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.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 time_t Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
1379 // Adds a flash effect. These can be positive or negative.
1380 // The range will get capped at around -1 to 1, so stick
1381 // with a range like that.
1382 void game_flash( float r, float g, float b )
1384 Game_flash_red += r;
1385 Game_flash_green += g;
1386 Game_flash_blue += b;
1388 if ( Game_flash_red < -1.0f ) {
1389 Game_flash_red = -1.0f;
1390 } else if ( Game_flash_red > 1.0f ) {
1391 Game_flash_red = 1.0f;
1394 if ( Game_flash_green < -1.0f ) {
1395 Game_flash_green = -1.0f;
1396 } else if ( Game_flash_green > 1.0f ) {
1397 Game_flash_green = 1.0f;
1400 if ( Game_flash_blue < -1.0f ) {
1401 Game_flash_blue = -1.0f;
1402 } else if ( Game_flash_blue > 1.0f ) {
1403 Game_flash_blue = 1.0f;
1408 // Adds a flash for Big Ship explosions
1409 // cap range from 0 to 1
1410 void big_explosion_flash(float flash)
1412 Big_expl_flash.flash_start = timestamp(1);
1416 } else if (flash < 0.0f) {
1420 Big_expl_flash.max_flash_intensity = flash;
1421 Big_expl_flash.cur_flash_intensity = 0.0f;
1424 // Amount to diminish palette towards normal, per second.
1425 #define DIMINISH_RATE 0.75f
1426 #define SUN_DIMINISH_RATE 6.00f
1430 float sn_glare_scale = 1.7f;
1433 dc_get_arg(ARG_FLOAT);
1434 sn_glare_scale = Dc_arg_float;
1437 float Supernova_last_glare = 0.0f;
1438 void game_sunspot_process(float frametime)
1442 float Sun_spot_goal = 0.0f;
1445 sn_stage = supernova_active();
1447 // sunspot differently based on supernova stage
1449 // approaching. player still in control
1452 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1455 light_get_global_dir(&light_dir, 0);
1457 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1460 // scale it some more
1461 dot = dot * (0.5f + (pct * 0.5f));
1464 Sun_spot_goal += (dot * sn_glare_scale);
1467 // draw the sun glow
1468 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1469 // draw the glow for this sun
1470 stars_draw_sun_glow(0);
1473 Supernova_last_glare = Sun_spot_goal;
1476 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1479 Sun_spot_goal = 0.9f;
1480 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1482 if(Sun_spot_goal > 1.0f){
1483 Sun_spot_goal = 1.0f;
1486 Sun_spot_goal *= sn_glare_scale;
1487 Supernova_last_glare = Sun_spot_goal;
1490 // fade to white. display dead popup
1493 Supernova_last_glare += (2.0f * flFrametime);
1494 if(Supernova_last_glare > 2.0f){
1495 Supernova_last_glare = 2.0f;
1498 Sun_spot_goal = Supernova_last_glare;
1505 // check sunspots for all suns
1506 n_lights = light_get_global_count();
1509 for(idx=0; idx<n_lights; idx++){
1510 //(vector *eye_pos, matrix *eye_orient)
1511 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1514 light_get_global_dir(&light_dir, idx);
1516 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1518 Sun_spot_goal += (float)pow(dot,85.0f);
1520 // draw the glow for this sun
1521 stars_draw_sun_glow(idx);
1523 Sun_spot_goal = 0.0f;
1529 Sun_spot_goal = 0.0f;
1533 float dec_amount = frametime*SUN_DIMINISH_RATE;
1535 if ( Sun_spot < Sun_spot_goal ) {
1536 Sun_spot += dec_amount;
1537 if ( Sun_spot > Sun_spot_goal ) {
1538 Sun_spot = Sun_spot_goal;
1540 } else if ( Sun_spot > Sun_spot_goal ) {
1541 Sun_spot -= dec_amount;
1542 if ( Sun_spot < Sun_spot_goal ) {
1543 Sun_spot = Sun_spot_goal;
1549 // Call once a frame to diminish the
1550 // flash effect to 0.
1551 void game_flash_diminish(float frametime)
1553 float dec_amount = frametime*DIMINISH_RATE;
1555 if ( Game_flash_red > 0.0f ) {
1556 Game_flash_red -= dec_amount;
1557 if ( Game_flash_red < 0.0f )
1558 Game_flash_red = 0.0f;
1560 Game_flash_red += dec_amount;
1561 if ( Game_flash_red > 0.0f )
1562 Game_flash_red = 0.0f;
1565 if ( Game_flash_green > 0.0f ) {
1566 Game_flash_green -= dec_amount;
1567 if ( Game_flash_green < 0.0f )
1568 Game_flash_green = 0.0f;
1570 Game_flash_green += dec_amount;
1571 if ( Game_flash_green > 0.0f )
1572 Game_flash_green = 0.0f;
1575 if ( Game_flash_blue > 0.0f ) {
1576 Game_flash_blue -= dec_amount;
1577 if ( Game_flash_blue < 0.0f )
1578 Game_flash_blue = 0.0f;
1580 Game_flash_blue += dec_amount;
1581 if ( Game_flash_blue > 0.0f )
1582 Game_flash_blue = 0.0f;
1585 // update big_explosion_cur_flash
1586 #define TIME_UP 1500
1587 #define TIME_DOWN 2500
1588 int duration = TIME_UP + TIME_DOWN;
1589 int time = timestamp_until(Big_expl_flash.flash_start);
1590 if (time > -duration) {
1592 if (time < TIME_UP) {
1593 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1596 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1600 if ( Use_palette_flash ) {
1602 // static int or=0, og=0, ob=0;
1604 // Change the 200 to change the color range of colors.
1605 r = fl2i( Game_flash_red*128.0f );
1606 g = fl2i( Game_flash_green*128.0f );
1607 b = fl2i( Game_flash_blue*128.0f );
1609 if ( Sun_spot > 0.0f ) {
1610 r += fl2i(Sun_spot*128.0f);
1611 g += fl2i(Sun_spot*128.0f);
1612 b += fl2i(Sun_spot*128.0f);
1615 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1616 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1621 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1622 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1623 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1625 if ( (r!=0) || (g!=0) || (b!=0) ) {
1626 gr_flash( r, g, b );
1628 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1639 void game_level_close()
1641 // De-Initialize the game subsystems
1642 event_music_level_close();
1643 game_stop_looped_sounds();
1645 obj_snd_level_close(); // uninit object-linked persistant sounds
1646 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1647 anim_level_close(); // stop and clean up any anim instances
1648 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1649 shockwave_level_close();
1650 fireball_level_close();
1652 mission_event_shutdown();
1653 asteroid_level_close();
1654 flak_level_close(); // unload flak stuff
1655 neb2_level_close(); // shutdown gaseous nebula stuff
1658 mflash_level_close();
1659 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1661 audiostream_unpause_all();
1666 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1667 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1668 void game_level_init(int seed)
1670 // seed the random number generator
1672 // if no seed was passed, seed the generator either from the time value, or from the
1673 // netgame security flags -- ensures that all players in multiplayer game will have the
1674 // same randon number sequence (with static rand functions)
1675 if ( Game_mode & GM_NORMAL ) {
1676 Game_level_seed = (int)time(NULL);
1678 Game_level_seed = Netgame.security;
1681 // mwa 9/17/98 -- maybe this assert isn't needed????
1682 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1683 Game_level_seed = seed;
1685 srand( Game_level_seed );
1687 // semirand function needs to get re-initted every time in multiplayer
1688 if ( Game_mode & GM_MULTIPLAYER ){
1694 Key_normal_game = (Game_mode & GM_NORMAL);
1697 Game_shudder_time = -1;
1699 // Initialize the game subsystems
1700 // timestamp_reset(); // Must be inited before everything else
1702 game_reset_time(); // resets time, and resets saved time too
1704 obj_init(); // Must be inited before the other systems
1705 model_free_all(); // Free all existing models
1706 mission_brief_common_init(); // Free all existing briefing/debriefing text
1707 weapon_level_init();
1708 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1710 player_level_init();
1711 shipfx_flash_init(); // Init the ship gun flash system.
1712 game_flash_reset(); // Reset the flash effect
1713 particle_init(); // Reset the particle system
1717 shield_hit_init(); // Initialize system for showing shield hits
1718 radar_mission_init();
1719 mission_init_goals();
1722 obj_snd_level_init(); // init object-linked persistant sounds
1724 shockwave_level_init();
1725 afterburner_level_init();
1726 scoring_level_init( &Player->stats );
1728 asteroid_level_init();
1729 control_config_clear_used_status();
1730 collide_ship_ship_sounds_init();
1732 Pre_player_entry = 1; // Means the player has not yet entered.
1733 Entry_delay_time = 0; // Could get overwritten in mission read.
1734 fireball_preload(); // page in warphole bitmaps
1736 flak_level_init(); // initialize flak - bitmaps, etc
1737 ct_level_init(); // initialize ships contrails, etc
1738 awacs_level_init(); // initialize AWACS
1739 beam_level_init(); // initialize beam weapons
1740 mflash_level_init();
1742 supernova_level_init();
1744 // multiplayer dogfight hack
1747 shipfx_engine_wash_level_init();
1751 Last_view_target = NULL;
1756 // campaign wasn't ended
1757 Campaign_ended_in_mission = 0;
1760 // called when a mission is over -- does server specific stuff.
1761 void freespace_stop_mission()
1764 Game_mode &= ~GM_IN_MISSION;
1767 // called at frame interval to process networking stuff
1768 void game_do_networking()
1770 SDL_assert( Net_player != NULL );
1771 if (!(Game_mode & GM_MULTIPLAYER)){
1775 // see if this player should be reading/writing data. Bit is set when at join
1776 // screen onward until quits back to main menu.
1777 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1781 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1784 multi_pause_do_frame();
1789 // Loads the best palette for this level, based
1790 // on nebula color and hud color. You could just call palette_load_table with
1791 // the appropriate filename, but who wants to do that.
1792 void game_load_palette()
1794 char palette_filename[1024];
1796 // We only use 3 hud colors right now
1798 SDL_assert( HUD_config.main_color >= 0 );
1799 SDL_assert( HUD_config.main_color <= 2 );
1802 SDL_assert( Mission_palette >= 0 );
1803 SDL_assert( Mission_palette <= 98 );
1806 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1807 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1809 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1812 mprintf(( "Loading palette %s\n", palette_filename ));
1814 palette_load_table(palette_filename);
1816 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1818 mprintf(( "Loading palette %s\n", palette_filename ));
1822 void game_post_level_init()
1824 // Stuff which gets called after mission is loaded. Because player isn't created until
1825 // after mission loads, some things must get initted after the level loads
1827 model_level_post_init();
1830 hud_setup_escort_list();
1831 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1837 game_event_debug_init();
1840 training_mission_init();
1841 asteroid_create_all();
1843 game_framerate_check_init();
1847 // An estimate as to how high the count passed to game_loading_callback will go.
1848 // This is just a guess, it seems to always be about the same. The count is
1849 // proportional to the code being executed, not the time, so this works good
1850 // for a bar, assuming the code does about the same thing each time you
1851 // load a level. You can find this value by looking at the return value
1852 // of game_busy_callback(NULL), which I conveniently print out to the
1853 // debug output window with the '=== ENDING LOAD ==' stuff.
1854 //#define COUNT_ESTIMATE 3706
1855 #define COUNT_ESTIMATE 1111
1857 int Game_loading_callback_inited = 0;
1859 int Game_loading_background = -1;
1860 anim * Game_loading_ani = NULL;
1861 anim_instance *Game_loading_ani_instance;
1862 int Game_loading_frame=-1;
1864 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1866 #if defined(FS1_DEMO)
1868 #elif defined(MAKE_FS1)
1879 // This gets called 10x per second and count is the number of times
1880 // game_busy() has been called since the current callback function
1882 void game_loading_callback(int count)
1884 game_do_networking();
1886 SDL_assert( Game_loading_callback_inited==1 );
1887 SDL_assert( Game_loading_ani != NULL );
1889 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1890 if ( framenum > Game_loading_ani->total_frames-1 ) {
1891 framenum = Game_loading_ani->total_frames-1;
1892 } else if ( framenum < 0 ) {
1897 while ( Game_loading_frame < framenum ) {
1898 Game_loading_frame++;
1899 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1903 if ( cbitmap > -1 ) {
1904 if ( Game_loading_background > -1 ) {
1905 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1909 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1910 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1913 bm_release(cbitmap);
1919 void game_loading_callback_init()
1921 SDL_assert( Game_loading_callback_inited==0 );
1923 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1925 common_set_interface_palette("InterfacePalette"); // set the interface palette
1929 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1930 SDL_assert( Game_loading_ani != NULL );
1931 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1932 SDL_assert( Game_loading_ani_instance != NULL );
1933 Game_loading_frame = -1;
1935 Game_loading_callback_inited = 1;
1937 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1942 void game_loading_callback_close()
1944 SDL_assert( Game_loading_callback_inited==1 );
1946 // Make sure bar shows all the way over.
1947 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1952 Game_loading_callback_inited = 0;
1955 mprintf(( "=================== ENDING LOAD ================\n" ));
1956 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1957 mprintf(( "================================================\n" ));
1959 // to remove warnings in release build
1963 free_anim_instance(Game_loading_ani_instance);
1964 Game_loading_ani_instance = NULL;
1965 anim_free(Game_loading_ani);
1966 Game_loading_ani = NULL;
1968 bm_release( Game_loading_background );
1969 common_free_interface_palette(); // restore game palette
1970 Game_loading_background = -1;
1972 gr_set_font( FONT1 );
1975 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1977 void game_maybe_update_sound_environment()
1979 // do nothing for now
1982 // Assign the sound environment for the game, based on the current mission
1984 void game_assign_sound_environment()
1987 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1988 Game_sound_env.id = SND_ENV_DRUGGED;
1989 Game_sound_env.volume = 0.800f;
1990 Game_sound_env.damping = 1.188f;
1991 Game_sound_env.decay = 6.392f;
1993 } else if (Num_asteroids > 30) {
1994 Game_sound_env.id = SND_ENV_AUDITORIUM;
1995 Game_sound_env.volume = 0.603f;
1996 Game_sound_env.damping = 0.5f;
1997 Game_sound_env.decay = 4.279f;
2000 Game_sound_env = Game_default_sound_env;
2004 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env_update_timestamp = timestamp(1);
2008 // function which gets called before actually entering the mission. It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2013 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015 if(!(Game_mode & GM_STANDALONE_SERVER)){
2017 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019 game_loading_callback_init();
2021 event_music_level_init(); // preloads the first 2 seconds for each event music track
2024 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2027 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2030 ship_assign_sound_all(); // assign engine sounds to ships
2031 game_assign_sound_environment(); // assign the sound environment for this mission
2034 // call function in missionparse.cpp to fixup player/ai stuff.
2035 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 game_loading_callback_close();
2045 // the only thing we need to call on the standalone for now.
2047 // call function in missionparse.cpp to fixup player/ai stuff.
2048 mission_parse_fixup_players();
2050 // Load in all the bitmaps for this level
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2063 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065 load_gl_init = time(NULL);
2067 load_gl_init = time(NULL) - load_gl_init;
2069 if (Game_mode & GM_MULTIPLAYER) {
2070 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072 // clear multiplayer stats
2073 init_multiplayer_stats();
2076 load_mission_load = time(NULL);
2077 if (mission_load()) {
2078 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080 gameseq_post_event(GS_EVENT_MAIN_MENU);
2082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2087 load_mission_load = time(NULL) - load_mission_load;
2089 // If this is a red alert mission in campaign mode, bash wingman status
2090 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091 red_alert_bash_wingman_status();
2094 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 game_load_palette();
2102 load_post_level_init = time(NULL);
2103 game_post_level_init();
2104 load_post_level_init = time(NULL) - load_post_level_init;
2108 void Do_model_timings_test();
2109 Do_model_timings_test();
2113 load_mission_stuff = time(NULL);
2114 freespace_mission_load_stuff();
2115 load_mission_stuff = time(NULL) - load_mission_stuff;
2120 int Interface_framerate = 0;
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2141 DCF(show_mem,"Toggles showing mem usage")
2144 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2145 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2146 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2147 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2153 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2155 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2156 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2160 DCF(show_cpu,"Toggles showing cpu usage")
2163 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2164 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2165 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2166 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2172 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2174 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2175 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2182 // AL 4-8-98: always allow players to display their framerate
2185 DCF_BOOL( show_framerate, Show_framerate )
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2195 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2196 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2197 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2198 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2200 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" );
2201 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2203 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2209 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2210 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2211 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2212 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2214 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2215 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2218 int Use_low_mem = 0;
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2223 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2224 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2225 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2226 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2228 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2229 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2231 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2237 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2240 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2241 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2242 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2243 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2245 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2246 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2247 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2251 int Framerate_delay = 0;
2253 float Freespace_gamma = 1.8f;
2255 DCF(gamma,"Sets Gamma factor")
2258 dc_get_arg(ARG_FLOAT|ARG_NONE);
2259 if ( Dc_arg_type & ARG_FLOAT ) {
2260 Freespace_gamma = Dc_arg_float;
2262 dc_printf( "Gamma reset to 1.0f\n" );
2263 Freespace_gamma = 1.0f;
2265 if ( Freespace_gamma < 0.1f ) {
2266 Freespace_gamma = 0.1f;
2267 } else if ( Freespace_gamma > 5.0f ) {
2268 Freespace_gamma = 5.0f;
2270 gr_set_gamma(Freespace_gamma);
2272 char tmp_gamma_string[32];
2273 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2274 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2278 dc_printf( "Usage: gamma <float>\n" );
2279 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2280 Dc_status = 0; // don't print status if help is printed. Too messy.
2284 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2292 Game_current_mission_filename[0] = 0;
2294 // seed the random number generator
2295 Game_init_seed = (int)time(NULL);
2296 srand( Game_init_seed );
2298 Framerate_delay = 0;
2304 extern void bm_init();
2310 // Initialize the timer before the os
2316 //Initialize the libraries
2317 s1 = timer_get_milliseconds();
2318 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2321 e1 = timer_get_milliseconds();
2323 // time a bunch of cfopens
2325 s2 = timer_get_milliseconds();
2327 for(int idx=0; idx<10000; idx++){
2328 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2333 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2335 e2 = timer_get_milliseconds();
2338 if (Is_standalone) {
2339 std_init_standalone();
2341 os_init( Osreg_class_name, Osreg_app_name );
2342 os_set_title(Osreg_title);
2345 // initialize localization module. Make sure this is down AFTER initialzing OS.
2346 // int t1 = timer_get_milliseconds();
2347 lcl_init( detect_lang() );
2349 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2351 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2354 // verify that he has a valid weapons.tbl
2355 verify_weapons_tbl();
2357 // Output version numbers to registry for auto patching purposes
2358 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2359 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2360 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2362 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2363 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2364 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2367 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2370 // show the FPS counter if the config file says so
2371 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374 Asteroids_enabled = 1;
2377 /////////////////////////////
2379 /////////////////////////////
2383 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2384 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2386 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2387 Cmdline_freespace_no_sound = 1;
2388 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2393 if (!Is_standalone) {
2396 /////////////////////////////
2398 /////////////////////////////
2400 if ( !Is_standalone ) {
2408 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2411 display_title_screen();
2415 // attempt to load up master tracker registry info (login and password)
2416 Multi_tracker_id = -1;
2418 // pxo login and password
2419 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2421 nprintf(("Network","Error reading in PXO login data\n"));
2422 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2424 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2426 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2428 nprintf(("Network","Error reading PXO password\n"));
2429 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2431 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2434 // pxo squad name and password
2435 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2437 nprintf(("Network","Error reading in PXO squad name\n"));
2438 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2440 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2443 // If less than 48MB of RAM, use low memory model.
2444 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2445 mprintf(( "Using normal memory settings...\n" ));
2446 bm_set_low_mem(1); // Use every other frame of bitmaps
2448 mprintf(( "Using high memory settings...\n" ));
2449 bm_set_low_mem(0); // Use all frames of bitmaps
2452 // load non-darkening pixel defs
2453 palman_load_pixels();
2455 // hud shield icon stuff
2456 hud_shield_game_init();
2458 control_config_common_init(); // sets up localization stuff in the control config
2464 gamesnd_parse_soundstbl();
2469 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2474 player_controls_init();
2477 //if(!Is_standalone){
2485 ship_init(); // read in ships.tbl
2487 mission_campaign_init(); // load in the default campaign
2489 // navmap_init(); // init the navigation map system
2490 context_help_init();
2491 techroom_intel_init(); // parse species.tbl, load intel info
2493 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2494 init_animating_pointer();
2496 mission_brief_common_init(); // Mark all the briefing structures as empty.
2497 gr_font_init(); // loads up all fonts
2499 neb2_init(); // fullneb stuff
2503 player_tips_init(); // helpful tips
2506 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2507 pilot_load_pic_list();
2508 pilot_load_squad_pic_list();
2510 load_animating_pointer(NOX("cursor"), 0, 0);
2512 // initialize alpha colors
2513 alpha_colors_init();
2516 // Game_music_paused = 0;
2520 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2521 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2523 mprintf(("cfile_init() took %d\n", e1 - s1));
2524 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2527 char transfer_text[128];
2529 float Start_time = 0.0f;
2531 float Framerate = 0.0f;
2533 float Timing_total = 0.0f;
2534 float Timing_render2 = 0.0f;
2535 float Timing_render3 = 0.0f;
2536 float Timing_flip = 0.0f;
2537 float Timing_clear = 0.0f;
2539 MONITOR(NumPolysDrawn);
2545 void game_get_framerate()
2547 char text[128] = "";
2549 if ( frame_int == -1 ) {
2551 for (i=0; i<FRAME_FILTER; i++ ) {
2552 frametimes[i] = 0.0f;
2557 frametotal -= frametimes[frame_int];
2558 frametotal += flFrametime;
2559 frametimes[frame_int] = flFrametime;
2560 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2562 if ( frametotal != 0.0 ) {
2563 if ( Framecount >= FRAME_FILTER )
2564 Framerate = FRAME_FILTER / frametotal;
2566 Framerate = Framecount / frametotal;
2567 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2569 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2573 if (Show_framerate) {
2574 gr_set_color_fast(&HUD_color_debug);
2575 gr_string( 570, 2, text );
2579 void game_show_framerate()
2583 cur_time = f2fl(timer_get_approx_seconds());
2584 if (cur_time - Start_time > 30.0f) {
2585 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2586 Start_time += 1000.0f;
2589 //mprintf(( "%s\n", text ));
2592 if ( Debug_dump_frames )
2596 // possibly show control checking info
2597 control_check_indicate();
2599 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2600 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2601 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2602 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2605 if ( Show_cpu == 1 ) {
2610 dy = gr_get_font_height() + 1;
2612 gr_set_color_fast(&HUD_color_debug);
2615 extern int Gr_textures_in;
2616 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2619 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2621 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2623 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2625 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2627 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2632 extern int Num_pairs; // Number of object pairs that were checked.
2633 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2636 extern int Num_pairs_checked; // What percent of object pairs were checked.
2637 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2639 Num_pairs_checked = 0;
2643 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2646 if ( Timing_total > 0.01f ) {
2647 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2649 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2651 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2653 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2655 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2664 dy = gr_get_font_height() + 1;
2666 gr_set_color_fast(&HUD_color_debug);
2669 extern int TotalRam;
2670 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2675 extern int Model_ram;
2676 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2680 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2682 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2686 extern int Gr_textures_in;
2687 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2692 if ( Show_player_pos ) {
2696 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));
2699 MONITOR_INC(NumPolys, modelstats_num_polys);
2700 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2701 MONITOR_INC(NumVerts, modelstats_num_verts );
2703 modelstats_num_polys = 0;
2704 modelstats_num_polys_drawn = 0;
2705 modelstats_num_verts = 0;
2706 modelstats_num_sortnorms = 0;
2710 void game_show_standalone_framerate()
2712 float frame_rate=30.0f;
2713 if ( frame_int == -1 ) {
2715 for (i=0; i<FRAME_FILTER; i++ ) {
2716 frametimes[i] = 0.0f;
2721 frametotal -= frametimes[frame_int];
2722 frametotal += flFrametime;
2723 frametimes[frame_int] = flFrametime;
2724 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2726 if ( frametotal != 0.0 ) {
2727 if ( Framecount >= FRAME_FILTER ){
2728 frame_rate = FRAME_FILTER / frametotal;
2730 frame_rate = Framecount / frametotal;
2733 std_set_standalone_fps(frame_rate);
2737 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2738 void game_show_time_left()
2742 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2743 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2744 // checking how much time is left
2746 if ( Mission_end_time == -1 ){
2750 diff = f2i(Mission_end_time - Missiontime);
2751 // be sure to bash to 0. diff could be negative on frame that we quit mission
2756 hud_set_default_color();
2757 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2760 //========================================================================================
2761 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2762 //========================================================================================
2766 DCF(ai_pause,"Pauses ai")
2769 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2770 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2771 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2772 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2775 obj_init_all_ships_physics();
2778 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2779 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2782 DCF(single_step,"Single steps the game")
2785 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2786 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2787 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2788 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2790 last_single_step = 0; // Make so single step waits a frame before stepping
2793 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2794 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2797 DCF_BOOL(physics_pause, physics_paused)
2798 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2799 DCF_BOOL(ai_firing, Ai_firing_enabled )
2801 // Create some simple aliases to these commands...
2802 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2803 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2804 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2805 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2806 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2809 //========================================================================================
2810 //========================================================================================
2813 void game_training_pause_do()
2817 key = game_check_key();
2819 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2826 void game_increase_skill_level()
2829 if (Game_skill_level >= NUM_SKILL_LEVELS){
2830 Game_skill_level = 0;
2834 int Player_died_time;
2836 int View_percent = 100;
2839 DCF(view, "Sets the percent of the 3d view to render.")
2842 dc_get_arg(ARG_INT);
2843 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2844 View_percent = Dc_arg_int;
2846 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2852 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2856 dc_printf("View is set to %d%%\n", View_percent );
2861 // Set the clip region for the 3d rendering window
2862 void game_set_view_clip()
2864 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2865 // Set the clip region for the letterbox "dead view"
2866 int yborder = gr_screen.max_h/4;
2868 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2869 // J.S. I've changed my ways!! See the new "no constants" code!!!
2870 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2872 // Set the clip region for normal view
2873 if ( View_percent >= 100 ) {
2876 int xborder, yborder;
2878 if ( View_percent < 5 ) {
2882 float fp = i2fl(View_percent)/100.0f;
2883 int fi = fl2i(fl_sqrt(fp)*100.0f);
2884 if ( fi > 100 ) fi=100;
2886 xborder = ( gr_screen.max_w*(100-fi) )/200;
2887 yborder = ( gr_screen.max_h*(100-fi) )/200;
2889 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2895 void show_debug_stuff()
2898 int laser_count = 0, missile_count = 0;
2900 for (i=0; i<MAX_OBJECTS; i++) {
2901 if (Objects[i].type == OBJ_WEAPON){
2902 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2904 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2910 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2913 extern int Tool_enabled;
2915 time_t tst_time = 0;
2918 int tst_bitmap = -1;
2920 float tst_offset, tst_offset_total;
2923 void game_tst_frame_pre()
2931 g3_rotate_vertex(&v, &tst_pos);
2932 g3_project_vertex(&v);
2935 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2939 // big ship? always tst
2941 // within 3000 meters
2942 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2946 // within 300 meters
2947 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2954 void game_tst_frame()
2964 tst_time = time(NULL);
2966 // load the tst bitmap
2967 switch((int)frand_range(0.0f, 3.0)){
2969 tst_bitmap = bm_load("ig_jim");
2971 mprintf(("TST 0\n"));
2975 tst_bitmap = bm_load("ig_kan");
2977 mprintf(("TST 1\n"));
2981 tst_bitmap = bm_load("ig_jim");
2983 mprintf(("TST 2\n"));
2987 tst_bitmap = bm_load("ig_kan");
2989 mprintf(("TST 3\n"));
2998 // get the tst bitmap dimensions
3000 bm_get_info(tst_bitmap, &w, &h);
3003 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3005 snd_play(&Snds[SND_VASUDAN_BUP]);
3007 // tst x and direction
3011 tst_offset_total = (float)w;
3012 tst_offset = (float)w;
3014 tst_x = (float)gr_screen.max_w;
3015 tst_offset_total = (float)-w;
3016 tst_offset = (float)w;
3024 float diff = (tst_offset_total / 0.5f) * flFrametime;
3030 tst_offset -= fl_abs(diff);
3031 } else if(tst_mode == 2){
3034 tst_offset -= fl_abs(diff);
3038 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3039 gr_bitmap((int)tst_x, (int)tst_y);
3042 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3046 // if we passed the switch point
3047 if(tst_offset <= 0.0f){
3052 tst_stamp = timestamp(1000);
3053 tst_offset = fl_abs(tst_offset_total);
3064 void game_tst_mark(object *objp, ship *shipp)
3073 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3076 sip = &Ship_info[shipp->ship_info_index];
3083 tst_pos = objp->pos;
3084 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3090 extern void render_shields();
3092 void player_repair_frame(float frametime)
3094 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3096 for(idx=0;idx<MAX_PLAYERS;idx++){
3099 np = &Net_players[idx];
3101 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)){
3103 // don't rearm/repair if the player is dead or dying/departing
3104 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3105 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3110 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3111 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3117 #define NUM_FRAMES_TEST 300
3118 #define NUM_MIXED_SOUNDS 16
3119 void do_timing_test(float flFrametime)
3121 static int framecount = 0;
3122 static int test_running = 0;
3123 static float test_time = 0.0f;
3125 static int snds[NUM_MIXED_SOUNDS];
3128 if ( test_running ) {
3130 test_time += flFrametime;
3131 if ( framecount >= NUM_FRAMES_TEST ) {
3133 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3134 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3139 if ( Test_begin == 1 ) {
3145 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3148 // start looping digital sounds
3149 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3150 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3157 DCF(dcf_fov, "Change the field of view")
3160 dc_get_arg(ARG_FLOAT|ARG_NONE);
3161 if ( Dc_arg_type & ARG_NONE ) {
3162 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3163 dc_printf( "Zoom factor reset\n" );
3165 if ( Dc_arg_type & ARG_FLOAT ) {
3166 if (Dc_arg_float < 0.25f) {
3167 Viewer_zoom = 0.25f;
3168 dc_printf("Zoom factor pinned at 0.25.\n");
3169 } else if (Dc_arg_float > 1.25f) {
3170 Viewer_zoom = 1.25f;
3171 dc_printf("Zoom factor pinned at 1.25.\n");
3173 Viewer_zoom = Dc_arg_float;
3179 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3182 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3186 DCF(framerate_cap, "Sets the framerate cap")
3189 dc_get_arg(ARG_INT);
3190 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3191 Framerate_cap = Dc_arg_int;
3193 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3199 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3200 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3201 dc_printf("[n] must be from 1 to 120.\n");
3205 if ( Framerate_cap )
3206 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3208 dc_printf("There is no framerate cap currently active.\n");
3212 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3213 int Show_viewing_from_self = 0;
3215 void say_view_target()
3217 object *view_target;
3219 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3220 view_target = &Objects[Player_ai->target_objnum];
3222 view_target = Player_obj;
3224 if (Game_mode & GM_DEAD) {
3225 if (Player_ai->target_objnum != -1)
3226 view_target = &Objects[Player_ai->target_objnum];
3229 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3230 if (view_target != Player_obj){
3232 char *view_target_name = NULL;
3233 switch(Objects[Player_ai->target_objnum].type) {
3235 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3238 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3239 Viewer_mode &= ~VM_OTHER_SHIP;
3241 case OBJ_JUMP_NODE: {
3242 char jump_node_name[128];
3243 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3244 view_target_name = jump_node_name;
3245 Viewer_mode &= ~VM_OTHER_SHIP;
3254 if ( view_target_name ) {
3255 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3256 Show_viewing_from_self = 1;
3259 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3260 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3261 Show_viewing_from_self = 1;
3263 if (Show_viewing_from_self)
3264 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3269 Last_view_target = view_target;
3273 float Game_hit_x = 0.0f;
3274 float Game_hit_y = 0.0f;
3276 // Reset at the beginning of each frame
3277 void game_whack_reset()
3283 // Apply a 2d whack to the player
3284 void game_whack_apply( float x, float y )
3286 // Do some force feedback
3287 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3293 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3296 // call to apply a "shudder"
3297 void game_shudder_apply(int time, float intensity)
3299 Game_shudder_time = timestamp(time);
3300 Game_shudder_total = time;
3301 Game_shudder_intensity = intensity;
3304 #define FF_SCALE 10000
3305 void apply_hud_shake(matrix *eye_orient)
3307 if (Viewer_obj == Player_obj) {
3308 physics_info *pi = &Player_obj->phys_info;
3316 // Make eye shake due to afterburner
3317 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3320 dtime = timestamp_until(pi->afterburner_decay);
3324 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3325 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3328 // Make eye shake due to engine wash
3330 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3333 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3334 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3336 // get the intensity
3337 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3341 vm_vec_rand_vec_quick(&rand_vec);
3344 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3348 // make hud shake due to shuddering
3349 if(Game_shudder_time != -1){
3350 // if the timestamp has elapsed
3351 if(timestamp_elapsed(Game_shudder_time)){
3352 Game_shudder_time = -1;
3354 // otherwise apply some shudder
3358 dtime = timestamp_until(Game_shudder_time);
3362 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));
3363 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));
3368 vm_angles_2_matrix(&tm, &tangles);
3369 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3370 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3371 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3372 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3377 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3379 // Player's velocity just before he blew up. Used to keep camera target moving.
3380 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3382 // Set eye_pos and eye_orient based on view mode.
3383 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3387 static int last_Viewer_mode = 0;
3388 static int last_Game_mode = 0;
3389 static int last_Viewer_objnum = -1;
3391 // This code is supposed to detect camera "cuts"... like going between
3394 // determine if we need to regenerate the nebula
3395 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3396 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3397 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3398 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3399 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3400 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3401 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3402 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3403 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3406 // regenerate the nebula
3410 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3411 //mprintf(( "************** Camera cut! ************\n" ));
3412 last_Viewer_mode = Viewer_mode;
3413 last_Game_mode = Game_mode;
3415 // Camera moved. Tell stars & debris to not do blurring.
3421 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3422 player_display_packlock_view();
3425 game_set_view_clip();
3427 if (Game_mode & GM_DEAD) {
3428 vector vec_to_deader, view_pos;
3431 Viewer_mode |= VM_DEAD_VIEW;
3433 if (Player_ai->target_objnum != -1) {
3434 int view_from_player = 1;
3436 if (Viewer_mode & VM_OTHER_SHIP) {
3437 // View from target.
3438 Viewer_obj = &Objects[Player_ai->target_objnum];
3440 last_Viewer_objnum = Player_ai->target_objnum;
3442 if ( Viewer_obj->type == OBJ_SHIP ) {
3443 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3444 view_from_player = 0;
3447 last_Viewer_objnum = -1;
3450 if ( view_from_player ) {
3451 // View target from player ship.
3453 *eye_pos = Player_obj->pos;
3454 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3455 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3458 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3460 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3461 dist += flFrametime * 16.0f;
3463 vm_vec_scale(&vec_to_deader, -dist);
3464 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3466 view_pos = Player_obj->pos;
3468 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3469 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3470 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3471 Dead_player_last_vel = Player_obj->phys_info.vel;
3472 //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));
3473 } else if (Player_ai->target_objnum != -1) {
3474 view_pos = Objects[Player_ai->target_objnum].pos;
3476 // Make camera follow explosion, but gradually slow down.
3477 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3478 view_pos = Player_obj->pos;
3479 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3480 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3483 *eye_pos = Dead_camera_pos;
3485 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3487 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3492 // if supernova shockwave
3493 if(supernova_camera_cut()){
3497 // call it dead view
3498 Viewer_mode |= VM_DEAD_VIEW;
3500 // set eye pos and orient
3501 supernova_set_view(eye_pos, eye_orient);
3503 // If already blown up, these other modes can override.
3504 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3505 Viewer_mode &= ~VM_DEAD_VIEW;
3507 Viewer_obj = Player_obj;
3509 if (Viewer_mode & VM_OTHER_SHIP) {
3510 if (Player_ai->target_objnum != -1){
3511 Viewer_obj = &Objects[Player_ai->target_objnum];
3512 last_Viewer_objnum = Player_ai->target_objnum;
3514 Viewer_mode &= ~VM_OTHER_SHIP;
3515 last_Viewer_objnum = -1;
3518 last_Viewer_objnum = -1;
3521 if (Viewer_mode & VM_EXTERNAL) {
3524 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3525 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3527 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3529 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3530 vm_vec_normalize(&eye_dir);
3531 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3534 // Modify the orientation based on head orientation.
3535 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3537 } else if ( Viewer_mode & VM_CHASE ) {
3540 if ( Viewer_obj->phys_info.speed < 0.1 )
3541 move_dir = Viewer_obj->orient.v.fvec;
3543 move_dir = Viewer_obj->phys_info.vel;
3544 vm_vec_normalize(&move_dir);
3547 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3548 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3549 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3550 vm_vec_normalize(&eye_dir);
3552 // JAS: I added the following code because if you slew up using
3553 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3554 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3555 // call because the up and the forward vector are the same. I fixed
3556 // it by adding in a fraction of the right vector all the time to the
3558 vector tmp_up = Viewer_obj->orient.v.uvec;
3559 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3561 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3564 // Modify the orientation based on head orientation.
3565 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3566 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3567 *eye_pos = Camera_pos;
3569 ship * shipp = &Ships[Player_obj->instance];
3571 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3572 vm_vec_normalize(&eye_dir);
3573 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3576 // get an eye position based upon the correct type of object
3577 switch(Viewer_obj->type){
3579 // make a call to get the eye point for the player object
3580 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3583 // make a call to get the eye point for the player object
3584 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3590 #ifdef JOHNS_DEBUG_CODE
3591 john_debug_stuff(&eye_pos, &eye_orient);
3597 apply_hud_shake(eye_orient);
3599 // setup neb2 rendering
3600 neb2_render_setup(eye_pos, eye_orient);
3604 extern void ai_debug_render_stuff();
3607 int Game_subspace_effect = 0;
3608 DCF_BOOL( subspace, Game_subspace_effect );
3610 // Does everything needed to render a frame
3611 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3615 g3_start_frame(game_zbuffer);
3616 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3618 // maybe offset the HUD (jitter stuff)
3619 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3620 HUD_set_offsets(Viewer_obj, !dont_offset);
3622 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3623 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3624 // must be done before ships are rendered
3625 if ( MULTIPLAYER_CLIENT ) {
3626 shield_point_multi_setup();
3629 if ( Game_subspace_effect ) {
3630 stars_draw(0,0,0,1);
3632 stars_draw(1,1,1,0);
3635 obj_render_all(obj_render);
3636 beam_render_all(); // render all beam weapons
3637 particle_render_all(); // render particles after everything else.
3638 trail_render_all(); // render missilie trails after everything else.
3639 mflash_render_all(); // render all muzzle flashes
3641 // Why do we not show the shield effect in these modes? Seems ok.
3642 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3646 // render nebula lightning
3649 // render local player nebula
3650 neb2_render_player();
3653 ai_debug_render_stuff();
3656 #ifndef RELEASE_REAL
3657 // game_framerate_check();
3661 extern void snd_spew_debug_info();
3662 snd_spew_debug_info();
3665 //================ END OF 3D RENDERING STUFF ====================
3669 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3670 hud_maybe_clear_head_area();
3671 anim_render_all(0, flFrametime);
3674 extern int Multi_display_netinfo;
3675 if(Multi_display_netinfo){
3676 extern void multi_display_netinfo();
3677 multi_display_netinfo();
3680 game_tst_frame_pre();
3683 do_timing_test(flFrametime);
3687 extern int OO_update_index;
3688 multi_rate_display(OO_update_index, 375, 0);
3693 extern void oo_display();
3700 //#define JOHNS_DEBUG_CODE 1
3702 #ifdef JOHNS_DEBUG_CODE
3703 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3705 //if ( key_pressed(SDLK_LSHIFT) )
3707 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3709 model_subsystem *turret = tsys->system_info;
3711 if (turret->type == SUBSYSTEM_TURRET ) {
3712 vector v.fvec, v.uvec;
3713 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3715 ship_model_start(tobj);
3717 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3718 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3719 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3721 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3723 ship_model_stop(tobj);
3733 // following function for dumping frames for purposes of building trailers.
3736 // function to toggle state of dumping every frame into PCX when playing the game
3737 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3741 if ( Debug_dump_frames == 0 ) {
3743 Debug_dump_frames = 15;
3744 Debug_dump_trigger = 0;
3745 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3746 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3749 Debug_dump_frames = 0;
3750 Debug_dump_trigger = 0;
3751 gr_dump_frame_stop();
3752 dc_printf( "Frame dumping is now OFF\n" );
3758 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3762 if ( Debug_dump_frames == 0 ) {
3764 Debug_dump_frames = 15;
3765 Debug_dump_trigger = 1;
3766 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3767 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3770 Debug_dump_frames = 0;
3771 Debug_dump_trigger = 0;
3772 gr_dump_frame_stop();
3773 dc_printf( "Frame dumping is now OFF\n" );
3779 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3783 if ( Debug_dump_frames == 0 ) {
3785 Debug_dump_frames = 30;
3786 Debug_dump_trigger = 0;
3787 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3788 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3791 Debug_dump_frames = 0;
3792 Debug_dump_trigger = 0;
3793 gr_dump_frame_stop();
3794 dc_printf( "Frame dumping is now OFF\n" );
3800 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3804 if ( Debug_dump_frames == 0 ) {
3806 Debug_dump_frames = 30;
3807 Debug_dump_trigger = 1;
3808 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3809 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3812 Debug_dump_frames = 0;
3813 Debug_dump_trigger = 0;
3814 gr_dump_frame_stop();
3815 dc_printf( "Triggered frame dumping is now OFF\n" );
3821 void game_maybe_dump_frame()
3823 if ( !Debug_dump_frames ){
3827 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3834 Debug_dump_frame_num++;
3840 extern int Player_dead_state;
3842 // Flip the page and time how long it took.
3843 void game_flip_page_and_time_it()
3848 t1 = timer_get_fixed_seconds();
3850 t2 = timer_get_fixed_seconds();
3853 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3854 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3861 void game_simulation_frame()
3863 // blow ships up in multiplayer dogfight
3864 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){
3865 // blow up all non-player ships
3866 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3869 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3871 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)){
3872 moveup = GET_NEXT(moveup);
3875 shipp = &Ships[Objects[moveup->objnum].instance];
3876 sip = &Ship_info[shipp->ship_info_index];
3878 // only blow up small ships
3879 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3880 // function to simply explode a ship where it is currently at
3881 ship_self_destruct( &Objects[moveup->objnum] );
3884 moveup = GET_NEXT(moveup);
3890 // process AWACS stuff - do this first thing
3893 // single player, set Player hits_this_frame to 0
3894 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3895 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3896 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3900 supernova_process();
3901 if(supernova_active() >= 5){
3905 // fire targeting lasers now so that
3906 // 1 - created this frame
3907 // 2 - collide this frame
3908 // 3 - render this frame
3909 // 4 - ignored and deleted next frame
3910 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3912 ship_process_targeting_lasers();
3914 // do this here so that it works for multiplayer
3916 // get viewer direction
3917 int viewer_direction = PHYSICS_VIEWER_REAR;
3919 if(Viewer_mode == 0){
3920 viewer_direction = PHYSICS_VIEWER_FRONT;
3922 if(Viewer_mode & VM_PADLOCK_UP){
3923 viewer_direction = PHYSICS_VIEWER_UP;
3925 else if(Viewer_mode & VM_PADLOCK_REAR){
3926 viewer_direction = PHYSICS_VIEWER_REAR;
3928 else if(Viewer_mode & VM_PADLOCK_LEFT){
3929 viewer_direction = PHYSICS_VIEWER_LEFT;
3931 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3932 viewer_direction = PHYSICS_VIEWER_RIGHT;
3935 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3937 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3940 #define VM_PADLOCK_UP (1 << 7)
3941 #define VM_PADLOCK_REAR (1 << 8)
3942 #define VM_PADLOCK_LEFT (1 << 9)
3943 #define VM_PADLOCK_RIGHT (1 << 10)
3945 // evaluate mission departures and arrivals before we process all objects.
3946 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3948 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3949 // ships/wing packets.
3950 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3951 mission_parse_eval_stuff();
3954 // if we're an observer, move ourselves seperately from the standard physics
3955 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3956 obj_observer_move(flFrametime);
3959 // move all the objects now
3960 obj_move_all(flFrametime);
3962 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3963 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3964 // ship_check_cargo_all();
3965 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3966 mission_eval_goals();
3970 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3971 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3972 training_check_objectives();
3975 // do all interpolation now
3976 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3977 // client side processing of warping in effect stages
3978 multi_do_client_warp(flFrametime);
3980 // client side movement of an observer
3981 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3982 obj_observer_move(flFrametime);
3985 // move all objects - does interpolation now as well
3986 obj_move_all(flFrametime);
3989 // only process the message queue when the player is "in" the game
3990 if ( !Pre_player_entry ){
3991 message_queue_process(); // process any messages send to the player
3994 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3995 message_maybe_distort(); // maybe distort incoming message if comms damaged
3996 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3997 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3998 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4001 if(!(Game_mode & GM_STANDALONE_SERVER)){
4002 // process some stuff every frame (before frame is rendered)
4003 emp_process_local();
4005 hud_update_frame(); // update hud systems
4007 if (!physics_paused) {
4008 // Move particle system
4009 particle_move_all(flFrametime);
4011 // Move missile trails
4012 trail_move_all(flFrametime);
4014 // process muzzle flashes
4015 mflash_process_all();
4017 // Flash the gun flashes
4018 shipfx_flash_do_frame(flFrametime);
4020 shockwave_move_all(flFrametime); // update all the shockwaves
4023 // subspace missile strikes
4026 obj_snd_do_frame(); // update the object-linked persistant sounds
4027 game_maybe_update_sound_environment();
4028 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4030 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4032 if ( Game_subspace_effect ) {
4033 game_start_subspace_ambient_sound();
4039 // Maybe render and process the dead-popup
4040 void game_maybe_do_dead_popup(float frametime)
4042 if ( popupdead_is_active() ) {
4044 int choice = popupdead_do_frame(frametime);
4046 if ( Game_mode & GM_NORMAL ) {
4049 gameseq_post_event(GS_EVENT_ENTER_GAME);
4053 gameseq_post_event(GS_EVENT_END_GAME);
4057 gameseq_post_event(GS_EVENT_START_GAME);
4060 // this should only happen during a red alert mission
4063 SDL_assert(The_mission.red_alert);
4064 if(!The_mission.red_alert){
4065 gameseq_post_event(GS_EVENT_START_GAME);
4069 // choose the previous mission
4070 mission_campaign_previous_mission();
4072 gameseq_post_event(GS_EVENT_START_GAME);
4082 case POPUPDEAD_DO_MAIN_HALL:
4083 multi_quit_game(PROMPT_NONE,-1);
4086 case POPUPDEAD_DO_RESPAWN:
4087 multi_respawn_normal();
4088 event_music_player_respawn();
4091 case POPUPDEAD_DO_OBSERVER:
4092 multi_respawn_observer();
4093 event_music_player_respawn_as_observer();
4102 if ( leave_popup ) {
4108 // returns true if player is actually in a game_play stats
4109 int game_actually_playing()
4113 state = gameseq_get_state();
4114 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4120 // Draw the 2D HUD gauges
4121 void game_render_hud_2d()
4123 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4127 HUD_render_2d(flFrametime);
4131 // Draw the 3D-dependant HUD gauges
4132 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4134 g3_start_frame(0); // 0 = turn zbuffering off
4135 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4137 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4138 HUD_render_3d(flFrametime);
4142 game_sunspot_process(flFrametime);
4144 // Diminish the palette effect
4145 game_flash_diminish(flFrametime);
4153 int actually_playing;
4154 fix total_time1, total_time2;
4155 fix render2_time1=0, render2_time2=0;
4156 fix render3_time1=0, render3_time2=0;
4157 fix flip_time1=0, flip_time2=0;
4158 fix clear_time1=0, clear_time2=0;
4164 if (Framerate_delay) {
4165 int start_time = timer_get_milliseconds();
4166 while (timer_get_milliseconds() < start_time + Framerate_delay)
4172 demo_do_frame_start();
4174 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4179 // start timing frame
4180 timing_frame_start();
4182 total_time1 = timer_get_fixed_seconds();
4184 // var to hold which state we are in
4185 actually_playing = game_actually_playing();
4187 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4188 if (!(Game_mode & GM_STANDALONE_SERVER)){
4189 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4193 if (Missiontime > Entry_delay_time){
4194 Pre_player_entry = 0;
4196 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4199 // Note: These are done even before the player enters, else buffers can overflow.
4200 if (! (Game_mode & GM_STANDALONE_SERVER)){
4204 shield_frame_init();
4206 if ( Player->control_mode != PCM_NORMAL )
4209 if ( !Pre_player_entry && actually_playing ) {
4210 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4212 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4213 game_process_keys();
4215 // don't read flying controls if we're playing a demo back
4216 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4217 read_player_controls( Player_obj, flFrametime);
4221 // if we're not the master, we may have to send the server-critical ship status button_info bits
4222 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4223 multi_maybe_send_ship_status();
4228 // Reset the whack stuff
4231 // These two lines must be outside of Pre_player_entry code,
4232 // otherwise too many lights are added.
4235 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4239 game_simulation_frame();
4241 // if not actually in a game play state, then return. This condition could only be true in
4242 // a multiplayer game.
4243 if ( !actually_playing ) {
4244 SDL_assert( Game_mode & GM_MULTIPLAYER );
4248 if (!Pre_player_entry) {
4249 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4250 clear_time1 = timer_get_fixed_seconds();
4251 // clear the screen to black
4253 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4257 clear_time2 = timer_get_fixed_seconds();
4258 render3_time1 = timer_get_fixed_seconds();
4259 game_render_frame_setup(&eye_pos, &eye_orient);
4260 game_render_frame( &eye_pos, &eye_orient );
4262 // save the eye position and orientation
4263 if ( Game_mode & GM_MULTIPLAYER ) {
4264 Net_player->s_info.eye_pos = eye_pos;
4265 Net_player->s_info.eye_orient = eye_orient;
4268 hud_show_target_model();
4270 // check to see if we should display the death died popup
4271 if(Game_mode & GM_DEAD_BLEW_UP){
4272 if(Game_mode & GM_MULTIPLAYER){
4273 // catch the situation where we're supposed to be warping out on this transition
4274 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4275 gameseq_post_event(GS_EVENT_DEBRIEF);
4276 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4277 Player_died_popup_wait = -1;
4281 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4282 Player_died_popup_wait = -1;
4288 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4289 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4290 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4291 if(!popupdead_is_active()){
4295 Player_multi_died_check = -1;
4299 render3_time2 = timer_get_fixed_seconds();
4300 render2_time1 = timer_get_fixed_seconds();
4303 game_get_framerate();
4304 game_show_framerate();
4306 game_show_time_left();
4308 // Draw the 2D HUD gauges
4309 if(supernova_active() < 3){
4310 game_render_hud_2d();
4313 game_set_view_clip();
4315 // Draw 3D HUD gauges
4316 game_render_hud_3d(&eye_pos, &eye_orient);
4320 render2_time2 = timer_get_fixed_seconds();
4322 // maybe render and process the dead popup
4323 game_maybe_do_dead_popup(flFrametime);
4325 // start timing frame
4326 timing_frame_stop();
4327 // timing_display(30, 10);
4329 // If a regular popup is active, don't flip (popup code flips)
4330 if( !popup_running_state() ){
4331 flip_time1 = timer_get_fixed_seconds();
4332 game_flip_page_and_time_it();
4333 flip_time2 = timer_get_fixed_seconds();
4337 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4340 game_show_standalone_framerate();
4344 game_do_training_checks();
4347 // process lightning (nebula only)
4350 total_time2 = timer_get_fixed_seconds();
4352 // Got some timing numbers
4353 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4354 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4355 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4356 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4357 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4360 demo_do_frame_end();
4362 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4368 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4369 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4370 // died. This resulted in screwed up death sequences.
4372 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4373 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4374 static int timer_paused=0;
4375 #if defined(TIMER_TEST) && !defined(NDEBUG)
4376 static int stop_count,start_count;
4377 static int time_stopped,time_started;
4379 int saved_timestamp_ticker = -1;
4381 void game_reset_time()
4383 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4387 // Last_time = timer_get_fixed_seconds();
4393 void game_stop_time()
4395 if (timer_paused==0) {
4397 time = timer_get_fixed_seconds();
4398 // Save how much time progressed so far in the frame so we can
4399 // use it when we unpause.
4400 Last_delta_time = time - Last_time;
4402 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4403 if (Last_delta_time < 0) {
4404 #if defined(TIMER_TEST) && !defined(NDEBUG)
4405 Int3(); //get Matt!!!!
4407 Last_delta_time = 0;
4409 #if defined(TIMER_TEST) && !defined(NDEBUG)
4410 time_stopped = time;
4413 // Stop the timer_tick stuff...
4414 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4415 saved_timestamp_ticker = timestamp_ticker;
4419 #if defined(TIMER_TEST) && !defined(NDEBUG)
4424 void game_start_time()
4427 SDL_assert(timer_paused >= 0);
4428 if (timer_paused==0) {
4430 time = timer_get_fixed_seconds();
4431 #if defined(TIMER_TEST) && !defined(NDEBUG)
4433 Int3(); //get Matt!!!!
4436 // Take current time, and set it backwards to account for time
4437 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4438 // will be correct when it goes to calculate the frametime next
4440 Last_time = time - Last_delta_time;
4441 #if defined(TIMER_TEST) && !defined(NDEBUG)
4442 time_started = time;
4445 // Restore the timer_tick stuff...
4446 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4447 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4448 timestamp_ticker = saved_timestamp_ticker;
4449 saved_timestamp_ticker = -1;
4452 #if defined(TIMER_TEST) && !defined(NDEBUG)
4458 void game_set_frametime(int state)
4461 float frame_cap_diff;
4463 thistime = timer_get_fixed_seconds();
4465 if ( Last_time == 0 )
4466 Frametime = F1_0 / 30;
4468 Frametime = thistime - Last_time;
4470 // Frametime = F1_0 / 30;
4472 fix debug_frametime = Frametime; // Just used to display frametime.
4474 // If player hasn't entered mission yet, make frame take 1/4 second.
4475 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4478 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4480 fix frame_speed = F1_0 / Debug_dump_frames;
4482 if (Frametime > frame_speed ){
4483 nprintf(("warning","slow frame: %x\n",Frametime));
4486 thistime = timer_get_fixed_seconds();
4487 Frametime = thistime - Last_time;
4488 } while (Frametime < frame_speed );
4490 Frametime = frame_speed;
4494 SDL_assert( Framerate_cap > 0 );
4496 // Cap the framerate so it doesn't get too high.
4500 cap = F1_0/Framerate_cap;
4501 if (Frametime < cap) {
4502 thistime = cap - Frametime;
4503 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4504 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4506 thistime = timer_get_fixed_seconds();
4510 if((Game_mode & GM_STANDALONE_SERVER) &&
4511 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4513 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4514 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4516 thistime += fl2f((frame_cap_diff));
4518 Frametime = thistime - Last_time;
4521 // If framerate is too low, cap it.
4522 if (Frametime > MAX_FRAMETIME) {
4524 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4526 // to remove warnings in release build
4527 debug_frametime = fl2f(flFrametime);
4529 Frametime = MAX_FRAMETIME;
4532 Frametime = fixmul(Frametime, Game_time_compression);
4534 Last_time = thistime;
4535 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4537 flFrametime = f2fl(Frametime);
4538 //if(!(Game_mode & GM_PLAYING_DEMO)){
4539 timestamp_inc(flFrametime);
4541 /* if ((Framecount > 0) && (Framecount < 10)) {
4542 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4547 // This is called from game_do_frame(), and from navmap_do_frame()
4548 void game_update_missiontime()
4550 // TODO JAS: Put in if and move this into game_set_frametime,
4551 // fix navmap to call game_stop/start_time
4552 //if ( !timer_paused )
4553 Missiontime += Frametime;
4556 void game_do_frame()
4558 game_set_frametime(GS_STATE_GAME_PLAY);
4559 game_update_missiontime();
4561 if (Game_mode & GM_STANDALONE_SERVER) {
4562 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4565 if ( game_single_step && (last_single_step == game_single_step) ) {
4566 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4567 while( key_checkch() == 0 )
4569 os_set_title( XSTR( "FreeSpace", 171) );
4570 Last_time = timer_get_fixed_seconds();
4573 last_single_step = game_single_step;
4575 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4576 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4580 Keep_mouse_centered = 0;
4581 monitor_update(); // Update monitor variables
4584 void multi_maybe_do_frame()
4586 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4591 int Joymouse_button_status = 0;
4593 // Flush all input devices
4601 Joymouse_button_status = 0;
4603 //mprintf(("Game flush!\n" ));
4606 // function for multiplayer only which calls game_do_state_common() when running the
4608 void game_do_dc_networking()
4610 SDL_assert( Game_mode & GM_MULTIPLAYER );
4612 game_do_state_common( gameseq_get_state() );
4615 // Call this whenever in a loop, or when you need to check for a keystroke.
4616 int game_check_key()
4622 // convert keypad enter to normal enter
4623 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4624 k = (k & ~KEY_MASK) | SDLK_RETURN;
4629 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4631 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4632 static int Demo_show_trailer_timestamp = 0;
4634 void demo_reset_trailer_timer()
4636 Demo_show_trailer_timestamp = timer_get_milliseconds();
4639 void demo_maybe_show_trailer(int k)
4642 // if key pressed, reset demo trailer timer
4644 demo_reset_trailer_timer();
4648 // if mouse moved, reset demo trailer timer
4651 mouse_get_delta(&dx, &dy);
4652 if ( (dx > 0) || (dy > 0) ) {
4653 demo_reset_trailer_timer();
4657 // if joystick has moved, reset demo trailer timer
4660 joy_get_delta(&dx, &dy);
4661 if ( (dx > 0) || (dy > 0) ) {
4662 demo_reset_trailer_timer();
4666 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4667 // the low-level code. Ugly, I know... but was the simplest and most
4670 // if 30 seconds since last demo trailer time reset, launch movie
4671 if ( os_foreground() ) {
4672 int now = timer_get_milliseconds();
4673 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4674 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4676 movie_play( NOX("fstrailer2.mve") );
4677 demo_reset_trailer_timer();
4685 // same as game_check_key(), except this is used while actually in the game. Since there
4686 // generally are differences between game control keys and general UI keys, makes sense to
4687 // have seperate functions for each case. If you are not checking a game control while in a
4688 // mission, you should probably be using game_check_key() instead.
4693 if (!os_foreground()) {
4698 // If we're in a single player game, pause it.
4699 if (!(Game_mode & GM_MULTIPLAYER)){
4700 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4701 game_process_pause_key();
4708 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4709 demo_maybe_show_trailer(k);
4712 // Move the mouse cursor with the joystick.
4713 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4714 // Move the mouse cursor with the joystick
4718 joy_get_pos( &jx, &jy, &jz, &jr );
4720 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4721 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4724 mouse_get_real_pos( &mx, &my );
4725 mouse_set_pos( mx+dx, my+dy );
4730 m = mouse_down(MOUSE_LEFT_BUTTON);
4732 if ( j != Joymouse_button_status ) {
4733 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4734 Joymouse_button_status = j;
4736 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4737 } else if ( (!j) && (m) ) {
4738 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4743 // if we should be ignoring keys because of some multiplayer situations
4744 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4748 // If a popup is running, don't process all the Fn keys
4749 if( popup_active() ) {
4753 state = gameseq_get_state();
4755 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4758 case KEY_DEBUGGED + SDLK_BACKSPACE:
4763 launch_context_help();
4768 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4770 // don't allow f2 while warping out in multiplayer
4771 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4776 case GS_STATE_INITIAL_PLAYER_SELECT:
4777 case GS_STATE_OPTIONS_MENU:
4778 case GS_STATE_HUD_CONFIG:
4779 case GS_STATE_CONTROL_CONFIG:
4780 case GS_STATE_DEATH_DIED:
4781 case GS_STATE_DEATH_BLEW_UP:
4782 case GS_STATE_VIEW_MEDALS:
4786 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4793 // hotkey selection screen -- only valid from briefing and beyond.
4795 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4796 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) ) {
4797 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4803 case KEY_DEBUGGED + SDLK_F3:
4804 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4807 case KEY_DEBUGGED + SDLK_F4:
4808 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4812 if(Game_mode & GM_MULTIPLAYER){
4813 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4814 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4818 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4819 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4825 case SDLK_ESCAPE | KEY_SHIFTED:
4826 // make sure to quit properly out of multiplayer
4827 if(Game_mode & GM_MULTIPLAYER){
4828 multi_quit_game(PROMPT_NONE);
4831 gameseq_post_event( GS_EVENT_QUIT_GAME );
4836 case KEY_DEBUGGED + SDLK_p:
4839 case SDLK_PRINTSCREEN:
4841 static int counter = 0;
4846 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4848 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4849 gr_print_screen(tmp_name);
4857 case KEY_SHIFTED | SDLK_RETURN: {
4859 #if !defined(NDEBUG)
4861 if ( Game_mode & GM_NORMAL ){
4865 // if we're in multiplayer mode, do some special networking
4866 if(Game_mode & GM_MULTIPLAYER){
4867 debug_console(game_do_dc_networking);
4874 if ( Game_mode & GM_NORMAL )
4888 gameseq_post_event(GS_EVENT_QUIT_GAME);
4891 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4894 void camera_set_position( vector *pos )
4899 void camera_set_orient( matrix *orient )
4901 Camera_orient = *orient;
4904 void camera_set_velocity( vector *vel, int instantaneous )
4906 Camera_desired_velocity.xyz.x = 0.0f;
4907 Camera_desired_velocity.xyz.y = 0.0f;
4908 Camera_desired_velocity.xyz.z = 0.0f;
4910 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4911 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4912 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4914 if ( instantaneous ) {
4915 Camera_velocity = Camera_desired_velocity;
4923 vector new_vel, delta_pos;
4925 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4926 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4927 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4929 Camera_velocity = new_vel;
4931 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4933 vm_vec_add2( &Camera_pos, &delta_pos );
4935 float ot = Camera_time+0.0f;
4937 Camera_time += flFrametime;
4939 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4942 tmp.xyz.z = 4.739f; // always go this fast forward.
4944 // pick x and y velocities so they are always on a
4945 // circle with a 25 m radius.
4947 float tmp_angle = frand()*PI2;
4949 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4950 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4952 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4954 //mprintf(( "Changing velocity!\n" ));
4955 camera_set_velocity( &tmp, 0 );
4958 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4959 vector tmp = ZERO_VECTOR;
4960 camera_set_velocity( &tmp, 0 );
4965 void end_demo_campaign_do()
4967 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4968 // show upsell screens
4969 demo_upsell_show_screens();
4970 #elif defined(OEM_BUILD)
4971 // show oem upsell screens
4972 oem_upsell_show_screens();
4975 // drop into main hall
4976 gameseq_post_event( GS_EVENT_MAIN_MENU );
4979 // All code to process events. This is the only place
4980 // that you should change the state of the game.
4981 void game_process_event( int current_state, int event )
4983 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4986 case GS_EVENT_SIMULATOR_ROOM:
4987 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4990 case GS_EVENT_MAIN_MENU:
4991 gameseq_set_state(GS_STATE_MAIN_MENU);
4994 case GS_EVENT_OPTIONS_MENU:
4995 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4998 case GS_EVENT_BARRACKS_MENU:
4999 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5002 case GS_EVENT_TECH_MENU:
5003 gameseq_set_state(GS_STATE_TECH_MENU);
5006 case GS_EVENT_TRAINING_MENU:
5007 gameseq_set_state(GS_STATE_TRAINING_MENU);
5010 case GS_EVENT_START_GAME:
5011 Select_default_ship = 0;
5012 Player_multi_died_check = -1;
5013 gameseq_set_state(GS_STATE_CMD_BRIEF);
5016 case GS_EVENT_START_BRIEFING:
5017 gameseq_set_state(GS_STATE_BRIEFING);
5020 case GS_EVENT_DEBRIEF:
5021 // did we end the campaign in the main freespace 2 single player campaign?
5023 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5025 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5027 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5029 gameseq_set_state(GS_STATE_DEBRIEF);
5032 Player_multi_died_check = -1;
5035 case GS_EVENT_SHIP_SELECTION:
5036 gameseq_set_state( GS_STATE_SHIP_SELECT );
5039 case GS_EVENT_WEAPON_SELECTION:
5040 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5043 case GS_EVENT_ENTER_GAME:
5045 // maybe start recording a demo
5047 demo_start_record("test.fsd");
5051 if (Game_mode & GM_MULTIPLAYER) {
5052 // if we're respawning, make sure we change the view mode so that the hud shows up
5053 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5057 gameseq_set_state(GS_STATE_GAME_PLAY);
5059 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5062 Player_multi_died_check = -1;
5064 // clear multiplayer button info
5065 extern button_info Multi_ship_status_bi;
5066 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5068 Start_time = f2fl(timer_get_approx_seconds());
5070 mprintf(("Entering game at time = %7.3f\n", Start_time));
5074 case GS_EVENT_START_GAME_QUICK:
5075 Select_default_ship = 1;
5076 gameseq_post_event(GS_EVENT_ENTER_GAME);
5080 case GS_EVENT_END_GAME:
5081 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5082 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5083 gameseq_set_state(GS_STATE_MAIN_MENU);
5088 Player_multi_died_check = -1;
5091 case GS_EVENT_QUIT_GAME:
5092 main_hall_stop_music();
5093 main_hall_stop_ambient();
5094 gameseq_set_state(GS_STATE_QUIT_GAME);
5096 Player_multi_died_check = -1;
5099 case GS_EVENT_GAMEPLAY_HELP:
5100 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5103 case GS_EVENT_PAUSE_GAME:
5104 gameseq_push_state(GS_STATE_GAME_PAUSED);
5107 case GS_EVENT_DEBUG_PAUSE_GAME:
5108 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5111 case GS_EVENT_TRAINING_PAUSE:
5112 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5115 case GS_EVENT_PREVIOUS_STATE:
5116 gameseq_pop_state();
5119 case GS_EVENT_TOGGLE_FULLSCREEN:
5120 gr_toggle_fullscreen();
5123 case GS_EVENT_TOGGLE_GLIDE:
5126 case GS_EVENT_LOAD_MISSION_MENU:
5129 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5130 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5133 case GS_EVENT_HUD_CONFIG:
5134 gameseq_push_state( GS_STATE_HUD_CONFIG );
5137 case GS_EVENT_CONTROL_CONFIG:
5138 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5141 case GS_EVENT_DEATH_DIED:
5142 gameseq_set_state( GS_STATE_DEATH_DIED );
5145 case GS_EVENT_DEATH_BLEW_UP:
5146 if ( current_state == GS_STATE_DEATH_DIED ) {
5147 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5148 event_music_player_death();
5150 // multiplayer clients set their extra check here
5151 if(Game_mode & GM_MULTIPLAYER){
5152 // set the multi died absolute last chance check
5153 Player_multi_died_check = time(NULL);
5156 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5160 case GS_EVENT_NEW_CAMPAIGN:
5161 if (!mission_load_up_campaign()){
5162 readyroom_continue_campaign();
5165 Player_multi_died_check = -1;
5168 case GS_EVENT_CAMPAIGN_CHEAT:
5169 if (!mission_load_up_campaign()){
5171 // bash campaign value
5172 extern char Main_hall_campaign_cheat[512];
5175 // look for the mission
5176 for(idx=0; idx<Campaign.num_missions; idx++){
5177 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5178 Campaign.next_mission = idx;
5179 Campaign.prev_mission = idx - 1;
5186 readyroom_continue_campaign();
5189 Player_multi_died_check = -1;
5192 case GS_EVENT_CAMPAIGN_ROOM:
5193 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5196 case GS_EVENT_CMD_BRIEF:
5197 gameseq_set_state(GS_STATE_CMD_BRIEF);
5200 case GS_EVENT_RED_ALERT:
5201 gameseq_set_state(GS_STATE_RED_ALERT);
5204 case GS_EVENT_CREDITS:
5205 gameseq_set_state( GS_STATE_CREDITS );
5208 case GS_EVENT_VIEW_MEDALS:
5209 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5212 case GS_EVENT_SHOW_GOALS:
5213 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5216 case GS_EVENT_HOTKEY_SCREEN:
5217 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5220 // multiplayer stuff follow these comments
5222 case GS_EVENT_MULTI_JOIN_GAME:
5223 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5226 case GS_EVENT_MULTI_HOST_SETUP:
5227 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5230 case GS_EVENT_MULTI_CLIENT_SETUP:
5231 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5234 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5235 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5238 case GS_EVENT_MULTI_STD_WAIT:
5239 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5242 case GS_EVENT_STANDALONE_MAIN:
5243 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5246 case GS_EVENT_MULTI_PAUSE:
5247 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5250 case GS_EVENT_INGAME_PRE_JOIN:
5251 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5254 case GS_EVENT_EVENT_DEBUG:
5255 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5258 // Start a warpout where player automatically goes 70 no matter what
5259 // and can't cancel out of it.
5260 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5261 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5263 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5264 Player->saved_viewer_mode = Viewer_mode;
5265 Player->control_mode = PCM_WARPOUT_STAGE1;
5266 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5267 Warpout_time = 0.0f; // Start timer!
5270 case GS_EVENT_PLAYER_WARPOUT_START:
5271 if ( Player->control_mode != PCM_NORMAL ) {
5272 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5274 Player->saved_viewer_mode = Viewer_mode;
5275 Player->control_mode = PCM_WARPOUT_STAGE1;
5276 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5277 Warpout_time = 0.0f; // Start timer!
5278 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5282 case GS_EVENT_PLAYER_WARPOUT_STOP:
5283 if ( Player->control_mode != PCM_NORMAL ) {
5284 if ( !Warpout_forced ) { // cannot cancel forced warpout
5285 Player->control_mode = PCM_NORMAL;
5286 Viewer_mode = Player->saved_viewer_mode;
5287 hud_subspace_notify_abort();
5288 mprintf(( "Player put back to normal mode.\n" ));
5289 if ( Warpout_sound > -1 ) {
5290 snd_stop( Warpout_sound );
5297 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5298 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5299 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5300 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5302 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5303 shipfx_warpout_start( Player_obj );
5304 Player->control_mode = PCM_WARPOUT_STAGE2;
5305 Player->saved_viewer_mode = Viewer_mode;
5306 Viewer_mode |= VM_WARP_CHASE;
5308 vector tmp = Player_obj->pos;
5310 ship_get_eye( &tmp, &tmp_m, Player_obj );
5311 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5312 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5313 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5315 camera_set_position( &tmp );
5316 camera_set_orient( &Player_obj->orient );
5317 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5319 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5320 camera_set_velocity( &tmp_vel, 1);
5324 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5325 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5326 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5327 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5329 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5330 Player->control_mode = PCM_WARPOUT_STAGE3;
5334 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5335 mprintf(( "Player warped out. Going to debriefing!\n" ));
5336 Player->control_mode = PCM_NORMAL;
5337 Viewer_mode = Player->saved_viewer_mode;
5340 // we have a special debriefing screen for multiplayer furballs
5341 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5342 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5344 // do the normal debriefing for all other situations
5346 gameseq_post_event(GS_EVENT_DEBRIEF);
5350 case GS_EVENT_STANDALONE_POSTGAME:
5351 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5354 case GS_EVENT_INITIAL_PLAYER_SELECT:
5355 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5358 case GS_EVENT_GAME_INIT:
5359 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5360 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5362 // see if the command line option has been set to use the last pilot, and act acoordingly
5363 if( player_select_get_last_pilot() ) {
5364 // always enter the main menu -- do the automatic network startup stuff elsewhere
5365 // so that we still have valid checks for networking modes, etc.
5366 gameseq_set_state(GS_STATE_MAIN_MENU);
5368 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5373 case GS_EVENT_MULTI_MISSION_SYNC:
5374 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5377 case GS_EVENT_MULTI_START_GAME:
5378 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5381 case GS_EVENT_MULTI_HOST_OPTIONS:
5382 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5385 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5386 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5389 case GS_EVENT_TEAM_SELECT:
5390 gameseq_set_state(GS_STATE_TEAM_SELECT);
5393 case GS_EVENT_END_CAMPAIGN:
5394 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5397 case GS_EVENT_END_DEMO:
5398 gameseq_set_state(GS_STATE_END_DEMO);
5401 case GS_EVENT_LOOP_BRIEF:
5402 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5411 // Called when a state is being left.
5412 // The current state is still at old_state, but as soon as
5413 // this function leaves, then the current state will become
5414 // new state. You should never try to change the state
5415 // in here... if you think you need to, you probably really
5416 // need to post an event, not change the state.
5417 void game_leave_state( int old_state, int new_state )
5419 int end_mission = 1;
5421 switch (new_state) {
5422 case GS_STATE_GAME_PAUSED:
5423 case GS_STATE_DEBUG_PAUSED:
5424 case GS_STATE_OPTIONS_MENU:
5425 case GS_STATE_CONTROL_CONFIG:
5426 case GS_STATE_MISSION_LOG_SCROLLBACK:
5427 case GS_STATE_DEATH_DIED:
5428 case GS_STATE_SHOW_GOALS:
5429 case GS_STATE_HOTKEY_SCREEN:
5430 case GS_STATE_MULTI_PAUSED:
5431 case GS_STATE_TRAINING_PAUSED:
5432 case GS_STATE_EVENT_DEBUG:
5433 case GS_STATE_GAMEPLAY_HELP:
5434 end_mission = 0; // these events shouldn't end a mission
5438 switch (old_state) {
5439 case GS_STATE_BRIEFING:
5440 brief_stop_voices();
5441 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5442 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5443 && (new_state != GS_STATE_TEAM_SELECT) ){
5444 common_select_close();
5445 if ( new_state == GS_STATE_MAIN_MENU ) {
5446 freespace_stop_mission();
5450 // COMMAND LINE OPTION
5451 if (Cmdline_multi_stream_chat_to_file){
5452 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5453 cfclose(Multi_chat_stream);
5457 case GS_STATE_DEBRIEF:
5458 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5463 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5464 multi_df_debrief_close();
5467 case GS_STATE_LOAD_MISSION_MENU:
5470 case GS_STATE_SIMULATOR_ROOM:
5474 case GS_STATE_CAMPAIGN_ROOM:
5475 campaign_room_close();
5478 case GS_STATE_CMD_BRIEF:
5479 if (new_state == GS_STATE_OPTIONS_MENU) {
5484 if (new_state == GS_STATE_MAIN_MENU)
5485 freespace_stop_mission();
5490 case GS_STATE_RED_ALERT:
5494 case GS_STATE_SHIP_SELECT:
5495 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5496 new_state != GS_STATE_HOTKEY_SCREEN &&
5497 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5498 common_select_close();
5499 if ( new_state == GS_STATE_MAIN_MENU ) {
5500 freespace_stop_mission();
5505 case GS_STATE_WEAPON_SELECT:
5506 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5507 new_state != GS_STATE_HOTKEY_SCREEN &&
5508 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5509 common_select_close();
5510 if ( new_state == GS_STATE_MAIN_MENU ) {
5511 freespace_stop_mission();
5516 case GS_STATE_TEAM_SELECT:
5517 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5518 new_state != GS_STATE_HOTKEY_SCREEN &&
5519 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5520 common_select_close();
5521 if ( new_state == GS_STATE_MAIN_MENU ) {
5522 freespace_stop_mission();
5527 case GS_STATE_MAIN_MENU:
5528 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5535 case GS_STATE_OPTIONS_MENU:
5536 //game_start_time();
5537 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5538 multi_join_clear_game_list();
5540 options_menu_close();
5543 case GS_STATE_BARRACKS_MENU:
5544 if(new_state != GS_STATE_VIEW_MEDALS){
5549 case GS_STATE_MISSION_LOG_SCROLLBACK:
5550 hud_scrollback_close();
5553 case GS_STATE_TRAINING_MENU:
5554 training_menu_close();
5557 case GS_STATE_GAME_PLAY:
5558 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5559 player_save_target_and_weapon_link_prefs();
5560 game_stop_looped_sounds();
5563 sound_env_disable();
5564 joy_ff_stop_effects();
5566 // stop game time under certain conditions
5567 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5572 // shut down any recording or playing demos
5577 // when in multiplayer and going back to the main menu, send a leave game packet
5578 // right away (before calling stop mission). stop_mission was taking to long to
5579 // close mission down and I want people to get notified ASAP.
5580 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5581 multi_quit_game(PROMPT_NONE);
5584 freespace_stop_mission();
5585 Game_time_compression = F1_0;
5589 case GS_STATE_TECH_MENU:
5593 case GS_STATE_TRAINING_PAUSED:
5594 Training_num_lines = 0;
5595 // fall through to GS_STATE_GAME_PAUSED
5597 case GS_STATE_GAME_PAUSED:
5599 if ( end_mission ) {
5604 case GS_STATE_DEBUG_PAUSED:
5607 pause_debug_close();
5611 case GS_STATE_HUD_CONFIG:
5615 // join/start a game
5616 case GS_STATE_MULTI_JOIN_GAME:
5617 if(new_state != GS_STATE_OPTIONS_MENU){
5618 multi_join_game_close();
5622 case GS_STATE_MULTI_HOST_SETUP:
5623 case GS_STATE_MULTI_CLIENT_SETUP:
5624 // if this is just the host going into the options screen, don't do anything
5625 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5629 // close down the proper state
5630 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5631 multi_create_game_close();
5633 multi_game_client_setup_close();
5636 // COMMAND LINE OPTION
5637 if (Cmdline_multi_stream_chat_to_file){
5638 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5639 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5640 cfclose(Multi_chat_stream);
5645 case GS_STATE_CONTROL_CONFIG:
5646 control_config_close();
5649 case GS_STATE_DEATH_DIED:
5650 Game_mode &= ~GM_DEAD_DIED;
5652 // early end while respawning or blowing up in a multiplayer game
5653 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5655 freespace_stop_mission();
5659 case GS_STATE_DEATH_BLEW_UP:
5660 Game_mode &= ~GM_DEAD_BLEW_UP;
5662 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5663 // to determine if I should do anything.
5664 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5666 freespace_stop_mission();
5669 // if we are not respawing as an observer or as a player, our new state will not
5670 // be gameplay state.
5671 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5672 game_stop_time(); // hasn't been called yet!!
5673 freespace_stop_mission();
5679 case GS_STATE_CREDITS:
5683 case GS_STATE_VIEW_MEDALS:
5687 case GS_STATE_SHOW_GOALS:
5688 mission_show_goals_close();
5691 case GS_STATE_HOTKEY_SCREEN:
5692 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5693 mission_hotkey_close();
5697 case GS_STATE_MULTI_MISSION_SYNC:
5698 // if we're moving into the options menu, don't do anything
5699 if(new_state == GS_STATE_OPTIONS_MENU){
5703 SDL_assert( Game_mode & GM_MULTIPLAYER );
5705 if ( new_state == GS_STATE_GAME_PLAY ){
5706 // palette_restore_palette();
5708 // change a couple of flags to indicate our state!!!
5709 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5710 send_netplayer_update_packet();
5712 // set the game mode
5713 Game_mode |= GM_IN_MISSION;
5717 case GS_STATE_VIEW_CUTSCENES:
5718 cutscenes_screen_close();
5721 case GS_STATE_MULTI_STD_WAIT:
5722 multi_standalone_wait_close();
5725 case GS_STATE_STANDALONE_MAIN:
5726 standalone_main_close();
5727 if(new_state == GS_STATE_MULTI_STD_WAIT){
5728 init_multiplayer_stats();
5732 case GS_STATE_MULTI_PAUSED:
5733 // if ( end_mission ){
5738 case GS_STATE_INGAME_PRE_JOIN:
5739 multi_ingame_select_close();
5742 case GS_STATE_STANDALONE_POSTGAME:
5743 multi_standalone_postgame_close();
5746 case GS_STATE_INITIAL_PLAYER_SELECT:
5747 player_select_close();
5750 case GS_STATE_MULTI_START_GAME:
5751 multi_start_game_close();
5754 case GS_STATE_MULTI_HOST_OPTIONS:
5755 multi_host_options_close();
5758 case GS_STATE_END_OF_CAMPAIGN:
5759 mission_campaign_end_close();
5762 case GS_STATE_LOOP_BRIEF:
5768 // Called when a state is being entered.
5769 // The current state is set to the state we're entering at
5770 // this point, and old_state is set to the state we're coming
5771 // from. You should never try to change the state
5772 // in here... if you think you need to, you probably really
5773 // need to post an event, not change the state.
5775 void game_enter_state( int old_state, int new_state )
5777 switch (new_state) {
5778 case GS_STATE_MAIN_MENU:
5779 // in multiplayer mode, be sure that we are not doing networking anymore.
5780 if ( Game_mode & GM_MULTIPLAYER ) {
5781 SDL_assert( Net_player != NULL );
5782 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5785 Game_time_compression = F1_0;
5787 // determine which ship this guy is currently based on
5788 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5791 if (Player->on_bastion) {
5799 case GS_STATE_BRIEFING:
5800 main_hall_stop_music();
5801 main_hall_stop_ambient();
5803 if (Game_mode & GM_NORMAL) {
5804 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5805 // MWA: or from options or hotkey screens
5806 // JH: or if the command brief state already did this
5807 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5808 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5809 && (old_state != GS_STATE_CMD_BRIEF) ) {
5810 if ( !game_start_mission() ) // this should put us into a new state on failure!
5814 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5815 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5816 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5818 Game_time_compression = F1_0;
5820 if ( red_alert_mission() ) {
5821 gameseq_post_event(GS_EVENT_RED_ALERT);
5828 case GS_STATE_DEBRIEF:
5829 game_stop_looped_sounds();
5830 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5831 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5836 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5837 multi_df_debrief_init();
5840 case GS_STATE_LOAD_MISSION_MENU:
5843 case GS_STATE_SIMULATOR_ROOM:
5847 case GS_STATE_CAMPAIGN_ROOM:
5848 campaign_room_init();
5851 case GS_STATE_RED_ALERT:
5852 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5856 case GS_STATE_CMD_BRIEF: {
5857 int team_num = 0; // team number used as index for which cmd brief to use.
5859 if (old_state == GS_STATE_OPTIONS_MENU) {
5863 main_hall_stop_music();
5864 main_hall_stop_ambient();
5866 if (Game_mode & GM_NORMAL) {
5867 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5868 // MWA: or from options or hotkey screens
5869 // JH: or if the command brief state already did this
5870 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5871 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5872 if ( !game_start_mission() ) // this should put us into a new state on failure!
5877 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5878 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5879 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5881 cmd_brief_init(team_num);
5887 case GS_STATE_SHIP_SELECT:
5891 case GS_STATE_WEAPON_SELECT:
5892 weapon_select_init();
5895 case GS_STATE_TEAM_SELECT:
5899 case GS_STATE_GAME_PAUSED:
5904 case GS_STATE_DEBUG_PAUSED:
5905 // game_stop_time();
5906 // os_set_title("FreeSpace - PAUSED");
5909 case GS_STATE_TRAINING_PAUSED:
5916 case GS_STATE_OPTIONS_MENU:
5918 options_menu_init();
5921 case GS_STATE_GAME_PLAY:
5922 // coming from the gameplay state or the main menu, we might need to load the mission
5923 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5924 if ( !game_start_mission() ) // this should put us into a new state.
5929 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5930 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5931 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5932 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5933 (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)) ) {
5934 // JAS: Used to do all paging here.
5938 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5942 main_hall_stop_music();
5943 main_hall_stop_ambient();
5944 event_music_first_pattern(); // start the first pattern
5947 // special code that restores player ship selection and weapons loadout when doing a quick start
5948 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5949 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5950 wss_direct_restore_loadout();
5954 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5955 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5956 event_music_first_pattern(); // start the first pattern
5959 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5960 event_music_first_pattern(); // start the first pattern
5962 player_restore_target_and_weapon_link_prefs();
5964 Game_mode |= GM_IN_MISSION;
5967 // required to truely make mouse deltas zeroed in debug mouse code
5968 void mouse_force_pos(int x, int y);
5969 if (!Is_standalone) {
5970 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5976 // only start time if in single player, or coming from multi wait state
5979 (Game_mode & GM_NORMAL) &&
5980 (old_state != GS_STATE_VIEW_CUTSCENES)
5982 (Game_mode & GM_MULTIPLAYER) && (
5983 (old_state == GS_STATE_MULTI_PAUSED) ||
5984 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5990 // when coming from the multi paused state, reset the timestamps
5991 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5992 multi_reset_timestamps();
5995 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5996 // initialize all object update details
5997 multi_oo_gameplay_init();
6000 // under certain circumstances, the server should reset the object update rate limiting stuff
6001 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6002 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6004 // reinitialize the rate limiting system for all clients
6005 multi_oo_rate_init_all();
6008 // multiplayer clients should always re-initialize their control info rate limiting system
6009 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6010 multi_oo_rate_init_all();
6014 if(Game_mode & GM_MULTIPLAYER){
6015 multi_ping_reset_players();
6018 Game_subspace_effect = 0;
6019 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6020 Game_subspace_effect = 1;
6021 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6022 game_start_subspace_ambient_sound();
6026 sound_env_set(&Game_sound_env);
6027 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6029 // clear multiplayer button info i
6030 extern button_info Multi_ship_status_bi;
6031 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6034 case GS_STATE_HUD_CONFIG:
6038 case GS_STATE_MULTI_JOIN_GAME:
6039 multi_join_clear_game_list();
6041 if (old_state != GS_STATE_OPTIONS_MENU) {
6042 multi_join_game_init();
6047 case GS_STATE_MULTI_HOST_SETUP:
6048 // don't reinitialize if we're coming back from the host options screen
6049 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6050 multi_create_game_init();
6055 case GS_STATE_MULTI_CLIENT_SETUP:
6056 if (old_state != GS_STATE_OPTIONS_MENU) {
6057 multi_game_client_setup_init();
6062 case GS_STATE_CONTROL_CONFIG:
6063 control_config_init();
6066 case GS_STATE_TECH_MENU:
6070 case GS_STATE_BARRACKS_MENU:
6071 if(old_state != GS_STATE_VIEW_MEDALS){
6076 case GS_STATE_MISSION_LOG_SCROLLBACK:
6077 hud_scrollback_init();
6080 case GS_STATE_DEATH_DIED:
6081 Player_died_time = timestamp(10);
6083 if(!(Game_mode & GM_MULTIPLAYER)){
6084 player_show_death_message();
6086 Game_mode |= GM_DEAD_DIED;
6089 case GS_STATE_DEATH_BLEW_UP:
6090 if ( !popupdead_is_active() ) {
6091 Player_ai->target_objnum = -1;
6094 // stop any local EMP effect
6097 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6098 Game_mode |= GM_DEAD_BLEW_UP;
6099 Show_viewing_from_self = 0;
6101 // timestamp how long we should wait before displaying the died popup
6102 if ( !popupdead_is_active() ) {
6103 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6107 case GS_STATE_GAMEPLAY_HELP:
6108 gameplay_help_init();
6111 case GS_STATE_CREDITS:
6112 main_hall_stop_music();
6113 main_hall_stop_ambient();
6117 case GS_STATE_VIEW_MEDALS:
6118 medal_main_init(Player);
6121 case GS_STATE_SHOW_GOALS:
6122 mission_show_goals_init();
6125 case GS_STATE_HOTKEY_SCREEN:
6126 mission_hotkey_init();
6129 case GS_STATE_MULTI_MISSION_SYNC:
6130 // if we're coming from the options screen, don't do any
6131 if(old_state == GS_STATE_OPTIONS_MENU){
6135 switch(Multi_sync_mode){
6136 case MULTI_SYNC_PRE_BRIEFING:
6137 // if moving from game forming to the team select state
6140 case MULTI_SYNC_POST_BRIEFING:
6141 // if moving from briefing into the mission itself
6144 // tell everyone that we're now loading data
6145 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6146 send_netplayer_update_packet();
6148 // JAS: Used to do all paging here!!!!
6150 Net_player->state = NETPLAYER_STATE_WAITING;
6151 send_netplayer_update_packet();
6153 Game_time_compression = F1_0;
6155 case MULTI_SYNC_INGAME:
6161 case GS_STATE_VIEW_CUTSCENES:
6162 cutscenes_screen_init();
6165 case GS_STATE_MULTI_STD_WAIT:
6166 multi_standalone_wait_init();
6169 case GS_STATE_STANDALONE_MAIN:
6170 // don't initialize if we're coming from one of these 2 states unless there are no
6171 // players left (reset situation)
6172 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6173 standalone_main_init();
6177 case GS_STATE_MULTI_PAUSED:
6181 case GS_STATE_INGAME_PRE_JOIN:
6182 multi_ingame_select_init();
6185 case GS_STATE_STANDALONE_POSTGAME:
6186 multi_standalone_postgame_init();
6189 case GS_STATE_INITIAL_PLAYER_SELECT:
6190 player_select_init();
6193 case GS_STATE_MULTI_START_GAME:
6194 multi_start_game_init();
6197 case GS_STATE_MULTI_HOST_OPTIONS:
6198 multi_host_options_init();
6201 case GS_STATE_END_OF_CAMPAIGN:
6202 mission_campaign_end_init();
6205 case GS_STATE_LOOP_BRIEF:
6212 // do stuff that may need to be done regardless of state
6213 void game_do_state_common(int state,int no_networking)
6215 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6216 snd_do_frame(); // update sound system
6217 event_music_do_frame(); // music needs to play across many states
6219 multi_log_process();
6221 if (no_networking) {
6225 // maybe do a multiplayer frame based on game mode and state type
6226 if (Game_mode & GM_MULTIPLAYER) {
6228 case GS_STATE_OPTIONS_MENU:
6229 case GS_STATE_GAMEPLAY_HELP:
6230 case GS_STATE_HOTKEY_SCREEN:
6231 case GS_STATE_HUD_CONFIG:
6232 case GS_STATE_CONTROL_CONFIG:
6233 case GS_STATE_MISSION_LOG_SCROLLBACK:
6234 case GS_STATE_SHOW_GOALS:
6235 case GS_STATE_VIEW_CUTSCENES:
6236 case GS_STATE_EVENT_DEBUG:
6237 multi_maybe_do_frame();
6241 game_do_networking();
6245 // Called once a frame.
6246 // You should never try to change the state
6247 // in here... if you think you need to, you probably really
6248 // need to post an event, not change the state.
6249 int Game_do_state_should_skip = 0;
6250 void game_do_state(int state)
6252 // always lets the do_state_common() function determine if the state should be skipped
6253 Game_do_state_should_skip = 0;
6255 // legal to set the should skip state anywhere in this function
6256 game_do_state_common(state); // do stuff that may need to be done regardless of state
6258 if(Game_do_state_should_skip){
6263 case GS_STATE_MAIN_MENU:
6264 game_set_frametime(GS_STATE_MAIN_MENU);
6265 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6268 main_hall_do(flFrametime);
6272 case GS_STATE_OPTIONS_MENU:
6273 game_set_frametime(GS_STATE_OPTIONS_MENU);
6274 options_menu_do_frame(flFrametime);
6277 case GS_STATE_BARRACKS_MENU:
6278 game_set_frametime(GS_STATE_BARRACKS_MENU);
6279 barracks_do_frame(flFrametime);
6282 case GS_STATE_TRAINING_MENU:
6283 game_set_frametime(GS_STATE_TRAINING_MENU);
6284 training_menu_do_frame(flFrametime);
6287 case GS_STATE_TECH_MENU:
6288 game_set_frametime(GS_STATE_TECH_MENU);
6289 techroom_do_frame(flFrametime);
6292 case GS_STATE_GAMEPLAY_HELP:
6293 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6294 gameplay_help_do_frame(flFrametime);
6297 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6301 case GS_STATE_GAME_PAUSED:
6305 case GS_STATE_DEBUG_PAUSED:
6307 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6312 case GS_STATE_TRAINING_PAUSED:
6313 game_training_pause_do();
6316 case GS_STATE_LOAD_MISSION_MENU:
6320 case GS_STATE_BRIEFING:
6321 game_set_frametime(GS_STATE_BRIEFING);
6322 brief_do_frame(flFrametime);
6325 case GS_STATE_DEBRIEF:
6326 game_set_frametime(GS_STATE_DEBRIEF);
6327 debrief_do_frame(flFrametime);
6330 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6331 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6332 multi_df_debrief_do();
6335 case GS_STATE_SHIP_SELECT:
6336 game_set_frametime(GS_STATE_SHIP_SELECT);
6337 ship_select_do(flFrametime);
6340 case GS_STATE_WEAPON_SELECT:
6341 game_set_frametime(GS_STATE_WEAPON_SELECT);
6342 weapon_select_do(flFrametime);
6345 case GS_STATE_MISSION_LOG_SCROLLBACK:
6346 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6347 hud_scrollback_do_frame(flFrametime);
6350 case GS_STATE_HUD_CONFIG:
6351 game_set_frametime(GS_STATE_HUD_CONFIG);
6352 hud_config_do_frame(flFrametime);
6355 case GS_STATE_MULTI_JOIN_GAME:
6356 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6357 multi_join_game_do_frame();
6360 case GS_STATE_MULTI_HOST_SETUP:
6361 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6362 multi_create_game_do();
6365 case GS_STATE_MULTI_CLIENT_SETUP:
6366 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6367 multi_game_client_setup_do_frame();
6370 case GS_STATE_CONTROL_CONFIG:
6371 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6372 control_config_do_frame(flFrametime);
6375 case GS_STATE_DEATH_DIED:
6379 case GS_STATE_DEATH_BLEW_UP:
6383 case GS_STATE_SIMULATOR_ROOM:
6384 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6385 sim_room_do_frame(flFrametime);
6388 case GS_STATE_CAMPAIGN_ROOM:
6389 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6390 campaign_room_do_frame(flFrametime);
6393 case GS_STATE_RED_ALERT:
6394 game_set_frametime(GS_STATE_RED_ALERT);
6395 red_alert_do_frame(flFrametime);
6398 case GS_STATE_CMD_BRIEF:
6399 game_set_frametime(GS_STATE_CMD_BRIEF);
6400 cmd_brief_do_frame(flFrametime);
6403 case GS_STATE_CREDITS:
6404 game_set_frametime(GS_STATE_CREDITS);
6405 credits_do_frame(flFrametime);
6408 case GS_STATE_VIEW_MEDALS:
6409 game_set_frametime(GS_STATE_VIEW_MEDALS);
6413 case GS_STATE_SHOW_GOALS:
6414 game_set_frametime(GS_STATE_SHOW_GOALS);
6415 mission_show_goals_do_frame(flFrametime);
6418 case GS_STATE_HOTKEY_SCREEN:
6419 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6420 mission_hotkey_do_frame(flFrametime);
6423 case GS_STATE_VIEW_CUTSCENES:
6424 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6425 cutscenes_screen_do_frame();
6428 case GS_STATE_MULTI_STD_WAIT:
6429 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6430 multi_standalone_wait_do();
6433 case GS_STATE_STANDALONE_MAIN:
6434 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6435 standalone_main_do();
6438 case GS_STATE_MULTI_PAUSED:
6439 game_set_frametime(GS_STATE_MULTI_PAUSED);
6443 case GS_STATE_TEAM_SELECT:
6444 game_set_frametime(GS_STATE_TEAM_SELECT);
6448 case GS_STATE_INGAME_PRE_JOIN:
6449 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6450 multi_ingame_select_do();
6453 case GS_STATE_EVENT_DEBUG:
6455 game_set_frametime(GS_STATE_EVENT_DEBUG);
6456 game_show_event_debug(flFrametime);
6460 case GS_STATE_STANDALONE_POSTGAME:
6461 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6462 multi_standalone_postgame_do();
6465 case GS_STATE_INITIAL_PLAYER_SELECT:
6466 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6470 case GS_STATE_MULTI_MISSION_SYNC:
6471 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6475 case GS_STATE_MULTI_START_GAME:
6476 game_set_frametime(GS_STATE_MULTI_START_GAME);
6477 multi_start_game_do();
6480 case GS_STATE_MULTI_HOST_OPTIONS:
6481 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6482 multi_host_options_do();
6485 case GS_STATE_END_OF_CAMPAIGN:
6486 mission_campaign_end_do();
6489 case GS_STATE_END_DEMO:
6490 game_set_frametime(GS_STATE_END_DEMO);
6491 end_demo_campaign_do();
6494 case GS_STATE_LOOP_BRIEF:
6495 game_set_frametime(GS_STATE_LOOP_BRIEF);
6499 } // end switch(gs_current_state)
6503 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6504 int game_do_ram_check(int ram_in_mbytes)
6506 if ( ram_in_mbytes < 30 ) {
6507 int allowed_to_run = 1;
6508 if ( ram_in_mbytes < 25 ) {
6514 if ( allowed_to_run ) {
6515 SDL_MessageBoxData mboxd;
6516 SDL_MessageBoxButtonData mboxbuttons[2];
6519 // not a translated string, but it's too long and smartdrv isn't
6520 // really a thing for any OS we now support :p
6521 // 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);
6522 SDL_snprintf( tmp, sizeof(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);
6524 mboxbuttons[0].buttonid = 0;
6525 mboxbuttons[0].text = XSTR("Ok", 503);
6526 mboxbuttons[0].flags = 0;
6528 mboxbuttons[1].buttonid = 1;
6529 mboxbuttons[1].text = XSTR("Cancel", 504);
6530 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6532 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6533 mboxd.title = XSTR( "Not Enough RAM", 194);
6534 mboxd.message = tmp;
6535 mboxd.numbuttons = 2;
6536 mboxd.buttons = mboxbuttons;
6537 mboxd.window = NULL;
6538 mboxd.colorScheme = NULL;
6540 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6542 if ( msgbox_rval == 1 ) {
6546 // not a translated string, but it's too long and smartdrv isn't
6547 // really a thing for any OS we now support :p
6548 // 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);
6549 SDL_snprintf( tmp, sizeof(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);
6551 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6560 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6561 // If so, copy it over and remove the update directory.
6562 void game_maybe_update_launcher(char *exe_dir)
6567 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6571 int sub_total_destroyed = 0;
6575 // get the total for all his children
6576 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6577 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6580 // find the # of faces for this _individual_ object
6581 total = submodel_get_num_polys(model_num, sm);
6582 if(strstr(pm->submodel[sm].name, "-destroyed")){
6583 sub_total_destroyed = total;
6587 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6590 *out_total += total + sub_total;
6591 *out_destroyed_total += sub_total_destroyed;
6594 #define BAIL() do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6595 void game_spew_pof_info()
6597 char *pof_list[1000];
6600 int idx, model_num, i, j;
6602 int total, root_total, model_total, destroyed_total, counted;
6606 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6608 // spew info on all the pofs
6614 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6619 for(idx=0; idx<num_files; idx++, counted++){
6620 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6621 model_num = model_load(str, 0, NULL);
6623 pm = model_get(model_num);
6625 // if we have a real model
6630 // go through and print all raw submodels
6631 cfputs("RAW\n", out);
6634 for (i=0; i<pm->n_models; i++) {
6635 total = submodel_get_num_polys(model_num, i);
6637 model_total += total;
6638 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6641 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6644 // now go through and do it by LOD
6645 cfputs("BY LOD\n\n", out);
6646 for(i=0; i<pm->n_detail_levels; i++){
6647 SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6651 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6653 destroyed_total = 0;
6654 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6655 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6658 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6661 SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6663 SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6665 SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6668 cfputs("------------------------------------------------------------------------\n\n", out);
6672 if(counted >= MAX_POLYGON_MODELS - 5){
6685 game_spew_pof_info();
6688 int game_main(const char *szCmdLine)
6692 // Find out how much RAM is on this machine
6693 Freespace_total_ram = SDL_GetSystemRAM();
6695 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6699 if (!vm_init(24*1024*1024)) {
6700 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);
6704 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6706 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);
6715 extern void windebug_memwatch_init();
6716 windebug_memwatch_init();
6724 int cpu_cores = SDL_GetCPUCount();
6725 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6727 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6728 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6729 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6730 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6732 parse_cmdline(szCmdLine);
6734 mprintf(("--------------------------------------------------------------------------------\n"));
6736 #ifdef STANDALONE_ONLY_BUILD
6738 nprintf(("Network", "Standalone running"));
6741 nprintf(("Network", "Standalone running"));
6748 // maybe spew pof stuff
6749 if(Cmdline_spew_pof_info){
6750 game_spew_pof_info();
6755 // non-demo, non-standalone, play the intro movie
6757 if ( !Is_standalone ) {
6759 // release -- movies always play
6762 // 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
6763 movie_play( NOX("intro.mve") );
6765 // debug version, movie will only play with -showmovies
6766 #elif !defined(NDEBUG)
6768 movie_play( NOX("intro.mve") );
6771 if ( Cmdline_show_movies )
6772 movie_play( NOX("intro.mve") );
6781 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6783 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6787 // only important for non THREADED mode
6790 state = gameseq_process_events();
6791 if ( state == GS_STATE_QUIT_GAME ){
6796 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6798 demo_upsell_show_screens();
6800 #elif defined(OEM_BUILD)
6801 // show upsell screens on exit
6802 oem_upsell_show_screens();
6809 // launcher the fslauncher program on exit
6810 void game_launch_launcher_on_exit()
6818 // This function is called when FreeSpace terminates normally.
6820 void game_shutdown(void)
6822 // don't ever flip a page on the standalone!
6823 if(!(Game_mode & GM_STANDALONE_SERVER)){
6829 // if the player has left the "player select" screen and quit the game without actually choosing
6830 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6831 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6835 // load up common multiplayer icons
6836 multi_unload_common_icons();
6838 shockwave_close(); // release any memory used by shockwave system
6839 fireball_close(); // free fireball system
6840 ship_close(); // free any memory that was allocated for the ships
6841 weapon_close(); // free any memory that was allocated for the weapons
6842 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6843 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6844 bm_unload_all(); // free bitmaps
6845 mission_campaign_close(); // close out the campaign stuff
6846 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6847 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6849 #ifdef MULTI_USE_LAG
6853 // the menu close functions will unload the bitmaps if they were displayed during the game
6854 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6857 context_help_close(); // close out help system
6858 training_menu_close();
6859 lcl_close(); // be sure localization is closed out
6862 // free left-over memory from parsed tables
6863 cutscene_tbl_close();
6865 scoring_tbl_close();
6866 player_tips_close();
6868 extern void joy_close();
6871 audiostream_close();
6873 event_music_close();
6877 // HACKITY HACK HACK
6878 // if this flag is set, we should be firing up the launcher when exiting freespace
6879 extern int Multi_update_fireup_launcher_on_exit;
6880 if(Multi_update_fireup_launcher_on_exit){
6881 game_launch_launcher_on_exit();
6885 // game_stop_looped_sounds()
6887 // This function will call the appropriate stop looped sound functions for those
6888 // modules which use looping sounds. It is not enough just to stop a looping sound
6889 // at the DirectSound level, the game is keeping track of looping sounds, and this
6890 // function is used to inform the game that looping sounds are being halted.
6892 void game_stop_looped_sounds()
6894 hud_stop_looped_locking_sounds();
6895 hud_stop_looped_engine_sounds();
6896 afterburner_stop_sounds();
6897 player_stop_looped_sounds();
6898 obj_snd_stop_all(); // stop all object-linked persistant sounds
6899 game_stop_subspace_ambient_sound();
6900 snd_stop(Radar_static_looping);
6901 Radar_static_looping = -1;
6902 snd_stop(Target_static_looping);
6903 shipfx_stop_engine_wash_sound();
6904 Target_static_looping = -1;
6907 //////////////////////////////////////////////////////////////////////////
6909 // Code for supporting an animating mouse pointer
6912 //////////////////////////////////////////////////////////////////////////
6914 typedef struct animating_obj
6923 static animating_obj Animating_mouse;
6925 // ----------------------------------------------------------------------------
6926 // init_animating_pointer()
6928 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6929 // gets properly initialized
6931 void init_animating_pointer()
6933 Animating_mouse.first_frame = -1;
6934 Animating_mouse.num_frames = 0;
6935 Animating_mouse.current_frame = -1;
6936 Animating_mouse.time = 0.0f;
6937 Animating_mouse.elapsed_time = 0.0f;
6940 // ----------------------------------------------------------------------------
6941 // load_animating_pointer()
6943 // Called at game init to load in the frames for the animating mouse pointer
6945 // input: filename => filename of animation file that holds the animation
6947 void load_animating_pointer(const char *filename, int dx, int dy)
6952 init_animating_pointer();
6954 am = &Animating_mouse;
6955 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6956 if ( am->first_frame == -1 )
6957 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6958 am->current_frame = 0;
6959 am->time = am->num_frames / i2fl(fps);
6962 // ----------------------------------------------------------------------------
6963 // unload_animating_pointer()
6965 // Called at game shutdown to free the memory used to store the animation frames
6967 void unload_animating_pointer()
6972 am = &Animating_mouse;
6973 for ( i = 0; i < am->num_frames; i++ ) {
6974 SDL_assert( (am->first_frame+i) >= 0 );
6975 bm_release(am->first_frame + i);
6978 am->first_frame = -1;
6980 am->current_frame = -1;
6983 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6984 void game_render_mouse(float frametime)
6989 // if animating cursor exists, play the next frame
6990 am = &Animating_mouse;
6991 if ( am->first_frame != -1 ) {
6992 mouse_get_pos(&mx, &my);
6993 am->elapsed_time += frametime;
6994 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6995 if ( am->current_frame >= am->num_frames ) {
6996 am->current_frame = 0;
6997 am->elapsed_time = 0.0f;
6999 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7003 // ----------------------------------------------------------------------------
7004 // game_maybe_draw_mouse()
7006 // determines whether to draw the mouse pointer at all, and what frame of
7007 // animation to use if the mouse is animating
7009 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7011 // input: frametime => elapsed frame time in seconds since last call
7013 void game_maybe_draw_mouse(float frametime)
7017 game_state = gameseq_get_state();
7019 switch ( game_state ) {
7020 case GS_STATE_GAME_PAUSED:
7021 // case GS_STATE_MULTI_PAUSED:
7022 case GS_STATE_GAME_PLAY:
7023 case GS_STATE_DEATH_DIED:
7024 case GS_STATE_DEATH_BLEW_UP:
7025 if ( popup_active() || popupdead_is_active() ) {
7037 if ( !Mouse_hidden )
7038 game_render_mouse(frametime);
7042 void game_do_training_checks()
7046 waypoint_list *wplp;
7048 if (Training_context & TRAINING_CONTEXT_SPEED) {
7049 s = (int) Player_obj->phys_info.fspeed;
7050 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7051 if (!Training_context_speed_set) {
7052 Training_context_speed_set = 1;
7053 Training_context_speed_timestamp = timestamp();
7057 Training_context_speed_set = 0;
7060 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7061 wplp = &Waypoint_lists[Training_context_path];
7062 if (wplp->count > Training_context_goal_waypoint) {
7063 i = Training_context_goal_waypoint;
7065 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7066 if (d <= Training_context_distance) {
7067 Training_context_at_waypoint = i;
7068 if (Training_context_goal_waypoint == i) {
7069 Training_context_goal_waypoint++;
7070 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7077 if (i == wplp->count)
7080 } while (i != Training_context_goal_waypoint);
7084 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7085 Players_target = Player_ai->target_objnum;
7086 Players_targeted_subsys = Player_ai->targeted_subsys;
7087 Players_target_timestamp = timestamp();
7091 /////////// Following is for event debug view screen
7095 #define EVENT_DEBUG_MAX 5000
7096 #define EVENT_DEBUG_EVENT 0x8000
7098 int Event_debug_index[EVENT_DEBUG_MAX];
7101 void game_add_event_debug_index(int n, int indent)
7103 if (ED_count < EVENT_DEBUG_MAX)
7104 Event_debug_index[ED_count++] = n | (indent << 16);
7107 void game_add_event_debug_sexp(int n, int indent)
7112 if (Sexp_nodes[n].first >= 0) {
7113 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7114 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7118 game_add_event_debug_index(n, indent);
7119 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7120 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7122 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7125 void game_event_debug_init()
7130 for (e=0; e<Num_mission_events; e++) {
7131 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7132 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7136 void game_show_event_debug(float frametime)
7140 int font_height, font_width;
7142 static int scroll_offset = 0;
7144 k = game_check_key();
7150 if (scroll_offset < 0)
7160 scroll_offset -= 20;
7161 if (scroll_offset < 0)
7166 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7170 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7176 gr_set_color_fast(&Color_bright);
7178 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7180 gr_set_color_fast(&Color_normal);
7182 gr_get_string_size(&font_width, &font_height, NOX("test"));
7183 y_max = gr_screen.max_h - font_height - 5;
7187 while (k < ED_count) {
7188 if (y_index > y_max)
7191 z = Event_debug_index[k];
7192 if (z & EVENT_DEBUG_EVENT) {
7194 SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7195 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7196 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7197 Mission_events[z].repeat_count, Mission_events[z].interval);
7205 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7206 switch (Sexp_nodes[z & 0x7fff].value) {
7208 SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7212 SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7215 case SEXP_KNOWN_TRUE:
7216 SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7219 case SEXP_KNOWN_FALSE:
7220 SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7223 case SEXP_CANT_EVAL:
7224 SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7228 case SEXP_NAN_FOREVER:
7229 SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7234 gr_printf(10, y_index, buf);
7235 y_index += font_height;
7248 int Tmap_num_too_big = 0;
7249 int Num_models_needing_splitting = 0;
7251 void Time_model( int modelnum )
7253 // mprintf(( "Timing ship '%s'\n", si->name ));
7255 vector eye_pos, model_pos;
7256 matrix eye_orient, model_orient;
7258 polymodel *pm = model_get( modelnum );
7260 int l = strlen(pm->filename);
7262 if ( (l == '/') || (l=='\\') || (l==':')) {
7268 char *pof_file = &pm->filename[l];
7270 int model_needs_splitting = 0;
7272 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7274 for (i=0; i<pm->n_textures; i++ ) {
7275 char filename[1024];
7278 int bmp_num = pm->original_textures[i];
7279 if ( bmp_num > -1 ) {
7280 bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7282 bm_get_info( pm->original_textures[i],&w, &h );
7285 if ( (w > 512) || (h > 512) ) {
7286 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7288 model_needs_splitting++;
7291 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7295 if ( model_needs_splitting ) {
7296 Num_models_needing_splitting++;
7298 eye_orient = model_orient = vmd_identity_matrix;
7299 eye_pos = model_pos = vmd_zero_vector;
7301 eye_pos.xyz.z = -pm->rad*2.0f;
7303 vector eye_to_model;
7305 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7306 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7308 fix t1 = timer_get_fixed_seconds();
7311 ta.p = ta.b = ta.h = 0.0f;
7314 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7316 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7318 modelstats_num_polys = modelstats_num_verts = 0;
7320 while( ta.h < PI2 ) {
7323 vm_angles_2_matrix(&m1, &ta );
7324 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7331 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7333 model_clear_instance( modelnum );
7334 model_set_detail_level(0); // use highest detail level
7335 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7343 int k = key_inkey();
7344 if ( k == SDLK_ESCAPE ) {
7349 fix t2 = timer_get_fixed_seconds();
7351 if (framecount < 1) {
7355 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7356 //bitmaps_used_this_frame /= framecount;
7358 modelstats_num_polys /= framecount;
7359 modelstats_num_verts /= framecount;
7361 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7362 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 );
7364 // 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 );
7370 int Time_models = 0;
7371 DCF_BOOL( time_models, Time_models );
7373 void Do_model_timings_test()
7377 if ( !Time_models ) return;
7379 mprintf(( "Timing models!\n" ));
7383 ubyte model_used[MAX_POLYGON_MODELS];
7384 int model_id[MAX_POLYGON_MODELS];
7385 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7390 for (i=0; i<Num_ship_types; i++ ) {
7391 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7393 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7394 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7397 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7398 if ( !Texture_fp ) return;
7400 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7401 if ( !Time_fp ) return;
7403 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7404 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7406 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7407 if ( model_used[i] ) {
7408 Time_model( model_id[i] );
7412 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7413 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7422 // Call this function when you want to inform the player that a feature is not
7423 // enabled in the DEMO version of FreSpace
7424 void game_feature_not_in_demo_popup()
7426 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7429 // format the specified time (fixed point) into a nice string
7430 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7433 int hours,minutes,seconds;
7435 mtime = f2fl(m_time);
7437 // get the hours, minutes and seconds
7438 hours = (int)(mtime / 3600.0f);
7440 mtime -= (3600.0f * (float)hours);
7442 seconds = (int)mtime%60;
7443 minutes = (int)mtime/60;
7446 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7448 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7452 // Stuff version string in *str.
7453 void get_version_string(char *str, const int str_len)
7456 if ( FS_VERSION_BUILD == 0 ) {
7457 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7459 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7462 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7463 SDL_strlcat(str, " D", str_len);
7464 #elif defined (OEM_BUILD)
7465 SDL_strlcat(str, " (OEM)", str_len);
7471 char myname[_MAX_PATH];
7472 int namelen, major, minor, build, waste;
7473 unsigned int buf_size;
7479 // Find my EXE file name
7480 hMod = GetModuleHandle(NULL);
7481 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7483 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7484 infop = (char *)malloc(version_size);
7485 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7487 // get the product version
7488 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7489 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7491 sprintf(str,"Dv%d.%02d",major, minor);
7493 sprintf(str,"v%d.%02d",major, minor);
7498 void get_version_string_short(char *str, const int str_len)
7500 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7503 // ----------------------------------------------------------------
7505 // OEM UPSELL SCREENS BEGIN
7507 // ----------------------------------------------------------------
7508 #if defined(OEM_BUILD)
7510 #define NUM_OEM_UPSELL_SCREENS 3
7511 #define OEM_UPSELL_SCREEN_DELAY 10000
7513 static int Oem_upsell_bitmaps_loaded = 0;
7514 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7515 static int Oem_upsell_screen_number = 0;
7516 static int Oem_upsell_show_next_bitmap_time;
7519 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7532 static int Oem_normal_cursor = -1;
7533 static int Oem_web_cursor = -1;
7534 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7535 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7537 void oem_upsell_next_screen()
7539 Oem_upsell_screen_number++;
7540 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7541 // extra long delay, mouse shown on last upsell
7542 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7546 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7550 void oem_upsell_load_bitmaps()
7554 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7555 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7559 void oem_upsell_unload_bitmaps()
7563 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7564 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7565 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7570 Oem_upsell_bitmaps_loaded = 0;
7573 // clickable hotspot on 3rd OEM upsell screen
7574 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7576 28, 350, 287, 96 // x, y, w, h
7579 45, 561, 460, 152 // x, y, w, h
7583 void oem_upsell_show_screens()
7585 int current_time, k;
7588 if ( !Oem_upsell_bitmaps_loaded ) {
7589 oem_upsell_load_bitmaps();
7590 Oem_upsell_bitmaps_loaded = 1;
7593 // may use upsell screens more than once
7594 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7595 Oem_upsell_screen_number = 0;
7601 int nframes; // used to pass, not really needed (should be 1)
7602 Oem_normal_cursor = gr_get_cursor_bitmap();
7603 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7604 SDL_assert(Oem_web_cursor >= 0);
7605 if (Oem_web_cursor < 0) {
7606 Oem_web_cursor = Oem_normal_cursor;
7611 //oem_reset_trailer_timer();
7613 current_time = timer_get_milliseconds();
7618 // advance screen on keypress or timeout
7619 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7620 oem_upsell_next_screen();
7623 // check if we are done
7624 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7625 Oem_upsell_screen_number--;
7628 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7633 // show me the upsell
7634 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7635 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7639 // if this is the 3rd upsell, make it clickable, d00d
7640 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7642 int button_state = mouse_get_pos(&mx, &my);
7643 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])
7644 && (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]) )
7647 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7650 if (button_state & MOUSE_LEFT_BUTTON) {
7652 multi_pxo_url(OEM_UPSELL_URL);
7656 // switch cursor back to normal one
7657 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7662 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7672 oem_upsell_unload_bitmaps();
7674 // switch cursor back to normal one
7675 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7679 #endif // defined(OEM_BUILD)
7680 // ----------------------------------------------------------------
7682 // OEM UPSELL SCREENS END
7684 // ----------------------------------------------------------------
7688 // ----------------------------------------------------------------
7690 // DEMO UPSELL SCREENS BEGIN
7692 // ----------------------------------------------------------------
7694 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7697 #define NUM_DEMO_UPSELL_SCREENS 2
7699 #define NUM_DEMO_UPSELL_SCREENS 4
7701 #define DEMO_UPSELL_SCREEN_DELAY 3000
7703 static int Demo_upsell_bitmaps_loaded = 0;
7704 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7705 static int Demo_upsell_screen_number = 0;
7706 static int Demo_upsell_show_next_bitmap_time;
7709 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7735 void demo_upsell_next_screen()
7737 Demo_upsell_screen_number++;
7738 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7739 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7741 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7745 void demo_upsell_load_bitmaps()
7749 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7750 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7754 void demo_upsell_unload_bitmaps()
7758 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7759 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7760 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7765 Demo_upsell_bitmaps_loaded = 0;
7768 void demo_upsell_show_screens()
7770 int current_time, k;
7773 if ( !Demo_upsell_bitmaps_loaded ) {
7774 demo_upsell_load_bitmaps();
7775 Demo_upsell_bitmaps_loaded = 1;
7778 // may use upsell screens more than once
7779 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7780 Demo_upsell_screen_number = 0;
7787 demo_reset_trailer_timer();
7789 current_time = timer_get_milliseconds();
7796 // don't time out, wait for keypress
7798 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7799 demo_upsell_next_screen();
7804 demo_upsell_next_screen();
7807 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7808 Demo_upsell_screen_number--;
7811 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7816 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7817 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7822 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7832 demo_upsell_unload_bitmaps();
7837 // ----------------------------------------------------------------
7839 // DEMO UPSELL SCREENS END
7841 // ----------------------------------------------------------------
7844 // ----------------------------------------------------------------
7846 // Subspace Ambient Sound START
7848 // ----------------------------------------------------------------
7850 static int Subspace_ambient_left_channel = -1;
7851 static int Subspace_ambient_right_channel = -1;
7854 void game_start_subspace_ambient_sound()
7856 if ( Subspace_ambient_left_channel < 0 ) {
7857 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7860 if ( Subspace_ambient_right_channel < 0 ) {
7861 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7865 void game_stop_subspace_ambient_sound()
7867 if ( Subspace_ambient_left_channel >= 0 ) {
7868 snd_stop(Subspace_ambient_left_channel);
7869 Subspace_ambient_left_channel = -1;
7872 if ( Subspace_ambient_right_channel >= 0 ) {
7873 snd_stop(Subspace_ambient_right_channel);
7874 Subspace_ambient_right_channel = -1;
7878 // ----------------------------------------------------------------
7880 // Subspace Ambient Sound END
7882 // ----------------------------------------------------------------
7884 // ----------------------------------------------------------------
7886 // Language Autodetection stuff
7889 // this layout order must match Lcl_languages in localize.cpp in order for the
7890 // correct language to be detected
7891 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7893 1366105450, // English
7895 589986744, // English
7897 -1132430286, // German
7899 -1131728960, // Polish
7902 // default setting is "-1" to use config file with English as fall back
7903 // DO NOT change the default setting here or something uncouth might happen
7904 // in the localization code
7910 // try and open the file to verify
7911 CFILE *detect = cfopen("font01.vf", "rb");
7913 // will use default setting if something went wrong
7918 // get the long checksum of the file
7920 cfseek(detect, 0, SEEK_SET);
7921 cf_chksum_long(detect, &file_checksum);
7925 // now compare the checksum/filesize against known #'s
7926 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7927 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7932 // notify if a match was not found, include detected checksum
7933 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7934 printf("Using default language...\n\n");
7940 // End Auto Lang stuff
7942 // ----------------------------------------------------------------
7944 // ----------------------------------------------------------------
7945 // SHIPS TBL VERIFICATION STUFF
7948 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7949 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7950 #define NUM_SHIPS_TBL_CHECKSUMS 3
7952 #define NUM_SHIPS_TBL_CHECKSUMS 1
7956 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7957 1696074201, // FS2 demo
7960 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7961 1603375034, // FS1 DEMO
7964 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7965 -129679197, // FS1 Full 1.06 (US)
7966 7762567, // FS1 SilentThreat
7967 1555372475 // FS1 Full 1.06 (German)
7971 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7972 -463907578, // US - beta 1
7973 1696074201, // FS2 demo
7976 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7977 // -1022810006, // 1.0 FULL
7978 -1254285366 // 1.2 FULL (German)
7982 void verify_ships_tbl()
7986 Game_ships_tbl_valid = 1;
7992 // detect if the packfile exists
7993 CFILE *detect = cfopen("ships.tbl", "rb");
7994 Game_ships_tbl_valid = 0;
7998 Game_ships_tbl_valid = 0;
8002 // get the long checksum of the file
8004 cfseek(detect, 0, SEEK_SET);
8005 cf_chksum_long(detect, &file_checksum);
8009 // now compare the checksum/filesize against known #'s
8010 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8011 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8012 Game_ships_tbl_valid = 1;
8019 DCF(shipspew, "display the checksum for the current ships.tbl")
8022 CFILE *detect = cfopen("ships.tbl", "rb");
8023 // get the long checksum of the file
8025 cfseek(detect, 0, SEEK_SET);
8026 cf_chksum_long(detect, &file_checksum);
8029 dc_printf("%d", file_checksum);
8032 // ----------------------------------------------------------------
8033 // WEAPONS TBL VERIFICATION STUFF
8036 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8037 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8038 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8040 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8044 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8045 -266420030, // demo 1
8048 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8049 -1246928725, // FS1 DEMO
8052 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8053 -834598107, // FS1 1.06 Full (US)
8054 -1652231417, // FS1 SilentThreat
8055 720209793 // FS1 1.06 Full (German)
8059 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8060 141718090, // US - beta 1
8061 -266420030, // demo 1
8064 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8065 // 399297860, // 1.0 FULL
8066 -553984927 // 1.2 FULL (german)
8070 void verify_weapons_tbl()
8074 Game_weapons_tbl_valid = 1;
8080 // detect if the packfile exists
8081 CFILE *detect = cfopen("weapons.tbl", "rb");
8082 Game_weapons_tbl_valid = 0;
8086 Game_weapons_tbl_valid = 0;
8090 // get the long checksum of the file
8092 cfseek(detect, 0, SEEK_SET);
8093 cf_chksum_long(detect, &file_checksum);
8097 // now compare the checksum/filesize against known #'s
8098 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8099 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8100 Game_weapons_tbl_valid = 1;
8107 DCF(wepspew, "display the checksum for the current weapons.tbl")
8110 CFILE *detect = cfopen("weapons.tbl", "rb");
8111 // get the long checksum of the file
8113 cfseek(detect, 0, SEEK_SET);
8114 cf_chksum_long(detect, &file_checksum);
8117 dc_printf("%d", file_checksum);
8120 // if the game is running using hacked data
8121 int game_hacked_data()
8124 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8132 void display_title_screen()
8134 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8135 ///int title_bitmap;
8138 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8139 if (title_bitmap == -1) {
8144 gr_set_bitmap(title_bitmap);
8152 bm_unload(title_bitmap);
8153 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8156 // return true if the game is running with "low memory", which is less than 48MB
8157 bool game_using_low_mem()
8159 if (Use_low_mem == 0) {