2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an Assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
708 #include "supernova.h"
709 #include "hudshield.h"
710 // #include "names.h"
712 #include "missionloopbrief.h"
716 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
722 // 1.00.04 5/26/98 MWA -- going final (12 pm)
723 // 1.00.03 5/26/98 MWA -- going final (3 am)
724 // 1.00.02 5/25/98 MWA -- going final
725 // 1.00.01 5/25/98 MWA -- going final
726 // 0.90 5/21/98 MWA -- getting ready for final.
727 // 0.10 4/9/98. Set by MK.
729 // Demo version: (obsolete since DEMO codebase split from tree)
730 // 0.03 4/10/98 AL. Interplay rev
731 // 0.02 4/8/98 MK. Increased when this system was modified.
732 // 0.01 4/7/98? AL. First release to Interplay QA.
735 // 1.00 5/28/98 AL. First release to Interplay QA.
737 void game_level_init(int seed = -1);
738 void game_post_level_init();
739 void game_do_frame();
740 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
741 void game_reset_time();
742 void game_show_framerate(); // draws framerate in lower right corner
744 int Game_no_clear = 0;
746 int Pofview_running = 0;
747 int Nebedit_running = 0;
749 typedef struct big_expl_flash {
750 float max_flash_intensity; // max intensity
751 float cur_flash_intensity; // cur intensity
752 int flash_start; // start time
755 #define FRAME_FILTER 16
757 #define DEFAULT_SKILL_LEVEL 1
758 int Game_skill_level = DEFAULT_SKILL_LEVEL;
760 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
761 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
763 #define EXE_FNAME ("fs2.exe")
764 #define LAUNCHER_FNAME ("freespace2.exe")
767 // JAS: Code for warphole camera.
768 // Needs to be cleaned up.
769 vector Camera_pos = ZERO_VECTOR;
770 vector Camera_velocity = ZERO_VECTOR;
771 vector Camera_desired_velocity = ZERO_VECTOR;
772 matrix Camera_orient = IDENTITY_MATRIX;
773 float Camera_damping = 1.0f;
774 float Camera_time = 0.0f;
775 float Warpout_time = 0.0f;
776 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
777 int Warpout_sound = -1;
779 int Use_joy_mouse = 0;
780 int Use_palette_flash = 1;
782 int Use_fullscreen_at_startup = 0;
784 int Show_area_effect = 0;
785 object *Last_view_target = NULL;
787 int dogfight_blown = 0;
790 float frametimes[FRAME_FILTER];
791 float frametotal = 0.0f;
795 int Show_framerate = 0;
797 int Show_framerate = 1;
800 int Framerate_cap = 120;
803 int Show_target_debug_info = 0;
804 int Show_target_weapons = 0;
808 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
811 int Debug_octant = -1;
813 fix Game_time_compression = F1_0;
815 // if the ships.tbl the player has is valid
816 int Game_ships_tbl_valid = 0;
818 // if the weapons.tbl the player has is valid
819 int Game_weapons_tbl_valid = 0;
823 extern int Player_attacking_enabled;
827 int Pre_player_entry;
829 int Fred_running = 0;
830 char Game_current_mission_filename[MAX_FILENAME_LEN];
831 int game_single_step = 0;
832 int last_single_step=0;
834 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
835 extern int MSG_WINDOW_Y_START;
836 extern int MSG_WINDOW_HEIGHT;
838 int game_zbuffer = 1;
839 //static int Game_music_paused;
840 static int Game_paused;
844 #define EXPIRE_BAD_CHECKSUM 1
845 #define EXPIRE_BAD_TIME 2
847 extern void ssm_init();
848 extern void ssm_level_init();
849 extern void ssm_process();
851 // static variable to contain the time this version was built
852 // commented out for now until
853 // I figure out how to get the username into the file
854 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
856 // defines and variables used for dumping frame for making trailers.
858 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
859 int Debug_dump_trigger = 0;
860 int Debug_dump_frame_count;
861 int Debug_dump_frame_num = 0;
862 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
865 // amount of time to wait after the player has died before we display the death died popup
866 #define PLAYER_DIED_POPUP_WAIT 2500
867 int Player_died_popup_wait = -1;
868 int Player_multi_died_check = -1;
870 // builtin mission list stuff
872 int Game_builtin_mission_count = 6;
873 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
874 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
875 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
876 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
877 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
878 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
879 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
881 #elif defined(FS1_DEMO)
882 int Game_builtin_mission_count = 5;
883 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
884 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
885 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
886 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
887 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
888 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
890 #elif defined(PD_BUILD)
891 int Game_builtin_mission_count = 4;
892 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
893 { "sm1-01.fs2", (FSB_FROM_VOLITION), "" },
894 { "sm1-05.fs2", (FSB_FROM_VOLITION), "" },
895 { "sm1-01", (FSB_FROM_VOLITION), "" },
896 { "sm1-05", (FSB_FROM_VOLITION), "" },
898 #elif defined(MULTIPLAYER_BETA)
899 int Game_builtin_mission_count = 17;
900 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
902 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
903 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
904 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
905 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
906 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
907 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
908 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
909 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
910 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
911 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
912 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
913 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
914 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
915 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
916 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
917 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
918 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
920 #elif defined(OEM_BUILD)
921 int Game_builtin_mission_count = 17;
922 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
923 // oem version - act 1 only
924 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
927 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
928 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
929 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
930 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
931 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
932 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
933 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
934 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
935 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
936 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
937 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
938 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
939 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
940 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
941 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
942 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }
944 #elif defined(MAKE_FS1)
945 int Game_builtin_mission_count = 125;
946 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
947 // single player campaign
948 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
951 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
952 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
953 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
954 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
955 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
956 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
957 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
958 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
959 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
960 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
963 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
964 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
965 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
966 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
967 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
968 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
969 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
970 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
971 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
972 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
975 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
976 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
977 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
978 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
979 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
980 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
981 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
982 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
983 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
986 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
987 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
988 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
991 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
992 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
993 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
994 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
995 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
998 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
999 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1001 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1002 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1003 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1004 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1005 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1006 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1007 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1008 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1009 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1010 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1011 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1012 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1013 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1014 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1015 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1016 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1017 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1018 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1019 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1021 // SilentThreat missions
1022 // Main SilentThreat campaign
1023 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE), "" },
1025 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1026 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1027 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1028 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1029 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1030 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1031 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1032 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1033 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1034 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1035 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1036 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1038 // SilentThreat Part 1 - multi-coop
1039 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1041 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1042 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1043 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1045 // SilentThreat Part 2 - multi-coop
1046 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1048 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1049 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1050 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1052 // SilentThreat Part 3 - multi-coop
1053 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1055 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1056 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1057 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1059 // SilentThreat Part 4 - multi-coop
1060 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1062 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1063 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1064 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1066 // multiplayer missions
1067 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1068 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1069 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1070 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1071 // user supplied missions
1072 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1073 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1074 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1075 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1076 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1077 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1078 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1079 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1080 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1081 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1082 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1083 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1084 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1085 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1086 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1087 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1088 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1089 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1090 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1091 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1092 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1093 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1094 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1095 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1096 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1097 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1098 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1099 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1100 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1101 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1102 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1103 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1106 int Game_builtin_mission_count = 92;
1107 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1108 // single player campaign
1109 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
1112 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1113 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1114 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1115 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1116 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1117 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1118 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1119 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1120 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1121 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1122 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1123 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1124 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1125 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1126 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1127 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1128 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1129 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1130 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1133 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1134 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1135 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1136 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1137 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1138 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1139 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1140 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1141 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1142 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1145 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1146 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1147 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1148 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1149 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1150 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1151 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1152 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1153 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1154 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1155 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1156 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1158 // multiplayer missions
1161 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1162 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1163 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1166 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1167 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1168 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1169 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1172 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1173 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1174 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1175 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1176 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1177 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1178 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1179 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1180 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1181 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1182 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1183 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1184 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1185 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1186 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1187 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1188 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1189 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1190 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1191 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1192 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1193 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1194 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1195 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1196 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1197 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1198 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1199 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1202 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1203 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1204 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1205 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1206 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1207 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1208 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1209 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1210 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1211 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1214 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1215 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1216 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1217 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1218 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1223 // Internal function prototypes
1224 void game_maybe_draw_mouse(float frametime);
1225 void init_animating_pointer();
1226 void load_animating_pointer(const char *filename, int dx, int dy);
1227 void unload_animating_pointer();
1228 void game_do_training_checks();
1229 void game_shutdown(void);
1230 void game_show_event_debug(float frametime);
1231 void game_event_debug_init();
1233 void demo_upsell_show_screens();
1234 void game_start_subspace_ambient_sound();
1235 void game_stop_subspace_ambient_sound();
1236 void verify_ships_tbl();
1237 void verify_weapons_tbl();
1238 void display_title_screen();
1240 // loading background filenames
1241 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1242 "LoadingBG", // GR_640
1243 "2_LoadingBG" // GR_1024
1247 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1248 "Loading.ani", // GR_640
1249 "2_Loading.ani" // GR_1024
1252 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1253 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1261 #elif defined(OEM_BUILD)
1262 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1272 char Game_CDROM_dir[MAX_PATH_LEN];
1275 // How much RAM is on this machine. Set in WinMain
1276 static int Freespace_total_ram = 0;
1279 float Game_flash_red = 0.0f;
1280 float Game_flash_green = 0.0f;
1281 float Game_flash_blue = 0.0f;
1282 float Sun_spot = 0.0f;
1283 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1285 // game shudder stuff (in ms)
1286 int Game_shudder_time = -1;
1287 int Game_shudder_total = 0;
1288 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1291 sound_env Game_sound_env;
1292 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1293 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1295 int Game_sound_env_update_timestamp;
1297 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1300 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1302 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1306 // look through all existing builtin missions
1307 for(idx=0; idx<Game_builtin_mission_count; idx++){
1308 if(!stricmp(Game_builtin_mission_list[idx].filename, filename)){
1309 return &Game_builtin_mission_list[idx];
1317 int game_get_default_skill_level()
1319 return DEFAULT_SKILL_LEVEL;
1323 void game_flash_reset()
1325 Game_flash_red = 0.0f;
1326 Game_flash_green = 0.0f;
1327 Game_flash_blue = 0.0f;
1329 Big_expl_flash.max_flash_intensity = 0.0f;
1330 Big_expl_flash.cur_flash_intensity = 0.0f;
1331 Big_expl_flash.flash_start = 0;
1334 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1335 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1337 void game_framerate_check_init()
1339 // zero critical time
1340 Gf_critical_time = 0.0f;
1343 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1344 // if this is a glide card
1345 if(gr_screen.mode == GR_GLIDE){
1347 extern GrHwConfiguration hwconfig;
1350 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1351 Gf_critical = 15.0f;
1355 Gf_critical = 10.0f;
1360 Gf_critical = 15.0f;
1363 // d3d. only care about good cards here I guess (TNT)
1365 Gf_critical = 15.0f;
1368 // if this is a glide card
1369 if(gr_screen.mode == GR_GLIDE){
1371 extern GrHwConfiguration hwconfig;
1374 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1375 Gf_critical = 25.0f;
1379 Gf_critical = 20.0f;
1384 Gf_critical = 25.0f;
1387 // d3d. only care about good cards here I guess (TNT)
1389 Gf_critical = 25.0f;
1394 extern float Framerate;
1395 void game_framerate_check()
1399 // if the current framerate is above the critical level, add frametime
1400 if(Framerate >= Gf_critical){
1401 Gf_critical_time += flFrametime;
1404 if(!Show_framerate){
1408 // display if we're above the critical framerate
1409 if(Framerate < Gf_critical){
1410 gr_set_color_fast(&Color_bright_red);
1411 gr_string(200, y_start, "Framerate warning");
1416 // display our current pct of good frametime
1417 if(f2fl(Missiontime) >= 0.0f){
1418 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1421 gr_set_color_fast(&Color_bright_green);
1423 gr_set_color_fast(&Color_bright_red);
1426 gr_printf(200, y_start, "%d%%", (int)pct);
1433 // Adds a flash effect. These can be positive or negative.
1434 // The range will get capped at around -1 to 1, so stick
1435 // with a range like that.
1436 void game_flash( float r, float g, float b )
1438 Game_flash_red += r;
1439 Game_flash_green += g;
1440 Game_flash_blue += b;
1442 if ( Game_flash_red < -1.0f ) {
1443 Game_flash_red = -1.0f;
1444 } else if ( Game_flash_red > 1.0f ) {
1445 Game_flash_red = 1.0f;
1448 if ( Game_flash_green < -1.0f ) {
1449 Game_flash_green = -1.0f;
1450 } else if ( Game_flash_green > 1.0f ) {
1451 Game_flash_green = 1.0f;
1454 if ( Game_flash_blue < -1.0f ) {
1455 Game_flash_blue = -1.0f;
1456 } else if ( Game_flash_blue > 1.0f ) {
1457 Game_flash_blue = 1.0f;
1462 // Adds a flash for Big Ship explosions
1463 // cap range from 0 to 1
1464 void big_explosion_flash(float flash)
1466 Big_expl_flash.flash_start = timestamp(1);
1470 } else if (flash < 0.0f) {
1474 Big_expl_flash.max_flash_intensity = flash;
1475 Big_expl_flash.cur_flash_intensity = 0.0f;
1478 // Amount to diminish palette towards normal, per second.
1479 #define DIMINISH_RATE 0.75f
1480 #define SUN_DIMINISH_RATE 6.00f
1484 float sn_glare_scale = 1.7f;
1487 dc_get_arg(ARG_FLOAT);
1488 sn_glare_scale = Dc_arg_float;
1491 float Supernova_last_glare = 0.0f;
1492 void game_sunspot_process(float frametime)
1496 float Sun_spot_goal = 0.0f;
1499 sn_stage = supernova_active();
1501 // sunspot differently based on supernova stage
1503 // approaching. player still in control
1506 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1509 light_get_global_dir(&light_dir, 0);
1511 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1514 // scale it some more
1515 dot = dot * (0.5f + (pct * 0.5f));
1518 Sun_spot_goal += (dot * sn_glare_scale);
1521 // draw the sun glow
1522 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1523 // draw the glow for this sun
1524 stars_draw_sun_glow(0);
1527 Supernova_last_glare = Sun_spot_goal;
1530 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1533 Sun_spot_goal = 0.9f;
1534 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1536 if(Sun_spot_goal > 1.0f){
1537 Sun_spot_goal = 1.0f;
1540 Sun_spot_goal *= sn_glare_scale;
1541 Supernova_last_glare = Sun_spot_goal;
1544 // fade to white. display dead popup
1547 Supernova_last_glare += (2.0f * flFrametime);
1548 if(Supernova_last_glare > 2.0f){
1549 Supernova_last_glare = 2.0f;
1552 Sun_spot_goal = Supernova_last_glare;
1559 // check sunspots for all suns
1560 n_lights = light_get_global_count();
1563 for(idx=0; idx<n_lights; idx++){
1564 //(vector *eye_pos, matrix *eye_orient)
1565 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1568 light_get_global_dir(&light_dir, idx);
1570 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1572 Sun_spot_goal += (float)pow(dot,85.0f);
1574 // draw the glow for this sun
1575 stars_draw_sun_glow(idx);
1577 Sun_spot_goal = 0.0f;
1583 Sun_spot_goal = 0.0f;
1587 float dec_amount = frametime*SUN_DIMINISH_RATE;
1589 if ( Sun_spot < Sun_spot_goal ) {
1590 Sun_spot += dec_amount;
1591 if ( Sun_spot > Sun_spot_goal ) {
1592 Sun_spot = Sun_spot_goal;
1594 } else if ( Sun_spot > Sun_spot_goal ) {
1595 Sun_spot -= dec_amount;
1596 if ( Sun_spot < Sun_spot_goal ) {
1597 Sun_spot = Sun_spot_goal;
1603 // Call once a frame to diminish the
1604 // flash effect to 0.
1605 void game_flash_diminish(float frametime)
1607 float dec_amount = frametime*DIMINISH_RATE;
1609 if ( Game_flash_red > 0.0f ) {
1610 Game_flash_red -= dec_amount;
1611 if ( Game_flash_red < 0.0f )
1612 Game_flash_red = 0.0f;
1614 Game_flash_red += dec_amount;
1615 if ( Game_flash_red > 0.0f )
1616 Game_flash_red = 0.0f;
1619 if ( Game_flash_green > 0.0f ) {
1620 Game_flash_green -= dec_amount;
1621 if ( Game_flash_green < 0.0f )
1622 Game_flash_green = 0.0f;
1624 Game_flash_green += dec_amount;
1625 if ( Game_flash_green > 0.0f )
1626 Game_flash_green = 0.0f;
1629 if ( Game_flash_blue > 0.0f ) {
1630 Game_flash_blue -= dec_amount;
1631 if ( Game_flash_blue < 0.0f )
1632 Game_flash_blue = 0.0f;
1634 Game_flash_blue += dec_amount;
1635 if ( Game_flash_blue > 0.0f )
1636 Game_flash_blue = 0.0f;
1639 // update big_explosion_cur_flash
1640 #define TIME_UP 1500
1641 #define TIME_DOWN 2500
1642 int duration = TIME_UP + TIME_DOWN;
1643 int time = timestamp_until(Big_expl_flash.flash_start);
1644 if (time > -duration) {
1646 if (time < TIME_UP) {
1647 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1650 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1654 if ( Use_palette_flash ) {
1656 // static int or=0, og=0, ob=0;
1658 // Change the 200 to change the color range of colors.
1659 r = fl2i( Game_flash_red*128.0f );
1660 g = fl2i( Game_flash_green*128.0f );
1661 b = fl2i( Game_flash_blue*128.0f );
1663 if ( Sun_spot > 0.0f ) {
1664 r += fl2i(Sun_spot*128.0f);
1665 g += fl2i(Sun_spot*128.0f);
1666 b += fl2i(Sun_spot*128.0f);
1669 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1670 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1671 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1672 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1675 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1676 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1677 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1679 if ( (r!=0) || (g!=0) || (b!=0) ) {
1680 gr_flash( r, g, b );
1682 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1693 void game_level_close()
1695 // De-Initialize the game subsystems
1696 event_music_level_close();
1697 game_stop_looped_sounds();
1699 obj_snd_level_close(); // uninit object-linked persistant sounds
1700 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1701 anim_level_close(); // stop and clean up any anim instances
1702 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1703 shockwave_level_close();
1704 fireball_level_close();
1706 mission_event_shutdown();
1707 asteroid_level_close();
1708 model_cache_reset(); // Reset/free all the model caching stuff
1709 flak_level_close(); // unload flak stuff
1710 neb2_level_close(); // shutdown gaseous nebula stuff
1713 mflash_level_close();
1714 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1716 audiostream_unpause_all();
1721 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1722 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1723 void game_level_init(int seed)
1725 // seed the random number generator
1727 // if no seed was passed, seed the generator either from the time value, or from the
1728 // netgame security flags -- ensures that all players in multiplayer game will have the
1729 // same randon number sequence (with static rand functions)
1730 if ( Game_mode & GM_NORMAL ) {
1731 Game_level_seed = time(NULL);
1733 Game_level_seed = Netgame.security;
1736 // mwa 9/17/98 -- maybe this assert isn't needed????
1737 Assert( !(Game_mode & GM_MULTIPLAYER) );
1738 Game_level_seed = seed;
1740 srand( Game_level_seed );
1742 // semirand function needs to get re-initted every time in multiplayer
1743 if ( Game_mode & GM_MULTIPLAYER ){
1749 Key_normal_game = (Game_mode & GM_NORMAL);
1752 Game_shudder_time = -1;
1754 // Initialize the game subsystems
1755 // timestamp_reset(); // Must be inited before everything else
1757 game_reset_time(); // resets time, and resets saved time too
1759 obj_init(); // Must be inited before the other systems
1760 model_free_all(); // Free all existing models
1761 mission_brief_common_init(); // Free all existing briefing/debriefing text
1762 weapon_level_init();
1763 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1765 player_level_init();
1766 shipfx_flash_init(); // Init the ship gun flash system.
1767 game_flash_reset(); // Reset the flash effect
1768 particle_init(); // Reset the particle system
1772 shield_hit_init(); // Initialize system for showing shield hits
1773 radar_mission_init();
1774 mission_init_goals();
1777 obj_snd_level_init(); // init object-linked persistant sounds
1779 shockwave_level_init();
1780 afterburner_level_init();
1781 scoring_level_init( &Player->stats );
1783 asteroid_level_init();
1784 control_config_clear_used_status();
1785 collide_ship_ship_sounds_init();
1787 Pre_player_entry = 1; // Means the player has not yet entered.
1788 Entry_delay_time = 0; // Could get overwritten in mission read.
1789 fireball_preload(); // page in warphole bitmaps
1791 flak_level_init(); // initialize flak - bitmaps, etc
1792 ct_level_init(); // initialize ships contrails, etc
1793 awacs_level_init(); // initialize AWACS
1794 beam_level_init(); // initialize beam weapons
1795 mflash_level_init();
1797 supernova_level_init();
1799 // multiplayer dogfight hack
1802 shipfx_engine_wash_level_init();
1806 Last_view_target = NULL;
1811 // campaign wasn't ended
1812 Campaign_ended_in_mission = 0;
1815 // called when a mission is over -- does server specific stuff.
1816 void freespace_stop_mission()
1819 Game_mode &= ~GM_IN_MISSION;
1822 // called at frame interval to process networking stuff
1823 void game_do_networking()
1825 Assert( Net_player != NULL );
1826 if (!(Game_mode & GM_MULTIPLAYER)){
1830 // see if this player should be reading/writing data. Bit is set when at join
1831 // screen onward until quits back to main menu.
1832 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1836 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1839 multi_pause_do_frame();
1844 // Loads the best palette for this level, based
1845 // on nebula color and hud color. You could just call palette_load_table with
1846 // the appropriate filename, but who wants to do that.
1847 void game_load_palette()
1849 char palette_filename[1024];
1851 // We only use 3 hud colors right now
1853 Assert( HUD_config.main_color >= 0 );
1854 Assert( HUD_config.main_color <= 2 );
1857 Assert( Mission_palette >= 0 );
1858 Assert( Mission_palette <= 98 );
1861 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1862 strcpy( palette_filename, NOX("gamepalette-subspace") );
1864 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1867 mprintf(( "Loading palette %s\n", palette_filename ));
1869 palette_load_table(palette_filename);
1871 strcpy( palette_filename, NOX("gamepalette-subspace") );
1873 mprintf(( "Loading palette %s\n", palette_filename ));
1877 void game_post_level_init()
1879 // Stuff which gets called after mission is loaded. Because player isn't created until
1880 // after mission loads, some things must get initted after the level loads
1882 model_level_post_init();
1885 hud_setup_escort_list();
1886 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1892 game_event_debug_init();
1895 training_mission_init();
1896 asteroid_create_all();
1898 game_framerate_check_init();
1902 // An estimate as to how high the count passed to game_loading_callback will go.
1903 // This is just a guess, it seems to always be about the same. The count is
1904 // proportional to the code being executed, not the time, so this works good
1905 // for a bar, assuming the code does about the same thing each time you
1906 // load a level. You can find this value by looking at the return value
1907 // of game_busy_callback(NULL), which I conveniently print out to the
1908 // debug output window with the '=== ENDING LOAD ==' stuff.
1909 //#define COUNT_ESTIMATE 3706
1910 #define COUNT_ESTIMATE 1111
1912 int Game_loading_callback_inited = 0;
1914 int Game_loading_background = -1;
1915 anim * Game_loading_ani = NULL;
1916 anim_instance *Game_loading_ani_instance;
1917 int Game_loading_frame=-1;
1919 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1921 #if defined(FS1_DEMO)
1923 #elif defined(MAKE_FS1)
1934 // This gets called 10x per second and count is the number of times
1935 // game_busy() has been called since the current callback function
1937 void game_loading_callback(int count)
1939 game_do_networking();
1941 Assert( Game_loading_callback_inited==1 );
1942 Assert( Game_loading_ani != NULL );
1944 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1945 if ( framenum > Game_loading_ani->total_frames-1 ) {
1946 framenum = Game_loading_ani->total_frames-1;
1947 } else if ( framenum < 0 ) {
1952 while ( Game_loading_frame < framenum ) {
1953 Game_loading_frame++;
1954 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1958 if ( cbitmap > -1 ) {
1959 if ( Game_loading_background > -1 ) {
1960 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1964 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1965 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1966 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1968 bm_release(cbitmap);
1974 void game_loading_callback_init()
1976 Assert( Game_loading_callback_inited==0 );
1978 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1980 common_set_interface_palette("InterfacePalette"); // set the interface palette
1984 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1985 Assert( Game_loading_ani != NULL );
1986 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1987 Assert( Game_loading_ani_instance != NULL );
1988 Game_loading_frame = -1;
1990 Game_loading_callback_inited = 1;
1992 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1997 void game_loading_callback_close()
1999 Assert( Game_loading_callback_inited==1 );
2001 // Make sure bar shows all the way over.
2002 game_loading_callback(COUNT_ESTIMATE);
2004 int real_count = game_busy_callback( NULL );
2007 Game_loading_callback_inited = 0;
2010 mprintf(( "=================== ENDING LOAD ================\n" ));
2011 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
2012 mprintf(( "================================================\n" ));
2014 // to remove warnings in release build
2018 free_anim_instance(Game_loading_ani_instance);
2019 Game_loading_ani_instance = NULL;
2020 anim_free(Game_loading_ani);
2021 Game_loading_ani = NULL;
2023 bm_release( Game_loading_background );
2024 common_free_interface_palette(); // restore game palette
2025 Game_loading_background = -1;
2027 gr_set_font( FONT1 );
2030 // Update the sound environment (ie change EAX settings based on proximity to large ships)
2032 void game_maybe_update_sound_environment()
2034 // do nothing for now
2037 // Assign the sound environment for the game, based on the current mission
2039 void game_assign_sound_environment()
2042 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2043 Game_sound_env.id = SND_ENV_DRUGGED;
2044 Game_sound_env.volume = 0.800f;
2045 Game_sound_env.damping = 1.188f;
2046 Game_sound_env.decay = 6.392f;
2048 } else if (Num_asteroids > 30) {
2049 Game_sound_env.id = SND_ENV_AUDITORIUM;
2050 Game_sound_env.volume = 0.603f;
2051 Game_sound_env.damping = 0.5f;
2052 Game_sound_env.decay = 4.279f;
2055 Game_sound_env = Game_default_sound_env;
2059 Game_sound_env = Game_default_sound_env;
2060 Game_sound_env_update_timestamp = timestamp(1);
2063 // function which gets called before actually entering the mission. It is broken down into a funciton
2064 // since it will get called in one place from a single player game and from another place for
2065 // a multiplayer game
2066 void freespace_mission_load_stuff()
2068 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2069 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2070 if(!(Game_mode & GM_STANDALONE_SERVER)){
2072 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2074 game_loading_callback_init();
2076 event_music_level_init(); // preloads the first 2 seconds for each event music track
2079 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2082 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2085 ship_assign_sound_all(); // assign engine sounds to ships
2086 game_assign_sound_environment(); // assign the sound environment for this mission
2089 // call function in missionparse.cpp to fixup player/ai stuff.
2090 mission_parse_fixup_players();
2093 // Load in all the bitmaps for this level
2098 game_loading_callback_close();
2100 // the only thing we need to call on the standalone for now.
2102 // call function in missionparse.cpp to fixup player/ai stuff.
2103 mission_parse_fixup_players();
2105 // Load in all the bitmaps for this level
2111 uint load_mission_load;
2112 uint load_post_level_init;
2113 uint load_mission_stuff;
2115 // tells the server to load the mission and initialize structures
2116 int game_start_mission()
2118 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2120 load_gl_init = time(NULL);
2122 load_gl_init = time(NULL) - load_gl_init;
2124 if (Game_mode & GM_MULTIPLAYER) {
2125 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2127 // clear multiplayer stats
2128 init_multiplayer_stats();
2131 load_mission_load = time(NULL);
2132 if (mission_load()) {
2133 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2134 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2135 gameseq_post_event(GS_EVENT_MAIN_MENU);
2137 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2142 load_mission_load = time(NULL) - load_mission_load;
2144 // If this is a red alert mission in campaign mode, bash wingman status
2145 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2146 red_alert_bash_wingman_status();
2149 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2150 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2151 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2153 game_load_palette();
2157 load_post_level_init = time(NULL);
2158 game_post_level_init();
2159 load_post_level_init = time(NULL) - load_post_level_init;
2163 void Do_model_timings_test();
2164 Do_model_timings_test();
2168 load_mission_stuff = time(NULL);
2169 freespace_mission_load_stuff();
2170 load_mission_stuff = time(NULL) - load_mission_stuff;
2175 int Interface_framerate = 0;
2178 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2179 DCF_BOOL( show_framerate, Show_framerate )
2180 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2181 DCF_BOOL( show_target_weapons, Show_target_weapons )
2182 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2183 DCF_BOOL( sound, Sound_enabled )
2184 DCF_BOOL( zbuffer, game_zbuffer )
2185 DCF_BOOL( shield_system, New_shield_system )
2186 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2187 DCF_BOOL( player_attacking, Player_attacking_enabled )
2188 DCF_BOOL( show_waypoints, Show_waypoints )
2189 DCF_BOOL( show_area_effect, Show_area_effect )
2190 DCF_BOOL( show_net_stats, Show_net_stats )
2191 DCF_BOOL( log, Log_debug_output_to_file )
2192 DCF_BOOL( training_msg_method, Training_msg_method )
2193 DCF_BOOL( show_player_pos, Show_player_pos )
2194 DCF_BOOL(i_framerate, Interface_framerate )
2196 DCF(show_mem,"Toggles showing mem usage")
2199 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2200 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2201 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2202 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2208 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2210 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2211 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2215 DCF(show_cpu,"Toggles showing cpu usage")
2218 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2219 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2220 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2221 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2227 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2229 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2230 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2237 // AL 4-8-98: always allow players to display their framerate
2240 DCF_BOOL( show_framerate, Show_framerate )
2247 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2250 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2251 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2252 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2253 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2255 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2256 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2258 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2261 DCF(palette_flash,"Toggles palette flash effect on/off")
2264 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2265 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2266 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2267 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2269 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2270 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2273 int Use_low_mem = 0;
2275 DCF(low_mem,"Uses low memory settings regardless of RAM")
2278 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2279 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2280 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2281 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2283 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2284 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2286 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2292 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2295 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2296 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2297 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2298 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2300 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2301 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2302 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2306 int Framerate_delay = 0;
2308 float Freespace_gamma = 1.0f;
2310 DCF(gamma,"Sets Gamma factor")
2313 dc_get_arg(ARG_FLOAT|ARG_NONE);
2314 if ( Dc_arg_type & ARG_FLOAT ) {
2315 Freespace_gamma = Dc_arg_float;
2317 dc_printf( "Gamma reset to 1.0f\n" );
2318 Freespace_gamma = 1.0f;
2320 if ( Freespace_gamma < 0.1f ) {
2321 Freespace_gamma = 0.1f;
2322 } else if ( Freespace_gamma > 5.0f ) {
2323 Freespace_gamma = 5.0f;
2325 gr_set_gamma(Freespace_gamma);
2327 char tmp_gamma_string[32];
2328 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2329 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2333 dc_printf( "Usage: gamma <float>\n" );
2334 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2335 Dc_status = 0; // don't print status if help is printed. Too messy.
2339 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2348 Game_current_mission_filename[0] = 0;
2350 // seed the random number generator
2351 Game_init_seed = time(NULL);
2352 srand( Game_init_seed );
2354 Framerate_delay = 0;
2360 extern void bm_init();
2366 // Initialize the timer before the os
2372 //Initialize the libraries
2373 s1 = timer_get_milliseconds();
2374 if(cfile_init(Game_CDROM_dir)){ // initialize before calling any cfopen stuff!!!
2377 e1 = timer_get_milliseconds();
2379 // time a bunch of cfopens
2381 s2 = timer_get_milliseconds();
2383 for(int idx=0; idx<10000; idx++){
2384 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2389 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2391 e2 = timer_get_milliseconds();
2394 if (Is_standalone) {
2395 std_init_standalone();
2397 os_init( Osreg_class_name, Osreg_app_name );
2398 os_set_title(Osreg_title);
2401 // initialize localization module. Make sure this is down AFTER initialzing OS.
2402 // int t1 = timer_get_milliseconds();
2403 lcl_init( detect_lang() );
2405 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2407 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2410 // verify that he has a valid weapons.tbl
2411 verify_weapons_tbl();
2413 // Output version numbers to registry for auto patching purposes
2414 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2415 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2416 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2418 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2419 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2420 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2423 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2426 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2427 // show the FPS counter if the config file says so
2428 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2431 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2432 Asteroids_enabled = 1;
2435 /////////////////////////////
2437 /////////////////////////////
2442 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2443 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2445 if (!stricmp(ptr, NOX("no sound"))) {
2446 Cmdline_freespace_no_sound = 1;
2448 } else if (!stricmp(ptr, NOX("Aureal A3D"))) {
2450 } else if (!stricmp(ptr, NOX("EAX"))) {
2455 if (!Is_standalone) {
2456 snd_init(use_a3d, use_eax);
2458 /////////////////////////////
2460 /////////////////////////////
2462 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2465 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2467 // fire up the UpdateLauncher executable
2469 PROCESS_INFORMATION pi;
2471 memset( &si, 0, sizeof(STARTUPINFO) );
2474 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2475 NULL, // pointer to command line string
2476 NULL, // pointer to process security attributes
2477 NULL, // pointer to thread security attributes
2478 FALSE, // handle inheritance flag
2479 CREATE_DEFAULT_ERROR_MODE, // creation flags
2480 NULL, // pointer to new environment block
2481 NULL, // pointer to current directory name
2482 &si, // pointer to STARTUPINFO
2483 &pi // pointer to PROCESS_INFORMATION
2486 // If the Launcher could not be started up, let the user know
2488 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2497 if(!stricmp(ptr, "Aucune acc�l�ration 3D") || !stricmp(ptr, "Keine 3D-Beschleunigerkarte") || !stricmp(ptr, "No 3D acceleration")){
2499 MessageBox((HWND)os_get_window(), XSTR("Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it.", 1448), XSTR("Warning", 1449), MB_OK);
2507 // check for hi res pack file
2508 int has_sparky_hi = 0;
2510 // check if sparky_hi exists -- access mode 0 means does file exist
2511 #ifndef MAKE_FS1 // shoudn't have it so don't check
2514 if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2517 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2521 // see if we've got 32 bit in the string
2522 if(strstr(ptr, "32 bit")){
2529 if (!Is_standalone && ptr && (strstr(ptr, NOX("3DFX Glide")))) {
2531 // always 640 for E3
2532 gr_init(GR_640, GR_GLIDE);
2534 // regular or hi-res ?
2536 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2538 if(strstr(ptr, NOX("(1024x768)"))){
2540 gr_init(GR_1024, GR_GLIDE);
2542 gr_init(GR_640, GR_GLIDE);
2545 } else if (!Is_standalone && ptr && (strstr(ptr, NOX("Direct 3D -") ))) {
2547 // always 640 for E3
2549 gr_init(GR_640, GR_DIRECT3D, depth);
2551 // regular or hi-res ?
2553 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2555 if(strstr(ptr, NOX("(1024x768)"))){
2559 gr_init(GR_1024, GR_DIRECT3D, depth);
2563 gr_init(GR_640, GR_DIRECT3D, depth);
2569 if ( Use_fullscreen_at_startup && !Is_standalone) {
2570 gr_init(GR_640, GR_DIRECTDRAW);
2572 gr_init(GR_640, GR_SOFTWARE);
2575 if ( !Is_standalone ) {
2576 gr_init(GR_640, GR_DIRECTDRAW);
2578 gr_init(GR_640, GR_SOFTWARE);
2583 if (!Is_standalone /* && ptr && (strstr(ptr, NOX("OpenGL"))) */) {
2584 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2585 gr_init(GR_1024, GR_OPENGL);
2587 gr_init(GR_640, GR_OPENGL);
2591 gr_init(GR_640, GR_SOFTWARE);
2593 #endif // !PLAT_UNIX
2596 extern int Gr_inited;
2597 if(trying_d3d && !Gr_inited){
2599 extern char Device_init_error[512];
2600 MessageBox( NULL, Device_init_error, "Error intializing Direct3D", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
2609 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2610 Freespace_gamma = (float)atof(ptr);
2611 if ( Freespace_gamma == 0.0f ) {
2612 Freespace_gamma = 1.80f;
2613 } else if ( Freespace_gamma < 0.1f ) {
2614 Freespace_gamma = 0.1f;
2615 } else if ( Freespace_gamma > 5.0f ) {
2616 Freespace_gamma = 5.0f;
2618 char tmp_gamma_string[32];
2619 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2620 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2622 gr_set_gamma(Freespace_gamma);
2624 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2627 display_title_screen();
2631 // attempt to load up master tracker registry info (login and password)
2632 Multi_tracker_id = -1;
2634 // pxo login and password
2635 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2637 nprintf(("Network","Error reading in PXO login data\n"));
2638 strcpy(Multi_tracker_login,"");
2640 strcpy(Multi_tracker_login,ptr);
2642 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2644 nprintf(("Network","Error reading PXO password\n"));
2645 strcpy(Multi_tracker_passwd,"");
2647 strcpy(Multi_tracker_passwd,ptr);
2650 // pxo squad name and password
2651 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2653 nprintf(("Network","Error reading in PXO squad name\n"));
2654 strcpy(Multi_tracker_squad_name, "");
2656 strcpy(Multi_tracker_squad_name, ptr);
2659 // If less than 48MB of RAM, use low memory model.
2660 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2661 mprintf(( "Using normal memory settings...\n" ));
2662 bm_set_low_mem(1); // Use every other frame of bitmaps
2664 mprintf(( "Using high memory settings...\n" ));
2665 bm_set_low_mem(0); // Use all frames of bitmaps
2668 // load non-darkening pixel defs
2669 palman_load_pixels();
2671 // hud shield icon stuff
2672 hud_shield_game_init();
2674 control_config_common_init(); // sets up localization stuff in the control config
2680 gamesnd_parse_soundstbl();
2685 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2690 player_controls_init();
2693 //if(!Is_standalone){
2701 ship_init(); // read in ships.tbl
2703 mission_campaign_init(); // load in the default campaign
2705 // navmap_init(); // init the navigation map system
2706 context_help_init();
2707 techroom_intel_init(); // parse species.tbl, load intel info
2709 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2710 init_animating_pointer();
2712 mission_brief_common_init(); // Mark all the briefing structures as empty.
2713 gr_font_init(); // loads up all fonts
2715 neb2_init(); // fullneb stuff
2719 player_tips_init(); // helpful tips
2722 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2723 pilot_load_pic_list();
2724 pilot_load_squad_pic_list();
2726 load_animating_pointer(NOX("cursor"), 0, 0);
2728 // initialize alpha colors
2729 alpha_colors_init();
2732 // Game_music_paused = 0;
2739 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2740 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2742 mprintf(("cfile_init() took %d\n", e1 - s1));
2743 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2746 char transfer_text[128];
2748 float Start_time = 0.0f;
2750 float Framerate = 0.0f;
2752 float Timing_total = 0.0f;
2753 float Timing_render2 = 0.0f;
2754 float Timing_render3 = 0.0f;
2755 float Timing_flip = 0.0f;
2756 float Timing_clear = 0.0f;
2758 MONITOR(NumPolysDrawn);
2764 void game_get_framerate()
2766 char text[128] = "";
2768 if ( frame_int == -1 ) {
2770 for (i=0; i<FRAME_FILTER; i++ ) {
2771 frametimes[i] = 0.0f;
2776 frametotal -= frametimes[frame_int];
2777 frametotal += flFrametime;
2778 frametimes[frame_int] = flFrametime;
2779 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2781 if ( frametotal != 0.0 ) {
2782 if ( Framecount >= FRAME_FILTER )
2783 Framerate = FRAME_FILTER / frametotal;
2785 Framerate = Framecount / frametotal;
2786 sprintf( text, NOX("FPS: %.1f"), Framerate );
2788 sprintf( text, NOX("FPS: ?") );
2792 if (Show_framerate) {
2793 gr_set_color_fast(&HUD_color_debug);
2794 gr_string( 570, 2, text );
2798 void game_show_framerate()
2802 cur_time = f2fl(timer_get_approx_seconds());
2803 if (cur_time - Start_time > 30.0f) {
2804 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2805 Start_time += 1000.0f;
2808 //mprintf(( "%s\n", text ));
2811 if ( Debug_dump_frames )
2815 // possibly show control checking info
2816 control_check_indicate();
2818 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2819 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2820 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2821 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2824 if ( Show_cpu == 1 ) {
2829 dy = gr_get_font_height() + 1;
2831 gr_set_color_fast(&HUD_color_debug);
2835 extern int D3D_textures_in;
2836 extern int D3D_textures_in_frame;
2837 extern int Glide_textures_in;
2838 extern int Glide_textures_in_frame;
2839 extern int Glide_explosion_vram;
2840 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2842 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 );
2844 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2848 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2850 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2852 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2854 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2856 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2861 extern int Num_pairs; // Number of object pairs that were checked.
2862 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2865 extern int Num_pairs_checked; // What percent of object pairs were checked.
2866 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2868 Num_pairs_checked = 0;
2872 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2875 if ( Timing_total > 0.01f ) {
2876 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2878 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2880 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2882 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2884 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2894 dy = gr_get_font_height() + 1;
2896 gr_set_color_fast(&HUD_color_debug);
2899 extern int TotalRam;
2900 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2905 extern int Model_ram;
2906 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2910 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2912 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2915 gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 ); // mem used to store game sound
2918 extern int D3D_textures_in;
2919 extern int Glide_textures_in;
2920 extern int Glide_textures_in_frame;
2921 extern int Glide_explosion_vram;
2922 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2924 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 );
2926 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2930 extern int GL_textures_in;
2931 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in)/1024 );
2938 if ( Show_player_pos ) {
2942 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));
2945 MONITOR_INC(NumPolys, modelstats_num_polys);
2946 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2947 MONITOR_INC(NumVerts, modelstats_num_verts );
2949 modelstats_num_polys = 0;
2950 modelstats_num_polys_drawn = 0;
2951 modelstats_num_verts = 0;
2952 modelstats_num_sortnorms = 0;
2956 void game_show_standalone_framerate()
2958 float frame_rate=30.0f;
2959 if ( frame_int == -1 ) {
2961 for (i=0; i<FRAME_FILTER; i++ ) {
2962 frametimes[i] = 0.0f;
2967 frametotal -= frametimes[frame_int];
2968 frametotal += flFrametime;
2969 frametimes[frame_int] = flFrametime;
2970 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2972 if ( frametotal != 0.0 ) {
2973 if ( Framecount >= FRAME_FILTER ){
2974 frame_rate = FRAME_FILTER / frametotal;
2976 frame_rate = Framecount / frametotal;
2979 std_set_standalone_fps(frame_rate);
2983 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2984 void game_show_time_left()
2988 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2989 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2990 // checking how much time is left
2992 if ( Mission_end_time == -1 ){
2996 diff = f2i(Mission_end_time - Missiontime);
2997 // be sure to bash to 0. diff could be negative on frame that we quit mission
3002 hud_set_default_color();
3003 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
3006 //========================================================================================
3007 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
3008 //========================================================================================
3012 DCF(ai_pause,"Pauses ai")
3015 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3016 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
3017 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
3018 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
3021 obj_init_all_ships_physics();
3024 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
3025 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
3028 DCF(single_step,"Single steps the game")
3031 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3032 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
3033 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
3034 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
3036 last_single_step = 0; // Make so single step waits a frame before stepping
3039 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
3040 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
3043 DCF_BOOL(physics_pause, physics_paused)
3044 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
3045 DCF_BOOL(ai_firing, Ai_firing_enabled )
3047 // Create some simple aliases to these commands...
3048 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
3049 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
3050 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
3051 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
3052 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
3055 //========================================================================================
3056 //========================================================================================
3059 void game_training_pause_do()
3063 key = game_check_key();
3065 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
3072 void game_increase_skill_level()
3075 if (Game_skill_level >= NUM_SKILL_LEVELS){
3076 Game_skill_level = 0;
3080 int Player_died_time;
3082 int View_percent = 100;
3085 DCF(view, "Sets the percent of the 3d view to render.")
3088 dc_get_arg(ARG_INT);
3089 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
3090 View_percent = Dc_arg_int;
3092 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
3098 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
3102 dc_printf("View is set to %d%%\n", View_percent );
3107 // Set the clip region for the 3d rendering window
3108 void game_set_view_clip()
3110 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
3111 // Set the clip region for the letterbox "dead view"
3112 int yborder = gr_screen.max_h/4;
3114 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
3115 // J.S. I've changed my ways!! See the new "no constants" code!!!
3116 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
3118 // Set the clip region for normal view
3119 if ( View_percent >= 100 ) {
3122 int xborder, yborder;
3124 if ( View_percent < 5 ) {
3128 float fp = i2fl(View_percent)/100.0f;
3129 int fi = fl2i(fl_sqrt(fp)*100.0f);
3130 if ( fi > 100 ) fi=100;
3132 xborder = ( gr_screen.max_w*(100-fi) )/200;
3133 yborder = ( gr_screen.max_h*(100-fi) )/200;
3135 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
3141 void show_debug_stuff()
3144 int laser_count = 0, missile_count = 0;
3146 for (i=0; i<MAX_OBJECTS; i++) {
3147 if (Objects[i].type == OBJ_WEAPON){
3148 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
3150 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
3156 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
3159 extern int Tool_enabled;
3164 int tst_bitmap = -1;
3166 float tst_offset, tst_offset_total;
3169 void game_tst_frame_pre()
3177 g3_rotate_vertex(&v, &tst_pos);
3178 g3_project_vertex(&v);
3181 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3185 // big ship? always tst
3187 // within 3000 meters
3188 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3192 // within 300 meters
3193 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3200 void game_tst_frame()
3210 tst_time = time(NULL);
3212 // load the tst bitmap
3213 switch((int)frand_range(0.0f, 3.0)){
3215 tst_bitmap = bm_load("ig_jim");
3217 mprintf(("TST 0\n"));
3221 tst_bitmap = bm_load("ig_kan");
3223 mprintf(("TST 1\n"));
3227 tst_bitmap = bm_load("ig_jim");
3229 mprintf(("TST 2\n"));
3233 tst_bitmap = bm_load("ig_kan");
3235 mprintf(("TST 3\n"));
3244 // get the tst bitmap dimensions
3246 bm_get_info(tst_bitmap, &w, &h);
3249 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3251 snd_play(&Snds[SND_VASUDAN_BUP]);
3253 // tst x and direction
3257 tst_offset_total = (float)w;
3258 tst_offset = (float)w;
3260 tst_x = (float)gr_screen.max_w;
3261 tst_offset_total = (float)-w;
3262 tst_offset = (float)w;
3270 float diff = (tst_offset_total / 0.5f) * flFrametime;
3276 tst_offset -= fl_abs(diff);
3277 } else if(tst_mode == 2){
3280 tst_offset -= fl_abs(diff);
3284 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3285 gr_bitmap((int)tst_x, (int)tst_y);
3288 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3292 // if we passed the switch point
3293 if(tst_offset <= 0.0f){
3298 tst_stamp = timestamp(1000);
3299 tst_offset = fl_abs(tst_offset_total);
3310 void game_tst_mark(object *objp, ship *shipp)
3319 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3322 sip = &Ship_info[shipp->ship_info_index];
3329 tst_pos = objp->pos;
3330 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3336 extern void render_shields();
3338 void player_repair_frame(float frametime)
3340 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3342 for(idx=0;idx<MAX_PLAYERS;idx++){
3345 np = &Net_players[idx];
3347 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)){
3349 // don't rearm/repair if the player is dead or dying/departing
3350 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3351 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3356 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3357 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3363 #define NUM_FRAMES_TEST 300
3364 #define NUM_MIXED_SOUNDS 16
3365 void do_timing_test(float flFrametime)
3367 static int framecount = 0;
3368 static int test_running = 0;
3369 static float test_time = 0.0f;
3371 static int snds[NUM_MIXED_SOUNDS];
3374 if ( test_running ) {
3376 test_time += flFrametime;
3377 if ( framecount >= NUM_FRAMES_TEST ) {
3379 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3380 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3385 if ( Test_begin == 1 ) {
3391 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3394 // start looping digital sounds
3395 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3396 snds[i] = snd_play_looping( &Snds[i], 0.0f, -1, -1);
3403 DCF(dcf_fov, "Change the field of view")
3406 dc_get_arg(ARG_FLOAT|ARG_NONE);
3407 if ( Dc_arg_type & ARG_NONE ) {
3408 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3409 dc_printf( "Zoom factor reset\n" );
3411 if ( Dc_arg_type & ARG_FLOAT ) {
3412 if (Dc_arg_float < 0.25f) {
3413 Viewer_zoom = 0.25f;
3414 dc_printf("Zoom factor pinned at 0.25.\n");
3415 } else if (Dc_arg_float > 1.25f) {
3416 Viewer_zoom = 1.25f;
3417 dc_printf("Zoom factor pinned at 1.25.\n");
3419 Viewer_zoom = Dc_arg_float;
3425 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3428 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3432 DCF(framerate_cap, "Sets the framerate cap")
3435 dc_get_arg(ARG_INT);
3436 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3437 Framerate_cap = Dc_arg_int;
3439 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3445 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3446 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3447 dc_printf("[n] must be from 1 to 120.\n");
3451 if ( Framerate_cap )
3452 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3454 dc_printf("There is no framerate cap currently active.\n");
3458 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3459 int Show_viewing_from_self = 0;
3461 void say_view_target()
3463 object *view_target;
3465 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3466 view_target = &Objects[Player_ai->target_objnum];
3468 view_target = Player_obj;
3470 if (Game_mode & GM_DEAD) {
3471 if (Player_ai->target_objnum != -1)
3472 view_target = &Objects[Player_ai->target_objnum];
3475 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3476 if (view_target != Player_obj){
3478 char *view_target_name = NULL;
3479 switch(Objects[Player_ai->target_objnum].type) {
3481 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3484 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3485 Viewer_mode &= ~VM_OTHER_SHIP;
3487 case OBJ_JUMP_NODE: {
3488 char jump_node_name[128];
3489 strcpy(jump_node_name, XSTR( "jump node", 184));
3490 view_target_name = jump_node_name;
3491 Viewer_mode &= ~VM_OTHER_SHIP;
3500 if ( view_target_name ) {
3501 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3502 Show_viewing_from_self = 1;
3505 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3506 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3507 Show_viewing_from_self = 1;
3509 if (Show_viewing_from_self)
3510 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3515 Last_view_target = view_target;
3519 float Game_hit_x = 0.0f;
3520 float Game_hit_y = 0.0f;
3522 // Reset at the beginning of each frame
3523 void game_whack_reset()
3529 // Apply a 2d whack to the player
3530 void game_whack_apply( float x, float y )
3532 // Do some force feedback
3533 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3539 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3542 // call to apply a "shudder"
3543 void game_shudder_apply(int time, float intensity)
3545 Game_shudder_time = timestamp(time);
3546 Game_shudder_total = time;
3547 Game_shudder_intensity = intensity;
3550 #define FF_SCALE 10000
3551 void apply_hud_shake(matrix *eye_orient)
3553 if (Viewer_obj == Player_obj) {
3554 physics_info *pi = &Player_obj->phys_info;
3562 // Make eye shake due to afterburner
3563 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3566 dtime = timestamp_until(pi->afterburner_decay);
3570 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3571 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3574 // Make eye shake due to engine wash
3576 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3579 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3580 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3582 // get the intensity
3583 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3587 vm_vec_rand_vec_quick(&rand_vec);
3590 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3594 // make hud shake due to shuddering
3595 if(Game_shudder_time != -1){
3596 // if the timestamp has elapsed
3597 if(timestamp_elapsed(Game_shudder_time)){
3598 Game_shudder_time = -1;
3600 // otherwise apply some shudder
3604 dtime = timestamp_until(Game_shudder_time);
3608 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));
3609 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));
3614 vm_angles_2_matrix(&tm, &tangles);
3615 Assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3616 Assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3617 Assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3618 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3623 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3625 // Player's velocity just before he blew up. Used to keep camera target moving.
3626 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3628 // Set eye_pos and eye_orient based on view mode.
3629 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3633 static int last_Viewer_mode = 0;
3634 static int last_Game_mode = 0;
3635 static int last_Viewer_objnum = -1;
3637 // This code is supposed to detect camera "cuts"... like going between
3640 // determine if we need to regenerate the nebula
3641 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3642 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3643 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3644 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3645 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3646 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3647 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3648 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3649 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3652 // regenerate the nebula
3656 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3657 //mprintf(( "************** Camera cut! ************\n" ));
3658 last_Viewer_mode = Viewer_mode;
3659 last_Game_mode = Game_mode;
3661 // Camera moved. Tell stars & debris to not do blurring.
3667 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3668 player_display_packlock_view();
3671 game_set_view_clip();
3673 if (Game_mode & GM_DEAD) {
3674 vector vec_to_deader, view_pos;
3677 Viewer_mode |= VM_DEAD_VIEW;
3679 if (Player_ai->target_objnum != -1) {
3680 int view_from_player = 1;
3682 if (Viewer_mode & VM_OTHER_SHIP) {
3683 // View from target.
3684 Viewer_obj = &Objects[Player_ai->target_objnum];
3686 last_Viewer_objnum = Player_ai->target_objnum;
3688 if ( Viewer_obj->type == OBJ_SHIP ) {
3689 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3690 view_from_player = 0;
3693 last_Viewer_objnum = -1;
3696 if ( view_from_player ) {
3697 // View target from player ship.
3699 *eye_pos = Player_obj->pos;
3700 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3701 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3704 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3706 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3707 dist += flFrametime * 16.0f;
3709 vm_vec_scale(&vec_to_deader, -dist);
3710 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3712 view_pos = Player_obj->pos;
3714 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3715 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3716 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3717 Dead_player_last_vel = Player_obj->phys_info.vel;
3718 //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));
3719 } else if (Player_ai->target_objnum != -1) {
3720 view_pos = Objects[Player_ai->target_objnum].pos;
3722 // Make camera follow explosion, but gradually slow down.
3723 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3724 view_pos = Player_obj->pos;
3725 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3726 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3729 *eye_pos = Dead_camera_pos;
3731 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3733 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3738 // if supernova shockwave
3739 if(supernova_camera_cut()){
3743 // call it dead view
3744 Viewer_mode |= VM_DEAD_VIEW;
3746 // set eye pos and orient
3747 supernova_set_view(eye_pos, eye_orient);
3749 // If already blown up, these other modes can override.
3750 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3751 Viewer_mode &= ~VM_DEAD_VIEW;
3753 Viewer_obj = Player_obj;
3755 if (Viewer_mode & VM_OTHER_SHIP) {
3756 if (Player_ai->target_objnum != -1){
3757 Viewer_obj = &Objects[Player_ai->target_objnum];
3758 last_Viewer_objnum = Player_ai->target_objnum;
3760 Viewer_mode &= ~VM_OTHER_SHIP;
3761 last_Viewer_objnum = -1;
3764 last_Viewer_objnum = -1;
3767 if (Viewer_mode & VM_EXTERNAL) {
3770 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3771 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3773 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3775 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3776 vm_vec_normalize(&eye_dir);
3777 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3780 // Modify the orientation based on head orientation.
3781 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3783 } else if ( Viewer_mode & VM_CHASE ) {
3786 if ( Viewer_obj->phys_info.speed < 0.1 )
3787 move_dir = Viewer_obj->orient.v.fvec;
3789 move_dir = Viewer_obj->phys_info.vel;
3790 vm_vec_normalize(&move_dir);
3793 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3794 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3795 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3796 vm_vec_normalize(&eye_dir);
3798 // JAS: I added the following code because if you slew up using
3799 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3800 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3801 // call because the up and the forward vector are the same. I fixed
3802 // it by adding in a fraction of the right vector all the time to the
3804 vector tmp_up = Viewer_obj->orient.v.uvec;
3805 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3807 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3810 // Modify the orientation based on head orientation.
3811 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3812 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3813 *eye_pos = Camera_pos;
3815 ship * shipp = &Ships[Player_obj->instance];
3817 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3818 vm_vec_normalize(&eye_dir);
3819 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3822 // get an eye position based upon the correct type of object
3823 switch(Viewer_obj->type){
3825 // make a call to get the eye point for the player object
3826 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3829 // make a call to get the eye point for the player object
3830 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3836 #ifdef JOHNS_DEBUG_CODE
3837 john_debug_stuff(&eye_pos, &eye_orient);
3843 apply_hud_shake(eye_orient);
3845 // setup neb2 rendering
3846 neb2_render_setup(eye_pos, eye_orient);
3850 extern void ai_debug_render_stuff();
3853 int Game_subspace_effect = 0;
3854 DCF_BOOL( subspace, Game_subspace_effect );
3856 // Does everything needed to render a frame
3857 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3861 g3_start_frame(game_zbuffer);
3862 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3864 // maybe offset the HUD (jitter stuff)
3865 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3866 HUD_set_offsets(Viewer_obj, !dont_offset);
3868 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3869 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3870 // must be done before ships are rendered
3871 if ( MULTIPLAYER_CLIENT ) {
3872 shield_point_multi_setup();
3875 if ( Game_subspace_effect ) {
3876 stars_draw(0,0,0,1);
3878 stars_draw(1,1,1,0);
3881 obj_render_all(obj_render);
3882 beam_render_all(); // render all beam weapons
3883 particle_render_all(); // render particles after everything else.
3884 trail_render_all(); // render missilie trails after everything else.
3885 mflash_render_all(); // render all muzzle flashes
3887 // Why do we not show the shield effect in these modes? Seems ok.
3888 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3892 // render nebula lightning
3895 // render local player nebula
3896 neb2_render_player();
3899 ai_debug_render_stuff();
3902 #ifndef RELEASE_REAL
3903 // game_framerate_check();
3907 extern void snd_spew_debug_info();
3908 snd_spew_debug_info();
3911 //================ END OF 3D RENDERING STUFF ====================
3915 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3916 hud_maybe_clear_head_area();
3917 anim_render_all(0, flFrametime);
3920 extern int Multi_display_netinfo;
3921 if(Multi_display_netinfo){
3922 extern void multi_display_netinfo();
3923 multi_display_netinfo();
3926 game_tst_frame_pre();
3929 do_timing_test(flFrametime);
3933 extern int OO_update_index;
3934 multi_rate_display(OO_update_index, 375, 0);
3939 extern void oo_display();
3946 //#define JOHNS_DEBUG_CODE 1
3948 #ifdef JOHNS_DEBUG_CODE
3949 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3951 //if ( key_pressed(SDLK_LSHIFT) )
3953 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3955 model_subsystem *turret = tsys->system_info;
3957 if (turret->type == SUBSYSTEM_TURRET ) {
3958 vector v.fvec, v.uvec;
3959 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3961 ship_model_start(tobj);
3963 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3964 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3965 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3967 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3969 ship_model_stop(tobj);
3979 // following function for dumping frames for purposes of building trailers.
3982 // function to toggle state of dumping every frame into PCX when playing the game
3983 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3987 if ( Debug_dump_frames == 0 ) {
3989 Debug_dump_frames = 15;
3990 Debug_dump_trigger = 0;
3991 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3992 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3995 Debug_dump_frames = 0;
3996 Debug_dump_trigger = 0;
3997 gr_dump_frame_stop();
3998 dc_printf( "Frame dumping is now OFF\n" );
4004 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
4008 if ( Debug_dump_frames == 0 ) {
4010 Debug_dump_frames = 15;
4011 Debug_dump_trigger = 1;
4012 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4013 dc_printf( "Frame dumping at 15 hz is now ON\n" );
4016 Debug_dump_frames = 0;
4017 Debug_dump_trigger = 0;
4018 gr_dump_frame_stop();
4019 dc_printf( "Frame dumping is now OFF\n" );
4025 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
4029 if ( Debug_dump_frames == 0 ) {
4031 Debug_dump_frames = 30;
4032 Debug_dump_trigger = 0;
4033 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4034 dc_printf( "Frame dumping at 30 hz is now ON\n" );
4037 Debug_dump_frames = 0;
4038 Debug_dump_trigger = 0;
4039 gr_dump_frame_stop();
4040 dc_printf( "Frame dumping is now OFF\n" );
4046 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
4050 if ( Debug_dump_frames == 0 ) {
4052 Debug_dump_frames = 30;
4053 Debug_dump_trigger = 1;
4054 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4055 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
4058 Debug_dump_frames = 0;
4059 Debug_dump_trigger = 0;
4060 gr_dump_frame_stop();
4061 dc_printf( "Triggered frame dumping is now OFF\n" );
4067 void game_maybe_dump_frame()
4069 if ( !Debug_dump_frames ){
4073 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
4080 Debug_dump_frame_num++;
4086 extern int Player_dead_state;
4088 // Flip the page and time how long it took.
4089 void game_flip_page_and_time_it()
4094 t1 = timer_get_fixed_seconds();
4096 t2 = timer_get_fixed_seconds();
4099 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
4100 sprintf( transfer_text, NOX("%ld MB/s"), fixmuldiv(t,65,d) );
4107 void game_simulation_frame()
4109 // blow ships up in multiplayer dogfight
4110 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){
4111 // blow up all non-player ships
4112 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
4115 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
4117 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)){
4118 moveup = GET_NEXT(moveup);
4121 shipp = &Ships[Objects[moveup->objnum].instance];
4122 sip = &Ship_info[shipp->ship_info_index];
4124 // only blow up small ships
4125 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
4126 // function to simply explode a ship where it is currently at
4127 ship_self_destruct( &Objects[moveup->objnum] );
4130 moveup = GET_NEXT(moveup);
4136 // process AWACS stuff - do this first thing
4139 // single player, set Player hits_this_frame to 0
4140 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
4141 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
4142 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
4146 supernova_process();
4147 if(supernova_active() >= 5){
4151 // fire targeting lasers now so that
4152 // 1 - created this frame
4153 // 2 - collide this frame
4154 // 3 - render this frame
4155 // 4 - ignored and deleted next frame
4156 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
4158 ship_process_targeting_lasers();
4160 // do this here so that it works for multiplayer
4162 // get viewer direction
4163 int viewer_direction = PHYSICS_VIEWER_REAR;
4165 if(Viewer_mode == 0){
4166 viewer_direction = PHYSICS_VIEWER_FRONT;
4168 if(Viewer_mode & VM_PADLOCK_UP){
4169 viewer_direction = PHYSICS_VIEWER_UP;
4171 else if(Viewer_mode & VM_PADLOCK_REAR){
4172 viewer_direction = PHYSICS_VIEWER_REAR;
4174 else if(Viewer_mode & VM_PADLOCK_LEFT){
4175 viewer_direction = PHYSICS_VIEWER_LEFT;
4177 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4178 viewer_direction = PHYSICS_VIEWER_RIGHT;
4181 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4183 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4186 #define VM_PADLOCK_UP (1 << 7)
4187 #define VM_PADLOCK_REAR (1 << 8)
4188 #define VM_PADLOCK_LEFT (1 << 9)
4189 #define VM_PADLOCK_RIGHT (1 << 10)
4191 // evaluate mission departures and arrivals before we process all objects.
4192 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4194 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4195 // ships/wing packets.
4196 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4197 mission_parse_eval_stuff();
4200 // if we're an observer, move ourselves seperately from the standard physics
4201 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4202 obj_observer_move(flFrametime);
4205 // move all the objects now
4206 obj_move_all(flFrametime);
4208 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4209 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4210 // ship_check_cargo_all();
4211 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4212 mission_eval_goals();
4216 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4217 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4218 training_check_objectives();
4221 // do all interpolation now
4222 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4223 // client side processing of warping in effect stages
4224 multi_do_client_warp(flFrametime);
4226 // client side movement of an observer
4227 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4228 obj_observer_move(flFrametime);
4231 // move all objects - does interpolation now as well
4232 obj_move_all(flFrametime);
4235 // only process the message queue when the player is "in" the game
4236 if ( !Pre_player_entry ){
4237 message_queue_process(); // process any messages send to the player
4240 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4241 message_maybe_distort(); // maybe distort incoming message if comms damaged
4242 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4243 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4244 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4247 if(!(Game_mode & GM_STANDALONE_SERVER)){
4248 // process some stuff every frame (before frame is rendered)
4249 emp_process_local();
4251 hud_update_frame(); // update hud systems
4253 if (!physics_paused) {
4254 // Move particle system
4255 particle_move_all(flFrametime);
4257 // Move missile trails
4258 trail_move_all(flFrametime);
4260 // process muzzle flashes
4261 mflash_process_all();
4263 // Flash the gun flashes
4264 shipfx_flash_do_frame(flFrametime);
4266 shockwave_move_all(flFrametime); // update all the shockwaves
4269 // subspace missile strikes
4272 obj_snd_do_frame(); // update the object-linked persistant sounds
4273 game_maybe_update_sound_environment();
4274 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4276 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4278 if ( Game_subspace_effect ) {
4279 game_start_subspace_ambient_sound();
4285 // Maybe render and process the dead-popup
4286 void game_maybe_do_dead_popup(float frametime)
4288 if ( popupdead_is_active() ) {
4290 int choice = popupdead_do_frame(frametime);
4292 if ( Game_mode & GM_NORMAL ) {
4296 if(game_do_cd_mission_check(Game_current_mission_filename)){
4297 gameseq_post_event(GS_EVENT_ENTER_GAME);
4299 gameseq_post_event(GS_EVENT_MAIN_MENU);
4304 gameseq_post_event(GS_EVENT_END_GAME);
4309 if(game_do_cd_mission_check(Game_current_mission_filename)){
4310 gameseq_post_event(GS_EVENT_START_GAME);
4312 gameseq_post_event(GS_EVENT_MAIN_MENU);
4316 // this should only happen during a red alert mission
4319 Assert(The_mission.red_alert);
4320 if(!The_mission.red_alert){
4322 if(game_do_cd_mission_check(Game_current_mission_filename)){
4323 gameseq_post_event(GS_EVENT_START_GAME);
4325 gameseq_post_event(GS_EVENT_MAIN_MENU);
4330 // choose the previous mission
4331 mission_campaign_previous_mission();
4333 if(game_do_cd_mission_check(Game_current_mission_filename)){
4334 gameseq_post_event(GS_EVENT_START_GAME);
4336 gameseq_post_event(GS_EVENT_MAIN_MENU);
4347 case POPUPDEAD_DO_MAIN_HALL:
4348 multi_quit_game(PROMPT_NONE,-1);
4351 case POPUPDEAD_DO_RESPAWN:
4352 multi_respawn_normal();
4353 event_music_player_respawn();
4356 case POPUPDEAD_DO_OBSERVER:
4357 multi_respawn_observer();
4358 event_music_player_respawn_as_observer();
4367 if ( leave_popup ) {
4373 // returns true if player is actually in a game_play stats
4374 int game_actually_playing()
4378 state = gameseq_get_state();
4379 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4385 // Draw the 2D HUD gauges
4386 void game_render_hud_2d()
4388 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4392 HUD_render_2d(flFrametime);
4396 // Draw the 3D-dependant HUD gauges
4397 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4399 g3_start_frame(0); // 0 = turn zbuffering off
4400 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4402 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4403 HUD_render_3d(flFrametime);
4407 game_sunspot_process(flFrametime);
4409 // Diminish the palette effect
4410 game_flash_diminish(flFrametime);
4418 int actually_playing;
4419 fix total_time1, total_time2;
4420 fix render2_time1=0, render2_time2=0;
4421 fix render3_time1=0, render3_time2=0;
4422 fix flip_time1=0, flip_time2=0;
4423 fix clear_time1=0, clear_time2=0;
4429 if (Framerate_delay) {
4430 int start_time = timer_get_milliseconds();
4431 while (timer_get_milliseconds() < start_time + Framerate_delay)
4437 demo_do_frame_start();
4439 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4444 // start timing frame
4445 timing_frame_start();
4447 total_time1 = timer_get_fixed_seconds();
4449 // var to hold which state we are in
4450 actually_playing = game_actually_playing();
4452 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4453 if (!(Game_mode & GM_STANDALONE_SERVER)){
4454 Assert( OBJ_INDEX(Player_obj) >= 0 );
4458 if (Missiontime > Entry_delay_time){
4459 Pre_player_entry = 0;
4461 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4464 // Note: These are done even before the player enters, else buffers can overflow.
4465 if (! (Game_mode & GM_STANDALONE_SERVER)){
4469 shield_frame_init();
4471 if ( Player->control_mode != PCM_NORMAL )
4474 if ( !Pre_player_entry && actually_playing ) {
4475 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4477 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4478 game_process_keys();
4480 // don't read flying controls if we're playing a demo back
4481 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4482 read_player_controls( Player_obj, flFrametime);
4486 // if we're not the master, we may have to send the server-critical ship status button_info bits
4487 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4488 multi_maybe_send_ship_status();
4493 // Reset the whack stuff
4496 // These two lines must be outside of Pre_player_entry code,
4497 // otherwise too many lights are added.
4500 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4504 game_simulation_frame();
4506 // if not actually in a game play state, then return. This condition could only be true in
4507 // a multiplayer game.
4508 if ( !actually_playing ) {
4509 Assert( Game_mode & GM_MULTIPLAYER );
4513 if (!Pre_player_entry) {
4514 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4515 clear_time1 = timer_get_fixed_seconds();
4516 // clear the screen to black
4518 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4522 clear_time2 = timer_get_fixed_seconds();
4523 render3_time1 = timer_get_fixed_seconds();
4524 game_render_frame_setup(&eye_pos, &eye_orient);
4525 game_render_frame( &eye_pos, &eye_orient );
4527 // save the eye position and orientation
4528 if ( Game_mode & GM_MULTIPLAYER ) {
4529 Net_player->s_info.eye_pos = eye_pos;
4530 Net_player->s_info.eye_orient = eye_orient;
4533 hud_show_target_model();
4535 // check to see if we should display the death died popup
4536 if(Game_mode & GM_DEAD_BLEW_UP){
4537 if(Game_mode & GM_MULTIPLAYER){
4538 // catch the situation where we're supposed to be warping out on this transition
4539 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4540 gameseq_post_event(GS_EVENT_DEBRIEF);
4541 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4542 Player_died_popup_wait = -1;
4546 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4547 Player_died_popup_wait = -1;
4553 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4554 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4555 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4556 if(!popupdead_is_active()){
4560 Player_multi_died_check = -1;
4564 render3_time2 = timer_get_fixed_seconds();
4565 render2_time1 = timer_get_fixed_seconds();
4568 game_get_framerate();
4569 game_show_framerate();
4571 game_show_time_left();
4573 // Draw the 2D HUD gauges
4574 if(supernova_active() < 3){
4575 game_render_hud_2d();
4578 game_set_view_clip();
4580 // Draw 3D HUD gauges
4581 game_render_hud_3d(&eye_pos, &eye_orient);
4585 render2_time2 = timer_get_fixed_seconds();
4587 // maybe render and process the dead popup
4588 game_maybe_do_dead_popup(flFrametime);
4590 // start timing frame
4591 timing_frame_stop();
4592 // timing_display(30, 10);
4594 // If a regular popup is active, don't flip (popup code flips)
4595 if( !popup_running_state() ){
4596 flip_time1 = timer_get_fixed_seconds();
4597 game_flip_page_and_time_it();
4598 flip_time2 = timer_get_fixed_seconds();
4602 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4605 game_show_standalone_framerate();
4609 game_do_training_checks();
4612 // process lightning (nebula only)
4615 total_time2 = timer_get_fixed_seconds();
4617 // Got some timing numbers
4618 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4619 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4620 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4621 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4622 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4625 demo_do_frame_end();
4627 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4633 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4634 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4635 // died. This resulted in screwed up death sequences.
4637 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4638 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4639 static int timer_paused=0;
4640 #if defined(TIMER_TEST) && !defined(NDEBUG)
4641 static int stop_count,start_count;
4642 static int time_stopped,time_started;
4644 int saved_timestamp_ticker = -1;
4646 void game_reset_time()
4648 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4652 // Last_time = timer_get_fixed_seconds();
4658 void game_stop_time()
4660 if (timer_paused==0) {
4662 time = timer_get_fixed_seconds();
4663 // Save how much time progressed so far in the frame so we can
4664 // use it when we unpause.
4665 Last_delta_time = time - Last_time;
4667 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4668 if (Last_delta_time < 0) {
4669 #if defined(TIMER_TEST) && !defined(NDEBUG)
4670 Int3(); //get Matt!!!!
4672 Last_delta_time = 0;
4674 #if defined(TIMER_TEST) && !defined(NDEBUG)
4675 time_stopped = time;
4678 // Stop the timer_tick stuff...
4679 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4680 saved_timestamp_ticker = timestamp_ticker;
4684 #if defined(TIMER_TEST) && !defined(NDEBUG)
4689 void game_start_time()
4692 Assert(timer_paused >= 0);
4693 if (timer_paused==0) {
4695 time = timer_get_fixed_seconds();
4696 #if defined(TIMER_TEST) && !defined(NDEBUG)
4698 Int3(); //get Matt!!!!
4701 // Take current time, and set it backwards to account for time
4702 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4703 // will be correct when it goes to calculate the frametime next
4705 Last_time = time - Last_delta_time;
4706 #if defined(TIMER_TEST) && !defined(NDEBUG)
4707 time_started = time;
4710 // Restore the timer_tick stuff...
4711 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4712 Assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4713 timestamp_ticker = saved_timestamp_ticker;
4714 saved_timestamp_ticker = -1;
4717 #if defined(TIMER_TEST) && !defined(NDEBUG)
4723 void game_set_frametime(int state)
4726 float frame_cap_diff;
4728 thistime = timer_get_fixed_seconds();
4730 if ( Last_time == 0 )
4731 Frametime = F1_0 / 30;
4733 Frametime = thistime - Last_time;
4735 // Frametime = F1_0 / 30;
4737 fix debug_frametime = Frametime; // Just used to display frametime.
4739 // If player hasn't entered mission yet, make frame take 1/4 second.
4740 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4743 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4745 fix frame_speed = F1_0 / Debug_dump_frames;
4747 if (Frametime > frame_speed ){
4748 nprintf(("warning","slow frame: %x\n",Frametime));
4751 thistime = timer_get_fixed_seconds();
4752 Frametime = thistime - Last_time;
4753 } while (Frametime < frame_speed );
4755 Frametime = frame_speed;
4759 Assert( Framerate_cap > 0 );
4761 // Cap the framerate so it doesn't get too high.
4765 cap = F1_0/Framerate_cap;
4766 if (Frametime < cap) {
4767 thistime = cap - Frametime;
4768 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4769 Sleep( (DWORD)(f2fl(thistime) * 1000.0f) );
4771 thistime = timer_get_fixed_seconds();
4775 if((Game_mode & GM_STANDALONE_SERVER) &&
4776 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4778 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4779 Sleep((DWORD)(frame_cap_diff*1000));
4781 thistime += fl2f((frame_cap_diff));
4783 Frametime = thistime - Last_time;
4786 // If framerate is too low, cap it.
4787 if (Frametime > MAX_FRAMETIME) {
4789 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4791 // to remove warnings in release build
4792 debug_frametime = fl2f(flFrametime);
4794 Frametime = MAX_FRAMETIME;
4797 Frametime = fixmul(Frametime, Game_time_compression);
4799 Last_time = thistime;
4800 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4802 flFrametime = f2fl(Frametime);
4803 //if(!(Game_mode & GM_PLAYING_DEMO)){
4804 timestamp_inc(flFrametime);
4806 /* if ((Framecount > 0) && (Framecount < 10)) {
4807 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4812 // This is called from game_do_frame(), and from navmap_do_frame()
4813 void game_update_missiontime()
4815 // TODO JAS: Put in if and move this into game_set_frametime,
4816 // fix navmap to call game_stop/start_time
4817 //if ( !timer_paused )
4818 Missiontime += Frametime;
4821 void game_do_frame()
4823 game_set_frametime(GS_STATE_GAME_PLAY);
4824 game_update_missiontime();
4826 if (Game_mode & GM_STANDALONE_SERVER) {
4827 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4830 if ( game_single_step && (last_single_step == game_single_step) ) {
4831 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4832 while( key_checkch() == 0 )
4834 os_set_title( XSTR( "FreeSpace", 171) );
4835 Last_time = timer_get_fixed_seconds();
4838 last_single_step = game_single_step;
4840 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4841 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4845 Keep_mouse_centered = 0;
4846 monitor_update(); // Update monitor variables
4849 void multi_maybe_do_frame()
4851 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4856 int Joymouse_button_status = 0;
4858 // Flush all input devices
4866 Joymouse_button_status = 0;
4868 //mprintf(("Game flush!\n" ));
4871 // function for multiplayer only which calls game_do_state_common() when running the
4873 void game_do_dc_networking()
4875 Assert( Game_mode & GM_MULTIPLAYER );
4877 game_do_state_common( gameseq_get_state() );
4880 // Call this whenever in a loop, or when you need to check for a keystroke.
4881 int game_check_key()
4887 // convert keypad enter to normal enter
4888 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4889 k = (k & ~KEY_MASK) | SDLK_RETURN;
4894 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4896 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4897 static int Demo_show_trailer_timestamp = 0;
4899 void demo_reset_trailer_timer()
4901 Demo_show_trailer_timestamp = timer_get_milliseconds();
4904 void demo_maybe_show_trailer(int k)
4907 // if key pressed, reset demo trailer timer
4909 demo_reset_trailer_timer();
4913 // if mouse moved, reset demo trailer timer
4916 mouse_get_delta(&dx, &dy);
4917 if ( (dx > 0) || (dy > 0) ) {
4918 demo_reset_trailer_timer();
4922 // if joystick has moved, reset demo trailer timer
4925 joy_get_delta(&dx, &dy);
4926 if ( (dx > 0) || (dy > 0) ) {
4927 demo_reset_trailer_timer();
4931 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4932 // the low-level code. Ugly, I know... but was the simplest and most
4935 // if 30 seconds since last demo trailer time reset, launch movie
4936 if ( os_foreground() ) {
4937 int now = timer_get_milliseconds();
4938 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4939 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4941 movie_play( NOX("fstrailer2.mve") );
4942 demo_reset_trailer_timer();
4950 // same as game_check_key(), except this is used while actually in the game. Since there
4951 // generally are differences between game control keys and general UI keys, makes sense to
4952 // have seperate functions for each case. If you are not checking a game control while in a
4953 // mission, you should probably be using game_check_key() instead.
4958 if (!os_foreground()) {
4963 // If we're in a single player game, pause it.
4964 if (!(Game_mode & GM_MULTIPLAYER)){
4965 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4966 game_process_pause_key();
4973 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4974 demo_maybe_show_trailer(k);
4977 // Move the mouse cursor with the joystick.
4978 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4979 // Move the mouse cursor with the joystick
4983 joy_get_pos( &jx, &jy, &jz, &jr );
4985 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4986 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4989 mouse_get_real_pos( &mx, &my );
4990 mouse_set_pos( mx+dx, my+dy );
4995 m = mouse_down(MOUSE_LEFT_BUTTON);
4997 if ( j != Joymouse_button_status ) {
4998 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4999 Joymouse_button_status = j;
5001 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
5002 } else if ( (!j) && (m) ) {
5003 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
5008 // if we should be ignoring keys because of some multiplayer situations
5009 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
5013 // If a popup is running, don't process all the Fn keys
5014 if( popup_active() ) {
5018 state = gameseq_get_state();
5020 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
5023 case KEY_DEBUGGED + SDLK_BACKSPACE:
5028 launch_context_help();
5033 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
5035 // don't allow f2 while warping out in multiplayer
5036 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
5041 case GS_STATE_INITIAL_PLAYER_SELECT:
5042 case GS_STATE_OPTIONS_MENU:
5043 case GS_STATE_HUD_CONFIG:
5044 case GS_STATE_CONTROL_CONFIG:
5045 case GS_STATE_DEATH_DIED:
5046 case GS_STATE_DEATH_BLEW_UP:
5047 case GS_STATE_VIEW_MEDALS:
5051 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
5058 // hotkey selection screen -- only valid from briefing and beyond.
5060 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
5061 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) ) {
5062 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
5068 case KEY_DEBUGGED + SDLK_F3:
5069 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
5072 case KEY_DEBUGGED + SDLK_F4:
5073 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
5077 if(Game_mode & GM_MULTIPLAYER){
5078 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
5079 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5083 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
5084 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5090 case SDLK_ESCAPE | KEY_SHIFTED:
5091 // make sure to quit properly out of multiplayer
5092 if(Game_mode & GM_MULTIPLAYER){
5093 multi_quit_game(PROMPT_NONE);
5096 gameseq_post_event( GS_EVENT_QUIT_GAME );
5101 case KEY_DEBUGGED + SDLK_p:
5104 case SDLK_PRINTSCREEN:
5106 static int counter = 0;
5111 sprintf( tmp_name, NOX("screen%02d"), counter );
5113 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
5114 gr_print_screen(tmp_name);
5122 case KEY_SHIFTED | SDLK_RETURN: {
5124 #if !defined(NDEBUG)
5126 if ( Game_mode & GM_NORMAL ){
5130 // if we're in multiplayer mode, do some special networking
5131 if(Game_mode & GM_MULTIPLAYER){
5132 debug_console(game_do_dc_networking);
5139 if ( Game_mode & GM_NORMAL )
5153 gameseq_post_event(GS_EVENT_QUIT_GAME);
5156 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
5159 void camera_set_position( vector *pos )
5164 void camera_set_orient( matrix *orient )
5166 Camera_orient = *orient;
5169 void camera_set_velocity( vector *vel, int instantaneous )
5171 Camera_desired_velocity.xyz.x = 0.0f;
5172 Camera_desired_velocity.xyz.y = 0.0f;
5173 Camera_desired_velocity.xyz.z = 0.0f;
5175 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
5176 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
5177 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
5179 if ( instantaneous ) {
5180 Camera_velocity = Camera_desired_velocity;
5188 vector new_vel, delta_pos;
5190 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5191 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5192 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5194 Camera_velocity = new_vel;
5196 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5198 vm_vec_add2( &Camera_pos, &delta_pos );
5200 float ot = Camera_time+0.0f;
5202 Camera_time += flFrametime;
5204 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5207 tmp.xyz.z = 4.739f; // always go this fast forward.
5209 // pick x and y velocities so they are always on a
5210 // circle with a 25 m radius.
5212 float tmp_angle = frand()*PI2;
5214 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5215 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5217 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5219 //mprintf(( "Changing velocity!\n" ));
5220 camera_set_velocity( &tmp, 0 );
5223 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5224 vector tmp = ZERO_VECTOR;
5225 camera_set_velocity( &tmp, 0 );
5230 void end_demo_campaign_do()
5232 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5233 // show upsell screens
5234 demo_upsell_show_screens();
5235 #elif defined(OEM_BUILD)
5236 // show oem upsell screens
5237 oem_upsell_show_screens();
5240 // drop into main hall
5241 gameseq_post_event( GS_EVENT_MAIN_MENU );
5244 // All code to process events. This is the only place
5245 // that you should change the state of the game.
5246 void game_process_event( int current_state, int event )
5248 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5251 case GS_EVENT_SIMULATOR_ROOM:
5252 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5255 case GS_EVENT_MAIN_MENU:
5256 gameseq_set_state(GS_STATE_MAIN_MENU);
5259 case GS_EVENT_OPTIONS_MENU:
5260 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5263 case GS_EVENT_BARRACKS_MENU:
5264 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5267 case GS_EVENT_TECH_MENU:
5268 gameseq_set_state(GS_STATE_TECH_MENU);
5271 case GS_EVENT_TRAINING_MENU:
5272 gameseq_set_state(GS_STATE_TRAINING_MENU);
5275 case GS_EVENT_START_GAME:
5276 Select_default_ship = 0;
5277 Player_multi_died_check = -1;
5278 gameseq_set_state(GS_STATE_CMD_BRIEF);
5281 case GS_EVENT_START_BRIEFING:
5282 gameseq_set_state(GS_STATE_BRIEFING);
5285 case GS_EVENT_DEBRIEF:
5286 // did we end the campaign in the main freespace 2 single player campaign?
5288 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace")) {
5290 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace2")) {
5292 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5294 gameseq_set_state(GS_STATE_DEBRIEF);
5297 Player_multi_died_check = -1;
5300 case GS_EVENT_SHIP_SELECTION:
5301 gameseq_set_state( GS_STATE_SHIP_SELECT );
5304 case GS_EVENT_WEAPON_SELECTION:
5305 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5308 case GS_EVENT_ENTER_GAME:
5310 // maybe start recording a demo
5312 demo_start_record("test.fsd");
5316 if (Game_mode & GM_MULTIPLAYER) {
5317 // if we're respawning, make sure we change the view mode so that the hud shows up
5318 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5322 gameseq_set_state(GS_STATE_GAME_PLAY);
5324 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5327 Player_multi_died_check = -1;
5329 // clear multiplayer button info
5330 extern button_info Multi_ship_status_bi;
5331 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5333 Start_time = f2fl(timer_get_approx_seconds());
5335 mprintf(("Entering game at time = %7.3f\n", Start_time));
5339 case GS_EVENT_START_GAME_QUICK:
5340 Select_default_ship = 1;
5341 gameseq_post_event(GS_EVENT_ENTER_GAME);
5345 case GS_EVENT_END_GAME:
5346 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5347 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5348 gameseq_set_state(GS_STATE_MAIN_MENU);
5353 Player_multi_died_check = -1;
5356 case GS_EVENT_QUIT_GAME:
5357 main_hall_stop_music();
5358 main_hall_stop_ambient();
5359 gameseq_set_state(GS_STATE_QUIT_GAME);
5361 Player_multi_died_check = -1;
5364 case GS_EVENT_GAMEPLAY_HELP:
5365 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5368 case GS_EVENT_PAUSE_GAME:
5369 gameseq_push_state(GS_STATE_GAME_PAUSED);
5372 case GS_EVENT_DEBUG_PAUSE_GAME:
5373 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5376 case GS_EVENT_TRAINING_PAUSE:
5377 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5380 case GS_EVENT_PREVIOUS_STATE:
5381 gameseq_pop_state();
5384 case GS_EVENT_TOGGLE_FULLSCREEN:
5385 #ifndef HARDWARE_ONLY
5387 if ( gr_screen.mode == GR_SOFTWARE ) {
5388 gr_init( GR_640, GR_DIRECTDRAW );
5389 } else if ( gr_screen.mode == GR_DIRECTDRAW ) {
5390 gr_init( GR_640, GR_SOFTWARE );
5396 case GS_EVENT_TOGGLE_GLIDE:
5398 if ( gr_screen.mode != GR_GLIDE ) {
5399 gr_init( GR_640, GR_GLIDE );
5401 gr_init( GR_640, GR_SOFTWARE );
5406 case GS_EVENT_LOAD_MISSION_MENU:
5407 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5410 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5411 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5414 case GS_EVENT_HUD_CONFIG:
5415 gameseq_push_state( GS_STATE_HUD_CONFIG );
5418 case GS_EVENT_CONTROL_CONFIG:
5419 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5422 case GS_EVENT_DEATH_DIED:
5423 gameseq_set_state( GS_STATE_DEATH_DIED );
5426 case GS_EVENT_DEATH_BLEW_UP:
5427 if ( current_state == GS_STATE_DEATH_DIED ) {
5428 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5429 event_music_player_death();
5431 // multiplayer clients set their extra check here
5432 if(Game_mode & GM_MULTIPLAYER){
5433 // set the multi died absolute last chance check
5434 Player_multi_died_check = time(NULL);
5437 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5441 case GS_EVENT_NEW_CAMPAIGN:
5442 if (!mission_load_up_campaign()){
5443 readyroom_continue_campaign();
5446 Player_multi_died_check = -1;
5449 case GS_EVENT_CAMPAIGN_CHEAT:
5450 if (!mission_load_up_campaign()){
5452 // bash campaign value
5453 extern char Main_hall_campaign_cheat[512];
5456 // look for the mission
5457 for(idx=0; idx<Campaign.num_missions; idx++){
5458 if(!stricmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5459 Campaign.next_mission = idx;
5460 Campaign.prev_mission = idx - 1;
5467 readyroom_continue_campaign();
5470 Player_multi_died_check = -1;
5473 case GS_EVENT_CAMPAIGN_ROOM:
5474 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5477 case GS_EVENT_CMD_BRIEF:
5478 gameseq_set_state(GS_STATE_CMD_BRIEF);
5481 case GS_EVENT_RED_ALERT:
5482 gameseq_set_state(GS_STATE_RED_ALERT);
5485 case GS_EVENT_CREDITS:
5486 gameseq_set_state( GS_STATE_CREDITS );
5489 case GS_EVENT_VIEW_MEDALS:
5490 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5493 case GS_EVENT_SHOW_GOALS:
5494 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5497 case GS_EVENT_HOTKEY_SCREEN:
5498 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5501 // multiplayer stuff follow these comments
5503 case GS_EVENT_MULTI_JOIN_GAME:
5504 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5507 case GS_EVENT_MULTI_HOST_SETUP:
5508 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5511 case GS_EVENT_MULTI_CLIENT_SETUP:
5512 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5515 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5516 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5519 case GS_EVENT_MULTI_STD_WAIT:
5520 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5523 case GS_EVENT_STANDALONE_MAIN:
5524 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5527 case GS_EVENT_MULTI_PAUSE:
5528 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5531 case GS_EVENT_INGAME_PRE_JOIN:
5532 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5535 case GS_EVENT_EVENT_DEBUG:
5536 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5539 // Start a warpout where player automatically goes 70 no matter what
5540 // and can't cancel out of it.
5541 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5542 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5544 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5545 Player->saved_viewer_mode = Viewer_mode;
5546 Player->control_mode = PCM_WARPOUT_STAGE1;
5547 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5548 Warpout_time = 0.0f; // Start timer!
5551 case GS_EVENT_PLAYER_WARPOUT_START:
5552 if ( Player->control_mode != PCM_NORMAL ) {
5553 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5555 Player->saved_viewer_mode = Viewer_mode;
5556 Player->control_mode = PCM_WARPOUT_STAGE1;
5557 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5558 Warpout_time = 0.0f; // Start timer!
5559 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5563 case GS_EVENT_PLAYER_WARPOUT_STOP:
5564 if ( Player->control_mode != PCM_NORMAL ) {
5565 if ( !Warpout_forced ) { // cannot cancel forced warpout
5566 Player->control_mode = PCM_NORMAL;
5567 Viewer_mode = Player->saved_viewer_mode;
5568 hud_subspace_notify_abort();
5569 mprintf(( "Player put back to normal mode.\n" ));
5570 if ( Warpout_sound > -1 ) {
5571 snd_stop( Warpout_sound );
5578 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5579 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5580 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5581 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5583 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5584 shipfx_warpout_start( Player_obj );
5585 Player->control_mode = PCM_WARPOUT_STAGE2;
5586 Player->saved_viewer_mode = Viewer_mode;
5587 Viewer_mode |= VM_WARP_CHASE;
5589 vector tmp = Player_obj->pos;
5591 ship_get_eye( &tmp, &tmp_m, Player_obj );
5592 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5593 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5594 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5596 camera_set_position( &tmp );
5597 camera_set_orient( &Player_obj->orient );
5598 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5600 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5601 camera_set_velocity( &tmp_vel, 1);
5605 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5606 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5607 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5608 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5610 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5611 Player->control_mode = PCM_WARPOUT_STAGE3;
5615 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5616 mprintf(( "Player warped out. Going to debriefing!\n" ));
5617 Player->control_mode = PCM_NORMAL;
5618 Viewer_mode = Player->saved_viewer_mode;
5621 // we have a special debriefing screen for multiplayer furballs
5622 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5623 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5625 // do the normal debriefing for all other situations
5627 gameseq_post_event(GS_EVENT_DEBRIEF);
5631 case GS_EVENT_STANDALONE_POSTGAME:
5632 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5635 case GS_EVENT_INITIAL_PLAYER_SELECT:
5636 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5639 case GS_EVENT_GAME_INIT:
5640 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5641 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5643 // see if the command line option has been set to use the last pilot, and act acoordingly
5644 if( player_select_get_last_pilot() ) {
5645 // always enter the main menu -- do the automatic network startup stuff elsewhere
5646 // so that we still have valid checks for networking modes, etc.
5647 gameseq_set_state(GS_STATE_MAIN_MENU);
5649 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5654 case GS_EVENT_MULTI_MISSION_SYNC:
5655 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5658 case GS_EVENT_MULTI_START_GAME:
5659 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5662 case GS_EVENT_MULTI_HOST_OPTIONS:
5663 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5666 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5667 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5670 case GS_EVENT_TEAM_SELECT:
5671 gameseq_set_state(GS_STATE_TEAM_SELECT);
5674 case GS_EVENT_END_CAMPAIGN:
5675 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5678 case GS_EVENT_END_DEMO:
5679 gameseq_set_state(GS_STATE_END_DEMO);
5682 case GS_EVENT_LOOP_BRIEF:
5683 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5692 // Called when a state is being left.
5693 // The current state is still at old_state, but as soon as
5694 // this function leaves, then the current state will become
5695 // new state. You should never try to change the state
5696 // in here... if you think you need to, you probably really
5697 // need to post an event, not change the state.
5698 void game_leave_state( int old_state, int new_state )
5700 int end_mission = 1;
5702 switch (new_state) {
5703 case GS_STATE_GAME_PAUSED:
5704 case GS_STATE_DEBUG_PAUSED:
5705 case GS_STATE_OPTIONS_MENU:
5706 case GS_STATE_CONTROL_CONFIG:
5707 case GS_STATE_MISSION_LOG_SCROLLBACK:
5708 case GS_STATE_DEATH_DIED:
5709 case GS_STATE_SHOW_GOALS:
5710 case GS_STATE_HOTKEY_SCREEN:
5711 case GS_STATE_MULTI_PAUSED:
5712 case GS_STATE_TRAINING_PAUSED:
5713 case GS_STATE_EVENT_DEBUG:
5714 case GS_STATE_GAMEPLAY_HELP:
5715 end_mission = 0; // these events shouldn't end a mission
5719 switch (old_state) {
5720 case GS_STATE_BRIEFING:
5721 brief_stop_voices();
5722 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5723 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5724 && (new_state != GS_STATE_TEAM_SELECT) ){
5725 common_select_close();
5726 if ( new_state == GS_STATE_MAIN_MENU ) {
5727 freespace_stop_mission();
5731 // COMMAND LINE OPTION
5732 if (Cmdline_multi_stream_chat_to_file){
5733 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5734 cfclose(Multi_chat_stream);
5738 case GS_STATE_DEBRIEF:
5739 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5744 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5745 multi_df_debrief_close();
5748 case GS_STATE_LOAD_MISSION_MENU:
5749 mission_load_menu_close();
5752 case GS_STATE_SIMULATOR_ROOM:
5756 case GS_STATE_CAMPAIGN_ROOM:
5757 campaign_room_close();
5760 case GS_STATE_CMD_BRIEF:
5761 if (new_state == GS_STATE_OPTIONS_MENU) {
5766 if (new_state == GS_STATE_MAIN_MENU)
5767 freespace_stop_mission();
5772 case GS_STATE_RED_ALERT:
5776 case GS_STATE_SHIP_SELECT:
5777 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5778 new_state != GS_STATE_HOTKEY_SCREEN &&
5779 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5780 common_select_close();
5781 if ( new_state == GS_STATE_MAIN_MENU ) {
5782 freespace_stop_mission();
5787 case GS_STATE_WEAPON_SELECT:
5788 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5789 new_state != GS_STATE_HOTKEY_SCREEN &&
5790 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5791 common_select_close();
5792 if ( new_state == GS_STATE_MAIN_MENU ) {
5793 freespace_stop_mission();
5798 case GS_STATE_TEAM_SELECT:
5799 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5800 new_state != GS_STATE_HOTKEY_SCREEN &&
5801 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5802 common_select_close();
5803 if ( new_state == GS_STATE_MAIN_MENU ) {
5804 freespace_stop_mission();
5809 case GS_STATE_MAIN_MENU:
5810 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5817 case GS_STATE_OPTIONS_MENU:
5818 //game_start_time();
5819 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5820 multi_join_clear_game_list();
5822 options_menu_close();
5825 case GS_STATE_BARRACKS_MENU:
5826 if(new_state != GS_STATE_VIEW_MEDALS){
5831 case GS_STATE_MISSION_LOG_SCROLLBACK:
5832 hud_scrollback_close();
5835 case GS_STATE_TRAINING_MENU:
5836 training_menu_close();
5839 case GS_STATE_GAME_PLAY:
5840 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5841 player_save_target_and_weapon_link_prefs();
5842 game_stop_looped_sounds();
5845 sound_env_disable();
5846 joy_ff_stop_effects();
5848 // stop game time under certain conditions
5849 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5854 // shut down any recording or playing demos
5859 // when in multiplayer and going back to the main menu, send a leave game packet
5860 // right away (before calling stop mission). stop_mission was taking to long to
5861 // close mission down and I want people to get notified ASAP.
5862 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5863 multi_quit_game(PROMPT_NONE);
5866 freespace_stop_mission();
5867 Game_time_compression = F1_0;
5871 case GS_STATE_TECH_MENU:
5875 case GS_STATE_TRAINING_PAUSED:
5876 Training_num_lines = 0;
5877 // fall through to GS_STATE_GAME_PAUSED
5879 case GS_STATE_GAME_PAUSED:
5881 if ( end_mission ) {
5886 case GS_STATE_DEBUG_PAUSED:
5889 pause_debug_close();
5893 case GS_STATE_HUD_CONFIG:
5897 // join/start a game
5898 case GS_STATE_MULTI_JOIN_GAME:
5899 if(new_state != GS_STATE_OPTIONS_MENU){
5900 multi_join_game_close();
5904 case GS_STATE_MULTI_HOST_SETUP:
5905 case GS_STATE_MULTI_CLIENT_SETUP:
5906 // if this is just the host going into the options screen, don't do anything
5907 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5911 // close down the proper state
5912 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5913 multi_create_game_close();
5915 multi_game_client_setup_close();
5918 // COMMAND LINE OPTION
5919 if (Cmdline_multi_stream_chat_to_file){
5920 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5921 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5922 cfclose(Multi_chat_stream);
5927 case GS_STATE_CONTROL_CONFIG:
5928 control_config_close();
5931 case GS_STATE_DEATH_DIED:
5932 Game_mode &= ~GM_DEAD_DIED;
5934 // early end while respawning or blowing up in a multiplayer game
5935 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5937 freespace_stop_mission();
5941 case GS_STATE_DEATH_BLEW_UP:
5942 Game_mode &= ~GM_DEAD_BLEW_UP;
5944 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5945 // to determine if I should do anything.
5946 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5948 freespace_stop_mission();
5951 // if we are not respawing as an observer or as a player, our new state will not
5952 // be gameplay state.
5953 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5954 game_stop_time(); // hasn't been called yet!!
5955 freespace_stop_mission();
5961 case GS_STATE_CREDITS:
5965 case GS_STATE_VIEW_MEDALS:
5969 case GS_STATE_SHOW_GOALS:
5970 mission_show_goals_close();
5973 case GS_STATE_HOTKEY_SCREEN:
5974 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5975 mission_hotkey_close();
5979 case GS_STATE_MULTI_MISSION_SYNC:
5980 // if we're moving into the options menu, don't do anything
5981 if(new_state == GS_STATE_OPTIONS_MENU){
5985 Assert( Game_mode & GM_MULTIPLAYER );
5987 if ( new_state == GS_STATE_GAME_PLAY ){
5988 // palette_restore_palette();
5990 // change a couple of flags to indicate our state!!!
5991 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5992 send_netplayer_update_packet();
5994 // set the game mode
5995 Game_mode |= GM_IN_MISSION;
5999 case GS_STATE_VIEW_CUTSCENES:
6000 cutscenes_screen_close();
6003 case GS_STATE_MULTI_STD_WAIT:
6004 multi_standalone_wait_close();
6007 case GS_STATE_STANDALONE_MAIN:
6008 standalone_main_close();
6009 if(new_state == GS_STATE_MULTI_STD_WAIT){
6010 init_multiplayer_stats();
6014 case GS_STATE_MULTI_PAUSED:
6015 // if ( end_mission ){
6020 case GS_STATE_INGAME_PRE_JOIN:
6021 multi_ingame_select_close();
6024 case GS_STATE_STANDALONE_POSTGAME:
6025 multi_standalone_postgame_close();
6028 case GS_STATE_INITIAL_PLAYER_SELECT:
6029 player_select_close();
6032 case GS_STATE_MULTI_START_GAME:
6033 multi_start_game_close();
6036 case GS_STATE_MULTI_HOST_OPTIONS:
6037 multi_host_options_close();
6040 case GS_STATE_END_OF_CAMPAIGN:
6041 mission_campaign_end_close();
6044 case GS_STATE_LOOP_BRIEF:
6050 // Called when a state is being entered.
6051 // The current state is set to the state we're entering at
6052 // this point, and old_state is set to the state we're coming
6053 // from. You should never try to change the state
6054 // in here... if you think you need to, you probably really
6055 // need to post an event, not change the state.
6057 void game_enter_state( int old_state, int new_state )
6059 switch (new_state) {
6060 case GS_STATE_MAIN_MENU:
6061 // in multiplayer mode, be sure that we are not doing networking anymore.
6062 if ( Game_mode & GM_MULTIPLAYER ) {
6063 Assert( Net_player != NULL );
6064 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
6067 Game_time_compression = F1_0;
6069 // determine which ship this guy is currently based on
6070 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6073 if (Player->on_bastion) {
6081 case GS_STATE_BRIEFING:
6082 main_hall_stop_music();
6083 main_hall_stop_ambient();
6085 if (Game_mode & GM_NORMAL) {
6086 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6087 // MWA: or from options or hotkey screens
6088 // JH: or if the command brief state already did this
6089 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6090 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
6091 && (old_state != GS_STATE_CMD_BRIEF) ) {
6092 if ( !game_start_mission() ) // this should put us into a new state on failure!
6096 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6097 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6098 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6100 Game_time_compression = F1_0;
6102 if ( red_alert_mission() ) {
6103 gameseq_post_event(GS_EVENT_RED_ALERT);
6110 case GS_STATE_DEBRIEF:
6111 game_stop_looped_sounds();
6112 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
6113 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
6118 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6119 multi_df_debrief_init();
6122 case GS_STATE_LOAD_MISSION_MENU:
6123 mission_load_menu_init();
6126 case GS_STATE_SIMULATOR_ROOM:
6130 case GS_STATE_CAMPAIGN_ROOM:
6131 campaign_room_init();
6134 case GS_STATE_RED_ALERT:
6135 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6139 case GS_STATE_CMD_BRIEF: {
6140 int team_num = 0; // team number used as index for which cmd brief to use.
6142 if (old_state == GS_STATE_OPTIONS_MENU) {
6146 main_hall_stop_music();
6147 main_hall_stop_ambient();
6149 if (Game_mode & GM_NORMAL) {
6150 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6151 // MWA: or from options or hotkey screens
6152 // JH: or if the command brief state already did this
6153 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6154 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
6155 if ( !game_start_mission() ) // this should put us into a new state on failure!
6160 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6161 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6162 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6164 cmd_brief_init(team_num);
6170 case GS_STATE_SHIP_SELECT:
6174 case GS_STATE_WEAPON_SELECT:
6175 weapon_select_init();
6178 case GS_STATE_TEAM_SELECT:
6182 case GS_STATE_GAME_PAUSED:
6187 case GS_STATE_DEBUG_PAUSED:
6188 // game_stop_time();
6189 // os_set_title("FreeSpace - PAUSED");
6192 case GS_STATE_TRAINING_PAUSED:
6199 case GS_STATE_OPTIONS_MENU:
6201 options_menu_init();
6204 case GS_STATE_GAME_PLAY:
6205 // coming from the gameplay state or the main menu, we might need to load the mission
6206 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6207 if ( !game_start_mission() ) // this should put us into a new state.
6212 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6213 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6214 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6215 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6216 (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)) ) {
6217 // JAS: Used to do all paging here.
6221 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6225 main_hall_stop_music();
6226 main_hall_stop_ambient();
6227 event_music_first_pattern(); // start the first pattern
6230 // special code that restores player ship selection and weapons loadout when doing a quick start
6231 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6232 if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
6233 wss_direct_restore_loadout();
6237 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6238 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6239 event_music_first_pattern(); // start the first pattern
6242 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6243 event_music_first_pattern(); // start the first pattern
6245 player_restore_target_and_weapon_link_prefs();
6247 Game_mode |= GM_IN_MISSION;
6250 // required to truely make mouse deltas zeroed in debug mouse code
6251 void mouse_force_pos(int x, int y);
6252 if (!Is_standalone) {
6253 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6259 // only start time if in single player, or coming from multi wait state
6262 (Game_mode & GM_NORMAL) &&
6263 (old_state != GS_STATE_VIEW_CUTSCENES)
6265 (Game_mode & GM_MULTIPLAYER) && (
6266 (old_state == GS_STATE_MULTI_PAUSED) ||
6267 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6273 // when coming from the multi paused state, reset the timestamps
6274 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6275 multi_reset_timestamps();
6278 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6279 // initialize all object update details
6280 multi_oo_gameplay_init();
6283 // under certain circumstances, the server should reset the object update rate limiting stuff
6284 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6285 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6287 // reinitialize the rate limiting system for all clients
6288 multi_oo_rate_init_all();
6291 // multiplayer clients should always re-initialize their control info rate limiting system
6292 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6293 multi_oo_rate_init_all();
6297 if(Game_mode & GM_MULTIPLAYER){
6298 multi_ping_reset_players();
6301 Game_subspace_effect = 0;
6302 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6303 Game_subspace_effect = 1;
6304 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6305 game_start_subspace_ambient_sound();
6309 sound_env_set(&Game_sound_env);
6310 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6312 // clear multiplayer button info i
6313 extern button_info Multi_ship_status_bi;
6314 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6317 case GS_STATE_HUD_CONFIG:
6321 case GS_STATE_MULTI_JOIN_GAME:
6322 multi_join_clear_game_list();
6324 if (old_state != GS_STATE_OPTIONS_MENU) {
6325 multi_join_game_init();
6330 case GS_STATE_MULTI_HOST_SETUP:
6331 // don't reinitialize if we're coming back from the host options screen
6332 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6333 multi_create_game_init();
6338 case GS_STATE_MULTI_CLIENT_SETUP:
6339 if (old_state != GS_STATE_OPTIONS_MENU) {
6340 multi_game_client_setup_init();
6345 case GS_STATE_CONTROL_CONFIG:
6346 control_config_init();
6349 case GS_STATE_TECH_MENU:
6353 case GS_STATE_BARRACKS_MENU:
6354 if(old_state != GS_STATE_VIEW_MEDALS){
6359 case GS_STATE_MISSION_LOG_SCROLLBACK:
6360 hud_scrollback_init();
6363 case GS_STATE_DEATH_DIED:
6364 Player_died_time = timestamp(10);
6366 if(!(Game_mode & GM_MULTIPLAYER)){
6367 player_show_death_message();
6369 Game_mode |= GM_DEAD_DIED;
6372 case GS_STATE_DEATH_BLEW_UP:
6373 if ( !popupdead_is_active() ) {
6374 Player_ai->target_objnum = -1;
6377 // stop any local EMP effect
6380 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6381 Game_mode |= GM_DEAD_BLEW_UP;
6382 Show_viewing_from_self = 0;
6384 // timestamp how long we should wait before displaying the died popup
6385 if ( !popupdead_is_active() ) {
6386 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6390 case GS_STATE_GAMEPLAY_HELP:
6391 gameplay_help_init();
6394 case GS_STATE_CREDITS:
6395 main_hall_stop_music();
6396 main_hall_stop_ambient();
6400 case GS_STATE_VIEW_MEDALS:
6401 medal_main_init(Player);
6404 case GS_STATE_SHOW_GOALS:
6405 mission_show_goals_init();
6408 case GS_STATE_HOTKEY_SCREEN:
6409 mission_hotkey_init();
6412 case GS_STATE_MULTI_MISSION_SYNC:
6413 // if we're coming from the options screen, don't do any
6414 if(old_state == GS_STATE_OPTIONS_MENU){
6418 switch(Multi_sync_mode){
6419 case MULTI_SYNC_PRE_BRIEFING:
6420 // if moving from game forming to the team select state
6423 case MULTI_SYNC_POST_BRIEFING:
6424 // if moving from briefing into the mission itself
6427 // tell everyone that we're now loading data
6428 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6429 send_netplayer_update_packet();
6431 // JAS: Used to do all paging here!!!!
6433 Net_player->state = NETPLAYER_STATE_WAITING;
6434 send_netplayer_update_packet();
6436 Game_time_compression = F1_0;
6438 case MULTI_SYNC_INGAME:
6444 case GS_STATE_VIEW_CUTSCENES:
6445 cutscenes_screen_init();
6448 case GS_STATE_MULTI_STD_WAIT:
6449 multi_standalone_wait_init();
6452 case GS_STATE_STANDALONE_MAIN:
6453 // don't initialize if we're coming from one of these 2 states unless there are no
6454 // players left (reset situation)
6455 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6456 standalone_main_init();
6460 case GS_STATE_MULTI_PAUSED:
6464 case GS_STATE_INGAME_PRE_JOIN:
6465 multi_ingame_select_init();
6468 case GS_STATE_STANDALONE_POSTGAME:
6469 multi_standalone_postgame_init();
6472 case GS_STATE_INITIAL_PLAYER_SELECT:
6473 player_select_init();
6476 case GS_STATE_MULTI_START_GAME:
6477 multi_start_game_init();
6480 case GS_STATE_MULTI_HOST_OPTIONS:
6481 multi_host_options_init();
6484 case GS_STATE_END_OF_CAMPAIGN:
6485 mission_campaign_end_init();
6488 case GS_STATE_LOOP_BRIEF:
6495 // do stuff that may need to be done regardless of state
6496 void game_do_state_common(int state,int no_networking)
6498 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6499 snd_do_frame(); // update sound system
6500 event_music_do_frame(); // music needs to play across many states
6502 multi_log_process();
6504 if (no_networking) {
6508 // maybe do a multiplayer frame based on game mode and state type
6509 if (Game_mode & GM_MULTIPLAYER) {
6511 case GS_STATE_OPTIONS_MENU:
6512 case GS_STATE_GAMEPLAY_HELP:
6513 case GS_STATE_HOTKEY_SCREEN:
6514 case GS_STATE_HUD_CONFIG:
6515 case GS_STATE_CONTROL_CONFIG:
6516 case GS_STATE_MISSION_LOG_SCROLLBACK:
6517 case GS_STATE_SHOW_GOALS:
6518 case GS_STATE_VIEW_CUTSCENES:
6519 case GS_STATE_EVENT_DEBUG:
6520 multi_maybe_do_frame();
6524 game_do_networking();
6528 // Called once a frame.
6529 // You should never try to change the state
6530 // in here... if you think you need to, you probably really
6531 // need to post an event, not change the state.
6532 int Game_do_state_should_skip = 0;
6533 void game_do_state(int state)
6535 // always lets the do_state_common() function determine if the state should be skipped
6536 Game_do_state_should_skip = 0;
6538 // legal to set the should skip state anywhere in this function
6539 game_do_state_common(state); // do stuff that may need to be done regardless of state
6541 if(Game_do_state_should_skip){
6546 case GS_STATE_MAIN_MENU:
6547 game_set_frametime(GS_STATE_MAIN_MENU);
6548 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6551 main_hall_do(flFrametime);
6555 case GS_STATE_OPTIONS_MENU:
6556 game_set_frametime(GS_STATE_OPTIONS_MENU);
6557 options_menu_do_frame(flFrametime);
6560 case GS_STATE_BARRACKS_MENU:
6561 game_set_frametime(GS_STATE_BARRACKS_MENU);
6562 barracks_do_frame(flFrametime);
6565 case GS_STATE_TRAINING_MENU:
6566 game_set_frametime(GS_STATE_TRAINING_MENU);
6567 training_menu_do_frame(flFrametime);
6570 case GS_STATE_TECH_MENU:
6571 game_set_frametime(GS_STATE_TECH_MENU);
6572 techroom_do_frame(flFrametime);
6575 case GS_STATE_GAMEPLAY_HELP:
6576 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6577 gameplay_help_do_frame(flFrametime);
6580 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6584 case GS_STATE_GAME_PAUSED:
6588 case GS_STATE_DEBUG_PAUSED:
6590 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6595 case GS_STATE_TRAINING_PAUSED:
6596 game_training_pause_do();
6599 case GS_STATE_LOAD_MISSION_MENU:
6600 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6601 mission_load_menu_do();
6604 case GS_STATE_BRIEFING:
6605 game_set_frametime(GS_STATE_BRIEFING);
6606 brief_do_frame(flFrametime);
6609 case GS_STATE_DEBRIEF:
6610 game_set_frametime(GS_STATE_DEBRIEF);
6611 debrief_do_frame(flFrametime);
6614 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6615 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6616 multi_df_debrief_do();
6619 case GS_STATE_SHIP_SELECT:
6620 game_set_frametime(GS_STATE_SHIP_SELECT);
6621 ship_select_do(flFrametime);
6624 case GS_STATE_WEAPON_SELECT:
6625 game_set_frametime(GS_STATE_WEAPON_SELECT);
6626 weapon_select_do(flFrametime);
6629 case GS_STATE_MISSION_LOG_SCROLLBACK:
6630 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6631 hud_scrollback_do_frame(flFrametime);
6634 case GS_STATE_HUD_CONFIG:
6635 game_set_frametime(GS_STATE_HUD_CONFIG);
6636 hud_config_do_frame(flFrametime);
6639 case GS_STATE_MULTI_JOIN_GAME:
6640 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6641 multi_join_game_do_frame();
6644 case GS_STATE_MULTI_HOST_SETUP:
6645 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6646 multi_create_game_do();
6649 case GS_STATE_MULTI_CLIENT_SETUP:
6650 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6651 multi_game_client_setup_do_frame();
6654 case GS_STATE_CONTROL_CONFIG:
6655 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6656 control_config_do_frame(flFrametime);
6659 case GS_STATE_DEATH_DIED:
6663 case GS_STATE_DEATH_BLEW_UP:
6667 case GS_STATE_SIMULATOR_ROOM:
6668 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6669 sim_room_do_frame(flFrametime);
6672 case GS_STATE_CAMPAIGN_ROOM:
6673 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6674 campaign_room_do_frame(flFrametime);
6677 case GS_STATE_RED_ALERT:
6678 game_set_frametime(GS_STATE_RED_ALERT);
6679 red_alert_do_frame(flFrametime);
6682 case GS_STATE_CMD_BRIEF:
6683 game_set_frametime(GS_STATE_CMD_BRIEF);
6684 cmd_brief_do_frame(flFrametime);
6687 case GS_STATE_CREDITS:
6688 game_set_frametime(GS_STATE_CREDITS);
6689 credits_do_frame(flFrametime);
6692 case GS_STATE_VIEW_MEDALS:
6693 game_set_frametime(GS_STATE_VIEW_MEDALS);
6697 case GS_STATE_SHOW_GOALS:
6698 game_set_frametime(GS_STATE_SHOW_GOALS);
6699 mission_show_goals_do_frame(flFrametime);
6702 case GS_STATE_HOTKEY_SCREEN:
6703 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6704 mission_hotkey_do_frame(flFrametime);
6707 case GS_STATE_VIEW_CUTSCENES:
6708 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6709 cutscenes_screen_do_frame();
6712 case GS_STATE_MULTI_STD_WAIT:
6713 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6714 multi_standalone_wait_do();
6717 case GS_STATE_STANDALONE_MAIN:
6718 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6719 standalone_main_do();
6722 case GS_STATE_MULTI_PAUSED:
6723 game_set_frametime(GS_STATE_MULTI_PAUSED);
6727 case GS_STATE_TEAM_SELECT:
6728 game_set_frametime(GS_STATE_TEAM_SELECT);
6732 case GS_STATE_INGAME_PRE_JOIN:
6733 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6734 multi_ingame_select_do();
6737 case GS_STATE_EVENT_DEBUG:
6739 game_set_frametime(GS_STATE_EVENT_DEBUG);
6740 game_show_event_debug(flFrametime);
6744 case GS_STATE_STANDALONE_POSTGAME:
6745 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6746 multi_standalone_postgame_do();
6749 case GS_STATE_INITIAL_PLAYER_SELECT:
6750 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6754 case GS_STATE_MULTI_MISSION_SYNC:
6755 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6759 case GS_STATE_MULTI_START_GAME:
6760 game_set_frametime(GS_STATE_MULTI_START_GAME);
6761 multi_start_game_do();
6764 case GS_STATE_MULTI_HOST_OPTIONS:
6765 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6766 multi_host_options_do();
6769 case GS_STATE_END_OF_CAMPAIGN:
6770 mission_campaign_end_do();
6773 case GS_STATE_END_DEMO:
6774 game_set_frametime(GS_STATE_END_DEMO);
6775 end_demo_campaign_do();
6778 case GS_STATE_LOOP_BRIEF:
6779 game_set_frametime(GS_STATE_LOOP_BRIEF);
6783 } // end switch(gs_current_state)
6787 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6788 int game_do_ram_check(int ram_in_mbytes)
6790 if ( ram_in_mbytes < 30 ) {
6791 int allowed_to_run = 1;
6792 if ( ram_in_mbytes < 25 ) {
6798 if ( allowed_to_run ) {
6799 SDL_MessageBoxData mboxd;
6800 SDL_MessageBoxButtonData mboxbuttons[2];
6803 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);
6805 mboxbuttons[0].buttonid = 0;
6806 mboxbuttons[0].text = XSTR("Ok", 503);
6807 mboxbuttons[0].flags = 0;
6809 mboxbuttons[1].buttonid = 1;
6810 mboxbuttons[1].text = XSTR("Cancel", 504);
6811 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6813 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6814 mboxd.title = XSTR( "Not Enough RAM", 194);
6815 mboxd.message = tmp;
6816 mboxd.numbuttons = 2;
6817 mboxd.buttons = mboxbuttons;
6818 mboxd.window = NULL;
6819 mboxd.colorScheme = NULL;
6821 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6823 if ( msgbox_rval == 1 ) {
6827 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);
6829 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6838 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6839 // If so, copy it over and remove the update directory.
6840 void game_maybe_update_launcher(char *exe_dir)
6843 char src_filename[MAX_PATH];
6844 char dest_filename[MAX_PATH];
6846 strcpy(src_filename, exe_dir);
6847 strcat(src_filename, NOX("\\update\\freespace.exe"));
6849 strcpy(dest_filename, exe_dir);
6850 strcat(dest_filename, NOX("\\freespace.exe"));
6852 // see if src_filename exists
6854 fp = fopen(src_filename, "rb");
6860 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6862 // copy updated freespace.exe to freespace exe dir
6863 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6864 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 );
6868 // delete the file in the update directory
6869 DeleteFile(src_filename);
6871 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6872 char update_dir[MAX_PATH];
6873 strcpy(update_dir, exe_dir);
6874 strcat(update_dir, NOX("\\update"));
6875 RemoveDirectory(update_dir);
6881 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6885 int sub_total_destroyed = 0;
6889 // get the total for all his children
6890 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6891 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6894 // find the # of faces for this _individual_ object
6895 total = submodel_get_num_polys(model_num, sm);
6896 if(strstr(pm->submodel[sm].name, "-destroyed")){
6897 sub_total_destroyed = total;
6901 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6904 *out_total += total + sub_total;
6905 *out_destroyed_total += sub_total_destroyed;
6908 #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);
6909 void game_spew_pof_info()
6911 char *pof_list[1000];
6914 int idx, model_num, i, j;
6916 int total, root_total, model_total, destroyed_total, counted;
6920 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6922 // spew info on all the pofs
6928 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6933 for(idx=0; idx<num_files; idx++, counted++){
6934 sprintf(str, "%s.pof", pof_list[idx]);
6935 model_num = model_load(str, 0, NULL);
6937 pm = model_get(model_num);
6939 // if we have a real model
6944 // go through and print all raw submodels
6945 cfputs("RAW\n", out);
6948 for (i=0; i<pm->n_models; i++) {
6949 total = submodel_get_num_polys(model_num, i);
6951 model_total += total;
6952 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6955 sprintf(str, "Model total %d\n", model_total);
6958 // now go through and do it by LOD
6959 cfputs("BY LOD\n\n", out);
6960 for(i=0; i<pm->n_detail_levels; i++){
6961 sprintf(str, "LOD %d\n", i);
6965 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6967 destroyed_total = 0;
6968 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6969 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6972 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6975 sprintf(str, "TOTAL: %d\n", total + root_total);
6977 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6979 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6982 cfputs("------------------------------------------------------------------------\n\n", out);
6986 if(counted >= MAX_POLYGON_MODELS - 5){
6999 game_spew_pof_info();
7002 int game_main(const char *szCmdLine)
7007 // Don't let more than one instance of Freespace run.
7008 HWND hwnd = FindWindow( NOX( "FreeSpaceClass" ), NULL );
7010 SetForegroundWindow(hwnd);
7015 // Find out how much RAM is on this machine
7016 Freespace_total_ram = SDL_GetSystemRAM();
7018 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
7022 if (!vm_init(24*1024*1024)) {
7023 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);
7027 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
7029 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);
7036 /* this code doesn't work, and we will hit an error about being unable to load the direct draw
7037 dll before we get here anyway if it's not installed (unless we load it manually, which doesn't
7038 seem worth bothering with.
7042 lResult = RegOpenKeyEx(
7043 HKEY_LOCAL_MACHINE, // Where it is
7044 "Software\\Microsoft\\DirectX", // name of key
7045 NULL, // DWORD reserved
7046 KEY_QUERY_VALUE, // Allows all changes
7047 &hKey // Location to store key
7050 if (lResult == ERROR_SUCCESS) {
7052 DWORD dwType, dwLen;
7055 lResult = RegQueryValueEx(
7056 hKey, // Handle to key
7057 "Version", // The values name
7058 NULL, // DWORD reserved
7059 &dwType, // What kind it is
7060 (ubyte *) version, // value to set
7061 &dwLen // How many bytes to set
7064 if (lResult == ERROR_SUCCESS) {
7065 dx_version = atoi(strstr(version, ".") + 1);
7069 DWORD dwType, dwLen;
7072 lResult = RegQueryValueEx(
7073 hKey, // Handle to key
7074 "InstalledVersion", // The values name
7075 NULL, // DWORD reserved
7076 &dwType, // What kind it is
7077 (ubyte *) &val, // value to set
7078 &dwLen // How many bytes to set
7081 if (lResult == ERROR_SUCCESS) {
7089 if (dx_version < 3) {
7090 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can get the\n"
7091 "latest version of DirectX at:\n\n"
7092 "http://www.microsoft.com/msdownload/directx/dxf/enduser5.0/default.htm", "DirectX required", MB_OK);
7094 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can install\n"
7095 "DirectX 5.2 by pressing the 'Install DirectX' button on the FreeSpace Launcher", "DirectX required", MB_OK);
7103 extern void windebug_memwatch_init();
7104 windebug_memwatch_init();
7112 mprintf(("Total RAM: %dMB\n", Freespace_total_ram));
7113 mprintf(("Command line: %s\n", szCmdLine));
7114 mprintf(("Platform: %s\n", SDL_GetPlatform()));
7116 parse_cmdline(szCmdLine);
7118 #ifdef STANDALONE_ONLY_BUILD
7120 nprintf(("Network", "Standalone running"));
7123 nprintf(("Network", "Standalone running"));
7131 // maybe spew pof stuff
7132 if(Cmdline_spew_pof_info){
7133 game_spew_pof_info();
7138 // non-demo, non-standalone, play the intro movie
7144 // to avoid crashes on debug build
7145 for (i=0; i<5; i++) {
7149 if( (cf_get_file_list(2, plist, CF_TYPE_MULTI_PLAYERS, NOX("*.plr")) <= 0) && (cf_get_file_list(2, plist, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr")) <= 0) ){
7151 #if defined(OEM_BUILD)
7152 game_do_cd_check_specific(FS_CDROM_VOLUME_1, 1);
7154 game_do_cd_check_specific(FS_CDROM_VOLUME_2, 2);
7155 #endif // defined(OEM_BUILD)
7158 for (int i=0; i<5; i++) {
7159 if (plist[i] != NULL) {
7164 #endif // RELEASE_REAL
7167 if ( !Is_standalone ) {
7169 // release -- movies always play
7172 // 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
7173 movie_play( NOX("intro.mve"), 0 );
7175 // debug version, movie will only play with -showmovies
7176 #elif !defined(NDEBUG)
7178 movie_play( NOX("intro.mve"), 0);
7181 if ( Cmdline_show_movies )
7182 movie_play( NOX("intro.mve"), 0 );
7191 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
7193 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
7197 // only important for non THREADED mode
7200 state = gameseq_process_events();
7201 if ( state == GS_STATE_QUIT_GAME ){
7206 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7208 demo_upsell_show_screens();
7210 #elif defined(OEM_BUILD)
7211 // show upsell screens on exit
7212 oem_upsell_show_screens();
7219 // launcher the fslauncher program on exit
7220 void game_launch_launcher_on_exit()
7224 PROCESS_INFORMATION pi;
7225 char cmd_line[2048];
7226 char original_path[1024] = "";
7228 memset( &si, 0, sizeof(STARTUPINFO) );
7232 _getcwd(original_path, 1023);
7234 // set up command line
7235 strcpy(cmd_line, original_path);
7236 strcat(cmd_line, "\\");
7237 strcat(cmd_line, LAUNCHER_FNAME);
7238 strcat(cmd_line, " -straight_to_update");
7240 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
7241 cmd_line, // pointer to command line string
7242 NULL, // pointer to process security attributes
7243 NULL, // pointer to thread security attributes
7244 FALSE, // handle inheritance flag
7245 CREATE_DEFAULT_ERROR_MODE, // creation flags
7246 NULL, // pointer to new environment block
7247 NULL, // pointer to current directory name
7248 &si, // pointer to STARTUPINFO
7249 &pi // pointer to PROCESS_INFORMATION
7251 // to eliminate build warnings
7261 // This function is called when FreeSpace terminates normally.
7263 void game_shutdown(void)
7269 // don't ever flip a page on the standalone!
7270 if(!(Game_mode & GM_STANDALONE_SERVER)){
7276 // if the player has left the "player select" screen and quit the game without actually choosing
7277 // a player, Player will be NULL, in which case we shouldn't write the player file out!
7278 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
7282 // load up common multiplayer icons
7283 multi_unload_common_icons();
7285 shockwave_close(); // release any memory used by shockwave system
7286 fireball_close(); // free fireball system
7287 ship_close(); // free any memory that was allocated for the ships
7288 weapon_close(); // free any memory that was allocated for the weapons
7289 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
7290 unload_animating_pointer();// frees the frames used for the animating mouse pointer
7291 bm_unload_all(); // free bitmaps
7292 mission_campaign_close(); // close out the campaign stuff
7293 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7294 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7296 #ifdef MULTI_USE_LAG
7300 // the menu close functions will unload the bitmaps if they were displayed during the game
7301 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7304 context_help_close(); // close out help system
7305 training_menu_close();
7306 lcl_close(); // be sure localization is closed out
7309 // free left-over memory from parsed tables
7310 cutscene_tbl_close();
7312 scoring_tbl_close();
7313 player_tips_close();
7315 extern void joy_close();
7318 audiostream_close();
7320 event_music_close();
7324 // HACKITY HACK HACK
7325 // if this flag is set, we should be firing up the launcher when exiting freespace
7326 extern int Multi_update_fireup_launcher_on_exit;
7327 if(Multi_update_fireup_launcher_on_exit){
7328 game_launch_launcher_on_exit();
7332 // game_stop_looped_sounds()
7334 // This function will call the appropriate stop looped sound functions for those
7335 // modules which use looping sounds. It is not enough just to stop a looping sound
7336 // at the DirectSound level, the game is keeping track of looping sounds, and this
7337 // function is used to inform the game that looping sounds are being halted.
7339 void game_stop_looped_sounds()
7341 hud_stop_looped_locking_sounds();
7342 hud_stop_looped_engine_sounds();
7343 afterburner_stop_sounds();
7344 player_stop_looped_sounds();
7345 obj_snd_stop_all(); // stop all object-linked persistant sounds
7346 game_stop_subspace_ambient_sound();
7347 snd_stop(Radar_static_looping);
7348 Radar_static_looping = -1;
7349 snd_stop(Target_static_looping);
7350 shipfx_stop_engine_wash_sound();
7351 Target_static_looping = -1;
7354 //////////////////////////////////////////////////////////////////////////
7356 // Code for supporting an animating mouse pointer
7359 //////////////////////////////////////////////////////////////////////////
7361 typedef struct animating_obj
7370 static animating_obj Animating_mouse;
7372 // ----------------------------------------------------------------------------
7373 // init_animating_pointer()
7375 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7376 // gets properly initialized
7378 void init_animating_pointer()
7380 Animating_mouse.first_frame = -1;
7381 Animating_mouse.num_frames = 0;
7382 Animating_mouse.current_frame = -1;
7383 Animating_mouse.time = 0.0f;
7384 Animating_mouse.elapsed_time = 0.0f;
7387 // ----------------------------------------------------------------------------
7388 // load_animating_pointer()
7390 // Called at game init to load in the frames for the animating mouse pointer
7392 // input: filename => filename of animation file that holds the animation
7394 void load_animating_pointer(const char *filename, int dx, int dy)
7399 init_animating_pointer();
7401 am = &Animating_mouse;
7402 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7403 if ( am->first_frame == -1 )
7404 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7405 am->current_frame = 0;
7406 am->time = am->num_frames / i2fl(fps);
7409 // ----------------------------------------------------------------------------
7410 // unload_animating_pointer()
7412 // Called at game shutdown to free the memory used to store the animation frames
7414 void unload_animating_pointer()
7419 am = &Animating_mouse;
7420 for ( i = 0; i < am->num_frames; i++ ) {
7421 Assert( (am->first_frame+i) >= 0 );
7422 bm_release(am->first_frame + i);
7425 am->first_frame = -1;
7427 am->current_frame = -1;
7430 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7431 void game_render_mouse(float frametime)
7436 // if animating cursor exists, play the next frame
7437 am = &Animating_mouse;
7438 if ( am->first_frame != -1 ) {
7439 mouse_get_pos(&mx, &my);
7440 am->elapsed_time += frametime;
7441 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7442 if ( am->current_frame >= am->num_frames ) {
7443 am->current_frame = 0;
7444 am->elapsed_time = 0.0f;
7446 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7450 // ----------------------------------------------------------------------------
7451 // game_maybe_draw_mouse()
7453 // determines whether to draw the mouse pointer at all, and what frame of
7454 // animation to use if the mouse is animating
7456 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7458 // input: frametime => elapsed frame time in seconds since last call
7460 void game_maybe_draw_mouse(float frametime)
7464 game_state = gameseq_get_state();
7466 switch ( game_state ) {
7467 case GS_STATE_GAME_PAUSED:
7468 // case GS_STATE_MULTI_PAUSED:
7469 case GS_STATE_GAME_PLAY:
7470 case GS_STATE_DEATH_DIED:
7471 case GS_STATE_DEATH_BLEW_UP:
7472 if ( popup_active() || popupdead_is_active() ) {
7484 if ( !Mouse_hidden )
7485 game_render_mouse(frametime);
7489 void game_do_training_checks()
7493 waypoint_list *wplp;
7495 if (Training_context & TRAINING_CONTEXT_SPEED) {
7496 s = (int) Player_obj->phys_info.fspeed;
7497 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7498 if (!Training_context_speed_set) {
7499 Training_context_speed_set = 1;
7500 Training_context_speed_timestamp = timestamp();
7504 Training_context_speed_set = 0;
7507 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7508 wplp = &Waypoint_lists[Training_context_path];
7509 if (wplp->count > Training_context_goal_waypoint) {
7510 i = Training_context_goal_waypoint;
7512 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7513 if (d <= Training_context_distance) {
7514 Training_context_at_waypoint = i;
7515 if (Training_context_goal_waypoint == i) {
7516 Training_context_goal_waypoint++;
7517 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7524 if (i == wplp->count)
7527 } while (i != Training_context_goal_waypoint);
7531 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7532 Players_target = Player_ai->target_objnum;
7533 Players_targeted_subsys = Player_ai->targeted_subsys;
7534 Players_target_timestamp = timestamp();
7538 /////////// Following is for event debug view screen
7542 #define EVENT_DEBUG_MAX 5000
7543 #define EVENT_DEBUG_EVENT 0x8000
7545 int Event_debug_index[EVENT_DEBUG_MAX];
7548 void game_add_event_debug_index(int n, int indent)
7550 if (ED_count < EVENT_DEBUG_MAX)
7551 Event_debug_index[ED_count++] = n | (indent << 16);
7554 void game_add_event_debug_sexp(int n, int indent)
7559 if (Sexp_nodes[n].first >= 0) {
7560 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7561 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7565 game_add_event_debug_index(n, indent);
7566 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7567 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7569 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7572 void game_event_debug_init()
7577 for (e=0; e<Num_mission_events; e++) {
7578 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7579 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7583 void game_show_event_debug(float frametime)
7587 int font_height, font_width;
7589 static int scroll_offset = 0;
7591 k = game_check_key();
7597 if (scroll_offset < 0)
7607 scroll_offset -= 20;
7608 if (scroll_offset < 0)
7613 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7617 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7623 gr_set_color_fast(&Color_bright);
7625 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7627 gr_set_color_fast(&Color_normal);
7629 gr_get_string_size(&font_width, &font_height, NOX("test"));
7630 y_max = gr_screen.max_h - font_height - 5;
7634 while (k < ED_count) {
7635 if (y_index > y_max)
7638 z = Event_debug_index[k];
7639 if (z & EVENT_DEBUG_EVENT) {
7641 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7642 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7643 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7644 Mission_events[z].repeat_count, Mission_events[z].interval);
7652 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7653 switch (Sexp_nodes[z & 0x7fff].value) {
7655 strcat(buf, NOX(" (True)"));
7659 strcat(buf, NOX(" (False)"));
7662 case SEXP_KNOWN_TRUE:
7663 strcat(buf, NOX(" (Always true)"));
7666 case SEXP_KNOWN_FALSE:
7667 strcat(buf, NOX(" (Always false)"));
7670 case SEXP_CANT_EVAL:
7671 strcat(buf, NOX(" (Can't eval)"));
7675 case SEXP_NAN_FOREVER:
7676 strcat(buf, NOX(" (Not a number)"));
7681 gr_printf(10, y_index, buf);
7682 y_index += font_height;
7696 extern int Tmap_npixels;
7699 int Tmap_num_too_big = 0;
7700 int Num_models_needing_splitting = 0;
7702 void Time_model( int modelnum )
7704 // mprintf(( "Timing ship '%s'\n", si->name ));
7706 vector eye_pos, model_pos;
7707 matrix eye_orient, model_orient;
7709 polymodel *pm = model_get( modelnum );
7711 int l = strlen(pm->filename);
7713 if ( (l == '/') || (l=='\\') || (l==':')) {
7719 char *pof_file = &pm->filename[l];
7721 int model_needs_splitting = 0;
7723 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7725 for (i=0; i<pm->n_textures; i++ ) {
7726 char filename[1024];
7729 int bmp_num = pm->original_textures[i];
7730 if ( bmp_num > -1 ) {
7731 bm_get_palette(pm->original_textures[i], pal, filename );
7733 bm_get_info( pm->original_textures[i],&w, &h );
7736 if ( (w > 512) || (h > 512) ) {
7737 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7739 model_needs_splitting++;
7742 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7746 if ( model_needs_splitting ) {
7747 Num_models_needing_splitting++;
7749 eye_orient = model_orient = vmd_identity_matrix;
7750 eye_pos = model_pos = vmd_zero_vector;
7752 eye_pos.xyz.z = -pm->rad*2.0f;
7754 vector eye_to_model;
7756 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7757 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7759 fix t1 = timer_get_fixed_seconds();
7762 ta.p = ta.b = ta.h = 0.0f;
7769 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7771 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7773 modelstats_num_polys = modelstats_num_verts = 0;
7775 while( ta.h < PI2 ) {
7778 vm_angles_2_matrix(&m1, &ta );
7779 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7786 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7788 model_clear_instance( modelnum );
7789 model_set_detail_level(0); // use highest detail level
7790 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7798 int k = key_inkey();
7799 if ( k == SDLK_ESCAPE ) {
7804 fix t2 = timer_get_fixed_seconds();
7806 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7807 //bitmaps_used_this_frame /= framecount;
7809 modelstats_num_polys /= framecount;
7810 modelstats_num_verts /= framecount;
7813 Tmap_npixels /=framecount;
7816 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7818 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 );
7820 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 );
7822 // 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 );
7828 int Time_models = 0;
7829 DCF_BOOL( time_models, Time_models );
7831 void Do_model_timings_test()
7835 if ( !Time_models ) return;
7837 mprintf(( "Timing models!\n" ));
7841 ubyte model_used[MAX_POLYGON_MODELS];
7842 int model_id[MAX_POLYGON_MODELS];
7843 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7848 for (i=0; i<Num_ship_types; i++ ) {
7849 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7851 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7852 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7855 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7856 if ( !Texture_fp ) return;
7858 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7859 if ( !Time_fp ) return;
7861 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7862 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7864 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7865 if ( model_used[i] ) {
7866 Time_model( model_id[i] );
7870 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7871 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7880 // Call this function when you want to inform the player that a feature is not
7881 // enabled in the DEMO version of FreSpace
7882 void game_feature_not_in_demo_popup()
7884 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7887 // format the specified time (fixed point) into a nice string
7888 void game_format_time(fix m_time,char *time_str)
7891 int hours,minutes,seconds;
7894 mtime = f2fl(m_time);
7896 // get the hours, minutes and seconds
7897 hours = (int)(mtime / 3600.0f);
7899 mtime -= (3600.0f * (float)hours);
7901 seconds = (int)mtime%60;
7902 minutes = (int)mtime/60;
7904 // print the hour if necessary
7906 sprintf(time_str,XSTR( "%d:", 201),hours);
7907 // if there are less than 10 minutes, print a leading 0
7909 strcpy(tmp,NOX("0"));
7910 strcat(time_str,tmp);
7914 // print the minutes
7916 sprintf(tmp,XSTR( "%d:", 201),minutes);
7917 strcat(time_str,tmp);
7919 sprintf(time_str,XSTR( "%d:", 201),minutes);
7922 // print the seconds
7924 strcpy(tmp,NOX("0"));
7925 strcat(time_str,tmp);
7927 sprintf(tmp,"%d",seconds);
7928 strcat(time_str,tmp);
7931 // Stuff version string in *str.
7932 void get_version_string(char *str)
7935 if ( FS_VERSION_BUILD == 0 ) {
7936 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7938 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7941 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7943 #elif defined (OEM_BUILD)
7944 strcat(str, " (OEM)");
7950 char myname[_MAX_PATH];
7951 int namelen, major, minor, build, waste;
7952 unsigned int buf_size;
7958 // Find my EXE file name
7959 hMod = GetModuleHandle(NULL);
7960 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7962 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7963 infop = (char *)malloc(version_size);
7964 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7966 // get the product version
7967 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7968 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7970 sprintf(str,"Dv%d.%02d",major, minor);
7972 sprintf(str,"v%d.%02d",major, minor);
7977 void get_version_string_short(char *str)
7979 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7982 // ----------------------------------------------------------------
7984 // OEM UPSELL SCREENS BEGIN
7986 // ----------------------------------------------------------------
7987 #if defined(OEM_BUILD)
7989 #define NUM_OEM_UPSELL_SCREENS 3
7990 #define OEM_UPSELL_SCREEN_DELAY 10000
7992 static int Oem_upsell_bitmaps_loaded = 0;
7993 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7994 static int Oem_upsell_screen_number = 0;
7995 static int Oem_upsell_show_next_bitmap_time;
7998 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
8011 static int Oem_normal_cursor = -1;
8012 static int Oem_web_cursor = -1;
8013 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
8014 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
8016 void oem_upsell_next_screen()
8018 Oem_upsell_screen_number++;
8019 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
8020 // extra long delay, mouse shown on last upsell
8021 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
8025 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8029 void oem_upsell_load_bitmaps()
8033 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8034 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
8038 void oem_upsell_unload_bitmaps()
8042 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8043 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
8044 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
8049 Oem_upsell_bitmaps_loaded = 0;
8052 // clickable hotspot on 3rd OEM upsell screen
8053 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
8055 28, 350, 287, 96 // x, y, w, h
8058 45, 561, 460, 152 // x, y, w, h
8062 void oem_upsell_show_screens()
8064 int current_time, k;
8067 if ( !Oem_upsell_bitmaps_loaded ) {
8068 oem_upsell_load_bitmaps();
8069 Oem_upsell_bitmaps_loaded = 1;
8072 // may use upsell screens more than once
8073 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8074 Oem_upsell_screen_number = 0;
8080 int nframes; // used to pass, not really needed (should be 1)
8081 Oem_normal_cursor = gr_get_cursor_bitmap();
8082 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
8083 Assert(Oem_web_cursor >= 0);
8084 if (Oem_web_cursor < 0) {
8085 Oem_web_cursor = Oem_normal_cursor;
8090 //oem_reset_trailer_timer();
8092 current_time = timer_get_milliseconds();
8097 // advance screen on keypress or timeout
8098 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
8099 oem_upsell_next_screen();
8102 // check if we are done
8103 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
8104 Oem_upsell_screen_number--;
8107 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
8112 // show me the upsell
8113 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
8114 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
8118 // if this is the 3rd upsell, make it clickable, d00d
8119 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
8121 int button_state = mouse_get_pos(&mx, &my);
8122 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])
8123 && (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]) )
8126 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
8129 if (button_state & MOUSE_LEFT_BUTTON) {
8131 multi_pxo_url(OEM_UPSELL_URL);
8135 // switch cursor back to normal one
8136 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8141 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8151 oem_upsell_unload_bitmaps();
8153 // switch cursor back to normal one
8154 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8158 #endif // defined(OEM_BUILD)
8159 // ----------------------------------------------------------------
8161 // OEM UPSELL SCREENS END
8163 // ----------------------------------------------------------------
8167 // ----------------------------------------------------------------
8169 // DEMO UPSELL SCREENS BEGIN
8171 // ----------------------------------------------------------------
8173 #if defined(FS2_DEMO) || defined(FS1_DEMO)
8176 #define NUM_DEMO_UPSELL_SCREENS 2
8178 #define NUM_DEMO_UPSELL_SCREENS 4
8180 #define DEMO_UPSELL_SCREEN_DELAY 3000
8182 static int Demo_upsell_bitmaps_loaded = 0;
8183 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
8184 static int Demo_upsell_screen_number = 0;
8185 static int Demo_upsell_show_next_bitmap_time;
8188 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
8214 void demo_upsell_next_screen()
8216 Demo_upsell_screen_number++;
8217 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
8218 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
8220 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8224 if ( Demo_upsell_screen_number < NUM_DEMO_UPSELL_SCREENS ) {
8225 if ( Demo_upsell_bitmap_filenames[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8226 #ifndef HARDWARE_ONLY
8227 palette_use_bm_palette(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8234 void demo_upsell_load_bitmaps()
8238 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8239 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
8243 void demo_upsell_unload_bitmaps()
8247 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8248 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
8249 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
8254 Demo_upsell_bitmaps_loaded = 0;
8257 void demo_upsell_show_screens()
8259 int current_time, k;
8262 if ( !Demo_upsell_bitmaps_loaded ) {
8263 demo_upsell_load_bitmaps();
8264 Demo_upsell_bitmaps_loaded = 1;
8267 // may use upsell screens more than once
8268 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8269 Demo_upsell_screen_number = 0;
8276 demo_reset_trailer_timer();
8278 current_time = timer_get_milliseconds();
8285 // don't time out, wait for keypress
8287 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
8288 demo_upsell_next_screen();
8293 demo_upsell_next_screen();
8296 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
8297 Demo_upsell_screen_number--;
8300 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8305 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8306 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8311 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8321 demo_upsell_unload_bitmaps();
8326 // ----------------------------------------------------------------
8328 // DEMO UPSELL SCREENS END
8330 // ----------------------------------------------------------------
8333 // ----------------------------------------------------------------
8335 // Subspace Ambient Sound START
8337 // ----------------------------------------------------------------
8339 static int Subspace_ambient_left_channel = -1;
8340 static int Subspace_ambient_right_channel = -1;
8343 void game_start_subspace_ambient_sound()
8345 if ( Subspace_ambient_left_channel < 0 ) {
8346 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8349 if ( Subspace_ambient_right_channel < 0 ) {
8350 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8354 void game_stop_subspace_ambient_sound()
8356 if ( Subspace_ambient_left_channel >= 0 ) {
8357 snd_stop(Subspace_ambient_left_channel);
8358 Subspace_ambient_left_channel = -1;
8361 if ( Subspace_ambient_right_channel >= 0 ) {
8362 snd_stop(Subspace_ambient_right_channel);
8363 Subspace_ambient_right_channel = -1;
8367 // ----------------------------------------------------------------
8369 // Subspace Ambient Sound END
8371 // ----------------------------------------------------------------
8373 // ----------------------------------------------------------------
8375 // CDROM detection code START
8377 // ----------------------------------------------------------------
8379 #define CD_SIZE_72_MINUTE_MAX (697000000)
8381 uint game_get_cd_used_space(char *path)
8385 char use_path[512] = "";
8386 char sub_path[512] = "";
8387 WIN32_FIND_DATA find;
8390 // recurse through all files and directories
8391 strcpy(use_path, path);
8392 strcat(use_path, "*.*");
8393 find_handle = FindFirstFile(use_path, &find);
8396 if(find_handle == INVALID_HANDLE_VALUE){
8402 // subdirectory. make sure to ignore . and ..
8403 if((find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) && stricmp(find.cFileName, ".") && stricmp(find.cFileName, "..")){
8405 strcpy(sub_path, path);
8406 strcat(sub_path, find.cFileName);
8407 strcat(sub_path, "\\");
8408 total += game_get_cd_used_space(sub_path);
8410 total += (uint)find.nFileSizeLow;
8412 } while(FindNextFile(find_handle, &find));
8415 FindClose(find_handle);
8427 // if volume_name is non-null, the CD name must match that
8428 int find_freespace_cd(const char *volume_name)
8431 char oldpath[MAX_PATH];
8435 int volume_match = 0;
8439 GetCurrentDirectory(MAX_PATH, oldpath);
8441 for (i = 0; i < 26; i++)
8447 path[0] = (char)('A'+i);
8448 if (GetDriveType(path) == DRIVE_CDROM) {
8450 if ( GetVolumeInformation(path, volume, 256, NULL, NULL, NULL, NULL, 0) == TRUE ) {
8451 nprintf(("CD", "CD volume: %s\n", volume));
8453 // check for any CD volume
8454 int volume1_present = 0;
8455 int volume2_present = 0;
8456 int volume3_present = 0;
8458 char full_check[512] = "";
8460 // look for setup.exe
8461 strcpy(full_check, path);
8462 strcat(full_check, "setup.exe");
8463 find_handle = _findfirst(full_check, &find);
8464 if(find_handle != -1){
8465 volume1_present = 1;
8466 _findclose(find_handle);
8469 // look for intro.mve
8470 strcpy(full_check, path);
8471 strcat(full_check, "intro.mve");
8472 find_handle = _findfirst(full_check, &find);
8473 if(find_handle != -1){
8474 volume2_present = 1;
8475 _findclose(find_handle);
8478 // look for endpart1.mve
8479 strcpy(full_check, path);
8480 strcat(full_check, "endpart1.mve");
8481 find_handle = _findfirst(full_check, &find);
8482 if(find_handle != -1){
8483 volume3_present = 1;
8484 _findclose(find_handle);
8487 // see if we have the specific CD we're looking for
8488 if ( volume_name ) {
8490 if ( !stricmp(volume_name, FS_CDROM_VOLUME_1) && volume1_present) {
8494 if ( !stricmp(volume_name, FS_CDROM_VOLUME_2) && volume2_present) {
8498 if ( !stricmp(volume_name, FS_CDROM_VOLUME_3) && volume3_present) {
8502 if ( volume1_present || volume2_present || volume3_present ) {
8507 // here's where we make sure that CD's 2 and 3 are not just ripped - check to make sure its capacity is > 697,000,000 bytes
8508 if ( volume_match ){
8510 // we don't care about CD1 though. let it be whatever size it wants, since the game will demand CD's 2 and 3 at the proper time
8511 if(volume2_present || volume3_present) {
8512 // first step - check to make sure its a cdrom
8513 if(GetDriveType(path) != DRIVE_CDROM){
8517 #if !defined(OEM_BUILD)
8518 // oem not on 80 min cds, so dont check tha size
8520 uint used_space = game_get_cd_used_space(path);
8521 if(used_space < CD_SIZE_72_MINUTE_MAX){
8524 #endif // !defined(OEM_BUILD)
8532 #endif // RELEASE_REAL
8538 SetCurrentDirectory(oldpath);
8547 int set_cdrom_path(int drive_num)
8551 if (drive_num < 0) { //no CD
8553 // strcpy(CDROM_dir,"j:\\FreeSpaceCD\\"); //set directory
8556 strcpy(Game_CDROM_dir,""); //set directory
8560 sprintf(Game_CDROM_dir,NOX("%c:\\"), 'a' + drive_num ); //set directory
8576 i = find_freespace_cd();
8578 rval = set_cdrom_path(i);
8582 nprintf(("CD", "Using %s for FreeSpace CD\n", CDROM_dir));
8584 nprintf(("CD", "FreeSpace CD not found\n"));
8592 int Last_cd_label_found = 0;
8593 char Last_cd_label[256];
8595 int game_cd_changed()
8602 if ( strlen(Game_CDROM_dir) == 0 ) {
8606 found = GetVolumeInformation(Game_CDROM_dir, label, 256, NULL, NULL, NULL, NULL, 0);
8608 if ( found != Last_cd_label_found ) {
8609 Last_cd_label_found = found;
8611 mprintf(( "CD '%s' was inserted\n", label ));
8614 mprintf(( "CD '%s' was removed\n", Last_cd_label ));
8618 if ( Last_cd_label_found ) {
8619 if ( !stricmp( Last_cd_label, label )) {
8620 //mprintf(( "CD didn't change\n" ));
8622 mprintf(( "CD was changed from '%s' to '%s'\n", Last_cd_label, label ));
8626 // none found before, none found now.
8627 //mprintf(( "still no CD...\n" ));
8631 Last_cd_label_found = found;
8633 strcpy( Last_cd_label, label );
8635 strcpy( Last_cd_label, "" );
8646 // check if _any_ FreeSpace2 CDs are in the drive
8647 // return: 1 => CD now in drive
8648 // 0 => Could not find CD, they refuse to put it in the drive
8649 int game_do_cd_check(const char *volume_name)
8651 #if !defined(GAME_CD_CHECK)
8657 int num_attempts = 0;
8658 int refresh_files = 0;
8660 int path_set_ok, popup_rval;
8662 cd_drive_num = find_freespace_cd(volume_name);
8663 path_set_ok = set_cdrom_path(cd_drive_num);
8664 if ( path_set_ok ) {
8666 if ( refresh_files ) {
8678 // no CD found, so prompt user
8679 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue", 202));
8681 if ( popup_rval != 1 ) {
8686 if ( num_attempts++ > 5 ) {
8697 // check if _any_ FreeSpace2 CDs are in the drive
8698 // return: 1 => CD now in drive
8699 // 0 => Could not find CD, they refuse to put it in the drive
8700 int game_do_cd_check_specific(const char *volume_name, int cdnum)
8705 int num_attempts = 0;
8706 int refresh_files = 0;
8708 int path_set_ok, popup_rval;
8710 cd_drive_num = find_freespace_cd(volume_name);
8711 path_set_ok = set_cdrom_path(cd_drive_num);
8712 if ( path_set_ok ) {
8714 if ( refresh_files ) {
8725 // no CD found, so prompt user
8726 #if defined(DVD_MESSAGE_HACK)
8727 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8729 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cdnum);
8732 if ( popup_rval != 1 ) {
8737 if ( num_attempts++ > 5 ) {
8747 // only need to do this in RELEASE_REAL
8748 int game_do_cd_mission_check(const char *filename)
8754 fs_builtin_mission *m = game_find_builtin_mission(filename);
8756 // check for changed CD
8757 if(game_cd_changed()){
8762 if((Game_mode & GM_MULTIPLAYER) || Is_standalone){
8766 // not builtin, so do a general check (any FS2 CD will do)
8768 return game_do_cd_check();
8771 // does not have any CD requirement, do a general check
8772 if(strlen(m->cd_volume) <= 0){
8773 return game_do_cd_check();
8777 if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_1)){
8779 } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_2)){
8782 } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_3)){
8786 return game_do_cd_check();
8789 // did we find the cd?
8790 if(find_freespace_cd(m->cd_volume) >= 0){
8794 // make sure the volume exists
8795 int num_attempts = 0;
8796 int refresh_files = 0;
8798 int path_set_ok, popup_rval;
8800 cd_drive_num = find_freespace_cd(m->cd_volume);
8801 path_set_ok = set_cdrom_path(cd_drive_num);
8802 if ( path_set_ok ) {
8804 if ( refresh_files ) {
8811 // no CD found, so prompt user
8812 #if defined(DVD_MESSAGE_HACK)
8813 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8815 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cd_num);
8819 if ( popup_rval != 1 ) {
8824 if ( num_attempts++ > 5 ) {
8836 // ----------------------------------------------------------------
8838 // CDROM detection code END
8840 // ----------------------------------------------------------------
8842 // ----------------------------------------------------------------
8844 // Language Autodetection stuff
8847 // this layout order must match Lcl_languages in localize.cpp in order for the
8848 // correct language to be detected
8849 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8851 1366105450, // English
8853 589986744, // English
8855 -1132430286, // German
8857 -1131728960, // Polish
8860 // default setting is "-1" to use config file with English as fall back
8861 // DO NOT change the default setting here or something uncouth might happen
8862 // in the localization code
8868 // try and open the file to verify
8869 CFILE *detect = cfopen("font01.vf", "rb");
8871 // will use default setting if something went wrong
8876 // get the long checksum of the file
8878 cfseek(detect, 0, SEEK_SET);
8879 cf_chksum_long(detect, &file_checksum);
8883 // now compare the checksum/filesize against known #'s
8884 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8885 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8890 // notify if a match was not found, include detected checksum
8891 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8892 printf("Using default language...\n\n");
8898 // End Auto Lang stuff
8900 // ----------------------------------------------------------------
8902 // ----------------------------------------------------------------
8903 // SHIPS TBL VERIFICATION STUFF
8906 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8907 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8908 #define NUM_SHIPS_TBL_CHECKSUMS 3
8910 #define NUM_SHIPS_TBL_CHECKSUMS 1
8914 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8915 1696074201, // FS2 demo
8918 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8919 1603375034, // FS1 DEMO
8922 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8923 -129679197, // FS1 Full 1.06 (US)
8924 7762567, // FS1 SilentThreat
8925 1555372475 // FS1 Full 1.06 (German)
8929 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8930 -463907578, // US - beta 1
8931 1696074201, // FS2 demo
8934 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8935 // -1022810006, // 1.0 FULL
8936 -1254285366 // 1.2 FULL (German)
8940 void verify_ships_tbl()
8944 Game_ships_tbl_valid = 1;
8950 // detect if the packfile exists
8951 CFILE *detect = cfopen("ships.tbl", "rb");
8952 Game_ships_tbl_valid = 0;
8956 Game_ships_tbl_valid = 0;
8960 // get the long checksum of the file
8962 cfseek(detect, 0, SEEK_SET);
8963 cf_chksum_long(detect, &file_checksum);
8967 // now compare the checksum/filesize against known #'s
8968 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8969 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8970 Game_ships_tbl_valid = 1;
8977 DCF(shipspew, "display the checksum for the current ships.tbl")
8980 CFILE *detect = cfopen("ships.tbl", "rb");
8981 // get the long checksum of the file
8983 cfseek(detect, 0, SEEK_SET);
8984 cf_chksum_long(detect, &file_checksum);
8987 dc_printf("%d", file_checksum);
8990 // ----------------------------------------------------------------
8991 // WEAPONS TBL VERIFICATION STUFF
8994 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8995 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8996 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8998 #define NUM_WEAPONS_TBL_CHECKSUMS 1
9002 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9003 -266420030, // demo 1
9006 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9007 -1246928725, // FS1 DEMO
9010 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9011 -834598107, // FS1 1.06 Full (US)
9012 -1652231417, // FS1 SilentThreat
9013 720209793 // FS1 1.06 Full (German)
9017 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9018 141718090, // US - beta 1
9019 -266420030, // demo 1
9022 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9023 // 399297860, // 1.0 FULL
9024 -553984927 // 1.2 FULL (german)
9028 void verify_weapons_tbl()
9032 Game_weapons_tbl_valid = 1;
9038 // detect if the packfile exists
9039 CFILE *detect = cfopen("weapons.tbl", "rb");
9040 Game_weapons_tbl_valid = 0;
9044 Game_weapons_tbl_valid = 0;
9048 // get the long checksum of the file
9050 cfseek(detect, 0, SEEK_SET);
9051 cf_chksum_long(detect, &file_checksum);
9055 // now compare the checksum/filesize against known #'s
9056 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
9057 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
9058 Game_weapons_tbl_valid = 1;
9065 DCF(wepspew, "display the checksum for the current weapons.tbl")
9068 CFILE *detect = cfopen("weapons.tbl", "rb");
9069 // get the long checksum of the file
9071 cfseek(detect, 0, SEEK_SET);
9072 cf_chksum_long(detect, &file_checksum);
9075 dc_printf("%d", file_checksum);
9078 // if the game is running using hacked data
9079 int game_hacked_data()
9082 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
9090 void display_title_screen()
9092 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
9093 ///int title_bitmap;
9096 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
9097 if (title_bitmap == -1) {
9103 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9104 extern void d3d_start_frame();
9110 gr_set_bitmap(title_bitmap);
9117 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9118 extern void d3d_stop_frame();
9126 bm_unload(title_bitmap);
9127 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
9130 // return true if the game is running with "low memory", which is less than 48MB
9131 bool game_using_low_mem()
9133 if (Use_low_mem == 0) {