2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 int Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
1381 // Adds a flash effect. These can be positive or negative.
1382 // The range will get capped at around -1 to 1, so stick
1383 // with a range like that.
1384 void game_flash( float r, float g, float b )
1386 Game_flash_red += r;
1387 Game_flash_green += g;
1388 Game_flash_blue += b;
1390 if ( Game_flash_red < -1.0f ) {
1391 Game_flash_red = -1.0f;
1392 } else if ( Game_flash_red > 1.0f ) {
1393 Game_flash_red = 1.0f;
1396 if ( Game_flash_green < -1.0f ) {
1397 Game_flash_green = -1.0f;
1398 } else if ( Game_flash_green > 1.0f ) {
1399 Game_flash_green = 1.0f;
1402 if ( Game_flash_blue < -1.0f ) {
1403 Game_flash_blue = -1.0f;
1404 } else if ( Game_flash_blue > 1.0f ) {
1405 Game_flash_blue = 1.0f;
1410 // Adds a flash for Big Ship explosions
1411 // cap range from 0 to 1
1412 void big_explosion_flash(float flash)
1414 Big_expl_flash.flash_start = timestamp(1);
1418 } else if (flash < 0.0f) {
1422 Big_expl_flash.max_flash_intensity = flash;
1423 Big_expl_flash.cur_flash_intensity = 0.0f;
1426 // Amount to diminish palette towards normal, per second.
1427 #define DIMINISH_RATE 0.75f
1428 #define SUN_DIMINISH_RATE 6.00f
1432 float sn_glare_scale = 1.7f;
1435 dc_get_arg(ARG_FLOAT);
1436 sn_glare_scale = Dc_arg_float;
1439 float Supernova_last_glare = 0.0f;
1440 void game_sunspot_process(float frametime)
1444 float Sun_spot_goal = 0.0f;
1447 sn_stage = supernova_active();
1449 // sunspot differently based on supernova stage
1451 // approaching. player still in control
1454 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1457 light_get_global_dir(&light_dir, 0);
1459 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1462 // scale it some more
1463 dot = dot * (0.5f + (pct * 0.5f));
1466 Sun_spot_goal += (dot * sn_glare_scale);
1469 // draw the sun glow
1470 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1471 // draw the glow for this sun
1472 stars_draw_sun_glow(0);
1475 Supernova_last_glare = Sun_spot_goal;
1478 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1481 Sun_spot_goal = 0.9f;
1482 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1484 if(Sun_spot_goal > 1.0f){
1485 Sun_spot_goal = 1.0f;
1488 Sun_spot_goal *= sn_glare_scale;
1489 Supernova_last_glare = Sun_spot_goal;
1492 // fade to white. display dead popup
1495 Supernova_last_glare += (2.0f * flFrametime);
1496 if(Supernova_last_glare > 2.0f){
1497 Supernova_last_glare = 2.0f;
1500 Sun_spot_goal = Supernova_last_glare;
1507 // check sunspots for all suns
1508 n_lights = light_get_global_count();
1511 for(idx=0; idx<n_lights; idx++){
1512 //(vector *eye_pos, matrix *eye_orient)
1513 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1516 light_get_global_dir(&light_dir, idx);
1518 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1520 Sun_spot_goal += (float)pow(dot,85.0f);
1522 // draw the glow for this sun
1523 stars_draw_sun_glow(idx);
1525 Sun_spot_goal = 0.0f;
1531 Sun_spot_goal = 0.0f;
1535 float dec_amount = frametime*SUN_DIMINISH_RATE;
1537 if ( Sun_spot < Sun_spot_goal ) {
1538 Sun_spot += dec_amount;
1539 if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot = Sun_spot_goal;
1542 } else if ( Sun_spot > Sun_spot_goal ) {
1543 Sun_spot -= dec_amount;
1544 if ( Sun_spot < Sun_spot_goal ) {
1545 Sun_spot = Sun_spot_goal;
1551 // Call once a frame to diminish the
1552 // flash effect to 0.
1553 void game_flash_diminish(float frametime)
1555 float dec_amount = frametime*DIMINISH_RATE;
1557 if ( Game_flash_red > 0.0f ) {
1558 Game_flash_red -= dec_amount;
1559 if ( Game_flash_red < 0.0f )
1560 Game_flash_red = 0.0f;
1562 Game_flash_red += dec_amount;
1563 if ( Game_flash_red > 0.0f )
1564 Game_flash_red = 0.0f;
1567 if ( Game_flash_green > 0.0f ) {
1568 Game_flash_green -= dec_amount;
1569 if ( Game_flash_green < 0.0f )
1570 Game_flash_green = 0.0f;
1572 Game_flash_green += dec_amount;
1573 if ( Game_flash_green > 0.0f )
1574 Game_flash_green = 0.0f;
1577 if ( Game_flash_blue > 0.0f ) {
1578 Game_flash_blue -= dec_amount;
1579 if ( Game_flash_blue < 0.0f )
1580 Game_flash_blue = 0.0f;
1582 Game_flash_blue += dec_amount;
1583 if ( Game_flash_blue > 0.0f )
1584 Game_flash_blue = 0.0f;
1587 // update big_explosion_cur_flash
1588 #define TIME_UP 1500
1589 #define TIME_DOWN 2500
1590 int duration = TIME_UP + TIME_DOWN;
1591 int time = timestamp_until(Big_expl_flash.flash_start);
1592 if (time > -duration) {
1594 if (time < TIME_UP) {
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1598 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1602 if ( Use_palette_flash ) {
1604 // static int or=0, og=0, ob=0;
1606 // Change the 200 to change the color range of colors.
1607 r = fl2i( Game_flash_red*128.0f );
1608 g = fl2i( Game_flash_green*128.0f );
1609 b = fl2i( Game_flash_blue*128.0f );
1611 if ( Sun_spot > 0.0f ) {
1612 r += fl2i(Sun_spot*128.0f);
1613 g += fl2i(Sun_spot*128.0f);
1614 b += fl2i(Sun_spot*128.0f);
1617 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1618 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1623 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1624 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1625 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1627 if ( (r!=0) || (g!=0) || (b!=0) ) {
1628 gr_flash( r, g, b );
1630 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1641 void game_level_close()
1643 // De-Initialize the game subsystems
1644 event_music_level_close();
1645 game_stop_looped_sounds();
1647 obj_snd_level_close(); // uninit object-linked persistant sounds
1648 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1649 anim_level_close(); // stop and clean up any anim instances
1650 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1651 shockwave_level_close();
1652 fireball_level_close();
1654 mission_event_shutdown();
1655 asteroid_level_close();
1656 flak_level_close(); // unload flak stuff
1657 neb2_level_close(); // shutdown gaseous nebula stuff
1660 mflash_level_close();
1661 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1663 audiostream_unpause_all();
1668 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1669 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1670 void game_level_init(int seed)
1672 // seed the random number generator
1674 // if no seed was passed, seed the generator either from the time value, or from the
1675 // netgame security flags -- ensures that all players in multiplayer game will have the
1676 // same randon number sequence (with static rand functions)
1677 if ( Game_mode & GM_NORMAL ) {
1678 Game_level_seed = time(NULL);
1680 Game_level_seed = Netgame.security;
1683 // mwa 9/17/98 -- maybe this assert isn't needed????
1684 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1685 Game_level_seed = seed;
1687 srand( Game_level_seed );
1689 // semirand function needs to get re-initted every time in multiplayer
1690 if ( Game_mode & GM_MULTIPLAYER ){
1696 Key_normal_game = (Game_mode & GM_NORMAL);
1699 Game_shudder_time = -1;
1701 // Initialize the game subsystems
1702 // timestamp_reset(); // Must be inited before everything else
1704 game_reset_time(); // resets time, and resets saved time too
1706 obj_init(); // Must be inited before the other systems
1707 model_free_all(); // Free all existing models
1708 mission_brief_common_init(); // Free all existing briefing/debriefing text
1709 weapon_level_init();
1710 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1712 player_level_init();
1713 shipfx_flash_init(); // Init the ship gun flash system.
1714 game_flash_reset(); // Reset the flash effect
1715 particle_init(); // Reset the particle system
1719 shield_hit_init(); // Initialize system for showing shield hits
1720 radar_mission_init();
1721 mission_init_goals();
1724 obj_snd_level_init(); // init object-linked persistant sounds
1726 shockwave_level_init();
1727 afterburner_level_init();
1728 scoring_level_init( &Player->stats );
1730 asteroid_level_init();
1731 control_config_clear_used_status();
1732 collide_ship_ship_sounds_init();
1734 Pre_player_entry = 1; // Means the player has not yet entered.
1735 Entry_delay_time = 0; // Could get overwritten in mission read.
1736 fireball_preload(); // page in warphole bitmaps
1738 flak_level_init(); // initialize flak - bitmaps, etc
1739 ct_level_init(); // initialize ships contrails, etc
1740 awacs_level_init(); // initialize AWACS
1741 beam_level_init(); // initialize beam weapons
1742 mflash_level_init();
1744 supernova_level_init();
1746 // multiplayer dogfight hack
1749 shipfx_engine_wash_level_init();
1753 Last_view_target = NULL;
1758 // campaign wasn't ended
1759 Campaign_ended_in_mission = 0;
1762 // called when a mission is over -- does server specific stuff.
1763 void freespace_stop_mission()
1766 Game_mode &= ~GM_IN_MISSION;
1769 // called at frame interval to process networking stuff
1770 void game_do_networking()
1772 SDL_assert( Net_player != NULL );
1773 if (!(Game_mode & GM_MULTIPLAYER)){
1777 // see if this player should be reading/writing data. Bit is set when at join
1778 // screen onward until quits back to main menu.
1779 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1783 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1786 multi_pause_do_frame();
1791 // Loads the best palette for this level, based
1792 // on nebula color and hud color. You could just call palette_load_table with
1793 // the appropriate filename, but who wants to do that.
1794 void game_load_palette()
1796 char palette_filename[1024];
1798 // We only use 3 hud colors right now
1800 SDL_assert( HUD_config.main_color >= 0 );
1801 SDL_assert( HUD_config.main_color <= 2 );
1804 SDL_assert( Mission_palette >= 0 );
1805 SDL_assert( Mission_palette <= 98 );
1808 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1809 strcpy( palette_filename, NOX("gamepalette-subspace") );
1811 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1814 mprintf(( "Loading palette %s\n", palette_filename ));
1816 palette_load_table(palette_filename);
1818 strcpy( palette_filename, NOX("gamepalette-subspace") );
1820 mprintf(( "Loading palette %s\n", palette_filename ));
1824 void game_post_level_init()
1826 // Stuff which gets called after mission is loaded. Because player isn't created until
1827 // after mission loads, some things must get initted after the level loads
1829 model_level_post_init();
1832 hud_setup_escort_list();
1833 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1839 game_event_debug_init();
1842 training_mission_init();
1843 asteroid_create_all();
1845 game_framerate_check_init();
1849 // An estimate as to how high the count passed to game_loading_callback will go.
1850 // This is just a guess, it seems to always be about the same. The count is
1851 // proportional to the code being executed, not the time, so this works good
1852 // for a bar, assuming the code does about the same thing each time you
1853 // load a level. You can find this value by looking at the return value
1854 // of game_busy_callback(NULL), which I conveniently print out to the
1855 // debug output window with the '=== ENDING LOAD ==' stuff.
1856 //#define COUNT_ESTIMATE 3706
1857 #define COUNT_ESTIMATE 1111
1859 int Game_loading_callback_inited = 0;
1861 int Game_loading_background = -1;
1862 anim * Game_loading_ani = NULL;
1863 anim_instance *Game_loading_ani_instance;
1864 int Game_loading_frame=-1;
1866 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1868 #if defined(FS1_DEMO)
1870 #elif defined(MAKE_FS1)
1881 // This gets called 10x per second and count is the number of times
1882 // game_busy() has been called since the current callback function
1884 void game_loading_callback(int count)
1886 game_do_networking();
1888 SDL_assert( Game_loading_callback_inited==1 );
1889 SDL_assert( Game_loading_ani != NULL );
1891 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1892 if ( framenum > Game_loading_ani->total_frames-1 ) {
1893 framenum = Game_loading_ani->total_frames-1;
1894 } else if ( framenum < 0 ) {
1899 while ( Game_loading_frame < framenum ) {
1900 Game_loading_frame++;
1901 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1905 if ( cbitmap > -1 ) {
1906 if ( Game_loading_background > -1 ) {
1907 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1912 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1915 bm_release(cbitmap);
1921 void game_loading_callback_init()
1923 SDL_assert( Game_loading_callback_inited==0 );
1925 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1927 common_set_interface_palette("InterfacePalette"); // set the interface palette
1931 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1932 SDL_assert( Game_loading_ani != NULL );
1933 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1934 SDL_assert( Game_loading_ani_instance != NULL );
1935 Game_loading_frame = -1;
1937 Game_loading_callback_inited = 1;
1939 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1944 void game_loading_callback_close()
1946 SDL_assert( Game_loading_callback_inited==1 );
1948 // Make sure bar shows all the way over.
1949 game_loading_callback(COUNT_ESTIMATE);
1951 int real_count = game_busy_callback( NULL );
1954 Game_loading_callback_inited = 0;
1957 mprintf(( "=================== ENDING LOAD ================\n" ));
1958 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1959 mprintf(( "================================================\n" ));
1961 // to remove warnings in release build
1965 free_anim_instance(Game_loading_ani_instance);
1966 Game_loading_ani_instance = NULL;
1967 anim_free(Game_loading_ani);
1968 Game_loading_ani = NULL;
1970 bm_release( Game_loading_background );
1971 common_free_interface_palette(); // restore game palette
1972 Game_loading_background = -1;
1974 gr_set_font( FONT1 );
1977 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1979 void game_maybe_update_sound_environment()
1981 // do nothing for now
1984 // Assign the sound environment for the game, based on the current mission
1986 void game_assign_sound_environment()
1989 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1990 Game_sound_env.id = SND_ENV_DRUGGED;
1991 Game_sound_env.volume = 0.800f;
1992 Game_sound_env.damping = 1.188f;
1993 Game_sound_env.decay = 6.392f;
1995 } else if (Num_asteroids > 30) {
1996 Game_sound_env.id = SND_ENV_AUDITORIUM;
1997 Game_sound_env.volume = 0.603f;
1998 Game_sound_env.damping = 0.5f;
1999 Game_sound_env.decay = 4.279f;
2002 Game_sound_env = Game_default_sound_env;
2006 Game_sound_env = Game_default_sound_env;
2007 Game_sound_env_update_timestamp = timestamp(1);
2010 // function which gets called before actually entering the mission. It is broken down into a funciton
2011 // since it will get called in one place from a single player game and from another place for
2012 // a multiplayer game
2013 void freespace_mission_load_stuff()
2015 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2016 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2017 if(!(Game_mode & GM_STANDALONE_SERVER)){
2019 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2021 game_loading_callback_init();
2023 event_music_level_init(); // preloads the first 2 seconds for each event music track
2026 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2029 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2032 ship_assign_sound_all(); // assign engine sounds to ships
2033 game_assign_sound_environment(); // assign the sound environment for this mission
2036 // call function in missionparse.cpp to fixup player/ai stuff.
2037 mission_parse_fixup_players();
2040 // Load in all the bitmaps for this level
2045 game_loading_callback_close();
2047 // the only thing we need to call on the standalone for now.
2049 // call function in missionparse.cpp to fixup player/ai stuff.
2050 mission_parse_fixup_players();
2052 // Load in all the bitmaps for this level
2058 uint load_mission_load;
2059 uint load_post_level_init;
2060 uint load_mission_stuff;
2062 // tells the server to load the mission and initialize structures
2063 int game_start_mission()
2065 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2067 load_gl_init = time(NULL);
2069 load_gl_init = time(NULL) - load_gl_init;
2071 if (Game_mode & GM_MULTIPLAYER) {
2072 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2074 // clear multiplayer stats
2075 init_multiplayer_stats();
2078 load_mission_load = time(NULL);
2079 if (mission_load()) {
2080 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2081 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2082 gameseq_post_event(GS_EVENT_MAIN_MENU);
2084 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2089 load_mission_load = time(NULL) - load_mission_load;
2091 // If this is a red alert mission in campaign mode, bash wingman status
2092 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2093 red_alert_bash_wingman_status();
2096 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2097 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2098 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2100 game_load_palette();
2104 load_post_level_init = time(NULL);
2105 game_post_level_init();
2106 load_post_level_init = time(NULL) - load_post_level_init;
2110 void Do_model_timings_test();
2111 Do_model_timings_test();
2115 load_mission_stuff = time(NULL);
2116 freespace_mission_load_stuff();
2117 load_mission_stuff = time(NULL) - load_mission_stuff;
2122 int Interface_framerate = 0;
2125 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2126 DCF_BOOL( show_framerate, Show_framerate )
2127 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2128 DCF_BOOL( show_target_weapons, Show_target_weapons )
2129 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2130 DCF_BOOL( sound, Sound_enabled )
2131 DCF_BOOL( zbuffer, game_zbuffer )
2132 DCF_BOOL( shield_system, New_shield_system )
2133 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2134 DCF_BOOL( player_attacking, Player_attacking_enabled )
2135 DCF_BOOL( show_waypoints, Show_waypoints )
2136 DCF_BOOL( show_area_effect, Show_area_effect )
2137 DCF_BOOL( show_net_stats, Show_net_stats )
2138 DCF_BOOL( log, Log_debug_output_to_file )
2139 DCF_BOOL( training_msg_method, Training_msg_method )
2140 DCF_BOOL( show_player_pos, Show_player_pos )
2141 DCF_BOOL(i_framerate, Interface_framerate )
2143 DCF(show_mem,"Toggles showing mem usage")
2146 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2147 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2148 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2149 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2155 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2157 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2158 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2162 DCF(show_cpu,"Toggles showing cpu usage")
2165 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2166 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2167 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2168 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2174 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2176 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2177 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2184 // AL 4-8-98: always allow players to display their framerate
2187 DCF_BOOL( show_framerate, Show_framerate )
2194 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2197 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2198 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2199 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2200 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2202 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" );
2203 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2205 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2208 DCF(palette_flash,"Toggles palette flash effect on/off")
2211 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2212 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2213 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2214 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2216 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2217 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2220 int Use_low_mem = 0;
2222 DCF(low_mem,"Uses low memory settings regardless of RAM")
2225 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2226 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2227 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2228 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2230 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2231 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2233 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2239 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2242 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2243 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2244 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2245 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2247 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2248 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2249 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2253 int Framerate_delay = 0;
2255 float Freespace_gamma = 1.0f;
2257 DCF(gamma,"Sets Gamma factor")
2260 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261 if ( Dc_arg_type & ARG_FLOAT ) {
2262 Freespace_gamma = Dc_arg_float;
2264 dc_printf( "Gamma reset to 1.0f\n" );
2265 Freespace_gamma = 1.0f;
2267 if ( Freespace_gamma < 0.1f ) {
2268 Freespace_gamma = 0.1f;
2269 } else if ( Freespace_gamma > 5.0f ) {
2270 Freespace_gamma = 5.0f;
2272 gr_set_gamma(Freespace_gamma);
2274 char tmp_gamma_string[32];
2275 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2276 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2280 dc_printf( "Usage: gamma <float>\n" );
2281 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282 Dc_status = 0; // don't print status if help is printed. Too messy.
2286 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2294 Game_current_mission_filename[0] = 0;
2296 // seed the random number generator
2297 Game_init_seed = time(NULL);
2298 srand( Game_init_seed );
2300 Framerate_delay = 0;
2306 extern void bm_init();
2312 // Initialize the timer before the os
2318 //Initialize the libraries
2319 s1 = timer_get_milliseconds();
2320 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2323 e1 = timer_get_milliseconds();
2325 // time a bunch of cfopens
2327 s2 = timer_get_milliseconds();
2329 for(int idx=0; idx<10000; idx++){
2330 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2335 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2337 e2 = timer_get_milliseconds();
2340 if (Is_standalone) {
2341 std_init_standalone();
2343 os_init( Osreg_class_name, Osreg_app_name );
2344 os_set_title(Osreg_title);
2347 // initialize localization module. Make sure this is down AFTER initialzing OS.
2348 // int t1 = timer_get_milliseconds();
2349 lcl_init( detect_lang() );
2351 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2353 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2356 // verify that he has a valid weapons.tbl
2357 verify_weapons_tbl();
2359 // Output version numbers to registry for auto patching purposes
2360 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2361 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2362 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2364 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2365 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2366 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2369 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2372 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2373 // show the FPS counter if the config file says so
2374 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2377 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2378 Asteroids_enabled = 1;
2381 /////////////////////////////
2383 /////////////////////////////
2387 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2388 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2390 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2391 Cmdline_freespace_no_sound = 1;
2392 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2397 if (!Is_standalone) {
2400 /////////////////////////////
2402 /////////////////////////////
2404 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2407 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2409 // fire up the UpdateLauncher executable
2411 PROCESS_INFORMATION pi;
2413 memset( &si, 0, sizeof(STARTUPINFO) );
2416 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2417 NULL, // pointer to command line string
2418 NULL, // pointer to process security attributes
2419 NULL, // pointer to thread security attributes
2420 FALSE, // handle inheritance flag
2421 CREATE_DEFAULT_ERROR_MODE, // creation flags
2422 NULL, // pointer to new environment block
2423 NULL, // pointer to current directory name
2424 &si, // pointer to STARTUPINFO
2425 &pi // pointer to PROCESS_INFORMATION
2428 // If the Launcher could not be started up, let the user know
2430 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2438 // check for hi res pack file
2439 int has_sparky_hi = 0;
2441 // check if sparky_hi exists -- access mode 0 means does file exist
2442 #ifndef MAKE_FS1 // shoudn't have it so don't check
2445 if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2448 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2452 if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2453 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2454 gr_init(GR_1024, GR_OPENGL);
2456 gr_init(GR_640, GR_OPENGL);
2461 //gr_init(GR_640, GR_OPENGL);
2465 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2466 Freespace_gamma = (float)atof(ptr);
2467 if ( Freespace_gamma == 0.0f ) {
2468 Freespace_gamma = 1.80f;
2469 } else if ( Freespace_gamma < 0.1f ) {
2470 Freespace_gamma = 0.1f;
2471 } else if ( Freespace_gamma > 5.0f ) {
2472 Freespace_gamma = 5.0f;
2474 char tmp_gamma_string[32];
2475 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2476 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2478 gr_set_gamma(Freespace_gamma);
2480 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2483 display_title_screen();
2487 // attempt to load up master tracker registry info (login and password)
2488 Multi_tracker_id = -1;
2490 // pxo login and password
2491 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2493 nprintf(("Network","Error reading in PXO login data\n"));
2494 strcpy(Multi_tracker_login,"");
2496 strcpy(Multi_tracker_login,ptr);
2498 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2500 nprintf(("Network","Error reading PXO password\n"));
2501 strcpy(Multi_tracker_passwd,"");
2503 strcpy(Multi_tracker_passwd,ptr);
2506 // pxo squad name and password
2507 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2509 nprintf(("Network","Error reading in PXO squad name\n"));
2510 strcpy(Multi_tracker_squad_name, "");
2512 strcpy(Multi_tracker_squad_name, ptr);
2515 // If less than 48MB of RAM, use low memory model.
2516 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2517 mprintf(( "Using normal memory settings...\n" ));
2518 bm_set_low_mem(1); // Use every other frame of bitmaps
2520 mprintf(( "Using high memory settings...\n" ));
2521 bm_set_low_mem(0); // Use all frames of bitmaps
2524 // load non-darkening pixel defs
2525 palman_load_pixels();
2527 // hud shield icon stuff
2528 hud_shield_game_init();
2530 control_config_common_init(); // sets up localization stuff in the control config
2536 gamesnd_parse_soundstbl();
2541 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2546 player_controls_init();
2549 //if(!Is_standalone){
2557 ship_init(); // read in ships.tbl
2559 mission_campaign_init(); // load in the default campaign
2561 // navmap_init(); // init the navigation map system
2562 context_help_init();
2563 techroom_intel_init(); // parse species.tbl, load intel info
2565 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2566 init_animating_pointer();
2568 mission_brief_common_init(); // Mark all the briefing structures as empty.
2569 gr_font_init(); // loads up all fonts
2571 neb2_init(); // fullneb stuff
2575 player_tips_init(); // helpful tips
2578 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2579 pilot_load_pic_list();
2580 pilot_load_squad_pic_list();
2582 load_animating_pointer(NOX("cursor"), 0, 0);
2584 // initialize alpha colors
2585 alpha_colors_init();
2588 // Game_music_paused = 0;
2595 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2596 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2598 mprintf(("cfile_init() took %d\n", e1 - s1));
2599 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2602 char transfer_text[128];
2604 float Start_time = 0.0f;
2606 float Framerate = 0.0f;
2608 float Timing_total = 0.0f;
2609 float Timing_render2 = 0.0f;
2610 float Timing_render3 = 0.0f;
2611 float Timing_flip = 0.0f;
2612 float Timing_clear = 0.0f;
2614 MONITOR(NumPolysDrawn);
2620 void game_get_framerate()
2622 char text[128] = "";
2624 if ( frame_int == -1 ) {
2626 for (i=0; i<FRAME_FILTER; i++ ) {
2627 frametimes[i] = 0.0f;
2632 frametotal -= frametimes[frame_int];
2633 frametotal += flFrametime;
2634 frametimes[frame_int] = flFrametime;
2635 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2637 if ( frametotal != 0.0 ) {
2638 if ( Framecount >= FRAME_FILTER )
2639 Framerate = FRAME_FILTER / frametotal;
2641 Framerate = Framecount / frametotal;
2642 sprintf( text, NOX("FPS: %.1f"), Framerate );
2644 sprintf( text, NOX("FPS: ?") );
2648 if (Show_framerate) {
2649 gr_set_color_fast(&HUD_color_debug);
2650 gr_string( 570, 2, text );
2654 void game_show_framerate()
2658 cur_time = f2fl(timer_get_approx_seconds());
2659 if (cur_time - Start_time > 30.0f) {
2660 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2661 Start_time += 1000.0f;
2664 //mprintf(( "%s\n", text ));
2667 if ( Debug_dump_frames )
2671 // possibly show control checking info
2672 control_check_indicate();
2674 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2675 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2676 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2677 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2680 if ( Show_cpu == 1 ) {
2685 dy = gr_get_font_height() + 1;
2687 gr_set_color_fast(&HUD_color_debug);
2690 extern int Gr_textures_in;
2691 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2694 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2696 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2698 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2700 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2702 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2707 extern int Num_pairs; // Number of object pairs that were checked.
2708 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2711 extern int Num_pairs_checked; // What percent of object pairs were checked.
2712 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2714 Num_pairs_checked = 0;
2718 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2721 if ( Timing_total > 0.01f ) {
2722 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2724 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2726 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2728 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2730 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2740 dy = gr_get_font_height() + 1;
2742 gr_set_color_fast(&HUD_color_debug);
2745 extern int TotalRam;
2746 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2751 extern int Model_ram;
2752 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2756 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2758 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2762 extern int Gr_textures_in;
2763 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2769 if ( Show_player_pos ) {
2773 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));
2776 MONITOR_INC(NumPolys, modelstats_num_polys);
2777 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2778 MONITOR_INC(NumVerts, modelstats_num_verts );
2780 modelstats_num_polys = 0;
2781 modelstats_num_polys_drawn = 0;
2782 modelstats_num_verts = 0;
2783 modelstats_num_sortnorms = 0;
2787 void game_show_standalone_framerate()
2789 float frame_rate=30.0f;
2790 if ( frame_int == -1 ) {
2792 for (i=0; i<FRAME_FILTER; i++ ) {
2793 frametimes[i] = 0.0f;
2798 frametotal -= frametimes[frame_int];
2799 frametotal += flFrametime;
2800 frametimes[frame_int] = flFrametime;
2801 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2803 if ( frametotal != 0.0 ) {
2804 if ( Framecount >= FRAME_FILTER ){
2805 frame_rate = FRAME_FILTER / frametotal;
2807 frame_rate = Framecount / frametotal;
2810 std_set_standalone_fps(frame_rate);
2814 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2815 void game_show_time_left()
2819 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2820 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2821 // checking how much time is left
2823 if ( Mission_end_time == -1 ){
2827 diff = f2i(Mission_end_time - Missiontime);
2828 // be sure to bash to 0. diff could be negative on frame that we quit mission
2833 hud_set_default_color();
2834 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2837 //========================================================================================
2838 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2839 //========================================================================================
2843 DCF(ai_pause,"Pauses ai")
2846 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2847 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2848 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2849 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2852 obj_init_all_ships_physics();
2855 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2856 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2859 DCF(single_step,"Single steps the game")
2862 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2863 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2864 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2865 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2867 last_single_step = 0; // Make so single step waits a frame before stepping
2870 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2871 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2874 DCF_BOOL(physics_pause, physics_paused)
2875 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2876 DCF_BOOL(ai_firing, Ai_firing_enabled )
2878 // Create some simple aliases to these commands...
2879 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2880 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2881 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2882 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2883 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2886 //========================================================================================
2887 //========================================================================================
2890 void game_training_pause_do()
2894 key = game_check_key();
2896 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2903 void game_increase_skill_level()
2906 if (Game_skill_level >= NUM_SKILL_LEVELS){
2907 Game_skill_level = 0;
2911 int Player_died_time;
2913 int View_percent = 100;
2916 DCF(view, "Sets the percent of the 3d view to render.")
2919 dc_get_arg(ARG_INT);
2920 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2921 View_percent = Dc_arg_int;
2923 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2929 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2933 dc_printf("View is set to %d%%\n", View_percent );
2938 // Set the clip region for the 3d rendering window
2939 void game_set_view_clip()
2941 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2942 // Set the clip region for the letterbox "dead view"
2943 int yborder = gr_screen.max_h/4;
2945 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2946 // J.S. I've changed my ways!! See the new "no constants" code!!!
2947 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2949 // Set the clip region for normal view
2950 if ( View_percent >= 100 ) {
2953 int xborder, yborder;
2955 if ( View_percent < 5 ) {
2959 float fp = i2fl(View_percent)/100.0f;
2960 int fi = fl2i(fl_sqrt(fp)*100.0f);
2961 if ( fi > 100 ) fi=100;
2963 xborder = ( gr_screen.max_w*(100-fi) )/200;
2964 yborder = ( gr_screen.max_h*(100-fi) )/200;
2966 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2972 void show_debug_stuff()
2975 int laser_count = 0, missile_count = 0;
2977 for (i=0; i<MAX_OBJECTS; i++) {
2978 if (Objects[i].type == OBJ_WEAPON){
2979 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2981 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2987 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2990 extern int Tool_enabled;
2995 int tst_bitmap = -1;
2997 float tst_offset, tst_offset_total;
3000 void game_tst_frame_pre()
3008 g3_rotate_vertex(&v, &tst_pos);
3009 g3_project_vertex(&v);
3012 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3016 // big ship? always tst
3018 // within 3000 meters
3019 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3023 // within 300 meters
3024 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3031 void game_tst_frame()
3041 tst_time = time(NULL);
3043 // load the tst bitmap
3044 switch((int)frand_range(0.0f, 3.0)){
3046 tst_bitmap = bm_load("ig_jim");
3048 mprintf(("TST 0\n"));
3052 tst_bitmap = bm_load("ig_kan");
3054 mprintf(("TST 1\n"));
3058 tst_bitmap = bm_load("ig_jim");
3060 mprintf(("TST 2\n"));
3064 tst_bitmap = bm_load("ig_kan");
3066 mprintf(("TST 3\n"));
3075 // get the tst bitmap dimensions
3077 bm_get_info(tst_bitmap, &w, &h);
3080 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3082 snd_play(&Snds[SND_VASUDAN_BUP]);
3084 // tst x and direction
3088 tst_offset_total = (float)w;
3089 tst_offset = (float)w;
3091 tst_x = (float)gr_screen.max_w;
3092 tst_offset_total = (float)-w;
3093 tst_offset = (float)w;
3101 float diff = (tst_offset_total / 0.5f) * flFrametime;
3107 tst_offset -= fl_abs(diff);
3108 } else if(tst_mode == 2){
3111 tst_offset -= fl_abs(diff);
3115 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3116 gr_bitmap((int)tst_x, (int)tst_y);
3119 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3123 // if we passed the switch point
3124 if(tst_offset <= 0.0f){
3129 tst_stamp = timestamp(1000);
3130 tst_offset = fl_abs(tst_offset_total);
3141 void game_tst_mark(object *objp, ship *shipp)
3150 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3153 sip = &Ship_info[shipp->ship_info_index];
3160 tst_pos = objp->pos;
3161 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3167 extern void render_shields();
3169 void player_repair_frame(float frametime)
3171 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3173 for(idx=0;idx<MAX_PLAYERS;idx++){
3176 np = &Net_players[idx];
3178 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)){
3180 // don't rearm/repair if the player is dead or dying/departing
3181 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3182 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3187 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3188 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3194 #define NUM_FRAMES_TEST 300
3195 #define NUM_MIXED_SOUNDS 16
3196 void do_timing_test(float flFrametime)
3198 static int framecount = 0;
3199 static int test_running = 0;
3200 static float test_time = 0.0f;
3202 static int snds[NUM_MIXED_SOUNDS];
3205 if ( test_running ) {
3207 test_time += flFrametime;
3208 if ( framecount >= NUM_FRAMES_TEST ) {
3210 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3211 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3216 if ( Test_begin == 1 ) {
3222 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3225 // start looping digital sounds
3226 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3227 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3234 DCF(dcf_fov, "Change the field of view")
3237 dc_get_arg(ARG_FLOAT|ARG_NONE);
3238 if ( Dc_arg_type & ARG_NONE ) {
3239 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3240 dc_printf( "Zoom factor reset\n" );
3242 if ( Dc_arg_type & ARG_FLOAT ) {
3243 if (Dc_arg_float < 0.25f) {
3244 Viewer_zoom = 0.25f;
3245 dc_printf("Zoom factor pinned at 0.25.\n");
3246 } else if (Dc_arg_float > 1.25f) {
3247 Viewer_zoom = 1.25f;
3248 dc_printf("Zoom factor pinned at 1.25.\n");
3250 Viewer_zoom = Dc_arg_float;
3256 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3259 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3263 DCF(framerate_cap, "Sets the framerate cap")
3266 dc_get_arg(ARG_INT);
3267 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3268 Framerate_cap = Dc_arg_int;
3270 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3276 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3277 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3278 dc_printf("[n] must be from 1 to 120.\n");
3282 if ( Framerate_cap )
3283 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3285 dc_printf("There is no framerate cap currently active.\n");
3289 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3290 int Show_viewing_from_self = 0;
3292 void say_view_target()
3294 object *view_target;
3296 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3297 view_target = &Objects[Player_ai->target_objnum];
3299 view_target = Player_obj;
3301 if (Game_mode & GM_DEAD) {
3302 if (Player_ai->target_objnum != -1)
3303 view_target = &Objects[Player_ai->target_objnum];
3306 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3307 if (view_target != Player_obj){
3309 char *view_target_name = NULL;
3310 switch(Objects[Player_ai->target_objnum].type) {
3312 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3315 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3316 Viewer_mode &= ~VM_OTHER_SHIP;
3318 case OBJ_JUMP_NODE: {
3319 char jump_node_name[128];
3320 strcpy(jump_node_name, XSTR( "jump node", 184));
3321 view_target_name = jump_node_name;
3322 Viewer_mode &= ~VM_OTHER_SHIP;
3331 if ( view_target_name ) {
3332 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3333 Show_viewing_from_self = 1;
3336 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3337 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3338 Show_viewing_from_self = 1;
3340 if (Show_viewing_from_self)
3341 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3346 Last_view_target = view_target;
3350 float Game_hit_x = 0.0f;
3351 float Game_hit_y = 0.0f;
3353 // Reset at the beginning of each frame
3354 void game_whack_reset()
3360 // Apply a 2d whack to the player
3361 void game_whack_apply( float x, float y )
3363 // Do some force feedback
3364 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3370 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3373 // call to apply a "shudder"
3374 void game_shudder_apply(int time, float intensity)
3376 Game_shudder_time = timestamp(time);
3377 Game_shudder_total = time;
3378 Game_shudder_intensity = intensity;
3381 #define FF_SCALE 10000
3382 void apply_hud_shake(matrix *eye_orient)
3384 if (Viewer_obj == Player_obj) {
3385 physics_info *pi = &Player_obj->phys_info;
3393 // Make eye shake due to afterburner
3394 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3397 dtime = timestamp_until(pi->afterburner_decay);
3401 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3402 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3405 // Make eye shake due to engine wash
3407 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3410 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3411 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3413 // get the intensity
3414 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3418 vm_vec_rand_vec_quick(&rand_vec);
3421 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3425 // make hud shake due to shuddering
3426 if(Game_shudder_time != -1){
3427 // if the timestamp has elapsed
3428 if(timestamp_elapsed(Game_shudder_time)){
3429 Game_shudder_time = -1;
3431 // otherwise apply some shudder
3435 dtime = timestamp_until(Game_shudder_time);
3439 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));
3440 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));
3445 vm_angles_2_matrix(&tm, &tangles);
3446 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3447 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3448 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3449 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3454 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3456 // Player's velocity just before he blew up. Used to keep camera target moving.
3457 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3459 // Set eye_pos and eye_orient based on view mode.
3460 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3464 static int last_Viewer_mode = 0;
3465 static int last_Game_mode = 0;
3466 static int last_Viewer_objnum = -1;
3468 // This code is supposed to detect camera "cuts"... like going between
3471 // determine if we need to regenerate the nebula
3472 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3473 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3474 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3475 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3476 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3477 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3478 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3479 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3480 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3483 // regenerate the nebula
3487 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3488 //mprintf(( "************** Camera cut! ************\n" ));
3489 last_Viewer_mode = Viewer_mode;
3490 last_Game_mode = Game_mode;
3492 // Camera moved. Tell stars & debris to not do blurring.
3498 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3499 player_display_packlock_view();
3502 game_set_view_clip();
3504 if (Game_mode & GM_DEAD) {
3505 vector vec_to_deader, view_pos;
3508 Viewer_mode |= VM_DEAD_VIEW;
3510 if (Player_ai->target_objnum != -1) {
3511 int view_from_player = 1;
3513 if (Viewer_mode & VM_OTHER_SHIP) {
3514 // View from target.
3515 Viewer_obj = &Objects[Player_ai->target_objnum];
3517 last_Viewer_objnum = Player_ai->target_objnum;
3519 if ( Viewer_obj->type == OBJ_SHIP ) {
3520 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3521 view_from_player = 0;
3524 last_Viewer_objnum = -1;
3527 if ( view_from_player ) {
3528 // View target from player ship.
3530 *eye_pos = Player_obj->pos;
3531 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3532 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3535 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3537 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3538 dist += flFrametime * 16.0f;
3540 vm_vec_scale(&vec_to_deader, -dist);
3541 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3543 view_pos = Player_obj->pos;
3545 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3546 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3547 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3548 Dead_player_last_vel = Player_obj->phys_info.vel;
3549 //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));
3550 } else if (Player_ai->target_objnum != -1) {
3551 view_pos = Objects[Player_ai->target_objnum].pos;
3553 // Make camera follow explosion, but gradually slow down.
3554 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3555 view_pos = Player_obj->pos;
3556 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3557 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3560 *eye_pos = Dead_camera_pos;
3562 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3564 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3569 // if supernova shockwave
3570 if(supernova_camera_cut()){
3574 // call it dead view
3575 Viewer_mode |= VM_DEAD_VIEW;
3577 // set eye pos and orient
3578 supernova_set_view(eye_pos, eye_orient);
3580 // If already blown up, these other modes can override.
3581 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3582 Viewer_mode &= ~VM_DEAD_VIEW;
3584 Viewer_obj = Player_obj;
3586 if (Viewer_mode & VM_OTHER_SHIP) {
3587 if (Player_ai->target_objnum != -1){
3588 Viewer_obj = &Objects[Player_ai->target_objnum];
3589 last_Viewer_objnum = Player_ai->target_objnum;
3591 Viewer_mode &= ~VM_OTHER_SHIP;
3592 last_Viewer_objnum = -1;
3595 last_Viewer_objnum = -1;
3598 if (Viewer_mode & VM_EXTERNAL) {
3601 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3602 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3604 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3606 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3607 vm_vec_normalize(&eye_dir);
3608 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3611 // Modify the orientation based on head orientation.
3612 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3614 } else if ( Viewer_mode & VM_CHASE ) {
3617 if ( Viewer_obj->phys_info.speed < 0.1 )
3618 move_dir = Viewer_obj->orient.v.fvec;
3620 move_dir = Viewer_obj->phys_info.vel;
3621 vm_vec_normalize(&move_dir);
3624 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3625 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3626 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3627 vm_vec_normalize(&eye_dir);
3629 // JAS: I added the following code because if you slew up using
3630 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3631 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3632 // call because the up and the forward vector are the same. I fixed
3633 // it by adding in a fraction of the right vector all the time to the
3635 vector tmp_up = Viewer_obj->orient.v.uvec;
3636 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3638 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3641 // Modify the orientation based on head orientation.
3642 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3643 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3644 *eye_pos = Camera_pos;
3646 ship * shipp = &Ships[Player_obj->instance];
3648 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3649 vm_vec_normalize(&eye_dir);
3650 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3653 // get an eye position based upon the correct type of object
3654 switch(Viewer_obj->type){
3656 // make a call to get the eye point for the player object
3657 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3660 // make a call to get the eye point for the player object
3661 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3667 #ifdef JOHNS_DEBUG_CODE
3668 john_debug_stuff(&eye_pos, &eye_orient);
3674 apply_hud_shake(eye_orient);
3676 // setup neb2 rendering
3677 neb2_render_setup(eye_pos, eye_orient);
3681 extern void ai_debug_render_stuff();
3684 int Game_subspace_effect = 0;
3685 DCF_BOOL( subspace, Game_subspace_effect );
3687 // Does everything needed to render a frame
3688 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3692 g3_start_frame(game_zbuffer);
3693 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3695 // maybe offset the HUD (jitter stuff)
3696 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3697 HUD_set_offsets(Viewer_obj, !dont_offset);
3699 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3700 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3701 // must be done before ships are rendered
3702 if ( MULTIPLAYER_CLIENT ) {
3703 shield_point_multi_setup();
3706 if ( Game_subspace_effect ) {
3707 stars_draw(0,0,0,1);
3709 stars_draw(1,1,1,0);
3712 obj_render_all(obj_render);
3713 beam_render_all(); // render all beam weapons
3714 particle_render_all(); // render particles after everything else.
3715 trail_render_all(); // render missilie trails after everything else.
3716 mflash_render_all(); // render all muzzle flashes
3718 // Why do we not show the shield effect in these modes? Seems ok.
3719 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3723 // render nebula lightning
3726 // render local player nebula
3727 neb2_render_player();
3730 ai_debug_render_stuff();
3733 #ifndef RELEASE_REAL
3734 // game_framerate_check();
3738 extern void snd_spew_debug_info();
3739 snd_spew_debug_info();
3742 //================ END OF 3D RENDERING STUFF ====================
3746 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3747 hud_maybe_clear_head_area();
3748 anim_render_all(0, flFrametime);
3751 extern int Multi_display_netinfo;
3752 if(Multi_display_netinfo){
3753 extern void multi_display_netinfo();
3754 multi_display_netinfo();
3757 game_tst_frame_pre();
3760 do_timing_test(flFrametime);
3764 extern int OO_update_index;
3765 multi_rate_display(OO_update_index, 375, 0);
3770 extern void oo_display();
3777 //#define JOHNS_DEBUG_CODE 1
3779 #ifdef JOHNS_DEBUG_CODE
3780 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3782 //if ( key_pressed(SDLK_LSHIFT) )
3784 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3786 model_subsystem *turret = tsys->system_info;
3788 if (turret->type == SUBSYSTEM_TURRET ) {
3789 vector v.fvec, v.uvec;
3790 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3792 ship_model_start(tobj);
3794 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3795 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3796 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3798 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3800 ship_model_stop(tobj);
3810 // following function for dumping frames for purposes of building trailers.
3813 // function to toggle state of dumping every frame into PCX when playing the game
3814 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3818 if ( Debug_dump_frames == 0 ) {
3820 Debug_dump_frames = 15;
3821 Debug_dump_trigger = 0;
3822 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3823 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3826 Debug_dump_frames = 0;
3827 Debug_dump_trigger = 0;
3828 gr_dump_frame_stop();
3829 dc_printf( "Frame dumping is now OFF\n" );
3835 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3839 if ( Debug_dump_frames == 0 ) {
3841 Debug_dump_frames = 15;
3842 Debug_dump_trigger = 1;
3843 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3844 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3847 Debug_dump_frames = 0;
3848 Debug_dump_trigger = 0;
3849 gr_dump_frame_stop();
3850 dc_printf( "Frame dumping is now OFF\n" );
3856 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3860 if ( Debug_dump_frames == 0 ) {
3862 Debug_dump_frames = 30;
3863 Debug_dump_trigger = 0;
3864 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3865 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3868 Debug_dump_frames = 0;
3869 Debug_dump_trigger = 0;
3870 gr_dump_frame_stop();
3871 dc_printf( "Frame dumping is now OFF\n" );
3877 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3881 if ( Debug_dump_frames == 0 ) {
3883 Debug_dump_frames = 30;
3884 Debug_dump_trigger = 1;
3885 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3886 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3889 Debug_dump_frames = 0;
3890 Debug_dump_trigger = 0;
3891 gr_dump_frame_stop();
3892 dc_printf( "Triggered frame dumping is now OFF\n" );
3898 void game_maybe_dump_frame()
3900 if ( !Debug_dump_frames ){
3904 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3911 Debug_dump_frame_num++;
3917 extern int Player_dead_state;
3919 // Flip the page and time how long it took.
3920 void game_flip_page_and_time_it()
3925 t1 = timer_get_fixed_seconds();
3927 t2 = timer_get_fixed_seconds();
3930 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3931 sprintf( transfer_text, NOX("%d MB/s"), fixmuldiv(t,65,d) );
3938 void game_simulation_frame()
3940 // blow ships up in multiplayer dogfight
3941 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){
3942 // blow up all non-player ships
3943 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3946 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3948 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)){
3949 moveup = GET_NEXT(moveup);
3952 shipp = &Ships[Objects[moveup->objnum].instance];
3953 sip = &Ship_info[shipp->ship_info_index];
3955 // only blow up small ships
3956 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3957 // function to simply explode a ship where it is currently at
3958 ship_self_destruct( &Objects[moveup->objnum] );
3961 moveup = GET_NEXT(moveup);
3967 // process AWACS stuff - do this first thing
3970 // single player, set Player hits_this_frame to 0
3971 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3972 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3973 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3977 supernova_process();
3978 if(supernova_active() >= 5){
3982 // fire targeting lasers now so that
3983 // 1 - created this frame
3984 // 2 - collide this frame
3985 // 3 - render this frame
3986 // 4 - ignored and deleted next frame
3987 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3989 ship_process_targeting_lasers();
3991 // do this here so that it works for multiplayer
3993 // get viewer direction
3994 int viewer_direction = PHYSICS_VIEWER_REAR;
3996 if(Viewer_mode == 0){
3997 viewer_direction = PHYSICS_VIEWER_FRONT;
3999 if(Viewer_mode & VM_PADLOCK_UP){
4000 viewer_direction = PHYSICS_VIEWER_UP;
4002 else if(Viewer_mode & VM_PADLOCK_REAR){
4003 viewer_direction = PHYSICS_VIEWER_REAR;
4005 else if(Viewer_mode & VM_PADLOCK_LEFT){
4006 viewer_direction = PHYSICS_VIEWER_LEFT;
4008 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4009 viewer_direction = PHYSICS_VIEWER_RIGHT;
4012 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4014 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4017 #define VM_PADLOCK_UP (1 << 7)
4018 #define VM_PADLOCK_REAR (1 << 8)
4019 #define VM_PADLOCK_LEFT (1 << 9)
4020 #define VM_PADLOCK_RIGHT (1 << 10)
4022 // evaluate mission departures and arrivals before we process all objects.
4023 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4025 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4026 // ships/wing packets.
4027 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4028 mission_parse_eval_stuff();
4031 // if we're an observer, move ourselves seperately from the standard physics
4032 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4033 obj_observer_move(flFrametime);
4036 // move all the objects now
4037 obj_move_all(flFrametime);
4039 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4040 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4041 // ship_check_cargo_all();
4042 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4043 mission_eval_goals();
4047 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4048 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4049 training_check_objectives();
4052 // do all interpolation now
4053 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4054 // client side processing of warping in effect stages
4055 multi_do_client_warp(flFrametime);
4057 // client side movement of an observer
4058 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4059 obj_observer_move(flFrametime);
4062 // move all objects - does interpolation now as well
4063 obj_move_all(flFrametime);
4066 // only process the message queue when the player is "in" the game
4067 if ( !Pre_player_entry ){
4068 message_queue_process(); // process any messages send to the player
4071 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4072 message_maybe_distort(); // maybe distort incoming message if comms damaged
4073 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4074 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4075 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4078 if(!(Game_mode & GM_STANDALONE_SERVER)){
4079 // process some stuff every frame (before frame is rendered)
4080 emp_process_local();
4082 hud_update_frame(); // update hud systems
4084 if (!physics_paused) {
4085 // Move particle system
4086 particle_move_all(flFrametime);
4088 // Move missile trails
4089 trail_move_all(flFrametime);
4091 // process muzzle flashes
4092 mflash_process_all();
4094 // Flash the gun flashes
4095 shipfx_flash_do_frame(flFrametime);
4097 shockwave_move_all(flFrametime); // update all the shockwaves
4100 // subspace missile strikes
4103 obj_snd_do_frame(); // update the object-linked persistant sounds
4104 game_maybe_update_sound_environment();
4105 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4107 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4109 if ( Game_subspace_effect ) {
4110 game_start_subspace_ambient_sound();
4116 // Maybe render and process the dead-popup
4117 void game_maybe_do_dead_popup(float frametime)
4119 if ( popupdead_is_active() ) {
4121 int choice = popupdead_do_frame(frametime);
4123 if ( Game_mode & GM_NORMAL ) {
4126 gameseq_post_event(GS_EVENT_ENTER_GAME);
4130 gameseq_post_event(GS_EVENT_END_GAME);
4134 gameseq_post_event(GS_EVENT_START_GAME);
4137 // this should only happen during a red alert mission
4140 SDL_assert(The_mission.red_alert);
4141 if(!The_mission.red_alert){
4142 gameseq_post_event(GS_EVENT_START_GAME);
4146 // choose the previous mission
4147 mission_campaign_previous_mission();
4149 gameseq_post_event(GS_EVENT_START_GAME);
4159 case POPUPDEAD_DO_MAIN_HALL:
4160 multi_quit_game(PROMPT_NONE,-1);
4163 case POPUPDEAD_DO_RESPAWN:
4164 multi_respawn_normal();
4165 event_music_player_respawn();
4168 case POPUPDEAD_DO_OBSERVER:
4169 multi_respawn_observer();
4170 event_music_player_respawn_as_observer();
4179 if ( leave_popup ) {
4185 // returns true if player is actually in a game_play stats
4186 int game_actually_playing()
4190 state = gameseq_get_state();
4191 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4197 // Draw the 2D HUD gauges
4198 void game_render_hud_2d()
4200 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4204 HUD_render_2d(flFrametime);
4208 // Draw the 3D-dependant HUD gauges
4209 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4211 g3_start_frame(0); // 0 = turn zbuffering off
4212 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4214 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4215 HUD_render_3d(flFrametime);
4219 game_sunspot_process(flFrametime);
4221 // Diminish the palette effect
4222 game_flash_diminish(flFrametime);
4230 int actually_playing;
4231 fix total_time1, total_time2;
4232 fix render2_time1=0, render2_time2=0;
4233 fix render3_time1=0, render3_time2=0;
4234 fix flip_time1=0, flip_time2=0;
4235 fix clear_time1=0, clear_time2=0;
4241 if (Framerate_delay) {
4242 int start_time = timer_get_milliseconds();
4243 while (timer_get_milliseconds() < start_time + Framerate_delay)
4249 demo_do_frame_start();
4251 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4256 // start timing frame
4257 timing_frame_start();
4259 total_time1 = timer_get_fixed_seconds();
4261 // var to hold which state we are in
4262 actually_playing = game_actually_playing();
4264 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4265 if (!(Game_mode & GM_STANDALONE_SERVER)){
4266 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4270 if (Missiontime > Entry_delay_time){
4271 Pre_player_entry = 0;
4273 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4276 // Note: These are done even before the player enters, else buffers can overflow.
4277 if (! (Game_mode & GM_STANDALONE_SERVER)){
4281 shield_frame_init();
4283 if ( Player->control_mode != PCM_NORMAL )
4286 if ( !Pre_player_entry && actually_playing ) {
4287 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4289 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4290 game_process_keys();
4292 // don't read flying controls if we're playing a demo back
4293 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4294 read_player_controls( Player_obj, flFrametime);
4298 // if we're not the master, we may have to send the server-critical ship status button_info bits
4299 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4300 multi_maybe_send_ship_status();
4305 // Reset the whack stuff
4308 // These two lines must be outside of Pre_player_entry code,
4309 // otherwise too many lights are added.
4312 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4316 game_simulation_frame();
4318 // if not actually in a game play state, then return. This condition could only be true in
4319 // a multiplayer game.
4320 if ( !actually_playing ) {
4321 SDL_assert( Game_mode & GM_MULTIPLAYER );
4325 if (!Pre_player_entry) {
4326 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4327 clear_time1 = timer_get_fixed_seconds();
4328 // clear the screen to black
4330 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4334 clear_time2 = timer_get_fixed_seconds();
4335 render3_time1 = timer_get_fixed_seconds();
4336 game_render_frame_setup(&eye_pos, &eye_orient);
4337 game_render_frame( &eye_pos, &eye_orient );
4339 // save the eye position and orientation
4340 if ( Game_mode & GM_MULTIPLAYER ) {
4341 Net_player->s_info.eye_pos = eye_pos;
4342 Net_player->s_info.eye_orient = eye_orient;
4345 hud_show_target_model();
4347 // check to see if we should display the death died popup
4348 if(Game_mode & GM_DEAD_BLEW_UP){
4349 if(Game_mode & GM_MULTIPLAYER){
4350 // catch the situation where we're supposed to be warping out on this transition
4351 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4352 gameseq_post_event(GS_EVENT_DEBRIEF);
4353 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4354 Player_died_popup_wait = -1;
4358 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4359 Player_died_popup_wait = -1;
4365 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4366 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4367 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4368 if(!popupdead_is_active()){
4372 Player_multi_died_check = -1;
4376 render3_time2 = timer_get_fixed_seconds();
4377 render2_time1 = timer_get_fixed_seconds();
4380 game_get_framerate();
4381 game_show_framerate();
4383 game_show_time_left();
4385 // Draw the 2D HUD gauges
4386 if(supernova_active() < 3){
4387 game_render_hud_2d();
4390 game_set_view_clip();
4392 // Draw 3D HUD gauges
4393 game_render_hud_3d(&eye_pos, &eye_orient);
4397 render2_time2 = timer_get_fixed_seconds();
4399 // maybe render and process the dead popup
4400 game_maybe_do_dead_popup(flFrametime);
4402 // start timing frame
4403 timing_frame_stop();
4404 // timing_display(30, 10);
4406 // If a regular popup is active, don't flip (popup code flips)
4407 if( !popup_running_state() ){
4408 flip_time1 = timer_get_fixed_seconds();
4409 game_flip_page_and_time_it();
4410 flip_time2 = timer_get_fixed_seconds();
4414 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4417 game_show_standalone_framerate();
4421 game_do_training_checks();
4424 // process lightning (nebula only)
4427 total_time2 = timer_get_fixed_seconds();
4429 // Got some timing numbers
4430 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4431 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4432 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4433 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4434 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4437 demo_do_frame_end();
4439 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4445 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4446 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4447 // died. This resulted in screwed up death sequences.
4449 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4450 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4451 static int timer_paused=0;
4452 #if defined(TIMER_TEST) && !defined(NDEBUG)
4453 static int stop_count,start_count;
4454 static int time_stopped,time_started;
4456 int saved_timestamp_ticker = -1;
4458 void game_reset_time()
4460 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4464 // Last_time = timer_get_fixed_seconds();
4470 void game_stop_time()
4472 if (timer_paused==0) {
4474 time = timer_get_fixed_seconds();
4475 // Save how much time progressed so far in the frame so we can
4476 // use it when we unpause.
4477 Last_delta_time = time - Last_time;
4479 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4480 if (Last_delta_time < 0) {
4481 #if defined(TIMER_TEST) && !defined(NDEBUG)
4482 Int3(); //get Matt!!!!
4484 Last_delta_time = 0;
4486 #if defined(TIMER_TEST) && !defined(NDEBUG)
4487 time_stopped = time;
4490 // Stop the timer_tick stuff...
4491 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4492 saved_timestamp_ticker = timestamp_ticker;
4496 #if defined(TIMER_TEST) && !defined(NDEBUG)
4501 void game_start_time()
4504 SDL_assert(timer_paused >= 0);
4505 if (timer_paused==0) {
4507 time = timer_get_fixed_seconds();
4508 #if defined(TIMER_TEST) && !defined(NDEBUG)
4510 Int3(); //get Matt!!!!
4513 // Take current time, and set it backwards to account for time
4514 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4515 // will be correct when it goes to calculate the frametime next
4517 Last_time = time - Last_delta_time;
4518 #if defined(TIMER_TEST) && !defined(NDEBUG)
4519 time_started = time;
4522 // Restore the timer_tick stuff...
4523 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4524 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4525 timestamp_ticker = saved_timestamp_ticker;
4526 saved_timestamp_ticker = -1;
4529 #if defined(TIMER_TEST) && !defined(NDEBUG)
4535 void game_set_frametime(int state)
4538 float frame_cap_diff;
4540 thistime = timer_get_fixed_seconds();
4542 if ( Last_time == 0 )
4543 Frametime = F1_0 / 30;
4545 Frametime = thistime - Last_time;
4547 // Frametime = F1_0 / 30;
4549 fix debug_frametime = Frametime; // Just used to display frametime.
4551 // If player hasn't entered mission yet, make frame take 1/4 second.
4552 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4555 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4557 fix frame_speed = F1_0 / Debug_dump_frames;
4559 if (Frametime > frame_speed ){
4560 nprintf(("warning","slow frame: %x\n",Frametime));
4563 thistime = timer_get_fixed_seconds();
4564 Frametime = thistime - Last_time;
4565 } while (Frametime < frame_speed );
4567 Frametime = frame_speed;
4571 SDL_assert( Framerate_cap > 0 );
4573 // Cap the framerate so it doesn't get too high.
4577 cap = F1_0/Framerate_cap;
4578 if (Frametime < cap) {
4579 thistime = cap - Frametime;
4580 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4581 SDL_Delay( (f2fl(thistime) * 1000.0f) );
4583 thistime = timer_get_fixed_seconds();
4587 if((Game_mode & GM_STANDALONE_SERVER) &&
4588 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4590 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4591 SDL_Delay((frame_cap_diff*1000));
4593 thistime += fl2f((frame_cap_diff));
4595 Frametime = thistime - Last_time;
4598 // If framerate is too low, cap it.
4599 if (Frametime > MAX_FRAMETIME) {
4601 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4603 // to remove warnings in release build
4604 debug_frametime = fl2f(flFrametime);
4606 Frametime = MAX_FRAMETIME;
4609 Frametime = fixmul(Frametime, Game_time_compression);
4611 Last_time = thistime;
4612 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4614 flFrametime = f2fl(Frametime);
4615 //if(!(Game_mode & GM_PLAYING_DEMO)){
4616 timestamp_inc(flFrametime);
4618 /* if ((Framecount > 0) && (Framecount < 10)) {
4619 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4624 // This is called from game_do_frame(), and from navmap_do_frame()
4625 void game_update_missiontime()
4627 // TODO JAS: Put in if and move this into game_set_frametime,
4628 // fix navmap to call game_stop/start_time
4629 //if ( !timer_paused )
4630 Missiontime += Frametime;
4633 void game_do_frame()
4635 game_set_frametime(GS_STATE_GAME_PLAY);
4636 game_update_missiontime();
4638 if (Game_mode & GM_STANDALONE_SERVER) {
4639 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4642 if ( game_single_step && (last_single_step == game_single_step) ) {
4643 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4644 while( key_checkch() == 0 )
4646 os_set_title( XSTR( "FreeSpace", 171) );
4647 Last_time = timer_get_fixed_seconds();
4650 last_single_step = game_single_step;
4652 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4653 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4657 Keep_mouse_centered = 0;
4658 monitor_update(); // Update monitor variables
4661 void multi_maybe_do_frame()
4663 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4668 int Joymouse_button_status = 0;
4670 // Flush all input devices
4678 Joymouse_button_status = 0;
4680 //mprintf(("Game flush!\n" ));
4683 // function for multiplayer only which calls game_do_state_common() when running the
4685 void game_do_dc_networking()
4687 SDL_assert( Game_mode & GM_MULTIPLAYER );
4689 game_do_state_common( gameseq_get_state() );
4692 // Call this whenever in a loop, or when you need to check for a keystroke.
4693 int game_check_key()
4699 // convert keypad enter to normal enter
4700 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4701 k = (k & ~KEY_MASK) | SDLK_RETURN;
4706 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4708 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4709 static int Demo_show_trailer_timestamp = 0;
4711 void demo_reset_trailer_timer()
4713 Demo_show_trailer_timestamp = timer_get_milliseconds();
4716 void demo_maybe_show_trailer(int k)
4719 // if key pressed, reset demo trailer timer
4721 demo_reset_trailer_timer();
4725 // if mouse moved, reset demo trailer timer
4728 mouse_get_delta(&dx, &dy);
4729 if ( (dx > 0) || (dy > 0) ) {
4730 demo_reset_trailer_timer();
4734 // if joystick has moved, reset demo trailer timer
4737 joy_get_delta(&dx, &dy);
4738 if ( (dx > 0) || (dy > 0) ) {
4739 demo_reset_trailer_timer();
4743 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4744 // the low-level code. Ugly, I know... but was the simplest and most
4747 // if 30 seconds since last demo trailer time reset, launch movie
4748 if ( os_foreground() ) {
4749 int now = timer_get_milliseconds();
4750 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4751 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4753 movie_play( NOX("fstrailer2.mve") );
4754 demo_reset_trailer_timer();
4762 // same as game_check_key(), except this is used while actually in the game. Since there
4763 // generally are differences between game control keys and general UI keys, makes sense to
4764 // have seperate functions for each case. If you are not checking a game control while in a
4765 // mission, you should probably be using game_check_key() instead.
4770 if (!os_foreground()) {
4775 // If we're in a single player game, pause it.
4776 if (!(Game_mode & GM_MULTIPLAYER)){
4777 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4778 game_process_pause_key();
4785 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4786 demo_maybe_show_trailer(k);
4789 // Move the mouse cursor with the joystick.
4790 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4791 // Move the mouse cursor with the joystick
4795 joy_get_pos( &jx, &jy, &jz, &jr );
4797 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4798 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4801 mouse_get_real_pos( &mx, &my );
4802 mouse_set_pos( mx+dx, my+dy );
4807 m = mouse_down(MOUSE_LEFT_BUTTON);
4809 if ( j != Joymouse_button_status ) {
4810 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4811 Joymouse_button_status = j;
4813 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4814 } else if ( (!j) && (m) ) {
4815 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4820 // if we should be ignoring keys because of some multiplayer situations
4821 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4825 // If a popup is running, don't process all the Fn keys
4826 if( popup_active() ) {
4830 state = gameseq_get_state();
4832 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4835 case KEY_DEBUGGED + SDLK_BACKSPACE:
4840 launch_context_help();
4845 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4847 // don't allow f2 while warping out in multiplayer
4848 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4853 case GS_STATE_INITIAL_PLAYER_SELECT:
4854 case GS_STATE_OPTIONS_MENU:
4855 case GS_STATE_HUD_CONFIG:
4856 case GS_STATE_CONTROL_CONFIG:
4857 case GS_STATE_DEATH_DIED:
4858 case GS_STATE_DEATH_BLEW_UP:
4859 case GS_STATE_VIEW_MEDALS:
4863 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4870 // hotkey selection screen -- only valid from briefing and beyond.
4872 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4873 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) ) {
4874 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4880 case KEY_DEBUGGED + SDLK_F3:
4881 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4884 case KEY_DEBUGGED + SDLK_F4:
4885 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4889 if(Game_mode & GM_MULTIPLAYER){
4890 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4891 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4895 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4896 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4902 case SDLK_ESCAPE | KEY_SHIFTED:
4903 // make sure to quit properly out of multiplayer
4904 if(Game_mode & GM_MULTIPLAYER){
4905 multi_quit_game(PROMPT_NONE);
4908 gameseq_post_event( GS_EVENT_QUIT_GAME );
4913 case KEY_DEBUGGED + SDLK_p:
4916 case SDLK_PRINTSCREEN:
4918 static int counter = 0;
4923 sprintf( tmp_name, NOX("screen%02d"), counter );
4925 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4926 gr_print_screen(tmp_name);
4934 case KEY_SHIFTED | SDLK_RETURN: {
4936 #if !defined(NDEBUG)
4938 if ( Game_mode & GM_NORMAL ){
4942 // if we're in multiplayer mode, do some special networking
4943 if(Game_mode & GM_MULTIPLAYER){
4944 debug_console(game_do_dc_networking);
4951 if ( Game_mode & GM_NORMAL )
4965 gameseq_post_event(GS_EVENT_QUIT_GAME);
4968 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4971 void camera_set_position( vector *pos )
4976 void camera_set_orient( matrix *orient )
4978 Camera_orient = *orient;
4981 void camera_set_velocity( vector *vel, int instantaneous )
4983 Camera_desired_velocity.xyz.x = 0.0f;
4984 Camera_desired_velocity.xyz.y = 0.0f;
4985 Camera_desired_velocity.xyz.z = 0.0f;
4987 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4988 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4989 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4991 if ( instantaneous ) {
4992 Camera_velocity = Camera_desired_velocity;
5000 vector new_vel, delta_pos;
5002 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5003 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5004 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5006 Camera_velocity = new_vel;
5008 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5010 vm_vec_add2( &Camera_pos, &delta_pos );
5012 float ot = Camera_time+0.0f;
5014 Camera_time += flFrametime;
5016 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5019 tmp.xyz.z = 4.739f; // always go this fast forward.
5021 // pick x and y velocities so they are always on a
5022 // circle with a 25 m radius.
5024 float tmp_angle = frand()*PI2;
5026 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5027 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5029 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5031 //mprintf(( "Changing velocity!\n" ));
5032 camera_set_velocity( &tmp, 0 );
5035 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5036 vector tmp = ZERO_VECTOR;
5037 camera_set_velocity( &tmp, 0 );
5042 void end_demo_campaign_do()
5044 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5045 // show upsell screens
5046 demo_upsell_show_screens();
5047 #elif defined(OEM_BUILD)
5048 // show oem upsell screens
5049 oem_upsell_show_screens();
5052 // drop into main hall
5053 gameseq_post_event( GS_EVENT_MAIN_MENU );
5056 // All code to process events. This is the only place
5057 // that you should change the state of the game.
5058 void game_process_event( int current_state, int event )
5060 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5063 case GS_EVENT_SIMULATOR_ROOM:
5064 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5067 case GS_EVENT_MAIN_MENU:
5068 gameseq_set_state(GS_STATE_MAIN_MENU);
5071 case GS_EVENT_OPTIONS_MENU:
5072 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5075 case GS_EVENT_BARRACKS_MENU:
5076 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5079 case GS_EVENT_TECH_MENU:
5080 gameseq_set_state(GS_STATE_TECH_MENU);
5083 case GS_EVENT_TRAINING_MENU:
5084 gameseq_set_state(GS_STATE_TRAINING_MENU);
5087 case GS_EVENT_START_GAME:
5088 Select_default_ship = 0;
5089 Player_multi_died_check = -1;
5090 gameseq_set_state(GS_STATE_CMD_BRIEF);
5093 case GS_EVENT_START_BRIEFING:
5094 gameseq_set_state(GS_STATE_BRIEFING);
5097 case GS_EVENT_DEBRIEF:
5098 // did we end the campaign in the main freespace 2 single player campaign?
5100 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5102 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5104 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5106 gameseq_set_state(GS_STATE_DEBRIEF);
5109 Player_multi_died_check = -1;
5112 case GS_EVENT_SHIP_SELECTION:
5113 gameseq_set_state( GS_STATE_SHIP_SELECT );
5116 case GS_EVENT_WEAPON_SELECTION:
5117 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5120 case GS_EVENT_ENTER_GAME:
5122 // maybe start recording a demo
5124 demo_start_record("test.fsd");
5128 if (Game_mode & GM_MULTIPLAYER) {
5129 // if we're respawning, make sure we change the view mode so that the hud shows up
5130 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5134 gameseq_set_state(GS_STATE_GAME_PLAY);
5136 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5139 Player_multi_died_check = -1;
5141 // clear multiplayer button info
5142 extern button_info Multi_ship_status_bi;
5143 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5145 Start_time = f2fl(timer_get_approx_seconds());
5147 mprintf(("Entering game at time = %7.3f\n", Start_time));
5151 case GS_EVENT_START_GAME_QUICK:
5152 Select_default_ship = 1;
5153 gameseq_post_event(GS_EVENT_ENTER_GAME);
5157 case GS_EVENT_END_GAME:
5158 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5159 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5160 gameseq_set_state(GS_STATE_MAIN_MENU);
5165 Player_multi_died_check = -1;
5168 case GS_EVENT_QUIT_GAME:
5169 main_hall_stop_music();
5170 main_hall_stop_ambient();
5171 gameseq_set_state(GS_STATE_QUIT_GAME);
5173 Player_multi_died_check = -1;
5176 case GS_EVENT_GAMEPLAY_HELP:
5177 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5180 case GS_EVENT_PAUSE_GAME:
5181 gameseq_push_state(GS_STATE_GAME_PAUSED);
5184 case GS_EVENT_DEBUG_PAUSE_GAME:
5185 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5188 case GS_EVENT_TRAINING_PAUSE:
5189 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5192 case GS_EVENT_PREVIOUS_STATE:
5193 gameseq_pop_state();
5196 case GS_EVENT_TOGGLE_FULLSCREEN:
5197 gr_toggle_fullscreen();
5200 case GS_EVENT_TOGGLE_GLIDE:
5203 case GS_EVENT_LOAD_MISSION_MENU:
5204 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5207 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5208 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5211 case GS_EVENT_HUD_CONFIG:
5212 gameseq_push_state( GS_STATE_HUD_CONFIG );
5215 case GS_EVENT_CONTROL_CONFIG:
5216 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5219 case GS_EVENT_DEATH_DIED:
5220 gameseq_set_state( GS_STATE_DEATH_DIED );
5223 case GS_EVENT_DEATH_BLEW_UP:
5224 if ( current_state == GS_STATE_DEATH_DIED ) {
5225 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5226 event_music_player_death();
5228 // multiplayer clients set their extra check here
5229 if(Game_mode & GM_MULTIPLAYER){
5230 // set the multi died absolute last chance check
5231 Player_multi_died_check = time(NULL);
5234 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5238 case GS_EVENT_NEW_CAMPAIGN:
5239 if (!mission_load_up_campaign()){
5240 readyroom_continue_campaign();
5243 Player_multi_died_check = -1;
5246 case GS_EVENT_CAMPAIGN_CHEAT:
5247 if (!mission_load_up_campaign()){
5249 // bash campaign value
5250 extern char Main_hall_campaign_cheat[512];
5253 // look for the mission
5254 for(idx=0; idx<Campaign.num_missions; idx++){
5255 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5256 Campaign.next_mission = idx;
5257 Campaign.prev_mission = idx - 1;
5264 readyroom_continue_campaign();
5267 Player_multi_died_check = -1;
5270 case GS_EVENT_CAMPAIGN_ROOM:
5271 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5274 case GS_EVENT_CMD_BRIEF:
5275 gameseq_set_state(GS_STATE_CMD_BRIEF);
5278 case GS_EVENT_RED_ALERT:
5279 gameseq_set_state(GS_STATE_RED_ALERT);
5282 case GS_EVENT_CREDITS:
5283 gameseq_set_state( GS_STATE_CREDITS );
5286 case GS_EVENT_VIEW_MEDALS:
5287 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5290 case GS_EVENT_SHOW_GOALS:
5291 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5294 case GS_EVENT_HOTKEY_SCREEN:
5295 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5298 // multiplayer stuff follow these comments
5300 case GS_EVENT_MULTI_JOIN_GAME:
5301 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5304 case GS_EVENT_MULTI_HOST_SETUP:
5305 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5308 case GS_EVENT_MULTI_CLIENT_SETUP:
5309 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5312 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5313 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5316 case GS_EVENT_MULTI_STD_WAIT:
5317 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5320 case GS_EVENT_STANDALONE_MAIN:
5321 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5324 case GS_EVENT_MULTI_PAUSE:
5325 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5328 case GS_EVENT_INGAME_PRE_JOIN:
5329 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5332 case GS_EVENT_EVENT_DEBUG:
5333 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5336 // Start a warpout where player automatically goes 70 no matter what
5337 // and can't cancel out of it.
5338 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5339 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5341 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5342 Player->saved_viewer_mode = Viewer_mode;
5343 Player->control_mode = PCM_WARPOUT_STAGE1;
5344 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5345 Warpout_time = 0.0f; // Start timer!
5348 case GS_EVENT_PLAYER_WARPOUT_START:
5349 if ( Player->control_mode != PCM_NORMAL ) {
5350 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5352 Player->saved_viewer_mode = Viewer_mode;
5353 Player->control_mode = PCM_WARPOUT_STAGE1;
5354 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5355 Warpout_time = 0.0f; // Start timer!
5356 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5360 case GS_EVENT_PLAYER_WARPOUT_STOP:
5361 if ( Player->control_mode != PCM_NORMAL ) {
5362 if ( !Warpout_forced ) { // cannot cancel forced warpout
5363 Player->control_mode = PCM_NORMAL;
5364 Viewer_mode = Player->saved_viewer_mode;
5365 hud_subspace_notify_abort();
5366 mprintf(( "Player put back to normal mode.\n" ));
5367 if ( Warpout_sound > -1 ) {
5368 snd_stop( Warpout_sound );
5375 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5376 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5377 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5378 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5380 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5381 shipfx_warpout_start( Player_obj );
5382 Player->control_mode = PCM_WARPOUT_STAGE2;
5383 Player->saved_viewer_mode = Viewer_mode;
5384 Viewer_mode |= VM_WARP_CHASE;
5386 vector tmp = Player_obj->pos;
5388 ship_get_eye( &tmp, &tmp_m, Player_obj );
5389 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5390 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5391 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5393 camera_set_position( &tmp );
5394 camera_set_orient( &Player_obj->orient );
5395 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5397 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5398 camera_set_velocity( &tmp_vel, 1);
5402 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5403 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5404 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5405 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5407 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5408 Player->control_mode = PCM_WARPOUT_STAGE3;
5412 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5413 mprintf(( "Player warped out. Going to debriefing!\n" ));
5414 Player->control_mode = PCM_NORMAL;
5415 Viewer_mode = Player->saved_viewer_mode;
5418 // we have a special debriefing screen for multiplayer furballs
5419 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5420 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5422 // do the normal debriefing for all other situations
5424 gameseq_post_event(GS_EVENT_DEBRIEF);
5428 case GS_EVENT_STANDALONE_POSTGAME:
5429 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5432 case GS_EVENT_INITIAL_PLAYER_SELECT:
5433 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5436 case GS_EVENT_GAME_INIT:
5437 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5438 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5440 // see if the command line option has been set to use the last pilot, and act acoordingly
5441 if( player_select_get_last_pilot() ) {
5442 // always enter the main menu -- do the automatic network startup stuff elsewhere
5443 // so that we still have valid checks for networking modes, etc.
5444 gameseq_set_state(GS_STATE_MAIN_MENU);
5446 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5451 case GS_EVENT_MULTI_MISSION_SYNC:
5452 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5455 case GS_EVENT_MULTI_START_GAME:
5456 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5459 case GS_EVENT_MULTI_HOST_OPTIONS:
5460 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5463 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5464 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5467 case GS_EVENT_TEAM_SELECT:
5468 gameseq_set_state(GS_STATE_TEAM_SELECT);
5471 case GS_EVENT_END_CAMPAIGN:
5472 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5475 case GS_EVENT_END_DEMO:
5476 gameseq_set_state(GS_STATE_END_DEMO);
5479 case GS_EVENT_LOOP_BRIEF:
5480 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5489 // Called when a state is being left.
5490 // The current state is still at old_state, but as soon as
5491 // this function leaves, then the current state will become
5492 // new state. You should never try to change the state
5493 // in here... if you think you need to, you probably really
5494 // need to post an event, not change the state.
5495 void game_leave_state( int old_state, int new_state )
5497 int end_mission = 1;
5499 switch (new_state) {
5500 case GS_STATE_GAME_PAUSED:
5501 case GS_STATE_DEBUG_PAUSED:
5502 case GS_STATE_OPTIONS_MENU:
5503 case GS_STATE_CONTROL_CONFIG:
5504 case GS_STATE_MISSION_LOG_SCROLLBACK:
5505 case GS_STATE_DEATH_DIED:
5506 case GS_STATE_SHOW_GOALS:
5507 case GS_STATE_HOTKEY_SCREEN:
5508 case GS_STATE_MULTI_PAUSED:
5509 case GS_STATE_TRAINING_PAUSED:
5510 case GS_STATE_EVENT_DEBUG:
5511 case GS_STATE_GAMEPLAY_HELP:
5512 end_mission = 0; // these events shouldn't end a mission
5516 switch (old_state) {
5517 case GS_STATE_BRIEFING:
5518 brief_stop_voices();
5519 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5520 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5521 && (new_state != GS_STATE_TEAM_SELECT) ){
5522 common_select_close();
5523 if ( new_state == GS_STATE_MAIN_MENU ) {
5524 freespace_stop_mission();
5528 // COMMAND LINE OPTION
5529 if (Cmdline_multi_stream_chat_to_file){
5530 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5531 cfclose(Multi_chat_stream);
5535 case GS_STATE_DEBRIEF:
5536 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5541 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5542 multi_df_debrief_close();
5545 case GS_STATE_LOAD_MISSION_MENU:
5546 mission_load_menu_close();
5549 case GS_STATE_SIMULATOR_ROOM:
5553 case GS_STATE_CAMPAIGN_ROOM:
5554 campaign_room_close();
5557 case GS_STATE_CMD_BRIEF:
5558 if (new_state == GS_STATE_OPTIONS_MENU) {
5563 if (new_state == GS_STATE_MAIN_MENU)
5564 freespace_stop_mission();
5569 case GS_STATE_RED_ALERT:
5573 case GS_STATE_SHIP_SELECT:
5574 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5575 new_state != GS_STATE_HOTKEY_SCREEN &&
5576 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5577 common_select_close();
5578 if ( new_state == GS_STATE_MAIN_MENU ) {
5579 freespace_stop_mission();
5584 case GS_STATE_WEAPON_SELECT:
5585 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5586 new_state != GS_STATE_HOTKEY_SCREEN &&
5587 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5588 common_select_close();
5589 if ( new_state == GS_STATE_MAIN_MENU ) {
5590 freespace_stop_mission();
5595 case GS_STATE_TEAM_SELECT:
5596 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5597 new_state != GS_STATE_HOTKEY_SCREEN &&
5598 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5599 common_select_close();
5600 if ( new_state == GS_STATE_MAIN_MENU ) {
5601 freespace_stop_mission();
5606 case GS_STATE_MAIN_MENU:
5607 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5614 case GS_STATE_OPTIONS_MENU:
5615 //game_start_time();
5616 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5617 multi_join_clear_game_list();
5619 options_menu_close();
5622 case GS_STATE_BARRACKS_MENU:
5623 if(new_state != GS_STATE_VIEW_MEDALS){
5628 case GS_STATE_MISSION_LOG_SCROLLBACK:
5629 hud_scrollback_close();
5632 case GS_STATE_TRAINING_MENU:
5633 training_menu_close();
5636 case GS_STATE_GAME_PLAY:
5637 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5638 player_save_target_and_weapon_link_prefs();
5639 game_stop_looped_sounds();
5642 sound_env_disable();
5643 joy_ff_stop_effects();
5645 // stop game time under certain conditions
5646 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5651 // shut down any recording or playing demos
5656 // when in multiplayer and going back to the main menu, send a leave game packet
5657 // right away (before calling stop mission). stop_mission was taking to long to
5658 // close mission down and I want people to get notified ASAP.
5659 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5660 multi_quit_game(PROMPT_NONE);
5663 freespace_stop_mission();
5664 Game_time_compression = F1_0;
5668 case GS_STATE_TECH_MENU:
5672 case GS_STATE_TRAINING_PAUSED:
5673 Training_num_lines = 0;
5674 // fall through to GS_STATE_GAME_PAUSED
5676 case GS_STATE_GAME_PAUSED:
5678 if ( end_mission ) {
5683 case GS_STATE_DEBUG_PAUSED:
5686 pause_debug_close();
5690 case GS_STATE_HUD_CONFIG:
5694 // join/start a game
5695 case GS_STATE_MULTI_JOIN_GAME:
5696 if(new_state != GS_STATE_OPTIONS_MENU){
5697 multi_join_game_close();
5701 case GS_STATE_MULTI_HOST_SETUP:
5702 case GS_STATE_MULTI_CLIENT_SETUP:
5703 // if this is just the host going into the options screen, don't do anything
5704 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5708 // close down the proper state
5709 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5710 multi_create_game_close();
5712 multi_game_client_setup_close();
5715 // COMMAND LINE OPTION
5716 if (Cmdline_multi_stream_chat_to_file){
5717 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5718 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5719 cfclose(Multi_chat_stream);
5724 case GS_STATE_CONTROL_CONFIG:
5725 control_config_close();
5728 case GS_STATE_DEATH_DIED:
5729 Game_mode &= ~GM_DEAD_DIED;
5731 // early end while respawning or blowing up in a multiplayer game
5732 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5734 freespace_stop_mission();
5738 case GS_STATE_DEATH_BLEW_UP:
5739 Game_mode &= ~GM_DEAD_BLEW_UP;
5741 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5742 // to determine if I should do anything.
5743 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5745 freespace_stop_mission();
5748 // if we are not respawing as an observer or as a player, our new state will not
5749 // be gameplay state.
5750 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5751 game_stop_time(); // hasn't been called yet!!
5752 freespace_stop_mission();
5758 case GS_STATE_CREDITS:
5762 case GS_STATE_VIEW_MEDALS:
5766 case GS_STATE_SHOW_GOALS:
5767 mission_show_goals_close();
5770 case GS_STATE_HOTKEY_SCREEN:
5771 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5772 mission_hotkey_close();
5776 case GS_STATE_MULTI_MISSION_SYNC:
5777 // if we're moving into the options menu, don't do anything
5778 if(new_state == GS_STATE_OPTIONS_MENU){
5782 SDL_assert( Game_mode & GM_MULTIPLAYER );
5784 if ( new_state == GS_STATE_GAME_PLAY ){
5785 // palette_restore_palette();
5787 // change a couple of flags to indicate our state!!!
5788 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5789 send_netplayer_update_packet();
5791 // set the game mode
5792 Game_mode |= GM_IN_MISSION;
5796 case GS_STATE_VIEW_CUTSCENES:
5797 cutscenes_screen_close();
5800 case GS_STATE_MULTI_STD_WAIT:
5801 multi_standalone_wait_close();
5804 case GS_STATE_STANDALONE_MAIN:
5805 standalone_main_close();
5806 if(new_state == GS_STATE_MULTI_STD_WAIT){
5807 init_multiplayer_stats();
5811 case GS_STATE_MULTI_PAUSED:
5812 // if ( end_mission ){
5817 case GS_STATE_INGAME_PRE_JOIN:
5818 multi_ingame_select_close();
5821 case GS_STATE_STANDALONE_POSTGAME:
5822 multi_standalone_postgame_close();
5825 case GS_STATE_INITIAL_PLAYER_SELECT:
5826 player_select_close();
5829 case GS_STATE_MULTI_START_GAME:
5830 multi_start_game_close();
5833 case GS_STATE_MULTI_HOST_OPTIONS:
5834 multi_host_options_close();
5837 case GS_STATE_END_OF_CAMPAIGN:
5838 mission_campaign_end_close();
5841 case GS_STATE_LOOP_BRIEF:
5847 // Called when a state is being entered.
5848 // The current state is set to the state we're entering at
5849 // this point, and old_state is set to the state we're coming
5850 // from. You should never try to change the state
5851 // in here... if you think you need to, you probably really
5852 // need to post an event, not change the state.
5854 void game_enter_state( int old_state, int new_state )
5856 switch (new_state) {
5857 case GS_STATE_MAIN_MENU:
5858 // in multiplayer mode, be sure that we are not doing networking anymore.
5859 if ( Game_mode & GM_MULTIPLAYER ) {
5860 SDL_assert( Net_player != NULL );
5861 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5864 Game_time_compression = F1_0;
5866 // determine which ship this guy is currently based on
5867 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5870 if (Player->on_bastion) {
5878 case GS_STATE_BRIEFING:
5879 main_hall_stop_music();
5880 main_hall_stop_ambient();
5882 if (Game_mode & GM_NORMAL) {
5883 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5884 // MWA: or from options or hotkey screens
5885 // JH: or if the command brief state already did this
5886 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5887 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5888 && (old_state != GS_STATE_CMD_BRIEF) ) {
5889 if ( !game_start_mission() ) // this should put us into a new state on failure!
5893 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5894 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5895 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5897 Game_time_compression = F1_0;
5899 if ( red_alert_mission() ) {
5900 gameseq_post_event(GS_EVENT_RED_ALERT);
5907 case GS_STATE_DEBRIEF:
5908 game_stop_looped_sounds();
5909 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5910 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5915 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5916 multi_df_debrief_init();
5919 case GS_STATE_LOAD_MISSION_MENU:
5920 mission_load_menu_init();
5923 case GS_STATE_SIMULATOR_ROOM:
5927 case GS_STATE_CAMPAIGN_ROOM:
5928 campaign_room_init();
5931 case GS_STATE_RED_ALERT:
5932 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5936 case GS_STATE_CMD_BRIEF: {
5937 int team_num = 0; // team number used as index for which cmd brief to use.
5939 if (old_state == GS_STATE_OPTIONS_MENU) {
5943 main_hall_stop_music();
5944 main_hall_stop_ambient();
5946 if (Game_mode & GM_NORMAL) {
5947 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5948 // MWA: or from options or hotkey screens
5949 // JH: or if the command brief state already did this
5950 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5951 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5952 if ( !game_start_mission() ) // this should put us into a new state on failure!
5957 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5958 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5959 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5961 cmd_brief_init(team_num);
5967 case GS_STATE_SHIP_SELECT:
5971 case GS_STATE_WEAPON_SELECT:
5972 weapon_select_init();
5975 case GS_STATE_TEAM_SELECT:
5979 case GS_STATE_GAME_PAUSED:
5984 case GS_STATE_DEBUG_PAUSED:
5985 // game_stop_time();
5986 // os_set_title("FreeSpace - PAUSED");
5989 case GS_STATE_TRAINING_PAUSED:
5996 case GS_STATE_OPTIONS_MENU:
5998 options_menu_init();
6001 case GS_STATE_GAME_PLAY:
6002 // coming from the gameplay state or the main menu, we might need to load the mission
6003 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6004 if ( !game_start_mission() ) // this should put us into a new state.
6009 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6010 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6011 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6012 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6013 (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)) ) {
6014 // JAS: Used to do all paging here.
6018 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6022 main_hall_stop_music();
6023 main_hall_stop_ambient();
6024 event_music_first_pattern(); // start the first pattern
6027 // special code that restores player ship selection and weapons loadout when doing a quick start
6028 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6029 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
6030 wss_direct_restore_loadout();
6034 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6035 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6036 event_music_first_pattern(); // start the first pattern
6039 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6040 event_music_first_pattern(); // start the first pattern
6042 player_restore_target_and_weapon_link_prefs();
6044 Game_mode |= GM_IN_MISSION;
6047 // required to truely make mouse deltas zeroed in debug mouse code
6048 void mouse_force_pos(int x, int y);
6049 if (!Is_standalone) {
6050 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6056 // only start time if in single player, or coming from multi wait state
6059 (Game_mode & GM_NORMAL) &&
6060 (old_state != GS_STATE_VIEW_CUTSCENES)
6062 (Game_mode & GM_MULTIPLAYER) && (
6063 (old_state == GS_STATE_MULTI_PAUSED) ||
6064 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6070 // when coming from the multi paused state, reset the timestamps
6071 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6072 multi_reset_timestamps();
6075 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6076 // initialize all object update details
6077 multi_oo_gameplay_init();
6080 // under certain circumstances, the server should reset the object update rate limiting stuff
6081 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6082 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6084 // reinitialize the rate limiting system for all clients
6085 multi_oo_rate_init_all();
6088 // multiplayer clients should always re-initialize their control info rate limiting system
6089 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6090 multi_oo_rate_init_all();
6094 if(Game_mode & GM_MULTIPLAYER){
6095 multi_ping_reset_players();
6098 Game_subspace_effect = 0;
6099 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6100 Game_subspace_effect = 1;
6101 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6102 game_start_subspace_ambient_sound();
6106 sound_env_set(&Game_sound_env);
6107 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6109 // clear multiplayer button info i
6110 extern button_info Multi_ship_status_bi;
6111 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6114 case GS_STATE_HUD_CONFIG:
6118 case GS_STATE_MULTI_JOIN_GAME:
6119 multi_join_clear_game_list();
6121 if (old_state != GS_STATE_OPTIONS_MENU) {
6122 multi_join_game_init();
6127 case GS_STATE_MULTI_HOST_SETUP:
6128 // don't reinitialize if we're coming back from the host options screen
6129 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6130 multi_create_game_init();
6135 case GS_STATE_MULTI_CLIENT_SETUP:
6136 if (old_state != GS_STATE_OPTIONS_MENU) {
6137 multi_game_client_setup_init();
6142 case GS_STATE_CONTROL_CONFIG:
6143 control_config_init();
6146 case GS_STATE_TECH_MENU:
6150 case GS_STATE_BARRACKS_MENU:
6151 if(old_state != GS_STATE_VIEW_MEDALS){
6156 case GS_STATE_MISSION_LOG_SCROLLBACK:
6157 hud_scrollback_init();
6160 case GS_STATE_DEATH_DIED:
6161 Player_died_time = timestamp(10);
6163 if(!(Game_mode & GM_MULTIPLAYER)){
6164 player_show_death_message();
6166 Game_mode |= GM_DEAD_DIED;
6169 case GS_STATE_DEATH_BLEW_UP:
6170 if ( !popupdead_is_active() ) {
6171 Player_ai->target_objnum = -1;
6174 // stop any local EMP effect
6177 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6178 Game_mode |= GM_DEAD_BLEW_UP;
6179 Show_viewing_from_self = 0;
6181 // timestamp how long we should wait before displaying the died popup
6182 if ( !popupdead_is_active() ) {
6183 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6187 case GS_STATE_GAMEPLAY_HELP:
6188 gameplay_help_init();
6191 case GS_STATE_CREDITS:
6192 main_hall_stop_music();
6193 main_hall_stop_ambient();
6197 case GS_STATE_VIEW_MEDALS:
6198 medal_main_init(Player);
6201 case GS_STATE_SHOW_GOALS:
6202 mission_show_goals_init();
6205 case GS_STATE_HOTKEY_SCREEN:
6206 mission_hotkey_init();
6209 case GS_STATE_MULTI_MISSION_SYNC:
6210 // if we're coming from the options screen, don't do any
6211 if(old_state == GS_STATE_OPTIONS_MENU){
6215 switch(Multi_sync_mode){
6216 case MULTI_SYNC_PRE_BRIEFING:
6217 // if moving from game forming to the team select state
6220 case MULTI_SYNC_POST_BRIEFING:
6221 // if moving from briefing into the mission itself
6224 // tell everyone that we're now loading data
6225 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6226 send_netplayer_update_packet();
6228 // JAS: Used to do all paging here!!!!
6230 Net_player->state = NETPLAYER_STATE_WAITING;
6231 send_netplayer_update_packet();
6233 Game_time_compression = F1_0;
6235 case MULTI_SYNC_INGAME:
6241 case GS_STATE_VIEW_CUTSCENES:
6242 cutscenes_screen_init();
6245 case GS_STATE_MULTI_STD_WAIT:
6246 multi_standalone_wait_init();
6249 case GS_STATE_STANDALONE_MAIN:
6250 // don't initialize if we're coming from one of these 2 states unless there are no
6251 // players left (reset situation)
6252 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6253 standalone_main_init();
6257 case GS_STATE_MULTI_PAUSED:
6261 case GS_STATE_INGAME_PRE_JOIN:
6262 multi_ingame_select_init();
6265 case GS_STATE_STANDALONE_POSTGAME:
6266 multi_standalone_postgame_init();
6269 case GS_STATE_INITIAL_PLAYER_SELECT:
6270 player_select_init();
6273 case GS_STATE_MULTI_START_GAME:
6274 multi_start_game_init();
6277 case GS_STATE_MULTI_HOST_OPTIONS:
6278 multi_host_options_init();
6281 case GS_STATE_END_OF_CAMPAIGN:
6282 mission_campaign_end_init();
6285 case GS_STATE_LOOP_BRIEF:
6292 // do stuff that may need to be done regardless of state
6293 void game_do_state_common(int state,int no_networking)
6295 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6296 snd_do_frame(); // update sound system
6297 event_music_do_frame(); // music needs to play across many states
6299 multi_log_process();
6301 if (no_networking) {
6305 // maybe do a multiplayer frame based on game mode and state type
6306 if (Game_mode & GM_MULTIPLAYER) {
6308 case GS_STATE_OPTIONS_MENU:
6309 case GS_STATE_GAMEPLAY_HELP:
6310 case GS_STATE_HOTKEY_SCREEN:
6311 case GS_STATE_HUD_CONFIG:
6312 case GS_STATE_CONTROL_CONFIG:
6313 case GS_STATE_MISSION_LOG_SCROLLBACK:
6314 case GS_STATE_SHOW_GOALS:
6315 case GS_STATE_VIEW_CUTSCENES:
6316 case GS_STATE_EVENT_DEBUG:
6317 multi_maybe_do_frame();
6321 game_do_networking();
6325 // Called once a frame.
6326 // You should never try to change the state
6327 // in here... if you think you need to, you probably really
6328 // need to post an event, not change the state.
6329 int Game_do_state_should_skip = 0;
6330 void game_do_state(int state)
6332 // always lets the do_state_common() function determine if the state should be skipped
6333 Game_do_state_should_skip = 0;
6335 // legal to set the should skip state anywhere in this function
6336 game_do_state_common(state); // do stuff that may need to be done regardless of state
6338 if(Game_do_state_should_skip){
6343 case GS_STATE_MAIN_MENU:
6344 game_set_frametime(GS_STATE_MAIN_MENU);
6345 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6348 main_hall_do(flFrametime);
6352 case GS_STATE_OPTIONS_MENU:
6353 game_set_frametime(GS_STATE_OPTIONS_MENU);
6354 options_menu_do_frame(flFrametime);
6357 case GS_STATE_BARRACKS_MENU:
6358 game_set_frametime(GS_STATE_BARRACKS_MENU);
6359 barracks_do_frame(flFrametime);
6362 case GS_STATE_TRAINING_MENU:
6363 game_set_frametime(GS_STATE_TRAINING_MENU);
6364 training_menu_do_frame(flFrametime);
6367 case GS_STATE_TECH_MENU:
6368 game_set_frametime(GS_STATE_TECH_MENU);
6369 techroom_do_frame(flFrametime);
6372 case GS_STATE_GAMEPLAY_HELP:
6373 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6374 gameplay_help_do_frame(flFrametime);
6377 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6381 case GS_STATE_GAME_PAUSED:
6385 case GS_STATE_DEBUG_PAUSED:
6387 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6392 case GS_STATE_TRAINING_PAUSED:
6393 game_training_pause_do();
6396 case GS_STATE_LOAD_MISSION_MENU:
6397 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6398 mission_load_menu_do();
6401 case GS_STATE_BRIEFING:
6402 game_set_frametime(GS_STATE_BRIEFING);
6403 brief_do_frame(flFrametime);
6406 case GS_STATE_DEBRIEF:
6407 game_set_frametime(GS_STATE_DEBRIEF);
6408 debrief_do_frame(flFrametime);
6411 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6412 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6413 multi_df_debrief_do();
6416 case GS_STATE_SHIP_SELECT:
6417 game_set_frametime(GS_STATE_SHIP_SELECT);
6418 ship_select_do(flFrametime);
6421 case GS_STATE_WEAPON_SELECT:
6422 game_set_frametime(GS_STATE_WEAPON_SELECT);
6423 weapon_select_do(flFrametime);
6426 case GS_STATE_MISSION_LOG_SCROLLBACK:
6427 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6428 hud_scrollback_do_frame(flFrametime);
6431 case GS_STATE_HUD_CONFIG:
6432 game_set_frametime(GS_STATE_HUD_CONFIG);
6433 hud_config_do_frame(flFrametime);
6436 case GS_STATE_MULTI_JOIN_GAME:
6437 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6438 multi_join_game_do_frame();
6441 case GS_STATE_MULTI_HOST_SETUP:
6442 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6443 multi_create_game_do();
6446 case GS_STATE_MULTI_CLIENT_SETUP:
6447 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6448 multi_game_client_setup_do_frame();
6451 case GS_STATE_CONTROL_CONFIG:
6452 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6453 control_config_do_frame(flFrametime);
6456 case GS_STATE_DEATH_DIED:
6460 case GS_STATE_DEATH_BLEW_UP:
6464 case GS_STATE_SIMULATOR_ROOM:
6465 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6466 sim_room_do_frame(flFrametime);
6469 case GS_STATE_CAMPAIGN_ROOM:
6470 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6471 campaign_room_do_frame(flFrametime);
6474 case GS_STATE_RED_ALERT:
6475 game_set_frametime(GS_STATE_RED_ALERT);
6476 red_alert_do_frame(flFrametime);
6479 case GS_STATE_CMD_BRIEF:
6480 game_set_frametime(GS_STATE_CMD_BRIEF);
6481 cmd_brief_do_frame(flFrametime);
6484 case GS_STATE_CREDITS:
6485 game_set_frametime(GS_STATE_CREDITS);
6486 credits_do_frame(flFrametime);
6489 case GS_STATE_VIEW_MEDALS:
6490 game_set_frametime(GS_STATE_VIEW_MEDALS);
6494 case GS_STATE_SHOW_GOALS:
6495 game_set_frametime(GS_STATE_SHOW_GOALS);
6496 mission_show_goals_do_frame(flFrametime);
6499 case GS_STATE_HOTKEY_SCREEN:
6500 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6501 mission_hotkey_do_frame(flFrametime);
6504 case GS_STATE_VIEW_CUTSCENES:
6505 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6506 cutscenes_screen_do_frame();
6509 case GS_STATE_MULTI_STD_WAIT:
6510 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6511 multi_standalone_wait_do();
6514 case GS_STATE_STANDALONE_MAIN:
6515 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6516 standalone_main_do();
6519 case GS_STATE_MULTI_PAUSED:
6520 game_set_frametime(GS_STATE_MULTI_PAUSED);
6524 case GS_STATE_TEAM_SELECT:
6525 game_set_frametime(GS_STATE_TEAM_SELECT);
6529 case GS_STATE_INGAME_PRE_JOIN:
6530 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6531 multi_ingame_select_do();
6534 case GS_STATE_EVENT_DEBUG:
6536 game_set_frametime(GS_STATE_EVENT_DEBUG);
6537 game_show_event_debug(flFrametime);
6541 case GS_STATE_STANDALONE_POSTGAME:
6542 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6543 multi_standalone_postgame_do();
6546 case GS_STATE_INITIAL_PLAYER_SELECT:
6547 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6551 case GS_STATE_MULTI_MISSION_SYNC:
6552 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6556 case GS_STATE_MULTI_START_GAME:
6557 game_set_frametime(GS_STATE_MULTI_START_GAME);
6558 multi_start_game_do();
6561 case GS_STATE_MULTI_HOST_OPTIONS:
6562 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6563 multi_host_options_do();
6566 case GS_STATE_END_OF_CAMPAIGN:
6567 mission_campaign_end_do();
6570 case GS_STATE_END_DEMO:
6571 game_set_frametime(GS_STATE_END_DEMO);
6572 end_demo_campaign_do();
6575 case GS_STATE_LOOP_BRIEF:
6576 game_set_frametime(GS_STATE_LOOP_BRIEF);
6580 } // end switch(gs_current_state)
6584 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6585 int game_do_ram_check(int ram_in_mbytes)
6587 if ( ram_in_mbytes < 30 ) {
6588 int allowed_to_run = 1;
6589 if ( ram_in_mbytes < 25 ) {
6595 if ( allowed_to_run ) {
6596 SDL_MessageBoxData mboxd;
6597 SDL_MessageBoxButtonData mboxbuttons[2];
6600 // not a translated string, but it's too long and smartdrv isn't
6601 // really a thing for any OS we now support :p
6602 // 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);
6603 sprintf( 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);
6605 mboxbuttons[0].buttonid = 0;
6606 mboxbuttons[0].text = XSTR("Ok", 503);
6607 mboxbuttons[0].flags = 0;
6609 mboxbuttons[1].buttonid = 1;
6610 mboxbuttons[1].text = XSTR("Cancel", 504);
6611 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6613 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6614 mboxd.title = XSTR( "Not Enough RAM", 194);
6615 mboxd.message = tmp;
6616 mboxd.numbuttons = 2;
6617 mboxd.buttons = mboxbuttons;
6618 mboxd.window = NULL;
6619 mboxd.colorScheme = NULL;
6621 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6623 if ( msgbox_rval == 1 ) {
6627 // not a translated string, but it's too long and smartdrv isn't
6628 // really a thing for any OS we now support :p
6629 // 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);
6630 sprintf( 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);
6632 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6641 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6642 // If so, copy it over and remove the update directory.
6643 void game_maybe_update_launcher(char *exe_dir)
6646 char src_filename[MAX_PATH];
6647 char dest_filename[MAX_PATH];
6649 strcpy(src_filename, exe_dir);
6650 strcat(src_filename, NOX("\\update\\freespace.exe"));
6652 strcpy(dest_filename, exe_dir);
6653 strcat(dest_filename, NOX("\\freespace.exe"));
6655 // see if src_filename exists
6657 fp = fopen(src_filename, "rb");
6663 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6665 // copy updated freespace.exe to freespace exe dir
6666 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6667 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6671 // delete the file in the update directory
6672 DeleteFile(src_filename);
6674 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6675 char update_dir[MAX_PATH];
6676 strcpy(update_dir, exe_dir);
6677 strcat(update_dir, NOX("\\update"));
6678 RemoveDirectory(update_dir);
6684 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6688 int sub_total_destroyed = 0;
6692 // get the total for all his children
6693 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6694 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6697 // find the # of faces for this _individual_ object
6698 total = submodel_get_num_polys(model_num, sm);
6699 if(strstr(pm->submodel[sm].name, "-destroyed")){
6700 sub_total_destroyed = total;
6704 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6707 *out_total += total + sub_total;
6708 *out_destroyed_total += sub_total_destroyed;
6711 #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);
6712 void game_spew_pof_info()
6714 char *pof_list[1000];
6717 int idx, model_num, i, j;
6719 int total, root_total, model_total, destroyed_total, counted;
6723 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6725 // spew info on all the pofs
6731 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6736 for(idx=0; idx<num_files; idx++, counted++){
6737 sprintf(str, "%s.pof", pof_list[idx]);
6738 model_num = model_load(str, 0, NULL);
6740 pm = model_get(model_num);
6742 // if we have a real model
6747 // go through and print all raw submodels
6748 cfputs("RAW\n", out);
6751 for (i=0; i<pm->n_models; i++) {
6752 total = submodel_get_num_polys(model_num, i);
6754 model_total += total;
6755 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6758 sprintf(str, "Model total %d\n", model_total);
6761 // now go through and do it by LOD
6762 cfputs("BY LOD\n\n", out);
6763 for(i=0; i<pm->n_detail_levels; i++){
6764 sprintf(str, "LOD %d\n", i);
6768 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6770 destroyed_total = 0;
6771 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6772 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6775 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6778 sprintf(str, "TOTAL: %d\n", total + root_total);
6780 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6782 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6785 cfputs("------------------------------------------------------------------------\n\n", out);
6789 if(counted >= MAX_POLYGON_MODELS - 5){
6802 game_spew_pof_info();
6805 int game_main(const char *szCmdLine)
6809 // Find out how much RAM is on this machine
6810 Freespace_total_ram = SDL_GetSystemRAM();
6812 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6816 if (!vm_init(24*1024*1024)) {
6817 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);
6821 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6823 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);
6832 extern void windebug_memwatch_init();
6833 windebug_memwatch_init();
6841 int cpu_cores = SDL_GetCPUCount();
6842 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6844 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6845 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6846 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6847 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6849 parse_cmdline(szCmdLine);
6851 mprintf(("--------------------------------------------------------------------------------\n"));
6853 #ifdef STANDALONE_ONLY_BUILD
6855 nprintf(("Network", "Standalone running"));
6858 nprintf(("Network", "Standalone running"));
6865 // maybe spew pof stuff
6866 if(Cmdline_spew_pof_info){
6867 game_spew_pof_info();
6872 // non-demo, non-standalone, play the intro movie
6874 if ( !Is_standalone ) {
6876 // release -- movies always play
6879 // 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
6880 movie_play( NOX("intro.mve") );
6882 // debug version, movie will only play with -showmovies
6883 #elif !defined(NDEBUG)
6885 movie_play( NOX("intro.mve") );
6888 if ( Cmdline_show_movies )
6889 movie_play( NOX("intro.mve") );
6898 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6900 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6904 // only important for non THREADED mode
6907 state = gameseq_process_events();
6908 if ( state == GS_STATE_QUIT_GAME ){
6913 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6915 demo_upsell_show_screens();
6917 #elif defined(OEM_BUILD)
6918 // show upsell screens on exit
6919 oem_upsell_show_screens();
6926 // launcher the fslauncher program on exit
6927 void game_launch_launcher_on_exit()
6931 PROCESS_INFORMATION pi;
6932 char cmd_line[2048];
6933 char original_path[1024] = "";
6935 memset( &si, 0, sizeof(STARTUPINFO) );
6939 _getcwd(original_path, 1023);
6941 // set up command line
6942 strcpy(cmd_line, original_path);
6943 strcat(cmd_line, "\\");
6944 strcat(cmd_line, LAUNCHER_FNAME);
6945 strcat(cmd_line, " -straight_to_update");
6947 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
6948 cmd_line, // pointer to command line string
6949 NULL, // pointer to process security attributes
6950 NULL, // pointer to thread security attributes
6951 FALSE, // handle inheritance flag
6952 CREATE_DEFAULT_ERROR_MODE, // creation flags
6953 NULL, // pointer to new environment block
6954 NULL, // pointer to current directory name
6955 &si, // pointer to STARTUPINFO
6956 &pi // pointer to PROCESS_INFORMATION
6958 // to eliminate build warnings
6968 // This function is called when FreeSpace terminates normally.
6970 void game_shutdown(void)
6976 // don't ever flip a page on the standalone!
6977 if(!(Game_mode & GM_STANDALONE_SERVER)){
6983 // if the player has left the "player select" screen and quit the game without actually choosing
6984 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6985 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6989 // load up common multiplayer icons
6990 multi_unload_common_icons();
6992 shockwave_close(); // release any memory used by shockwave system
6993 fireball_close(); // free fireball system
6994 ship_close(); // free any memory that was allocated for the ships
6995 weapon_close(); // free any memory that was allocated for the weapons
6996 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6997 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6998 bm_unload_all(); // free bitmaps
6999 mission_campaign_close(); // close out the campaign stuff
7000 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7001 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7003 #ifdef MULTI_USE_LAG
7007 // the menu close functions will unload the bitmaps if they were displayed during the game
7008 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7011 context_help_close(); // close out help system
7012 training_menu_close();
7013 lcl_close(); // be sure localization is closed out
7016 // free left-over memory from parsed tables
7017 cutscene_tbl_close();
7019 scoring_tbl_close();
7020 player_tips_close();
7022 extern void joy_close();
7025 audiostream_close();
7027 event_music_close();
7031 // HACKITY HACK HACK
7032 // if this flag is set, we should be firing up the launcher when exiting freespace
7033 extern int Multi_update_fireup_launcher_on_exit;
7034 if(Multi_update_fireup_launcher_on_exit){
7035 game_launch_launcher_on_exit();
7039 // game_stop_looped_sounds()
7041 // This function will call the appropriate stop looped sound functions for those
7042 // modules which use looping sounds. It is not enough just to stop a looping sound
7043 // at the DirectSound level, the game is keeping track of looping sounds, and this
7044 // function is used to inform the game that looping sounds are being halted.
7046 void game_stop_looped_sounds()
7048 hud_stop_looped_locking_sounds();
7049 hud_stop_looped_engine_sounds();
7050 afterburner_stop_sounds();
7051 player_stop_looped_sounds();
7052 obj_snd_stop_all(); // stop all object-linked persistant sounds
7053 game_stop_subspace_ambient_sound();
7054 snd_stop(Radar_static_looping);
7055 Radar_static_looping = -1;
7056 snd_stop(Target_static_looping);
7057 shipfx_stop_engine_wash_sound();
7058 Target_static_looping = -1;
7061 //////////////////////////////////////////////////////////////////////////
7063 // Code for supporting an animating mouse pointer
7066 //////////////////////////////////////////////////////////////////////////
7068 typedef struct animating_obj
7077 static animating_obj Animating_mouse;
7079 // ----------------------------------------------------------------------------
7080 // init_animating_pointer()
7082 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7083 // gets properly initialized
7085 void init_animating_pointer()
7087 Animating_mouse.first_frame = -1;
7088 Animating_mouse.num_frames = 0;
7089 Animating_mouse.current_frame = -1;
7090 Animating_mouse.time = 0.0f;
7091 Animating_mouse.elapsed_time = 0.0f;
7094 // ----------------------------------------------------------------------------
7095 // load_animating_pointer()
7097 // Called at game init to load in the frames for the animating mouse pointer
7099 // input: filename => filename of animation file that holds the animation
7101 void load_animating_pointer(const char *filename, int dx, int dy)
7106 init_animating_pointer();
7108 am = &Animating_mouse;
7109 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7110 if ( am->first_frame == -1 )
7111 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7112 am->current_frame = 0;
7113 am->time = am->num_frames / i2fl(fps);
7116 // ----------------------------------------------------------------------------
7117 // unload_animating_pointer()
7119 // Called at game shutdown to free the memory used to store the animation frames
7121 void unload_animating_pointer()
7126 am = &Animating_mouse;
7127 for ( i = 0; i < am->num_frames; i++ ) {
7128 SDL_assert( (am->first_frame+i) >= 0 );
7129 bm_release(am->first_frame + i);
7132 am->first_frame = -1;
7134 am->current_frame = -1;
7137 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7138 void game_render_mouse(float frametime)
7143 // if animating cursor exists, play the next frame
7144 am = &Animating_mouse;
7145 if ( am->first_frame != -1 ) {
7146 mouse_get_pos(&mx, &my);
7147 am->elapsed_time += frametime;
7148 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7149 if ( am->current_frame >= am->num_frames ) {
7150 am->current_frame = 0;
7151 am->elapsed_time = 0.0f;
7153 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7157 // ----------------------------------------------------------------------------
7158 // game_maybe_draw_mouse()
7160 // determines whether to draw the mouse pointer at all, and what frame of
7161 // animation to use if the mouse is animating
7163 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7165 // input: frametime => elapsed frame time in seconds since last call
7167 void game_maybe_draw_mouse(float frametime)
7171 game_state = gameseq_get_state();
7173 switch ( game_state ) {
7174 case GS_STATE_GAME_PAUSED:
7175 // case GS_STATE_MULTI_PAUSED:
7176 case GS_STATE_GAME_PLAY:
7177 case GS_STATE_DEATH_DIED:
7178 case GS_STATE_DEATH_BLEW_UP:
7179 if ( popup_active() || popupdead_is_active() ) {
7191 if ( !Mouse_hidden )
7192 game_render_mouse(frametime);
7196 void game_do_training_checks()
7200 waypoint_list *wplp;
7202 if (Training_context & TRAINING_CONTEXT_SPEED) {
7203 s = (int) Player_obj->phys_info.fspeed;
7204 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7205 if (!Training_context_speed_set) {
7206 Training_context_speed_set = 1;
7207 Training_context_speed_timestamp = timestamp();
7211 Training_context_speed_set = 0;
7214 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7215 wplp = &Waypoint_lists[Training_context_path];
7216 if (wplp->count > Training_context_goal_waypoint) {
7217 i = Training_context_goal_waypoint;
7219 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7220 if (d <= Training_context_distance) {
7221 Training_context_at_waypoint = i;
7222 if (Training_context_goal_waypoint == i) {
7223 Training_context_goal_waypoint++;
7224 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7231 if (i == wplp->count)
7234 } while (i != Training_context_goal_waypoint);
7238 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7239 Players_target = Player_ai->target_objnum;
7240 Players_targeted_subsys = Player_ai->targeted_subsys;
7241 Players_target_timestamp = timestamp();
7245 /////////// Following is for event debug view screen
7249 #define EVENT_DEBUG_MAX 5000
7250 #define EVENT_DEBUG_EVENT 0x8000
7252 int Event_debug_index[EVENT_DEBUG_MAX];
7255 void game_add_event_debug_index(int n, int indent)
7257 if (ED_count < EVENT_DEBUG_MAX)
7258 Event_debug_index[ED_count++] = n | (indent << 16);
7261 void game_add_event_debug_sexp(int n, int indent)
7266 if (Sexp_nodes[n].first >= 0) {
7267 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7268 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7272 game_add_event_debug_index(n, indent);
7273 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7274 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7276 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7279 void game_event_debug_init()
7284 for (e=0; e<Num_mission_events; e++) {
7285 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7286 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7290 void game_show_event_debug(float frametime)
7294 int font_height, font_width;
7296 static int scroll_offset = 0;
7298 k = game_check_key();
7304 if (scroll_offset < 0)
7314 scroll_offset -= 20;
7315 if (scroll_offset < 0)
7320 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7324 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7330 gr_set_color_fast(&Color_bright);
7332 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7334 gr_set_color_fast(&Color_normal);
7336 gr_get_string_size(&font_width, &font_height, NOX("test"));
7337 y_max = gr_screen.max_h - font_height - 5;
7341 while (k < ED_count) {
7342 if (y_index > y_max)
7345 z = Event_debug_index[k];
7346 if (z & EVENT_DEBUG_EVENT) {
7348 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7349 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7350 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7351 Mission_events[z].repeat_count, Mission_events[z].interval);
7359 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7360 switch (Sexp_nodes[z & 0x7fff].value) {
7362 strcat(buf, NOX(" (True)"));
7366 strcat(buf, NOX(" (False)"));
7369 case SEXP_KNOWN_TRUE:
7370 strcat(buf, NOX(" (Always true)"));
7373 case SEXP_KNOWN_FALSE:
7374 strcat(buf, NOX(" (Always false)"));
7377 case SEXP_CANT_EVAL:
7378 strcat(buf, NOX(" (Can't eval)"));
7382 case SEXP_NAN_FOREVER:
7383 strcat(buf, NOX(" (Not a number)"));
7388 gr_printf(10, y_index, buf);
7389 y_index += font_height;
7403 extern int Tmap_npixels;
7406 int Tmap_num_too_big = 0;
7407 int Num_models_needing_splitting = 0;
7409 void Time_model( int modelnum )
7411 // mprintf(( "Timing ship '%s'\n", si->name ));
7413 vector eye_pos, model_pos;
7414 matrix eye_orient, model_orient;
7416 polymodel *pm = model_get( modelnum );
7418 int l = strlen(pm->filename);
7420 if ( (l == '/') || (l=='\\') || (l==':')) {
7426 char *pof_file = &pm->filename[l];
7428 int model_needs_splitting = 0;
7430 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7432 for (i=0; i<pm->n_textures; i++ ) {
7433 char filename[1024];
7436 int bmp_num = pm->original_textures[i];
7437 if ( bmp_num > -1 ) {
7438 bm_get_palette(pm->original_textures[i], pal, filename );
7440 bm_get_info( pm->original_textures[i],&w, &h );
7443 if ( (w > 512) || (h > 512) ) {
7444 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7446 model_needs_splitting++;
7449 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7453 if ( model_needs_splitting ) {
7454 Num_models_needing_splitting++;
7456 eye_orient = model_orient = vmd_identity_matrix;
7457 eye_pos = model_pos = vmd_zero_vector;
7459 eye_pos.xyz.z = -pm->rad*2.0f;
7461 vector eye_to_model;
7463 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7464 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7466 fix t1 = timer_get_fixed_seconds();
7469 ta.p = ta.b = ta.h = 0.0f;
7476 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7478 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7480 modelstats_num_polys = modelstats_num_verts = 0;
7482 while( ta.h < PI2 ) {
7485 vm_angles_2_matrix(&m1, &ta );
7486 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7493 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7495 model_clear_instance( modelnum );
7496 model_set_detail_level(0); // use highest detail level
7497 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7505 int k = key_inkey();
7506 if ( k == SDLK_ESCAPE ) {
7511 fix t2 = timer_get_fixed_seconds();
7513 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7514 //bitmaps_used_this_frame /= framecount;
7516 modelstats_num_polys /= framecount;
7517 modelstats_num_verts /= framecount;
7520 Tmap_npixels /=framecount;
7523 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7525 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7527 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 );
7529 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7535 int Time_models = 0;
7536 DCF_BOOL( time_models, Time_models );
7538 void Do_model_timings_test()
7542 if ( !Time_models ) return;
7544 mprintf(( "Timing models!\n" ));
7548 ubyte model_used[MAX_POLYGON_MODELS];
7549 int model_id[MAX_POLYGON_MODELS];
7550 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7555 for (i=0; i<Num_ship_types; i++ ) {
7556 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7558 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7559 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7562 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7563 if ( !Texture_fp ) return;
7565 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7566 if ( !Time_fp ) return;
7568 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7569 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7571 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7572 if ( model_used[i] ) {
7573 Time_model( model_id[i] );
7577 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7578 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7587 // Call this function when you want to inform the player that a feature is not
7588 // enabled in the DEMO version of FreSpace
7589 void game_feature_not_in_demo_popup()
7591 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7594 // format the specified time (fixed point) into a nice string
7595 void game_format_time(fix m_time,char *time_str)
7598 int hours,minutes,seconds;
7601 mtime = f2fl(m_time);
7603 // get the hours, minutes and seconds
7604 hours = (int)(mtime / 3600.0f);
7606 mtime -= (3600.0f * (float)hours);
7608 seconds = (int)mtime%60;
7609 minutes = (int)mtime/60;
7611 // print the hour if necessary
7613 sprintf(time_str,XSTR( "%d:", 201),hours);
7614 // if there are less than 10 minutes, print a leading 0
7616 strcpy(tmp,NOX("0"));
7617 strcat(time_str,tmp);
7621 // print the minutes
7623 sprintf(tmp,XSTR( "%d:", 201),minutes);
7624 strcat(time_str,tmp);
7626 sprintf(time_str,XSTR( "%d:", 201),minutes);
7629 // print the seconds
7631 strcpy(tmp,NOX("0"));
7632 strcat(time_str,tmp);
7634 sprintf(tmp,"%d",seconds);
7635 strcat(time_str,tmp);
7638 // Stuff version string in *str.
7639 void get_version_string(char *str)
7642 if ( FS_VERSION_BUILD == 0 ) {
7643 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7645 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7648 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7650 #elif defined (OEM_BUILD)
7651 strcat(str, " (OEM)");
7657 char myname[_MAX_PATH];
7658 int namelen, major, minor, build, waste;
7659 unsigned int buf_size;
7665 // Find my EXE file name
7666 hMod = GetModuleHandle(NULL);
7667 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7669 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7670 infop = (char *)malloc(version_size);
7671 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7673 // get the product version
7674 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7675 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7677 sprintf(str,"Dv%d.%02d",major, minor);
7679 sprintf(str,"v%d.%02d",major, minor);
7684 void get_version_string_short(char *str)
7686 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7689 // ----------------------------------------------------------------
7691 // OEM UPSELL SCREENS BEGIN
7693 // ----------------------------------------------------------------
7694 #if defined(OEM_BUILD)
7696 #define NUM_OEM_UPSELL_SCREENS 3
7697 #define OEM_UPSELL_SCREEN_DELAY 10000
7699 static int Oem_upsell_bitmaps_loaded = 0;
7700 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7701 static int Oem_upsell_screen_number = 0;
7702 static int Oem_upsell_show_next_bitmap_time;
7705 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7718 static int Oem_normal_cursor = -1;
7719 static int Oem_web_cursor = -1;
7720 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7721 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7723 void oem_upsell_next_screen()
7725 Oem_upsell_screen_number++;
7726 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7727 // extra long delay, mouse shown on last upsell
7728 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7732 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7736 void oem_upsell_load_bitmaps()
7740 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7741 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7745 void oem_upsell_unload_bitmaps()
7749 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7750 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7751 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7756 Oem_upsell_bitmaps_loaded = 0;
7759 // clickable hotspot on 3rd OEM upsell screen
7760 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7762 28, 350, 287, 96 // x, y, w, h
7765 45, 561, 460, 152 // x, y, w, h
7769 void oem_upsell_show_screens()
7771 int current_time, k;
7774 if ( !Oem_upsell_bitmaps_loaded ) {
7775 oem_upsell_load_bitmaps();
7776 Oem_upsell_bitmaps_loaded = 1;
7779 // may use upsell screens more than once
7780 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7781 Oem_upsell_screen_number = 0;
7787 int nframes; // used to pass, not really needed (should be 1)
7788 Oem_normal_cursor = gr_get_cursor_bitmap();
7789 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7790 SDL_assert(Oem_web_cursor >= 0);
7791 if (Oem_web_cursor < 0) {
7792 Oem_web_cursor = Oem_normal_cursor;
7797 //oem_reset_trailer_timer();
7799 current_time = timer_get_milliseconds();
7804 // advance screen on keypress or timeout
7805 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7806 oem_upsell_next_screen();
7809 // check if we are done
7810 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7811 Oem_upsell_screen_number--;
7814 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7819 // show me the upsell
7820 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7821 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7825 // if this is the 3rd upsell, make it clickable, d00d
7826 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7828 int button_state = mouse_get_pos(&mx, &my);
7829 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])
7830 && (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]) )
7833 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7836 if (button_state & MOUSE_LEFT_BUTTON) {
7838 multi_pxo_url(OEM_UPSELL_URL);
7842 // switch cursor back to normal one
7843 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7848 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7858 oem_upsell_unload_bitmaps();
7860 // switch cursor back to normal one
7861 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7865 #endif // defined(OEM_BUILD)
7866 // ----------------------------------------------------------------
7868 // OEM UPSELL SCREENS END
7870 // ----------------------------------------------------------------
7874 // ----------------------------------------------------------------
7876 // DEMO UPSELL SCREENS BEGIN
7878 // ----------------------------------------------------------------
7880 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7883 #define NUM_DEMO_UPSELL_SCREENS 2
7885 #define NUM_DEMO_UPSELL_SCREENS 4
7887 #define DEMO_UPSELL_SCREEN_DELAY 3000
7889 static int Demo_upsell_bitmaps_loaded = 0;
7890 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7891 static int Demo_upsell_screen_number = 0;
7892 static int Demo_upsell_show_next_bitmap_time;
7895 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7921 void demo_upsell_next_screen()
7923 Demo_upsell_screen_number++;
7924 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7925 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7927 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7931 void demo_upsell_load_bitmaps()
7935 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7936 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7940 void demo_upsell_unload_bitmaps()
7944 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7945 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7946 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7951 Demo_upsell_bitmaps_loaded = 0;
7954 void demo_upsell_show_screens()
7956 int current_time, k;
7959 if ( !Demo_upsell_bitmaps_loaded ) {
7960 demo_upsell_load_bitmaps();
7961 Demo_upsell_bitmaps_loaded = 1;
7964 // may use upsell screens more than once
7965 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7966 Demo_upsell_screen_number = 0;
7973 demo_reset_trailer_timer();
7975 current_time = timer_get_milliseconds();
7982 // don't time out, wait for keypress
7984 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7985 demo_upsell_next_screen();
7990 demo_upsell_next_screen();
7993 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7994 Demo_upsell_screen_number--;
7997 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8002 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8003 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8008 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8018 demo_upsell_unload_bitmaps();
8023 // ----------------------------------------------------------------
8025 // DEMO UPSELL SCREENS END
8027 // ----------------------------------------------------------------
8030 // ----------------------------------------------------------------
8032 // Subspace Ambient Sound START
8034 // ----------------------------------------------------------------
8036 static int Subspace_ambient_left_channel = -1;
8037 static int Subspace_ambient_right_channel = -1;
8040 void game_start_subspace_ambient_sound()
8042 if ( Subspace_ambient_left_channel < 0 ) {
8043 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8046 if ( Subspace_ambient_right_channel < 0 ) {
8047 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8051 void game_stop_subspace_ambient_sound()
8053 if ( Subspace_ambient_left_channel >= 0 ) {
8054 snd_stop(Subspace_ambient_left_channel);
8055 Subspace_ambient_left_channel = -1;
8058 if ( Subspace_ambient_right_channel >= 0 ) {
8059 snd_stop(Subspace_ambient_right_channel);
8060 Subspace_ambient_right_channel = -1;
8064 // ----------------------------------------------------------------
8066 // Subspace Ambient Sound END
8068 // ----------------------------------------------------------------
8070 // ----------------------------------------------------------------
8072 // Language Autodetection stuff
8075 // this layout order must match Lcl_languages in localize.cpp in order for the
8076 // correct language to be detected
8077 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8079 1366105450, // English
8081 589986744, // English
8083 -1132430286, // German
8085 -1131728960, // Polish
8088 // default setting is "-1" to use config file with English as fall back
8089 // DO NOT change the default setting here or something uncouth might happen
8090 // in the localization code
8096 // try and open the file to verify
8097 CFILE *detect = cfopen("font01.vf", "rb");
8099 // will use default setting if something went wrong
8104 // get the long checksum of the file
8106 cfseek(detect, 0, SEEK_SET);
8107 cf_chksum_long(detect, &file_checksum);
8111 // now compare the checksum/filesize against known #'s
8112 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8113 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8118 // notify if a match was not found, include detected checksum
8119 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8120 printf("Using default language...\n\n");
8126 // End Auto Lang stuff
8128 // ----------------------------------------------------------------
8130 // ----------------------------------------------------------------
8131 // SHIPS TBL VERIFICATION STUFF
8134 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8135 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8136 #define NUM_SHIPS_TBL_CHECKSUMS 3
8138 #define NUM_SHIPS_TBL_CHECKSUMS 1
8142 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8143 1696074201, // FS2 demo
8146 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8147 1603375034, // FS1 DEMO
8150 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8151 -129679197, // FS1 Full 1.06 (US)
8152 7762567, // FS1 SilentThreat
8153 1555372475 // FS1 Full 1.06 (German)
8157 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8158 -463907578, // US - beta 1
8159 1696074201, // FS2 demo
8162 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8163 // -1022810006, // 1.0 FULL
8164 -1254285366 // 1.2 FULL (German)
8168 void verify_ships_tbl()
8172 Game_ships_tbl_valid = 1;
8178 // detect if the packfile exists
8179 CFILE *detect = cfopen("ships.tbl", "rb");
8180 Game_ships_tbl_valid = 0;
8184 Game_ships_tbl_valid = 0;
8188 // get the long checksum of the file
8190 cfseek(detect, 0, SEEK_SET);
8191 cf_chksum_long(detect, &file_checksum);
8195 // now compare the checksum/filesize against known #'s
8196 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8197 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8198 Game_ships_tbl_valid = 1;
8205 DCF(shipspew, "display the checksum for the current ships.tbl")
8208 CFILE *detect = cfopen("ships.tbl", "rb");
8209 // get the long checksum of the file
8211 cfseek(detect, 0, SEEK_SET);
8212 cf_chksum_long(detect, &file_checksum);
8215 dc_printf("%d", file_checksum);
8218 // ----------------------------------------------------------------
8219 // WEAPONS TBL VERIFICATION STUFF
8222 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8223 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8224 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8226 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8230 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8231 -266420030, // demo 1
8234 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8235 -1246928725, // FS1 DEMO
8238 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8239 -834598107, // FS1 1.06 Full (US)
8240 -1652231417, // FS1 SilentThreat
8241 720209793 // FS1 1.06 Full (German)
8245 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8246 141718090, // US - beta 1
8247 -266420030, // demo 1
8250 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8251 // 399297860, // 1.0 FULL
8252 -553984927 // 1.2 FULL (german)
8256 void verify_weapons_tbl()
8260 Game_weapons_tbl_valid = 1;
8266 // detect if the packfile exists
8267 CFILE *detect = cfopen("weapons.tbl", "rb");
8268 Game_weapons_tbl_valid = 0;
8272 Game_weapons_tbl_valid = 0;
8276 // get the long checksum of the file
8278 cfseek(detect, 0, SEEK_SET);
8279 cf_chksum_long(detect, &file_checksum);
8283 // now compare the checksum/filesize against known #'s
8284 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8285 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8286 Game_weapons_tbl_valid = 1;
8293 DCF(wepspew, "display the checksum for the current weapons.tbl")
8296 CFILE *detect = cfopen("weapons.tbl", "rb");
8297 // get the long checksum of the file
8299 cfseek(detect, 0, SEEK_SET);
8300 cf_chksum_long(detect, &file_checksum);
8303 dc_printf("%d", file_checksum);
8306 // if the game is running using hacked data
8307 int game_hacked_data()
8310 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8318 void display_title_screen()
8320 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8321 ///int title_bitmap;
8324 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8325 if (title_bitmap == -1) {
8330 gr_set_bitmap(title_bitmap);
8338 bm_unload(title_bitmap);
8339 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8342 // return true if the game is running with "low memory", which is less than 48MB
8343 bool game_using_low_mem()
8345 if (Use_low_mem == 0) {