2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
564 #include "systemvars.h"
569 #include "starfield.h"
570 #include "lighting.h"
575 #include "fireballs.h"
579 #include "floating.h"
580 #include "gamesequence.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
588 #include "hudmessage.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
599 #include "multi_pxo.h"
602 #include "freespace.h"
603 #include "managepilot.h"
605 #include "contexthelp.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
611 #include "missionshipchoice.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
618 #include "hudtarget.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
626 #include "missioncampaign.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
647 #include "multiteamselect.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
653 #include "particle.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
701 #include "missionloopbrief.h"
705 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
711 // 1.00.04 5/26/98 MWA -- going final (12 pm)
712 // 1.00.03 5/26/98 MWA -- going final (3 am)
713 // 1.00.02 5/25/98 MWA -- going final
714 // 1.00.01 5/25/98 MWA -- going final
715 // 0.90 5/21/98 MWA -- getting ready for final.
716 // 0.10 4/9/98. Set by MK.
718 // Demo version: (obsolete since DEMO codebase split from tree)
719 // 0.03 4/10/98 AL. Interplay rev
720 // 0.02 4/8/98 MK. Increased when this system was modified.
721 // 0.01 4/7/98? AL. First release to Interplay QA.
724 // 1.00 5/28/98 AL. First release to Interplay QA.
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate(); // draws framerate in lower right corner
733 int Game_no_clear = 0;
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
739 typedef struct big_expl_flash {
740 float max_flash_intensity; // max intensity
741 float cur_flash_intensity; // cur intensity
742 int flash_start; // start time
745 #define FRAME_FILTER 16
747 #define DEFAULT_SKILL_LEVEL 1
748 int Game_skill_level = DEFAULT_SKILL_LEVEL;
750 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
753 #define EXE_FNAME ("fs2.exe")
754 #define LAUNCHER_FNAME ("freespace2.exe")
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object *Last_view_target = NULL;
774 int dogfight_blown = 0;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
782 int Show_framerate = 0;
784 int Show_framerate = 1;
787 int Framerate_cap = 120;
790 int Show_target_debug_info = 0;
791 int Show_target_weapons = 0;
795 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
798 int Debug_octant = -1;
800 fix Game_time_compression = F1_0;
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
810 extern int Player_attacking_enabled;
814 int Pre_player_entry;
816 int Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
821 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
831 #define EXPIRE_BAD_CHECKSUM 1
832 #define EXPIRE_BAD_TIME 2
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
843 // defines and variables used for dumping frame for making trailers.
845 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT 2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
857 // builtin mission list stuff
859 int Game_builtin_mission_count = 6;
860 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
866 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
868 #elif defined(FS1_DEMO)
869 int Game_builtin_mission_count = 5;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
877 #elif defined(PD_BUILD)
878 int Game_builtin_mission_count = 4;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
881 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
882 { "sm1-01", (FSB_FROM_VOLITION) },
883 { "sm1-05", (FSB_FROM_VOLITION) },
885 #elif defined(MULTIPLAYER_BETA)
886 int Game_builtin_mission_count = 17;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
890 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
891 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
892 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
893 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
907 #elif defined(OEM_BUILD)
908 int Game_builtin_mission_count = 17;
909 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910 // oem version - act 1 only
911 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
914 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
931 #elif defined(MAKE_FS1)
932 int Game_builtin_mission_count = 125;
933 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934 // single player campaign
935 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
938 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
974 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
975 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
988 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
989 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
991 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
992 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 // SilentThreat missions
1009 // Main SilentThreat campaign
1010 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1012 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 // SilentThreat Part 1 - multi-coop
1026 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1028 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1032 // SilentThreat Part 2 - multi-coop
1033 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1035 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 // SilentThreat Part 3 - multi-coop
1040 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1042 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 // SilentThreat Part 4 - multi-coop
1047 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1049 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 // multiplayer missions
1054 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058 // user supplied missions
1059 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1062 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 int Game_builtin_mission_count = 92;
1094 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095 // single player campaign
1096 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1099 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 // multiplayer missions
1148 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1149 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1150 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1155 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1156 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1220 void demo_upsell_show_screens();
1221 void game_start_subspace_ambient_sound();
1222 void game_stop_subspace_ambient_sound();
1223 void verify_ships_tbl();
1224 void verify_weapons_tbl();
1225 void display_title_screen();
1227 // loading background filenames
1228 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1229 "LoadingBG", // GR_640
1230 "2_LoadingBG" // GR_1024
1234 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1235 "Loading.ani", // GR_640
1236 "2_Loading.ani" // GR_1024
1239 #if defined(FS2_DEMO)
1240 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1244 #elif defined(OEM_BUILD)
1245 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1254 // How much RAM is on this machine. Set in WinMain
1255 static int Freespace_total_ram = 0;
1258 float Game_flash_red = 0.0f;
1259 float Game_flash_green = 0.0f;
1260 float Game_flash_blue = 0.0f;
1261 float Sun_spot = 0.0f;
1262 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1264 // game shudder stuff (in ms)
1265 int Game_shudder_time = -1;
1266 int Game_shudder_total = 0;
1267 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1270 sound_env Game_sound_env;
1271 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1272 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1274 int Game_sound_env_update_timestamp;
1276 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1279 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1281 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1285 // look through all existing builtin missions
1286 for(idx=0; idx<Game_builtin_mission_count; idx++){
1287 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1288 return &Game_builtin_mission_list[idx];
1296 int game_get_default_skill_level()
1298 return DEFAULT_SKILL_LEVEL;
1302 void game_flash_reset()
1304 Game_flash_red = 0.0f;
1305 Game_flash_green = 0.0f;
1306 Game_flash_blue = 0.0f;
1308 Big_expl_flash.max_flash_intensity = 0.0f;
1309 Big_expl_flash.cur_flash_intensity = 0.0f;
1310 Big_expl_flash.flash_start = 0;
1313 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1314 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1316 void game_framerate_check_init()
1318 // zero critical time
1319 Gf_critical_time = 0.0f;
1322 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1323 Gf_critical = 15.0f;
1325 Gf_critical = 25.0f;
1329 extern float Framerate;
1330 void game_framerate_check()
1334 // if the current framerate is above the critical level, add frametime
1335 if(Framerate >= Gf_critical){
1336 Gf_critical_time += flFrametime;
1339 if(!Show_framerate){
1343 // display if we're above the critical framerate
1344 if(Framerate < Gf_critical){
1345 gr_set_color_fast(&Color_bright_red);
1346 gr_string(200, y_start, "Framerate warning");
1351 // display our current pct of good frametime
1352 if(f2fl(Missiontime) >= 0.0f){
1353 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1356 gr_set_color_fast(&Color_bright_green);
1358 gr_set_color_fast(&Color_bright_red);
1361 gr_printf(200, y_start, "%d%%", (int)pct);
1366 // Adds a flash effect. These can be positive or negative.
1367 // The range will get capped at around -1 to 1, so stick
1368 // with a range like that.
1369 void game_flash( float r, float g, float b )
1371 Game_flash_red += r;
1372 Game_flash_green += g;
1373 Game_flash_blue += b;
1375 if ( Game_flash_red < -1.0f ) {
1376 Game_flash_red = -1.0f;
1377 } else if ( Game_flash_red > 1.0f ) {
1378 Game_flash_red = 1.0f;
1381 if ( Game_flash_green < -1.0f ) {
1382 Game_flash_green = -1.0f;
1383 } else if ( Game_flash_green > 1.0f ) {
1384 Game_flash_green = 1.0f;
1387 if ( Game_flash_blue < -1.0f ) {
1388 Game_flash_blue = -1.0f;
1389 } else if ( Game_flash_blue > 1.0f ) {
1390 Game_flash_blue = 1.0f;
1395 // Adds a flash for Big Ship explosions
1396 // cap range from 0 to 1
1397 void big_explosion_flash(float flash)
1399 Big_expl_flash.flash_start = timestamp(1);
1403 } else if (flash < 0.0f) {
1407 Big_expl_flash.max_flash_intensity = flash;
1408 Big_expl_flash.cur_flash_intensity = 0.0f;
1411 // Amount to diminish palette towards normal, per second.
1412 #define DIMINISH_RATE 0.75f
1413 #define SUN_DIMINISH_RATE 6.00f
1417 float sn_glare_scale = 1.7f;
1420 dc_get_arg(ARG_FLOAT);
1421 sn_glare_scale = Dc_arg_float;
1424 float Supernova_last_glare = 0.0f;
1425 void game_sunspot_process(float frametime)
1429 float Sun_spot_goal = 0.0f;
1432 sn_stage = supernova_active();
1434 // sunspot differently based on supernova stage
1436 // approaching. player still in control
1439 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1442 light_get_global_dir(&light_dir, 0);
1444 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1447 // scale it some more
1448 dot = dot * (0.5f + (pct * 0.5f));
1451 Sun_spot_goal += (dot * sn_glare_scale);
1454 // draw the sun glow
1455 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1456 // draw the glow for this sun
1457 stars_draw_sun_glow(0);
1460 Supernova_last_glare = Sun_spot_goal;
1463 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1466 Sun_spot_goal = 0.9f;
1467 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1469 if(Sun_spot_goal > 1.0f){
1470 Sun_spot_goal = 1.0f;
1473 Sun_spot_goal *= sn_glare_scale;
1474 Supernova_last_glare = Sun_spot_goal;
1477 // fade to white. display dead popup
1480 Supernova_last_glare += (2.0f * flFrametime);
1481 if(Supernova_last_glare > 2.0f){
1482 Supernova_last_glare = 2.0f;
1485 Sun_spot_goal = Supernova_last_glare;
1492 // check sunspots for all suns
1493 n_lights = light_get_global_count();
1496 for(idx=0; idx<n_lights; idx++){
1497 //(vector *eye_pos, matrix *eye_orient)
1498 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1501 light_get_global_dir(&light_dir, idx);
1503 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1505 Sun_spot_goal += (float)pow(dot,85.0f);
1507 // draw the glow for this sun
1508 stars_draw_sun_glow(idx);
1510 Sun_spot_goal = 0.0f;
1516 Sun_spot_goal = 0.0f;
1520 float dec_amount = frametime*SUN_DIMINISH_RATE;
1522 if ( Sun_spot < Sun_spot_goal ) {
1523 Sun_spot += dec_amount;
1524 if ( Sun_spot > Sun_spot_goal ) {
1525 Sun_spot = Sun_spot_goal;
1527 } else if ( Sun_spot > Sun_spot_goal ) {
1528 Sun_spot -= dec_amount;
1529 if ( Sun_spot < Sun_spot_goal ) {
1530 Sun_spot = Sun_spot_goal;
1536 // Call once a frame to diminish the
1537 // flash effect to 0.
1538 void game_flash_diminish(float frametime)
1540 float dec_amount = frametime*DIMINISH_RATE;
1542 if ( Game_flash_red > 0.0f ) {
1543 Game_flash_red -= dec_amount;
1544 if ( Game_flash_red < 0.0f )
1545 Game_flash_red = 0.0f;
1547 Game_flash_red += dec_amount;
1548 if ( Game_flash_red > 0.0f )
1549 Game_flash_red = 0.0f;
1552 if ( Game_flash_green > 0.0f ) {
1553 Game_flash_green -= dec_amount;
1554 if ( Game_flash_green < 0.0f )
1555 Game_flash_green = 0.0f;
1557 Game_flash_green += dec_amount;
1558 if ( Game_flash_green > 0.0f )
1559 Game_flash_green = 0.0f;
1562 if ( Game_flash_blue > 0.0f ) {
1563 Game_flash_blue -= dec_amount;
1564 if ( Game_flash_blue < 0.0f )
1565 Game_flash_blue = 0.0f;
1567 Game_flash_blue += dec_amount;
1568 if ( Game_flash_blue > 0.0f )
1569 Game_flash_blue = 0.0f;
1572 // update big_explosion_cur_flash
1573 #define TIME_UP 1500
1574 #define TIME_DOWN 2500
1575 int duration = TIME_UP + TIME_DOWN;
1576 int time = timestamp_until(Big_expl_flash.flash_start);
1577 if (time > -duration) {
1579 if (time < TIME_UP) {
1580 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1583 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1587 if ( Use_palette_flash ) {
1589 // static int or=0, og=0, ob=0;
1591 // Change the 200 to change the color range of colors.
1592 r = fl2i( Game_flash_red*128.0f );
1593 g = fl2i( Game_flash_green*128.0f );
1594 b = fl2i( Game_flash_blue*128.0f );
1596 if ( Sun_spot > 0.0f ) {
1597 r += fl2i(Sun_spot*128.0f);
1598 g += fl2i(Sun_spot*128.0f);
1599 b += fl2i(Sun_spot*128.0f);
1602 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1603 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1604 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1605 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1609 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1610 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1612 if ( (r!=0) || (g!=0) || (b!=0) ) {
1613 gr_flash( r, g, b );
1615 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1626 void game_level_close()
1628 // De-Initialize the game subsystems
1629 event_music_level_close();
1630 game_stop_looped_sounds();
1632 obj_snd_level_close(); // uninit object-linked persistant sounds
1633 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1634 anim_level_close(); // stop and clean up any anim instances
1635 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1636 shockwave_level_close();
1637 fireball_level_close();
1639 mission_event_shutdown();
1640 asteroid_level_close();
1641 flak_level_close(); // unload flak stuff
1642 neb2_level_close(); // shutdown gaseous nebula stuff
1645 mflash_level_close();
1646 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1648 audiostream_unpause_all();
1653 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1654 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1655 void game_level_init(int seed)
1657 // seed the random number generator
1659 // if no seed was passed, seed the generator either from the time value, or from the
1660 // netgame security flags -- ensures that all players in multiplayer game will have the
1661 // same randon number sequence (with static rand functions)
1662 if ( Game_mode & GM_NORMAL ) {
1663 Game_level_seed = (int)time(NULL);
1665 Game_level_seed = Netgame.security;
1668 // mwa 9/17/98 -- maybe this assert isn't needed????
1669 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1670 Game_level_seed = seed;
1672 srand( Game_level_seed );
1674 // semirand function needs to get re-initted every time in multiplayer
1675 if ( Game_mode & GM_MULTIPLAYER ){
1681 Key_normal_game = (Game_mode & GM_NORMAL);
1684 Game_shudder_time = -1;
1686 // Initialize the game subsystems
1687 // timestamp_reset(); // Must be inited before everything else
1689 game_reset_time(); // resets time, and resets saved time too
1691 obj_init(); // Must be inited before the other systems
1692 model_free_all(); // Free all existing models
1693 mission_brief_common_init(); // Free all existing briefing/debriefing text
1694 weapon_level_init();
1695 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1697 player_level_init();
1698 shipfx_flash_init(); // Init the ship gun flash system.
1699 game_flash_reset(); // Reset the flash effect
1700 particle_init(); // Reset the particle system
1704 shield_hit_init(); // Initialize system for showing shield hits
1705 radar_mission_init();
1706 mission_init_goals();
1709 obj_snd_level_init(); // init object-linked persistant sounds
1711 shockwave_level_init();
1712 afterburner_level_init();
1713 scoring_level_init( &Player->stats );
1715 asteroid_level_init();
1716 control_config_clear_used_status();
1717 collide_ship_ship_sounds_init();
1719 Pre_player_entry = 1; // Means the player has not yet entered.
1720 Entry_delay_time = 0; // Could get overwritten in mission read.
1721 fireball_preload(); // page in warphole bitmaps
1723 flak_level_init(); // initialize flak - bitmaps, etc
1724 ct_level_init(); // initialize ships contrails, etc
1725 awacs_level_init(); // initialize AWACS
1726 beam_level_init(); // initialize beam weapons
1727 mflash_level_init();
1729 supernova_level_init();
1731 // multiplayer dogfight hack
1734 shipfx_engine_wash_level_init();
1738 Last_view_target = NULL;
1743 // campaign wasn't ended
1744 Campaign_ended_in_mission = 0;
1747 // called when a mission is over -- does server specific stuff.
1748 void freespace_stop_mission()
1751 Game_mode &= ~GM_IN_MISSION;
1754 // called at frame interval to process networking stuff
1755 void game_do_networking()
1757 SDL_assert( Net_player != NULL );
1758 if (!(Game_mode & GM_MULTIPLAYER)){
1762 // see if this player should be reading/writing data. Bit is set when at join
1763 // screen onward until quits back to main menu.
1764 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1768 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1771 multi_pause_do_frame();
1776 // Loads the best palette for this level, based
1777 // on nebula color and hud color. You could just call palette_load_table with
1778 // the appropriate filename, but who wants to do that.
1779 void game_load_palette()
1781 char palette_filename[1024];
1783 // We only use 3 hud colors right now
1785 SDL_assert( HUD_config.main_color >= 0 );
1786 SDL_assert( HUD_config.main_color <= 2 );
1789 SDL_assert( Mission_palette >= 0 );
1790 SDL_assert( Mission_palette <= 98 );
1793 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1794 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1796 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1799 mprintf(( "Loading palette %s\n", palette_filename ));
1801 palette_load_table(palette_filename);
1803 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1805 mprintf(( "Loading palette %s\n", palette_filename ));
1809 void game_post_level_init()
1811 // Stuff which gets called after mission is loaded. Because player isn't created until
1812 // after mission loads, some things must get initted after the level loads
1814 model_level_post_init();
1817 hud_setup_escort_list();
1818 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1824 game_event_debug_init();
1827 training_mission_init();
1828 asteroid_create_all();
1830 game_framerate_check_init();
1834 // An estimate as to how high the count passed to game_loading_callback will go.
1835 // This is just a guess, it seems to always be about the same. The count is
1836 // proportional to the code being executed, not the time, so this works good
1837 // for a bar, assuming the code does about the same thing each time you
1838 // load a level. You can find this value by looking at the return value
1839 // of game_busy_callback(NULL), which I conveniently print out to the
1840 // debug output window with the '=== ENDING LOAD ==' stuff.
1841 //#define COUNT_ESTIMATE 3706
1842 #define COUNT_ESTIMATE 1111
1844 int Game_loading_callback_inited = 0;
1846 int Game_loading_background = -1;
1847 anim * Game_loading_ani = NULL;
1848 anim_instance *Game_loading_ani_instance;
1849 int Game_loading_frame=-1;
1851 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1853 #if defined(FS1_DEMO)
1855 #elif defined(MAKE_FS1)
1866 // This gets called 10x per second and count is the number of times
1867 // game_busy() has been called since the current callback function
1869 void game_loading_callback(int count)
1871 game_do_networking();
1873 SDL_assert( Game_loading_callback_inited==1 );
1874 SDL_assert( Game_loading_ani != NULL );
1876 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1877 if ( framenum > Game_loading_ani->total_frames-1 ) {
1878 framenum = Game_loading_ani->total_frames-1;
1879 } else if ( framenum < 0 ) {
1884 while ( Game_loading_frame < framenum ) {
1885 Game_loading_frame++;
1886 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1890 if ( cbitmap > -1 ) {
1891 if ( Game_loading_background > -1 ) {
1892 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1896 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1897 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1900 bm_release(cbitmap);
1906 void game_loading_callback_init()
1908 SDL_assert( Game_loading_callback_inited==0 );
1910 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1912 common_set_interface_palette("InterfacePalette"); // set the interface palette
1916 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1917 SDL_assert( Game_loading_ani != NULL );
1918 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1919 SDL_assert( Game_loading_ani_instance != NULL );
1920 Game_loading_frame = -1;
1922 Game_loading_callback_inited = 1;
1924 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1929 void game_loading_callback_close()
1931 SDL_assert( Game_loading_callback_inited==1 );
1933 // Make sure bar shows all the way over.
1934 game_loading_callback(COUNT_ESTIMATE);
1937 int real_count = game_busy_callback( NULL );
1939 mprintf(( "=================== ENDING LOAD ================\n" ));
1940 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1941 mprintf(( "================================================\n" ));
1943 game_busy_callback( NULL );
1948 Game_loading_callback_inited = 0;
1950 free_anim_instance(Game_loading_ani_instance);
1951 Game_loading_ani_instance = NULL;
1952 anim_free(Game_loading_ani);
1953 Game_loading_ani = NULL;
1955 bm_release( Game_loading_background );
1956 common_free_interface_palette(); // restore game palette
1957 Game_loading_background = -1;
1959 gr_set_font( FONT1 );
1962 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1964 void game_maybe_update_sound_environment()
1966 // do nothing for now
1969 // Assign the sound environment for the game, based on the current mission
1971 void game_assign_sound_environment()
1974 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1975 Game_sound_env.id = SND_ENV_DRUGGED;
1976 Game_sound_env.volume = 0.800f;
1977 Game_sound_env.damping = 1.188f;
1978 Game_sound_env.decay = 6.392f;
1980 } else if (Num_asteroids > 30) {
1981 Game_sound_env.id = SND_ENV_AUDITORIUM;
1982 Game_sound_env.volume = 0.603f;
1983 Game_sound_env.damping = 0.5f;
1984 Game_sound_env.decay = 4.279f;
1987 Game_sound_env = Game_default_sound_env;
1990 Game_sound_env = Game_default_sound_env;
1993 Game_sound_env_update_timestamp = timestamp(1);
1996 // function which gets called before actually entering the mission. It is broken down into a funciton
1997 // since it will get called in one place from a single player game and from another place for
1998 // a multiplayer game
1999 void freespace_mission_load_stuff()
2001 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2002 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2003 if(!(Game_mode & GM_STANDALONE_SERVER)){
2005 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2007 game_loading_callback_init();
2009 event_music_level_init(); // preloads the first 2 seconds for each event music track
2012 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2015 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2018 ship_assign_sound_all(); // assign engine sounds to ships
2019 game_assign_sound_environment(); // assign the sound environment for this mission
2022 // call function in missionparse.cpp to fixup player/ai stuff.
2023 mission_parse_fixup_players();
2026 // Load in all the bitmaps for this level
2031 game_loading_callback_close();
2033 // the only thing we need to call on the standalone for now.
2035 // call function in missionparse.cpp to fixup player/ai stuff.
2036 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 time_t load_gl_init;
2044 time_t load_mission_load;
2045 time_t load_post_level_init;
2046 time_t load_mission_stuff;
2048 // tells the server to load the mission and initialize structures
2049 int game_start_mission()
2051 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2053 load_gl_init = time(NULL);
2055 load_gl_init = time(NULL) - load_gl_init;
2057 if (Game_mode & GM_MULTIPLAYER) {
2058 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2060 // clear multiplayer stats
2061 init_multiplayer_stats();
2064 load_mission_load = time(NULL);
2065 if (mission_load()) {
2066 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2067 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2068 gameseq_post_event(GS_EVENT_MAIN_MENU);
2070 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2075 load_mission_load = time(NULL) - load_mission_load;
2077 // If this is a red alert mission in campaign mode, bash wingman status
2078 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2079 red_alert_bash_wingman_status();
2082 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2083 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2084 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2086 game_load_palette();
2090 load_post_level_init = time(NULL);
2091 game_post_level_init();
2092 load_post_level_init = time(NULL) - load_post_level_init;
2096 void Do_model_timings_test();
2097 Do_model_timings_test();
2101 load_mission_stuff = time(NULL);
2102 freespace_mission_load_stuff();
2103 load_mission_stuff = time(NULL) - load_mission_stuff;
2108 int Interface_framerate = 0;
2111 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2112 DCF_BOOL( show_framerate, Show_framerate )
2113 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2114 DCF_BOOL( show_target_weapons, Show_target_weapons )
2115 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2116 DCF_BOOL( sound, Sound_enabled )
2117 DCF_BOOL( zbuffer, game_zbuffer )
2118 DCF_BOOL( shield_system, New_shield_system )
2119 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2120 DCF_BOOL( player_attacking, Player_attacking_enabled )
2121 DCF_BOOL( show_waypoints, Show_waypoints )
2122 DCF_BOOL( show_area_effect, Show_area_effect )
2123 DCF_BOOL( show_net_stats, Show_net_stats )
2124 DCF_BOOL( log, Log_debug_output_to_file )
2125 DCF_BOOL( training_msg_method, Training_msg_method )
2126 DCF_BOOL( show_player_pos, Show_player_pos )
2127 DCF_BOOL(i_framerate, Interface_framerate )
2129 DCF(show_mem,"Toggles showing mem usage")
2132 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2133 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2134 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2135 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2141 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2143 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2144 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2148 DCF(show_cpu,"Toggles showing cpu usage")
2151 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2152 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2153 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2154 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2160 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2162 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2163 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2170 // AL 4-8-98: always allow players to display their framerate
2173 DCF_BOOL( show_framerate, Show_framerate )
2180 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2183 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2184 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2185 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2186 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2188 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" );
2189 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2191 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2194 DCF(palette_flash,"Toggles palette flash effect on/off")
2197 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2198 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2199 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2200 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2202 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2203 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2206 int Use_low_mem = 0;
2208 DCF(low_mem,"Uses low memory settings regardless of RAM")
2211 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2212 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2213 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2214 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2216 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2217 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2219 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2223 int Framerate_delay = 0;
2225 float Freespace_gamma = 1.8f;
2227 DCF(gamma,"Sets Gamma factor")
2230 dc_get_arg(ARG_FLOAT|ARG_NONE);
2231 if ( Dc_arg_type & ARG_FLOAT ) {
2232 Freespace_gamma = Dc_arg_float;
2234 dc_printf( "Gamma reset to 1.0f\n" );
2235 Freespace_gamma = 1.0f;
2237 if ( Freespace_gamma < 0.1f ) {
2238 Freespace_gamma = 0.1f;
2239 } else if ( Freespace_gamma > 5.0f ) {
2240 Freespace_gamma = 5.0f;
2242 gr_set_gamma(Freespace_gamma);
2244 char tmp_gamma_string[32];
2245 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2246 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2250 dc_printf( "Usage: gamma <float>\n" );
2251 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2252 Dc_status = 0; // don't print status if help is printed. Too messy.
2256 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2262 Game_current_mission_filename[0] = 0;
2264 // seed the random number generator
2265 Game_init_seed = (int)time(NULL);
2266 srand( Game_init_seed );
2268 Framerate_delay = 0;
2274 extern void bm_init();
2280 // Initialize the timer before the os
2287 //Initialize the libraries
2288 s1 = timer_get_milliseconds();
2291 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2296 e1 = timer_get_milliseconds();
2299 // time a bunch of cfopens
2301 s2 = timer_get_milliseconds();
2303 for(int idx=0; idx<10000; idx++){
2304 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2309 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2311 e2 = timer_get_milliseconds();
2314 os_init( Osreg_class_name, Osreg_app_name );
2315 os_set_title(Osreg_title);
2317 // initialize localization module. Make sure this is down AFTER initialzing OS.
2318 // int t1 = timer_get_milliseconds();
2319 lcl_init( detect_lang() );
2321 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2323 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2326 // verify that he has a valid weapons.tbl
2327 verify_weapons_tbl();
2329 // Output version numbers to registry for auto patching purposes
2330 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2331 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2332 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2334 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2335 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2336 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2338 // show the FPS counter if the config file says so
2339 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2341 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2342 Asteroids_enabled = 1;
2345 /////////////////////////////
2347 /////////////////////////////
2349 if (!Is_standalone) {
2353 /////////////////////////////
2355 /////////////////////////////
2362 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2365 display_title_screen();
2369 // If less than 48MB of RAM, use low memory model.
2370 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2371 mprintf(( "Using normal memory settings...\n" ));
2372 bm_set_low_mem(1); // Use every other frame of bitmaps
2374 mprintf(( "Using high memory settings...\n" ));
2375 bm_set_low_mem(0); // Use all frames of bitmaps
2378 // load non-darkening pixel defs
2379 palman_load_pixels();
2381 // hud shield icon stuff
2382 hud_shield_game_init();
2384 control_config_common_init(); // sets up localization stuff in the control config
2390 gamesnd_parse_soundstbl();
2395 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2400 player_controls_init();
2403 //if(!Is_standalone){
2411 ship_init(); // read in ships.tbl
2413 mission_campaign_init(); // load in the default campaign
2415 // navmap_init(); // init the navigation map system
2416 context_help_init();
2417 techroom_intel_init(); // parse species.tbl, load intel info
2419 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2420 init_animating_pointer();
2422 mission_brief_common_init(); // Mark all the briefing structures as empty.
2423 gr_font_init(); // loads up all fonts
2425 neb2_init(); // fullneb stuff
2429 player_tips_init(); // helpful tips
2432 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2433 pilot_load_pic_list();
2434 pilot_load_squad_pic_list();
2436 load_animating_pointer(NOX("cursor"), 0, 0);
2438 // initialize alpha colors
2439 alpha_colors_init();
2442 // Game_music_paused = 0;
2445 if (Is_standalone) {
2446 std_init_standalone();
2449 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2450 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2452 mprintf(("cfile_init() took %d\n", e1 - s1));
2453 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2456 char transfer_text[128];
2458 float Start_time = 0.0f;
2460 float Framerate = 0.0f;
2462 float Timing_total = 0.0f;
2463 float Timing_render2 = 0.0f;
2464 float Timing_render3 = 0.0f;
2465 float Timing_flip = 0.0f;
2466 float Timing_clear = 0.0f;
2468 MONITOR(NumPolysDrawn);
2474 void game_get_framerate()
2476 if ( frame_int == -1 ) {
2478 for (i=0; i<FRAME_FILTER; i++ ) {
2479 frametimes[i] = 0.0f;
2484 frametotal -= frametimes[frame_int];
2485 frametotal += flFrametime;
2486 frametimes[frame_int] = flFrametime;
2487 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2489 if ( frametotal != 0.0 ) {
2490 if ( Framecount >= FRAME_FILTER )
2491 Framerate = FRAME_FILTER / frametotal;
2493 Framerate = Framecount / frametotal;
2497 if (Show_framerate) {
2498 gr_set_color_fast(&HUD_color_debug);
2499 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2503 void game_show_framerate()
2507 cur_time = f2fl(timer_get_approx_seconds());
2508 if (cur_time - Start_time > 30.0f) {
2509 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2510 Start_time += 1000.0f;
2513 //mprintf(( "%s\n", text ));
2516 if ( Debug_dump_frames )
2520 // possibly show control checking info
2521 control_check_indicate();
2523 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2524 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2525 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2526 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2529 if ( Show_cpu == 1 ) {
2534 dy = gr_get_font_height() + 1;
2536 gr_set_color_fast(&HUD_color_debug);
2539 extern int Gr_textures_in;
2540 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2543 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2545 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2547 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2549 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2551 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2556 extern int Num_pairs; // Number of object pairs that were checked.
2557 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2560 extern int Num_pairs_checked; // What percent of object pairs were checked.
2561 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2563 Num_pairs_checked = 0;
2567 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2570 if ( Timing_total > 0.01f ) {
2571 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2573 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2575 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2577 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2579 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2588 dy = gr_get_font_height() + 1;
2590 gr_set_color_fast(&HUD_color_debug);
2593 extern int TotalRam;
2594 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2599 extern int Model_ram;
2600 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2604 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2606 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2610 extern int Gr_textures_in;
2611 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2616 if ( Show_player_pos ) {
2620 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));
2623 MONITOR_INC(NumPolys, modelstats_num_polys);
2624 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2625 MONITOR_INC(NumVerts, modelstats_num_verts );
2627 modelstats_num_polys = 0;
2628 modelstats_num_polys_drawn = 0;
2629 modelstats_num_verts = 0;
2630 modelstats_num_sortnorms = 0;
2634 void game_show_standalone_framerate()
2636 float frame_rate=30.0f;
2637 if ( frame_int == -1 ) {
2639 for (i=0; i<FRAME_FILTER; i++ ) {
2640 frametimes[i] = 0.0f;
2645 frametotal -= frametimes[frame_int];
2646 frametotal += flFrametime;
2647 frametimes[frame_int] = flFrametime;
2648 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2650 if ( frametotal != 0.0 ) {
2651 if ( Framecount >= FRAME_FILTER ){
2652 frame_rate = FRAME_FILTER / frametotal;
2654 frame_rate = Framecount / frametotal;
2657 std_set_standalone_fps(frame_rate);
2661 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2662 void game_show_time_left()
2666 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2667 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2668 // checking how much time is left
2670 if ( Mission_end_time == -1 ){
2674 diff = f2i(Mission_end_time - Missiontime);
2675 // be sure to bash to 0. diff could be negative on frame that we quit mission
2680 hud_set_default_color();
2681 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2684 //========================================================================================
2685 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2686 //========================================================================================
2690 DCF(ai_pause,"Pauses ai")
2693 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2694 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2695 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2696 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2699 obj_init_all_ships_physics();
2702 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2703 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2706 DCF(single_step,"Single steps the game")
2709 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2710 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2711 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2712 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2714 last_single_step = 0; // Make so single step waits a frame before stepping
2717 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2718 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2721 DCF_BOOL(physics_pause, physics_paused)
2722 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2723 DCF_BOOL(ai_firing, Ai_firing_enabled )
2725 // Create some simple aliases to these commands...
2726 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2727 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2728 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2729 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2730 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2733 //========================================================================================
2734 //========================================================================================
2737 void game_training_pause_do()
2741 key = game_check_key();
2743 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2750 void game_increase_skill_level()
2753 if (Game_skill_level >= NUM_SKILL_LEVELS){
2754 Game_skill_level = 0;
2758 int Player_died_time;
2760 int View_percent = 100;
2763 DCF(view, "Sets the percent of the 3d view to render.")
2766 dc_get_arg(ARG_INT);
2767 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2768 View_percent = Dc_arg_int;
2770 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2776 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2780 dc_printf("View is set to %d%%\n", View_percent );
2785 // Set the clip region for the 3d rendering window
2786 void game_set_view_clip()
2788 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2789 // Set the clip region for the letterbox "dead view"
2790 int yborder = gr_screen.max_h/4;
2792 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2793 // J.S. I've changed my ways!! See the new "no constants" code!!!
2794 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2796 // Set the clip region for normal view
2797 if ( View_percent >= 100 ) {
2800 int xborder, yborder;
2802 if ( View_percent < 5 ) {
2806 float fp = i2fl(View_percent)/100.0f;
2807 int fi = fl2i(fl_sqrt(fp)*100.0f);
2808 if ( fi > 100 ) fi=100;
2810 xborder = ( gr_screen.max_w*(100-fi) )/200;
2811 yborder = ( gr_screen.max_h*(100-fi) )/200;
2813 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2819 void show_debug_stuff()
2822 int laser_count = 0, missile_count = 0;
2824 for (i=0; i<MAX_OBJECTS; i++) {
2825 if (Objects[i].type == OBJ_WEAPON){
2826 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2828 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2834 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2837 extern int Tool_enabled;
2839 time_t tst_time = 0;
2842 int tst_bitmap = -1;
2844 float tst_offset, tst_offset_total;
2847 void game_tst_frame_pre()
2855 g3_rotate_vertex(&v, &tst_pos);
2856 g3_project_vertex(&v);
2859 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2863 // big ship? always tst
2865 // within 3000 meters
2866 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2870 // within 300 meters
2871 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2878 void game_tst_frame()
2888 tst_time = time(NULL);
2890 // load the tst bitmap
2891 switch((int)frand_range(0.0f, 3.0)){
2893 tst_bitmap = bm_load("ig_jim");
2895 mprintf(("TST 0\n"));
2899 tst_bitmap = bm_load("ig_kan");
2901 mprintf(("TST 1\n"));
2905 tst_bitmap = bm_load("ig_jim");
2907 mprintf(("TST 2\n"));
2911 tst_bitmap = bm_load("ig_kan");
2913 mprintf(("TST 3\n"));
2922 // get the tst bitmap dimensions
2924 bm_get_info(tst_bitmap, &w, &h);
2927 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2929 snd_play(&Snds[SND_VASUDAN_BUP]);
2931 // tst x and direction
2935 tst_offset_total = (float)w;
2936 tst_offset = (float)w;
2938 tst_x = (float)gr_screen.max_w;
2939 tst_offset_total = (float)-w;
2940 tst_offset = (float)w;
2948 float diff = (tst_offset_total / 0.5f) * flFrametime;
2954 tst_offset -= fl_abs(diff);
2955 } else if(tst_mode == 2){
2958 tst_offset -= fl_abs(diff);
2962 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2963 gr_bitmap((int)tst_x, (int)tst_y);
2966 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2970 // if we passed the switch point
2971 if(tst_offset <= 0.0f){
2976 tst_stamp = timestamp(1000);
2977 tst_offset = fl_abs(tst_offset_total);
2988 void game_tst_mark(object *objp, ship *shipp)
2997 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3000 sip = &Ship_info[shipp->ship_info_index];
3007 tst_pos = objp->pos;
3008 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3014 extern void render_shields();
3016 void player_repair_frame(float frametime)
3018 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3020 for(idx=0;idx<MAX_PLAYERS;idx++){
3023 np = &Net_players[idx];
3025 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)){
3027 // don't rearm/repair if the player is dead or dying/departing
3028 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3029 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3034 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3035 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3041 #define NUM_FRAMES_TEST 300
3042 #define NUM_MIXED_SOUNDS 16
3043 void do_timing_test(float frametime)
3045 static int framecount = 0;
3046 static int test_running = 0;
3047 static float test_time = 0.0f;
3049 static int snds[NUM_MIXED_SOUNDS];
3052 if ( test_running ) {
3054 test_time += frametime;
3055 if ( framecount >= NUM_FRAMES_TEST ) {
3057 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3058 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3063 if ( Test_begin == 1 ) {
3069 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3072 // start looping digital sounds
3073 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3074 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3081 DCF(dcf_fov, "Change the field of view")
3084 dc_get_arg(ARG_FLOAT|ARG_NONE);
3085 if ( Dc_arg_type & ARG_NONE ) {
3086 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3087 dc_printf( "Zoom factor reset\n" );
3089 if ( Dc_arg_type & ARG_FLOAT ) {
3090 if (Dc_arg_float < 0.25f) {
3091 Viewer_zoom = 0.25f;
3092 dc_printf("Zoom factor pinned at 0.25.\n");
3093 } else if (Dc_arg_float > 1.25f) {
3094 Viewer_zoom = 1.25f;
3095 dc_printf("Zoom factor pinned at 1.25.\n");
3097 Viewer_zoom = Dc_arg_float;
3103 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3106 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3110 DCF(framerate_cap, "Sets the framerate cap")
3113 dc_get_arg(ARG_INT);
3114 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3115 Framerate_cap = Dc_arg_int;
3117 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3123 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3124 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3125 dc_printf("[n] must be from 1 to 120.\n");
3129 if ( Framerate_cap )
3130 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3132 dc_printf("There is no framerate cap currently active.\n");
3136 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3137 int Show_viewing_from_self = 0;
3139 void say_view_target()
3141 object *view_target;
3143 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3144 view_target = &Objects[Player_ai->target_objnum];
3146 view_target = Player_obj;
3148 if (Game_mode & GM_DEAD) {
3149 if (Player_ai->target_objnum != -1)
3150 view_target = &Objects[Player_ai->target_objnum];
3153 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3154 if (view_target != Player_obj){
3156 char *view_target_name = NULL;
3157 switch(Objects[Player_ai->target_objnum].type) {
3159 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3162 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3163 Viewer_mode &= ~VM_OTHER_SHIP;
3165 case OBJ_JUMP_NODE: {
3166 char jump_node_name[128];
3167 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3168 view_target_name = jump_node_name;
3169 Viewer_mode &= ~VM_OTHER_SHIP;
3178 if ( view_target_name ) {
3179 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3180 Show_viewing_from_self = 1;
3183 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3184 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3185 Show_viewing_from_self = 1;
3187 if (Show_viewing_from_self)
3188 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3193 Last_view_target = view_target;
3197 float Game_hit_x = 0.0f;
3198 float Game_hit_y = 0.0f;
3200 // Reset at the beginning of each frame
3201 void game_whack_reset()
3207 // Apply a 2d whack to the player
3208 void game_whack_apply( float x, float y )
3210 // Do some force feedback
3211 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3217 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3220 // call to apply a "shudder"
3221 void game_shudder_apply(int time, float intensity)
3223 Game_shudder_time = timestamp(time);
3224 Game_shudder_total = time;
3225 Game_shudder_intensity = intensity;
3228 #define FF_SCALE 10000
3229 void apply_hud_shake(matrix *eye_orient)
3231 if (Viewer_obj == Player_obj) {
3232 physics_info *pi = &Player_obj->phys_info;
3240 // Make eye shake due to afterburner
3241 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3244 dtime = timestamp_until(pi->afterburner_decay);
3248 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3249 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3252 // Make eye shake due to engine wash
3254 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3257 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3258 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3260 // get the intensity
3261 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3265 vm_vec_rand_vec_quick(&rand_vec);
3268 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3272 // make hud shake due to shuddering
3273 if(Game_shudder_time != -1){
3274 // if the timestamp has elapsed
3275 if(timestamp_elapsed(Game_shudder_time)){
3276 Game_shudder_time = -1;
3278 // otherwise apply some shudder
3282 dtime = timestamp_until(Game_shudder_time);
3286 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));
3287 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));
3292 vm_angles_2_matrix(&tm, &tangles);
3293 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3294 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3295 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3296 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3301 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3303 // Player's velocity just before he blew up. Used to keep camera target moving.
3304 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3306 // Set eye_pos and eye_orient based on view mode.
3307 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3311 static int last_Viewer_mode = 0;
3312 static int last_Game_mode = 0;
3313 static int last_Viewer_objnum = -1;
3315 // This code is supposed to detect camera "cuts"... like going between
3318 // determine if we need to regenerate the nebula
3319 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3320 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3321 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3322 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3323 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3324 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3325 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3326 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3327 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3330 // regenerate the nebula
3334 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3335 //mprintf(( "************** Camera cut! ************\n" ));
3336 last_Viewer_mode = Viewer_mode;
3337 last_Game_mode = Game_mode;
3339 // Camera moved. Tell stars & debris to not do blurring.
3345 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3346 player_display_packlock_view();
3349 game_set_view_clip();
3351 if (Game_mode & GM_DEAD) {
3352 vector vec_to_deader, view_pos;
3355 Viewer_mode |= VM_DEAD_VIEW;
3357 if (Player_ai->target_objnum != -1) {
3358 int view_from_player = 1;
3360 if (Viewer_mode & VM_OTHER_SHIP) {
3361 // View from target.
3362 Viewer_obj = &Objects[Player_ai->target_objnum];
3364 last_Viewer_objnum = Player_ai->target_objnum;
3366 if ( Viewer_obj->type == OBJ_SHIP ) {
3367 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3368 view_from_player = 0;
3371 last_Viewer_objnum = -1;
3374 if ( view_from_player ) {
3375 // View target from player ship.
3377 *eye_pos = Player_obj->pos;
3378 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3379 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3382 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3384 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3385 dist += flFrametime * 16.0f;
3387 vm_vec_scale(&vec_to_deader, -dist);
3388 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3390 view_pos = Player_obj->pos;
3392 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3393 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3394 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3395 Dead_player_last_vel = Player_obj->phys_info.vel;
3396 //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));
3397 } else if (Player_ai->target_objnum != -1) {
3398 view_pos = Objects[Player_ai->target_objnum].pos;
3400 // Make camera follow explosion, but gradually slow down.
3401 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3402 view_pos = Player_obj->pos;
3403 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3404 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3407 *eye_pos = Dead_camera_pos;
3409 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3411 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3416 // if supernova shockwave
3417 if(supernova_camera_cut()){
3421 // call it dead view
3422 Viewer_mode |= VM_DEAD_VIEW;
3424 // set eye pos and orient
3425 supernova_set_view(eye_pos, eye_orient);
3427 // If already blown up, these other modes can override.
3428 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3429 Viewer_mode &= ~VM_DEAD_VIEW;
3431 Viewer_obj = Player_obj;
3433 if (Viewer_mode & VM_OTHER_SHIP) {
3434 if (Player_ai->target_objnum != -1){
3435 Viewer_obj = &Objects[Player_ai->target_objnum];
3436 last_Viewer_objnum = Player_ai->target_objnum;
3438 Viewer_mode &= ~VM_OTHER_SHIP;
3439 last_Viewer_objnum = -1;
3442 last_Viewer_objnum = -1;
3445 if (Viewer_mode & VM_EXTERNAL) {
3448 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3449 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3451 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3453 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3454 vm_vec_normalize(&eye_dir);
3455 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3458 // Modify the orientation based on head orientation.
3459 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3461 } else if ( Viewer_mode & VM_CHASE ) {
3464 if ( Viewer_obj->phys_info.speed < 0.1 )
3465 move_dir = Viewer_obj->orient.v.fvec;
3467 move_dir = Viewer_obj->phys_info.vel;
3468 vm_vec_normalize(&move_dir);
3471 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3472 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3473 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3474 vm_vec_normalize(&eye_dir);
3476 // JAS: I added the following code because if you slew up using
3477 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3478 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3479 // call because the up and the forward vector are the same. I fixed
3480 // it by adding in a fraction of the right vector all the time to the
3482 vector tmp_up = Viewer_obj->orient.v.uvec;
3483 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3485 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3488 // Modify the orientation based on head orientation.
3489 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3490 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3491 *eye_pos = Camera_pos;
3493 ship * shipp = &Ships[Player_obj->instance];
3495 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3496 vm_vec_normalize(&eye_dir);
3497 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3500 // get an eye position based upon the correct type of object
3501 switch(Viewer_obj->type){
3503 // make a call to get the eye point for the player object
3504 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3507 // make a call to get the eye point for the player object
3508 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3514 #ifdef JOHNS_DEBUG_CODE
3515 john_debug_stuff(&eye_pos, &eye_orient);
3521 apply_hud_shake(eye_orient);
3523 // setup neb2 rendering
3524 neb2_render_setup(eye_pos, eye_orient);
3528 extern void ai_debug_render_stuff();
3531 int Game_subspace_effect = 0;
3532 DCF_BOOL( subspace, Game_subspace_effect );
3534 // Does everything needed to render a frame
3535 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3539 g3_start_frame(game_zbuffer);
3540 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3542 // maybe offset the HUD (jitter stuff)
3543 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3544 HUD_set_offsets(Viewer_obj, !dont_offset);
3546 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3547 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3548 // must be done before ships are rendered
3549 if ( MULTIPLAYER_CLIENT ) {
3550 shield_point_multi_setup();
3553 if ( Game_subspace_effect ) {
3554 stars_draw(0,0,0,1);
3556 stars_draw(1,1,1,0);
3559 obj_render_all(obj_render);
3560 beam_render_all(); // render all beam weapons
3561 particle_render_all(); // render particles after everything else.
3562 trail_render_all(); // render missilie trails after everything else.
3563 mflash_render_all(); // render all muzzle flashes
3565 // Why do we not show the shield effect in these modes? Seems ok.
3566 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3570 // render nebula lightning
3573 // render local player nebula
3574 neb2_render_player();
3577 ai_debug_render_stuff();
3580 #ifndef RELEASE_REAL
3581 // game_framerate_check();
3585 extern void snd_spew_debug_info();
3586 snd_spew_debug_info();
3589 //================ END OF 3D RENDERING STUFF ====================
3593 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3594 hud_maybe_clear_head_area();
3595 anim_render_all(0, flFrametime);
3598 extern int Multi_display_netinfo;
3599 if(Multi_display_netinfo){
3600 extern void multi_display_netinfo();
3601 multi_display_netinfo();
3604 game_tst_frame_pre();
3607 do_timing_test(flFrametime);
3611 extern int OO_update_index;
3612 multi_rate_display(OO_update_index, 375, 0);
3617 extern void oo_display();
3624 //#define JOHNS_DEBUG_CODE 1
3626 #ifdef JOHNS_DEBUG_CODE
3627 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3629 //if ( key_pressed(SDLK_LSHIFT) )
3631 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3633 model_subsystem *turret = tsys->system_info;
3635 if (turret->type == SUBSYSTEM_TURRET ) {
3636 vector v.fvec, v.uvec;
3637 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3639 ship_model_start(tobj);
3641 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3642 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3643 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3645 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3647 ship_model_stop(tobj);
3657 // following function for dumping frames for purposes of building trailers.
3660 // function to toggle state of dumping every frame into PCX when playing the game
3661 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3665 if ( Debug_dump_frames == 0 ) {
3667 Debug_dump_frames = 15;
3668 Debug_dump_trigger = 0;
3669 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3670 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3673 Debug_dump_frames = 0;
3674 Debug_dump_trigger = 0;
3675 gr_dump_frame_stop();
3676 dc_printf( "Frame dumping is now OFF\n" );
3682 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3686 if ( Debug_dump_frames == 0 ) {
3688 Debug_dump_frames = 15;
3689 Debug_dump_trigger = 1;
3690 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3691 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3694 Debug_dump_frames = 0;
3695 Debug_dump_trigger = 0;
3696 gr_dump_frame_stop();
3697 dc_printf( "Frame dumping is now OFF\n" );
3703 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3707 if ( Debug_dump_frames == 0 ) {
3709 Debug_dump_frames = 30;
3710 Debug_dump_trigger = 0;
3711 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3712 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3715 Debug_dump_frames = 0;
3716 Debug_dump_trigger = 0;
3717 gr_dump_frame_stop();
3718 dc_printf( "Frame dumping is now OFF\n" );
3724 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3728 if ( Debug_dump_frames == 0 ) {
3730 Debug_dump_frames = 30;
3731 Debug_dump_trigger = 1;
3732 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3733 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3736 Debug_dump_frames = 0;
3737 Debug_dump_trigger = 0;
3738 gr_dump_frame_stop();
3739 dc_printf( "Triggered frame dumping is now OFF\n" );
3745 void game_maybe_dump_frame()
3747 if ( !Debug_dump_frames ){
3751 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3758 Debug_dump_frame_num++;
3764 extern int Player_dead_state;
3766 // Flip the page and time how long it took.
3767 void game_flip_page_and_time_it()
3772 t1 = timer_get_fixed_seconds();
3774 t2 = timer_get_fixed_seconds();
3777 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3778 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3785 void game_simulation_frame()
3787 // blow ships up in multiplayer dogfight
3788 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){
3789 // blow up all non-player ships
3790 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3793 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3795 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)){
3796 moveup = GET_NEXT(moveup);
3799 shipp = &Ships[Objects[moveup->objnum].instance];
3800 sip = &Ship_info[shipp->ship_info_index];
3802 // only blow up small ships
3803 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3804 // function to simply explode a ship where it is currently at
3805 ship_self_destruct( &Objects[moveup->objnum] );
3808 moveup = GET_NEXT(moveup);
3814 // process AWACS stuff - do this first thing
3817 // single player, set Player hits_this_frame to 0
3818 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3819 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3820 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3824 supernova_process();
3825 if(supernova_active() >= 5){
3829 // fire targeting lasers now so that
3830 // 1 - created this frame
3831 // 2 - collide this frame
3832 // 3 - render this frame
3833 // 4 - ignored and deleted next frame
3834 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3836 ship_process_targeting_lasers();
3838 // do this here so that it works for multiplayer
3840 // get viewer direction
3841 int viewer_direction = PHYSICS_VIEWER_REAR;
3843 if(Viewer_mode == 0){
3844 viewer_direction = PHYSICS_VIEWER_FRONT;
3846 if(Viewer_mode & VM_PADLOCK_UP){
3847 viewer_direction = PHYSICS_VIEWER_UP;
3849 else if(Viewer_mode & VM_PADLOCK_REAR){
3850 viewer_direction = PHYSICS_VIEWER_REAR;
3852 else if(Viewer_mode & VM_PADLOCK_LEFT){
3853 viewer_direction = PHYSICS_VIEWER_LEFT;
3855 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3856 viewer_direction = PHYSICS_VIEWER_RIGHT;
3859 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3861 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3864 #define VM_PADLOCK_UP (1 << 7)
3865 #define VM_PADLOCK_REAR (1 << 8)
3866 #define VM_PADLOCK_LEFT (1 << 9)
3867 #define VM_PADLOCK_RIGHT (1 << 10)
3869 // evaluate mission departures and arrivals before we process all objects.
3870 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3872 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3873 // ships/wing packets.
3874 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3875 mission_parse_eval_stuff();
3878 // if we're an observer, move ourselves seperately from the standard physics
3879 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3880 obj_observer_move(flFrametime);
3883 // move all the objects now
3884 obj_move_all(flFrametime);
3886 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3887 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3888 // ship_check_cargo_all();
3889 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3890 mission_eval_goals();
3894 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3895 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3896 training_check_objectives();
3899 // do all interpolation now
3900 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3901 // client side processing of warping in effect stages
3902 multi_do_client_warp(flFrametime);
3904 // client side movement of an observer
3905 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3906 obj_observer_move(flFrametime);
3909 // move all objects - does interpolation now as well
3910 obj_move_all(flFrametime);
3913 // only process the message queue when the player is "in" the game
3914 if ( !Pre_player_entry ){
3915 message_queue_process(); // process any messages send to the player
3918 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3919 message_maybe_distort(); // maybe distort incoming message if comms damaged
3920 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3921 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3922 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3925 if(!(Game_mode & GM_STANDALONE_SERVER)){
3926 // process some stuff every frame (before frame is rendered)
3927 emp_process_local();
3929 hud_update_frame(); // update hud systems
3931 if (!physics_paused) {
3932 // Move particle system
3933 particle_move_all(flFrametime);
3935 // Move missile trails
3936 trail_move_all(flFrametime);
3938 // process muzzle flashes
3939 mflash_process_all();
3941 // Flash the gun flashes
3942 shipfx_flash_do_frame(flFrametime);
3944 shockwave_move_all(flFrametime); // update all the shockwaves
3947 // subspace missile strikes
3950 obj_snd_do_frame(); // update the object-linked persistant sounds
3951 game_maybe_update_sound_environment();
3952 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3954 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3956 if ( Game_subspace_effect ) {
3957 game_start_subspace_ambient_sound();
3963 // Maybe render and process the dead-popup
3964 void game_maybe_do_dead_popup(float frametime)
3966 if ( popupdead_is_active() ) {
3968 int choice = popupdead_do_frame(frametime);
3970 if ( Game_mode & GM_NORMAL ) {
3973 gameseq_post_event(GS_EVENT_ENTER_GAME);
3977 gameseq_post_event(GS_EVENT_END_GAME);
3981 gameseq_post_event(GS_EVENT_START_GAME);
3984 // this should only happen during a red alert mission
3987 SDL_assert(The_mission.red_alert);
3988 if(!The_mission.red_alert){
3989 gameseq_post_event(GS_EVENT_START_GAME);
3993 // choose the previous mission
3994 mission_campaign_previous_mission();
3996 gameseq_post_event(GS_EVENT_START_GAME);
4006 case POPUPDEAD_DO_MAIN_HALL:
4007 multi_quit_game(PROMPT_NONE,-1);
4010 case POPUPDEAD_DO_RESPAWN:
4011 multi_respawn_normal();
4012 event_music_player_respawn();
4015 case POPUPDEAD_DO_OBSERVER:
4016 multi_respawn_observer();
4017 event_music_player_respawn_as_observer();
4026 if ( leave_popup ) {
4032 // returns true if player is actually in a game_play stats
4033 int game_actually_playing()
4037 state = gameseq_get_state();
4038 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4044 // Draw the 2D HUD gauges
4045 void game_render_hud_2d()
4047 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4051 HUD_render_2d(flFrametime);
4055 // Draw the 3D-dependant HUD gauges
4056 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4058 g3_start_frame(0); // 0 = turn zbuffering off
4059 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4061 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4062 HUD_render_3d(flFrametime);
4066 game_sunspot_process(flFrametime);
4068 // Diminish the palette effect
4069 game_flash_diminish(flFrametime);
4077 int actually_playing;
4078 fix total_time1, total_time2;
4079 fix render2_time1=0, render2_time2=0;
4080 fix render3_time1=0, render3_time2=0;
4081 fix flip_time1=0, flip_time2=0;
4082 fix clear_time1=0, clear_time2=0;
4088 if (Framerate_delay) {
4089 int start_time = timer_get_milliseconds();
4090 while (timer_get_milliseconds() < start_time + Framerate_delay)
4096 demo_do_frame_start();
4098 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4103 // start timing frame
4104 timing_frame_start();
4106 total_time1 = timer_get_fixed_seconds();
4108 // var to hold which state we are in
4109 actually_playing = game_actually_playing();
4111 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4112 if (!(Game_mode & GM_STANDALONE_SERVER)){
4113 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4117 if (Missiontime > Entry_delay_time){
4118 Pre_player_entry = 0;
4120 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4123 // Note: These are done even before the player enters, else buffers can overflow.
4124 if (! (Game_mode & GM_STANDALONE_SERVER)){
4128 shield_frame_init();
4130 if ( Player->control_mode != PCM_NORMAL )
4133 if ( !Pre_player_entry && actually_playing ) {
4134 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4136 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4137 game_process_keys();
4139 // don't read flying controls if we're playing a demo back
4140 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4141 read_player_controls( Player_obj, flFrametime);
4145 // if we're not the master, we may have to send the server-critical ship status button_info bits
4146 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4147 multi_maybe_send_ship_status();
4152 // Reset the whack stuff
4155 // These two lines must be outside of Pre_player_entry code,
4156 // otherwise too many lights are added.
4159 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4163 game_simulation_frame();
4165 // if not actually in a game play state, then return. This condition could only be true in
4166 // a multiplayer game.
4167 if ( !actually_playing ) {
4168 SDL_assert( Game_mode & GM_MULTIPLAYER );
4172 if (!Pre_player_entry) {
4173 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4174 clear_time1 = timer_get_fixed_seconds();
4175 // clear the screen to black
4177 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4181 clear_time2 = timer_get_fixed_seconds();
4182 render3_time1 = timer_get_fixed_seconds();
4183 game_render_frame_setup(&eye_pos, &eye_orient);
4184 game_render_frame( &eye_pos, &eye_orient );
4186 // save the eye position and orientation
4187 if ( Game_mode & GM_MULTIPLAYER ) {
4188 Net_player->s_info.eye_pos = eye_pos;
4189 Net_player->s_info.eye_orient = eye_orient;
4192 hud_show_target_model();
4194 // check to see if we should display the death died popup
4195 if(Game_mode & GM_DEAD_BLEW_UP){
4196 if(Game_mode & GM_MULTIPLAYER){
4197 // catch the situation where we're supposed to be warping out on this transition
4198 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4199 gameseq_post_event(GS_EVENT_DEBRIEF);
4200 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4201 Player_died_popup_wait = -1;
4205 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4206 Player_died_popup_wait = -1;
4212 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4213 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4214 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4215 if(!popupdead_is_active()){
4219 Player_multi_died_check = -1;
4223 render3_time2 = timer_get_fixed_seconds();
4224 render2_time1 = timer_get_fixed_seconds();
4227 game_get_framerate();
4228 game_show_framerate();
4230 game_show_time_left();
4232 // Draw the 2D HUD gauges
4233 if(supernova_active() < 3){
4234 game_render_hud_2d();
4237 game_set_view_clip();
4239 // Draw 3D HUD gauges
4240 game_render_hud_3d(&eye_pos, &eye_orient);
4244 render2_time2 = timer_get_fixed_seconds();
4246 // maybe render and process the dead popup
4247 game_maybe_do_dead_popup(flFrametime);
4249 // start timing frame
4250 timing_frame_stop();
4251 // timing_display(30, 10);
4253 // If a regular popup is active, don't flip (popup code flips)
4254 if( !popup_running_state() ){
4255 flip_time1 = timer_get_fixed_seconds();
4256 game_flip_page_and_time_it();
4257 flip_time2 = timer_get_fixed_seconds();
4261 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4264 game_show_standalone_framerate();
4268 game_do_training_checks();
4271 // process lightning (nebula only)
4274 total_time2 = timer_get_fixed_seconds();
4276 // Got some timing numbers
4277 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4278 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4279 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4280 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4281 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4284 demo_do_frame_end();
4286 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4292 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4293 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4294 // died. This resulted in screwed up death sequences.
4296 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4297 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4298 static int timer_paused=0;
4299 #if defined(TIMER_TEST) && !defined(NDEBUG)
4300 static int stop_count,start_count;
4301 static int time_stopped,time_started;
4303 int saved_timestamp_ticker = -1;
4305 void game_reset_time()
4307 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4311 // Last_time = timer_get_fixed_seconds();
4317 void game_stop_time()
4319 if (timer_paused==0) {
4321 time = timer_get_fixed_seconds();
4322 // Save how much time progressed so far in the frame so we can
4323 // use it when we unpause.
4324 Last_delta_time = time - Last_time;
4326 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4327 if (Last_delta_time < 0) {
4328 #if defined(TIMER_TEST) && !defined(NDEBUG)
4329 Int3(); //get Matt!!!!
4331 Last_delta_time = 0;
4333 #if defined(TIMER_TEST) && !defined(NDEBUG)
4334 time_stopped = time;
4337 // Stop the timer_tick stuff...
4338 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4339 saved_timestamp_ticker = timestamp_ticker;
4343 #if defined(TIMER_TEST) && !defined(NDEBUG)
4348 void game_start_time()
4351 SDL_assert(timer_paused >= 0);
4352 if (timer_paused==0) {
4354 time = timer_get_fixed_seconds();
4355 #if defined(TIMER_TEST) && !defined(NDEBUG)
4357 Int3(); //get Matt!!!!
4360 // Take current time, and set it backwards to account for time
4361 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4362 // will be correct when it goes to calculate the frametime next
4364 Last_time = time - Last_delta_time;
4365 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366 time_started = time;
4369 // Restore the timer_tick stuff...
4370 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4371 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4372 timestamp_ticker = saved_timestamp_ticker;
4373 saved_timestamp_ticker = -1;
4376 #if defined(TIMER_TEST) && !defined(NDEBUG)
4382 void game_set_frametime(int state)
4385 float frame_cap_diff;
4387 thistime = timer_get_fixed_seconds();
4389 if ( Last_time == 0 )
4390 Frametime = F1_0 / 30;
4392 Frametime = thistime - Last_time;
4394 // Frametime = F1_0 / 30;
4397 fix debug_frametime = Frametime; // Just used to display frametime.
4400 // If player hasn't entered mission yet, make frame take 1/4 second.
4401 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4404 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4406 fix frame_speed = F1_0 / Debug_dump_frames;
4408 if (Frametime > frame_speed ){
4409 nprintf(("warning","slow frame: %x\n",Frametime));
4412 thistime = timer_get_fixed_seconds();
4413 Frametime = thistime - Last_time;
4414 } while (Frametime < frame_speed );
4416 Frametime = frame_speed;
4420 SDL_assert( Framerate_cap > 0 );
4422 // Cap the framerate so it doesn't get too high.
4426 cap = F1_0/Framerate_cap;
4427 if (Frametime < cap) {
4428 thistime = cap - Frametime;
4429 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4430 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4432 thistime = timer_get_fixed_seconds();
4436 if((Game_mode & GM_STANDALONE_SERVER) &&
4437 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4439 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4440 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4442 thistime += fl2f((frame_cap_diff));
4444 Frametime = thistime - Last_time;
4447 // If framerate is too low, cap it.
4448 if (Frametime > MAX_FRAMETIME) {
4450 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4452 Frametime = MAX_FRAMETIME;
4455 Frametime = fixmul(Frametime, Game_time_compression);
4457 Last_time = thistime;
4458 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4460 flFrametime = f2fl(Frametime);
4461 //if(!(Game_mode & GM_PLAYING_DEMO)){
4462 timestamp_inc(flFrametime);
4464 /* if ((Framecount > 0) && (Framecount < 10)) {
4465 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4470 // This is called from game_do_frame(), and from navmap_do_frame()
4471 void game_update_missiontime()
4473 // TODO JAS: Put in if and move this into game_set_frametime,
4474 // fix navmap to call game_stop/start_time
4475 //if ( !timer_paused )
4476 Missiontime += Frametime;
4479 void game_do_frame()
4481 game_set_frametime(GS_STATE_GAME_PLAY);
4482 game_update_missiontime();
4484 if (Game_mode & GM_STANDALONE_SERVER) {
4485 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4488 if ( game_single_step && (last_single_step == game_single_step) ) {
4489 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4490 while( key_checkch() == 0 )
4492 os_set_title( XSTR( "FreeSpace", 171) );
4493 Last_time = timer_get_fixed_seconds();
4496 last_single_step = game_single_step;
4498 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4499 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4503 Keep_mouse_centered = 0;
4504 monitor_update(); // Update monitor variables
4507 void multi_maybe_do_frame()
4509 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4514 int Joymouse_button_status = 0;
4516 // Flush all input devices
4524 Joymouse_button_status = 0;
4526 //mprintf(("Game flush!\n" ));
4529 // function for multiplayer only which calls game_do_state_common() when running the
4531 void game_do_dc_networking()
4533 SDL_assert( Game_mode & GM_MULTIPLAYER );
4535 game_do_state_common( gameseq_get_state() );
4538 // Call this whenever in a loop, or when you need to check for a keystroke.
4539 int game_check_key()
4545 // convert keypad enter to normal enter
4546 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4547 k = (k & ~KEY_MASK) | SDLK_RETURN;
4552 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4554 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4555 static int Demo_show_trailer_timestamp = 0;
4557 void demo_reset_trailer_timer()
4559 Demo_show_trailer_timestamp = timer_get_milliseconds();
4562 void demo_maybe_show_trailer(int k)
4565 // if key pressed, reset demo trailer timer
4567 demo_reset_trailer_timer();
4571 // if mouse moved, reset demo trailer timer
4574 mouse_get_delta(&dx, &dy);
4575 if ( (dx > 0) || (dy > 0) ) {
4576 demo_reset_trailer_timer();
4580 // if joystick has moved, reset demo trailer timer
4583 joy_get_delta(&dx, &dy);
4584 if ( (dx > 0) || (dy > 0) ) {
4585 demo_reset_trailer_timer();
4589 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4590 // the low-level code. Ugly, I know... but was the simplest and most
4593 // if 30 seconds since last demo trailer time reset, launch movie
4594 if ( os_foreground() ) {
4595 int now = timer_get_milliseconds();
4596 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4597 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4599 movie_play( NOX("fstrailer2.mve") );
4600 demo_reset_trailer_timer();
4608 // same as game_check_key(), except this is used while actually in the game. Since there
4609 // generally are differences between game control keys and general UI keys, makes sense to
4610 // have seperate functions for each case. If you are not checking a game control while in a
4611 // mission, you should probably be using game_check_key() instead.
4616 if (!os_foreground()) {
4621 // If we're in a single player game, pause it.
4622 if (!(Game_mode & GM_MULTIPLAYER)){
4623 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4624 game_process_pause_key();
4631 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4632 demo_maybe_show_trailer(k);
4635 // Move the mouse cursor with the joystick.
4636 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4637 // Move the mouse cursor with the joystick
4641 joy_get_pos( &jx, &jy, &jz, &jr );
4643 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4644 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4647 mouse_get_real_pos( &mx, &my );
4648 mouse_set_pos( mx+dx, my+dy );
4653 m = mouse_down(MOUSE_LEFT_BUTTON);
4655 if ( j != Joymouse_button_status ) {
4656 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4657 Joymouse_button_status = j;
4659 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4660 } else if ( (!j) && (m) ) {
4661 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4666 // if we should be ignoring keys because of some multiplayer situations
4667 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4671 // If a popup is running, don't process all the Fn keys
4672 if( popup_active() ) {
4676 state = gameseq_get_state();
4678 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4681 case KEY_DEBUGGED + SDLK_BACKSPACE:
4686 launch_context_help();
4691 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4693 // don't allow f2 while warping out in multiplayer
4694 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4699 case GS_STATE_INITIAL_PLAYER_SELECT:
4700 case GS_STATE_OPTIONS_MENU:
4701 case GS_STATE_HUD_CONFIG:
4702 case GS_STATE_CONTROL_CONFIG:
4703 case GS_STATE_DEATH_DIED:
4704 case GS_STATE_DEATH_BLEW_UP:
4705 case GS_STATE_VIEW_MEDALS:
4709 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4716 // hotkey selection screen -- only valid from briefing and beyond.
4718 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4719 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) ) {
4720 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4726 case KEY_DEBUGGED + SDLK_F3:
4727 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4730 case KEY_DEBUGGED + SDLK_F4:
4731 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4735 if(Game_mode & GM_MULTIPLAYER){
4736 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4737 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4741 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4742 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4748 case SDLK_ESCAPE | KEY_SHIFTED:
4749 // make sure to quit properly out of multiplayer
4750 if(Game_mode & GM_MULTIPLAYER){
4751 multi_quit_game(PROMPT_NONE);
4754 gameseq_post_event( GS_EVENT_QUIT_GAME );
4759 case KEY_DEBUGGED + SDLK_p:
4762 case SDLK_PRINTSCREEN:
4764 static int counter = 0;
4769 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4771 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4772 gr_print_screen(tmp_name);
4780 case KEY_SHIFTED | SDLK_RETURN: {
4782 #if !defined(NDEBUG)
4784 if ( Game_mode & GM_NORMAL ){
4788 // if we're in multiplayer mode, do some special networking
4789 if(Game_mode & GM_MULTIPLAYER){
4790 debug_console(game_do_dc_networking);
4797 if ( Game_mode & GM_NORMAL )
4811 gameseq_post_event(GS_EVENT_QUIT_GAME);
4814 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4817 void camera_set_position( vector *pos )
4822 void camera_set_orient( matrix *orient )
4824 Camera_orient = *orient;
4827 void camera_set_velocity( vector *vel, int instantaneous )
4829 Camera_desired_velocity.xyz.x = 0.0f;
4830 Camera_desired_velocity.xyz.y = 0.0f;
4831 Camera_desired_velocity.xyz.z = 0.0f;
4833 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4834 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4835 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4837 if ( instantaneous ) {
4838 Camera_velocity = Camera_desired_velocity;
4846 vector new_vel, delta_pos;
4848 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4849 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4850 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4852 Camera_velocity = new_vel;
4854 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4856 vm_vec_add2( &Camera_pos, &delta_pos );
4858 float ot = Camera_time+0.0f;
4860 Camera_time += flFrametime;
4862 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4865 tmp.xyz.z = 4.739f; // always go this fast forward.
4867 // pick x and y velocities so they are always on a
4868 // circle with a 25 m radius.
4870 float tmp_angle = frand()*PI2;
4872 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4873 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4875 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4877 //mprintf(( "Changing velocity!\n" ));
4878 camera_set_velocity( &tmp, 0 );
4881 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4882 vector tmp = ZERO_VECTOR;
4883 camera_set_velocity( &tmp, 0 );
4888 void end_demo_campaign_do()
4890 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4891 // show upsell screens
4892 demo_upsell_show_screens();
4893 #elif defined(OEM_BUILD)
4894 // show oem upsell screens
4895 oem_upsell_show_screens();
4898 // drop into main hall
4899 gameseq_post_event( GS_EVENT_MAIN_MENU );
4902 // All code to process events. This is the only place
4903 // that you should change the state of the game.
4904 void game_process_event( int current_state, int event )
4906 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4909 case GS_EVENT_SIMULATOR_ROOM:
4910 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4913 case GS_EVENT_MAIN_MENU:
4914 gameseq_set_state(GS_STATE_MAIN_MENU);
4917 case GS_EVENT_OPTIONS_MENU:
4918 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4921 case GS_EVENT_BARRACKS_MENU:
4922 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4925 case GS_EVENT_TECH_MENU:
4926 gameseq_set_state(GS_STATE_TECH_MENU);
4929 case GS_EVENT_TRAINING_MENU:
4930 gameseq_set_state(GS_STATE_TRAINING_MENU);
4933 case GS_EVENT_START_GAME:
4934 Select_default_ship = 0;
4935 Player_multi_died_check = -1;
4936 gameseq_set_state(GS_STATE_CMD_BRIEF);
4939 case GS_EVENT_START_BRIEFING:
4940 gameseq_set_state(GS_STATE_BRIEFING);
4943 case GS_EVENT_DEBRIEF:
4944 // did we end the campaign in the main freespace 2 single player campaign?
4946 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4948 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4950 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4952 gameseq_set_state(GS_STATE_DEBRIEF);
4955 Player_multi_died_check = -1;
4958 case GS_EVENT_SHIP_SELECTION:
4959 gameseq_set_state( GS_STATE_SHIP_SELECT );
4962 case GS_EVENT_WEAPON_SELECTION:
4963 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4966 case GS_EVENT_ENTER_GAME:
4968 // maybe start recording a demo
4970 demo_start_record("test.fsd");
4974 if (Game_mode & GM_MULTIPLAYER) {
4975 // if we're respawning, make sure we change the view mode so that the hud shows up
4976 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4980 gameseq_set_state(GS_STATE_GAME_PLAY);
4982 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4985 Player_multi_died_check = -1;
4987 // clear multiplayer button info
4988 extern button_info Multi_ship_status_bi;
4989 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4991 Start_time = f2fl(timer_get_approx_seconds());
4993 mprintf(("Entering game at time = %7.3f\n", Start_time));
4997 case GS_EVENT_START_GAME_QUICK:
4998 Select_default_ship = 1;
4999 gameseq_post_event(GS_EVENT_ENTER_GAME);
5003 case GS_EVENT_END_GAME:
5004 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5005 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5006 gameseq_set_state(GS_STATE_MAIN_MENU);
5011 Player_multi_died_check = -1;
5014 case GS_EVENT_QUIT_GAME:
5015 main_hall_stop_music();
5016 main_hall_stop_ambient();
5017 gameseq_set_state(GS_STATE_QUIT_GAME);
5019 Player_multi_died_check = -1;
5022 case GS_EVENT_GAMEPLAY_HELP:
5023 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5026 case GS_EVENT_PAUSE_GAME:
5027 gameseq_push_state(GS_STATE_GAME_PAUSED);
5030 case GS_EVENT_DEBUG_PAUSE_GAME:
5031 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5034 case GS_EVENT_TRAINING_PAUSE:
5035 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5038 case GS_EVENT_PREVIOUS_STATE:
5039 gameseq_pop_state();
5042 case GS_EVENT_TOGGLE_FULLSCREEN:
5043 gr_toggle_fullscreen();
5046 case GS_EVENT_TOGGLE_GLIDE:
5049 case GS_EVENT_LOAD_MISSION_MENU:
5052 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5053 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5056 case GS_EVENT_HUD_CONFIG:
5057 gameseq_push_state( GS_STATE_HUD_CONFIG );
5060 case GS_EVENT_CONTROL_CONFIG:
5061 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5064 case GS_EVENT_DEATH_DIED:
5065 gameseq_set_state( GS_STATE_DEATH_DIED );
5068 case GS_EVENT_DEATH_BLEW_UP:
5069 if ( current_state == GS_STATE_DEATH_DIED ) {
5070 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5071 event_music_player_death();
5073 // multiplayer clients set their extra check here
5074 if(Game_mode & GM_MULTIPLAYER){
5075 // set the multi died absolute last chance check
5076 Player_multi_died_check = time(NULL);
5079 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5083 case GS_EVENT_NEW_CAMPAIGN:
5084 if (!mission_load_up_campaign()){
5085 readyroom_continue_campaign();
5088 Player_multi_died_check = -1;
5091 case GS_EVENT_CAMPAIGN_CHEAT:
5092 if (!mission_load_up_campaign()){
5094 // bash campaign value
5095 extern char Main_hall_campaign_cheat[512];
5098 // look for the mission
5099 for(idx=0; idx<Campaign.num_missions; idx++){
5100 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5101 Campaign.next_mission = idx;
5102 Campaign.prev_mission = idx - 1;
5109 readyroom_continue_campaign();
5112 Player_multi_died_check = -1;
5115 case GS_EVENT_CAMPAIGN_ROOM:
5116 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5119 case GS_EVENT_CMD_BRIEF:
5120 gameseq_set_state(GS_STATE_CMD_BRIEF);
5123 case GS_EVENT_RED_ALERT:
5124 gameseq_set_state(GS_STATE_RED_ALERT);
5127 case GS_EVENT_CREDITS:
5128 gameseq_set_state( GS_STATE_CREDITS );
5131 case GS_EVENT_VIEW_MEDALS:
5132 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5135 case GS_EVENT_SHOW_GOALS:
5136 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5139 case GS_EVENT_HOTKEY_SCREEN:
5140 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5143 // multiplayer stuff follow these comments
5146 gameseq_set_state(GS_STATE_PXO);
5149 case GS_EVENT_PXO_HELP:
5150 gameseq_set_state(GS_STATE_PXO_HELP);
5153 case GS_EVENT_MULTI_JOIN_GAME:
5154 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5157 case GS_EVENT_MULTI_HOST_SETUP:
5158 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5161 case GS_EVENT_MULTI_CLIENT_SETUP:
5162 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5165 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5166 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5169 case GS_EVENT_MULTI_STD_WAIT:
5170 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5173 case GS_EVENT_STANDALONE_MAIN:
5174 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5177 case GS_EVENT_MULTI_PAUSE:
5178 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5181 case GS_EVENT_INGAME_PRE_JOIN:
5182 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5185 case GS_EVENT_EVENT_DEBUG:
5186 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5189 // Start a warpout where player automatically goes 70 no matter what
5190 // and can't cancel out of it.
5191 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5192 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5194 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5195 Player->saved_viewer_mode = Viewer_mode;
5196 Player->control_mode = PCM_WARPOUT_STAGE1;
5197 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5198 Warpout_time = 0.0f; // Start timer!
5201 case GS_EVENT_PLAYER_WARPOUT_START:
5202 if ( Player->control_mode != PCM_NORMAL ) {
5203 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5205 Player->saved_viewer_mode = Viewer_mode;
5206 Player->control_mode = PCM_WARPOUT_STAGE1;
5207 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5208 Warpout_time = 0.0f; // Start timer!
5209 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5213 case GS_EVENT_PLAYER_WARPOUT_STOP:
5214 if ( Player->control_mode != PCM_NORMAL ) {
5215 if ( !Warpout_forced ) { // cannot cancel forced warpout
5216 Player->control_mode = PCM_NORMAL;
5217 Viewer_mode = Player->saved_viewer_mode;
5218 hud_subspace_notify_abort();
5219 mprintf(( "Player put back to normal mode.\n" ));
5220 if ( Warpout_sound > -1 ) {
5221 snd_stop( Warpout_sound );
5228 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5229 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5230 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5231 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5233 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5234 shipfx_warpout_start( Player_obj );
5235 Player->control_mode = PCM_WARPOUT_STAGE2;
5236 Player->saved_viewer_mode = Viewer_mode;
5237 Viewer_mode |= VM_WARP_CHASE;
5239 vector tmp = Player_obj->pos;
5241 ship_get_eye( &tmp, &tmp_m, Player_obj );
5242 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5243 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5244 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5246 camera_set_position( &tmp );
5247 camera_set_orient( &Player_obj->orient );
5248 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5250 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5251 camera_set_velocity( &tmp_vel, 1);
5255 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5256 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5257 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5258 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5260 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5261 Player->control_mode = PCM_WARPOUT_STAGE3;
5265 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5266 mprintf(( "Player warped out. Going to debriefing!\n" ));
5267 Player->control_mode = PCM_NORMAL;
5268 Viewer_mode = Player->saved_viewer_mode;
5271 // we have a special debriefing screen for multiplayer furballs
5272 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5273 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5275 // do the normal debriefing for all other situations
5277 gameseq_post_event(GS_EVENT_DEBRIEF);
5281 case GS_EVENT_STANDALONE_POSTGAME:
5282 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5285 case GS_EVENT_INITIAL_PLAYER_SELECT:
5286 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5289 case GS_EVENT_GAME_INIT:
5290 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5291 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5293 // see if the command line option has been set to use the last pilot, and act acoordingly
5294 if( player_select_get_last_pilot() ) {
5295 // always enter the main menu -- do the automatic network startup stuff elsewhere
5296 // so that we still have valid checks for networking modes, etc.
5297 gameseq_set_state(GS_STATE_MAIN_MENU);
5299 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5304 case GS_EVENT_MULTI_MISSION_SYNC:
5305 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5308 case GS_EVENT_MULTI_START_GAME:
5309 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5312 case GS_EVENT_MULTI_HOST_OPTIONS:
5313 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5316 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5317 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5320 case GS_EVENT_TEAM_SELECT:
5321 gameseq_set_state(GS_STATE_TEAM_SELECT);
5324 case GS_EVENT_END_CAMPAIGN:
5325 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5328 case GS_EVENT_END_DEMO:
5329 gameseq_set_state(GS_STATE_END_DEMO);
5332 case GS_EVENT_LOOP_BRIEF:
5333 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5342 // Called when a state is being left.
5343 // The current state is still at old_state, but as soon as
5344 // this function leaves, then the current state will become
5345 // new state. You should never try to change the state
5346 // in here... if you think you need to, you probably really
5347 // need to post an event, not change the state.
5348 void game_leave_state( int old_state, int new_state )
5350 int end_mission = 1;
5352 switch (new_state) {
5353 case GS_STATE_GAME_PAUSED:
5354 case GS_STATE_DEBUG_PAUSED:
5355 case GS_STATE_OPTIONS_MENU:
5356 case GS_STATE_CONTROL_CONFIG:
5357 case GS_STATE_MISSION_LOG_SCROLLBACK:
5358 case GS_STATE_DEATH_DIED:
5359 case GS_STATE_SHOW_GOALS:
5360 case GS_STATE_HOTKEY_SCREEN:
5361 case GS_STATE_MULTI_PAUSED:
5362 case GS_STATE_TRAINING_PAUSED:
5363 case GS_STATE_EVENT_DEBUG:
5364 case GS_STATE_GAMEPLAY_HELP:
5365 end_mission = 0; // these events shouldn't end a mission
5369 switch (old_state) {
5370 case GS_STATE_BRIEFING:
5371 brief_stop_voices();
5372 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5373 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5374 && (new_state != GS_STATE_TEAM_SELECT) ){
5375 common_select_close();
5376 if ( new_state == GS_STATE_MAIN_MENU ) {
5377 freespace_stop_mission();
5381 // COMMAND LINE OPTION
5382 if (Cmdline_multi_stream_chat_to_file){
5383 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5384 cfclose(Multi_chat_stream);
5388 case GS_STATE_DEBRIEF:
5389 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5394 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5395 multi_df_debrief_close();
5398 case GS_STATE_LOAD_MISSION_MENU:
5401 case GS_STATE_SIMULATOR_ROOM:
5405 case GS_STATE_CAMPAIGN_ROOM:
5406 campaign_room_close();
5409 case GS_STATE_CMD_BRIEF:
5410 if (new_state == GS_STATE_OPTIONS_MENU) {
5415 if (new_state == GS_STATE_MAIN_MENU)
5416 freespace_stop_mission();
5421 case GS_STATE_RED_ALERT:
5425 case GS_STATE_SHIP_SELECT:
5426 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5427 new_state != GS_STATE_HOTKEY_SCREEN &&
5428 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5429 common_select_close();
5430 if ( new_state == GS_STATE_MAIN_MENU ) {
5431 freespace_stop_mission();
5436 case GS_STATE_WEAPON_SELECT:
5437 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5438 new_state != GS_STATE_HOTKEY_SCREEN &&
5439 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5440 common_select_close();
5441 if ( new_state == GS_STATE_MAIN_MENU ) {
5442 freespace_stop_mission();
5447 case GS_STATE_TEAM_SELECT:
5448 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5449 new_state != GS_STATE_HOTKEY_SCREEN &&
5450 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5451 common_select_close();
5452 if ( new_state == GS_STATE_MAIN_MENU ) {
5453 freespace_stop_mission();
5458 case GS_STATE_MAIN_MENU:
5459 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5466 case GS_STATE_OPTIONS_MENU:
5467 //game_start_time();
5468 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5469 multi_join_clear_game_list();
5471 options_menu_close();
5474 case GS_STATE_BARRACKS_MENU:
5475 if(new_state != GS_STATE_VIEW_MEDALS){
5480 case GS_STATE_MISSION_LOG_SCROLLBACK:
5481 hud_scrollback_close();
5484 case GS_STATE_TRAINING_MENU:
5485 training_menu_close();
5488 case GS_STATE_GAME_PLAY:
5489 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5490 player_save_target_and_weapon_link_prefs();
5491 game_stop_looped_sounds();
5494 sound_env_disable();
5495 joy_ff_stop_effects();
5497 // stop game time under certain conditions
5498 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5503 // shut down any recording or playing demos
5508 // when in multiplayer and going back to the main menu, send a leave game packet
5509 // right away (before calling stop mission). stop_mission was taking to long to
5510 // close mission down and I want people to get notified ASAP.
5511 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5512 multi_quit_game(PROMPT_NONE);
5515 freespace_stop_mission();
5516 Game_time_compression = F1_0;
5520 case GS_STATE_TECH_MENU:
5524 case GS_STATE_TRAINING_PAUSED:
5525 Training_num_lines = 0;
5526 // fall through to GS_STATE_GAME_PAUSED
5528 case GS_STATE_GAME_PAUSED:
5530 if ( end_mission ) {
5535 case GS_STATE_DEBUG_PAUSED:
5538 pause_debug_close();
5542 case GS_STATE_HUD_CONFIG:
5546 // join/start a game
5547 case GS_STATE_MULTI_JOIN_GAME:
5548 if(new_state != GS_STATE_OPTIONS_MENU){
5549 multi_join_game_close();
5553 case GS_STATE_MULTI_HOST_SETUP:
5554 case GS_STATE_MULTI_CLIENT_SETUP:
5555 // if this is just the host going into the options screen, don't do anything
5556 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5560 // close down the proper state
5561 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5562 multi_create_game_close();
5564 multi_game_client_setup_close();
5567 // COMMAND LINE OPTION
5568 if (Cmdline_multi_stream_chat_to_file){
5569 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5570 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5571 cfclose(Multi_chat_stream);
5576 case GS_STATE_CONTROL_CONFIG:
5577 control_config_close();
5580 case GS_STATE_DEATH_DIED:
5581 Game_mode &= ~GM_DEAD_DIED;
5583 // early end while respawning or blowing up in a multiplayer game
5584 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5586 freespace_stop_mission();
5590 case GS_STATE_DEATH_BLEW_UP:
5591 Game_mode &= ~GM_DEAD_BLEW_UP;
5593 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5594 // to determine if I should do anything.
5595 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5597 freespace_stop_mission();
5600 // if we are not respawing as an observer or as a player, our new state will not
5601 // be gameplay state.
5602 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5603 game_stop_time(); // hasn't been called yet!!
5604 freespace_stop_mission();
5610 case GS_STATE_CREDITS:
5614 case GS_STATE_VIEW_MEDALS:
5618 case GS_STATE_SHOW_GOALS:
5619 mission_show_goals_close();
5622 case GS_STATE_HOTKEY_SCREEN:
5623 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5624 mission_hotkey_close();
5628 case GS_STATE_MULTI_MISSION_SYNC:
5629 // if we're moving into the options menu, don't do anything
5630 if(new_state == GS_STATE_OPTIONS_MENU){
5634 SDL_assert( Game_mode & GM_MULTIPLAYER );
5636 if ( new_state == GS_STATE_GAME_PLAY ){
5637 // palette_restore_palette();
5639 // change a couple of flags to indicate our state!!!
5640 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5641 send_netplayer_update_packet();
5643 // set the game mode
5644 Game_mode |= GM_IN_MISSION;
5648 case GS_STATE_VIEW_CUTSCENES:
5649 cutscenes_screen_close();
5652 case GS_STATE_MULTI_STD_WAIT:
5653 multi_standalone_wait_close();
5656 case GS_STATE_STANDALONE_MAIN:
5657 standalone_main_close();
5658 if(new_state == GS_STATE_MULTI_STD_WAIT){
5659 init_multiplayer_stats();
5663 case GS_STATE_MULTI_PAUSED:
5664 // if ( end_mission ){
5669 case GS_STATE_INGAME_PRE_JOIN:
5670 multi_ingame_select_close();
5673 case GS_STATE_STANDALONE_POSTGAME:
5674 multi_standalone_postgame_close();
5677 case GS_STATE_INITIAL_PLAYER_SELECT:
5678 player_select_close();
5681 case GS_STATE_MULTI_START_GAME:
5682 multi_start_game_close();
5685 case GS_STATE_MULTI_HOST_OPTIONS:
5686 multi_host_options_close();
5689 case GS_STATE_END_OF_CAMPAIGN:
5690 mission_campaign_end_close();
5693 case GS_STATE_LOOP_BRIEF:
5698 if (new_state != GS_STATE_PXO_HELP) {
5703 case GS_STATE_PXO_HELP:
5704 multi_pxo_help_close();
5709 // Called when a state is being entered.
5710 // The current state is set to the state we're entering at
5711 // this point, and old_state is set to the state we're coming
5712 // from. You should never try to change the state
5713 // in here... if you think you need to, you probably really
5714 // need to post an event, not change the state.
5716 void game_enter_state( int old_state, int new_state )
5718 switch (new_state) {
5719 case GS_STATE_MAIN_MENU:
5720 // in multiplayer mode, be sure that we are not doing networking anymore.
5721 if ( Game_mode & GM_MULTIPLAYER ) {
5722 SDL_assert( Net_player != NULL );
5723 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5726 Game_time_compression = F1_0;
5728 // determine which ship this guy is currently based on
5729 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5732 if (Player->on_bastion) {
5740 case GS_STATE_BRIEFING:
5741 main_hall_stop_music();
5742 main_hall_stop_ambient();
5744 if (Game_mode & GM_NORMAL) {
5745 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5746 // MWA: or from options or hotkey screens
5747 // JH: or if the command brief state already did this
5748 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5749 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5750 && (old_state != GS_STATE_CMD_BRIEF) ) {
5751 if ( !game_start_mission() ) // this should put us into a new state on failure!
5755 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5756 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5757 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5759 Game_time_compression = F1_0;
5761 if ( red_alert_mission() ) {
5762 gameseq_post_event(GS_EVENT_RED_ALERT);
5769 case GS_STATE_DEBRIEF:
5770 game_stop_looped_sounds();
5771 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5772 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5777 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5778 multi_df_debrief_init();
5781 case GS_STATE_LOAD_MISSION_MENU:
5784 case GS_STATE_SIMULATOR_ROOM:
5788 case GS_STATE_CAMPAIGN_ROOM:
5789 campaign_room_init();
5792 case GS_STATE_RED_ALERT:
5793 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5797 case GS_STATE_CMD_BRIEF: {
5798 int team_num = 0; // team number used as index for which cmd brief to use.
5800 if (old_state == GS_STATE_OPTIONS_MENU) {
5804 main_hall_stop_music();
5805 main_hall_stop_ambient();
5807 if (Game_mode & GM_NORMAL) {
5808 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5809 // MWA: or from options or hotkey screens
5810 // JH: or if the command brief state already did this
5811 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5812 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5813 if ( !game_start_mission() ) // this should put us into a new state on failure!
5818 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5819 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5820 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5822 cmd_brief_init(team_num);
5828 case GS_STATE_SHIP_SELECT:
5832 case GS_STATE_WEAPON_SELECT:
5833 weapon_select_init();
5836 case GS_STATE_TEAM_SELECT:
5840 case GS_STATE_GAME_PAUSED:
5845 case GS_STATE_DEBUG_PAUSED:
5846 // game_stop_time();
5847 // os_set_title("FreeSpace - PAUSED");
5850 case GS_STATE_TRAINING_PAUSED:
5857 case GS_STATE_OPTIONS_MENU:
5859 options_menu_init();
5862 case GS_STATE_GAME_PLAY:
5863 // coming from the gameplay state or the main menu, we might need to load the mission
5864 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5865 if ( !game_start_mission() ) // this should put us into a new state.
5870 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5871 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5872 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5873 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5874 (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)) ) {
5875 // JAS: Used to do all paging here.
5879 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5883 main_hall_stop_music();
5884 main_hall_stop_ambient();
5885 event_music_first_pattern(); // start the first pattern
5888 // special code that restores player ship selection and weapons loadout when doing a quick start
5889 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5890 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5891 wss_direct_restore_loadout();
5895 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5896 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5897 event_music_first_pattern(); // start the first pattern
5900 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5901 event_music_first_pattern(); // start the first pattern
5903 player_restore_target_and_weapon_link_prefs();
5905 Game_mode |= GM_IN_MISSION;
5908 // required to truely make mouse deltas zeroed in debug mouse code
5909 void mouse_force_pos(int x, int y);
5910 if (!Is_standalone) {
5911 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5917 // only start time if in single player, or coming from multi wait state
5920 (Game_mode & GM_NORMAL) &&
5921 (old_state != GS_STATE_VIEW_CUTSCENES)
5923 (Game_mode & GM_MULTIPLAYER) && (
5924 (old_state == GS_STATE_MULTI_PAUSED) ||
5925 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5931 // when coming from the multi paused state, reset the timestamps
5932 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5933 multi_reset_timestamps();
5936 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5937 // initialize all object update details
5938 multi_oo_gameplay_init();
5941 // under certain circumstances, the server should reset the object update rate limiting stuff
5942 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5943 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5945 // reinitialize the rate limiting system for all clients
5946 multi_oo_rate_init_all();
5949 // multiplayer clients should always re-initialize their control info rate limiting system
5950 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5951 multi_oo_rate_init_all();
5955 if(Game_mode & GM_MULTIPLAYER){
5956 multi_ping_reset_players();
5959 Game_subspace_effect = 0;
5960 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5961 Game_subspace_effect = 1;
5962 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5963 game_start_subspace_ambient_sound();
5967 sound_env_set(&Game_sound_env);
5968 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5970 // clear multiplayer button info i
5971 extern button_info Multi_ship_status_bi;
5972 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5975 case GS_STATE_HUD_CONFIG:
5979 case GS_STATE_MULTI_JOIN_GAME:
5980 multi_join_clear_game_list();
5982 if (old_state != GS_STATE_OPTIONS_MENU) {
5983 multi_join_game_init();
5988 case GS_STATE_MULTI_HOST_SETUP:
5989 // don't reinitialize if we're coming back from the host options screen
5990 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
5991 multi_create_game_init();
5996 case GS_STATE_MULTI_CLIENT_SETUP:
5997 if (old_state != GS_STATE_OPTIONS_MENU) {
5998 multi_game_client_setup_init();
6003 case GS_STATE_CONTROL_CONFIG:
6004 control_config_init();
6007 case GS_STATE_TECH_MENU:
6011 case GS_STATE_BARRACKS_MENU:
6012 if(old_state != GS_STATE_VIEW_MEDALS){
6017 case GS_STATE_MISSION_LOG_SCROLLBACK:
6018 hud_scrollback_init();
6021 case GS_STATE_DEATH_DIED:
6022 Player_died_time = timestamp(10);
6024 if(!(Game_mode & GM_MULTIPLAYER)){
6025 player_show_death_message();
6027 Game_mode |= GM_DEAD_DIED;
6030 case GS_STATE_DEATH_BLEW_UP:
6031 if ( !popupdead_is_active() ) {
6032 Player_ai->target_objnum = -1;
6035 // stop any local EMP effect
6038 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6039 Game_mode |= GM_DEAD_BLEW_UP;
6040 Show_viewing_from_self = 0;
6042 // timestamp how long we should wait before displaying the died popup
6043 if ( !popupdead_is_active() ) {
6044 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6048 case GS_STATE_GAMEPLAY_HELP:
6049 gameplay_help_init();
6052 case GS_STATE_CREDITS:
6053 main_hall_stop_music();
6054 main_hall_stop_ambient();
6058 case GS_STATE_VIEW_MEDALS:
6059 medal_main_init(Player);
6062 case GS_STATE_SHOW_GOALS:
6063 mission_show_goals_init();
6066 case GS_STATE_HOTKEY_SCREEN:
6067 mission_hotkey_init();
6070 case GS_STATE_MULTI_MISSION_SYNC:
6071 // if we're coming from the options screen, don't do any
6072 if(old_state == GS_STATE_OPTIONS_MENU){
6076 switch(Multi_sync_mode){
6077 case MULTI_SYNC_PRE_BRIEFING:
6078 // if moving from game forming to the team select state
6081 case MULTI_SYNC_POST_BRIEFING:
6082 // if moving from briefing into the mission itself
6085 // tell everyone that we're now loading data
6086 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6087 send_netplayer_update_packet();
6089 // JAS: Used to do all paging here!!!!
6091 Net_player->state = NETPLAYER_STATE_WAITING;
6092 send_netplayer_update_packet();
6094 Game_time_compression = F1_0;
6096 case MULTI_SYNC_INGAME:
6102 case GS_STATE_VIEW_CUTSCENES:
6103 cutscenes_screen_init();
6106 case GS_STATE_MULTI_STD_WAIT:
6107 multi_standalone_wait_init();
6110 case GS_STATE_STANDALONE_MAIN:
6111 // don't initialize if we're coming from one of these 2 states unless there are no
6112 // players left (reset situation)
6113 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6114 standalone_main_init();
6118 case GS_STATE_MULTI_PAUSED:
6122 case GS_STATE_INGAME_PRE_JOIN:
6123 multi_ingame_select_init();
6126 case GS_STATE_STANDALONE_POSTGAME:
6127 multi_standalone_postgame_init();
6130 case GS_STATE_INITIAL_PLAYER_SELECT:
6131 player_select_init();
6134 case GS_STATE_MULTI_START_GAME:
6135 multi_start_game_init();
6138 case GS_STATE_MULTI_HOST_OPTIONS:
6139 multi_host_options_init();
6142 case GS_STATE_END_OF_CAMPAIGN:
6143 mission_campaign_end_init();
6146 case GS_STATE_LOOP_BRIEF:
6151 if (old_state != GS_STATE_PXO_HELP) {
6153 // TODO: use_last_channel?
6159 case GS_STATE_PXO_HELP:
6160 multi_pxo_help_init();
6166 // do stuff that may need to be done regardless of state
6167 void game_do_state_common(int state,int no_networking)
6169 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6170 snd_do_frame(); // update sound system
6171 event_music_do_frame(); // music needs to play across many states
6173 multi_log_process();
6175 if (no_networking) {
6179 // maybe do a multiplayer frame based on game mode and state type
6180 if (Game_mode & GM_MULTIPLAYER) {
6182 case GS_STATE_OPTIONS_MENU:
6183 case GS_STATE_GAMEPLAY_HELP:
6184 case GS_STATE_HOTKEY_SCREEN:
6185 case GS_STATE_HUD_CONFIG:
6186 case GS_STATE_CONTROL_CONFIG:
6187 case GS_STATE_MISSION_LOG_SCROLLBACK:
6188 case GS_STATE_SHOW_GOALS:
6189 case GS_STATE_VIEW_CUTSCENES:
6190 case GS_STATE_EVENT_DEBUG:
6191 multi_maybe_do_frame();
6195 game_do_networking();
6199 // Called once a frame.
6200 // You should never try to change the state
6201 // in here... if you think you need to, you probably really
6202 // need to post an event, not change the state.
6203 int Game_do_state_should_skip = 0;
6204 void game_do_state(int state)
6206 // always lets the do_state_common() function determine if the state should be skipped
6207 Game_do_state_should_skip = 0;
6209 // legal to set the should skip state anywhere in this function
6210 game_do_state_common(state); // do stuff that may need to be done regardless of state
6212 if(Game_do_state_should_skip){
6217 case GS_STATE_MAIN_MENU:
6218 game_set_frametime(GS_STATE_MAIN_MENU);
6219 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6222 main_hall_do(flFrametime);
6226 case GS_STATE_OPTIONS_MENU:
6227 game_set_frametime(GS_STATE_OPTIONS_MENU);
6228 options_menu_do_frame(flFrametime);
6231 case GS_STATE_BARRACKS_MENU:
6232 game_set_frametime(GS_STATE_BARRACKS_MENU);
6233 barracks_do_frame(flFrametime);
6236 case GS_STATE_TRAINING_MENU:
6237 game_set_frametime(GS_STATE_TRAINING_MENU);
6238 training_menu_do_frame(flFrametime);
6241 case GS_STATE_TECH_MENU:
6242 game_set_frametime(GS_STATE_TECH_MENU);
6243 techroom_do_frame(flFrametime);
6246 case GS_STATE_GAMEPLAY_HELP:
6247 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6248 gameplay_help_do_frame(flFrametime);
6251 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6255 case GS_STATE_GAME_PAUSED:
6259 case GS_STATE_DEBUG_PAUSED:
6261 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6266 case GS_STATE_TRAINING_PAUSED:
6267 game_training_pause_do();
6270 case GS_STATE_LOAD_MISSION_MENU:
6274 case GS_STATE_BRIEFING:
6275 game_set_frametime(GS_STATE_BRIEFING);
6276 brief_do_frame(flFrametime);
6279 case GS_STATE_DEBRIEF:
6280 game_set_frametime(GS_STATE_DEBRIEF);
6281 debrief_do_frame(flFrametime);
6284 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6285 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6286 multi_df_debrief_do();
6289 case GS_STATE_SHIP_SELECT:
6290 game_set_frametime(GS_STATE_SHIP_SELECT);
6291 ship_select_do(flFrametime);
6294 case GS_STATE_WEAPON_SELECT:
6295 game_set_frametime(GS_STATE_WEAPON_SELECT);
6296 weapon_select_do(flFrametime);
6299 case GS_STATE_MISSION_LOG_SCROLLBACK:
6300 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6301 hud_scrollback_do_frame(flFrametime);
6304 case GS_STATE_HUD_CONFIG:
6305 game_set_frametime(GS_STATE_HUD_CONFIG);
6306 hud_config_do_frame(flFrametime);
6309 case GS_STATE_MULTI_JOIN_GAME:
6310 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6311 multi_join_game_do_frame();
6314 case GS_STATE_MULTI_HOST_SETUP:
6315 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6316 multi_create_game_do();
6319 case GS_STATE_MULTI_CLIENT_SETUP:
6320 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6321 multi_game_client_setup_do_frame();
6324 case GS_STATE_CONTROL_CONFIG:
6325 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6326 control_config_do_frame(flFrametime);
6329 case GS_STATE_DEATH_DIED:
6333 case GS_STATE_DEATH_BLEW_UP:
6337 case GS_STATE_SIMULATOR_ROOM:
6338 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6339 sim_room_do_frame(flFrametime);
6342 case GS_STATE_CAMPAIGN_ROOM:
6343 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6344 campaign_room_do_frame(flFrametime);
6347 case GS_STATE_RED_ALERT:
6348 game_set_frametime(GS_STATE_RED_ALERT);
6349 red_alert_do_frame(flFrametime);
6352 case GS_STATE_CMD_BRIEF:
6353 game_set_frametime(GS_STATE_CMD_BRIEF);
6354 cmd_brief_do_frame(flFrametime);
6357 case GS_STATE_CREDITS:
6358 game_set_frametime(GS_STATE_CREDITS);
6359 credits_do_frame(flFrametime);
6362 case GS_STATE_VIEW_MEDALS:
6363 game_set_frametime(GS_STATE_VIEW_MEDALS);
6367 case GS_STATE_SHOW_GOALS:
6368 game_set_frametime(GS_STATE_SHOW_GOALS);
6369 mission_show_goals_do_frame(flFrametime);
6372 case GS_STATE_HOTKEY_SCREEN:
6373 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6374 mission_hotkey_do_frame(flFrametime);
6377 case GS_STATE_VIEW_CUTSCENES:
6378 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6379 cutscenes_screen_do_frame();
6382 case GS_STATE_MULTI_STD_WAIT:
6383 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6384 multi_standalone_wait_do();
6387 case GS_STATE_STANDALONE_MAIN:
6388 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6389 standalone_main_do();
6392 case GS_STATE_MULTI_PAUSED:
6393 game_set_frametime(GS_STATE_MULTI_PAUSED);
6397 case GS_STATE_TEAM_SELECT:
6398 game_set_frametime(GS_STATE_TEAM_SELECT);
6402 case GS_STATE_INGAME_PRE_JOIN:
6403 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6404 multi_ingame_select_do();
6407 case GS_STATE_EVENT_DEBUG:
6409 game_set_frametime(GS_STATE_EVENT_DEBUG);
6410 game_show_event_debug(flFrametime);
6414 case GS_STATE_STANDALONE_POSTGAME:
6415 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6416 multi_standalone_postgame_do();
6419 case GS_STATE_INITIAL_PLAYER_SELECT:
6420 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6424 case GS_STATE_MULTI_MISSION_SYNC:
6425 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6429 case GS_STATE_MULTI_START_GAME:
6430 game_set_frametime(GS_STATE_MULTI_START_GAME);
6431 multi_start_game_do();
6434 case GS_STATE_MULTI_HOST_OPTIONS:
6435 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6436 multi_host_options_do();
6439 case GS_STATE_END_OF_CAMPAIGN:
6440 mission_campaign_end_do();
6443 case GS_STATE_END_DEMO:
6444 game_set_frametime(GS_STATE_END_DEMO);
6445 end_demo_campaign_do();
6448 case GS_STATE_LOOP_BRIEF:
6449 game_set_frametime(GS_STATE_LOOP_BRIEF);
6454 game_set_frametime(GS_STATE_PXO);
6458 case GS_STATE_PXO_HELP:
6459 game_set_frametime(GS_STATE_PXO_HELP);
6460 multi_pxo_help_do();
6463 } // end switch(gs_current_state)
6467 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6468 int game_do_ram_check(int ram_in_mbytes)
6470 if ( ram_in_mbytes < 30 ) {
6471 int allowed_to_run = 1;
6472 if ( ram_in_mbytes < 25 ) {
6478 if ( allowed_to_run ) {
6479 SDL_MessageBoxData mboxd;
6480 SDL_MessageBoxButtonData mboxbuttons[2];
6483 // not a translated string, but it's too long and smartdrv isn't
6484 // really a thing for any OS we now support :p
6485 // 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);
6486 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6488 mboxbuttons[0].buttonid = 0;
6489 mboxbuttons[0].text = XSTR("Ok", 503);
6490 mboxbuttons[0].flags = 0;
6492 mboxbuttons[1].buttonid = 1;
6493 mboxbuttons[1].text = XSTR("Cancel", 504);
6494 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6496 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6497 mboxd.title = XSTR( "Not Enough RAM", 194);
6498 mboxd.message = tmp;
6499 mboxd.numbuttons = 2;
6500 mboxd.buttons = mboxbuttons;
6501 mboxd.window = NULL;
6502 mboxd.colorScheme = NULL;
6504 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6506 if ( msgbox_rval == 1 ) {
6510 // not a translated string, but it's too long and smartdrv isn't
6511 // really a thing for any OS we now support :p
6512 // 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);
6513 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6515 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6524 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6525 // If so, copy it over and remove the update directory.
6526 void game_maybe_update_launcher(char *exe_dir)
6531 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6535 int sub_total_destroyed = 0;
6539 // get the total for all his children
6540 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6541 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6544 // find the # of faces for this _individual_ object
6545 total = submodel_get_num_polys(model_num, sm);
6546 if(strstr(pm->submodel[sm].name, "-destroyed")){
6547 sub_total_destroyed = total;
6551 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6554 *out_total += total + sub_total;
6555 *out_destroyed_total += sub_total_destroyed;
6558 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6559 void game_spew_pof_info()
6561 char *pof_list[1000];
6564 int idx, model_num, i, j;
6566 int total, root_total, model_total, destroyed_total, counted;
6570 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6572 // spew info on all the pofs
6578 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6583 for(idx=0; idx<num_files; idx++, counted++){
6584 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6585 model_num = model_load(str, 0, NULL);
6587 pm = model_get(model_num);
6589 // if we have a real model
6594 // go through and print all raw submodels
6595 cfputs("RAW\n", out);
6598 for (i=0; i<pm->n_models; i++) {
6599 total = submodel_get_num_polys(model_num, i);
6601 model_total += total;
6602 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6605 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6608 // now go through and do it by LOD
6609 cfputs("BY LOD\n\n", out);
6610 for(i=0; i<pm->n_detail_levels; i++){
6611 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6615 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6617 destroyed_total = 0;
6618 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6619 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6622 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6625 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6627 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6629 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6632 cfputs("------------------------------------------------------------------------\n\n", out);
6636 if(counted >= MAX_POLYGON_MODELS - 5){
6649 game_spew_pof_info();
6652 int game_main(const char *szCmdLine)
6656 // Find out how much RAM is on this machine
6657 Freespace_total_ram = SDL_GetSystemRAM();
6659 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6663 if (!vm_init(24*1024*1024)) {
6664 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);
6668 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6670 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);
6679 extern void windebug_memwatch_init();
6680 windebug_memwatch_init();
6688 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6689 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6690 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6691 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6694 mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6696 mprintf((" (%s)", GIT_TAG));
6701 parse_cmdline(szCmdLine);
6703 mprintf(("--------------------------------------------------------------------------------\n"));
6705 #ifdef STANDALONE_ONLY_BUILD
6707 nprintf(("Network", "Standalone running"));
6710 nprintf(("Network", "Standalone running"));
6717 // maybe spew pof stuff
6718 if(Cmdline_spew_pof_info){
6719 game_spew_pof_info();
6724 // non-demo, non-standalone, play the intro movie
6726 if ( !Is_standalone ) {
6728 // release -- movies always play
6731 // 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
6732 movie_play( NOX("intro.mve") );
6734 // debug version, movie will only play with -showmovies
6735 #elif !defined(NDEBUG)
6737 movie_play( NOX("intro.mve") );
6740 if ( Cmdline_show_movies )
6741 movie_play( NOX("intro.mve") );
6750 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6752 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6756 // only important for non THREADED mode
6759 state = gameseq_process_events();
6760 if ( state == GS_STATE_QUIT_GAME ){
6765 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6767 demo_upsell_show_screens();
6769 #elif defined(OEM_BUILD)
6770 // show upsell screens on exit
6771 oem_upsell_show_screens();
6778 // launcher the fslauncher program on exit
6779 void game_launch_launcher_on_exit()
6787 // This function is called when FreeSpace terminates normally.
6789 void game_shutdown(void)
6791 // don't ever flip a page on the standalone!
6792 if(!(Game_mode & GM_STANDALONE_SERVER)){
6798 // if the player has left the "player select" screen and quit the game without actually choosing
6799 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6800 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6804 // load up common multiplayer icons
6805 multi_unload_common_icons();
6807 shockwave_close(); // release any memory used by shockwave system
6808 fireball_close(); // free fireball system
6809 ship_close(); // free any memory that was allocated for the ships
6810 weapon_close(); // free any memory that was allocated for the weapons
6811 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6812 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6813 bm_unload_all(); // free bitmaps
6814 mission_campaign_close(); // close out the campaign stuff
6815 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6816 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6818 #ifdef MULTI_USE_LAG
6822 // the menu close functions will unload the bitmaps if they were displayed during the game
6823 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6826 context_help_close(); // close out help system
6827 training_menu_close();
6828 lcl_close(); // be sure localization is closed out
6831 // free left-over memory from parsed tables
6832 cutscene_tbl_close();
6834 scoring_tbl_close();
6835 player_tips_close();
6837 extern void joy_close();
6840 audiostream_close();
6842 event_music_close();
6846 // HACKITY HACK HACK
6847 // if this flag is set, we should be firing up the launcher when exiting freespace
6848 extern int Multi_update_fireup_launcher_on_exit;
6849 if(Multi_update_fireup_launcher_on_exit){
6850 game_launch_launcher_on_exit();
6854 // game_stop_looped_sounds()
6856 // This function will call the appropriate stop looped sound functions for those
6857 // modules which use looping sounds. It is not enough just to stop a looping sound
6858 // at the DirectSound level, the game is keeping track of looping sounds, and this
6859 // function is used to inform the game that looping sounds are being halted.
6861 void game_stop_looped_sounds()
6863 hud_stop_looped_locking_sounds();
6864 hud_stop_looped_engine_sounds();
6865 afterburner_stop_sounds();
6866 player_stop_looped_sounds();
6867 obj_snd_stop_all(); // stop all object-linked persistant sounds
6868 game_stop_subspace_ambient_sound();
6869 snd_stop(Radar_static_looping);
6870 Radar_static_looping = -1;
6871 snd_stop(Target_static_looping);
6872 shipfx_stop_engine_wash_sound();
6873 Target_static_looping = -1;
6876 //////////////////////////////////////////////////////////////////////////
6878 // Code for supporting an animating mouse pointer
6881 //////////////////////////////////////////////////////////////////////////
6883 typedef struct animating_obj
6892 static animating_obj Animating_mouse;
6894 // ----------------------------------------------------------------------------
6895 // init_animating_pointer()
6897 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6898 // gets properly initialized
6900 void init_animating_pointer()
6902 Animating_mouse.first_frame = -1;
6903 Animating_mouse.num_frames = 0;
6904 Animating_mouse.current_frame = -1;
6905 Animating_mouse.time = 0.0f;
6906 Animating_mouse.elapsed_time = 0.0f;
6909 // ----------------------------------------------------------------------------
6910 // load_animating_pointer()
6912 // Called at game init to load in the frames for the animating mouse pointer
6914 // input: filename => filename of animation file that holds the animation
6916 void load_animating_pointer(const char *filename, int dx, int dy)
6921 init_animating_pointer();
6923 am = &Animating_mouse;
6924 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6925 if ( am->first_frame == -1 )
6926 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6927 am->current_frame = 0;
6928 am->time = am->num_frames / i2fl(fps);
6931 // ----------------------------------------------------------------------------
6932 // unload_animating_pointer()
6934 // Called at game shutdown to free the memory used to store the animation frames
6936 void unload_animating_pointer()
6941 am = &Animating_mouse;
6942 for ( i = 0; i < am->num_frames; i++ ) {
6943 SDL_assert( (am->first_frame+i) >= 0 );
6944 bm_release(am->first_frame + i);
6947 am->first_frame = -1;
6949 am->current_frame = -1;
6952 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6953 void game_render_mouse(float frametime)
6958 // if animating cursor exists, play the next frame
6959 am = &Animating_mouse;
6960 if ( am->first_frame != -1 ) {
6961 mouse_get_pos(&mx, &my);
6962 am->elapsed_time += frametime;
6963 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6964 if ( am->current_frame >= am->num_frames ) {
6965 am->current_frame = 0;
6966 am->elapsed_time = 0.0f;
6968 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6972 // ----------------------------------------------------------------------------
6973 // game_maybe_draw_mouse()
6975 // determines whether to draw the mouse pointer at all, and what frame of
6976 // animation to use if the mouse is animating
6978 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6980 // input: frametime => elapsed frame time in seconds since last call
6982 void game_maybe_draw_mouse(float frametime)
6986 game_state = gameseq_get_state();
6988 switch ( game_state ) {
6989 case GS_STATE_GAME_PAUSED:
6990 // case GS_STATE_MULTI_PAUSED:
6991 case GS_STATE_GAME_PLAY:
6992 case GS_STATE_DEATH_DIED:
6993 case GS_STATE_DEATH_BLEW_UP:
6994 if ( popup_active() || popupdead_is_active() ) {
7006 if ( !Mouse_hidden )
7007 game_render_mouse(frametime);
7011 void game_do_training_checks()
7015 waypoint_list *wplp;
7017 if (Training_context & TRAINING_CONTEXT_SPEED) {
7018 s = (int) Player_obj->phys_info.fspeed;
7019 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7020 if (!Training_context_speed_set) {
7021 Training_context_speed_set = 1;
7022 Training_context_speed_timestamp = timestamp();
7026 Training_context_speed_set = 0;
7029 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7030 wplp = &Waypoint_lists[Training_context_path];
7031 if (wplp->count > Training_context_goal_waypoint) {
7032 i = Training_context_goal_waypoint;
7034 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7035 if (d <= Training_context_distance) {
7036 Training_context_at_waypoint = i;
7037 if (Training_context_goal_waypoint == i) {
7038 Training_context_goal_waypoint++;
7039 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7046 if (i == wplp->count)
7049 } while (i != Training_context_goal_waypoint);
7053 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7054 Players_target = Player_ai->target_objnum;
7055 Players_targeted_subsys = Player_ai->targeted_subsys;
7056 Players_target_timestamp = timestamp();
7060 /////////// Following is for event debug view screen
7064 #define EVENT_DEBUG_MAX 5000
7065 #define EVENT_DEBUG_EVENT 0x8000
7067 int Event_debug_index[EVENT_DEBUG_MAX];
7070 void game_add_event_debug_index(int n, int indent)
7072 if (ED_count < EVENT_DEBUG_MAX)
7073 Event_debug_index[ED_count++] = n | (indent << 16);
7076 void game_add_event_debug_sexp(int n, int indent)
7081 if (Sexp_nodes[n].first >= 0) {
7082 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7083 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7087 game_add_event_debug_index(n, indent);
7088 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7089 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7091 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7094 void game_event_debug_init()
7099 for (e=0; e<Num_mission_events; e++) {
7100 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7101 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7105 void game_show_event_debug(float frametime)
7109 int font_height, font_width;
7111 static int scroll_offset = 0;
7113 k = game_check_key();
7119 if (scroll_offset < 0)
7129 scroll_offset -= 20;
7130 if (scroll_offset < 0)
7135 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7139 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7145 gr_set_color_fast(&Color_bright);
7147 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7149 gr_set_color_fast(&Color_normal);
7151 gr_get_string_size(&font_width, &font_height, NOX("test"));
7152 y_max = gr_screen.max_h - font_height - 5;
7156 while (k < ED_count) {
7157 if (y_index > y_max)
7160 z = Event_debug_index[k];
7161 if (z & EVENT_DEBUG_EVENT) {
7163 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7164 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7165 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7166 Mission_events[z].repeat_count, Mission_events[z].interval);
7174 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7175 switch (Sexp_nodes[z & 0x7fff].value) {
7177 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7181 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7184 case SEXP_KNOWN_TRUE:
7185 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7188 case SEXP_KNOWN_FALSE:
7189 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7192 case SEXP_CANT_EVAL:
7193 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7197 case SEXP_NAN_FOREVER:
7198 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7203 gr_printf(10, y_index, buf);
7204 y_index += font_height;
7217 int Tmap_num_too_big = 0;
7218 int Num_models_needing_splitting = 0;
7220 void Time_model( int modelnum )
7222 // mprintf(( "Timing ship '%s'\n", si->name ));
7224 vector eye_pos, model_pos;
7225 matrix eye_orient, model_orient;
7227 polymodel *pm = model_get( modelnum );
7229 int l = strlen(pm->filename);
7231 if ( (l == '/') || (l=='\\') || (l==':')) {
7237 char *pof_file = &pm->filename[l];
7239 int model_needs_splitting = 0;
7241 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7243 for (i=0; i<pm->n_textures; i++ ) {
7244 char filename[1024];
7247 int bmp_num = pm->original_textures[i];
7248 if ( bmp_num > -1 ) {
7249 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7251 bm_get_info( pm->original_textures[i],&w, &h );
7254 if ( (w > 512) || (h > 512) ) {
7255 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7257 model_needs_splitting++;
7260 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7264 if ( model_needs_splitting ) {
7265 Num_models_needing_splitting++;
7267 eye_orient = model_orient = vmd_identity_matrix;
7268 eye_pos = model_pos = vmd_zero_vector;
7270 eye_pos.xyz.z = -pm->rad*2.0f;
7272 vector eye_to_model;
7274 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7275 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7277 fix t1 = timer_get_fixed_seconds();
7280 ta.p = ta.b = ta.h = 0.0f;
7283 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7285 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7287 modelstats_num_polys = modelstats_num_verts = 0;
7289 while( ta.h < PI2 ) {
7292 vm_angles_2_matrix(&m1, &ta );
7293 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7300 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7302 model_clear_instance( modelnum );
7303 model_set_detail_level(0); // use highest detail level
7304 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7312 int k = key_inkey();
7313 if ( k == SDLK_ESCAPE ) {
7318 fix t2 = timer_get_fixed_seconds();
7320 if (framecount < 1) {
7324 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7325 //bitmaps_used_this_frame /= framecount;
7327 modelstats_num_polys /= framecount;
7328 modelstats_num_verts /= framecount;
7330 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7331 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 );
7333 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7339 int Time_models = 0;
7340 DCF_BOOL( time_models, Time_models );
7342 void Do_model_timings_test()
7346 if ( !Time_models ) return;
7348 mprintf(( "Timing models!\n" ));
7352 ubyte model_used[MAX_POLYGON_MODELS];
7353 int model_id[MAX_POLYGON_MODELS];
7354 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7359 for (i=0; i<Num_ship_types; i++ ) {
7360 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7362 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7363 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7366 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7367 if ( !Texture_fp ) return;
7369 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7370 if ( !Time_fp ) return;
7372 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7373 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7375 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7376 if ( model_used[i] ) {
7377 Time_model( model_id[i] );
7381 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7382 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7391 // Call this function when you want to inform the player that a feature is not
7392 // enabled in the DEMO version of FreSpace
7393 void game_feature_not_in_demo_popup()
7395 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7398 // format the specified time (fixed point) into a nice string
7399 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7402 int hours,minutes,seconds;
7404 mtime = f2fl(m_time);
7406 // get the hours, minutes and seconds
7407 hours = (int)(mtime / 3600.0f);
7409 mtime -= (3600.0f * (float)hours);
7411 seconds = (int)mtime%60;
7412 minutes = (int)mtime/60;
7415 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7417 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7421 // Stuff version string in *str.
7422 void get_version_string(char *str, const int str_len)
7426 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7427 #if !defined(NDEBUG) && defined(GIT_INFO)
7428 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7433 if ( FS_VERSION_BUILD == 0 ) {
7434 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7436 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7439 #if !defined(NDEBUG) && defined(GIT_INFO)
7440 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7443 #if defined (FS2_DEMO)
7444 SDL_strlcat(str, " D", str_len);
7445 #elif defined (OEM_BUILD)
7446 SDL_strlcat(str, " (OEM)", str_len);
7452 char myname[_MAX_PATH];
7453 int namelen, major, minor, build, waste;
7454 unsigned int buf_size;
7460 // Find my EXE file name
7461 hMod = GetModuleHandle(NULL);
7462 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7464 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7465 infop = (char *)malloc(version_size);
7466 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7468 // get the product version
7469 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7470 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7472 sprintf(str,"Dv%d.%02d",major, minor);
7474 sprintf(str,"v%d.%02d",major, minor);
7479 void get_version_string_short(char *str, const int str_len)
7481 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7484 // ----------------------------------------------------------------
7486 // OEM UPSELL SCREENS BEGIN
7488 // ----------------------------------------------------------------
7489 #if defined(OEM_BUILD)
7491 #define NUM_OEM_UPSELL_SCREENS 3
7492 #define OEM_UPSELL_SCREEN_DELAY 10000
7494 static int Oem_upsell_bitmaps_loaded = 0;
7495 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7496 static int Oem_upsell_screen_number = 0;
7497 static int Oem_upsell_show_next_bitmap_time;
7500 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7513 static int Oem_normal_cursor = -1;
7514 static int Oem_web_cursor = -1;
7515 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7516 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7518 void oem_upsell_next_screen()
7520 Oem_upsell_screen_number++;
7521 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7522 // extra long delay, mouse shown on last upsell
7523 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7527 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7531 void oem_upsell_load_bitmaps()
7535 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7536 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7540 void oem_upsell_unload_bitmaps()
7544 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7545 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7546 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7551 Oem_upsell_bitmaps_loaded = 0;
7554 // clickable hotspot on 3rd OEM upsell screen
7555 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7557 28, 350, 287, 96 // x, y, w, h
7560 45, 561, 460, 152 // x, y, w, h
7564 void oem_upsell_show_screens()
7566 int current_time, k;
7569 if ( !Oem_upsell_bitmaps_loaded ) {
7570 oem_upsell_load_bitmaps();
7571 Oem_upsell_bitmaps_loaded = 1;
7574 // may use upsell screens more than once
7575 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7576 Oem_upsell_screen_number = 0;
7582 int nframes; // used to pass, not really needed (should be 1)
7583 Oem_normal_cursor = gr_get_cursor_bitmap();
7584 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7585 SDL_assert(Oem_web_cursor >= 0);
7586 if (Oem_web_cursor < 0) {
7587 Oem_web_cursor = Oem_normal_cursor;
7592 //oem_reset_trailer_timer();
7594 current_time = timer_get_milliseconds();
7599 // advance screen on keypress or timeout
7600 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7601 oem_upsell_next_screen();
7604 // check if we are done
7605 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7606 Oem_upsell_screen_number--;
7609 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7614 // show me the upsell
7615 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7616 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7620 // if this is the 3rd upsell, make it clickable, d00d
7621 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7623 int button_state = mouse_get_pos(&mx, &my);
7624 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])
7625 && (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]) )
7628 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7631 if (button_state & MOUSE_LEFT_BUTTON) {
7633 multi_pxo_url(OEM_UPSELL_URL);
7637 // switch cursor back to normal one
7638 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7643 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7653 oem_upsell_unload_bitmaps();
7655 // switch cursor back to normal one
7656 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7660 #endif // defined(OEM_BUILD)
7661 // ----------------------------------------------------------------
7663 // OEM UPSELL SCREENS END
7665 // ----------------------------------------------------------------
7669 // ----------------------------------------------------------------
7671 // DEMO UPSELL SCREENS BEGIN
7673 // ----------------------------------------------------------------
7675 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7678 #define NUM_DEMO_UPSELL_SCREENS 4
7679 #define DEMO_UPSELL_SCREEN_DELAY 15000
7681 #define NUM_DEMO_UPSELL_SCREENS 2
7682 #define DEMO_UPSELL_SCREEN_DELAY 3000
7686 static int Demo_upsell_bitmaps_loaded = 0;
7687 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7688 static int Demo_upsell_screen_number = 0;
7689 static int Demo_upsell_show_next_bitmap_time;
7692 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7718 void demo_upsell_next_screen()
7720 Demo_upsell_screen_number++;
7721 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7722 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7724 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7728 void demo_upsell_load_bitmaps()
7732 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7733 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7737 void demo_upsell_unload_bitmaps()
7741 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7742 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7743 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7748 Demo_upsell_bitmaps_loaded = 0;
7751 void demo_upsell_show_screens()
7756 if ( !Demo_upsell_bitmaps_loaded ) {
7757 demo_upsell_load_bitmaps();
7758 Demo_upsell_bitmaps_loaded = 1;
7761 // may use upsell screens more than once
7762 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7763 Demo_upsell_screen_number = 0;
7770 demo_reset_trailer_timer();
7778 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7779 demo_upsell_next_screen();
7785 demo_upsell_next_screen();
7788 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7789 Demo_upsell_screen_number--;
7792 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7797 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7798 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7803 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7813 demo_upsell_unload_bitmaps();
7818 // ----------------------------------------------------------------
7820 // DEMO UPSELL SCREENS END
7822 // ----------------------------------------------------------------
7825 // ----------------------------------------------------------------
7827 // Subspace Ambient Sound START
7829 // ----------------------------------------------------------------
7831 static int Subspace_ambient_left_channel = -1;
7832 static int Subspace_ambient_right_channel = -1;
7835 void game_start_subspace_ambient_sound()
7837 if ( Subspace_ambient_left_channel < 0 ) {
7838 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7841 if ( Subspace_ambient_right_channel < 0 ) {
7842 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7846 void game_stop_subspace_ambient_sound()
7848 if ( Subspace_ambient_left_channel >= 0 ) {
7849 snd_stop(Subspace_ambient_left_channel);
7850 Subspace_ambient_left_channel = -1;
7853 if ( Subspace_ambient_right_channel >= 0 ) {
7854 snd_stop(Subspace_ambient_right_channel);
7855 Subspace_ambient_right_channel = -1;
7859 // ----------------------------------------------------------------
7861 // Subspace Ambient Sound END
7863 // ----------------------------------------------------------------
7865 // ----------------------------------------------------------------
7867 // Language Autodetection stuff
7870 // this layout order must match Lcl_languages in localize.cpp in order for the
7871 // correct language to be detected
7872 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7874 1366105450, // English
7876 589986744, // English
7878 -1132430286, // German
7880 -1131728960, // Polish
7883 // default setting is "-1" to use config file with English as fall back
7884 // DO NOT change the default setting here or something uncouth might happen
7885 // in the localization code
7891 // try and open the file to verify
7892 CFILE *detect = cfopen("font01.vf", "rb");
7894 // will use default setting if something went wrong
7899 // get the long checksum of the file
7901 cfseek(detect, 0, SEEK_SET);
7902 cf_chksum_long(detect, &file_checksum);
7906 // now compare the checksum/filesize against known #'s
7907 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7908 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7913 // notify if a match was not found, include detected checksum
7914 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7915 printf("Using default language...\n\n");
7921 // End Auto Lang stuff
7923 // ----------------------------------------------------------------
7925 // ----------------------------------------------------------------
7926 // SHIPS TBL VERIFICATION STUFF
7929 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7930 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7931 #define NUM_SHIPS_TBL_CHECKSUMS 3
7933 #define NUM_SHIPS_TBL_CHECKSUMS 1
7936 #if defined(FS2_DEMO)
7937 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7938 1696074201, // FS2 demo
7940 #elif defined(FS1_DEMO)
7941 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7942 1603375034, // FS1 DEMO
7944 #elif defined(MAKE_FS1)
7945 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7946 -129679197, // FS1 Full 1.06 (US)
7947 7762567, // FS1 SilentThreat
7948 1555372475 // FS1 Full 1.06 (German)
7952 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7953 -463907578, // US - beta 1
7954 1696074201, // FS2 demo
7957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7958 // -1022810006, // 1.0 FULL
7959 -1254285366 // 1.2 FULL (German)
7963 void verify_ships_tbl()
7967 Game_ships_tbl_valid = 1;
7973 // detect if the packfile exists
7974 CFILE *detect = cfopen("ships.tbl", "rb");
7975 Game_ships_tbl_valid = 0;
7979 Game_ships_tbl_valid = 0;
7983 // get the long checksum of the file
7985 cfseek(detect, 0, SEEK_SET);
7986 cf_chksum_long(detect, &file_checksum);
7990 // now compare the checksum/filesize against known #'s
7991 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7992 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7993 Game_ships_tbl_valid = 1;
8000 DCF(shipspew, "display the checksum for the current ships.tbl")
8003 CFILE *detect = cfopen("ships.tbl", "rb");
8004 // get the long checksum of the file
8006 cfseek(detect, 0, SEEK_SET);
8007 cf_chksum_long(detect, &file_checksum);
8010 dc_printf("%d", file_checksum);
8013 // ----------------------------------------------------------------
8014 // WEAPONS TBL VERIFICATION STUFF
8017 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8018 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8019 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8021 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8024 #if defined(FS2_DEMO)
8025 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8026 -266420030, // demo 1
8028 #elif defined(FS1_DEMO)
8029 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8030 -1246928725, // FS1 DEMO
8032 #elif defined(MAKE_FS1)
8033 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8034 -834598107, // FS1 1.06 Full (US)
8035 -1652231417, // FS1 SilentThreat
8036 720209793 // FS1 1.06 Full (German)
8040 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8041 141718090, // US - beta 1
8042 -266420030, // demo 1
8045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8046 // 399297860, // 1.0 FULL
8047 -553984927 // 1.2 FULL (german)
8051 void verify_weapons_tbl()
8055 Game_weapons_tbl_valid = 1;
8061 // detect if the packfile exists
8062 CFILE *detect = cfopen("weapons.tbl", "rb");
8063 Game_weapons_tbl_valid = 0;
8067 Game_weapons_tbl_valid = 0;
8071 // get the long checksum of the file
8073 cfseek(detect, 0, SEEK_SET);
8074 cf_chksum_long(detect, &file_checksum);
8078 // now compare the checksum/filesize against known #'s
8079 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8080 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8081 Game_weapons_tbl_valid = 1;
8088 DCF(wepspew, "display the checksum for the current weapons.tbl")
8091 CFILE *detect = cfopen("weapons.tbl", "rb");
8092 // get the long checksum of the file
8094 cfseek(detect, 0, SEEK_SET);
8095 cf_chksum_long(detect, &file_checksum);
8098 dc_printf("%d", file_checksum);
8101 // if the game is running using hacked data
8102 int game_hacked_data()
8105 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8113 void display_title_screen()
8115 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8116 ///int title_bitmap;
8119 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8120 if (title_bitmap == -1) {
8125 gr_set_bitmap(title_bitmap);
8133 // give it some time on screen
8136 bm_unload(title_bitmap);
8137 #endif // FS2_DEMO || OEM_BUILD
8140 // return true if the game is running with "low memory", which is less than 48MB
8141 bool game_using_low_mem()
8143 if (Use_low_mem == 0) {