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"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
707 #include "supernova.h"
708 #include "hudshield.h"
709 // #include "names.h"
711 #include "missionloopbrief.h"
715 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
721 // 1.00.04 5/26/98 MWA -- going final (12 pm)
722 // 1.00.03 5/26/98 MWA -- going final (3 am)
723 // 1.00.02 5/25/98 MWA -- going final
724 // 1.00.01 5/25/98 MWA -- going final
725 // 0.90 5/21/98 MWA -- getting ready for final.
726 // 0.10 4/9/98. Set by MK.
728 // Demo version: (obsolete since DEMO codebase split from tree)
729 // 0.03 4/10/98 AL. Interplay rev
730 // 0.02 4/8/98 MK. Increased when this system was modified.
731 // 0.01 4/7/98? AL. First release to Interplay QA.
734 // 1.00 5/28/98 AL. First release to Interplay QA.
736 void game_level_init(int seed = -1);
737 void game_post_level_init();
738 void game_do_frame();
739 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
740 void game_reset_time();
741 void game_show_framerate(); // draws framerate in lower right corner
743 int Game_no_clear = 0;
745 int Pofview_running = 0;
746 int Nebedit_running = 0;
748 typedef struct big_expl_flash {
749 float max_flash_intensity; // max intensity
750 float cur_flash_intensity; // cur intensity
751 int flash_start; // start time
754 #define FRAME_FILTER 16
756 #define DEFAULT_SKILL_LEVEL 1
757 int Game_skill_level = DEFAULT_SKILL_LEVEL;
759 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
760 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
762 #define EXE_FNAME ("fs2.exe")
763 #define LAUNCHER_FNAME ("freespace2.exe")
766 // JAS: Code for warphole camera.
767 // Needs to be cleaned up.
768 vector Camera_pos = ZERO_VECTOR;
769 vector Camera_velocity = ZERO_VECTOR;
770 vector Camera_desired_velocity = ZERO_VECTOR;
771 matrix Camera_orient = IDENTITY_MATRIX;
772 float Camera_damping = 1.0f;
773 float Camera_time = 0.0f;
774 float Warpout_time = 0.0f;
775 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
776 int Warpout_sound = -1;
778 int Use_joy_mouse = 0;
779 int Use_palette_flash = 1;
781 int Use_fullscreen_at_startup = 0;
783 int Show_area_effect = 0;
784 object *Last_view_target = NULL;
786 int dogfight_blown = 0;
789 float frametimes[FRAME_FILTER];
790 float frametotal = 0.0f;
794 int Show_framerate = 0;
796 int Show_framerate = 1;
799 int Framerate_cap = 120;
802 int Show_target_debug_info = 0;
803 int Show_target_weapons = 0;
807 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
810 int Debug_octant = -1;
812 fix Game_time_compression = F1_0;
814 // if the ships.tbl the player has is valid
815 int Game_ships_tbl_valid = 0;
817 // if the weapons.tbl the player has is valid
818 int Game_weapons_tbl_valid = 0;
822 extern int Player_attacking_enabled;
826 int Pre_player_entry;
828 int Fred_running = 0;
829 char Game_current_mission_filename[MAX_FILENAME_LEN];
830 int game_single_step = 0;
831 int last_single_step=0;
833 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
834 extern int MSG_WINDOW_Y_START;
835 extern int MSG_WINDOW_HEIGHT;
837 int game_zbuffer = 1;
838 //static int Game_music_paused;
839 static int Game_paused;
843 #define EXPIRE_BAD_CHECKSUM 1
844 #define EXPIRE_BAD_TIME 2
846 extern void ssm_init();
847 extern void ssm_level_init();
848 extern void ssm_process();
850 // static variable to contain the time this version was built
851 // commented out for now until
852 // I figure out how to get the username into the file
853 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
855 // defines and variables used for dumping frame for making trailers.
857 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
858 int Debug_dump_trigger = 0;
859 int Debug_dump_frame_count;
860 int Debug_dump_frame_num = 0;
861 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
864 // amount of time to wait after the player has died before we display the death died popup
865 #define PLAYER_DIED_POPUP_WAIT 2500
866 int Player_died_popup_wait = -1;
867 int Player_multi_died_check = -1;
869 // builtin mission list stuff
871 int Game_builtin_mission_count = 6;
872 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
873 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
877 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
878 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
880 #elif defined(FS1_DEMO)
881 int Game_builtin_mission_count = 5;
882 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
883 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
885 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
887 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
889 #elif defined(PD_BUILD)
890 int Game_builtin_mission_count = 4;
891 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
892 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
893 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
894 { "sm1-01", (FSB_FROM_VOLITION) },
895 { "sm1-05", (FSB_FROM_VOLITION) },
897 #elif defined(MULTIPLAYER_BETA)
898 int Game_builtin_mission_count = 17;
899 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
901 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
911 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
912 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
913 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
915 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
916 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
917 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
919 #elif defined(OEM_BUILD)
920 int Game_builtin_mission_count = 17;
921 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
922 // oem version - act 1 only
923 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
926 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
943 #elif defined(MAKE_FS1)
944 int Game_builtin_mission_count = 125;
945 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
946 // single player campaign
947 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
950 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
992 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
997 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
998 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1000 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1018 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1020 // SilentThreat missions
1021 // Main SilentThreat campaign
1022 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1024 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1035 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1037 // SilentThreat Part 1 - multi-coop
1038 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1040 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1042 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 // SilentThreat Part 2 - multi-coop
1045 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1047 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1049 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 // SilentThreat Part 3 - multi-coop
1052 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1054 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1056 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 // SilentThreat Part 4 - multi-coop
1059 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1061 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1063 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1065 // multiplayer missions
1066 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1070 // user supplied missions
1071 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1100 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1105 int Game_builtin_mission_count = 92;
1106 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1107 // single player campaign
1108 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1111 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1155 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1157 // multiplayer missions
1160 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1208 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1213 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1214 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1215 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1216 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1217 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1222 // Internal function prototypes
1223 void game_maybe_draw_mouse(float frametime);
1224 void init_animating_pointer();
1225 void load_animating_pointer(const char *filename, int dx, int dy);
1226 void unload_animating_pointer();
1227 void game_do_training_checks();
1228 void game_shutdown(void);
1229 void game_show_event_debug(float frametime);
1230 void game_event_debug_init();
1232 void demo_upsell_show_screens();
1233 void game_start_subspace_ambient_sound();
1234 void game_stop_subspace_ambient_sound();
1235 void verify_ships_tbl();
1236 void verify_weapons_tbl();
1237 void display_title_screen();
1239 // loading background filenames
1240 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1241 "LoadingBG", // GR_640
1242 "2_LoadingBG" // GR_1024
1246 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1247 "Loading.ani", // GR_640
1248 "2_Loading.ani" // GR_1024
1251 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1252 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1260 #elif defined(OEM_BUILD)
1261 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1270 // How much RAM is on this machine. Set in WinMain
1271 static int Freespace_total_ram = 0;
1274 float Game_flash_red = 0.0f;
1275 float Game_flash_green = 0.0f;
1276 float Game_flash_blue = 0.0f;
1277 float Sun_spot = 0.0f;
1278 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1280 // game shudder stuff (in ms)
1281 int Game_shudder_time = -1;
1282 int Game_shudder_total = 0;
1283 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1286 sound_env Game_sound_env;
1287 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1288 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1290 int Game_sound_env_update_timestamp;
1292 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1295 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1297 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1301 // look through all existing builtin missions
1302 for(idx=0; idx<Game_builtin_mission_count; idx++){
1303 if(!stricmp(Game_builtin_mission_list[idx].filename, filename)){
1304 return &Game_builtin_mission_list[idx];
1312 int game_get_default_skill_level()
1314 return DEFAULT_SKILL_LEVEL;
1318 void game_flash_reset()
1320 Game_flash_red = 0.0f;
1321 Game_flash_green = 0.0f;
1322 Game_flash_blue = 0.0f;
1324 Big_expl_flash.max_flash_intensity = 0.0f;
1325 Big_expl_flash.cur_flash_intensity = 0.0f;
1326 Big_expl_flash.flash_start = 0;
1329 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1330 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1332 void game_framerate_check_init()
1334 // zero critical time
1335 Gf_critical_time = 0.0f;
1338 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1339 // if this is a glide card
1340 if(gr_screen.mode == GR_GLIDE){
1342 extern GrHwConfiguration hwconfig;
1345 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1346 Gf_critical = 15.0f;
1350 Gf_critical = 10.0f;
1355 Gf_critical = 15.0f;
1358 // d3d. only care about good cards here I guess (TNT)
1360 Gf_critical = 15.0f;
1363 // if this is a glide card
1364 if(gr_screen.mode == GR_GLIDE){
1366 extern GrHwConfiguration hwconfig;
1369 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1370 Gf_critical = 25.0f;
1374 Gf_critical = 20.0f;
1379 Gf_critical = 25.0f;
1382 // d3d. only care about good cards here I guess (TNT)
1384 Gf_critical = 25.0f;
1389 extern float Framerate;
1390 void game_framerate_check()
1394 // if the current framerate is above the critical level, add frametime
1395 if(Framerate >= Gf_critical){
1396 Gf_critical_time += flFrametime;
1399 if(!Show_framerate){
1403 // display if we're above the critical framerate
1404 if(Framerate < Gf_critical){
1405 gr_set_color_fast(&Color_bright_red);
1406 gr_string(200, y_start, "Framerate warning");
1411 // display our current pct of good frametime
1412 if(f2fl(Missiontime) >= 0.0f){
1413 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1416 gr_set_color_fast(&Color_bright_green);
1418 gr_set_color_fast(&Color_bright_red);
1421 gr_printf(200, y_start, "%d%%", (int)pct);
1428 // Adds a flash effect. These can be positive or negative.
1429 // The range will get capped at around -1 to 1, so stick
1430 // with a range like that.
1431 void game_flash( float r, float g, float b )
1433 Game_flash_red += r;
1434 Game_flash_green += g;
1435 Game_flash_blue += b;
1437 if ( Game_flash_red < -1.0f ) {
1438 Game_flash_red = -1.0f;
1439 } else if ( Game_flash_red > 1.0f ) {
1440 Game_flash_red = 1.0f;
1443 if ( Game_flash_green < -1.0f ) {
1444 Game_flash_green = -1.0f;
1445 } else if ( Game_flash_green > 1.0f ) {
1446 Game_flash_green = 1.0f;
1449 if ( Game_flash_blue < -1.0f ) {
1450 Game_flash_blue = -1.0f;
1451 } else if ( Game_flash_blue > 1.0f ) {
1452 Game_flash_blue = 1.0f;
1457 // Adds a flash for Big Ship explosions
1458 // cap range from 0 to 1
1459 void big_explosion_flash(float flash)
1461 Big_expl_flash.flash_start = timestamp(1);
1465 } else if (flash < 0.0f) {
1469 Big_expl_flash.max_flash_intensity = flash;
1470 Big_expl_flash.cur_flash_intensity = 0.0f;
1473 // Amount to diminish palette towards normal, per second.
1474 #define DIMINISH_RATE 0.75f
1475 #define SUN_DIMINISH_RATE 6.00f
1479 float sn_glare_scale = 1.7f;
1482 dc_get_arg(ARG_FLOAT);
1483 sn_glare_scale = Dc_arg_float;
1486 float Supernova_last_glare = 0.0f;
1487 void game_sunspot_process(float frametime)
1491 float Sun_spot_goal = 0.0f;
1494 sn_stage = supernova_active();
1496 // sunspot differently based on supernova stage
1498 // approaching. player still in control
1501 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1504 light_get_global_dir(&light_dir, 0);
1506 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1509 // scale it some more
1510 dot = dot * (0.5f + (pct * 0.5f));
1513 Sun_spot_goal += (dot * sn_glare_scale);
1516 // draw the sun glow
1517 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1518 // draw the glow for this sun
1519 stars_draw_sun_glow(0);
1522 Supernova_last_glare = Sun_spot_goal;
1525 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1528 Sun_spot_goal = 0.9f;
1529 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1531 if(Sun_spot_goal > 1.0f){
1532 Sun_spot_goal = 1.0f;
1535 Sun_spot_goal *= sn_glare_scale;
1536 Supernova_last_glare = Sun_spot_goal;
1539 // fade to white. display dead popup
1542 Supernova_last_glare += (2.0f * flFrametime);
1543 if(Supernova_last_glare > 2.0f){
1544 Supernova_last_glare = 2.0f;
1547 Sun_spot_goal = Supernova_last_glare;
1554 // check sunspots for all suns
1555 n_lights = light_get_global_count();
1558 for(idx=0; idx<n_lights; idx++){
1559 //(vector *eye_pos, matrix *eye_orient)
1560 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1563 light_get_global_dir(&light_dir, idx);
1565 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1567 Sun_spot_goal += (float)pow(dot,85.0f);
1569 // draw the glow for this sun
1570 stars_draw_sun_glow(idx);
1572 Sun_spot_goal = 0.0f;
1578 Sun_spot_goal = 0.0f;
1582 float dec_amount = frametime*SUN_DIMINISH_RATE;
1584 if ( Sun_spot < Sun_spot_goal ) {
1585 Sun_spot += dec_amount;
1586 if ( Sun_spot > Sun_spot_goal ) {
1587 Sun_spot = Sun_spot_goal;
1589 } else if ( Sun_spot > Sun_spot_goal ) {
1590 Sun_spot -= dec_amount;
1591 if ( Sun_spot < Sun_spot_goal ) {
1592 Sun_spot = Sun_spot_goal;
1598 // Call once a frame to diminish the
1599 // flash effect to 0.
1600 void game_flash_diminish(float frametime)
1602 float dec_amount = frametime*DIMINISH_RATE;
1604 if ( Game_flash_red > 0.0f ) {
1605 Game_flash_red -= dec_amount;
1606 if ( Game_flash_red < 0.0f )
1607 Game_flash_red = 0.0f;
1609 Game_flash_red += dec_amount;
1610 if ( Game_flash_red > 0.0f )
1611 Game_flash_red = 0.0f;
1614 if ( Game_flash_green > 0.0f ) {
1615 Game_flash_green -= dec_amount;
1616 if ( Game_flash_green < 0.0f )
1617 Game_flash_green = 0.0f;
1619 Game_flash_green += dec_amount;
1620 if ( Game_flash_green > 0.0f )
1621 Game_flash_green = 0.0f;
1624 if ( Game_flash_blue > 0.0f ) {
1625 Game_flash_blue -= dec_amount;
1626 if ( Game_flash_blue < 0.0f )
1627 Game_flash_blue = 0.0f;
1629 Game_flash_blue += dec_amount;
1630 if ( Game_flash_blue > 0.0f )
1631 Game_flash_blue = 0.0f;
1634 // update big_explosion_cur_flash
1635 #define TIME_UP 1500
1636 #define TIME_DOWN 2500
1637 int duration = TIME_UP + TIME_DOWN;
1638 int time = timestamp_until(Big_expl_flash.flash_start);
1639 if (time > -duration) {
1641 if (time < TIME_UP) {
1642 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1645 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1649 if ( Use_palette_flash ) {
1651 // static int or=0, og=0, ob=0;
1653 // Change the 200 to change the color range of colors.
1654 r = fl2i( Game_flash_red*128.0f );
1655 g = fl2i( Game_flash_green*128.0f );
1656 b = fl2i( Game_flash_blue*128.0f );
1658 if ( Sun_spot > 0.0f ) {
1659 r += fl2i(Sun_spot*128.0f);
1660 g += fl2i(Sun_spot*128.0f);
1661 b += fl2i(Sun_spot*128.0f);
1664 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1665 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1666 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1667 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1670 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1671 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1672 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1674 if ( (r!=0) || (g!=0) || (b!=0) ) {
1675 gr_flash( r, g, b );
1677 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1688 void game_level_close()
1690 // De-Initialize the game subsystems
1691 event_music_level_close();
1692 game_stop_looped_sounds();
1694 obj_snd_level_close(); // uninit object-linked persistant sounds
1695 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1696 anim_level_close(); // stop and clean up any anim instances
1697 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1698 shockwave_level_close();
1699 fireball_level_close();
1701 mission_event_shutdown();
1702 asteroid_level_close();
1703 model_cache_reset(); // Reset/free all the model caching stuff
1704 flak_level_close(); // unload flak stuff
1705 neb2_level_close(); // shutdown gaseous nebula stuff
1708 mflash_level_close();
1709 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1711 audiostream_unpause_all();
1716 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1717 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1718 void game_level_init(int seed)
1720 // seed the random number generator
1722 // if no seed was passed, seed the generator either from the time value, or from the
1723 // netgame security flags -- ensures that all players in multiplayer game will have the
1724 // same randon number sequence (with static rand functions)
1725 if ( Game_mode & GM_NORMAL ) {
1726 Game_level_seed = time(NULL);
1728 Game_level_seed = Netgame.security;
1731 // mwa 9/17/98 -- maybe this assert isn't needed????
1732 Assert( !(Game_mode & GM_MULTIPLAYER) );
1733 Game_level_seed = seed;
1735 srand( Game_level_seed );
1737 // semirand function needs to get re-initted every time in multiplayer
1738 if ( Game_mode & GM_MULTIPLAYER ){
1744 Key_normal_game = (Game_mode & GM_NORMAL);
1747 Game_shudder_time = -1;
1749 // Initialize the game subsystems
1750 // timestamp_reset(); // Must be inited before everything else
1752 game_reset_time(); // resets time, and resets saved time too
1754 obj_init(); // Must be inited before the other systems
1755 model_free_all(); // Free all existing models
1756 mission_brief_common_init(); // Free all existing briefing/debriefing text
1757 weapon_level_init();
1758 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1760 player_level_init();
1761 shipfx_flash_init(); // Init the ship gun flash system.
1762 game_flash_reset(); // Reset the flash effect
1763 particle_init(); // Reset the particle system
1767 shield_hit_init(); // Initialize system for showing shield hits
1768 radar_mission_init();
1769 mission_init_goals();
1772 obj_snd_level_init(); // init object-linked persistant sounds
1774 shockwave_level_init();
1775 afterburner_level_init();
1776 scoring_level_init( &Player->stats );
1778 asteroid_level_init();
1779 control_config_clear_used_status();
1780 collide_ship_ship_sounds_init();
1782 Pre_player_entry = 1; // Means the player has not yet entered.
1783 Entry_delay_time = 0; // Could get overwritten in mission read.
1784 fireball_preload(); // page in warphole bitmaps
1786 flak_level_init(); // initialize flak - bitmaps, etc
1787 ct_level_init(); // initialize ships contrails, etc
1788 awacs_level_init(); // initialize AWACS
1789 beam_level_init(); // initialize beam weapons
1790 mflash_level_init();
1792 supernova_level_init();
1794 // multiplayer dogfight hack
1797 shipfx_engine_wash_level_init();
1801 Last_view_target = NULL;
1806 // campaign wasn't ended
1807 Campaign_ended_in_mission = 0;
1810 // called when a mission is over -- does server specific stuff.
1811 void freespace_stop_mission()
1814 Game_mode &= ~GM_IN_MISSION;
1817 // called at frame interval to process networking stuff
1818 void game_do_networking()
1820 Assert( Net_player != NULL );
1821 if (!(Game_mode & GM_MULTIPLAYER)){
1825 // see if this player should be reading/writing data. Bit is set when at join
1826 // screen onward until quits back to main menu.
1827 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1831 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1834 multi_pause_do_frame();
1839 // Loads the best palette for this level, based
1840 // on nebula color and hud color. You could just call palette_load_table with
1841 // the appropriate filename, but who wants to do that.
1842 void game_load_palette()
1844 char palette_filename[1024];
1846 // We only use 3 hud colors right now
1848 Assert( HUD_config.main_color >= 0 );
1849 Assert( HUD_config.main_color <= 2 );
1852 Assert( Mission_palette >= 0 );
1853 Assert( Mission_palette <= 98 );
1856 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1857 strcpy( palette_filename, NOX("gamepalette-subspace") );
1859 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1862 mprintf(( "Loading palette %s\n", palette_filename ));
1864 palette_load_table(palette_filename);
1866 strcpy( palette_filename, NOX("gamepalette-subspace") );
1868 mprintf(( "Loading palette %s\n", palette_filename ));
1872 void game_post_level_init()
1874 // Stuff which gets called after mission is loaded. Because player isn't created until
1875 // after mission loads, some things must get initted after the level loads
1877 model_level_post_init();
1880 hud_setup_escort_list();
1881 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1887 game_event_debug_init();
1890 training_mission_init();
1891 asteroid_create_all();
1893 game_framerate_check_init();
1897 // An estimate as to how high the count passed to game_loading_callback will go.
1898 // This is just a guess, it seems to always be about the same. The count is
1899 // proportional to the code being executed, not the time, so this works good
1900 // for a bar, assuming the code does about the same thing each time you
1901 // load a level. You can find this value by looking at the return value
1902 // of game_busy_callback(NULL), which I conveniently print out to the
1903 // debug output window with the '=== ENDING LOAD ==' stuff.
1904 //#define COUNT_ESTIMATE 3706
1905 #define COUNT_ESTIMATE 1111
1907 int Game_loading_callback_inited = 0;
1909 int Game_loading_background = -1;
1910 anim * Game_loading_ani = NULL;
1911 anim_instance *Game_loading_ani_instance;
1912 int Game_loading_frame=-1;
1914 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1916 #if defined(FS1_DEMO)
1918 #elif defined(MAKE_FS1)
1929 // This gets called 10x per second and count is the number of times
1930 // game_busy() has been called since the current callback function
1932 void game_loading_callback(int count)
1934 game_do_networking();
1936 Assert( Game_loading_callback_inited==1 );
1937 Assert( Game_loading_ani != NULL );
1939 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1940 if ( framenum > Game_loading_ani->total_frames-1 ) {
1941 framenum = Game_loading_ani->total_frames-1;
1942 } else if ( framenum < 0 ) {
1947 while ( Game_loading_frame < framenum ) {
1948 Game_loading_frame++;
1949 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1953 if ( cbitmap > -1 ) {
1954 if ( Game_loading_background > -1 ) {
1955 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1959 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1960 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1961 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1963 bm_release(cbitmap);
1969 void game_loading_callback_init()
1971 Assert( Game_loading_callback_inited==0 );
1973 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1975 common_set_interface_palette("InterfacePalette"); // set the interface palette
1979 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1980 Assert( Game_loading_ani != NULL );
1981 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1982 Assert( Game_loading_ani_instance != NULL );
1983 Game_loading_frame = -1;
1985 Game_loading_callback_inited = 1;
1987 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1992 void game_loading_callback_close()
1994 Assert( Game_loading_callback_inited==1 );
1996 // Make sure bar shows all the way over.
1997 game_loading_callback(COUNT_ESTIMATE);
1999 int real_count = game_busy_callback( NULL );
2002 Game_loading_callback_inited = 0;
2005 mprintf(( "=================== ENDING LOAD ================\n" ));
2006 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
2007 mprintf(( "================================================\n" ));
2009 // to remove warnings in release build
2013 free_anim_instance(Game_loading_ani_instance);
2014 Game_loading_ani_instance = NULL;
2015 anim_free(Game_loading_ani);
2016 Game_loading_ani = NULL;
2018 bm_release( Game_loading_background );
2019 common_free_interface_palette(); // restore game palette
2020 Game_loading_background = -1;
2022 gr_set_font( FONT1 );
2025 // Update the sound environment (ie change EAX settings based on proximity to large ships)
2027 void game_maybe_update_sound_environment()
2029 // do nothing for now
2032 // Assign the sound environment for the game, based on the current mission
2034 void game_assign_sound_environment()
2037 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2038 Game_sound_env.id = SND_ENV_DRUGGED;
2039 Game_sound_env.volume = 0.800f;
2040 Game_sound_env.damping = 1.188f;
2041 Game_sound_env.decay = 6.392f;
2043 } else if (Num_asteroids > 30) {
2044 Game_sound_env.id = SND_ENV_AUDITORIUM;
2045 Game_sound_env.volume = 0.603f;
2046 Game_sound_env.damping = 0.5f;
2047 Game_sound_env.decay = 4.279f;
2050 Game_sound_env = Game_default_sound_env;
2054 Game_sound_env = Game_default_sound_env;
2055 Game_sound_env_update_timestamp = timestamp(1);
2058 // function which gets called before actually entering the mission. It is broken down into a funciton
2059 // since it will get called in one place from a single player game and from another place for
2060 // a multiplayer game
2061 void freespace_mission_load_stuff()
2063 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2064 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2065 if(!(Game_mode & GM_STANDALONE_SERVER)){
2067 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2069 game_loading_callback_init();
2071 event_music_level_init(); // preloads the first 2 seconds for each event music track
2074 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2077 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2080 ship_assign_sound_all(); // assign engine sounds to ships
2081 game_assign_sound_environment(); // assign the sound environment for this mission
2084 // call function in missionparse.cpp to fixup player/ai stuff.
2085 mission_parse_fixup_players();
2088 // Load in all the bitmaps for this level
2093 game_loading_callback_close();
2095 // the only thing we need to call on the standalone for now.
2097 // call function in missionparse.cpp to fixup player/ai stuff.
2098 mission_parse_fixup_players();
2100 // Load in all the bitmaps for this level
2106 uint load_mission_load;
2107 uint load_post_level_init;
2108 uint load_mission_stuff;
2110 // tells the server to load the mission and initialize structures
2111 int game_start_mission()
2113 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2115 load_gl_init = time(NULL);
2117 load_gl_init = time(NULL) - load_gl_init;
2119 if (Game_mode & GM_MULTIPLAYER) {
2120 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2122 // clear multiplayer stats
2123 init_multiplayer_stats();
2126 load_mission_load = time(NULL);
2127 if (mission_load()) {
2128 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2129 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2130 gameseq_post_event(GS_EVENT_MAIN_MENU);
2132 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2137 load_mission_load = time(NULL) - load_mission_load;
2139 // If this is a red alert mission in campaign mode, bash wingman status
2140 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2141 red_alert_bash_wingman_status();
2144 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2145 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2146 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2148 game_load_palette();
2152 load_post_level_init = time(NULL);
2153 game_post_level_init();
2154 load_post_level_init = time(NULL) - load_post_level_init;
2158 void Do_model_timings_test();
2159 Do_model_timings_test();
2163 load_mission_stuff = time(NULL);
2164 freespace_mission_load_stuff();
2165 load_mission_stuff = time(NULL) - load_mission_stuff;
2170 int Interface_framerate = 0;
2173 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2174 DCF_BOOL( show_framerate, Show_framerate )
2175 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2176 DCF_BOOL( show_target_weapons, Show_target_weapons )
2177 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2178 DCF_BOOL( sound, Sound_enabled )
2179 DCF_BOOL( zbuffer, game_zbuffer )
2180 DCF_BOOL( shield_system, New_shield_system )
2181 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2182 DCF_BOOL( player_attacking, Player_attacking_enabled )
2183 DCF_BOOL( show_waypoints, Show_waypoints )
2184 DCF_BOOL( show_area_effect, Show_area_effect )
2185 DCF_BOOL( show_net_stats, Show_net_stats )
2186 DCF_BOOL( log, Log_debug_output_to_file )
2187 DCF_BOOL( training_msg_method, Training_msg_method )
2188 DCF_BOOL( show_player_pos, Show_player_pos )
2189 DCF_BOOL(i_framerate, Interface_framerate )
2191 DCF(show_mem,"Toggles showing mem usage")
2194 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2195 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2196 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2197 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2203 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2205 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2206 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2210 DCF(show_cpu,"Toggles showing cpu usage")
2213 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2214 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2215 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2216 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2222 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2224 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2225 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2232 // AL 4-8-98: always allow players to display their framerate
2235 DCF_BOOL( show_framerate, Show_framerate )
2242 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2245 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2246 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2247 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2248 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2250 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" );
2251 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2253 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2256 DCF(palette_flash,"Toggles palette flash effect on/off")
2259 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2260 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2261 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2262 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2264 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2265 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2268 int Use_low_mem = 0;
2270 DCF(low_mem,"Uses low memory settings regardless of RAM")
2273 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2274 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2275 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2276 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2278 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2279 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2281 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2287 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2290 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2291 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2292 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2293 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2295 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2296 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2297 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2301 int Framerate_delay = 0;
2303 float Freespace_gamma = 1.0f;
2305 DCF(gamma,"Sets Gamma factor")
2308 dc_get_arg(ARG_FLOAT|ARG_NONE);
2309 if ( Dc_arg_type & ARG_FLOAT ) {
2310 Freespace_gamma = Dc_arg_float;
2312 dc_printf( "Gamma reset to 1.0f\n" );
2313 Freespace_gamma = 1.0f;
2315 if ( Freespace_gamma < 0.1f ) {
2316 Freespace_gamma = 0.1f;
2317 } else if ( Freespace_gamma > 5.0f ) {
2318 Freespace_gamma = 5.0f;
2320 gr_set_gamma(Freespace_gamma);
2322 char tmp_gamma_string[32];
2323 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2324 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2328 dc_printf( "Usage: gamma <float>\n" );
2329 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2330 Dc_status = 0; // don't print status if help is printed. Too messy.
2334 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2343 Game_current_mission_filename[0] = 0;
2345 // seed the random number generator
2346 Game_init_seed = time(NULL);
2347 srand( Game_init_seed );
2349 Framerate_delay = 0;
2355 extern void bm_init();
2361 // Initialize the timer before the os
2367 //Initialize the libraries
2368 s1 = timer_get_milliseconds();
2369 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2372 e1 = timer_get_milliseconds();
2374 // time a bunch of cfopens
2376 s2 = timer_get_milliseconds();
2378 for(int idx=0; idx<10000; idx++){
2379 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2384 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2386 e2 = timer_get_milliseconds();
2389 if (Is_standalone) {
2390 std_init_standalone();
2392 os_init( Osreg_class_name, Osreg_app_name );
2393 os_set_title(Osreg_title);
2396 // initialize localization module. Make sure this is down AFTER initialzing OS.
2397 // int t1 = timer_get_milliseconds();
2398 lcl_init( detect_lang() );
2400 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2402 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2405 // verify that he has a valid weapons.tbl
2406 verify_weapons_tbl();
2408 // Output version numbers to registry for auto patching purposes
2409 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2410 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2411 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2413 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2414 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2415 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2418 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2421 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2422 // show the FPS counter if the config file says so
2423 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2426 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2427 Asteroids_enabled = 1;
2430 /////////////////////////////
2432 /////////////////////////////
2436 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2437 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2439 if (!stricmp(ptr, NOX("no sound"))) {
2440 Cmdline_freespace_no_sound = 1;
2441 } else if ( !stricmp(ptr, NOX("EAX")) || !stricmp(ptr, NOX("Aureal A3D")) ) {
2446 if (!Is_standalone) {
2449 /////////////////////////////
2451 /////////////////////////////
2453 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2456 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);
2458 // fire up the UpdateLauncher executable
2460 PROCESS_INFORMATION pi;
2462 memset( &si, 0, sizeof(STARTUPINFO) );
2465 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2466 NULL, // pointer to command line string
2467 NULL, // pointer to process security attributes
2468 NULL, // pointer to thread security attributes
2469 FALSE, // handle inheritance flag
2470 CREATE_DEFAULT_ERROR_MODE, // creation flags
2471 NULL, // pointer to new environment block
2472 NULL, // pointer to current directory name
2473 &si, // pointer to STARTUPINFO
2474 &pi // pointer to PROCESS_INFORMATION
2477 // If the Launcher could not be started up, let the user know
2479 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2488 if(!stricmp(ptr, "Aucune acc�l�ration 3D") || !stricmp(ptr, "Keine 3D-Beschleunigerkarte") || !stricmp(ptr, "No 3D acceleration")){
2490 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);
2498 // check for hi res pack file
2499 int has_sparky_hi = 0;
2501 // check if sparky_hi exists -- access mode 0 means does file exist
2502 #ifndef MAKE_FS1 // shoudn't have it so don't check
2505 if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2508 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2512 // see if we've got 32 bit in the string
2513 if(strstr(ptr, "32 bit")){
2520 if (!Is_standalone && ptr && (strstr(ptr, NOX("3DFX Glide")))) {
2522 // always 640 for E3
2523 gr_init(GR_640, GR_GLIDE);
2525 // regular or hi-res ?
2527 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2529 if(strstr(ptr, NOX("(1024x768)"))){
2531 gr_init(GR_1024, GR_GLIDE);
2533 gr_init(GR_640, GR_GLIDE);
2536 } else if (!Is_standalone && ptr && (strstr(ptr, NOX("Direct 3D -") ))) {
2538 // always 640 for E3
2540 gr_init(GR_640, GR_DIRECT3D, depth);
2542 // regular or hi-res ?
2544 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2546 if(strstr(ptr, NOX("(1024x768)"))){
2550 gr_init(GR_1024, GR_DIRECT3D, depth);
2554 gr_init(GR_640, GR_DIRECT3D, depth);
2560 if ( Use_fullscreen_at_startup && !Is_standalone) {
2561 gr_init(GR_640, GR_DIRECTDRAW);
2563 gr_init(GR_640, GR_SOFTWARE);
2566 if ( !Is_standalone ) {
2567 gr_init(GR_640, GR_DIRECTDRAW);
2569 gr_init(GR_640, GR_SOFTWARE);
2574 if (!Is_standalone /* && ptr && (strstr(ptr, NOX("OpenGL"))) */) {
2575 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2576 gr_init(GR_1024, GR_OPENGL);
2578 gr_init(GR_640, GR_OPENGL);
2582 gr_init(GR_640, GR_SOFTWARE);
2584 #endif // !PLAT_UNIX
2587 extern int Gr_inited;
2588 if(trying_d3d && !Gr_inited){
2590 extern char Device_init_error[512];
2591 MessageBox( NULL, Device_init_error, "Error intializing Direct3D", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
2600 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2601 Freespace_gamma = (float)atof(ptr);
2602 if ( Freespace_gamma == 0.0f ) {
2603 Freespace_gamma = 1.80f;
2604 } else if ( Freespace_gamma < 0.1f ) {
2605 Freespace_gamma = 0.1f;
2606 } else if ( Freespace_gamma > 5.0f ) {
2607 Freespace_gamma = 5.0f;
2609 char tmp_gamma_string[32];
2610 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2611 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2613 gr_set_gamma(Freespace_gamma);
2615 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2618 display_title_screen();
2622 // attempt to load up master tracker registry info (login and password)
2623 Multi_tracker_id = -1;
2625 // pxo login and password
2626 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2628 nprintf(("Network","Error reading in PXO login data\n"));
2629 strcpy(Multi_tracker_login,"");
2631 strcpy(Multi_tracker_login,ptr);
2633 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2635 nprintf(("Network","Error reading PXO password\n"));
2636 strcpy(Multi_tracker_passwd,"");
2638 strcpy(Multi_tracker_passwd,ptr);
2641 // pxo squad name and password
2642 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2644 nprintf(("Network","Error reading in PXO squad name\n"));
2645 strcpy(Multi_tracker_squad_name, "");
2647 strcpy(Multi_tracker_squad_name, ptr);
2650 // If less than 48MB of RAM, use low memory model.
2651 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2652 mprintf(( "Using normal memory settings...\n" ));
2653 bm_set_low_mem(1); // Use every other frame of bitmaps
2655 mprintf(( "Using high memory settings...\n" ));
2656 bm_set_low_mem(0); // Use all frames of bitmaps
2659 // load non-darkening pixel defs
2660 palman_load_pixels();
2662 // hud shield icon stuff
2663 hud_shield_game_init();
2665 control_config_common_init(); // sets up localization stuff in the control config
2671 gamesnd_parse_soundstbl();
2676 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2681 player_controls_init();
2684 //if(!Is_standalone){
2692 ship_init(); // read in ships.tbl
2694 mission_campaign_init(); // load in the default campaign
2696 // navmap_init(); // init the navigation map system
2697 context_help_init();
2698 techroom_intel_init(); // parse species.tbl, load intel info
2700 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2701 init_animating_pointer();
2703 mission_brief_common_init(); // Mark all the briefing structures as empty.
2704 gr_font_init(); // loads up all fonts
2706 neb2_init(); // fullneb stuff
2710 player_tips_init(); // helpful tips
2713 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2714 pilot_load_pic_list();
2715 pilot_load_squad_pic_list();
2717 load_animating_pointer(NOX("cursor"), 0, 0);
2719 // initialize alpha colors
2720 alpha_colors_init();
2723 // Game_music_paused = 0;
2730 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2731 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2733 mprintf(("cfile_init() took %d\n", e1 - s1));
2734 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2737 char transfer_text[128];
2739 float Start_time = 0.0f;
2741 float Framerate = 0.0f;
2743 float Timing_total = 0.0f;
2744 float Timing_render2 = 0.0f;
2745 float Timing_render3 = 0.0f;
2746 float Timing_flip = 0.0f;
2747 float Timing_clear = 0.0f;
2749 MONITOR(NumPolysDrawn);
2755 void game_get_framerate()
2757 char text[128] = "";
2759 if ( frame_int == -1 ) {
2761 for (i=0; i<FRAME_FILTER; i++ ) {
2762 frametimes[i] = 0.0f;
2767 frametotal -= frametimes[frame_int];
2768 frametotal += flFrametime;
2769 frametimes[frame_int] = flFrametime;
2770 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2772 if ( frametotal != 0.0 ) {
2773 if ( Framecount >= FRAME_FILTER )
2774 Framerate = FRAME_FILTER / frametotal;
2776 Framerate = Framecount / frametotal;
2777 sprintf( text, NOX("FPS: %.1f"), Framerate );
2779 sprintf( text, NOX("FPS: ?") );
2783 if (Show_framerate) {
2784 gr_set_color_fast(&HUD_color_debug);
2785 gr_string( 570, 2, text );
2789 void game_show_framerate()
2793 cur_time = f2fl(timer_get_approx_seconds());
2794 if (cur_time - Start_time > 30.0f) {
2795 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2796 Start_time += 1000.0f;
2799 //mprintf(( "%s\n", text ));
2802 if ( Debug_dump_frames )
2806 // possibly show control checking info
2807 control_check_indicate();
2809 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2810 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2811 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2812 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2815 if ( Show_cpu == 1 ) {
2820 dy = gr_get_font_height() + 1;
2822 gr_set_color_fast(&HUD_color_debug);
2826 extern int D3D_textures_in;
2827 extern int D3D_textures_in_frame;
2828 extern int Glide_textures_in;
2829 extern int Glide_textures_in_frame;
2830 extern int Glide_explosion_vram;
2831 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2833 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 );
2835 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2839 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2841 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2843 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2845 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2847 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2852 extern int Num_pairs; // Number of object pairs that were checked.
2853 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2856 extern int Num_pairs_checked; // What percent of object pairs were checked.
2857 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2859 Num_pairs_checked = 0;
2863 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2866 if ( Timing_total > 0.01f ) {
2867 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2869 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2871 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2873 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2875 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2885 dy = gr_get_font_height() + 1;
2887 gr_set_color_fast(&HUD_color_debug);
2890 extern int TotalRam;
2891 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2896 extern int Model_ram;
2897 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2901 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2903 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2906 gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 ); // mem used to store game sound
2909 extern int D3D_textures_in;
2910 extern int Glide_textures_in;
2911 extern int Glide_textures_in_frame;
2912 extern int Glide_explosion_vram;
2913 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2915 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 );
2917 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2921 extern int GL_textures_in;
2922 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in)/1024 );
2929 if ( Show_player_pos ) {
2933 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));
2936 MONITOR_INC(NumPolys, modelstats_num_polys);
2937 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2938 MONITOR_INC(NumVerts, modelstats_num_verts );
2940 modelstats_num_polys = 0;
2941 modelstats_num_polys_drawn = 0;
2942 modelstats_num_verts = 0;
2943 modelstats_num_sortnorms = 0;
2947 void game_show_standalone_framerate()
2949 float frame_rate=30.0f;
2950 if ( frame_int == -1 ) {
2952 for (i=0; i<FRAME_FILTER; i++ ) {
2953 frametimes[i] = 0.0f;
2958 frametotal -= frametimes[frame_int];
2959 frametotal += flFrametime;
2960 frametimes[frame_int] = flFrametime;
2961 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2963 if ( frametotal != 0.0 ) {
2964 if ( Framecount >= FRAME_FILTER ){
2965 frame_rate = FRAME_FILTER / frametotal;
2967 frame_rate = Framecount / frametotal;
2970 std_set_standalone_fps(frame_rate);
2974 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2975 void game_show_time_left()
2979 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2980 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2981 // checking how much time is left
2983 if ( Mission_end_time == -1 ){
2987 diff = f2i(Mission_end_time - Missiontime);
2988 // be sure to bash to 0. diff could be negative on frame that we quit mission
2993 hud_set_default_color();
2994 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2997 //========================================================================================
2998 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2999 //========================================================================================
3003 DCF(ai_pause,"Pauses ai")
3006 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3007 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
3008 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
3009 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
3012 obj_init_all_ships_physics();
3015 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
3016 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
3019 DCF(single_step,"Single steps the game")
3022 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3023 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
3024 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
3025 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
3027 last_single_step = 0; // Make so single step waits a frame before stepping
3030 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
3031 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
3034 DCF_BOOL(physics_pause, physics_paused)
3035 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
3036 DCF_BOOL(ai_firing, Ai_firing_enabled )
3038 // Create some simple aliases to these commands...
3039 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
3040 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
3041 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
3042 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
3043 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
3046 //========================================================================================
3047 //========================================================================================
3050 void game_training_pause_do()
3054 key = game_check_key();
3056 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
3063 void game_increase_skill_level()
3066 if (Game_skill_level >= NUM_SKILL_LEVELS){
3067 Game_skill_level = 0;
3071 int Player_died_time;
3073 int View_percent = 100;
3076 DCF(view, "Sets the percent of the 3d view to render.")
3079 dc_get_arg(ARG_INT);
3080 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
3081 View_percent = Dc_arg_int;
3083 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
3089 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
3093 dc_printf("View is set to %d%%\n", View_percent );
3098 // Set the clip region for the 3d rendering window
3099 void game_set_view_clip()
3101 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
3102 // Set the clip region for the letterbox "dead view"
3103 int yborder = gr_screen.max_h/4;
3105 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
3106 // J.S. I've changed my ways!! See the new "no constants" code!!!
3107 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
3109 // Set the clip region for normal view
3110 if ( View_percent >= 100 ) {
3113 int xborder, yborder;
3115 if ( View_percent < 5 ) {
3119 float fp = i2fl(View_percent)/100.0f;
3120 int fi = fl2i(fl_sqrt(fp)*100.0f);
3121 if ( fi > 100 ) fi=100;
3123 xborder = ( gr_screen.max_w*(100-fi) )/200;
3124 yborder = ( gr_screen.max_h*(100-fi) )/200;
3126 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
3132 void show_debug_stuff()
3135 int laser_count = 0, missile_count = 0;
3137 for (i=0; i<MAX_OBJECTS; i++) {
3138 if (Objects[i].type == OBJ_WEAPON){
3139 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
3141 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
3147 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
3150 extern int Tool_enabled;
3155 int tst_bitmap = -1;
3157 float tst_offset, tst_offset_total;
3160 void game_tst_frame_pre()
3168 g3_rotate_vertex(&v, &tst_pos);
3169 g3_project_vertex(&v);
3172 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3176 // big ship? always tst
3178 // within 3000 meters
3179 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3183 // within 300 meters
3184 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3191 void game_tst_frame()
3201 tst_time = time(NULL);
3203 // load the tst bitmap
3204 switch((int)frand_range(0.0f, 3.0)){
3206 tst_bitmap = bm_load("ig_jim");
3208 mprintf(("TST 0\n"));
3212 tst_bitmap = bm_load("ig_kan");
3214 mprintf(("TST 1\n"));
3218 tst_bitmap = bm_load("ig_jim");
3220 mprintf(("TST 2\n"));
3224 tst_bitmap = bm_load("ig_kan");
3226 mprintf(("TST 3\n"));
3235 // get the tst bitmap dimensions
3237 bm_get_info(tst_bitmap, &w, &h);
3240 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3242 snd_play(&Snds[SND_VASUDAN_BUP]);
3244 // tst x and direction
3248 tst_offset_total = (float)w;
3249 tst_offset = (float)w;
3251 tst_x = (float)gr_screen.max_w;
3252 tst_offset_total = (float)-w;
3253 tst_offset = (float)w;
3261 float diff = (tst_offset_total / 0.5f) * flFrametime;
3267 tst_offset -= fl_abs(diff);
3268 } else if(tst_mode == 2){
3271 tst_offset -= fl_abs(diff);
3275 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3276 gr_bitmap((int)tst_x, (int)tst_y);
3279 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3283 // if we passed the switch point
3284 if(tst_offset <= 0.0f){
3289 tst_stamp = timestamp(1000);
3290 tst_offset = fl_abs(tst_offset_total);
3301 void game_tst_mark(object *objp, ship *shipp)
3310 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3313 sip = &Ship_info[shipp->ship_info_index];
3320 tst_pos = objp->pos;
3321 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3327 extern void render_shields();
3329 void player_repair_frame(float frametime)
3331 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3333 for(idx=0;idx<MAX_PLAYERS;idx++){
3336 np = &Net_players[idx];
3338 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)){
3340 // don't rearm/repair if the player is dead or dying/departing
3341 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3342 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3347 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3348 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3354 #define NUM_FRAMES_TEST 300
3355 #define NUM_MIXED_SOUNDS 16
3356 void do_timing_test(float flFrametime)
3358 static int framecount = 0;
3359 static int test_running = 0;
3360 static float test_time = 0.0f;
3362 static int snds[NUM_MIXED_SOUNDS];
3365 if ( test_running ) {
3367 test_time += flFrametime;
3368 if ( framecount >= NUM_FRAMES_TEST ) {
3370 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3371 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3376 if ( Test_begin == 1 ) {
3382 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3385 // start looping digital sounds
3386 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3387 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3394 DCF(dcf_fov, "Change the field of view")
3397 dc_get_arg(ARG_FLOAT|ARG_NONE);
3398 if ( Dc_arg_type & ARG_NONE ) {
3399 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3400 dc_printf( "Zoom factor reset\n" );
3402 if ( Dc_arg_type & ARG_FLOAT ) {
3403 if (Dc_arg_float < 0.25f) {
3404 Viewer_zoom = 0.25f;
3405 dc_printf("Zoom factor pinned at 0.25.\n");
3406 } else if (Dc_arg_float > 1.25f) {
3407 Viewer_zoom = 1.25f;
3408 dc_printf("Zoom factor pinned at 1.25.\n");
3410 Viewer_zoom = Dc_arg_float;
3416 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3419 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3423 DCF(framerate_cap, "Sets the framerate cap")
3426 dc_get_arg(ARG_INT);
3427 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3428 Framerate_cap = Dc_arg_int;
3430 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3436 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3437 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3438 dc_printf("[n] must be from 1 to 120.\n");
3442 if ( Framerate_cap )
3443 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3445 dc_printf("There is no framerate cap currently active.\n");
3449 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3450 int Show_viewing_from_self = 0;
3452 void say_view_target()
3454 object *view_target;
3456 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3457 view_target = &Objects[Player_ai->target_objnum];
3459 view_target = Player_obj;
3461 if (Game_mode & GM_DEAD) {
3462 if (Player_ai->target_objnum != -1)
3463 view_target = &Objects[Player_ai->target_objnum];
3466 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3467 if (view_target != Player_obj){
3469 char *view_target_name = NULL;
3470 switch(Objects[Player_ai->target_objnum].type) {
3472 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3475 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3476 Viewer_mode &= ~VM_OTHER_SHIP;
3478 case OBJ_JUMP_NODE: {
3479 char jump_node_name[128];
3480 strcpy(jump_node_name, XSTR( "jump node", 184));
3481 view_target_name = jump_node_name;
3482 Viewer_mode &= ~VM_OTHER_SHIP;
3491 if ( view_target_name ) {
3492 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3493 Show_viewing_from_self = 1;
3496 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3497 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3498 Show_viewing_from_self = 1;
3500 if (Show_viewing_from_self)
3501 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3506 Last_view_target = view_target;
3510 float Game_hit_x = 0.0f;
3511 float Game_hit_y = 0.0f;
3513 // Reset at the beginning of each frame
3514 void game_whack_reset()
3520 // Apply a 2d whack to the player
3521 void game_whack_apply( float x, float y )
3523 // Do some force feedback
3524 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3530 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3533 // call to apply a "shudder"
3534 void game_shudder_apply(int time, float intensity)
3536 Game_shudder_time = timestamp(time);
3537 Game_shudder_total = time;
3538 Game_shudder_intensity = intensity;
3541 #define FF_SCALE 10000
3542 void apply_hud_shake(matrix *eye_orient)
3544 if (Viewer_obj == Player_obj) {
3545 physics_info *pi = &Player_obj->phys_info;
3553 // Make eye shake due to afterburner
3554 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3557 dtime = timestamp_until(pi->afterburner_decay);
3561 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3562 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3565 // Make eye shake due to engine wash
3567 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3570 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3571 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3573 // get the intensity
3574 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3578 vm_vec_rand_vec_quick(&rand_vec);
3581 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3585 // make hud shake due to shuddering
3586 if(Game_shudder_time != -1){
3587 // if the timestamp has elapsed
3588 if(timestamp_elapsed(Game_shudder_time)){
3589 Game_shudder_time = -1;
3591 // otherwise apply some shudder
3595 dtime = timestamp_until(Game_shudder_time);
3599 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));
3600 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));
3605 vm_angles_2_matrix(&tm, &tangles);
3606 Assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3607 Assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3608 Assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3609 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3614 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3616 // Player's velocity just before he blew up. Used to keep camera target moving.
3617 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3619 // Set eye_pos and eye_orient based on view mode.
3620 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3624 static int last_Viewer_mode = 0;
3625 static int last_Game_mode = 0;
3626 static int last_Viewer_objnum = -1;
3628 // This code is supposed to detect camera "cuts"... like going between
3631 // determine if we need to regenerate the nebula
3632 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3633 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3634 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3635 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3636 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3637 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3638 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3639 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3640 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3643 // regenerate the nebula
3647 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3648 //mprintf(( "************** Camera cut! ************\n" ));
3649 last_Viewer_mode = Viewer_mode;
3650 last_Game_mode = Game_mode;
3652 // Camera moved. Tell stars & debris to not do blurring.
3658 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3659 player_display_packlock_view();
3662 game_set_view_clip();
3664 if (Game_mode & GM_DEAD) {
3665 vector vec_to_deader, view_pos;
3668 Viewer_mode |= VM_DEAD_VIEW;
3670 if (Player_ai->target_objnum != -1) {
3671 int view_from_player = 1;
3673 if (Viewer_mode & VM_OTHER_SHIP) {
3674 // View from target.
3675 Viewer_obj = &Objects[Player_ai->target_objnum];
3677 last_Viewer_objnum = Player_ai->target_objnum;
3679 if ( Viewer_obj->type == OBJ_SHIP ) {
3680 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3681 view_from_player = 0;
3684 last_Viewer_objnum = -1;
3687 if ( view_from_player ) {
3688 // View target from player ship.
3690 *eye_pos = Player_obj->pos;
3691 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3692 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3695 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3697 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3698 dist += flFrametime * 16.0f;
3700 vm_vec_scale(&vec_to_deader, -dist);
3701 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3703 view_pos = Player_obj->pos;
3705 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3706 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3707 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3708 Dead_player_last_vel = Player_obj->phys_info.vel;
3709 //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));
3710 } else if (Player_ai->target_objnum != -1) {
3711 view_pos = Objects[Player_ai->target_objnum].pos;
3713 // Make camera follow explosion, but gradually slow down.
3714 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3715 view_pos = Player_obj->pos;
3716 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3717 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3720 *eye_pos = Dead_camera_pos;
3722 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3724 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3729 // if supernova shockwave
3730 if(supernova_camera_cut()){
3734 // call it dead view
3735 Viewer_mode |= VM_DEAD_VIEW;
3737 // set eye pos and orient
3738 supernova_set_view(eye_pos, eye_orient);
3740 // If already blown up, these other modes can override.
3741 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3742 Viewer_mode &= ~VM_DEAD_VIEW;
3744 Viewer_obj = Player_obj;
3746 if (Viewer_mode & VM_OTHER_SHIP) {
3747 if (Player_ai->target_objnum != -1){
3748 Viewer_obj = &Objects[Player_ai->target_objnum];
3749 last_Viewer_objnum = Player_ai->target_objnum;
3751 Viewer_mode &= ~VM_OTHER_SHIP;
3752 last_Viewer_objnum = -1;
3755 last_Viewer_objnum = -1;
3758 if (Viewer_mode & VM_EXTERNAL) {
3761 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3762 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3764 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3766 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3767 vm_vec_normalize(&eye_dir);
3768 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3771 // Modify the orientation based on head orientation.
3772 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3774 } else if ( Viewer_mode & VM_CHASE ) {
3777 if ( Viewer_obj->phys_info.speed < 0.1 )
3778 move_dir = Viewer_obj->orient.v.fvec;
3780 move_dir = Viewer_obj->phys_info.vel;
3781 vm_vec_normalize(&move_dir);
3784 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3785 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3786 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3787 vm_vec_normalize(&eye_dir);
3789 // JAS: I added the following code because if you slew up using
3790 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3791 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3792 // call because the up and the forward vector are the same. I fixed
3793 // it by adding in a fraction of the right vector all the time to the
3795 vector tmp_up = Viewer_obj->orient.v.uvec;
3796 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3798 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3801 // Modify the orientation based on head orientation.
3802 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3803 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3804 *eye_pos = Camera_pos;
3806 ship * shipp = &Ships[Player_obj->instance];
3808 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3809 vm_vec_normalize(&eye_dir);
3810 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3813 // get an eye position based upon the correct type of object
3814 switch(Viewer_obj->type){
3816 // make a call to get the eye point for the player object
3817 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3820 // make a call to get the eye point for the player object
3821 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3827 #ifdef JOHNS_DEBUG_CODE
3828 john_debug_stuff(&eye_pos, &eye_orient);
3834 apply_hud_shake(eye_orient);
3836 // setup neb2 rendering
3837 neb2_render_setup(eye_pos, eye_orient);
3841 extern void ai_debug_render_stuff();
3844 int Game_subspace_effect = 0;
3845 DCF_BOOL( subspace, Game_subspace_effect );
3847 // Does everything needed to render a frame
3848 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3852 g3_start_frame(game_zbuffer);
3853 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3855 // maybe offset the HUD (jitter stuff)
3856 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3857 HUD_set_offsets(Viewer_obj, !dont_offset);
3859 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3860 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3861 // must be done before ships are rendered
3862 if ( MULTIPLAYER_CLIENT ) {
3863 shield_point_multi_setup();
3866 if ( Game_subspace_effect ) {
3867 stars_draw(0,0,0,1);
3869 stars_draw(1,1,1,0);
3872 obj_render_all(obj_render);
3873 beam_render_all(); // render all beam weapons
3874 particle_render_all(); // render particles after everything else.
3875 trail_render_all(); // render missilie trails after everything else.
3876 mflash_render_all(); // render all muzzle flashes
3878 // Why do we not show the shield effect in these modes? Seems ok.
3879 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3883 // render nebula lightning
3886 // render local player nebula
3887 neb2_render_player();
3890 ai_debug_render_stuff();
3893 #ifndef RELEASE_REAL
3894 // game_framerate_check();
3898 extern void snd_spew_debug_info();
3899 snd_spew_debug_info();
3902 //================ END OF 3D RENDERING STUFF ====================
3906 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3907 hud_maybe_clear_head_area();
3908 anim_render_all(0, flFrametime);
3911 extern int Multi_display_netinfo;
3912 if(Multi_display_netinfo){
3913 extern void multi_display_netinfo();
3914 multi_display_netinfo();
3917 game_tst_frame_pre();
3920 do_timing_test(flFrametime);
3924 extern int OO_update_index;
3925 multi_rate_display(OO_update_index, 375, 0);
3930 extern void oo_display();
3937 //#define JOHNS_DEBUG_CODE 1
3939 #ifdef JOHNS_DEBUG_CODE
3940 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3942 //if ( key_pressed(SDLK_LSHIFT) )
3944 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3946 model_subsystem *turret = tsys->system_info;
3948 if (turret->type == SUBSYSTEM_TURRET ) {
3949 vector v.fvec, v.uvec;
3950 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3952 ship_model_start(tobj);
3954 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3955 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3956 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3958 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3960 ship_model_stop(tobj);
3970 // following function for dumping frames for purposes of building trailers.
3973 // function to toggle state of dumping every frame into PCX when playing the game
3974 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3978 if ( Debug_dump_frames == 0 ) {
3980 Debug_dump_frames = 15;
3981 Debug_dump_trigger = 0;
3982 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3983 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3986 Debug_dump_frames = 0;
3987 Debug_dump_trigger = 0;
3988 gr_dump_frame_stop();
3989 dc_printf( "Frame dumping is now OFF\n" );
3995 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3999 if ( Debug_dump_frames == 0 ) {
4001 Debug_dump_frames = 15;
4002 Debug_dump_trigger = 1;
4003 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4004 dc_printf( "Frame dumping at 15 hz is now ON\n" );
4007 Debug_dump_frames = 0;
4008 Debug_dump_trigger = 0;
4009 gr_dump_frame_stop();
4010 dc_printf( "Frame dumping is now OFF\n" );
4016 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
4020 if ( Debug_dump_frames == 0 ) {
4022 Debug_dump_frames = 30;
4023 Debug_dump_trigger = 0;
4024 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4025 dc_printf( "Frame dumping at 30 hz is now ON\n" );
4028 Debug_dump_frames = 0;
4029 Debug_dump_trigger = 0;
4030 gr_dump_frame_stop();
4031 dc_printf( "Frame dumping is now OFF\n" );
4037 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
4041 if ( Debug_dump_frames == 0 ) {
4043 Debug_dump_frames = 30;
4044 Debug_dump_trigger = 1;
4045 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4046 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
4049 Debug_dump_frames = 0;
4050 Debug_dump_trigger = 0;
4051 gr_dump_frame_stop();
4052 dc_printf( "Triggered frame dumping is now OFF\n" );
4058 void game_maybe_dump_frame()
4060 if ( !Debug_dump_frames ){
4064 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
4071 Debug_dump_frame_num++;
4077 extern int Player_dead_state;
4079 // Flip the page and time how long it took.
4080 void game_flip_page_and_time_it()
4085 t1 = timer_get_fixed_seconds();
4087 t2 = timer_get_fixed_seconds();
4090 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
4091 sprintf( transfer_text, NOX("%ld MB/s"), fixmuldiv(t,65,d) );
4098 void game_simulation_frame()
4100 // blow ships up in multiplayer dogfight
4101 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){
4102 // blow up all non-player ships
4103 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
4106 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
4108 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)){
4109 moveup = GET_NEXT(moveup);
4112 shipp = &Ships[Objects[moveup->objnum].instance];
4113 sip = &Ship_info[shipp->ship_info_index];
4115 // only blow up small ships
4116 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
4117 // function to simply explode a ship where it is currently at
4118 ship_self_destruct( &Objects[moveup->objnum] );
4121 moveup = GET_NEXT(moveup);
4127 // process AWACS stuff - do this first thing
4130 // single player, set Player hits_this_frame to 0
4131 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
4132 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
4133 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
4137 supernova_process();
4138 if(supernova_active() >= 5){
4142 // fire targeting lasers now so that
4143 // 1 - created this frame
4144 // 2 - collide this frame
4145 // 3 - render this frame
4146 // 4 - ignored and deleted next frame
4147 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
4149 ship_process_targeting_lasers();
4151 // do this here so that it works for multiplayer
4153 // get viewer direction
4154 int viewer_direction = PHYSICS_VIEWER_REAR;
4156 if(Viewer_mode == 0){
4157 viewer_direction = PHYSICS_VIEWER_FRONT;
4159 if(Viewer_mode & VM_PADLOCK_UP){
4160 viewer_direction = PHYSICS_VIEWER_UP;
4162 else if(Viewer_mode & VM_PADLOCK_REAR){
4163 viewer_direction = PHYSICS_VIEWER_REAR;
4165 else if(Viewer_mode & VM_PADLOCK_LEFT){
4166 viewer_direction = PHYSICS_VIEWER_LEFT;
4168 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4169 viewer_direction = PHYSICS_VIEWER_RIGHT;
4172 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4174 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4177 #define VM_PADLOCK_UP (1 << 7)
4178 #define VM_PADLOCK_REAR (1 << 8)
4179 #define VM_PADLOCK_LEFT (1 << 9)
4180 #define VM_PADLOCK_RIGHT (1 << 10)
4182 // evaluate mission departures and arrivals before we process all objects.
4183 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4185 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4186 // ships/wing packets.
4187 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4188 mission_parse_eval_stuff();
4191 // if we're an observer, move ourselves seperately from the standard physics
4192 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4193 obj_observer_move(flFrametime);
4196 // move all the objects now
4197 obj_move_all(flFrametime);
4199 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4200 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4201 // ship_check_cargo_all();
4202 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4203 mission_eval_goals();
4207 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4208 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4209 training_check_objectives();
4212 // do all interpolation now
4213 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4214 // client side processing of warping in effect stages
4215 multi_do_client_warp(flFrametime);
4217 // client side movement of an observer
4218 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4219 obj_observer_move(flFrametime);
4222 // move all objects - does interpolation now as well
4223 obj_move_all(flFrametime);
4226 // only process the message queue when the player is "in" the game
4227 if ( !Pre_player_entry ){
4228 message_queue_process(); // process any messages send to the player
4231 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4232 message_maybe_distort(); // maybe distort incoming message if comms damaged
4233 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4234 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4235 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4238 if(!(Game_mode & GM_STANDALONE_SERVER)){
4239 // process some stuff every frame (before frame is rendered)
4240 emp_process_local();
4242 hud_update_frame(); // update hud systems
4244 if (!physics_paused) {
4245 // Move particle system
4246 particle_move_all(flFrametime);
4248 // Move missile trails
4249 trail_move_all(flFrametime);
4251 // process muzzle flashes
4252 mflash_process_all();
4254 // Flash the gun flashes
4255 shipfx_flash_do_frame(flFrametime);
4257 shockwave_move_all(flFrametime); // update all the shockwaves
4260 // subspace missile strikes
4263 obj_snd_do_frame(); // update the object-linked persistant sounds
4264 game_maybe_update_sound_environment();
4265 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4267 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4269 if ( Game_subspace_effect ) {
4270 game_start_subspace_ambient_sound();
4276 // Maybe render and process the dead-popup
4277 void game_maybe_do_dead_popup(float frametime)
4279 if ( popupdead_is_active() ) {
4281 int choice = popupdead_do_frame(frametime);
4283 if ( Game_mode & GM_NORMAL ) {
4286 gameseq_post_event(GS_EVENT_ENTER_GAME);
4290 gameseq_post_event(GS_EVENT_END_GAME);
4294 gameseq_post_event(GS_EVENT_START_GAME);
4297 // this should only happen during a red alert mission
4300 Assert(The_mission.red_alert);
4301 if(!The_mission.red_alert){
4302 gameseq_post_event(GS_EVENT_START_GAME);
4306 // choose the previous mission
4307 mission_campaign_previous_mission();
4309 gameseq_post_event(GS_EVENT_START_GAME);
4319 case POPUPDEAD_DO_MAIN_HALL:
4320 multi_quit_game(PROMPT_NONE,-1);
4323 case POPUPDEAD_DO_RESPAWN:
4324 multi_respawn_normal();
4325 event_music_player_respawn();
4328 case POPUPDEAD_DO_OBSERVER:
4329 multi_respawn_observer();
4330 event_music_player_respawn_as_observer();
4339 if ( leave_popup ) {
4345 // returns true if player is actually in a game_play stats
4346 int game_actually_playing()
4350 state = gameseq_get_state();
4351 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4357 // Draw the 2D HUD gauges
4358 void game_render_hud_2d()
4360 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4364 HUD_render_2d(flFrametime);
4368 // Draw the 3D-dependant HUD gauges
4369 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4371 g3_start_frame(0); // 0 = turn zbuffering off
4372 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4374 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4375 HUD_render_3d(flFrametime);
4379 game_sunspot_process(flFrametime);
4381 // Diminish the palette effect
4382 game_flash_diminish(flFrametime);
4390 int actually_playing;
4391 fix total_time1, total_time2;
4392 fix render2_time1=0, render2_time2=0;
4393 fix render3_time1=0, render3_time2=0;
4394 fix flip_time1=0, flip_time2=0;
4395 fix clear_time1=0, clear_time2=0;
4401 if (Framerate_delay) {
4402 int start_time = timer_get_milliseconds();
4403 while (timer_get_milliseconds() < start_time + Framerate_delay)
4409 demo_do_frame_start();
4411 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4416 // start timing frame
4417 timing_frame_start();
4419 total_time1 = timer_get_fixed_seconds();
4421 // var to hold which state we are in
4422 actually_playing = game_actually_playing();
4424 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4425 if (!(Game_mode & GM_STANDALONE_SERVER)){
4426 Assert( OBJ_INDEX(Player_obj) >= 0 );
4430 if (Missiontime > Entry_delay_time){
4431 Pre_player_entry = 0;
4433 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4436 // Note: These are done even before the player enters, else buffers can overflow.
4437 if (! (Game_mode & GM_STANDALONE_SERVER)){
4441 shield_frame_init();
4443 if ( Player->control_mode != PCM_NORMAL )
4446 if ( !Pre_player_entry && actually_playing ) {
4447 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4449 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4450 game_process_keys();
4452 // don't read flying controls if we're playing a demo back
4453 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4454 read_player_controls( Player_obj, flFrametime);
4458 // if we're not the master, we may have to send the server-critical ship status button_info bits
4459 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4460 multi_maybe_send_ship_status();
4465 // Reset the whack stuff
4468 // These two lines must be outside of Pre_player_entry code,
4469 // otherwise too many lights are added.
4472 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4476 game_simulation_frame();
4478 // if not actually in a game play state, then return. This condition could only be true in
4479 // a multiplayer game.
4480 if ( !actually_playing ) {
4481 Assert( Game_mode & GM_MULTIPLAYER );
4485 if (!Pre_player_entry) {
4486 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4487 clear_time1 = timer_get_fixed_seconds();
4488 // clear the screen to black
4490 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4494 clear_time2 = timer_get_fixed_seconds();
4495 render3_time1 = timer_get_fixed_seconds();
4496 game_render_frame_setup(&eye_pos, &eye_orient);
4497 game_render_frame( &eye_pos, &eye_orient );
4499 // save the eye position and orientation
4500 if ( Game_mode & GM_MULTIPLAYER ) {
4501 Net_player->s_info.eye_pos = eye_pos;
4502 Net_player->s_info.eye_orient = eye_orient;
4505 hud_show_target_model();
4507 // check to see if we should display the death died popup
4508 if(Game_mode & GM_DEAD_BLEW_UP){
4509 if(Game_mode & GM_MULTIPLAYER){
4510 // catch the situation where we're supposed to be warping out on this transition
4511 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4512 gameseq_post_event(GS_EVENT_DEBRIEF);
4513 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4514 Player_died_popup_wait = -1;
4518 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4519 Player_died_popup_wait = -1;
4525 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4526 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4527 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4528 if(!popupdead_is_active()){
4532 Player_multi_died_check = -1;
4536 render3_time2 = timer_get_fixed_seconds();
4537 render2_time1 = timer_get_fixed_seconds();
4540 game_get_framerate();
4541 game_show_framerate();
4543 game_show_time_left();
4545 // Draw the 2D HUD gauges
4546 if(supernova_active() < 3){
4547 game_render_hud_2d();
4550 game_set_view_clip();
4552 // Draw 3D HUD gauges
4553 game_render_hud_3d(&eye_pos, &eye_orient);
4557 render2_time2 = timer_get_fixed_seconds();
4559 // maybe render and process the dead popup
4560 game_maybe_do_dead_popup(flFrametime);
4562 // start timing frame
4563 timing_frame_stop();
4564 // timing_display(30, 10);
4566 // If a regular popup is active, don't flip (popup code flips)
4567 if( !popup_running_state() ){
4568 flip_time1 = timer_get_fixed_seconds();
4569 game_flip_page_and_time_it();
4570 flip_time2 = timer_get_fixed_seconds();
4574 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4577 game_show_standalone_framerate();
4581 game_do_training_checks();
4584 // process lightning (nebula only)
4587 total_time2 = timer_get_fixed_seconds();
4589 // Got some timing numbers
4590 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4591 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4592 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4593 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4594 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4597 demo_do_frame_end();
4599 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4605 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4606 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4607 // died. This resulted in screwed up death sequences.
4609 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4610 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4611 static int timer_paused=0;
4612 #if defined(TIMER_TEST) && !defined(NDEBUG)
4613 static int stop_count,start_count;
4614 static int time_stopped,time_started;
4616 int saved_timestamp_ticker = -1;
4618 void game_reset_time()
4620 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4624 // Last_time = timer_get_fixed_seconds();
4630 void game_stop_time()
4632 if (timer_paused==0) {
4634 time = timer_get_fixed_seconds();
4635 // Save how much time progressed so far in the frame so we can
4636 // use it when we unpause.
4637 Last_delta_time = time - Last_time;
4639 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4640 if (Last_delta_time < 0) {
4641 #if defined(TIMER_TEST) && !defined(NDEBUG)
4642 Int3(); //get Matt!!!!
4644 Last_delta_time = 0;
4646 #if defined(TIMER_TEST) && !defined(NDEBUG)
4647 time_stopped = time;
4650 // Stop the timer_tick stuff...
4651 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4652 saved_timestamp_ticker = timestamp_ticker;
4656 #if defined(TIMER_TEST) && !defined(NDEBUG)
4661 void game_start_time()
4664 Assert(timer_paused >= 0);
4665 if (timer_paused==0) {
4667 time = timer_get_fixed_seconds();
4668 #if defined(TIMER_TEST) && !defined(NDEBUG)
4670 Int3(); //get Matt!!!!
4673 // Take current time, and set it backwards to account for time
4674 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4675 // will be correct when it goes to calculate the frametime next
4677 Last_time = time - Last_delta_time;
4678 #if defined(TIMER_TEST) && !defined(NDEBUG)
4679 time_started = time;
4682 // Restore the timer_tick stuff...
4683 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4684 Assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4685 timestamp_ticker = saved_timestamp_ticker;
4686 saved_timestamp_ticker = -1;
4689 #if defined(TIMER_TEST) && !defined(NDEBUG)
4695 void game_set_frametime(int state)
4698 float frame_cap_diff;
4700 thistime = timer_get_fixed_seconds();
4702 if ( Last_time == 0 )
4703 Frametime = F1_0 / 30;
4705 Frametime = thistime - Last_time;
4707 // Frametime = F1_0 / 30;
4709 fix debug_frametime = Frametime; // Just used to display frametime.
4711 // If player hasn't entered mission yet, make frame take 1/4 second.
4712 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4715 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4717 fix frame_speed = F1_0 / Debug_dump_frames;
4719 if (Frametime > frame_speed ){
4720 nprintf(("warning","slow frame: %x\n",Frametime));
4723 thistime = timer_get_fixed_seconds();
4724 Frametime = thistime - Last_time;
4725 } while (Frametime < frame_speed );
4727 Frametime = frame_speed;
4731 Assert( Framerate_cap > 0 );
4733 // Cap the framerate so it doesn't get too high.
4737 cap = F1_0/Framerate_cap;
4738 if (Frametime < cap) {
4739 thistime = cap - Frametime;
4740 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4741 Sleep( (DWORD)(f2fl(thistime) * 1000.0f) );
4743 thistime = timer_get_fixed_seconds();
4747 if((Game_mode & GM_STANDALONE_SERVER) &&
4748 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4750 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4751 Sleep((DWORD)(frame_cap_diff*1000));
4753 thistime += fl2f((frame_cap_diff));
4755 Frametime = thistime - Last_time;
4758 // If framerate is too low, cap it.
4759 if (Frametime > MAX_FRAMETIME) {
4761 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4763 // to remove warnings in release build
4764 debug_frametime = fl2f(flFrametime);
4766 Frametime = MAX_FRAMETIME;
4769 Frametime = fixmul(Frametime, Game_time_compression);
4771 Last_time = thistime;
4772 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4774 flFrametime = f2fl(Frametime);
4775 //if(!(Game_mode & GM_PLAYING_DEMO)){
4776 timestamp_inc(flFrametime);
4778 /* if ((Framecount > 0) && (Framecount < 10)) {
4779 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4784 // This is called from game_do_frame(), and from navmap_do_frame()
4785 void game_update_missiontime()
4787 // TODO JAS: Put in if and move this into game_set_frametime,
4788 // fix navmap to call game_stop/start_time
4789 //if ( !timer_paused )
4790 Missiontime += Frametime;
4793 void game_do_frame()
4795 game_set_frametime(GS_STATE_GAME_PLAY);
4796 game_update_missiontime();
4798 if (Game_mode & GM_STANDALONE_SERVER) {
4799 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4802 if ( game_single_step && (last_single_step == game_single_step) ) {
4803 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4804 while( key_checkch() == 0 )
4806 os_set_title( XSTR( "FreeSpace", 171) );
4807 Last_time = timer_get_fixed_seconds();
4810 last_single_step = game_single_step;
4812 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4813 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4817 Keep_mouse_centered = 0;
4818 monitor_update(); // Update monitor variables
4821 void multi_maybe_do_frame()
4823 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4828 int Joymouse_button_status = 0;
4830 // Flush all input devices
4838 Joymouse_button_status = 0;
4840 //mprintf(("Game flush!\n" ));
4843 // function for multiplayer only which calls game_do_state_common() when running the
4845 void game_do_dc_networking()
4847 Assert( Game_mode & GM_MULTIPLAYER );
4849 game_do_state_common( gameseq_get_state() );
4852 // Call this whenever in a loop, or when you need to check for a keystroke.
4853 int game_check_key()
4859 // convert keypad enter to normal enter
4860 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4861 k = (k & ~KEY_MASK) | SDLK_RETURN;
4866 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4868 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4869 static int Demo_show_trailer_timestamp = 0;
4871 void demo_reset_trailer_timer()
4873 Demo_show_trailer_timestamp = timer_get_milliseconds();
4876 void demo_maybe_show_trailer(int k)
4879 // if key pressed, reset demo trailer timer
4881 demo_reset_trailer_timer();
4885 // if mouse moved, reset demo trailer timer
4888 mouse_get_delta(&dx, &dy);
4889 if ( (dx > 0) || (dy > 0) ) {
4890 demo_reset_trailer_timer();
4894 // if joystick has moved, reset demo trailer timer
4897 joy_get_delta(&dx, &dy);
4898 if ( (dx > 0) || (dy > 0) ) {
4899 demo_reset_trailer_timer();
4903 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4904 // the low-level code. Ugly, I know... but was the simplest and most
4907 // if 30 seconds since last demo trailer time reset, launch movie
4908 if ( os_foreground() ) {
4909 int now = timer_get_milliseconds();
4910 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4911 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4913 movie_play( NOX("fstrailer2.mve") );
4914 demo_reset_trailer_timer();
4922 // same as game_check_key(), except this is used while actually in the game. Since there
4923 // generally are differences between game control keys and general UI keys, makes sense to
4924 // have seperate functions for each case. If you are not checking a game control while in a
4925 // mission, you should probably be using game_check_key() instead.
4930 if (!os_foreground()) {
4935 // If we're in a single player game, pause it.
4936 if (!(Game_mode & GM_MULTIPLAYER)){
4937 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4938 game_process_pause_key();
4945 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4946 demo_maybe_show_trailer(k);
4949 // Move the mouse cursor with the joystick.
4950 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4951 // Move the mouse cursor with the joystick
4955 joy_get_pos( &jx, &jy, &jz, &jr );
4957 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4958 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4961 mouse_get_real_pos( &mx, &my );
4962 mouse_set_pos( mx+dx, my+dy );
4967 m = mouse_down(MOUSE_LEFT_BUTTON);
4969 if ( j != Joymouse_button_status ) {
4970 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4971 Joymouse_button_status = j;
4973 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4974 } else if ( (!j) && (m) ) {
4975 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4980 // if we should be ignoring keys because of some multiplayer situations
4981 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4985 // If a popup is running, don't process all the Fn keys
4986 if( popup_active() ) {
4990 state = gameseq_get_state();
4992 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4995 case KEY_DEBUGGED + SDLK_BACKSPACE:
5000 launch_context_help();
5005 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
5007 // don't allow f2 while warping out in multiplayer
5008 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
5013 case GS_STATE_INITIAL_PLAYER_SELECT:
5014 case GS_STATE_OPTIONS_MENU:
5015 case GS_STATE_HUD_CONFIG:
5016 case GS_STATE_CONTROL_CONFIG:
5017 case GS_STATE_DEATH_DIED:
5018 case GS_STATE_DEATH_BLEW_UP:
5019 case GS_STATE_VIEW_MEDALS:
5023 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
5030 // hotkey selection screen -- only valid from briefing and beyond.
5032 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
5033 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) ) {
5034 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
5040 case KEY_DEBUGGED + SDLK_F3:
5041 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
5044 case KEY_DEBUGGED + SDLK_F4:
5045 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
5049 if(Game_mode & GM_MULTIPLAYER){
5050 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
5051 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5055 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
5056 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5062 case SDLK_ESCAPE | KEY_SHIFTED:
5063 // make sure to quit properly out of multiplayer
5064 if(Game_mode & GM_MULTIPLAYER){
5065 multi_quit_game(PROMPT_NONE);
5068 gameseq_post_event( GS_EVENT_QUIT_GAME );
5073 case KEY_DEBUGGED + SDLK_p:
5076 case SDLK_PRINTSCREEN:
5078 static int counter = 0;
5083 sprintf( tmp_name, NOX("screen%02d"), counter );
5085 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
5086 gr_print_screen(tmp_name);
5094 case KEY_SHIFTED | SDLK_RETURN: {
5096 #if !defined(NDEBUG)
5098 if ( Game_mode & GM_NORMAL ){
5102 // if we're in multiplayer mode, do some special networking
5103 if(Game_mode & GM_MULTIPLAYER){
5104 debug_console(game_do_dc_networking);
5111 if ( Game_mode & GM_NORMAL )
5125 gameseq_post_event(GS_EVENT_QUIT_GAME);
5128 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
5131 void camera_set_position( vector *pos )
5136 void camera_set_orient( matrix *orient )
5138 Camera_orient = *orient;
5141 void camera_set_velocity( vector *vel, int instantaneous )
5143 Camera_desired_velocity.xyz.x = 0.0f;
5144 Camera_desired_velocity.xyz.y = 0.0f;
5145 Camera_desired_velocity.xyz.z = 0.0f;
5147 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
5148 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
5149 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
5151 if ( instantaneous ) {
5152 Camera_velocity = Camera_desired_velocity;
5160 vector new_vel, delta_pos;
5162 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5163 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5164 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5166 Camera_velocity = new_vel;
5168 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5170 vm_vec_add2( &Camera_pos, &delta_pos );
5172 float ot = Camera_time+0.0f;
5174 Camera_time += flFrametime;
5176 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5179 tmp.xyz.z = 4.739f; // always go this fast forward.
5181 // pick x and y velocities so they are always on a
5182 // circle with a 25 m radius.
5184 float tmp_angle = frand()*PI2;
5186 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5187 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5189 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5191 //mprintf(( "Changing velocity!\n" ));
5192 camera_set_velocity( &tmp, 0 );
5195 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5196 vector tmp = ZERO_VECTOR;
5197 camera_set_velocity( &tmp, 0 );
5202 void end_demo_campaign_do()
5204 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5205 // show upsell screens
5206 demo_upsell_show_screens();
5207 #elif defined(OEM_BUILD)
5208 // show oem upsell screens
5209 oem_upsell_show_screens();
5212 // drop into main hall
5213 gameseq_post_event( GS_EVENT_MAIN_MENU );
5216 // All code to process events. This is the only place
5217 // that you should change the state of the game.
5218 void game_process_event( int current_state, int event )
5220 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5223 case GS_EVENT_SIMULATOR_ROOM:
5224 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5227 case GS_EVENT_MAIN_MENU:
5228 gameseq_set_state(GS_STATE_MAIN_MENU);
5231 case GS_EVENT_OPTIONS_MENU:
5232 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5235 case GS_EVENT_BARRACKS_MENU:
5236 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5239 case GS_EVENT_TECH_MENU:
5240 gameseq_set_state(GS_STATE_TECH_MENU);
5243 case GS_EVENT_TRAINING_MENU:
5244 gameseq_set_state(GS_STATE_TRAINING_MENU);
5247 case GS_EVENT_START_GAME:
5248 Select_default_ship = 0;
5249 Player_multi_died_check = -1;
5250 gameseq_set_state(GS_STATE_CMD_BRIEF);
5253 case GS_EVENT_START_BRIEFING:
5254 gameseq_set_state(GS_STATE_BRIEFING);
5257 case GS_EVENT_DEBRIEF:
5258 // did we end the campaign in the main freespace 2 single player campaign?
5260 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace")) {
5262 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace2")) {
5264 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5266 gameseq_set_state(GS_STATE_DEBRIEF);
5269 Player_multi_died_check = -1;
5272 case GS_EVENT_SHIP_SELECTION:
5273 gameseq_set_state( GS_STATE_SHIP_SELECT );
5276 case GS_EVENT_WEAPON_SELECTION:
5277 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5280 case GS_EVENT_ENTER_GAME:
5282 // maybe start recording a demo
5284 demo_start_record("test.fsd");
5288 if (Game_mode & GM_MULTIPLAYER) {
5289 // if we're respawning, make sure we change the view mode so that the hud shows up
5290 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5294 gameseq_set_state(GS_STATE_GAME_PLAY);
5296 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5299 Player_multi_died_check = -1;
5301 // clear multiplayer button info
5302 extern button_info Multi_ship_status_bi;
5303 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5305 Start_time = f2fl(timer_get_approx_seconds());
5307 mprintf(("Entering game at time = %7.3f\n", Start_time));
5311 case GS_EVENT_START_GAME_QUICK:
5312 Select_default_ship = 1;
5313 gameseq_post_event(GS_EVENT_ENTER_GAME);
5317 case GS_EVENT_END_GAME:
5318 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5319 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5320 gameseq_set_state(GS_STATE_MAIN_MENU);
5325 Player_multi_died_check = -1;
5328 case GS_EVENT_QUIT_GAME:
5329 main_hall_stop_music();
5330 main_hall_stop_ambient();
5331 gameseq_set_state(GS_STATE_QUIT_GAME);
5333 Player_multi_died_check = -1;
5336 case GS_EVENT_GAMEPLAY_HELP:
5337 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5340 case GS_EVENT_PAUSE_GAME:
5341 gameseq_push_state(GS_STATE_GAME_PAUSED);
5344 case GS_EVENT_DEBUG_PAUSE_GAME:
5345 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5348 case GS_EVENT_TRAINING_PAUSE:
5349 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5352 case GS_EVENT_PREVIOUS_STATE:
5353 gameseq_pop_state();
5356 case GS_EVENT_TOGGLE_FULLSCREEN:
5357 #ifndef HARDWARE_ONLY
5359 if ( gr_screen.mode == GR_SOFTWARE ) {
5360 gr_init( GR_640, GR_DIRECTDRAW );
5361 } else if ( gr_screen.mode == GR_DIRECTDRAW ) {
5362 gr_init( GR_640, GR_SOFTWARE );
5368 case GS_EVENT_TOGGLE_GLIDE:
5370 if ( gr_screen.mode != GR_GLIDE ) {
5371 gr_init( GR_640, GR_GLIDE );
5373 gr_init( GR_640, GR_SOFTWARE );
5378 case GS_EVENT_LOAD_MISSION_MENU:
5379 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5382 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5383 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5386 case GS_EVENT_HUD_CONFIG:
5387 gameseq_push_state( GS_STATE_HUD_CONFIG );
5390 case GS_EVENT_CONTROL_CONFIG:
5391 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5394 case GS_EVENT_DEATH_DIED:
5395 gameseq_set_state( GS_STATE_DEATH_DIED );
5398 case GS_EVENT_DEATH_BLEW_UP:
5399 if ( current_state == GS_STATE_DEATH_DIED ) {
5400 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5401 event_music_player_death();
5403 // multiplayer clients set their extra check here
5404 if(Game_mode & GM_MULTIPLAYER){
5405 // set the multi died absolute last chance check
5406 Player_multi_died_check = time(NULL);
5409 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5413 case GS_EVENT_NEW_CAMPAIGN:
5414 if (!mission_load_up_campaign()){
5415 readyroom_continue_campaign();
5418 Player_multi_died_check = -1;
5421 case GS_EVENT_CAMPAIGN_CHEAT:
5422 if (!mission_load_up_campaign()){
5424 // bash campaign value
5425 extern char Main_hall_campaign_cheat[512];
5428 // look for the mission
5429 for(idx=0; idx<Campaign.num_missions; idx++){
5430 if(!stricmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5431 Campaign.next_mission = idx;
5432 Campaign.prev_mission = idx - 1;
5439 readyroom_continue_campaign();
5442 Player_multi_died_check = -1;
5445 case GS_EVENT_CAMPAIGN_ROOM:
5446 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5449 case GS_EVENT_CMD_BRIEF:
5450 gameseq_set_state(GS_STATE_CMD_BRIEF);
5453 case GS_EVENT_RED_ALERT:
5454 gameseq_set_state(GS_STATE_RED_ALERT);
5457 case GS_EVENT_CREDITS:
5458 gameseq_set_state( GS_STATE_CREDITS );
5461 case GS_EVENT_VIEW_MEDALS:
5462 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5465 case GS_EVENT_SHOW_GOALS:
5466 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5469 case GS_EVENT_HOTKEY_SCREEN:
5470 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5473 // multiplayer stuff follow these comments
5475 case GS_EVENT_MULTI_JOIN_GAME:
5476 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5479 case GS_EVENT_MULTI_HOST_SETUP:
5480 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5483 case GS_EVENT_MULTI_CLIENT_SETUP:
5484 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5487 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5488 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5491 case GS_EVENT_MULTI_STD_WAIT:
5492 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5495 case GS_EVENT_STANDALONE_MAIN:
5496 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5499 case GS_EVENT_MULTI_PAUSE:
5500 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5503 case GS_EVENT_INGAME_PRE_JOIN:
5504 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5507 case GS_EVENT_EVENT_DEBUG:
5508 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5511 // Start a warpout where player automatically goes 70 no matter what
5512 // and can't cancel out of it.
5513 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5514 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5516 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5517 Player->saved_viewer_mode = Viewer_mode;
5518 Player->control_mode = PCM_WARPOUT_STAGE1;
5519 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5520 Warpout_time = 0.0f; // Start timer!
5523 case GS_EVENT_PLAYER_WARPOUT_START:
5524 if ( Player->control_mode != PCM_NORMAL ) {
5525 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5527 Player->saved_viewer_mode = Viewer_mode;
5528 Player->control_mode = PCM_WARPOUT_STAGE1;
5529 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5530 Warpout_time = 0.0f; // Start timer!
5531 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5535 case GS_EVENT_PLAYER_WARPOUT_STOP:
5536 if ( Player->control_mode != PCM_NORMAL ) {
5537 if ( !Warpout_forced ) { // cannot cancel forced warpout
5538 Player->control_mode = PCM_NORMAL;
5539 Viewer_mode = Player->saved_viewer_mode;
5540 hud_subspace_notify_abort();
5541 mprintf(( "Player put back to normal mode.\n" ));
5542 if ( Warpout_sound > -1 ) {
5543 snd_stop( Warpout_sound );
5550 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5551 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5552 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5553 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5555 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5556 shipfx_warpout_start( Player_obj );
5557 Player->control_mode = PCM_WARPOUT_STAGE2;
5558 Player->saved_viewer_mode = Viewer_mode;
5559 Viewer_mode |= VM_WARP_CHASE;
5561 vector tmp = Player_obj->pos;
5563 ship_get_eye( &tmp, &tmp_m, Player_obj );
5564 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5565 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5566 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5568 camera_set_position( &tmp );
5569 camera_set_orient( &Player_obj->orient );
5570 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5572 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5573 camera_set_velocity( &tmp_vel, 1);
5577 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5578 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5579 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5580 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5582 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5583 Player->control_mode = PCM_WARPOUT_STAGE3;
5587 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5588 mprintf(( "Player warped out. Going to debriefing!\n" ));
5589 Player->control_mode = PCM_NORMAL;
5590 Viewer_mode = Player->saved_viewer_mode;
5593 // we have a special debriefing screen for multiplayer furballs
5594 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5595 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5597 // do the normal debriefing for all other situations
5599 gameseq_post_event(GS_EVENT_DEBRIEF);
5603 case GS_EVENT_STANDALONE_POSTGAME:
5604 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5607 case GS_EVENT_INITIAL_PLAYER_SELECT:
5608 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5611 case GS_EVENT_GAME_INIT:
5612 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5613 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5615 // see if the command line option has been set to use the last pilot, and act acoordingly
5616 if( player_select_get_last_pilot() ) {
5617 // always enter the main menu -- do the automatic network startup stuff elsewhere
5618 // so that we still have valid checks for networking modes, etc.
5619 gameseq_set_state(GS_STATE_MAIN_MENU);
5621 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5626 case GS_EVENT_MULTI_MISSION_SYNC:
5627 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5630 case GS_EVENT_MULTI_START_GAME:
5631 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5634 case GS_EVENT_MULTI_HOST_OPTIONS:
5635 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5638 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5639 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5642 case GS_EVENT_TEAM_SELECT:
5643 gameseq_set_state(GS_STATE_TEAM_SELECT);
5646 case GS_EVENT_END_CAMPAIGN:
5647 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5650 case GS_EVENT_END_DEMO:
5651 gameseq_set_state(GS_STATE_END_DEMO);
5654 case GS_EVENT_LOOP_BRIEF:
5655 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5664 // Called when a state is being left.
5665 // The current state is still at old_state, but as soon as
5666 // this function leaves, then the current state will become
5667 // new state. You should never try to change the state
5668 // in here... if you think you need to, you probably really
5669 // need to post an event, not change the state.
5670 void game_leave_state( int old_state, int new_state )
5672 int end_mission = 1;
5674 switch (new_state) {
5675 case GS_STATE_GAME_PAUSED:
5676 case GS_STATE_DEBUG_PAUSED:
5677 case GS_STATE_OPTIONS_MENU:
5678 case GS_STATE_CONTROL_CONFIG:
5679 case GS_STATE_MISSION_LOG_SCROLLBACK:
5680 case GS_STATE_DEATH_DIED:
5681 case GS_STATE_SHOW_GOALS:
5682 case GS_STATE_HOTKEY_SCREEN:
5683 case GS_STATE_MULTI_PAUSED:
5684 case GS_STATE_TRAINING_PAUSED:
5685 case GS_STATE_EVENT_DEBUG:
5686 case GS_STATE_GAMEPLAY_HELP:
5687 end_mission = 0; // these events shouldn't end a mission
5691 switch (old_state) {
5692 case GS_STATE_BRIEFING:
5693 brief_stop_voices();
5694 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5695 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5696 && (new_state != GS_STATE_TEAM_SELECT) ){
5697 common_select_close();
5698 if ( new_state == GS_STATE_MAIN_MENU ) {
5699 freespace_stop_mission();
5703 // COMMAND LINE OPTION
5704 if (Cmdline_multi_stream_chat_to_file){
5705 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5706 cfclose(Multi_chat_stream);
5710 case GS_STATE_DEBRIEF:
5711 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5716 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5717 multi_df_debrief_close();
5720 case GS_STATE_LOAD_MISSION_MENU:
5721 mission_load_menu_close();
5724 case GS_STATE_SIMULATOR_ROOM:
5728 case GS_STATE_CAMPAIGN_ROOM:
5729 campaign_room_close();
5732 case GS_STATE_CMD_BRIEF:
5733 if (new_state == GS_STATE_OPTIONS_MENU) {
5738 if (new_state == GS_STATE_MAIN_MENU)
5739 freespace_stop_mission();
5744 case GS_STATE_RED_ALERT:
5748 case GS_STATE_SHIP_SELECT:
5749 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5750 new_state != GS_STATE_HOTKEY_SCREEN &&
5751 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5752 common_select_close();
5753 if ( new_state == GS_STATE_MAIN_MENU ) {
5754 freespace_stop_mission();
5759 case GS_STATE_WEAPON_SELECT:
5760 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5761 new_state != GS_STATE_HOTKEY_SCREEN &&
5762 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5763 common_select_close();
5764 if ( new_state == GS_STATE_MAIN_MENU ) {
5765 freespace_stop_mission();
5770 case GS_STATE_TEAM_SELECT:
5771 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5772 new_state != GS_STATE_HOTKEY_SCREEN &&
5773 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5774 common_select_close();
5775 if ( new_state == GS_STATE_MAIN_MENU ) {
5776 freespace_stop_mission();
5781 case GS_STATE_MAIN_MENU:
5782 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5789 case GS_STATE_OPTIONS_MENU:
5790 //game_start_time();
5791 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5792 multi_join_clear_game_list();
5794 options_menu_close();
5797 case GS_STATE_BARRACKS_MENU:
5798 if(new_state != GS_STATE_VIEW_MEDALS){
5803 case GS_STATE_MISSION_LOG_SCROLLBACK:
5804 hud_scrollback_close();
5807 case GS_STATE_TRAINING_MENU:
5808 training_menu_close();
5811 case GS_STATE_GAME_PLAY:
5812 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5813 player_save_target_and_weapon_link_prefs();
5814 game_stop_looped_sounds();
5817 sound_env_disable();
5818 joy_ff_stop_effects();
5820 // stop game time under certain conditions
5821 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5826 // shut down any recording or playing demos
5831 // when in multiplayer and going back to the main menu, send a leave game packet
5832 // right away (before calling stop mission). stop_mission was taking to long to
5833 // close mission down and I want people to get notified ASAP.
5834 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5835 multi_quit_game(PROMPT_NONE);
5838 freespace_stop_mission();
5839 Game_time_compression = F1_0;
5843 case GS_STATE_TECH_MENU:
5847 case GS_STATE_TRAINING_PAUSED:
5848 Training_num_lines = 0;
5849 // fall through to GS_STATE_GAME_PAUSED
5851 case GS_STATE_GAME_PAUSED:
5853 if ( end_mission ) {
5858 case GS_STATE_DEBUG_PAUSED:
5861 pause_debug_close();
5865 case GS_STATE_HUD_CONFIG:
5869 // join/start a game
5870 case GS_STATE_MULTI_JOIN_GAME:
5871 if(new_state != GS_STATE_OPTIONS_MENU){
5872 multi_join_game_close();
5876 case GS_STATE_MULTI_HOST_SETUP:
5877 case GS_STATE_MULTI_CLIENT_SETUP:
5878 // if this is just the host going into the options screen, don't do anything
5879 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5883 // close down the proper state
5884 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5885 multi_create_game_close();
5887 multi_game_client_setup_close();
5890 // COMMAND LINE OPTION
5891 if (Cmdline_multi_stream_chat_to_file){
5892 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5893 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5894 cfclose(Multi_chat_stream);
5899 case GS_STATE_CONTROL_CONFIG:
5900 control_config_close();
5903 case GS_STATE_DEATH_DIED:
5904 Game_mode &= ~GM_DEAD_DIED;
5906 // early end while respawning or blowing up in a multiplayer game
5907 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5909 freespace_stop_mission();
5913 case GS_STATE_DEATH_BLEW_UP:
5914 Game_mode &= ~GM_DEAD_BLEW_UP;
5916 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5917 // to determine if I should do anything.
5918 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5920 freespace_stop_mission();
5923 // if we are not respawing as an observer or as a player, our new state will not
5924 // be gameplay state.
5925 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5926 game_stop_time(); // hasn't been called yet!!
5927 freespace_stop_mission();
5933 case GS_STATE_CREDITS:
5937 case GS_STATE_VIEW_MEDALS:
5941 case GS_STATE_SHOW_GOALS:
5942 mission_show_goals_close();
5945 case GS_STATE_HOTKEY_SCREEN:
5946 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5947 mission_hotkey_close();
5951 case GS_STATE_MULTI_MISSION_SYNC:
5952 // if we're moving into the options menu, don't do anything
5953 if(new_state == GS_STATE_OPTIONS_MENU){
5957 Assert( Game_mode & GM_MULTIPLAYER );
5959 if ( new_state == GS_STATE_GAME_PLAY ){
5960 // palette_restore_palette();
5962 // change a couple of flags to indicate our state!!!
5963 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5964 send_netplayer_update_packet();
5966 // set the game mode
5967 Game_mode |= GM_IN_MISSION;
5971 case GS_STATE_VIEW_CUTSCENES:
5972 cutscenes_screen_close();
5975 case GS_STATE_MULTI_STD_WAIT:
5976 multi_standalone_wait_close();
5979 case GS_STATE_STANDALONE_MAIN:
5980 standalone_main_close();
5981 if(new_state == GS_STATE_MULTI_STD_WAIT){
5982 init_multiplayer_stats();
5986 case GS_STATE_MULTI_PAUSED:
5987 // if ( end_mission ){
5992 case GS_STATE_INGAME_PRE_JOIN:
5993 multi_ingame_select_close();
5996 case GS_STATE_STANDALONE_POSTGAME:
5997 multi_standalone_postgame_close();
6000 case GS_STATE_INITIAL_PLAYER_SELECT:
6001 player_select_close();
6004 case GS_STATE_MULTI_START_GAME:
6005 multi_start_game_close();
6008 case GS_STATE_MULTI_HOST_OPTIONS:
6009 multi_host_options_close();
6012 case GS_STATE_END_OF_CAMPAIGN:
6013 mission_campaign_end_close();
6016 case GS_STATE_LOOP_BRIEF:
6022 // Called when a state is being entered.
6023 // The current state is set to the state we're entering at
6024 // this point, and old_state is set to the state we're coming
6025 // from. You should never try to change the state
6026 // in here... if you think you need to, you probably really
6027 // need to post an event, not change the state.
6029 void game_enter_state( int old_state, int new_state )
6031 switch (new_state) {
6032 case GS_STATE_MAIN_MENU:
6033 // in multiplayer mode, be sure that we are not doing networking anymore.
6034 if ( Game_mode & GM_MULTIPLAYER ) {
6035 Assert( Net_player != NULL );
6036 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
6039 Game_time_compression = F1_0;
6041 // determine which ship this guy is currently based on
6042 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6045 if (Player->on_bastion) {
6053 case GS_STATE_BRIEFING:
6054 main_hall_stop_music();
6055 main_hall_stop_ambient();
6057 if (Game_mode & GM_NORMAL) {
6058 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6059 // MWA: or from options or hotkey screens
6060 // JH: or if the command brief state already did this
6061 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6062 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
6063 && (old_state != GS_STATE_CMD_BRIEF) ) {
6064 if ( !game_start_mission() ) // this should put us into a new state on failure!
6068 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6069 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6070 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6072 Game_time_compression = F1_0;
6074 if ( red_alert_mission() ) {
6075 gameseq_post_event(GS_EVENT_RED_ALERT);
6082 case GS_STATE_DEBRIEF:
6083 game_stop_looped_sounds();
6084 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
6085 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
6090 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6091 multi_df_debrief_init();
6094 case GS_STATE_LOAD_MISSION_MENU:
6095 mission_load_menu_init();
6098 case GS_STATE_SIMULATOR_ROOM:
6102 case GS_STATE_CAMPAIGN_ROOM:
6103 campaign_room_init();
6106 case GS_STATE_RED_ALERT:
6107 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6111 case GS_STATE_CMD_BRIEF: {
6112 int team_num = 0; // team number used as index for which cmd brief to use.
6114 if (old_state == GS_STATE_OPTIONS_MENU) {
6118 main_hall_stop_music();
6119 main_hall_stop_ambient();
6121 if (Game_mode & GM_NORMAL) {
6122 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6123 // MWA: or from options or hotkey screens
6124 // JH: or if the command brief state already did this
6125 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6126 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
6127 if ( !game_start_mission() ) // this should put us into a new state on failure!
6132 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6133 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6134 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6136 cmd_brief_init(team_num);
6142 case GS_STATE_SHIP_SELECT:
6146 case GS_STATE_WEAPON_SELECT:
6147 weapon_select_init();
6150 case GS_STATE_TEAM_SELECT:
6154 case GS_STATE_GAME_PAUSED:
6159 case GS_STATE_DEBUG_PAUSED:
6160 // game_stop_time();
6161 // os_set_title("FreeSpace - PAUSED");
6164 case GS_STATE_TRAINING_PAUSED:
6171 case GS_STATE_OPTIONS_MENU:
6173 options_menu_init();
6176 case GS_STATE_GAME_PLAY:
6177 // coming from the gameplay state or the main menu, we might need to load the mission
6178 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6179 if ( !game_start_mission() ) // this should put us into a new state.
6184 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6185 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6186 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6187 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6188 (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)) ) {
6189 // JAS: Used to do all paging here.
6193 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6197 main_hall_stop_music();
6198 main_hall_stop_ambient();
6199 event_music_first_pattern(); // start the first pattern
6202 // special code that restores player ship selection and weapons loadout when doing a quick start
6203 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6204 if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
6205 wss_direct_restore_loadout();
6209 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6210 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6211 event_music_first_pattern(); // start the first pattern
6214 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6215 event_music_first_pattern(); // start the first pattern
6217 player_restore_target_and_weapon_link_prefs();
6219 Game_mode |= GM_IN_MISSION;
6222 // required to truely make mouse deltas zeroed in debug mouse code
6223 void mouse_force_pos(int x, int y);
6224 if (!Is_standalone) {
6225 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6231 // only start time if in single player, or coming from multi wait state
6234 (Game_mode & GM_NORMAL) &&
6235 (old_state != GS_STATE_VIEW_CUTSCENES)
6237 (Game_mode & GM_MULTIPLAYER) && (
6238 (old_state == GS_STATE_MULTI_PAUSED) ||
6239 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6245 // when coming from the multi paused state, reset the timestamps
6246 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6247 multi_reset_timestamps();
6250 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6251 // initialize all object update details
6252 multi_oo_gameplay_init();
6255 // under certain circumstances, the server should reset the object update rate limiting stuff
6256 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6257 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6259 // reinitialize the rate limiting system for all clients
6260 multi_oo_rate_init_all();
6263 // multiplayer clients should always re-initialize their control info rate limiting system
6264 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6265 multi_oo_rate_init_all();
6269 if(Game_mode & GM_MULTIPLAYER){
6270 multi_ping_reset_players();
6273 Game_subspace_effect = 0;
6274 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6275 Game_subspace_effect = 1;
6276 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6277 game_start_subspace_ambient_sound();
6281 sound_env_set(&Game_sound_env);
6282 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6284 // clear multiplayer button info i
6285 extern button_info Multi_ship_status_bi;
6286 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6289 case GS_STATE_HUD_CONFIG:
6293 case GS_STATE_MULTI_JOIN_GAME:
6294 multi_join_clear_game_list();
6296 if (old_state != GS_STATE_OPTIONS_MENU) {
6297 multi_join_game_init();
6302 case GS_STATE_MULTI_HOST_SETUP:
6303 // don't reinitialize if we're coming back from the host options screen
6304 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6305 multi_create_game_init();
6310 case GS_STATE_MULTI_CLIENT_SETUP:
6311 if (old_state != GS_STATE_OPTIONS_MENU) {
6312 multi_game_client_setup_init();
6317 case GS_STATE_CONTROL_CONFIG:
6318 control_config_init();
6321 case GS_STATE_TECH_MENU:
6325 case GS_STATE_BARRACKS_MENU:
6326 if(old_state != GS_STATE_VIEW_MEDALS){
6331 case GS_STATE_MISSION_LOG_SCROLLBACK:
6332 hud_scrollback_init();
6335 case GS_STATE_DEATH_DIED:
6336 Player_died_time = timestamp(10);
6338 if(!(Game_mode & GM_MULTIPLAYER)){
6339 player_show_death_message();
6341 Game_mode |= GM_DEAD_DIED;
6344 case GS_STATE_DEATH_BLEW_UP:
6345 if ( !popupdead_is_active() ) {
6346 Player_ai->target_objnum = -1;
6349 // stop any local EMP effect
6352 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6353 Game_mode |= GM_DEAD_BLEW_UP;
6354 Show_viewing_from_self = 0;
6356 // timestamp how long we should wait before displaying the died popup
6357 if ( !popupdead_is_active() ) {
6358 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6362 case GS_STATE_GAMEPLAY_HELP:
6363 gameplay_help_init();
6366 case GS_STATE_CREDITS:
6367 main_hall_stop_music();
6368 main_hall_stop_ambient();
6372 case GS_STATE_VIEW_MEDALS:
6373 medal_main_init(Player);
6376 case GS_STATE_SHOW_GOALS:
6377 mission_show_goals_init();
6380 case GS_STATE_HOTKEY_SCREEN:
6381 mission_hotkey_init();
6384 case GS_STATE_MULTI_MISSION_SYNC:
6385 // if we're coming from the options screen, don't do any
6386 if(old_state == GS_STATE_OPTIONS_MENU){
6390 switch(Multi_sync_mode){
6391 case MULTI_SYNC_PRE_BRIEFING:
6392 // if moving from game forming to the team select state
6395 case MULTI_SYNC_POST_BRIEFING:
6396 // if moving from briefing into the mission itself
6399 // tell everyone that we're now loading data
6400 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6401 send_netplayer_update_packet();
6403 // JAS: Used to do all paging here!!!!
6405 Net_player->state = NETPLAYER_STATE_WAITING;
6406 send_netplayer_update_packet();
6408 Game_time_compression = F1_0;
6410 case MULTI_SYNC_INGAME:
6416 case GS_STATE_VIEW_CUTSCENES:
6417 cutscenes_screen_init();
6420 case GS_STATE_MULTI_STD_WAIT:
6421 multi_standalone_wait_init();
6424 case GS_STATE_STANDALONE_MAIN:
6425 // don't initialize if we're coming from one of these 2 states unless there are no
6426 // players left (reset situation)
6427 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6428 standalone_main_init();
6432 case GS_STATE_MULTI_PAUSED:
6436 case GS_STATE_INGAME_PRE_JOIN:
6437 multi_ingame_select_init();
6440 case GS_STATE_STANDALONE_POSTGAME:
6441 multi_standalone_postgame_init();
6444 case GS_STATE_INITIAL_PLAYER_SELECT:
6445 player_select_init();
6448 case GS_STATE_MULTI_START_GAME:
6449 multi_start_game_init();
6452 case GS_STATE_MULTI_HOST_OPTIONS:
6453 multi_host_options_init();
6456 case GS_STATE_END_OF_CAMPAIGN:
6457 mission_campaign_end_init();
6460 case GS_STATE_LOOP_BRIEF:
6467 // do stuff that may need to be done regardless of state
6468 void game_do_state_common(int state,int no_networking)
6470 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6471 snd_do_frame(); // update sound system
6472 event_music_do_frame(); // music needs to play across many states
6474 multi_log_process();
6476 if (no_networking) {
6480 // maybe do a multiplayer frame based on game mode and state type
6481 if (Game_mode & GM_MULTIPLAYER) {
6483 case GS_STATE_OPTIONS_MENU:
6484 case GS_STATE_GAMEPLAY_HELP:
6485 case GS_STATE_HOTKEY_SCREEN:
6486 case GS_STATE_HUD_CONFIG:
6487 case GS_STATE_CONTROL_CONFIG:
6488 case GS_STATE_MISSION_LOG_SCROLLBACK:
6489 case GS_STATE_SHOW_GOALS:
6490 case GS_STATE_VIEW_CUTSCENES:
6491 case GS_STATE_EVENT_DEBUG:
6492 multi_maybe_do_frame();
6496 game_do_networking();
6500 // Called once a frame.
6501 // You should never try to change the state
6502 // in here... if you think you need to, you probably really
6503 // need to post an event, not change the state.
6504 int Game_do_state_should_skip = 0;
6505 void game_do_state(int state)
6507 // always lets the do_state_common() function determine if the state should be skipped
6508 Game_do_state_should_skip = 0;
6510 // legal to set the should skip state anywhere in this function
6511 game_do_state_common(state); // do stuff that may need to be done regardless of state
6513 if(Game_do_state_should_skip){
6518 case GS_STATE_MAIN_MENU:
6519 game_set_frametime(GS_STATE_MAIN_MENU);
6520 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6523 main_hall_do(flFrametime);
6527 case GS_STATE_OPTIONS_MENU:
6528 game_set_frametime(GS_STATE_OPTIONS_MENU);
6529 options_menu_do_frame(flFrametime);
6532 case GS_STATE_BARRACKS_MENU:
6533 game_set_frametime(GS_STATE_BARRACKS_MENU);
6534 barracks_do_frame(flFrametime);
6537 case GS_STATE_TRAINING_MENU:
6538 game_set_frametime(GS_STATE_TRAINING_MENU);
6539 training_menu_do_frame(flFrametime);
6542 case GS_STATE_TECH_MENU:
6543 game_set_frametime(GS_STATE_TECH_MENU);
6544 techroom_do_frame(flFrametime);
6547 case GS_STATE_GAMEPLAY_HELP:
6548 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6549 gameplay_help_do_frame(flFrametime);
6552 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6556 case GS_STATE_GAME_PAUSED:
6560 case GS_STATE_DEBUG_PAUSED:
6562 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6567 case GS_STATE_TRAINING_PAUSED:
6568 game_training_pause_do();
6571 case GS_STATE_LOAD_MISSION_MENU:
6572 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6573 mission_load_menu_do();
6576 case GS_STATE_BRIEFING:
6577 game_set_frametime(GS_STATE_BRIEFING);
6578 brief_do_frame(flFrametime);
6581 case GS_STATE_DEBRIEF:
6582 game_set_frametime(GS_STATE_DEBRIEF);
6583 debrief_do_frame(flFrametime);
6586 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6587 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6588 multi_df_debrief_do();
6591 case GS_STATE_SHIP_SELECT:
6592 game_set_frametime(GS_STATE_SHIP_SELECT);
6593 ship_select_do(flFrametime);
6596 case GS_STATE_WEAPON_SELECT:
6597 game_set_frametime(GS_STATE_WEAPON_SELECT);
6598 weapon_select_do(flFrametime);
6601 case GS_STATE_MISSION_LOG_SCROLLBACK:
6602 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6603 hud_scrollback_do_frame(flFrametime);
6606 case GS_STATE_HUD_CONFIG:
6607 game_set_frametime(GS_STATE_HUD_CONFIG);
6608 hud_config_do_frame(flFrametime);
6611 case GS_STATE_MULTI_JOIN_GAME:
6612 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6613 multi_join_game_do_frame();
6616 case GS_STATE_MULTI_HOST_SETUP:
6617 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6618 multi_create_game_do();
6621 case GS_STATE_MULTI_CLIENT_SETUP:
6622 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6623 multi_game_client_setup_do_frame();
6626 case GS_STATE_CONTROL_CONFIG:
6627 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6628 control_config_do_frame(flFrametime);
6631 case GS_STATE_DEATH_DIED:
6635 case GS_STATE_DEATH_BLEW_UP:
6639 case GS_STATE_SIMULATOR_ROOM:
6640 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6641 sim_room_do_frame(flFrametime);
6644 case GS_STATE_CAMPAIGN_ROOM:
6645 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6646 campaign_room_do_frame(flFrametime);
6649 case GS_STATE_RED_ALERT:
6650 game_set_frametime(GS_STATE_RED_ALERT);
6651 red_alert_do_frame(flFrametime);
6654 case GS_STATE_CMD_BRIEF:
6655 game_set_frametime(GS_STATE_CMD_BRIEF);
6656 cmd_brief_do_frame(flFrametime);
6659 case GS_STATE_CREDITS:
6660 game_set_frametime(GS_STATE_CREDITS);
6661 credits_do_frame(flFrametime);
6664 case GS_STATE_VIEW_MEDALS:
6665 game_set_frametime(GS_STATE_VIEW_MEDALS);
6669 case GS_STATE_SHOW_GOALS:
6670 game_set_frametime(GS_STATE_SHOW_GOALS);
6671 mission_show_goals_do_frame(flFrametime);
6674 case GS_STATE_HOTKEY_SCREEN:
6675 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6676 mission_hotkey_do_frame(flFrametime);
6679 case GS_STATE_VIEW_CUTSCENES:
6680 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6681 cutscenes_screen_do_frame();
6684 case GS_STATE_MULTI_STD_WAIT:
6685 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6686 multi_standalone_wait_do();
6689 case GS_STATE_STANDALONE_MAIN:
6690 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6691 standalone_main_do();
6694 case GS_STATE_MULTI_PAUSED:
6695 game_set_frametime(GS_STATE_MULTI_PAUSED);
6699 case GS_STATE_TEAM_SELECT:
6700 game_set_frametime(GS_STATE_TEAM_SELECT);
6704 case GS_STATE_INGAME_PRE_JOIN:
6705 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6706 multi_ingame_select_do();
6709 case GS_STATE_EVENT_DEBUG:
6711 game_set_frametime(GS_STATE_EVENT_DEBUG);
6712 game_show_event_debug(flFrametime);
6716 case GS_STATE_STANDALONE_POSTGAME:
6717 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6718 multi_standalone_postgame_do();
6721 case GS_STATE_INITIAL_PLAYER_SELECT:
6722 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6726 case GS_STATE_MULTI_MISSION_SYNC:
6727 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6731 case GS_STATE_MULTI_START_GAME:
6732 game_set_frametime(GS_STATE_MULTI_START_GAME);
6733 multi_start_game_do();
6736 case GS_STATE_MULTI_HOST_OPTIONS:
6737 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6738 multi_host_options_do();
6741 case GS_STATE_END_OF_CAMPAIGN:
6742 mission_campaign_end_do();
6745 case GS_STATE_END_DEMO:
6746 game_set_frametime(GS_STATE_END_DEMO);
6747 end_demo_campaign_do();
6750 case GS_STATE_LOOP_BRIEF:
6751 game_set_frametime(GS_STATE_LOOP_BRIEF);
6755 } // end switch(gs_current_state)
6759 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6760 int game_do_ram_check(int ram_in_mbytes)
6762 if ( ram_in_mbytes < 30 ) {
6763 int allowed_to_run = 1;
6764 if ( ram_in_mbytes < 25 ) {
6770 if ( allowed_to_run ) {
6771 SDL_MessageBoxData mboxd;
6772 SDL_MessageBoxButtonData mboxbuttons[2];
6775 // not a translated string, but it's too long and smartdrv isn't
6776 // really a thing for any OS we now support :p
6777 // 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);
6778 sprintf( tmp, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6780 mboxbuttons[0].buttonid = 0;
6781 mboxbuttons[0].text = XSTR("Ok", 503);
6782 mboxbuttons[0].flags = 0;
6784 mboxbuttons[1].buttonid = 1;
6785 mboxbuttons[1].text = XSTR("Cancel", 504);
6786 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6788 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6789 mboxd.title = XSTR( "Not Enough RAM", 194);
6790 mboxd.message = tmp;
6791 mboxd.numbuttons = 2;
6792 mboxd.buttons = mboxbuttons;
6793 mboxd.window = NULL;
6794 mboxd.colorScheme = NULL;
6796 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6798 if ( msgbox_rval == 1 ) {
6802 // not a translated string, but it's too long and smartdrv isn't
6803 // really a thing for any OS we now support :p
6804 // 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);
6805 sprintf( tmp, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6807 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6816 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6817 // If so, copy it over and remove the update directory.
6818 void game_maybe_update_launcher(char *exe_dir)
6821 char src_filename[MAX_PATH];
6822 char dest_filename[MAX_PATH];
6824 strcpy(src_filename, exe_dir);
6825 strcat(src_filename, NOX("\\update\\freespace.exe"));
6827 strcpy(dest_filename, exe_dir);
6828 strcat(dest_filename, NOX("\\freespace.exe"));
6830 // see if src_filename exists
6832 fp = fopen(src_filename, "rb");
6838 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6840 // copy updated freespace.exe to freespace exe dir
6841 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6842 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 );
6846 // delete the file in the update directory
6847 DeleteFile(src_filename);
6849 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6850 char update_dir[MAX_PATH];
6851 strcpy(update_dir, exe_dir);
6852 strcat(update_dir, NOX("\\update"));
6853 RemoveDirectory(update_dir);
6859 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6863 int sub_total_destroyed = 0;
6867 // get the total for all his children
6868 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6869 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6872 // find the # of faces for this _individual_ object
6873 total = submodel_get_num_polys(model_num, sm);
6874 if(strstr(pm->submodel[sm].name, "-destroyed")){
6875 sub_total_destroyed = total;
6879 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6882 *out_total += total + sub_total;
6883 *out_destroyed_total += sub_total_destroyed;
6886 #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);
6887 void game_spew_pof_info()
6889 char *pof_list[1000];
6892 int idx, model_num, i, j;
6894 int total, root_total, model_total, destroyed_total, counted;
6898 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6900 // spew info on all the pofs
6906 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6911 for(idx=0; idx<num_files; idx++, counted++){
6912 sprintf(str, "%s.pof", pof_list[idx]);
6913 model_num = model_load(str, 0, NULL);
6915 pm = model_get(model_num);
6917 // if we have a real model
6922 // go through and print all raw submodels
6923 cfputs("RAW\n", out);
6926 for (i=0; i<pm->n_models; i++) {
6927 total = submodel_get_num_polys(model_num, i);
6929 model_total += total;
6930 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6933 sprintf(str, "Model total %d\n", model_total);
6936 // now go through and do it by LOD
6937 cfputs("BY LOD\n\n", out);
6938 for(i=0; i<pm->n_detail_levels; i++){
6939 sprintf(str, "LOD %d\n", i);
6943 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6945 destroyed_total = 0;
6946 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6947 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6950 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6953 sprintf(str, "TOTAL: %d\n", total + root_total);
6955 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6957 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6960 cfputs("------------------------------------------------------------------------\n\n", out);
6964 if(counted >= MAX_POLYGON_MODELS - 5){
6977 game_spew_pof_info();
6980 int game_main(const char *szCmdLine)
6984 // Find out how much RAM is on this machine
6985 Freespace_total_ram = SDL_GetSystemRAM();
6987 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6991 if (!vm_init(24*1024*1024)) {
6992 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);
6996 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6998 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);
7005 /* this code doesn't work, and we will hit an error about being unable to load the direct draw
7006 dll before we get here anyway if it's not installed (unless we load it manually, which doesn't
7007 seem worth bothering with.
7011 lResult = RegOpenKeyEx(
7012 HKEY_LOCAL_MACHINE, // Where it is
7013 "Software\\Microsoft\\DirectX", // name of key
7014 NULL, // DWORD reserved
7015 KEY_QUERY_VALUE, // Allows all changes
7016 &hKey // Location to store key
7019 if (lResult == ERROR_SUCCESS) {
7021 DWORD dwType, dwLen;
7024 lResult = RegQueryValueEx(
7025 hKey, // Handle to key
7026 "Version", // The values name
7027 NULL, // DWORD reserved
7028 &dwType, // What kind it is
7029 (ubyte *) version, // value to set
7030 &dwLen // How many bytes to set
7033 if (lResult == ERROR_SUCCESS) {
7034 dx_version = atoi(strstr(version, ".") + 1);
7038 DWORD dwType, dwLen;
7041 lResult = RegQueryValueEx(
7042 hKey, // Handle to key
7043 "InstalledVersion", // The values name
7044 NULL, // DWORD reserved
7045 &dwType, // What kind it is
7046 (ubyte *) &val, // value to set
7047 &dwLen // How many bytes to set
7050 if (lResult == ERROR_SUCCESS) {
7058 if (dx_version < 3) {
7059 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can get the\n"
7060 "latest version of DirectX at:\n\n"
7061 "http://www.microsoft.com/msdownload/directx/dxf/enduser5.0/default.htm", "DirectX required", MB_OK);
7063 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can install\n"
7064 "DirectX 5.2 by pressing the 'Install DirectX' button on the FreeSpace Launcher", "DirectX required", MB_OK);
7072 extern void windebug_memwatch_init();
7073 windebug_memwatch_init();
7081 mprintf(("Total RAM: %dMB\n", Freespace_total_ram));
7082 mprintf(("Platform: %s\n", SDL_GetPlatform()));
7084 parse_cmdline(szCmdLine);
7086 #ifdef STANDALONE_ONLY_BUILD
7088 nprintf(("Network", "Standalone running"));
7091 nprintf(("Network", "Standalone running"));
7098 // maybe spew pof stuff
7099 if(Cmdline_spew_pof_info){
7100 game_spew_pof_info();
7105 // non-demo, non-standalone, play the intro movie
7107 if ( !Is_standalone ) {
7109 // release -- movies always play
7112 // 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
7113 movie_play( NOX("intro.mve") );
7115 // debug version, movie will only play with -showmovies
7116 #elif !defined(NDEBUG)
7118 movie_play( NOX("intro.mve") );
7121 if ( Cmdline_show_movies )
7122 movie_play( NOX("intro.mve") );
7131 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
7133 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
7137 // only important for non THREADED mode
7140 state = gameseq_process_events();
7141 if ( state == GS_STATE_QUIT_GAME ){
7146 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7148 demo_upsell_show_screens();
7150 #elif defined(OEM_BUILD)
7151 // show upsell screens on exit
7152 oem_upsell_show_screens();
7159 // launcher the fslauncher program on exit
7160 void game_launch_launcher_on_exit()
7164 PROCESS_INFORMATION pi;
7165 char cmd_line[2048];
7166 char original_path[1024] = "";
7168 memset( &si, 0, sizeof(STARTUPINFO) );
7172 _getcwd(original_path, 1023);
7174 // set up command line
7175 strcpy(cmd_line, original_path);
7176 strcat(cmd_line, "\\");
7177 strcat(cmd_line, LAUNCHER_FNAME);
7178 strcat(cmd_line, " -straight_to_update");
7180 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
7181 cmd_line, // pointer to command line string
7182 NULL, // pointer to process security attributes
7183 NULL, // pointer to thread security attributes
7184 FALSE, // handle inheritance flag
7185 CREATE_DEFAULT_ERROR_MODE, // creation flags
7186 NULL, // pointer to new environment block
7187 NULL, // pointer to current directory name
7188 &si, // pointer to STARTUPINFO
7189 &pi // pointer to PROCESS_INFORMATION
7191 // to eliminate build warnings
7201 // This function is called when FreeSpace terminates normally.
7203 void game_shutdown(void)
7209 // don't ever flip a page on the standalone!
7210 if(!(Game_mode & GM_STANDALONE_SERVER)){
7216 // if the player has left the "player select" screen and quit the game without actually choosing
7217 // a player, Player will be NULL, in which case we shouldn't write the player file out!
7218 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
7222 // load up common multiplayer icons
7223 multi_unload_common_icons();
7225 shockwave_close(); // release any memory used by shockwave system
7226 fireball_close(); // free fireball system
7227 ship_close(); // free any memory that was allocated for the ships
7228 weapon_close(); // free any memory that was allocated for the weapons
7229 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
7230 unload_animating_pointer();// frees the frames used for the animating mouse pointer
7231 bm_unload_all(); // free bitmaps
7232 mission_campaign_close(); // close out the campaign stuff
7233 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7234 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7236 #ifdef MULTI_USE_LAG
7240 // the menu close functions will unload the bitmaps if they were displayed during the game
7241 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7244 context_help_close(); // close out help system
7245 training_menu_close();
7246 lcl_close(); // be sure localization is closed out
7249 // free left-over memory from parsed tables
7250 cutscene_tbl_close();
7252 scoring_tbl_close();
7253 player_tips_close();
7255 extern void joy_close();
7258 audiostream_close();
7260 event_music_close();
7264 // HACKITY HACK HACK
7265 // if this flag is set, we should be firing up the launcher when exiting freespace
7266 extern int Multi_update_fireup_launcher_on_exit;
7267 if(Multi_update_fireup_launcher_on_exit){
7268 game_launch_launcher_on_exit();
7272 // game_stop_looped_sounds()
7274 // This function will call the appropriate stop looped sound functions for those
7275 // modules which use looping sounds. It is not enough just to stop a looping sound
7276 // at the DirectSound level, the game is keeping track of looping sounds, and this
7277 // function is used to inform the game that looping sounds are being halted.
7279 void game_stop_looped_sounds()
7281 hud_stop_looped_locking_sounds();
7282 hud_stop_looped_engine_sounds();
7283 afterburner_stop_sounds();
7284 player_stop_looped_sounds();
7285 obj_snd_stop_all(); // stop all object-linked persistant sounds
7286 game_stop_subspace_ambient_sound();
7287 snd_stop(Radar_static_looping);
7288 Radar_static_looping = -1;
7289 snd_stop(Target_static_looping);
7290 shipfx_stop_engine_wash_sound();
7291 Target_static_looping = -1;
7294 //////////////////////////////////////////////////////////////////////////
7296 // Code for supporting an animating mouse pointer
7299 //////////////////////////////////////////////////////////////////////////
7301 typedef struct animating_obj
7310 static animating_obj Animating_mouse;
7312 // ----------------------------------------------------------------------------
7313 // init_animating_pointer()
7315 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7316 // gets properly initialized
7318 void init_animating_pointer()
7320 Animating_mouse.first_frame = -1;
7321 Animating_mouse.num_frames = 0;
7322 Animating_mouse.current_frame = -1;
7323 Animating_mouse.time = 0.0f;
7324 Animating_mouse.elapsed_time = 0.0f;
7327 // ----------------------------------------------------------------------------
7328 // load_animating_pointer()
7330 // Called at game init to load in the frames for the animating mouse pointer
7332 // input: filename => filename of animation file that holds the animation
7334 void load_animating_pointer(const char *filename, int dx, int dy)
7339 init_animating_pointer();
7341 am = &Animating_mouse;
7342 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7343 if ( am->first_frame == -1 )
7344 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7345 am->current_frame = 0;
7346 am->time = am->num_frames / i2fl(fps);
7349 // ----------------------------------------------------------------------------
7350 // unload_animating_pointer()
7352 // Called at game shutdown to free the memory used to store the animation frames
7354 void unload_animating_pointer()
7359 am = &Animating_mouse;
7360 for ( i = 0; i < am->num_frames; i++ ) {
7361 Assert( (am->first_frame+i) >= 0 );
7362 bm_release(am->first_frame + i);
7365 am->first_frame = -1;
7367 am->current_frame = -1;
7370 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7371 void game_render_mouse(float frametime)
7376 // if animating cursor exists, play the next frame
7377 am = &Animating_mouse;
7378 if ( am->first_frame != -1 ) {
7379 mouse_get_pos(&mx, &my);
7380 am->elapsed_time += frametime;
7381 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7382 if ( am->current_frame >= am->num_frames ) {
7383 am->current_frame = 0;
7384 am->elapsed_time = 0.0f;
7386 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7390 // ----------------------------------------------------------------------------
7391 // game_maybe_draw_mouse()
7393 // determines whether to draw the mouse pointer at all, and what frame of
7394 // animation to use if the mouse is animating
7396 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7398 // input: frametime => elapsed frame time in seconds since last call
7400 void game_maybe_draw_mouse(float frametime)
7404 game_state = gameseq_get_state();
7406 switch ( game_state ) {
7407 case GS_STATE_GAME_PAUSED:
7408 // case GS_STATE_MULTI_PAUSED:
7409 case GS_STATE_GAME_PLAY:
7410 case GS_STATE_DEATH_DIED:
7411 case GS_STATE_DEATH_BLEW_UP:
7412 if ( popup_active() || popupdead_is_active() ) {
7424 if ( !Mouse_hidden )
7425 game_render_mouse(frametime);
7429 void game_do_training_checks()
7433 waypoint_list *wplp;
7435 if (Training_context & TRAINING_CONTEXT_SPEED) {
7436 s = (int) Player_obj->phys_info.fspeed;
7437 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7438 if (!Training_context_speed_set) {
7439 Training_context_speed_set = 1;
7440 Training_context_speed_timestamp = timestamp();
7444 Training_context_speed_set = 0;
7447 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7448 wplp = &Waypoint_lists[Training_context_path];
7449 if (wplp->count > Training_context_goal_waypoint) {
7450 i = Training_context_goal_waypoint;
7452 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7453 if (d <= Training_context_distance) {
7454 Training_context_at_waypoint = i;
7455 if (Training_context_goal_waypoint == i) {
7456 Training_context_goal_waypoint++;
7457 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7464 if (i == wplp->count)
7467 } while (i != Training_context_goal_waypoint);
7471 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7472 Players_target = Player_ai->target_objnum;
7473 Players_targeted_subsys = Player_ai->targeted_subsys;
7474 Players_target_timestamp = timestamp();
7478 /////////// Following is for event debug view screen
7482 #define EVENT_DEBUG_MAX 5000
7483 #define EVENT_DEBUG_EVENT 0x8000
7485 int Event_debug_index[EVENT_DEBUG_MAX];
7488 void game_add_event_debug_index(int n, int indent)
7490 if (ED_count < EVENT_DEBUG_MAX)
7491 Event_debug_index[ED_count++] = n | (indent << 16);
7494 void game_add_event_debug_sexp(int n, int indent)
7499 if (Sexp_nodes[n].first >= 0) {
7500 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7501 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7505 game_add_event_debug_index(n, indent);
7506 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7507 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7509 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7512 void game_event_debug_init()
7517 for (e=0; e<Num_mission_events; e++) {
7518 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7519 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7523 void game_show_event_debug(float frametime)
7527 int font_height, font_width;
7529 static int scroll_offset = 0;
7531 k = game_check_key();
7537 if (scroll_offset < 0)
7547 scroll_offset -= 20;
7548 if (scroll_offset < 0)
7553 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7557 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7563 gr_set_color_fast(&Color_bright);
7565 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7567 gr_set_color_fast(&Color_normal);
7569 gr_get_string_size(&font_width, &font_height, NOX("test"));
7570 y_max = gr_screen.max_h - font_height - 5;
7574 while (k < ED_count) {
7575 if (y_index > y_max)
7578 z = Event_debug_index[k];
7579 if (z & EVENT_DEBUG_EVENT) {
7581 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7582 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7583 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7584 Mission_events[z].repeat_count, Mission_events[z].interval);
7592 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7593 switch (Sexp_nodes[z & 0x7fff].value) {
7595 strcat(buf, NOX(" (True)"));
7599 strcat(buf, NOX(" (False)"));
7602 case SEXP_KNOWN_TRUE:
7603 strcat(buf, NOX(" (Always true)"));
7606 case SEXP_KNOWN_FALSE:
7607 strcat(buf, NOX(" (Always false)"));
7610 case SEXP_CANT_EVAL:
7611 strcat(buf, NOX(" (Can't eval)"));
7615 case SEXP_NAN_FOREVER:
7616 strcat(buf, NOX(" (Not a number)"));
7621 gr_printf(10, y_index, buf);
7622 y_index += font_height;
7636 extern int Tmap_npixels;
7639 int Tmap_num_too_big = 0;
7640 int Num_models_needing_splitting = 0;
7642 void Time_model( int modelnum )
7644 // mprintf(( "Timing ship '%s'\n", si->name ));
7646 vector eye_pos, model_pos;
7647 matrix eye_orient, model_orient;
7649 polymodel *pm = model_get( modelnum );
7651 int l = strlen(pm->filename);
7653 if ( (l == '/') || (l=='\\') || (l==':')) {
7659 char *pof_file = &pm->filename[l];
7661 int model_needs_splitting = 0;
7663 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7665 for (i=0; i<pm->n_textures; i++ ) {
7666 char filename[1024];
7669 int bmp_num = pm->original_textures[i];
7670 if ( bmp_num > -1 ) {
7671 bm_get_palette(pm->original_textures[i], pal, filename );
7673 bm_get_info( pm->original_textures[i],&w, &h );
7676 if ( (w > 512) || (h > 512) ) {
7677 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7679 model_needs_splitting++;
7682 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7686 if ( model_needs_splitting ) {
7687 Num_models_needing_splitting++;
7689 eye_orient = model_orient = vmd_identity_matrix;
7690 eye_pos = model_pos = vmd_zero_vector;
7692 eye_pos.xyz.z = -pm->rad*2.0f;
7694 vector eye_to_model;
7696 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7697 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7699 fix t1 = timer_get_fixed_seconds();
7702 ta.p = ta.b = ta.h = 0.0f;
7709 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7711 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7713 modelstats_num_polys = modelstats_num_verts = 0;
7715 while( ta.h < PI2 ) {
7718 vm_angles_2_matrix(&m1, &ta );
7719 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7726 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7728 model_clear_instance( modelnum );
7729 model_set_detail_level(0); // use highest detail level
7730 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7738 int k = key_inkey();
7739 if ( k == SDLK_ESCAPE ) {
7744 fix t2 = timer_get_fixed_seconds();
7746 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7747 //bitmaps_used_this_frame /= framecount;
7749 modelstats_num_polys /= framecount;
7750 modelstats_num_verts /= framecount;
7753 Tmap_npixels /=framecount;
7756 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7758 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 );
7760 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 );
7762 // 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 );
7768 int Time_models = 0;
7769 DCF_BOOL( time_models, Time_models );
7771 void Do_model_timings_test()
7775 if ( !Time_models ) return;
7777 mprintf(( "Timing models!\n" ));
7781 ubyte model_used[MAX_POLYGON_MODELS];
7782 int model_id[MAX_POLYGON_MODELS];
7783 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7788 for (i=0; i<Num_ship_types; i++ ) {
7789 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7791 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7792 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7795 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7796 if ( !Texture_fp ) return;
7798 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7799 if ( !Time_fp ) return;
7801 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7802 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7804 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7805 if ( model_used[i] ) {
7806 Time_model( model_id[i] );
7810 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7811 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7820 // Call this function when you want to inform the player that a feature is not
7821 // enabled in the DEMO version of FreSpace
7822 void game_feature_not_in_demo_popup()
7824 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7827 // format the specified time (fixed point) into a nice string
7828 void game_format_time(fix m_time,char *time_str)
7831 int hours,minutes,seconds;
7834 mtime = f2fl(m_time);
7836 // get the hours, minutes and seconds
7837 hours = (int)(mtime / 3600.0f);
7839 mtime -= (3600.0f * (float)hours);
7841 seconds = (int)mtime%60;
7842 minutes = (int)mtime/60;
7844 // print the hour if necessary
7846 sprintf(time_str,XSTR( "%d:", 201),hours);
7847 // if there are less than 10 minutes, print a leading 0
7849 strcpy(tmp,NOX("0"));
7850 strcat(time_str,tmp);
7854 // print the minutes
7856 sprintf(tmp,XSTR( "%d:", 201),minutes);
7857 strcat(time_str,tmp);
7859 sprintf(time_str,XSTR( "%d:", 201),minutes);
7862 // print the seconds
7864 strcpy(tmp,NOX("0"));
7865 strcat(time_str,tmp);
7867 sprintf(tmp,"%d",seconds);
7868 strcat(time_str,tmp);
7871 // Stuff version string in *str.
7872 void get_version_string(char *str)
7875 if ( FS_VERSION_BUILD == 0 ) {
7876 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7878 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7881 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7883 #elif defined (OEM_BUILD)
7884 strcat(str, " (OEM)");
7890 char myname[_MAX_PATH];
7891 int namelen, major, minor, build, waste;
7892 unsigned int buf_size;
7898 // Find my EXE file name
7899 hMod = GetModuleHandle(NULL);
7900 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7902 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7903 infop = (char *)malloc(version_size);
7904 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7906 // get the product version
7907 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7908 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7910 sprintf(str,"Dv%d.%02d",major, minor);
7912 sprintf(str,"v%d.%02d",major, minor);
7917 void get_version_string_short(char *str)
7919 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7922 // ----------------------------------------------------------------
7924 // OEM UPSELL SCREENS BEGIN
7926 // ----------------------------------------------------------------
7927 #if defined(OEM_BUILD)
7929 #define NUM_OEM_UPSELL_SCREENS 3
7930 #define OEM_UPSELL_SCREEN_DELAY 10000
7932 static int Oem_upsell_bitmaps_loaded = 0;
7933 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7934 static int Oem_upsell_screen_number = 0;
7935 static int Oem_upsell_show_next_bitmap_time;
7938 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7951 static int Oem_normal_cursor = -1;
7952 static int Oem_web_cursor = -1;
7953 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7954 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7956 void oem_upsell_next_screen()
7958 Oem_upsell_screen_number++;
7959 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7960 // extra long delay, mouse shown on last upsell
7961 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7965 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7969 void oem_upsell_load_bitmaps()
7973 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7974 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7978 void oem_upsell_unload_bitmaps()
7982 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7983 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7984 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7989 Oem_upsell_bitmaps_loaded = 0;
7992 // clickable hotspot on 3rd OEM upsell screen
7993 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7995 28, 350, 287, 96 // x, y, w, h
7998 45, 561, 460, 152 // x, y, w, h
8002 void oem_upsell_show_screens()
8004 int current_time, k;
8007 if ( !Oem_upsell_bitmaps_loaded ) {
8008 oem_upsell_load_bitmaps();
8009 Oem_upsell_bitmaps_loaded = 1;
8012 // may use upsell screens more than once
8013 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8014 Oem_upsell_screen_number = 0;
8020 int nframes; // used to pass, not really needed (should be 1)
8021 Oem_normal_cursor = gr_get_cursor_bitmap();
8022 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
8023 Assert(Oem_web_cursor >= 0);
8024 if (Oem_web_cursor < 0) {
8025 Oem_web_cursor = Oem_normal_cursor;
8030 //oem_reset_trailer_timer();
8032 current_time = timer_get_milliseconds();
8037 // advance screen on keypress or timeout
8038 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
8039 oem_upsell_next_screen();
8042 // check if we are done
8043 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
8044 Oem_upsell_screen_number--;
8047 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
8052 // show me the upsell
8053 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
8054 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
8058 // if this is the 3rd upsell, make it clickable, d00d
8059 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
8061 int button_state = mouse_get_pos(&mx, &my);
8062 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])
8063 && (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]) )
8066 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
8069 if (button_state & MOUSE_LEFT_BUTTON) {
8071 multi_pxo_url(OEM_UPSELL_URL);
8075 // switch cursor back to normal one
8076 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8081 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8091 oem_upsell_unload_bitmaps();
8093 // switch cursor back to normal one
8094 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8098 #endif // defined(OEM_BUILD)
8099 // ----------------------------------------------------------------
8101 // OEM UPSELL SCREENS END
8103 // ----------------------------------------------------------------
8107 // ----------------------------------------------------------------
8109 // DEMO UPSELL SCREENS BEGIN
8111 // ----------------------------------------------------------------
8113 #if defined(FS2_DEMO) || defined(FS1_DEMO)
8116 #define NUM_DEMO_UPSELL_SCREENS 2
8118 #define NUM_DEMO_UPSELL_SCREENS 4
8120 #define DEMO_UPSELL_SCREEN_DELAY 3000
8122 static int Demo_upsell_bitmaps_loaded = 0;
8123 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
8124 static int Demo_upsell_screen_number = 0;
8125 static int Demo_upsell_show_next_bitmap_time;
8128 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
8154 void demo_upsell_next_screen()
8156 Demo_upsell_screen_number++;
8157 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
8158 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
8160 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8164 if ( Demo_upsell_screen_number < NUM_DEMO_UPSELL_SCREENS ) {
8165 if ( Demo_upsell_bitmap_filenames[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8166 #ifndef HARDWARE_ONLY
8167 palette_use_bm_palette(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8174 void demo_upsell_load_bitmaps()
8178 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8179 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
8183 void demo_upsell_unload_bitmaps()
8187 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8188 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
8189 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
8194 Demo_upsell_bitmaps_loaded = 0;
8197 void demo_upsell_show_screens()
8199 int current_time, k;
8202 if ( !Demo_upsell_bitmaps_loaded ) {
8203 demo_upsell_load_bitmaps();
8204 Demo_upsell_bitmaps_loaded = 1;
8207 // may use upsell screens more than once
8208 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8209 Demo_upsell_screen_number = 0;
8216 demo_reset_trailer_timer();
8218 current_time = timer_get_milliseconds();
8225 // don't time out, wait for keypress
8227 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
8228 demo_upsell_next_screen();
8233 demo_upsell_next_screen();
8236 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
8237 Demo_upsell_screen_number--;
8240 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8245 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8246 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8251 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8261 demo_upsell_unload_bitmaps();
8266 // ----------------------------------------------------------------
8268 // DEMO UPSELL SCREENS END
8270 // ----------------------------------------------------------------
8273 // ----------------------------------------------------------------
8275 // Subspace Ambient Sound START
8277 // ----------------------------------------------------------------
8279 static int Subspace_ambient_left_channel = -1;
8280 static int Subspace_ambient_right_channel = -1;
8283 void game_start_subspace_ambient_sound()
8285 if ( Subspace_ambient_left_channel < 0 ) {
8286 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8289 if ( Subspace_ambient_right_channel < 0 ) {
8290 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8294 void game_stop_subspace_ambient_sound()
8296 if ( Subspace_ambient_left_channel >= 0 ) {
8297 snd_stop(Subspace_ambient_left_channel);
8298 Subspace_ambient_left_channel = -1;
8301 if ( Subspace_ambient_right_channel >= 0 ) {
8302 snd_stop(Subspace_ambient_right_channel);
8303 Subspace_ambient_right_channel = -1;
8307 // ----------------------------------------------------------------
8309 // Subspace Ambient Sound END
8311 // ----------------------------------------------------------------
8313 // ----------------------------------------------------------------
8315 // Language Autodetection stuff
8318 // this layout order must match Lcl_languages in localize.cpp in order for the
8319 // correct language to be detected
8320 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8322 1366105450, // English
8324 589986744, // English
8326 -1132430286, // German
8328 -1131728960, // Polish
8331 // default setting is "-1" to use config file with English as fall back
8332 // DO NOT change the default setting here or something uncouth might happen
8333 // in the localization code
8339 // try and open the file to verify
8340 CFILE *detect = cfopen("font01.vf", "rb");
8342 // will use default setting if something went wrong
8347 // get the long checksum of the file
8349 cfseek(detect, 0, SEEK_SET);
8350 cf_chksum_long(detect, &file_checksum);
8354 // now compare the checksum/filesize against known #'s
8355 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8356 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8361 // notify if a match was not found, include detected checksum
8362 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8363 printf("Using default language...\n\n");
8369 // End Auto Lang stuff
8371 // ----------------------------------------------------------------
8373 // ----------------------------------------------------------------
8374 // SHIPS TBL VERIFICATION STUFF
8377 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8378 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8379 #define NUM_SHIPS_TBL_CHECKSUMS 3
8381 #define NUM_SHIPS_TBL_CHECKSUMS 1
8385 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8386 1696074201, // FS2 demo
8389 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8390 1603375034, // FS1 DEMO
8393 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8394 -129679197, // FS1 Full 1.06 (US)
8395 7762567, // FS1 SilentThreat
8396 1555372475 // FS1 Full 1.06 (German)
8400 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8401 -463907578, // US - beta 1
8402 1696074201, // FS2 demo
8405 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8406 // -1022810006, // 1.0 FULL
8407 -1254285366 // 1.2 FULL (German)
8411 void verify_ships_tbl()
8415 Game_ships_tbl_valid = 1;
8421 // detect if the packfile exists
8422 CFILE *detect = cfopen("ships.tbl", "rb");
8423 Game_ships_tbl_valid = 0;
8427 Game_ships_tbl_valid = 0;
8431 // get the long checksum of the file
8433 cfseek(detect, 0, SEEK_SET);
8434 cf_chksum_long(detect, &file_checksum);
8438 // now compare the checksum/filesize against known #'s
8439 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8440 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8441 Game_ships_tbl_valid = 1;
8448 DCF(shipspew, "display the checksum for the current ships.tbl")
8451 CFILE *detect = cfopen("ships.tbl", "rb");
8452 // get the long checksum of the file
8454 cfseek(detect, 0, SEEK_SET);
8455 cf_chksum_long(detect, &file_checksum);
8458 dc_printf("%d", file_checksum);
8461 // ----------------------------------------------------------------
8462 // WEAPONS TBL VERIFICATION STUFF
8465 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8466 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8467 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8469 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8473 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8474 -266420030, // demo 1
8477 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8478 -1246928725, // FS1 DEMO
8481 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8482 -834598107, // FS1 1.06 Full (US)
8483 -1652231417, // FS1 SilentThreat
8484 720209793 // FS1 1.06 Full (German)
8488 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8489 141718090, // US - beta 1
8490 -266420030, // demo 1
8493 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8494 // 399297860, // 1.0 FULL
8495 -553984927 // 1.2 FULL (german)
8499 void verify_weapons_tbl()
8503 Game_weapons_tbl_valid = 1;
8509 // detect if the packfile exists
8510 CFILE *detect = cfopen("weapons.tbl", "rb");
8511 Game_weapons_tbl_valid = 0;
8515 Game_weapons_tbl_valid = 0;
8519 // get the long checksum of the file
8521 cfseek(detect, 0, SEEK_SET);
8522 cf_chksum_long(detect, &file_checksum);
8526 // now compare the checksum/filesize against known #'s
8527 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8528 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8529 Game_weapons_tbl_valid = 1;
8536 DCF(wepspew, "display the checksum for the current weapons.tbl")
8539 CFILE *detect = cfopen("weapons.tbl", "rb");
8540 // get the long checksum of the file
8542 cfseek(detect, 0, SEEK_SET);
8543 cf_chksum_long(detect, &file_checksum);
8546 dc_printf("%d", file_checksum);
8549 // if the game is running using hacked data
8550 int game_hacked_data()
8553 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8561 void display_title_screen()
8563 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8564 ///int title_bitmap;
8567 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8568 if (title_bitmap == -1) {
8574 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
8575 extern void d3d_start_frame();
8581 gr_set_bitmap(title_bitmap);
8588 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
8589 extern void d3d_stop_frame();
8597 bm_unload(title_bitmap);
8598 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8601 // return true if the game is running with "low memory", which is less than 48MB
8602 bool game_using_low_mem()
8604 if (Use_low_mem == 0) {