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"
607 #include "multi_pxo.h"
610 #include "freespace.h"
611 #include "managepilot.h"
613 #include "contexthelp.h"
616 #include "missionbrief.h"
617 #include "missiondebrief.h"
619 #include "missionshipchoice.h"
621 #include "hudconfig.h"
622 #include "controlsconfig.h"
623 #include "missionmessage.h"
624 #include "missiontraining.h"
626 #include "hudtarget.h"
628 #include "eventmusic.h"
629 #include "animplay.h"
630 #include "missionweaponchoice.h"
631 #include "missionlog.h"
632 #include "audiostr.h"
634 #include "missioncampaign.h"
636 #include "missionhotkey.h"
637 #include "objectsnd.h"
638 #include "cmeasure.h"
640 #include "linklist.h"
641 #include "shockwave.h"
642 #include "afterburner.h"
647 #include "stand_gui.h"
648 #include "pcxutils.h"
649 #include "hudtargetbox.h"
650 #include "multi_xfer.h"
651 #include "hudescort.h"
652 #include "multiutil.h"
655 #include "multiteamselect.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
705 #include "supernova.h"
706 #include "hudshield.h"
707 // #include "names.h"
709 #include "missionloopbrief.h"
713 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
719 // 1.00.04 5/26/98 MWA -- going final (12 pm)
720 // 1.00.03 5/26/98 MWA -- going final (3 am)
721 // 1.00.02 5/25/98 MWA -- going final
722 // 1.00.01 5/25/98 MWA -- going final
723 // 0.90 5/21/98 MWA -- getting ready for final.
724 // 0.10 4/9/98. Set by MK.
726 // Demo version: (obsolete since DEMO codebase split from tree)
727 // 0.03 4/10/98 AL. Interplay rev
728 // 0.02 4/8/98 MK. Increased when this system was modified.
729 // 0.01 4/7/98? AL. First release to Interplay QA.
732 // 1.00 5/28/98 AL. First release to Interplay QA.
734 void game_level_init(int seed = -1);
735 void game_post_level_init();
736 void game_do_frame();
737 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
738 void game_reset_time();
739 void game_show_framerate(); // draws framerate in lower right corner
741 int Game_no_clear = 0;
743 int Pofview_running = 0;
744 int Nebedit_running = 0;
745 int Fonttool_running = 0;
747 typedef struct big_expl_flash {
748 float max_flash_intensity; // max intensity
749 float cur_flash_intensity; // cur intensity
750 int flash_start; // start time
753 #define FRAME_FILTER 16
755 #define DEFAULT_SKILL_LEVEL 1
756 int Game_skill_level = DEFAULT_SKILL_LEVEL;
758 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
759 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
761 #define EXE_FNAME ("fs2.exe")
762 #define LAUNCHER_FNAME ("freespace2.exe")
765 // JAS: Code for warphole camera.
766 // Needs to be cleaned up.
767 vector Camera_pos = ZERO_VECTOR;
768 vector Camera_velocity = ZERO_VECTOR;
769 vector Camera_desired_velocity = ZERO_VECTOR;
770 matrix Camera_orient = IDENTITY_MATRIX;
771 float Camera_damping = 1.0f;
772 float Camera_time = 0.0f;
773 float Warpout_time = 0.0f;
774 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
775 int Warpout_sound = -1;
777 int Use_joy_mouse = 0;
778 int Use_palette_flash = 1;
779 int Show_area_effect = 0;
780 object *Last_view_target = NULL;
782 int dogfight_blown = 0;
785 float frametimes[FRAME_FILTER];
786 float frametotal = 0.0f;
790 int Show_framerate = 0;
792 int Show_framerate = 1;
795 int Framerate_cap = 120;
798 int Show_target_debug_info = 0;
799 int Show_target_weapons = 0;
803 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
806 int Debug_octant = -1;
808 fix Game_time_compression = F1_0;
810 // if the ships.tbl the player has is valid
811 int Game_ships_tbl_valid = 0;
813 // if the weapons.tbl the player has is valid
814 int Game_weapons_tbl_valid = 0;
818 extern int Player_attacking_enabled;
822 int Pre_player_entry;
824 int Fred_running = 0;
825 char Game_current_mission_filename[MAX_FILENAME_LEN];
826 int game_single_step = 0;
827 int last_single_step=0;
829 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
830 extern int MSG_WINDOW_Y_START;
831 extern int MSG_WINDOW_HEIGHT;
833 int game_zbuffer = 1;
834 //static int Game_music_paused;
835 static int Game_paused;
839 #define EXPIRE_BAD_CHECKSUM 1
840 #define EXPIRE_BAD_TIME 2
842 extern void ssm_init();
843 extern void ssm_level_init();
844 extern void ssm_process();
846 // static variable to contain the time this version was built
847 // commented out for now until
848 // I figure out how to get the username into the file
849 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851 // defines and variables used for dumping frame for making trailers.
853 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
854 int Debug_dump_trigger = 0;
855 int Debug_dump_frame_count;
856 int Debug_dump_frame_num = 0;
857 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
860 // amount of time to wait after the player has died before we display the death died popup
861 #define PLAYER_DIED_POPUP_WAIT 2500
862 int Player_died_popup_wait = -1;
863 time_t Player_multi_died_check = -1;
865 // builtin mission list stuff
867 int Game_builtin_mission_count = 6;
868 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
869 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
870 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
874 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 #elif defined(FS1_DEMO)
877 int Game_builtin_mission_count = 5;
878 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
879 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
880 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
881 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 #elif defined(PD_BUILD)
886 int Game_builtin_mission_count = 4;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
889 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-01", (FSB_FROM_VOLITION) },
891 { "sm1-05", (FSB_FROM_VOLITION) },
893 #elif defined(MULTIPLAYER_BETA)
894 int Game_builtin_mission_count = 17;
895 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
910 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915 #elif defined(OEM_BUILD)
916 int Game_builtin_mission_count = 17;
917 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
918 // oem version - act 1 only
919 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939 #elif defined(MAKE_FS1)
940 int Game_builtin_mission_count = 125;
941 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
942 // single player campaign
943 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
987 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
994 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 // SilentThreat missions
1017 // Main SilentThreat campaign
1018 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 // SilentThreat Part 1 - multi-coop
1034 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 // SilentThreat Part 2 - multi-coop
1041 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 // SilentThreat Part 3 - multi-coop
1048 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 // SilentThreat Part 4 - multi-coop
1055 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 // multiplayer missions
1062 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 // user supplied missions
1067 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 int Game_builtin_mission_count = 92;
1102 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1103 // single player campaign
1104 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 // multiplayer missions
1156 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1210 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1211 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1218 // Internal function prototypes
1219 void game_maybe_draw_mouse(float frametime);
1220 void init_animating_pointer();
1221 void load_animating_pointer(const char *filename, int dx, int dy);
1222 void unload_animating_pointer();
1223 void game_do_training_checks();
1224 void game_shutdown(void);
1225 void game_show_event_debug(float frametime);
1226 void game_event_debug_init();
1228 void demo_upsell_show_screens();
1229 void game_start_subspace_ambient_sound();
1230 void game_stop_subspace_ambient_sound();
1231 void verify_ships_tbl();
1232 void verify_weapons_tbl();
1233 void display_title_screen();
1235 // loading background filenames
1236 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1237 "LoadingBG", // GR_640
1238 "2_LoadingBG" // GR_1024
1242 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1243 "Loading.ani", // GR_640
1244 "2_Loading.ani" // GR_1024
1247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1248 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 #elif defined(OEM_BUILD)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1266 // How much RAM is on this machine. Set in WinMain
1267 static int Freespace_total_ram = 0;
1270 float Game_flash_red = 0.0f;
1271 float Game_flash_green = 0.0f;
1272 float Game_flash_blue = 0.0f;
1273 float Sun_spot = 0.0f;
1274 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276 // game shudder stuff (in ms)
1277 int Game_shudder_time = -1;
1278 int Game_shudder_total = 0;
1279 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1282 sound_env Game_sound_env;
1283 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1284 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286 int Game_sound_env_update_timestamp;
1288 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1297 // look through all existing builtin missions
1298 for(idx=0; idx<Game_builtin_mission_count; idx++){
1299 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1300 return &Game_builtin_mission_list[idx];
1308 int game_get_default_skill_level()
1310 return DEFAULT_SKILL_LEVEL;
1314 void game_flash_reset()
1316 Game_flash_red = 0.0f;
1317 Game_flash_green = 0.0f;
1318 Game_flash_blue = 0.0f;
1320 Big_expl_flash.max_flash_intensity = 0.0f;
1321 Big_expl_flash.cur_flash_intensity = 0.0f;
1322 Big_expl_flash.flash_start = 0;
1325 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1326 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1328 void game_framerate_check_init()
1330 // zero critical time
1331 Gf_critical_time = 0.0f;
1334 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1335 Gf_critical = 15.0f;
1337 Gf_critical = 25.0f;
1341 extern float Framerate;
1342 void game_framerate_check()
1346 // if the current framerate is above the critical level, add frametime
1347 if(Framerate >= Gf_critical){
1348 Gf_critical_time += flFrametime;
1351 if(!Show_framerate){
1355 // display if we're above the critical framerate
1356 if(Framerate < Gf_critical){
1357 gr_set_color_fast(&Color_bright_red);
1358 gr_string(200, y_start, "Framerate warning");
1363 // display our current pct of good frametime
1364 if(f2fl(Missiontime) >= 0.0f){
1365 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368 gr_set_color_fast(&Color_bright_green);
1370 gr_set_color_fast(&Color_bright_red);
1373 gr_printf(200, y_start, "%d%%", (int)pct);
1378 // Adds a flash effect. These can be positive or negative.
1379 // The range will get capped at around -1 to 1, so stick
1380 // with a range like that.
1381 void game_flash( float r, float g, float b )
1383 Game_flash_red += r;
1384 Game_flash_green += g;
1385 Game_flash_blue += b;
1387 if ( Game_flash_red < -1.0f ) {
1388 Game_flash_red = -1.0f;
1389 } else if ( Game_flash_red > 1.0f ) {
1390 Game_flash_red = 1.0f;
1393 if ( Game_flash_green < -1.0f ) {
1394 Game_flash_green = -1.0f;
1395 } else if ( Game_flash_green > 1.0f ) {
1396 Game_flash_green = 1.0f;
1399 if ( Game_flash_blue < -1.0f ) {
1400 Game_flash_blue = -1.0f;
1401 } else if ( Game_flash_blue > 1.0f ) {
1402 Game_flash_blue = 1.0f;
1407 // Adds a flash for Big Ship explosions
1408 // cap range from 0 to 1
1409 void big_explosion_flash(float flash)
1411 Big_expl_flash.flash_start = timestamp(1);
1415 } else if (flash < 0.0f) {
1419 Big_expl_flash.max_flash_intensity = flash;
1420 Big_expl_flash.cur_flash_intensity = 0.0f;
1423 // Amount to diminish palette towards normal, per second.
1424 #define DIMINISH_RATE 0.75f
1425 #define SUN_DIMINISH_RATE 6.00f
1429 float sn_glare_scale = 1.7f;
1432 dc_get_arg(ARG_FLOAT);
1433 sn_glare_scale = Dc_arg_float;
1436 float Supernova_last_glare = 0.0f;
1437 void game_sunspot_process(float frametime)
1441 float Sun_spot_goal = 0.0f;
1444 sn_stage = supernova_active();
1446 // sunspot differently based on supernova stage
1448 // approaching. player still in control
1451 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454 light_get_global_dir(&light_dir, 0);
1456 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459 // scale it some more
1460 dot = dot * (0.5f + (pct * 0.5f));
1463 Sun_spot_goal += (dot * sn_glare_scale);
1466 // draw the sun glow
1467 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1468 // draw the glow for this sun
1469 stars_draw_sun_glow(0);
1472 Supernova_last_glare = Sun_spot_goal;
1475 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478 Sun_spot_goal = 0.9f;
1479 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481 if(Sun_spot_goal > 1.0f){
1482 Sun_spot_goal = 1.0f;
1485 Sun_spot_goal *= sn_glare_scale;
1486 Supernova_last_glare = Sun_spot_goal;
1489 // fade to white. display dead popup
1492 Supernova_last_glare += (2.0f * flFrametime);
1493 if(Supernova_last_glare > 2.0f){
1494 Supernova_last_glare = 2.0f;
1497 Sun_spot_goal = Supernova_last_glare;
1504 // check sunspots for all suns
1505 n_lights = light_get_global_count();
1508 for(idx=0; idx<n_lights; idx++){
1509 //(vector *eye_pos, matrix *eye_orient)
1510 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1513 light_get_global_dir(&light_dir, idx);
1515 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517 Sun_spot_goal += (float)pow(dot,85.0f);
1519 // draw the glow for this sun
1520 stars_draw_sun_glow(idx);
1522 Sun_spot_goal = 0.0f;
1528 Sun_spot_goal = 0.0f;
1532 float dec_amount = frametime*SUN_DIMINISH_RATE;
1534 if ( Sun_spot < Sun_spot_goal ) {
1535 Sun_spot += dec_amount;
1536 if ( Sun_spot > Sun_spot_goal ) {
1537 Sun_spot = Sun_spot_goal;
1539 } else if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot -= dec_amount;
1541 if ( Sun_spot < Sun_spot_goal ) {
1542 Sun_spot = Sun_spot_goal;
1548 // Call once a frame to diminish the
1549 // flash effect to 0.
1550 void game_flash_diminish(float frametime)
1552 float dec_amount = frametime*DIMINISH_RATE;
1554 if ( Game_flash_red > 0.0f ) {
1555 Game_flash_red -= dec_amount;
1556 if ( Game_flash_red < 0.0f )
1557 Game_flash_red = 0.0f;
1559 Game_flash_red += dec_amount;
1560 if ( Game_flash_red > 0.0f )
1561 Game_flash_red = 0.0f;
1564 if ( Game_flash_green > 0.0f ) {
1565 Game_flash_green -= dec_amount;
1566 if ( Game_flash_green < 0.0f )
1567 Game_flash_green = 0.0f;
1569 Game_flash_green += dec_amount;
1570 if ( Game_flash_green > 0.0f )
1571 Game_flash_green = 0.0f;
1574 if ( Game_flash_blue > 0.0f ) {
1575 Game_flash_blue -= dec_amount;
1576 if ( Game_flash_blue < 0.0f )
1577 Game_flash_blue = 0.0f;
1579 Game_flash_blue += dec_amount;
1580 if ( Game_flash_blue > 0.0f )
1581 Game_flash_blue = 0.0f;
1584 // update big_explosion_cur_flash
1585 #define TIME_UP 1500
1586 #define TIME_DOWN 2500
1587 int duration = TIME_UP + TIME_DOWN;
1588 int time = timestamp_until(Big_expl_flash.flash_start);
1589 if (time > -duration) {
1591 if (time < TIME_UP) {
1592 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1599 if ( Use_palette_flash ) {
1601 // static int or=0, og=0, ob=0;
1603 // Change the 200 to change the color range of colors.
1604 r = fl2i( Game_flash_red*128.0f );
1605 g = fl2i( Game_flash_green*128.0f );
1606 b = fl2i( Game_flash_blue*128.0f );
1608 if ( Sun_spot > 0.0f ) {
1609 r += fl2i(Sun_spot*128.0f);
1610 g += fl2i(Sun_spot*128.0f);
1611 b += fl2i(Sun_spot*128.0f);
1614 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1615 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1616 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1621 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1622 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624 if ( (r!=0) || (g!=0) || (b!=0) ) {
1625 gr_flash( r, g, b );
1627 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1638 void game_level_close()
1640 // De-Initialize the game subsystems
1641 event_music_level_close();
1642 game_stop_looped_sounds();
1644 obj_snd_level_close(); // uninit object-linked persistant sounds
1645 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1646 anim_level_close(); // stop and clean up any anim instances
1647 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1648 shockwave_level_close();
1649 fireball_level_close();
1651 mission_event_shutdown();
1652 asteroid_level_close();
1653 flak_level_close(); // unload flak stuff
1654 neb2_level_close(); // shutdown gaseous nebula stuff
1657 mflash_level_close();
1658 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1660 audiostream_unpause_all();
1665 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1666 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1667 void game_level_init(int seed)
1669 // seed the random number generator
1671 // if no seed was passed, seed the generator either from the time value, or from the
1672 // netgame security flags -- ensures that all players in multiplayer game will have the
1673 // same randon number sequence (with static rand functions)
1674 if ( Game_mode & GM_NORMAL ) {
1675 Game_level_seed = (int)time(NULL);
1677 Game_level_seed = Netgame.security;
1680 // mwa 9/17/98 -- maybe this assert isn't needed????
1681 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1682 Game_level_seed = seed;
1684 srand( Game_level_seed );
1686 // semirand function needs to get re-initted every time in multiplayer
1687 if ( Game_mode & GM_MULTIPLAYER ){
1693 Key_normal_game = (Game_mode & GM_NORMAL);
1696 Game_shudder_time = -1;
1698 // Initialize the game subsystems
1699 // timestamp_reset(); // Must be inited before everything else
1701 game_reset_time(); // resets time, and resets saved time too
1703 obj_init(); // Must be inited before the other systems
1704 model_free_all(); // Free all existing models
1705 mission_brief_common_init(); // Free all existing briefing/debriefing text
1706 weapon_level_init();
1707 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1709 player_level_init();
1710 shipfx_flash_init(); // Init the ship gun flash system.
1711 game_flash_reset(); // Reset the flash effect
1712 particle_init(); // Reset the particle system
1716 shield_hit_init(); // Initialize system for showing shield hits
1717 radar_mission_init();
1718 mission_init_goals();
1721 obj_snd_level_init(); // init object-linked persistant sounds
1723 shockwave_level_init();
1724 afterburner_level_init();
1725 scoring_level_init( &Player->stats );
1727 asteroid_level_init();
1728 control_config_clear_used_status();
1729 collide_ship_ship_sounds_init();
1731 Pre_player_entry = 1; // Means the player has not yet entered.
1732 Entry_delay_time = 0; // Could get overwritten in mission read.
1733 fireball_preload(); // page in warphole bitmaps
1735 flak_level_init(); // initialize flak - bitmaps, etc
1736 ct_level_init(); // initialize ships contrails, etc
1737 awacs_level_init(); // initialize AWACS
1738 beam_level_init(); // initialize beam weapons
1739 mflash_level_init();
1741 supernova_level_init();
1743 // multiplayer dogfight hack
1746 shipfx_engine_wash_level_init();
1750 Last_view_target = NULL;
1755 // campaign wasn't ended
1756 Campaign_ended_in_mission = 0;
1759 // called when a mission is over -- does server specific stuff.
1760 void freespace_stop_mission()
1763 Game_mode &= ~GM_IN_MISSION;
1766 // called at frame interval to process networking stuff
1767 void game_do_networking()
1769 SDL_assert( Net_player != NULL );
1770 if (!(Game_mode & GM_MULTIPLAYER)){
1774 // see if this player should be reading/writing data. Bit is set when at join
1775 // screen onward until quits back to main menu.
1776 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1780 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783 multi_pause_do_frame();
1788 // Loads the best palette for this level, based
1789 // on nebula color and hud color. You could just call palette_load_table with
1790 // the appropriate filename, but who wants to do that.
1791 void game_load_palette()
1793 char palette_filename[1024];
1795 // We only use 3 hud colors right now
1797 SDL_assert( HUD_config.main_color >= 0 );
1798 SDL_assert( HUD_config.main_color <= 2 );
1801 SDL_assert( Mission_palette >= 0 );
1802 SDL_assert( Mission_palette <= 98 );
1805 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1806 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1813 palette_load_table(palette_filename);
1815 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1817 mprintf(( "Loading palette %s\n", palette_filename ));
1821 void game_post_level_init()
1823 // Stuff which gets called after mission is loaded. Because player isn't created until
1824 // after mission loads, some things must get initted after the level loads
1826 model_level_post_init();
1829 hud_setup_escort_list();
1830 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1836 game_event_debug_init();
1839 training_mission_init();
1840 asteroid_create_all();
1842 game_framerate_check_init();
1846 // An estimate as to how high the count passed to game_loading_callback will go.
1847 // This is just a guess, it seems to always be about the same. The count is
1848 // proportional to the code being executed, not the time, so this works good
1849 // for a bar, assuming the code does about the same thing each time you
1850 // load a level. You can find this value by looking at the return value
1851 // of game_busy_callback(NULL), which I conveniently print out to the
1852 // debug output window with the '=== ENDING LOAD ==' stuff.
1853 //#define COUNT_ESTIMATE 3706
1854 #define COUNT_ESTIMATE 1111
1856 int Game_loading_callback_inited = 0;
1858 int Game_loading_background = -1;
1859 anim * Game_loading_ani = NULL;
1860 anim_instance *Game_loading_ani_instance;
1861 int Game_loading_frame=-1;
1863 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865 #if defined(FS1_DEMO)
1867 #elif defined(MAKE_FS1)
1878 // This gets called 10x per second and count is the number of times
1879 // game_busy() has been called since the current callback function
1881 void game_loading_callback(int count)
1883 game_do_networking();
1885 SDL_assert( Game_loading_callback_inited==1 );
1886 SDL_assert( Game_loading_ani != NULL );
1888 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1889 if ( framenum > Game_loading_ani->total_frames-1 ) {
1890 framenum = Game_loading_ani->total_frames-1;
1891 } else if ( framenum < 0 ) {
1896 while ( Game_loading_frame < framenum ) {
1897 Game_loading_frame++;
1898 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1902 if ( cbitmap > -1 ) {
1903 if ( Game_loading_background > -1 ) {
1904 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1908 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1909 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912 bm_release(cbitmap);
1918 void game_loading_callback_init()
1920 SDL_assert( Game_loading_callback_inited==0 );
1922 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 common_set_interface_palette("InterfacePalette"); // set the interface palette
1928 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1929 SDL_assert( Game_loading_ani != NULL );
1930 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1931 SDL_assert( Game_loading_ani_instance != NULL );
1932 Game_loading_frame = -1;
1934 Game_loading_callback_inited = 1;
1936 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1941 void game_loading_callback_close()
1943 SDL_assert( Game_loading_callback_inited==1 );
1945 // Make sure bar shows all the way over.
1946 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1951 mprintf(( "=================== ENDING LOAD ================\n" ));
1952 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1953 mprintf(( "================================================\n" ));
1955 game_busy_callback( NULL );
1960 Game_loading_callback_inited = 0;
1962 free_anim_instance(Game_loading_ani_instance);
1963 Game_loading_ani_instance = NULL;
1964 anim_free(Game_loading_ani);
1965 Game_loading_ani = NULL;
1967 bm_release( Game_loading_background );
1968 common_free_interface_palette(); // restore game palette
1969 Game_loading_background = -1;
1971 gr_set_font( FONT1 );
1974 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 void game_maybe_update_sound_environment()
1978 // do nothing for now
1981 // Assign the sound environment for the game, based on the current mission
1983 void game_assign_sound_environment()
1986 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1987 Game_sound_env.id = SND_ENV_DRUGGED;
1988 Game_sound_env.volume = 0.800f;
1989 Game_sound_env.damping = 1.188f;
1990 Game_sound_env.decay = 6.392f;
1992 } else if (Num_asteroids > 30) {
1993 Game_sound_env.id = SND_ENV_AUDITORIUM;
1994 Game_sound_env.volume = 0.603f;
1995 Game_sound_env.damping = 0.5f;
1996 Game_sound_env.decay = 4.279f;
1999 Game_sound_env = Game_default_sound_env;
2002 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env_update_timestamp = timestamp(1);
2008 // function which gets called before actually entering the mission. It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2013 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015 if(!(Game_mode & GM_STANDALONE_SERVER)){
2017 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019 game_loading_callback_init();
2021 event_music_level_init(); // preloads the first 2 seconds for each event music track
2024 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2027 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2030 ship_assign_sound_all(); // assign engine sounds to ships
2031 game_assign_sound_environment(); // assign the sound environment for this mission
2034 // call function in missionparse.cpp to fixup player/ai stuff.
2035 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 game_loading_callback_close();
2045 // the only thing we need to call on the standalone for now.
2047 // call function in missionparse.cpp to fixup player/ai stuff.
2048 mission_parse_fixup_players();
2050 // Load in all the bitmaps for this level
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2063 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065 load_gl_init = time(NULL);
2067 load_gl_init = time(NULL) - load_gl_init;
2069 if (Game_mode & GM_MULTIPLAYER) {
2070 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072 // clear multiplayer stats
2073 init_multiplayer_stats();
2076 load_mission_load = time(NULL);
2077 if (mission_load()) {
2078 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080 gameseq_post_event(GS_EVENT_MAIN_MENU);
2082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2087 load_mission_load = time(NULL) - load_mission_load;
2089 // If this is a red alert mission in campaign mode, bash wingman status
2090 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091 red_alert_bash_wingman_status();
2094 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 game_load_palette();
2102 load_post_level_init = time(NULL);
2103 game_post_level_init();
2104 load_post_level_init = time(NULL) - load_post_level_init;
2108 void Do_model_timings_test();
2109 Do_model_timings_test();
2113 load_mission_stuff = time(NULL);
2114 freespace_mission_load_stuff();
2115 load_mission_stuff = time(NULL) - load_mission_stuff;
2120 int Interface_framerate = 0;
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2141 DCF(show_mem,"Toggles showing mem usage")
2144 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2145 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2146 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2147 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2153 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2155 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2156 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2160 DCF(show_cpu,"Toggles showing cpu usage")
2163 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2164 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2165 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2166 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2172 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2174 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2175 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2182 // AL 4-8-98: always allow players to display their framerate
2185 DCF_BOOL( show_framerate, Show_framerate )
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2195 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2196 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2197 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2198 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2200 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" );
2201 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2203 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2209 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2210 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2211 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2212 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2214 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2215 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2218 int Use_low_mem = 0;
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2223 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2224 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2225 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2226 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2228 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2229 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2231 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2235 int Framerate_delay = 0;
2237 float Freespace_gamma = 1.8f;
2239 DCF(gamma,"Sets Gamma factor")
2242 dc_get_arg(ARG_FLOAT|ARG_NONE);
2243 if ( Dc_arg_type & ARG_FLOAT ) {
2244 Freespace_gamma = Dc_arg_float;
2246 dc_printf( "Gamma reset to 1.0f\n" );
2247 Freespace_gamma = 1.0f;
2249 if ( Freespace_gamma < 0.1f ) {
2250 Freespace_gamma = 0.1f;
2251 } else if ( Freespace_gamma > 5.0f ) {
2252 Freespace_gamma = 5.0f;
2254 gr_set_gamma(Freespace_gamma);
2256 char tmp_gamma_string[32];
2257 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2258 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2262 dc_printf( "Usage: gamma <float>\n" );
2263 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2264 Dc_status = 0; // don't print status if help is printed. Too messy.
2268 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2274 Game_current_mission_filename[0] = 0;
2276 // seed the random number generator
2277 Game_init_seed = (int)time(NULL);
2278 srand( Game_init_seed );
2280 Framerate_delay = 0;
2286 extern void bm_init();
2292 // Initialize the timer before the os
2299 //Initialize the libraries
2300 s1 = timer_get_milliseconds();
2303 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2308 e1 = timer_get_milliseconds();
2311 // time a bunch of cfopens
2313 s2 = timer_get_milliseconds();
2315 for(int idx=0; idx<10000; idx++){
2316 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2321 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2323 e2 = timer_get_milliseconds();
2326 if (Is_standalone) {
2327 std_init_standalone();
2329 os_init( Osreg_class_name, Osreg_app_name );
2330 os_set_title(Osreg_title);
2333 // initialize localization module. Make sure this is down AFTER initialzing OS.
2334 // int t1 = timer_get_milliseconds();
2335 lcl_init( detect_lang() );
2337 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2339 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2342 // verify that he has a valid weapons.tbl
2343 verify_weapons_tbl();
2345 // Output version numbers to registry for auto patching purposes
2346 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2347 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2348 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2350 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2351 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2352 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2354 // show the FPS counter if the config file says so
2355 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2357 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2358 Asteroids_enabled = 1;
2361 /////////////////////////////
2363 /////////////////////////////
2365 if (!Is_standalone) {
2369 /////////////////////////////
2371 /////////////////////////////
2373 if ( !Is_standalone ) {
2381 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2384 display_title_screen();
2388 // If less than 48MB of RAM, use low memory model.
2389 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2390 mprintf(( "Using normal memory settings...\n" ));
2391 bm_set_low_mem(1); // Use every other frame of bitmaps
2393 mprintf(( "Using high memory settings...\n" ));
2394 bm_set_low_mem(0); // Use all frames of bitmaps
2397 // load non-darkening pixel defs
2398 palman_load_pixels();
2400 // hud shield icon stuff
2401 hud_shield_game_init();
2403 control_config_common_init(); // sets up localization stuff in the control config
2409 gamesnd_parse_soundstbl();
2414 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2419 player_controls_init();
2422 //if(!Is_standalone){
2430 ship_init(); // read in ships.tbl
2432 mission_campaign_init(); // load in the default campaign
2434 // navmap_init(); // init the navigation map system
2435 context_help_init();
2436 techroom_intel_init(); // parse species.tbl, load intel info
2438 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2439 init_animating_pointer();
2441 mission_brief_common_init(); // Mark all the briefing structures as empty.
2442 gr_font_init(); // loads up all fonts
2444 neb2_init(); // fullneb stuff
2448 player_tips_init(); // helpful tips
2451 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2452 pilot_load_pic_list();
2453 pilot_load_squad_pic_list();
2455 load_animating_pointer(NOX("cursor"), 0, 0);
2457 // initialize alpha colors
2458 alpha_colors_init();
2461 // Game_music_paused = 0;
2465 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2466 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2468 mprintf(("cfile_init() took %d\n", e1 - s1));
2469 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2472 char transfer_text[128];
2474 float Start_time = 0.0f;
2476 float Framerate = 0.0f;
2478 float Timing_total = 0.0f;
2479 float Timing_render2 = 0.0f;
2480 float Timing_render3 = 0.0f;
2481 float Timing_flip = 0.0f;
2482 float Timing_clear = 0.0f;
2484 MONITOR(NumPolysDrawn);
2490 void game_get_framerate()
2492 char text[128] = "";
2494 if ( frame_int == -1 ) {
2496 for (i=0; i<FRAME_FILTER; i++ ) {
2497 frametimes[i] = 0.0f;
2502 frametotal -= frametimes[frame_int];
2503 frametotal += flFrametime;
2504 frametimes[frame_int] = flFrametime;
2505 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2507 if ( frametotal != 0.0 ) {
2508 if ( Framecount >= FRAME_FILTER )
2509 Framerate = FRAME_FILTER / frametotal;
2511 Framerate = Framecount / frametotal;
2512 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2514 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2518 if (Show_framerate) {
2519 gr_set_color_fast(&HUD_color_debug);
2520 gr_string( 570, 2, text );
2524 void game_show_framerate()
2528 cur_time = f2fl(timer_get_approx_seconds());
2529 if (cur_time - Start_time > 30.0f) {
2530 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2531 Start_time += 1000.0f;
2534 //mprintf(( "%s\n", text ));
2537 if ( Debug_dump_frames )
2541 // possibly show control checking info
2542 control_check_indicate();
2544 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2545 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2546 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2547 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2550 if ( Show_cpu == 1 ) {
2555 dy = gr_get_font_height() + 1;
2557 gr_set_color_fast(&HUD_color_debug);
2560 extern int Gr_textures_in;
2561 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2564 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2566 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2568 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2570 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2572 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2577 extern int Num_pairs; // Number of object pairs that were checked.
2578 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2581 extern int Num_pairs_checked; // What percent of object pairs were checked.
2582 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2584 Num_pairs_checked = 0;
2588 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2591 if ( Timing_total > 0.01f ) {
2592 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2594 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2596 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2598 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2600 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2609 dy = gr_get_font_height() + 1;
2611 gr_set_color_fast(&HUD_color_debug);
2614 extern int TotalRam;
2615 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2620 extern int Model_ram;
2621 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2625 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2627 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2631 extern int Gr_textures_in;
2632 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2637 if ( Show_player_pos ) {
2641 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));
2644 MONITOR_INC(NumPolys, modelstats_num_polys);
2645 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2646 MONITOR_INC(NumVerts, modelstats_num_verts );
2648 modelstats_num_polys = 0;
2649 modelstats_num_polys_drawn = 0;
2650 modelstats_num_verts = 0;
2651 modelstats_num_sortnorms = 0;
2655 void game_show_standalone_framerate()
2657 float frame_rate=30.0f;
2658 if ( frame_int == -1 ) {
2660 for (i=0; i<FRAME_FILTER; i++ ) {
2661 frametimes[i] = 0.0f;
2666 frametotal -= frametimes[frame_int];
2667 frametotal += flFrametime;
2668 frametimes[frame_int] = flFrametime;
2669 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2671 if ( frametotal != 0.0 ) {
2672 if ( Framecount >= FRAME_FILTER ){
2673 frame_rate = FRAME_FILTER / frametotal;
2675 frame_rate = Framecount / frametotal;
2678 std_set_standalone_fps(frame_rate);
2682 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2683 void game_show_time_left()
2687 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2688 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2689 // checking how much time is left
2691 if ( Mission_end_time == -1 ){
2695 diff = f2i(Mission_end_time - Missiontime);
2696 // be sure to bash to 0. diff could be negative on frame that we quit mission
2701 hud_set_default_color();
2702 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2705 //========================================================================================
2706 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2707 //========================================================================================
2711 DCF(ai_pause,"Pauses ai")
2714 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2715 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2716 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2717 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2720 obj_init_all_ships_physics();
2723 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2724 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2727 DCF(single_step,"Single steps the game")
2730 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2731 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2732 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2733 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2735 last_single_step = 0; // Make so single step waits a frame before stepping
2738 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2739 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2742 DCF_BOOL(physics_pause, physics_paused)
2743 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2744 DCF_BOOL(ai_firing, Ai_firing_enabled )
2746 // Create some simple aliases to these commands...
2747 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2748 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2749 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2750 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2751 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2754 //========================================================================================
2755 //========================================================================================
2758 void game_training_pause_do()
2762 key = game_check_key();
2764 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2771 void game_increase_skill_level()
2774 if (Game_skill_level >= NUM_SKILL_LEVELS){
2775 Game_skill_level = 0;
2779 int Player_died_time;
2781 int View_percent = 100;
2784 DCF(view, "Sets the percent of the 3d view to render.")
2787 dc_get_arg(ARG_INT);
2788 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2789 View_percent = Dc_arg_int;
2791 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2797 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2801 dc_printf("View is set to %d%%\n", View_percent );
2806 // Set the clip region for the 3d rendering window
2807 void game_set_view_clip()
2809 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2810 // Set the clip region for the letterbox "dead view"
2811 int yborder = gr_screen.max_h/4;
2813 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2814 // J.S. I've changed my ways!! See the new "no constants" code!!!
2815 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2817 // Set the clip region for normal view
2818 if ( View_percent >= 100 ) {
2821 int xborder, yborder;
2823 if ( View_percent < 5 ) {
2827 float fp = i2fl(View_percent)/100.0f;
2828 int fi = fl2i(fl_sqrt(fp)*100.0f);
2829 if ( fi > 100 ) fi=100;
2831 xborder = ( gr_screen.max_w*(100-fi) )/200;
2832 yborder = ( gr_screen.max_h*(100-fi) )/200;
2834 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2840 void show_debug_stuff()
2843 int laser_count = 0, missile_count = 0;
2845 for (i=0; i<MAX_OBJECTS; i++) {
2846 if (Objects[i].type == OBJ_WEAPON){
2847 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2849 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2855 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2858 extern int Tool_enabled;
2860 time_t tst_time = 0;
2863 int tst_bitmap = -1;
2865 float tst_offset, tst_offset_total;
2868 void game_tst_frame_pre()
2876 g3_rotate_vertex(&v, &tst_pos);
2877 g3_project_vertex(&v);
2880 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2884 // big ship? always tst
2886 // within 3000 meters
2887 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2891 // within 300 meters
2892 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2899 void game_tst_frame()
2909 tst_time = time(NULL);
2911 // load the tst bitmap
2912 switch((int)frand_range(0.0f, 3.0)){
2914 tst_bitmap = bm_load("ig_jim");
2916 mprintf(("TST 0\n"));
2920 tst_bitmap = bm_load("ig_kan");
2922 mprintf(("TST 1\n"));
2926 tst_bitmap = bm_load("ig_jim");
2928 mprintf(("TST 2\n"));
2932 tst_bitmap = bm_load("ig_kan");
2934 mprintf(("TST 3\n"));
2943 // get the tst bitmap dimensions
2945 bm_get_info(tst_bitmap, &w, &h);
2948 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2950 snd_play(&Snds[SND_VASUDAN_BUP]);
2952 // tst x and direction
2956 tst_offset_total = (float)w;
2957 tst_offset = (float)w;
2959 tst_x = (float)gr_screen.max_w;
2960 tst_offset_total = (float)-w;
2961 tst_offset = (float)w;
2969 float diff = (tst_offset_total / 0.5f) * flFrametime;
2975 tst_offset -= fl_abs(diff);
2976 } else if(tst_mode == 2){
2979 tst_offset -= fl_abs(diff);
2983 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2984 gr_bitmap((int)tst_x, (int)tst_y);
2987 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2991 // if we passed the switch point
2992 if(tst_offset <= 0.0f){
2997 tst_stamp = timestamp(1000);
2998 tst_offset = fl_abs(tst_offset_total);
3009 void game_tst_mark(object *objp, ship *shipp)
3018 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3021 sip = &Ship_info[shipp->ship_info_index];
3028 tst_pos = objp->pos;
3029 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3035 extern void render_shields();
3037 void player_repair_frame(float frametime)
3039 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3041 for(idx=0;idx<MAX_PLAYERS;idx++){
3044 np = &Net_players[idx];
3046 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)){
3048 // don't rearm/repair if the player is dead or dying/departing
3049 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3050 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3055 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3056 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3062 #define NUM_FRAMES_TEST 300
3063 #define NUM_MIXED_SOUNDS 16
3064 void do_timing_test(float flFrametime)
3066 static int framecount = 0;
3067 static int test_running = 0;
3068 static float test_time = 0.0f;
3070 static int snds[NUM_MIXED_SOUNDS];
3073 if ( test_running ) {
3075 test_time += flFrametime;
3076 if ( framecount >= NUM_FRAMES_TEST ) {
3078 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3079 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3084 if ( Test_begin == 1 ) {
3090 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3093 // start looping digital sounds
3094 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3095 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3102 DCF(dcf_fov, "Change the field of view")
3105 dc_get_arg(ARG_FLOAT|ARG_NONE);
3106 if ( Dc_arg_type & ARG_NONE ) {
3107 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3108 dc_printf( "Zoom factor reset\n" );
3110 if ( Dc_arg_type & ARG_FLOAT ) {
3111 if (Dc_arg_float < 0.25f) {
3112 Viewer_zoom = 0.25f;
3113 dc_printf("Zoom factor pinned at 0.25.\n");
3114 } else if (Dc_arg_float > 1.25f) {
3115 Viewer_zoom = 1.25f;
3116 dc_printf("Zoom factor pinned at 1.25.\n");
3118 Viewer_zoom = Dc_arg_float;
3124 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3127 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3131 DCF(framerate_cap, "Sets the framerate cap")
3134 dc_get_arg(ARG_INT);
3135 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3136 Framerate_cap = Dc_arg_int;
3138 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3144 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3145 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3146 dc_printf("[n] must be from 1 to 120.\n");
3150 if ( Framerate_cap )
3151 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3153 dc_printf("There is no framerate cap currently active.\n");
3157 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3158 int Show_viewing_from_self = 0;
3160 void say_view_target()
3162 object *view_target;
3164 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3165 view_target = &Objects[Player_ai->target_objnum];
3167 view_target = Player_obj;
3169 if (Game_mode & GM_DEAD) {
3170 if (Player_ai->target_objnum != -1)
3171 view_target = &Objects[Player_ai->target_objnum];
3174 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3175 if (view_target != Player_obj){
3177 char *view_target_name = NULL;
3178 switch(Objects[Player_ai->target_objnum].type) {
3180 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3183 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3184 Viewer_mode &= ~VM_OTHER_SHIP;
3186 case OBJ_JUMP_NODE: {
3187 char jump_node_name[128];
3188 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3189 view_target_name = jump_node_name;
3190 Viewer_mode &= ~VM_OTHER_SHIP;
3199 if ( view_target_name ) {
3200 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3201 Show_viewing_from_self = 1;
3204 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3205 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3206 Show_viewing_from_self = 1;
3208 if (Show_viewing_from_self)
3209 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3214 Last_view_target = view_target;
3218 float Game_hit_x = 0.0f;
3219 float Game_hit_y = 0.0f;
3221 // Reset at the beginning of each frame
3222 void game_whack_reset()
3228 // Apply a 2d whack to the player
3229 void game_whack_apply( float x, float y )
3231 // Do some force feedback
3232 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3238 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3241 // call to apply a "shudder"
3242 void game_shudder_apply(int time, float intensity)
3244 Game_shudder_time = timestamp(time);
3245 Game_shudder_total = time;
3246 Game_shudder_intensity = intensity;
3249 #define FF_SCALE 10000
3250 void apply_hud_shake(matrix *eye_orient)
3252 if (Viewer_obj == Player_obj) {
3253 physics_info *pi = &Player_obj->phys_info;
3261 // Make eye shake due to afterburner
3262 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3265 dtime = timestamp_until(pi->afterburner_decay);
3269 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3270 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3273 // Make eye shake due to engine wash
3275 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3278 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3279 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3281 // get the intensity
3282 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3286 vm_vec_rand_vec_quick(&rand_vec);
3289 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3293 // make hud shake due to shuddering
3294 if(Game_shudder_time != -1){
3295 // if the timestamp has elapsed
3296 if(timestamp_elapsed(Game_shudder_time)){
3297 Game_shudder_time = -1;
3299 // otherwise apply some shudder
3303 dtime = timestamp_until(Game_shudder_time);
3307 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));
3308 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));
3313 vm_angles_2_matrix(&tm, &tangles);
3314 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3315 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3316 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3317 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3322 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3324 // Player's velocity just before he blew up. Used to keep camera target moving.
3325 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3327 // Set eye_pos and eye_orient based on view mode.
3328 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3332 static int last_Viewer_mode = 0;
3333 static int last_Game_mode = 0;
3334 static int last_Viewer_objnum = -1;
3336 // This code is supposed to detect camera "cuts"... like going between
3339 // determine if we need to regenerate the nebula
3340 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3341 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3342 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3343 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3344 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3345 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3346 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3347 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3348 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3351 // regenerate the nebula
3355 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3356 //mprintf(( "************** Camera cut! ************\n" ));
3357 last_Viewer_mode = Viewer_mode;
3358 last_Game_mode = Game_mode;
3360 // Camera moved. Tell stars & debris to not do blurring.
3366 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3367 player_display_packlock_view();
3370 game_set_view_clip();
3372 if (Game_mode & GM_DEAD) {
3373 vector vec_to_deader, view_pos;
3376 Viewer_mode |= VM_DEAD_VIEW;
3378 if (Player_ai->target_objnum != -1) {
3379 int view_from_player = 1;
3381 if (Viewer_mode & VM_OTHER_SHIP) {
3382 // View from target.
3383 Viewer_obj = &Objects[Player_ai->target_objnum];
3385 last_Viewer_objnum = Player_ai->target_objnum;
3387 if ( Viewer_obj->type == OBJ_SHIP ) {
3388 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3389 view_from_player = 0;
3392 last_Viewer_objnum = -1;
3395 if ( view_from_player ) {
3396 // View target from player ship.
3398 *eye_pos = Player_obj->pos;
3399 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3400 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3403 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3405 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3406 dist += flFrametime * 16.0f;
3408 vm_vec_scale(&vec_to_deader, -dist);
3409 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3411 view_pos = Player_obj->pos;
3413 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3414 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3415 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3416 Dead_player_last_vel = Player_obj->phys_info.vel;
3417 //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));
3418 } else if (Player_ai->target_objnum != -1) {
3419 view_pos = Objects[Player_ai->target_objnum].pos;
3421 // Make camera follow explosion, but gradually slow down.
3422 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3423 view_pos = Player_obj->pos;
3424 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3425 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3428 *eye_pos = Dead_camera_pos;
3430 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3432 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3437 // if supernova shockwave
3438 if(supernova_camera_cut()){
3442 // call it dead view
3443 Viewer_mode |= VM_DEAD_VIEW;
3445 // set eye pos and orient
3446 supernova_set_view(eye_pos, eye_orient);
3448 // If already blown up, these other modes can override.
3449 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3450 Viewer_mode &= ~VM_DEAD_VIEW;
3452 Viewer_obj = Player_obj;
3454 if (Viewer_mode & VM_OTHER_SHIP) {
3455 if (Player_ai->target_objnum != -1){
3456 Viewer_obj = &Objects[Player_ai->target_objnum];
3457 last_Viewer_objnum = Player_ai->target_objnum;
3459 Viewer_mode &= ~VM_OTHER_SHIP;
3460 last_Viewer_objnum = -1;
3463 last_Viewer_objnum = -1;
3466 if (Viewer_mode & VM_EXTERNAL) {
3469 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3470 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3472 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3474 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3475 vm_vec_normalize(&eye_dir);
3476 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3479 // Modify the orientation based on head orientation.
3480 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3482 } else if ( Viewer_mode & VM_CHASE ) {
3485 if ( Viewer_obj->phys_info.speed < 0.1 )
3486 move_dir = Viewer_obj->orient.v.fvec;
3488 move_dir = Viewer_obj->phys_info.vel;
3489 vm_vec_normalize(&move_dir);
3492 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3493 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3494 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3495 vm_vec_normalize(&eye_dir);
3497 // JAS: I added the following code because if you slew up using
3498 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3499 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3500 // call because the up and the forward vector are the same. I fixed
3501 // it by adding in a fraction of the right vector all the time to the
3503 vector tmp_up = Viewer_obj->orient.v.uvec;
3504 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3506 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3509 // Modify the orientation based on head orientation.
3510 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3511 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3512 *eye_pos = Camera_pos;
3514 ship * shipp = &Ships[Player_obj->instance];
3516 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3517 vm_vec_normalize(&eye_dir);
3518 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3521 // get an eye position based upon the correct type of object
3522 switch(Viewer_obj->type){
3524 // make a call to get the eye point for the player object
3525 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3528 // make a call to get the eye point for the player object
3529 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3535 #ifdef JOHNS_DEBUG_CODE
3536 john_debug_stuff(&eye_pos, &eye_orient);
3542 apply_hud_shake(eye_orient);
3544 // setup neb2 rendering
3545 neb2_render_setup(eye_pos, eye_orient);
3549 extern void ai_debug_render_stuff();
3552 int Game_subspace_effect = 0;
3553 DCF_BOOL( subspace, Game_subspace_effect );
3555 // Does everything needed to render a frame
3556 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3560 g3_start_frame(game_zbuffer);
3561 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3563 // maybe offset the HUD (jitter stuff)
3564 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3565 HUD_set_offsets(Viewer_obj, !dont_offset);
3567 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3568 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3569 // must be done before ships are rendered
3570 if ( MULTIPLAYER_CLIENT ) {
3571 shield_point_multi_setup();
3574 if ( Game_subspace_effect ) {
3575 stars_draw(0,0,0,1);
3577 stars_draw(1,1,1,0);
3580 obj_render_all(obj_render);
3581 beam_render_all(); // render all beam weapons
3582 particle_render_all(); // render particles after everything else.
3583 trail_render_all(); // render missilie trails after everything else.
3584 mflash_render_all(); // render all muzzle flashes
3586 // Why do we not show the shield effect in these modes? Seems ok.
3587 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3591 // render nebula lightning
3594 // render local player nebula
3595 neb2_render_player();
3598 ai_debug_render_stuff();
3601 #ifndef RELEASE_REAL
3602 // game_framerate_check();
3606 extern void snd_spew_debug_info();
3607 snd_spew_debug_info();
3610 //================ END OF 3D RENDERING STUFF ====================
3614 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3615 hud_maybe_clear_head_area();
3616 anim_render_all(0, flFrametime);
3619 extern int Multi_display_netinfo;
3620 if(Multi_display_netinfo){
3621 extern void multi_display_netinfo();
3622 multi_display_netinfo();
3625 game_tst_frame_pre();
3628 do_timing_test(flFrametime);
3632 extern int OO_update_index;
3633 multi_rate_display(OO_update_index, 375, 0);
3638 extern void oo_display();
3645 //#define JOHNS_DEBUG_CODE 1
3647 #ifdef JOHNS_DEBUG_CODE
3648 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3650 //if ( key_pressed(SDLK_LSHIFT) )
3652 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3654 model_subsystem *turret = tsys->system_info;
3656 if (turret->type == SUBSYSTEM_TURRET ) {
3657 vector v.fvec, v.uvec;
3658 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3660 ship_model_start(tobj);
3662 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3663 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3664 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3666 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3668 ship_model_stop(tobj);
3678 // following function for dumping frames for purposes of building trailers.
3681 // function to toggle state of dumping every frame into PCX when playing the game
3682 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3686 if ( Debug_dump_frames == 0 ) {
3688 Debug_dump_frames = 15;
3689 Debug_dump_trigger = 0;
3690 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3691 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3694 Debug_dump_frames = 0;
3695 Debug_dump_trigger = 0;
3696 gr_dump_frame_stop();
3697 dc_printf( "Frame dumping is now OFF\n" );
3703 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3707 if ( Debug_dump_frames == 0 ) {
3709 Debug_dump_frames = 15;
3710 Debug_dump_trigger = 1;
3711 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3712 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3715 Debug_dump_frames = 0;
3716 Debug_dump_trigger = 0;
3717 gr_dump_frame_stop();
3718 dc_printf( "Frame dumping is now OFF\n" );
3724 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3728 if ( Debug_dump_frames == 0 ) {
3730 Debug_dump_frames = 30;
3731 Debug_dump_trigger = 0;
3732 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3733 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3736 Debug_dump_frames = 0;
3737 Debug_dump_trigger = 0;
3738 gr_dump_frame_stop();
3739 dc_printf( "Frame dumping is now OFF\n" );
3745 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3749 if ( Debug_dump_frames == 0 ) {
3751 Debug_dump_frames = 30;
3752 Debug_dump_trigger = 1;
3753 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3754 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3757 Debug_dump_frames = 0;
3758 Debug_dump_trigger = 0;
3759 gr_dump_frame_stop();
3760 dc_printf( "Triggered frame dumping is now OFF\n" );
3766 void game_maybe_dump_frame()
3768 if ( !Debug_dump_frames ){
3772 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3779 Debug_dump_frame_num++;
3785 extern int Player_dead_state;
3787 // Flip the page and time how long it took.
3788 void game_flip_page_and_time_it()
3793 t1 = timer_get_fixed_seconds();
3795 t2 = timer_get_fixed_seconds();
3798 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3799 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3806 void game_simulation_frame()
3808 // blow ships up in multiplayer dogfight
3809 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){
3810 // blow up all non-player ships
3811 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3814 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3816 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)){
3817 moveup = GET_NEXT(moveup);
3820 shipp = &Ships[Objects[moveup->objnum].instance];
3821 sip = &Ship_info[shipp->ship_info_index];
3823 // only blow up small ships
3824 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3825 // function to simply explode a ship where it is currently at
3826 ship_self_destruct( &Objects[moveup->objnum] );
3829 moveup = GET_NEXT(moveup);
3835 // process AWACS stuff - do this first thing
3838 // single player, set Player hits_this_frame to 0
3839 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3840 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3841 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3845 supernova_process();
3846 if(supernova_active() >= 5){
3850 // fire targeting lasers now so that
3851 // 1 - created this frame
3852 // 2 - collide this frame
3853 // 3 - render this frame
3854 // 4 - ignored and deleted next frame
3855 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3857 ship_process_targeting_lasers();
3859 // do this here so that it works for multiplayer
3861 // get viewer direction
3862 int viewer_direction = PHYSICS_VIEWER_REAR;
3864 if(Viewer_mode == 0){
3865 viewer_direction = PHYSICS_VIEWER_FRONT;
3867 if(Viewer_mode & VM_PADLOCK_UP){
3868 viewer_direction = PHYSICS_VIEWER_UP;
3870 else if(Viewer_mode & VM_PADLOCK_REAR){
3871 viewer_direction = PHYSICS_VIEWER_REAR;
3873 else if(Viewer_mode & VM_PADLOCK_LEFT){
3874 viewer_direction = PHYSICS_VIEWER_LEFT;
3876 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3877 viewer_direction = PHYSICS_VIEWER_RIGHT;
3880 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3882 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3885 #define VM_PADLOCK_UP (1 << 7)
3886 #define VM_PADLOCK_REAR (1 << 8)
3887 #define VM_PADLOCK_LEFT (1 << 9)
3888 #define VM_PADLOCK_RIGHT (1 << 10)
3890 // evaluate mission departures and arrivals before we process all objects.
3891 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3893 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3894 // ships/wing packets.
3895 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3896 mission_parse_eval_stuff();
3899 // if we're an observer, move ourselves seperately from the standard physics
3900 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3901 obj_observer_move(flFrametime);
3904 // move all the objects now
3905 obj_move_all(flFrametime);
3907 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3908 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3909 // ship_check_cargo_all();
3910 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3911 mission_eval_goals();
3915 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3916 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3917 training_check_objectives();
3920 // do all interpolation now
3921 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3922 // client side processing of warping in effect stages
3923 multi_do_client_warp(flFrametime);
3925 // client side movement of an observer
3926 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3927 obj_observer_move(flFrametime);
3930 // move all objects - does interpolation now as well
3931 obj_move_all(flFrametime);
3934 // only process the message queue when the player is "in" the game
3935 if ( !Pre_player_entry ){
3936 message_queue_process(); // process any messages send to the player
3939 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3940 message_maybe_distort(); // maybe distort incoming message if comms damaged
3941 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3942 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3943 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3946 if(!(Game_mode & GM_STANDALONE_SERVER)){
3947 // process some stuff every frame (before frame is rendered)
3948 emp_process_local();
3950 hud_update_frame(); // update hud systems
3952 if (!physics_paused) {
3953 // Move particle system
3954 particle_move_all(flFrametime);
3956 // Move missile trails
3957 trail_move_all(flFrametime);
3959 // process muzzle flashes
3960 mflash_process_all();
3962 // Flash the gun flashes
3963 shipfx_flash_do_frame(flFrametime);
3965 shockwave_move_all(flFrametime); // update all the shockwaves
3968 // subspace missile strikes
3971 obj_snd_do_frame(); // update the object-linked persistant sounds
3972 game_maybe_update_sound_environment();
3973 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3975 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3977 if ( Game_subspace_effect ) {
3978 game_start_subspace_ambient_sound();
3984 // Maybe render and process the dead-popup
3985 void game_maybe_do_dead_popup(float frametime)
3987 if ( popupdead_is_active() ) {
3989 int choice = popupdead_do_frame(frametime);
3991 if ( Game_mode & GM_NORMAL ) {
3994 gameseq_post_event(GS_EVENT_ENTER_GAME);
3998 gameseq_post_event(GS_EVENT_END_GAME);
4002 gameseq_post_event(GS_EVENT_START_GAME);
4005 // this should only happen during a red alert mission
4008 SDL_assert(The_mission.red_alert);
4009 if(!The_mission.red_alert){
4010 gameseq_post_event(GS_EVENT_START_GAME);
4014 // choose the previous mission
4015 mission_campaign_previous_mission();
4017 gameseq_post_event(GS_EVENT_START_GAME);
4027 case POPUPDEAD_DO_MAIN_HALL:
4028 multi_quit_game(PROMPT_NONE,-1);
4031 case POPUPDEAD_DO_RESPAWN:
4032 multi_respawn_normal();
4033 event_music_player_respawn();
4036 case POPUPDEAD_DO_OBSERVER:
4037 multi_respawn_observer();
4038 event_music_player_respawn_as_observer();
4047 if ( leave_popup ) {
4053 // returns true if player is actually in a game_play stats
4054 int game_actually_playing()
4058 state = gameseq_get_state();
4059 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4065 // Draw the 2D HUD gauges
4066 void game_render_hud_2d()
4068 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4072 HUD_render_2d(flFrametime);
4076 // Draw the 3D-dependant HUD gauges
4077 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4079 g3_start_frame(0); // 0 = turn zbuffering off
4080 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4082 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4083 HUD_render_3d(flFrametime);
4087 game_sunspot_process(flFrametime);
4089 // Diminish the palette effect
4090 game_flash_diminish(flFrametime);
4098 int actually_playing;
4099 fix total_time1, total_time2;
4100 fix render2_time1=0, render2_time2=0;
4101 fix render3_time1=0, render3_time2=0;
4102 fix flip_time1=0, flip_time2=0;
4103 fix clear_time1=0, clear_time2=0;
4109 if (Framerate_delay) {
4110 int start_time = timer_get_milliseconds();
4111 while (timer_get_milliseconds() < start_time + Framerate_delay)
4117 demo_do_frame_start();
4119 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4124 // start timing frame
4125 timing_frame_start();
4127 total_time1 = timer_get_fixed_seconds();
4129 // var to hold which state we are in
4130 actually_playing = game_actually_playing();
4132 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4133 if (!(Game_mode & GM_STANDALONE_SERVER)){
4134 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4138 if (Missiontime > Entry_delay_time){
4139 Pre_player_entry = 0;
4141 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4144 // Note: These are done even before the player enters, else buffers can overflow.
4145 if (! (Game_mode & GM_STANDALONE_SERVER)){
4149 shield_frame_init();
4151 if ( Player->control_mode != PCM_NORMAL )
4154 if ( !Pre_player_entry && actually_playing ) {
4155 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4157 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4158 game_process_keys();
4160 // don't read flying controls if we're playing a demo back
4161 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4162 read_player_controls( Player_obj, flFrametime);
4166 // if we're not the master, we may have to send the server-critical ship status button_info bits
4167 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4168 multi_maybe_send_ship_status();
4173 // Reset the whack stuff
4176 // These two lines must be outside of Pre_player_entry code,
4177 // otherwise too many lights are added.
4180 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4184 game_simulation_frame();
4186 // if not actually in a game play state, then return. This condition could only be true in
4187 // a multiplayer game.
4188 if ( !actually_playing ) {
4189 SDL_assert( Game_mode & GM_MULTIPLAYER );
4193 if (!Pre_player_entry) {
4194 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4195 clear_time1 = timer_get_fixed_seconds();
4196 // clear the screen to black
4198 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4202 clear_time2 = timer_get_fixed_seconds();
4203 render3_time1 = timer_get_fixed_seconds();
4204 game_render_frame_setup(&eye_pos, &eye_orient);
4205 game_render_frame( &eye_pos, &eye_orient );
4207 // save the eye position and orientation
4208 if ( Game_mode & GM_MULTIPLAYER ) {
4209 Net_player->s_info.eye_pos = eye_pos;
4210 Net_player->s_info.eye_orient = eye_orient;
4213 hud_show_target_model();
4215 // check to see if we should display the death died popup
4216 if(Game_mode & GM_DEAD_BLEW_UP){
4217 if(Game_mode & GM_MULTIPLAYER){
4218 // catch the situation where we're supposed to be warping out on this transition
4219 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4220 gameseq_post_event(GS_EVENT_DEBRIEF);
4221 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4222 Player_died_popup_wait = -1;
4226 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4227 Player_died_popup_wait = -1;
4233 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4234 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4235 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4236 if(!popupdead_is_active()){
4240 Player_multi_died_check = -1;
4244 render3_time2 = timer_get_fixed_seconds();
4245 render2_time1 = timer_get_fixed_seconds();
4248 game_get_framerate();
4249 game_show_framerate();
4251 game_show_time_left();
4253 // Draw the 2D HUD gauges
4254 if(supernova_active() < 3){
4255 game_render_hud_2d();
4258 game_set_view_clip();
4260 // Draw 3D HUD gauges
4261 game_render_hud_3d(&eye_pos, &eye_orient);
4265 render2_time2 = timer_get_fixed_seconds();
4267 // maybe render and process the dead popup
4268 game_maybe_do_dead_popup(flFrametime);
4270 // start timing frame
4271 timing_frame_stop();
4272 // timing_display(30, 10);
4274 // If a regular popup is active, don't flip (popup code flips)
4275 if( !popup_running_state() ){
4276 flip_time1 = timer_get_fixed_seconds();
4277 game_flip_page_and_time_it();
4278 flip_time2 = timer_get_fixed_seconds();
4282 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4285 game_show_standalone_framerate();
4289 game_do_training_checks();
4292 // process lightning (nebula only)
4295 total_time2 = timer_get_fixed_seconds();
4297 // Got some timing numbers
4298 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4299 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4300 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4301 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4302 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4305 demo_do_frame_end();
4307 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4313 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4314 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4315 // died. This resulted in screwed up death sequences.
4317 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4318 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4319 static int timer_paused=0;
4320 #if defined(TIMER_TEST) && !defined(NDEBUG)
4321 static int stop_count,start_count;
4322 static int time_stopped,time_started;
4324 int saved_timestamp_ticker = -1;
4326 void game_reset_time()
4328 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4332 // Last_time = timer_get_fixed_seconds();
4338 void game_stop_time()
4340 if (timer_paused==0) {
4342 time = timer_get_fixed_seconds();
4343 // Save how much time progressed so far in the frame so we can
4344 // use it when we unpause.
4345 Last_delta_time = time - Last_time;
4347 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4348 if (Last_delta_time < 0) {
4349 #if defined(TIMER_TEST) && !defined(NDEBUG)
4350 Int3(); //get Matt!!!!
4352 Last_delta_time = 0;
4354 #if defined(TIMER_TEST) && !defined(NDEBUG)
4355 time_stopped = time;
4358 // Stop the timer_tick stuff...
4359 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4360 saved_timestamp_ticker = timestamp_ticker;
4364 #if defined(TIMER_TEST) && !defined(NDEBUG)
4369 void game_start_time()
4372 SDL_assert(timer_paused >= 0);
4373 if (timer_paused==0) {
4375 time = timer_get_fixed_seconds();
4376 #if defined(TIMER_TEST) && !defined(NDEBUG)
4378 Int3(); //get Matt!!!!
4381 // Take current time, and set it backwards to account for time
4382 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4383 // will be correct when it goes to calculate the frametime next
4385 Last_time = time - Last_delta_time;
4386 #if defined(TIMER_TEST) && !defined(NDEBUG)
4387 time_started = time;
4390 // Restore the timer_tick stuff...
4391 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4392 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4393 timestamp_ticker = saved_timestamp_ticker;
4394 saved_timestamp_ticker = -1;
4397 #if defined(TIMER_TEST) && !defined(NDEBUG)
4403 void game_set_frametime(int state)
4406 float frame_cap_diff;
4408 thistime = timer_get_fixed_seconds();
4410 if ( Last_time == 0 )
4411 Frametime = F1_0 / 30;
4413 Frametime = thistime - Last_time;
4415 // Frametime = F1_0 / 30;
4418 fix debug_frametime = Frametime; // Just used to display frametime.
4421 // If player hasn't entered mission yet, make frame take 1/4 second.
4422 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4425 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4427 fix frame_speed = F1_0 / Debug_dump_frames;
4429 if (Frametime > frame_speed ){
4430 nprintf(("warning","slow frame: %x\n",Frametime));
4433 thistime = timer_get_fixed_seconds();
4434 Frametime = thistime - Last_time;
4435 } while (Frametime < frame_speed );
4437 Frametime = frame_speed;
4441 SDL_assert( Framerate_cap > 0 );
4443 // Cap the framerate so it doesn't get too high.
4447 cap = F1_0/Framerate_cap;
4448 if (Frametime < cap) {
4449 thistime = cap - Frametime;
4450 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4451 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4453 thistime = timer_get_fixed_seconds();
4457 if((Game_mode & GM_STANDALONE_SERVER) &&
4458 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4460 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4461 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4463 thistime += fl2f((frame_cap_diff));
4465 Frametime = thistime - Last_time;
4468 // If framerate is too low, cap it.
4469 if (Frametime > MAX_FRAMETIME) {
4471 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4473 Frametime = MAX_FRAMETIME;
4476 Frametime = fixmul(Frametime, Game_time_compression);
4478 Last_time = thistime;
4479 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4481 flFrametime = f2fl(Frametime);
4482 //if(!(Game_mode & GM_PLAYING_DEMO)){
4483 timestamp_inc(flFrametime);
4485 /* if ((Framecount > 0) && (Framecount < 10)) {
4486 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4491 // This is called from game_do_frame(), and from navmap_do_frame()
4492 void game_update_missiontime()
4494 // TODO JAS: Put in if and move this into game_set_frametime,
4495 // fix navmap to call game_stop/start_time
4496 //if ( !timer_paused )
4497 Missiontime += Frametime;
4500 void game_do_frame()
4502 game_set_frametime(GS_STATE_GAME_PLAY);
4503 game_update_missiontime();
4505 if (Game_mode & GM_STANDALONE_SERVER) {
4506 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4509 if ( game_single_step && (last_single_step == game_single_step) ) {
4510 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4511 while( key_checkch() == 0 )
4513 os_set_title( XSTR( "FreeSpace", 171) );
4514 Last_time = timer_get_fixed_seconds();
4517 last_single_step = game_single_step;
4519 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4520 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4524 Keep_mouse_centered = 0;
4525 monitor_update(); // Update monitor variables
4528 void multi_maybe_do_frame()
4530 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4535 int Joymouse_button_status = 0;
4537 // Flush all input devices
4545 Joymouse_button_status = 0;
4547 //mprintf(("Game flush!\n" ));
4550 // function for multiplayer only which calls game_do_state_common() when running the
4552 void game_do_dc_networking()
4554 SDL_assert( Game_mode & GM_MULTIPLAYER );
4556 game_do_state_common( gameseq_get_state() );
4559 // Call this whenever in a loop, or when you need to check for a keystroke.
4560 int game_check_key()
4566 // convert keypad enter to normal enter
4567 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4568 k = (k & ~KEY_MASK) | SDLK_RETURN;
4573 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4575 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4576 static int Demo_show_trailer_timestamp = 0;
4578 void demo_reset_trailer_timer()
4580 Demo_show_trailer_timestamp = timer_get_milliseconds();
4583 void demo_maybe_show_trailer(int k)
4586 // if key pressed, reset demo trailer timer
4588 demo_reset_trailer_timer();
4592 // if mouse moved, reset demo trailer timer
4595 mouse_get_delta(&dx, &dy);
4596 if ( (dx > 0) || (dy > 0) ) {
4597 demo_reset_trailer_timer();
4601 // if joystick has moved, reset demo trailer timer
4604 joy_get_delta(&dx, &dy);
4605 if ( (dx > 0) || (dy > 0) ) {
4606 demo_reset_trailer_timer();
4610 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4611 // the low-level code. Ugly, I know... but was the simplest and most
4614 // if 30 seconds since last demo trailer time reset, launch movie
4615 if ( os_foreground() ) {
4616 int now = timer_get_milliseconds();
4617 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4618 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4620 movie_play( NOX("fstrailer2.mve") );
4621 demo_reset_trailer_timer();
4629 // same as game_check_key(), except this is used while actually in the game. Since there
4630 // generally are differences between game control keys and general UI keys, makes sense to
4631 // have seperate functions for each case. If you are not checking a game control while in a
4632 // mission, you should probably be using game_check_key() instead.
4637 if (!os_foreground()) {
4642 // If we're in a single player game, pause it.
4643 if (!(Game_mode & GM_MULTIPLAYER)){
4644 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4645 game_process_pause_key();
4652 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4653 demo_maybe_show_trailer(k);
4656 // Move the mouse cursor with the joystick.
4657 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4658 // Move the mouse cursor with the joystick
4662 joy_get_pos( &jx, &jy, &jz, &jr );
4664 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4665 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4668 mouse_get_real_pos( &mx, &my );
4669 mouse_set_pos( mx+dx, my+dy );
4674 m = mouse_down(MOUSE_LEFT_BUTTON);
4676 if ( j != Joymouse_button_status ) {
4677 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4678 Joymouse_button_status = j;
4680 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4681 } else if ( (!j) && (m) ) {
4682 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4687 // if we should be ignoring keys because of some multiplayer situations
4688 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4692 // If a popup is running, don't process all the Fn keys
4693 if( popup_active() ) {
4697 state = gameseq_get_state();
4699 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4702 case KEY_DEBUGGED + SDLK_BACKSPACE:
4707 launch_context_help();
4712 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4714 // don't allow f2 while warping out in multiplayer
4715 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4720 case GS_STATE_INITIAL_PLAYER_SELECT:
4721 case GS_STATE_OPTIONS_MENU:
4722 case GS_STATE_HUD_CONFIG:
4723 case GS_STATE_CONTROL_CONFIG:
4724 case GS_STATE_DEATH_DIED:
4725 case GS_STATE_DEATH_BLEW_UP:
4726 case GS_STATE_VIEW_MEDALS:
4730 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4737 // hotkey selection screen -- only valid from briefing and beyond.
4739 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4740 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) ) {
4741 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4747 case KEY_DEBUGGED + SDLK_F3:
4748 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4751 case KEY_DEBUGGED + SDLK_F4:
4752 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4756 if(Game_mode & GM_MULTIPLAYER){
4757 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4758 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4762 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4763 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4769 case SDLK_ESCAPE | KEY_SHIFTED:
4770 // make sure to quit properly out of multiplayer
4771 if(Game_mode & GM_MULTIPLAYER){
4772 multi_quit_game(PROMPT_NONE);
4775 gameseq_post_event( GS_EVENT_QUIT_GAME );
4780 case KEY_DEBUGGED + SDLK_p:
4783 case SDLK_PRINTSCREEN:
4785 static int counter = 0;
4790 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4792 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4793 gr_print_screen(tmp_name);
4801 case KEY_SHIFTED | SDLK_RETURN: {
4803 #if !defined(NDEBUG)
4805 if ( Game_mode & GM_NORMAL ){
4809 // if we're in multiplayer mode, do some special networking
4810 if(Game_mode & GM_MULTIPLAYER){
4811 debug_console(game_do_dc_networking);
4818 if ( Game_mode & GM_NORMAL )
4832 gameseq_post_event(GS_EVENT_QUIT_GAME);
4835 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4838 void camera_set_position( vector *pos )
4843 void camera_set_orient( matrix *orient )
4845 Camera_orient = *orient;
4848 void camera_set_velocity( vector *vel, int instantaneous )
4850 Camera_desired_velocity.xyz.x = 0.0f;
4851 Camera_desired_velocity.xyz.y = 0.0f;
4852 Camera_desired_velocity.xyz.z = 0.0f;
4854 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4855 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4856 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4858 if ( instantaneous ) {
4859 Camera_velocity = Camera_desired_velocity;
4867 vector new_vel, delta_pos;
4869 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4870 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4871 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4873 Camera_velocity = new_vel;
4875 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4877 vm_vec_add2( &Camera_pos, &delta_pos );
4879 float ot = Camera_time+0.0f;
4881 Camera_time += flFrametime;
4883 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4886 tmp.xyz.z = 4.739f; // always go this fast forward.
4888 // pick x and y velocities so they are always on a
4889 // circle with a 25 m radius.
4891 float tmp_angle = frand()*PI2;
4893 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4894 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4896 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4898 //mprintf(( "Changing velocity!\n" ));
4899 camera_set_velocity( &tmp, 0 );
4902 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4903 vector tmp = ZERO_VECTOR;
4904 camera_set_velocity( &tmp, 0 );
4909 void end_demo_campaign_do()
4911 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4912 // show upsell screens
4913 demo_upsell_show_screens();
4914 #elif defined(OEM_BUILD)
4915 // show oem upsell screens
4916 oem_upsell_show_screens();
4919 // drop into main hall
4920 gameseq_post_event( GS_EVENT_MAIN_MENU );
4923 // All code to process events. This is the only place
4924 // that you should change the state of the game.
4925 void game_process_event( int current_state, int event )
4927 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4930 case GS_EVENT_SIMULATOR_ROOM:
4931 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4934 case GS_EVENT_MAIN_MENU:
4935 gameseq_set_state(GS_STATE_MAIN_MENU);
4938 case GS_EVENT_OPTIONS_MENU:
4939 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4942 case GS_EVENT_BARRACKS_MENU:
4943 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4946 case GS_EVENT_TECH_MENU:
4947 gameseq_set_state(GS_STATE_TECH_MENU);
4950 case GS_EVENT_TRAINING_MENU:
4951 gameseq_set_state(GS_STATE_TRAINING_MENU);
4954 case GS_EVENT_START_GAME:
4955 Select_default_ship = 0;
4956 Player_multi_died_check = -1;
4957 gameseq_set_state(GS_STATE_CMD_BRIEF);
4960 case GS_EVENT_START_BRIEFING:
4961 gameseq_set_state(GS_STATE_BRIEFING);
4964 case GS_EVENT_DEBRIEF:
4965 // did we end the campaign in the main freespace 2 single player campaign?
4967 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4969 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4971 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4973 gameseq_set_state(GS_STATE_DEBRIEF);
4976 Player_multi_died_check = -1;
4979 case GS_EVENT_SHIP_SELECTION:
4980 gameseq_set_state( GS_STATE_SHIP_SELECT );
4983 case GS_EVENT_WEAPON_SELECTION:
4984 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4987 case GS_EVENT_ENTER_GAME:
4989 // maybe start recording a demo
4991 demo_start_record("test.fsd");
4995 if (Game_mode & GM_MULTIPLAYER) {
4996 // if we're respawning, make sure we change the view mode so that the hud shows up
4997 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5001 gameseq_set_state(GS_STATE_GAME_PLAY);
5003 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5006 Player_multi_died_check = -1;
5008 // clear multiplayer button info
5009 extern button_info Multi_ship_status_bi;
5010 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5012 Start_time = f2fl(timer_get_approx_seconds());
5014 mprintf(("Entering game at time = %7.3f\n", Start_time));
5018 case GS_EVENT_START_GAME_QUICK:
5019 Select_default_ship = 1;
5020 gameseq_post_event(GS_EVENT_ENTER_GAME);
5024 case GS_EVENT_END_GAME:
5025 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5026 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5027 gameseq_set_state(GS_STATE_MAIN_MENU);
5032 Player_multi_died_check = -1;
5035 case GS_EVENT_QUIT_GAME:
5036 main_hall_stop_music();
5037 main_hall_stop_ambient();
5038 gameseq_set_state(GS_STATE_QUIT_GAME);
5040 Player_multi_died_check = -1;
5043 case GS_EVENT_GAMEPLAY_HELP:
5044 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5047 case GS_EVENT_PAUSE_GAME:
5048 gameseq_push_state(GS_STATE_GAME_PAUSED);
5051 case GS_EVENT_DEBUG_PAUSE_GAME:
5052 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5055 case GS_EVENT_TRAINING_PAUSE:
5056 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5059 case GS_EVENT_PREVIOUS_STATE:
5060 gameseq_pop_state();
5063 case GS_EVENT_TOGGLE_FULLSCREEN:
5064 gr_toggle_fullscreen();
5067 case GS_EVENT_TOGGLE_GLIDE:
5070 case GS_EVENT_LOAD_MISSION_MENU:
5073 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5074 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5077 case GS_EVENT_HUD_CONFIG:
5078 gameseq_push_state( GS_STATE_HUD_CONFIG );
5081 case GS_EVENT_CONTROL_CONFIG:
5082 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5085 case GS_EVENT_DEATH_DIED:
5086 gameseq_set_state( GS_STATE_DEATH_DIED );
5089 case GS_EVENT_DEATH_BLEW_UP:
5090 if ( current_state == GS_STATE_DEATH_DIED ) {
5091 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5092 event_music_player_death();
5094 // multiplayer clients set their extra check here
5095 if(Game_mode & GM_MULTIPLAYER){
5096 // set the multi died absolute last chance check
5097 Player_multi_died_check = time(NULL);
5100 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5104 case GS_EVENT_NEW_CAMPAIGN:
5105 if (!mission_load_up_campaign()){
5106 readyroom_continue_campaign();
5109 Player_multi_died_check = -1;
5112 case GS_EVENT_CAMPAIGN_CHEAT:
5113 if (!mission_load_up_campaign()){
5115 // bash campaign value
5116 extern char Main_hall_campaign_cheat[512];
5119 // look for the mission
5120 for(idx=0; idx<Campaign.num_missions; idx++){
5121 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5122 Campaign.next_mission = idx;
5123 Campaign.prev_mission = idx - 1;
5130 readyroom_continue_campaign();
5133 Player_multi_died_check = -1;
5136 case GS_EVENT_CAMPAIGN_ROOM:
5137 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5140 case GS_EVENT_CMD_BRIEF:
5141 gameseq_set_state(GS_STATE_CMD_BRIEF);
5144 case GS_EVENT_RED_ALERT:
5145 gameseq_set_state(GS_STATE_RED_ALERT);
5148 case GS_EVENT_CREDITS:
5149 gameseq_set_state( GS_STATE_CREDITS );
5152 case GS_EVENT_VIEW_MEDALS:
5153 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5156 case GS_EVENT_SHOW_GOALS:
5157 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5160 case GS_EVENT_HOTKEY_SCREEN:
5161 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5164 // multiplayer stuff follow these comments
5167 gameseq_set_state(GS_STATE_PXO);
5170 case GS_EVENT_PXO_HELP:
5171 gameseq_set_state(GS_STATE_PXO_HELP);
5174 case GS_EVENT_MULTI_JOIN_GAME:
5175 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5178 case GS_EVENT_MULTI_HOST_SETUP:
5179 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5182 case GS_EVENT_MULTI_CLIENT_SETUP:
5183 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5186 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5187 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5190 case GS_EVENT_MULTI_STD_WAIT:
5191 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5194 case GS_EVENT_STANDALONE_MAIN:
5195 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5198 case GS_EVENT_MULTI_PAUSE:
5199 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5202 case GS_EVENT_INGAME_PRE_JOIN:
5203 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5206 case GS_EVENT_EVENT_DEBUG:
5207 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5210 // Start a warpout where player automatically goes 70 no matter what
5211 // and can't cancel out of it.
5212 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5213 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5215 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5216 Player->saved_viewer_mode = Viewer_mode;
5217 Player->control_mode = PCM_WARPOUT_STAGE1;
5218 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5219 Warpout_time = 0.0f; // Start timer!
5222 case GS_EVENT_PLAYER_WARPOUT_START:
5223 if ( Player->control_mode != PCM_NORMAL ) {
5224 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5226 Player->saved_viewer_mode = Viewer_mode;
5227 Player->control_mode = PCM_WARPOUT_STAGE1;
5228 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5229 Warpout_time = 0.0f; // Start timer!
5230 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5234 case GS_EVENT_PLAYER_WARPOUT_STOP:
5235 if ( Player->control_mode != PCM_NORMAL ) {
5236 if ( !Warpout_forced ) { // cannot cancel forced warpout
5237 Player->control_mode = PCM_NORMAL;
5238 Viewer_mode = Player->saved_viewer_mode;
5239 hud_subspace_notify_abort();
5240 mprintf(( "Player put back to normal mode.\n" ));
5241 if ( Warpout_sound > -1 ) {
5242 snd_stop( Warpout_sound );
5249 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5250 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5251 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5252 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5254 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5255 shipfx_warpout_start( Player_obj );
5256 Player->control_mode = PCM_WARPOUT_STAGE2;
5257 Player->saved_viewer_mode = Viewer_mode;
5258 Viewer_mode |= VM_WARP_CHASE;
5260 vector tmp = Player_obj->pos;
5262 ship_get_eye( &tmp, &tmp_m, Player_obj );
5263 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5264 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5265 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5267 camera_set_position( &tmp );
5268 camera_set_orient( &Player_obj->orient );
5269 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5271 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5272 camera_set_velocity( &tmp_vel, 1);
5276 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5277 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5278 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5279 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5281 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5282 Player->control_mode = PCM_WARPOUT_STAGE3;
5286 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5287 mprintf(( "Player warped out. Going to debriefing!\n" ));
5288 Player->control_mode = PCM_NORMAL;
5289 Viewer_mode = Player->saved_viewer_mode;
5292 // we have a special debriefing screen for multiplayer furballs
5293 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5294 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5296 // do the normal debriefing for all other situations
5298 gameseq_post_event(GS_EVENT_DEBRIEF);
5302 case GS_EVENT_STANDALONE_POSTGAME:
5303 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5306 case GS_EVENT_INITIAL_PLAYER_SELECT:
5307 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5310 case GS_EVENT_GAME_INIT:
5311 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5312 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5314 // see if the command line option has been set to use the last pilot, and act acoordingly
5315 if( player_select_get_last_pilot() ) {
5316 // always enter the main menu -- do the automatic network startup stuff elsewhere
5317 // so that we still have valid checks for networking modes, etc.
5318 gameseq_set_state(GS_STATE_MAIN_MENU);
5320 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5325 case GS_EVENT_MULTI_MISSION_SYNC:
5326 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5329 case GS_EVENT_MULTI_START_GAME:
5330 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5333 case GS_EVENT_MULTI_HOST_OPTIONS:
5334 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5337 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5338 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5341 case GS_EVENT_TEAM_SELECT:
5342 gameseq_set_state(GS_STATE_TEAM_SELECT);
5345 case GS_EVENT_END_CAMPAIGN:
5346 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5349 case GS_EVENT_END_DEMO:
5350 gameseq_set_state(GS_STATE_END_DEMO);
5353 case GS_EVENT_LOOP_BRIEF:
5354 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5363 // Called when a state is being left.
5364 // The current state is still at old_state, but as soon as
5365 // this function leaves, then the current state will become
5366 // new state. You should never try to change the state
5367 // in here... if you think you need to, you probably really
5368 // need to post an event, not change the state.
5369 void game_leave_state( int old_state, int new_state )
5371 int end_mission = 1;
5373 switch (new_state) {
5374 case GS_STATE_GAME_PAUSED:
5375 case GS_STATE_DEBUG_PAUSED:
5376 case GS_STATE_OPTIONS_MENU:
5377 case GS_STATE_CONTROL_CONFIG:
5378 case GS_STATE_MISSION_LOG_SCROLLBACK:
5379 case GS_STATE_DEATH_DIED:
5380 case GS_STATE_SHOW_GOALS:
5381 case GS_STATE_HOTKEY_SCREEN:
5382 case GS_STATE_MULTI_PAUSED:
5383 case GS_STATE_TRAINING_PAUSED:
5384 case GS_STATE_EVENT_DEBUG:
5385 case GS_STATE_GAMEPLAY_HELP:
5386 end_mission = 0; // these events shouldn't end a mission
5390 switch (old_state) {
5391 case GS_STATE_BRIEFING:
5392 brief_stop_voices();
5393 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5394 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5395 && (new_state != GS_STATE_TEAM_SELECT) ){
5396 common_select_close();
5397 if ( new_state == GS_STATE_MAIN_MENU ) {
5398 freespace_stop_mission();
5402 // COMMAND LINE OPTION
5403 if (Cmdline_multi_stream_chat_to_file){
5404 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5405 cfclose(Multi_chat_stream);
5409 case GS_STATE_DEBRIEF:
5410 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5415 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5416 multi_df_debrief_close();
5419 case GS_STATE_LOAD_MISSION_MENU:
5422 case GS_STATE_SIMULATOR_ROOM:
5426 case GS_STATE_CAMPAIGN_ROOM:
5427 campaign_room_close();
5430 case GS_STATE_CMD_BRIEF:
5431 if (new_state == GS_STATE_OPTIONS_MENU) {
5436 if (new_state == GS_STATE_MAIN_MENU)
5437 freespace_stop_mission();
5442 case GS_STATE_RED_ALERT:
5446 case GS_STATE_SHIP_SELECT:
5447 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5448 new_state != GS_STATE_HOTKEY_SCREEN &&
5449 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5450 common_select_close();
5451 if ( new_state == GS_STATE_MAIN_MENU ) {
5452 freespace_stop_mission();
5457 case GS_STATE_WEAPON_SELECT:
5458 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5459 new_state != GS_STATE_HOTKEY_SCREEN &&
5460 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5461 common_select_close();
5462 if ( new_state == GS_STATE_MAIN_MENU ) {
5463 freespace_stop_mission();
5468 case GS_STATE_TEAM_SELECT:
5469 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5470 new_state != GS_STATE_HOTKEY_SCREEN &&
5471 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5472 common_select_close();
5473 if ( new_state == GS_STATE_MAIN_MENU ) {
5474 freespace_stop_mission();
5479 case GS_STATE_MAIN_MENU:
5480 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5487 case GS_STATE_OPTIONS_MENU:
5488 //game_start_time();
5489 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5490 multi_join_clear_game_list();
5492 options_menu_close();
5495 case GS_STATE_BARRACKS_MENU:
5496 if(new_state != GS_STATE_VIEW_MEDALS){
5501 case GS_STATE_MISSION_LOG_SCROLLBACK:
5502 hud_scrollback_close();
5505 case GS_STATE_TRAINING_MENU:
5506 training_menu_close();
5509 case GS_STATE_GAME_PLAY:
5510 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5511 player_save_target_and_weapon_link_prefs();
5512 game_stop_looped_sounds();
5515 sound_env_disable();
5516 joy_ff_stop_effects();
5518 // stop game time under certain conditions
5519 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5524 // shut down any recording or playing demos
5529 // when in multiplayer and going back to the main menu, send a leave game packet
5530 // right away (before calling stop mission). stop_mission was taking to long to
5531 // close mission down and I want people to get notified ASAP.
5532 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5533 multi_quit_game(PROMPT_NONE);
5536 freespace_stop_mission();
5537 Game_time_compression = F1_0;
5541 case GS_STATE_TECH_MENU:
5545 case GS_STATE_TRAINING_PAUSED:
5546 Training_num_lines = 0;
5547 // fall through to GS_STATE_GAME_PAUSED
5549 case GS_STATE_GAME_PAUSED:
5551 if ( end_mission ) {
5556 case GS_STATE_DEBUG_PAUSED:
5559 pause_debug_close();
5563 case GS_STATE_HUD_CONFIG:
5567 // join/start a game
5568 case GS_STATE_MULTI_JOIN_GAME:
5569 if(new_state != GS_STATE_OPTIONS_MENU){
5570 multi_join_game_close();
5574 case GS_STATE_MULTI_HOST_SETUP:
5575 case GS_STATE_MULTI_CLIENT_SETUP:
5576 // if this is just the host going into the options screen, don't do anything
5577 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5581 // close down the proper state
5582 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5583 multi_create_game_close();
5585 multi_game_client_setup_close();
5588 // COMMAND LINE OPTION
5589 if (Cmdline_multi_stream_chat_to_file){
5590 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5591 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5592 cfclose(Multi_chat_stream);
5597 case GS_STATE_CONTROL_CONFIG:
5598 control_config_close();
5601 case GS_STATE_DEATH_DIED:
5602 Game_mode &= ~GM_DEAD_DIED;
5604 // early end while respawning or blowing up in a multiplayer game
5605 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5607 freespace_stop_mission();
5611 case GS_STATE_DEATH_BLEW_UP:
5612 Game_mode &= ~GM_DEAD_BLEW_UP;
5614 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5615 // to determine if I should do anything.
5616 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5618 freespace_stop_mission();
5621 // if we are not respawing as an observer or as a player, our new state will not
5622 // be gameplay state.
5623 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5624 game_stop_time(); // hasn't been called yet!!
5625 freespace_stop_mission();
5631 case GS_STATE_CREDITS:
5635 case GS_STATE_VIEW_MEDALS:
5639 case GS_STATE_SHOW_GOALS:
5640 mission_show_goals_close();
5643 case GS_STATE_HOTKEY_SCREEN:
5644 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5645 mission_hotkey_close();
5649 case GS_STATE_MULTI_MISSION_SYNC:
5650 // if we're moving into the options menu, don't do anything
5651 if(new_state == GS_STATE_OPTIONS_MENU){
5655 SDL_assert( Game_mode & GM_MULTIPLAYER );
5657 if ( new_state == GS_STATE_GAME_PLAY ){
5658 // palette_restore_palette();
5660 // change a couple of flags to indicate our state!!!
5661 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5662 send_netplayer_update_packet();
5664 // set the game mode
5665 Game_mode |= GM_IN_MISSION;
5669 case GS_STATE_VIEW_CUTSCENES:
5670 cutscenes_screen_close();
5673 case GS_STATE_MULTI_STD_WAIT:
5674 multi_standalone_wait_close();
5677 case GS_STATE_STANDALONE_MAIN:
5678 standalone_main_close();
5679 if(new_state == GS_STATE_MULTI_STD_WAIT){
5680 init_multiplayer_stats();
5684 case GS_STATE_MULTI_PAUSED:
5685 // if ( end_mission ){
5690 case GS_STATE_INGAME_PRE_JOIN:
5691 multi_ingame_select_close();
5694 case GS_STATE_STANDALONE_POSTGAME:
5695 multi_standalone_postgame_close();
5698 case GS_STATE_INITIAL_PLAYER_SELECT:
5699 player_select_close();
5702 case GS_STATE_MULTI_START_GAME:
5703 multi_start_game_close();
5706 case GS_STATE_MULTI_HOST_OPTIONS:
5707 multi_host_options_close();
5710 case GS_STATE_END_OF_CAMPAIGN:
5711 mission_campaign_end_close();
5714 case GS_STATE_LOOP_BRIEF:
5719 if (new_state != GS_STATE_PXO_HELP) {
5724 case GS_STATE_PXO_HELP:
5725 multi_pxo_help_close();
5730 // Called when a state is being entered.
5731 // The current state is set to the state we're entering at
5732 // this point, and old_state is set to the state we're coming
5733 // from. You should never try to change the state
5734 // in here... if you think you need to, you probably really
5735 // need to post an event, not change the state.
5737 void game_enter_state( int old_state, int new_state )
5739 switch (new_state) {
5740 case GS_STATE_MAIN_MENU:
5741 // in multiplayer mode, be sure that we are not doing networking anymore.
5742 if ( Game_mode & GM_MULTIPLAYER ) {
5743 SDL_assert( Net_player != NULL );
5744 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5747 Game_time_compression = F1_0;
5749 // determine which ship this guy is currently based on
5750 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5753 if (Player->on_bastion) {
5761 case GS_STATE_BRIEFING:
5762 main_hall_stop_music();
5763 main_hall_stop_ambient();
5765 if (Game_mode & GM_NORMAL) {
5766 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5767 // MWA: or from options or hotkey screens
5768 // JH: or if the command brief state already did this
5769 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5770 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5771 && (old_state != GS_STATE_CMD_BRIEF) ) {
5772 if ( !game_start_mission() ) // this should put us into a new state on failure!
5776 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5777 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5778 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5780 Game_time_compression = F1_0;
5782 if ( red_alert_mission() ) {
5783 gameseq_post_event(GS_EVENT_RED_ALERT);
5790 case GS_STATE_DEBRIEF:
5791 game_stop_looped_sounds();
5792 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5793 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5798 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5799 multi_df_debrief_init();
5802 case GS_STATE_LOAD_MISSION_MENU:
5805 case GS_STATE_SIMULATOR_ROOM:
5809 case GS_STATE_CAMPAIGN_ROOM:
5810 campaign_room_init();
5813 case GS_STATE_RED_ALERT:
5814 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5818 case GS_STATE_CMD_BRIEF: {
5819 int team_num = 0; // team number used as index for which cmd brief to use.
5821 if (old_state == GS_STATE_OPTIONS_MENU) {
5825 main_hall_stop_music();
5826 main_hall_stop_ambient();
5828 if (Game_mode & GM_NORMAL) {
5829 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5830 // MWA: or from options or hotkey screens
5831 // JH: or if the command brief state already did this
5832 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5833 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5834 if ( !game_start_mission() ) // this should put us into a new state on failure!
5839 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5840 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5841 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5843 cmd_brief_init(team_num);
5849 case GS_STATE_SHIP_SELECT:
5853 case GS_STATE_WEAPON_SELECT:
5854 weapon_select_init();
5857 case GS_STATE_TEAM_SELECT:
5861 case GS_STATE_GAME_PAUSED:
5866 case GS_STATE_DEBUG_PAUSED:
5867 // game_stop_time();
5868 // os_set_title("FreeSpace - PAUSED");
5871 case GS_STATE_TRAINING_PAUSED:
5878 case GS_STATE_OPTIONS_MENU:
5880 options_menu_init();
5883 case GS_STATE_GAME_PLAY:
5884 // coming from the gameplay state or the main menu, we might need to load the mission
5885 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5886 if ( !game_start_mission() ) // this should put us into a new state.
5891 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5892 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5893 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5894 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5895 (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)) ) {
5896 // JAS: Used to do all paging here.
5900 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5904 main_hall_stop_music();
5905 main_hall_stop_ambient();
5906 event_music_first_pattern(); // start the first pattern
5909 // special code that restores player ship selection and weapons loadout when doing a quick start
5910 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5911 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5912 wss_direct_restore_loadout();
5916 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5917 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5918 event_music_first_pattern(); // start the first pattern
5921 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5922 event_music_first_pattern(); // start the first pattern
5924 player_restore_target_and_weapon_link_prefs();
5926 Game_mode |= GM_IN_MISSION;
5929 // required to truely make mouse deltas zeroed in debug mouse code
5930 void mouse_force_pos(int x, int y);
5931 if (!Is_standalone) {
5932 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5938 // only start time if in single player, or coming from multi wait state
5941 (Game_mode & GM_NORMAL) &&
5942 (old_state != GS_STATE_VIEW_CUTSCENES)
5944 (Game_mode & GM_MULTIPLAYER) && (
5945 (old_state == GS_STATE_MULTI_PAUSED) ||
5946 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5952 // when coming from the multi paused state, reset the timestamps
5953 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5954 multi_reset_timestamps();
5957 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5958 // initialize all object update details
5959 multi_oo_gameplay_init();
5962 // under certain circumstances, the server should reset the object update rate limiting stuff
5963 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5964 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5966 // reinitialize the rate limiting system for all clients
5967 multi_oo_rate_init_all();
5970 // multiplayer clients should always re-initialize their control info rate limiting system
5971 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5972 multi_oo_rate_init_all();
5976 if(Game_mode & GM_MULTIPLAYER){
5977 multi_ping_reset_players();
5980 Game_subspace_effect = 0;
5981 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5982 Game_subspace_effect = 1;
5983 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5984 game_start_subspace_ambient_sound();
5988 sound_env_set(&Game_sound_env);
5989 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5991 // clear multiplayer button info i
5992 extern button_info Multi_ship_status_bi;
5993 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5996 case GS_STATE_HUD_CONFIG:
6000 case GS_STATE_MULTI_JOIN_GAME:
6001 multi_join_clear_game_list();
6003 if (old_state != GS_STATE_OPTIONS_MENU) {
6004 multi_join_game_init();
6009 case GS_STATE_MULTI_HOST_SETUP:
6010 // don't reinitialize if we're coming back from the host options screen
6011 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6012 multi_create_game_init();
6017 case GS_STATE_MULTI_CLIENT_SETUP:
6018 if (old_state != GS_STATE_OPTIONS_MENU) {
6019 multi_game_client_setup_init();
6024 case GS_STATE_CONTROL_CONFIG:
6025 control_config_init();
6028 case GS_STATE_TECH_MENU:
6032 case GS_STATE_BARRACKS_MENU:
6033 if(old_state != GS_STATE_VIEW_MEDALS){
6038 case GS_STATE_MISSION_LOG_SCROLLBACK:
6039 hud_scrollback_init();
6042 case GS_STATE_DEATH_DIED:
6043 Player_died_time = timestamp(10);
6045 if(!(Game_mode & GM_MULTIPLAYER)){
6046 player_show_death_message();
6048 Game_mode |= GM_DEAD_DIED;
6051 case GS_STATE_DEATH_BLEW_UP:
6052 if ( !popupdead_is_active() ) {
6053 Player_ai->target_objnum = -1;
6056 // stop any local EMP effect
6059 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6060 Game_mode |= GM_DEAD_BLEW_UP;
6061 Show_viewing_from_self = 0;
6063 // timestamp how long we should wait before displaying the died popup
6064 if ( !popupdead_is_active() ) {
6065 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6069 case GS_STATE_GAMEPLAY_HELP:
6070 gameplay_help_init();
6073 case GS_STATE_CREDITS:
6074 main_hall_stop_music();
6075 main_hall_stop_ambient();
6079 case GS_STATE_VIEW_MEDALS:
6080 medal_main_init(Player);
6083 case GS_STATE_SHOW_GOALS:
6084 mission_show_goals_init();
6087 case GS_STATE_HOTKEY_SCREEN:
6088 mission_hotkey_init();
6091 case GS_STATE_MULTI_MISSION_SYNC:
6092 // if we're coming from the options screen, don't do any
6093 if(old_state == GS_STATE_OPTIONS_MENU){
6097 switch(Multi_sync_mode){
6098 case MULTI_SYNC_PRE_BRIEFING:
6099 // if moving from game forming to the team select state
6102 case MULTI_SYNC_POST_BRIEFING:
6103 // if moving from briefing into the mission itself
6106 // tell everyone that we're now loading data
6107 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6108 send_netplayer_update_packet();
6110 // JAS: Used to do all paging here!!!!
6112 Net_player->state = NETPLAYER_STATE_WAITING;
6113 send_netplayer_update_packet();
6115 Game_time_compression = F1_0;
6117 case MULTI_SYNC_INGAME:
6123 case GS_STATE_VIEW_CUTSCENES:
6124 cutscenes_screen_init();
6127 case GS_STATE_MULTI_STD_WAIT:
6128 multi_standalone_wait_init();
6131 case GS_STATE_STANDALONE_MAIN:
6132 // don't initialize if we're coming from one of these 2 states unless there are no
6133 // players left (reset situation)
6134 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6135 standalone_main_init();
6139 case GS_STATE_MULTI_PAUSED:
6143 case GS_STATE_INGAME_PRE_JOIN:
6144 multi_ingame_select_init();
6147 case GS_STATE_STANDALONE_POSTGAME:
6148 multi_standalone_postgame_init();
6151 case GS_STATE_INITIAL_PLAYER_SELECT:
6152 player_select_init();
6155 case GS_STATE_MULTI_START_GAME:
6156 multi_start_game_init();
6159 case GS_STATE_MULTI_HOST_OPTIONS:
6160 multi_host_options_init();
6163 case GS_STATE_END_OF_CAMPAIGN:
6164 mission_campaign_end_init();
6167 case GS_STATE_LOOP_BRIEF:
6172 if (old_state != GS_STATE_PXO_HELP) {
6174 // TODO: use_last_channel?
6180 case GS_STATE_PXO_HELP:
6181 multi_pxo_help_init();
6187 // do stuff that may need to be done regardless of state
6188 void game_do_state_common(int state,int no_networking)
6190 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6191 snd_do_frame(); // update sound system
6192 event_music_do_frame(); // music needs to play across many states
6194 multi_log_process();
6196 if (no_networking) {
6200 // maybe do a multiplayer frame based on game mode and state type
6201 if (Game_mode & GM_MULTIPLAYER) {
6203 case GS_STATE_OPTIONS_MENU:
6204 case GS_STATE_GAMEPLAY_HELP:
6205 case GS_STATE_HOTKEY_SCREEN:
6206 case GS_STATE_HUD_CONFIG:
6207 case GS_STATE_CONTROL_CONFIG:
6208 case GS_STATE_MISSION_LOG_SCROLLBACK:
6209 case GS_STATE_SHOW_GOALS:
6210 case GS_STATE_VIEW_CUTSCENES:
6211 case GS_STATE_EVENT_DEBUG:
6212 multi_maybe_do_frame();
6216 game_do_networking();
6220 // Called once a frame.
6221 // You should never try to change the state
6222 // in here... if you think you need to, you probably really
6223 // need to post an event, not change the state.
6224 int Game_do_state_should_skip = 0;
6225 void game_do_state(int state)
6227 // always lets the do_state_common() function determine if the state should be skipped
6228 Game_do_state_should_skip = 0;
6230 // legal to set the should skip state anywhere in this function
6231 game_do_state_common(state); // do stuff that may need to be done regardless of state
6233 if(Game_do_state_should_skip){
6238 case GS_STATE_MAIN_MENU:
6239 game_set_frametime(GS_STATE_MAIN_MENU);
6240 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6243 main_hall_do(flFrametime);
6247 case GS_STATE_OPTIONS_MENU:
6248 game_set_frametime(GS_STATE_OPTIONS_MENU);
6249 options_menu_do_frame(flFrametime);
6252 case GS_STATE_BARRACKS_MENU:
6253 game_set_frametime(GS_STATE_BARRACKS_MENU);
6254 barracks_do_frame(flFrametime);
6257 case GS_STATE_TRAINING_MENU:
6258 game_set_frametime(GS_STATE_TRAINING_MENU);
6259 training_menu_do_frame(flFrametime);
6262 case GS_STATE_TECH_MENU:
6263 game_set_frametime(GS_STATE_TECH_MENU);
6264 techroom_do_frame(flFrametime);
6267 case GS_STATE_GAMEPLAY_HELP:
6268 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6269 gameplay_help_do_frame(flFrametime);
6272 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6276 case GS_STATE_GAME_PAUSED:
6280 case GS_STATE_DEBUG_PAUSED:
6282 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6287 case GS_STATE_TRAINING_PAUSED:
6288 game_training_pause_do();
6291 case GS_STATE_LOAD_MISSION_MENU:
6295 case GS_STATE_BRIEFING:
6296 game_set_frametime(GS_STATE_BRIEFING);
6297 brief_do_frame(flFrametime);
6300 case GS_STATE_DEBRIEF:
6301 game_set_frametime(GS_STATE_DEBRIEF);
6302 debrief_do_frame(flFrametime);
6305 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6306 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6307 multi_df_debrief_do();
6310 case GS_STATE_SHIP_SELECT:
6311 game_set_frametime(GS_STATE_SHIP_SELECT);
6312 ship_select_do(flFrametime);
6315 case GS_STATE_WEAPON_SELECT:
6316 game_set_frametime(GS_STATE_WEAPON_SELECT);
6317 weapon_select_do(flFrametime);
6320 case GS_STATE_MISSION_LOG_SCROLLBACK:
6321 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6322 hud_scrollback_do_frame(flFrametime);
6325 case GS_STATE_HUD_CONFIG:
6326 game_set_frametime(GS_STATE_HUD_CONFIG);
6327 hud_config_do_frame(flFrametime);
6330 case GS_STATE_MULTI_JOIN_GAME:
6331 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6332 multi_join_game_do_frame();
6335 case GS_STATE_MULTI_HOST_SETUP:
6336 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6337 multi_create_game_do();
6340 case GS_STATE_MULTI_CLIENT_SETUP:
6341 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6342 multi_game_client_setup_do_frame();
6345 case GS_STATE_CONTROL_CONFIG:
6346 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6347 control_config_do_frame(flFrametime);
6350 case GS_STATE_DEATH_DIED:
6354 case GS_STATE_DEATH_BLEW_UP:
6358 case GS_STATE_SIMULATOR_ROOM:
6359 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6360 sim_room_do_frame(flFrametime);
6363 case GS_STATE_CAMPAIGN_ROOM:
6364 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6365 campaign_room_do_frame(flFrametime);
6368 case GS_STATE_RED_ALERT:
6369 game_set_frametime(GS_STATE_RED_ALERT);
6370 red_alert_do_frame(flFrametime);
6373 case GS_STATE_CMD_BRIEF:
6374 game_set_frametime(GS_STATE_CMD_BRIEF);
6375 cmd_brief_do_frame(flFrametime);
6378 case GS_STATE_CREDITS:
6379 game_set_frametime(GS_STATE_CREDITS);
6380 credits_do_frame(flFrametime);
6383 case GS_STATE_VIEW_MEDALS:
6384 game_set_frametime(GS_STATE_VIEW_MEDALS);
6388 case GS_STATE_SHOW_GOALS:
6389 game_set_frametime(GS_STATE_SHOW_GOALS);
6390 mission_show_goals_do_frame(flFrametime);
6393 case GS_STATE_HOTKEY_SCREEN:
6394 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6395 mission_hotkey_do_frame(flFrametime);
6398 case GS_STATE_VIEW_CUTSCENES:
6399 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6400 cutscenes_screen_do_frame();
6403 case GS_STATE_MULTI_STD_WAIT:
6404 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6405 multi_standalone_wait_do();
6408 case GS_STATE_STANDALONE_MAIN:
6409 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6410 standalone_main_do();
6413 case GS_STATE_MULTI_PAUSED:
6414 game_set_frametime(GS_STATE_MULTI_PAUSED);
6418 case GS_STATE_TEAM_SELECT:
6419 game_set_frametime(GS_STATE_TEAM_SELECT);
6423 case GS_STATE_INGAME_PRE_JOIN:
6424 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6425 multi_ingame_select_do();
6428 case GS_STATE_EVENT_DEBUG:
6430 game_set_frametime(GS_STATE_EVENT_DEBUG);
6431 game_show_event_debug(flFrametime);
6435 case GS_STATE_STANDALONE_POSTGAME:
6436 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6437 multi_standalone_postgame_do();
6440 case GS_STATE_INITIAL_PLAYER_SELECT:
6441 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6445 case GS_STATE_MULTI_MISSION_SYNC:
6446 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6450 case GS_STATE_MULTI_START_GAME:
6451 game_set_frametime(GS_STATE_MULTI_START_GAME);
6452 multi_start_game_do();
6455 case GS_STATE_MULTI_HOST_OPTIONS:
6456 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6457 multi_host_options_do();
6460 case GS_STATE_END_OF_CAMPAIGN:
6461 mission_campaign_end_do();
6464 case GS_STATE_END_DEMO:
6465 game_set_frametime(GS_STATE_END_DEMO);
6466 end_demo_campaign_do();
6469 case GS_STATE_LOOP_BRIEF:
6470 game_set_frametime(GS_STATE_LOOP_BRIEF);
6475 game_set_frametime(GS_STATE_PXO);
6479 case GS_STATE_PXO_HELP:
6480 game_set_frametime(GS_STATE_PXO_HELP);
6481 multi_pxo_help_do();
6484 } // end switch(gs_current_state)
6488 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6489 int game_do_ram_check(int ram_in_mbytes)
6491 if ( ram_in_mbytes < 30 ) {
6492 int allowed_to_run = 1;
6493 if ( ram_in_mbytes < 25 ) {
6499 if ( allowed_to_run ) {
6500 SDL_MessageBoxData mboxd;
6501 SDL_MessageBoxButtonData mboxbuttons[2];
6504 // not a translated string, but it's too long and smartdrv isn't
6505 // really a thing for any OS we now support :p
6506 // 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);
6507 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6509 mboxbuttons[0].buttonid = 0;
6510 mboxbuttons[0].text = XSTR("Ok", 503);
6511 mboxbuttons[0].flags = 0;
6513 mboxbuttons[1].buttonid = 1;
6514 mboxbuttons[1].text = XSTR("Cancel", 504);
6515 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6517 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6518 mboxd.title = XSTR( "Not Enough RAM", 194);
6519 mboxd.message = tmp;
6520 mboxd.numbuttons = 2;
6521 mboxd.buttons = mboxbuttons;
6522 mboxd.window = NULL;
6523 mboxd.colorScheme = NULL;
6525 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6527 if ( msgbox_rval == 1 ) {
6531 // not a translated string, but it's too long and smartdrv isn't
6532 // really a thing for any OS we now support :p
6533 // 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);
6534 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6536 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6545 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6546 // If so, copy it over and remove the update directory.
6547 void game_maybe_update_launcher(char *exe_dir)
6552 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6556 int sub_total_destroyed = 0;
6560 // get the total for all his children
6561 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6562 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6565 // find the # of faces for this _individual_ object
6566 total = submodel_get_num_polys(model_num, sm);
6567 if(strstr(pm->submodel[sm].name, "-destroyed")){
6568 sub_total_destroyed = total;
6572 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6575 *out_total += total + sub_total;
6576 *out_destroyed_total += sub_total_destroyed;
6579 #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);
6580 void game_spew_pof_info()
6582 char *pof_list[1000];
6585 int idx, model_num, i, j;
6587 int total, root_total, model_total, destroyed_total, counted;
6591 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6593 // spew info on all the pofs
6599 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6604 for(idx=0; idx<num_files; idx++, counted++){
6605 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6606 model_num = model_load(str, 0, NULL);
6608 pm = model_get(model_num);
6610 // if we have a real model
6615 // go through and print all raw submodels
6616 cfputs("RAW\n", out);
6619 for (i=0; i<pm->n_models; i++) {
6620 total = submodel_get_num_polys(model_num, i);
6622 model_total += total;
6623 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6626 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6629 // now go through and do it by LOD
6630 cfputs("BY LOD\n\n", out);
6631 for(i=0; i<pm->n_detail_levels; i++){
6632 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6636 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6638 destroyed_total = 0;
6639 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6640 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6643 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6646 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6648 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6650 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6653 cfputs("------------------------------------------------------------------------\n\n", out);
6657 if(counted >= MAX_POLYGON_MODELS - 5){
6670 game_spew_pof_info();
6673 int game_main(const char *szCmdLine)
6677 // Find out how much RAM is on this machine
6678 Freespace_total_ram = SDL_GetSystemRAM();
6680 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6684 if (!vm_init(24*1024*1024)) {
6685 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);
6689 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6691 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);
6700 extern void windebug_memwatch_init();
6701 windebug_memwatch_init();
6709 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6710 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6711 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6712 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6714 parse_cmdline(szCmdLine);
6716 mprintf(("--------------------------------------------------------------------------------\n"));
6718 #ifdef STANDALONE_ONLY_BUILD
6720 nprintf(("Network", "Standalone running"));
6723 nprintf(("Network", "Standalone running"));
6730 // maybe spew pof stuff
6731 if(Cmdline_spew_pof_info){
6732 game_spew_pof_info();
6737 // non-demo, non-standalone, play the intro movie
6739 if ( !Is_standalone ) {
6741 // release -- movies always play
6744 // 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
6745 movie_play( NOX("intro.mve") );
6747 // debug version, movie will only play with -showmovies
6748 #elif !defined(NDEBUG)
6750 movie_play( NOX("intro.mve") );
6753 if ( Cmdline_show_movies )
6754 movie_play( NOX("intro.mve") );
6763 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6765 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6769 // only important for non THREADED mode
6772 state = gameseq_process_events();
6773 if ( state == GS_STATE_QUIT_GAME ){
6778 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6780 demo_upsell_show_screens();
6782 #elif defined(OEM_BUILD)
6783 // show upsell screens on exit
6784 oem_upsell_show_screens();
6791 // launcher the fslauncher program on exit
6792 void game_launch_launcher_on_exit()
6800 // This function is called when FreeSpace terminates normally.
6802 void game_shutdown(void)
6804 // don't ever flip a page on the standalone!
6805 if(!(Game_mode & GM_STANDALONE_SERVER)){
6811 // if the player has left the "player select" screen and quit the game without actually choosing
6812 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6813 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6817 // load up common multiplayer icons
6818 multi_unload_common_icons();
6820 shockwave_close(); // release any memory used by shockwave system
6821 fireball_close(); // free fireball system
6822 ship_close(); // free any memory that was allocated for the ships
6823 weapon_close(); // free any memory that was allocated for the weapons
6824 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6825 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6826 bm_unload_all(); // free bitmaps
6827 mission_campaign_close(); // close out the campaign stuff
6828 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6829 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6831 #ifdef MULTI_USE_LAG
6835 // the menu close functions will unload the bitmaps if they were displayed during the game
6836 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6839 context_help_close(); // close out help system
6840 training_menu_close();
6841 lcl_close(); // be sure localization is closed out
6844 // free left-over memory from parsed tables
6845 cutscene_tbl_close();
6847 scoring_tbl_close();
6848 player_tips_close();
6850 extern void joy_close();
6853 audiostream_close();
6855 event_music_close();
6859 // HACKITY HACK HACK
6860 // if this flag is set, we should be firing up the launcher when exiting freespace
6861 extern int Multi_update_fireup_launcher_on_exit;
6862 if(Multi_update_fireup_launcher_on_exit){
6863 game_launch_launcher_on_exit();
6867 // game_stop_looped_sounds()
6869 // This function will call the appropriate stop looped sound functions for those
6870 // modules which use looping sounds. It is not enough just to stop a looping sound
6871 // at the DirectSound level, the game is keeping track of looping sounds, and this
6872 // function is used to inform the game that looping sounds are being halted.
6874 void game_stop_looped_sounds()
6876 hud_stop_looped_locking_sounds();
6877 hud_stop_looped_engine_sounds();
6878 afterburner_stop_sounds();
6879 player_stop_looped_sounds();
6880 obj_snd_stop_all(); // stop all object-linked persistant sounds
6881 game_stop_subspace_ambient_sound();
6882 snd_stop(Radar_static_looping);
6883 Radar_static_looping = -1;
6884 snd_stop(Target_static_looping);
6885 shipfx_stop_engine_wash_sound();
6886 Target_static_looping = -1;
6889 //////////////////////////////////////////////////////////////////////////
6891 // Code for supporting an animating mouse pointer
6894 //////////////////////////////////////////////////////////////////////////
6896 typedef struct animating_obj
6905 static animating_obj Animating_mouse;
6907 // ----------------------------------------------------------------------------
6908 // init_animating_pointer()
6910 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6911 // gets properly initialized
6913 void init_animating_pointer()
6915 Animating_mouse.first_frame = -1;
6916 Animating_mouse.num_frames = 0;
6917 Animating_mouse.current_frame = -1;
6918 Animating_mouse.time = 0.0f;
6919 Animating_mouse.elapsed_time = 0.0f;
6922 // ----------------------------------------------------------------------------
6923 // load_animating_pointer()
6925 // Called at game init to load in the frames for the animating mouse pointer
6927 // input: filename => filename of animation file that holds the animation
6929 void load_animating_pointer(const char *filename, int dx, int dy)
6934 init_animating_pointer();
6936 am = &Animating_mouse;
6937 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6938 if ( am->first_frame == -1 )
6939 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6940 am->current_frame = 0;
6941 am->time = am->num_frames / i2fl(fps);
6944 // ----------------------------------------------------------------------------
6945 // unload_animating_pointer()
6947 // Called at game shutdown to free the memory used to store the animation frames
6949 void unload_animating_pointer()
6954 am = &Animating_mouse;
6955 for ( i = 0; i < am->num_frames; i++ ) {
6956 SDL_assert( (am->first_frame+i) >= 0 );
6957 bm_release(am->first_frame + i);
6960 am->first_frame = -1;
6962 am->current_frame = -1;
6965 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6966 void game_render_mouse(float frametime)
6971 // if animating cursor exists, play the next frame
6972 am = &Animating_mouse;
6973 if ( am->first_frame != -1 ) {
6974 mouse_get_pos(&mx, &my);
6975 am->elapsed_time += frametime;
6976 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6977 if ( am->current_frame >= am->num_frames ) {
6978 am->current_frame = 0;
6979 am->elapsed_time = 0.0f;
6981 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6985 // ----------------------------------------------------------------------------
6986 // game_maybe_draw_mouse()
6988 // determines whether to draw the mouse pointer at all, and what frame of
6989 // animation to use if the mouse is animating
6991 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6993 // input: frametime => elapsed frame time in seconds since last call
6995 void game_maybe_draw_mouse(float frametime)
6999 game_state = gameseq_get_state();
7001 switch ( game_state ) {
7002 case GS_STATE_GAME_PAUSED:
7003 // case GS_STATE_MULTI_PAUSED:
7004 case GS_STATE_GAME_PLAY:
7005 case GS_STATE_DEATH_DIED:
7006 case GS_STATE_DEATH_BLEW_UP:
7007 if ( popup_active() || popupdead_is_active() ) {
7019 if ( !Mouse_hidden )
7020 game_render_mouse(frametime);
7024 void game_do_training_checks()
7028 waypoint_list *wplp;
7030 if (Training_context & TRAINING_CONTEXT_SPEED) {
7031 s = (int) Player_obj->phys_info.fspeed;
7032 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7033 if (!Training_context_speed_set) {
7034 Training_context_speed_set = 1;
7035 Training_context_speed_timestamp = timestamp();
7039 Training_context_speed_set = 0;
7042 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7043 wplp = &Waypoint_lists[Training_context_path];
7044 if (wplp->count > Training_context_goal_waypoint) {
7045 i = Training_context_goal_waypoint;
7047 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7048 if (d <= Training_context_distance) {
7049 Training_context_at_waypoint = i;
7050 if (Training_context_goal_waypoint == i) {
7051 Training_context_goal_waypoint++;
7052 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7059 if (i == wplp->count)
7062 } while (i != Training_context_goal_waypoint);
7066 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7067 Players_target = Player_ai->target_objnum;
7068 Players_targeted_subsys = Player_ai->targeted_subsys;
7069 Players_target_timestamp = timestamp();
7073 /////////// Following is for event debug view screen
7077 #define EVENT_DEBUG_MAX 5000
7078 #define EVENT_DEBUG_EVENT 0x8000
7080 int Event_debug_index[EVENT_DEBUG_MAX];
7083 void game_add_event_debug_index(int n, int indent)
7085 if (ED_count < EVENT_DEBUG_MAX)
7086 Event_debug_index[ED_count++] = n | (indent << 16);
7089 void game_add_event_debug_sexp(int n, int indent)
7094 if (Sexp_nodes[n].first >= 0) {
7095 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7096 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7100 game_add_event_debug_index(n, indent);
7101 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7102 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7104 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7107 void game_event_debug_init()
7112 for (e=0; e<Num_mission_events; e++) {
7113 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7114 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7118 void game_show_event_debug(float frametime)
7122 int font_height, font_width;
7124 static int scroll_offset = 0;
7126 k = game_check_key();
7132 if (scroll_offset < 0)
7142 scroll_offset -= 20;
7143 if (scroll_offset < 0)
7148 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7152 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7158 gr_set_color_fast(&Color_bright);
7160 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7162 gr_set_color_fast(&Color_normal);
7164 gr_get_string_size(&font_width, &font_height, NOX("test"));
7165 y_max = gr_screen.max_h - font_height - 5;
7169 while (k < ED_count) {
7170 if (y_index > y_max)
7173 z = Event_debug_index[k];
7174 if (z & EVENT_DEBUG_EVENT) {
7176 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7177 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7178 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7179 Mission_events[z].repeat_count, Mission_events[z].interval);
7187 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7188 switch (Sexp_nodes[z & 0x7fff].value) {
7190 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7194 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7197 case SEXP_KNOWN_TRUE:
7198 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7201 case SEXP_KNOWN_FALSE:
7202 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7205 case SEXP_CANT_EVAL:
7206 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7210 case SEXP_NAN_FOREVER:
7211 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7216 gr_printf(10, y_index, buf);
7217 y_index += font_height;
7230 int Tmap_num_too_big = 0;
7231 int Num_models_needing_splitting = 0;
7233 void Time_model( int modelnum )
7235 // mprintf(( "Timing ship '%s'\n", si->name ));
7237 vector eye_pos, model_pos;
7238 matrix eye_orient, model_orient;
7240 polymodel *pm = model_get( modelnum );
7242 int l = strlen(pm->filename);
7244 if ( (l == '/') || (l=='\\') || (l==':')) {
7250 char *pof_file = &pm->filename[l];
7252 int model_needs_splitting = 0;
7254 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7256 for (i=0; i<pm->n_textures; i++ ) {
7257 char filename[1024];
7260 int bmp_num = pm->original_textures[i];
7261 if ( bmp_num > -1 ) {
7262 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7264 bm_get_info( pm->original_textures[i],&w, &h );
7267 if ( (w > 512) || (h > 512) ) {
7268 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7270 model_needs_splitting++;
7273 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7277 if ( model_needs_splitting ) {
7278 Num_models_needing_splitting++;
7280 eye_orient = model_orient = vmd_identity_matrix;
7281 eye_pos = model_pos = vmd_zero_vector;
7283 eye_pos.xyz.z = -pm->rad*2.0f;
7285 vector eye_to_model;
7287 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7288 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7290 fix t1 = timer_get_fixed_seconds();
7293 ta.p = ta.b = ta.h = 0.0f;
7296 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7298 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7300 modelstats_num_polys = modelstats_num_verts = 0;
7302 while( ta.h < PI2 ) {
7305 vm_angles_2_matrix(&m1, &ta );
7306 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7313 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7315 model_clear_instance( modelnum );
7316 model_set_detail_level(0); // use highest detail level
7317 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7325 int k = key_inkey();
7326 if ( k == SDLK_ESCAPE ) {
7331 fix t2 = timer_get_fixed_seconds();
7333 if (framecount < 1) {
7337 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7338 //bitmaps_used_this_frame /= framecount;
7340 modelstats_num_polys /= framecount;
7341 modelstats_num_verts /= framecount;
7343 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7344 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 );
7346 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7352 int Time_models = 0;
7353 DCF_BOOL( time_models, Time_models );
7355 void Do_model_timings_test()
7359 if ( !Time_models ) return;
7361 mprintf(( "Timing models!\n" ));
7365 ubyte model_used[MAX_POLYGON_MODELS];
7366 int model_id[MAX_POLYGON_MODELS];
7367 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7372 for (i=0; i<Num_ship_types; i++ ) {
7373 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7375 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7376 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7379 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7380 if ( !Texture_fp ) return;
7382 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7383 if ( !Time_fp ) return;
7385 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7386 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7388 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7389 if ( model_used[i] ) {
7390 Time_model( model_id[i] );
7394 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7395 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7404 // Call this function when you want to inform the player that a feature is not
7405 // enabled in the DEMO version of FreSpace
7406 void game_feature_not_in_demo_popup()
7408 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7411 // format the specified time (fixed point) into a nice string
7412 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7415 int hours,minutes,seconds;
7417 mtime = f2fl(m_time);
7419 // get the hours, minutes and seconds
7420 hours = (int)(mtime / 3600.0f);
7422 mtime -= (3600.0f * (float)hours);
7424 seconds = (int)mtime%60;
7425 minutes = (int)mtime/60;
7428 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7430 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7434 // Stuff version string in *str.
7435 void get_version_string(char *str, const int str_len)
7438 if ( FS_VERSION_BUILD == 0 ) {
7439 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7441 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7444 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7445 SDL_strlcat(str, " D", str_len);
7446 #elif defined (OEM_BUILD)
7447 SDL_strlcat(str, " (OEM)", str_len);
7453 char myname[_MAX_PATH];
7454 int namelen, major, minor, build, waste;
7455 unsigned int buf_size;
7461 // Find my EXE file name
7462 hMod = GetModuleHandle(NULL);
7463 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7465 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7466 infop = (char *)malloc(version_size);
7467 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7469 // get the product version
7470 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7471 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7473 sprintf(str,"Dv%d.%02d",major, minor);
7475 sprintf(str,"v%d.%02d",major, minor);
7480 void get_version_string_short(char *str, const int str_len)
7482 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7485 // ----------------------------------------------------------------
7487 // OEM UPSELL SCREENS BEGIN
7489 // ----------------------------------------------------------------
7490 #if defined(OEM_BUILD)
7492 #define NUM_OEM_UPSELL_SCREENS 3
7493 #define OEM_UPSELL_SCREEN_DELAY 10000
7495 static int Oem_upsell_bitmaps_loaded = 0;
7496 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7497 static int Oem_upsell_screen_number = 0;
7498 static int Oem_upsell_show_next_bitmap_time;
7501 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7514 static int Oem_normal_cursor = -1;
7515 static int Oem_web_cursor = -1;
7516 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7517 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7519 void oem_upsell_next_screen()
7521 Oem_upsell_screen_number++;
7522 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7523 // extra long delay, mouse shown on last upsell
7524 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7528 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7532 void oem_upsell_load_bitmaps()
7536 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7537 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7541 void oem_upsell_unload_bitmaps()
7545 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7546 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7547 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7552 Oem_upsell_bitmaps_loaded = 0;
7555 // clickable hotspot on 3rd OEM upsell screen
7556 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7558 28, 350, 287, 96 // x, y, w, h
7561 45, 561, 460, 152 // x, y, w, h
7565 void oem_upsell_show_screens()
7567 int current_time, k;
7570 if ( !Oem_upsell_bitmaps_loaded ) {
7571 oem_upsell_load_bitmaps();
7572 Oem_upsell_bitmaps_loaded = 1;
7575 // may use upsell screens more than once
7576 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7577 Oem_upsell_screen_number = 0;
7583 int nframes; // used to pass, not really needed (should be 1)
7584 Oem_normal_cursor = gr_get_cursor_bitmap();
7585 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7586 SDL_assert(Oem_web_cursor >= 0);
7587 if (Oem_web_cursor < 0) {
7588 Oem_web_cursor = Oem_normal_cursor;
7593 //oem_reset_trailer_timer();
7595 current_time = timer_get_milliseconds();
7600 // advance screen on keypress or timeout
7601 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7602 oem_upsell_next_screen();
7605 // check if we are done
7606 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7607 Oem_upsell_screen_number--;
7610 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7615 // show me the upsell
7616 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7617 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7621 // if this is the 3rd upsell, make it clickable, d00d
7622 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7624 int button_state = mouse_get_pos(&mx, &my);
7625 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])
7626 && (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]) )
7629 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7632 if (button_state & MOUSE_LEFT_BUTTON) {
7634 multi_pxo_url(OEM_UPSELL_URL);
7638 // switch cursor back to normal one
7639 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7644 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7654 oem_upsell_unload_bitmaps();
7656 // switch cursor back to normal one
7657 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7661 #endif // defined(OEM_BUILD)
7662 // ----------------------------------------------------------------
7664 // OEM UPSELL SCREENS END
7666 // ----------------------------------------------------------------
7670 // ----------------------------------------------------------------
7672 // DEMO UPSELL SCREENS BEGIN
7674 // ----------------------------------------------------------------
7676 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7679 #define NUM_DEMO_UPSELL_SCREENS 2
7681 #define NUM_DEMO_UPSELL_SCREENS 4
7683 #define DEMO_UPSELL_SCREEN_DELAY 3000
7685 static int Demo_upsell_bitmaps_loaded = 0;
7686 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7687 static int Demo_upsell_screen_number = 0;
7688 static int Demo_upsell_show_next_bitmap_time;
7691 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7717 void demo_upsell_next_screen()
7719 Demo_upsell_screen_number++;
7720 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7721 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7723 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7727 void demo_upsell_load_bitmaps()
7731 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7732 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7736 void demo_upsell_unload_bitmaps()
7740 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7741 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7742 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7747 Demo_upsell_bitmaps_loaded = 0;
7750 void demo_upsell_show_screens()
7752 int current_time, k;
7755 if ( !Demo_upsell_bitmaps_loaded ) {
7756 demo_upsell_load_bitmaps();
7757 Demo_upsell_bitmaps_loaded = 1;
7760 // may use upsell screens more than once
7761 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7762 Demo_upsell_screen_number = 0;
7769 demo_reset_trailer_timer();
7771 current_time = timer_get_milliseconds();
7778 // don't time out, wait for keypress
7780 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7781 demo_upsell_next_screen();
7786 demo_upsell_next_screen();
7789 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7790 Demo_upsell_screen_number--;
7793 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7798 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7799 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7804 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7814 demo_upsell_unload_bitmaps();
7819 // ----------------------------------------------------------------
7821 // DEMO UPSELL SCREENS END
7823 // ----------------------------------------------------------------
7826 // ----------------------------------------------------------------
7828 // Subspace Ambient Sound START
7830 // ----------------------------------------------------------------
7832 static int Subspace_ambient_left_channel = -1;
7833 static int Subspace_ambient_right_channel = -1;
7836 void game_start_subspace_ambient_sound()
7838 if ( Subspace_ambient_left_channel < 0 ) {
7839 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7842 if ( Subspace_ambient_right_channel < 0 ) {
7843 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7847 void game_stop_subspace_ambient_sound()
7849 if ( Subspace_ambient_left_channel >= 0 ) {
7850 snd_stop(Subspace_ambient_left_channel);
7851 Subspace_ambient_left_channel = -1;
7854 if ( Subspace_ambient_right_channel >= 0 ) {
7855 snd_stop(Subspace_ambient_right_channel);
7856 Subspace_ambient_right_channel = -1;
7860 // ----------------------------------------------------------------
7862 // Subspace Ambient Sound END
7864 // ----------------------------------------------------------------
7866 // ----------------------------------------------------------------
7868 // Language Autodetection stuff
7871 // this layout order must match Lcl_languages in localize.cpp in order for the
7872 // correct language to be detected
7873 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7875 1366105450, // English
7877 589986744, // English
7879 -1132430286, // German
7881 -1131728960, // Polish
7884 // default setting is "-1" to use config file with English as fall back
7885 // DO NOT change the default setting here or something uncouth might happen
7886 // in the localization code
7892 // try and open the file to verify
7893 CFILE *detect = cfopen("font01.vf", "rb");
7895 // will use default setting if something went wrong
7900 // get the long checksum of the file
7902 cfseek(detect, 0, SEEK_SET);
7903 cf_chksum_long(detect, &file_checksum);
7907 // now compare the checksum/filesize against known #'s
7908 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7909 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7914 // notify if a match was not found, include detected checksum
7915 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7916 printf("Using default language...\n\n");
7922 // End Auto Lang stuff
7924 // ----------------------------------------------------------------
7926 // ----------------------------------------------------------------
7927 // SHIPS TBL VERIFICATION STUFF
7930 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7931 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7932 #define NUM_SHIPS_TBL_CHECKSUMS 3
7934 #define NUM_SHIPS_TBL_CHECKSUMS 1
7938 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7939 1696074201, // FS2 demo
7942 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7943 1603375034, // FS1 DEMO
7946 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7947 -129679197, // FS1 Full 1.06 (US)
7948 7762567, // FS1 SilentThreat
7949 1555372475 // FS1 Full 1.06 (German)
7953 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7954 -463907578, // US - beta 1
7955 1696074201, // FS2 demo
7958 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7959 // -1022810006, // 1.0 FULL
7960 -1254285366 // 1.2 FULL (German)
7964 void verify_ships_tbl()
7968 Game_ships_tbl_valid = 1;
7974 // detect if the packfile exists
7975 CFILE *detect = cfopen("ships.tbl", "rb");
7976 Game_ships_tbl_valid = 0;
7980 Game_ships_tbl_valid = 0;
7984 // get the long checksum of the file
7986 cfseek(detect, 0, SEEK_SET);
7987 cf_chksum_long(detect, &file_checksum);
7991 // now compare the checksum/filesize against known #'s
7992 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7993 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7994 Game_ships_tbl_valid = 1;
8001 DCF(shipspew, "display the checksum for the current ships.tbl")
8004 CFILE *detect = cfopen("ships.tbl", "rb");
8005 // get the long checksum of the file
8007 cfseek(detect, 0, SEEK_SET);
8008 cf_chksum_long(detect, &file_checksum);
8011 dc_printf("%d", file_checksum);
8014 // ----------------------------------------------------------------
8015 // WEAPONS TBL VERIFICATION STUFF
8018 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8019 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8020 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8022 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8026 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8027 -266420030, // demo 1
8030 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8031 -1246928725, // FS1 DEMO
8034 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8035 -834598107, // FS1 1.06 Full (US)
8036 -1652231417, // FS1 SilentThreat
8037 720209793 // FS1 1.06 Full (German)
8041 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8042 141718090, // US - beta 1
8043 -266420030, // demo 1
8046 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8047 // 399297860, // 1.0 FULL
8048 -553984927 // 1.2 FULL (german)
8052 void verify_weapons_tbl()
8056 Game_weapons_tbl_valid = 1;
8062 // detect if the packfile exists
8063 CFILE *detect = cfopen("weapons.tbl", "rb");
8064 Game_weapons_tbl_valid = 0;
8068 Game_weapons_tbl_valid = 0;
8072 // get the long checksum of the file
8074 cfseek(detect, 0, SEEK_SET);
8075 cf_chksum_long(detect, &file_checksum);
8079 // now compare the checksum/filesize against known #'s
8080 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8081 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8082 Game_weapons_tbl_valid = 1;
8089 DCF(wepspew, "display the checksum for the current weapons.tbl")
8092 CFILE *detect = cfopen("weapons.tbl", "rb");
8093 // get the long checksum of the file
8095 cfseek(detect, 0, SEEK_SET);
8096 cf_chksum_long(detect, &file_checksum);
8099 dc_printf("%d", file_checksum);
8102 // if the game is running using hacked data
8103 int game_hacked_data()
8106 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8114 void display_title_screen()
8116 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8117 ///int title_bitmap;
8120 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8121 if (title_bitmap == -1) {
8126 gr_set_bitmap(title_bitmap);
8134 bm_unload(title_bitmap);
8135 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8138 // return true if the game is running with "low memory", which is less than 48MB
8139 bool game_using_low_mem()
8141 if (Use_low_mem == 0) {