2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
744 int Fonttool_running = 0;
746 typedef struct big_expl_flash {
747 float max_flash_intensity; // max intensity
748 float cur_flash_intensity; // cur intensity
749 int flash_start; // start time
752 #define FRAME_FILTER 16
754 #define DEFAULT_SKILL_LEVEL 1
755 int Game_skill_level = DEFAULT_SKILL_LEVEL;
757 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
758 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
760 #define EXE_FNAME ("fs2.exe")
761 #define LAUNCHER_FNAME ("freespace2.exe")
764 // JAS: Code for warphole camera.
765 // Needs to be cleaned up.
766 vector Camera_pos = ZERO_VECTOR;
767 vector Camera_velocity = ZERO_VECTOR;
768 vector Camera_desired_velocity = ZERO_VECTOR;
769 matrix Camera_orient = IDENTITY_MATRIX;
770 float Camera_damping = 1.0f;
771 float Camera_time = 0.0f;
772 float Warpout_time = 0.0f;
773 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
774 int Warpout_sound = -1;
776 int Use_joy_mouse = 0;
777 int Use_palette_flash = 1;
779 int Use_fullscreen_at_startup = 0;
781 int Show_area_effect = 0;
782 object *Last_view_target = NULL;
784 int dogfight_blown = 0;
787 float frametimes[FRAME_FILTER];
788 float frametotal = 0.0f;
792 int Show_framerate = 0;
794 int Show_framerate = 1;
797 int Framerate_cap = 120;
800 int Show_target_debug_info = 0;
801 int Show_target_weapons = 0;
805 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
808 int Debug_octant = -1;
810 fix Game_time_compression = F1_0;
812 // if the ships.tbl the player has is valid
813 int Game_ships_tbl_valid = 0;
815 // if the weapons.tbl the player has is valid
816 int Game_weapons_tbl_valid = 0;
820 extern int Player_attacking_enabled;
824 int Pre_player_entry;
826 int Fred_running = 0;
827 char Game_current_mission_filename[MAX_FILENAME_LEN];
828 int game_single_step = 0;
829 int last_single_step=0;
831 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
832 extern int MSG_WINDOW_Y_START;
833 extern int MSG_WINDOW_HEIGHT;
835 int game_zbuffer = 1;
836 //static int Game_music_paused;
837 static int Game_paused;
841 #define EXPIRE_BAD_CHECKSUM 1
842 #define EXPIRE_BAD_TIME 2
844 extern void ssm_init();
845 extern void ssm_level_init();
846 extern void ssm_process();
848 // static variable to contain the time this version was built
849 // commented out for now until
850 // I figure out how to get the username into the file
851 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
853 // defines and variables used for dumping frame for making trailers.
855 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
856 int Debug_dump_trigger = 0;
857 int Debug_dump_frame_count;
858 int Debug_dump_frame_num = 0;
859 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
862 // amount of time to wait after the player has died before we display the death died popup
863 #define PLAYER_DIED_POPUP_WAIT 2500
864 int Player_died_popup_wait = -1;
865 time_t Player_multi_died_check = -1;
867 // builtin mission list stuff
869 int Game_builtin_mission_count = 6;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
875 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
878 #elif defined(FS1_DEMO)
879 int Game_builtin_mission_count = 5;
880 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
881 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
883 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
887 #elif defined(PD_BUILD)
888 int Game_builtin_mission_count = 4;
889 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
890 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
892 { "sm1-01", (FSB_FROM_VOLITION) },
893 { "sm1-05", (FSB_FROM_VOLITION) },
895 #elif defined(MULTIPLAYER_BETA)
896 int Game_builtin_mission_count = 17;
897 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
899 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
911 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
915 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
917 #elif defined(OEM_BUILD)
918 int Game_builtin_mission_count = 17;
919 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
920 // oem version - act 1 only
921 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
924 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
941 #elif defined(MAKE_FS1)
942 int Game_builtin_mission_count = 125;
943 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
944 // single player campaign
945 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
948 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
985 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
988 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
992 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
995 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
998 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1018 // SilentThreat missions
1019 // Main SilentThreat campaign
1020 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1022 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1035 // SilentThreat Part 1 - multi-coop
1036 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1038 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1042 // SilentThreat Part 2 - multi-coop
1043 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1045 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1049 // SilentThreat Part 3 - multi-coop
1050 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1052 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1056 // SilentThreat Part 4 - multi-coop
1057 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1059 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1063 // multiplayer missions
1064 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1068 // user supplied missions
1069 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1100 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1103 int Game_builtin_mission_count = 92;
1104 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1105 // single player campaign
1106 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1109 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1155 // multiplayer missions
1158 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1208 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1211 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1212 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1215 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1220 // Internal function prototypes
1221 void game_maybe_draw_mouse(float frametime);
1222 void init_animating_pointer();
1223 void load_animating_pointer(const char *filename, int dx, int dy);
1224 void unload_animating_pointer();
1225 void game_do_training_checks();
1226 void game_shutdown(void);
1227 void game_show_event_debug(float frametime);
1228 void game_event_debug_init();
1230 void demo_upsell_show_screens();
1231 void game_start_subspace_ambient_sound();
1232 void game_stop_subspace_ambient_sound();
1233 void verify_ships_tbl();
1234 void verify_weapons_tbl();
1235 void display_title_screen();
1237 // loading background filenames
1238 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1239 "LoadingBG", // GR_640
1240 "2_LoadingBG" // GR_1024
1244 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1245 "Loading.ani", // GR_640
1246 "2_Loading.ani" // GR_1024
1249 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1250 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1258 #elif defined(OEM_BUILD)
1259 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1268 // How much RAM is on this machine. Set in WinMain
1269 static int Freespace_total_ram = 0;
1272 float Game_flash_red = 0.0f;
1273 float Game_flash_green = 0.0f;
1274 float Game_flash_blue = 0.0f;
1275 float Sun_spot = 0.0f;
1276 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1278 // game shudder stuff (in ms)
1279 int Game_shudder_time = -1;
1280 int Game_shudder_total = 0;
1281 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1284 sound_env Game_sound_env;
1285 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1286 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1288 int Game_sound_env_update_timestamp;
1290 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1293 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1295 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1299 // look through all existing builtin missions
1300 for(idx=0; idx<Game_builtin_mission_count; idx++){
1301 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1302 return &Game_builtin_mission_list[idx];
1310 int game_get_default_skill_level()
1312 return DEFAULT_SKILL_LEVEL;
1316 void game_flash_reset()
1318 Game_flash_red = 0.0f;
1319 Game_flash_green = 0.0f;
1320 Game_flash_blue = 0.0f;
1322 Big_expl_flash.max_flash_intensity = 0.0f;
1323 Big_expl_flash.cur_flash_intensity = 0.0f;
1324 Big_expl_flash.flash_start = 0;
1327 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1328 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1330 void game_framerate_check_init()
1332 // zero critical time
1333 Gf_critical_time = 0.0f;
1336 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1337 Gf_critical = 15.0f;
1339 Gf_critical = 25.0f;
1343 extern float Framerate;
1344 void game_framerate_check()
1348 // if the current framerate is above the critical level, add frametime
1349 if(Framerate >= Gf_critical){
1350 Gf_critical_time += flFrametime;
1353 if(!Show_framerate){
1357 // display if we're above the critical framerate
1358 if(Framerate < Gf_critical){
1359 gr_set_color_fast(&Color_bright_red);
1360 gr_string(200, y_start, "Framerate warning");
1365 // display our current pct of good frametime
1366 if(f2fl(Missiontime) >= 0.0f){
1367 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1370 gr_set_color_fast(&Color_bright_green);
1372 gr_set_color_fast(&Color_bright_red);
1375 gr_printf(200, y_start, "%d%%", (int)pct);
1380 // Adds a flash effect. These can be positive or negative.
1381 // The range will get capped at around -1 to 1, so stick
1382 // with a range like that.
1383 void game_flash( float r, float g, float b )
1385 Game_flash_red += r;
1386 Game_flash_green += g;
1387 Game_flash_blue += b;
1389 if ( Game_flash_red < -1.0f ) {
1390 Game_flash_red = -1.0f;
1391 } else if ( Game_flash_red > 1.0f ) {
1392 Game_flash_red = 1.0f;
1395 if ( Game_flash_green < -1.0f ) {
1396 Game_flash_green = -1.0f;
1397 } else if ( Game_flash_green > 1.0f ) {
1398 Game_flash_green = 1.0f;
1401 if ( Game_flash_blue < -1.0f ) {
1402 Game_flash_blue = -1.0f;
1403 } else if ( Game_flash_blue > 1.0f ) {
1404 Game_flash_blue = 1.0f;
1409 // Adds a flash for Big Ship explosions
1410 // cap range from 0 to 1
1411 void big_explosion_flash(float flash)
1413 Big_expl_flash.flash_start = timestamp(1);
1417 } else if (flash < 0.0f) {
1421 Big_expl_flash.max_flash_intensity = flash;
1422 Big_expl_flash.cur_flash_intensity = 0.0f;
1425 // Amount to diminish palette towards normal, per second.
1426 #define DIMINISH_RATE 0.75f
1427 #define SUN_DIMINISH_RATE 6.00f
1431 float sn_glare_scale = 1.7f;
1434 dc_get_arg(ARG_FLOAT);
1435 sn_glare_scale = Dc_arg_float;
1438 float Supernova_last_glare = 0.0f;
1439 void game_sunspot_process(float frametime)
1443 float Sun_spot_goal = 0.0f;
1446 sn_stage = supernova_active();
1448 // sunspot differently based on supernova stage
1450 // approaching. player still in control
1453 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1456 light_get_global_dir(&light_dir, 0);
1458 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1461 // scale it some more
1462 dot = dot * (0.5f + (pct * 0.5f));
1465 Sun_spot_goal += (dot * sn_glare_scale);
1468 // draw the sun glow
1469 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1470 // draw the glow for this sun
1471 stars_draw_sun_glow(0);
1474 Supernova_last_glare = Sun_spot_goal;
1477 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1480 Sun_spot_goal = 0.9f;
1481 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1483 if(Sun_spot_goal > 1.0f){
1484 Sun_spot_goal = 1.0f;
1487 Sun_spot_goal *= sn_glare_scale;
1488 Supernova_last_glare = Sun_spot_goal;
1491 // fade to white. display dead popup
1494 Supernova_last_glare += (2.0f * flFrametime);
1495 if(Supernova_last_glare > 2.0f){
1496 Supernova_last_glare = 2.0f;
1499 Sun_spot_goal = Supernova_last_glare;
1506 // check sunspots for all suns
1507 n_lights = light_get_global_count();
1510 for(idx=0; idx<n_lights; idx++){
1511 //(vector *eye_pos, matrix *eye_orient)
1512 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1515 light_get_global_dir(&light_dir, idx);
1517 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1519 Sun_spot_goal += (float)pow(dot,85.0f);
1521 // draw the glow for this sun
1522 stars_draw_sun_glow(idx);
1524 Sun_spot_goal = 0.0f;
1530 Sun_spot_goal = 0.0f;
1534 float dec_amount = frametime*SUN_DIMINISH_RATE;
1536 if ( Sun_spot < Sun_spot_goal ) {
1537 Sun_spot += dec_amount;
1538 if ( Sun_spot > Sun_spot_goal ) {
1539 Sun_spot = Sun_spot_goal;
1541 } else if ( Sun_spot > Sun_spot_goal ) {
1542 Sun_spot -= dec_amount;
1543 if ( Sun_spot < Sun_spot_goal ) {
1544 Sun_spot = Sun_spot_goal;
1550 // Call once a frame to diminish the
1551 // flash effect to 0.
1552 void game_flash_diminish(float frametime)
1554 float dec_amount = frametime*DIMINISH_RATE;
1556 if ( Game_flash_red > 0.0f ) {
1557 Game_flash_red -= dec_amount;
1558 if ( Game_flash_red < 0.0f )
1559 Game_flash_red = 0.0f;
1561 Game_flash_red += dec_amount;
1562 if ( Game_flash_red > 0.0f )
1563 Game_flash_red = 0.0f;
1566 if ( Game_flash_green > 0.0f ) {
1567 Game_flash_green -= dec_amount;
1568 if ( Game_flash_green < 0.0f )
1569 Game_flash_green = 0.0f;
1571 Game_flash_green += dec_amount;
1572 if ( Game_flash_green > 0.0f )
1573 Game_flash_green = 0.0f;
1576 if ( Game_flash_blue > 0.0f ) {
1577 Game_flash_blue -= dec_amount;
1578 if ( Game_flash_blue < 0.0f )
1579 Game_flash_blue = 0.0f;
1581 Game_flash_blue += dec_amount;
1582 if ( Game_flash_blue > 0.0f )
1583 Game_flash_blue = 0.0f;
1586 // update big_explosion_cur_flash
1587 #define TIME_UP 1500
1588 #define TIME_DOWN 2500
1589 int duration = TIME_UP + TIME_DOWN;
1590 int time = timestamp_until(Big_expl_flash.flash_start);
1591 if (time > -duration) {
1593 if (time < TIME_UP) {
1594 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1597 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1601 if ( Use_palette_flash ) {
1603 // static int or=0, og=0, ob=0;
1605 // Change the 200 to change the color range of colors.
1606 r = fl2i( Game_flash_red*128.0f );
1607 g = fl2i( Game_flash_green*128.0f );
1608 b = fl2i( Game_flash_blue*128.0f );
1610 if ( Sun_spot > 0.0f ) {
1611 r += fl2i(Sun_spot*128.0f);
1612 g += fl2i(Sun_spot*128.0f);
1613 b += fl2i(Sun_spot*128.0f);
1616 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1617 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1622 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1623 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1624 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1626 if ( (r!=0) || (g!=0) || (b!=0) ) {
1627 gr_flash( r, g, b );
1629 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1640 void game_level_close()
1642 // De-Initialize the game subsystems
1643 event_music_level_close();
1644 game_stop_looped_sounds();
1646 obj_snd_level_close(); // uninit object-linked persistant sounds
1647 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1648 anim_level_close(); // stop and clean up any anim instances
1649 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1650 shockwave_level_close();
1651 fireball_level_close();
1653 mission_event_shutdown();
1654 asteroid_level_close();
1655 flak_level_close(); // unload flak stuff
1656 neb2_level_close(); // shutdown gaseous nebula stuff
1659 mflash_level_close();
1660 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1662 audiostream_unpause_all();
1667 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1668 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1669 void game_level_init(int seed)
1671 // seed the random number generator
1673 // if no seed was passed, seed the generator either from the time value, or from the
1674 // netgame security flags -- ensures that all players in multiplayer game will have the
1675 // same randon number sequence (with static rand functions)
1676 if ( Game_mode & GM_NORMAL ) {
1677 Game_level_seed = (int)time(NULL);
1679 Game_level_seed = Netgame.security;
1682 // mwa 9/17/98 -- maybe this assert isn't needed????
1683 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1684 Game_level_seed = seed;
1686 srand( Game_level_seed );
1688 // semirand function needs to get re-initted every time in multiplayer
1689 if ( Game_mode & GM_MULTIPLAYER ){
1695 Key_normal_game = (Game_mode & GM_NORMAL);
1698 Game_shudder_time = -1;
1700 // Initialize the game subsystems
1701 // timestamp_reset(); // Must be inited before everything else
1703 game_reset_time(); // resets time, and resets saved time too
1705 obj_init(); // Must be inited before the other systems
1706 model_free_all(); // Free all existing models
1707 mission_brief_common_init(); // Free all existing briefing/debriefing text
1708 weapon_level_init();
1709 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1711 player_level_init();
1712 shipfx_flash_init(); // Init the ship gun flash system.
1713 game_flash_reset(); // Reset the flash effect
1714 particle_init(); // Reset the particle system
1718 shield_hit_init(); // Initialize system for showing shield hits
1719 radar_mission_init();
1720 mission_init_goals();
1723 obj_snd_level_init(); // init object-linked persistant sounds
1725 shockwave_level_init();
1726 afterburner_level_init();
1727 scoring_level_init( &Player->stats );
1729 asteroid_level_init();
1730 control_config_clear_used_status();
1731 collide_ship_ship_sounds_init();
1733 Pre_player_entry = 1; // Means the player has not yet entered.
1734 Entry_delay_time = 0; // Could get overwritten in mission read.
1735 fireball_preload(); // page in warphole bitmaps
1737 flak_level_init(); // initialize flak - bitmaps, etc
1738 ct_level_init(); // initialize ships contrails, etc
1739 awacs_level_init(); // initialize AWACS
1740 beam_level_init(); // initialize beam weapons
1741 mflash_level_init();
1743 supernova_level_init();
1745 // multiplayer dogfight hack
1748 shipfx_engine_wash_level_init();
1752 Last_view_target = NULL;
1757 // campaign wasn't ended
1758 Campaign_ended_in_mission = 0;
1761 // called when a mission is over -- does server specific stuff.
1762 void freespace_stop_mission()
1765 Game_mode &= ~GM_IN_MISSION;
1768 // called at frame interval to process networking stuff
1769 void game_do_networking()
1771 SDL_assert( Net_player != NULL );
1772 if (!(Game_mode & GM_MULTIPLAYER)){
1776 // see if this player should be reading/writing data. Bit is set when at join
1777 // screen onward until quits back to main menu.
1778 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1782 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1785 multi_pause_do_frame();
1790 // Loads the best palette for this level, based
1791 // on nebula color and hud color. You could just call palette_load_table with
1792 // the appropriate filename, but who wants to do that.
1793 void game_load_palette()
1795 char palette_filename[1024];
1797 // We only use 3 hud colors right now
1799 SDL_assert( HUD_config.main_color >= 0 );
1800 SDL_assert( HUD_config.main_color <= 2 );
1803 SDL_assert( Mission_palette >= 0 );
1804 SDL_assert( Mission_palette <= 98 );
1807 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1808 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1810 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1813 mprintf(( "Loading palette %s\n", palette_filename ));
1815 palette_load_table(palette_filename);
1817 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1819 mprintf(( "Loading palette %s\n", palette_filename ));
1823 void game_post_level_init()
1825 // Stuff which gets called after mission is loaded. Because player isn't created until
1826 // after mission loads, some things must get initted after the level loads
1828 model_level_post_init();
1831 hud_setup_escort_list();
1832 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1838 game_event_debug_init();
1841 training_mission_init();
1842 asteroid_create_all();
1844 game_framerate_check_init();
1848 // An estimate as to how high the count passed to game_loading_callback will go.
1849 // This is just a guess, it seems to always be about the same. The count is
1850 // proportional to the code being executed, not the time, so this works good
1851 // for a bar, assuming the code does about the same thing each time you
1852 // load a level. You can find this value by looking at the return value
1853 // of game_busy_callback(NULL), which I conveniently print out to the
1854 // debug output window with the '=== ENDING LOAD ==' stuff.
1855 //#define COUNT_ESTIMATE 3706
1856 #define COUNT_ESTIMATE 1111
1858 int Game_loading_callback_inited = 0;
1860 int Game_loading_background = -1;
1861 anim * Game_loading_ani = NULL;
1862 anim_instance *Game_loading_ani_instance;
1863 int Game_loading_frame=-1;
1865 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1867 #if defined(FS1_DEMO)
1869 #elif defined(MAKE_FS1)
1880 // This gets called 10x per second and count is the number of times
1881 // game_busy() has been called since the current callback function
1883 void game_loading_callback(int count)
1885 game_do_networking();
1887 SDL_assert( Game_loading_callback_inited==1 );
1888 SDL_assert( Game_loading_ani != NULL );
1890 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1891 if ( framenum > Game_loading_ani->total_frames-1 ) {
1892 framenum = Game_loading_ani->total_frames-1;
1893 } else if ( framenum < 0 ) {
1898 while ( Game_loading_frame < framenum ) {
1899 Game_loading_frame++;
1900 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1904 if ( cbitmap > -1 ) {
1905 if ( Game_loading_background > -1 ) {
1906 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1911 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1912 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1914 bm_release(cbitmap);
1920 void game_loading_callback_init()
1922 SDL_assert( Game_loading_callback_inited==0 );
1924 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1926 common_set_interface_palette("InterfacePalette"); // set the interface palette
1930 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1931 SDL_assert( Game_loading_ani != NULL );
1932 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1933 SDL_assert( Game_loading_ani_instance != NULL );
1934 Game_loading_frame = -1;
1936 Game_loading_callback_inited = 1;
1938 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1943 void game_loading_callback_close()
1945 SDL_assert( Game_loading_callback_inited==1 );
1947 // Make sure bar shows all the way over.
1948 game_loading_callback(COUNT_ESTIMATE);
1950 int real_count = game_busy_callback( NULL );
1953 Game_loading_callback_inited = 0;
1956 mprintf(( "=================== ENDING LOAD ================\n" ));
1957 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1958 mprintf(( "================================================\n" ));
1960 // to remove warnings in release build
1964 free_anim_instance(Game_loading_ani_instance);
1965 Game_loading_ani_instance = NULL;
1966 anim_free(Game_loading_ani);
1967 Game_loading_ani = NULL;
1969 bm_release( Game_loading_background );
1970 common_free_interface_palette(); // restore game palette
1971 Game_loading_background = -1;
1973 gr_set_font( FONT1 );
1976 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1978 void game_maybe_update_sound_environment()
1980 // do nothing for now
1983 // Assign the sound environment for the game, based on the current mission
1985 void game_assign_sound_environment()
1988 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1989 Game_sound_env.id = SND_ENV_DRUGGED;
1990 Game_sound_env.volume = 0.800f;
1991 Game_sound_env.damping = 1.188f;
1992 Game_sound_env.decay = 6.392f;
1994 } else if (Num_asteroids > 30) {
1995 Game_sound_env.id = SND_ENV_AUDITORIUM;
1996 Game_sound_env.volume = 0.603f;
1997 Game_sound_env.damping = 0.5f;
1998 Game_sound_env.decay = 4.279f;
2001 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env = Game_default_sound_env;
2006 Game_sound_env_update_timestamp = timestamp(1);
2009 // function which gets called before actually entering the mission. It is broken down into a funciton
2010 // since it will get called in one place from a single player game and from another place for
2011 // a multiplayer game
2012 void freespace_mission_load_stuff()
2014 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2015 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2016 if(!(Game_mode & GM_STANDALONE_SERVER)){
2018 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2020 game_loading_callback_init();
2022 event_music_level_init(); // preloads the first 2 seconds for each event music track
2025 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2028 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2031 ship_assign_sound_all(); // assign engine sounds to ships
2032 game_assign_sound_environment(); // assign the sound environment for this mission
2035 // call function in missionparse.cpp to fixup player/ai stuff.
2036 mission_parse_fixup_players();
2039 // Load in all the bitmaps for this level
2044 game_loading_callback_close();
2046 // the only thing we need to call on the standalone for now.
2048 // call function in missionparse.cpp to fixup player/ai stuff.
2049 mission_parse_fixup_players();
2051 // Load in all the bitmaps for this level
2056 time_t load_gl_init;
2057 time_t load_mission_load;
2058 time_t load_post_level_init;
2059 time_t load_mission_stuff;
2061 // tells the server to load the mission and initialize structures
2062 int game_start_mission()
2064 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2066 load_gl_init = time(NULL);
2068 load_gl_init = time(NULL) - load_gl_init;
2070 if (Game_mode & GM_MULTIPLAYER) {
2071 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2073 // clear multiplayer stats
2074 init_multiplayer_stats();
2077 load_mission_load = time(NULL);
2078 if (mission_load()) {
2079 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2080 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2081 gameseq_post_event(GS_EVENT_MAIN_MENU);
2083 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2088 load_mission_load = time(NULL) - load_mission_load;
2090 // If this is a red alert mission in campaign mode, bash wingman status
2091 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2092 red_alert_bash_wingman_status();
2095 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2096 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2097 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2099 game_load_palette();
2103 load_post_level_init = time(NULL);
2104 game_post_level_init();
2105 load_post_level_init = time(NULL) - load_post_level_init;
2109 void Do_model_timings_test();
2110 Do_model_timings_test();
2114 load_mission_stuff = time(NULL);
2115 freespace_mission_load_stuff();
2116 load_mission_stuff = time(NULL) - load_mission_stuff;
2121 int Interface_framerate = 0;
2124 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2125 DCF_BOOL( show_framerate, Show_framerate )
2126 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2127 DCF_BOOL( show_target_weapons, Show_target_weapons )
2128 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2129 DCF_BOOL( sound, Sound_enabled )
2130 DCF_BOOL( zbuffer, game_zbuffer )
2131 DCF_BOOL( shield_system, New_shield_system )
2132 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2133 DCF_BOOL( player_attacking, Player_attacking_enabled )
2134 DCF_BOOL( show_waypoints, Show_waypoints )
2135 DCF_BOOL( show_area_effect, Show_area_effect )
2136 DCF_BOOL( show_net_stats, Show_net_stats )
2137 DCF_BOOL( log, Log_debug_output_to_file )
2138 DCF_BOOL( training_msg_method, Training_msg_method )
2139 DCF_BOOL( show_player_pos, Show_player_pos )
2140 DCF_BOOL(i_framerate, Interface_framerate )
2142 DCF(show_mem,"Toggles showing mem usage")
2145 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2146 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2147 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2148 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2154 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2156 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2157 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2161 DCF(show_cpu,"Toggles showing cpu usage")
2164 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2165 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2166 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2167 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2173 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2175 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2176 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2183 // AL 4-8-98: always allow players to display their framerate
2186 DCF_BOOL( show_framerate, Show_framerate )
2193 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2196 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2197 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2198 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2199 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2201 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" );
2202 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2204 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2207 DCF(palette_flash,"Toggles palette flash effect on/off")
2210 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2211 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2212 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2213 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2215 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2216 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2219 int Use_low_mem = 0;
2221 DCF(low_mem,"Uses low memory settings regardless of RAM")
2224 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2225 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2226 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2227 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2229 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2230 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2232 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2238 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2241 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2242 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2243 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2244 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2246 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2247 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2248 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2252 int Framerate_delay = 0;
2254 float Freespace_gamma = 1.8f;
2256 DCF(gamma,"Sets Gamma factor")
2259 dc_get_arg(ARG_FLOAT|ARG_NONE);
2260 if ( Dc_arg_type & ARG_FLOAT ) {
2261 Freespace_gamma = Dc_arg_float;
2263 dc_printf( "Gamma reset to 1.0f\n" );
2264 Freespace_gamma = 1.0f;
2266 if ( Freespace_gamma < 0.1f ) {
2267 Freespace_gamma = 0.1f;
2268 } else if ( Freespace_gamma > 5.0f ) {
2269 Freespace_gamma = 5.0f;
2271 gr_set_gamma(Freespace_gamma);
2273 char tmp_gamma_string[32];
2274 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2275 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2279 dc_printf( "Usage: gamma <float>\n" );
2280 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2281 Dc_status = 0; // don't print status if help is printed. Too messy.
2285 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2293 Game_current_mission_filename[0] = 0;
2295 // seed the random number generator
2296 Game_init_seed = (int)time(NULL);
2297 srand( Game_init_seed );
2299 Framerate_delay = 0;
2305 extern void bm_init();
2311 // Initialize the timer before the os
2317 //Initialize the libraries
2318 s1 = timer_get_milliseconds();
2319 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2322 e1 = timer_get_milliseconds();
2324 // time a bunch of cfopens
2326 s2 = timer_get_milliseconds();
2328 for(int idx=0; idx<10000; idx++){
2329 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2334 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2336 e2 = timer_get_milliseconds();
2339 if (Is_standalone) {
2340 std_init_standalone();
2342 os_init( Osreg_class_name, Osreg_app_name );
2343 os_set_title(Osreg_title);
2346 // initialize localization module. Make sure this is down AFTER initialzing OS.
2347 // int t1 = timer_get_milliseconds();
2348 lcl_init( detect_lang() );
2350 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2352 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2355 // verify that he has a valid weapons.tbl
2356 verify_weapons_tbl();
2358 // Output version numbers to registry for auto patching purposes
2359 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2360 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2361 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2363 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2364 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2365 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2368 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2371 // show the FPS counter if the config file says so
2372 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2374 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2375 Asteroids_enabled = 1;
2378 /////////////////////////////
2380 /////////////////////////////
2382 if (!Is_standalone) {
2386 /////////////////////////////
2388 /////////////////////////////
2390 if ( !Is_standalone ) {
2398 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2401 display_title_screen();
2405 // attempt to load up master tracker registry info (login and password)
2406 Multi_tracker_id = -1;
2408 // pxo login and password
2409 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2411 nprintf(("Network","Error reading in PXO login data\n"));
2412 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2414 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2416 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2418 nprintf(("Network","Error reading PXO password\n"));
2419 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2421 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2424 // pxo squad name and password
2425 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2427 nprintf(("Network","Error reading in PXO squad name\n"));
2428 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2430 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2433 // If less than 48MB of RAM, use low memory model.
2434 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2435 mprintf(( "Using normal memory settings...\n" ));
2436 bm_set_low_mem(1); // Use every other frame of bitmaps
2438 mprintf(( "Using high memory settings...\n" ));
2439 bm_set_low_mem(0); // Use all frames of bitmaps
2442 // load non-darkening pixel defs
2443 palman_load_pixels();
2445 // hud shield icon stuff
2446 hud_shield_game_init();
2448 control_config_common_init(); // sets up localization stuff in the control config
2454 gamesnd_parse_soundstbl();
2459 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2464 player_controls_init();
2467 //if(!Is_standalone){
2475 ship_init(); // read in ships.tbl
2477 mission_campaign_init(); // load in the default campaign
2479 // navmap_init(); // init the navigation map system
2480 context_help_init();
2481 techroom_intel_init(); // parse species.tbl, load intel info
2483 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2484 init_animating_pointer();
2486 mission_brief_common_init(); // Mark all the briefing structures as empty.
2487 gr_font_init(); // loads up all fonts
2489 neb2_init(); // fullneb stuff
2493 player_tips_init(); // helpful tips
2496 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2497 pilot_load_pic_list();
2498 pilot_load_squad_pic_list();
2500 load_animating_pointer(NOX("cursor"), 0, 0);
2502 // initialize alpha colors
2503 alpha_colors_init();
2506 // Game_music_paused = 0;
2510 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2511 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2513 mprintf(("cfile_init() took %d\n", e1 - s1));
2514 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2517 char transfer_text[128];
2519 float Start_time = 0.0f;
2521 float Framerate = 0.0f;
2523 float Timing_total = 0.0f;
2524 float Timing_render2 = 0.0f;
2525 float Timing_render3 = 0.0f;
2526 float Timing_flip = 0.0f;
2527 float Timing_clear = 0.0f;
2529 MONITOR(NumPolysDrawn);
2535 void game_get_framerate()
2537 char text[128] = "";
2539 if ( frame_int == -1 ) {
2541 for (i=0; i<FRAME_FILTER; i++ ) {
2542 frametimes[i] = 0.0f;
2547 frametotal -= frametimes[frame_int];
2548 frametotal += flFrametime;
2549 frametimes[frame_int] = flFrametime;
2550 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2552 if ( frametotal != 0.0 ) {
2553 if ( Framecount >= FRAME_FILTER )
2554 Framerate = FRAME_FILTER / frametotal;
2556 Framerate = Framecount / frametotal;
2557 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2559 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2563 if (Show_framerate) {
2564 gr_set_color_fast(&HUD_color_debug);
2565 gr_string( 570, 2, text );
2569 void game_show_framerate()
2573 cur_time = f2fl(timer_get_approx_seconds());
2574 if (cur_time - Start_time > 30.0f) {
2575 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2576 Start_time += 1000.0f;
2579 //mprintf(( "%s\n", text ));
2582 if ( Debug_dump_frames )
2586 // possibly show control checking info
2587 control_check_indicate();
2589 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2590 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2591 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2592 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2595 if ( Show_cpu == 1 ) {
2600 dy = gr_get_font_height() + 1;
2602 gr_set_color_fast(&HUD_color_debug);
2605 extern int Gr_textures_in;
2606 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2609 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2611 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2613 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2615 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2617 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2622 extern int Num_pairs; // Number of object pairs that were checked.
2623 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2626 extern int Num_pairs_checked; // What percent of object pairs were checked.
2627 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2629 Num_pairs_checked = 0;
2633 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2636 if ( Timing_total > 0.01f ) {
2637 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2639 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2641 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2643 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2645 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2654 dy = gr_get_font_height() + 1;
2656 gr_set_color_fast(&HUD_color_debug);
2659 extern int TotalRam;
2660 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2665 extern int Model_ram;
2666 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2670 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2672 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2676 extern int Gr_textures_in;
2677 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2682 if ( Show_player_pos ) {
2686 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));
2689 MONITOR_INC(NumPolys, modelstats_num_polys);
2690 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2691 MONITOR_INC(NumVerts, modelstats_num_verts );
2693 modelstats_num_polys = 0;
2694 modelstats_num_polys_drawn = 0;
2695 modelstats_num_verts = 0;
2696 modelstats_num_sortnorms = 0;
2700 void game_show_standalone_framerate()
2702 float frame_rate=30.0f;
2703 if ( frame_int == -1 ) {
2705 for (i=0; i<FRAME_FILTER; i++ ) {
2706 frametimes[i] = 0.0f;
2711 frametotal -= frametimes[frame_int];
2712 frametotal += flFrametime;
2713 frametimes[frame_int] = flFrametime;
2714 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2716 if ( frametotal != 0.0 ) {
2717 if ( Framecount >= FRAME_FILTER ){
2718 frame_rate = FRAME_FILTER / frametotal;
2720 frame_rate = Framecount / frametotal;
2723 std_set_standalone_fps(frame_rate);
2727 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2728 void game_show_time_left()
2732 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2733 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2734 // checking how much time is left
2736 if ( Mission_end_time == -1 ){
2740 diff = f2i(Mission_end_time - Missiontime);
2741 // be sure to bash to 0. diff could be negative on frame that we quit mission
2746 hud_set_default_color();
2747 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2750 //========================================================================================
2751 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2752 //========================================================================================
2756 DCF(ai_pause,"Pauses ai")
2759 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2760 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2761 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2762 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2765 obj_init_all_ships_physics();
2768 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2769 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2772 DCF(single_step,"Single steps the game")
2775 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2776 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2777 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2778 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2780 last_single_step = 0; // Make so single step waits a frame before stepping
2783 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2784 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2787 DCF_BOOL(physics_pause, physics_paused)
2788 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2789 DCF_BOOL(ai_firing, Ai_firing_enabled )
2791 // Create some simple aliases to these commands...
2792 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2793 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2794 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2795 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2796 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2799 //========================================================================================
2800 //========================================================================================
2803 void game_training_pause_do()
2807 key = game_check_key();
2809 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2816 void game_increase_skill_level()
2819 if (Game_skill_level >= NUM_SKILL_LEVELS){
2820 Game_skill_level = 0;
2824 int Player_died_time;
2826 int View_percent = 100;
2829 DCF(view, "Sets the percent of the 3d view to render.")
2832 dc_get_arg(ARG_INT);
2833 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2834 View_percent = Dc_arg_int;
2836 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2842 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2846 dc_printf("View is set to %d%%\n", View_percent );
2851 // Set the clip region for the 3d rendering window
2852 void game_set_view_clip()
2854 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2855 // Set the clip region for the letterbox "dead view"
2856 int yborder = gr_screen.max_h/4;
2858 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2859 // J.S. I've changed my ways!! See the new "no constants" code!!!
2860 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2862 // Set the clip region for normal view
2863 if ( View_percent >= 100 ) {
2866 int xborder, yborder;
2868 if ( View_percent < 5 ) {
2872 float fp = i2fl(View_percent)/100.0f;
2873 int fi = fl2i(fl_sqrt(fp)*100.0f);
2874 if ( fi > 100 ) fi=100;
2876 xborder = ( gr_screen.max_w*(100-fi) )/200;
2877 yborder = ( gr_screen.max_h*(100-fi) )/200;
2879 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2885 void show_debug_stuff()
2888 int laser_count = 0, missile_count = 0;
2890 for (i=0; i<MAX_OBJECTS; i++) {
2891 if (Objects[i].type == OBJ_WEAPON){
2892 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2894 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2900 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2903 extern int Tool_enabled;
2905 time_t tst_time = 0;
2908 int tst_bitmap = -1;
2910 float tst_offset, tst_offset_total;
2913 void game_tst_frame_pre()
2921 g3_rotate_vertex(&v, &tst_pos);
2922 g3_project_vertex(&v);
2925 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2929 // big ship? always tst
2931 // within 3000 meters
2932 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2936 // within 300 meters
2937 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2944 void game_tst_frame()
2954 tst_time = time(NULL);
2956 // load the tst bitmap
2957 switch((int)frand_range(0.0f, 3.0)){
2959 tst_bitmap = bm_load("ig_jim");
2961 mprintf(("TST 0\n"));
2965 tst_bitmap = bm_load("ig_kan");
2967 mprintf(("TST 1\n"));
2971 tst_bitmap = bm_load("ig_jim");
2973 mprintf(("TST 2\n"));
2977 tst_bitmap = bm_load("ig_kan");
2979 mprintf(("TST 3\n"));
2988 // get the tst bitmap dimensions
2990 bm_get_info(tst_bitmap, &w, &h);
2993 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2995 snd_play(&Snds[SND_VASUDAN_BUP]);
2997 // tst x and direction
3001 tst_offset_total = (float)w;
3002 tst_offset = (float)w;
3004 tst_x = (float)gr_screen.max_w;
3005 tst_offset_total = (float)-w;
3006 tst_offset = (float)w;
3014 float diff = (tst_offset_total / 0.5f) * flFrametime;
3020 tst_offset -= fl_abs(diff);
3021 } else if(tst_mode == 2){
3024 tst_offset -= fl_abs(diff);
3028 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3029 gr_bitmap((int)tst_x, (int)tst_y);
3032 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3036 // if we passed the switch point
3037 if(tst_offset <= 0.0f){
3042 tst_stamp = timestamp(1000);
3043 tst_offset = fl_abs(tst_offset_total);
3054 void game_tst_mark(object *objp, ship *shipp)
3063 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3066 sip = &Ship_info[shipp->ship_info_index];
3073 tst_pos = objp->pos;
3074 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3080 extern void render_shields();
3082 void player_repair_frame(float frametime)
3084 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3086 for(idx=0;idx<MAX_PLAYERS;idx++){
3089 np = &Net_players[idx];
3091 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)){
3093 // don't rearm/repair if the player is dead or dying/departing
3094 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3095 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3100 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3101 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3107 #define NUM_FRAMES_TEST 300
3108 #define NUM_MIXED_SOUNDS 16
3109 void do_timing_test(float flFrametime)
3111 static int framecount = 0;
3112 static int test_running = 0;
3113 static float test_time = 0.0f;
3115 static int snds[NUM_MIXED_SOUNDS];
3118 if ( test_running ) {
3120 test_time += flFrametime;
3121 if ( framecount >= NUM_FRAMES_TEST ) {
3123 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3124 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3129 if ( Test_begin == 1 ) {
3135 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3138 // start looping digital sounds
3139 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3140 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3147 DCF(dcf_fov, "Change the field of view")
3150 dc_get_arg(ARG_FLOAT|ARG_NONE);
3151 if ( Dc_arg_type & ARG_NONE ) {
3152 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3153 dc_printf( "Zoom factor reset\n" );
3155 if ( Dc_arg_type & ARG_FLOAT ) {
3156 if (Dc_arg_float < 0.25f) {
3157 Viewer_zoom = 0.25f;
3158 dc_printf("Zoom factor pinned at 0.25.\n");
3159 } else if (Dc_arg_float > 1.25f) {
3160 Viewer_zoom = 1.25f;
3161 dc_printf("Zoom factor pinned at 1.25.\n");
3163 Viewer_zoom = Dc_arg_float;
3169 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3172 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3176 DCF(framerate_cap, "Sets the framerate cap")
3179 dc_get_arg(ARG_INT);
3180 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3181 Framerate_cap = Dc_arg_int;
3183 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3189 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3190 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3191 dc_printf("[n] must be from 1 to 120.\n");
3195 if ( Framerate_cap )
3196 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3198 dc_printf("There is no framerate cap currently active.\n");
3202 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3203 int Show_viewing_from_self = 0;
3205 void say_view_target()
3207 object *view_target;
3209 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3210 view_target = &Objects[Player_ai->target_objnum];
3212 view_target = Player_obj;
3214 if (Game_mode & GM_DEAD) {
3215 if (Player_ai->target_objnum != -1)
3216 view_target = &Objects[Player_ai->target_objnum];
3219 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3220 if (view_target != Player_obj){
3222 char *view_target_name = NULL;
3223 switch(Objects[Player_ai->target_objnum].type) {
3225 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3228 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3229 Viewer_mode &= ~VM_OTHER_SHIP;
3231 case OBJ_JUMP_NODE: {
3232 char jump_node_name[128];
3233 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3234 view_target_name = jump_node_name;
3235 Viewer_mode &= ~VM_OTHER_SHIP;
3244 if ( view_target_name ) {
3245 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3246 Show_viewing_from_self = 1;
3249 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3250 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3251 Show_viewing_from_self = 1;
3253 if (Show_viewing_from_self)
3254 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3259 Last_view_target = view_target;
3263 float Game_hit_x = 0.0f;
3264 float Game_hit_y = 0.0f;
3266 // Reset at the beginning of each frame
3267 void game_whack_reset()
3273 // Apply a 2d whack to the player
3274 void game_whack_apply( float x, float y )
3276 // Do some force feedback
3277 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3283 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3286 // call to apply a "shudder"
3287 void game_shudder_apply(int time, float intensity)
3289 Game_shudder_time = timestamp(time);
3290 Game_shudder_total = time;
3291 Game_shudder_intensity = intensity;
3294 #define FF_SCALE 10000
3295 void apply_hud_shake(matrix *eye_orient)
3297 if (Viewer_obj == Player_obj) {
3298 physics_info *pi = &Player_obj->phys_info;
3306 // Make eye shake due to afterburner
3307 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3310 dtime = timestamp_until(pi->afterburner_decay);
3314 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3315 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3318 // Make eye shake due to engine wash
3320 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3323 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3324 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3326 // get the intensity
3327 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3331 vm_vec_rand_vec_quick(&rand_vec);
3334 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3338 // make hud shake due to shuddering
3339 if(Game_shudder_time != -1){
3340 // if the timestamp has elapsed
3341 if(timestamp_elapsed(Game_shudder_time)){
3342 Game_shudder_time = -1;
3344 // otherwise apply some shudder
3348 dtime = timestamp_until(Game_shudder_time);
3352 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));
3353 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));
3358 vm_angles_2_matrix(&tm, &tangles);
3359 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3360 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3361 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3362 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3367 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3369 // Player's velocity just before he blew up. Used to keep camera target moving.
3370 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3372 // Set eye_pos and eye_orient based on view mode.
3373 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3377 static int last_Viewer_mode = 0;
3378 static int last_Game_mode = 0;
3379 static int last_Viewer_objnum = -1;
3381 // This code is supposed to detect camera "cuts"... like going between
3384 // determine if we need to regenerate the nebula
3385 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3386 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3387 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3388 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3389 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3390 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3391 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3392 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3393 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3396 // regenerate the nebula
3400 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3401 //mprintf(( "************** Camera cut! ************\n" ));
3402 last_Viewer_mode = Viewer_mode;
3403 last_Game_mode = Game_mode;
3405 // Camera moved. Tell stars & debris to not do blurring.
3411 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3412 player_display_packlock_view();
3415 game_set_view_clip();
3417 if (Game_mode & GM_DEAD) {
3418 vector vec_to_deader, view_pos;
3421 Viewer_mode |= VM_DEAD_VIEW;
3423 if (Player_ai->target_objnum != -1) {
3424 int view_from_player = 1;
3426 if (Viewer_mode & VM_OTHER_SHIP) {
3427 // View from target.
3428 Viewer_obj = &Objects[Player_ai->target_objnum];
3430 last_Viewer_objnum = Player_ai->target_objnum;
3432 if ( Viewer_obj->type == OBJ_SHIP ) {
3433 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3434 view_from_player = 0;
3437 last_Viewer_objnum = -1;
3440 if ( view_from_player ) {
3441 // View target from player ship.
3443 *eye_pos = Player_obj->pos;
3444 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3445 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3448 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3450 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3451 dist += flFrametime * 16.0f;
3453 vm_vec_scale(&vec_to_deader, -dist);
3454 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3456 view_pos = Player_obj->pos;
3458 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3459 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3460 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3461 Dead_player_last_vel = Player_obj->phys_info.vel;
3462 //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));
3463 } else if (Player_ai->target_objnum != -1) {
3464 view_pos = Objects[Player_ai->target_objnum].pos;
3466 // Make camera follow explosion, but gradually slow down.
3467 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3468 view_pos = Player_obj->pos;
3469 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3470 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3473 *eye_pos = Dead_camera_pos;
3475 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3477 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3482 // if supernova shockwave
3483 if(supernova_camera_cut()){
3487 // call it dead view
3488 Viewer_mode |= VM_DEAD_VIEW;
3490 // set eye pos and orient
3491 supernova_set_view(eye_pos, eye_orient);
3493 // If already blown up, these other modes can override.
3494 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3495 Viewer_mode &= ~VM_DEAD_VIEW;
3497 Viewer_obj = Player_obj;
3499 if (Viewer_mode & VM_OTHER_SHIP) {
3500 if (Player_ai->target_objnum != -1){
3501 Viewer_obj = &Objects[Player_ai->target_objnum];
3502 last_Viewer_objnum = Player_ai->target_objnum;
3504 Viewer_mode &= ~VM_OTHER_SHIP;
3505 last_Viewer_objnum = -1;
3508 last_Viewer_objnum = -1;
3511 if (Viewer_mode & VM_EXTERNAL) {
3514 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3515 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3517 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3519 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3520 vm_vec_normalize(&eye_dir);
3521 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3524 // Modify the orientation based on head orientation.
3525 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3527 } else if ( Viewer_mode & VM_CHASE ) {
3530 if ( Viewer_obj->phys_info.speed < 0.1 )
3531 move_dir = Viewer_obj->orient.v.fvec;
3533 move_dir = Viewer_obj->phys_info.vel;
3534 vm_vec_normalize(&move_dir);
3537 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3538 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3539 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3540 vm_vec_normalize(&eye_dir);
3542 // JAS: I added the following code because if you slew up using
3543 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3544 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3545 // call because the up and the forward vector are the same. I fixed
3546 // it by adding in a fraction of the right vector all the time to the
3548 vector tmp_up = Viewer_obj->orient.v.uvec;
3549 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3551 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3554 // Modify the orientation based on head orientation.
3555 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3556 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3557 *eye_pos = Camera_pos;
3559 ship * shipp = &Ships[Player_obj->instance];
3561 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3562 vm_vec_normalize(&eye_dir);
3563 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3566 // get an eye position based upon the correct type of object
3567 switch(Viewer_obj->type){
3569 // make a call to get the eye point for the player object
3570 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3573 // make a call to get the eye point for the player object
3574 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3580 #ifdef JOHNS_DEBUG_CODE
3581 john_debug_stuff(&eye_pos, &eye_orient);
3587 apply_hud_shake(eye_orient);
3589 // setup neb2 rendering
3590 neb2_render_setup(eye_pos, eye_orient);
3594 extern void ai_debug_render_stuff();
3597 int Game_subspace_effect = 0;
3598 DCF_BOOL( subspace, Game_subspace_effect );
3600 // Does everything needed to render a frame
3601 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3605 g3_start_frame(game_zbuffer);
3606 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3608 // maybe offset the HUD (jitter stuff)
3609 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3610 HUD_set_offsets(Viewer_obj, !dont_offset);
3612 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3613 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3614 // must be done before ships are rendered
3615 if ( MULTIPLAYER_CLIENT ) {
3616 shield_point_multi_setup();
3619 if ( Game_subspace_effect ) {
3620 stars_draw(0,0,0,1);
3622 stars_draw(1,1,1,0);
3625 obj_render_all(obj_render);
3626 beam_render_all(); // render all beam weapons
3627 particle_render_all(); // render particles after everything else.
3628 trail_render_all(); // render missilie trails after everything else.
3629 mflash_render_all(); // render all muzzle flashes
3631 // Why do we not show the shield effect in these modes? Seems ok.
3632 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3636 // render nebula lightning
3639 // render local player nebula
3640 neb2_render_player();
3643 ai_debug_render_stuff();
3646 #ifndef RELEASE_REAL
3647 // game_framerate_check();
3651 extern void snd_spew_debug_info();
3652 snd_spew_debug_info();
3655 //================ END OF 3D RENDERING STUFF ====================
3659 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3660 hud_maybe_clear_head_area();
3661 anim_render_all(0, flFrametime);
3664 extern int Multi_display_netinfo;
3665 if(Multi_display_netinfo){
3666 extern void multi_display_netinfo();
3667 multi_display_netinfo();
3670 game_tst_frame_pre();
3673 do_timing_test(flFrametime);
3677 extern int OO_update_index;
3678 multi_rate_display(OO_update_index, 375, 0);
3683 extern void oo_display();
3690 //#define JOHNS_DEBUG_CODE 1
3692 #ifdef JOHNS_DEBUG_CODE
3693 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3695 //if ( key_pressed(SDLK_LSHIFT) )
3697 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3699 model_subsystem *turret = tsys->system_info;
3701 if (turret->type == SUBSYSTEM_TURRET ) {
3702 vector v.fvec, v.uvec;
3703 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3705 ship_model_start(tobj);
3707 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3708 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3709 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3711 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3713 ship_model_stop(tobj);
3723 // following function for dumping frames for purposes of building trailers.
3726 // function to toggle state of dumping every frame into PCX when playing the game
3727 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3731 if ( Debug_dump_frames == 0 ) {
3733 Debug_dump_frames = 15;
3734 Debug_dump_trigger = 0;
3735 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3736 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3739 Debug_dump_frames = 0;
3740 Debug_dump_trigger = 0;
3741 gr_dump_frame_stop();
3742 dc_printf( "Frame dumping is now OFF\n" );
3748 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3752 if ( Debug_dump_frames == 0 ) {
3754 Debug_dump_frames = 15;
3755 Debug_dump_trigger = 1;
3756 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3757 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3760 Debug_dump_frames = 0;
3761 Debug_dump_trigger = 0;
3762 gr_dump_frame_stop();
3763 dc_printf( "Frame dumping is now OFF\n" );
3769 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3773 if ( Debug_dump_frames == 0 ) {
3775 Debug_dump_frames = 30;
3776 Debug_dump_trigger = 0;
3777 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3778 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3781 Debug_dump_frames = 0;
3782 Debug_dump_trigger = 0;
3783 gr_dump_frame_stop();
3784 dc_printf( "Frame dumping is now OFF\n" );
3790 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3794 if ( Debug_dump_frames == 0 ) {
3796 Debug_dump_frames = 30;
3797 Debug_dump_trigger = 1;
3798 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3799 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3802 Debug_dump_frames = 0;
3803 Debug_dump_trigger = 0;
3804 gr_dump_frame_stop();
3805 dc_printf( "Triggered frame dumping is now OFF\n" );
3811 void game_maybe_dump_frame()
3813 if ( !Debug_dump_frames ){
3817 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3824 Debug_dump_frame_num++;
3830 extern int Player_dead_state;
3832 // Flip the page and time how long it took.
3833 void game_flip_page_and_time_it()
3838 t1 = timer_get_fixed_seconds();
3840 t2 = timer_get_fixed_seconds();
3843 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3844 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3851 void game_simulation_frame()
3853 // blow ships up in multiplayer dogfight
3854 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){
3855 // blow up all non-player ships
3856 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3859 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3861 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)){
3862 moveup = GET_NEXT(moveup);
3865 shipp = &Ships[Objects[moveup->objnum].instance];
3866 sip = &Ship_info[shipp->ship_info_index];
3868 // only blow up small ships
3869 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3870 // function to simply explode a ship where it is currently at
3871 ship_self_destruct( &Objects[moveup->objnum] );
3874 moveup = GET_NEXT(moveup);
3880 // process AWACS stuff - do this first thing
3883 // single player, set Player hits_this_frame to 0
3884 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3885 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3886 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3890 supernova_process();
3891 if(supernova_active() >= 5){
3895 // fire targeting lasers now so that
3896 // 1 - created this frame
3897 // 2 - collide this frame
3898 // 3 - render this frame
3899 // 4 - ignored and deleted next frame
3900 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3902 ship_process_targeting_lasers();
3904 // do this here so that it works for multiplayer
3906 // get viewer direction
3907 int viewer_direction = PHYSICS_VIEWER_REAR;
3909 if(Viewer_mode == 0){
3910 viewer_direction = PHYSICS_VIEWER_FRONT;
3912 if(Viewer_mode & VM_PADLOCK_UP){
3913 viewer_direction = PHYSICS_VIEWER_UP;
3915 else if(Viewer_mode & VM_PADLOCK_REAR){
3916 viewer_direction = PHYSICS_VIEWER_REAR;
3918 else if(Viewer_mode & VM_PADLOCK_LEFT){
3919 viewer_direction = PHYSICS_VIEWER_LEFT;
3921 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3922 viewer_direction = PHYSICS_VIEWER_RIGHT;
3925 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3927 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3930 #define VM_PADLOCK_UP (1 << 7)
3931 #define VM_PADLOCK_REAR (1 << 8)
3932 #define VM_PADLOCK_LEFT (1 << 9)
3933 #define VM_PADLOCK_RIGHT (1 << 10)
3935 // evaluate mission departures and arrivals before we process all objects.
3936 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3938 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3939 // ships/wing packets.
3940 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3941 mission_parse_eval_stuff();
3944 // if we're an observer, move ourselves seperately from the standard physics
3945 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3946 obj_observer_move(flFrametime);
3949 // move all the objects now
3950 obj_move_all(flFrametime);
3952 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3953 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3954 // ship_check_cargo_all();
3955 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3956 mission_eval_goals();
3960 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3961 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3962 training_check_objectives();
3965 // do all interpolation now
3966 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3967 // client side processing of warping in effect stages
3968 multi_do_client_warp(flFrametime);
3970 // client side movement of an observer
3971 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3972 obj_observer_move(flFrametime);
3975 // move all objects - does interpolation now as well
3976 obj_move_all(flFrametime);
3979 // only process the message queue when the player is "in" the game
3980 if ( !Pre_player_entry ){
3981 message_queue_process(); // process any messages send to the player
3984 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3985 message_maybe_distort(); // maybe distort incoming message if comms damaged
3986 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3987 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3988 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3991 if(!(Game_mode & GM_STANDALONE_SERVER)){
3992 // process some stuff every frame (before frame is rendered)
3993 emp_process_local();
3995 hud_update_frame(); // update hud systems
3997 if (!physics_paused) {
3998 // Move particle system
3999 particle_move_all(flFrametime);
4001 // Move missile trails
4002 trail_move_all(flFrametime);
4004 // process muzzle flashes
4005 mflash_process_all();
4007 // Flash the gun flashes
4008 shipfx_flash_do_frame(flFrametime);
4010 shockwave_move_all(flFrametime); // update all the shockwaves
4013 // subspace missile strikes
4016 obj_snd_do_frame(); // update the object-linked persistant sounds
4017 game_maybe_update_sound_environment();
4018 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4020 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4022 if ( Game_subspace_effect ) {
4023 game_start_subspace_ambient_sound();
4029 // Maybe render and process the dead-popup
4030 void game_maybe_do_dead_popup(float frametime)
4032 if ( popupdead_is_active() ) {
4034 int choice = popupdead_do_frame(frametime);
4036 if ( Game_mode & GM_NORMAL ) {
4039 gameseq_post_event(GS_EVENT_ENTER_GAME);
4043 gameseq_post_event(GS_EVENT_END_GAME);
4047 gameseq_post_event(GS_EVENT_START_GAME);
4050 // this should only happen during a red alert mission
4053 SDL_assert(The_mission.red_alert);
4054 if(!The_mission.red_alert){
4055 gameseq_post_event(GS_EVENT_START_GAME);
4059 // choose the previous mission
4060 mission_campaign_previous_mission();
4062 gameseq_post_event(GS_EVENT_START_GAME);
4072 case POPUPDEAD_DO_MAIN_HALL:
4073 multi_quit_game(PROMPT_NONE,-1);
4076 case POPUPDEAD_DO_RESPAWN:
4077 multi_respawn_normal();
4078 event_music_player_respawn();
4081 case POPUPDEAD_DO_OBSERVER:
4082 multi_respawn_observer();
4083 event_music_player_respawn_as_observer();
4092 if ( leave_popup ) {
4098 // returns true if player is actually in a game_play stats
4099 int game_actually_playing()
4103 state = gameseq_get_state();
4104 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4110 // Draw the 2D HUD gauges
4111 void game_render_hud_2d()
4113 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4117 HUD_render_2d(flFrametime);
4121 // Draw the 3D-dependant HUD gauges
4122 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4124 g3_start_frame(0); // 0 = turn zbuffering off
4125 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4127 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4128 HUD_render_3d(flFrametime);
4132 game_sunspot_process(flFrametime);
4134 // Diminish the palette effect
4135 game_flash_diminish(flFrametime);
4143 int actually_playing;
4144 fix total_time1, total_time2;
4145 fix render2_time1=0, render2_time2=0;
4146 fix render3_time1=0, render3_time2=0;
4147 fix flip_time1=0, flip_time2=0;
4148 fix clear_time1=0, clear_time2=0;
4154 if (Framerate_delay) {
4155 int start_time = timer_get_milliseconds();
4156 while (timer_get_milliseconds() < start_time + Framerate_delay)
4162 demo_do_frame_start();
4164 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4169 // start timing frame
4170 timing_frame_start();
4172 total_time1 = timer_get_fixed_seconds();
4174 // var to hold which state we are in
4175 actually_playing = game_actually_playing();
4177 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4178 if (!(Game_mode & GM_STANDALONE_SERVER)){
4179 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4183 if (Missiontime > Entry_delay_time){
4184 Pre_player_entry = 0;
4186 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4189 // Note: These are done even before the player enters, else buffers can overflow.
4190 if (! (Game_mode & GM_STANDALONE_SERVER)){
4194 shield_frame_init();
4196 if ( Player->control_mode != PCM_NORMAL )
4199 if ( !Pre_player_entry && actually_playing ) {
4200 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4202 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4203 game_process_keys();
4205 // don't read flying controls if we're playing a demo back
4206 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4207 read_player_controls( Player_obj, flFrametime);
4211 // if we're not the master, we may have to send the server-critical ship status button_info bits
4212 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4213 multi_maybe_send_ship_status();
4218 // Reset the whack stuff
4221 // These two lines must be outside of Pre_player_entry code,
4222 // otherwise too many lights are added.
4225 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4229 game_simulation_frame();
4231 // if not actually in a game play state, then return. This condition could only be true in
4232 // a multiplayer game.
4233 if ( !actually_playing ) {
4234 SDL_assert( Game_mode & GM_MULTIPLAYER );
4238 if (!Pre_player_entry) {
4239 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4240 clear_time1 = timer_get_fixed_seconds();
4241 // clear the screen to black
4243 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4247 clear_time2 = timer_get_fixed_seconds();
4248 render3_time1 = timer_get_fixed_seconds();
4249 game_render_frame_setup(&eye_pos, &eye_orient);
4250 game_render_frame( &eye_pos, &eye_orient );
4252 // save the eye position and orientation
4253 if ( Game_mode & GM_MULTIPLAYER ) {
4254 Net_player->s_info.eye_pos = eye_pos;
4255 Net_player->s_info.eye_orient = eye_orient;
4258 hud_show_target_model();
4260 // check to see if we should display the death died popup
4261 if(Game_mode & GM_DEAD_BLEW_UP){
4262 if(Game_mode & GM_MULTIPLAYER){
4263 // catch the situation where we're supposed to be warping out on this transition
4264 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4265 gameseq_post_event(GS_EVENT_DEBRIEF);
4266 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4267 Player_died_popup_wait = -1;
4271 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4272 Player_died_popup_wait = -1;
4278 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4279 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4280 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4281 if(!popupdead_is_active()){
4285 Player_multi_died_check = -1;
4289 render3_time2 = timer_get_fixed_seconds();
4290 render2_time1 = timer_get_fixed_seconds();
4293 game_get_framerate();
4294 game_show_framerate();
4296 game_show_time_left();
4298 // Draw the 2D HUD gauges
4299 if(supernova_active() < 3){
4300 game_render_hud_2d();
4303 game_set_view_clip();
4305 // Draw 3D HUD gauges
4306 game_render_hud_3d(&eye_pos, &eye_orient);
4310 render2_time2 = timer_get_fixed_seconds();
4312 // maybe render and process the dead popup
4313 game_maybe_do_dead_popup(flFrametime);
4315 // start timing frame
4316 timing_frame_stop();
4317 // timing_display(30, 10);
4319 // If a regular popup is active, don't flip (popup code flips)
4320 if( !popup_running_state() ){
4321 flip_time1 = timer_get_fixed_seconds();
4322 game_flip_page_and_time_it();
4323 flip_time2 = timer_get_fixed_seconds();
4327 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4330 game_show_standalone_framerate();
4334 game_do_training_checks();
4337 // process lightning (nebula only)
4340 total_time2 = timer_get_fixed_seconds();
4342 // Got some timing numbers
4343 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4344 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4345 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4346 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4347 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4350 demo_do_frame_end();
4352 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4358 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4359 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4360 // died. This resulted in screwed up death sequences.
4362 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4363 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4364 static int timer_paused=0;
4365 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366 static int stop_count,start_count;
4367 static int time_stopped,time_started;
4369 int saved_timestamp_ticker = -1;
4371 void game_reset_time()
4373 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4377 // Last_time = timer_get_fixed_seconds();
4383 void game_stop_time()
4385 if (timer_paused==0) {
4387 time = timer_get_fixed_seconds();
4388 // Save how much time progressed so far in the frame so we can
4389 // use it when we unpause.
4390 Last_delta_time = time - Last_time;
4392 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4393 if (Last_delta_time < 0) {
4394 #if defined(TIMER_TEST) && !defined(NDEBUG)
4395 Int3(); //get Matt!!!!
4397 Last_delta_time = 0;
4399 #if defined(TIMER_TEST) && !defined(NDEBUG)
4400 time_stopped = time;
4403 // Stop the timer_tick stuff...
4404 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4405 saved_timestamp_ticker = timestamp_ticker;
4409 #if defined(TIMER_TEST) && !defined(NDEBUG)
4414 void game_start_time()
4417 SDL_assert(timer_paused >= 0);
4418 if (timer_paused==0) {
4420 time = timer_get_fixed_seconds();
4421 #if defined(TIMER_TEST) && !defined(NDEBUG)
4423 Int3(); //get Matt!!!!
4426 // Take current time, and set it backwards to account for time
4427 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4428 // will be correct when it goes to calculate the frametime next
4430 Last_time = time - Last_delta_time;
4431 #if defined(TIMER_TEST) && !defined(NDEBUG)
4432 time_started = time;
4435 // Restore the timer_tick stuff...
4436 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4437 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4438 timestamp_ticker = saved_timestamp_ticker;
4439 saved_timestamp_ticker = -1;
4442 #if defined(TIMER_TEST) && !defined(NDEBUG)
4448 void game_set_frametime(int state)
4451 float frame_cap_diff;
4453 thistime = timer_get_fixed_seconds();
4455 if ( Last_time == 0 )
4456 Frametime = F1_0 / 30;
4458 Frametime = thistime - Last_time;
4460 // Frametime = F1_0 / 30;
4462 fix debug_frametime = Frametime; // Just used to display frametime.
4464 // If player hasn't entered mission yet, make frame take 1/4 second.
4465 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4468 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4470 fix frame_speed = F1_0 / Debug_dump_frames;
4472 if (Frametime > frame_speed ){
4473 nprintf(("warning","slow frame: %x\n",Frametime));
4476 thistime = timer_get_fixed_seconds();
4477 Frametime = thistime - Last_time;
4478 } while (Frametime < frame_speed );
4480 Frametime = frame_speed;
4484 SDL_assert( Framerate_cap > 0 );
4486 // Cap the framerate so it doesn't get too high.
4490 cap = F1_0/Framerate_cap;
4491 if (Frametime < cap) {
4492 thistime = cap - Frametime;
4493 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4494 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4496 thistime = timer_get_fixed_seconds();
4500 if((Game_mode & GM_STANDALONE_SERVER) &&
4501 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4503 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4504 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4506 thistime += fl2f((frame_cap_diff));
4508 Frametime = thistime - Last_time;
4511 // If framerate is too low, cap it.
4512 if (Frametime > MAX_FRAMETIME) {
4514 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4516 // to remove warnings in release build
4517 debug_frametime = fl2f(flFrametime);
4519 Frametime = MAX_FRAMETIME;
4522 Frametime = fixmul(Frametime, Game_time_compression);
4524 Last_time = thistime;
4525 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4527 flFrametime = f2fl(Frametime);
4528 //if(!(Game_mode & GM_PLAYING_DEMO)){
4529 timestamp_inc(flFrametime);
4531 /* if ((Framecount > 0) && (Framecount < 10)) {
4532 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4537 // This is called from game_do_frame(), and from navmap_do_frame()
4538 void game_update_missiontime()
4540 // TODO JAS: Put in if and move this into game_set_frametime,
4541 // fix navmap to call game_stop/start_time
4542 //if ( !timer_paused )
4543 Missiontime += Frametime;
4546 void game_do_frame()
4548 game_set_frametime(GS_STATE_GAME_PLAY);
4549 game_update_missiontime();
4551 if (Game_mode & GM_STANDALONE_SERVER) {
4552 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4555 if ( game_single_step && (last_single_step == game_single_step) ) {
4556 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4557 while( key_checkch() == 0 )
4559 os_set_title( XSTR( "FreeSpace", 171) );
4560 Last_time = timer_get_fixed_seconds();
4563 last_single_step = game_single_step;
4565 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4566 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4570 Keep_mouse_centered = 0;
4571 monitor_update(); // Update monitor variables
4574 void multi_maybe_do_frame()
4576 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4581 int Joymouse_button_status = 0;
4583 // Flush all input devices
4591 Joymouse_button_status = 0;
4593 //mprintf(("Game flush!\n" ));
4596 // function for multiplayer only which calls game_do_state_common() when running the
4598 void game_do_dc_networking()
4600 SDL_assert( Game_mode & GM_MULTIPLAYER );
4602 game_do_state_common( gameseq_get_state() );
4605 // Call this whenever in a loop, or when you need to check for a keystroke.
4606 int game_check_key()
4612 // convert keypad enter to normal enter
4613 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4614 k = (k & ~KEY_MASK) | SDLK_RETURN;
4619 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4621 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4622 static int Demo_show_trailer_timestamp = 0;
4624 void demo_reset_trailer_timer()
4626 Demo_show_trailer_timestamp = timer_get_milliseconds();
4629 void demo_maybe_show_trailer(int k)
4632 // if key pressed, reset demo trailer timer
4634 demo_reset_trailer_timer();
4638 // if mouse moved, reset demo trailer timer
4641 mouse_get_delta(&dx, &dy);
4642 if ( (dx > 0) || (dy > 0) ) {
4643 demo_reset_trailer_timer();
4647 // if joystick has moved, reset demo trailer timer
4650 joy_get_delta(&dx, &dy);
4651 if ( (dx > 0) || (dy > 0) ) {
4652 demo_reset_trailer_timer();
4656 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4657 // the low-level code. Ugly, I know... but was the simplest and most
4660 // if 30 seconds since last demo trailer time reset, launch movie
4661 if ( os_foreground() ) {
4662 int now = timer_get_milliseconds();
4663 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4664 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4666 movie_play( NOX("fstrailer2.mve") );
4667 demo_reset_trailer_timer();
4675 // same as game_check_key(), except this is used while actually in the game. Since there
4676 // generally are differences between game control keys and general UI keys, makes sense to
4677 // have seperate functions for each case. If you are not checking a game control while in a
4678 // mission, you should probably be using game_check_key() instead.
4683 if (!os_foreground()) {
4688 // If we're in a single player game, pause it.
4689 if (!(Game_mode & GM_MULTIPLAYER)){
4690 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4691 game_process_pause_key();
4698 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4699 demo_maybe_show_trailer(k);
4702 // Move the mouse cursor with the joystick.
4703 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4704 // Move the mouse cursor with the joystick
4708 joy_get_pos( &jx, &jy, &jz, &jr );
4710 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4711 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4714 mouse_get_real_pos( &mx, &my );
4715 mouse_set_pos( mx+dx, my+dy );
4720 m = mouse_down(MOUSE_LEFT_BUTTON);
4722 if ( j != Joymouse_button_status ) {
4723 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4724 Joymouse_button_status = j;
4726 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4727 } else if ( (!j) && (m) ) {
4728 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4733 // if we should be ignoring keys because of some multiplayer situations
4734 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4738 // If a popup is running, don't process all the Fn keys
4739 if( popup_active() ) {
4743 state = gameseq_get_state();
4745 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4748 case KEY_DEBUGGED + SDLK_BACKSPACE:
4753 launch_context_help();
4758 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4760 // don't allow f2 while warping out in multiplayer
4761 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4766 case GS_STATE_INITIAL_PLAYER_SELECT:
4767 case GS_STATE_OPTIONS_MENU:
4768 case GS_STATE_HUD_CONFIG:
4769 case GS_STATE_CONTROL_CONFIG:
4770 case GS_STATE_DEATH_DIED:
4771 case GS_STATE_DEATH_BLEW_UP:
4772 case GS_STATE_VIEW_MEDALS:
4776 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4783 // hotkey selection screen -- only valid from briefing and beyond.
4785 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4786 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) ) {
4787 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4793 case KEY_DEBUGGED + SDLK_F3:
4794 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4797 case KEY_DEBUGGED + SDLK_F4:
4798 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4802 if(Game_mode & GM_MULTIPLAYER){
4803 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4804 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4808 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4809 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4815 case SDLK_ESCAPE | KEY_SHIFTED:
4816 // make sure to quit properly out of multiplayer
4817 if(Game_mode & GM_MULTIPLAYER){
4818 multi_quit_game(PROMPT_NONE);
4821 gameseq_post_event( GS_EVENT_QUIT_GAME );
4826 case KEY_DEBUGGED + SDLK_p:
4829 case SDLK_PRINTSCREEN:
4831 static int counter = 0;
4836 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4838 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4839 gr_print_screen(tmp_name);
4847 case KEY_SHIFTED | SDLK_RETURN: {
4849 #if !defined(NDEBUG)
4851 if ( Game_mode & GM_NORMAL ){
4855 // if we're in multiplayer mode, do some special networking
4856 if(Game_mode & GM_MULTIPLAYER){
4857 debug_console(game_do_dc_networking);
4864 if ( Game_mode & GM_NORMAL )
4878 gameseq_post_event(GS_EVENT_QUIT_GAME);
4881 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4884 void camera_set_position( vector *pos )
4889 void camera_set_orient( matrix *orient )
4891 Camera_orient = *orient;
4894 void camera_set_velocity( vector *vel, int instantaneous )
4896 Camera_desired_velocity.xyz.x = 0.0f;
4897 Camera_desired_velocity.xyz.y = 0.0f;
4898 Camera_desired_velocity.xyz.z = 0.0f;
4900 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4901 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4902 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4904 if ( instantaneous ) {
4905 Camera_velocity = Camera_desired_velocity;
4913 vector new_vel, delta_pos;
4915 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4916 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4917 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4919 Camera_velocity = new_vel;
4921 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4923 vm_vec_add2( &Camera_pos, &delta_pos );
4925 float ot = Camera_time+0.0f;
4927 Camera_time += flFrametime;
4929 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4932 tmp.xyz.z = 4.739f; // always go this fast forward.
4934 // pick x and y velocities so they are always on a
4935 // circle with a 25 m radius.
4937 float tmp_angle = frand()*PI2;
4939 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4940 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4942 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4944 //mprintf(( "Changing velocity!\n" ));
4945 camera_set_velocity( &tmp, 0 );
4948 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4949 vector tmp = ZERO_VECTOR;
4950 camera_set_velocity( &tmp, 0 );
4955 void end_demo_campaign_do()
4957 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4958 // show upsell screens
4959 demo_upsell_show_screens();
4960 #elif defined(OEM_BUILD)
4961 // show oem upsell screens
4962 oem_upsell_show_screens();
4965 // drop into main hall
4966 gameseq_post_event( GS_EVENT_MAIN_MENU );
4969 // All code to process events. This is the only place
4970 // that you should change the state of the game.
4971 void game_process_event( int current_state, int event )
4973 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4976 case GS_EVENT_SIMULATOR_ROOM:
4977 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4980 case GS_EVENT_MAIN_MENU:
4981 gameseq_set_state(GS_STATE_MAIN_MENU);
4984 case GS_EVENT_OPTIONS_MENU:
4985 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4988 case GS_EVENT_BARRACKS_MENU:
4989 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4992 case GS_EVENT_TECH_MENU:
4993 gameseq_set_state(GS_STATE_TECH_MENU);
4996 case GS_EVENT_TRAINING_MENU:
4997 gameseq_set_state(GS_STATE_TRAINING_MENU);
5000 case GS_EVENT_START_GAME:
5001 Select_default_ship = 0;
5002 Player_multi_died_check = -1;
5003 gameseq_set_state(GS_STATE_CMD_BRIEF);
5006 case GS_EVENT_START_BRIEFING:
5007 gameseq_set_state(GS_STATE_BRIEFING);
5010 case GS_EVENT_DEBRIEF:
5011 // did we end the campaign in the main freespace 2 single player campaign?
5013 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5015 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5017 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5019 gameseq_set_state(GS_STATE_DEBRIEF);
5022 Player_multi_died_check = -1;
5025 case GS_EVENT_SHIP_SELECTION:
5026 gameseq_set_state( GS_STATE_SHIP_SELECT );
5029 case GS_EVENT_WEAPON_SELECTION:
5030 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5033 case GS_EVENT_ENTER_GAME:
5035 // maybe start recording a demo
5037 demo_start_record("test.fsd");
5041 if (Game_mode & GM_MULTIPLAYER) {
5042 // if we're respawning, make sure we change the view mode so that the hud shows up
5043 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5047 gameseq_set_state(GS_STATE_GAME_PLAY);
5049 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5052 Player_multi_died_check = -1;
5054 // clear multiplayer button info
5055 extern button_info Multi_ship_status_bi;
5056 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5058 Start_time = f2fl(timer_get_approx_seconds());
5060 mprintf(("Entering game at time = %7.3f\n", Start_time));
5064 case GS_EVENT_START_GAME_QUICK:
5065 Select_default_ship = 1;
5066 gameseq_post_event(GS_EVENT_ENTER_GAME);
5070 case GS_EVENT_END_GAME:
5071 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5072 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5073 gameseq_set_state(GS_STATE_MAIN_MENU);
5078 Player_multi_died_check = -1;
5081 case GS_EVENT_QUIT_GAME:
5082 main_hall_stop_music();
5083 main_hall_stop_ambient();
5084 gameseq_set_state(GS_STATE_QUIT_GAME);
5086 Player_multi_died_check = -1;
5089 case GS_EVENT_GAMEPLAY_HELP:
5090 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5093 case GS_EVENT_PAUSE_GAME:
5094 gameseq_push_state(GS_STATE_GAME_PAUSED);
5097 case GS_EVENT_DEBUG_PAUSE_GAME:
5098 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5101 case GS_EVENT_TRAINING_PAUSE:
5102 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5105 case GS_EVENT_PREVIOUS_STATE:
5106 gameseq_pop_state();
5109 case GS_EVENT_TOGGLE_FULLSCREEN:
5110 gr_toggle_fullscreen();
5113 case GS_EVENT_TOGGLE_GLIDE:
5116 case GS_EVENT_LOAD_MISSION_MENU:
5119 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5120 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5123 case GS_EVENT_HUD_CONFIG:
5124 gameseq_push_state( GS_STATE_HUD_CONFIG );
5127 case GS_EVENT_CONTROL_CONFIG:
5128 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5131 case GS_EVENT_DEATH_DIED:
5132 gameseq_set_state( GS_STATE_DEATH_DIED );
5135 case GS_EVENT_DEATH_BLEW_UP:
5136 if ( current_state == GS_STATE_DEATH_DIED ) {
5137 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5138 event_music_player_death();
5140 // multiplayer clients set their extra check here
5141 if(Game_mode & GM_MULTIPLAYER){
5142 // set the multi died absolute last chance check
5143 Player_multi_died_check = time(NULL);
5146 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5150 case GS_EVENT_NEW_CAMPAIGN:
5151 if (!mission_load_up_campaign()){
5152 readyroom_continue_campaign();
5155 Player_multi_died_check = -1;
5158 case GS_EVENT_CAMPAIGN_CHEAT:
5159 if (!mission_load_up_campaign()){
5161 // bash campaign value
5162 extern char Main_hall_campaign_cheat[512];
5165 // look for the mission
5166 for(idx=0; idx<Campaign.num_missions; idx++){
5167 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5168 Campaign.next_mission = idx;
5169 Campaign.prev_mission = idx - 1;
5176 readyroom_continue_campaign();
5179 Player_multi_died_check = -1;
5182 case GS_EVENT_CAMPAIGN_ROOM:
5183 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5186 case GS_EVENT_CMD_BRIEF:
5187 gameseq_set_state(GS_STATE_CMD_BRIEF);
5190 case GS_EVENT_RED_ALERT:
5191 gameseq_set_state(GS_STATE_RED_ALERT);
5194 case GS_EVENT_CREDITS:
5195 gameseq_set_state( GS_STATE_CREDITS );
5198 case GS_EVENT_VIEW_MEDALS:
5199 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5202 case GS_EVENT_SHOW_GOALS:
5203 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5206 case GS_EVENT_HOTKEY_SCREEN:
5207 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5210 // multiplayer stuff follow these comments
5212 case GS_EVENT_MULTI_JOIN_GAME:
5213 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5216 case GS_EVENT_MULTI_HOST_SETUP:
5217 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5220 case GS_EVENT_MULTI_CLIENT_SETUP:
5221 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5224 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5225 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5228 case GS_EVENT_MULTI_STD_WAIT:
5229 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5232 case GS_EVENT_STANDALONE_MAIN:
5233 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5236 case GS_EVENT_MULTI_PAUSE:
5237 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5240 case GS_EVENT_INGAME_PRE_JOIN:
5241 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5244 case GS_EVENT_EVENT_DEBUG:
5245 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5248 // Start a warpout where player automatically goes 70 no matter what
5249 // and can't cancel out of it.
5250 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5251 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5253 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5254 Player->saved_viewer_mode = Viewer_mode;
5255 Player->control_mode = PCM_WARPOUT_STAGE1;
5256 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5257 Warpout_time = 0.0f; // Start timer!
5260 case GS_EVENT_PLAYER_WARPOUT_START:
5261 if ( Player->control_mode != PCM_NORMAL ) {
5262 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5264 Player->saved_viewer_mode = Viewer_mode;
5265 Player->control_mode = PCM_WARPOUT_STAGE1;
5266 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5267 Warpout_time = 0.0f; // Start timer!
5268 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5272 case GS_EVENT_PLAYER_WARPOUT_STOP:
5273 if ( Player->control_mode != PCM_NORMAL ) {
5274 if ( !Warpout_forced ) { // cannot cancel forced warpout
5275 Player->control_mode = PCM_NORMAL;
5276 Viewer_mode = Player->saved_viewer_mode;
5277 hud_subspace_notify_abort();
5278 mprintf(( "Player put back to normal mode.\n" ));
5279 if ( Warpout_sound > -1 ) {
5280 snd_stop( Warpout_sound );
5287 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5288 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5289 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5290 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5292 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5293 shipfx_warpout_start( Player_obj );
5294 Player->control_mode = PCM_WARPOUT_STAGE2;
5295 Player->saved_viewer_mode = Viewer_mode;
5296 Viewer_mode |= VM_WARP_CHASE;
5298 vector tmp = Player_obj->pos;
5300 ship_get_eye( &tmp, &tmp_m, Player_obj );
5301 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5302 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5303 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5305 camera_set_position( &tmp );
5306 camera_set_orient( &Player_obj->orient );
5307 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5309 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5310 camera_set_velocity( &tmp_vel, 1);
5314 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5315 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5316 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5317 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5319 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5320 Player->control_mode = PCM_WARPOUT_STAGE3;
5324 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5325 mprintf(( "Player warped out. Going to debriefing!\n" ));
5326 Player->control_mode = PCM_NORMAL;
5327 Viewer_mode = Player->saved_viewer_mode;
5330 // we have a special debriefing screen for multiplayer furballs
5331 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5332 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5334 // do the normal debriefing for all other situations
5336 gameseq_post_event(GS_EVENT_DEBRIEF);
5340 case GS_EVENT_STANDALONE_POSTGAME:
5341 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5344 case GS_EVENT_INITIAL_PLAYER_SELECT:
5345 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5348 case GS_EVENT_GAME_INIT:
5349 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5350 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5352 // see if the command line option has been set to use the last pilot, and act acoordingly
5353 if( player_select_get_last_pilot() ) {
5354 // always enter the main menu -- do the automatic network startup stuff elsewhere
5355 // so that we still have valid checks for networking modes, etc.
5356 gameseq_set_state(GS_STATE_MAIN_MENU);
5358 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5363 case GS_EVENT_MULTI_MISSION_SYNC:
5364 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5367 case GS_EVENT_MULTI_START_GAME:
5368 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5371 case GS_EVENT_MULTI_HOST_OPTIONS:
5372 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5375 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5376 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5379 case GS_EVENT_TEAM_SELECT:
5380 gameseq_set_state(GS_STATE_TEAM_SELECT);
5383 case GS_EVENT_END_CAMPAIGN:
5384 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5387 case GS_EVENT_END_DEMO:
5388 gameseq_set_state(GS_STATE_END_DEMO);
5391 case GS_EVENT_LOOP_BRIEF:
5392 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5401 // Called when a state is being left.
5402 // The current state is still at old_state, but as soon as
5403 // this function leaves, then the current state will become
5404 // new state. You should never try to change the state
5405 // in here... if you think you need to, you probably really
5406 // need to post an event, not change the state.
5407 void game_leave_state( int old_state, int new_state )
5409 int end_mission = 1;
5411 switch (new_state) {
5412 case GS_STATE_GAME_PAUSED:
5413 case GS_STATE_DEBUG_PAUSED:
5414 case GS_STATE_OPTIONS_MENU:
5415 case GS_STATE_CONTROL_CONFIG:
5416 case GS_STATE_MISSION_LOG_SCROLLBACK:
5417 case GS_STATE_DEATH_DIED:
5418 case GS_STATE_SHOW_GOALS:
5419 case GS_STATE_HOTKEY_SCREEN:
5420 case GS_STATE_MULTI_PAUSED:
5421 case GS_STATE_TRAINING_PAUSED:
5422 case GS_STATE_EVENT_DEBUG:
5423 case GS_STATE_GAMEPLAY_HELP:
5424 end_mission = 0; // these events shouldn't end a mission
5428 switch (old_state) {
5429 case GS_STATE_BRIEFING:
5430 brief_stop_voices();
5431 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5432 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5433 && (new_state != GS_STATE_TEAM_SELECT) ){
5434 common_select_close();
5435 if ( new_state == GS_STATE_MAIN_MENU ) {
5436 freespace_stop_mission();
5440 // COMMAND LINE OPTION
5441 if (Cmdline_multi_stream_chat_to_file){
5442 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5443 cfclose(Multi_chat_stream);
5447 case GS_STATE_DEBRIEF:
5448 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5453 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5454 multi_df_debrief_close();
5457 case GS_STATE_LOAD_MISSION_MENU:
5460 case GS_STATE_SIMULATOR_ROOM:
5464 case GS_STATE_CAMPAIGN_ROOM:
5465 campaign_room_close();
5468 case GS_STATE_CMD_BRIEF:
5469 if (new_state == GS_STATE_OPTIONS_MENU) {
5474 if (new_state == GS_STATE_MAIN_MENU)
5475 freespace_stop_mission();
5480 case GS_STATE_RED_ALERT:
5484 case GS_STATE_SHIP_SELECT:
5485 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5486 new_state != GS_STATE_HOTKEY_SCREEN &&
5487 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5488 common_select_close();
5489 if ( new_state == GS_STATE_MAIN_MENU ) {
5490 freespace_stop_mission();
5495 case GS_STATE_WEAPON_SELECT:
5496 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5497 new_state != GS_STATE_HOTKEY_SCREEN &&
5498 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5499 common_select_close();
5500 if ( new_state == GS_STATE_MAIN_MENU ) {
5501 freespace_stop_mission();
5506 case GS_STATE_TEAM_SELECT:
5507 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5508 new_state != GS_STATE_HOTKEY_SCREEN &&
5509 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5510 common_select_close();
5511 if ( new_state == GS_STATE_MAIN_MENU ) {
5512 freespace_stop_mission();
5517 case GS_STATE_MAIN_MENU:
5518 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5525 case GS_STATE_OPTIONS_MENU:
5526 //game_start_time();
5527 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5528 multi_join_clear_game_list();
5530 options_menu_close();
5533 case GS_STATE_BARRACKS_MENU:
5534 if(new_state != GS_STATE_VIEW_MEDALS){
5539 case GS_STATE_MISSION_LOG_SCROLLBACK:
5540 hud_scrollback_close();
5543 case GS_STATE_TRAINING_MENU:
5544 training_menu_close();
5547 case GS_STATE_GAME_PLAY:
5548 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5549 player_save_target_and_weapon_link_prefs();
5550 game_stop_looped_sounds();
5553 sound_env_disable();
5554 joy_ff_stop_effects();
5556 // stop game time under certain conditions
5557 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5562 // shut down any recording or playing demos
5567 // when in multiplayer and going back to the main menu, send a leave game packet
5568 // right away (before calling stop mission). stop_mission was taking to long to
5569 // close mission down and I want people to get notified ASAP.
5570 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5571 multi_quit_game(PROMPT_NONE);
5574 freespace_stop_mission();
5575 Game_time_compression = F1_0;
5579 case GS_STATE_TECH_MENU:
5583 case GS_STATE_TRAINING_PAUSED:
5584 Training_num_lines = 0;
5585 // fall through to GS_STATE_GAME_PAUSED
5587 case GS_STATE_GAME_PAUSED:
5589 if ( end_mission ) {
5594 case GS_STATE_DEBUG_PAUSED:
5597 pause_debug_close();
5601 case GS_STATE_HUD_CONFIG:
5605 // join/start a game
5606 case GS_STATE_MULTI_JOIN_GAME:
5607 if(new_state != GS_STATE_OPTIONS_MENU){
5608 multi_join_game_close();
5612 case GS_STATE_MULTI_HOST_SETUP:
5613 case GS_STATE_MULTI_CLIENT_SETUP:
5614 // if this is just the host going into the options screen, don't do anything
5615 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5619 // close down the proper state
5620 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5621 multi_create_game_close();
5623 multi_game_client_setup_close();
5626 // COMMAND LINE OPTION
5627 if (Cmdline_multi_stream_chat_to_file){
5628 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5629 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5630 cfclose(Multi_chat_stream);
5635 case GS_STATE_CONTROL_CONFIG:
5636 control_config_close();
5639 case GS_STATE_DEATH_DIED:
5640 Game_mode &= ~GM_DEAD_DIED;
5642 // early end while respawning or blowing up in a multiplayer game
5643 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5645 freespace_stop_mission();
5649 case GS_STATE_DEATH_BLEW_UP:
5650 Game_mode &= ~GM_DEAD_BLEW_UP;
5652 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5653 // to determine if I should do anything.
5654 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5656 freespace_stop_mission();
5659 // if we are not respawing as an observer or as a player, our new state will not
5660 // be gameplay state.
5661 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5662 game_stop_time(); // hasn't been called yet!!
5663 freespace_stop_mission();
5669 case GS_STATE_CREDITS:
5673 case GS_STATE_VIEW_MEDALS:
5677 case GS_STATE_SHOW_GOALS:
5678 mission_show_goals_close();
5681 case GS_STATE_HOTKEY_SCREEN:
5682 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5683 mission_hotkey_close();
5687 case GS_STATE_MULTI_MISSION_SYNC:
5688 // if we're moving into the options menu, don't do anything
5689 if(new_state == GS_STATE_OPTIONS_MENU){
5693 SDL_assert( Game_mode & GM_MULTIPLAYER );
5695 if ( new_state == GS_STATE_GAME_PLAY ){
5696 // palette_restore_palette();
5698 // change a couple of flags to indicate our state!!!
5699 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5700 send_netplayer_update_packet();
5702 // set the game mode
5703 Game_mode |= GM_IN_MISSION;
5707 case GS_STATE_VIEW_CUTSCENES:
5708 cutscenes_screen_close();
5711 case GS_STATE_MULTI_STD_WAIT:
5712 multi_standalone_wait_close();
5715 case GS_STATE_STANDALONE_MAIN:
5716 standalone_main_close();
5717 if(new_state == GS_STATE_MULTI_STD_WAIT){
5718 init_multiplayer_stats();
5722 case GS_STATE_MULTI_PAUSED:
5723 // if ( end_mission ){
5728 case GS_STATE_INGAME_PRE_JOIN:
5729 multi_ingame_select_close();
5732 case GS_STATE_STANDALONE_POSTGAME:
5733 multi_standalone_postgame_close();
5736 case GS_STATE_INITIAL_PLAYER_SELECT:
5737 player_select_close();
5740 case GS_STATE_MULTI_START_GAME:
5741 multi_start_game_close();
5744 case GS_STATE_MULTI_HOST_OPTIONS:
5745 multi_host_options_close();
5748 case GS_STATE_END_OF_CAMPAIGN:
5749 mission_campaign_end_close();
5752 case GS_STATE_LOOP_BRIEF:
5758 // Called when a state is being entered.
5759 // The current state is set to the state we're entering at
5760 // this point, and old_state is set to the state we're coming
5761 // from. You should never try to change the state
5762 // in here... if you think you need to, you probably really
5763 // need to post an event, not change the state.
5765 void game_enter_state( int old_state, int new_state )
5767 switch (new_state) {
5768 case GS_STATE_MAIN_MENU:
5769 // in multiplayer mode, be sure that we are not doing networking anymore.
5770 if ( Game_mode & GM_MULTIPLAYER ) {
5771 SDL_assert( Net_player != NULL );
5772 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5775 Game_time_compression = F1_0;
5777 // determine which ship this guy is currently based on
5778 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5781 if (Player->on_bastion) {
5789 case GS_STATE_BRIEFING:
5790 main_hall_stop_music();
5791 main_hall_stop_ambient();
5793 if (Game_mode & GM_NORMAL) {
5794 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5795 // MWA: or from options or hotkey screens
5796 // JH: or if the command brief state already did this
5797 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5798 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5799 && (old_state != GS_STATE_CMD_BRIEF) ) {
5800 if ( !game_start_mission() ) // this should put us into a new state on failure!
5804 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5805 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5806 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5808 Game_time_compression = F1_0;
5810 if ( red_alert_mission() ) {
5811 gameseq_post_event(GS_EVENT_RED_ALERT);
5818 case GS_STATE_DEBRIEF:
5819 game_stop_looped_sounds();
5820 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5821 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5826 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5827 multi_df_debrief_init();
5830 case GS_STATE_LOAD_MISSION_MENU:
5833 case GS_STATE_SIMULATOR_ROOM:
5837 case GS_STATE_CAMPAIGN_ROOM:
5838 campaign_room_init();
5841 case GS_STATE_RED_ALERT:
5842 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5846 case GS_STATE_CMD_BRIEF: {
5847 int team_num = 0; // team number used as index for which cmd brief to use.
5849 if (old_state == GS_STATE_OPTIONS_MENU) {
5853 main_hall_stop_music();
5854 main_hall_stop_ambient();
5856 if (Game_mode & GM_NORMAL) {
5857 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5858 // MWA: or from options or hotkey screens
5859 // JH: or if the command brief state already did this
5860 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5861 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5862 if ( !game_start_mission() ) // this should put us into a new state on failure!
5867 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5868 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5869 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5871 cmd_brief_init(team_num);
5877 case GS_STATE_SHIP_SELECT:
5881 case GS_STATE_WEAPON_SELECT:
5882 weapon_select_init();
5885 case GS_STATE_TEAM_SELECT:
5889 case GS_STATE_GAME_PAUSED:
5894 case GS_STATE_DEBUG_PAUSED:
5895 // game_stop_time();
5896 // os_set_title("FreeSpace - PAUSED");
5899 case GS_STATE_TRAINING_PAUSED:
5906 case GS_STATE_OPTIONS_MENU:
5908 options_menu_init();
5911 case GS_STATE_GAME_PLAY:
5912 // coming from the gameplay state or the main menu, we might need to load the mission
5913 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5914 if ( !game_start_mission() ) // this should put us into a new state.
5919 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5920 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5921 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5922 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5923 (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)) ) {
5924 // JAS: Used to do all paging here.
5928 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5932 main_hall_stop_music();
5933 main_hall_stop_ambient();
5934 event_music_first_pattern(); // start the first pattern
5937 // special code that restores player ship selection and weapons loadout when doing a quick start
5938 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5939 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5940 wss_direct_restore_loadout();
5944 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5945 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5946 event_music_first_pattern(); // start the first pattern
5949 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5950 event_music_first_pattern(); // start the first pattern
5952 player_restore_target_and_weapon_link_prefs();
5954 Game_mode |= GM_IN_MISSION;
5957 // required to truely make mouse deltas zeroed in debug mouse code
5958 void mouse_force_pos(int x, int y);
5959 if (!Is_standalone) {
5960 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5966 // only start time if in single player, or coming from multi wait state
5969 (Game_mode & GM_NORMAL) &&
5970 (old_state != GS_STATE_VIEW_CUTSCENES)
5972 (Game_mode & GM_MULTIPLAYER) && (
5973 (old_state == GS_STATE_MULTI_PAUSED) ||
5974 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5980 // when coming from the multi paused state, reset the timestamps
5981 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5982 multi_reset_timestamps();
5985 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5986 // initialize all object update details
5987 multi_oo_gameplay_init();
5990 // under certain circumstances, the server should reset the object update rate limiting stuff
5991 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5992 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5994 // reinitialize the rate limiting system for all clients
5995 multi_oo_rate_init_all();
5998 // multiplayer clients should always re-initialize their control info rate limiting system
5999 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6000 multi_oo_rate_init_all();
6004 if(Game_mode & GM_MULTIPLAYER){
6005 multi_ping_reset_players();
6008 Game_subspace_effect = 0;
6009 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6010 Game_subspace_effect = 1;
6011 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6012 game_start_subspace_ambient_sound();
6016 sound_env_set(&Game_sound_env);
6017 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6019 // clear multiplayer button info i
6020 extern button_info Multi_ship_status_bi;
6021 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6024 case GS_STATE_HUD_CONFIG:
6028 case GS_STATE_MULTI_JOIN_GAME:
6029 multi_join_clear_game_list();
6031 if (old_state != GS_STATE_OPTIONS_MENU) {
6032 multi_join_game_init();
6037 case GS_STATE_MULTI_HOST_SETUP:
6038 // don't reinitialize if we're coming back from the host options screen
6039 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6040 multi_create_game_init();
6045 case GS_STATE_MULTI_CLIENT_SETUP:
6046 if (old_state != GS_STATE_OPTIONS_MENU) {
6047 multi_game_client_setup_init();
6052 case GS_STATE_CONTROL_CONFIG:
6053 control_config_init();
6056 case GS_STATE_TECH_MENU:
6060 case GS_STATE_BARRACKS_MENU:
6061 if(old_state != GS_STATE_VIEW_MEDALS){
6066 case GS_STATE_MISSION_LOG_SCROLLBACK:
6067 hud_scrollback_init();
6070 case GS_STATE_DEATH_DIED:
6071 Player_died_time = timestamp(10);
6073 if(!(Game_mode & GM_MULTIPLAYER)){
6074 player_show_death_message();
6076 Game_mode |= GM_DEAD_DIED;
6079 case GS_STATE_DEATH_BLEW_UP:
6080 if ( !popupdead_is_active() ) {
6081 Player_ai->target_objnum = -1;
6084 // stop any local EMP effect
6087 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6088 Game_mode |= GM_DEAD_BLEW_UP;
6089 Show_viewing_from_self = 0;
6091 // timestamp how long we should wait before displaying the died popup
6092 if ( !popupdead_is_active() ) {
6093 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6097 case GS_STATE_GAMEPLAY_HELP:
6098 gameplay_help_init();
6101 case GS_STATE_CREDITS:
6102 main_hall_stop_music();
6103 main_hall_stop_ambient();
6107 case GS_STATE_VIEW_MEDALS:
6108 medal_main_init(Player);
6111 case GS_STATE_SHOW_GOALS:
6112 mission_show_goals_init();
6115 case GS_STATE_HOTKEY_SCREEN:
6116 mission_hotkey_init();
6119 case GS_STATE_MULTI_MISSION_SYNC:
6120 // if we're coming from the options screen, don't do any
6121 if(old_state == GS_STATE_OPTIONS_MENU){
6125 switch(Multi_sync_mode){
6126 case MULTI_SYNC_PRE_BRIEFING:
6127 // if moving from game forming to the team select state
6130 case MULTI_SYNC_POST_BRIEFING:
6131 // if moving from briefing into the mission itself
6134 // tell everyone that we're now loading data
6135 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6136 send_netplayer_update_packet();
6138 // JAS: Used to do all paging here!!!!
6140 Net_player->state = NETPLAYER_STATE_WAITING;
6141 send_netplayer_update_packet();
6143 Game_time_compression = F1_0;
6145 case MULTI_SYNC_INGAME:
6151 case GS_STATE_VIEW_CUTSCENES:
6152 cutscenes_screen_init();
6155 case GS_STATE_MULTI_STD_WAIT:
6156 multi_standalone_wait_init();
6159 case GS_STATE_STANDALONE_MAIN:
6160 // don't initialize if we're coming from one of these 2 states unless there are no
6161 // players left (reset situation)
6162 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6163 standalone_main_init();
6167 case GS_STATE_MULTI_PAUSED:
6171 case GS_STATE_INGAME_PRE_JOIN:
6172 multi_ingame_select_init();
6175 case GS_STATE_STANDALONE_POSTGAME:
6176 multi_standalone_postgame_init();
6179 case GS_STATE_INITIAL_PLAYER_SELECT:
6180 player_select_init();
6183 case GS_STATE_MULTI_START_GAME:
6184 multi_start_game_init();
6187 case GS_STATE_MULTI_HOST_OPTIONS:
6188 multi_host_options_init();
6191 case GS_STATE_END_OF_CAMPAIGN:
6192 mission_campaign_end_init();
6195 case GS_STATE_LOOP_BRIEF:
6202 // do stuff that may need to be done regardless of state
6203 void game_do_state_common(int state,int no_networking)
6205 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6206 snd_do_frame(); // update sound system
6207 event_music_do_frame(); // music needs to play across many states
6209 multi_log_process();
6211 if (no_networking) {
6215 // maybe do a multiplayer frame based on game mode and state type
6216 if (Game_mode & GM_MULTIPLAYER) {
6218 case GS_STATE_OPTIONS_MENU:
6219 case GS_STATE_GAMEPLAY_HELP:
6220 case GS_STATE_HOTKEY_SCREEN:
6221 case GS_STATE_HUD_CONFIG:
6222 case GS_STATE_CONTROL_CONFIG:
6223 case GS_STATE_MISSION_LOG_SCROLLBACK:
6224 case GS_STATE_SHOW_GOALS:
6225 case GS_STATE_VIEW_CUTSCENES:
6226 case GS_STATE_EVENT_DEBUG:
6227 multi_maybe_do_frame();
6231 game_do_networking();
6235 // Called once a frame.
6236 // You should never try to change the state
6237 // in here... if you think you need to, you probably really
6238 // need to post an event, not change the state.
6239 int Game_do_state_should_skip = 0;
6240 void game_do_state(int state)
6242 // always lets the do_state_common() function determine if the state should be skipped
6243 Game_do_state_should_skip = 0;
6245 // legal to set the should skip state anywhere in this function
6246 game_do_state_common(state); // do stuff that may need to be done regardless of state
6248 if(Game_do_state_should_skip){
6253 case GS_STATE_MAIN_MENU:
6254 game_set_frametime(GS_STATE_MAIN_MENU);
6255 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6258 main_hall_do(flFrametime);
6262 case GS_STATE_OPTIONS_MENU:
6263 game_set_frametime(GS_STATE_OPTIONS_MENU);
6264 options_menu_do_frame(flFrametime);
6267 case GS_STATE_BARRACKS_MENU:
6268 game_set_frametime(GS_STATE_BARRACKS_MENU);
6269 barracks_do_frame(flFrametime);
6272 case GS_STATE_TRAINING_MENU:
6273 game_set_frametime(GS_STATE_TRAINING_MENU);
6274 training_menu_do_frame(flFrametime);
6277 case GS_STATE_TECH_MENU:
6278 game_set_frametime(GS_STATE_TECH_MENU);
6279 techroom_do_frame(flFrametime);
6282 case GS_STATE_GAMEPLAY_HELP:
6283 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6284 gameplay_help_do_frame(flFrametime);
6287 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6291 case GS_STATE_GAME_PAUSED:
6295 case GS_STATE_DEBUG_PAUSED:
6297 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6302 case GS_STATE_TRAINING_PAUSED:
6303 game_training_pause_do();
6306 case GS_STATE_LOAD_MISSION_MENU:
6310 case GS_STATE_BRIEFING:
6311 game_set_frametime(GS_STATE_BRIEFING);
6312 brief_do_frame(flFrametime);
6315 case GS_STATE_DEBRIEF:
6316 game_set_frametime(GS_STATE_DEBRIEF);
6317 debrief_do_frame(flFrametime);
6320 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6321 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6322 multi_df_debrief_do();
6325 case GS_STATE_SHIP_SELECT:
6326 game_set_frametime(GS_STATE_SHIP_SELECT);
6327 ship_select_do(flFrametime);
6330 case GS_STATE_WEAPON_SELECT:
6331 game_set_frametime(GS_STATE_WEAPON_SELECT);
6332 weapon_select_do(flFrametime);
6335 case GS_STATE_MISSION_LOG_SCROLLBACK:
6336 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6337 hud_scrollback_do_frame(flFrametime);
6340 case GS_STATE_HUD_CONFIG:
6341 game_set_frametime(GS_STATE_HUD_CONFIG);
6342 hud_config_do_frame(flFrametime);
6345 case GS_STATE_MULTI_JOIN_GAME:
6346 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6347 multi_join_game_do_frame();
6350 case GS_STATE_MULTI_HOST_SETUP:
6351 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6352 multi_create_game_do();
6355 case GS_STATE_MULTI_CLIENT_SETUP:
6356 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6357 multi_game_client_setup_do_frame();
6360 case GS_STATE_CONTROL_CONFIG:
6361 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6362 control_config_do_frame(flFrametime);
6365 case GS_STATE_DEATH_DIED:
6369 case GS_STATE_DEATH_BLEW_UP:
6373 case GS_STATE_SIMULATOR_ROOM:
6374 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6375 sim_room_do_frame(flFrametime);
6378 case GS_STATE_CAMPAIGN_ROOM:
6379 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6380 campaign_room_do_frame(flFrametime);
6383 case GS_STATE_RED_ALERT:
6384 game_set_frametime(GS_STATE_RED_ALERT);
6385 red_alert_do_frame(flFrametime);
6388 case GS_STATE_CMD_BRIEF:
6389 game_set_frametime(GS_STATE_CMD_BRIEF);
6390 cmd_brief_do_frame(flFrametime);
6393 case GS_STATE_CREDITS:
6394 game_set_frametime(GS_STATE_CREDITS);
6395 credits_do_frame(flFrametime);
6398 case GS_STATE_VIEW_MEDALS:
6399 game_set_frametime(GS_STATE_VIEW_MEDALS);
6403 case GS_STATE_SHOW_GOALS:
6404 game_set_frametime(GS_STATE_SHOW_GOALS);
6405 mission_show_goals_do_frame(flFrametime);
6408 case GS_STATE_HOTKEY_SCREEN:
6409 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6410 mission_hotkey_do_frame(flFrametime);
6413 case GS_STATE_VIEW_CUTSCENES:
6414 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6415 cutscenes_screen_do_frame();
6418 case GS_STATE_MULTI_STD_WAIT:
6419 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6420 multi_standalone_wait_do();
6423 case GS_STATE_STANDALONE_MAIN:
6424 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6425 standalone_main_do();
6428 case GS_STATE_MULTI_PAUSED:
6429 game_set_frametime(GS_STATE_MULTI_PAUSED);
6433 case GS_STATE_TEAM_SELECT:
6434 game_set_frametime(GS_STATE_TEAM_SELECT);
6438 case GS_STATE_INGAME_PRE_JOIN:
6439 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6440 multi_ingame_select_do();
6443 case GS_STATE_EVENT_DEBUG:
6445 game_set_frametime(GS_STATE_EVENT_DEBUG);
6446 game_show_event_debug(flFrametime);
6450 case GS_STATE_STANDALONE_POSTGAME:
6451 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6452 multi_standalone_postgame_do();
6455 case GS_STATE_INITIAL_PLAYER_SELECT:
6456 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6460 case GS_STATE_MULTI_MISSION_SYNC:
6461 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6465 case GS_STATE_MULTI_START_GAME:
6466 game_set_frametime(GS_STATE_MULTI_START_GAME);
6467 multi_start_game_do();
6470 case GS_STATE_MULTI_HOST_OPTIONS:
6471 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6472 multi_host_options_do();
6475 case GS_STATE_END_OF_CAMPAIGN:
6476 mission_campaign_end_do();
6479 case GS_STATE_END_DEMO:
6480 game_set_frametime(GS_STATE_END_DEMO);
6481 end_demo_campaign_do();
6484 case GS_STATE_LOOP_BRIEF:
6485 game_set_frametime(GS_STATE_LOOP_BRIEF);
6489 } // end switch(gs_current_state)
6493 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6494 int game_do_ram_check(int ram_in_mbytes)
6496 if ( ram_in_mbytes < 30 ) {
6497 int allowed_to_run = 1;
6498 if ( ram_in_mbytes < 25 ) {
6504 if ( allowed_to_run ) {
6505 SDL_MessageBoxData mboxd;
6506 SDL_MessageBoxButtonData mboxbuttons[2];
6509 // not a translated string, but it's too long and smartdrv isn't
6510 // really a thing for any OS we now support :p
6511 // 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);
6512 SDL_snprintf( tmp, sizeof(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);
6514 mboxbuttons[0].buttonid = 0;
6515 mboxbuttons[0].text = XSTR("Ok", 503);
6516 mboxbuttons[0].flags = 0;
6518 mboxbuttons[1].buttonid = 1;
6519 mboxbuttons[1].text = XSTR("Cancel", 504);
6520 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6522 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6523 mboxd.title = XSTR( "Not Enough RAM", 194);
6524 mboxd.message = tmp;
6525 mboxd.numbuttons = 2;
6526 mboxd.buttons = mboxbuttons;
6527 mboxd.window = NULL;
6528 mboxd.colorScheme = NULL;
6530 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6532 if ( msgbox_rval == 1 ) {
6536 // not a translated string, but it's too long and smartdrv isn't
6537 // really a thing for any OS we now support :p
6538 // 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);
6539 SDL_snprintf( tmp, sizeof(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);
6541 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6550 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6551 // If so, copy it over and remove the update directory.
6552 void game_maybe_update_launcher(char *exe_dir)
6557 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6561 int sub_total_destroyed = 0;
6565 // get the total for all his children
6566 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6567 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6570 // find the # of faces for this _individual_ object
6571 total = submodel_get_num_polys(model_num, sm);
6572 if(strstr(pm->submodel[sm].name, "-destroyed")){
6573 sub_total_destroyed = total;
6577 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6580 *out_total += total + sub_total;
6581 *out_destroyed_total += sub_total_destroyed;
6584 #define BAIL() do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6585 void game_spew_pof_info()
6587 char *pof_list[1000];
6590 int idx, model_num, i, j;
6592 int total, root_total, model_total, destroyed_total, counted;
6596 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6598 // spew info on all the pofs
6604 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6609 for(idx=0; idx<num_files; idx++, counted++){
6610 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6611 model_num = model_load(str, 0, NULL);
6613 pm = model_get(model_num);
6615 // if we have a real model
6620 // go through and print all raw submodels
6621 cfputs("RAW\n", out);
6624 for (i=0; i<pm->n_models; i++) {
6625 total = submodel_get_num_polys(model_num, i);
6627 model_total += total;
6628 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6631 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6634 // now go through and do it by LOD
6635 cfputs("BY LOD\n\n", out);
6636 for(i=0; i<pm->n_detail_levels; i++){
6637 SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6641 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6643 destroyed_total = 0;
6644 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6645 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6648 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6651 SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6653 SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6655 SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6658 cfputs("------------------------------------------------------------------------\n\n", out);
6662 if(counted >= MAX_POLYGON_MODELS - 5){
6675 game_spew_pof_info();
6678 int game_main(const char *szCmdLine)
6682 // Find out how much RAM is on this machine
6683 Freespace_total_ram = SDL_GetSystemRAM();
6685 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6689 if (!vm_init(24*1024*1024)) {
6690 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6694 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6696 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);
6705 extern void windebug_memwatch_init();
6706 windebug_memwatch_init();
6714 int cpu_cores = SDL_GetCPUCount();
6715 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6717 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6718 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6719 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6720 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6722 parse_cmdline(szCmdLine);
6724 mprintf(("--------------------------------------------------------------------------------\n"));
6726 #ifdef STANDALONE_ONLY_BUILD
6728 nprintf(("Network", "Standalone running"));
6731 nprintf(("Network", "Standalone running"));
6738 // maybe spew pof stuff
6739 if(Cmdline_spew_pof_info){
6740 game_spew_pof_info();
6745 // non-demo, non-standalone, play the intro movie
6747 if ( !Is_standalone ) {
6749 // release -- movies always play
6752 // 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
6753 movie_play( NOX("intro.mve") );
6755 // debug version, movie will only play with -showmovies
6756 #elif !defined(NDEBUG)
6758 movie_play( NOX("intro.mve") );
6761 if ( Cmdline_show_movies )
6762 movie_play( NOX("intro.mve") );
6771 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6773 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6777 // only important for non THREADED mode
6780 state = gameseq_process_events();
6781 if ( state == GS_STATE_QUIT_GAME ){
6786 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6788 demo_upsell_show_screens();
6790 #elif defined(OEM_BUILD)
6791 // show upsell screens on exit
6792 oem_upsell_show_screens();
6799 // launcher the fslauncher program on exit
6800 void game_launch_launcher_on_exit()
6808 // This function is called when FreeSpace terminates normally.
6810 void game_shutdown(void)
6812 // don't ever flip a page on the standalone!
6813 if(!(Game_mode & GM_STANDALONE_SERVER)){
6819 // if the player has left the "player select" screen and quit the game without actually choosing
6820 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6821 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6825 // load up common multiplayer icons
6826 multi_unload_common_icons();
6828 shockwave_close(); // release any memory used by shockwave system
6829 fireball_close(); // free fireball system
6830 ship_close(); // free any memory that was allocated for the ships
6831 weapon_close(); // free any memory that was allocated for the weapons
6832 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6833 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6834 bm_unload_all(); // free bitmaps
6835 mission_campaign_close(); // close out the campaign stuff
6836 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6837 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6839 #ifdef MULTI_USE_LAG
6843 // the menu close functions will unload the bitmaps if they were displayed during the game
6844 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6847 context_help_close(); // close out help system
6848 training_menu_close();
6849 lcl_close(); // be sure localization is closed out
6852 // free left-over memory from parsed tables
6853 cutscene_tbl_close();
6855 scoring_tbl_close();
6856 player_tips_close();
6858 extern void joy_close();
6861 audiostream_close();
6863 event_music_close();
6867 // HACKITY HACK HACK
6868 // if this flag is set, we should be firing up the launcher when exiting freespace
6869 extern int Multi_update_fireup_launcher_on_exit;
6870 if(Multi_update_fireup_launcher_on_exit){
6871 game_launch_launcher_on_exit();
6875 // game_stop_looped_sounds()
6877 // This function will call the appropriate stop looped sound functions for those
6878 // modules which use looping sounds. It is not enough just to stop a looping sound
6879 // at the DirectSound level, the game is keeping track of looping sounds, and this
6880 // function is used to inform the game that looping sounds are being halted.
6882 void game_stop_looped_sounds()
6884 hud_stop_looped_locking_sounds();
6885 hud_stop_looped_engine_sounds();
6886 afterburner_stop_sounds();
6887 player_stop_looped_sounds();
6888 obj_snd_stop_all(); // stop all object-linked persistant sounds
6889 game_stop_subspace_ambient_sound();
6890 snd_stop(Radar_static_looping);
6891 Radar_static_looping = -1;
6892 snd_stop(Target_static_looping);
6893 shipfx_stop_engine_wash_sound();
6894 Target_static_looping = -1;
6897 //////////////////////////////////////////////////////////////////////////
6899 // Code for supporting an animating mouse pointer
6902 //////////////////////////////////////////////////////////////////////////
6904 typedef struct animating_obj
6913 static animating_obj Animating_mouse;
6915 // ----------------------------------------------------------------------------
6916 // init_animating_pointer()
6918 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6919 // gets properly initialized
6921 void init_animating_pointer()
6923 Animating_mouse.first_frame = -1;
6924 Animating_mouse.num_frames = 0;
6925 Animating_mouse.current_frame = -1;
6926 Animating_mouse.time = 0.0f;
6927 Animating_mouse.elapsed_time = 0.0f;
6930 // ----------------------------------------------------------------------------
6931 // load_animating_pointer()
6933 // Called at game init to load in the frames for the animating mouse pointer
6935 // input: filename => filename of animation file that holds the animation
6937 void load_animating_pointer(const char *filename, int dx, int dy)
6942 init_animating_pointer();
6944 am = &Animating_mouse;
6945 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6946 if ( am->first_frame == -1 )
6947 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6948 am->current_frame = 0;
6949 am->time = am->num_frames / i2fl(fps);
6952 // ----------------------------------------------------------------------------
6953 // unload_animating_pointer()
6955 // Called at game shutdown to free the memory used to store the animation frames
6957 void unload_animating_pointer()
6962 am = &Animating_mouse;
6963 for ( i = 0; i < am->num_frames; i++ ) {
6964 SDL_assert( (am->first_frame+i) >= 0 );
6965 bm_release(am->first_frame + i);
6968 am->first_frame = -1;
6970 am->current_frame = -1;
6973 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6974 void game_render_mouse(float frametime)
6979 // if animating cursor exists, play the next frame
6980 am = &Animating_mouse;
6981 if ( am->first_frame != -1 ) {
6982 mouse_get_pos(&mx, &my);
6983 am->elapsed_time += frametime;
6984 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6985 if ( am->current_frame >= am->num_frames ) {
6986 am->current_frame = 0;
6987 am->elapsed_time = 0.0f;
6989 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6993 // ----------------------------------------------------------------------------
6994 // game_maybe_draw_mouse()
6996 // determines whether to draw the mouse pointer at all, and what frame of
6997 // animation to use if the mouse is animating
6999 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7001 // input: frametime => elapsed frame time in seconds since last call
7003 void game_maybe_draw_mouse(float frametime)
7007 game_state = gameseq_get_state();
7009 switch ( game_state ) {
7010 case GS_STATE_GAME_PAUSED:
7011 // case GS_STATE_MULTI_PAUSED:
7012 case GS_STATE_GAME_PLAY:
7013 case GS_STATE_DEATH_DIED:
7014 case GS_STATE_DEATH_BLEW_UP:
7015 if ( popup_active() || popupdead_is_active() ) {
7027 if ( !Mouse_hidden )
7028 game_render_mouse(frametime);
7032 void game_do_training_checks()
7036 waypoint_list *wplp;
7038 if (Training_context & TRAINING_CONTEXT_SPEED) {
7039 s = (int) Player_obj->phys_info.fspeed;
7040 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7041 if (!Training_context_speed_set) {
7042 Training_context_speed_set = 1;
7043 Training_context_speed_timestamp = timestamp();
7047 Training_context_speed_set = 0;
7050 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7051 wplp = &Waypoint_lists[Training_context_path];
7052 if (wplp->count > Training_context_goal_waypoint) {
7053 i = Training_context_goal_waypoint;
7055 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7056 if (d <= Training_context_distance) {
7057 Training_context_at_waypoint = i;
7058 if (Training_context_goal_waypoint == i) {
7059 Training_context_goal_waypoint++;
7060 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7067 if (i == wplp->count)
7070 } while (i != Training_context_goal_waypoint);
7074 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7075 Players_target = Player_ai->target_objnum;
7076 Players_targeted_subsys = Player_ai->targeted_subsys;
7077 Players_target_timestamp = timestamp();
7081 /////////// Following is for event debug view screen
7085 #define EVENT_DEBUG_MAX 5000
7086 #define EVENT_DEBUG_EVENT 0x8000
7088 int Event_debug_index[EVENT_DEBUG_MAX];
7091 void game_add_event_debug_index(int n, int indent)
7093 if (ED_count < EVENT_DEBUG_MAX)
7094 Event_debug_index[ED_count++] = n | (indent << 16);
7097 void game_add_event_debug_sexp(int n, int indent)
7102 if (Sexp_nodes[n].first >= 0) {
7103 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7104 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7108 game_add_event_debug_index(n, indent);
7109 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7110 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7112 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7115 void game_event_debug_init()
7120 for (e=0; e<Num_mission_events; e++) {
7121 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7122 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7126 void game_show_event_debug(float frametime)
7130 int font_height, font_width;
7132 static int scroll_offset = 0;
7134 k = game_check_key();
7140 if (scroll_offset < 0)
7150 scroll_offset -= 20;
7151 if (scroll_offset < 0)
7156 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7160 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7166 gr_set_color_fast(&Color_bright);
7168 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7170 gr_set_color_fast(&Color_normal);
7172 gr_get_string_size(&font_width, &font_height, NOX("test"));
7173 y_max = gr_screen.max_h - font_height - 5;
7177 while (k < ED_count) {
7178 if (y_index > y_max)
7181 z = Event_debug_index[k];
7182 if (z & EVENT_DEBUG_EVENT) {
7184 SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7185 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7186 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7187 Mission_events[z].repeat_count, Mission_events[z].interval);
7195 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7196 switch (Sexp_nodes[z & 0x7fff].value) {
7198 SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7202 SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7205 case SEXP_KNOWN_TRUE:
7206 SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7209 case SEXP_KNOWN_FALSE:
7210 SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7213 case SEXP_CANT_EVAL:
7214 SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7218 case SEXP_NAN_FOREVER:
7219 SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7224 gr_printf(10, y_index, buf);
7225 y_index += font_height;
7238 int Tmap_num_too_big = 0;
7239 int Num_models_needing_splitting = 0;
7241 void Time_model( int modelnum )
7243 // mprintf(( "Timing ship '%s'\n", si->name ));
7245 vector eye_pos, model_pos;
7246 matrix eye_orient, model_orient;
7248 polymodel *pm = model_get( modelnum );
7250 int l = strlen(pm->filename);
7252 if ( (l == '/') || (l=='\\') || (l==':')) {
7258 char *pof_file = &pm->filename[l];
7260 int model_needs_splitting = 0;
7262 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7264 for (i=0; i<pm->n_textures; i++ ) {
7265 char filename[1024];
7268 int bmp_num = pm->original_textures[i];
7269 if ( bmp_num > -1 ) {
7270 bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7272 bm_get_info( pm->original_textures[i],&w, &h );
7275 if ( (w > 512) || (h > 512) ) {
7276 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7278 model_needs_splitting++;
7281 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7285 if ( model_needs_splitting ) {
7286 Num_models_needing_splitting++;
7288 eye_orient = model_orient = vmd_identity_matrix;
7289 eye_pos = model_pos = vmd_zero_vector;
7291 eye_pos.xyz.z = -pm->rad*2.0f;
7293 vector eye_to_model;
7295 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7296 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7298 fix t1 = timer_get_fixed_seconds();
7301 ta.p = ta.b = ta.h = 0.0f;
7304 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7306 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7308 modelstats_num_polys = modelstats_num_verts = 0;
7310 while( ta.h < PI2 ) {
7313 vm_angles_2_matrix(&m1, &ta );
7314 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7321 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7323 model_clear_instance( modelnum );
7324 model_set_detail_level(0); // use highest detail level
7325 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7333 int k = key_inkey();
7334 if ( k == SDLK_ESCAPE ) {
7339 fix t2 = timer_get_fixed_seconds();
7341 if (framecount < 1) {
7345 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7346 //bitmaps_used_this_frame /= framecount;
7348 modelstats_num_polys /= framecount;
7349 modelstats_num_verts /= framecount;
7351 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7352 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 );
7354 // 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 );
7360 int Time_models = 0;
7361 DCF_BOOL( time_models, Time_models );
7363 void Do_model_timings_test()
7367 if ( !Time_models ) return;
7369 mprintf(( "Timing models!\n" ));
7373 ubyte model_used[MAX_POLYGON_MODELS];
7374 int model_id[MAX_POLYGON_MODELS];
7375 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7380 for (i=0; i<Num_ship_types; i++ ) {
7381 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7383 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7384 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7387 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7388 if ( !Texture_fp ) return;
7390 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7391 if ( !Time_fp ) return;
7393 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7394 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7396 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7397 if ( model_used[i] ) {
7398 Time_model( model_id[i] );
7402 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7403 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7412 // Call this function when you want to inform the player that a feature is not
7413 // enabled in the DEMO version of FreSpace
7414 void game_feature_not_in_demo_popup()
7416 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7419 // format the specified time (fixed point) into a nice string
7420 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7423 int hours,minutes,seconds;
7425 mtime = f2fl(m_time);
7427 // get the hours, minutes and seconds
7428 hours = (int)(mtime / 3600.0f);
7430 mtime -= (3600.0f * (float)hours);
7432 seconds = (int)mtime%60;
7433 minutes = (int)mtime/60;
7436 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7438 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7442 // Stuff version string in *str.
7443 void get_version_string(char *str, const int str_len)
7446 if ( FS_VERSION_BUILD == 0 ) {
7447 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7449 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7452 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7453 SDL_strlcat(str, " D", str_len);
7454 #elif defined (OEM_BUILD)
7455 SDL_strlcat(str, " (OEM)", str_len);
7461 char myname[_MAX_PATH];
7462 int namelen, major, minor, build, waste;
7463 unsigned int buf_size;
7469 // Find my EXE file name
7470 hMod = GetModuleHandle(NULL);
7471 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7473 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7474 infop = (char *)malloc(version_size);
7475 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7477 // get the product version
7478 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7479 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7481 sprintf(str,"Dv%d.%02d",major, minor);
7483 sprintf(str,"v%d.%02d",major, minor);
7488 void get_version_string_short(char *str, const int str_len)
7490 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7493 // ----------------------------------------------------------------
7495 // OEM UPSELL SCREENS BEGIN
7497 // ----------------------------------------------------------------
7498 #if defined(OEM_BUILD)
7500 #define NUM_OEM_UPSELL_SCREENS 3
7501 #define OEM_UPSELL_SCREEN_DELAY 10000
7503 static int Oem_upsell_bitmaps_loaded = 0;
7504 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7505 static int Oem_upsell_screen_number = 0;
7506 static int Oem_upsell_show_next_bitmap_time;
7509 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7522 static int Oem_normal_cursor = -1;
7523 static int Oem_web_cursor = -1;
7524 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7525 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7527 void oem_upsell_next_screen()
7529 Oem_upsell_screen_number++;
7530 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7531 // extra long delay, mouse shown on last upsell
7532 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7536 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7540 void oem_upsell_load_bitmaps()
7544 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7545 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7549 void oem_upsell_unload_bitmaps()
7553 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7554 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7555 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7560 Oem_upsell_bitmaps_loaded = 0;
7563 // clickable hotspot on 3rd OEM upsell screen
7564 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7566 28, 350, 287, 96 // x, y, w, h
7569 45, 561, 460, 152 // x, y, w, h
7573 void oem_upsell_show_screens()
7575 int current_time, k;
7578 if ( !Oem_upsell_bitmaps_loaded ) {
7579 oem_upsell_load_bitmaps();
7580 Oem_upsell_bitmaps_loaded = 1;
7583 // may use upsell screens more than once
7584 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7585 Oem_upsell_screen_number = 0;
7591 int nframes; // used to pass, not really needed (should be 1)
7592 Oem_normal_cursor = gr_get_cursor_bitmap();
7593 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7594 SDL_assert(Oem_web_cursor >= 0);
7595 if (Oem_web_cursor < 0) {
7596 Oem_web_cursor = Oem_normal_cursor;
7601 //oem_reset_trailer_timer();
7603 current_time = timer_get_milliseconds();
7608 // advance screen on keypress or timeout
7609 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7610 oem_upsell_next_screen();
7613 // check if we are done
7614 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7615 Oem_upsell_screen_number--;
7618 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7623 // show me the upsell
7624 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7625 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7629 // if this is the 3rd upsell, make it clickable, d00d
7630 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7632 int button_state = mouse_get_pos(&mx, &my);
7633 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])
7634 && (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]) )
7637 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7640 if (button_state & MOUSE_LEFT_BUTTON) {
7642 multi_pxo_url(OEM_UPSELL_URL);
7646 // switch cursor back to normal one
7647 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7652 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7662 oem_upsell_unload_bitmaps();
7664 // switch cursor back to normal one
7665 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7669 #endif // defined(OEM_BUILD)
7670 // ----------------------------------------------------------------
7672 // OEM UPSELL SCREENS END
7674 // ----------------------------------------------------------------
7678 // ----------------------------------------------------------------
7680 // DEMO UPSELL SCREENS BEGIN
7682 // ----------------------------------------------------------------
7684 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7687 #define NUM_DEMO_UPSELL_SCREENS 2
7689 #define NUM_DEMO_UPSELL_SCREENS 4
7691 #define DEMO_UPSELL_SCREEN_DELAY 3000
7693 static int Demo_upsell_bitmaps_loaded = 0;
7694 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7695 static int Demo_upsell_screen_number = 0;
7696 static int Demo_upsell_show_next_bitmap_time;
7699 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7725 void demo_upsell_next_screen()
7727 Demo_upsell_screen_number++;
7728 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7729 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7731 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7735 void demo_upsell_load_bitmaps()
7739 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7740 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7744 void demo_upsell_unload_bitmaps()
7748 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7749 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7750 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7755 Demo_upsell_bitmaps_loaded = 0;
7758 void demo_upsell_show_screens()
7760 int current_time, k;
7763 if ( !Demo_upsell_bitmaps_loaded ) {
7764 demo_upsell_load_bitmaps();
7765 Demo_upsell_bitmaps_loaded = 1;
7768 // may use upsell screens more than once
7769 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7770 Demo_upsell_screen_number = 0;
7777 demo_reset_trailer_timer();
7779 current_time = timer_get_milliseconds();
7786 // don't time out, wait for keypress
7788 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7789 demo_upsell_next_screen();
7794 demo_upsell_next_screen();
7797 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7798 Demo_upsell_screen_number--;
7801 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7806 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7807 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7812 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7822 demo_upsell_unload_bitmaps();
7827 // ----------------------------------------------------------------
7829 // DEMO UPSELL SCREENS END
7831 // ----------------------------------------------------------------
7834 // ----------------------------------------------------------------
7836 // Subspace Ambient Sound START
7838 // ----------------------------------------------------------------
7840 static int Subspace_ambient_left_channel = -1;
7841 static int Subspace_ambient_right_channel = -1;
7844 void game_start_subspace_ambient_sound()
7846 if ( Subspace_ambient_left_channel < 0 ) {
7847 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7850 if ( Subspace_ambient_right_channel < 0 ) {
7851 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7855 void game_stop_subspace_ambient_sound()
7857 if ( Subspace_ambient_left_channel >= 0 ) {
7858 snd_stop(Subspace_ambient_left_channel);
7859 Subspace_ambient_left_channel = -1;
7862 if ( Subspace_ambient_right_channel >= 0 ) {
7863 snd_stop(Subspace_ambient_right_channel);
7864 Subspace_ambient_right_channel = -1;
7868 // ----------------------------------------------------------------
7870 // Subspace Ambient Sound END
7872 // ----------------------------------------------------------------
7874 // ----------------------------------------------------------------
7876 // Language Autodetection stuff
7879 // this layout order must match Lcl_languages in localize.cpp in order for the
7880 // correct language to be detected
7881 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7883 1366105450, // English
7885 589986744, // English
7887 -1132430286, // German
7889 -1131728960, // Polish
7892 // default setting is "-1" to use config file with English as fall back
7893 // DO NOT change the default setting here or something uncouth might happen
7894 // in the localization code
7900 // try and open the file to verify
7901 CFILE *detect = cfopen("font01.vf", "rb");
7903 // will use default setting if something went wrong
7908 // get the long checksum of the file
7910 cfseek(detect, 0, SEEK_SET);
7911 cf_chksum_long(detect, &file_checksum);
7915 // now compare the checksum/filesize against known #'s
7916 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7917 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7922 // notify if a match was not found, include detected checksum
7923 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7924 printf("Using default language...\n\n");
7930 // End Auto Lang stuff
7932 // ----------------------------------------------------------------
7934 // ----------------------------------------------------------------
7935 // SHIPS TBL VERIFICATION STUFF
7938 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7939 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7940 #define NUM_SHIPS_TBL_CHECKSUMS 3
7942 #define NUM_SHIPS_TBL_CHECKSUMS 1
7946 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7947 1696074201, // FS2 demo
7950 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7951 1603375034, // FS1 DEMO
7954 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7955 -129679197, // FS1 Full 1.06 (US)
7956 7762567, // FS1 SilentThreat
7957 1555372475 // FS1 Full 1.06 (German)
7961 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7962 -463907578, // US - beta 1
7963 1696074201, // FS2 demo
7966 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7967 // -1022810006, // 1.0 FULL
7968 -1254285366 // 1.2 FULL (German)
7972 void verify_ships_tbl()
7976 Game_ships_tbl_valid = 1;
7982 // detect if the packfile exists
7983 CFILE *detect = cfopen("ships.tbl", "rb");
7984 Game_ships_tbl_valid = 0;
7988 Game_ships_tbl_valid = 0;
7992 // get the long checksum of the file
7994 cfseek(detect, 0, SEEK_SET);
7995 cf_chksum_long(detect, &file_checksum);
7999 // now compare the checksum/filesize against known #'s
8000 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8001 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8002 Game_ships_tbl_valid = 1;
8009 DCF(shipspew, "display the checksum for the current ships.tbl")
8012 CFILE *detect = cfopen("ships.tbl", "rb");
8013 // get the long checksum of the file
8015 cfseek(detect, 0, SEEK_SET);
8016 cf_chksum_long(detect, &file_checksum);
8019 dc_printf("%d", file_checksum);
8022 // ----------------------------------------------------------------
8023 // WEAPONS TBL VERIFICATION STUFF
8026 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8027 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8028 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8030 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8034 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8035 -266420030, // demo 1
8038 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8039 -1246928725, // FS1 DEMO
8042 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8043 -834598107, // FS1 1.06 Full (US)
8044 -1652231417, // FS1 SilentThreat
8045 720209793 // FS1 1.06 Full (German)
8049 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8050 141718090, // US - beta 1
8051 -266420030, // demo 1
8054 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8055 // 399297860, // 1.0 FULL
8056 -553984927 // 1.2 FULL (german)
8060 void verify_weapons_tbl()
8064 Game_weapons_tbl_valid = 1;
8070 // detect if the packfile exists
8071 CFILE *detect = cfopen("weapons.tbl", "rb");
8072 Game_weapons_tbl_valid = 0;
8076 Game_weapons_tbl_valid = 0;
8080 // get the long checksum of the file
8082 cfseek(detect, 0, SEEK_SET);
8083 cf_chksum_long(detect, &file_checksum);
8087 // now compare the checksum/filesize against known #'s
8088 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8089 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8090 Game_weapons_tbl_valid = 1;
8097 DCF(wepspew, "display the checksum for the current weapons.tbl")
8100 CFILE *detect = cfopen("weapons.tbl", "rb");
8101 // get the long checksum of the file
8103 cfseek(detect, 0, SEEK_SET);
8104 cf_chksum_long(detect, &file_checksum);
8107 dc_printf("%d", file_checksum);
8110 // if the game is running using hacked data
8111 int game_hacked_data()
8114 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8122 void display_title_screen()
8124 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8125 ///int title_bitmap;
8128 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8129 if (title_bitmap == -1) {
8134 gr_set_bitmap(title_bitmap);
8142 bm_unload(title_bitmap);
8143 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8146 // return true if the game is running with "low memory", which is less than 48MB
8147 bool game_using_low_mem()
8149 if (Use_low_mem == 0) {