2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
607 #include "multi_pxo.h"
610 #include "freespace.h"
611 #include "managepilot.h"
613 #include "contexthelp.h"
616 #include "missionbrief.h"
617 #include "missiondebrief.h"
619 #include "missionshipchoice.h"
621 #include "hudconfig.h"
622 #include "controlsconfig.h"
623 #include "missionmessage.h"
624 #include "missiontraining.h"
626 #include "hudtarget.h"
628 #include "eventmusic.h"
629 #include "animplay.h"
630 #include "missionweaponchoice.h"
631 #include "missionlog.h"
632 #include "audiostr.h"
634 #include "missioncampaign.h"
636 #include "missionhotkey.h"
637 #include "objectsnd.h"
638 #include "cmeasure.h"
640 #include "linklist.h"
641 #include "shockwave.h"
642 #include "afterburner.h"
647 #include "stand_gui.h"
648 #include "pcxutils.h"
649 #include "hudtargetbox.h"
650 #include "multi_xfer.h"
651 #include "hudescort.h"
652 #include "multiutil.h"
655 #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"
705 #include "supernova.h"
706 #include "hudshield.h"
707 // #include "names.h"
709 #include "missionloopbrief.h"
713 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
719 // 1.00.04 5/26/98 MWA -- going final (12 pm)
720 // 1.00.03 5/26/98 MWA -- going final (3 am)
721 // 1.00.02 5/25/98 MWA -- going final
722 // 1.00.01 5/25/98 MWA -- going final
723 // 0.90 5/21/98 MWA -- getting ready for final.
724 // 0.10 4/9/98. Set by MK.
726 // Demo version: (obsolete since DEMO codebase split from tree)
727 // 0.03 4/10/98 AL. Interplay rev
728 // 0.02 4/8/98 MK. Increased when this system was modified.
729 // 0.01 4/7/98? AL. First release to Interplay QA.
732 // 1.00 5/28/98 AL. First release to Interplay QA.
734 void game_level_init(int seed = -1);
735 void game_post_level_init();
736 void game_do_frame();
737 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
738 void game_reset_time();
739 void game_show_framerate(); // draws framerate in lower right corner
741 int Game_no_clear = 0;
743 int Pofview_running = 0;
744 int Nebedit_running = 0;
745 int Fonttool_running = 0;
747 typedef struct big_expl_flash {
748 float max_flash_intensity; // max intensity
749 float cur_flash_intensity; // cur intensity
750 int flash_start; // start time
753 #define FRAME_FILTER 16
755 #define DEFAULT_SKILL_LEVEL 1
756 int Game_skill_level = DEFAULT_SKILL_LEVEL;
758 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
759 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
761 #define EXE_FNAME ("fs2.exe")
762 #define LAUNCHER_FNAME ("freespace2.exe")
765 // JAS: Code for warphole camera.
766 // Needs to be cleaned up.
767 vector Camera_pos = ZERO_VECTOR;
768 vector Camera_velocity = ZERO_VECTOR;
769 vector Camera_desired_velocity = ZERO_VECTOR;
770 matrix Camera_orient = IDENTITY_MATRIX;
771 float Camera_damping = 1.0f;
772 float Camera_time = 0.0f;
773 float Warpout_time = 0.0f;
774 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
775 int Warpout_sound = -1;
777 int Use_joy_mouse = 0;
778 int Use_palette_flash = 1;
779 int Show_area_effect = 0;
780 object *Last_view_target = NULL;
782 int dogfight_blown = 0;
785 float frametimes[FRAME_FILTER];
786 float frametotal = 0.0f;
790 int Show_framerate = 0;
792 int Show_framerate = 1;
795 int Framerate_cap = 120;
798 int Show_target_debug_info = 0;
799 int Show_target_weapons = 0;
803 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
806 int Debug_octant = -1;
808 fix Game_time_compression = F1_0;
810 // if the ships.tbl the player has is valid
811 int Game_ships_tbl_valid = 0;
813 // if the weapons.tbl the player has is valid
814 int Game_weapons_tbl_valid = 0;
818 extern int Player_attacking_enabled;
822 int Pre_player_entry;
824 int Fred_running = 0;
825 char Game_current_mission_filename[MAX_FILENAME_LEN];
826 int game_single_step = 0;
827 int last_single_step=0;
829 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
830 extern int MSG_WINDOW_Y_START;
831 extern int MSG_WINDOW_HEIGHT;
833 int game_zbuffer = 1;
834 //static int Game_music_paused;
835 static int Game_paused;
839 #define EXPIRE_BAD_CHECKSUM 1
840 #define EXPIRE_BAD_TIME 2
842 extern void ssm_init();
843 extern void ssm_level_init();
844 extern void ssm_process();
846 // static variable to contain the time this version was built
847 // commented out for now until
848 // I figure out how to get the username into the file
849 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851 // defines and variables used for dumping frame for making trailers.
853 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
854 int Debug_dump_trigger = 0;
855 int Debug_dump_frame_count;
856 int Debug_dump_frame_num = 0;
857 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
860 // amount of time to wait after the player has died before we display the death died popup
861 #define PLAYER_DIED_POPUP_WAIT 2500
862 int Player_died_popup_wait = -1;
863 time_t Player_multi_died_check = -1;
865 // builtin mission list stuff
867 int Game_builtin_mission_count = 6;
868 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
869 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
870 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
874 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 #elif defined(FS1_DEMO)
877 int Game_builtin_mission_count = 5;
878 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
879 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
880 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
881 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 #elif defined(PD_BUILD)
886 int Game_builtin_mission_count = 4;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
889 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-01", (FSB_FROM_VOLITION) },
891 { "sm1-05", (FSB_FROM_VOLITION) },
893 #elif defined(MULTIPLAYER_BETA)
894 int Game_builtin_mission_count = 17;
895 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
910 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915 #elif defined(OEM_BUILD)
916 int Game_builtin_mission_count = 17;
917 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
918 // oem version - act 1 only
919 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939 #elif defined(MAKE_FS1)
940 int Game_builtin_mission_count = 125;
941 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
942 // single player campaign
943 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
987 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
994 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 // SilentThreat missions
1017 // Main SilentThreat campaign
1018 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 // SilentThreat Part 1 - multi-coop
1034 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 // SilentThreat Part 2 - multi-coop
1041 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 // SilentThreat Part 3 - multi-coop
1048 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 // SilentThreat Part 4 - multi-coop
1055 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 // multiplayer missions
1062 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 // user supplied missions
1067 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 int Game_builtin_mission_count = 92;
1102 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1103 // single player campaign
1104 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 // multiplayer missions
1156 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1210 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1211 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1218 // Internal function prototypes
1219 void game_maybe_draw_mouse(float frametime);
1220 void init_animating_pointer();
1221 void load_animating_pointer(const char *filename, int dx, int dy);
1222 void unload_animating_pointer();
1223 void game_do_training_checks();
1224 void game_shutdown(void);
1225 void game_show_event_debug(float frametime);
1226 void game_event_debug_init();
1228 void demo_upsell_show_screens();
1229 void game_start_subspace_ambient_sound();
1230 void game_stop_subspace_ambient_sound();
1231 void verify_ships_tbl();
1232 void verify_weapons_tbl();
1233 void display_title_screen();
1235 // loading background filenames
1236 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1237 "LoadingBG", // GR_640
1238 "2_LoadingBG" // GR_1024
1242 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1243 "Loading.ani", // GR_640
1244 "2_Loading.ani" // GR_1024
1247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1248 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 #elif defined(OEM_BUILD)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1266 // How much RAM is on this machine. Set in WinMain
1267 static int Freespace_total_ram = 0;
1270 float Game_flash_red = 0.0f;
1271 float Game_flash_green = 0.0f;
1272 float Game_flash_blue = 0.0f;
1273 float Sun_spot = 0.0f;
1274 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276 // game shudder stuff (in ms)
1277 int Game_shudder_time = -1;
1278 int Game_shudder_total = 0;
1279 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1282 sound_env Game_sound_env;
1283 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1284 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286 int Game_sound_env_update_timestamp;
1288 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1297 // look through all existing builtin missions
1298 for(idx=0; idx<Game_builtin_mission_count; idx++){
1299 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1300 return &Game_builtin_mission_list[idx];
1308 int game_get_default_skill_level()
1310 return DEFAULT_SKILL_LEVEL;
1314 void game_flash_reset()
1316 Game_flash_red = 0.0f;
1317 Game_flash_green = 0.0f;
1318 Game_flash_blue = 0.0f;
1320 Big_expl_flash.max_flash_intensity = 0.0f;
1321 Big_expl_flash.cur_flash_intensity = 0.0f;
1322 Big_expl_flash.flash_start = 0;
1325 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1326 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1328 void game_framerate_check_init()
1330 // zero critical time
1331 Gf_critical_time = 0.0f;
1334 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1335 Gf_critical = 15.0f;
1337 Gf_critical = 25.0f;
1341 extern float Framerate;
1342 void game_framerate_check()
1346 // if the current framerate is above the critical level, add frametime
1347 if(Framerate >= Gf_critical){
1348 Gf_critical_time += flFrametime;
1351 if(!Show_framerate){
1355 // display if we're above the critical framerate
1356 if(Framerate < Gf_critical){
1357 gr_set_color_fast(&Color_bright_red);
1358 gr_string(200, y_start, "Framerate warning");
1363 // display our current pct of good frametime
1364 if(f2fl(Missiontime) >= 0.0f){
1365 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368 gr_set_color_fast(&Color_bright_green);
1370 gr_set_color_fast(&Color_bright_red);
1373 gr_printf(200, y_start, "%d%%", (int)pct);
1378 // Adds a flash effect. These can be positive or negative.
1379 // The range will get capped at around -1 to 1, so stick
1380 // with a range like that.
1381 void game_flash( float r, float g, float b )
1383 Game_flash_red += r;
1384 Game_flash_green += g;
1385 Game_flash_blue += b;
1387 if ( Game_flash_red < -1.0f ) {
1388 Game_flash_red = -1.0f;
1389 } else if ( Game_flash_red > 1.0f ) {
1390 Game_flash_red = 1.0f;
1393 if ( Game_flash_green < -1.0f ) {
1394 Game_flash_green = -1.0f;
1395 } else if ( Game_flash_green > 1.0f ) {
1396 Game_flash_green = 1.0f;
1399 if ( Game_flash_blue < -1.0f ) {
1400 Game_flash_blue = -1.0f;
1401 } else if ( Game_flash_blue > 1.0f ) {
1402 Game_flash_blue = 1.0f;
1407 // Adds a flash for Big Ship explosions
1408 // cap range from 0 to 1
1409 void big_explosion_flash(float flash)
1411 Big_expl_flash.flash_start = timestamp(1);
1415 } else if (flash < 0.0f) {
1419 Big_expl_flash.max_flash_intensity = flash;
1420 Big_expl_flash.cur_flash_intensity = 0.0f;
1423 // Amount to diminish palette towards normal, per second.
1424 #define DIMINISH_RATE 0.75f
1425 #define SUN_DIMINISH_RATE 6.00f
1429 float sn_glare_scale = 1.7f;
1432 dc_get_arg(ARG_FLOAT);
1433 sn_glare_scale = Dc_arg_float;
1436 float Supernova_last_glare = 0.0f;
1437 void game_sunspot_process(float frametime)
1441 float Sun_spot_goal = 0.0f;
1444 sn_stage = supernova_active();
1446 // sunspot differently based on supernova stage
1448 // approaching. player still in control
1451 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454 light_get_global_dir(&light_dir, 0);
1456 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459 // scale it some more
1460 dot = dot * (0.5f + (pct * 0.5f));
1463 Sun_spot_goal += (dot * sn_glare_scale);
1466 // draw the sun glow
1467 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1468 // draw the glow for this sun
1469 stars_draw_sun_glow(0);
1472 Supernova_last_glare = Sun_spot_goal;
1475 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478 Sun_spot_goal = 0.9f;
1479 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481 if(Sun_spot_goal > 1.0f){
1482 Sun_spot_goal = 1.0f;
1485 Sun_spot_goal *= sn_glare_scale;
1486 Supernova_last_glare = Sun_spot_goal;
1489 // fade to white. display dead popup
1492 Supernova_last_glare += (2.0f * flFrametime);
1493 if(Supernova_last_glare > 2.0f){
1494 Supernova_last_glare = 2.0f;
1497 Sun_spot_goal = Supernova_last_glare;
1504 // check sunspots for all suns
1505 n_lights = light_get_global_count();
1508 for(idx=0; idx<n_lights; idx++){
1509 //(vector *eye_pos, matrix *eye_orient)
1510 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1513 light_get_global_dir(&light_dir, idx);
1515 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517 Sun_spot_goal += (float)pow(dot,85.0f);
1519 // draw the glow for this sun
1520 stars_draw_sun_glow(idx);
1522 Sun_spot_goal = 0.0f;
1528 Sun_spot_goal = 0.0f;
1532 float dec_amount = frametime*SUN_DIMINISH_RATE;
1534 if ( Sun_spot < Sun_spot_goal ) {
1535 Sun_spot += dec_amount;
1536 if ( Sun_spot > Sun_spot_goal ) {
1537 Sun_spot = Sun_spot_goal;
1539 } else if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot -= dec_amount;
1541 if ( Sun_spot < Sun_spot_goal ) {
1542 Sun_spot = Sun_spot_goal;
1548 // Call once a frame to diminish the
1549 // flash effect to 0.
1550 void game_flash_diminish(float frametime)
1552 float dec_amount = frametime*DIMINISH_RATE;
1554 if ( Game_flash_red > 0.0f ) {
1555 Game_flash_red -= dec_amount;
1556 if ( Game_flash_red < 0.0f )
1557 Game_flash_red = 0.0f;
1559 Game_flash_red += dec_amount;
1560 if ( Game_flash_red > 0.0f )
1561 Game_flash_red = 0.0f;
1564 if ( Game_flash_green > 0.0f ) {
1565 Game_flash_green -= dec_amount;
1566 if ( Game_flash_green < 0.0f )
1567 Game_flash_green = 0.0f;
1569 Game_flash_green += dec_amount;
1570 if ( Game_flash_green > 0.0f )
1571 Game_flash_green = 0.0f;
1574 if ( Game_flash_blue > 0.0f ) {
1575 Game_flash_blue -= dec_amount;
1576 if ( Game_flash_blue < 0.0f )
1577 Game_flash_blue = 0.0f;
1579 Game_flash_blue += dec_amount;
1580 if ( Game_flash_blue > 0.0f )
1581 Game_flash_blue = 0.0f;
1584 // update big_explosion_cur_flash
1585 #define TIME_UP 1500
1586 #define TIME_DOWN 2500
1587 int duration = TIME_UP + TIME_DOWN;
1588 int time = timestamp_until(Big_expl_flash.flash_start);
1589 if (time > -duration) {
1591 if (time < TIME_UP) {
1592 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1599 if ( Use_palette_flash ) {
1601 // static int or=0, og=0, ob=0;
1603 // Change the 200 to change the color range of colors.
1604 r = fl2i( Game_flash_red*128.0f );
1605 g = fl2i( Game_flash_green*128.0f );
1606 b = fl2i( Game_flash_blue*128.0f );
1608 if ( Sun_spot > 0.0f ) {
1609 r += fl2i(Sun_spot*128.0f);
1610 g += fl2i(Sun_spot*128.0f);
1611 b += fl2i(Sun_spot*128.0f);
1614 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1615 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1616 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1621 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1622 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624 if ( (r!=0) || (g!=0) || (b!=0) ) {
1625 gr_flash( r, g, b );
1627 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1638 void game_level_close()
1640 // De-Initialize the game subsystems
1641 event_music_level_close();
1642 game_stop_looped_sounds();
1644 obj_snd_level_close(); // uninit object-linked persistant sounds
1645 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1646 anim_level_close(); // stop and clean up any anim instances
1647 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1648 shockwave_level_close();
1649 fireball_level_close();
1651 mission_event_shutdown();
1652 asteroid_level_close();
1653 flak_level_close(); // unload flak stuff
1654 neb2_level_close(); // shutdown gaseous nebula stuff
1657 mflash_level_close();
1658 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1660 audiostream_unpause_all();
1665 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1666 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1667 void game_level_init(int seed)
1669 // seed the random number generator
1671 // if no seed was passed, seed the generator either from the time value, or from the
1672 // netgame security flags -- ensures that all players in multiplayer game will have the
1673 // same randon number sequence (with static rand functions)
1674 if ( Game_mode & GM_NORMAL ) {
1675 Game_level_seed = (int)time(NULL);
1677 Game_level_seed = Netgame.security;
1680 // mwa 9/17/98 -- maybe this assert isn't needed????
1681 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1682 Game_level_seed = seed;
1684 srand( Game_level_seed );
1686 // semirand function needs to get re-initted every time in multiplayer
1687 if ( Game_mode & GM_MULTIPLAYER ){
1693 Key_normal_game = (Game_mode & GM_NORMAL);
1696 Game_shudder_time = -1;
1698 // Initialize the game subsystems
1699 // timestamp_reset(); // Must be inited before everything else
1701 game_reset_time(); // resets time, and resets saved time too
1703 obj_init(); // Must be inited before the other systems
1704 model_free_all(); // Free all existing models
1705 mission_brief_common_init(); // Free all existing briefing/debriefing text
1706 weapon_level_init();
1707 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1709 player_level_init();
1710 shipfx_flash_init(); // Init the ship gun flash system.
1711 game_flash_reset(); // Reset the flash effect
1712 particle_init(); // Reset the particle system
1716 shield_hit_init(); // Initialize system for showing shield hits
1717 radar_mission_init();
1718 mission_init_goals();
1721 obj_snd_level_init(); // init object-linked persistant sounds
1723 shockwave_level_init();
1724 afterburner_level_init();
1725 scoring_level_init( &Player->stats );
1727 asteroid_level_init();
1728 control_config_clear_used_status();
1729 collide_ship_ship_sounds_init();
1731 Pre_player_entry = 1; // Means the player has not yet entered.
1732 Entry_delay_time = 0; // Could get overwritten in mission read.
1733 fireball_preload(); // page in warphole bitmaps
1735 flak_level_init(); // initialize flak - bitmaps, etc
1736 ct_level_init(); // initialize ships contrails, etc
1737 awacs_level_init(); // initialize AWACS
1738 beam_level_init(); // initialize beam weapons
1739 mflash_level_init();
1741 supernova_level_init();
1743 // multiplayer dogfight hack
1746 shipfx_engine_wash_level_init();
1750 Last_view_target = NULL;
1755 // campaign wasn't ended
1756 Campaign_ended_in_mission = 0;
1759 // called when a mission is over -- does server specific stuff.
1760 void freespace_stop_mission()
1763 Game_mode &= ~GM_IN_MISSION;
1766 // called at frame interval to process networking stuff
1767 void game_do_networking()
1769 SDL_assert( Net_player != NULL );
1770 if (!(Game_mode & GM_MULTIPLAYER)){
1774 // see if this player should be reading/writing data. Bit is set when at join
1775 // screen onward until quits back to main menu.
1776 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1780 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783 multi_pause_do_frame();
1788 // Loads the best palette for this level, based
1789 // on nebula color and hud color. You could just call palette_load_table with
1790 // the appropriate filename, but who wants to do that.
1791 void game_load_palette()
1793 char palette_filename[1024];
1795 // We only use 3 hud colors right now
1797 SDL_assert( HUD_config.main_color >= 0 );
1798 SDL_assert( HUD_config.main_color <= 2 );
1801 SDL_assert( Mission_palette >= 0 );
1802 SDL_assert( Mission_palette <= 98 );
1805 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1806 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1813 palette_load_table(palette_filename);
1815 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1817 mprintf(( "Loading palette %s\n", palette_filename ));
1821 void game_post_level_init()
1823 // Stuff which gets called after mission is loaded. Because player isn't created until
1824 // after mission loads, some things must get initted after the level loads
1826 model_level_post_init();
1829 hud_setup_escort_list();
1830 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1836 game_event_debug_init();
1839 training_mission_init();
1840 asteroid_create_all();
1842 game_framerate_check_init();
1846 // An estimate as to how high the count passed to game_loading_callback will go.
1847 // This is just a guess, it seems to always be about the same. The count is
1848 // proportional to the code being executed, not the time, so this works good
1849 // for a bar, assuming the code does about the same thing each time you
1850 // load a level. You can find this value by looking at the return value
1851 // of game_busy_callback(NULL), which I conveniently print out to the
1852 // debug output window with the '=== ENDING LOAD ==' stuff.
1853 //#define COUNT_ESTIMATE 3706
1854 #define COUNT_ESTIMATE 1111
1856 int Game_loading_callback_inited = 0;
1858 int Game_loading_background = -1;
1859 anim * Game_loading_ani = NULL;
1860 anim_instance *Game_loading_ani_instance;
1861 int Game_loading_frame=-1;
1863 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865 #if defined(FS1_DEMO)
1867 #elif defined(MAKE_FS1)
1878 // This gets called 10x per second and count is the number of times
1879 // game_busy() has been called since the current callback function
1881 void game_loading_callback(int count)
1883 game_do_networking();
1885 SDL_assert( Game_loading_callback_inited==1 );
1886 SDL_assert( Game_loading_ani != NULL );
1888 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1889 if ( framenum > Game_loading_ani->total_frames-1 ) {
1890 framenum = Game_loading_ani->total_frames-1;
1891 } else if ( framenum < 0 ) {
1896 while ( Game_loading_frame < framenum ) {
1897 Game_loading_frame++;
1898 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1902 if ( cbitmap > -1 ) {
1903 if ( Game_loading_background > -1 ) {
1904 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1908 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1909 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912 bm_release(cbitmap);
1918 void game_loading_callback_init()
1920 SDL_assert( Game_loading_callback_inited==0 );
1922 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 common_set_interface_palette("InterfacePalette"); // set the interface palette
1928 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1929 SDL_assert( Game_loading_ani != NULL );
1930 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1931 SDL_assert( Game_loading_ani_instance != NULL );
1932 Game_loading_frame = -1;
1934 Game_loading_callback_inited = 1;
1936 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1941 void game_loading_callback_close()
1943 SDL_assert( Game_loading_callback_inited==1 );
1945 // Make sure bar shows all the way over.
1946 game_loading_callback(COUNT_ESTIMATE);
1948 int real_count = game_busy_callback( NULL );
1951 Game_loading_callback_inited = 0;
1954 mprintf(( "=================== ENDING LOAD ================\n" ));
1955 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1956 mprintf(( "================================================\n" ));
1958 // to remove warnings in release build
1962 free_anim_instance(Game_loading_ani_instance);
1963 Game_loading_ani_instance = NULL;
1964 anim_free(Game_loading_ani);
1965 Game_loading_ani = NULL;
1967 bm_release( Game_loading_background );
1968 common_free_interface_palette(); // restore game palette
1969 Game_loading_background = -1;
1971 gr_set_font( FONT1 );
1974 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 void game_maybe_update_sound_environment()
1978 // do nothing for now
1981 // Assign the sound environment for the game, based on the current mission
1983 void game_assign_sound_environment()
1986 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1987 Game_sound_env.id = SND_ENV_DRUGGED;
1988 Game_sound_env.volume = 0.800f;
1989 Game_sound_env.damping = 1.188f;
1990 Game_sound_env.decay = 6.392f;
1992 } else if (Num_asteroids > 30) {
1993 Game_sound_env.id = SND_ENV_AUDITORIUM;
1994 Game_sound_env.volume = 0.603f;
1995 Game_sound_env.damping = 0.5f;
1996 Game_sound_env.decay = 4.279f;
1999 Game_sound_env = Game_default_sound_env;
2003 Game_sound_env = Game_default_sound_env;
2004 Game_sound_env_update_timestamp = timestamp(1);
2007 // function which gets called before actually entering the mission. It is broken down into a funciton
2008 // since it will get called in one place from a single player game and from another place for
2009 // a multiplayer game
2010 void freespace_mission_load_stuff()
2012 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2013 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2014 if(!(Game_mode & GM_STANDALONE_SERVER)){
2016 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2018 game_loading_callback_init();
2020 event_music_level_init(); // preloads the first 2 seconds for each event music track
2023 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2026 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2029 ship_assign_sound_all(); // assign engine sounds to ships
2030 game_assign_sound_environment(); // assign the sound environment for this mission
2033 // call function in missionparse.cpp to fixup player/ai stuff.
2034 mission_parse_fixup_players();
2037 // Load in all the bitmaps for this level
2042 game_loading_callback_close();
2044 // the only thing we need to call on the standalone for now.
2046 // call function in missionparse.cpp to fixup player/ai stuff.
2047 mission_parse_fixup_players();
2049 // Load in all the bitmaps for this level
2054 time_t load_gl_init;
2055 time_t load_mission_load;
2056 time_t load_post_level_init;
2057 time_t load_mission_stuff;
2059 // tells the server to load the mission and initialize structures
2060 int game_start_mission()
2062 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2064 load_gl_init = time(NULL);
2066 load_gl_init = time(NULL) - load_gl_init;
2068 if (Game_mode & GM_MULTIPLAYER) {
2069 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2071 // clear multiplayer stats
2072 init_multiplayer_stats();
2075 load_mission_load = time(NULL);
2076 if (mission_load()) {
2077 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2078 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2079 gameseq_post_event(GS_EVENT_MAIN_MENU);
2081 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2086 load_mission_load = time(NULL) - load_mission_load;
2088 // If this is a red alert mission in campaign mode, bash wingman status
2089 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2090 red_alert_bash_wingman_status();
2093 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2094 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2095 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2097 game_load_palette();
2101 load_post_level_init = time(NULL);
2102 game_post_level_init();
2103 load_post_level_init = time(NULL) - load_post_level_init;
2107 void Do_model_timings_test();
2108 Do_model_timings_test();
2112 load_mission_stuff = time(NULL);
2113 freespace_mission_load_stuff();
2114 load_mission_stuff = time(NULL) - load_mission_stuff;
2119 int Interface_framerate = 0;
2122 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2123 DCF_BOOL( show_framerate, Show_framerate )
2124 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2125 DCF_BOOL( show_target_weapons, Show_target_weapons )
2126 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2127 DCF_BOOL( sound, Sound_enabled )
2128 DCF_BOOL( zbuffer, game_zbuffer )
2129 DCF_BOOL( shield_system, New_shield_system )
2130 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2131 DCF_BOOL( player_attacking, Player_attacking_enabled )
2132 DCF_BOOL( show_waypoints, Show_waypoints )
2133 DCF_BOOL( show_area_effect, Show_area_effect )
2134 DCF_BOOL( show_net_stats, Show_net_stats )
2135 DCF_BOOL( log, Log_debug_output_to_file )
2136 DCF_BOOL( training_msg_method, Training_msg_method )
2137 DCF_BOOL( show_player_pos, Show_player_pos )
2138 DCF_BOOL(i_framerate, Interface_framerate )
2140 DCF(show_mem,"Toggles showing mem usage")
2143 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2144 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2145 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2146 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2152 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2154 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2155 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2159 DCF(show_cpu,"Toggles showing cpu usage")
2162 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2163 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2164 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2165 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2171 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2173 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2174 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2181 // AL 4-8-98: always allow players to display their framerate
2184 DCF_BOOL( show_framerate, Show_framerate )
2191 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2194 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2195 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2196 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2197 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2199 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" );
2200 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2202 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2205 DCF(palette_flash,"Toggles palette flash effect on/off")
2208 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2209 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2210 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2211 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2213 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2214 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2217 int Use_low_mem = 0;
2219 DCF(low_mem,"Uses low memory settings regardless of RAM")
2222 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2223 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2224 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2225 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2227 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2228 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2230 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2234 int Framerate_delay = 0;
2236 float Freespace_gamma = 1.8f;
2238 DCF(gamma,"Sets Gamma factor")
2241 dc_get_arg(ARG_FLOAT|ARG_NONE);
2242 if ( Dc_arg_type & ARG_FLOAT ) {
2243 Freespace_gamma = Dc_arg_float;
2245 dc_printf( "Gamma reset to 1.0f\n" );
2246 Freespace_gamma = 1.0f;
2248 if ( Freespace_gamma < 0.1f ) {
2249 Freespace_gamma = 0.1f;
2250 } else if ( Freespace_gamma > 5.0f ) {
2251 Freespace_gamma = 5.0f;
2253 gr_set_gamma(Freespace_gamma);
2255 char tmp_gamma_string[32];
2256 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2257 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2261 dc_printf( "Usage: gamma <float>\n" );
2262 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2263 Dc_status = 0; // don't print status if help is printed. Too messy.
2267 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2273 Game_current_mission_filename[0] = 0;
2275 // seed the random number generator
2276 Game_init_seed = (int)time(NULL);
2277 srand( Game_init_seed );
2279 Framerate_delay = 0;
2285 extern void bm_init();
2291 // Initialize the timer before the os
2297 //Initialize the libraries
2298 s1 = timer_get_milliseconds();
2299 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2302 e1 = timer_get_milliseconds();
2304 // time a bunch of cfopens
2306 s2 = timer_get_milliseconds();
2308 for(int idx=0; idx<10000; idx++){
2309 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2314 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2316 e2 = timer_get_milliseconds();
2319 if (Is_standalone) {
2320 std_init_standalone();
2322 os_init( Osreg_class_name, Osreg_app_name );
2323 os_set_title(Osreg_title);
2326 // initialize localization module. Make sure this is down AFTER initialzing OS.
2327 // int t1 = timer_get_milliseconds();
2328 lcl_init( detect_lang() );
2330 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2332 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2335 // verify that he has a valid weapons.tbl
2336 verify_weapons_tbl();
2338 // Output version numbers to registry for auto patching purposes
2339 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2340 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2341 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2343 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2344 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2345 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2347 // show the FPS counter if the config file says so
2348 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2350 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2351 Asteroids_enabled = 1;
2354 /////////////////////////////
2356 /////////////////////////////
2358 if (!Is_standalone) {
2362 /////////////////////////////
2364 /////////////////////////////
2366 if ( !Is_standalone ) {
2374 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2377 display_title_screen();
2381 // If less than 48MB of RAM, use low memory model.
2382 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2383 mprintf(( "Using normal memory settings...\n" ));
2384 bm_set_low_mem(1); // Use every other frame of bitmaps
2386 mprintf(( "Using high memory settings...\n" ));
2387 bm_set_low_mem(0); // Use all frames of bitmaps
2390 // load non-darkening pixel defs
2391 palman_load_pixels();
2393 // hud shield icon stuff
2394 hud_shield_game_init();
2396 control_config_common_init(); // sets up localization stuff in the control config
2402 gamesnd_parse_soundstbl();
2407 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2412 player_controls_init();
2415 //if(!Is_standalone){
2423 ship_init(); // read in ships.tbl
2425 mission_campaign_init(); // load in the default campaign
2427 // navmap_init(); // init the navigation map system
2428 context_help_init();
2429 techroom_intel_init(); // parse species.tbl, load intel info
2431 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2432 init_animating_pointer();
2434 mission_brief_common_init(); // Mark all the briefing structures as empty.
2435 gr_font_init(); // loads up all fonts
2437 neb2_init(); // fullneb stuff
2441 player_tips_init(); // helpful tips
2444 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2445 pilot_load_pic_list();
2446 pilot_load_squad_pic_list();
2448 load_animating_pointer(NOX("cursor"), 0, 0);
2450 // initialize alpha colors
2451 alpha_colors_init();
2454 // Game_music_paused = 0;
2458 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2459 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2461 mprintf(("cfile_init() took %d\n", e1 - s1));
2462 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2465 char transfer_text[128];
2467 float Start_time = 0.0f;
2469 float Framerate = 0.0f;
2471 float Timing_total = 0.0f;
2472 float Timing_render2 = 0.0f;
2473 float Timing_render3 = 0.0f;
2474 float Timing_flip = 0.0f;
2475 float Timing_clear = 0.0f;
2477 MONITOR(NumPolysDrawn);
2483 void game_get_framerate()
2485 char text[128] = "";
2487 if ( frame_int == -1 ) {
2489 for (i=0; i<FRAME_FILTER; i++ ) {
2490 frametimes[i] = 0.0f;
2495 frametotal -= frametimes[frame_int];
2496 frametotal += flFrametime;
2497 frametimes[frame_int] = flFrametime;
2498 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2500 if ( frametotal != 0.0 ) {
2501 if ( Framecount >= FRAME_FILTER )
2502 Framerate = FRAME_FILTER / frametotal;
2504 Framerate = Framecount / frametotal;
2505 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2507 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2511 if (Show_framerate) {
2512 gr_set_color_fast(&HUD_color_debug);
2513 gr_string( 570, 2, text );
2517 void game_show_framerate()
2521 cur_time = f2fl(timer_get_approx_seconds());
2522 if (cur_time - Start_time > 30.0f) {
2523 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2524 Start_time += 1000.0f;
2527 //mprintf(( "%s\n", text ));
2530 if ( Debug_dump_frames )
2534 // possibly show control checking info
2535 control_check_indicate();
2537 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2538 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2539 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2540 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2543 if ( Show_cpu == 1 ) {
2548 dy = gr_get_font_height() + 1;
2550 gr_set_color_fast(&HUD_color_debug);
2553 extern int Gr_textures_in;
2554 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2557 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2559 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2561 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2563 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2565 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2570 extern int Num_pairs; // Number of object pairs that were checked.
2571 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2574 extern int Num_pairs_checked; // What percent of object pairs were checked.
2575 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2577 Num_pairs_checked = 0;
2581 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2584 if ( Timing_total > 0.01f ) {
2585 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2587 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2589 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2591 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2593 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2602 dy = gr_get_font_height() + 1;
2604 gr_set_color_fast(&HUD_color_debug);
2607 extern int TotalRam;
2608 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2613 extern int Model_ram;
2614 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2618 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2620 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2624 extern int Gr_textures_in;
2625 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2630 if ( Show_player_pos ) {
2634 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));
2637 MONITOR_INC(NumPolys, modelstats_num_polys);
2638 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2639 MONITOR_INC(NumVerts, modelstats_num_verts );
2641 modelstats_num_polys = 0;
2642 modelstats_num_polys_drawn = 0;
2643 modelstats_num_verts = 0;
2644 modelstats_num_sortnorms = 0;
2648 void game_show_standalone_framerate()
2650 float frame_rate=30.0f;
2651 if ( frame_int == -1 ) {
2653 for (i=0; i<FRAME_FILTER; i++ ) {
2654 frametimes[i] = 0.0f;
2659 frametotal -= frametimes[frame_int];
2660 frametotal += flFrametime;
2661 frametimes[frame_int] = flFrametime;
2662 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2664 if ( frametotal != 0.0 ) {
2665 if ( Framecount >= FRAME_FILTER ){
2666 frame_rate = FRAME_FILTER / frametotal;
2668 frame_rate = Framecount / frametotal;
2671 std_set_standalone_fps(frame_rate);
2675 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2676 void game_show_time_left()
2680 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2681 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2682 // checking how much time is left
2684 if ( Mission_end_time == -1 ){
2688 diff = f2i(Mission_end_time - Missiontime);
2689 // be sure to bash to 0. diff could be negative on frame that we quit mission
2694 hud_set_default_color();
2695 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2698 //========================================================================================
2699 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2700 //========================================================================================
2704 DCF(ai_pause,"Pauses ai")
2707 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2708 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2709 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2710 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2713 obj_init_all_ships_physics();
2716 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2717 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2720 DCF(single_step,"Single steps the game")
2723 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2724 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2725 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2726 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2728 last_single_step = 0; // Make so single step waits a frame before stepping
2731 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2732 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2735 DCF_BOOL(physics_pause, physics_paused)
2736 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2737 DCF_BOOL(ai_firing, Ai_firing_enabled )
2739 // Create some simple aliases to these commands...
2740 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2741 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2742 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2743 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2744 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2747 //========================================================================================
2748 //========================================================================================
2751 void game_training_pause_do()
2755 key = game_check_key();
2757 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2764 void game_increase_skill_level()
2767 if (Game_skill_level >= NUM_SKILL_LEVELS){
2768 Game_skill_level = 0;
2772 int Player_died_time;
2774 int View_percent = 100;
2777 DCF(view, "Sets the percent of the 3d view to render.")
2780 dc_get_arg(ARG_INT);
2781 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2782 View_percent = Dc_arg_int;
2784 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2790 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2794 dc_printf("View is set to %d%%\n", View_percent );
2799 // Set the clip region for the 3d rendering window
2800 void game_set_view_clip()
2802 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2803 // Set the clip region for the letterbox "dead view"
2804 int yborder = gr_screen.max_h/4;
2806 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2807 // J.S. I've changed my ways!! See the new "no constants" code!!!
2808 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2810 // Set the clip region for normal view
2811 if ( View_percent >= 100 ) {
2814 int xborder, yborder;
2816 if ( View_percent < 5 ) {
2820 float fp = i2fl(View_percent)/100.0f;
2821 int fi = fl2i(fl_sqrt(fp)*100.0f);
2822 if ( fi > 100 ) fi=100;
2824 xborder = ( gr_screen.max_w*(100-fi) )/200;
2825 yborder = ( gr_screen.max_h*(100-fi) )/200;
2827 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2833 void show_debug_stuff()
2836 int laser_count = 0, missile_count = 0;
2838 for (i=0; i<MAX_OBJECTS; i++) {
2839 if (Objects[i].type == OBJ_WEAPON){
2840 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2842 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2848 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2851 extern int Tool_enabled;
2853 time_t tst_time = 0;
2856 int tst_bitmap = -1;
2858 float tst_offset, tst_offset_total;
2861 void game_tst_frame_pre()
2869 g3_rotate_vertex(&v, &tst_pos);
2870 g3_project_vertex(&v);
2873 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2877 // big ship? always tst
2879 // within 3000 meters
2880 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2884 // within 300 meters
2885 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2892 void game_tst_frame()
2902 tst_time = time(NULL);
2904 // load the tst bitmap
2905 switch((int)frand_range(0.0f, 3.0)){
2907 tst_bitmap = bm_load("ig_jim");
2909 mprintf(("TST 0\n"));
2913 tst_bitmap = bm_load("ig_kan");
2915 mprintf(("TST 1\n"));
2919 tst_bitmap = bm_load("ig_jim");
2921 mprintf(("TST 2\n"));
2925 tst_bitmap = bm_load("ig_kan");
2927 mprintf(("TST 3\n"));
2936 // get the tst bitmap dimensions
2938 bm_get_info(tst_bitmap, &w, &h);
2941 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2943 snd_play(&Snds[SND_VASUDAN_BUP]);
2945 // tst x and direction
2949 tst_offset_total = (float)w;
2950 tst_offset = (float)w;
2952 tst_x = (float)gr_screen.max_w;
2953 tst_offset_total = (float)-w;
2954 tst_offset = (float)w;
2962 float diff = (tst_offset_total / 0.5f) * flFrametime;
2968 tst_offset -= fl_abs(diff);
2969 } else if(tst_mode == 2){
2972 tst_offset -= fl_abs(diff);
2976 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2977 gr_bitmap((int)tst_x, (int)tst_y);
2980 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2984 // if we passed the switch point
2985 if(tst_offset <= 0.0f){
2990 tst_stamp = timestamp(1000);
2991 tst_offset = fl_abs(tst_offset_total);
3002 void game_tst_mark(object *objp, ship *shipp)
3011 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3014 sip = &Ship_info[shipp->ship_info_index];
3021 tst_pos = objp->pos;
3022 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3028 extern void render_shields();
3030 void player_repair_frame(float frametime)
3032 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3034 for(idx=0;idx<MAX_PLAYERS;idx++){
3037 np = &Net_players[idx];
3039 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)){
3041 // don't rearm/repair if the player is dead or dying/departing
3042 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3043 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3048 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3049 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3055 #define NUM_FRAMES_TEST 300
3056 #define NUM_MIXED_SOUNDS 16
3057 void do_timing_test(float flFrametime)
3059 static int framecount = 0;
3060 static int test_running = 0;
3061 static float test_time = 0.0f;
3063 static int snds[NUM_MIXED_SOUNDS];
3066 if ( test_running ) {
3068 test_time += flFrametime;
3069 if ( framecount >= NUM_FRAMES_TEST ) {
3071 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3072 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3077 if ( Test_begin == 1 ) {
3083 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3086 // start looping digital sounds
3087 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3088 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3095 DCF(dcf_fov, "Change the field of view")
3098 dc_get_arg(ARG_FLOAT|ARG_NONE);
3099 if ( Dc_arg_type & ARG_NONE ) {
3100 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3101 dc_printf( "Zoom factor reset\n" );
3103 if ( Dc_arg_type & ARG_FLOAT ) {
3104 if (Dc_arg_float < 0.25f) {
3105 Viewer_zoom = 0.25f;
3106 dc_printf("Zoom factor pinned at 0.25.\n");
3107 } else if (Dc_arg_float > 1.25f) {
3108 Viewer_zoom = 1.25f;
3109 dc_printf("Zoom factor pinned at 1.25.\n");
3111 Viewer_zoom = Dc_arg_float;
3117 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3120 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3124 DCF(framerate_cap, "Sets the framerate cap")
3127 dc_get_arg(ARG_INT);
3128 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3129 Framerate_cap = Dc_arg_int;
3131 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3137 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3138 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3139 dc_printf("[n] must be from 1 to 120.\n");
3143 if ( Framerate_cap )
3144 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3146 dc_printf("There is no framerate cap currently active.\n");
3150 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3151 int Show_viewing_from_self = 0;
3153 void say_view_target()
3155 object *view_target;
3157 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3158 view_target = &Objects[Player_ai->target_objnum];
3160 view_target = Player_obj;
3162 if (Game_mode & GM_DEAD) {
3163 if (Player_ai->target_objnum != -1)
3164 view_target = &Objects[Player_ai->target_objnum];
3167 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3168 if (view_target != Player_obj){
3170 char *view_target_name = NULL;
3171 switch(Objects[Player_ai->target_objnum].type) {
3173 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3176 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3177 Viewer_mode &= ~VM_OTHER_SHIP;
3179 case OBJ_JUMP_NODE: {
3180 char jump_node_name[128];
3181 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3182 view_target_name = jump_node_name;
3183 Viewer_mode &= ~VM_OTHER_SHIP;
3192 if ( view_target_name ) {
3193 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3194 Show_viewing_from_self = 1;
3197 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3198 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3199 Show_viewing_from_self = 1;
3201 if (Show_viewing_from_self)
3202 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3207 Last_view_target = view_target;
3211 float Game_hit_x = 0.0f;
3212 float Game_hit_y = 0.0f;
3214 // Reset at the beginning of each frame
3215 void game_whack_reset()
3221 // Apply a 2d whack to the player
3222 void game_whack_apply( float x, float y )
3224 // Do some force feedback
3225 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3231 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3234 // call to apply a "shudder"
3235 void game_shudder_apply(int time, float intensity)
3237 Game_shudder_time = timestamp(time);
3238 Game_shudder_total = time;
3239 Game_shudder_intensity = intensity;
3242 #define FF_SCALE 10000
3243 void apply_hud_shake(matrix *eye_orient)
3245 if (Viewer_obj == Player_obj) {
3246 physics_info *pi = &Player_obj->phys_info;
3254 // Make eye shake due to afterburner
3255 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3258 dtime = timestamp_until(pi->afterburner_decay);
3262 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3263 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3266 // Make eye shake due to engine wash
3268 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3271 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3272 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3274 // get the intensity
3275 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3279 vm_vec_rand_vec_quick(&rand_vec);
3282 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3286 // make hud shake due to shuddering
3287 if(Game_shudder_time != -1){
3288 // if the timestamp has elapsed
3289 if(timestamp_elapsed(Game_shudder_time)){
3290 Game_shudder_time = -1;
3292 // otherwise apply some shudder
3296 dtime = timestamp_until(Game_shudder_time);
3300 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));
3301 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));
3306 vm_angles_2_matrix(&tm, &tangles);
3307 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3308 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3309 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3310 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3315 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3317 // Player's velocity just before he blew up. Used to keep camera target moving.
3318 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3320 // Set eye_pos and eye_orient based on view mode.
3321 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3325 static int last_Viewer_mode = 0;
3326 static int last_Game_mode = 0;
3327 static int last_Viewer_objnum = -1;
3329 // This code is supposed to detect camera "cuts"... like going between
3332 // determine if we need to regenerate the nebula
3333 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3334 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3335 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3336 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3337 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3338 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3339 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3340 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3341 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3344 // regenerate the nebula
3348 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3349 //mprintf(( "************** Camera cut! ************\n" ));
3350 last_Viewer_mode = Viewer_mode;
3351 last_Game_mode = Game_mode;
3353 // Camera moved. Tell stars & debris to not do blurring.
3359 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3360 player_display_packlock_view();
3363 game_set_view_clip();
3365 if (Game_mode & GM_DEAD) {
3366 vector vec_to_deader, view_pos;
3369 Viewer_mode |= VM_DEAD_VIEW;
3371 if (Player_ai->target_objnum != -1) {
3372 int view_from_player = 1;
3374 if (Viewer_mode & VM_OTHER_SHIP) {
3375 // View from target.
3376 Viewer_obj = &Objects[Player_ai->target_objnum];
3378 last_Viewer_objnum = Player_ai->target_objnum;
3380 if ( Viewer_obj->type == OBJ_SHIP ) {
3381 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3382 view_from_player = 0;
3385 last_Viewer_objnum = -1;
3388 if ( view_from_player ) {
3389 // View target from player ship.
3391 *eye_pos = Player_obj->pos;
3392 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3393 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3396 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3398 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3399 dist += flFrametime * 16.0f;
3401 vm_vec_scale(&vec_to_deader, -dist);
3402 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3404 view_pos = Player_obj->pos;
3406 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3407 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3408 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3409 Dead_player_last_vel = Player_obj->phys_info.vel;
3410 //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));
3411 } else if (Player_ai->target_objnum != -1) {
3412 view_pos = Objects[Player_ai->target_objnum].pos;
3414 // Make camera follow explosion, but gradually slow down.
3415 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3416 view_pos = Player_obj->pos;
3417 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3418 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3421 *eye_pos = Dead_camera_pos;
3423 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3425 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3430 // if supernova shockwave
3431 if(supernova_camera_cut()){
3435 // call it dead view
3436 Viewer_mode |= VM_DEAD_VIEW;
3438 // set eye pos and orient
3439 supernova_set_view(eye_pos, eye_orient);
3441 // If already blown up, these other modes can override.
3442 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3443 Viewer_mode &= ~VM_DEAD_VIEW;
3445 Viewer_obj = Player_obj;
3447 if (Viewer_mode & VM_OTHER_SHIP) {
3448 if (Player_ai->target_objnum != -1){
3449 Viewer_obj = &Objects[Player_ai->target_objnum];
3450 last_Viewer_objnum = Player_ai->target_objnum;
3452 Viewer_mode &= ~VM_OTHER_SHIP;
3453 last_Viewer_objnum = -1;
3456 last_Viewer_objnum = -1;
3459 if (Viewer_mode & VM_EXTERNAL) {
3462 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3463 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3465 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3467 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3468 vm_vec_normalize(&eye_dir);
3469 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3472 // Modify the orientation based on head orientation.
3473 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3475 } else if ( Viewer_mode & VM_CHASE ) {
3478 if ( Viewer_obj->phys_info.speed < 0.1 )
3479 move_dir = Viewer_obj->orient.v.fvec;
3481 move_dir = Viewer_obj->phys_info.vel;
3482 vm_vec_normalize(&move_dir);
3485 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3486 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3487 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3488 vm_vec_normalize(&eye_dir);
3490 // JAS: I added the following code because if you slew up using
3491 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3492 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3493 // call because the up and the forward vector are the same. I fixed
3494 // it by adding in a fraction of the right vector all the time to the
3496 vector tmp_up = Viewer_obj->orient.v.uvec;
3497 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3499 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3502 // Modify the orientation based on head orientation.
3503 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3504 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3505 *eye_pos = Camera_pos;
3507 ship * shipp = &Ships[Player_obj->instance];
3509 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3510 vm_vec_normalize(&eye_dir);
3511 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3514 // get an eye position based upon the correct type of object
3515 switch(Viewer_obj->type){
3517 // make a call to get the eye point for the player object
3518 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3521 // make a call to get the eye point for the player object
3522 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3528 #ifdef JOHNS_DEBUG_CODE
3529 john_debug_stuff(&eye_pos, &eye_orient);
3535 apply_hud_shake(eye_orient);
3537 // setup neb2 rendering
3538 neb2_render_setup(eye_pos, eye_orient);
3542 extern void ai_debug_render_stuff();
3545 int Game_subspace_effect = 0;
3546 DCF_BOOL( subspace, Game_subspace_effect );
3548 // Does everything needed to render a frame
3549 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3553 g3_start_frame(game_zbuffer);
3554 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3556 // maybe offset the HUD (jitter stuff)
3557 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3558 HUD_set_offsets(Viewer_obj, !dont_offset);
3560 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3561 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3562 // must be done before ships are rendered
3563 if ( MULTIPLAYER_CLIENT ) {
3564 shield_point_multi_setup();
3567 if ( Game_subspace_effect ) {
3568 stars_draw(0,0,0,1);
3570 stars_draw(1,1,1,0);
3573 obj_render_all(obj_render);
3574 beam_render_all(); // render all beam weapons
3575 particle_render_all(); // render particles after everything else.
3576 trail_render_all(); // render missilie trails after everything else.
3577 mflash_render_all(); // render all muzzle flashes
3579 // Why do we not show the shield effect in these modes? Seems ok.
3580 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3584 // render nebula lightning
3587 // render local player nebula
3588 neb2_render_player();
3591 ai_debug_render_stuff();
3594 #ifndef RELEASE_REAL
3595 // game_framerate_check();
3599 extern void snd_spew_debug_info();
3600 snd_spew_debug_info();
3603 //================ END OF 3D RENDERING STUFF ====================
3607 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3608 hud_maybe_clear_head_area();
3609 anim_render_all(0, flFrametime);
3612 extern int Multi_display_netinfo;
3613 if(Multi_display_netinfo){
3614 extern void multi_display_netinfo();
3615 multi_display_netinfo();
3618 game_tst_frame_pre();
3621 do_timing_test(flFrametime);
3625 extern int OO_update_index;
3626 multi_rate_display(OO_update_index, 375, 0);
3631 extern void oo_display();
3638 //#define JOHNS_DEBUG_CODE 1
3640 #ifdef JOHNS_DEBUG_CODE
3641 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3643 //if ( key_pressed(SDLK_LSHIFT) )
3645 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3647 model_subsystem *turret = tsys->system_info;
3649 if (turret->type == SUBSYSTEM_TURRET ) {
3650 vector v.fvec, v.uvec;
3651 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3653 ship_model_start(tobj);
3655 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3656 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3657 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3659 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3661 ship_model_stop(tobj);
3671 // following function for dumping frames for purposes of building trailers.
3674 // function to toggle state of dumping every frame into PCX when playing the game
3675 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3679 if ( Debug_dump_frames == 0 ) {
3681 Debug_dump_frames = 15;
3682 Debug_dump_trigger = 0;
3683 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3684 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3687 Debug_dump_frames = 0;
3688 Debug_dump_trigger = 0;
3689 gr_dump_frame_stop();
3690 dc_printf( "Frame dumping is now OFF\n" );
3696 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3700 if ( Debug_dump_frames == 0 ) {
3702 Debug_dump_frames = 15;
3703 Debug_dump_trigger = 1;
3704 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3705 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3708 Debug_dump_frames = 0;
3709 Debug_dump_trigger = 0;
3710 gr_dump_frame_stop();
3711 dc_printf( "Frame dumping is now OFF\n" );
3717 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3721 if ( Debug_dump_frames == 0 ) {
3723 Debug_dump_frames = 30;
3724 Debug_dump_trigger = 0;
3725 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3726 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3729 Debug_dump_frames = 0;
3730 Debug_dump_trigger = 0;
3731 gr_dump_frame_stop();
3732 dc_printf( "Frame dumping is now OFF\n" );
3738 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3742 if ( Debug_dump_frames == 0 ) {
3744 Debug_dump_frames = 30;
3745 Debug_dump_trigger = 1;
3746 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3747 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3750 Debug_dump_frames = 0;
3751 Debug_dump_trigger = 0;
3752 gr_dump_frame_stop();
3753 dc_printf( "Triggered frame dumping is now OFF\n" );
3759 void game_maybe_dump_frame()
3761 if ( !Debug_dump_frames ){
3765 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3772 Debug_dump_frame_num++;
3778 extern int Player_dead_state;
3780 // Flip the page and time how long it took.
3781 void game_flip_page_and_time_it()
3786 t1 = timer_get_fixed_seconds();
3788 t2 = timer_get_fixed_seconds();
3791 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3792 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3799 void game_simulation_frame()
3801 // blow ships up in multiplayer dogfight
3802 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){
3803 // blow up all non-player ships
3804 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3807 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3809 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)){
3810 moveup = GET_NEXT(moveup);
3813 shipp = &Ships[Objects[moveup->objnum].instance];
3814 sip = &Ship_info[shipp->ship_info_index];
3816 // only blow up small ships
3817 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3818 // function to simply explode a ship where it is currently at
3819 ship_self_destruct( &Objects[moveup->objnum] );
3822 moveup = GET_NEXT(moveup);
3828 // process AWACS stuff - do this first thing
3831 // single player, set Player hits_this_frame to 0
3832 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3833 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3834 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3838 supernova_process();
3839 if(supernova_active() >= 5){
3843 // fire targeting lasers now so that
3844 // 1 - created this frame
3845 // 2 - collide this frame
3846 // 3 - render this frame
3847 // 4 - ignored and deleted next frame
3848 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3850 ship_process_targeting_lasers();
3852 // do this here so that it works for multiplayer
3854 // get viewer direction
3855 int viewer_direction = PHYSICS_VIEWER_REAR;
3857 if(Viewer_mode == 0){
3858 viewer_direction = PHYSICS_VIEWER_FRONT;
3860 if(Viewer_mode & VM_PADLOCK_UP){
3861 viewer_direction = PHYSICS_VIEWER_UP;
3863 else if(Viewer_mode & VM_PADLOCK_REAR){
3864 viewer_direction = PHYSICS_VIEWER_REAR;
3866 else if(Viewer_mode & VM_PADLOCK_LEFT){
3867 viewer_direction = PHYSICS_VIEWER_LEFT;
3869 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3870 viewer_direction = PHYSICS_VIEWER_RIGHT;
3873 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3875 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3878 #define VM_PADLOCK_UP (1 << 7)
3879 #define VM_PADLOCK_REAR (1 << 8)
3880 #define VM_PADLOCK_LEFT (1 << 9)
3881 #define VM_PADLOCK_RIGHT (1 << 10)
3883 // evaluate mission departures and arrivals before we process all objects.
3884 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3886 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3887 // ships/wing packets.
3888 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3889 mission_parse_eval_stuff();
3892 // if we're an observer, move ourselves seperately from the standard physics
3893 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3894 obj_observer_move(flFrametime);
3897 // move all the objects now
3898 obj_move_all(flFrametime);
3900 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3901 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3902 // ship_check_cargo_all();
3903 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3904 mission_eval_goals();
3908 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3909 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3910 training_check_objectives();
3913 // do all interpolation now
3914 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3915 // client side processing of warping in effect stages
3916 multi_do_client_warp(flFrametime);
3918 // client side movement of an observer
3919 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3920 obj_observer_move(flFrametime);
3923 // move all objects - does interpolation now as well
3924 obj_move_all(flFrametime);
3927 // only process the message queue when the player is "in" the game
3928 if ( !Pre_player_entry ){
3929 message_queue_process(); // process any messages send to the player
3932 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3933 message_maybe_distort(); // maybe distort incoming message if comms damaged
3934 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3935 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3936 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3939 if(!(Game_mode & GM_STANDALONE_SERVER)){
3940 // process some stuff every frame (before frame is rendered)
3941 emp_process_local();
3943 hud_update_frame(); // update hud systems
3945 if (!physics_paused) {
3946 // Move particle system
3947 particle_move_all(flFrametime);
3949 // Move missile trails
3950 trail_move_all(flFrametime);
3952 // process muzzle flashes
3953 mflash_process_all();
3955 // Flash the gun flashes
3956 shipfx_flash_do_frame(flFrametime);
3958 shockwave_move_all(flFrametime); // update all the shockwaves
3961 // subspace missile strikes
3964 obj_snd_do_frame(); // update the object-linked persistant sounds
3965 game_maybe_update_sound_environment();
3966 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3968 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3970 if ( Game_subspace_effect ) {
3971 game_start_subspace_ambient_sound();
3977 // Maybe render and process the dead-popup
3978 void game_maybe_do_dead_popup(float frametime)
3980 if ( popupdead_is_active() ) {
3982 int choice = popupdead_do_frame(frametime);
3984 if ( Game_mode & GM_NORMAL ) {
3987 gameseq_post_event(GS_EVENT_ENTER_GAME);
3991 gameseq_post_event(GS_EVENT_END_GAME);
3995 gameseq_post_event(GS_EVENT_START_GAME);
3998 // this should only happen during a red alert mission
4001 SDL_assert(The_mission.red_alert);
4002 if(!The_mission.red_alert){
4003 gameseq_post_event(GS_EVENT_START_GAME);
4007 // choose the previous mission
4008 mission_campaign_previous_mission();
4010 gameseq_post_event(GS_EVENT_START_GAME);
4020 case POPUPDEAD_DO_MAIN_HALL:
4021 multi_quit_game(PROMPT_NONE,-1);
4024 case POPUPDEAD_DO_RESPAWN:
4025 multi_respawn_normal();
4026 event_music_player_respawn();
4029 case POPUPDEAD_DO_OBSERVER:
4030 multi_respawn_observer();
4031 event_music_player_respawn_as_observer();
4040 if ( leave_popup ) {
4046 // returns true if player is actually in a game_play stats
4047 int game_actually_playing()
4051 state = gameseq_get_state();
4052 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4058 // Draw the 2D HUD gauges
4059 void game_render_hud_2d()
4061 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4065 HUD_render_2d(flFrametime);
4069 // Draw the 3D-dependant HUD gauges
4070 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4072 g3_start_frame(0); // 0 = turn zbuffering off
4073 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4075 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4076 HUD_render_3d(flFrametime);
4080 game_sunspot_process(flFrametime);
4082 // Diminish the palette effect
4083 game_flash_diminish(flFrametime);
4091 int actually_playing;
4092 fix total_time1, total_time2;
4093 fix render2_time1=0, render2_time2=0;
4094 fix render3_time1=0, render3_time2=0;
4095 fix flip_time1=0, flip_time2=0;
4096 fix clear_time1=0, clear_time2=0;
4102 if (Framerate_delay) {
4103 int start_time = timer_get_milliseconds();
4104 while (timer_get_milliseconds() < start_time + Framerate_delay)
4110 demo_do_frame_start();
4112 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4117 // start timing frame
4118 timing_frame_start();
4120 total_time1 = timer_get_fixed_seconds();
4122 // var to hold which state we are in
4123 actually_playing = game_actually_playing();
4125 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4126 if (!(Game_mode & GM_STANDALONE_SERVER)){
4127 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4131 if (Missiontime > Entry_delay_time){
4132 Pre_player_entry = 0;
4134 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4137 // Note: These are done even before the player enters, else buffers can overflow.
4138 if (! (Game_mode & GM_STANDALONE_SERVER)){
4142 shield_frame_init();
4144 if ( Player->control_mode != PCM_NORMAL )
4147 if ( !Pre_player_entry && actually_playing ) {
4148 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4150 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4151 game_process_keys();
4153 // don't read flying controls if we're playing a demo back
4154 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4155 read_player_controls( Player_obj, flFrametime);
4159 // if we're not the master, we may have to send the server-critical ship status button_info bits
4160 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4161 multi_maybe_send_ship_status();
4166 // Reset the whack stuff
4169 // These two lines must be outside of Pre_player_entry code,
4170 // otherwise too many lights are added.
4173 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4177 game_simulation_frame();
4179 // if not actually in a game play state, then return. This condition could only be true in
4180 // a multiplayer game.
4181 if ( !actually_playing ) {
4182 SDL_assert( Game_mode & GM_MULTIPLAYER );
4186 if (!Pre_player_entry) {
4187 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4188 clear_time1 = timer_get_fixed_seconds();
4189 // clear the screen to black
4191 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4195 clear_time2 = timer_get_fixed_seconds();
4196 render3_time1 = timer_get_fixed_seconds();
4197 game_render_frame_setup(&eye_pos, &eye_orient);
4198 game_render_frame( &eye_pos, &eye_orient );
4200 // save the eye position and orientation
4201 if ( Game_mode & GM_MULTIPLAYER ) {
4202 Net_player->s_info.eye_pos = eye_pos;
4203 Net_player->s_info.eye_orient = eye_orient;
4206 hud_show_target_model();
4208 // check to see if we should display the death died popup
4209 if(Game_mode & GM_DEAD_BLEW_UP){
4210 if(Game_mode & GM_MULTIPLAYER){
4211 // catch the situation where we're supposed to be warping out on this transition
4212 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4213 gameseq_post_event(GS_EVENT_DEBRIEF);
4214 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4215 Player_died_popup_wait = -1;
4219 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4220 Player_died_popup_wait = -1;
4226 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4227 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4228 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4229 if(!popupdead_is_active()){
4233 Player_multi_died_check = -1;
4237 render3_time2 = timer_get_fixed_seconds();
4238 render2_time1 = timer_get_fixed_seconds();
4241 game_get_framerate();
4242 game_show_framerate();
4244 game_show_time_left();
4246 // Draw the 2D HUD gauges
4247 if(supernova_active() < 3){
4248 game_render_hud_2d();
4251 game_set_view_clip();
4253 // Draw 3D HUD gauges
4254 game_render_hud_3d(&eye_pos, &eye_orient);
4258 render2_time2 = timer_get_fixed_seconds();
4260 // maybe render and process the dead popup
4261 game_maybe_do_dead_popup(flFrametime);
4263 // start timing frame
4264 timing_frame_stop();
4265 // timing_display(30, 10);
4267 // If a regular popup is active, don't flip (popup code flips)
4268 if( !popup_running_state() ){
4269 flip_time1 = timer_get_fixed_seconds();
4270 game_flip_page_and_time_it();
4271 flip_time2 = timer_get_fixed_seconds();
4275 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4278 game_show_standalone_framerate();
4282 game_do_training_checks();
4285 // process lightning (nebula only)
4288 total_time2 = timer_get_fixed_seconds();
4290 // Got some timing numbers
4291 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4292 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4293 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4294 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4295 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4298 demo_do_frame_end();
4300 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4306 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4307 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4308 // died. This resulted in screwed up death sequences.
4310 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4311 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4312 static int timer_paused=0;
4313 #if defined(TIMER_TEST) && !defined(NDEBUG)
4314 static int stop_count,start_count;
4315 static int time_stopped,time_started;
4317 int saved_timestamp_ticker = -1;
4319 void game_reset_time()
4321 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4325 // Last_time = timer_get_fixed_seconds();
4331 void game_stop_time()
4333 if (timer_paused==0) {
4335 time = timer_get_fixed_seconds();
4336 // Save how much time progressed so far in the frame so we can
4337 // use it when we unpause.
4338 Last_delta_time = time - Last_time;
4340 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4341 if (Last_delta_time < 0) {
4342 #if defined(TIMER_TEST) && !defined(NDEBUG)
4343 Int3(); //get Matt!!!!
4345 Last_delta_time = 0;
4347 #if defined(TIMER_TEST) && !defined(NDEBUG)
4348 time_stopped = time;
4351 // Stop the timer_tick stuff...
4352 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4353 saved_timestamp_ticker = timestamp_ticker;
4357 #if defined(TIMER_TEST) && !defined(NDEBUG)
4362 void game_start_time()
4365 SDL_assert(timer_paused >= 0);
4366 if (timer_paused==0) {
4368 time = timer_get_fixed_seconds();
4369 #if defined(TIMER_TEST) && !defined(NDEBUG)
4371 Int3(); //get Matt!!!!
4374 // Take current time, and set it backwards to account for time
4375 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4376 // will be correct when it goes to calculate the frametime next
4378 Last_time = time - Last_delta_time;
4379 #if defined(TIMER_TEST) && !defined(NDEBUG)
4380 time_started = time;
4383 // Restore the timer_tick stuff...
4384 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4385 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4386 timestamp_ticker = saved_timestamp_ticker;
4387 saved_timestamp_ticker = -1;
4390 #if defined(TIMER_TEST) && !defined(NDEBUG)
4396 void game_set_frametime(int state)
4399 float frame_cap_diff;
4401 thistime = timer_get_fixed_seconds();
4403 if ( Last_time == 0 )
4404 Frametime = F1_0 / 30;
4406 Frametime = thistime - Last_time;
4408 // Frametime = F1_0 / 30;
4410 fix debug_frametime = Frametime; // Just used to display frametime.
4412 // If player hasn't entered mission yet, make frame take 1/4 second.
4413 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4416 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4418 fix frame_speed = F1_0 / Debug_dump_frames;
4420 if (Frametime > frame_speed ){
4421 nprintf(("warning","slow frame: %x\n",Frametime));
4424 thistime = timer_get_fixed_seconds();
4425 Frametime = thistime - Last_time;
4426 } while (Frametime < frame_speed );
4428 Frametime = frame_speed;
4432 SDL_assert( Framerate_cap > 0 );
4434 // Cap the framerate so it doesn't get too high.
4438 cap = F1_0/Framerate_cap;
4439 if (Frametime < cap) {
4440 thistime = cap - Frametime;
4441 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4442 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4444 thistime = timer_get_fixed_seconds();
4448 if((Game_mode & GM_STANDALONE_SERVER) &&
4449 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4451 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4452 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4454 thistime += fl2f((frame_cap_diff));
4456 Frametime = thistime - Last_time;
4459 // If framerate is too low, cap it.
4460 if (Frametime > MAX_FRAMETIME) {
4462 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4464 // to remove warnings in release build
4465 debug_frametime = fl2f(flFrametime);
4467 Frametime = MAX_FRAMETIME;
4470 Frametime = fixmul(Frametime, Game_time_compression);
4472 Last_time = thistime;
4473 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4475 flFrametime = f2fl(Frametime);
4476 //if(!(Game_mode & GM_PLAYING_DEMO)){
4477 timestamp_inc(flFrametime);
4479 /* if ((Framecount > 0) && (Framecount < 10)) {
4480 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4485 // This is called from game_do_frame(), and from navmap_do_frame()
4486 void game_update_missiontime()
4488 // TODO JAS: Put in if and move this into game_set_frametime,
4489 // fix navmap to call game_stop/start_time
4490 //if ( !timer_paused )
4491 Missiontime += Frametime;
4494 void game_do_frame()
4496 game_set_frametime(GS_STATE_GAME_PLAY);
4497 game_update_missiontime();
4499 if (Game_mode & GM_STANDALONE_SERVER) {
4500 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4503 if ( game_single_step && (last_single_step == game_single_step) ) {
4504 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4505 while( key_checkch() == 0 )
4507 os_set_title( XSTR( "FreeSpace", 171) );
4508 Last_time = timer_get_fixed_seconds();
4511 last_single_step = game_single_step;
4513 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4514 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4518 Keep_mouse_centered = 0;
4519 monitor_update(); // Update monitor variables
4522 void multi_maybe_do_frame()
4524 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4529 int Joymouse_button_status = 0;
4531 // Flush all input devices
4539 Joymouse_button_status = 0;
4541 //mprintf(("Game flush!\n" ));
4544 // function for multiplayer only which calls game_do_state_common() when running the
4546 void game_do_dc_networking()
4548 SDL_assert( Game_mode & GM_MULTIPLAYER );
4550 game_do_state_common( gameseq_get_state() );
4553 // Call this whenever in a loop, or when you need to check for a keystroke.
4554 int game_check_key()
4560 // convert keypad enter to normal enter
4561 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4562 k = (k & ~KEY_MASK) | SDLK_RETURN;
4567 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4569 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4570 static int Demo_show_trailer_timestamp = 0;
4572 void demo_reset_trailer_timer()
4574 Demo_show_trailer_timestamp = timer_get_milliseconds();
4577 void demo_maybe_show_trailer(int k)
4580 // if key pressed, reset demo trailer timer
4582 demo_reset_trailer_timer();
4586 // if mouse moved, reset demo trailer timer
4589 mouse_get_delta(&dx, &dy);
4590 if ( (dx > 0) || (dy > 0) ) {
4591 demo_reset_trailer_timer();
4595 // if joystick has moved, reset demo trailer timer
4598 joy_get_delta(&dx, &dy);
4599 if ( (dx > 0) || (dy > 0) ) {
4600 demo_reset_trailer_timer();
4604 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4605 // the low-level code. Ugly, I know... but was the simplest and most
4608 // if 30 seconds since last demo trailer time reset, launch movie
4609 if ( os_foreground() ) {
4610 int now = timer_get_milliseconds();
4611 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4612 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4614 movie_play( NOX("fstrailer2.mve") );
4615 demo_reset_trailer_timer();
4623 // same as game_check_key(), except this is used while actually in the game. Since there
4624 // generally are differences between game control keys and general UI keys, makes sense to
4625 // have seperate functions for each case. If you are not checking a game control while in a
4626 // mission, you should probably be using game_check_key() instead.
4631 if (!os_foreground()) {
4636 // If we're in a single player game, pause it.
4637 if (!(Game_mode & GM_MULTIPLAYER)){
4638 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4639 game_process_pause_key();
4646 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4647 demo_maybe_show_trailer(k);
4650 // Move the mouse cursor with the joystick.
4651 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4652 // Move the mouse cursor with the joystick
4656 joy_get_pos( &jx, &jy, &jz, &jr );
4658 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4659 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4662 mouse_get_real_pos( &mx, &my );
4663 mouse_set_pos( mx+dx, my+dy );
4668 m = mouse_down(MOUSE_LEFT_BUTTON);
4670 if ( j != Joymouse_button_status ) {
4671 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4672 Joymouse_button_status = j;
4674 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4675 } else if ( (!j) && (m) ) {
4676 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4681 // if we should be ignoring keys because of some multiplayer situations
4682 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4686 // If a popup is running, don't process all the Fn keys
4687 if( popup_active() ) {
4691 state = gameseq_get_state();
4693 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4696 case KEY_DEBUGGED + SDLK_BACKSPACE:
4701 launch_context_help();
4706 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4708 // don't allow f2 while warping out in multiplayer
4709 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4714 case GS_STATE_INITIAL_PLAYER_SELECT:
4715 case GS_STATE_OPTIONS_MENU:
4716 case GS_STATE_HUD_CONFIG:
4717 case GS_STATE_CONTROL_CONFIG:
4718 case GS_STATE_DEATH_DIED:
4719 case GS_STATE_DEATH_BLEW_UP:
4720 case GS_STATE_VIEW_MEDALS:
4724 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4731 // hotkey selection screen -- only valid from briefing and beyond.
4733 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4734 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) ) {
4735 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4741 case KEY_DEBUGGED + SDLK_F3:
4742 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4745 case KEY_DEBUGGED + SDLK_F4:
4746 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4750 if(Game_mode & GM_MULTIPLAYER){
4751 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4752 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4756 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4757 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4763 case SDLK_ESCAPE | KEY_SHIFTED:
4764 // make sure to quit properly out of multiplayer
4765 if(Game_mode & GM_MULTIPLAYER){
4766 multi_quit_game(PROMPT_NONE);
4769 gameseq_post_event( GS_EVENT_QUIT_GAME );
4774 case KEY_DEBUGGED + SDLK_p:
4777 case SDLK_PRINTSCREEN:
4779 static int counter = 0;
4784 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4786 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4787 gr_print_screen(tmp_name);
4795 case KEY_SHIFTED | SDLK_RETURN: {
4797 #if !defined(NDEBUG)
4799 if ( Game_mode & GM_NORMAL ){
4803 // if we're in multiplayer mode, do some special networking
4804 if(Game_mode & GM_MULTIPLAYER){
4805 debug_console(game_do_dc_networking);
4812 if ( Game_mode & GM_NORMAL )
4826 gameseq_post_event(GS_EVENT_QUIT_GAME);
4829 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4832 void camera_set_position( vector *pos )
4837 void camera_set_orient( matrix *orient )
4839 Camera_orient = *orient;
4842 void camera_set_velocity( vector *vel, int instantaneous )
4844 Camera_desired_velocity.xyz.x = 0.0f;
4845 Camera_desired_velocity.xyz.y = 0.0f;
4846 Camera_desired_velocity.xyz.z = 0.0f;
4848 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4849 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4850 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4852 if ( instantaneous ) {
4853 Camera_velocity = Camera_desired_velocity;
4861 vector new_vel, delta_pos;
4863 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4864 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4865 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4867 Camera_velocity = new_vel;
4869 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4871 vm_vec_add2( &Camera_pos, &delta_pos );
4873 float ot = Camera_time+0.0f;
4875 Camera_time += flFrametime;
4877 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4880 tmp.xyz.z = 4.739f; // always go this fast forward.
4882 // pick x and y velocities so they are always on a
4883 // circle with a 25 m radius.
4885 float tmp_angle = frand()*PI2;
4887 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4888 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4890 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4892 //mprintf(( "Changing velocity!\n" ));
4893 camera_set_velocity( &tmp, 0 );
4896 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4897 vector tmp = ZERO_VECTOR;
4898 camera_set_velocity( &tmp, 0 );
4903 void end_demo_campaign_do()
4905 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4906 // show upsell screens
4907 demo_upsell_show_screens();
4908 #elif defined(OEM_BUILD)
4909 // show oem upsell screens
4910 oem_upsell_show_screens();
4913 // drop into main hall
4914 gameseq_post_event( GS_EVENT_MAIN_MENU );
4917 // All code to process events. This is the only place
4918 // that you should change the state of the game.
4919 void game_process_event( int current_state, int event )
4921 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4924 case GS_EVENT_SIMULATOR_ROOM:
4925 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4928 case GS_EVENT_MAIN_MENU:
4929 gameseq_set_state(GS_STATE_MAIN_MENU);
4932 case GS_EVENT_OPTIONS_MENU:
4933 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4936 case GS_EVENT_BARRACKS_MENU:
4937 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4940 case GS_EVENT_TECH_MENU:
4941 gameseq_set_state(GS_STATE_TECH_MENU);
4944 case GS_EVENT_TRAINING_MENU:
4945 gameseq_set_state(GS_STATE_TRAINING_MENU);
4948 case GS_EVENT_START_GAME:
4949 Select_default_ship = 0;
4950 Player_multi_died_check = -1;
4951 gameseq_set_state(GS_STATE_CMD_BRIEF);
4954 case GS_EVENT_START_BRIEFING:
4955 gameseq_set_state(GS_STATE_BRIEFING);
4958 case GS_EVENT_DEBRIEF:
4959 // did we end the campaign in the main freespace 2 single player campaign?
4961 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4963 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4965 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4967 gameseq_set_state(GS_STATE_DEBRIEF);
4970 Player_multi_died_check = -1;
4973 case GS_EVENT_SHIP_SELECTION:
4974 gameseq_set_state( GS_STATE_SHIP_SELECT );
4977 case GS_EVENT_WEAPON_SELECTION:
4978 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4981 case GS_EVENT_ENTER_GAME:
4983 // maybe start recording a demo
4985 demo_start_record("test.fsd");
4989 if (Game_mode & GM_MULTIPLAYER) {
4990 // if we're respawning, make sure we change the view mode so that the hud shows up
4991 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4995 gameseq_set_state(GS_STATE_GAME_PLAY);
4997 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5000 Player_multi_died_check = -1;
5002 // clear multiplayer button info
5003 extern button_info Multi_ship_status_bi;
5004 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5006 Start_time = f2fl(timer_get_approx_seconds());
5008 mprintf(("Entering game at time = %7.3f\n", Start_time));
5012 case GS_EVENT_START_GAME_QUICK:
5013 Select_default_ship = 1;
5014 gameseq_post_event(GS_EVENT_ENTER_GAME);
5018 case GS_EVENT_END_GAME:
5019 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5020 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5021 gameseq_set_state(GS_STATE_MAIN_MENU);
5026 Player_multi_died_check = -1;
5029 case GS_EVENT_QUIT_GAME:
5030 main_hall_stop_music();
5031 main_hall_stop_ambient();
5032 gameseq_set_state(GS_STATE_QUIT_GAME);
5034 Player_multi_died_check = -1;
5037 case GS_EVENT_GAMEPLAY_HELP:
5038 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5041 case GS_EVENT_PAUSE_GAME:
5042 gameseq_push_state(GS_STATE_GAME_PAUSED);
5045 case GS_EVENT_DEBUG_PAUSE_GAME:
5046 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5049 case GS_EVENT_TRAINING_PAUSE:
5050 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5053 case GS_EVENT_PREVIOUS_STATE:
5054 gameseq_pop_state();
5057 case GS_EVENT_TOGGLE_FULLSCREEN:
5058 gr_toggle_fullscreen();
5061 case GS_EVENT_TOGGLE_GLIDE:
5064 case GS_EVENT_LOAD_MISSION_MENU:
5067 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5068 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5071 case GS_EVENT_HUD_CONFIG:
5072 gameseq_push_state( GS_STATE_HUD_CONFIG );
5075 case GS_EVENT_CONTROL_CONFIG:
5076 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5079 case GS_EVENT_DEATH_DIED:
5080 gameseq_set_state( GS_STATE_DEATH_DIED );
5083 case GS_EVENT_DEATH_BLEW_UP:
5084 if ( current_state == GS_STATE_DEATH_DIED ) {
5085 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5086 event_music_player_death();
5088 // multiplayer clients set their extra check here
5089 if(Game_mode & GM_MULTIPLAYER){
5090 // set the multi died absolute last chance check
5091 Player_multi_died_check = time(NULL);
5094 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5098 case GS_EVENT_NEW_CAMPAIGN:
5099 if (!mission_load_up_campaign()){
5100 readyroom_continue_campaign();
5103 Player_multi_died_check = -1;
5106 case GS_EVENT_CAMPAIGN_CHEAT:
5107 if (!mission_load_up_campaign()){
5109 // bash campaign value
5110 extern char Main_hall_campaign_cheat[512];
5113 // look for the mission
5114 for(idx=0; idx<Campaign.num_missions; idx++){
5115 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5116 Campaign.next_mission = idx;
5117 Campaign.prev_mission = idx - 1;
5124 readyroom_continue_campaign();
5127 Player_multi_died_check = -1;
5130 case GS_EVENT_CAMPAIGN_ROOM:
5131 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5134 case GS_EVENT_CMD_BRIEF:
5135 gameseq_set_state(GS_STATE_CMD_BRIEF);
5138 case GS_EVENT_RED_ALERT:
5139 gameseq_set_state(GS_STATE_RED_ALERT);
5142 case GS_EVENT_CREDITS:
5143 gameseq_set_state( GS_STATE_CREDITS );
5146 case GS_EVENT_VIEW_MEDALS:
5147 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5150 case GS_EVENT_SHOW_GOALS:
5151 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5154 case GS_EVENT_HOTKEY_SCREEN:
5155 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5158 // multiplayer stuff follow these comments
5161 gameseq_set_state(GS_STATE_PXO);
5164 case GS_EVENT_PXO_HELP:
5165 gameseq_set_state(GS_STATE_PXO_HELP);
5168 case GS_EVENT_MULTI_JOIN_GAME:
5169 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5172 case GS_EVENT_MULTI_HOST_SETUP:
5173 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5176 case GS_EVENT_MULTI_CLIENT_SETUP:
5177 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5180 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5181 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5184 case GS_EVENT_MULTI_STD_WAIT:
5185 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5188 case GS_EVENT_STANDALONE_MAIN:
5189 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5192 case GS_EVENT_MULTI_PAUSE:
5193 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5196 case GS_EVENT_INGAME_PRE_JOIN:
5197 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5200 case GS_EVENT_EVENT_DEBUG:
5201 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5204 // Start a warpout where player automatically goes 70 no matter what
5205 // and can't cancel out of it.
5206 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5207 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5209 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5210 Player->saved_viewer_mode = Viewer_mode;
5211 Player->control_mode = PCM_WARPOUT_STAGE1;
5212 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5213 Warpout_time = 0.0f; // Start timer!
5216 case GS_EVENT_PLAYER_WARPOUT_START:
5217 if ( Player->control_mode != PCM_NORMAL ) {
5218 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5220 Player->saved_viewer_mode = Viewer_mode;
5221 Player->control_mode = PCM_WARPOUT_STAGE1;
5222 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5223 Warpout_time = 0.0f; // Start timer!
5224 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5228 case GS_EVENT_PLAYER_WARPOUT_STOP:
5229 if ( Player->control_mode != PCM_NORMAL ) {
5230 if ( !Warpout_forced ) { // cannot cancel forced warpout
5231 Player->control_mode = PCM_NORMAL;
5232 Viewer_mode = Player->saved_viewer_mode;
5233 hud_subspace_notify_abort();
5234 mprintf(( "Player put back to normal mode.\n" ));
5235 if ( Warpout_sound > -1 ) {
5236 snd_stop( Warpout_sound );
5243 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5244 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5245 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5246 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5248 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5249 shipfx_warpout_start( Player_obj );
5250 Player->control_mode = PCM_WARPOUT_STAGE2;
5251 Player->saved_viewer_mode = Viewer_mode;
5252 Viewer_mode |= VM_WARP_CHASE;
5254 vector tmp = Player_obj->pos;
5256 ship_get_eye( &tmp, &tmp_m, Player_obj );
5257 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5258 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5259 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5261 camera_set_position( &tmp );
5262 camera_set_orient( &Player_obj->orient );
5263 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5265 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5266 camera_set_velocity( &tmp_vel, 1);
5270 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5271 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5272 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5273 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5275 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5276 Player->control_mode = PCM_WARPOUT_STAGE3;
5280 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5281 mprintf(( "Player warped out. Going to debriefing!\n" ));
5282 Player->control_mode = PCM_NORMAL;
5283 Viewer_mode = Player->saved_viewer_mode;
5286 // we have a special debriefing screen for multiplayer furballs
5287 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5288 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5290 // do the normal debriefing for all other situations
5292 gameseq_post_event(GS_EVENT_DEBRIEF);
5296 case GS_EVENT_STANDALONE_POSTGAME:
5297 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5300 case GS_EVENT_INITIAL_PLAYER_SELECT:
5301 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5304 case GS_EVENT_GAME_INIT:
5305 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5306 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5308 // see if the command line option has been set to use the last pilot, and act acoordingly
5309 if( player_select_get_last_pilot() ) {
5310 // always enter the main menu -- do the automatic network startup stuff elsewhere
5311 // so that we still have valid checks for networking modes, etc.
5312 gameseq_set_state(GS_STATE_MAIN_MENU);
5314 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5319 case GS_EVENT_MULTI_MISSION_SYNC:
5320 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5323 case GS_EVENT_MULTI_START_GAME:
5324 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5327 case GS_EVENT_MULTI_HOST_OPTIONS:
5328 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5331 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5332 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5335 case GS_EVENT_TEAM_SELECT:
5336 gameseq_set_state(GS_STATE_TEAM_SELECT);
5339 case GS_EVENT_END_CAMPAIGN:
5340 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5343 case GS_EVENT_END_DEMO:
5344 gameseq_set_state(GS_STATE_END_DEMO);
5347 case GS_EVENT_LOOP_BRIEF:
5348 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5357 // Called when a state is being left.
5358 // The current state is still at old_state, but as soon as
5359 // this function leaves, then the current state will become
5360 // new state. You should never try to change the state
5361 // in here... if you think you need to, you probably really
5362 // need to post an event, not change the state.
5363 void game_leave_state( int old_state, int new_state )
5365 int end_mission = 1;
5367 switch (new_state) {
5368 case GS_STATE_GAME_PAUSED:
5369 case GS_STATE_DEBUG_PAUSED:
5370 case GS_STATE_OPTIONS_MENU:
5371 case GS_STATE_CONTROL_CONFIG:
5372 case GS_STATE_MISSION_LOG_SCROLLBACK:
5373 case GS_STATE_DEATH_DIED:
5374 case GS_STATE_SHOW_GOALS:
5375 case GS_STATE_HOTKEY_SCREEN:
5376 case GS_STATE_MULTI_PAUSED:
5377 case GS_STATE_TRAINING_PAUSED:
5378 case GS_STATE_EVENT_DEBUG:
5379 case GS_STATE_GAMEPLAY_HELP:
5380 end_mission = 0; // these events shouldn't end a mission
5384 switch (old_state) {
5385 case GS_STATE_BRIEFING:
5386 brief_stop_voices();
5387 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5388 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5389 && (new_state != GS_STATE_TEAM_SELECT) ){
5390 common_select_close();
5391 if ( new_state == GS_STATE_MAIN_MENU ) {
5392 freespace_stop_mission();
5396 // COMMAND LINE OPTION
5397 if (Cmdline_multi_stream_chat_to_file){
5398 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5399 cfclose(Multi_chat_stream);
5403 case GS_STATE_DEBRIEF:
5404 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5409 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5410 multi_df_debrief_close();
5413 case GS_STATE_LOAD_MISSION_MENU:
5416 case GS_STATE_SIMULATOR_ROOM:
5420 case GS_STATE_CAMPAIGN_ROOM:
5421 campaign_room_close();
5424 case GS_STATE_CMD_BRIEF:
5425 if (new_state == GS_STATE_OPTIONS_MENU) {
5430 if (new_state == GS_STATE_MAIN_MENU)
5431 freespace_stop_mission();
5436 case GS_STATE_RED_ALERT:
5440 case GS_STATE_SHIP_SELECT:
5441 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5442 new_state != GS_STATE_HOTKEY_SCREEN &&
5443 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5444 common_select_close();
5445 if ( new_state == GS_STATE_MAIN_MENU ) {
5446 freespace_stop_mission();
5451 case GS_STATE_WEAPON_SELECT:
5452 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5453 new_state != GS_STATE_HOTKEY_SCREEN &&
5454 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5455 common_select_close();
5456 if ( new_state == GS_STATE_MAIN_MENU ) {
5457 freespace_stop_mission();
5462 case GS_STATE_TEAM_SELECT:
5463 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5464 new_state != GS_STATE_HOTKEY_SCREEN &&
5465 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5466 common_select_close();
5467 if ( new_state == GS_STATE_MAIN_MENU ) {
5468 freespace_stop_mission();
5473 case GS_STATE_MAIN_MENU:
5474 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5481 case GS_STATE_OPTIONS_MENU:
5482 //game_start_time();
5483 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5484 multi_join_clear_game_list();
5486 options_menu_close();
5489 case GS_STATE_BARRACKS_MENU:
5490 if(new_state != GS_STATE_VIEW_MEDALS){
5495 case GS_STATE_MISSION_LOG_SCROLLBACK:
5496 hud_scrollback_close();
5499 case GS_STATE_TRAINING_MENU:
5500 training_menu_close();
5503 case GS_STATE_GAME_PLAY:
5504 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5505 player_save_target_and_weapon_link_prefs();
5506 game_stop_looped_sounds();
5509 sound_env_disable();
5510 joy_ff_stop_effects();
5512 // stop game time under certain conditions
5513 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5518 // shut down any recording or playing demos
5523 // when in multiplayer and going back to the main menu, send a leave game packet
5524 // right away (before calling stop mission). stop_mission was taking to long to
5525 // close mission down and I want people to get notified ASAP.
5526 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5527 multi_quit_game(PROMPT_NONE);
5530 freespace_stop_mission();
5531 Game_time_compression = F1_0;
5535 case GS_STATE_TECH_MENU:
5539 case GS_STATE_TRAINING_PAUSED:
5540 Training_num_lines = 0;
5541 // fall through to GS_STATE_GAME_PAUSED
5543 case GS_STATE_GAME_PAUSED:
5545 if ( end_mission ) {
5550 case GS_STATE_DEBUG_PAUSED:
5553 pause_debug_close();
5557 case GS_STATE_HUD_CONFIG:
5561 // join/start a game
5562 case GS_STATE_MULTI_JOIN_GAME:
5563 if(new_state != GS_STATE_OPTIONS_MENU){
5564 multi_join_game_close();
5568 case GS_STATE_MULTI_HOST_SETUP:
5569 case GS_STATE_MULTI_CLIENT_SETUP:
5570 // if this is just the host going into the options screen, don't do anything
5571 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5575 // close down the proper state
5576 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5577 multi_create_game_close();
5579 multi_game_client_setup_close();
5582 // COMMAND LINE OPTION
5583 if (Cmdline_multi_stream_chat_to_file){
5584 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5585 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5586 cfclose(Multi_chat_stream);
5591 case GS_STATE_CONTROL_CONFIG:
5592 control_config_close();
5595 case GS_STATE_DEATH_DIED:
5596 Game_mode &= ~GM_DEAD_DIED;
5598 // early end while respawning or blowing up in a multiplayer game
5599 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5601 freespace_stop_mission();
5605 case GS_STATE_DEATH_BLEW_UP:
5606 Game_mode &= ~GM_DEAD_BLEW_UP;
5608 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5609 // to determine if I should do anything.
5610 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5612 freespace_stop_mission();
5615 // if we are not respawing as an observer or as a player, our new state will not
5616 // be gameplay state.
5617 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5618 game_stop_time(); // hasn't been called yet!!
5619 freespace_stop_mission();
5625 case GS_STATE_CREDITS:
5629 case GS_STATE_VIEW_MEDALS:
5633 case GS_STATE_SHOW_GOALS:
5634 mission_show_goals_close();
5637 case GS_STATE_HOTKEY_SCREEN:
5638 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5639 mission_hotkey_close();
5643 case GS_STATE_MULTI_MISSION_SYNC:
5644 // if we're moving into the options menu, don't do anything
5645 if(new_state == GS_STATE_OPTIONS_MENU){
5649 SDL_assert( Game_mode & GM_MULTIPLAYER );
5651 if ( new_state == GS_STATE_GAME_PLAY ){
5652 // palette_restore_palette();
5654 // change a couple of flags to indicate our state!!!
5655 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5656 send_netplayer_update_packet();
5658 // set the game mode
5659 Game_mode |= GM_IN_MISSION;
5663 case GS_STATE_VIEW_CUTSCENES:
5664 cutscenes_screen_close();
5667 case GS_STATE_MULTI_STD_WAIT:
5668 multi_standalone_wait_close();
5671 case GS_STATE_STANDALONE_MAIN:
5672 standalone_main_close();
5673 if(new_state == GS_STATE_MULTI_STD_WAIT){
5674 init_multiplayer_stats();
5678 case GS_STATE_MULTI_PAUSED:
5679 // if ( end_mission ){
5684 case GS_STATE_INGAME_PRE_JOIN:
5685 multi_ingame_select_close();
5688 case GS_STATE_STANDALONE_POSTGAME:
5689 multi_standalone_postgame_close();
5692 case GS_STATE_INITIAL_PLAYER_SELECT:
5693 player_select_close();
5696 case GS_STATE_MULTI_START_GAME:
5697 multi_start_game_close();
5700 case GS_STATE_MULTI_HOST_OPTIONS:
5701 multi_host_options_close();
5704 case GS_STATE_END_OF_CAMPAIGN:
5705 mission_campaign_end_close();
5708 case GS_STATE_LOOP_BRIEF:
5713 if (new_state != GS_STATE_PXO_HELP) {
5718 case GS_STATE_PXO_HELP:
5719 multi_pxo_help_close();
5724 // Called when a state is being entered.
5725 // The current state is set to the state we're entering at
5726 // this point, and old_state is set to the state we're coming
5727 // from. You should never try to change the state
5728 // in here... if you think you need to, you probably really
5729 // need to post an event, not change the state.
5731 void game_enter_state( int old_state, int new_state )
5733 switch (new_state) {
5734 case GS_STATE_MAIN_MENU:
5735 // in multiplayer mode, be sure that we are not doing networking anymore.
5736 if ( Game_mode & GM_MULTIPLAYER ) {
5737 SDL_assert( Net_player != NULL );
5738 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5741 Game_time_compression = F1_0;
5743 // determine which ship this guy is currently based on
5744 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5747 if (Player->on_bastion) {
5755 case GS_STATE_BRIEFING:
5756 main_hall_stop_music();
5757 main_hall_stop_ambient();
5759 if (Game_mode & GM_NORMAL) {
5760 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5761 // MWA: or from options or hotkey screens
5762 // JH: or if the command brief state already did this
5763 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5764 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5765 && (old_state != GS_STATE_CMD_BRIEF) ) {
5766 if ( !game_start_mission() ) // this should put us into a new state on failure!
5770 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5771 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5772 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5774 Game_time_compression = F1_0;
5776 if ( red_alert_mission() ) {
5777 gameseq_post_event(GS_EVENT_RED_ALERT);
5784 case GS_STATE_DEBRIEF:
5785 game_stop_looped_sounds();
5786 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5787 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5792 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5793 multi_df_debrief_init();
5796 case GS_STATE_LOAD_MISSION_MENU:
5799 case GS_STATE_SIMULATOR_ROOM:
5803 case GS_STATE_CAMPAIGN_ROOM:
5804 campaign_room_init();
5807 case GS_STATE_RED_ALERT:
5808 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5812 case GS_STATE_CMD_BRIEF: {
5813 int team_num = 0; // team number used as index for which cmd brief to use.
5815 if (old_state == GS_STATE_OPTIONS_MENU) {
5819 main_hall_stop_music();
5820 main_hall_stop_ambient();
5822 if (Game_mode & GM_NORMAL) {
5823 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5824 // MWA: or from options or hotkey screens
5825 // JH: or if the command brief state already did this
5826 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5827 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5828 if ( !game_start_mission() ) // this should put us into a new state on failure!
5833 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5834 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5835 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5837 cmd_brief_init(team_num);
5843 case GS_STATE_SHIP_SELECT:
5847 case GS_STATE_WEAPON_SELECT:
5848 weapon_select_init();
5851 case GS_STATE_TEAM_SELECT:
5855 case GS_STATE_GAME_PAUSED:
5860 case GS_STATE_DEBUG_PAUSED:
5861 // game_stop_time();
5862 // os_set_title("FreeSpace - PAUSED");
5865 case GS_STATE_TRAINING_PAUSED:
5872 case GS_STATE_OPTIONS_MENU:
5874 options_menu_init();
5877 case GS_STATE_GAME_PLAY:
5878 // coming from the gameplay state or the main menu, we might need to load the mission
5879 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5880 if ( !game_start_mission() ) // this should put us into a new state.
5885 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5886 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5887 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5888 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5889 (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)) ) {
5890 // JAS: Used to do all paging here.
5894 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5898 main_hall_stop_music();
5899 main_hall_stop_ambient();
5900 event_music_first_pattern(); // start the first pattern
5903 // special code that restores player ship selection and weapons loadout when doing a quick start
5904 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5905 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5906 wss_direct_restore_loadout();
5910 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5911 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5912 event_music_first_pattern(); // start the first pattern
5915 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5916 event_music_first_pattern(); // start the first pattern
5918 player_restore_target_and_weapon_link_prefs();
5920 Game_mode |= GM_IN_MISSION;
5923 // required to truely make mouse deltas zeroed in debug mouse code
5924 void mouse_force_pos(int x, int y);
5925 if (!Is_standalone) {
5926 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5932 // only start time if in single player, or coming from multi wait state
5935 (Game_mode & GM_NORMAL) &&
5936 (old_state != GS_STATE_VIEW_CUTSCENES)
5938 (Game_mode & GM_MULTIPLAYER) && (
5939 (old_state == GS_STATE_MULTI_PAUSED) ||
5940 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5946 // when coming from the multi paused state, reset the timestamps
5947 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5948 multi_reset_timestamps();
5951 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5952 // initialize all object update details
5953 multi_oo_gameplay_init();
5956 // under certain circumstances, the server should reset the object update rate limiting stuff
5957 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5958 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5960 // reinitialize the rate limiting system for all clients
5961 multi_oo_rate_init_all();
5964 // multiplayer clients should always re-initialize their control info rate limiting system
5965 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5966 multi_oo_rate_init_all();
5970 if(Game_mode & GM_MULTIPLAYER){
5971 multi_ping_reset_players();
5974 Game_subspace_effect = 0;
5975 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5976 Game_subspace_effect = 1;
5977 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5978 game_start_subspace_ambient_sound();
5982 sound_env_set(&Game_sound_env);
5983 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5985 // clear multiplayer button info i
5986 extern button_info Multi_ship_status_bi;
5987 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5990 case GS_STATE_HUD_CONFIG:
5994 case GS_STATE_MULTI_JOIN_GAME:
5995 multi_join_clear_game_list();
5997 if (old_state != GS_STATE_OPTIONS_MENU) {
5998 multi_join_game_init();
6003 case GS_STATE_MULTI_HOST_SETUP:
6004 // don't reinitialize if we're coming back from the host options screen
6005 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6006 multi_create_game_init();
6011 case GS_STATE_MULTI_CLIENT_SETUP:
6012 if (old_state != GS_STATE_OPTIONS_MENU) {
6013 multi_game_client_setup_init();
6018 case GS_STATE_CONTROL_CONFIG:
6019 control_config_init();
6022 case GS_STATE_TECH_MENU:
6026 case GS_STATE_BARRACKS_MENU:
6027 if(old_state != GS_STATE_VIEW_MEDALS){
6032 case GS_STATE_MISSION_LOG_SCROLLBACK:
6033 hud_scrollback_init();
6036 case GS_STATE_DEATH_DIED:
6037 Player_died_time = timestamp(10);
6039 if(!(Game_mode & GM_MULTIPLAYER)){
6040 player_show_death_message();
6042 Game_mode |= GM_DEAD_DIED;
6045 case GS_STATE_DEATH_BLEW_UP:
6046 if ( !popupdead_is_active() ) {
6047 Player_ai->target_objnum = -1;
6050 // stop any local EMP effect
6053 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6054 Game_mode |= GM_DEAD_BLEW_UP;
6055 Show_viewing_from_self = 0;
6057 // timestamp how long we should wait before displaying the died popup
6058 if ( !popupdead_is_active() ) {
6059 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6063 case GS_STATE_GAMEPLAY_HELP:
6064 gameplay_help_init();
6067 case GS_STATE_CREDITS:
6068 main_hall_stop_music();
6069 main_hall_stop_ambient();
6073 case GS_STATE_VIEW_MEDALS:
6074 medal_main_init(Player);
6077 case GS_STATE_SHOW_GOALS:
6078 mission_show_goals_init();
6081 case GS_STATE_HOTKEY_SCREEN:
6082 mission_hotkey_init();
6085 case GS_STATE_MULTI_MISSION_SYNC:
6086 // if we're coming from the options screen, don't do any
6087 if(old_state == GS_STATE_OPTIONS_MENU){
6091 switch(Multi_sync_mode){
6092 case MULTI_SYNC_PRE_BRIEFING:
6093 // if moving from game forming to the team select state
6096 case MULTI_SYNC_POST_BRIEFING:
6097 // if moving from briefing into the mission itself
6100 // tell everyone that we're now loading data
6101 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6102 send_netplayer_update_packet();
6104 // JAS: Used to do all paging here!!!!
6106 Net_player->state = NETPLAYER_STATE_WAITING;
6107 send_netplayer_update_packet();
6109 Game_time_compression = F1_0;
6111 case MULTI_SYNC_INGAME:
6117 case GS_STATE_VIEW_CUTSCENES:
6118 cutscenes_screen_init();
6121 case GS_STATE_MULTI_STD_WAIT:
6122 multi_standalone_wait_init();
6125 case GS_STATE_STANDALONE_MAIN:
6126 // don't initialize if we're coming from one of these 2 states unless there are no
6127 // players left (reset situation)
6128 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6129 standalone_main_init();
6133 case GS_STATE_MULTI_PAUSED:
6137 case GS_STATE_INGAME_PRE_JOIN:
6138 multi_ingame_select_init();
6141 case GS_STATE_STANDALONE_POSTGAME:
6142 multi_standalone_postgame_init();
6145 case GS_STATE_INITIAL_PLAYER_SELECT:
6146 player_select_init();
6149 case GS_STATE_MULTI_START_GAME:
6150 multi_start_game_init();
6153 case GS_STATE_MULTI_HOST_OPTIONS:
6154 multi_host_options_init();
6157 case GS_STATE_END_OF_CAMPAIGN:
6158 mission_campaign_end_init();
6161 case GS_STATE_LOOP_BRIEF:
6166 if (old_state != GS_STATE_PXO_HELP) {
6168 // TODO: use_last_channel?
6174 case GS_STATE_PXO_HELP:
6175 multi_pxo_help_init();
6181 // do stuff that may need to be done regardless of state
6182 void game_do_state_common(int state,int no_networking)
6184 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6185 snd_do_frame(); // update sound system
6186 event_music_do_frame(); // music needs to play across many states
6188 multi_log_process();
6190 if (no_networking) {
6194 // maybe do a multiplayer frame based on game mode and state type
6195 if (Game_mode & GM_MULTIPLAYER) {
6197 case GS_STATE_OPTIONS_MENU:
6198 case GS_STATE_GAMEPLAY_HELP:
6199 case GS_STATE_HOTKEY_SCREEN:
6200 case GS_STATE_HUD_CONFIG:
6201 case GS_STATE_CONTROL_CONFIG:
6202 case GS_STATE_MISSION_LOG_SCROLLBACK:
6203 case GS_STATE_SHOW_GOALS:
6204 case GS_STATE_VIEW_CUTSCENES:
6205 case GS_STATE_EVENT_DEBUG:
6206 multi_maybe_do_frame();
6210 game_do_networking();
6214 // Called once a frame.
6215 // You should never try to change the state
6216 // in here... if you think you need to, you probably really
6217 // need to post an event, not change the state.
6218 int Game_do_state_should_skip = 0;
6219 void game_do_state(int state)
6221 // always lets the do_state_common() function determine if the state should be skipped
6222 Game_do_state_should_skip = 0;
6224 // legal to set the should skip state anywhere in this function
6225 game_do_state_common(state); // do stuff that may need to be done regardless of state
6227 if(Game_do_state_should_skip){
6232 case GS_STATE_MAIN_MENU:
6233 game_set_frametime(GS_STATE_MAIN_MENU);
6234 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6237 main_hall_do(flFrametime);
6241 case GS_STATE_OPTIONS_MENU:
6242 game_set_frametime(GS_STATE_OPTIONS_MENU);
6243 options_menu_do_frame(flFrametime);
6246 case GS_STATE_BARRACKS_MENU:
6247 game_set_frametime(GS_STATE_BARRACKS_MENU);
6248 barracks_do_frame(flFrametime);
6251 case GS_STATE_TRAINING_MENU:
6252 game_set_frametime(GS_STATE_TRAINING_MENU);
6253 training_menu_do_frame(flFrametime);
6256 case GS_STATE_TECH_MENU:
6257 game_set_frametime(GS_STATE_TECH_MENU);
6258 techroom_do_frame(flFrametime);
6261 case GS_STATE_GAMEPLAY_HELP:
6262 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6263 gameplay_help_do_frame(flFrametime);
6266 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6270 case GS_STATE_GAME_PAUSED:
6274 case GS_STATE_DEBUG_PAUSED:
6276 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6281 case GS_STATE_TRAINING_PAUSED:
6282 game_training_pause_do();
6285 case GS_STATE_LOAD_MISSION_MENU:
6289 case GS_STATE_BRIEFING:
6290 game_set_frametime(GS_STATE_BRIEFING);
6291 brief_do_frame(flFrametime);
6294 case GS_STATE_DEBRIEF:
6295 game_set_frametime(GS_STATE_DEBRIEF);
6296 debrief_do_frame(flFrametime);
6299 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6300 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6301 multi_df_debrief_do();
6304 case GS_STATE_SHIP_SELECT:
6305 game_set_frametime(GS_STATE_SHIP_SELECT);
6306 ship_select_do(flFrametime);
6309 case GS_STATE_WEAPON_SELECT:
6310 game_set_frametime(GS_STATE_WEAPON_SELECT);
6311 weapon_select_do(flFrametime);
6314 case GS_STATE_MISSION_LOG_SCROLLBACK:
6315 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6316 hud_scrollback_do_frame(flFrametime);
6319 case GS_STATE_HUD_CONFIG:
6320 game_set_frametime(GS_STATE_HUD_CONFIG);
6321 hud_config_do_frame(flFrametime);
6324 case GS_STATE_MULTI_JOIN_GAME:
6325 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6326 multi_join_game_do_frame();
6329 case GS_STATE_MULTI_HOST_SETUP:
6330 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6331 multi_create_game_do();
6334 case GS_STATE_MULTI_CLIENT_SETUP:
6335 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6336 multi_game_client_setup_do_frame();
6339 case GS_STATE_CONTROL_CONFIG:
6340 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6341 control_config_do_frame(flFrametime);
6344 case GS_STATE_DEATH_DIED:
6348 case GS_STATE_DEATH_BLEW_UP:
6352 case GS_STATE_SIMULATOR_ROOM:
6353 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6354 sim_room_do_frame(flFrametime);
6357 case GS_STATE_CAMPAIGN_ROOM:
6358 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6359 campaign_room_do_frame(flFrametime);
6362 case GS_STATE_RED_ALERT:
6363 game_set_frametime(GS_STATE_RED_ALERT);
6364 red_alert_do_frame(flFrametime);
6367 case GS_STATE_CMD_BRIEF:
6368 game_set_frametime(GS_STATE_CMD_BRIEF);
6369 cmd_brief_do_frame(flFrametime);
6372 case GS_STATE_CREDITS:
6373 game_set_frametime(GS_STATE_CREDITS);
6374 credits_do_frame(flFrametime);
6377 case GS_STATE_VIEW_MEDALS:
6378 game_set_frametime(GS_STATE_VIEW_MEDALS);
6382 case GS_STATE_SHOW_GOALS:
6383 game_set_frametime(GS_STATE_SHOW_GOALS);
6384 mission_show_goals_do_frame(flFrametime);
6387 case GS_STATE_HOTKEY_SCREEN:
6388 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6389 mission_hotkey_do_frame(flFrametime);
6392 case GS_STATE_VIEW_CUTSCENES:
6393 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6394 cutscenes_screen_do_frame();
6397 case GS_STATE_MULTI_STD_WAIT:
6398 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6399 multi_standalone_wait_do();
6402 case GS_STATE_STANDALONE_MAIN:
6403 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6404 standalone_main_do();
6407 case GS_STATE_MULTI_PAUSED:
6408 game_set_frametime(GS_STATE_MULTI_PAUSED);
6412 case GS_STATE_TEAM_SELECT:
6413 game_set_frametime(GS_STATE_TEAM_SELECT);
6417 case GS_STATE_INGAME_PRE_JOIN:
6418 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6419 multi_ingame_select_do();
6422 case GS_STATE_EVENT_DEBUG:
6424 game_set_frametime(GS_STATE_EVENT_DEBUG);
6425 game_show_event_debug(flFrametime);
6429 case GS_STATE_STANDALONE_POSTGAME:
6430 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6431 multi_standalone_postgame_do();
6434 case GS_STATE_INITIAL_PLAYER_SELECT:
6435 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6439 case GS_STATE_MULTI_MISSION_SYNC:
6440 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6444 case GS_STATE_MULTI_START_GAME:
6445 game_set_frametime(GS_STATE_MULTI_START_GAME);
6446 multi_start_game_do();
6449 case GS_STATE_MULTI_HOST_OPTIONS:
6450 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6451 multi_host_options_do();
6454 case GS_STATE_END_OF_CAMPAIGN:
6455 mission_campaign_end_do();
6458 case GS_STATE_END_DEMO:
6459 game_set_frametime(GS_STATE_END_DEMO);
6460 end_demo_campaign_do();
6463 case GS_STATE_LOOP_BRIEF:
6464 game_set_frametime(GS_STATE_LOOP_BRIEF);
6469 game_set_frametime(GS_STATE_PXO);
6473 case GS_STATE_PXO_HELP:
6474 game_set_frametime(GS_STATE_PXO_HELP);
6475 multi_pxo_help_do();
6478 } // end switch(gs_current_state)
6482 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6483 int game_do_ram_check(int ram_in_mbytes)
6485 if ( ram_in_mbytes < 30 ) {
6486 int allowed_to_run = 1;
6487 if ( ram_in_mbytes < 25 ) {
6493 if ( allowed_to_run ) {
6494 SDL_MessageBoxData mboxd;
6495 SDL_MessageBoxButtonData mboxbuttons[2];
6498 // not a translated string, but it's too long and smartdrv isn't
6499 // really a thing for any OS we now support :p
6500 // 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);
6501 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6503 mboxbuttons[0].buttonid = 0;
6504 mboxbuttons[0].text = XSTR("Ok", 503);
6505 mboxbuttons[0].flags = 0;
6507 mboxbuttons[1].buttonid = 1;
6508 mboxbuttons[1].text = XSTR("Cancel", 504);
6509 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6511 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6512 mboxd.title = XSTR( "Not Enough RAM", 194);
6513 mboxd.message = tmp;
6514 mboxd.numbuttons = 2;
6515 mboxd.buttons = mboxbuttons;
6516 mboxd.window = NULL;
6517 mboxd.colorScheme = NULL;
6519 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6521 if ( msgbox_rval == 1 ) {
6525 // not a translated string, but it's too long and smartdrv isn't
6526 // really a thing for any OS we now support :p
6527 // 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);
6528 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6530 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6539 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6540 // If so, copy it over and remove the update directory.
6541 void game_maybe_update_launcher(char *exe_dir)
6546 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6550 int sub_total_destroyed = 0;
6554 // get the total for all his children
6555 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6556 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6559 // find the # of faces for this _individual_ object
6560 total = submodel_get_num_polys(model_num, sm);
6561 if(strstr(pm->submodel[sm].name, "-destroyed")){
6562 sub_total_destroyed = total;
6566 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6569 *out_total += total + sub_total;
6570 *out_destroyed_total += sub_total_destroyed;
6573 #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);
6574 void game_spew_pof_info()
6576 char *pof_list[1000];
6579 int idx, model_num, i, j;
6581 int total, root_total, model_total, destroyed_total, counted;
6585 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6587 // spew info on all the pofs
6593 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6598 for(idx=0; idx<num_files; idx++, counted++){
6599 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6600 model_num = model_load(str, 0, NULL);
6602 pm = model_get(model_num);
6604 // if we have a real model
6609 // go through and print all raw submodels
6610 cfputs("RAW\n", out);
6613 for (i=0; i<pm->n_models; i++) {
6614 total = submodel_get_num_polys(model_num, i);
6616 model_total += total;
6617 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6620 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6623 // now go through and do it by LOD
6624 cfputs("BY LOD\n\n", out);
6625 for(i=0; i<pm->n_detail_levels; i++){
6626 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6630 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6632 destroyed_total = 0;
6633 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6634 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6637 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6640 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6642 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6644 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6647 cfputs("------------------------------------------------------------------------\n\n", out);
6651 if(counted >= MAX_POLYGON_MODELS - 5){
6664 game_spew_pof_info();
6667 int game_main(const char *szCmdLine)
6671 // Find out how much RAM is on this machine
6672 Freespace_total_ram = SDL_GetSystemRAM();
6674 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6678 if (!vm_init(24*1024*1024)) {
6679 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);
6683 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6685 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);
6694 extern void windebug_memwatch_init();
6695 windebug_memwatch_init();
6703 int cpu_cores = SDL_GetCPUCount();
6704 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6706 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6707 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6708 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6709 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6711 parse_cmdline(szCmdLine);
6713 mprintf(("--------------------------------------------------------------------------------\n"));
6715 #ifdef STANDALONE_ONLY_BUILD
6717 nprintf(("Network", "Standalone running"));
6720 nprintf(("Network", "Standalone running"));
6727 // maybe spew pof stuff
6728 if(Cmdline_spew_pof_info){
6729 game_spew_pof_info();
6734 // non-demo, non-standalone, play the intro movie
6736 if ( !Is_standalone ) {
6738 // release -- movies always play
6741 // 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
6742 movie_play( NOX("intro.mve") );
6744 // debug version, movie will only play with -showmovies
6745 #elif !defined(NDEBUG)
6747 movie_play( NOX("intro.mve") );
6750 if ( Cmdline_show_movies )
6751 movie_play( NOX("intro.mve") );
6760 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6762 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6766 // only important for non THREADED mode
6769 state = gameseq_process_events();
6770 if ( state == GS_STATE_QUIT_GAME ){
6775 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6777 demo_upsell_show_screens();
6779 #elif defined(OEM_BUILD)
6780 // show upsell screens on exit
6781 oem_upsell_show_screens();
6788 // launcher the fslauncher program on exit
6789 void game_launch_launcher_on_exit()
6797 // This function is called when FreeSpace terminates normally.
6799 void game_shutdown(void)
6801 // don't ever flip a page on the standalone!
6802 if(!(Game_mode & GM_STANDALONE_SERVER)){
6808 // if the player has left the "player select" screen and quit the game without actually choosing
6809 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6810 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6814 // load up common multiplayer icons
6815 multi_unload_common_icons();
6817 shockwave_close(); // release any memory used by shockwave system
6818 fireball_close(); // free fireball system
6819 ship_close(); // free any memory that was allocated for the ships
6820 weapon_close(); // free any memory that was allocated for the weapons
6821 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6822 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6823 bm_unload_all(); // free bitmaps
6824 mission_campaign_close(); // close out the campaign stuff
6825 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6826 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6828 #ifdef MULTI_USE_LAG
6832 // the menu close functions will unload the bitmaps if they were displayed during the game
6833 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6836 context_help_close(); // close out help system
6837 training_menu_close();
6838 lcl_close(); // be sure localization is closed out
6841 // free left-over memory from parsed tables
6842 cutscene_tbl_close();
6844 scoring_tbl_close();
6845 player_tips_close();
6847 extern void joy_close();
6850 audiostream_close();
6852 event_music_close();
6856 // HACKITY HACK HACK
6857 // if this flag is set, we should be firing up the launcher when exiting freespace
6858 extern int Multi_update_fireup_launcher_on_exit;
6859 if(Multi_update_fireup_launcher_on_exit){
6860 game_launch_launcher_on_exit();
6864 // game_stop_looped_sounds()
6866 // This function will call the appropriate stop looped sound functions for those
6867 // modules which use looping sounds. It is not enough just to stop a looping sound
6868 // at the DirectSound level, the game is keeping track of looping sounds, and this
6869 // function is used to inform the game that looping sounds are being halted.
6871 void game_stop_looped_sounds()
6873 hud_stop_looped_locking_sounds();
6874 hud_stop_looped_engine_sounds();
6875 afterburner_stop_sounds();
6876 player_stop_looped_sounds();
6877 obj_snd_stop_all(); // stop all object-linked persistant sounds
6878 game_stop_subspace_ambient_sound();
6879 snd_stop(Radar_static_looping);
6880 Radar_static_looping = -1;
6881 snd_stop(Target_static_looping);
6882 shipfx_stop_engine_wash_sound();
6883 Target_static_looping = -1;
6886 //////////////////////////////////////////////////////////////////////////
6888 // Code for supporting an animating mouse pointer
6891 //////////////////////////////////////////////////////////////////////////
6893 typedef struct animating_obj
6902 static animating_obj Animating_mouse;
6904 // ----------------------------------------------------------------------------
6905 // init_animating_pointer()
6907 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6908 // gets properly initialized
6910 void init_animating_pointer()
6912 Animating_mouse.first_frame = -1;
6913 Animating_mouse.num_frames = 0;
6914 Animating_mouse.current_frame = -1;
6915 Animating_mouse.time = 0.0f;
6916 Animating_mouse.elapsed_time = 0.0f;
6919 // ----------------------------------------------------------------------------
6920 // load_animating_pointer()
6922 // Called at game init to load in the frames for the animating mouse pointer
6924 // input: filename => filename of animation file that holds the animation
6926 void load_animating_pointer(const char *filename, int dx, int dy)
6931 init_animating_pointer();
6933 am = &Animating_mouse;
6934 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6935 if ( am->first_frame == -1 )
6936 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6937 am->current_frame = 0;
6938 am->time = am->num_frames / i2fl(fps);
6941 // ----------------------------------------------------------------------------
6942 // unload_animating_pointer()
6944 // Called at game shutdown to free the memory used to store the animation frames
6946 void unload_animating_pointer()
6951 am = &Animating_mouse;
6952 for ( i = 0; i < am->num_frames; i++ ) {
6953 SDL_assert( (am->first_frame+i) >= 0 );
6954 bm_release(am->first_frame + i);
6957 am->first_frame = -1;
6959 am->current_frame = -1;
6962 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6963 void game_render_mouse(float frametime)
6968 // if animating cursor exists, play the next frame
6969 am = &Animating_mouse;
6970 if ( am->first_frame != -1 ) {
6971 mouse_get_pos(&mx, &my);
6972 am->elapsed_time += frametime;
6973 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6974 if ( am->current_frame >= am->num_frames ) {
6975 am->current_frame = 0;
6976 am->elapsed_time = 0.0f;
6978 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6982 // ----------------------------------------------------------------------------
6983 // game_maybe_draw_mouse()
6985 // determines whether to draw the mouse pointer at all, and what frame of
6986 // animation to use if the mouse is animating
6988 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6990 // input: frametime => elapsed frame time in seconds since last call
6992 void game_maybe_draw_mouse(float frametime)
6996 game_state = gameseq_get_state();
6998 switch ( game_state ) {
6999 case GS_STATE_GAME_PAUSED:
7000 // case GS_STATE_MULTI_PAUSED:
7001 case GS_STATE_GAME_PLAY:
7002 case GS_STATE_DEATH_DIED:
7003 case GS_STATE_DEATH_BLEW_UP:
7004 if ( popup_active() || popupdead_is_active() ) {
7016 if ( !Mouse_hidden )
7017 game_render_mouse(frametime);
7021 void game_do_training_checks()
7025 waypoint_list *wplp;
7027 if (Training_context & TRAINING_CONTEXT_SPEED) {
7028 s = (int) Player_obj->phys_info.fspeed;
7029 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7030 if (!Training_context_speed_set) {
7031 Training_context_speed_set = 1;
7032 Training_context_speed_timestamp = timestamp();
7036 Training_context_speed_set = 0;
7039 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7040 wplp = &Waypoint_lists[Training_context_path];
7041 if (wplp->count > Training_context_goal_waypoint) {
7042 i = Training_context_goal_waypoint;
7044 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7045 if (d <= Training_context_distance) {
7046 Training_context_at_waypoint = i;
7047 if (Training_context_goal_waypoint == i) {
7048 Training_context_goal_waypoint++;
7049 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7056 if (i == wplp->count)
7059 } while (i != Training_context_goal_waypoint);
7063 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7064 Players_target = Player_ai->target_objnum;
7065 Players_targeted_subsys = Player_ai->targeted_subsys;
7066 Players_target_timestamp = timestamp();
7070 /////////// Following is for event debug view screen
7074 #define EVENT_DEBUG_MAX 5000
7075 #define EVENT_DEBUG_EVENT 0x8000
7077 int Event_debug_index[EVENT_DEBUG_MAX];
7080 void game_add_event_debug_index(int n, int indent)
7082 if (ED_count < EVENT_DEBUG_MAX)
7083 Event_debug_index[ED_count++] = n | (indent << 16);
7086 void game_add_event_debug_sexp(int n, int indent)
7091 if (Sexp_nodes[n].first >= 0) {
7092 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7093 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7097 game_add_event_debug_index(n, indent);
7098 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7099 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7101 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7104 void game_event_debug_init()
7109 for (e=0; e<Num_mission_events; e++) {
7110 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7111 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7115 void game_show_event_debug(float frametime)
7119 int font_height, font_width;
7121 static int scroll_offset = 0;
7123 k = game_check_key();
7129 if (scroll_offset < 0)
7139 scroll_offset -= 20;
7140 if (scroll_offset < 0)
7145 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7149 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7155 gr_set_color_fast(&Color_bright);
7157 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7159 gr_set_color_fast(&Color_normal);
7161 gr_get_string_size(&font_width, &font_height, NOX("test"));
7162 y_max = gr_screen.max_h - font_height - 5;
7166 while (k < ED_count) {
7167 if (y_index > y_max)
7170 z = Event_debug_index[k];
7171 if (z & EVENT_DEBUG_EVENT) {
7173 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7174 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7175 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7176 Mission_events[z].repeat_count, Mission_events[z].interval);
7184 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7185 switch (Sexp_nodes[z & 0x7fff].value) {
7187 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7191 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7194 case SEXP_KNOWN_TRUE:
7195 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7198 case SEXP_KNOWN_FALSE:
7199 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7202 case SEXP_CANT_EVAL:
7203 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7207 case SEXP_NAN_FOREVER:
7208 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7213 gr_printf(10, y_index, buf);
7214 y_index += font_height;
7227 int Tmap_num_too_big = 0;
7228 int Num_models_needing_splitting = 0;
7230 void Time_model( int modelnum )
7232 // mprintf(( "Timing ship '%s'\n", si->name ));
7234 vector eye_pos, model_pos;
7235 matrix eye_orient, model_orient;
7237 polymodel *pm = model_get( modelnum );
7239 int l = strlen(pm->filename);
7241 if ( (l == '/') || (l=='\\') || (l==':')) {
7247 char *pof_file = &pm->filename[l];
7249 int model_needs_splitting = 0;
7251 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7253 for (i=0; i<pm->n_textures; i++ ) {
7254 char filename[1024];
7257 int bmp_num = pm->original_textures[i];
7258 if ( bmp_num > -1 ) {
7259 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7261 bm_get_info( pm->original_textures[i],&w, &h );
7264 if ( (w > 512) || (h > 512) ) {
7265 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7267 model_needs_splitting++;
7270 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7274 if ( model_needs_splitting ) {
7275 Num_models_needing_splitting++;
7277 eye_orient = model_orient = vmd_identity_matrix;
7278 eye_pos = model_pos = vmd_zero_vector;
7280 eye_pos.xyz.z = -pm->rad*2.0f;
7282 vector eye_to_model;
7284 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7285 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7287 fix t1 = timer_get_fixed_seconds();
7290 ta.p = ta.b = ta.h = 0.0f;
7293 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7295 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7297 modelstats_num_polys = modelstats_num_verts = 0;
7299 while( ta.h < PI2 ) {
7302 vm_angles_2_matrix(&m1, &ta );
7303 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7310 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7312 model_clear_instance( modelnum );
7313 model_set_detail_level(0); // use highest detail level
7314 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7322 int k = key_inkey();
7323 if ( k == SDLK_ESCAPE ) {
7328 fix t2 = timer_get_fixed_seconds();
7330 if (framecount < 1) {
7334 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7335 //bitmaps_used_this_frame /= framecount;
7337 modelstats_num_polys /= framecount;
7338 modelstats_num_verts /= framecount;
7340 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7341 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 );
7343 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7349 int Time_models = 0;
7350 DCF_BOOL( time_models, Time_models );
7352 void Do_model_timings_test()
7356 if ( !Time_models ) return;
7358 mprintf(( "Timing models!\n" ));
7362 ubyte model_used[MAX_POLYGON_MODELS];
7363 int model_id[MAX_POLYGON_MODELS];
7364 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7369 for (i=0; i<Num_ship_types; i++ ) {
7370 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7372 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7373 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7376 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7377 if ( !Texture_fp ) return;
7379 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7380 if ( !Time_fp ) return;
7382 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7383 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7385 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7386 if ( model_used[i] ) {
7387 Time_model( model_id[i] );
7391 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7392 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7401 // Call this function when you want to inform the player that a feature is not
7402 // enabled in the DEMO version of FreSpace
7403 void game_feature_not_in_demo_popup()
7405 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7408 // format the specified time (fixed point) into a nice string
7409 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7412 int hours,minutes,seconds;
7414 mtime = f2fl(m_time);
7416 // get the hours, minutes and seconds
7417 hours = (int)(mtime / 3600.0f);
7419 mtime -= (3600.0f * (float)hours);
7421 seconds = (int)mtime%60;
7422 minutes = (int)mtime/60;
7425 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7427 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7431 // Stuff version string in *str.
7432 void get_version_string(char *str, const int str_len)
7435 if ( FS_VERSION_BUILD == 0 ) {
7436 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7438 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7441 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7442 SDL_strlcat(str, " D", str_len);
7443 #elif defined (OEM_BUILD)
7444 SDL_strlcat(str, " (OEM)", str_len);
7450 char myname[_MAX_PATH];
7451 int namelen, major, minor, build, waste;
7452 unsigned int buf_size;
7458 // Find my EXE file name
7459 hMod = GetModuleHandle(NULL);
7460 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7462 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7463 infop = (char *)malloc(version_size);
7464 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7466 // get the product version
7467 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7468 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7470 sprintf(str,"Dv%d.%02d",major, minor);
7472 sprintf(str,"v%d.%02d",major, minor);
7477 void get_version_string_short(char *str, const int str_len)
7479 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7482 // ----------------------------------------------------------------
7484 // OEM UPSELL SCREENS BEGIN
7486 // ----------------------------------------------------------------
7487 #if defined(OEM_BUILD)
7489 #define NUM_OEM_UPSELL_SCREENS 3
7490 #define OEM_UPSELL_SCREEN_DELAY 10000
7492 static int Oem_upsell_bitmaps_loaded = 0;
7493 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7494 static int Oem_upsell_screen_number = 0;
7495 static int Oem_upsell_show_next_bitmap_time;
7498 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7511 static int Oem_normal_cursor = -1;
7512 static int Oem_web_cursor = -1;
7513 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7514 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7516 void oem_upsell_next_screen()
7518 Oem_upsell_screen_number++;
7519 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7520 // extra long delay, mouse shown on last upsell
7521 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7525 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7529 void oem_upsell_load_bitmaps()
7533 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7534 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7538 void oem_upsell_unload_bitmaps()
7542 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7543 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7544 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7549 Oem_upsell_bitmaps_loaded = 0;
7552 // clickable hotspot on 3rd OEM upsell screen
7553 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7555 28, 350, 287, 96 // x, y, w, h
7558 45, 561, 460, 152 // x, y, w, h
7562 void oem_upsell_show_screens()
7564 int current_time, k;
7567 if ( !Oem_upsell_bitmaps_loaded ) {
7568 oem_upsell_load_bitmaps();
7569 Oem_upsell_bitmaps_loaded = 1;
7572 // may use upsell screens more than once
7573 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7574 Oem_upsell_screen_number = 0;
7580 int nframes; // used to pass, not really needed (should be 1)
7581 Oem_normal_cursor = gr_get_cursor_bitmap();
7582 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7583 SDL_assert(Oem_web_cursor >= 0);
7584 if (Oem_web_cursor < 0) {
7585 Oem_web_cursor = Oem_normal_cursor;
7590 //oem_reset_trailer_timer();
7592 current_time = timer_get_milliseconds();
7597 // advance screen on keypress or timeout
7598 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7599 oem_upsell_next_screen();
7602 // check if we are done
7603 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7604 Oem_upsell_screen_number--;
7607 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7612 // show me the upsell
7613 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7614 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7618 // if this is the 3rd upsell, make it clickable, d00d
7619 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7621 int button_state = mouse_get_pos(&mx, &my);
7622 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])
7623 && (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]) )
7626 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7629 if (button_state & MOUSE_LEFT_BUTTON) {
7631 multi_pxo_url(OEM_UPSELL_URL);
7635 // switch cursor back to normal one
7636 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7641 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7651 oem_upsell_unload_bitmaps();
7653 // switch cursor back to normal one
7654 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7658 #endif // defined(OEM_BUILD)
7659 // ----------------------------------------------------------------
7661 // OEM UPSELL SCREENS END
7663 // ----------------------------------------------------------------
7667 // ----------------------------------------------------------------
7669 // DEMO UPSELL SCREENS BEGIN
7671 // ----------------------------------------------------------------
7673 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7676 #define NUM_DEMO_UPSELL_SCREENS 2
7678 #define NUM_DEMO_UPSELL_SCREENS 4
7680 #define DEMO_UPSELL_SCREEN_DELAY 3000
7682 static int Demo_upsell_bitmaps_loaded = 0;
7683 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7684 static int Demo_upsell_screen_number = 0;
7685 static int Demo_upsell_show_next_bitmap_time;
7688 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7714 void demo_upsell_next_screen()
7716 Demo_upsell_screen_number++;
7717 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7718 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7720 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7724 void demo_upsell_load_bitmaps()
7728 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7729 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7733 void demo_upsell_unload_bitmaps()
7737 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7738 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7739 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7744 Demo_upsell_bitmaps_loaded = 0;
7747 void demo_upsell_show_screens()
7749 int current_time, k;
7752 if ( !Demo_upsell_bitmaps_loaded ) {
7753 demo_upsell_load_bitmaps();
7754 Demo_upsell_bitmaps_loaded = 1;
7757 // may use upsell screens more than once
7758 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7759 Demo_upsell_screen_number = 0;
7766 demo_reset_trailer_timer();
7768 current_time = timer_get_milliseconds();
7775 // don't time out, wait for keypress
7777 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7778 demo_upsell_next_screen();
7783 demo_upsell_next_screen();
7786 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7787 Demo_upsell_screen_number--;
7790 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7795 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7796 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7801 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7811 demo_upsell_unload_bitmaps();
7816 // ----------------------------------------------------------------
7818 // DEMO UPSELL SCREENS END
7820 // ----------------------------------------------------------------
7823 // ----------------------------------------------------------------
7825 // Subspace Ambient Sound START
7827 // ----------------------------------------------------------------
7829 static int Subspace_ambient_left_channel = -1;
7830 static int Subspace_ambient_right_channel = -1;
7833 void game_start_subspace_ambient_sound()
7835 if ( Subspace_ambient_left_channel < 0 ) {
7836 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7839 if ( Subspace_ambient_right_channel < 0 ) {
7840 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7844 void game_stop_subspace_ambient_sound()
7846 if ( Subspace_ambient_left_channel >= 0 ) {
7847 snd_stop(Subspace_ambient_left_channel);
7848 Subspace_ambient_left_channel = -1;
7851 if ( Subspace_ambient_right_channel >= 0 ) {
7852 snd_stop(Subspace_ambient_right_channel);
7853 Subspace_ambient_right_channel = -1;
7857 // ----------------------------------------------------------------
7859 // Subspace Ambient Sound END
7861 // ----------------------------------------------------------------
7863 // ----------------------------------------------------------------
7865 // Language Autodetection stuff
7868 // this layout order must match Lcl_languages in localize.cpp in order for the
7869 // correct language to be detected
7870 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7872 1366105450, // English
7874 589986744, // English
7876 -1132430286, // German
7878 -1131728960, // Polish
7881 // default setting is "-1" to use config file with English as fall back
7882 // DO NOT change the default setting here or something uncouth might happen
7883 // in the localization code
7889 // try and open the file to verify
7890 CFILE *detect = cfopen("font01.vf", "rb");
7892 // will use default setting if something went wrong
7897 // get the long checksum of the file
7899 cfseek(detect, 0, SEEK_SET);
7900 cf_chksum_long(detect, &file_checksum);
7904 // now compare the checksum/filesize against known #'s
7905 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7906 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7911 // notify if a match was not found, include detected checksum
7912 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7913 printf("Using default language...\n\n");
7919 // End Auto Lang stuff
7921 // ----------------------------------------------------------------
7923 // ----------------------------------------------------------------
7924 // SHIPS TBL VERIFICATION STUFF
7927 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7928 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7929 #define NUM_SHIPS_TBL_CHECKSUMS 3
7931 #define NUM_SHIPS_TBL_CHECKSUMS 1
7935 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7936 1696074201, // FS2 demo
7939 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7940 1603375034, // FS1 DEMO
7943 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7944 -129679197, // FS1 Full 1.06 (US)
7945 7762567, // FS1 SilentThreat
7946 1555372475 // FS1 Full 1.06 (German)
7950 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7951 -463907578, // US - beta 1
7952 1696074201, // FS2 demo
7955 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7956 // -1022810006, // 1.0 FULL
7957 -1254285366 // 1.2 FULL (German)
7961 void verify_ships_tbl()
7965 Game_ships_tbl_valid = 1;
7971 // detect if the packfile exists
7972 CFILE *detect = cfopen("ships.tbl", "rb");
7973 Game_ships_tbl_valid = 0;
7977 Game_ships_tbl_valid = 0;
7981 // get the long checksum of the file
7983 cfseek(detect, 0, SEEK_SET);
7984 cf_chksum_long(detect, &file_checksum);
7988 // now compare the checksum/filesize against known #'s
7989 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7990 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7991 Game_ships_tbl_valid = 1;
7998 DCF(shipspew, "display the checksum for the current ships.tbl")
8001 CFILE *detect = cfopen("ships.tbl", "rb");
8002 // get the long checksum of the file
8004 cfseek(detect, 0, SEEK_SET);
8005 cf_chksum_long(detect, &file_checksum);
8008 dc_printf("%d", file_checksum);
8011 // ----------------------------------------------------------------
8012 // WEAPONS TBL VERIFICATION STUFF
8015 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8016 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8017 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8019 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8023 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8024 -266420030, // demo 1
8027 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8028 -1246928725, // FS1 DEMO
8031 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8032 -834598107, // FS1 1.06 Full (US)
8033 -1652231417, // FS1 SilentThreat
8034 720209793 // FS1 1.06 Full (German)
8038 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8039 141718090, // US - beta 1
8040 -266420030, // demo 1
8043 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8044 // 399297860, // 1.0 FULL
8045 -553984927 // 1.2 FULL (german)
8049 void verify_weapons_tbl()
8053 Game_weapons_tbl_valid = 1;
8059 // detect if the packfile exists
8060 CFILE *detect = cfopen("weapons.tbl", "rb");
8061 Game_weapons_tbl_valid = 0;
8065 Game_weapons_tbl_valid = 0;
8069 // get the long checksum of the file
8071 cfseek(detect, 0, SEEK_SET);
8072 cf_chksum_long(detect, &file_checksum);
8076 // now compare the checksum/filesize against known #'s
8077 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8078 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8079 Game_weapons_tbl_valid = 1;
8086 DCF(wepspew, "display the checksum for the current weapons.tbl")
8089 CFILE *detect = cfopen("weapons.tbl", "rb");
8090 // get the long checksum of the file
8092 cfseek(detect, 0, SEEK_SET);
8093 cf_chksum_long(detect, &file_checksum);
8096 dc_printf("%d", file_checksum);
8099 // if the game is running using hacked data
8100 int game_hacked_data()
8103 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8111 void display_title_screen()
8113 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8114 ///int title_bitmap;
8117 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8118 if (title_bitmap == -1) {
8123 gr_set_bitmap(title_bitmap);
8131 bm_unload(title_bitmap);
8132 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8135 // return true if the game is running with "low memory", which is less than 48MB
8136 bool game_using_low_mem()
8138 if (Use_low_mem == 0) {