.
4333 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4334 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4335 static int timer_paused=0;
4336 #if defined(TIMER_TEST) && !defined(NDEBUG)
4337 static int stop_count,start_count;
4338 static int time_stopped,time_started;
4340 int saved_timestamp_ticker = -1;
4342 void game_reset_time()
4344 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4348 // Last_time = timer_get_fixed_seconds();
4354 void game_stop_time()
4356 if (timer_paused==0) {
4358 time = timer_get_fixed_seconds();
4359 // Save how much time progressed so far in the frame so we can
4360 // use it when we unpause.
4361 Last_delta_time = time - Last_time;
4363 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4364 if (Last_delta_time < 0) {
4365 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366 Int3(); //get Matt!!!!
4368 Last_delta_time = 0;
4370 #if defined(TIMER_TEST) && !defined(NDEBUG)
4371 time_stopped = time;
4374 // Stop the timer_tick stuff...
4375 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4376 saved_timestamp_ticker = timestamp_ticker;
4380 #if defined(TIMER_TEST) && !defined(NDEBUG)
4385 void game_start_time()
4388 SDL_assert(timer_paused >= 0);
4389 if (timer_paused==0) {
4391 time = timer_get_fixed_seconds();
4392 #if defined(TIMER_TEST) && !defined(NDEBUG)
4394 Int3(); //get Matt!!!!
4397 // Take current time, and set it backwards to account for time
4398 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4399 // will be correct when it goes to calculate the frametime next
4401 Last_time = time - Last_delta_time;
4402 #if defined(TIMER_TEST) && !defined(NDEBUG)
4403 time_started = time;
4406 // Restore the timer_tick stuff...
4407 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4408 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4409 timestamp_ticker = saved_timestamp_ticker;
4410 saved_timestamp_ticker = -1;
4413 #if defined(TIMER_TEST) && !defined(NDEBUG)
4419 void game_set_frametime(int state)
4421 fix thistime = timer_get_fixed_seconds();
4424 if ( Last_time == 0 )
4425 Frametime = F1_0 / 30;
4427 Frametime = thistime - Last_time;
4429 // Frametime = F1_0 / 30;
4432 fix debug_frametime = Frametime; // Just used to display frametime.
4435 // If player hasn't entered mission yet, make frame take 1/4 second.
4436 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4439 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4441 fix frame_speed = F1_0 / Debug_dump_frames;
4443 if (Frametime > frame_speed ){
4444 nprintf(("warning","slow frame: %x\n",Frametime));
4447 thistime = timer_get_fixed_seconds();
4448 Frametime = thistime - Last_time;
4449 } while (Frametime < frame_speed );
4451 Frametime = frame_speed;
4455 if (Game_mode & GM_STANDALONE_SERVER) {
4456 // if we are just sitting idle then set fps to 10, otherwise jump up to
4458 if (state == GS_STATE_STANDALONE_MAIN) {
4461 frame_cap = Multi_options_g.std_framecap;
4464 frame_cap = Framerate_cap;
4467 SDL_assert( frame_cap > 0 );
4469 #ifndef __EMSCRIPTEN__
4470 // Cap the framerate so it doesn't get too high.
4474 cap = F1_0/frame_cap;
4475 if (Frametime < cap) {
4476 thistime = cap - Frametime;
4477 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4478 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4480 thistime = timer_get_fixed_seconds();
4485 // If framerate is too low, cap it.
4486 if (Frametime > MAX_FRAMETIME) {
4488 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4490 Frametime = MAX_FRAMETIME;
4493 Frametime = fixmul(Frametime, Game_time_compression);
4495 Last_time = thistime;
4496 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4498 flFrametime = f2fl(Frametime);
4499 //if(!(Game_mode & GM_PLAYING_DEMO)){
4500 timestamp_inc(flFrametime);
4502 /* if ((Framecount > 0) && (Framecount < 10)) {
4503 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4508 // This is called from game_do_frame(), and from navmap_do_frame()
4509 void game_update_missiontime()
4511 // TODO JAS: Put in if and move this into game_set_frametime,
4512 // fix navmap to call game_stop/start_time
4513 //if ( !timer_paused )
4514 Missiontime += Frametime;
4517 void game_do_frame()
4519 game_set_frametime(GS_STATE_GAME_PLAY);
4520 game_update_missiontime();
4522 if (Game_mode & GM_STANDALONE_SERVER) {
4523 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4526 if ( game_single_step && (last_single_step == game_single_step) ) {
4527 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4528 while( key_checkch() == 0 )
4530 os_set_title( XSTR( "FreeSpace", 171) );
4531 Last_time = timer_get_fixed_seconds();
4534 last_single_step = game_single_step;
4536 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4537 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4541 Keep_mouse_centered = 0;
4542 monitor_update(); // Update monitor variables
4545 void multi_maybe_do_frame()
4547 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4552 int Joymouse_button_status = 0;
4554 // Flush all input devices
4562 Joymouse_button_status = 0;
4564 //mprintf(("Game flush!\n" ));
4567 // function for multiplayer only which calls game_do_state_common() when running the
4569 void game_do_dc_networking()
4571 SDL_assert( Game_mode & GM_MULTIPLAYER );
4573 game_do_state_common( gameseq_get_state() );
4576 // Call this whenever in a loop, or when you need to check for a keystroke.
4577 int game_check_key()
4583 // convert keypad enter to normal enter
4584 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4585 k = (k & ~KEY_MASK) | SDLK_RETURN;
4590 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4592 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4593 static int Demo_show_trailer_timestamp = 0;
4595 void demo_reset_trailer_timer()
4597 Demo_show_trailer_timestamp = timer_get_milliseconds();
4600 void demo_maybe_show_trailer(int k)
4603 // if key pressed, reset demo trailer timer
4605 demo_reset_trailer_timer();
4609 // if mouse moved, reset demo trailer timer
4612 mouse_get_delta(&dx, &dy);
4613 if ( (dx > 0) || (dy > 0) ) {
4614 demo_reset_trailer_timer();
4618 // if joystick has moved, reset demo trailer timer
4621 joy_get_delta(&dx, &dy);
4622 if ( (dx > 0) || (dy > 0) ) {
4623 demo_reset_trailer_timer();
4627 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4628 // the low-level code. Ugly, I know... but was the simplest and most
4631 // if 30 seconds since last demo trailer time reset, launch movie
4632 if ( os_foreground() ) {
4633 int now = timer_get_milliseconds();
4634 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4635 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4637 movie_play( NOX("fstrailer2.mve") );
4638 demo_reset_trailer_timer();
4646 // same as game_check_key(), except this is used while actually in the game. Since there
4647 // generally are differences between game control keys and general UI keys, makes sense to
4648 // have seperate functions for each case. If you are not checking a game control while in a
4649 // mission, you should probably be using game_check_key() instead.
4654 if (!os_foreground()) {
4659 // If we're in a single player game, pause it.
4660 if (!(Game_mode & GM_MULTIPLAYER)){
4661 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4662 game_process_pause_key();
4669 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4670 demo_maybe_show_trailer(k);
4673 // Move the mouse cursor with the joystick.
4674 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4675 // Move the mouse cursor with the joystick
4679 joy_get_pos( &jx, &jy, &jz, &jr );
4681 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4682 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4685 mouse_get_real_pos( &mx, &my );
4686 mouse_set_pos( mx+dx, my+dy );
4691 m = mouse_down(MOUSE_LEFT_BUTTON);
4693 if ( j != Joymouse_button_status ) {
4694 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4695 Joymouse_button_status = j;
4697 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4698 } else if ( (!j) && (m) ) {
4699 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4704 // if we should be ignoring keys because of some multiplayer situations
4705 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4709 // If a popup is running, don't process all the Fn keys
4710 if( popup_active() ) {
4714 state = gameseq_get_state();
4716 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4719 case KEY_DEBUGGED + SDLK_BACKSPACE:
4724 launch_context_help();
4729 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4731 // don't allow f2 while warping out in multiplayer
4732 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4737 case GS_STATE_INITIAL_PLAYER_SELECT:
4738 case GS_STATE_OPTIONS_MENU:
4739 case GS_STATE_HUD_CONFIG:
4740 case GS_STATE_CONTROL_CONFIG:
4741 case GS_STATE_DEATH_DIED:
4742 case GS_STATE_DEATH_BLEW_UP:
4743 case GS_STATE_VIEW_MEDALS:
4747 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4754 // hotkey selection screen -- only valid from briefing and beyond.
4756 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4757 if ( (state == GS_STATE_TEAM_SELECT) || (state == GS_STATE_BRIEFING) || (state == GS_STATE_SHIP_SELECT) || (state == GS_STATE_WEAPON_SELECT) || (state == GS_STATE_GAME_PLAY) || (state == GS_STATE_GAME_PAUSED) ) {
4758 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4764 case KEY_DEBUGGED + SDLK_F3:
4765 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4768 case KEY_DEBUGGED + SDLK_F4:
4769 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4773 if(Game_mode & GM_MULTIPLAYER){
4774 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4775 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4779 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4780 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4786 case SDLK_ESCAPE | KEY_SHIFTED:
4787 // make sure to quit properly out of multiplayer
4788 if(Game_mode & GM_MULTIPLAYER){
4789 multi_quit_game(PROMPT_NONE);
4792 gameseq_post_event( GS_EVENT_QUIT_GAME );
4797 case KEY_DEBUGGED + SDLK_p:
4800 case SDLK_PRINTSCREEN:
4802 static int counter = 0;
4807 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4809 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4810 gr_print_screen(tmp_name);
4818 case KEY_SHIFTED | SDLK_RETURN: {
4820 #if !defined(NDEBUG)
4822 if ( Game_mode & GM_NORMAL ){
4826 // if we're in multiplayer mode, do some special networking
4827 if(Game_mode & GM_MULTIPLAYER){
4828 debug_console(game_do_dc_networking);
4835 if ( Game_mode & GM_NORMAL )
4849 gameseq_post_event(GS_EVENT_QUIT_GAME);
4852 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4855 void camera_set_position( vector *pos )
4860 void camera_set_orient( matrix *orient )
4862 Camera_orient = *orient;
4865 void camera_set_velocity( vector *vel, int instantaneous )
4867 Camera_desired_velocity.xyz.x = 0.0f;
4868 Camera_desired_velocity.xyz.y = 0.0f;
4869 Camera_desired_velocity.xyz.z = 0.0f;
4871 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4872 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4873 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4875 if ( instantaneous ) {
4876 Camera_velocity = Camera_desired_velocity;
4884 vector new_vel, delta_pos;
4886 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4887 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4888 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4890 Camera_velocity = new_vel;
4892 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4894 vm_vec_add2( &Camera_pos, &delta_pos );
4896 float ot = Camera_time+0.0f;
4898 Camera_time += flFrametime;
4900 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4903 tmp.xyz.z = 4.739f; // always go this fast forward.
4905 // pick x and y velocities so they are always on a
4906 // circle with a 25 m radius.
4908 float tmp_angle = frand()*PI2;
4910 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4911 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4913 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4915 //mprintf(( "Changing velocity!\n" ));
4916 camera_set_velocity( &tmp, 0 );
4919 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4920 vector tmp = ZERO_VECTOR;
4921 camera_set_velocity( &tmp, 0 );
4926 void end_demo_campaign_do()
4928 // go to upsell screens, which should drop back to the main hall
4929 gameseq_post_event(GS_EVENT_DEMO_UPSELL);
4932 // All code to process events. This is the only place
4933 // that you should change the state of the game.
4935 void game_process_event( int current_state, int event )
4937 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4940 case GS_EVENT_SIMULATOR_ROOM:
4941 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4944 case GS_EVENT_MAIN_MENU:
4945 gameseq_set_state(GS_STATE_MAIN_MENU);
4948 case GS_EVENT_OPTIONS_MENU:
4949 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4952 case GS_EVENT_BARRACKS_MENU:
4953 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4956 case GS_EVENT_TECH_MENU:
4957 gameseq_set_state(GS_STATE_TECH_MENU);
4960 case GS_EVENT_TRAINING_MENU:
4961 gameseq_set_state(GS_STATE_TRAINING_MENU);
4964 case GS_EVENT_START_GAME:
4965 Select_default_ship = 0;
4966 Player_multi_died_check = -1;
4967 gameseq_set_state(GS_STATE_CMD_BRIEF);
4970 case GS_EVENT_START_BRIEFING:
4971 gameseq_set_state(GS_STATE_BRIEFING);
4974 case GS_EVENT_DEBRIEF:
4975 // did we end the campaign in the main freespace 2 single player campaign?
4977 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4979 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4981 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4983 gameseq_set_state(GS_STATE_DEBRIEF);
4986 Player_multi_died_check = -1;
4989 case GS_EVENT_SHIP_SELECTION:
4990 gameseq_set_state( GS_STATE_SHIP_SELECT );
4993 case GS_EVENT_WEAPON_SELECTION:
4994 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4997 case GS_EVENT_ENTER_GAME:
4999 // maybe start recording a demo
5001 demo_start_record("test.fsd");
5005 if (Game_mode & GM_MULTIPLAYER) {
5006 // if we're respawning, make sure we change the view mode so that the hud shows up
5007 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5011 gameseq_set_state(GS_STATE_GAME_PLAY);
5013 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5016 Player_multi_died_check = -1;
5018 // clear multiplayer button info
5019 extern button_info Multi_ship_status_bi;
5020 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5022 Start_time = f2fl(timer_get_approx_seconds());
5024 mprintf(("Entering game at time = %7.3f\n", Start_time));
5028 case GS_EVENT_START_GAME_QUICK:
5029 Select_default_ship = 1;
5030 gameseq_post_event(GS_EVENT_ENTER_GAME);
5034 case GS_EVENT_END_GAME:
5035 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5036 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5037 gameseq_set_state(GS_STATE_MAIN_MENU);
5042 Player_multi_died_check = -1;
5045 case GS_EVENT_QUIT_GAME:
5046 main_hall_stop_music();
5047 main_hall_stop_ambient();
5049 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5050 if (current_state == GS_STATE_DEMO_UPSELL) {
5051 gameseq_set_state(GS_STATE_QUIT_GAME);
5053 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5056 gameseq_set_state(GS_STATE_QUIT_GAME);
5059 Player_multi_died_check = -1;
5062 case GS_EVENT_GAMEPLAY_HELP:
5063 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5066 case GS_EVENT_PAUSE_GAME:
5067 gameseq_push_state(GS_STATE_GAME_PAUSED);
5070 case GS_EVENT_DEBUG_PAUSE_GAME:
5071 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5074 case GS_EVENT_TRAINING_PAUSE:
5075 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5078 case GS_EVENT_PREVIOUS_STATE:
5079 gameseq_pop_state();
5082 case GS_EVENT_TOGGLE_FULLSCREEN:
5083 gr_toggle_fullscreen();
5086 case GS_EVENT_TOGGLE_GLIDE:
5089 case GS_EVENT_LOAD_MISSION_MENU:
5092 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5093 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5096 case GS_EVENT_HUD_CONFIG:
5097 gameseq_push_state( GS_STATE_HUD_CONFIG );
5100 case GS_EVENT_CONTROL_CONFIG:
5101 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5104 case GS_EVENT_DEATH_DIED:
5105 gameseq_set_state( GS_STATE_DEATH_DIED );
5108 case GS_EVENT_DEATH_BLEW_UP:
5109 if ( current_state == GS_STATE_DEATH_DIED ) {
5110 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5111 event_music_player_death();
5113 // multiplayer clients set their extra check here
5114 if(Game_mode & GM_MULTIPLAYER){
5115 // set the multi died absolute last chance check
5116 Player_multi_died_check = time(NULL);
5119 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5123 case GS_EVENT_NEW_CAMPAIGN:
5124 if (!mission_load_up_campaign()){
5125 readyroom_continue_campaign();
5128 Player_multi_died_check = -1;
5131 case GS_EVENT_CAMPAIGN_CHEAT:
5132 if (!mission_load_up_campaign()){
5134 // bash campaign value
5135 extern char Main_hall_campaign_cheat[512];
5138 // look for the mission
5139 for(idx=0; idx<Campaign.num_missions; idx++){
5140 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5141 Campaign.next_mission = idx;
5142 Campaign.prev_mission = idx - 1;
5149 readyroom_continue_campaign();
5152 Player_multi_died_check = -1;
5155 case GS_EVENT_CAMPAIGN_ROOM:
5156 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5159 case GS_EVENT_CMD_BRIEF:
5160 gameseq_set_state(GS_STATE_CMD_BRIEF);
5163 case GS_EVENT_RED_ALERT:
5164 gameseq_set_state(GS_STATE_RED_ALERT);
5167 case GS_EVENT_CREDITS:
5168 gameseq_set_state( GS_STATE_CREDITS );
5171 case GS_EVENT_VIEW_MEDALS:
5172 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5175 case GS_EVENT_SHOW_GOALS:
5176 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5179 case GS_EVENT_HOTKEY_SCREEN:
5180 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5183 // multiplayer stuff follow these comments
5186 gameseq_set_state(GS_STATE_PXO);
5189 case GS_EVENT_PXO_HELP:
5190 gameseq_set_state(GS_STATE_PXO_HELP);
5193 case GS_EVENT_MULTI_JOIN_GAME:
5194 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5197 case GS_EVENT_MULTI_HOST_SETUP:
5198 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5201 case GS_EVENT_MULTI_CLIENT_SETUP:
5202 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5205 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5206 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5209 case GS_EVENT_MULTI_STD_WAIT:
5210 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5213 case GS_EVENT_STANDALONE_MAIN:
5214 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5217 case GS_EVENT_MULTI_PAUSE:
5218 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5221 case GS_EVENT_INGAME_PRE_JOIN:
5222 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5225 case GS_EVENT_EVENT_DEBUG:
5226 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5229 // Start a warpout where player automatically goes 70 no matter what
5230 // and can't cancel out of it.
5231 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5232 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5234 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5235 Player->saved_viewer_mode = Viewer_mode;
5236 Player->control_mode = PCM_WARPOUT_STAGE1;
5237 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5238 Warpout_time = 0.0f; // Start timer!
5241 case GS_EVENT_PLAYER_WARPOUT_START:
5242 if ( Player->control_mode != PCM_NORMAL ) {
5243 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5245 Player->saved_viewer_mode = Viewer_mode;
5246 Player->control_mode = PCM_WARPOUT_STAGE1;
5247 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5248 Warpout_time = 0.0f; // Start timer!
5249 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5253 case GS_EVENT_PLAYER_WARPOUT_STOP:
5254 if ( Player->control_mode != PCM_NORMAL ) {
5255 if ( !Warpout_forced ) { // cannot cancel forced warpout
5256 Player->control_mode = PCM_NORMAL;
5257 Viewer_mode = Player->saved_viewer_mode;
5258 hud_subspace_notify_abort();
5259 mprintf(( "Player put back to normal mode.\n" ));
5260 if ( Warpout_sound > -1 ) {
5261 snd_stop( Warpout_sound );
5268 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5269 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5270 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5271 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5273 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5274 shipfx_warpout_start( Player_obj );
5275 Player->control_mode = PCM_WARPOUT_STAGE2;
5276 Player->saved_viewer_mode = Viewer_mode;
5277 Viewer_mode |= VM_WARP_CHASE;
5279 vector tmp = Player_obj->pos;
5281 ship_get_eye( &tmp, &tmp_m, Player_obj );
5282 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5283 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5284 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5286 camera_set_position( &tmp );
5287 camera_set_orient( &Player_obj->orient );
5288 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5290 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5291 camera_set_velocity( &tmp_vel, 1);
5295 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5296 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5297 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5298 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5300 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5301 Player->control_mode = PCM_WARPOUT_STAGE3;
5305 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5306 mprintf(( "Player warped out. Going to debriefing!\n" ));
5307 Player->control_mode = PCM_NORMAL;
5308 Viewer_mode = Player->saved_viewer_mode;
5311 // we have a special debriefing screen for multiplayer furballs
5312 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5313 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5315 // do the normal debriefing for all other situations
5317 gameseq_post_event(GS_EVENT_DEBRIEF);
5321 case GS_EVENT_STANDALONE_POSTGAME:
5322 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5325 case GS_EVENT_INITIAL_PLAYER_SELECT:
5326 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5329 case GS_EVENT_GAME_INIT:
5330 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5331 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5333 // see if the command line option has been set to use the last pilot, and act acoordingly
5334 if( player_select_get_last_pilot() ) {
5335 // always enter the main menu -- do the automatic network startup stuff elsewhere
5336 // so that we still have valid checks for networking modes, etc.
5337 gameseq_set_state(GS_STATE_MAIN_MENU);
5339 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5344 case GS_EVENT_MULTI_MISSION_SYNC:
5345 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5348 case GS_EVENT_MULTI_START_GAME:
5349 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5352 case GS_EVENT_MULTI_HOST_OPTIONS:
5353 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5356 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5357 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5360 case GS_EVENT_TEAM_SELECT:
5361 gameseq_set_state(GS_STATE_TEAM_SELECT);
5364 case GS_EVENT_END_CAMPAIGN:
5365 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5368 case GS_EVENT_END_DEMO:
5369 gameseq_set_state(GS_STATE_END_DEMO);
5372 case GS_EVENT_LOOP_BRIEF:
5373 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5376 case GS_EVENT_DEMO_UPSELL:
5377 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5386 // Called when a state is being left.
5387 // The current state is still at old_state, but as soon as
5388 // this function leaves, then the current state will become
5389 // new state. You should never try to change the state
5390 // in here... if you think you need to, you probably really
5391 // need to post an event, not change the state.
5392 void game_leave_state( int old_state, int new_state )
5394 int end_mission = 1;
5396 switch (new_state) {
5397 case GS_STATE_GAME_PAUSED:
5398 case GS_STATE_DEBUG_PAUSED:
5399 case GS_STATE_OPTIONS_MENU:
5400 case GS_STATE_CONTROL_CONFIG:
5401 case GS_STATE_MISSION_LOG_SCROLLBACK:
5402 case GS_STATE_DEATH_DIED:
5403 case GS_STATE_SHOW_GOALS:
5404 case GS_STATE_HOTKEY_SCREEN:
5405 case GS_STATE_MULTI_PAUSED:
5406 case GS_STATE_TRAINING_PAUSED:
5407 case GS_STATE_EVENT_DEBUG:
5408 case GS_STATE_GAMEPLAY_HELP:
5409 end_mission = 0; // these events shouldn't end a mission
5413 switch (old_state) {
5414 case GS_STATE_BRIEFING:
5415 brief_stop_voices();
5416 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5417 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5418 && (new_state != GS_STATE_TEAM_SELECT) ){
5419 common_select_close();
5420 if ( new_state == GS_STATE_MAIN_MENU ) {
5421 freespace_stop_mission();
5425 // COMMAND LINE OPTION
5426 if (Cmdline_multi_stream_chat_to_file){
5427 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5428 cfclose(Multi_chat_stream);
5432 case GS_STATE_DEBRIEF:
5433 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5438 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5439 multi_df_debrief_close();
5442 case GS_STATE_LOAD_MISSION_MENU:
5445 case GS_STATE_SIMULATOR_ROOM:
5449 case GS_STATE_CAMPAIGN_ROOM:
5450 campaign_room_close();
5453 case GS_STATE_CMD_BRIEF:
5454 if (new_state == GS_STATE_OPTIONS_MENU) {
5459 if (new_state == GS_STATE_MAIN_MENU)
5460 freespace_stop_mission();
5465 case GS_STATE_RED_ALERT:
5469 case GS_STATE_SHIP_SELECT:
5470 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5471 new_state != GS_STATE_HOTKEY_SCREEN &&
5472 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5473 common_select_close();
5474 if ( new_state == GS_STATE_MAIN_MENU ) {
5475 freespace_stop_mission();
5480 case GS_STATE_WEAPON_SELECT:
5481 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5482 new_state != GS_STATE_HOTKEY_SCREEN &&
5483 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5484 common_select_close();
5485 if ( new_state == GS_STATE_MAIN_MENU ) {
5486 freespace_stop_mission();
5491 case GS_STATE_TEAM_SELECT:
5492 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5493 new_state != GS_STATE_HOTKEY_SCREEN &&
5494 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5495 common_select_close();
5496 if ( new_state == GS_STATE_MAIN_MENU ) {
5497 freespace_stop_mission();
5502 case GS_STATE_MAIN_MENU:
5503 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5510 case GS_STATE_OPTIONS_MENU:
5511 //game_start_time();
5512 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5513 multi_join_clear_game_list();
5515 options_menu_close();
5518 case GS_STATE_BARRACKS_MENU:
5519 if(new_state != GS_STATE_VIEW_MEDALS){
5524 case GS_STATE_MISSION_LOG_SCROLLBACK:
5525 hud_scrollback_close();
5528 case GS_STATE_TRAINING_MENU:
5529 training_menu_close();
5532 case GS_STATE_GAME_PLAY:
5533 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5534 player_save_target_and_weapon_link_prefs();
5535 game_stop_looped_sounds();
5538 sound_env_disable();
5539 joy_ff_stop_effects();
5541 // stop game time under certain conditions
5542 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5547 // shut down any recording or playing demos
5552 // when in multiplayer and going back to the main menu, send a leave game packet
5553 // right away (before calling stop mission). stop_mission was taking to long to
5554 // close mission down and I want people to get notified ASAP.
5555 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5556 multi_quit_game(PROMPT_NONE);
5559 freespace_stop_mission();
5560 Game_time_compression = F1_0;
5564 case GS_STATE_TECH_MENU:
5568 case GS_STATE_TRAINING_PAUSED:
5569 Training_num_lines = 0;
5570 // fall through to GS_STATE_GAME_PAUSED
5572 case GS_STATE_GAME_PAUSED:
5574 if ( end_mission ) {
5579 case GS_STATE_DEBUG_PAUSED:
5582 pause_debug_close();
5586 case GS_STATE_HUD_CONFIG:
5590 // join/start a game
5591 case GS_STATE_MULTI_JOIN_GAME:
5592 if(new_state != GS_STATE_OPTIONS_MENU){
5593 multi_join_game_close();
5597 case GS_STATE_MULTI_HOST_SETUP:
5598 case GS_STATE_MULTI_CLIENT_SETUP:
5599 // if this is just the host going into the options screen, don't do anything
5600 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5604 // close down the proper state
5605 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5606 multi_create_game_close();
5608 multi_game_client_setup_close();
5611 // COMMAND LINE OPTION
5612 if (Cmdline_multi_stream_chat_to_file){
5613 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5614 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5615 cfclose(Multi_chat_stream);
5620 case GS_STATE_CONTROL_CONFIG:
5621 control_config_close();
5624 case GS_STATE_DEATH_DIED:
5625 Game_mode &= ~GM_DEAD_DIED;
5627 // early end while respawning or blowing up in a multiplayer game
5628 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5630 freespace_stop_mission();
5634 case GS_STATE_DEATH_BLEW_UP:
5635 Game_mode &= ~GM_DEAD_BLEW_UP;
5637 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5638 // to determine if I should do anything.
5639 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5641 freespace_stop_mission();
5644 // if we are not respawing as an observer or as a player, our new state will not
5645 // be gameplay state.
5646 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5647 game_stop_time(); // hasn't been called yet!!
5648 freespace_stop_mission();
5654 case GS_STATE_CREDITS:
5658 case GS_STATE_VIEW_MEDALS:
5662 case GS_STATE_SHOW_GOALS:
5663 mission_show_goals_close();
5666 case GS_STATE_HOTKEY_SCREEN:
5667 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5668 mission_hotkey_close();
5672 case GS_STATE_MULTI_MISSION_SYNC:
5673 // if we're moving into the options menu, don't do anything
5674 if(new_state == GS_STATE_OPTIONS_MENU){
5678 SDL_assert( Game_mode & GM_MULTIPLAYER );
5680 if ( new_state == GS_STATE_GAME_PLAY ){
5681 // palette_restore_palette();
5683 // change a couple of flags to indicate our state!!!
5684 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5685 send_netplayer_update_packet();
5687 // set the game mode
5688 Game_mode |= GM_IN_MISSION;
5692 case GS_STATE_VIEW_CUTSCENES:
5693 cutscenes_screen_close();
5696 case GS_STATE_MULTI_STD_WAIT:
5697 multi_standalone_wait_close();
5700 case GS_STATE_STANDALONE_MAIN:
5701 standalone_main_close();
5702 if(new_state == GS_STATE_MULTI_STD_WAIT){
5703 init_multiplayer_stats();
5707 case GS_STATE_MULTI_PAUSED:
5708 // if ( end_mission ){
5713 case GS_STATE_INGAME_PRE_JOIN:
5714 multi_ingame_select_close();
5717 case GS_STATE_STANDALONE_POSTGAME:
5718 multi_standalone_postgame_close();
5721 case GS_STATE_INITIAL_PLAYER_SELECT:
5722 player_select_close();
5725 case GS_STATE_MULTI_START_GAME:
5726 multi_start_game_close();
5729 case GS_STATE_MULTI_HOST_OPTIONS:
5730 multi_host_options_close();
5733 case GS_STATE_END_OF_CAMPAIGN:
5734 mission_campaign_end_close();
5737 case GS_STATE_LOOP_BRIEF:
5742 if (new_state != GS_STATE_PXO_HELP) {
5747 case GS_STATE_PXO_HELP:
5748 multi_pxo_help_close();
5751 case GS_STATE_DEMO_UPSELL:
5752 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5753 demo_upsell_close();
5759 // Called when a state is being entered.
5760 // The current state is set to the state we're entering at
5761 // this point, and old_state is set to the state we're coming
5762 // from. You should never try to change the state
5763 // in here... if you think you need to, you probably really
5764 // need to post an event, not change the state.
5766 void game_enter_state( int old_state, int new_state )
5768 switch (new_state) {
5769 case GS_STATE_MAIN_MENU:
5770 // in multiplayer mode, be sure that we are not doing networking anymore.
5771 if ( Game_mode & GM_MULTIPLAYER ) {
5772 SDL_assert( Net_player != NULL );
5773 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5776 Game_time_compression = F1_0;
5778 // determine which ship this guy is currently based on
5779 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5782 if (Player->on_bastion) {
5790 case GS_STATE_BRIEFING:
5791 main_hall_stop_music();
5792 main_hall_stop_ambient();
5794 if (Game_mode & GM_NORMAL) {
5795 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5796 // MWA: or from options or hotkey screens
5797 // JH: or if the command brief state already did this
5798 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5799 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5800 && (old_state != GS_STATE_CMD_BRIEF) ) {
5801 if ( !game_start_mission() ) // this should put us into a new state on failure!
5805 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5806 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5807 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5809 Game_time_compression = F1_0;
5811 if ( red_alert_mission() ) {
5812 gameseq_post_event(GS_EVENT_RED_ALERT);
5819 case GS_STATE_DEBRIEF:
5820 game_stop_looped_sounds();
5821 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5822 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5827 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5828 multi_df_debrief_init();
5831 case GS_STATE_LOAD_MISSION_MENU:
5834 case GS_STATE_SIMULATOR_ROOM:
5838 case GS_STATE_CAMPAIGN_ROOM:
5839 campaign_room_init();
5842 case GS_STATE_RED_ALERT:
5843 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5847 case GS_STATE_CMD_BRIEF: {
5848 int team_num = 0; // team number used as index for which cmd brief to use.
5850 if (old_state == GS_STATE_OPTIONS_MENU) {
5854 main_hall_stop_music();
5855 main_hall_stop_ambient();
5857 if (Game_mode & GM_NORMAL) {
5858 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5859 // MWA: or from options or hotkey screens
5860 // JH: or if the command brief state already did this
5861 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5862 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5863 if ( !game_start_mission() ) // this should put us into a new state on failure!
5868 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5869 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5870 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5872 cmd_brief_init(team_num);
5878 case GS_STATE_SHIP_SELECT:
5882 case GS_STATE_WEAPON_SELECT:
5883 weapon_select_init();
5886 case GS_STATE_TEAM_SELECT:
5890 case GS_STATE_GAME_PAUSED:
5895 case GS_STATE_DEBUG_PAUSED:
5896 // game_stop_time();
5897 // os_set_title("FreeSpace - PAUSED");
5900 case GS_STATE_TRAINING_PAUSED:
5907 case GS_STATE_OPTIONS_MENU:
5909 options_menu_init();
5912 case GS_STATE_GAME_PLAY:
5913 // coming from the gameplay state or the main menu, we might need to load the mission
5914 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5915 if ( !game_start_mission() ) // this should put us into a new state.
5920 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5921 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5922 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5923 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5924 (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_MULTI_STD_WAIT) || (old_state == GS_STATE_SIMULATOR_ROOM)) ) {
5925 // JAS: Used to do all paging here.
5929 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5933 main_hall_stop_music();
5934 main_hall_stop_ambient();
5935 event_music_first_pattern(); // start the first pattern
5938 // special code that restores player ship selection and weapons loadout when doing a quick start
5939 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5940 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5941 wss_direct_restore_loadout();
5945 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5946 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5947 event_music_first_pattern(); // start the first pattern
5950 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5951 event_music_first_pattern(); // start the first pattern
5953 player_restore_target_and_weapon_link_prefs();
5955 Game_mode |= GM_IN_MISSION;
5958 // required to truely make mouse deltas zeroed in debug mouse code
5959 if (!Is_standalone) {
5960 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5966 // only start time if in single player, or coming from multi wait state
5969 (Game_mode & GM_NORMAL) &&
5970 (old_state != GS_STATE_VIEW_CUTSCENES)
5972 (Game_mode & GM_MULTIPLAYER) && (
5973 (old_state == GS_STATE_MULTI_PAUSED) ||
5974 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5980 // when coming from the multi paused state, reset the timestamps
5981 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5982 multi_reset_timestamps();
5985 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5986 // initialize all object update details
5987 multi_oo_gameplay_init();
5990 // under certain circumstances, the server should reset the object update rate limiting stuff
5991 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5992 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5994 // reinitialize the rate limiting system for all clients
5995 multi_oo_rate_init_all();
5998 // multiplayer clients should always re-initialize their control info rate limiting system
5999 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6000 multi_oo_rate_init_all();
6004 if(Game_mode & GM_MULTIPLAYER){
6005 multi_ping_reset_players();
6008 Game_subspace_effect = 0;
6009 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6010 Game_subspace_effect = 1;
6011 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6012 game_start_subspace_ambient_sound();
6016 sound_env_set(&Game_sound_env);
6017 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6019 // clear multiplayer button info i
6020 extern button_info Multi_ship_status_bi;
6021 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6024 case GS_STATE_HUD_CONFIG:
6028 case GS_STATE_MULTI_JOIN_GAME:
6029 multi_join_clear_game_list();
6031 if (old_state != GS_STATE_OPTIONS_MENU) {
6032 multi_join_game_init();
6037 case GS_STATE_MULTI_HOST_SETUP:
6038 // don't reinitialize if we're coming back from the host options screen
6039 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6040 multi_create_game_init();
6045 case GS_STATE_MULTI_CLIENT_SETUP:
6046 if (old_state != GS_STATE_OPTIONS_MENU) {
6047 multi_game_client_setup_init();
6052 case GS_STATE_CONTROL_CONFIG:
6053 control_config_init();
6056 case GS_STATE_TECH_MENU:
6060 case GS_STATE_BARRACKS_MENU:
6061 if(old_state != GS_STATE_VIEW_MEDALS){
6066 case GS_STATE_MISSION_LOG_SCROLLBACK:
6067 hud_scrollback_init();
6070 case GS_STATE_DEATH_DIED:
6071 Player_died_time = timestamp(10);
6073 if(!(Game_mode & GM_MULTIPLAYER)){
6074 player_show_death_message();
6076 Game_mode |= GM_DEAD_DIED;
6079 case GS_STATE_DEATH_BLEW_UP:
6080 if ( !popupdead_is_active() ) {
6081 Player_ai->target_objnum = -1;
6084 // stop any local EMP effect
6087 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6088 Game_mode |= GM_DEAD_BLEW_UP;
6089 Show_viewing_from_self = 0;
6091 // timestamp how long we should wait before displaying the died popup
6092 if ( !popupdead_is_active() ) {
6093 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6097 case GS_STATE_GAMEPLAY_HELP:
6098 gameplay_help_init();
6101 case GS_STATE_CREDITS:
6102 main_hall_stop_music();
6103 main_hall_stop_ambient();
6107 case GS_STATE_VIEW_MEDALS:
6108 medal_main_init(Player);
6111 case GS_STATE_SHOW_GOALS:
6112 mission_show_goals_init();
6115 case GS_STATE_HOTKEY_SCREEN:
6116 mission_hotkey_init();
6119 case GS_STATE_MULTI_MISSION_SYNC:
6120 // if we're coming from the options screen, don't do any
6121 if(old_state == GS_STATE_OPTIONS_MENU){
6125 switch(Multi_sync_mode){
6126 case MULTI_SYNC_PRE_BRIEFING:
6127 // if moving from game forming to the team select state
6130 case MULTI_SYNC_POST_BRIEFING:
6131 // if moving from briefing into the mission itself
6134 // tell everyone that we're now loading data
6135 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6136 send_netplayer_update_packet();
6138 // JAS: Used to do all paging here!!!!
6140 Net_player->state = NETPLAYER_STATE_WAITING;
6141 send_netplayer_update_packet();
6143 Game_time_compression = F1_0;
6145 case MULTI_SYNC_INGAME:
6151 case GS_STATE_VIEW_CUTSCENES:
6152 cutscenes_screen_init();
6155 case GS_STATE_MULTI_STD_WAIT:
6156 multi_standalone_wait_init();
6159 case GS_STATE_STANDALONE_MAIN:
6160 // don't initialize if we're coming from one of these 2 states unless there are no
6161 // players left (reset situation)
6162 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6163 standalone_main_init();
6167 case GS_STATE_MULTI_PAUSED:
6171 case GS_STATE_INGAME_PRE_JOIN:
6172 multi_ingame_select_init();
6175 case GS_STATE_STANDALONE_POSTGAME:
6176 multi_standalone_postgame_init();
6179 case GS_STATE_INITIAL_PLAYER_SELECT:
6180 player_select_init();
6183 case GS_STATE_MULTI_START_GAME:
6184 multi_start_game_init();
6187 case GS_STATE_MULTI_HOST_OPTIONS:
6188 multi_host_options_init();
6191 case GS_STATE_END_OF_CAMPAIGN:
6192 mission_campaign_end_init();
6195 case GS_STATE_LOOP_BRIEF:
6200 if (old_state != GS_STATE_PXO_HELP) {
6202 // TODO: use_last_channel?
6208 case GS_STATE_PXO_HELP:
6209 multi_pxo_help_init();
6212 case GS_STATE_DEMO_UPSELL:
6213 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6214 demo_upsell_init(old_state == GS_STATE_END_DEMO);
6221 // do stuff that may need to be done regardless of state
6222 void game_do_state_common(int state,int no_networking)
6224 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6225 snd_do_frame(); // update sound system
6226 event_music_do_frame(); // music needs to play across many states
6228 multi_log_process();
6230 // bail if state is invalid
6232 Game_do_state_should_skip = 1;
6236 if (no_networking) {
6240 // maybe do a multiplayer frame based on game mode and state type
6241 if (Game_mode & GM_MULTIPLAYER) {
6243 case GS_STATE_OPTIONS_MENU:
6244 case GS_STATE_GAMEPLAY_HELP:
6245 case GS_STATE_HOTKEY_SCREEN:
6246 case GS_STATE_HUD_CONFIG:
6247 case GS_STATE_CONTROL_CONFIG:
6248 case GS_STATE_MISSION_LOG_SCROLLBACK:
6249 case GS_STATE_SHOW_GOALS:
6250 case GS_STATE_VIEW_CUTSCENES:
6251 case GS_STATE_EVENT_DEBUG:
6252 multi_maybe_do_frame();
6256 game_do_networking();
6260 // Called once a frame.
6261 // You should never try to change the state
6262 // in here... if you think you need to, you probably really
6263 // need to post an event, not change the state.
6264 int Game_do_state_should_skip = 0;
6265 void game_do_state(int state)
6267 // always lets the do_state_common() function determine if the state should be skipped
6268 Game_do_state_should_skip = 0;
6270 // legal to set the should skip state anywhere in this function
6271 game_do_state_common(state); // do stuff that may need to be done regardless of state
6273 if(Game_do_state_should_skip){
6278 case GS_STATE_MAIN_MENU:
6279 game_set_frametime(GS_STATE_MAIN_MENU);
6280 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6283 main_hall_do(flFrametime);
6287 case GS_STATE_OPTIONS_MENU:
6288 game_set_frametime(GS_STATE_OPTIONS_MENU);
6289 options_menu_do_frame(flFrametime);
6292 case GS_STATE_BARRACKS_MENU:
6293 game_set_frametime(GS_STATE_BARRACKS_MENU);
6294 barracks_do_frame(flFrametime);
6297 case GS_STATE_TRAINING_MENU:
6298 game_set_frametime(GS_STATE_TRAINING_MENU);
6299 training_menu_do_frame(flFrametime);
6302 case GS_STATE_TECH_MENU:
6303 game_set_frametime(GS_STATE_TECH_MENU);
6304 techroom_do_frame(flFrametime);
6307 case GS_STATE_GAMEPLAY_HELP:
6308 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6309 gameplay_help_do_frame(flFrametime);
6312 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6316 case GS_STATE_GAME_PAUSED:
6320 case GS_STATE_DEBUG_PAUSED:
6322 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6327 case GS_STATE_TRAINING_PAUSED:
6328 game_training_pause_do();
6331 case GS_STATE_LOAD_MISSION_MENU:
6335 case GS_STATE_BRIEFING:
6336 game_set_frametime(GS_STATE_BRIEFING);
6337 brief_do_frame(flFrametime);
6340 case GS_STATE_DEBRIEF:
6341 game_set_frametime(GS_STATE_DEBRIEF);
6342 debrief_do_frame(flFrametime);
6345 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6346 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6347 multi_df_debrief_do();
6350 case GS_STATE_SHIP_SELECT:
6351 game_set_frametime(GS_STATE_SHIP_SELECT);
6352 ship_select_do(flFrametime);
6355 case GS_STATE_WEAPON_SELECT:
6356 game_set_frametime(GS_STATE_WEAPON_SELECT);
6357 weapon_select_do(flFrametime);
6360 case GS_STATE_MISSION_LOG_SCROLLBACK:
6361 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6362 hud_scrollback_do_frame(flFrametime);
6365 case GS_STATE_HUD_CONFIG:
6366 game_set_frametime(GS_STATE_HUD_CONFIG);
6367 hud_config_do_frame(flFrametime);
6370 case GS_STATE_MULTI_JOIN_GAME:
6371 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6372 multi_join_game_do_frame();
6375 case GS_STATE_MULTI_HOST_SETUP:
6376 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6377 multi_create_game_do();
6380 case GS_STATE_MULTI_CLIENT_SETUP:
6381 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6382 multi_game_client_setup_do_frame();
6385 case GS_STATE_CONTROL_CONFIG:
6386 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6387 control_config_do_frame(flFrametime);
6390 case GS_STATE_DEATH_DIED:
6394 case GS_STATE_DEATH_BLEW_UP:
6398 case GS_STATE_SIMULATOR_ROOM:
6399 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6400 sim_room_do_frame(flFrametime);
6403 case GS_STATE_CAMPAIGN_ROOM:
6404 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6405 campaign_room_do_frame(flFrametime);
6408 case GS_STATE_RED_ALERT:
6409 game_set_frametime(GS_STATE_RED_ALERT);
6410 red_alert_do_frame(flFrametime);
6413 case GS_STATE_CMD_BRIEF:
6414 game_set_frametime(GS_STATE_CMD_BRIEF);
6415 cmd_brief_do_frame(flFrametime);
6418 case GS_STATE_CREDITS:
6419 game_set_frametime(GS_STATE_CREDITS);
6420 credits_do_frame(flFrametime);
6423 case GS_STATE_VIEW_MEDALS:
6424 game_set_frametime(GS_STATE_VIEW_MEDALS);
6428 case GS_STATE_SHOW_GOALS:
6429 game_set_frametime(GS_STATE_SHOW_GOALS);
6430 mission_show_goals_do_frame(flFrametime);
6433 case GS_STATE_HOTKEY_SCREEN:
6434 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6435 mission_hotkey_do_frame(flFrametime);
6438 case GS_STATE_VIEW_CUTSCENES:
6439 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6440 cutscenes_screen_do_frame();
6443 case GS_STATE_MULTI_STD_WAIT:
6444 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6445 multi_standalone_wait_do();
6448 case GS_STATE_STANDALONE_MAIN:
6449 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6450 standalone_main_do();
6453 case GS_STATE_MULTI_PAUSED:
6454 game_set_frametime(GS_STATE_MULTI_PAUSED);
6458 case GS_STATE_TEAM_SELECT:
6459 game_set_frametime(GS_STATE_TEAM_SELECT);
6463 case GS_STATE_INGAME_PRE_JOIN:
6464 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6465 multi_ingame_select_do();
6468 case GS_STATE_EVENT_DEBUG:
6470 game_set_frametime(GS_STATE_EVENT_DEBUG);
6471 game_show_event_debug(flFrametime);
6475 case GS_STATE_STANDALONE_POSTGAME:
6476 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6477 multi_standalone_postgame_do();
6480 case GS_STATE_INITIAL_PLAYER_SELECT:
6481 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6485 case GS_STATE_MULTI_MISSION_SYNC:
6486 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6490 case GS_STATE_MULTI_START_GAME:
6491 game_set_frametime(GS_STATE_MULTI_START_GAME);
6492 multi_start_game_do();
6495 case GS_STATE_MULTI_HOST_OPTIONS:
6496 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6497 multi_host_options_do();
6500 case GS_STATE_END_OF_CAMPAIGN:
6501 mission_campaign_end_do();
6504 case GS_STATE_END_DEMO:
6505 game_set_frametime(GS_STATE_END_DEMO);
6506 end_demo_campaign_do();
6509 case GS_STATE_LOOP_BRIEF:
6510 game_set_frametime(GS_STATE_LOOP_BRIEF);
6515 game_set_frametime(GS_STATE_PXO);
6519 case GS_STATE_PXO_HELP:
6520 game_set_frametime(GS_STATE_PXO_HELP);
6521 multi_pxo_help_do();
6524 case GS_STATE_DEMO_UPSELL:
6525 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6526 game_set_frametime(GS_STATE_DEMO_UPSELL);
6531 } // end switch(gs_current_state)
6535 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6536 int game_do_ram_check(int ram_in_mbytes)
6538 if ( ram_in_mbytes < 30 ) {
6539 int allowed_to_run = 1;
6540 if ( ram_in_mbytes < 25 ) {
6546 if ( allowed_to_run ) {
6547 SDL_MessageBoxData mboxd;
6548 SDL_MessageBoxButtonData mboxbuttons[2];
6551 // not a translated string, but it's too long and smartdrv isn't
6552 // really a thing for any OS we now support :p
6553 // sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n", 193), ram_in_mbytes, ram_in_mbytes);
6554 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6556 mboxbuttons[0].buttonid = 0;
6557 mboxbuttons[0].text = XSTR("Ok", 503);
6558 mboxbuttons[0].flags = 0;
6560 mboxbuttons[1].buttonid = 1;
6561 mboxbuttons[1].text = XSTR("Cancel", 504);
6562 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6564 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6565 mboxd.title = XSTR( "Not Enough RAM", 194);
6566 mboxd.message = tmp;
6567 mboxd.numbuttons = 2;
6568 mboxd.buttons = mboxbuttons;
6569 mboxd.window = NULL;
6570 mboxd.colorScheme = NULL;
6572 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6574 if ( msgbox_rval == 1 ) {
6578 // not a translated string, but it's too long and smartdrv isn't
6579 // really a thing for any OS we now support :p
6580 // sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n", 195), ram_in_mbytes, ram_in_mbytes);
6581 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6583 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6592 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6593 // If so, copy it over and remove the update directory.
6594 void game_maybe_update_launcher(char *exe_dir)
6599 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6603 int sub_total_destroyed = 0;
6607 // get the total for all his children
6608 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6609 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6612 // find the # of faces for this _individual_ object
6613 total = submodel_get_num_polys(model_num, sm);
6614 if(strstr(pm->submodel[sm].name, "-destroyed")){
6615 sub_total_destroyed = total;
6619 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6622 *out_total += total + sub_total;
6623 *out_destroyed_total += sub_total_destroyed;
6626 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6627 void game_spew_pof_info()
6629 char *pof_list[1000];
6632 int idx, model_num, i, j;
6634 int total, root_total, model_total, destroyed_total, counted;
6638 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6640 // spew info on all the pofs
6646 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6651 for(idx=0; idx<num_files; idx++, counted++){
6652 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6653 model_num = model_load(str, 0, NULL);
6655 pm = model_get(model_num);
6657 // if we have a real model
6662 // go through and print all raw submodels
6663 cfputs("RAW\n", out);
6666 for (i=0; i<pm->n_models; i++) {
6667 total = submodel_get_num_polys(model_num, i);
6669 model_total += total;
6670 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6673 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6676 // now go through and do it by LOD
6677 cfputs("BY LOD\n\n", out);
6678 for(i=0; i<pm->n_detail_levels; i++){
6679 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6683 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6685 destroyed_total = 0;
6686 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6687 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6690 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6693 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6695 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6697 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6700 cfputs("------------------------------------------------------------------------\n\n", out);
6704 if(counted >= MAX_POLYGON_MODELS - 5){
6717 game_spew_pof_info();
6720 static bool game_loop()
6722 if ( popup_active() ) {
6729 if (gameseq_process_events() == GS_STATE_QUIT_GAME) {
6736 #ifdef __EMSCRIPTEN__
6738 void game_loop_caller()
6740 // keep looping through until the persistent storage has sync'd
6741 if (emscripten_run_script_int("Module.sync_in_progress") == 1) {
6745 if ( !game_loop() ) {
6746 emscripten_cancel_main_loop();
6753 int game_main(const char *szCmdLine)
6755 // Find out how much RAM is on this machine
6756 #ifdef __EMSCRIPTEN__
6757 Freespace_total_ram = EM_ASM_INT(return TOTAL_MEMORY) / (1024 * 1024);
6759 Freespace_total_ram = SDL_GetSystemRAM();
6762 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6766 if (!vm_init(24*1024*1024)) {
6767 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6771 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6773 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6782 windebug_memwatch_init();
6790 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6791 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6792 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6793 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6796 mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6798 mprintf((" (%s)", GIT_TAG));
6803 parse_cmdline(szCmdLine);
6805 mprintf(("--------------------------------------------------------------------------------\n"));
6807 #ifdef STANDALONE_ONLY_BUILD
6809 nprintf(("Network", "Standalone running"));
6812 nprintf(("Network", "Standalone running"));
6819 // maybe spew pof stuff
6820 if(Cmdline_spew_pof_info){
6821 game_spew_pof_info();
6826 // non-demo, non-standalone, play the intro movie
6828 if ( !Is_standalone ) {
6830 // release -- movies always play
6833 // in RELEASE_REAL builds make the user stick in CD2 if there are no pilots on disk so that we guarantee he plays the movie
6834 movie_play( NOX("intro.mve") );
6836 // debug version, movie will only play with -showmovies
6837 #elif !defined(NDEBUG)
6839 movie_play( NOX("intro.mve") );
6842 if ( Cmdline_show_movies )
6843 movie_play( NOX("intro.mve") );
6852 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6854 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6857 #ifdef __EMSCRIPTEN__
6858 emscripten_set_main_loop(game_loop_caller, 0, 1);
6860 while ( game_loop() ) { /* nothing */ }
6867 // launcher the fslauncher program on exit
6868 void game_launch_launcher_on_exit()
6876 // This function is called when FreeSpace terminates normally.
6878 void game_shutdown(void)
6880 // don't ever flip a page on the standalone!
6881 if(!(Game_mode & GM_STANDALONE_SERVER)){
6887 // if the player has left the "player select" screen and quit the game without actually choosing
6888 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6889 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6893 // load up common multiplayer icons
6894 multi_unload_common_icons();
6896 shockwave_close(); // release any memory used by shockwave system
6897 fireball_close(); // free fireball system
6898 ship_close(); // free any memory that was allocated for the ships
6899 weapon_close(); // free any memory that was allocated for the weapons
6900 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6901 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6902 bm_unload_all(); // free bitmaps
6903 mission_campaign_close(); // close out the campaign stuff
6904 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6905 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6907 #ifdef MULTI_USE_LAG
6911 // the menu close functions will unload the bitmaps if they were displayed during the game
6912 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6915 context_help_close(); // close out help system
6916 training_menu_close();
6917 lcl_close(); // be sure localization is closed out
6920 // free left-over memory from parsed tables
6921 cutscene_tbl_close();
6923 scoring_tbl_close();
6924 player_tips_close();
6926 extern void joy_close();
6929 audiostream_close();
6931 event_music_close();
6935 // HACKITY HACK HACK
6936 // if this flag is set, we should be firing up the launcher when exiting freespace
6937 extern int Multi_update_fireup_launcher_on_exit;
6938 if(Multi_update_fireup_launcher_on_exit){
6939 game_launch_launcher_on_exit();
6942 #ifdef __EMSCRIPTEN__
6943 // sync files to persistent storage
6945 if (Module['onShutdown']) {
6946 Module['onShutdown']();
6952 // game_stop_looped_sounds()
6954 // This function will call the appropriate stop looped sound functions for those
6955 // modules which use looping sounds. It is not enough just to stop a looping sound
6956 // at the DirectSound level, the game is keeping track of looping sounds, and this
6957 // function is used to inform the game that looping sounds are being halted.
6959 void game_stop_looped_sounds()
6961 hud_stop_looped_locking_sounds();
6962 hud_stop_looped_engine_sounds();
6963 afterburner_stop_sounds();
6964 player_stop_looped_sounds();
6965 obj_snd_stop_all(); // stop all object-linked persistant sounds
6966 game_stop_subspace_ambient_sound();
6967 snd_stop(Radar_static_looping);
6968 Radar_static_looping = -1;
6969 snd_stop(Target_static_looping);
6970 shipfx_stop_engine_wash_sound();
6971 Target_static_looping = -1;
6974 //////////////////////////////////////////////////////////////////////////
6976 // Code for supporting an animating mouse pointer
6979 //////////////////////////////////////////////////////////////////////////
6981 typedef struct animating_obj
6990 static animating_obj Animating_mouse;
6992 // ----------------------------------------------------------------------------
6993 // init_animating_pointer()
6995 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6996 // gets properly initialized
6998 void init_animating_pointer()
7000 Animating_mouse.first_frame = -1;
7001 Animating_mouse.num_frames = 0;
7002 Animating_mouse.current_frame = -1;
7003 Animating_mouse.time = 0.0f;
7004 Animating_mouse.elapsed_time = 0.0f;
7007 // ----------------------------------------------------------------------------
7008 // load_animating_pointer()
7010 // Called at game init to load in the frames for the animating mouse pointer
7012 // input: filename => filename of animation file that holds the animation
7014 void load_animating_pointer(const char *filename, int dx, int dy)
7019 init_animating_pointer();
7021 am = &Animating_mouse;
7022 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7023 if ( am->first_frame == -1 )
7024 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7025 am->current_frame = 0;
7026 am->time = am->num_frames / i2fl(fps);
7029 // ----------------------------------------------------------------------------
7030 // unload_animating_pointer()
7032 // Called at game shutdown to free the memory used to store the animation frames
7034 void unload_animating_pointer()
7039 am = &Animating_mouse;
7040 for ( i = 0; i < am->num_frames; i++ ) {
7041 SDL_assert( (am->first_frame+i) >= 0 );
7042 bm_release(am->first_frame + i);
7045 am->first_frame = -1;
7047 am->current_frame = -1;
7050 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7051 void game_render_mouse(float frametime)
7056 // if animating cursor exists, play the next frame
7057 am = &Animating_mouse;
7058 if ( am->first_frame != -1 ) {
7059 mouse_get_pos(&mx, &my);
7060 am->elapsed_time += frametime;
7061 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7062 if ( am->current_frame >= am->num_frames ) {
7063 am->current_frame = 0;
7064 am->elapsed_time = 0.0f;
7066 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7070 // ----------------------------------------------------------------------------
7071 // game_maybe_draw_mouse()
7073 // determines whether to draw the mouse pointer at all, and what frame of
7074 // animation to use if the mouse is animating
7076 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7078 // input: frametime => elapsed frame time in seconds since last call
7080 void game_maybe_draw_mouse(float frametime)
7084 game_state = gameseq_get_state();
7086 switch ( game_state ) {
7087 case GS_STATE_GAME_PAUSED:
7088 // case GS_STATE_MULTI_PAUSED:
7089 case GS_STATE_GAME_PLAY:
7090 case GS_STATE_DEATH_DIED:
7091 case GS_STATE_DEATH_BLEW_UP:
7092 if ( popup_active() || popupdead_is_active() ) {
7104 if ( !Mouse_hidden )
7105 game_render_mouse(frametime);
7109 void game_do_training_checks()
7113 waypoint_list *wplp;
7115 if (Training_context & TRAINING_CONTEXT_SPEED) {
7116 s = (int) Player_obj->phys_info.fspeed;
7117 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7118 if (!Training_context_speed_set) {
7119 Training_context_speed_set = 1;
7120 Training_context_speed_timestamp = timestamp();
7124 Training_context_speed_set = 0;
7127 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7128 wplp = &Waypoint_lists[Training_context_path];
7129 if (wplp->count > Training_context_goal_waypoint) {
7130 i = Training_context_goal_waypoint;
7132 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7133 if (d <= Training_context_distance) {
7134 Training_context_at_waypoint = i;
7135 if (Training_context_goal_waypoint == i) {
7136 Training_context_goal_waypoint++;
7137 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7144 if (i == wplp->count)
7147 } while (i != Training_context_goal_waypoint);
7151 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7152 Players_target = Player_ai->target_objnum;
7153 Players_targeted_subsys = Player_ai->targeted_subsys;
7154 Players_target_timestamp = timestamp();
7158 /////////// Following is for event debug view screen
7162 #define EVENT_DEBUG_MAX 5000
7163 #define EVENT_DEBUG_EVENT 0x8000
7165 int Event_debug_index[EVENT_DEBUG_MAX];
7168 void game_add_event_debug_index(int n, int indent)
7170 if (ED_count < EVENT_DEBUG_MAX)
7171 Event_debug_index[ED_count++] = n | (indent << 16);
7174 void game_add_event_debug_sexp(int n, int indent)
7179 if (Sexp_nodes[n].first >= 0) {
7180 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7181 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7185 game_add_event_debug_index(n, indent);
7186 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7187 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7189 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7192 void game_event_debug_init()
7197 for (e=0; e<Num_mission_events; e++) {
7198 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7199 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7203 void game_show_event_debug(float frametime)
7207 int font_height, font_width;
7209 static int scroll_offset = 0;
7211 k = game_check_key();
7217 if (scroll_offset < 0)
7227 scroll_offset -= 20;
7228 if (scroll_offset < 0)
7233 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7237 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7243 gr_set_color_fast(&Color_bright);
7245 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7247 gr_set_color_fast(&Color_normal);
7249 gr_get_string_size(&font_width, &font_height, NOX("test"));
7250 y_max = gr_screen.max_h - font_height - 5;
7254 while (k < ED_count) {
7255 if (y_index > y_max)
7258 z = Event_debug_index[k];
7259 if (z & EVENT_DEBUG_EVENT) {
7261 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7262 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7263 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7264 Mission_events[z].repeat_count, Mission_events[z].interval);
7272 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7273 switch (Sexp_nodes[z & 0x7fff].value) {
7275 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7279 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7282 case SEXP_KNOWN_TRUE:
7283 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7286 case SEXP_KNOWN_FALSE:
7287 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7290 case SEXP_CANT_EVAL:
7291 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7295 case SEXP_NAN_FOREVER:
7296 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7301 gr_printf(10, y_index, buf);
7302 y_index += font_height;
7315 int Tmap_num_too_big = 0;
7316 int Num_models_needing_splitting = 0;
7318 void Time_model( int modelnum )
7320 // mprintf(( "Timing ship '%s'\n", si->name ));
7322 vector eye_pos, model_pos;
7323 matrix eye_orient, model_orient;
7325 polymodel *pm = model_get( modelnum );
7327 int l = strlen(pm->filename);
7329 if ( (l == '/') || (l=='\\') || (l==':')) {
7335 char *pof_file = &pm->filename[l];
7337 int model_needs_splitting = 0;
7339 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7341 for (i=0; i<pm->n_textures; i++ ) {
7342 char filename[1024];
7345 int bmp_num = pm->original_textures[i];
7346 if ( bmp_num > -1 ) {
7347 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7349 bm_get_info( pm->original_textures[i],&w, &h );
7352 if ( (w > 512) || (h > 512) ) {
7353 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7355 model_needs_splitting++;
7358 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7362 if ( model_needs_splitting ) {
7363 Num_models_needing_splitting++;
7365 eye_orient = model_orient = vmd_identity_matrix;
7366 eye_pos = model_pos = vmd_zero_vector;
7368 eye_pos.xyz.z = -pm->rad*2.0f;
7370 vector eye_to_model;
7372 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7373 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7375 fix t1 = timer_get_fixed_seconds();
7378 ta.p = ta.b = ta.h = 0.0f;
7381 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7383 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7385 modelstats_num_polys = modelstats_num_verts = 0;
7387 while( ta.h < PI2 ) {
7390 vm_angles_2_matrix(&m1, &ta );
7391 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7398 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7400 model_clear_instance( modelnum );
7401 model_set_detail_level(0); // use highest detail level
7402 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7410 int k = key_inkey();
7411 if ( k == SDLK_ESCAPE ) {
7416 fix t2 = timer_get_fixed_seconds();
7418 if (framecount < 1) {
7422 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7423 //bitmaps_used_this_frame /= framecount;
7425 modelstats_num_polys /= framecount;
7426 modelstats_num_verts /= framecount;
7428 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7429 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7431 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7437 int Time_models = 0;
7438 DCF_BOOL( time_models, Time_models );
7440 void Do_model_timings_test()
7444 if ( !Time_models ) return;
7446 mprintf(( "Timing models!\n" ));
7450 ubyte model_used[MAX_POLYGON_MODELS];
7451 int model_id[MAX_POLYGON_MODELS];
7452 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7457 for (i=0; i<Num_ship_types; i++ ) {
7458 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7460 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7461 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7464 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7465 if ( !Texture_fp ) return;
7467 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7468 if ( !Time_fp ) return;
7470 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7471 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7473 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7474 if ( model_used[i] ) {
7475 Time_model( model_id[i] );
7479 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7480 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7489 // Call this function when you want to inform the player that a feature is not
7490 // enabled in the DEMO version of FreSpace
7491 void game_feature_not_in_demo_popup()
7493 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7496 // format the specified time (fixed point) into a nice string
7497 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7500 int hours,minutes,seconds;
7502 mtime = f2fl(m_time);
7504 // get the hours, minutes and seconds
7505 hours = (int)(mtime / 3600.0f);
7507 mtime -= (3600.0f * (float)hours);
7509 seconds = (int)mtime%60;
7510 minutes = (int)mtime/60;
7513 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7515 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7519 // Stuff version string in *str.
7520 void get_version_string(char *str, const int str_len)
7524 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7525 #if !defined(NDEBUG) && defined(GIT_INFO)
7526 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7531 if ( FS_VERSION_BUILD == 0 ) {
7532 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7534 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7537 #if !defined(NDEBUG) && defined(GIT_INFO)
7538 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7541 #if defined (FS2_DEMO)
7542 SDL_strlcat(str, " D", str_len);
7543 #elif defined (OEM_BUILD)
7544 SDL_strlcat(str, " (OEM)", str_len);
7550 char myname[_MAX_PATH];
7551 int namelen, major, minor, build, waste;
7552 unsigned int buf_size;
7558 // Find my EXE file name
7559 hMod = GetModuleHandle(NULL);
7560 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7562 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7563 infop = (char *)malloc(version_size);
7564 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7566 // get the product version
7567 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7568 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7570 sprintf(str,"Dv%d.%02d",major, minor);
7572 sprintf(str,"v%d.%02d",major, minor);
7577 void get_version_string_short(char *str, const int str_len)
7579 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7582 // ----------------------------------------------------------------
7584 // OEM UPSELL SCREENS BEGIN
7586 // ----------------------------------------------------------------
7587 #if defined(OEM_BUILD)
7589 #define NUM_OEM_UPSELL_SCREENS 3
7590 #define OEM_UPSELL_SCREEN_DELAY 10000
7592 static int Oem_upsell_bitmaps_loaded = 0;
7593 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7594 static int Oem_upsell_screen_number = 0;
7595 static int Oem_upsell_show_next_bitmap_time;
7598 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7611 static int Oem_normal_cursor = -1;
7612 static int Oem_web_cursor = -1;
7613 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7614 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7616 void oem_upsell_next_screen()
7618 Oem_upsell_screen_number++;
7619 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7620 // extra long delay, mouse shown on last upsell
7621 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7625 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7629 void oem_upsell_load_bitmaps()
7633 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7634 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7638 void oem_upsell_unload_bitmaps()
7642 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7643 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7644 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7649 Oem_upsell_bitmaps_loaded = 0;
7652 // clickable hotspot on 3rd OEM upsell screen
7653 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7655 28, 350, 287, 96 // x, y, w, h
7658 45, 561, 460, 152 // x, y, w, h
7662 void oem_upsell_show_screens()
7664 int current_time, k;
7667 if ( !Oem_upsell_bitmaps_loaded ) {
7668 oem_upsell_load_bitmaps();
7669 Oem_upsell_bitmaps_loaded = 1;
7672 // may use upsell screens more than once
7673 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7674 Oem_upsell_screen_number = 0;
7680 int nframes; // used to pass, not really needed (should be 1)
7681 Oem_normal_cursor = gr_get_cursor_bitmap();
7682 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7683 SDL_assert(Oem_web_cursor >= 0);
7684 if (Oem_web_cursor < 0) {
7685 Oem_web_cursor = Oem_normal_cursor;
7690 //oem_reset_trailer_timer();
7692 current_time = timer_get_milliseconds();
7697 // advance screen on keypress or timeout
7698 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7699 oem_upsell_next_screen();
7702 // check if we are done
7703 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7704 Oem_upsell_screen_number--;
7707 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7712 // show me the upsell
7713 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7714 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7718 // if this is the 3rd upsell, make it clickable, d00d
7719 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7721 int button_state = mouse_get_pos(&mx, &my);
7722 if ( (mx >= Oem_upsell3_button_coords[gr_screen.res][0]) && (mx <= Oem_upsell3_button_coords[gr_screen.res][0] + Oem_upsell3_button_coords[gr_screen.res][2])
7723 && (my >= Oem_upsell3_button_coords[gr_screen.res][1]) && (my <= Oem_upsell3_button_coords[gr_screen.res][1] + Oem_upsell3_button_coords[gr_screen.res][3]) )
7726 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7729 if (button_state & MOUSE_LEFT_BUTTON) {
7731 multi_pxo_url(OEM_UPSELL_URL);
7735 // switch cursor back to normal one
7736 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7741 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7751 oem_upsell_unload_bitmaps();
7753 // switch cursor back to normal one
7754 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7758 #endif // defined(OEM_BUILD)
7759 // ----------------------------------------------------------------
7761 // OEM UPSELL SCREENS END
7763 // ----------------------------------------------------------------
7767 // ----------------------------------------------------------------
7769 // DEMO UPSELL SCREENS BEGIN
7771 // ----------------------------------------------------------------
7773 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7776 #define NUM_DEMO_UPSELL_SCREENS 4
7777 #define DEMO_UPSELL_SCREEN_DELAY 15000
7779 #define NUM_DEMO_UPSELL_SCREENS 2
7780 #define DEMO_UPSELL_SCREEN_DELAY 3000
7784 static int Demo_upsell_bitmaps_loaded = 0;
7785 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7786 static int Demo_upsell_screen_number = 0;
7787 static int Demo_upsell_show_next_bitmap_time;
7788 static int Demo_upsell_quit_on_done = 0;
7789 static int Demo_upsell_end_timer = 0;
7792 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7818 void demo_upsell_next_screen()
7820 Demo_upsell_screen_number++;
7821 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7822 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7824 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7828 void demo_upsell_load_bitmaps()
7832 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7833 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7837 void demo_upsell_unload_bitmaps()
7841 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7842 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7843 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7848 Demo_upsell_bitmaps_loaded = 0;
7851 void demo_upsell_init(int end_of_demo)
7853 if ( !Demo_upsell_bitmaps_loaded ) {
7854 demo_upsell_load_bitmaps();
7855 Demo_upsell_bitmaps_loaded = 1;
7858 Demo_upsell_end_timer = 0;
7859 Demo_upsell_quit_on_done = !end_of_demo;
7861 // may use upsell screens more than once
7862 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7863 Demo_upsell_screen_number = 0;
7869 void demo_upsell_close()
7872 demo_upsell_unload_bitmaps();
7875 void demo_upsell_do()
7879 demo_reset_trailer_timer();
7883 if ( !Demo_upsell_end_timer ) {
7884 int k = key_inkey();
7887 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7888 demo_upsell_next_screen();
7894 demo_upsell_next_screen();
7897 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7898 Demo_upsell_screen_number--;
7901 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7907 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7908 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7912 if ( Demo_upsell_end_timer && (timer_get_milliseconds() > Demo_upsell_end_timer) ) {
7913 gameseq_post_event(GS_EVENT_QUIT_GAME);
7915 if (Demo_upsell_quit_on_done) {
7917 Demo_upsell_end_timer = timer_get_milliseconds() + 300;
7919 gameseq_post_event(GS_EVENT_MAIN_MENU);
7928 // ----------------------------------------------------------------
7930 // DEMO UPSELL SCREENS END
7932 // ----------------------------------------------------------------
7935 // ----------------------------------------------------------------
7937 // Subspace Ambient Sound START
7939 // ----------------------------------------------------------------
7941 static int Subspace_ambient_left_channel = -1;
7942 static int Subspace_ambient_right_channel = -1;
7945 void game_start_subspace_ambient_sound()
7947 if ( Subspace_ambient_left_channel < 0 ) {
7948 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7951 if ( Subspace_ambient_right_channel < 0 ) {
7952 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7956 void game_stop_subspace_ambient_sound()
7958 if ( Subspace_ambient_left_channel >= 0 ) {
7959 snd_stop(Subspace_ambient_left_channel);
7960 Subspace_ambient_left_channel = -1;
7963 if ( Subspace_ambient_right_channel >= 0 ) {
7964 snd_stop(Subspace_ambient_right_channel);
7965 Subspace_ambient_right_channel = -1;
7969 // ----------------------------------------------------------------
7971 // Subspace Ambient Sound END
7973 // ----------------------------------------------------------------
7975 // ----------------------------------------------------------------
7977 // Language Autodetection stuff
7980 // this layout order must match Lcl_languages in localize.cpp in order for the
7981 // correct language to be detected
7982 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7984 1366105450, // English
7986 589986744, // English
7988 -1132430286, // German
7990 -1131728960, // Polish
7993 // default setting is "-1" to use config file with English as fall back
7994 // DO NOT change the default setting here or something uncouth might happen
7995 // in the localization code
8001 // try and open the file to verify
8002 CFILE *detect = cfopen("font01.vf", "rb");
8004 // will use default setting if something went wrong
8009 // get the long checksum of the file
8011 cfseek(detect, 0, SEEK_SET);
8012 cf_chksum_long(detect, &file_checksum);
8016 // now compare the checksum/filesize against known #'s
8017 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8018 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8023 // notify if a match was not found, include detected checksum
8024 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8025 printf("Using default language...\n\n");
8031 // End Auto Lang stuff
8033 // ----------------------------------------------------------------
8035 // ----------------------------------------------------------------
8036 // SHIPS TBL VERIFICATION STUFF
8039 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8040 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8041 #define NUM_SHIPS_TBL_CHECKSUMS 3
8043 #define NUM_SHIPS_TBL_CHECKSUMS 1
8046 #if defined(FS2_DEMO)
8047 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8048 1696074201, // FS2 demo
8050 #elif defined(FS1_DEMO)
8051 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8052 1603375034, // FS1 DEMO
8054 #elif defined(MAKE_FS1)
8055 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8056 -129679197, // FS1 Full 1.06 (US)
8057 7762567, // FS1 SilentThreat
8058 1555372475 // FS1 Full 1.06 (German)
8062 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8063 -463907578, // US - beta 1
8064 1696074201, // FS2 demo
8067 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8068 // -1022810006, // 1.0 FULL
8069 -1254285366 // 1.2 FULL (German)
8073 void verify_ships_tbl()
8077 Game_ships_tbl_valid = 1;
8083 // detect if the packfile exists
8084 CFILE *detect = cfopen("ships.tbl", "rb");
8085 Game_ships_tbl_valid = 0;
8089 Game_ships_tbl_valid = 0;
8093 // get the long checksum of the file
8095 cfseek(detect, 0, SEEK_SET);
8096 cf_chksum_long(detect, &file_checksum);
8100 // now compare the checksum/filesize against known #'s
8101 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8102 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8103 Game_ships_tbl_valid = 1;
8110 DCF(shipspew, "display the checksum for the current ships.tbl")
8113 CFILE *detect = cfopen("ships.tbl", "rb");
8114 // get the long checksum of the file
8116 cfseek(detect, 0, SEEK_SET);
8117 cf_chksum_long(detect, &file_checksum);
8120 dc_printf("%d", file_checksum);
8123 // ----------------------------------------------------------------
8124 // WEAPONS TBL VERIFICATION STUFF
8127 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8128 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8129 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8131 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8134 #if defined(FS2_DEMO)
8135 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8136 -266420030, // demo 1
8138 #elif defined(FS1_DEMO)
8139 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8140 -1246928725, // FS1 DEMO
8142 #elif defined(MAKE_FS1)
8143 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8144 -834598107, // FS1 1.06 Full (US)
8145 -1652231417, // FS1 SilentThreat
8146 720209793 // FS1 1.06 Full (German)
8150 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8151 141718090, // US - beta 1
8152 -266420030, // demo 1
8155 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8156 // 399297860, // 1.0 FULL
8157 -553984927 // 1.2 FULL (german)
8161 void verify_weapons_tbl()
8165 Game_weapons_tbl_valid = 1;
8171 // detect if the packfile exists
8172 CFILE *detect = cfopen("weapons.tbl", "rb");
8173 Game_weapons_tbl_valid = 0;
8177 Game_weapons_tbl_valid = 0;
8181 // get the long checksum of the file
8183 cfseek(detect, 0, SEEK_SET);
8184 cf_chksum_long(detect, &file_checksum);
8188 // now compare the checksum/filesize against known #'s
8189 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8190 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8191 Game_weapons_tbl_valid = 1;
8198 DCF(wepspew, "display the checksum for the current weapons.tbl")
8201 CFILE *detect = cfopen("weapons.tbl", "rb");
8202 // get the long checksum of the file
8204 cfseek(detect, 0, SEEK_SET);
8205 cf_chksum_long(detect, &file_checksum);
8208 dc_printf("%d", file_checksum);
8211 // if the game is running using hacked data
8212 int game_hacked_data()
8215 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8223 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8225 void display_title_screen()
8228 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8229 if (title_bitmap == -1) {
8234 gr_set_bitmap(title_bitmap);
8242 // give it some time on screen
8243 #ifdef __EMSCRIPTEN__
8244 //emscripten_sleep(1000);
8249 bm_unload(title_bitmap);
8251 #endif // FS2_DEMO || OEM_BUILD
8253 // return true if the game is running with "low memory", which is less than 48MB
8254 bool game_using_low_mem()
8256 if (Use_low_mem == 0) {