2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 int Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
1381 // Adds a flash effect. These can be positive or negative.
1382 // The range will get capped at around -1 to 1, so stick
1383 // with a range like that.
1384 void game_flash( float r, float g, float b )
1386 Game_flash_red += r;
1387 Game_flash_green += g;
1388 Game_flash_blue += b;
1390 if ( Game_flash_red < -1.0f ) {
1391 Game_flash_red = -1.0f;
1392 } else if ( Game_flash_red > 1.0f ) {
1393 Game_flash_red = 1.0f;
1396 if ( Game_flash_green < -1.0f ) {
1397 Game_flash_green = -1.0f;
1398 } else if ( Game_flash_green > 1.0f ) {
1399 Game_flash_green = 1.0f;
1402 if ( Game_flash_blue < -1.0f ) {
1403 Game_flash_blue = -1.0f;
1404 } else if ( Game_flash_blue > 1.0f ) {
1405 Game_flash_blue = 1.0f;
1410 // Adds a flash for Big Ship explosions
1411 // cap range from 0 to 1
1412 void big_explosion_flash(float flash)
1414 Big_expl_flash.flash_start = timestamp(1);
1418 } else if (flash < 0.0f) {
1422 Big_expl_flash.max_flash_intensity = flash;
1423 Big_expl_flash.cur_flash_intensity = 0.0f;
1426 // Amount to diminish palette towards normal, per second.
1427 #define DIMINISH_RATE 0.75f
1428 #define SUN_DIMINISH_RATE 6.00f
1432 float sn_glare_scale = 1.7f;
1435 dc_get_arg(ARG_FLOAT);
1436 sn_glare_scale = Dc_arg_float;
1439 float Supernova_last_glare = 0.0f;
1440 void game_sunspot_process(float frametime)
1444 float Sun_spot_goal = 0.0f;
1447 sn_stage = supernova_active();
1449 // sunspot differently based on supernova stage
1451 // approaching. player still in control
1454 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1457 light_get_global_dir(&light_dir, 0);
1459 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1462 // scale it some more
1463 dot = dot * (0.5f + (pct * 0.5f));
1466 Sun_spot_goal += (dot * sn_glare_scale);
1469 // draw the sun glow
1470 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1471 // draw the glow for this sun
1472 stars_draw_sun_glow(0);
1475 Supernova_last_glare = Sun_spot_goal;
1478 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1481 Sun_spot_goal = 0.9f;
1482 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1484 if(Sun_spot_goal > 1.0f){
1485 Sun_spot_goal = 1.0f;
1488 Sun_spot_goal *= sn_glare_scale;
1489 Supernova_last_glare = Sun_spot_goal;
1492 // fade to white. display dead popup
1495 Supernova_last_glare += (2.0f * flFrametime);
1496 if(Supernova_last_glare > 2.0f){
1497 Supernova_last_glare = 2.0f;
1500 Sun_spot_goal = Supernova_last_glare;
1507 // check sunspots for all suns
1508 n_lights = light_get_global_count();
1511 for(idx=0; idx<n_lights; idx++){
1512 //(vector *eye_pos, matrix *eye_orient)
1513 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1516 light_get_global_dir(&light_dir, idx);
1518 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1520 Sun_spot_goal += (float)pow(dot,85.0f);
1522 // draw the glow for this sun
1523 stars_draw_sun_glow(idx);
1525 Sun_spot_goal = 0.0f;
1531 Sun_spot_goal = 0.0f;
1535 float dec_amount = frametime*SUN_DIMINISH_RATE;
1537 if ( Sun_spot < Sun_spot_goal ) {
1538 Sun_spot += dec_amount;
1539 if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot = Sun_spot_goal;
1542 } else if ( Sun_spot > Sun_spot_goal ) {
1543 Sun_spot -= dec_amount;
1544 if ( Sun_spot < Sun_spot_goal ) {
1545 Sun_spot = Sun_spot_goal;
1551 // Call once a frame to diminish the
1552 // flash effect to 0.
1553 void game_flash_diminish(float frametime)
1555 float dec_amount = frametime*DIMINISH_RATE;
1557 if ( Game_flash_red > 0.0f ) {
1558 Game_flash_red -= dec_amount;
1559 if ( Game_flash_red < 0.0f )
1560 Game_flash_red = 0.0f;
1562 Game_flash_red += dec_amount;
1563 if ( Game_flash_red > 0.0f )
1564 Game_flash_red = 0.0f;
1567 if ( Game_flash_green > 0.0f ) {
1568 Game_flash_green -= dec_amount;
1569 if ( Game_flash_green < 0.0f )
1570 Game_flash_green = 0.0f;
1572 Game_flash_green += dec_amount;
1573 if ( Game_flash_green > 0.0f )
1574 Game_flash_green = 0.0f;
1577 if ( Game_flash_blue > 0.0f ) {
1578 Game_flash_blue -= dec_amount;
1579 if ( Game_flash_blue < 0.0f )
1580 Game_flash_blue = 0.0f;
1582 Game_flash_blue += dec_amount;
1583 if ( Game_flash_blue > 0.0f )
1584 Game_flash_blue = 0.0f;
1587 // update big_explosion_cur_flash
1588 #define TIME_UP 1500
1589 #define TIME_DOWN 2500
1590 int duration = TIME_UP + TIME_DOWN;
1591 int time = timestamp_until(Big_expl_flash.flash_start);
1592 if (time > -duration) {
1594 if (time < TIME_UP) {
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1598 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1602 if ( Use_palette_flash ) {
1604 // static int or=0, og=0, ob=0;
1606 // Change the 200 to change the color range of colors.
1607 r = fl2i( Game_flash_red*128.0f );
1608 g = fl2i( Game_flash_green*128.0f );
1609 b = fl2i( Game_flash_blue*128.0f );
1611 if ( Sun_spot > 0.0f ) {
1612 r += fl2i(Sun_spot*128.0f);
1613 g += fl2i(Sun_spot*128.0f);
1614 b += fl2i(Sun_spot*128.0f);
1617 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1618 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1623 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1624 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1625 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1627 if ( (r!=0) || (g!=0) || (b!=0) ) {
1628 gr_flash( r, g, b );
1630 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1641 void game_level_close()
1643 // De-Initialize the game subsystems
1644 event_music_level_close();
1645 game_stop_looped_sounds();
1647 obj_snd_level_close(); // uninit object-linked persistant sounds
1648 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1649 anim_level_close(); // stop and clean up any anim instances
1650 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1651 shockwave_level_close();
1652 fireball_level_close();
1654 mission_event_shutdown();
1655 asteroid_level_close();
1656 flak_level_close(); // unload flak stuff
1657 neb2_level_close(); // shutdown gaseous nebula stuff
1660 mflash_level_close();
1661 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1663 audiostream_unpause_all();
1668 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1669 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1670 void game_level_init(int seed)
1672 // seed the random number generator
1674 // if no seed was passed, seed the generator either from the time value, or from the
1675 // netgame security flags -- ensures that all players in multiplayer game will have the
1676 // same randon number sequence (with static rand functions)
1677 if ( Game_mode & GM_NORMAL ) {
1678 Game_level_seed = time(NULL);
1680 Game_level_seed = Netgame.security;
1683 // mwa 9/17/98 -- maybe this assert isn't needed????
1684 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1685 Game_level_seed = seed;
1687 srand( Game_level_seed );
1689 // semirand function needs to get re-initted every time in multiplayer
1690 if ( Game_mode & GM_MULTIPLAYER ){
1696 Key_normal_game = (Game_mode & GM_NORMAL);
1699 Game_shudder_time = -1;
1701 // Initialize the game subsystems
1702 // timestamp_reset(); // Must be inited before everything else
1704 game_reset_time(); // resets time, and resets saved time too
1706 obj_init(); // Must be inited before the other systems
1707 model_free_all(); // Free all existing models
1708 mission_brief_common_init(); // Free all existing briefing/debriefing text
1709 weapon_level_init();
1710 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1712 player_level_init();
1713 shipfx_flash_init(); // Init the ship gun flash system.
1714 game_flash_reset(); // Reset the flash effect
1715 particle_init(); // Reset the particle system
1719 shield_hit_init(); // Initialize system for showing shield hits
1720 radar_mission_init();
1721 mission_init_goals();
1724 obj_snd_level_init(); // init object-linked persistant sounds
1726 shockwave_level_init();
1727 afterburner_level_init();
1728 scoring_level_init( &Player->stats );
1730 asteroid_level_init();
1731 control_config_clear_used_status();
1732 collide_ship_ship_sounds_init();
1734 Pre_player_entry = 1; // Means the player has not yet entered.
1735 Entry_delay_time = 0; // Could get overwritten in mission read.
1736 fireball_preload(); // page in warphole bitmaps
1738 flak_level_init(); // initialize flak - bitmaps, etc
1739 ct_level_init(); // initialize ships contrails, etc
1740 awacs_level_init(); // initialize AWACS
1741 beam_level_init(); // initialize beam weapons
1742 mflash_level_init();
1744 supernova_level_init();
1746 // multiplayer dogfight hack
1749 shipfx_engine_wash_level_init();
1753 Last_view_target = NULL;
1758 // campaign wasn't ended
1759 Campaign_ended_in_mission = 0;
1762 // called when a mission is over -- does server specific stuff.
1763 void freespace_stop_mission()
1766 Game_mode &= ~GM_IN_MISSION;
1769 // called at frame interval to process networking stuff
1770 void game_do_networking()
1772 SDL_assert( Net_player != NULL );
1773 if (!(Game_mode & GM_MULTIPLAYER)){
1777 // see if this player should be reading/writing data. Bit is set when at join
1778 // screen onward until quits back to main menu.
1779 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1783 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1786 multi_pause_do_frame();
1791 // Loads the best palette for this level, based
1792 // on nebula color and hud color. You could just call palette_load_table with
1793 // the appropriate filename, but who wants to do that.
1794 void game_load_palette()
1796 char palette_filename[1024];
1798 // We only use 3 hud colors right now
1800 SDL_assert( HUD_config.main_color >= 0 );
1801 SDL_assert( HUD_config.main_color <= 2 );
1804 SDL_assert( Mission_palette >= 0 );
1805 SDL_assert( Mission_palette <= 98 );
1808 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1809 strcpy( palette_filename, NOX("gamepalette-subspace") );
1811 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1814 mprintf(( "Loading palette %s\n", palette_filename ));
1816 palette_load_table(palette_filename);
1818 strcpy( palette_filename, NOX("gamepalette-subspace") );
1820 mprintf(( "Loading palette %s\n", palette_filename ));
1824 void game_post_level_init()
1826 // Stuff which gets called after mission is loaded. Because player isn't created until
1827 // after mission loads, some things must get initted after the level loads
1829 model_level_post_init();
1832 hud_setup_escort_list();
1833 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1839 game_event_debug_init();
1842 training_mission_init();
1843 asteroid_create_all();
1845 game_framerate_check_init();
1849 // An estimate as to how high the count passed to game_loading_callback will go.
1850 // This is just a guess, it seems to always be about the same. The count is
1851 // proportional to the code being executed, not the time, so this works good
1852 // for a bar, assuming the code does about the same thing each time you
1853 // load a level. You can find this value by looking at the return value
1854 // of game_busy_callback(NULL), which I conveniently print out to the
1855 // debug output window with the '=== ENDING LOAD ==' stuff.
1856 //#define COUNT_ESTIMATE 3706
1857 #define COUNT_ESTIMATE 1111
1859 int Game_loading_callback_inited = 0;
1861 int Game_loading_background = -1;
1862 anim * Game_loading_ani = NULL;
1863 anim_instance *Game_loading_ani_instance;
1864 int Game_loading_frame=-1;
1866 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1868 #if defined(FS1_DEMO)
1870 #elif defined(MAKE_FS1)
1881 // This gets called 10x per second and count is the number of times
1882 // game_busy() has been called since the current callback function
1884 void game_loading_callback(int count)
1886 game_do_networking();
1888 SDL_assert( Game_loading_callback_inited==1 );
1889 SDL_assert( Game_loading_ani != NULL );
1891 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1892 if ( framenum > Game_loading_ani->total_frames-1 ) {
1893 framenum = Game_loading_ani->total_frames-1;
1894 } else if ( framenum < 0 ) {
1899 while ( Game_loading_frame < framenum ) {
1900 Game_loading_frame++;
1901 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1905 if ( cbitmap > -1 ) {
1906 if ( Game_loading_background > -1 ) {
1907 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1912 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1915 bm_release(cbitmap);
1921 void game_loading_callback_init()
1923 SDL_assert( Game_loading_callback_inited==0 );
1925 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1927 common_set_interface_palette("InterfacePalette"); // set the interface palette
1931 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1932 SDL_assert( Game_loading_ani != NULL );
1933 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1934 SDL_assert( Game_loading_ani_instance != NULL );
1935 Game_loading_frame = -1;
1937 Game_loading_callback_inited = 1;
1939 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1944 void game_loading_callback_close()
1946 SDL_assert( Game_loading_callback_inited==1 );
1948 // Make sure bar shows all the way over.
1949 game_loading_callback(COUNT_ESTIMATE);
1951 int real_count = game_busy_callback( NULL );
1954 Game_loading_callback_inited = 0;
1957 mprintf(( "=================== ENDING LOAD ================\n" ));
1958 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1959 mprintf(( "================================================\n" ));
1961 // to remove warnings in release build
1965 free_anim_instance(Game_loading_ani_instance);
1966 Game_loading_ani_instance = NULL;
1967 anim_free(Game_loading_ani);
1968 Game_loading_ani = NULL;
1970 bm_release( Game_loading_background );
1971 common_free_interface_palette(); // restore game palette
1972 Game_loading_background = -1;
1974 gr_set_font( FONT1 );
1977 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1979 void game_maybe_update_sound_environment()
1981 // do nothing for now
1984 // Assign the sound environment for the game, based on the current mission
1986 void game_assign_sound_environment()
1989 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1990 Game_sound_env.id = SND_ENV_DRUGGED;
1991 Game_sound_env.volume = 0.800f;
1992 Game_sound_env.damping = 1.188f;
1993 Game_sound_env.decay = 6.392f;
1995 } else if (Num_asteroids > 30) {
1996 Game_sound_env.id = SND_ENV_AUDITORIUM;
1997 Game_sound_env.volume = 0.603f;
1998 Game_sound_env.damping = 0.5f;
1999 Game_sound_env.decay = 4.279f;
2002 Game_sound_env = Game_default_sound_env;
2006 Game_sound_env = Game_default_sound_env;
2007 Game_sound_env_update_timestamp = timestamp(1);
2010 // function which gets called before actually entering the mission. It is broken down into a funciton
2011 // since it will get called in one place from a single player game and from another place for
2012 // a multiplayer game
2013 void freespace_mission_load_stuff()
2015 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2016 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2017 if(!(Game_mode & GM_STANDALONE_SERVER)){
2019 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2021 game_loading_callback_init();
2023 event_music_level_init(); // preloads the first 2 seconds for each event music track
2026 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2029 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2032 ship_assign_sound_all(); // assign engine sounds to ships
2033 game_assign_sound_environment(); // assign the sound environment for this mission
2036 // call function in missionparse.cpp to fixup player/ai stuff.
2037 mission_parse_fixup_players();
2040 // Load in all the bitmaps for this level
2045 game_loading_callback_close();
2047 // the only thing we need to call on the standalone for now.
2049 // call function in missionparse.cpp to fixup player/ai stuff.
2050 mission_parse_fixup_players();
2052 // Load in all the bitmaps for this level
2058 uint load_mission_load;
2059 uint load_post_level_init;
2060 uint load_mission_stuff;
2062 // tells the server to load the mission and initialize structures
2063 int game_start_mission()
2065 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2067 load_gl_init = time(NULL);
2069 load_gl_init = time(NULL) - load_gl_init;
2071 if (Game_mode & GM_MULTIPLAYER) {
2072 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2074 // clear multiplayer stats
2075 init_multiplayer_stats();
2078 load_mission_load = time(NULL);
2079 if (mission_load()) {
2080 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2081 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2082 gameseq_post_event(GS_EVENT_MAIN_MENU);
2084 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2089 load_mission_load = time(NULL) - load_mission_load;
2091 // If this is a red alert mission in campaign mode, bash wingman status
2092 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2093 red_alert_bash_wingman_status();
2096 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2097 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2098 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2100 game_load_palette();
2104 load_post_level_init = time(NULL);
2105 game_post_level_init();
2106 load_post_level_init = time(NULL) - load_post_level_init;
2110 void Do_model_timings_test();
2111 Do_model_timings_test();
2115 load_mission_stuff = time(NULL);
2116 freespace_mission_load_stuff();
2117 load_mission_stuff = time(NULL) - load_mission_stuff;
2122 int Interface_framerate = 0;
2125 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2126 DCF_BOOL( show_framerate, Show_framerate )
2127 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2128 DCF_BOOL( show_target_weapons, Show_target_weapons )
2129 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2130 DCF_BOOL( sound, Sound_enabled )
2131 DCF_BOOL( zbuffer, game_zbuffer )
2132 DCF_BOOL( shield_system, New_shield_system )
2133 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2134 DCF_BOOL( player_attacking, Player_attacking_enabled )
2135 DCF_BOOL( show_waypoints, Show_waypoints )
2136 DCF_BOOL( show_area_effect, Show_area_effect )
2137 DCF_BOOL( show_net_stats, Show_net_stats )
2138 DCF_BOOL( log, Log_debug_output_to_file )
2139 DCF_BOOL( training_msg_method, Training_msg_method )
2140 DCF_BOOL( show_player_pos, Show_player_pos )
2141 DCF_BOOL(i_framerate, Interface_framerate )
2143 DCF(show_mem,"Toggles showing mem usage")
2146 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2147 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2148 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2149 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2155 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2157 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2158 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2162 DCF(show_cpu,"Toggles showing cpu usage")
2165 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2166 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2167 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2168 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2174 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2176 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2177 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2184 // AL 4-8-98: always allow players to display their framerate
2187 DCF_BOOL( show_framerate, Show_framerate )
2194 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2197 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2198 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2199 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2200 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2202 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2203 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2205 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2208 DCF(palette_flash,"Toggles palette flash effect on/off")
2211 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2212 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2213 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2214 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2216 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2217 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2220 int Use_low_mem = 0;
2222 DCF(low_mem,"Uses low memory settings regardless of RAM")
2225 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2226 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2227 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2228 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2230 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2231 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2233 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2239 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2242 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2243 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2244 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2245 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2247 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2248 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2249 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2253 int Framerate_delay = 0;
2255 float Freespace_gamma = 1.0f;
2257 DCF(gamma,"Sets Gamma factor")
2260 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261 if ( Dc_arg_type & ARG_FLOAT ) {
2262 Freespace_gamma = Dc_arg_float;
2264 dc_printf( "Gamma reset to 1.0f\n" );
2265 Freespace_gamma = 1.0f;
2267 if ( Freespace_gamma < 0.1f ) {
2268 Freespace_gamma = 0.1f;
2269 } else if ( Freespace_gamma > 5.0f ) {
2270 Freespace_gamma = 5.0f;
2272 gr_set_gamma(Freespace_gamma);
2274 char tmp_gamma_string[32];
2275 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2276 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2280 dc_printf( "Usage: gamma <float>\n" );
2281 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282 Dc_status = 0; // don't print status if help is printed. Too messy.
2286 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2294 Game_current_mission_filename[0] = 0;
2296 // seed the random number generator
2297 Game_init_seed = time(NULL);
2298 srand( Game_init_seed );
2300 Framerate_delay = 0;
2306 extern void bm_init();
2312 // Initialize the timer before the os
2318 //Initialize the libraries
2319 s1 = timer_get_milliseconds();
2320 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2323 e1 = timer_get_milliseconds();
2325 // time a bunch of cfopens
2327 s2 = timer_get_milliseconds();
2329 for(int idx=0; idx<10000; idx++){
2330 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2335 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2337 e2 = timer_get_milliseconds();
2340 if (Is_standalone) {
2341 std_init_standalone();
2343 os_init( Osreg_class_name, Osreg_app_name );
2344 os_set_title(Osreg_title);
2347 // initialize localization module. Make sure this is down AFTER initialzing OS.
2348 // int t1 = timer_get_milliseconds();
2349 lcl_init( detect_lang() );
2351 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2353 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2356 // verify that he has a valid weapons.tbl
2357 verify_weapons_tbl();
2359 // Output version numbers to registry for auto patching purposes
2360 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2361 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2362 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2364 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2365 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2366 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2369 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2372 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2373 // show the FPS counter if the config file says so
2374 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2377 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2378 Asteroids_enabled = 1;
2381 /////////////////////////////
2383 /////////////////////////////
2387 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2388 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2390 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2391 Cmdline_freespace_no_sound = 1;
2392 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2397 if (!Is_standalone) {
2400 /////////////////////////////
2402 /////////////////////////////
2404 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2407 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2409 // fire up the UpdateLauncher executable
2411 PROCESS_INFORMATION pi;
2413 memset( &si, 0, sizeof(STARTUPINFO) );
2416 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2417 NULL, // pointer to command line string
2418 NULL, // pointer to process security attributes
2419 NULL, // pointer to thread security attributes
2420 FALSE, // handle inheritance flag
2421 CREATE_DEFAULT_ERROR_MODE, // creation flags
2422 NULL, // pointer to new environment block
2423 NULL, // pointer to current directory name
2424 &si, // pointer to STARTUPINFO
2425 &pi // pointer to PROCESS_INFORMATION
2428 // If the Launcher could not be started up, let the user know
2430 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2438 // check for hi res pack file
2439 int has_sparky_hi = 0;
2441 // check if sparky_hi exists -- access mode 0 means does file exist
2442 #ifndef MAKE_FS1 // shoudn't have it so don't check
2443 char sparky_path[MAX_PATH];
2444 SDL_snprintf(sparky_path, sizeof(sparky_path), "%s%s%s", Cfile_root_dir, DIR_SEPARATOR_STR, "sparky_hi_fs2.vp");
2446 if ( access(sparky_path, 0) == 0 ) {
2449 mprintf(("No sparky_hi_fs2.vp in directory %s\n", Cfile_root_dir));
2453 if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2454 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2455 gr_init(GR_1024, GR_OPENGL);
2457 gr_init(GR_640, GR_OPENGL);
2462 //gr_init(GR_640, GR_OPENGL);
2466 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2467 Freespace_gamma = (float)atof(ptr);
2468 if ( Freespace_gamma == 0.0f ) {
2469 Freespace_gamma = 1.80f;
2470 } else if ( Freespace_gamma < 0.1f ) {
2471 Freespace_gamma = 0.1f;
2472 } else if ( Freespace_gamma > 5.0f ) {
2473 Freespace_gamma = 5.0f;
2475 char tmp_gamma_string[32];
2476 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2477 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2479 gr_set_gamma(Freespace_gamma);
2481 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2484 display_title_screen();
2488 // attempt to load up master tracker registry info (login and password)
2489 Multi_tracker_id = -1;
2491 // pxo login and password
2492 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2494 nprintf(("Network","Error reading in PXO login data\n"));
2495 strcpy(Multi_tracker_login,"");
2497 strcpy(Multi_tracker_login,ptr);
2499 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2501 nprintf(("Network","Error reading PXO password\n"));
2502 strcpy(Multi_tracker_passwd,"");
2504 strcpy(Multi_tracker_passwd,ptr);
2507 // pxo squad name and password
2508 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2510 nprintf(("Network","Error reading in PXO squad name\n"));
2511 strcpy(Multi_tracker_squad_name, "");
2513 strcpy(Multi_tracker_squad_name, ptr);
2516 // If less than 48MB of RAM, use low memory model.
2517 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2518 mprintf(( "Using normal memory settings...\n" ));
2519 bm_set_low_mem(1); // Use every other frame of bitmaps
2521 mprintf(( "Using high memory settings...\n" ));
2522 bm_set_low_mem(0); // Use all frames of bitmaps
2525 // load non-darkening pixel defs
2526 palman_load_pixels();
2528 // hud shield icon stuff
2529 hud_shield_game_init();
2531 control_config_common_init(); // sets up localization stuff in the control config
2537 gamesnd_parse_soundstbl();
2542 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2547 player_controls_init();
2550 //if(!Is_standalone){
2558 ship_init(); // read in ships.tbl
2560 mission_campaign_init(); // load in the default campaign
2562 // navmap_init(); // init the navigation map system
2563 context_help_init();
2564 techroom_intel_init(); // parse species.tbl, load intel info
2566 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2567 init_animating_pointer();
2569 mission_brief_common_init(); // Mark all the briefing structures as empty.
2570 gr_font_init(); // loads up all fonts
2572 neb2_init(); // fullneb stuff
2576 player_tips_init(); // helpful tips
2579 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2580 pilot_load_pic_list();
2581 pilot_load_squad_pic_list();
2583 load_animating_pointer(NOX("cursor"), 0, 0);
2585 // initialize alpha colors
2586 alpha_colors_init();
2589 // Game_music_paused = 0;
2596 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2597 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2599 mprintf(("cfile_init() took %d\n", e1 - s1));
2600 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2603 char transfer_text[128];
2605 float Start_time = 0.0f;
2607 float Framerate = 0.0f;
2609 float Timing_total = 0.0f;
2610 float Timing_render2 = 0.0f;
2611 float Timing_render3 = 0.0f;
2612 float Timing_flip = 0.0f;
2613 float Timing_clear = 0.0f;
2615 MONITOR(NumPolysDrawn);
2621 void game_get_framerate()
2623 char text[128] = "";
2625 if ( frame_int == -1 ) {
2627 for (i=0; i<FRAME_FILTER; i++ ) {
2628 frametimes[i] = 0.0f;
2633 frametotal -= frametimes[frame_int];
2634 frametotal += flFrametime;
2635 frametimes[frame_int] = flFrametime;
2636 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2638 if ( frametotal != 0.0 ) {
2639 if ( Framecount >= FRAME_FILTER )
2640 Framerate = FRAME_FILTER / frametotal;
2642 Framerate = Framecount / frametotal;
2643 sprintf( text, NOX("FPS: %.1f"), Framerate );
2645 sprintf( text, NOX("FPS: ?") );
2649 if (Show_framerate) {
2650 gr_set_color_fast(&HUD_color_debug);
2651 gr_string( 570, 2, text );
2655 void game_show_framerate()
2659 cur_time = f2fl(timer_get_approx_seconds());
2660 if (cur_time - Start_time > 30.0f) {
2661 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2662 Start_time += 1000.0f;
2665 //mprintf(( "%s\n", text ));
2668 if ( Debug_dump_frames )
2672 // possibly show control checking info
2673 control_check_indicate();
2675 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2676 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2677 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2678 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2681 if ( Show_cpu == 1 ) {
2686 dy = gr_get_font_height() + 1;
2688 gr_set_color_fast(&HUD_color_debug);
2691 extern int Gr_textures_in;
2692 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2695 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2697 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2699 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2701 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2703 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2708 extern int Num_pairs; // Number of object pairs that were checked.
2709 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2712 extern int Num_pairs_checked; // What percent of object pairs were checked.
2713 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2715 Num_pairs_checked = 0;
2719 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2722 if ( Timing_total > 0.01f ) {
2723 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2725 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2727 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2729 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2731 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2741 dy = gr_get_font_height() + 1;
2743 gr_set_color_fast(&HUD_color_debug);
2746 extern int TotalRam;
2747 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2752 extern int Model_ram;
2753 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2757 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2759 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2763 extern int Gr_textures_in;
2764 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2770 if ( Show_player_pos ) {
2774 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));
2777 MONITOR_INC(NumPolys, modelstats_num_polys);
2778 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2779 MONITOR_INC(NumVerts, modelstats_num_verts );
2781 modelstats_num_polys = 0;
2782 modelstats_num_polys_drawn = 0;
2783 modelstats_num_verts = 0;
2784 modelstats_num_sortnorms = 0;
2788 void game_show_standalone_framerate()
2790 float frame_rate=30.0f;
2791 if ( frame_int == -1 ) {
2793 for (i=0; i<FRAME_FILTER; i++ ) {
2794 frametimes[i] = 0.0f;
2799 frametotal -= frametimes[frame_int];
2800 frametotal += flFrametime;
2801 frametimes[frame_int] = flFrametime;
2802 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2804 if ( frametotal != 0.0 ) {
2805 if ( Framecount >= FRAME_FILTER ){
2806 frame_rate = FRAME_FILTER / frametotal;
2808 frame_rate = Framecount / frametotal;
2811 std_set_standalone_fps(frame_rate);
2815 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2816 void game_show_time_left()
2820 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2821 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2822 // checking how much time is left
2824 if ( Mission_end_time == -1 ){
2828 diff = f2i(Mission_end_time - Missiontime);
2829 // be sure to bash to 0. diff could be negative on frame that we quit mission
2834 hud_set_default_color();
2835 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2838 //========================================================================================
2839 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2840 //========================================================================================
2844 DCF(ai_pause,"Pauses ai")
2847 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2848 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2849 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2850 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2853 obj_init_all_ships_physics();
2856 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2857 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2860 DCF(single_step,"Single steps the game")
2863 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2864 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2865 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2866 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2868 last_single_step = 0; // Make so single step waits a frame before stepping
2871 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2872 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2875 DCF_BOOL(physics_pause, physics_paused)
2876 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2877 DCF_BOOL(ai_firing, Ai_firing_enabled )
2879 // Create some simple aliases to these commands...
2880 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2881 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2882 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2883 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2884 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2887 //========================================================================================
2888 //========================================================================================
2891 void game_training_pause_do()
2895 key = game_check_key();
2897 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2904 void game_increase_skill_level()
2907 if (Game_skill_level >= NUM_SKILL_LEVELS){
2908 Game_skill_level = 0;
2912 int Player_died_time;
2914 int View_percent = 100;
2917 DCF(view, "Sets the percent of the 3d view to render.")
2920 dc_get_arg(ARG_INT);
2921 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2922 View_percent = Dc_arg_int;
2924 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2930 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2934 dc_printf("View is set to %d%%\n", View_percent );
2939 // Set the clip region for the 3d rendering window
2940 void game_set_view_clip()
2942 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2943 // Set the clip region for the letterbox "dead view"
2944 int yborder = gr_screen.max_h/4;
2946 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2947 // J.S. I've changed my ways!! See the new "no constants" code!!!
2948 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2950 // Set the clip region for normal view
2951 if ( View_percent >= 100 ) {
2954 int xborder, yborder;
2956 if ( View_percent < 5 ) {
2960 float fp = i2fl(View_percent)/100.0f;
2961 int fi = fl2i(fl_sqrt(fp)*100.0f);
2962 if ( fi > 100 ) fi=100;
2964 xborder = ( gr_screen.max_w*(100-fi) )/200;
2965 yborder = ( gr_screen.max_h*(100-fi) )/200;
2967 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2973 void show_debug_stuff()
2976 int laser_count = 0, missile_count = 0;
2978 for (i=0; i<MAX_OBJECTS; i++) {
2979 if (Objects[i].type == OBJ_WEAPON){
2980 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2982 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2988 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2991 extern int Tool_enabled;
2996 int tst_bitmap = -1;
2998 float tst_offset, tst_offset_total;
3001 void game_tst_frame_pre()
3009 g3_rotate_vertex(&v, &tst_pos);
3010 g3_project_vertex(&v);
3013 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3017 // big ship? always tst
3019 // within 3000 meters
3020 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3024 // within 300 meters
3025 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3032 void game_tst_frame()
3042 tst_time = time(NULL);
3044 // load the tst bitmap
3045 switch((int)frand_range(0.0f, 3.0)){
3047 tst_bitmap = bm_load("ig_jim");
3049 mprintf(("TST 0\n"));
3053 tst_bitmap = bm_load("ig_kan");
3055 mprintf(("TST 1\n"));
3059 tst_bitmap = bm_load("ig_jim");
3061 mprintf(("TST 2\n"));
3065 tst_bitmap = bm_load("ig_kan");
3067 mprintf(("TST 3\n"));
3076 // get the tst bitmap dimensions
3078 bm_get_info(tst_bitmap, &w, &h);
3081 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3083 snd_play(&Snds[SND_VASUDAN_BUP]);
3085 // tst x and direction
3089 tst_offset_total = (float)w;
3090 tst_offset = (float)w;
3092 tst_x = (float)gr_screen.max_w;
3093 tst_offset_total = (float)-w;
3094 tst_offset = (float)w;
3102 float diff = (tst_offset_total / 0.5f) * flFrametime;
3108 tst_offset -= fl_abs(diff);
3109 } else if(tst_mode == 2){
3112 tst_offset -= fl_abs(diff);
3116 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3117 gr_bitmap((int)tst_x, (int)tst_y);
3120 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3124 // if we passed the switch point
3125 if(tst_offset <= 0.0f){
3130 tst_stamp = timestamp(1000);
3131 tst_offset = fl_abs(tst_offset_total);
3142 void game_tst_mark(object *objp, ship *shipp)
3151 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3154 sip = &Ship_info[shipp->ship_info_index];
3161 tst_pos = objp->pos;
3162 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3168 extern void render_shields();
3170 void player_repair_frame(float frametime)
3172 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3174 for(idx=0;idx<MAX_PLAYERS;idx++){
3177 np = &Net_players[idx];
3179 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)){
3181 // don't rearm/repair if the player is dead or dying/departing
3182 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3183 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3188 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3189 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3195 #define NUM_FRAMES_TEST 300
3196 #define NUM_MIXED_SOUNDS 16
3197 void do_timing_test(float flFrametime)
3199 static int framecount = 0;
3200 static int test_running = 0;
3201 static float test_time = 0.0f;
3203 static int snds[NUM_MIXED_SOUNDS];
3206 if ( test_running ) {
3208 test_time += flFrametime;
3209 if ( framecount >= NUM_FRAMES_TEST ) {
3211 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3212 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3217 if ( Test_begin == 1 ) {
3223 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3226 // start looping digital sounds
3227 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3228 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3235 DCF(dcf_fov, "Change the field of view")
3238 dc_get_arg(ARG_FLOAT|ARG_NONE);
3239 if ( Dc_arg_type & ARG_NONE ) {
3240 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3241 dc_printf( "Zoom factor reset\n" );
3243 if ( Dc_arg_type & ARG_FLOAT ) {
3244 if (Dc_arg_float < 0.25f) {
3245 Viewer_zoom = 0.25f;
3246 dc_printf("Zoom factor pinned at 0.25.\n");
3247 } else if (Dc_arg_float > 1.25f) {
3248 Viewer_zoom = 1.25f;
3249 dc_printf("Zoom factor pinned at 1.25.\n");
3251 Viewer_zoom = Dc_arg_float;
3257 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3260 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3264 DCF(framerate_cap, "Sets the framerate cap")
3267 dc_get_arg(ARG_INT);
3268 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3269 Framerate_cap = Dc_arg_int;
3271 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3277 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3278 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3279 dc_printf("[n] must be from 1 to 120.\n");
3283 if ( Framerate_cap )
3284 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3286 dc_printf("There is no framerate cap currently active.\n");
3290 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3291 int Show_viewing_from_self = 0;
3293 void say_view_target()
3295 object *view_target;
3297 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3298 view_target = &Objects[Player_ai->target_objnum];
3300 view_target = Player_obj;
3302 if (Game_mode & GM_DEAD) {
3303 if (Player_ai->target_objnum != -1)
3304 view_target = &Objects[Player_ai->target_objnum];
3307 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3308 if (view_target != Player_obj){
3310 char *view_target_name = NULL;
3311 switch(Objects[Player_ai->target_objnum].type) {
3313 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3316 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3317 Viewer_mode &= ~VM_OTHER_SHIP;
3319 case OBJ_JUMP_NODE: {
3320 char jump_node_name[128];
3321 strcpy(jump_node_name, XSTR( "jump node", 184));
3322 view_target_name = jump_node_name;
3323 Viewer_mode &= ~VM_OTHER_SHIP;
3332 if ( view_target_name ) {
3333 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3334 Show_viewing_from_self = 1;
3337 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3338 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3339 Show_viewing_from_self = 1;
3341 if (Show_viewing_from_self)
3342 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3347 Last_view_target = view_target;
3351 float Game_hit_x = 0.0f;
3352 float Game_hit_y = 0.0f;
3354 // Reset at the beginning of each frame
3355 void game_whack_reset()
3361 // Apply a 2d whack to the player
3362 void game_whack_apply( float x, float y )
3364 // Do some force feedback
3365 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3371 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3374 // call to apply a "shudder"
3375 void game_shudder_apply(int time, float intensity)
3377 Game_shudder_time = timestamp(time);
3378 Game_shudder_total = time;
3379 Game_shudder_intensity = intensity;
3382 #define FF_SCALE 10000
3383 void apply_hud_shake(matrix *eye_orient)
3385 if (Viewer_obj == Player_obj) {
3386 physics_info *pi = &Player_obj->phys_info;
3394 // Make eye shake due to afterburner
3395 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3398 dtime = timestamp_until(pi->afterburner_decay);
3402 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3403 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3406 // Make eye shake due to engine wash
3408 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3411 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3412 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3414 // get the intensity
3415 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3419 vm_vec_rand_vec_quick(&rand_vec);
3422 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3426 // make hud shake due to shuddering
3427 if(Game_shudder_time != -1){
3428 // if the timestamp has elapsed
3429 if(timestamp_elapsed(Game_shudder_time)){
3430 Game_shudder_time = -1;
3432 // otherwise apply some shudder
3436 dtime = timestamp_until(Game_shudder_time);
3440 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));
3441 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));
3446 vm_angles_2_matrix(&tm, &tangles);
3447 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3448 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3449 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3450 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3455 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3457 // Player's velocity just before he blew up. Used to keep camera target moving.
3458 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3460 // Set eye_pos and eye_orient based on view mode.
3461 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3465 static int last_Viewer_mode = 0;
3466 static int last_Game_mode = 0;
3467 static int last_Viewer_objnum = -1;
3469 // This code is supposed to detect camera "cuts"... like going between
3472 // determine if we need to regenerate the nebula
3473 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3474 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3475 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3476 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3477 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3478 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3479 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3480 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3481 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3484 // regenerate the nebula
3488 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3489 //mprintf(( "************** Camera cut! ************\n" ));
3490 last_Viewer_mode = Viewer_mode;
3491 last_Game_mode = Game_mode;
3493 // Camera moved. Tell stars & debris to not do blurring.
3499 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3500 player_display_packlock_view();
3503 game_set_view_clip();
3505 if (Game_mode & GM_DEAD) {
3506 vector vec_to_deader, view_pos;
3509 Viewer_mode |= VM_DEAD_VIEW;
3511 if (Player_ai->target_objnum != -1) {
3512 int view_from_player = 1;
3514 if (Viewer_mode & VM_OTHER_SHIP) {
3515 // View from target.
3516 Viewer_obj = &Objects[Player_ai->target_objnum];
3518 last_Viewer_objnum = Player_ai->target_objnum;
3520 if ( Viewer_obj->type == OBJ_SHIP ) {
3521 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3522 view_from_player = 0;
3525 last_Viewer_objnum = -1;
3528 if ( view_from_player ) {
3529 // View target from player ship.
3531 *eye_pos = Player_obj->pos;
3532 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3533 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3536 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3538 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3539 dist += flFrametime * 16.0f;
3541 vm_vec_scale(&vec_to_deader, -dist);
3542 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3544 view_pos = Player_obj->pos;
3546 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3547 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3548 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3549 Dead_player_last_vel = Player_obj->phys_info.vel;
3550 //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));
3551 } else if (Player_ai->target_objnum != -1) {
3552 view_pos = Objects[Player_ai->target_objnum].pos;
3554 // Make camera follow explosion, but gradually slow down.
3555 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3556 view_pos = Player_obj->pos;
3557 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3558 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3561 *eye_pos = Dead_camera_pos;
3563 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3565 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3570 // if supernova shockwave
3571 if(supernova_camera_cut()){
3575 // call it dead view
3576 Viewer_mode |= VM_DEAD_VIEW;
3578 // set eye pos and orient
3579 supernova_set_view(eye_pos, eye_orient);
3581 // If already blown up, these other modes can override.
3582 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3583 Viewer_mode &= ~VM_DEAD_VIEW;
3585 Viewer_obj = Player_obj;
3587 if (Viewer_mode & VM_OTHER_SHIP) {
3588 if (Player_ai->target_objnum != -1){
3589 Viewer_obj = &Objects[Player_ai->target_objnum];
3590 last_Viewer_objnum = Player_ai->target_objnum;
3592 Viewer_mode &= ~VM_OTHER_SHIP;
3593 last_Viewer_objnum = -1;
3596 last_Viewer_objnum = -1;
3599 if (Viewer_mode & VM_EXTERNAL) {
3602 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3603 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3605 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3607 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3608 vm_vec_normalize(&eye_dir);
3609 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3612 // Modify the orientation based on head orientation.
3613 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3615 } else if ( Viewer_mode & VM_CHASE ) {
3618 if ( Viewer_obj->phys_info.speed < 0.1 )
3619 move_dir = Viewer_obj->orient.v.fvec;
3621 move_dir = Viewer_obj->phys_info.vel;
3622 vm_vec_normalize(&move_dir);
3625 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3626 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3627 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3628 vm_vec_normalize(&eye_dir);
3630 // JAS: I added the following code because if you slew up using
3631 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3632 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3633 // call because the up and the forward vector are the same. I fixed
3634 // it by adding in a fraction of the right vector all the time to the
3636 vector tmp_up = Viewer_obj->orient.v.uvec;
3637 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3639 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3642 // Modify the orientation based on head orientation.
3643 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3644 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3645 *eye_pos = Camera_pos;
3647 ship * shipp = &Ships[Player_obj->instance];
3649 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3650 vm_vec_normalize(&eye_dir);
3651 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3654 // get an eye position based upon the correct type of object
3655 switch(Viewer_obj->type){
3657 // make a call to get the eye point for the player object
3658 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3661 // make a call to get the eye point for the player object
3662 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3668 #ifdef JOHNS_DEBUG_CODE
3669 john_debug_stuff(&eye_pos, &eye_orient);
3675 apply_hud_shake(eye_orient);
3677 // setup neb2 rendering
3678 neb2_render_setup(eye_pos, eye_orient);
3682 extern void ai_debug_render_stuff();
3685 int Game_subspace_effect = 0;
3686 DCF_BOOL( subspace, Game_subspace_effect );
3688 // Does everything needed to render a frame
3689 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3693 g3_start_frame(game_zbuffer);
3694 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3696 // maybe offset the HUD (jitter stuff)
3697 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3698 HUD_set_offsets(Viewer_obj, !dont_offset);
3700 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3701 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3702 // must be done before ships are rendered
3703 if ( MULTIPLAYER_CLIENT ) {
3704 shield_point_multi_setup();
3707 if ( Game_subspace_effect ) {
3708 stars_draw(0,0,0,1);
3710 stars_draw(1,1,1,0);
3713 obj_render_all(obj_render);
3714 beam_render_all(); // render all beam weapons
3715 particle_render_all(); // render particles after everything else.
3716 trail_render_all(); // render missilie trails after everything else.
3717 mflash_render_all(); // render all muzzle flashes
3719 // Why do we not show the shield effect in these modes? Seems ok.
3720 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3724 // render nebula lightning
3727 // render local player nebula
3728 neb2_render_player();
3731 ai_debug_render_stuff();
3734 #ifndef RELEASE_REAL
3735 // game_framerate_check();
3739 extern void snd_spew_debug_info();
3740 snd_spew_debug_info();
3743 //================ END OF 3D RENDERING STUFF ====================
3747 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3748 hud_maybe_clear_head_area();
3749 anim_render_all(0, flFrametime);
3752 extern int Multi_display_netinfo;
3753 if(Multi_display_netinfo){
3754 extern void multi_display_netinfo();
3755 multi_display_netinfo();
3758 game_tst_frame_pre();
3761 do_timing_test(flFrametime);
3765 extern int OO_update_index;
3766 multi_rate_display(OO_update_index, 375, 0);
3771 extern void oo_display();
3778 //#define JOHNS_DEBUG_CODE 1
3780 #ifdef JOHNS_DEBUG_CODE
3781 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3783 //if ( key_pressed(SDLK_LSHIFT) )
3785 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3787 model_subsystem *turret = tsys->system_info;
3789 if (turret->type == SUBSYSTEM_TURRET ) {
3790 vector v.fvec, v.uvec;
3791 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3793 ship_model_start(tobj);
3795 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3796 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3797 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3799 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3801 ship_model_stop(tobj);
3811 // following function for dumping frames for purposes of building trailers.
3814 // function to toggle state of dumping every frame into PCX when playing the game
3815 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3819 if ( Debug_dump_frames == 0 ) {
3821 Debug_dump_frames = 15;
3822 Debug_dump_trigger = 0;
3823 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3824 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3827 Debug_dump_frames = 0;
3828 Debug_dump_trigger = 0;
3829 gr_dump_frame_stop();
3830 dc_printf( "Frame dumping is now OFF\n" );
3836 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3840 if ( Debug_dump_frames == 0 ) {
3842 Debug_dump_frames = 15;
3843 Debug_dump_trigger = 1;
3844 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3845 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3848 Debug_dump_frames = 0;
3849 Debug_dump_trigger = 0;
3850 gr_dump_frame_stop();
3851 dc_printf( "Frame dumping is now OFF\n" );
3857 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3861 if ( Debug_dump_frames == 0 ) {
3863 Debug_dump_frames = 30;
3864 Debug_dump_trigger = 0;
3865 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3866 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3869 Debug_dump_frames = 0;
3870 Debug_dump_trigger = 0;
3871 gr_dump_frame_stop();
3872 dc_printf( "Frame dumping is now OFF\n" );
3878 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3882 if ( Debug_dump_frames == 0 ) {
3884 Debug_dump_frames = 30;
3885 Debug_dump_trigger = 1;
3886 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3887 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3890 Debug_dump_frames = 0;
3891 Debug_dump_trigger = 0;
3892 gr_dump_frame_stop();
3893 dc_printf( "Triggered frame dumping is now OFF\n" );
3899 void game_maybe_dump_frame()
3901 if ( !Debug_dump_frames ){
3905 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3912 Debug_dump_frame_num++;
3918 extern int Player_dead_state;
3920 // Flip the page and time how long it took.
3921 void game_flip_page_and_time_it()
3926 t1 = timer_get_fixed_seconds();
3928 t2 = timer_get_fixed_seconds();
3931 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3932 sprintf( transfer_text, NOX("%d MB/s"), fixmuldiv(t,65,d) );
3939 void game_simulation_frame()
3941 // blow ships up in multiplayer dogfight
3942 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){
3943 // blow up all non-player ships
3944 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3947 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3949 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)){
3950 moveup = GET_NEXT(moveup);
3953 shipp = &Ships[Objects[moveup->objnum].instance];
3954 sip = &Ship_info[shipp->ship_info_index];
3956 // only blow up small ships
3957 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3958 // function to simply explode a ship where it is currently at
3959 ship_self_destruct( &Objects[moveup->objnum] );
3962 moveup = GET_NEXT(moveup);
3968 // process AWACS stuff - do this first thing
3971 // single player, set Player hits_this_frame to 0
3972 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3973 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3974 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3978 supernova_process();
3979 if(supernova_active() >= 5){
3983 // fire targeting lasers now so that
3984 // 1 - created this frame
3985 // 2 - collide this frame
3986 // 3 - render this frame
3987 // 4 - ignored and deleted next frame
3988 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3990 ship_process_targeting_lasers();
3992 // do this here so that it works for multiplayer
3994 // get viewer direction
3995 int viewer_direction = PHYSICS_VIEWER_REAR;
3997 if(Viewer_mode == 0){
3998 viewer_direction = PHYSICS_VIEWER_FRONT;
4000 if(Viewer_mode & VM_PADLOCK_UP){
4001 viewer_direction = PHYSICS_VIEWER_UP;
4003 else if(Viewer_mode & VM_PADLOCK_REAR){
4004 viewer_direction = PHYSICS_VIEWER_REAR;
4006 else if(Viewer_mode & VM_PADLOCK_LEFT){
4007 viewer_direction = PHYSICS_VIEWER_LEFT;
4009 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4010 viewer_direction = PHYSICS_VIEWER_RIGHT;
4013 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4015 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4018 #define VM_PADLOCK_UP (1 << 7)
4019 #define VM_PADLOCK_REAR (1 << 8)
4020 #define VM_PADLOCK_LEFT (1 << 9)
4021 #define VM_PADLOCK_RIGHT (1 << 10)
4023 // evaluate mission departures and arrivals before we process all objects.
4024 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4026 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4027 // ships/wing packets.
4028 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4029 mission_parse_eval_stuff();
4032 // if we're an observer, move ourselves seperately from the standard physics
4033 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4034 obj_observer_move(flFrametime);
4037 // move all the objects now
4038 obj_move_all(flFrametime);
4040 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4041 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4042 // ship_check_cargo_all();
4043 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4044 mission_eval_goals();
4048 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4049 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4050 training_check_objectives();
4053 // do all interpolation now
4054 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4055 // client side processing of warping in effect stages
4056 multi_do_client_warp(flFrametime);
4058 // client side movement of an observer
4059 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4060 obj_observer_move(flFrametime);
4063 // move all objects - does interpolation now as well
4064 obj_move_all(flFrametime);
4067 // only process the message queue when the player is "in" the game
4068 if ( !Pre_player_entry ){
4069 message_queue_process(); // process any messages send to the player
4072 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4073 message_maybe_distort(); // maybe distort incoming message if comms damaged
4074 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4075 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4076 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4079 if(!(Game_mode & GM_STANDALONE_SERVER)){
4080 // process some stuff every frame (before frame is rendered)
4081 emp_process_local();
4083 hud_update_frame(); // update hud systems
4085 if (!physics_paused) {
4086 // Move particle system
4087 particle_move_all(flFrametime);
4089 // Move missile trails
4090 trail_move_all(flFrametime);
4092 // process muzzle flashes
4093 mflash_process_all();
4095 // Flash the gun flashes
4096 shipfx_flash_do_frame(flFrametime);
4098 shockwave_move_all(flFrametime); // update all the shockwaves
4101 // subspace missile strikes
4104 obj_snd_do_frame(); // update the object-linked persistant sounds
4105 game_maybe_update_sound_environment();
4106 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4108 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4110 if ( Game_subspace_effect ) {
4111 game_start_subspace_ambient_sound();
4117 // Maybe render and process the dead-popup
4118 void game_maybe_do_dead_popup(float frametime)
4120 if ( popupdead_is_active() ) {
4122 int choice = popupdead_do_frame(frametime);
4124 if ( Game_mode & GM_NORMAL ) {
4127 gameseq_post_event(GS_EVENT_ENTER_GAME);
4131 gameseq_post_event(GS_EVENT_END_GAME);
4135 gameseq_post_event(GS_EVENT_START_GAME);
4138 // this should only happen during a red alert mission
4141 SDL_assert(The_mission.red_alert);
4142 if(!The_mission.red_alert){
4143 gameseq_post_event(GS_EVENT_START_GAME);
4147 // choose the previous mission
4148 mission_campaign_previous_mission();
4150 gameseq_post_event(GS_EVENT_START_GAME);
4160 case POPUPDEAD_DO_MAIN_HALL:
4161 multi_quit_game(PROMPT_NONE,-1);
4164 case POPUPDEAD_DO_RESPAWN:
4165 multi_respawn_normal();
4166 event_music_player_respawn();
4169 case POPUPDEAD_DO_OBSERVER:
4170 multi_respawn_observer();
4171 event_music_player_respawn_as_observer();
4180 if ( leave_popup ) {
4186 // returns true if player is actually in a game_play stats
4187 int game_actually_playing()
4191 state = gameseq_get_state();
4192 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4198 // Draw the 2D HUD gauges
4199 void game_render_hud_2d()
4201 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4205 HUD_render_2d(flFrametime);
4209 // Draw the 3D-dependant HUD gauges
4210 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4212 g3_start_frame(0); // 0 = turn zbuffering off
4213 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4215 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4216 HUD_render_3d(flFrametime);
4220 game_sunspot_process(flFrametime);
4222 // Diminish the palette effect
4223 game_flash_diminish(flFrametime);
4231 int actually_playing;
4232 fix total_time1, total_time2;
4233 fix render2_time1=0, render2_time2=0;
4234 fix render3_time1=0, render3_time2=0;
4235 fix flip_time1=0, flip_time2=0;
4236 fix clear_time1=0, clear_time2=0;
4242 if (Framerate_delay) {
4243 int start_time = timer_get_milliseconds();
4244 while (timer_get_milliseconds() < start_time + Framerate_delay)
4250 demo_do_frame_start();
4252 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4257 // start timing frame
4258 timing_frame_start();
4260 total_time1 = timer_get_fixed_seconds();
4262 // var to hold which state we are in
4263 actually_playing = game_actually_playing();
4265 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4266 if (!(Game_mode & GM_STANDALONE_SERVER)){
4267 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4271 if (Missiontime > Entry_delay_time){
4272 Pre_player_entry = 0;
4274 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4277 // Note: These are done even before the player enters, else buffers can overflow.
4278 if (! (Game_mode & GM_STANDALONE_SERVER)){
4282 shield_frame_init();
4284 if ( Player->control_mode != PCM_NORMAL )
4287 if ( !Pre_player_entry && actually_playing ) {
4288 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4290 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4291 game_process_keys();
4293 // don't read flying controls if we're playing a demo back
4294 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4295 read_player_controls( Player_obj, flFrametime);
4299 // if we're not the master, we may have to send the server-critical ship status button_info bits
4300 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4301 multi_maybe_send_ship_status();
4306 // Reset the whack stuff
4309 // These two lines must be outside of Pre_player_entry code,
4310 // otherwise too many lights are added.
4313 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4317 game_simulation_frame();
4319 // if not actually in a game play state, then return. This condition could only be true in
4320 // a multiplayer game.
4321 if ( !actually_playing ) {
4322 SDL_assert( Game_mode & GM_MULTIPLAYER );
4326 if (!Pre_player_entry) {
4327 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4328 clear_time1 = timer_get_fixed_seconds();
4329 // clear the screen to black
4331 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4335 clear_time2 = timer_get_fixed_seconds();
4336 render3_time1 = timer_get_fixed_seconds();
4337 game_render_frame_setup(&eye_pos, &eye_orient);
4338 game_render_frame( &eye_pos, &eye_orient );
4340 // save the eye position and orientation
4341 if ( Game_mode & GM_MULTIPLAYER ) {
4342 Net_player->s_info.eye_pos = eye_pos;
4343 Net_player->s_info.eye_orient = eye_orient;
4346 hud_show_target_model();
4348 // check to see if we should display the death died popup
4349 if(Game_mode & GM_DEAD_BLEW_UP){
4350 if(Game_mode & GM_MULTIPLAYER){
4351 // catch the situation where we're supposed to be warping out on this transition
4352 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4353 gameseq_post_event(GS_EVENT_DEBRIEF);
4354 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4355 Player_died_popup_wait = -1;
4359 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4360 Player_died_popup_wait = -1;
4366 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4367 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4368 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4369 if(!popupdead_is_active()){
4373 Player_multi_died_check = -1;
4377 render3_time2 = timer_get_fixed_seconds();
4378 render2_time1 = timer_get_fixed_seconds();
4381 game_get_framerate();
4382 game_show_framerate();
4384 game_show_time_left();
4386 // Draw the 2D HUD gauges
4387 if(supernova_active() < 3){
4388 game_render_hud_2d();
4391 game_set_view_clip();
4393 // Draw 3D HUD gauges
4394 game_render_hud_3d(&eye_pos, &eye_orient);
4398 render2_time2 = timer_get_fixed_seconds();
4400 // maybe render and process the dead popup
4401 game_maybe_do_dead_popup(flFrametime);
4403 // start timing frame
4404 timing_frame_stop();
4405 // timing_display(30, 10);
4407 // If a regular popup is active, don't flip (popup code flips)
4408 if( !popup_running_state() ){
4409 flip_time1 = timer_get_fixed_seconds();
4410 game_flip_page_and_time_it();
4411 flip_time2 = timer_get_fixed_seconds();
4415 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4418 game_show_standalone_framerate();
4422 game_do_training_checks();
4425 // process lightning (nebula only)
4428 total_time2 = timer_get_fixed_seconds();
4430 // Got some timing numbers
4431 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4432 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4433 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4434 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4435 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4438 demo_do_frame_end();
4440 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4446 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4447 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4448 // died. This resulted in screwed up death sequences.
4450 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4451 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4452 static int timer_paused=0;
4453 #if defined(TIMER_TEST) && !defined(NDEBUG)
4454 static int stop_count,start_count;
4455 static int time_stopped,time_started;
4457 int saved_timestamp_ticker = -1;
4459 void game_reset_time()
4461 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4465 // Last_time = timer_get_fixed_seconds();
4471 void game_stop_time()
4473 if (timer_paused==0) {
4475 time = timer_get_fixed_seconds();
4476 // Save how much time progressed so far in the frame so we can
4477 // use it when we unpause.
4478 Last_delta_time = time - Last_time;
4480 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4481 if (Last_delta_time < 0) {
4482 #if defined(TIMER_TEST) && !defined(NDEBUG)
4483 Int3(); //get Matt!!!!
4485 Last_delta_time = 0;
4487 #if defined(TIMER_TEST) && !defined(NDEBUG)
4488 time_stopped = time;
4491 // Stop the timer_tick stuff...
4492 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4493 saved_timestamp_ticker = timestamp_ticker;
4497 #if defined(TIMER_TEST) && !defined(NDEBUG)
4502 void game_start_time()
4505 SDL_assert(timer_paused >= 0);
4506 if (timer_paused==0) {
4508 time = timer_get_fixed_seconds();
4509 #if defined(TIMER_TEST) && !defined(NDEBUG)
4511 Int3(); //get Matt!!!!
4514 // Take current time, and set it backwards to account for time
4515 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4516 // will be correct when it goes to calculate the frametime next
4518 Last_time = time - Last_delta_time;
4519 #if defined(TIMER_TEST) && !defined(NDEBUG)
4520 time_started = time;
4523 // Restore the timer_tick stuff...
4524 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4525 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4526 timestamp_ticker = saved_timestamp_ticker;
4527 saved_timestamp_ticker = -1;
4530 #if defined(TIMER_TEST) && !defined(NDEBUG)
4536 void game_set_frametime(int state)
4539 float frame_cap_diff;
4541 thistime = timer_get_fixed_seconds();
4543 if ( Last_time == 0 )
4544 Frametime = F1_0 / 30;
4546 Frametime = thistime - Last_time;
4548 // Frametime = F1_0 / 30;
4550 fix debug_frametime = Frametime; // Just used to display frametime.
4552 // If player hasn't entered mission yet, make frame take 1/4 second.
4553 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4556 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4558 fix frame_speed = F1_0 / Debug_dump_frames;
4560 if (Frametime > frame_speed ){
4561 nprintf(("warning","slow frame: %x\n",Frametime));
4564 thistime = timer_get_fixed_seconds();
4565 Frametime = thistime - Last_time;
4566 } while (Frametime < frame_speed );
4568 Frametime = frame_speed;
4572 SDL_assert( Framerate_cap > 0 );
4574 // Cap the framerate so it doesn't get too high.
4578 cap = F1_0/Framerate_cap;
4579 if (Frametime < cap) {
4580 thistime = cap - Frametime;
4581 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4582 SDL_Delay( (f2fl(thistime) * 1000.0f) );
4584 thistime = timer_get_fixed_seconds();
4588 if((Game_mode & GM_STANDALONE_SERVER) &&
4589 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4591 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4592 SDL_Delay((frame_cap_diff*1000));
4594 thistime += fl2f((frame_cap_diff));
4596 Frametime = thistime - Last_time;
4599 // If framerate is too low, cap it.
4600 if (Frametime > MAX_FRAMETIME) {
4602 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4604 // to remove warnings in release build
4605 debug_frametime = fl2f(flFrametime);
4607 Frametime = MAX_FRAMETIME;
4610 Frametime = fixmul(Frametime, Game_time_compression);
4612 Last_time = thistime;
4613 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4615 flFrametime = f2fl(Frametime);
4616 //if(!(Game_mode & GM_PLAYING_DEMO)){
4617 timestamp_inc(flFrametime);
4619 /* if ((Framecount > 0) && (Framecount < 10)) {
4620 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4625 // This is called from game_do_frame(), and from navmap_do_frame()
4626 void game_update_missiontime()
4628 // TODO JAS: Put in if and move this into game_set_frametime,
4629 // fix navmap to call game_stop/start_time
4630 //if ( !timer_paused )
4631 Missiontime += Frametime;
4634 void game_do_frame()
4636 game_set_frametime(GS_STATE_GAME_PLAY);
4637 game_update_missiontime();
4639 if (Game_mode & GM_STANDALONE_SERVER) {
4640 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4643 if ( game_single_step && (last_single_step == game_single_step) ) {
4644 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4645 while( key_checkch() == 0 )
4647 os_set_title( XSTR( "FreeSpace", 171) );
4648 Last_time = timer_get_fixed_seconds();
4651 last_single_step = game_single_step;
4653 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4654 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4658 Keep_mouse_centered = 0;
4659 monitor_update(); // Update monitor variables
4662 void multi_maybe_do_frame()
4664 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4669 int Joymouse_button_status = 0;
4671 // Flush all input devices
4679 Joymouse_button_status = 0;
4681 //mprintf(("Game flush!\n" ));
4684 // function for multiplayer only which calls game_do_state_common() when running the
4686 void game_do_dc_networking()
4688 SDL_assert( Game_mode & GM_MULTIPLAYER );
4690 game_do_state_common( gameseq_get_state() );
4693 // Call this whenever in a loop, or when you need to check for a keystroke.
4694 int game_check_key()
4700 // convert keypad enter to normal enter
4701 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4702 k = (k & ~KEY_MASK) | SDLK_RETURN;
4707 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4709 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4710 static int Demo_show_trailer_timestamp = 0;
4712 void demo_reset_trailer_timer()
4714 Demo_show_trailer_timestamp = timer_get_milliseconds();
4717 void demo_maybe_show_trailer(int k)
4720 // if key pressed, reset demo trailer timer
4722 demo_reset_trailer_timer();
4726 // if mouse moved, reset demo trailer timer
4729 mouse_get_delta(&dx, &dy);
4730 if ( (dx > 0) || (dy > 0) ) {
4731 demo_reset_trailer_timer();
4735 // if joystick has moved, reset demo trailer timer
4738 joy_get_delta(&dx, &dy);
4739 if ( (dx > 0) || (dy > 0) ) {
4740 demo_reset_trailer_timer();
4744 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4745 // the low-level code. Ugly, I know... but was the simplest and most
4748 // if 30 seconds since last demo trailer time reset, launch movie
4749 if ( os_foreground() ) {
4750 int now = timer_get_milliseconds();
4751 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4752 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4754 movie_play( NOX("fstrailer2.mve") );
4755 demo_reset_trailer_timer();
4763 // same as game_check_key(), except this is used while actually in the game. Since there
4764 // generally are differences between game control keys and general UI keys, makes sense to
4765 // have seperate functions for each case. If you are not checking a game control while in a
4766 // mission, you should probably be using game_check_key() instead.
4771 if (!os_foreground()) {
4776 // If we're in a single player game, pause it.
4777 if (!(Game_mode & GM_MULTIPLAYER)){
4778 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4779 game_process_pause_key();
4786 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4787 demo_maybe_show_trailer(k);
4790 // Move the mouse cursor with the joystick.
4791 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4792 // Move the mouse cursor with the joystick
4796 joy_get_pos( &jx, &jy, &jz, &jr );
4798 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4799 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4802 mouse_get_real_pos( &mx, &my );
4803 mouse_set_pos( mx+dx, my+dy );
4808 m = mouse_down(MOUSE_LEFT_BUTTON);
4810 if ( j != Joymouse_button_status ) {
4811 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4812 Joymouse_button_status = j;
4814 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4815 } else if ( (!j) && (m) ) {
4816 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4821 // if we should be ignoring keys because of some multiplayer situations
4822 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4826 // If a popup is running, don't process all the Fn keys
4827 if( popup_active() ) {
4831 state = gameseq_get_state();
4833 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4836 case KEY_DEBUGGED + SDLK_BACKSPACE:
4841 launch_context_help();
4846 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4848 // don't allow f2 while warping out in multiplayer
4849 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4854 case GS_STATE_INITIAL_PLAYER_SELECT:
4855 case GS_STATE_OPTIONS_MENU:
4856 case GS_STATE_HUD_CONFIG:
4857 case GS_STATE_CONTROL_CONFIG:
4858 case GS_STATE_DEATH_DIED:
4859 case GS_STATE_DEATH_BLEW_UP:
4860 case GS_STATE_VIEW_MEDALS:
4864 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4871 // hotkey selection screen -- only valid from briefing and beyond.
4873 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4874 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) ) {
4875 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4881 case KEY_DEBUGGED + SDLK_F3:
4882 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4885 case KEY_DEBUGGED + SDLK_F4:
4886 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4890 if(Game_mode & GM_MULTIPLAYER){
4891 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4892 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4896 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4897 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4903 case SDLK_ESCAPE | KEY_SHIFTED:
4904 // make sure to quit properly out of multiplayer
4905 if(Game_mode & GM_MULTIPLAYER){
4906 multi_quit_game(PROMPT_NONE);
4909 gameseq_post_event( GS_EVENT_QUIT_GAME );
4914 case KEY_DEBUGGED + SDLK_p:
4917 case SDLK_PRINTSCREEN:
4919 static int counter = 0;
4924 sprintf( tmp_name, NOX("screen%02d"), counter );
4926 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4927 gr_print_screen(tmp_name);
4935 case KEY_SHIFTED | SDLK_RETURN: {
4937 #if !defined(NDEBUG)
4939 if ( Game_mode & GM_NORMAL ){
4943 // if we're in multiplayer mode, do some special networking
4944 if(Game_mode & GM_MULTIPLAYER){
4945 debug_console(game_do_dc_networking);
4952 if ( Game_mode & GM_NORMAL )
4966 gameseq_post_event(GS_EVENT_QUIT_GAME);
4969 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4972 void camera_set_position( vector *pos )
4977 void camera_set_orient( matrix *orient )
4979 Camera_orient = *orient;
4982 void camera_set_velocity( vector *vel, int instantaneous )
4984 Camera_desired_velocity.xyz.x = 0.0f;
4985 Camera_desired_velocity.xyz.y = 0.0f;
4986 Camera_desired_velocity.xyz.z = 0.0f;
4988 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4989 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4990 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4992 if ( instantaneous ) {
4993 Camera_velocity = Camera_desired_velocity;
5001 vector new_vel, delta_pos;
5003 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5004 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5005 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5007 Camera_velocity = new_vel;
5009 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5011 vm_vec_add2( &Camera_pos, &delta_pos );
5013 float ot = Camera_time+0.0f;
5015 Camera_time += flFrametime;
5017 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5020 tmp.xyz.z = 4.739f; // always go this fast forward.
5022 // pick x and y velocities so they are always on a
5023 // circle with a 25 m radius.
5025 float tmp_angle = frand()*PI2;
5027 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5028 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5030 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5032 //mprintf(( "Changing velocity!\n" ));
5033 camera_set_velocity( &tmp, 0 );
5036 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5037 vector tmp = ZERO_VECTOR;
5038 camera_set_velocity( &tmp, 0 );
5043 void end_demo_campaign_do()
5045 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5046 // show upsell screens
5047 demo_upsell_show_screens();
5048 #elif defined(OEM_BUILD)
5049 // show oem upsell screens
5050 oem_upsell_show_screens();
5053 // drop into main hall
5054 gameseq_post_event( GS_EVENT_MAIN_MENU );
5057 // All code to process events. This is the only place
5058 // that you should change the state of the game.
5059 void game_process_event( int current_state, int event )
5061 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5064 case GS_EVENT_SIMULATOR_ROOM:
5065 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5068 case GS_EVENT_MAIN_MENU:
5069 gameseq_set_state(GS_STATE_MAIN_MENU);
5072 case GS_EVENT_OPTIONS_MENU:
5073 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5076 case GS_EVENT_BARRACKS_MENU:
5077 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5080 case GS_EVENT_TECH_MENU:
5081 gameseq_set_state(GS_STATE_TECH_MENU);
5084 case GS_EVENT_TRAINING_MENU:
5085 gameseq_set_state(GS_STATE_TRAINING_MENU);
5088 case GS_EVENT_START_GAME:
5089 Select_default_ship = 0;
5090 Player_multi_died_check = -1;
5091 gameseq_set_state(GS_STATE_CMD_BRIEF);
5094 case GS_EVENT_START_BRIEFING:
5095 gameseq_set_state(GS_STATE_BRIEFING);
5098 case GS_EVENT_DEBRIEF:
5099 // did we end the campaign in the main freespace 2 single player campaign?
5101 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5103 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5105 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5107 gameseq_set_state(GS_STATE_DEBRIEF);
5110 Player_multi_died_check = -1;
5113 case GS_EVENT_SHIP_SELECTION:
5114 gameseq_set_state( GS_STATE_SHIP_SELECT );
5117 case GS_EVENT_WEAPON_SELECTION:
5118 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5121 case GS_EVENT_ENTER_GAME:
5123 // maybe start recording a demo
5125 demo_start_record("test.fsd");
5129 if (Game_mode & GM_MULTIPLAYER) {
5130 // if we're respawning, make sure we change the view mode so that the hud shows up
5131 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5135 gameseq_set_state(GS_STATE_GAME_PLAY);
5137 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5140 Player_multi_died_check = -1;
5142 // clear multiplayer button info
5143 extern button_info Multi_ship_status_bi;
5144 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5146 Start_time = f2fl(timer_get_approx_seconds());
5148 mprintf(("Entering game at time = %7.3f\n", Start_time));
5152 case GS_EVENT_START_GAME_QUICK:
5153 Select_default_ship = 1;
5154 gameseq_post_event(GS_EVENT_ENTER_GAME);
5158 case GS_EVENT_END_GAME:
5159 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5160 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5161 gameseq_set_state(GS_STATE_MAIN_MENU);
5166 Player_multi_died_check = -1;
5169 case GS_EVENT_QUIT_GAME:
5170 main_hall_stop_music();
5171 main_hall_stop_ambient();
5172 gameseq_set_state(GS_STATE_QUIT_GAME);
5174 Player_multi_died_check = -1;
5177 case GS_EVENT_GAMEPLAY_HELP:
5178 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5181 case GS_EVENT_PAUSE_GAME:
5182 gameseq_push_state(GS_STATE_GAME_PAUSED);
5185 case GS_EVENT_DEBUG_PAUSE_GAME:
5186 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5189 case GS_EVENT_TRAINING_PAUSE:
5190 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5193 case GS_EVENT_PREVIOUS_STATE:
5194 gameseq_pop_state();
5197 case GS_EVENT_TOGGLE_FULLSCREEN:
5198 gr_toggle_fullscreen();
5201 case GS_EVENT_TOGGLE_GLIDE:
5204 case GS_EVENT_LOAD_MISSION_MENU:
5205 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5208 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5209 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5212 case GS_EVENT_HUD_CONFIG:
5213 gameseq_push_state( GS_STATE_HUD_CONFIG );
5216 case GS_EVENT_CONTROL_CONFIG:
5217 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5220 case GS_EVENT_DEATH_DIED:
5221 gameseq_set_state( GS_STATE_DEATH_DIED );
5224 case GS_EVENT_DEATH_BLEW_UP:
5225 if ( current_state == GS_STATE_DEATH_DIED ) {
5226 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5227 event_music_player_death();
5229 // multiplayer clients set their extra check here
5230 if(Game_mode & GM_MULTIPLAYER){
5231 // set the multi died absolute last chance check
5232 Player_multi_died_check = time(NULL);
5235 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5239 case GS_EVENT_NEW_CAMPAIGN:
5240 if (!mission_load_up_campaign()){
5241 readyroom_continue_campaign();
5244 Player_multi_died_check = -1;
5247 case GS_EVENT_CAMPAIGN_CHEAT:
5248 if (!mission_load_up_campaign()){
5250 // bash campaign value
5251 extern char Main_hall_campaign_cheat[512];
5254 // look for the mission
5255 for(idx=0; idx<Campaign.num_missions; idx++){
5256 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5257 Campaign.next_mission = idx;
5258 Campaign.prev_mission = idx - 1;
5265 readyroom_continue_campaign();
5268 Player_multi_died_check = -1;
5271 case GS_EVENT_CAMPAIGN_ROOM:
5272 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5275 case GS_EVENT_CMD_BRIEF:
5276 gameseq_set_state(GS_STATE_CMD_BRIEF);
5279 case GS_EVENT_RED_ALERT:
5280 gameseq_set_state(GS_STATE_RED_ALERT);
5283 case GS_EVENT_CREDITS:
5284 gameseq_set_state( GS_STATE_CREDITS );
5287 case GS_EVENT_VIEW_MEDALS:
5288 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5291 case GS_EVENT_SHOW_GOALS:
5292 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5295 case GS_EVENT_HOTKEY_SCREEN:
5296 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5299 // multiplayer stuff follow these comments
5301 case GS_EVENT_MULTI_JOIN_GAME:
5302 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5305 case GS_EVENT_MULTI_HOST_SETUP:
5306 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5309 case GS_EVENT_MULTI_CLIENT_SETUP:
5310 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5313 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5314 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5317 case GS_EVENT_MULTI_STD_WAIT:
5318 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5321 case GS_EVENT_STANDALONE_MAIN:
5322 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5325 case GS_EVENT_MULTI_PAUSE:
5326 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5329 case GS_EVENT_INGAME_PRE_JOIN:
5330 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5333 case GS_EVENT_EVENT_DEBUG:
5334 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5337 // Start a warpout where player automatically goes 70 no matter what
5338 // and can't cancel out of it.
5339 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5340 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5342 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5343 Player->saved_viewer_mode = Viewer_mode;
5344 Player->control_mode = PCM_WARPOUT_STAGE1;
5345 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5346 Warpout_time = 0.0f; // Start timer!
5349 case GS_EVENT_PLAYER_WARPOUT_START:
5350 if ( Player->control_mode != PCM_NORMAL ) {
5351 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5353 Player->saved_viewer_mode = Viewer_mode;
5354 Player->control_mode = PCM_WARPOUT_STAGE1;
5355 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5356 Warpout_time = 0.0f; // Start timer!
5357 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5361 case GS_EVENT_PLAYER_WARPOUT_STOP:
5362 if ( Player->control_mode != PCM_NORMAL ) {
5363 if ( !Warpout_forced ) { // cannot cancel forced warpout
5364 Player->control_mode = PCM_NORMAL;
5365 Viewer_mode = Player->saved_viewer_mode;
5366 hud_subspace_notify_abort();
5367 mprintf(( "Player put back to normal mode.\n" ));
5368 if ( Warpout_sound > -1 ) {
5369 snd_stop( Warpout_sound );
5376 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5377 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5378 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5379 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5381 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5382 shipfx_warpout_start( Player_obj );
5383 Player->control_mode = PCM_WARPOUT_STAGE2;
5384 Player->saved_viewer_mode = Viewer_mode;
5385 Viewer_mode |= VM_WARP_CHASE;
5387 vector tmp = Player_obj->pos;
5389 ship_get_eye( &tmp, &tmp_m, Player_obj );
5390 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5391 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5392 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5394 camera_set_position( &tmp );
5395 camera_set_orient( &Player_obj->orient );
5396 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5398 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5399 camera_set_velocity( &tmp_vel, 1);
5403 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5404 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5405 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5406 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5408 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5409 Player->control_mode = PCM_WARPOUT_STAGE3;
5413 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5414 mprintf(( "Player warped out. Going to debriefing!\n" ));
5415 Player->control_mode = PCM_NORMAL;
5416 Viewer_mode = Player->saved_viewer_mode;
5419 // we have a special debriefing screen for multiplayer furballs
5420 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5421 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5423 // do the normal debriefing for all other situations
5425 gameseq_post_event(GS_EVENT_DEBRIEF);
5429 case GS_EVENT_STANDALONE_POSTGAME:
5430 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5433 case GS_EVENT_INITIAL_PLAYER_SELECT:
5434 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5437 case GS_EVENT_GAME_INIT:
5438 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5439 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5441 // see if the command line option has been set to use the last pilot, and act acoordingly
5442 if( player_select_get_last_pilot() ) {
5443 // always enter the main menu -- do the automatic network startup stuff elsewhere
5444 // so that we still have valid checks for networking modes, etc.
5445 gameseq_set_state(GS_STATE_MAIN_MENU);
5447 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5452 case GS_EVENT_MULTI_MISSION_SYNC:
5453 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5456 case GS_EVENT_MULTI_START_GAME:
5457 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5460 case GS_EVENT_MULTI_HOST_OPTIONS:
5461 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5464 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5465 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5468 case GS_EVENT_TEAM_SELECT:
5469 gameseq_set_state(GS_STATE_TEAM_SELECT);
5472 case GS_EVENT_END_CAMPAIGN:
5473 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5476 case GS_EVENT_END_DEMO:
5477 gameseq_set_state(GS_STATE_END_DEMO);
5480 case GS_EVENT_LOOP_BRIEF:
5481 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5490 // Called when a state is being left.
5491 // The current state is still at old_state, but as soon as
5492 // this function leaves, then the current state will become
5493 // new state. You should never try to change the state
5494 // in here... if you think you need to, you probably really
5495 // need to post an event, not change the state.
5496 void game_leave_state( int old_state, int new_state )
5498 int end_mission = 1;
5500 switch (new_state) {
5501 case GS_STATE_GAME_PAUSED:
5502 case GS_STATE_DEBUG_PAUSED:
5503 case GS_STATE_OPTIONS_MENU:
5504 case GS_STATE_CONTROL_CONFIG:
5505 case GS_STATE_MISSION_LOG_SCROLLBACK:
5506 case GS_STATE_DEATH_DIED:
5507 case GS_STATE_SHOW_GOALS:
5508 case GS_STATE_HOTKEY_SCREEN:
5509 case GS_STATE_MULTI_PAUSED:
5510 case GS_STATE_TRAINING_PAUSED:
5511 case GS_STATE_EVENT_DEBUG:
5512 case GS_STATE_GAMEPLAY_HELP:
5513 end_mission = 0; // these events shouldn't end a mission
5517 switch (old_state) {
5518 case GS_STATE_BRIEFING:
5519 brief_stop_voices();
5520 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5521 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5522 && (new_state != GS_STATE_TEAM_SELECT) ){
5523 common_select_close();
5524 if ( new_state == GS_STATE_MAIN_MENU ) {
5525 freespace_stop_mission();
5529 // COMMAND LINE OPTION
5530 if (Cmdline_multi_stream_chat_to_file){
5531 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5532 cfclose(Multi_chat_stream);
5536 case GS_STATE_DEBRIEF:
5537 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5542 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5543 multi_df_debrief_close();
5546 case GS_STATE_LOAD_MISSION_MENU:
5547 mission_load_menu_close();
5550 case GS_STATE_SIMULATOR_ROOM:
5554 case GS_STATE_CAMPAIGN_ROOM:
5555 campaign_room_close();
5558 case GS_STATE_CMD_BRIEF:
5559 if (new_state == GS_STATE_OPTIONS_MENU) {
5564 if (new_state == GS_STATE_MAIN_MENU)
5565 freespace_stop_mission();
5570 case GS_STATE_RED_ALERT:
5574 case GS_STATE_SHIP_SELECT:
5575 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5576 new_state != GS_STATE_HOTKEY_SCREEN &&
5577 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5578 common_select_close();
5579 if ( new_state == GS_STATE_MAIN_MENU ) {
5580 freespace_stop_mission();
5585 case GS_STATE_WEAPON_SELECT:
5586 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5587 new_state != GS_STATE_HOTKEY_SCREEN &&
5588 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5589 common_select_close();
5590 if ( new_state == GS_STATE_MAIN_MENU ) {
5591 freespace_stop_mission();
5596 case GS_STATE_TEAM_SELECT:
5597 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5598 new_state != GS_STATE_HOTKEY_SCREEN &&
5599 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5600 common_select_close();
5601 if ( new_state == GS_STATE_MAIN_MENU ) {
5602 freespace_stop_mission();
5607 case GS_STATE_MAIN_MENU:
5608 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5615 case GS_STATE_OPTIONS_MENU:
5616 //game_start_time();
5617 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5618 multi_join_clear_game_list();
5620 options_menu_close();
5623 case GS_STATE_BARRACKS_MENU:
5624 if(new_state != GS_STATE_VIEW_MEDALS){
5629 case GS_STATE_MISSION_LOG_SCROLLBACK:
5630 hud_scrollback_close();
5633 case GS_STATE_TRAINING_MENU:
5634 training_menu_close();
5637 case GS_STATE_GAME_PLAY:
5638 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5639 player_save_target_and_weapon_link_prefs();
5640 game_stop_looped_sounds();
5643 sound_env_disable();
5644 joy_ff_stop_effects();
5646 // stop game time under certain conditions
5647 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5652 // shut down any recording or playing demos
5657 // when in multiplayer and going back to the main menu, send a leave game packet
5658 // right away (before calling stop mission). stop_mission was taking to long to
5659 // close mission down and I want people to get notified ASAP.
5660 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5661 multi_quit_game(PROMPT_NONE);
5664 freespace_stop_mission();
5665 Game_time_compression = F1_0;
5669 case GS_STATE_TECH_MENU:
5673 case GS_STATE_TRAINING_PAUSED:
5674 Training_num_lines = 0;
5675 // fall through to GS_STATE_GAME_PAUSED
5677 case GS_STATE_GAME_PAUSED:
5679 if ( end_mission ) {
5684 case GS_STATE_DEBUG_PAUSED:
5687 pause_debug_close();
5691 case GS_STATE_HUD_CONFIG:
5695 // join/start a game
5696 case GS_STATE_MULTI_JOIN_GAME:
5697 if(new_state != GS_STATE_OPTIONS_MENU){
5698 multi_join_game_close();
5702 case GS_STATE_MULTI_HOST_SETUP:
5703 case GS_STATE_MULTI_CLIENT_SETUP:
5704 // if this is just the host going into the options screen, don't do anything
5705 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5709 // close down the proper state
5710 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5711 multi_create_game_close();
5713 multi_game_client_setup_close();
5716 // COMMAND LINE OPTION
5717 if (Cmdline_multi_stream_chat_to_file){
5718 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5719 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5720 cfclose(Multi_chat_stream);
5725 case GS_STATE_CONTROL_CONFIG:
5726 control_config_close();
5729 case GS_STATE_DEATH_DIED:
5730 Game_mode &= ~GM_DEAD_DIED;
5732 // early end while respawning or blowing up in a multiplayer game
5733 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5735 freespace_stop_mission();
5739 case GS_STATE_DEATH_BLEW_UP:
5740 Game_mode &= ~GM_DEAD_BLEW_UP;
5742 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5743 // to determine if I should do anything.
5744 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5746 freespace_stop_mission();
5749 // if we are not respawing as an observer or as a player, our new state will not
5750 // be gameplay state.
5751 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5752 game_stop_time(); // hasn't been called yet!!
5753 freespace_stop_mission();
5759 case GS_STATE_CREDITS:
5763 case GS_STATE_VIEW_MEDALS:
5767 case GS_STATE_SHOW_GOALS:
5768 mission_show_goals_close();
5771 case GS_STATE_HOTKEY_SCREEN:
5772 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5773 mission_hotkey_close();
5777 case GS_STATE_MULTI_MISSION_SYNC:
5778 // if we're moving into the options menu, don't do anything
5779 if(new_state == GS_STATE_OPTIONS_MENU){
5783 SDL_assert( Game_mode & GM_MULTIPLAYER );
5785 if ( new_state == GS_STATE_GAME_PLAY ){
5786 // palette_restore_palette();
5788 // change a couple of flags to indicate our state!!!
5789 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5790 send_netplayer_update_packet();
5792 // set the game mode
5793 Game_mode |= GM_IN_MISSION;
5797 case GS_STATE_VIEW_CUTSCENES:
5798 cutscenes_screen_close();
5801 case GS_STATE_MULTI_STD_WAIT:
5802 multi_standalone_wait_close();
5805 case GS_STATE_STANDALONE_MAIN:
5806 standalone_main_close();
5807 if(new_state == GS_STATE_MULTI_STD_WAIT){
5808 init_multiplayer_stats();
5812 case GS_STATE_MULTI_PAUSED:
5813 // if ( end_mission ){
5818 case GS_STATE_INGAME_PRE_JOIN:
5819 multi_ingame_select_close();
5822 case GS_STATE_STANDALONE_POSTGAME:
5823 multi_standalone_postgame_close();
5826 case GS_STATE_INITIAL_PLAYER_SELECT:
5827 player_select_close();
5830 case GS_STATE_MULTI_START_GAME:
5831 multi_start_game_close();
5834 case GS_STATE_MULTI_HOST_OPTIONS:
5835 multi_host_options_close();
5838 case GS_STATE_END_OF_CAMPAIGN:
5839 mission_campaign_end_close();
5842 case GS_STATE_LOOP_BRIEF:
5848 // Called when a state is being entered.
5849 // The current state is set to the state we're entering at
5850 // this point, and old_state is set to the state we're coming
5851 // from. You should never try to change the state
5852 // in here... if you think you need to, you probably really
5853 // need to post an event, not change the state.
5855 void game_enter_state( int old_state, int new_state )
5857 switch (new_state) {
5858 case GS_STATE_MAIN_MENU:
5859 // in multiplayer mode, be sure that we are not doing networking anymore.
5860 if ( Game_mode & GM_MULTIPLAYER ) {
5861 SDL_assert( Net_player != NULL );
5862 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5865 Game_time_compression = F1_0;
5867 // determine which ship this guy is currently based on
5868 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5871 if (Player->on_bastion) {
5879 case GS_STATE_BRIEFING:
5880 main_hall_stop_music();
5881 main_hall_stop_ambient();
5883 if (Game_mode & GM_NORMAL) {
5884 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5885 // MWA: or from options or hotkey screens
5886 // JH: or if the command brief state already did this
5887 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5888 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5889 && (old_state != GS_STATE_CMD_BRIEF) ) {
5890 if ( !game_start_mission() ) // this should put us into a new state on failure!
5894 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5895 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5896 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5898 Game_time_compression = F1_0;
5900 if ( red_alert_mission() ) {
5901 gameseq_post_event(GS_EVENT_RED_ALERT);
5908 case GS_STATE_DEBRIEF:
5909 game_stop_looped_sounds();
5910 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5911 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5916 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5917 multi_df_debrief_init();
5920 case GS_STATE_LOAD_MISSION_MENU:
5921 mission_load_menu_init();
5924 case GS_STATE_SIMULATOR_ROOM:
5928 case GS_STATE_CAMPAIGN_ROOM:
5929 campaign_room_init();
5932 case GS_STATE_RED_ALERT:
5933 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5937 case GS_STATE_CMD_BRIEF: {
5938 int team_num = 0; // team number used as index for which cmd brief to use.
5940 if (old_state == GS_STATE_OPTIONS_MENU) {
5944 main_hall_stop_music();
5945 main_hall_stop_ambient();
5947 if (Game_mode & GM_NORMAL) {
5948 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5949 // MWA: or from options or hotkey screens
5950 // JH: or if the command brief state already did this
5951 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5952 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5953 if ( !game_start_mission() ) // this should put us into a new state on failure!
5958 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5959 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5960 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5962 cmd_brief_init(team_num);
5968 case GS_STATE_SHIP_SELECT:
5972 case GS_STATE_WEAPON_SELECT:
5973 weapon_select_init();
5976 case GS_STATE_TEAM_SELECT:
5980 case GS_STATE_GAME_PAUSED:
5985 case GS_STATE_DEBUG_PAUSED:
5986 // game_stop_time();
5987 // os_set_title("FreeSpace - PAUSED");
5990 case GS_STATE_TRAINING_PAUSED:
5997 case GS_STATE_OPTIONS_MENU:
5999 options_menu_init();
6002 case GS_STATE_GAME_PLAY:
6003 // coming from the gameplay state or the main menu, we might need to load the mission
6004 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6005 if ( !game_start_mission() ) // this should put us into a new state.
6010 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6011 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6012 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6013 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6014 (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)) ) {
6015 // JAS: Used to do all paging here.
6019 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6023 main_hall_stop_music();
6024 main_hall_stop_ambient();
6025 event_music_first_pattern(); // start the first pattern
6028 // special code that restores player ship selection and weapons loadout when doing a quick start
6029 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6030 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
6031 wss_direct_restore_loadout();
6035 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6036 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6037 event_music_first_pattern(); // start the first pattern
6040 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6041 event_music_first_pattern(); // start the first pattern
6043 player_restore_target_and_weapon_link_prefs();
6045 Game_mode |= GM_IN_MISSION;
6048 // required to truely make mouse deltas zeroed in debug mouse code
6049 void mouse_force_pos(int x, int y);
6050 if (!Is_standalone) {
6051 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6057 // only start time if in single player, or coming from multi wait state
6060 (Game_mode & GM_NORMAL) &&
6061 (old_state != GS_STATE_VIEW_CUTSCENES)
6063 (Game_mode & GM_MULTIPLAYER) && (
6064 (old_state == GS_STATE_MULTI_PAUSED) ||
6065 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6071 // when coming from the multi paused state, reset the timestamps
6072 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6073 multi_reset_timestamps();
6076 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6077 // initialize all object update details
6078 multi_oo_gameplay_init();
6081 // under certain circumstances, the server should reset the object update rate limiting stuff
6082 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6083 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6085 // reinitialize the rate limiting system for all clients
6086 multi_oo_rate_init_all();
6089 // multiplayer clients should always re-initialize their control info rate limiting system
6090 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6091 multi_oo_rate_init_all();
6095 if(Game_mode & GM_MULTIPLAYER){
6096 multi_ping_reset_players();
6099 Game_subspace_effect = 0;
6100 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6101 Game_subspace_effect = 1;
6102 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6103 game_start_subspace_ambient_sound();
6107 sound_env_set(&Game_sound_env);
6108 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6110 // clear multiplayer button info i
6111 extern button_info Multi_ship_status_bi;
6112 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6115 case GS_STATE_HUD_CONFIG:
6119 case GS_STATE_MULTI_JOIN_GAME:
6120 multi_join_clear_game_list();
6122 if (old_state != GS_STATE_OPTIONS_MENU) {
6123 multi_join_game_init();
6128 case GS_STATE_MULTI_HOST_SETUP:
6129 // don't reinitialize if we're coming back from the host options screen
6130 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6131 multi_create_game_init();
6136 case GS_STATE_MULTI_CLIENT_SETUP:
6137 if (old_state != GS_STATE_OPTIONS_MENU) {
6138 multi_game_client_setup_init();
6143 case GS_STATE_CONTROL_CONFIG:
6144 control_config_init();
6147 case GS_STATE_TECH_MENU:
6151 case GS_STATE_BARRACKS_MENU:
6152 if(old_state != GS_STATE_VIEW_MEDALS){
6157 case GS_STATE_MISSION_LOG_SCROLLBACK:
6158 hud_scrollback_init();
6161 case GS_STATE_DEATH_DIED:
6162 Player_died_time = timestamp(10);
6164 if(!(Game_mode & GM_MULTIPLAYER)){
6165 player_show_death_message();
6167 Game_mode |= GM_DEAD_DIED;
6170 case GS_STATE_DEATH_BLEW_UP:
6171 if ( !popupdead_is_active() ) {
6172 Player_ai->target_objnum = -1;
6175 // stop any local EMP effect
6178 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6179 Game_mode |= GM_DEAD_BLEW_UP;
6180 Show_viewing_from_self = 0;
6182 // timestamp how long we should wait before displaying the died popup
6183 if ( !popupdead_is_active() ) {
6184 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6188 case GS_STATE_GAMEPLAY_HELP:
6189 gameplay_help_init();
6192 case GS_STATE_CREDITS:
6193 main_hall_stop_music();
6194 main_hall_stop_ambient();
6198 case GS_STATE_VIEW_MEDALS:
6199 medal_main_init(Player);
6202 case GS_STATE_SHOW_GOALS:
6203 mission_show_goals_init();
6206 case GS_STATE_HOTKEY_SCREEN:
6207 mission_hotkey_init();
6210 case GS_STATE_MULTI_MISSION_SYNC:
6211 // if we're coming from the options screen, don't do any
6212 if(old_state == GS_STATE_OPTIONS_MENU){
6216 switch(Multi_sync_mode){
6217 case MULTI_SYNC_PRE_BRIEFING:
6218 // if moving from game forming to the team select state
6221 case MULTI_SYNC_POST_BRIEFING:
6222 // if moving from briefing into the mission itself
6225 // tell everyone that we're now loading data
6226 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6227 send_netplayer_update_packet();
6229 // JAS: Used to do all paging here!!!!
6231 Net_player->state = NETPLAYER_STATE_WAITING;
6232 send_netplayer_update_packet();
6234 Game_time_compression = F1_0;
6236 case MULTI_SYNC_INGAME:
6242 case GS_STATE_VIEW_CUTSCENES:
6243 cutscenes_screen_init();
6246 case GS_STATE_MULTI_STD_WAIT:
6247 multi_standalone_wait_init();
6250 case GS_STATE_STANDALONE_MAIN:
6251 // don't initialize if we're coming from one of these 2 states unless there are no
6252 // players left (reset situation)
6253 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6254 standalone_main_init();
6258 case GS_STATE_MULTI_PAUSED:
6262 case GS_STATE_INGAME_PRE_JOIN:
6263 multi_ingame_select_init();
6266 case GS_STATE_STANDALONE_POSTGAME:
6267 multi_standalone_postgame_init();
6270 case GS_STATE_INITIAL_PLAYER_SELECT:
6271 player_select_init();
6274 case GS_STATE_MULTI_START_GAME:
6275 multi_start_game_init();
6278 case GS_STATE_MULTI_HOST_OPTIONS:
6279 multi_host_options_init();
6282 case GS_STATE_END_OF_CAMPAIGN:
6283 mission_campaign_end_init();
6286 case GS_STATE_LOOP_BRIEF:
6293 // do stuff that may need to be done regardless of state
6294 void game_do_state_common(int state,int no_networking)
6296 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6297 snd_do_frame(); // update sound system
6298 event_music_do_frame(); // music needs to play across many states
6300 multi_log_process();
6302 if (no_networking) {
6306 // maybe do a multiplayer frame based on game mode and state type
6307 if (Game_mode & GM_MULTIPLAYER) {
6309 case GS_STATE_OPTIONS_MENU:
6310 case GS_STATE_GAMEPLAY_HELP:
6311 case GS_STATE_HOTKEY_SCREEN:
6312 case GS_STATE_HUD_CONFIG:
6313 case GS_STATE_CONTROL_CONFIG:
6314 case GS_STATE_MISSION_LOG_SCROLLBACK:
6315 case GS_STATE_SHOW_GOALS:
6316 case GS_STATE_VIEW_CUTSCENES:
6317 case GS_STATE_EVENT_DEBUG:
6318 multi_maybe_do_frame();
6322 game_do_networking();
6326 // Called once a frame.
6327 // You should never try to change the state
6328 // in here... if you think you need to, you probably really
6329 // need to post an event, not change the state.
6330 int Game_do_state_should_skip = 0;
6331 void game_do_state(int state)
6333 // always lets the do_state_common() function determine if the state should be skipped
6334 Game_do_state_should_skip = 0;
6336 // legal to set the should skip state anywhere in this function
6337 game_do_state_common(state); // do stuff that may need to be done regardless of state
6339 if(Game_do_state_should_skip){
6344 case GS_STATE_MAIN_MENU:
6345 game_set_frametime(GS_STATE_MAIN_MENU);
6346 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6349 main_hall_do(flFrametime);
6353 case GS_STATE_OPTIONS_MENU:
6354 game_set_frametime(GS_STATE_OPTIONS_MENU);
6355 options_menu_do_frame(flFrametime);
6358 case GS_STATE_BARRACKS_MENU:
6359 game_set_frametime(GS_STATE_BARRACKS_MENU);
6360 barracks_do_frame(flFrametime);
6363 case GS_STATE_TRAINING_MENU:
6364 game_set_frametime(GS_STATE_TRAINING_MENU);
6365 training_menu_do_frame(flFrametime);
6368 case GS_STATE_TECH_MENU:
6369 game_set_frametime(GS_STATE_TECH_MENU);
6370 techroom_do_frame(flFrametime);
6373 case GS_STATE_GAMEPLAY_HELP:
6374 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6375 gameplay_help_do_frame(flFrametime);
6378 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6382 case GS_STATE_GAME_PAUSED:
6386 case GS_STATE_DEBUG_PAUSED:
6388 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6393 case GS_STATE_TRAINING_PAUSED:
6394 game_training_pause_do();
6397 case GS_STATE_LOAD_MISSION_MENU:
6398 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6399 mission_load_menu_do();
6402 case GS_STATE_BRIEFING:
6403 game_set_frametime(GS_STATE_BRIEFING);
6404 brief_do_frame(flFrametime);
6407 case GS_STATE_DEBRIEF:
6408 game_set_frametime(GS_STATE_DEBRIEF);
6409 debrief_do_frame(flFrametime);
6412 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6413 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6414 multi_df_debrief_do();
6417 case GS_STATE_SHIP_SELECT:
6418 game_set_frametime(GS_STATE_SHIP_SELECT);
6419 ship_select_do(flFrametime);
6422 case GS_STATE_WEAPON_SELECT:
6423 game_set_frametime(GS_STATE_WEAPON_SELECT);
6424 weapon_select_do(flFrametime);
6427 case GS_STATE_MISSION_LOG_SCROLLBACK:
6428 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6429 hud_scrollback_do_frame(flFrametime);
6432 case GS_STATE_HUD_CONFIG:
6433 game_set_frametime(GS_STATE_HUD_CONFIG);
6434 hud_config_do_frame(flFrametime);
6437 case GS_STATE_MULTI_JOIN_GAME:
6438 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6439 multi_join_game_do_frame();
6442 case GS_STATE_MULTI_HOST_SETUP:
6443 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6444 multi_create_game_do();
6447 case GS_STATE_MULTI_CLIENT_SETUP:
6448 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6449 multi_game_client_setup_do_frame();
6452 case GS_STATE_CONTROL_CONFIG:
6453 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6454 control_config_do_frame(flFrametime);
6457 case GS_STATE_DEATH_DIED:
6461 case GS_STATE_DEATH_BLEW_UP:
6465 case GS_STATE_SIMULATOR_ROOM:
6466 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6467 sim_room_do_frame(flFrametime);
6470 case GS_STATE_CAMPAIGN_ROOM:
6471 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6472 campaign_room_do_frame(flFrametime);
6475 case GS_STATE_RED_ALERT:
6476 game_set_frametime(GS_STATE_RED_ALERT);
6477 red_alert_do_frame(flFrametime);
6480 case GS_STATE_CMD_BRIEF:
6481 game_set_frametime(GS_STATE_CMD_BRIEF);
6482 cmd_brief_do_frame(flFrametime);
6485 case GS_STATE_CREDITS:
6486 game_set_frametime(GS_STATE_CREDITS);
6487 credits_do_frame(flFrametime);
6490 case GS_STATE_VIEW_MEDALS:
6491 game_set_frametime(GS_STATE_VIEW_MEDALS);
6495 case GS_STATE_SHOW_GOALS:
6496 game_set_frametime(GS_STATE_SHOW_GOALS);
6497 mission_show_goals_do_frame(flFrametime);
6500 case GS_STATE_HOTKEY_SCREEN:
6501 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6502 mission_hotkey_do_frame(flFrametime);
6505 case GS_STATE_VIEW_CUTSCENES:
6506 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6507 cutscenes_screen_do_frame();
6510 case GS_STATE_MULTI_STD_WAIT:
6511 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6512 multi_standalone_wait_do();
6515 case GS_STATE_STANDALONE_MAIN:
6516 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6517 standalone_main_do();
6520 case GS_STATE_MULTI_PAUSED:
6521 game_set_frametime(GS_STATE_MULTI_PAUSED);
6525 case GS_STATE_TEAM_SELECT:
6526 game_set_frametime(GS_STATE_TEAM_SELECT);
6530 case GS_STATE_INGAME_PRE_JOIN:
6531 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6532 multi_ingame_select_do();
6535 case GS_STATE_EVENT_DEBUG:
6537 game_set_frametime(GS_STATE_EVENT_DEBUG);
6538 game_show_event_debug(flFrametime);
6542 case GS_STATE_STANDALONE_POSTGAME:
6543 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6544 multi_standalone_postgame_do();
6547 case GS_STATE_INITIAL_PLAYER_SELECT:
6548 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6552 case GS_STATE_MULTI_MISSION_SYNC:
6553 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6557 case GS_STATE_MULTI_START_GAME:
6558 game_set_frametime(GS_STATE_MULTI_START_GAME);
6559 multi_start_game_do();
6562 case GS_STATE_MULTI_HOST_OPTIONS:
6563 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6564 multi_host_options_do();
6567 case GS_STATE_END_OF_CAMPAIGN:
6568 mission_campaign_end_do();
6571 case GS_STATE_END_DEMO:
6572 game_set_frametime(GS_STATE_END_DEMO);
6573 end_demo_campaign_do();
6576 case GS_STATE_LOOP_BRIEF:
6577 game_set_frametime(GS_STATE_LOOP_BRIEF);
6581 } // end switch(gs_current_state)
6585 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6586 int game_do_ram_check(int ram_in_mbytes)
6588 if ( ram_in_mbytes < 30 ) {
6589 int allowed_to_run = 1;
6590 if ( ram_in_mbytes < 25 ) {
6596 if ( allowed_to_run ) {
6597 SDL_MessageBoxData mboxd;
6598 SDL_MessageBoxButtonData mboxbuttons[2];
6601 // not a translated string, but it's too long and smartdrv isn't
6602 // really a thing for any OS we now support :p
6603 // 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);
6604 sprintf( tmp, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6606 mboxbuttons[0].buttonid = 0;
6607 mboxbuttons[0].text = XSTR("Ok", 503);
6608 mboxbuttons[0].flags = 0;
6610 mboxbuttons[1].buttonid = 1;
6611 mboxbuttons[1].text = XSTR("Cancel", 504);
6612 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6614 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6615 mboxd.title = XSTR( "Not Enough RAM", 194);
6616 mboxd.message = tmp;
6617 mboxd.numbuttons = 2;
6618 mboxd.buttons = mboxbuttons;
6619 mboxd.window = NULL;
6620 mboxd.colorScheme = NULL;
6622 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6624 if ( msgbox_rval == 1 ) {
6628 // not a translated string, but it's too long and smartdrv isn't
6629 // really a thing for any OS we now support :p
6630 // 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);
6631 sprintf( tmp, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6633 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6642 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6643 // If so, copy it over and remove the update directory.
6644 void game_maybe_update_launcher(char *exe_dir)
6647 char src_filename[MAX_PATH];
6648 char dest_filename[MAX_PATH];
6650 strcpy(src_filename, exe_dir);
6651 strcat(src_filename, NOX("\\update\\freespace.exe"));
6653 strcpy(dest_filename, exe_dir);
6654 strcat(dest_filename, NOX("\\freespace.exe"));
6656 // see if src_filename exists
6658 fp = fopen(src_filename, "rb");
6664 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6666 // copy updated freespace.exe to freespace exe dir
6667 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6668 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6672 // delete the file in the update directory
6673 DeleteFile(src_filename);
6675 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6676 char update_dir[MAX_PATH];
6677 strcpy(update_dir, exe_dir);
6678 strcat(update_dir, NOX("\\update"));
6679 RemoveDirectory(update_dir);
6685 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6689 int sub_total_destroyed = 0;
6693 // get the total for all his children
6694 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6695 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6698 // find the # of faces for this _individual_ object
6699 total = submodel_get_num_polys(model_num, sm);
6700 if(strstr(pm->submodel[sm].name, "-destroyed")){
6701 sub_total_destroyed = total;
6705 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6708 *out_total += total + sub_total;
6709 *out_destroyed_total += sub_total_destroyed;
6712 #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);
6713 void game_spew_pof_info()
6715 char *pof_list[1000];
6718 int idx, model_num, i, j;
6720 int total, root_total, model_total, destroyed_total, counted;
6724 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6726 // spew info on all the pofs
6732 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6737 for(idx=0; idx<num_files; idx++, counted++){
6738 sprintf(str, "%s.pof", pof_list[idx]);
6739 model_num = model_load(str, 0, NULL);
6741 pm = model_get(model_num);
6743 // if we have a real model
6748 // go through and print all raw submodels
6749 cfputs("RAW\n", out);
6752 for (i=0; i<pm->n_models; i++) {
6753 total = submodel_get_num_polys(model_num, i);
6755 model_total += total;
6756 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6759 sprintf(str, "Model total %d\n", model_total);
6762 // now go through and do it by LOD
6763 cfputs("BY LOD\n\n", out);
6764 for(i=0; i<pm->n_detail_levels; i++){
6765 sprintf(str, "LOD %d\n", i);
6769 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6771 destroyed_total = 0;
6772 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6773 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6776 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6779 sprintf(str, "TOTAL: %d\n", total + root_total);
6781 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6783 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6786 cfputs("------------------------------------------------------------------------\n\n", out);
6790 if(counted >= MAX_POLYGON_MODELS - 5){
6803 game_spew_pof_info();
6806 int game_main(const char *szCmdLine)
6810 // Find out how much RAM is on this machine
6811 Freespace_total_ram = SDL_GetSystemRAM();
6813 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6817 if (!vm_init(24*1024*1024)) {
6818 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);
6822 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6824 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);
6833 extern void windebug_memwatch_init();
6834 windebug_memwatch_init();
6842 int cpu_cores = SDL_GetCPUCount();
6843 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6845 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6846 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6847 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6848 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6850 parse_cmdline(szCmdLine);
6852 mprintf(("--------------------------------------------------------------------------------\n"));
6854 #ifdef STANDALONE_ONLY_BUILD
6856 nprintf(("Network", "Standalone running"));
6859 nprintf(("Network", "Standalone running"));
6866 // maybe spew pof stuff
6867 if(Cmdline_spew_pof_info){
6868 game_spew_pof_info();
6873 // non-demo, non-standalone, play the intro movie
6875 if ( !Is_standalone ) {
6877 // release -- movies always play
6880 // 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
6881 movie_play( NOX("intro.mve") );
6883 // debug version, movie will only play with -showmovies
6884 #elif !defined(NDEBUG)
6886 movie_play( NOX("intro.mve") );
6889 if ( Cmdline_show_movies )
6890 movie_play( NOX("intro.mve") );
6899 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6901 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6905 // only important for non THREADED mode
6908 state = gameseq_process_events();
6909 if ( state == GS_STATE_QUIT_GAME ){
6914 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6916 demo_upsell_show_screens();
6918 #elif defined(OEM_BUILD)
6919 // show upsell screens on exit
6920 oem_upsell_show_screens();
6927 // launcher the fslauncher program on exit
6928 void game_launch_launcher_on_exit()
6932 PROCESS_INFORMATION pi;
6933 char cmd_line[2048];
6934 char original_path[1024] = "";
6936 memset( &si, 0, sizeof(STARTUPINFO) );
6940 _getcwd(original_path, 1023);
6942 // set up command line
6943 strcpy(cmd_line, original_path);
6944 strcat(cmd_line, "\\");
6945 strcat(cmd_line, LAUNCHER_FNAME);
6946 strcat(cmd_line, " -straight_to_update");
6948 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
6949 cmd_line, // pointer to command line string
6950 NULL, // pointer to process security attributes
6951 NULL, // pointer to thread security attributes
6952 FALSE, // handle inheritance flag
6953 CREATE_DEFAULT_ERROR_MODE, // creation flags
6954 NULL, // pointer to new environment block
6955 NULL, // pointer to current directory name
6956 &si, // pointer to STARTUPINFO
6957 &pi // pointer to PROCESS_INFORMATION
6959 // to eliminate build warnings
6969 // This function is called when FreeSpace terminates normally.
6971 void game_shutdown(void)
6977 // don't ever flip a page on the standalone!
6978 if(!(Game_mode & GM_STANDALONE_SERVER)){
6984 // if the player has left the "player select" screen and quit the game without actually choosing
6985 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6986 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6990 // load up common multiplayer icons
6991 multi_unload_common_icons();
6993 shockwave_close(); // release any memory used by shockwave system
6994 fireball_close(); // free fireball system
6995 ship_close(); // free any memory that was allocated for the ships
6996 weapon_close(); // free any memory that was allocated for the weapons
6997 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6998 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6999 bm_unload_all(); // free bitmaps
7000 mission_campaign_close(); // close out the campaign stuff
7001 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7002 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7004 #ifdef MULTI_USE_LAG
7008 // the menu close functions will unload the bitmaps if they were displayed during the game
7009 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7012 context_help_close(); // close out help system
7013 training_menu_close();
7014 lcl_close(); // be sure localization is closed out
7017 // free left-over memory from parsed tables
7018 cutscene_tbl_close();
7020 scoring_tbl_close();
7021 player_tips_close();
7023 extern void joy_close();
7026 audiostream_close();
7028 event_music_close();
7032 // HACKITY HACK HACK
7033 // if this flag is set, we should be firing up the launcher when exiting freespace
7034 extern int Multi_update_fireup_launcher_on_exit;
7035 if(Multi_update_fireup_launcher_on_exit){
7036 game_launch_launcher_on_exit();
7040 // game_stop_looped_sounds()
7042 // This function will call the appropriate stop looped sound functions for those
7043 // modules which use looping sounds. It is not enough just to stop a looping sound
7044 // at the DirectSound level, the game is keeping track of looping sounds, and this
7045 // function is used to inform the game that looping sounds are being halted.
7047 void game_stop_looped_sounds()
7049 hud_stop_looped_locking_sounds();
7050 hud_stop_looped_engine_sounds();
7051 afterburner_stop_sounds();
7052 player_stop_looped_sounds();
7053 obj_snd_stop_all(); // stop all object-linked persistant sounds
7054 game_stop_subspace_ambient_sound();
7055 snd_stop(Radar_static_looping);
7056 Radar_static_looping = -1;
7057 snd_stop(Target_static_looping);
7058 shipfx_stop_engine_wash_sound();
7059 Target_static_looping = -1;
7062 //////////////////////////////////////////////////////////////////////////
7064 // Code for supporting an animating mouse pointer
7067 //////////////////////////////////////////////////////////////////////////
7069 typedef struct animating_obj
7078 static animating_obj Animating_mouse;
7080 // ----------------------------------------------------------------------------
7081 // init_animating_pointer()
7083 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7084 // gets properly initialized
7086 void init_animating_pointer()
7088 Animating_mouse.first_frame = -1;
7089 Animating_mouse.num_frames = 0;
7090 Animating_mouse.current_frame = -1;
7091 Animating_mouse.time = 0.0f;
7092 Animating_mouse.elapsed_time = 0.0f;
7095 // ----------------------------------------------------------------------------
7096 // load_animating_pointer()
7098 // Called at game init to load in the frames for the animating mouse pointer
7100 // input: filename => filename of animation file that holds the animation
7102 void load_animating_pointer(const char *filename, int dx, int dy)
7107 init_animating_pointer();
7109 am = &Animating_mouse;
7110 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7111 if ( am->first_frame == -1 )
7112 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7113 am->current_frame = 0;
7114 am->time = am->num_frames / i2fl(fps);
7117 // ----------------------------------------------------------------------------
7118 // unload_animating_pointer()
7120 // Called at game shutdown to free the memory used to store the animation frames
7122 void unload_animating_pointer()
7127 am = &Animating_mouse;
7128 for ( i = 0; i < am->num_frames; i++ ) {
7129 SDL_assert( (am->first_frame+i) >= 0 );
7130 bm_release(am->first_frame + i);
7133 am->first_frame = -1;
7135 am->current_frame = -1;
7138 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7139 void game_render_mouse(float frametime)
7144 // if animating cursor exists, play the next frame
7145 am = &Animating_mouse;
7146 if ( am->first_frame != -1 ) {
7147 mouse_get_pos(&mx, &my);
7148 am->elapsed_time += frametime;
7149 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7150 if ( am->current_frame >= am->num_frames ) {
7151 am->current_frame = 0;
7152 am->elapsed_time = 0.0f;
7154 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7158 // ----------------------------------------------------------------------------
7159 // game_maybe_draw_mouse()
7161 // determines whether to draw the mouse pointer at all, and what frame of
7162 // animation to use if the mouse is animating
7164 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7166 // input: frametime => elapsed frame time in seconds since last call
7168 void game_maybe_draw_mouse(float frametime)
7172 game_state = gameseq_get_state();
7174 switch ( game_state ) {
7175 case GS_STATE_GAME_PAUSED:
7176 // case GS_STATE_MULTI_PAUSED:
7177 case GS_STATE_GAME_PLAY:
7178 case GS_STATE_DEATH_DIED:
7179 case GS_STATE_DEATH_BLEW_UP:
7180 if ( popup_active() || popupdead_is_active() ) {
7192 if ( !Mouse_hidden )
7193 game_render_mouse(frametime);
7197 void game_do_training_checks()
7201 waypoint_list *wplp;
7203 if (Training_context & TRAINING_CONTEXT_SPEED) {
7204 s = (int) Player_obj->phys_info.fspeed;
7205 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7206 if (!Training_context_speed_set) {
7207 Training_context_speed_set = 1;
7208 Training_context_speed_timestamp = timestamp();
7212 Training_context_speed_set = 0;
7215 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7216 wplp = &Waypoint_lists[Training_context_path];
7217 if (wplp->count > Training_context_goal_waypoint) {
7218 i = Training_context_goal_waypoint;
7220 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7221 if (d <= Training_context_distance) {
7222 Training_context_at_waypoint = i;
7223 if (Training_context_goal_waypoint == i) {
7224 Training_context_goal_waypoint++;
7225 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7232 if (i == wplp->count)
7235 } while (i != Training_context_goal_waypoint);
7239 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7240 Players_target = Player_ai->target_objnum;
7241 Players_targeted_subsys = Player_ai->targeted_subsys;
7242 Players_target_timestamp = timestamp();
7246 /////////// Following is for event debug view screen
7250 #define EVENT_DEBUG_MAX 5000
7251 #define EVENT_DEBUG_EVENT 0x8000
7253 int Event_debug_index[EVENT_DEBUG_MAX];
7256 void game_add_event_debug_index(int n, int indent)
7258 if (ED_count < EVENT_DEBUG_MAX)
7259 Event_debug_index[ED_count++] = n | (indent << 16);
7262 void game_add_event_debug_sexp(int n, int indent)
7267 if (Sexp_nodes[n].first >= 0) {
7268 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7269 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7273 game_add_event_debug_index(n, indent);
7274 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7275 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7277 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7280 void game_event_debug_init()
7285 for (e=0; e<Num_mission_events; e++) {
7286 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7287 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7291 void game_show_event_debug(float frametime)
7295 int font_height, font_width;
7297 static int scroll_offset = 0;
7299 k = game_check_key();
7305 if (scroll_offset < 0)
7315 scroll_offset -= 20;
7316 if (scroll_offset < 0)
7321 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7325 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7331 gr_set_color_fast(&Color_bright);
7333 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7335 gr_set_color_fast(&Color_normal);
7337 gr_get_string_size(&font_width, &font_height, NOX("test"));
7338 y_max = gr_screen.max_h - font_height - 5;
7342 while (k < ED_count) {
7343 if (y_index > y_max)
7346 z = Event_debug_index[k];
7347 if (z & EVENT_DEBUG_EVENT) {
7349 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7350 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7351 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7352 Mission_events[z].repeat_count, Mission_events[z].interval);
7360 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7361 switch (Sexp_nodes[z & 0x7fff].value) {
7363 strcat(buf, NOX(" (True)"));
7367 strcat(buf, NOX(" (False)"));
7370 case SEXP_KNOWN_TRUE:
7371 strcat(buf, NOX(" (Always true)"));
7374 case SEXP_KNOWN_FALSE:
7375 strcat(buf, NOX(" (Always false)"));
7378 case SEXP_CANT_EVAL:
7379 strcat(buf, NOX(" (Can't eval)"));
7383 case SEXP_NAN_FOREVER:
7384 strcat(buf, NOX(" (Not a number)"));
7389 gr_printf(10, y_index, buf);
7390 y_index += font_height;
7404 extern int Tmap_npixels;
7407 int Tmap_num_too_big = 0;
7408 int Num_models_needing_splitting = 0;
7410 void Time_model( int modelnum )
7412 // mprintf(( "Timing ship '%s'\n", si->name ));
7414 vector eye_pos, model_pos;
7415 matrix eye_orient, model_orient;
7417 polymodel *pm = model_get( modelnum );
7419 int l = strlen(pm->filename);
7421 if ( (l == '/') || (l=='\\') || (l==':')) {
7427 char *pof_file = &pm->filename[l];
7429 int model_needs_splitting = 0;
7431 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7433 for (i=0; i<pm->n_textures; i++ ) {
7434 char filename[1024];
7437 int bmp_num = pm->original_textures[i];
7438 if ( bmp_num > -1 ) {
7439 bm_get_palette(pm->original_textures[i], pal, filename );
7441 bm_get_info( pm->original_textures[i],&w, &h );
7444 if ( (w > 512) || (h > 512) ) {
7445 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7447 model_needs_splitting++;
7450 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7454 if ( model_needs_splitting ) {
7455 Num_models_needing_splitting++;
7457 eye_orient = model_orient = vmd_identity_matrix;
7458 eye_pos = model_pos = vmd_zero_vector;
7460 eye_pos.xyz.z = -pm->rad*2.0f;
7462 vector eye_to_model;
7464 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7465 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7467 fix t1 = timer_get_fixed_seconds();
7470 ta.p = ta.b = ta.h = 0.0f;
7477 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7479 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7481 modelstats_num_polys = modelstats_num_verts = 0;
7483 while( ta.h < PI2 ) {
7486 vm_angles_2_matrix(&m1, &ta );
7487 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7494 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7496 model_clear_instance( modelnum );
7497 model_set_detail_level(0); // use highest detail level
7498 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7506 int k = key_inkey();
7507 if ( k == SDLK_ESCAPE ) {
7512 fix t2 = timer_get_fixed_seconds();
7514 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7515 //bitmaps_used_this_frame /= framecount;
7517 modelstats_num_polys /= framecount;
7518 modelstats_num_verts /= framecount;
7521 Tmap_npixels /=framecount;
7524 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7526 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7528 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 );
7530 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7536 int Time_models = 0;
7537 DCF_BOOL( time_models, Time_models );
7539 void Do_model_timings_test()
7543 if ( !Time_models ) return;
7545 mprintf(( "Timing models!\n" ));
7549 ubyte model_used[MAX_POLYGON_MODELS];
7550 int model_id[MAX_POLYGON_MODELS];
7551 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7556 for (i=0; i<Num_ship_types; i++ ) {
7557 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7559 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7560 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7563 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7564 if ( !Texture_fp ) return;
7566 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7567 if ( !Time_fp ) return;
7569 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7570 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7572 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7573 if ( model_used[i] ) {
7574 Time_model( model_id[i] );
7578 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7579 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7588 // Call this function when you want to inform the player that a feature is not
7589 // enabled in the DEMO version of FreSpace
7590 void game_feature_not_in_demo_popup()
7592 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7595 // format the specified time (fixed point) into a nice string
7596 void game_format_time(fix m_time,char *time_str)
7599 int hours,minutes,seconds;
7602 mtime = f2fl(m_time);
7604 // get the hours, minutes and seconds
7605 hours = (int)(mtime / 3600.0f);
7607 mtime -= (3600.0f * (float)hours);
7609 seconds = (int)mtime%60;
7610 minutes = (int)mtime/60;
7612 // print the hour if necessary
7614 sprintf(time_str,XSTR( "%d:", 201),hours);
7615 // if there are less than 10 minutes, print a leading 0
7617 strcpy(tmp,NOX("0"));
7618 strcat(time_str,tmp);
7622 // print the minutes
7624 sprintf(tmp,XSTR( "%d:", 201),minutes);
7625 strcat(time_str,tmp);
7627 sprintf(time_str,XSTR( "%d:", 201),minutes);
7630 // print the seconds
7632 strcpy(tmp,NOX("0"));
7633 strcat(time_str,tmp);
7635 sprintf(tmp,"%d",seconds);
7636 strcat(time_str,tmp);
7639 // Stuff version string in *str.
7640 void get_version_string(char *str)
7643 if ( FS_VERSION_BUILD == 0 ) {
7644 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7646 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7649 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7651 #elif defined (OEM_BUILD)
7652 strcat(str, " (OEM)");
7658 char myname[_MAX_PATH];
7659 int namelen, major, minor, build, waste;
7660 unsigned int buf_size;
7666 // Find my EXE file name
7667 hMod = GetModuleHandle(NULL);
7668 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7670 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7671 infop = (char *)malloc(version_size);
7672 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7674 // get the product version
7675 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7676 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7678 sprintf(str,"Dv%d.%02d",major, minor);
7680 sprintf(str,"v%d.%02d",major, minor);
7685 void get_version_string_short(char *str)
7687 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7690 // ----------------------------------------------------------------
7692 // OEM UPSELL SCREENS BEGIN
7694 // ----------------------------------------------------------------
7695 #if defined(OEM_BUILD)
7697 #define NUM_OEM_UPSELL_SCREENS 3
7698 #define OEM_UPSELL_SCREEN_DELAY 10000
7700 static int Oem_upsell_bitmaps_loaded = 0;
7701 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7702 static int Oem_upsell_screen_number = 0;
7703 static int Oem_upsell_show_next_bitmap_time;
7706 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7719 static int Oem_normal_cursor = -1;
7720 static int Oem_web_cursor = -1;
7721 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7722 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7724 void oem_upsell_next_screen()
7726 Oem_upsell_screen_number++;
7727 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7728 // extra long delay, mouse shown on last upsell
7729 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7733 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7737 void oem_upsell_load_bitmaps()
7741 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7742 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7746 void oem_upsell_unload_bitmaps()
7750 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7751 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7752 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7757 Oem_upsell_bitmaps_loaded = 0;
7760 // clickable hotspot on 3rd OEM upsell screen
7761 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7763 28, 350, 287, 96 // x, y, w, h
7766 45, 561, 460, 152 // x, y, w, h
7770 void oem_upsell_show_screens()
7772 int current_time, k;
7775 if ( !Oem_upsell_bitmaps_loaded ) {
7776 oem_upsell_load_bitmaps();
7777 Oem_upsell_bitmaps_loaded = 1;
7780 // may use upsell screens more than once
7781 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7782 Oem_upsell_screen_number = 0;
7788 int nframes; // used to pass, not really needed (should be 1)
7789 Oem_normal_cursor = gr_get_cursor_bitmap();
7790 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7791 SDL_assert(Oem_web_cursor >= 0);
7792 if (Oem_web_cursor < 0) {
7793 Oem_web_cursor = Oem_normal_cursor;
7798 //oem_reset_trailer_timer();
7800 current_time = timer_get_milliseconds();
7805 // advance screen on keypress or timeout
7806 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7807 oem_upsell_next_screen();
7810 // check if we are done
7811 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7812 Oem_upsell_screen_number--;
7815 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7820 // show me the upsell
7821 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7822 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7826 // if this is the 3rd upsell, make it clickable, d00d
7827 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7829 int button_state = mouse_get_pos(&mx, &my);
7830 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])
7831 && (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]) )
7834 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7837 if (button_state & MOUSE_LEFT_BUTTON) {
7839 multi_pxo_url(OEM_UPSELL_URL);
7843 // switch cursor back to normal one
7844 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7849 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7859 oem_upsell_unload_bitmaps();
7861 // switch cursor back to normal one
7862 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7866 #endif // defined(OEM_BUILD)
7867 // ----------------------------------------------------------------
7869 // OEM UPSELL SCREENS END
7871 // ----------------------------------------------------------------
7875 // ----------------------------------------------------------------
7877 // DEMO UPSELL SCREENS BEGIN
7879 // ----------------------------------------------------------------
7881 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7884 #define NUM_DEMO_UPSELL_SCREENS 2
7886 #define NUM_DEMO_UPSELL_SCREENS 4
7888 #define DEMO_UPSELL_SCREEN_DELAY 3000
7890 static int Demo_upsell_bitmaps_loaded = 0;
7891 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7892 static int Demo_upsell_screen_number = 0;
7893 static int Demo_upsell_show_next_bitmap_time;
7896 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7922 void demo_upsell_next_screen()
7924 Demo_upsell_screen_number++;
7925 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7926 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7928 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7932 void demo_upsell_load_bitmaps()
7936 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7937 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7941 void demo_upsell_unload_bitmaps()
7945 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7946 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7947 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7952 Demo_upsell_bitmaps_loaded = 0;
7955 void demo_upsell_show_screens()
7957 int current_time, k;
7960 if ( !Demo_upsell_bitmaps_loaded ) {
7961 demo_upsell_load_bitmaps();
7962 Demo_upsell_bitmaps_loaded = 1;
7965 // may use upsell screens more than once
7966 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7967 Demo_upsell_screen_number = 0;
7974 demo_reset_trailer_timer();
7976 current_time = timer_get_milliseconds();
7983 // don't time out, wait for keypress
7985 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7986 demo_upsell_next_screen();
7991 demo_upsell_next_screen();
7994 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7995 Demo_upsell_screen_number--;
7998 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8003 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8004 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8009 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8019 demo_upsell_unload_bitmaps();
8024 // ----------------------------------------------------------------
8026 // DEMO UPSELL SCREENS END
8028 // ----------------------------------------------------------------
8031 // ----------------------------------------------------------------
8033 // Subspace Ambient Sound START
8035 // ----------------------------------------------------------------
8037 static int Subspace_ambient_left_channel = -1;
8038 static int Subspace_ambient_right_channel = -1;
8041 void game_start_subspace_ambient_sound()
8043 if ( Subspace_ambient_left_channel < 0 ) {
8044 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8047 if ( Subspace_ambient_right_channel < 0 ) {
8048 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8052 void game_stop_subspace_ambient_sound()
8054 if ( Subspace_ambient_left_channel >= 0 ) {
8055 snd_stop(Subspace_ambient_left_channel);
8056 Subspace_ambient_left_channel = -1;
8059 if ( Subspace_ambient_right_channel >= 0 ) {
8060 snd_stop(Subspace_ambient_right_channel);
8061 Subspace_ambient_right_channel = -1;
8065 // ----------------------------------------------------------------
8067 // Subspace Ambient Sound END
8069 // ----------------------------------------------------------------
8071 // ----------------------------------------------------------------
8073 // Language Autodetection stuff
8076 // this layout order must match Lcl_languages in localize.cpp in order for the
8077 // correct language to be detected
8078 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8080 1366105450, // English
8082 589986744, // English
8084 -1132430286, // German
8086 -1131728960, // Polish
8089 // default setting is "-1" to use config file with English as fall back
8090 // DO NOT change the default setting here or something uncouth might happen
8091 // in the localization code
8097 // try and open the file to verify
8098 CFILE *detect = cfopen("font01.vf", "rb");
8100 // will use default setting if something went wrong
8105 // get the long checksum of the file
8107 cfseek(detect, 0, SEEK_SET);
8108 cf_chksum_long(detect, &file_checksum);
8112 // now compare the checksum/filesize against known #'s
8113 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8114 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8119 // notify if a match was not found, include detected checksum
8120 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8121 printf("Using default language...\n\n");
8127 // End Auto Lang stuff
8129 // ----------------------------------------------------------------
8131 // ----------------------------------------------------------------
8132 // SHIPS TBL VERIFICATION STUFF
8135 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8136 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8137 #define NUM_SHIPS_TBL_CHECKSUMS 3
8139 #define NUM_SHIPS_TBL_CHECKSUMS 1
8143 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8144 1696074201, // FS2 demo
8147 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8148 1603375034, // FS1 DEMO
8151 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8152 -129679197, // FS1 Full 1.06 (US)
8153 7762567, // FS1 SilentThreat
8154 1555372475 // FS1 Full 1.06 (German)
8158 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8159 -463907578, // US - beta 1
8160 1696074201, // FS2 demo
8163 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8164 // -1022810006, // 1.0 FULL
8165 -1254285366 // 1.2 FULL (German)
8169 void verify_ships_tbl()
8173 Game_ships_tbl_valid = 1;
8179 // detect if the packfile exists
8180 CFILE *detect = cfopen("ships.tbl", "rb");
8181 Game_ships_tbl_valid = 0;
8185 Game_ships_tbl_valid = 0;
8189 // get the long checksum of the file
8191 cfseek(detect, 0, SEEK_SET);
8192 cf_chksum_long(detect, &file_checksum);
8196 // now compare the checksum/filesize against known #'s
8197 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8198 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8199 Game_ships_tbl_valid = 1;
8206 DCF(shipspew, "display the checksum for the current ships.tbl")
8209 CFILE *detect = cfopen("ships.tbl", "rb");
8210 // get the long checksum of the file
8212 cfseek(detect, 0, SEEK_SET);
8213 cf_chksum_long(detect, &file_checksum);
8216 dc_printf("%d", file_checksum);
8219 // ----------------------------------------------------------------
8220 // WEAPONS TBL VERIFICATION STUFF
8223 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8224 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8225 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8227 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8231 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8232 -266420030, // demo 1
8235 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8236 -1246928725, // FS1 DEMO
8239 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8240 -834598107, // FS1 1.06 Full (US)
8241 -1652231417, // FS1 SilentThreat
8242 720209793 // FS1 1.06 Full (German)
8246 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8247 141718090, // US - beta 1
8248 -266420030, // demo 1
8251 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8252 // 399297860, // 1.0 FULL
8253 -553984927 // 1.2 FULL (german)
8257 void verify_weapons_tbl()
8261 Game_weapons_tbl_valid = 1;
8267 // detect if the packfile exists
8268 CFILE *detect = cfopen("weapons.tbl", "rb");
8269 Game_weapons_tbl_valid = 0;
8273 Game_weapons_tbl_valid = 0;
8277 // get the long checksum of the file
8279 cfseek(detect, 0, SEEK_SET);
8280 cf_chksum_long(detect, &file_checksum);
8284 // now compare the checksum/filesize against known #'s
8285 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8286 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8287 Game_weapons_tbl_valid = 1;
8294 DCF(wepspew, "display the checksum for the current weapons.tbl")
8297 CFILE *detect = cfopen("weapons.tbl", "rb");
8298 // get the long checksum of the file
8300 cfseek(detect, 0, SEEK_SET);
8301 cf_chksum_long(detect, &file_checksum);
8304 dc_printf("%d", file_checksum);
8307 // if the game is running using hacked data
8308 int game_hacked_data()
8311 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8319 void display_title_screen()
8321 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8322 ///int title_bitmap;
8325 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8326 if (title_bitmap == -1) {
8331 gr_set_bitmap(title_bitmap);
8339 bm_unload(title_bitmap);
8340 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8343 // return true if the game is running with "low memory", which is less than 48MB
8344 bool game_using_low_mem()
8346 if (Use_low_mem == 0) {