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 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"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
708 #include "supernova.h"
709 #include "hudshield.h"
710 // #include "names.h"
712 #include "missionloopbrief.h"
716 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
722 // 1.00.04 5/26/98 MWA -- going final (12 pm)
723 // 1.00.03 5/26/98 MWA -- going final (3 am)
724 // 1.00.02 5/25/98 MWA -- going final
725 // 1.00.01 5/25/98 MWA -- going final
726 // 0.90 5/21/98 MWA -- getting ready for final.
727 // 0.10 4/9/98. Set by MK.
729 // Demo version: (obsolete since DEMO codebase split from tree)
730 // 0.03 4/10/98 AL. Interplay rev
731 // 0.02 4/8/98 MK. Increased when this system was modified.
732 // 0.01 4/7/98? AL. First release to Interplay QA.
735 // 1.00 5/28/98 AL. First release to Interplay QA.
737 void game_level_init(int seed = -1);
738 void game_post_level_init();
739 void game_do_frame();
740 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
741 void game_reset_time();
742 void game_show_framerate(); // draws framerate in lower right corner
744 int Game_no_clear = 0;
746 int Pofview_running = 0;
747 int Nebedit_running = 0;
749 typedef struct big_expl_flash {
750 float max_flash_intensity; // max intensity
751 float cur_flash_intensity; // cur intensity
752 int flash_start; // start time
755 #define FRAME_FILTER 16
757 #define DEFAULT_SKILL_LEVEL 1
758 int Game_skill_level = DEFAULT_SKILL_LEVEL;
760 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
761 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
763 #define EXE_FNAME ("fs2.exe")
764 #define LAUNCHER_FNAME ("freespace2.exe")
767 // JAS: Code for warphole camera.
768 // Needs to be cleaned up.
769 vector Camera_pos = ZERO_VECTOR;
770 vector Camera_velocity = ZERO_VECTOR;
771 vector Camera_desired_velocity = ZERO_VECTOR;
772 matrix Camera_orient = IDENTITY_MATRIX;
773 float Camera_damping = 1.0f;
774 float Camera_time = 0.0f;
775 float Warpout_time = 0.0f;
776 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
777 int Warpout_sound = -1;
779 int Use_joy_mouse = 0;
780 int Use_palette_flash = 1;
782 int Use_fullscreen_at_startup = 0;
784 int Show_area_effect = 0;
785 object *Last_view_target = NULL;
787 int dogfight_blown = 0;
790 float frametimes[FRAME_FILTER];
791 float frametotal = 0.0f;
795 int Show_framerate = 0;
797 int Show_framerate = 1;
800 int Framerate_cap = 120;
803 int Show_target_debug_info = 0;
804 int Show_target_weapons = 0;
808 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
811 int Debug_octant = -1;
813 fix Game_time_compression = F1_0;
815 // if the ships.tbl the player has is valid
816 int Game_ships_tbl_valid = 0;
818 // if the weapons.tbl the player has is valid
819 int Game_weapons_tbl_valid = 0;
823 extern int Player_attacking_enabled;
827 int Pre_player_entry;
829 int Fred_running = 0;
830 char Game_current_mission_filename[MAX_FILENAME_LEN];
831 int game_single_step = 0;
832 int last_single_step=0;
834 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
835 extern int MSG_WINDOW_Y_START;
836 extern int MSG_WINDOW_HEIGHT;
838 int game_zbuffer = 1;
839 //static int Game_music_paused;
840 static int Game_paused;
844 #define EXPIRE_BAD_CHECKSUM 1
845 #define EXPIRE_BAD_TIME 2
847 extern void ssm_init();
848 extern void ssm_level_init();
849 extern void ssm_process();
851 // static variable to contain the time this version was built
852 // commented out for now until
853 // I figure out how to get the username into the file
854 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
856 // defines and variables used for dumping frame for making trailers.
858 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
859 int Debug_dump_trigger = 0;
860 int Debug_dump_frame_count;
861 int Debug_dump_frame_num = 0;
862 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
865 // amount of time to wait after the player has died before we display the death died popup
866 #define PLAYER_DIED_POPUP_WAIT 2500
867 int Player_died_popup_wait = -1;
868 int Player_multi_died_check = -1;
870 // builtin mission list stuff
872 int Game_builtin_mission_count = 6;
873 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
874 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
875 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
876 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
877 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
878 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
879 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
881 #elif defined(FS1_DEMO)
882 int Game_builtin_mission_count = 5;
883 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
884 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
885 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
886 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
887 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
888 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
890 #elif defined(PD_BUILD)
891 int Game_builtin_mission_count = 4;
892 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
893 { "sm1-01.fs2", (FSB_FROM_VOLITION), "" },
894 { "sm1-05.fs2", (FSB_FROM_VOLITION), "" },
895 { "sm1-01", (FSB_FROM_VOLITION), "" },
896 { "sm1-05", (FSB_FROM_VOLITION), "" },
898 #elif defined(MULTIPLAYER_BETA)
899 int Game_builtin_mission_count = 17;
900 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
902 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
903 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
904 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
905 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
906 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
907 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
908 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
909 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
910 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
911 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
912 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
913 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
914 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
915 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
916 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
917 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
918 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
920 #elif defined(OEM_BUILD)
921 int Game_builtin_mission_count = 17;
922 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
923 // oem version - act 1 only
924 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
927 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
928 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
929 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
930 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
931 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
932 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
933 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
934 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
935 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
936 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
937 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
938 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
939 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
940 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
941 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
942 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }
944 #elif defined(MAKE_FS1)
945 int Game_builtin_mission_count = 125;
946 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
947 // single player campaign
948 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
951 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
952 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
953 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
954 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
955 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
956 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
957 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
958 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
959 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
960 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
963 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
964 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
965 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
966 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
967 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
968 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
969 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
970 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
971 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
972 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
975 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
976 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
977 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
978 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
979 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
980 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
981 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
982 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
983 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
986 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
987 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
988 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
991 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
992 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
993 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
994 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
995 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
998 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
999 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1001 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1002 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1003 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1004 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1005 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1006 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1007 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1008 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1009 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1010 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1011 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1012 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1013 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1014 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1015 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1016 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1017 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1018 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1019 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1021 // SilentThreat missions
1022 // Main SilentThreat campaign
1023 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE), "" },
1025 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1026 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1027 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1028 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1029 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1030 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1031 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1032 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1033 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1034 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1035 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1036 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1038 // SilentThreat Part 1 - multi-coop
1039 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1041 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1042 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1043 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1045 // SilentThreat Part 2 - multi-coop
1046 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1048 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1049 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1050 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1052 // SilentThreat Part 3 - multi-coop
1053 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1055 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1056 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1057 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1059 // SilentThreat Part 4 - multi-coop
1060 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1062 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1063 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1064 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1066 // multiplayer missions
1067 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1068 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1069 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1070 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1071 // user supplied missions
1072 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1073 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1074 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1075 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1076 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1077 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1078 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1079 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1080 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1081 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1082 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1083 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1084 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1085 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1086 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1087 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1088 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1089 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1090 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1091 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1092 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1093 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1094 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1095 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1096 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1097 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1098 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1099 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1100 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1101 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1102 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1103 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1106 int Game_builtin_mission_count = 92;
1107 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1108 // single player campaign
1109 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
1112 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1113 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1114 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1115 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1116 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1117 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1118 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1119 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1120 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1121 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1122 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1123 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1124 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1125 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1126 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1127 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1128 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1129 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1130 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1133 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1134 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1135 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1136 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1137 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1138 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1139 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1140 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1141 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1142 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1145 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1146 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1147 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1148 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1149 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1150 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1151 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1152 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1153 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1154 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1155 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1156 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1158 // multiplayer missions
1161 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1162 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1163 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1166 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1167 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1168 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1169 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1172 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1173 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1174 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1175 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1176 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1177 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1178 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1179 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1180 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1181 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1182 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1183 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1184 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1185 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1186 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1187 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1188 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1189 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1190 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1191 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1192 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1193 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1194 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1195 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1196 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1197 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1198 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1199 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1202 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1203 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1204 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1205 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1206 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1207 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1208 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1209 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1210 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1211 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1214 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1215 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1216 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1217 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1218 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1223 // Internal function prototypes
1224 void game_maybe_draw_mouse(float frametime);
1225 void init_animating_pointer();
1226 void load_animating_pointer(const char *filename, int dx, int dy);
1227 void unload_animating_pointer();
1228 void game_do_training_checks();
1229 void game_shutdown(void);
1230 void game_show_event_debug(float frametime);
1231 void game_event_debug_init();
1233 void demo_upsell_show_screens();
1234 void game_start_subspace_ambient_sound();
1235 void game_stop_subspace_ambient_sound();
1236 void verify_ships_tbl();
1237 void verify_weapons_tbl();
1238 void display_title_screen();
1240 // loading background filenames
1241 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1242 "LoadingBG", // GR_640
1243 "2_LoadingBG" // GR_1024
1247 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1248 "Loading.ani", // GR_640
1249 "2_Loading.ani" // GR_1024
1252 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1253 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1261 #elif defined(OEM_BUILD)
1262 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1272 char Game_CDROM_dir[MAX_PATH_LEN];
1275 // How much RAM is on this machine. Set in WinMain
1276 uint Freespace_total_ram = 0;
1279 float Game_flash_red = 0.0f;
1280 float Game_flash_green = 0.0f;
1281 float Game_flash_blue = 0.0f;
1282 float Sun_spot = 0.0f;
1283 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1285 // game shudder stuff (in ms)
1286 int Game_shudder_time = -1;
1287 int Game_shudder_total = 0;
1288 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1291 sound_env Game_sound_env;
1292 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1293 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1295 int Game_sound_env_update_timestamp;
1297 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1300 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1302 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1306 // look through all existing builtin missions
1307 for(idx=0; idx<Game_builtin_mission_count; idx++){
1308 if(!stricmp(Game_builtin_mission_list[idx].filename, filename)){
1309 return &Game_builtin_mission_list[idx];
1317 int game_get_default_skill_level()
1319 return DEFAULT_SKILL_LEVEL;
1323 void game_flash_reset()
1325 Game_flash_red = 0.0f;
1326 Game_flash_green = 0.0f;
1327 Game_flash_blue = 0.0f;
1329 Big_expl_flash.max_flash_intensity = 0.0f;
1330 Big_expl_flash.cur_flash_intensity = 0.0f;
1331 Big_expl_flash.flash_start = 0;
1334 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1335 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1337 void game_framerate_check_init()
1339 // zero critical time
1340 Gf_critical_time = 0.0f;
1343 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1344 // if this is a glide card
1345 if(gr_screen.mode == GR_GLIDE){
1347 extern GrHwConfiguration hwconfig;
1350 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1351 Gf_critical = 15.0f;
1355 Gf_critical = 10.0f;
1360 Gf_critical = 15.0f;
1363 // d3d. only care about good cards here I guess (TNT)
1365 Gf_critical = 15.0f;
1368 // if this is a glide card
1369 if(gr_screen.mode == GR_GLIDE){
1371 extern GrHwConfiguration hwconfig;
1374 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1375 Gf_critical = 25.0f;
1379 Gf_critical = 20.0f;
1384 Gf_critical = 25.0f;
1387 // d3d. only care about good cards here I guess (TNT)
1389 Gf_critical = 25.0f;
1394 extern float Framerate;
1395 void game_framerate_check()
1399 // if the current framerate is above the critical level, add frametime
1400 if(Framerate >= Gf_critical){
1401 Gf_critical_time += flFrametime;
1404 if(!Show_framerate){
1408 // display if we're above the critical framerate
1409 if(Framerate < Gf_critical){
1410 gr_set_color_fast(&Color_bright_red);
1411 gr_string(200, y_start, "Framerate warning");
1416 // display our current pct of good frametime
1417 if(f2fl(Missiontime) >= 0.0f){
1418 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1421 gr_set_color_fast(&Color_bright_green);
1423 gr_set_color_fast(&Color_bright_red);
1426 gr_printf(200, y_start, "%d%%", (int)pct);
1433 // Adds a flash effect. These can be positive or negative.
1434 // The range will get capped at around -1 to 1, so stick
1435 // with a range like that.
1436 void game_flash( float r, float g, float b )
1438 Game_flash_red += r;
1439 Game_flash_green += g;
1440 Game_flash_blue += b;
1442 if ( Game_flash_red < -1.0f ) {
1443 Game_flash_red = -1.0f;
1444 } else if ( Game_flash_red > 1.0f ) {
1445 Game_flash_red = 1.0f;
1448 if ( Game_flash_green < -1.0f ) {
1449 Game_flash_green = -1.0f;
1450 } else if ( Game_flash_green > 1.0f ) {
1451 Game_flash_green = 1.0f;
1454 if ( Game_flash_blue < -1.0f ) {
1455 Game_flash_blue = -1.0f;
1456 } else if ( Game_flash_blue > 1.0f ) {
1457 Game_flash_blue = 1.0f;
1462 // Adds a flash for Big Ship explosions
1463 // cap range from 0 to 1
1464 void big_explosion_flash(float flash)
1466 Big_expl_flash.flash_start = timestamp(1);
1470 } else if (flash < 0.0f) {
1474 Big_expl_flash.max_flash_intensity = flash;
1475 Big_expl_flash.cur_flash_intensity = 0.0f;
1478 // Amount to diminish palette towards normal, per second.
1479 #define DIMINISH_RATE 0.75f
1480 #define SUN_DIMINISH_RATE 6.00f
1484 float sn_glare_scale = 1.7f;
1487 dc_get_arg(ARG_FLOAT);
1488 sn_glare_scale = Dc_arg_float;
1491 float Supernova_last_glare = 0.0f;
1492 void game_sunspot_process(float frametime)
1496 float Sun_spot_goal = 0.0f;
1499 sn_stage = supernova_active();
1501 // sunspot differently based on supernova stage
1503 // approaching. player still in control
1506 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1509 light_get_global_dir(&light_dir, 0);
1511 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1514 // scale it some more
1515 dot = dot * (0.5f + (pct * 0.5f));
1518 Sun_spot_goal += (dot * sn_glare_scale);
1521 // draw the sun glow
1522 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1523 // draw the glow for this sun
1524 stars_draw_sun_glow(0);
1527 Supernova_last_glare = Sun_spot_goal;
1530 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1533 Sun_spot_goal = 0.9f;
1534 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1536 if(Sun_spot_goal > 1.0f){
1537 Sun_spot_goal = 1.0f;
1540 Sun_spot_goal *= sn_glare_scale;
1541 Supernova_last_glare = Sun_spot_goal;
1544 // fade to white. display dead popup
1547 Supernova_last_glare += (2.0f * flFrametime);
1548 if(Supernova_last_glare > 2.0f){
1549 Supernova_last_glare = 2.0f;
1552 Sun_spot_goal = Supernova_last_glare;
1559 // check sunspots for all suns
1560 n_lights = light_get_global_count();
1563 for(idx=0; idx<n_lights; idx++){
1564 //(vector *eye_pos, matrix *eye_orient)
1565 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1568 light_get_global_dir(&light_dir, idx);
1570 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1572 Sun_spot_goal += (float)pow(dot,85.0f);
1574 // draw the glow for this sun
1575 stars_draw_sun_glow(idx);
1577 Sun_spot_goal = 0.0f;
1583 Sun_spot_goal = 0.0f;
1587 float dec_amount = frametime*SUN_DIMINISH_RATE;
1589 if ( Sun_spot < Sun_spot_goal ) {
1590 Sun_spot += dec_amount;
1591 if ( Sun_spot > Sun_spot_goal ) {
1592 Sun_spot = Sun_spot_goal;
1594 } else if ( Sun_spot > Sun_spot_goal ) {
1595 Sun_spot -= dec_amount;
1596 if ( Sun_spot < Sun_spot_goal ) {
1597 Sun_spot = Sun_spot_goal;
1603 // Call once a frame to diminish the
1604 // flash effect to 0.
1605 void game_flash_diminish(float frametime)
1607 float dec_amount = frametime*DIMINISH_RATE;
1609 if ( Game_flash_red > 0.0f ) {
1610 Game_flash_red -= dec_amount;
1611 if ( Game_flash_red < 0.0f )
1612 Game_flash_red = 0.0f;
1614 Game_flash_red += dec_amount;
1615 if ( Game_flash_red > 0.0f )
1616 Game_flash_red = 0.0f;
1619 if ( Game_flash_green > 0.0f ) {
1620 Game_flash_green -= dec_amount;
1621 if ( Game_flash_green < 0.0f )
1622 Game_flash_green = 0.0f;
1624 Game_flash_green += dec_amount;
1625 if ( Game_flash_green > 0.0f )
1626 Game_flash_green = 0.0f;
1629 if ( Game_flash_blue > 0.0f ) {
1630 Game_flash_blue -= dec_amount;
1631 if ( Game_flash_blue < 0.0f )
1632 Game_flash_blue = 0.0f;
1634 Game_flash_blue += dec_amount;
1635 if ( Game_flash_blue > 0.0f )
1636 Game_flash_blue = 0.0f;
1639 // update big_explosion_cur_flash
1640 #define TIME_UP 1500
1641 #define TIME_DOWN 2500
1642 int duration = TIME_UP + TIME_DOWN;
1643 int time = timestamp_until(Big_expl_flash.flash_start);
1644 if (time > -duration) {
1646 if (time < TIME_UP) {
1647 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1650 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1654 if ( Use_palette_flash ) {
1656 // static int or=0, og=0, ob=0;
1658 // Change the 200 to change the color range of colors.
1659 r = fl2i( Game_flash_red*128.0f );
1660 g = fl2i( Game_flash_green*128.0f );
1661 b = fl2i( Game_flash_blue*128.0f );
1663 if ( Sun_spot > 0.0f ) {
1664 r += fl2i(Sun_spot*128.0f);
1665 g += fl2i(Sun_spot*128.0f);
1666 b += fl2i(Sun_spot*128.0f);
1669 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1670 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1671 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1672 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1675 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1676 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1677 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1679 if ( (r!=0) || (g!=0) || (b!=0) ) {
1680 gr_flash( r, g, b );
1682 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1693 void game_level_close()
1695 // De-Initialize the game subsystems
1696 event_music_level_close();
1697 game_stop_looped_sounds();
1699 obj_snd_level_close(); // uninit object-linked persistant sounds
1700 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1701 anim_level_close(); // stop and clean up any anim instances
1702 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1703 shockwave_level_close();
1704 fireball_level_close();
1706 mission_event_shutdown();
1707 asteroid_level_close();
1708 model_cache_reset(); // Reset/free all the model caching stuff
1709 flak_level_close(); // unload flak stuff
1710 neb2_level_close(); // shutdown gaseous nebula stuff
1713 mflash_level_close();
1714 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1716 audiostream_unpause_all();
1721 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1722 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1723 void game_level_init(int seed)
1725 // seed the random number generator
1727 // if no seed was passed, seed the generator either from the time value, or from the
1728 // netgame security flags -- ensures that all players in multiplayer game will have the
1729 // same randon number sequence (with static rand functions)
1730 if ( Game_mode & GM_NORMAL ) {
1731 Game_level_seed = time(NULL);
1733 Game_level_seed = Netgame.security;
1736 // mwa 9/17/98 -- maybe this assert isn't needed????
1737 Assert( !(Game_mode & GM_MULTIPLAYER) );
1738 Game_level_seed = seed;
1740 srand( Game_level_seed );
1742 // semirand function needs to get re-initted every time in multiplayer
1743 if ( Game_mode & GM_MULTIPLAYER ){
1749 Key_normal_game = (Game_mode & GM_NORMAL);
1752 Game_shudder_time = -1;
1754 // Initialize the game subsystems
1755 // timestamp_reset(); // Must be inited before everything else
1757 game_reset_time(); // resets time, and resets saved time too
1759 obj_init(); // Must be inited before the other systems
1760 model_free_all(); // Free all existing models
1761 mission_brief_common_init(); // Free all existing briefing/debriefing text
1762 weapon_level_init();
1763 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1765 player_level_init();
1766 shipfx_flash_init(); // Init the ship gun flash system.
1767 game_flash_reset(); // Reset the flash effect
1768 particle_init(); // Reset the particle system
1772 shield_hit_init(); // Initialize system for showing shield hits
1773 radar_mission_init();
1774 mission_init_goals();
1777 obj_snd_level_init(); // init object-linked persistant sounds
1779 shockwave_level_init();
1780 afterburner_level_init();
1781 scoring_level_init( &Player->stats );
1783 asteroid_level_init();
1784 control_config_clear_used_status();
1785 collide_ship_ship_sounds_init();
1787 Pre_player_entry = 1; // Means the player has not yet entered.
1788 Entry_delay_time = 0; // Could get overwritten in mission read.
1789 fireball_preload(); // page in warphole bitmaps
1791 flak_level_init(); // initialize flak - bitmaps, etc
1792 ct_level_init(); // initialize ships contrails, etc
1793 awacs_level_init(); // initialize AWACS
1794 beam_level_init(); // initialize beam weapons
1795 mflash_level_init();
1797 supernova_level_init();
1799 // multiplayer dogfight hack
1802 shipfx_engine_wash_level_init();
1806 Last_view_target = NULL;
1811 // campaign wasn't ended
1812 Campaign_ended_in_mission = 0;
1815 // called when a mission is over -- does server specific stuff.
1816 void freespace_stop_mission()
1819 Game_mode &= ~GM_IN_MISSION;
1822 // called at frame interval to process networking stuff
1823 void game_do_networking()
1825 Assert( Net_player != NULL );
1826 if (!(Game_mode & GM_MULTIPLAYER)){
1830 // see if this player should be reading/writing data. Bit is set when at join
1831 // screen onward until quits back to main menu.
1832 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1836 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1839 multi_pause_do_frame();
1844 // Loads the best palette for this level, based
1845 // on nebula color and hud color. You could just call palette_load_table with
1846 // the appropriate filename, but who wants to do that.
1847 void game_load_palette()
1849 char palette_filename[1024];
1851 // We only use 3 hud colors right now
1853 Assert( HUD_config.main_color >= 0 );
1854 Assert( HUD_config.main_color <= 2 );
1857 Assert( Mission_palette >= 0 );
1858 Assert( Mission_palette <= 98 );
1861 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1862 strcpy( palette_filename, NOX("gamepalette-subspace") );
1864 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1867 mprintf(( "Loading palette %s\n", palette_filename ));
1869 palette_load_table(palette_filename);
1871 strcpy( palette_filename, NOX("gamepalette-subspace") );
1873 mprintf(( "Loading palette %s\n", palette_filename ));
1877 void game_post_level_init()
1879 // Stuff which gets called after mission is loaded. Because player isn't created until
1880 // after mission loads, some things must get initted after the level loads
1882 model_level_post_init();
1885 hud_setup_escort_list();
1886 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1892 game_event_debug_init();
1895 training_mission_init();
1896 asteroid_create_all();
1898 game_framerate_check_init();
1902 // An estimate as to how high the count passed to game_loading_callback will go.
1903 // This is just a guess, it seems to always be about the same. The count is
1904 // proportional to the code being executed, not the time, so this works good
1905 // for a bar, assuming the code does about the same thing each time you
1906 // load a level. You can find this value by looking at the return value
1907 // of game_busy_callback(NULL), which I conveniently print out to the
1908 // debug output window with the '=== ENDING LOAD ==' stuff.
1909 //#define COUNT_ESTIMATE 3706
1910 #define COUNT_ESTIMATE 1111
1912 int Game_loading_callback_inited = 0;
1914 int Game_loading_background = -1;
1915 anim * Game_loading_ani = NULL;
1916 anim_instance *Game_loading_ani_instance;
1917 int Game_loading_frame=-1;
1919 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1921 #if defined(FS1_DEMO)
1923 #elif defined(MAKE_FS1)
1934 // This gets called 10x per second and count is the number of times
1935 // game_busy() has been called since the current callback function
1937 void game_loading_callback(int count)
1939 game_do_networking();
1941 Assert( Game_loading_callback_inited==1 );
1942 Assert( Game_loading_ani != NULL );
1944 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1945 if ( framenum > Game_loading_ani->total_frames-1 ) {
1946 framenum = Game_loading_ani->total_frames-1;
1947 } else if ( framenum < 0 ) {
1952 while ( Game_loading_frame < framenum ) {
1953 Game_loading_frame++;
1954 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1958 if ( cbitmap > -1 ) {
1959 if ( Game_loading_background > -1 ) {
1960 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1964 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1965 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1966 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1968 bm_release(cbitmap);
1974 void game_loading_callback_init()
1976 Assert( Game_loading_callback_inited==0 );
1978 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1980 common_set_interface_palette("InterfacePalette"); // set the interface palette
1984 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1985 Assert( Game_loading_ani != NULL );
1986 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1987 Assert( Game_loading_ani_instance != NULL );
1988 Game_loading_frame = -1;
1990 Game_loading_callback_inited = 1;
1992 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1997 void game_loading_callback_close()
1999 Assert( Game_loading_callback_inited==1 );
2001 // Make sure bar shows all the way over.
2002 game_loading_callback(COUNT_ESTIMATE);
2004 int real_count = game_busy_callback( NULL );
2007 Game_loading_callback_inited = 0;
2010 mprintf(( "=================== ENDING LOAD ================\n" ));
2011 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
2012 mprintf(( "================================================\n" ));
2014 // to remove warnings in release build
2018 free_anim_instance(Game_loading_ani_instance);
2019 Game_loading_ani_instance = NULL;
2020 anim_free(Game_loading_ani);
2021 Game_loading_ani = NULL;
2023 bm_release( Game_loading_background );
2024 common_free_interface_palette(); // restore game palette
2025 Game_loading_background = -1;
2027 gr_set_font( FONT1 );
2030 // Update the sound environment (ie change EAX settings based on proximity to large ships)
2032 void game_maybe_update_sound_environment()
2034 // do nothing for now
2037 // Assign the sound environment for the game, based on the current mission
2039 void game_assign_sound_environment()
2042 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2043 Game_sound_env.id = SND_ENV_DRUGGED;
2044 Game_sound_env.volume = 0.800f;
2045 Game_sound_env.damping = 1.188f;
2046 Game_sound_env.decay = 6.392f;
2048 } else if (Num_asteroids > 30) {
2049 Game_sound_env.id = SND_ENV_AUDITORIUM;
2050 Game_sound_env.volume = 0.603f;
2051 Game_sound_env.damping = 0.5f;
2052 Game_sound_env.decay = 4.279f;
2055 Game_sound_env = Game_default_sound_env;
2059 Game_sound_env = Game_default_sound_env;
2060 Game_sound_env_update_timestamp = timestamp(1);
2063 // function which gets called before actually entering the mission. It is broken down into a funciton
2064 // since it will get called in one place from a single player game and from another place for
2065 // a multiplayer game
2066 void freespace_mission_load_stuff()
2068 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2069 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2070 if(!(Game_mode & GM_STANDALONE_SERVER)){
2072 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2074 game_loading_callback_init();
2076 event_music_level_init(); // preloads the first 2 seconds for each event music track
2079 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2082 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2085 ship_assign_sound_all(); // assign engine sounds to ships
2086 game_assign_sound_environment(); // assign the sound environment for this mission
2089 // call function in missionparse.cpp to fixup player/ai stuff.
2090 mission_parse_fixup_players();
2093 // Load in all the bitmaps for this level
2098 game_loading_callback_close();
2100 // the only thing we need to call on the standalone for now.
2102 // call function in missionparse.cpp to fixup player/ai stuff.
2103 mission_parse_fixup_players();
2105 // Load in all the bitmaps for this level
2111 uint load_mission_load;
2112 uint load_post_level_init;
2113 uint load_mission_stuff;
2115 // tells the server to load the mission and initialize structures
2116 int game_start_mission()
2118 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2120 load_gl_init = time(NULL);
2122 load_gl_init = time(NULL) - load_gl_init;
2124 if (Game_mode & GM_MULTIPLAYER) {
2125 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2127 // clear multiplayer stats
2128 init_multiplayer_stats();
2131 load_mission_load = time(NULL);
2132 if (mission_load()) {
2133 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2134 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2135 gameseq_post_event(GS_EVENT_MAIN_MENU);
2137 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2142 load_mission_load = time(NULL) - load_mission_load;
2144 // If this is a red alert mission in campaign mode, bash wingman status
2145 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2146 red_alert_bash_wingman_status();
2149 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2150 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2151 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2153 game_load_palette();
2157 load_post_level_init = time(NULL);
2158 game_post_level_init();
2159 load_post_level_init = time(NULL) - load_post_level_init;
2163 void Do_model_timings_test();
2164 Do_model_timings_test();
2168 load_mission_stuff = time(NULL);
2169 freespace_mission_load_stuff();
2170 load_mission_stuff = time(NULL) - load_mission_stuff;
2175 int Interface_framerate = 0;
2178 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2179 DCF_BOOL( show_framerate, Show_framerate )
2180 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2181 DCF_BOOL( show_target_weapons, Show_target_weapons )
2182 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2183 DCF_BOOL( sound, Sound_enabled )
2184 DCF_BOOL( zbuffer, game_zbuffer )
2185 DCF_BOOL( shield_system, New_shield_system )
2186 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2187 DCF_BOOL( player_attacking, Player_attacking_enabled )
2188 DCF_BOOL( show_waypoints, Show_waypoints )
2189 DCF_BOOL( show_area_effect, Show_area_effect )
2190 DCF_BOOL( show_net_stats, Show_net_stats )
2191 DCF_BOOL( log, Log_debug_output_to_file )
2192 DCF_BOOL( training_msg_method, Training_msg_method )
2193 DCF_BOOL( show_player_pos, Show_player_pos )
2194 DCF_BOOL(i_framerate, Interface_framerate )
2196 DCF(show_mem,"Toggles showing mem usage")
2199 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2200 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2201 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2202 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2208 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2210 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2211 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2215 DCF(show_cpu,"Toggles showing cpu usage")
2218 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2219 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2220 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2221 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2227 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2229 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2230 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2237 // AL 4-8-98: always allow players to display their framerate
2240 DCF_BOOL( show_framerate, Show_framerate )
2247 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2250 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2251 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2252 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2253 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2255 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" );
2256 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2258 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2261 DCF(palette_flash,"Toggles palette flash effect on/off")
2264 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2265 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2266 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2267 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2269 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2270 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2273 int Use_low_mem = 0;
2275 DCF(low_mem,"Uses low memory settings regardless of RAM")
2278 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2279 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2280 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2281 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2283 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2284 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2286 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2292 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2295 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2296 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2297 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2298 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2300 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2301 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2302 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2306 int Framerate_delay = 0;
2308 float Freespace_gamma = 1.0f;
2310 DCF(gamma,"Sets Gamma factor")
2313 dc_get_arg(ARG_FLOAT|ARG_NONE);
2314 if ( Dc_arg_type & ARG_FLOAT ) {
2315 Freespace_gamma = Dc_arg_float;
2317 dc_printf( "Gamma reset to 1.0f\n" );
2318 Freespace_gamma = 1.0f;
2320 if ( Freespace_gamma < 0.1f ) {
2321 Freespace_gamma = 0.1f;
2322 } else if ( Freespace_gamma > 5.0f ) {
2323 Freespace_gamma = 5.0f;
2325 gr_set_gamma(Freespace_gamma);
2327 char tmp_gamma_string[32];
2328 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2329 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2333 dc_printf( "Usage: gamma <float>\n" );
2334 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2335 Dc_status = 0; // don't print status if help is printed. Too messy.
2339 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2348 Game_current_mission_filename[0] = 0;
2350 // seed the random number generator
2351 Game_init_seed = time(NULL);
2352 srand( Game_init_seed );
2354 Framerate_delay = 0;
2360 extern void bm_init();
2366 // Initialize the timer before the os
2372 //Initialize the libraries
2373 s1 = timer_get_milliseconds();
2374 if(cfile_init(Game_CDROM_dir)){ // initialize before calling any cfopen stuff!!!
2377 e1 = timer_get_milliseconds();
2379 // time a bunch of cfopens
2381 s2 = timer_get_milliseconds();
2383 for(int idx=0; idx<10000; idx++){
2384 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2389 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2391 e2 = timer_get_milliseconds();
2394 if (Is_standalone) {
2395 std_init_standalone();
2397 os_init( Osreg_class_name, Osreg_app_name );
2398 os_set_title(Osreg_title);
2401 // initialize localization module. Make sure this is down AFTER initialzing OS.
2402 // int t1 = timer_get_milliseconds();
2403 lcl_init( detect_lang() );
2405 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2407 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2410 // verify that he has a valid weapons.tbl
2411 verify_weapons_tbl();
2413 // Output version numbers to registry for auto patching purposes
2414 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2415 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2416 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2418 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2419 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2420 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2423 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2426 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2427 // show the FPS counter if the config file says so
2428 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2431 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2432 Asteroids_enabled = 1;
2435 /////////////////////////////
2437 /////////////////////////////
2442 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2443 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2445 if (!stricmp(ptr, NOX("no sound"))) {
2446 Cmdline_freespace_no_sound = 1;
2448 } else if (!stricmp(ptr, NOX("Aureal A3D"))) {
2450 } else if (!stricmp(ptr, NOX("EAX"))) {
2455 if (!Is_standalone) {
2456 snd_init(use_a3d, use_eax);
2458 /////////////////////////////
2460 /////////////////////////////
2462 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2465 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2467 // fire up the UpdateLauncher executable
2469 PROCESS_INFORMATION pi;
2471 memset( &si, 0, sizeof(STARTUPINFO) );
2474 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2475 NULL, // pointer to command line string
2476 NULL, // pointer to process security attributes
2477 NULL, // pointer to thread security attributes
2478 FALSE, // handle inheritance flag
2479 CREATE_DEFAULT_ERROR_MODE, // creation flags
2480 NULL, // pointer to new environment block
2481 NULL, // pointer to current directory name
2482 &si, // pointer to STARTUPINFO
2483 &pi // pointer to PROCESS_INFORMATION
2486 // If the Launcher could not be started up, let the user know
2488 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2497 if(!stricmp(ptr, "Aucune acc�l�ration 3D") || !stricmp(ptr, "Keine 3D-Beschleunigerkarte") || !stricmp(ptr, "No 3D acceleration")){
2499 MessageBox((HWND)os_get_window(), XSTR("Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it.", 1448), XSTR("Warning", 1449), MB_OK);
2507 // check for hi res pack file
2508 int has_sparky_hi = 0;
2510 // check if sparky_hi exists -- access mode 0 means does file exist
2511 #ifndef MAKE_FS1 // shoudn't have it so don't check
2514 if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2517 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2521 // see if we've got 32 bit in the string
2522 if(strstr(ptr, "32 bit")){
2529 if (!Is_standalone && ptr && (strstr(ptr, NOX("3DFX Glide")))) {
2531 // always 640 for E3
2532 gr_init(GR_640, GR_GLIDE);
2534 // regular or hi-res ?
2536 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2538 if(strstr(ptr, NOX("(1024x768)"))){
2540 gr_init(GR_1024, GR_GLIDE);
2542 gr_init(GR_640, GR_GLIDE);
2545 } else if (!Is_standalone && ptr && (strstr(ptr, NOX("Direct 3D -") ))) {
2547 // always 640 for E3
2549 gr_init(GR_640, GR_DIRECT3D, depth);
2551 // regular or hi-res ?
2553 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2555 if(strstr(ptr, NOX("(1024x768)"))){
2559 gr_init(GR_1024, GR_DIRECT3D, depth);
2563 gr_init(GR_640, GR_DIRECT3D, depth);
2569 if ( Use_fullscreen_at_startup && !Is_standalone) {
2570 gr_init(GR_640, GR_DIRECTDRAW);
2572 gr_init(GR_640, GR_SOFTWARE);
2575 if ( !Is_standalone ) {
2576 gr_init(GR_640, GR_DIRECTDRAW);
2578 gr_init(GR_640, GR_SOFTWARE);
2583 if (!Is_standalone /* && ptr && (strstr(ptr, NOX("OpenGL"))) */) {
2584 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2585 gr_init(GR_1024, GR_OPENGL);
2587 gr_init(GR_640, GR_OPENGL);
2591 gr_init(GR_640, GR_SOFTWARE);
2593 #endif // !PLAT_UNIX
2596 extern int Gr_inited;
2597 if(trying_d3d && !Gr_inited){
2599 extern char Device_init_error[512];
2600 MessageBox( NULL, Device_init_error, "Error intializing Direct3D", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
2609 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2610 Freespace_gamma = (float)atof(ptr);
2611 if ( Freespace_gamma == 0.0f ) {
2612 Freespace_gamma = 1.80f;
2613 } else if ( Freespace_gamma < 0.1f ) {
2614 Freespace_gamma = 0.1f;
2615 } else if ( Freespace_gamma > 5.0f ) {
2616 Freespace_gamma = 5.0f;
2618 char tmp_gamma_string[32];
2619 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2620 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2622 gr_set_gamma(Freespace_gamma);
2624 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2627 display_title_screen();
2631 // attempt to load up master tracker registry info (login and password)
2632 Multi_tracker_id = -1;
2634 // pxo login and password
2635 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2637 nprintf(("Network","Error reading in PXO login data\n"));
2638 strcpy(Multi_tracker_login,"");
2640 strcpy(Multi_tracker_login,ptr);
2642 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2644 nprintf(("Network","Error reading PXO password\n"));
2645 strcpy(Multi_tracker_passwd,"");
2647 strcpy(Multi_tracker_passwd,ptr);
2650 // pxo squad name and password
2651 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2653 nprintf(("Network","Error reading in PXO squad name\n"));
2654 strcpy(Multi_tracker_squad_name, "");
2656 strcpy(Multi_tracker_squad_name, ptr);
2659 // If less than 48MB of RAM, use low memory model.
2662 (Freespace_total_ram < 48*1024*1024) ||
2665 mprintf(( "Using normal memory settings...\n" ));
2666 bm_set_low_mem(1); // Use every other frame of bitmaps
2668 mprintf(( "Using high memory settings...\n" ));
2669 bm_set_low_mem(0); // Use all frames of bitmaps
2672 // load non-darkening pixel defs
2673 palman_load_pixels();
2675 // hud shield icon stuff
2676 hud_shield_game_init();
2678 control_config_common_init(); // sets up localization stuff in the control config
2684 gamesnd_parse_soundstbl();
2689 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2694 player_controls_init();
2697 //if(!Is_standalone){
2705 ship_init(); // read in ships.tbl
2707 mission_campaign_init(); // load in the default campaign
2709 // navmap_init(); // init the navigation map system
2710 context_help_init();
2711 techroom_intel_init(); // parse species.tbl, load intel info
2713 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2714 init_animating_pointer();
2716 mission_brief_common_init(); // Mark all the briefing structures as empty.
2717 gr_font_init(); // loads up all fonts
2719 neb2_init(); // fullneb stuff
2723 player_tips_init(); // helpful tips
2726 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2727 pilot_load_pic_list();
2728 pilot_load_squad_pic_list();
2730 load_animating_pointer(NOX("cursor"), 0, 0);
2732 // initialize alpha colors
2733 alpha_colors_init();
2736 // Game_music_paused = 0;
2743 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2744 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2746 mprintf(("cfile_init() took %d\n", e1 - s1));
2747 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2750 char transfer_text[128];
2752 float Start_time = 0.0f;
2754 float Framerate = 0.0f;
2756 float Timing_total = 0.0f;
2757 float Timing_render2 = 0.0f;
2758 float Timing_render3 = 0.0f;
2759 float Timing_flip = 0.0f;
2760 float Timing_clear = 0.0f;
2762 MONITOR(NumPolysDrawn);
2768 void game_get_framerate()
2770 char text[128] = "";
2772 if ( frame_int == -1 ) {
2774 for (i=0; i<FRAME_FILTER; i++ ) {
2775 frametimes[i] = 0.0f;
2780 frametotal -= frametimes[frame_int];
2781 frametotal += flFrametime;
2782 frametimes[frame_int] = flFrametime;
2783 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2785 if ( frametotal != 0.0 ) {
2786 if ( Framecount >= FRAME_FILTER )
2787 Framerate = FRAME_FILTER / frametotal;
2789 Framerate = Framecount / frametotal;
2790 sprintf( text, NOX("FPS: %.1f"), Framerate );
2792 sprintf( text, NOX("FPS: ?") );
2796 if (Show_framerate) {
2797 gr_set_color_fast(&HUD_color_debug);
2798 gr_string( 570, 2, text );
2802 void game_show_framerate()
2806 cur_time = f2fl(timer_get_approx_seconds());
2807 if (cur_time - Start_time > 30.0f) {
2808 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2809 Start_time += 1000.0f;
2812 //mprintf(( "%s\n", text ));
2815 if ( Debug_dump_frames )
2819 // possibly show control checking info
2820 control_check_indicate();
2822 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2823 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2824 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2825 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2828 if ( Show_cpu == 1 ) {
2833 dy = gr_get_font_height() + 1;
2835 gr_set_color_fast(&HUD_color_debug);
2839 extern int D3D_textures_in;
2840 extern int D3D_textures_in_frame;
2841 extern int Glide_textures_in;
2842 extern int Glide_textures_in_frame;
2843 extern int Glide_explosion_vram;
2844 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2846 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 );
2848 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2852 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2854 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2856 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2858 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2860 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2865 extern int Num_pairs; // Number of object pairs that were checked.
2866 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2869 extern int Num_pairs_checked; // What percent of object pairs were checked.
2870 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2872 Num_pairs_checked = 0;
2876 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2879 if ( Timing_total > 0.01f ) {
2880 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2882 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2884 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2886 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2888 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2898 dy = gr_get_font_height() + 1;
2900 gr_set_color_fast(&HUD_color_debug);
2903 extern int TotalRam;
2904 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2909 extern int Model_ram;
2910 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2914 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2916 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2919 gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 ); // mem used to store game sound
2922 extern int D3D_textures_in;
2923 extern int Glide_textures_in;
2924 extern int Glide_textures_in_frame;
2925 extern int Glide_explosion_vram;
2926 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2928 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 );
2930 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2934 extern int GL_textures_in;
2935 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in)/1024 );
2942 if ( Show_player_pos ) {
2946 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));
2949 MONITOR_INC(NumPolys, modelstats_num_polys);
2950 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2951 MONITOR_INC(NumVerts, modelstats_num_verts );
2953 modelstats_num_polys = 0;
2954 modelstats_num_polys_drawn = 0;
2955 modelstats_num_verts = 0;
2956 modelstats_num_sortnorms = 0;
2960 void game_show_standalone_framerate()
2962 float frame_rate=30.0f;
2963 if ( frame_int == -1 ) {
2965 for (i=0; i<FRAME_FILTER; i++ ) {
2966 frametimes[i] = 0.0f;
2971 frametotal -= frametimes[frame_int];
2972 frametotal += flFrametime;
2973 frametimes[frame_int] = flFrametime;
2974 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2976 if ( frametotal != 0.0 ) {
2977 if ( Framecount >= FRAME_FILTER ){
2978 frame_rate = FRAME_FILTER / frametotal;
2980 frame_rate = Framecount / frametotal;
2983 std_set_standalone_fps(frame_rate);
2987 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2988 void game_show_time_left()
2992 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2993 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2994 // checking how much time is left
2996 if ( Mission_end_time == -1 ){
3000 diff = f2i(Mission_end_time - Missiontime);
3001 // be sure to bash to 0. diff could be negative on frame that we quit mission
3006 hud_set_default_color();
3007 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
3010 //========================================================================================
3011 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
3012 //========================================================================================
3016 DCF(ai_pause,"Pauses ai")
3019 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3020 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
3021 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
3022 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
3025 obj_init_all_ships_physics();
3028 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
3029 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
3032 DCF(single_step,"Single steps the game")
3035 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3036 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
3037 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
3038 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
3040 last_single_step = 0; // Make so single step waits a frame before stepping
3043 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
3044 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
3047 DCF_BOOL(physics_pause, physics_paused)
3048 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
3049 DCF_BOOL(ai_firing, Ai_firing_enabled )
3051 // Create some simple aliases to these commands...
3052 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
3053 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
3054 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
3055 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
3056 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
3059 //========================================================================================
3060 //========================================================================================
3063 void game_training_pause_do()
3067 key = game_check_key();
3069 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
3076 void game_increase_skill_level()
3079 if (Game_skill_level >= NUM_SKILL_LEVELS){
3080 Game_skill_level = 0;
3084 int Player_died_time;
3086 int View_percent = 100;
3089 DCF(view, "Sets the percent of the 3d view to render.")
3092 dc_get_arg(ARG_INT);
3093 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
3094 View_percent = Dc_arg_int;
3096 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
3102 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
3106 dc_printf("View is set to %d%%\n", View_percent );
3111 // Set the clip region for the 3d rendering window
3112 void game_set_view_clip()
3114 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
3115 // Set the clip region for the letterbox "dead view"
3116 int yborder = gr_screen.max_h/4;
3118 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
3119 // J.S. I've changed my ways!! See the new "no constants" code!!!
3120 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
3122 // Set the clip region for normal view
3123 if ( View_percent >= 100 ) {
3126 int xborder, yborder;
3128 if ( View_percent < 5 ) {
3132 float fp = i2fl(View_percent)/100.0f;
3133 int fi = fl2i(fl_sqrt(fp)*100.0f);
3134 if ( fi > 100 ) fi=100;
3136 xborder = ( gr_screen.max_w*(100-fi) )/200;
3137 yborder = ( gr_screen.max_h*(100-fi) )/200;
3139 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
3145 void show_debug_stuff()
3148 int laser_count = 0, missile_count = 0;
3150 for (i=0; i<MAX_OBJECTS; i++) {
3151 if (Objects[i].type == OBJ_WEAPON){
3152 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
3154 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
3160 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
3163 extern int Tool_enabled;
3168 int tst_bitmap = -1;
3170 float tst_offset, tst_offset_total;
3173 void game_tst_frame_pre()
3181 g3_rotate_vertex(&v, &tst_pos);
3182 g3_project_vertex(&v);
3185 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3189 // big ship? always tst
3191 // within 3000 meters
3192 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3196 // within 300 meters
3197 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3204 void game_tst_frame()
3214 tst_time = time(NULL);
3216 // load the tst bitmap
3217 switch((int)frand_range(0.0f, 3.0)){
3219 tst_bitmap = bm_load("ig_jim");
3221 mprintf(("TST 0\n"));
3225 tst_bitmap = bm_load("ig_kan");
3227 mprintf(("TST 1\n"));
3231 tst_bitmap = bm_load("ig_jim");
3233 mprintf(("TST 2\n"));
3237 tst_bitmap = bm_load("ig_kan");
3239 mprintf(("TST 3\n"));
3248 // get the tst bitmap dimensions
3250 bm_get_info(tst_bitmap, &w, &h);
3253 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3255 snd_play(&Snds[SND_VASUDAN_BUP]);
3257 // tst x and direction
3261 tst_offset_total = (float)w;
3262 tst_offset = (float)w;
3264 tst_x = (float)gr_screen.max_w;
3265 tst_offset_total = (float)-w;
3266 tst_offset = (float)w;
3274 float diff = (tst_offset_total / 0.5f) * flFrametime;
3280 tst_offset -= fl_abs(diff);
3281 } else if(tst_mode == 2){
3284 tst_offset -= fl_abs(diff);
3288 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3289 gr_bitmap((int)tst_x, (int)tst_y);
3292 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3296 // if we passed the switch point
3297 if(tst_offset <= 0.0f){
3302 tst_stamp = timestamp(1000);
3303 tst_offset = fl_abs(tst_offset_total);
3314 void game_tst_mark(object *objp, ship *shipp)
3323 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3326 sip = &Ship_info[shipp->ship_info_index];
3333 tst_pos = objp->pos;
3334 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3340 extern void render_shields();
3342 void player_repair_frame(float frametime)
3344 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3346 for(idx=0;idx<MAX_PLAYERS;idx++){
3349 np = &Net_players[idx];
3351 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)){
3353 // don't rearm/repair if the player is dead or dying/departing
3354 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3355 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3360 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3361 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3367 #define NUM_FRAMES_TEST 300
3368 #define NUM_MIXED_SOUNDS 16
3369 void do_timing_test(float flFrametime)
3371 static int framecount = 0;
3372 static int test_running = 0;
3373 static float test_time = 0.0f;
3375 static int snds[NUM_MIXED_SOUNDS];
3378 if ( test_running ) {
3380 test_time += flFrametime;
3381 if ( framecount >= NUM_FRAMES_TEST ) {
3383 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3384 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3389 if ( Test_begin == 1 ) {
3395 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3398 // start looping digital sounds
3399 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3400 snds[i] = snd_play_looping( &Snds[i], 0.0f, -1, -1);
3407 DCF(dcf_fov, "Change the field of view")
3410 dc_get_arg(ARG_FLOAT|ARG_NONE);
3411 if ( Dc_arg_type & ARG_NONE ) {
3412 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3413 dc_printf( "Zoom factor reset\n" );
3415 if ( Dc_arg_type & ARG_FLOAT ) {
3416 if (Dc_arg_float < 0.25f) {
3417 Viewer_zoom = 0.25f;
3418 dc_printf("Zoom factor pinned at 0.25.\n");
3419 } else if (Dc_arg_float > 1.25f) {
3420 Viewer_zoom = 1.25f;
3421 dc_printf("Zoom factor pinned at 1.25.\n");
3423 Viewer_zoom = Dc_arg_float;
3429 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3432 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3436 DCF(framerate_cap, "Sets the framerate cap")
3439 dc_get_arg(ARG_INT);
3440 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3441 Framerate_cap = Dc_arg_int;
3443 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3449 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3450 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3451 dc_printf("[n] must be from 1 to 120.\n");
3455 if ( Framerate_cap )
3456 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3458 dc_printf("There is no framerate cap currently active.\n");
3462 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3463 int Show_viewing_from_self = 0;
3465 void say_view_target()
3467 object *view_target;
3469 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3470 view_target = &Objects[Player_ai->target_objnum];
3472 view_target = Player_obj;
3474 if (Game_mode & GM_DEAD) {
3475 if (Player_ai->target_objnum != -1)
3476 view_target = &Objects[Player_ai->target_objnum];
3479 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3480 if (view_target != Player_obj){
3482 char *view_target_name = NULL;
3483 switch(Objects[Player_ai->target_objnum].type) {
3485 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3488 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3489 Viewer_mode &= ~VM_OTHER_SHIP;
3491 case OBJ_JUMP_NODE: {
3492 char jump_node_name[128];
3493 strcpy(jump_node_name, XSTR( "jump node", 184));
3494 view_target_name = jump_node_name;
3495 Viewer_mode &= ~VM_OTHER_SHIP;
3504 if ( view_target_name ) {
3505 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3506 Show_viewing_from_self = 1;
3509 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3510 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3511 Show_viewing_from_self = 1;
3513 if (Show_viewing_from_self)
3514 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3519 Last_view_target = view_target;
3523 float Game_hit_x = 0.0f;
3524 float Game_hit_y = 0.0f;
3526 // Reset at the beginning of each frame
3527 void game_whack_reset()
3533 // Apply a 2d whack to the player
3534 void game_whack_apply( float x, float y )
3536 // Do some force feedback
3537 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3543 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3546 // call to apply a "shudder"
3547 void game_shudder_apply(int time, float intensity)
3549 Game_shudder_time = timestamp(time);
3550 Game_shudder_total = time;
3551 Game_shudder_intensity = intensity;
3554 #define FF_SCALE 10000
3555 void apply_hud_shake(matrix *eye_orient)
3557 if (Viewer_obj == Player_obj) {
3558 physics_info *pi = &Player_obj->phys_info;
3566 // Make eye shake due to afterburner
3567 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3570 dtime = timestamp_until(pi->afterburner_decay);
3574 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3575 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3578 // Make eye shake due to engine wash
3580 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3583 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3584 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3586 // get the intensity
3587 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3591 vm_vec_rand_vec_quick(&rand_vec);
3594 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3598 // make hud shake due to shuddering
3599 if(Game_shudder_time != -1){
3600 // if the timestamp has elapsed
3601 if(timestamp_elapsed(Game_shudder_time)){
3602 Game_shudder_time = -1;
3604 // otherwise apply some shudder
3608 dtime = timestamp_until(Game_shudder_time);
3612 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));
3613 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));
3618 vm_angles_2_matrix(&tm, &tangles);
3619 Assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3620 Assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3621 Assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3622 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3627 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3629 // Player's velocity just before he blew up. Used to keep camera target moving.
3630 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3632 // Set eye_pos and eye_orient based on view mode.
3633 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3637 static int last_Viewer_mode = 0;
3638 static int last_Game_mode = 0;
3639 static int last_Viewer_objnum = -1;
3641 // This code is supposed to detect camera "cuts"... like going between
3644 // determine if we need to regenerate the nebula
3645 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3646 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3647 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3648 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3649 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3650 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3651 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3652 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3653 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3656 // regenerate the nebula
3660 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3661 //mprintf(( "************** Camera cut! ************\n" ));
3662 last_Viewer_mode = Viewer_mode;
3663 last_Game_mode = Game_mode;
3665 // Camera moved. Tell stars & debris to not do blurring.
3671 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3672 player_display_packlock_view();
3675 game_set_view_clip();
3677 if (Game_mode & GM_DEAD) {
3678 vector vec_to_deader, view_pos;
3681 Viewer_mode |= VM_DEAD_VIEW;
3683 if (Player_ai->target_objnum != -1) {
3684 int view_from_player = 1;
3686 if (Viewer_mode & VM_OTHER_SHIP) {
3687 // View from target.
3688 Viewer_obj = &Objects[Player_ai->target_objnum];
3690 last_Viewer_objnum = Player_ai->target_objnum;
3692 if ( Viewer_obj->type == OBJ_SHIP ) {
3693 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3694 view_from_player = 0;
3697 last_Viewer_objnum = -1;
3700 if ( view_from_player ) {
3701 // View target from player ship.
3703 *eye_pos = Player_obj->pos;
3704 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3705 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3708 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3710 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3711 dist += flFrametime * 16.0f;
3713 vm_vec_scale(&vec_to_deader, -dist);
3714 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3716 view_pos = Player_obj->pos;
3718 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3719 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3720 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3721 Dead_player_last_vel = Player_obj->phys_info.vel;
3722 //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));
3723 } else if (Player_ai->target_objnum != -1) {
3724 view_pos = Objects[Player_ai->target_objnum].pos;
3726 // Make camera follow explosion, but gradually slow down.
3727 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3728 view_pos = Player_obj->pos;
3729 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3730 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3733 *eye_pos = Dead_camera_pos;
3735 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3737 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3742 // if supernova shockwave
3743 if(supernova_camera_cut()){
3747 // call it dead view
3748 Viewer_mode |= VM_DEAD_VIEW;
3750 // set eye pos and orient
3751 supernova_set_view(eye_pos, eye_orient);
3753 // If already blown up, these other modes can override.
3754 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3755 Viewer_mode &= ~VM_DEAD_VIEW;
3757 Viewer_obj = Player_obj;
3759 if (Viewer_mode & VM_OTHER_SHIP) {
3760 if (Player_ai->target_objnum != -1){
3761 Viewer_obj = &Objects[Player_ai->target_objnum];
3762 last_Viewer_objnum = Player_ai->target_objnum;
3764 Viewer_mode &= ~VM_OTHER_SHIP;
3765 last_Viewer_objnum = -1;
3768 last_Viewer_objnum = -1;
3771 if (Viewer_mode & VM_EXTERNAL) {
3774 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3775 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3777 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3779 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3780 vm_vec_normalize(&eye_dir);
3781 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3784 // Modify the orientation based on head orientation.
3785 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3787 } else if ( Viewer_mode & VM_CHASE ) {
3790 if ( Viewer_obj->phys_info.speed < 0.1 )
3791 move_dir = Viewer_obj->orient.v.fvec;
3793 move_dir = Viewer_obj->phys_info.vel;
3794 vm_vec_normalize(&move_dir);
3797 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3798 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3799 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3800 vm_vec_normalize(&eye_dir);
3802 // JAS: I added the following code because if you slew up using
3803 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3804 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3805 // call because the up and the forward vector are the same. I fixed
3806 // it by adding in a fraction of the right vector all the time to the
3808 vector tmp_up = Viewer_obj->orient.v.uvec;
3809 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3811 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3814 // Modify the orientation based on head orientation.
3815 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3816 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3817 *eye_pos = Camera_pos;
3819 ship * shipp = &Ships[Player_obj->instance];
3821 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3822 vm_vec_normalize(&eye_dir);
3823 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3826 // get an eye position based upon the correct type of object
3827 switch(Viewer_obj->type){
3829 // make a call to get the eye point for the player object
3830 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3833 // make a call to get the eye point for the player object
3834 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3840 #ifdef JOHNS_DEBUG_CODE
3841 john_debug_stuff(&eye_pos, &eye_orient);
3847 apply_hud_shake(eye_orient);
3849 // setup neb2 rendering
3850 neb2_render_setup(eye_pos, eye_orient);
3854 extern void ai_debug_render_stuff();
3857 int Game_subspace_effect = 0;
3858 DCF_BOOL( subspace, Game_subspace_effect );
3860 // Does everything needed to render a frame
3861 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3865 g3_start_frame(game_zbuffer);
3866 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3868 // maybe offset the HUD (jitter stuff)
3869 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3870 HUD_set_offsets(Viewer_obj, !dont_offset);
3872 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3873 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3874 // must be done before ships are rendered
3875 if ( MULTIPLAYER_CLIENT ) {
3876 shield_point_multi_setup();
3879 if ( Game_subspace_effect ) {
3880 stars_draw(0,0,0,1);
3882 stars_draw(1,1,1,0);
3885 obj_render_all(obj_render);
3886 beam_render_all(); // render all beam weapons
3887 particle_render_all(); // render particles after everything else.
3888 trail_render_all(); // render missilie trails after everything else.
3889 mflash_render_all(); // render all muzzle flashes
3891 // Why do we not show the shield effect in these modes? Seems ok.
3892 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3896 // render nebula lightning
3899 // render local player nebula
3900 neb2_render_player();
3903 ai_debug_render_stuff();
3906 #ifndef RELEASE_REAL
3907 // game_framerate_check();
3911 extern void snd_spew_debug_info();
3912 snd_spew_debug_info();
3915 //================ END OF 3D RENDERING STUFF ====================
3919 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3920 hud_maybe_clear_head_area();
3921 anim_render_all(0, flFrametime);
3924 extern int Multi_display_netinfo;
3925 if(Multi_display_netinfo){
3926 extern void multi_display_netinfo();
3927 multi_display_netinfo();
3930 game_tst_frame_pre();
3933 do_timing_test(flFrametime);
3937 extern int OO_update_index;
3938 multi_rate_display(OO_update_index, 375, 0);
3943 extern void oo_display();
3950 //#define JOHNS_DEBUG_CODE 1
3952 #ifdef JOHNS_DEBUG_CODE
3953 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3955 //if ( key_pressed(SDLK_LSHIFT) )
3957 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3959 model_subsystem *turret = tsys->system_info;
3961 if (turret->type == SUBSYSTEM_TURRET ) {
3962 vector v.fvec, v.uvec;
3963 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3965 ship_model_start(tobj);
3967 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3968 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3969 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3971 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3973 ship_model_stop(tobj);
3983 // following function for dumping frames for purposes of building trailers.
3986 // function to toggle state of dumping every frame into PCX when playing the game
3987 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3991 if ( Debug_dump_frames == 0 ) {
3993 Debug_dump_frames = 15;
3994 Debug_dump_trigger = 0;
3995 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3996 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3999 Debug_dump_frames = 0;
4000 Debug_dump_trigger = 0;
4001 gr_dump_frame_stop();
4002 dc_printf( "Frame dumping is now OFF\n" );
4008 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
4012 if ( Debug_dump_frames == 0 ) {
4014 Debug_dump_frames = 15;
4015 Debug_dump_trigger = 1;
4016 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4017 dc_printf( "Frame dumping at 15 hz is now ON\n" );
4020 Debug_dump_frames = 0;
4021 Debug_dump_trigger = 0;
4022 gr_dump_frame_stop();
4023 dc_printf( "Frame dumping is now OFF\n" );
4029 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
4033 if ( Debug_dump_frames == 0 ) {
4035 Debug_dump_frames = 30;
4036 Debug_dump_trigger = 0;
4037 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4038 dc_printf( "Frame dumping at 30 hz is now ON\n" );
4041 Debug_dump_frames = 0;
4042 Debug_dump_trigger = 0;
4043 gr_dump_frame_stop();
4044 dc_printf( "Frame dumping is now OFF\n" );
4050 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
4054 if ( Debug_dump_frames == 0 ) {
4056 Debug_dump_frames = 30;
4057 Debug_dump_trigger = 1;
4058 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4059 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
4062 Debug_dump_frames = 0;
4063 Debug_dump_trigger = 0;
4064 gr_dump_frame_stop();
4065 dc_printf( "Triggered frame dumping is now OFF\n" );
4071 void game_maybe_dump_frame()
4073 if ( !Debug_dump_frames ){
4077 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
4084 Debug_dump_frame_num++;
4090 extern int Player_dead_state;
4092 // Flip the page and time how long it took.
4093 void game_flip_page_and_time_it()
4098 t1 = timer_get_fixed_seconds();
4100 t2 = timer_get_fixed_seconds();
4103 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
4104 sprintf( transfer_text, NOX("%ld MB/s"), fixmuldiv(t,65,d) );
4111 void game_simulation_frame()
4113 // blow ships up in multiplayer dogfight
4114 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){
4115 // blow up all non-player ships
4116 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
4119 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
4121 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)){
4122 moveup = GET_NEXT(moveup);
4125 shipp = &Ships[Objects[moveup->objnum].instance];
4126 sip = &Ship_info[shipp->ship_info_index];
4128 // only blow up small ships
4129 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
4130 // function to simply explode a ship where it is currently at
4131 ship_self_destruct( &Objects[moveup->objnum] );
4134 moveup = GET_NEXT(moveup);
4140 // process AWACS stuff - do this first thing
4143 // single player, set Player hits_this_frame to 0
4144 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
4145 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
4146 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
4150 supernova_process();
4151 if(supernova_active() >= 5){
4155 // fire targeting lasers now so that
4156 // 1 - created this frame
4157 // 2 - collide this frame
4158 // 3 - render this frame
4159 // 4 - ignored and deleted next frame
4160 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
4162 ship_process_targeting_lasers();
4164 // do this here so that it works for multiplayer
4166 // get viewer direction
4167 int viewer_direction = PHYSICS_VIEWER_REAR;
4169 if(Viewer_mode == 0){
4170 viewer_direction = PHYSICS_VIEWER_FRONT;
4172 if(Viewer_mode & VM_PADLOCK_UP){
4173 viewer_direction = PHYSICS_VIEWER_UP;
4175 else if(Viewer_mode & VM_PADLOCK_REAR){
4176 viewer_direction = PHYSICS_VIEWER_REAR;
4178 else if(Viewer_mode & VM_PADLOCK_LEFT){
4179 viewer_direction = PHYSICS_VIEWER_LEFT;
4181 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4182 viewer_direction = PHYSICS_VIEWER_RIGHT;
4185 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4187 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4190 #define VM_PADLOCK_UP (1 << 7)
4191 #define VM_PADLOCK_REAR (1 << 8)
4192 #define VM_PADLOCK_LEFT (1 << 9)
4193 #define VM_PADLOCK_RIGHT (1 << 10)
4195 // evaluate mission departures and arrivals before we process all objects.
4196 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4198 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4199 // ships/wing packets.
4200 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4201 mission_parse_eval_stuff();
4204 // if we're an observer, move ourselves seperately from the standard physics
4205 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4206 obj_observer_move(flFrametime);
4209 // move all the objects now
4210 obj_move_all(flFrametime);
4212 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4213 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4214 // ship_check_cargo_all();
4215 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4216 mission_eval_goals();
4220 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4221 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4222 training_check_objectives();
4225 // do all interpolation now
4226 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4227 // client side processing of warping in effect stages
4228 multi_do_client_warp(flFrametime);
4230 // client side movement of an observer
4231 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4232 obj_observer_move(flFrametime);
4235 // move all objects - does interpolation now as well
4236 obj_move_all(flFrametime);
4239 // only process the message queue when the player is "in" the game
4240 if ( !Pre_player_entry ){
4241 message_queue_process(); // process any messages send to the player
4244 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4245 message_maybe_distort(); // maybe distort incoming message if comms damaged
4246 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4247 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4248 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4251 if(!(Game_mode & GM_STANDALONE_SERVER)){
4252 // process some stuff every frame (before frame is rendered)
4253 emp_process_local();
4255 hud_update_frame(); // update hud systems
4257 if (!physics_paused) {
4258 // Move particle system
4259 particle_move_all(flFrametime);
4261 // Move missile trails
4262 trail_move_all(flFrametime);
4264 // process muzzle flashes
4265 mflash_process_all();
4267 // Flash the gun flashes
4268 shipfx_flash_do_frame(flFrametime);
4270 shockwave_move_all(flFrametime); // update all the shockwaves
4273 // subspace missile strikes
4276 obj_snd_do_frame(); // update the object-linked persistant sounds
4277 game_maybe_update_sound_environment();
4278 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4280 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4282 if ( Game_subspace_effect ) {
4283 game_start_subspace_ambient_sound();
4289 // Maybe render and process the dead-popup
4290 void game_maybe_do_dead_popup(float frametime)
4292 if ( popupdead_is_active() ) {
4294 int choice = popupdead_do_frame(frametime);
4296 if ( Game_mode & GM_NORMAL ) {
4300 if(game_do_cd_mission_check(Game_current_mission_filename)){
4301 gameseq_post_event(GS_EVENT_ENTER_GAME);
4303 gameseq_post_event(GS_EVENT_MAIN_MENU);
4308 gameseq_post_event(GS_EVENT_END_GAME);
4313 if(game_do_cd_mission_check(Game_current_mission_filename)){
4314 gameseq_post_event(GS_EVENT_START_GAME);
4316 gameseq_post_event(GS_EVENT_MAIN_MENU);
4320 // this should only happen during a red alert mission
4323 Assert(The_mission.red_alert);
4324 if(!The_mission.red_alert){
4326 if(game_do_cd_mission_check(Game_current_mission_filename)){
4327 gameseq_post_event(GS_EVENT_START_GAME);
4329 gameseq_post_event(GS_EVENT_MAIN_MENU);
4334 // choose the previous mission
4335 mission_campaign_previous_mission();
4337 if(game_do_cd_mission_check(Game_current_mission_filename)){
4338 gameseq_post_event(GS_EVENT_START_GAME);
4340 gameseq_post_event(GS_EVENT_MAIN_MENU);
4351 case POPUPDEAD_DO_MAIN_HALL:
4352 multi_quit_game(PROMPT_NONE,-1);
4355 case POPUPDEAD_DO_RESPAWN:
4356 multi_respawn_normal();
4357 event_music_player_respawn();
4360 case POPUPDEAD_DO_OBSERVER:
4361 multi_respawn_observer();
4362 event_music_player_respawn_as_observer();
4371 if ( leave_popup ) {
4377 // returns true if player is actually in a game_play stats
4378 int game_actually_playing()
4382 state = gameseq_get_state();
4383 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4389 // Draw the 2D HUD gauges
4390 void game_render_hud_2d()
4392 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4396 HUD_render_2d(flFrametime);
4400 // Draw the 3D-dependant HUD gauges
4401 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4403 g3_start_frame(0); // 0 = turn zbuffering off
4404 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4406 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4407 HUD_render_3d(flFrametime);
4411 game_sunspot_process(flFrametime);
4413 // Diminish the palette effect
4414 game_flash_diminish(flFrametime);
4422 int actually_playing;
4423 fix total_time1, total_time2;
4424 fix render2_time1=0, render2_time2=0;
4425 fix render3_time1=0, render3_time2=0;
4426 fix flip_time1=0, flip_time2=0;
4427 fix clear_time1=0, clear_time2=0;
4433 if (Framerate_delay) {
4434 int start_time = timer_get_milliseconds();
4435 while (timer_get_milliseconds() < start_time + Framerate_delay)
4441 demo_do_frame_start();
4443 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4448 // start timing frame
4449 timing_frame_start();
4451 total_time1 = timer_get_fixed_seconds();
4453 // var to hold which state we are in
4454 actually_playing = game_actually_playing();
4456 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4457 if (!(Game_mode & GM_STANDALONE_SERVER)){
4458 Assert( OBJ_INDEX(Player_obj) >= 0 );
4462 if (Missiontime > Entry_delay_time){
4463 Pre_player_entry = 0;
4465 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4468 // Note: These are done even before the player enters, else buffers can overflow.
4469 if (! (Game_mode & GM_STANDALONE_SERVER)){
4473 shield_frame_init();
4475 if ( Player->control_mode != PCM_NORMAL )
4478 if ( !Pre_player_entry && actually_playing ) {
4479 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4481 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4482 game_process_keys();
4484 // don't read flying controls if we're playing a demo back
4485 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4486 read_player_controls( Player_obj, flFrametime);
4490 // if we're not the master, we may have to send the server-critical ship status button_info bits
4491 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4492 multi_maybe_send_ship_status();
4497 // Reset the whack stuff
4500 // These two lines must be outside of Pre_player_entry code,
4501 // otherwise too many lights are added.
4504 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4508 game_simulation_frame();
4510 // if not actually in a game play state, then return. This condition could only be true in
4511 // a multiplayer game.
4512 if ( !actually_playing ) {
4513 Assert( Game_mode & GM_MULTIPLAYER );
4517 if (!Pre_player_entry) {
4518 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4519 clear_time1 = timer_get_fixed_seconds();
4520 // clear the screen to black
4522 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4526 clear_time2 = timer_get_fixed_seconds();
4527 render3_time1 = timer_get_fixed_seconds();
4528 game_render_frame_setup(&eye_pos, &eye_orient);
4529 game_render_frame( &eye_pos, &eye_orient );
4531 // save the eye position and orientation
4532 if ( Game_mode & GM_MULTIPLAYER ) {
4533 Net_player->s_info.eye_pos = eye_pos;
4534 Net_player->s_info.eye_orient = eye_orient;
4537 hud_show_target_model();
4539 // check to see if we should display the death died popup
4540 if(Game_mode & GM_DEAD_BLEW_UP){
4541 if(Game_mode & GM_MULTIPLAYER){
4542 // catch the situation where we're supposed to be warping out on this transition
4543 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4544 gameseq_post_event(GS_EVENT_DEBRIEF);
4545 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4546 Player_died_popup_wait = -1;
4550 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4551 Player_died_popup_wait = -1;
4557 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4558 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4559 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4560 if(!popupdead_is_active()){
4564 Player_multi_died_check = -1;
4568 render3_time2 = timer_get_fixed_seconds();
4569 render2_time1 = timer_get_fixed_seconds();
4572 game_get_framerate();
4573 game_show_framerate();
4575 game_show_time_left();
4577 // Draw the 2D HUD gauges
4578 if(supernova_active() < 3){
4579 game_render_hud_2d();
4582 game_set_view_clip();
4584 // Draw 3D HUD gauges
4585 game_render_hud_3d(&eye_pos, &eye_orient);
4589 render2_time2 = timer_get_fixed_seconds();
4591 // maybe render and process the dead popup
4592 game_maybe_do_dead_popup(flFrametime);
4594 // start timing frame
4595 timing_frame_stop();
4596 // timing_display(30, 10);
4598 // If a regular popup is active, don't flip (popup code flips)
4599 if( !popup_running_state() ){
4600 flip_time1 = timer_get_fixed_seconds();
4601 game_flip_page_and_time_it();
4602 flip_time2 = timer_get_fixed_seconds();
4606 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4609 game_show_standalone_framerate();
4613 game_do_training_checks();
4616 // process lightning (nebula only)
4619 total_time2 = timer_get_fixed_seconds();
4621 // Got some timing numbers
4622 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4623 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4624 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4625 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4626 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4629 demo_do_frame_end();
4631 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4637 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4638 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4639 // died. This resulted in screwed up death sequences.
4641 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4642 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4643 static int timer_paused=0;
4644 #if defined(TIMER_TEST) && !defined(NDEBUG)
4645 static int stop_count,start_count;
4646 static int time_stopped,time_started;
4648 int saved_timestamp_ticker = -1;
4650 void game_reset_time()
4652 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4656 // Last_time = timer_get_fixed_seconds();
4662 void game_stop_time()
4664 if (timer_paused==0) {
4666 time = timer_get_fixed_seconds();
4667 // Save how much time progressed so far in the frame so we can
4668 // use it when we unpause.
4669 Last_delta_time = time - Last_time;
4671 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4672 if (Last_delta_time < 0) {
4673 #if defined(TIMER_TEST) && !defined(NDEBUG)
4674 Int3(); //get Matt!!!!
4676 Last_delta_time = 0;
4678 #if defined(TIMER_TEST) && !defined(NDEBUG)
4679 time_stopped = time;
4682 // Stop the timer_tick stuff...
4683 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4684 saved_timestamp_ticker = timestamp_ticker;
4688 #if defined(TIMER_TEST) && !defined(NDEBUG)
4693 void game_start_time()
4696 Assert(timer_paused >= 0);
4697 if (timer_paused==0) {
4699 time = timer_get_fixed_seconds();
4700 #if defined(TIMER_TEST) && !defined(NDEBUG)
4702 Int3(); //get Matt!!!!
4705 // Take current time, and set it backwards to account for time
4706 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4707 // will be correct when it goes to calculate the frametime next
4709 Last_time = time - Last_delta_time;
4710 #if defined(TIMER_TEST) && !defined(NDEBUG)
4711 time_started = time;
4714 // Restore the timer_tick stuff...
4715 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4716 Assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4717 timestamp_ticker = saved_timestamp_ticker;
4718 saved_timestamp_ticker = -1;
4721 #if defined(TIMER_TEST) && !defined(NDEBUG)
4727 void game_set_frametime(int state)
4730 float frame_cap_diff;
4732 thistime = timer_get_fixed_seconds();
4734 if ( Last_time == 0 )
4735 Frametime = F1_0 / 30;
4737 Frametime = thistime - Last_time;
4739 // Frametime = F1_0 / 30;
4741 fix debug_frametime = Frametime; // Just used to display frametime.
4743 // If player hasn't entered mission yet, make frame take 1/4 second.
4744 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4747 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4749 fix frame_speed = F1_0 / Debug_dump_frames;
4751 if (Frametime > frame_speed ){
4752 nprintf(("warning","slow frame: %x\n",Frametime));
4755 thistime = timer_get_fixed_seconds();
4756 Frametime = thistime - Last_time;
4757 } while (Frametime < frame_speed );
4759 Frametime = frame_speed;
4763 Assert( Framerate_cap > 0 );
4765 // Cap the framerate so it doesn't get too high.
4769 cap = F1_0/Framerate_cap;
4770 if (Frametime < cap) {
4771 thistime = cap - Frametime;
4772 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4773 Sleep( (DWORD)(f2fl(thistime) * 1000.0f) );
4775 thistime = timer_get_fixed_seconds();
4779 if((Game_mode & GM_STANDALONE_SERVER) &&
4780 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4782 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4783 Sleep((DWORD)(frame_cap_diff*1000));
4785 thistime += fl2f((frame_cap_diff));
4787 Frametime = thistime - Last_time;
4790 // If framerate is too low, cap it.
4791 if (Frametime > MAX_FRAMETIME) {
4793 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4795 // to remove warnings in release build
4796 debug_frametime = fl2f(flFrametime);
4798 Frametime = MAX_FRAMETIME;
4801 Frametime = fixmul(Frametime, Game_time_compression);
4803 Last_time = thistime;
4804 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4806 flFrametime = f2fl(Frametime);
4807 //if(!(Game_mode & GM_PLAYING_DEMO)){
4808 timestamp_inc(flFrametime);
4810 /* if ((Framecount > 0) && (Framecount < 10)) {
4811 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4816 // This is called from game_do_frame(), and from navmap_do_frame()
4817 void game_update_missiontime()
4819 // TODO JAS: Put in if and move this into game_set_frametime,
4820 // fix navmap to call game_stop/start_time
4821 //if ( !timer_paused )
4822 Missiontime += Frametime;
4825 void game_do_frame()
4827 game_set_frametime(GS_STATE_GAME_PLAY);
4828 game_update_missiontime();
4830 if (Game_mode & GM_STANDALONE_SERVER) {
4831 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4834 if ( game_single_step && (last_single_step == game_single_step) ) {
4835 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4836 while( key_checkch() == 0 )
4838 os_set_title( XSTR( "FreeSpace", 171) );
4839 Last_time = timer_get_fixed_seconds();
4842 last_single_step = game_single_step;
4844 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4845 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4849 Keep_mouse_centered = 0;
4850 monitor_update(); // Update monitor variables
4853 void multi_maybe_do_frame()
4855 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4860 int Joymouse_button_status = 0;
4862 // Flush all input devices
4870 Joymouse_button_status = 0;
4872 //mprintf(("Game flush!\n" ));
4875 // function for multiplayer only which calls game_do_state_common() when running the
4877 void game_do_dc_networking()
4879 Assert( Game_mode & GM_MULTIPLAYER );
4881 game_do_state_common( gameseq_get_state() );
4884 // Call this whenever in a loop, or when you need to check for a keystroke.
4885 int game_check_key()
4891 // convert keypad enter to normal enter
4892 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4893 k = (k & ~KEY_MASK) | SDLK_RETURN;
4898 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4900 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4901 static int Demo_show_trailer_timestamp = 0;
4903 void demo_reset_trailer_timer()
4905 Demo_show_trailer_timestamp = timer_get_milliseconds();
4908 void demo_maybe_show_trailer(int k)
4911 // if key pressed, reset demo trailer timer
4913 demo_reset_trailer_timer();
4917 // if mouse moved, reset demo trailer timer
4920 mouse_get_delta(&dx, &dy);
4921 if ( (dx > 0) || (dy > 0) ) {
4922 demo_reset_trailer_timer();
4926 // if joystick has moved, reset demo trailer timer
4929 joy_get_delta(&dx, &dy);
4930 if ( (dx > 0) || (dy > 0) ) {
4931 demo_reset_trailer_timer();
4935 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4936 // the low-level code. Ugly, I know... but was the simplest and most
4939 // if 30 seconds since last demo trailer time reset, launch movie
4940 if ( os_foreground() ) {
4941 int now = timer_get_milliseconds();
4942 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4943 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4945 movie_play( NOX("fstrailer2.mve") );
4946 demo_reset_trailer_timer();
4954 // same as game_check_key(), except this is used while actually in the game. Since there
4955 // generally are differences between game control keys and general UI keys, makes sense to
4956 // have seperate functions for each case. If you are not checking a game control while in a
4957 // mission, you should probably be using game_check_key() instead.
4962 if (!os_foreground()) {
4967 // If we're in a single player game, pause it.
4968 if (!(Game_mode & GM_MULTIPLAYER)){
4969 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4970 game_process_pause_key();
4977 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4978 demo_maybe_show_trailer(k);
4981 // Move the mouse cursor with the joystick.
4982 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4983 // Move the mouse cursor with the joystick
4987 joy_get_pos( &jx, &jy, &jz, &jr );
4989 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4990 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4993 mouse_get_real_pos( &mx, &my );
4994 mouse_set_pos( mx+dx, my+dy );
4999 m = mouse_down(MOUSE_LEFT_BUTTON);
5001 if ( j != Joymouse_button_status ) {
5002 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
5003 Joymouse_button_status = j;
5005 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
5006 } else if ( (!j) && (m) ) {
5007 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
5012 // if we should be ignoring keys because of some multiplayer situations
5013 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
5017 // If a popup is running, don't process all the Fn keys
5018 if( popup_active() ) {
5022 state = gameseq_get_state();
5024 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
5027 case KEY_DEBUGGED + SDLK_BACKSPACE:
5032 launch_context_help();
5037 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
5039 // don't allow f2 while warping out in multiplayer
5040 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
5045 case GS_STATE_INITIAL_PLAYER_SELECT:
5046 case GS_STATE_OPTIONS_MENU:
5047 case GS_STATE_HUD_CONFIG:
5048 case GS_STATE_CONTROL_CONFIG:
5049 case GS_STATE_DEATH_DIED:
5050 case GS_STATE_DEATH_BLEW_UP:
5051 case GS_STATE_VIEW_MEDALS:
5055 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
5062 // hotkey selection screen -- only valid from briefing and beyond.
5064 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
5065 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) ) {
5066 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
5072 case KEY_DEBUGGED + SDLK_F3:
5073 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
5076 case KEY_DEBUGGED + SDLK_F4:
5077 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
5081 if(Game_mode & GM_MULTIPLAYER){
5082 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
5083 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5087 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
5088 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5094 case SDLK_ESCAPE | KEY_SHIFTED:
5095 // make sure to quit properly out of multiplayer
5096 if(Game_mode & GM_MULTIPLAYER){
5097 multi_quit_game(PROMPT_NONE);
5100 gameseq_post_event( GS_EVENT_QUIT_GAME );
5105 case KEY_DEBUGGED + SDLK_p:
5108 case SDLK_PRINTSCREEN:
5110 static int counter = 0;
5115 sprintf( tmp_name, NOX("screen%02d"), counter );
5117 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
5118 gr_print_screen(tmp_name);
5126 case KEY_SHIFTED | SDLK_RETURN: {
5128 #if !defined(NDEBUG)
5130 if ( Game_mode & GM_NORMAL ){
5134 // if we're in multiplayer mode, do some special networking
5135 if(Game_mode & GM_MULTIPLAYER){
5136 debug_console(game_do_dc_networking);
5143 if ( Game_mode & GM_NORMAL )
5157 gameseq_post_event(GS_EVENT_QUIT_GAME);
5160 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
5163 void camera_set_position( vector *pos )
5168 void camera_set_orient( matrix *orient )
5170 Camera_orient = *orient;
5173 void camera_set_velocity( vector *vel, int instantaneous )
5175 Camera_desired_velocity.xyz.x = 0.0f;
5176 Camera_desired_velocity.xyz.y = 0.0f;
5177 Camera_desired_velocity.xyz.z = 0.0f;
5179 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
5180 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
5181 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
5183 if ( instantaneous ) {
5184 Camera_velocity = Camera_desired_velocity;
5192 vector new_vel, delta_pos;
5194 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5195 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5196 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5198 Camera_velocity = new_vel;
5200 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5202 vm_vec_add2( &Camera_pos, &delta_pos );
5204 float ot = Camera_time+0.0f;
5206 Camera_time += flFrametime;
5208 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5211 tmp.xyz.z = 4.739f; // always go this fast forward.
5213 // pick x and y velocities so they are always on a
5214 // circle with a 25 m radius.
5216 float tmp_angle = frand()*PI2;
5218 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5219 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5221 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5223 //mprintf(( "Changing velocity!\n" ));
5224 camera_set_velocity( &tmp, 0 );
5227 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5228 vector tmp = ZERO_VECTOR;
5229 camera_set_velocity( &tmp, 0 );
5234 void end_demo_campaign_do()
5236 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5237 // show upsell screens
5238 demo_upsell_show_screens();
5239 #elif defined(OEM_BUILD)
5240 // show oem upsell screens
5241 oem_upsell_show_screens();
5244 // drop into main hall
5245 gameseq_post_event( GS_EVENT_MAIN_MENU );
5248 // All code to process events. This is the only place
5249 // that you should change the state of the game.
5250 void game_process_event( int current_state, int event )
5252 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5255 case GS_EVENT_SIMULATOR_ROOM:
5256 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5259 case GS_EVENT_MAIN_MENU:
5260 gameseq_set_state(GS_STATE_MAIN_MENU);
5263 case GS_EVENT_OPTIONS_MENU:
5264 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5267 case GS_EVENT_BARRACKS_MENU:
5268 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5271 case GS_EVENT_TECH_MENU:
5272 gameseq_set_state(GS_STATE_TECH_MENU);
5275 case GS_EVENT_TRAINING_MENU:
5276 gameseq_set_state(GS_STATE_TRAINING_MENU);
5279 case GS_EVENT_START_GAME:
5280 Select_default_ship = 0;
5281 Player_multi_died_check = -1;
5282 gameseq_set_state(GS_STATE_CMD_BRIEF);
5285 case GS_EVENT_START_BRIEFING:
5286 gameseq_set_state(GS_STATE_BRIEFING);
5289 case GS_EVENT_DEBRIEF:
5290 // did we end the campaign in the main freespace 2 single player campaign?
5292 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace")) {
5294 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace2")) {
5296 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5298 gameseq_set_state(GS_STATE_DEBRIEF);
5301 Player_multi_died_check = -1;
5304 case GS_EVENT_SHIP_SELECTION:
5305 gameseq_set_state( GS_STATE_SHIP_SELECT );
5308 case GS_EVENT_WEAPON_SELECTION:
5309 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5312 case GS_EVENT_ENTER_GAME:
5314 // maybe start recording a demo
5316 demo_start_record("test.fsd");
5320 if (Game_mode & GM_MULTIPLAYER) {
5321 // if we're respawning, make sure we change the view mode so that the hud shows up
5322 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5326 gameseq_set_state(GS_STATE_GAME_PLAY);
5328 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5331 Player_multi_died_check = -1;
5333 // clear multiplayer button info
5334 extern button_info Multi_ship_status_bi;
5335 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5337 Start_time = f2fl(timer_get_approx_seconds());
5339 mprintf(("Entering game at time = %7.3f\n", Start_time));
5343 case GS_EVENT_START_GAME_QUICK:
5344 Select_default_ship = 1;
5345 gameseq_post_event(GS_EVENT_ENTER_GAME);
5349 case GS_EVENT_END_GAME:
5350 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5351 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5352 gameseq_set_state(GS_STATE_MAIN_MENU);
5357 Player_multi_died_check = -1;
5360 case GS_EVENT_QUIT_GAME:
5361 main_hall_stop_music();
5362 main_hall_stop_ambient();
5363 gameseq_set_state(GS_STATE_QUIT_GAME);
5365 Player_multi_died_check = -1;
5368 case GS_EVENT_GAMEPLAY_HELP:
5369 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5372 case GS_EVENT_PAUSE_GAME:
5373 gameseq_push_state(GS_STATE_GAME_PAUSED);
5376 case GS_EVENT_DEBUG_PAUSE_GAME:
5377 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5380 case GS_EVENT_TRAINING_PAUSE:
5381 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5384 case GS_EVENT_PREVIOUS_STATE:
5385 gameseq_pop_state();
5388 case GS_EVENT_TOGGLE_FULLSCREEN:
5389 #ifndef HARDWARE_ONLY
5391 if ( gr_screen.mode == GR_SOFTWARE ) {
5392 gr_init( GR_640, GR_DIRECTDRAW );
5393 } else if ( gr_screen.mode == GR_DIRECTDRAW ) {
5394 gr_init( GR_640, GR_SOFTWARE );
5400 case GS_EVENT_TOGGLE_GLIDE:
5402 if ( gr_screen.mode != GR_GLIDE ) {
5403 gr_init( GR_640, GR_GLIDE );
5405 gr_init( GR_640, GR_SOFTWARE );
5410 case GS_EVENT_LOAD_MISSION_MENU:
5411 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5414 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5415 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5418 case GS_EVENT_HUD_CONFIG:
5419 gameseq_push_state( GS_STATE_HUD_CONFIG );
5422 case GS_EVENT_CONTROL_CONFIG:
5423 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5426 case GS_EVENT_DEATH_DIED:
5427 gameseq_set_state( GS_STATE_DEATH_DIED );
5430 case GS_EVENT_DEATH_BLEW_UP:
5431 if ( current_state == GS_STATE_DEATH_DIED ) {
5432 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5433 event_music_player_death();
5435 // multiplayer clients set their extra check here
5436 if(Game_mode & GM_MULTIPLAYER){
5437 // set the multi died absolute last chance check
5438 Player_multi_died_check = time(NULL);
5441 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5445 case GS_EVENT_NEW_CAMPAIGN:
5446 if (!mission_load_up_campaign()){
5447 readyroom_continue_campaign();
5450 Player_multi_died_check = -1;
5453 case GS_EVENT_CAMPAIGN_CHEAT:
5454 if (!mission_load_up_campaign()){
5456 // bash campaign value
5457 extern char Main_hall_campaign_cheat[512];
5460 // look for the mission
5461 for(idx=0; idx<Campaign.num_missions; idx++){
5462 if(!stricmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5463 Campaign.next_mission = idx;
5464 Campaign.prev_mission = idx - 1;
5471 readyroom_continue_campaign();
5474 Player_multi_died_check = -1;
5477 case GS_EVENT_CAMPAIGN_ROOM:
5478 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5481 case GS_EVENT_CMD_BRIEF:
5482 gameseq_set_state(GS_STATE_CMD_BRIEF);
5485 case GS_EVENT_RED_ALERT:
5486 gameseq_set_state(GS_STATE_RED_ALERT);
5489 case GS_EVENT_CREDITS:
5490 gameseq_set_state( GS_STATE_CREDITS );
5493 case GS_EVENT_VIEW_MEDALS:
5494 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5497 case GS_EVENT_SHOW_GOALS:
5498 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5501 case GS_EVENT_HOTKEY_SCREEN:
5502 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5505 // multiplayer stuff follow these comments
5507 case GS_EVENT_MULTI_JOIN_GAME:
5508 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5511 case GS_EVENT_MULTI_HOST_SETUP:
5512 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5515 case GS_EVENT_MULTI_CLIENT_SETUP:
5516 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5519 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5520 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5523 case GS_EVENT_MULTI_STD_WAIT:
5524 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5527 case GS_EVENT_STANDALONE_MAIN:
5528 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5531 case GS_EVENT_MULTI_PAUSE:
5532 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5535 case GS_EVENT_INGAME_PRE_JOIN:
5536 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5539 case GS_EVENT_EVENT_DEBUG:
5540 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5543 // Start a warpout where player automatically goes 70 no matter what
5544 // and can't cancel out of it.
5545 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5546 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5548 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5549 Player->saved_viewer_mode = Viewer_mode;
5550 Player->control_mode = PCM_WARPOUT_STAGE1;
5551 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5552 Warpout_time = 0.0f; // Start timer!
5555 case GS_EVENT_PLAYER_WARPOUT_START:
5556 if ( Player->control_mode != PCM_NORMAL ) {
5557 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5559 Player->saved_viewer_mode = Viewer_mode;
5560 Player->control_mode = PCM_WARPOUT_STAGE1;
5561 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5562 Warpout_time = 0.0f; // Start timer!
5563 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5567 case GS_EVENT_PLAYER_WARPOUT_STOP:
5568 if ( Player->control_mode != PCM_NORMAL ) {
5569 if ( !Warpout_forced ) { // cannot cancel forced warpout
5570 Player->control_mode = PCM_NORMAL;
5571 Viewer_mode = Player->saved_viewer_mode;
5572 hud_subspace_notify_abort();
5573 mprintf(( "Player put back to normal mode.\n" ));
5574 if ( Warpout_sound > -1 ) {
5575 snd_stop( Warpout_sound );
5582 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5583 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5584 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5585 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5587 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5588 shipfx_warpout_start( Player_obj );
5589 Player->control_mode = PCM_WARPOUT_STAGE2;
5590 Player->saved_viewer_mode = Viewer_mode;
5591 Viewer_mode |= VM_WARP_CHASE;
5593 vector tmp = Player_obj->pos;
5595 ship_get_eye( &tmp, &tmp_m, Player_obj );
5596 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5597 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5598 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5600 camera_set_position( &tmp );
5601 camera_set_orient( &Player_obj->orient );
5602 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5604 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5605 camera_set_velocity( &tmp_vel, 1);
5609 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5610 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5611 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5612 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5614 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5615 Player->control_mode = PCM_WARPOUT_STAGE3;
5619 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5620 mprintf(( "Player warped out. Going to debriefing!\n" ));
5621 Player->control_mode = PCM_NORMAL;
5622 Viewer_mode = Player->saved_viewer_mode;
5625 // we have a special debriefing screen for multiplayer furballs
5626 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5627 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5629 // do the normal debriefing for all other situations
5631 gameseq_post_event(GS_EVENT_DEBRIEF);
5635 case GS_EVENT_STANDALONE_POSTGAME:
5636 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5639 case GS_EVENT_INITIAL_PLAYER_SELECT:
5640 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5643 case GS_EVENT_GAME_INIT:
5644 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5645 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5647 // see if the command line option has been set to use the last pilot, and act acoordingly
5648 if( player_select_get_last_pilot() ) {
5649 // always enter the main menu -- do the automatic network startup stuff elsewhere
5650 // so that we still have valid checks for networking modes, etc.
5651 gameseq_set_state(GS_STATE_MAIN_MENU);
5653 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5658 case GS_EVENT_MULTI_MISSION_SYNC:
5659 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5662 case GS_EVENT_MULTI_START_GAME:
5663 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5666 case GS_EVENT_MULTI_HOST_OPTIONS:
5667 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5670 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5671 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5674 case GS_EVENT_TEAM_SELECT:
5675 gameseq_set_state(GS_STATE_TEAM_SELECT);
5678 case GS_EVENT_END_CAMPAIGN:
5679 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5682 case GS_EVENT_END_DEMO:
5683 gameseq_set_state(GS_STATE_END_DEMO);
5686 case GS_EVENT_LOOP_BRIEF:
5687 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5696 // Called when a state is being left.
5697 // The current state is still at old_state, but as soon as
5698 // this function leaves, then the current state will become
5699 // new state. You should never try to change the state
5700 // in here... if you think you need to, you probably really
5701 // need to post an event, not change the state.
5702 void game_leave_state( int old_state, int new_state )
5704 int end_mission = 1;
5706 switch (new_state) {
5707 case GS_STATE_GAME_PAUSED:
5708 case GS_STATE_DEBUG_PAUSED:
5709 case GS_STATE_OPTIONS_MENU:
5710 case GS_STATE_CONTROL_CONFIG:
5711 case GS_STATE_MISSION_LOG_SCROLLBACK:
5712 case GS_STATE_DEATH_DIED:
5713 case GS_STATE_SHOW_GOALS:
5714 case GS_STATE_HOTKEY_SCREEN:
5715 case GS_STATE_MULTI_PAUSED:
5716 case GS_STATE_TRAINING_PAUSED:
5717 case GS_STATE_EVENT_DEBUG:
5718 case GS_STATE_GAMEPLAY_HELP:
5719 end_mission = 0; // these events shouldn't end a mission
5723 switch (old_state) {
5724 case GS_STATE_BRIEFING:
5725 brief_stop_voices();
5726 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5727 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5728 && (new_state != GS_STATE_TEAM_SELECT) ){
5729 common_select_close();
5730 if ( new_state == GS_STATE_MAIN_MENU ) {
5731 freespace_stop_mission();
5735 // COMMAND LINE OPTION
5736 if (Cmdline_multi_stream_chat_to_file){
5737 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5738 cfclose(Multi_chat_stream);
5742 case GS_STATE_DEBRIEF:
5743 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5748 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5749 multi_df_debrief_close();
5752 case GS_STATE_LOAD_MISSION_MENU:
5753 mission_load_menu_close();
5756 case GS_STATE_SIMULATOR_ROOM:
5760 case GS_STATE_CAMPAIGN_ROOM:
5761 campaign_room_close();
5764 case GS_STATE_CMD_BRIEF:
5765 if (new_state == GS_STATE_OPTIONS_MENU) {
5770 if (new_state == GS_STATE_MAIN_MENU)
5771 freespace_stop_mission();
5776 case GS_STATE_RED_ALERT:
5780 case GS_STATE_SHIP_SELECT:
5781 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5782 new_state != GS_STATE_HOTKEY_SCREEN &&
5783 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5784 common_select_close();
5785 if ( new_state == GS_STATE_MAIN_MENU ) {
5786 freespace_stop_mission();
5791 case GS_STATE_WEAPON_SELECT:
5792 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5793 new_state != GS_STATE_HOTKEY_SCREEN &&
5794 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5795 common_select_close();
5796 if ( new_state == GS_STATE_MAIN_MENU ) {
5797 freespace_stop_mission();
5802 case GS_STATE_TEAM_SELECT:
5803 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5804 new_state != GS_STATE_HOTKEY_SCREEN &&
5805 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5806 common_select_close();
5807 if ( new_state == GS_STATE_MAIN_MENU ) {
5808 freespace_stop_mission();
5813 case GS_STATE_MAIN_MENU:
5814 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5821 case GS_STATE_OPTIONS_MENU:
5822 //game_start_time();
5823 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5824 multi_join_clear_game_list();
5826 options_menu_close();
5829 case GS_STATE_BARRACKS_MENU:
5830 if(new_state != GS_STATE_VIEW_MEDALS){
5835 case GS_STATE_MISSION_LOG_SCROLLBACK:
5836 hud_scrollback_close();
5839 case GS_STATE_TRAINING_MENU:
5840 training_menu_close();
5843 case GS_STATE_GAME_PLAY:
5844 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5845 player_save_target_and_weapon_link_prefs();
5846 game_stop_looped_sounds();
5849 sound_env_disable();
5850 joy_ff_stop_effects();
5852 // stop game time under certain conditions
5853 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5858 // shut down any recording or playing demos
5863 // when in multiplayer and going back to the main menu, send a leave game packet
5864 // right away (before calling stop mission). stop_mission was taking to long to
5865 // close mission down and I want people to get notified ASAP.
5866 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5867 multi_quit_game(PROMPT_NONE);
5870 freespace_stop_mission();
5871 Game_time_compression = F1_0;
5875 case GS_STATE_TECH_MENU:
5879 case GS_STATE_TRAINING_PAUSED:
5880 Training_num_lines = 0;
5881 // fall through to GS_STATE_GAME_PAUSED
5883 case GS_STATE_GAME_PAUSED:
5885 if ( end_mission ) {
5890 case GS_STATE_DEBUG_PAUSED:
5893 pause_debug_close();
5897 case GS_STATE_HUD_CONFIG:
5901 // join/start a game
5902 case GS_STATE_MULTI_JOIN_GAME:
5903 if(new_state != GS_STATE_OPTIONS_MENU){
5904 multi_join_game_close();
5908 case GS_STATE_MULTI_HOST_SETUP:
5909 case GS_STATE_MULTI_CLIENT_SETUP:
5910 // if this is just the host going into the options screen, don't do anything
5911 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5915 // close down the proper state
5916 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5917 multi_create_game_close();
5919 multi_game_client_setup_close();
5922 // COMMAND LINE OPTION
5923 if (Cmdline_multi_stream_chat_to_file){
5924 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5925 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5926 cfclose(Multi_chat_stream);
5931 case GS_STATE_CONTROL_CONFIG:
5932 control_config_close();
5935 case GS_STATE_DEATH_DIED:
5936 Game_mode &= ~GM_DEAD_DIED;
5938 // early end while respawning or blowing up in a multiplayer game
5939 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5941 freespace_stop_mission();
5945 case GS_STATE_DEATH_BLEW_UP:
5946 Game_mode &= ~GM_DEAD_BLEW_UP;
5948 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5949 // to determine if I should do anything.
5950 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5952 freespace_stop_mission();
5955 // if we are not respawing as an observer or as a player, our new state will not
5956 // be gameplay state.
5957 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5958 game_stop_time(); // hasn't been called yet!!
5959 freespace_stop_mission();
5965 case GS_STATE_CREDITS:
5969 case GS_STATE_VIEW_MEDALS:
5973 case GS_STATE_SHOW_GOALS:
5974 mission_show_goals_close();
5977 case GS_STATE_HOTKEY_SCREEN:
5978 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5979 mission_hotkey_close();
5983 case GS_STATE_MULTI_MISSION_SYNC:
5984 // if we're moving into the options menu, don't do anything
5985 if(new_state == GS_STATE_OPTIONS_MENU){
5989 Assert( Game_mode & GM_MULTIPLAYER );
5991 if ( new_state == GS_STATE_GAME_PLAY ){
5992 // palette_restore_palette();
5994 // change a couple of flags to indicate our state!!!
5995 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5996 send_netplayer_update_packet();
5998 // set the game mode
5999 Game_mode |= GM_IN_MISSION;
6003 case GS_STATE_VIEW_CUTSCENES:
6004 cutscenes_screen_close();
6007 case GS_STATE_MULTI_STD_WAIT:
6008 multi_standalone_wait_close();
6011 case GS_STATE_STANDALONE_MAIN:
6012 standalone_main_close();
6013 if(new_state == GS_STATE_MULTI_STD_WAIT){
6014 init_multiplayer_stats();
6018 case GS_STATE_MULTI_PAUSED:
6019 // if ( end_mission ){
6024 case GS_STATE_INGAME_PRE_JOIN:
6025 multi_ingame_select_close();
6028 case GS_STATE_STANDALONE_POSTGAME:
6029 multi_standalone_postgame_close();
6032 case GS_STATE_INITIAL_PLAYER_SELECT:
6033 player_select_close();
6036 case GS_STATE_MULTI_START_GAME:
6037 multi_start_game_close();
6040 case GS_STATE_MULTI_HOST_OPTIONS:
6041 multi_host_options_close();
6044 case GS_STATE_END_OF_CAMPAIGN:
6045 mission_campaign_end_close();
6048 case GS_STATE_LOOP_BRIEF:
6054 // Called when a state is being entered.
6055 // The current state is set to the state we're entering at
6056 // this point, and old_state is set to the state we're coming
6057 // from. You should never try to change the state
6058 // in here... if you think you need to, you probably really
6059 // need to post an event, not change the state.
6061 void game_enter_state( int old_state, int new_state )
6063 switch (new_state) {
6064 case GS_STATE_MAIN_MENU:
6065 // in multiplayer mode, be sure that we are not doing networking anymore.
6066 if ( Game_mode & GM_MULTIPLAYER ) {
6067 Assert( Net_player != NULL );
6068 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
6071 Game_time_compression = F1_0;
6073 // determine which ship this guy is currently based on
6074 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6077 if (Player->on_bastion) {
6085 case GS_STATE_BRIEFING:
6086 main_hall_stop_music();
6087 main_hall_stop_ambient();
6089 if (Game_mode & GM_NORMAL) {
6090 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6091 // MWA: or from options or hotkey screens
6092 // JH: or if the command brief state already did this
6093 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6094 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
6095 && (old_state != GS_STATE_CMD_BRIEF) ) {
6096 if ( !game_start_mission() ) // this should put us into a new state on failure!
6100 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6101 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6102 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6104 Game_time_compression = F1_0;
6106 if ( red_alert_mission() ) {
6107 gameseq_post_event(GS_EVENT_RED_ALERT);
6114 case GS_STATE_DEBRIEF:
6115 game_stop_looped_sounds();
6116 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
6117 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
6122 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6123 multi_df_debrief_init();
6126 case GS_STATE_LOAD_MISSION_MENU:
6127 mission_load_menu_init();
6130 case GS_STATE_SIMULATOR_ROOM:
6134 case GS_STATE_CAMPAIGN_ROOM:
6135 campaign_room_init();
6138 case GS_STATE_RED_ALERT:
6139 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6143 case GS_STATE_CMD_BRIEF: {
6144 int team_num = 0; // team number used as index for which cmd brief to use.
6146 if (old_state == GS_STATE_OPTIONS_MENU) {
6150 main_hall_stop_music();
6151 main_hall_stop_ambient();
6153 if (Game_mode & GM_NORMAL) {
6154 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6155 // MWA: or from options or hotkey screens
6156 // JH: or if the command brief state already did this
6157 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6158 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
6159 if ( !game_start_mission() ) // this should put us into a new state on failure!
6164 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6165 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6166 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6168 cmd_brief_init(team_num);
6174 case GS_STATE_SHIP_SELECT:
6178 case GS_STATE_WEAPON_SELECT:
6179 weapon_select_init();
6182 case GS_STATE_TEAM_SELECT:
6186 case GS_STATE_GAME_PAUSED:
6191 case GS_STATE_DEBUG_PAUSED:
6192 // game_stop_time();
6193 // os_set_title("FreeSpace - PAUSED");
6196 case GS_STATE_TRAINING_PAUSED:
6203 case GS_STATE_OPTIONS_MENU:
6205 options_menu_init();
6208 case GS_STATE_GAME_PLAY:
6209 // coming from the gameplay state or the main menu, we might need to load the mission
6210 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6211 if ( !game_start_mission() ) // this should put us into a new state.
6216 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6217 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6218 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6219 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6220 (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)) ) {
6221 // JAS: Used to do all paging here.
6225 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6229 main_hall_stop_music();
6230 main_hall_stop_ambient();
6231 event_music_first_pattern(); // start the first pattern
6234 // special code that restores player ship selection and weapons loadout when doing a quick start
6235 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6236 if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
6237 wss_direct_restore_loadout();
6241 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6242 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6243 event_music_first_pattern(); // start the first pattern
6246 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6247 event_music_first_pattern(); // start the first pattern
6249 player_restore_target_and_weapon_link_prefs();
6251 Game_mode |= GM_IN_MISSION;
6254 // required to truely make mouse deltas zeroed in debug mouse code
6255 void mouse_force_pos(int x, int y);
6256 if (!Is_standalone) {
6257 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6263 // only start time if in single player, or coming from multi wait state
6266 (Game_mode & GM_NORMAL) &&
6267 (old_state != GS_STATE_VIEW_CUTSCENES)
6269 (Game_mode & GM_MULTIPLAYER) && (
6270 (old_state == GS_STATE_MULTI_PAUSED) ||
6271 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6277 // when coming from the multi paused state, reset the timestamps
6278 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6279 multi_reset_timestamps();
6282 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6283 // initialize all object update details
6284 multi_oo_gameplay_init();
6287 // under certain circumstances, the server should reset the object update rate limiting stuff
6288 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6289 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6291 // reinitialize the rate limiting system for all clients
6292 multi_oo_rate_init_all();
6295 // multiplayer clients should always re-initialize their control info rate limiting system
6296 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6297 multi_oo_rate_init_all();
6301 if(Game_mode & GM_MULTIPLAYER){
6302 multi_ping_reset_players();
6305 Game_subspace_effect = 0;
6306 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6307 Game_subspace_effect = 1;
6308 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6309 game_start_subspace_ambient_sound();
6313 sound_env_set(&Game_sound_env);
6314 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6316 // clear multiplayer button info i
6317 extern button_info Multi_ship_status_bi;
6318 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6321 case GS_STATE_HUD_CONFIG:
6325 case GS_STATE_MULTI_JOIN_GAME:
6326 multi_join_clear_game_list();
6328 if (old_state != GS_STATE_OPTIONS_MENU) {
6329 multi_join_game_init();
6334 case GS_STATE_MULTI_HOST_SETUP:
6335 // don't reinitialize if we're coming back from the host options screen
6336 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6337 multi_create_game_init();
6342 case GS_STATE_MULTI_CLIENT_SETUP:
6343 if (old_state != GS_STATE_OPTIONS_MENU) {
6344 multi_game_client_setup_init();
6349 case GS_STATE_CONTROL_CONFIG:
6350 control_config_init();
6353 case GS_STATE_TECH_MENU:
6357 case GS_STATE_BARRACKS_MENU:
6358 if(old_state != GS_STATE_VIEW_MEDALS){
6363 case GS_STATE_MISSION_LOG_SCROLLBACK:
6364 hud_scrollback_init();
6367 case GS_STATE_DEATH_DIED:
6368 Player_died_time = timestamp(10);
6370 if(!(Game_mode & GM_MULTIPLAYER)){
6371 player_show_death_message();
6373 Game_mode |= GM_DEAD_DIED;
6376 case GS_STATE_DEATH_BLEW_UP:
6377 if ( !popupdead_is_active() ) {
6378 Player_ai->target_objnum = -1;
6381 // stop any local EMP effect
6384 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6385 Game_mode |= GM_DEAD_BLEW_UP;
6386 Show_viewing_from_self = 0;
6388 // timestamp how long we should wait before displaying the died popup
6389 if ( !popupdead_is_active() ) {
6390 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6394 case GS_STATE_GAMEPLAY_HELP:
6395 gameplay_help_init();
6398 case GS_STATE_CREDITS:
6399 main_hall_stop_music();
6400 main_hall_stop_ambient();
6404 case GS_STATE_VIEW_MEDALS:
6405 medal_main_init(Player);
6408 case GS_STATE_SHOW_GOALS:
6409 mission_show_goals_init();
6412 case GS_STATE_HOTKEY_SCREEN:
6413 mission_hotkey_init();
6416 case GS_STATE_MULTI_MISSION_SYNC:
6417 // if we're coming from the options screen, don't do any
6418 if(old_state == GS_STATE_OPTIONS_MENU){
6422 switch(Multi_sync_mode){
6423 case MULTI_SYNC_PRE_BRIEFING:
6424 // if moving from game forming to the team select state
6427 case MULTI_SYNC_POST_BRIEFING:
6428 // if moving from briefing into the mission itself
6431 // tell everyone that we're now loading data
6432 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6433 send_netplayer_update_packet();
6435 // JAS: Used to do all paging here!!!!
6437 Net_player->state = NETPLAYER_STATE_WAITING;
6438 send_netplayer_update_packet();
6440 Game_time_compression = F1_0;
6442 case MULTI_SYNC_INGAME:
6448 case GS_STATE_VIEW_CUTSCENES:
6449 cutscenes_screen_init();
6452 case GS_STATE_MULTI_STD_WAIT:
6453 multi_standalone_wait_init();
6456 case GS_STATE_STANDALONE_MAIN:
6457 // don't initialize if we're coming from one of these 2 states unless there are no
6458 // players left (reset situation)
6459 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6460 standalone_main_init();
6464 case GS_STATE_MULTI_PAUSED:
6468 case GS_STATE_INGAME_PRE_JOIN:
6469 multi_ingame_select_init();
6472 case GS_STATE_STANDALONE_POSTGAME:
6473 multi_standalone_postgame_init();
6476 case GS_STATE_INITIAL_PLAYER_SELECT:
6477 player_select_init();
6480 case GS_STATE_MULTI_START_GAME:
6481 multi_start_game_init();
6484 case GS_STATE_MULTI_HOST_OPTIONS:
6485 multi_host_options_init();
6488 case GS_STATE_END_OF_CAMPAIGN:
6489 mission_campaign_end_init();
6492 case GS_STATE_LOOP_BRIEF:
6499 // do stuff that may need to be done regardless of state
6500 void game_do_state_common(int state,int no_networking)
6502 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6503 snd_do_frame(); // update sound system
6504 event_music_do_frame(); // music needs to play across many states
6506 multi_log_process();
6508 if (no_networking) {
6512 // maybe do a multiplayer frame based on game mode and state type
6513 if (Game_mode & GM_MULTIPLAYER) {
6515 case GS_STATE_OPTIONS_MENU:
6516 case GS_STATE_GAMEPLAY_HELP:
6517 case GS_STATE_HOTKEY_SCREEN:
6518 case GS_STATE_HUD_CONFIG:
6519 case GS_STATE_CONTROL_CONFIG:
6520 case GS_STATE_MISSION_LOG_SCROLLBACK:
6521 case GS_STATE_SHOW_GOALS:
6522 case GS_STATE_VIEW_CUTSCENES:
6523 case GS_STATE_EVENT_DEBUG:
6524 multi_maybe_do_frame();
6528 game_do_networking();
6532 // Called once a frame.
6533 // You should never try to change the state
6534 // in here... if you think you need to, you probably really
6535 // need to post an event, not change the state.
6536 int Game_do_state_should_skip = 0;
6537 void game_do_state(int state)
6539 // always lets the do_state_common() function determine if the state should be skipped
6540 Game_do_state_should_skip = 0;
6542 // legal to set the should skip state anywhere in this function
6543 game_do_state_common(state); // do stuff that may need to be done regardless of state
6545 if(Game_do_state_should_skip){
6550 case GS_STATE_MAIN_MENU:
6551 game_set_frametime(GS_STATE_MAIN_MENU);
6552 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6555 main_hall_do(flFrametime);
6559 case GS_STATE_OPTIONS_MENU:
6560 game_set_frametime(GS_STATE_OPTIONS_MENU);
6561 options_menu_do_frame(flFrametime);
6564 case GS_STATE_BARRACKS_MENU:
6565 game_set_frametime(GS_STATE_BARRACKS_MENU);
6566 barracks_do_frame(flFrametime);
6569 case GS_STATE_TRAINING_MENU:
6570 game_set_frametime(GS_STATE_TRAINING_MENU);
6571 training_menu_do_frame(flFrametime);
6574 case GS_STATE_TECH_MENU:
6575 game_set_frametime(GS_STATE_TECH_MENU);
6576 techroom_do_frame(flFrametime);
6579 case GS_STATE_GAMEPLAY_HELP:
6580 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6581 gameplay_help_do_frame(flFrametime);
6584 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6588 case GS_STATE_GAME_PAUSED:
6592 case GS_STATE_DEBUG_PAUSED:
6594 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6599 case GS_STATE_TRAINING_PAUSED:
6600 game_training_pause_do();
6603 case GS_STATE_LOAD_MISSION_MENU:
6604 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6605 mission_load_menu_do();
6608 case GS_STATE_BRIEFING:
6609 game_set_frametime(GS_STATE_BRIEFING);
6610 brief_do_frame(flFrametime);
6613 case GS_STATE_DEBRIEF:
6614 game_set_frametime(GS_STATE_DEBRIEF);
6615 debrief_do_frame(flFrametime);
6618 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6619 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6620 multi_df_debrief_do();
6623 case GS_STATE_SHIP_SELECT:
6624 game_set_frametime(GS_STATE_SHIP_SELECT);
6625 ship_select_do(flFrametime);
6628 case GS_STATE_WEAPON_SELECT:
6629 game_set_frametime(GS_STATE_WEAPON_SELECT);
6630 weapon_select_do(flFrametime);
6633 case GS_STATE_MISSION_LOG_SCROLLBACK:
6634 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6635 hud_scrollback_do_frame(flFrametime);
6638 case GS_STATE_HUD_CONFIG:
6639 game_set_frametime(GS_STATE_HUD_CONFIG);
6640 hud_config_do_frame(flFrametime);
6643 case GS_STATE_MULTI_JOIN_GAME:
6644 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6645 multi_join_game_do_frame();
6648 case GS_STATE_MULTI_HOST_SETUP:
6649 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6650 multi_create_game_do();
6653 case GS_STATE_MULTI_CLIENT_SETUP:
6654 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6655 multi_game_client_setup_do_frame();
6658 case GS_STATE_CONTROL_CONFIG:
6659 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6660 control_config_do_frame(flFrametime);
6663 case GS_STATE_DEATH_DIED:
6667 case GS_STATE_DEATH_BLEW_UP:
6671 case GS_STATE_SIMULATOR_ROOM:
6672 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6673 sim_room_do_frame(flFrametime);
6676 case GS_STATE_CAMPAIGN_ROOM:
6677 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6678 campaign_room_do_frame(flFrametime);
6681 case GS_STATE_RED_ALERT:
6682 game_set_frametime(GS_STATE_RED_ALERT);
6683 red_alert_do_frame(flFrametime);
6686 case GS_STATE_CMD_BRIEF:
6687 game_set_frametime(GS_STATE_CMD_BRIEF);
6688 cmd_brief_do_frame(flFrametime);
6691 case GS_STATE_CREDITS:
6692 game_set_frametime(GS_STATE_CREDITS);
6693 credits_do_frame(flFrametime);
6696 case GS_STATE_VIEW_MEDALS:
6697 game_set_frametime(GS_STATE_VIEW_MEDALS);
6701 case GS_STATE_SHOW_GOALS:
6702 game_set_frametime(GS_STATE_SHOW_GOALS);
6703 mission_show_goals_do_frame(flFrametime);
6706 case GS_STATE_HOTKEY_SCREEN:
6707 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6708 mission_hotkey_do_frame(flFrametime);
6711 case GS_STATE_VIEW_CUTSCENES:
6712 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6713 cutscenes_screen_do_frame();
6716 case GS_STATE_MULTI_STD_WAIT:
6717 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6718 multi_standalone_wait_do();
6721 case GS_STATE_STANDALONE_MAIN:
6722 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6723 standalone_main_do();
6726 case GS_STATE_MULTI_PAUSED:
6727 game_set_frametime(GS_STATE_MULTI_PAUSED);
6731 case GS_STATE_TEAM_SELECT:
6732 game_set_frametime(GS_STATE_TEAM_SELECT);
6736 case GS_STATE_INGAME_PRE_JOIN:
6737 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6738 multi_ingame_select_do();
6741 case GS_STATE_EVENT_DEBUG:
6743 game_set_frametime(GS_STATE_EVENT_DEBUG);
6744 game_show_event_debug(flFrametime);
6748 case GS_STATE_STANDALONE_POSTGAME:
6749 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6750 multi_standalone_postgame_do();
6753 case GS_STATE_INITIAL_PLAYER_SELECT:
6754 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6758 case GS_STATE_MULTI_MISSION_SYNC:
6759 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6763 case GS_STATE_MULTI_START_GAME:
6764 game_set_frametime(GS_STATE_MULTI_START_GAME);
6765 multi_start_game_do();
6768 case GS_STATE_MULTI_HOST_OPTIONS:
6769 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6770 multi_host_options_do();
6773 case GS_STATE_END_OF_CAMPAIGN:
6774 mission_campaign_end_do();
6777 case GS_STATE_END_DEMO:
6778 game_set_frametime(GS_STATE_END_DEMO);
6779 end_demo_campaign_do();
6782 case GS_STATE_LOOP_BRIEF:
6783 game_set_frametime(GS_STATE_LOOP_BRIEF);
6787 } // end switch(gs_current_state)
6791 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6792 int game_do_ram_check(int ram_in_mbytes)
6794 if ( ram_in_mbytes < 30 ) {
6795 int allowed_to_run = 1;
6796 if ( ram_in_mbytes < 25 ) {
6802 if ( allowed_to_run ) {
6803 SDL_MessageBoxData mboxd;
6804 SDL_MessageBoxButtonData mboxbuttons[2];
6807 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);
6809 mboxbuttons[0].buttonid = 0;
6810 mboxbuttons[0].text = XSTR("Ok", 503);
6811 mboxbuttons[0].flags = 0;
6813 mboxbuttons[1].buttonid = 1;
6814 mboxbuttons[1].text = XSTR("Cancel", 504);
6815 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6817 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6818 mboxd.title = XSTR( "Not Enough RAM", 194);
6819 mboxd.message = tmp;
6820 mboxd.numbuttons = 2;
6821 mboxd.buttons = mboxbuttons;
6822 mboxd.window = NULL;
6823 mboxd.colorScheme = NULL;
6825 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6827 if ( msgbox_rval == 1 ) {
6831 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);
6833 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6842 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6843 // If so, copy it over and remove the update directory.
6844 void game_maybe_update_launcher(char *exe_dir)
6847 char src_filename[MAX_PATH];
6848 char dest_filename[MAX_PATH];
6850 strcpy(src_filename, exe_dir);
6851 strcat(src_filename, NOX("\\update\\freespace.exe"));
6853 strcpy(dest_filename, exe_dir);
6854 strcat(dest_filename, NOX("\\freespace.exe"));
6856 // see if src_filename exists
6858 fp = fopen(src_filename, "rb");
6864 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6866 // copy updated freespace.exe to freespace exe dir
6867 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6868 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6872 // delete the file in the update directory
6873 DeleteFile(src_filename);
6875 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6876 char update_dir[MAX_PATH];
6877 strcpy(update_dir, exe_dir);
6878 strcat(update_dir, NOX("\\update"));
6879 RemoveDirectory(update_dir);
6885 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6889 int sub_total_destroyed = 0;
6893 // get the total for all his children
6894 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6895 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6898 // find the # of faces for this _individual_ object
6899 total = submodel_get_num_polys(model_num, sm);
6900 if(strstr(pm->submodel[sm].name, "-destroyed")){
6901 sub_total_destroyed = total;
6905 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6908 *out_total += total + sub_total;
6909 *out_destroyed_total += sub_total_destroyed;
6912 #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);
6913 void game_spew_pof_info()
6915 char *pof_list[1000];
6918 int idx, model_num, i, j;
6920 int total, root_total, model_total, destroyed_total, counted;
6924 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6926 // spew info on all the pofs
6932 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6937 for(idx=0; idx<num_files; idx++, counted++){
6938 sprintf(str, "%s.pof", pof_list[idx]);
6939 model_num = model_load(str, 0, NULL);
6941 pm = model_get(model_num);
6943 // if we have a real model
6948 // go through and print all raw submodels
6949 cfputs("RAW\n", out);
6952 for (i=0; i<pm->n_models; i++) {
6953 total = submodel_get_num_polys(model_num, i);
6955 model_total += total;
6956 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6959 sprintf(str, "Model total %d\n", model_total);
6962 // now go through and do it by LOD
6963 cfputs("BY LOD\n\n", out);
6964 for(i=0; i<pm->n_detail_levels; i++){
6965 sprintf(str, "LOD %d\n", i);
6969 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6971 destroyed_total = 0;
6972 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6973 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6976 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6979 sprintf(str, "TOTAL: %d\n", total + root_total);
6981 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6983 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6986 cfputs("------------------------------------------------------------------------\n\n", out);
6990 if(counted >= MAX_POLYGON_MODELS - 5){
7003 game_spew_pof_info();
7006 int PASCAL WinMainSub(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
7011 // Don't let more than one instance of Freespace run.
7012 HWND hwnd = FindWindow( NOX( "FreeSpaceClass" ), NULL );
7014 SetForegroundWindow(hwnd);
7019 // Find out how much RAM is on this machine
7020 int total_ram = SDL_GetSystemRAM();
7022 if ( game_do_ram_check(total_ram) == -1 ) {
7026 if (!vm_init(24*1024*1024)) {
7027 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);
7031 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
7033 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);
7040 /* this code doesn't work, and we will hit an error about being unable to load the direct draw
7041 dll before we get here anyway if it's not installed (unless we load it manually, which doesn't
7042 seem worth bothering with.
7046 lResult = RegOpenKeyEx(
7047 HKEY_LOCAL_MACHINE, // Where it is
7048 "Software\\Microsoft\\DirectX", // name of key
7049 NULL, // DWORD reserved
7050 KEY_QUERY_VALUE, // Allows all changes
7051 &hKey // Location to store key
7054 if (lResult == ERROR_SUCCESS) {
7056 DWORD dwType, dwLen;
7059 lResult = RegQueryValueEx(
7060 hKey, // Handle to key
7061 "Version", // The values name
7062 NULL, // DWORD reserved
7063 &dwType, // What kind it is
7064 (ubyte *) version, // value to set
7065 &dwLen // How many bytes to set
7068 if (lResult == ERROR_SUCCESS) {
7069 dx_version = atoi(strstr(version, ".") + 1);
7073 DWORD dwType, dwLen;
7076 lResult = RegQueryValueEx(
7077 hKey, // Handle to key
7078 "InstalledVersion", // The values name
7079 NULL, // DWORD reserved
7080 &dwType, // What kind it is
7081 (ubyte *) &val, // value to set
7082 &dwLen // How many bytes to set
7085 if (lResult == ERROR_SUCCESS) {
7093 if (dx_version < 3) {
7094 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can get the\n"
7095 "latest version of DirectX at:\n\n"
7096 "http://www.microsoft.com/msdownload/directx/dxf/enduser5.0/default.htm", "DirectX required", MB_OK);
7098 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can install\n"
7099 "DirectX 5.2 by pressing the 'Install DirectX' button on the FreeSpace Launcher", "DirectX required", MB_OK);
7107 extern void windebug_memwatch_init();
7108 windebug_memwatch_init();
7116 mprintf(("Total RAM: %dMB\n", total_ram));
7117 mprintf(("Command line: %s\n", szCmdLine));
7119 parse_cmdline(szCmdLine);
7121 #ifdef STANDALONE_ONLY_BUILD
7123 nprintf(("Network", "Standalone running"));
7126 nprintf(("Network", "Standalone running"));
7134 // maybe spew pof stuff
7135 if(Cmdline_spew_pof_info){
7136 game_spew_pof_info();
7141 // non-demo, non-standalone, play the intro movie
7147 // to avoid crashes on debug build
7148 for (i=0; i<5; i++) {
7152 if( (cf_get_file_list(2, plist, CF_TYPE_MULTI_PLAYERS, NOX("*.plr")) <= 0) && (cf_get_file_list(2, plist, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr")) <= 0) ){
7154 #if defined(OEM_BUILD)
7155 game_do_cd_check_specific(FS_CDROM_VOLUME_1, 1);
7157 game_do_cd_check_specific(FS_CDROM_VOLUME_2, 2);
7158 #endif // defined(OEM_BUILD)
7161 for (int i=0; i<5; i++) {
7162 if (plist[i] != NULL) {
7167 #endif // RELEASE_REAL
7170 if ( !Is_standalone ) {
7172 // release -- movies always play
7175 // 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
7176 movie_play( NOX("intro.mve"), 0 );
7178 // debug version, movie will only play with -showmovies
7179 #elif !defined(NDEBUG)
7181 movie_play( NOX("intro.mve"), 0);
7184 if ( Cmdline_show_movies )
7185 movie_play( NOX("intro.mve"), 0 );
7194 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
7196 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
7200 // only important for non THREADED mode
7203 state = gameseq_process_events();
7204 if ( state == GS_STATE_QUIT_GAME ){
7209 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7211 demo_upsell_show_screens();
7213 #elif defined(OEM_BUILD)
7214 // show upsell screens on exit
7215 oem_upsell_show_screens();
7222 int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
7228 result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow);
7230 __except(RecordExceptionInfo(GetExceptionInformation(), "Freespace 2 Main Thread"))
7232 // Do nothing here - RecordExceptionInfo() has already done
7233 // everything that is needed. Actually this code won't even
7234 // get called unless you return EXCEPTION_EXECUTE_HANDLER from
7235 // the __except clause.
7239 nprintf(("WinMain", "exceptions shall fall through"));
7241 result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow);
7247 // launcher the fslauncher program on exit
7248 void game_launch_launcher_on_exit()
7252 PROCESS_INFORMATION pi;
7253 char cmd_line[2048];
7254 char original_path[1024] = "";
7256 memset( &si, 0, sizeof(STARTUPINFO) );
7260 _getcwd(original_path, 1023);
7262 // set up command line
7263 strcpy(cmd_line, original_path);
7264 strcat(cmd_line, "\\");
7265 strcat(cmd_line, LAUNCHER_FNAME);
7266 strcat(cmd_line, " -straight_to_update");
7268 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
7269 cmd_line, // pointer to command line string
7270 NULL, // pointer to process security attributes
7271 NULL, // pointer to thread security attributes
7272 FALSE, // handle inheritance flag
7273 CREATE_DEFAULT_ERROR_MODE, // creation flags
7274 NULL, // pointer to new environment block
7275 NULL, // pointer to current directory name
7276 &si, // pointer to STARTUPINFO
7277 &pi // pointer to PROCESS_INFORMATION
7279 // to eliminate build warnings
7289 // This function is called when FreeSpace terminates normally.
7291 void game_shutdown(void)
7297 // don't ever flip a page on the standalone!
7298 if(!(Game_mode & GM_STANDALONE_SERVER)){
7304 // if the player has left the "player select" screen and quit the game without actually choosing
7305 // a player, Player will be NULL, in which case we shouldn't write the player file out!
7306 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
7310 // load up common multiplayer icons
7311 multi_unload_common_icons();
7313 shockwave_close(); // release any memory used by shockwave system
7314 fireball_close(); // free fireball system
7315 ship_close(); // free any memory that was allocated for the ships
7316 weapon_close(); // free any memory that was allocated for the weapons
7317 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
7318 unload_animating_pointer();// frees the frames used for the animating mouse pointer
7319 bm_unload_all(); // free bitmaps
7320 mission_campaign_close(); // close out the campaign stuff
7321 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7322 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7324 #ifdef MULTI_USE_LAG
7328 // the menu close functions will unload the bitmaps if they were displayed during the game
7329 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7332 context_help_close(); // close out help system
7333 training_menu_close();
7334 lcl_close(); // be sure localization is closed out
7337 // free left-over memory from parsed tables
7338 cutscene_tbl_close();
7340 scoring_tbl_close();
7341 player_tips_close();
7343 extern void joy_close();
7346 audiostream_close();
7348 event_music_close();
7352 // HACKITY HACK HACK
7353 // if this flag is set, we should be firing up the launcher when exiting freespace
7354 extern int Multi_update_fireup_launcher_on_exit;
7355 if(Multi_update_fireup_launcher_on_exit){
7356 game_launch_launcher_on_exit();
7360 // game_stop_looped_sounds()
7362 // This function will call the appropriate stop looped sound functions for those
7363 // modules which use looping sounds. It is not enough just to stop a looping sound
7364 // at the DirectSound level, the game is keeping track of looping sounds, and this
7365 // function is used to inform the game that looping sounds are being halted.
7367 void game_stop_looped_sounds()
7369 hud_stop_looped_locking_sounds();
7370 hud_stop_looped_engine_sounds();
7371 afterburner_stop_sounds();
7372 player_stop_looped_sounds();
7373 obj_snd_stop_all(); // stop all object-linked persistant sounds
7374 game_stop_subspace_ambient_sound();
7375 snd_stop(Radar_static_looping);
7376 Radar_static_looping = -1;
7377 snd_stop(Target_static_looping);
7378 shipfx_stop_engine_wash_sound();
7379 Target_static_looping = -1;
7382 //////////////////////////////////////////////////////////////////////////
7384 // Code for supporting an animating mouse pointer
7387 //////////////////////////////////////////////////////////////////////////
7389 typedef struct animating_obj
7398 static animating_obj Animating_mouse;
7400 // ----------------------------------------------------------------------------
7401 // init_animating_pointer()
7403 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7404 // gets properly initialized
7406 void init_animating_pointer()
7408 Animating_mouse.first_frame = -1;
7409 Animating_mouse.num_frames = 0;
7410 Animating_mouse.current_frame = -1;
7411 Animating_mouse.time = 0.0f;
7412 Animating_mouse.elapsed_time = 0.0f;
7415 // ----------------------------------------------------------------------------
7416 // load_animating_pointer()
7418 // Called at game init to load in the frames for the animating mouse pointer
7420 // input: filename => filename of animation file that holds the animation
7422 void load_animating_pointer(const char *filename, int dx, int dy)
7427 init_animating_pointer();
7429 am = &Animating_mouse;
7430 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7431 if ( am->first_frame == -1 )
7432 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7433 am->current_frame = 0;
7434 am->time = am->num_frames / i2fl(fps);
7437 // ----------------------------------------------------------------------------
7438 // unload_animating_pointer()
7440 // Called at game shutdown to free the memory used to store the animation frames
7442 void unload_animating_pointer()
7447 am = &Animating_mouse;
7448 for ( i = 0; i < am->num_frames; i++ ) {
7449 Assert( (am->first_frame+i) >= 0 );
7450 bm_release(am->first_frame + i);
7453 am->first_frame = -1;
7455 am->current_frame = -1;
7458 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7459 void game_render_mouse(float frametime)
7464 // if animating cursor exists, play the next frame
7465 am = &Animating_mouse;
7466 if ( am->first_frame != -1 ) {
7467 mouse_get_pos(&mx, &my);
7468 am->elapsed_time += frametime;
7469 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7470 if ( am->current_frame >= am->num_frames ) {
7471 am->current_frame = 0;
7472 am->elapsed_time = 0.0f;
7474 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7478 // ----------------------------------------------------------------------------
7479 // game_maybe_draw_mouse()
7481 // determines whether to draw the mouse pointer at all, and what frame of
7482 // animation to use if the mouse is animating
7484 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7486 // input: frametime => elapsed frame time in seconds since last call
7488 void game_maybe_draw_mouse(float frametime)
7492 game_state = gameseq_get_state();
7494 switch ( game_state ) {
7495 case GS_STATE_GAME_PAUSED:
7496 // case GS_STATE_MULTI_PAUSED:
7497 case GS_STATE_GAME_PLAY:
7498 case GS_STATE_DEATH_DIED:
7499 case GS_STATE_DEATH_BLEW_UP:
7500 if ( popup_active() || popupdead_is_active() ) {
7512 if ( !Mouse_hidden )
7513 game_render_mouse(frametime);
7517 void game_do_training_checks()
7521 waypoint_list *wplp;
7523 if (Training_context & TRAINING_CONTEXT_SPEED) {
7524 s = (int) Player_obj->phys_info.fspeed;
7525 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7526 if (!Training_context_speed_set) {
7527 Training_context_speed_set = 1;
7528 Training_context_speed_timestamp = timestamp();
7532 Training_context_speed_set = 0;
7535 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7536 wplp = &Waypoint_lists[Training_context_path];
7537 if (wplp->count > Training_context_goal_waypoint) {
7538 i = Training_context_goal_waypoint;
7540 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7541 if (d <= Training_context_distance) {
7542 Training_context_at_waypoint = i;
7543 if (Training_context_goal_waypoint == i) {
7544 Training_context_goal_waypoint++;
7545 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7552 if (i == wplp->count)
7555 } while (i != Training_context_goal_waypoint);
7559 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7560 Players_target = Player_ai->target_objnum;
7561 Players_targeted_subsys = Player_ai->targeted_subsys;
7562 Players_target_timestamp = timestamp();
7566 /////////// Following is for event debug view screen
7570 #define EVENT_DEBUG_MAX 5000
7571 #define EVENT_DEBUG_EVENT 0x8000
7573 int Event_debug_index[EVENT_DEBUG_MAX];
7576 void game_add_event_debug_index(int n, int indent)
7578 if (ED_count < EVENT_DEBUG_MAX)
7579 Event_debug_index[ED_count++] = n | (indent << 16);
7582 void game_add_event_debug_sexp(int n, int indent)
7587 if (Sexp_nodes[n].first >= 0) {
7588 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7589 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7593 game_add_event_debug_index(n, indent);
7594 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7595 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7597 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7600 void game_event_debug_init()
7605 for (e=0; e<Num_mission_events; e++) {
7606 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7607 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7611 void game_show_event_debug(float frametime)
7615 int font_height, font_width;
7617 static int scroll_offset = 0;
7619 k = game_check_key();
7625 if (scroll_offset < 0)
7635 scroll_offset -= 20;
7636 if (scroll_offset < 0)
7641 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7645 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7651 gr_set_color_fast(&Color_bright);
7653 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7655 gr_set_color_fast(&Color_normal);
7657 gr_get_string_size(&font_width, &font_height, NOX("test"));
7658 y_max = gr_screen.max_h - font_height - 5;
7662 while (k < ED_count) {
7663 if (y_index > y_max)
7666 z = Event_debug_index[k];
7667 if (z & EVENT_DEBUG_EVENT) {
7669 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7670 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7671 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7672 Mission_events[z].repeat_count, Mission_events[z].interval);
7680 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7681 switch (Sexp_nodes[z & 0x7fff].value) {
7683 strcat(buf, NOX(" (True)"));
7687 strcat(buf, NOX(" (False)"));
7690 case SEXP_KNOWN_TRUE:
7691 strcat(buf, NOX(" (Always true)"));
7694 case SEXP_KNOWN_FALSE:
7695 strcat(buf, NOX(" (Always false)"));
7698 case SEXP_CANT_EVAL:
7699 strcat(buf, NOX(" (Can't eval)"));
7703 case SEXP_NAN_FOREVER:
7704 strcat(buf, NOX(" (Not a number)"));
7709 gr_printf(10, y_index, buf);
7710 y_index += font_height;
7724 extern int Tmap_npixels;
7727 int Tmap_num_too_big = 0;
7728 int Num_models_needing_splitting = 0;
7730 void Time_model( int modelnum )
7732 // mprintf(( "Timing ship '%s'\n", si->name ));
7734 vector eye_pos, model_pos;
7735 matrix eye_orient, model_orient;
7737 polymodel *pm = model_get( modelnum );
7739 int l = strlen(pm->filename);
7741 if ( (l == '/') || (l=='\\') || (l==':')) {
7747 char *pof_file = &pm->filename[l];
7749 int model_needs_splitting = 0;
7751 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7753 for (i=0; i<pm->n_textures; i++ ) {
7754 char filename[1024];
7757 int bmp_num = pm->original_textures[i];
7758 if ( bmp_num > -1 ) {
7759 bm_get_palette(pm->original_textures[i], pal, filename );
7761 bm_get_info( pm->original_textures[i],&w, &h );
7764 if ( (w > 512) || (h > 512) ) {
7765 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7767 model_needs_splitting++;
7770 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7774 if ( model_needs_splitting ) {
7775 Num_models_needing_splitting++;
7777 eye_orient = model_orient = vmd_identity_matrix;
7778 eye_pos = model_pos = vmd_zero_vector;
7780 eye_pos.xyz.z = -pm->rad*2.0f;
7782 vector eye_to_model;
7784 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7785 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7787 fix t1 = timer_get_fixed_seconds();
7790 ta.p = ta.b = ta.h = 0.0f;
7797 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7799 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7801 modelstats_num_polys = modelstats_num_verts = 0;
7803 while( ta.h < PI2 ) {
7806 vm_angles_2_matrix(&m1, &ta );
7807 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7814 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7816 model_clear_instance( modelnum );
7817 model_set_detail_level(0); // use highest detail level
7818 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7826 int k = key_inkey();
7827 if ( k == SDLK_ESCAPE ) {
7832 fix t2 = timer_get_fixed_seconds();
7834 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7835 //bitmaps_used_this_frame /= framecount;
7837 modelstats_num_polys /= framecount;
7838 modelstats_num_verts /= framecount;
7841 Tmap_npixels /=framecount;
7844 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7846 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7848 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 );
7850 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7856 int Time_models = 0;
7857 DCF_BOOL( time_models, Time_models );
7859 void Do_model_timings_test()
7863 if ( !Time_models ) return;
7865 mprintf(( "Timing models!\n" ));
7869 ubyte model_used[MAX_POLYGON_MODELS];
7870 int model_id[MAX_POLYGON_MODELS];
7871 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7876 for (i=0; i<Num_ship_types; i++ ) {
7877 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7879 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7880 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7883 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7884 if ( !Texture_fp ) return;
7886 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7887 if ( !Time_fp ) return;
7889 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7890 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7892 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7893 if ( model_used[i] ) {
7894 Time_model( model_id[i] );
7898 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7899 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7908 // Call this function when you want to inform the player that a feature is not
7909 // enabled in the DEMO version of FreSpace
7910 void game_feature_not_in_demo_popup()
7912 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7915 // format the specified time (fixed point) into a nice string
7916 void game_format_time(fix m_time,char *time_str)
7919 int hours,minutes,seconds;
7922 mtime = f2fl(m_time);
7924 // get the hours, minutes and seconds
7925 hours = (int)(mtime / 3600.0f);
7927 mtime -= (3600.0f * (float)hours);
7929 seconds = (int)mtime%60;
7930 minutes = (int)mtime/60;
7932 // print the hour if necessary
7934 sprintf(time_str,XSTR( "%d:", 201),hours);
7935 // if there are less than 10 minutes, print a leading 0
7937 strcpy(tmp,NOX("0"));
7938 strcat(time_str,tmp);
7942 // print the minutes
7944 sprintf(tmp,XSTR( "%d:", 201),minutes);
7945 strcat(time_str,tmp);
7947 sprintf(time_str,XSTR( "%d:", 201),minutes);
7950 // print the seconds
7952 strcpy(tmp,NOX("0"));
7953 strcat(time_str,tmp);
7955 sprintf(tmp,"%d",seconds);
7956 strcat(time_str,tmp);
7959 // Stuff version string in *str.
7960 void get_version_string(char *str)
7963 if ( FS_VERSION_BUILD == 0 ) {
7964 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7966 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7969 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7971 #elif defined (OEM_BUILD)
7972 strcat(str, " (OEM)");
7978 char myname[_MAX_PATH];
7979 int namelen, major, minor, build, waste;
7980 unsigned int buf_size;
7986 // Find my EXE file name
7987 hMod = GetModuleHandle(NULL);
7988 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7990 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7991 infop = (char *)malloc(version_size);
7992 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7994 // get the product version
7995 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7996 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7998 sprintf(str,"Dv%d.%02d",major, minor);
8000 sprintf(str,"v%d.%02d",major, minor);
8005 void get_version_string_short(char *str)
8007 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
8010 // ----------------------------------------------------------------
8012 // OEM UPSELL SCREENS BEGIN
8014 // ----------------------------------------------------------------
8015 #if defined(OEM_BUILD)
8017 #define NUM_OEM_UPSELL_SCREENS 3
8018 #define OEM_UPSELL_SCREEN_DELAY 10000
8020 static int Oem_upsell_bitmaps_loaded = 0;
8021 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
8022 static int Oem_upsell_screen_number = 0;
8023 static int Oem_upsell_show_next_bitmap_time;
8026 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
8039 static int Oem_normal_cursor = -1;
8040 static int Oem_web_cursor = -1;
8041 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
8042 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
8044 void oem_upsell_next_screen()
8046 Oem_upsell_screen_number++;
8047 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
8048 // extra long delay, mouse shown on last upsell
8049 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
8053 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8057 void oem_upsell_load_bitmaps()
8061 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8062 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
8066 void oem_upsell_unload_bitmaps()
8070 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8071 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
8072 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
8077 Oem_upsell_bitmaps_loaded = 0;
8080 // clickable hotspot on 3rd OEM upsell screen
8081 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
8083 28, 350, 287, 96 // x, y, w, h
8086 45, 561, 460, 152 // x, y, w, h
8090 void oem_upsell_show_screens()
8092 int current_time, k;
8095 if ( !Oem_upsell_bitmaps_loaded ) {
8096 oem_upsell_load_bitmaps();
8097 Oem_upsell_bitmaps_loaded = 1;
8100 // may use upsell screens more than once
8101 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8102 Oem_upsell_screen_number = 0;
8108 int nframes; // used to pass, not really needed (should be 1)
8109 Oem_normal_cursor = gr_get_cursor_bitmap();
8110 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
8111 Assert(Oem_web_cursor >= 0);
8112 if (Oem_web_cursor < 0) {
8113 Oem_web_cursor = Oem_normal_cursor;
8118 //oem_reset_trailer_timer();
8120 current_time = timer_get_milliseconds();
8125 // advance screen on keypress or timeout
8126 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
8127 oem_upsell_next_screen();
8130 // check if we are done
8131 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
8132 Oem_upsell_screen_number--;
8135 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
8140 // show me the upsell
8141 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
8142 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
8146 // if this is the 3rd upsell, make it clickable, d00d
8147 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
8149 int button_state = mouse_get_pos(&mx, &my);
8150 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])
8151 && (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]) )
8154 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
8157 if (button_state & MOUSE_LEFT_BUTTON) {
8159 multi_pxo_url(OEM_UPSELL_URL);
8163 // switch cursor back to normal one
8164 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8169 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8179 oem_upsell_unload_bitmaps();
8181 // switch cursor back to normal one
8182 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8186 #endif // defined(OEM_BUILD)
8187 // ----------------------------------------------------------------
8189 // OEM UPSELL SCREENS END
8191 // ----------------------------------------------------------------
8195 // ----------------------------------------------------------------
8197 // DEMO UPSELL SCREENS BEGIN
8199 // ----------------------------------------------------------------
8201 #if defined(FS2_DEMO) || defined(FS1_DEMO)
8204 #define NUM_DEMO_UPSELL_SCREENS 2
8206 #define NUM_DEMO_UPSELL_SCREENS 4
8208 #define DEMO_UPSELL_SCREEN_DELAY 3000
8210 static int Demo_upsell_bitmaps_loaded = 0;
8211 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
8212 static int Demo_upsell_screen_number = 0;
8213 static int Demo_upsell_show_next_bitmap_time;
8216 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
8242 void demo_upsell_next_screen()
8244 Demo_upsell_screen_number++;
8245 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
8246 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
8248 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8252 if ( Demo_upsell_screen_number < NUM_DEMO_UPSELL_SCREENS ) {
8253 if ( Demo_upsell_bitmap_filenames[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8254 #ifndef HARDWARE_ONLY
8255 palette_use_bm_palette(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8262 void demo_upsell_load_bitmaps()
8266 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8267 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
8271 void demo_upsell_unload_bitmaps()
8275 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8276 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
8277 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
8282 Demo_upsell_bitmaps_loaded = 0;
8285 void demo_upsell_show_screens()
8287 int current_time, k;
8290 if ( !Demo_upsell_bitmaps_loaded ) {
8291 demo_upsell_load_bitmaps();
8292 Demo_upsell_bitmaps_loaded = 1;
8295 // may use upsell screens more than once
8296 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8297 Demo_upsell_screen_number = 0;
8304 demo_reset_trailer_timer();
8306 current_time = timer_get_milliseconds();
8313 // don't time out, wait for keypress
8315 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
8316 demo_upsell_next_screen();
8321 demo_upsell_next_screen();
8324 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
8325 Demo_upsell_screen_number--;
8328 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8333 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8334 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8339 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8349 demo_upsell_unload_bitmaps();
8354 // ----------------------------------------------------------------
8356 // DEMO UPSELL SCREENS END
8358 // ----------------------------------------------------------------
8361 // ----------------------------------------------------------------
8363 // Subspace Ambient Sound START
8365 // ----------------------------------------------------------------
8367 static int Subspace_ambient_left_channel = -1;
8368 static int Subspace_ambient_right_channel = -1;
8371 void game_start_subspace_ambient_sound()
8373 if ( Subspace_ambient_left_channel < 0 ) {
8374 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8377 if ( Subspace_ambient_right_channel < 0 ) {
8378 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8382 void game_stop_subspace_ambient_sound()
8384 if ( Subspace_ambient_left_channel >= 0 ) {
8385 snd_stop(Subspace_ambient_left_channel);
8386 Subspace_ambient_left_channel = -1;
8389 if ( Subspace_ambient_right_channel >= 0 ) {
8390 snd_stop(Subspace_ambient_right_channel);
8391 Subspace_ambient_right_channel = -1;
8395 // ----------------------------------------------------------------
8397 // Subspace Ambient Sound END
8399 // ----------------------------------------------------------------
8401 // ----------------------------------------------------------------
8403 // CDROM detection code START
8405 // ----------------------------------------------------------------
8407 #define CD_SIZE_72_MINUTE_MAX (697000000)
8409 uint game_get_cd_used_space(char *path)
8413 char use_path[512] = "";
8414 char sub_path[512] = "";
8415 WIN32_FIND_DATA find;
8418 // recurse through all files and directories
8419 strcpy(use_path, path);
8420 strcat(use_path, "*.*");
8421 find_handle = FindFirstFile(use_path, &find);
8424 if(find_handle == INVALID_HANDLE_VALUE){
8430 // subdirectory. make sure to ignore . and ..
8431 if((find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) && stricmp(find.cFileName, ".") && stricmp(find.cFileName, "..")){
8433 strcpy(sub_path, path);
8434 strcat(sub_path, find.cFileName);
8435 strcat(sub_path, "\\");
8436 total += game_get_cd_used_space(sub_path);
8438 total += (uint)find.nFileSizeLow;
8440 } while(FindNextFile(find_handle, &find));
8443 FindClose(find_handle);
8455 // if volume_name is non-null, the CD name must match that
8456 int find_freespace_cd(const char *volume_name)
8459 char oldpath[MAX_PATH];
8463 int volume_match = 0;
8467 GetCurrentDirectory(MAX_PATH, oldpath);
8469 for (i = 0; i < 26; i++)
8475 path[0] = (char)('A'+i);
8476 if (GetDriveType(path) == DRIVE_CDROM) {
8478 if ( GetVolumeInformation(path, volume, 256, NULL, NULL, NULL, NULL, 0) == TRUE ) {
8479 nprintf(("CD", "CD volume: %s\n", volume));
8481 // check for any CD volume
8482 int volume1_present = 0;
8483 int volume2_present = 0;
8484 int volume3_present = 0;
8486 char full_check[512] = "";
8488 // look for setup.exe
8489 strcpy(full_check, path);
8490 strcat(full_check, "setup.exe");
8491 find_handle = _findfirst(full_check, &find);
8492 if(find_handle != -1){
8493 volume1_present = 1;
8494 _findclose(find_handle);
8497 // look for intro.mve
8498 strcpy(full_check, path);
8499 strcat(full_check, "intro.mve");
8500 find_handle = _findfirst(full_check, &find);
8501 if(find_handle != -1){
8502 volume2_present = 1;
8503 _findclose(find_handle);
8506 // look for endpart1.mve
8507 strcpy(full_check, path);
8508 strcat(full_check, "endpart1.mve");
8509 find_handle = _findfirst(full_check, &find);
8510 if(find_handle != -1){
8511 volume3_present = 1;
8512 _findclose(find_handle);
8515 // see if we have the specific CD we're looking for
8516 if ( volume_name ) {
8518 if ( !stricmp(volume_name, FS_CDROM_VOLUME_1) && volume1_present) {
8522 if ( !stricmp(volume_name, FS_CDROM_VOLUME_2) && volume2_present) {
8526 if ( !stricmp(volume_name, FS_CDROM_VOLUME_3) && volume3_present) {
8530 if ( volume1_present || volume2_present || volume3_present ) {
8535 // here's where we make sure that CD's 2 and 3 are not just ripped - check to make sure its capacity is > 697,000,000 bytes
8536 if ( volume_match ){
8538 // we don't care about CD1 though. let it be whatever size it wants, since the game will demand CD's 2 and 3 at the proper time
8539 if(volume2_present || volume3_present) {
8540 // first step - check to make sure its a cdrom
8541 if(GetDriveType(path) != DRIVE_CDROM){
8545 #if !defined(OEM_BUILD)
8546 // oem not on 80 min cds, so dont check tha size
8548 uint used_space = game_get_cd_used_space(path);
8549 if(used_space < CD_SIZE_72_MINUTE_MAX){
8552 #endif // !defined(OEM_BUILD)
8560 #endif // RELEASE_REAL
8566 SetCurrentDirectory(oldpath);
8575 int set_cdrom_path(int drive_num)
8579 if (drive_num < 0) { //no CD
8581 // strcpy(CDROM_dir,"j:\\FreeSpaceCD\\"); //set directory
8584 strcpy(Game_CDROM_dir,""); //set directory
8588 sprintf(Game_CDROM_dir,NOX("%c:\\"), 'a' + drive_num ); //set directory
8604 i = find_freespace_cd();
8606 rval = set_cdrom_path(i);
8610 nprintf(("CD", "Using %s for FreeSpace CD\n", CDROM_dir));
8612 nprintf(("CD", "FreeSpace CD not found\n"));
8620 int Last_cd_label_found = 0;
8621 char Last_cd_label[256];
8623 int game_cd_changed()
8630 if ( strlen(Game_CDROM_dir) == 0 ) {
8634 found = GetVolumeInformation(Game_CDROM_dir, label, 256, NULL, NULL, NULL, NULL, 0);
8636 if ( found != Last_cd_label_found ) {
8637 Last_cd_label_found = found;
8639 mprintf(( "CD '%s' was inserted\n", label ));
8642 mprintf(( "CD '%s' was removed\n", Last_cd_label ));
8646 if ( Last_cd_label_found ) {
8647 if ( !stricmp( Last_cd_label, label )) {
8648 //mprintf(( "CD didn't change\n" ));
8650 mprintf(( "CD was changed from '%s' to '%s'\n", Last_cd_label, label ));
8654 // none found before, none found now.
8655 //mprintf(( "still no CD...\n" ));
8659 Last_cd_label_found = found;
8661 strcpy( Last_cd_label, label );
8663 strcpy( Last_cd_label, "" );
8674 // check if _any_ FreeSpace2 CDs are in the drive
8675 // return: 1 => CD now in drive
8676 // 0 => Could not find CD, they refuse to put it in the drive
8677 int game_do_cd_check(const char *volume_name)
8679 #if !defined(GAME_CD_CHECK)
8685 int num_attempts = 0;
8686 int refresh_files = 0;
8688 int path_set_ok, popup_rval;
8690 cd_drive_num = find_freespace_cd(volume_name);
8691 path_set_ok = set_cdrom_path(cd_drive_num);
8692 if ( path_set_ok ) {
8694 if ( refresh_files ) {
8706 // no CD found, so prompt user
8707 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue", 202));
8709 if ( popup_rval != 1 ) {
8714 if ( num_attempts++ > 5 ) {
8725 // check if _any_ FreeSpace2 CDs are in the drive
8726 // return: 1 => CD now in drive
8727 // 0 => Could not find CD, they refuse to put it in the drive
8728 int game_do_cd_check_specific(const char *volume_name, int cdnum)
8733 int num_attempts = 0;
8734 int refresh_files = 0;
8736 int path_set_ok, popup_rval;
8738 cd_drive_num = find_freespace_cd(volume_name);
8739 path_set_ok = set_cdrom_path(cd_drive_num);
8740 if ( path_set_ok ) {
8742 if ( refresh_files ) {
8753 // no CD found, so prompt user
8754 #if defined(DVD_MESSAGE_HACK)
8755 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8757 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cdnum);
8760 if ( popup_rval != 1 ) {
8765 if ( num_attempts++ > 5 ) {
8775 // only need to do this in RELEASE_REAL
8776 int game_do_cd_mission_check(const char *filename)
8782 fs_builtin_mission *m = game_find_builtin_mission(filename);
8784 // check for changed CD
8785 if(game_cd_changed()){
8790 if((Game_mode & GM_MULTIPLAYER) || Is_standalone){
8794 // not builtin, so do a general check (any FS2 CD will do)
8796 return game_do_cd_check();
8799 // does not have any CD requirement, do a general check
8800 if(strlen(m->cd_volume) <= 0){
8801 return game_do_cd_check();
8805 if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_1)){
8807 } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_2)){
8810 } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_3)){
8814 return game_do_cd_check();
8817 // did we find the cd?
8818 if(find_freespace_cd(m->cd_volume) >= 0){
8822 // make sure the volume exists
8823 int num_attempts = 0;
8824 int refresh_files = 0;
8826 int path_set_ok, popup_rval;
8828 cd_drive_num = find_freespace_cd(m->cd_volume);
8829 path_set_ok = set_cdrom_path(cd_drive_num);
8830 if ( path_set_ok ) {
8832 if ( refresh_files ) {
8839 // no CD found, so prompt user
8840 #if defined(DVD_MESSAGE_HACK)
8841 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8843 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cd_num);
8847 if ( popup_rval != 1 ) {
8852 if ( num_attempts++ > 5 ) {
8864 // ----------------------------------------------------------------
8866 // CDROM detection code END
8868 // ----------------------------------------------------------------
8870 // ----------------------------------------------------------------
8872 // Language Autodetection stuff
8875 // this layout order must match Lcl_languages in localize.cpp in order for the
8876 // correct language to be detected
8877 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8879 1366105450, // English
8881 589986744, // English
8883 -1132430286, // German
8885 -1131728960, // Polish
8888 // default setting is "-1" to use config file with English as fall back
8889 // DO NOT change the default setting here or something uncouth might happen
8890 // in the localization code
8896 // try and open the file to verify
8897 CFILE *detect = cfopen("font01.vf", "rb");
8899 // will use default setting if something went wrong
8904 // get the long checksum of the file
8906 cfseek(detect, 0, SEEK_SET);
8907 cf_chksum_long(detect, &file_checksum);
8911 // now compare the checksum/filesize against known #'s
8912 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8913 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8918 // notify if a match was not found, include detected checksum
8919 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8920 printf("Using default language...\n\n");
8926 // End Auto Lang stuff
8928 // ----------------------------------------------------------------
8930 // ----------------------------------------------------------------
8931 // SHIPS TBL VERIFICATION STUFF
8934 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8935 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8936 #define NUM_SHIPS_TBL_CHECKSUMS 3
8938 #define NUM_SHIPS_TBL_CHECKSUMS 1
8942 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8943 1696074201, // FS2 demo
8946 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8947 1603375034, // FS1 DEMO
8950 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8951 -129679197, // FS1 Full 1.06 (US)
8952 7762567, // FS1 SilentThreat
8953 1555372475 // FS1 Full 1.06 (German)
8957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8958 -463907578, // US - beta 1
8959 1696074201, // FS2 demo
8962 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8963 // -1022810006, // 1.0 FULL
8964 -1254285366 // 1.2 FULL (German)
8968 void verify_ships_tbl()
8972 Game_ships_tbl_valid = 1;
8978 // detect if the packfile exists
8979 CFILE *detect = cfopen("ships.tbl", "rb");
8980 Game_ships_tbl_valid = 0;
8984 Game_ships_tbl_valid = 0;
8988 // get the long checksum of the file
8990 cfseek(detect, 0, SEEK_SET);
8991 cf_chksum_long(detect, &file_checksum);
8995 // now compare the checksum/filesize against known #'s
8996 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8997 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8998 Game_ships_tbl_valid = 1;
9005 DCF(shipspew, "display the checksum for the current ships.tbl")
9008 CFILE *detect = cfopen("ships.tbl", "rb");
9009 // get the long checksum of the file
9011 cfseek(detect, 0, SEEK_SET);
9012 cf_chksum_long(detect, &file_checksum);
9015 dc_printf("%d", file_checksum);
9018 // ----------------------------------------------------------------
9019 // WEAPONS TBL VERIFICATION STUFF
9022 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
9023 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
9024 #define NUM_WEAPONS_TBL_CHECKSUMS 3
9026 #define NUM_WEAPONS_TBL_CHECKSUMS 1
9030 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9031 -266420030, // demo 1
9034 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9035 -1246928725, // FS1 DEMO
9038 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9039 -834598107, // FS1 1.06 Full (US)
9040 -1652231417, // FS1 SilentThreat
9041 720209793 // FS1 1.06 Full (German)
9045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9046 141718090, // US - beta 1
9047 -266420030, // demo 1
9050 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9051 // 399297860, // 1.0 FULL
9052 -553984927 // 1.2 FULL (german)
9056 void verify_weapons_tbl()
9060 Game_weapons_tbl_valid = 1;
9066 // detect if the packfile exists
9067 CFILE *detect = cfopen("weapons.tbl", "rb");
9068 Game_weapons_tbl_valid = 0;
9072 Game_weapons_tbl_valid = 0;
9076 // get the long checksum of the file
9078 cfseek(detect, 0, SEEK_SET);
9079 cf_chksum_long(detect, &file_checksum);
9083 // now compare the checksum/filesize against known #'s
9084 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
9085 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
9086 Game_weapons_tbl_valid = 1;
9093 DCF(wepspew, "display the checksum for the current weapons.tbl")
9096 CFILE *detect = cfopen("weapons.tbl", "rb");
9097 // get the long checksum of the file
9099 cfseek(detect, 0, SEEK_SET);
9100 cf_chksum_long(detect, &file_checksum);
9103 dc_printf("%d", file_checksum);
9106 // if the game is running using hacked data
9107 int game_hacked_data()
9110 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
9118 void display_title_screen()
9120 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
9121 ///int title_bitmap;
9124 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
9125 if (title_bitmap == -1) {
9131 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9132 extern void d3d_start_frame();
9138 gr_set_bitmap(title_bitmap);
9145 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9146 extern void d3d_stop_frame();
9154 bm_unload(title_bitmap);
9155 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
9158 // return true if the game is running with "low memory", which is less than 48MB
9159 bool game_using_low_mem()
9161 if (Use_low_mem == 0) {