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.
563 #ifdef __EMSCRIPTEN__
564 #include <emscripten.h>
568 #include "systemvars.h"
573 #include "starfield.h"
574 #include "lighting.h"
579 #include "fireballs.h"
583 #include "floating.h"
584 #include "gamesequence.h"
586 #include "optionsmenu.h"
587 #include "playermenu.h"
588 #include "trainingmenu.h"
589 #include "techmenu.h"
592 #include "hudmessage.h"
594 #include "missiongoals.h"
595 #include "missionparse.h"
600 #include "multiutil.h"
601 #include "multimsgs.h"
603 #include "multi_pxo.h"
606 #include "freespace.h"
607 #include "managepilot.h"
609 #include "contexthelp.h"
612 #include "missionbrief.h"
613 #include "missiondebrief.h"
615 #include "missionshipchoice.h"
617 #include "hudconfig.h"
618 #include "controlsconfig.h"
619 #include "missionmessage.h"
620 #include "missiontraining.h"
622 #include "hudtarget.h"
624 #include "eventmusic.h"
625 #include "animplay.h"
626 #include "missionweaponchoice.h"
627 #include "missionlog.h"
628 #include "audiostr.h"
630 #include "missioncampaign.h"
632 #include "missionhotkey.h"
633 #include "objectsnd.h"
634 #include "cmeasure.h"
636 #include "linklist.h"
637 #include "shockwave.h"
638 #include "afterburner.h"
643 #include "stand_server.h"
644 #include "pcxutils.h"
645 #include "hudtargetbox.h"
646 #include "multi_xfer.h"
647 #include "hudescort.h"
648 #include "multiutil.h"
651 #include "multiteamselect.h"
653 #include "readyroom.h"
654 #include "mainhallmenu.h"
655 #include "multilag.h"
657 #include "particle.h"
659 #include "multi_ingame.h"
660 #include "snazzyui.h"
661 #include "asteroid.h"
662 #include "popupdead.h"
663 #include "multi_voice.h"
664 #include "missioncmdbrief.h"
665 #include "redalert.h"
666 #include "gameplayhelp.h"
667 #include "multilag.h"
668 #include "staticrand.h"
669 #include "multi_pmsg.h"
670 #include "levelpaging.h"
671 #include "observer.h"
672 #include "multi_pause.h"
673 #include "multi_endgame.h"
674 #include "cutscenes.h"
675 #include "multi_respawn.h"
677 #include "multi_obj.h"
678 #include "multi_log.h"
680 #include "localize.h"
681 #include "osregistry.h"
682 #include "barracks.h"
683 #include "missionpause.h"
685 #include "alphacolors.h"
686 #include "objcollide.h"
689 #include "neblightning.h"
690 #include "shipcontrails.h"
693 #include "multi_dogfight.h"
694 #include "multi_rate.h"
695 #include "muzzleflash.h"
699 #include "mainhalltemp.h"
700 #include "exceptionhandler.h"
701 #include "supernova.h"
702 #include "hudshield.h"
703 // #include "names.h"
705 #include "missionloopbrief.h"
709 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
715 // 1.00.04 5/26/98 MWA -- going final (12 pm)
716 // 1.00.03 5/26/98 MWA -- going final (3 am)
717 // 1.00.02 5/25/98 MWA -- going final
718 // 1.00.01 5/25/98 MWA -- going final
719 // 0.90 5/21/98 MWA -- getting ready for final.
720 // 0.10 4/9/98. Set by MK.
722 // Demo version: (obsolete since DEMO codebase split from tree)
723 // 0.03 4/10/98 AL. Interplay rev
724 // 0.02 4/8/98 MK. Increased when this system was modified.
725 // 0.01 4/7/98? AL. First release to Interplay QA.
728 // 1.00 5/28/98 AL. First release to Interplay QA.
730 void game_level_init(int seed = -1);
731 void game_post_level_init();
732 void game_do_frame();
733 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
734 void game_reset_time();
735 void game_show_framerate(); // draws framerate in lower right corner
737 int Game_no_clear = 0;
739 int Pofview_running = 0;
740 int Nebedit_running = 0;
741 int Fonttool_running = 0;
743 typedef struct big_expl_flash {
744 float max_flash_intensity; // max intensity
745 float cur_flash_intensity; // cur intensity
746 int flash_start; // start time
749 #define FRAME_FILTER 16
751 #define DEFAULT_SKILL_LEVEL 1
752 int Game_skill_level = DEFAULT_SKILL_LEVEL;
754 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
755 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
757 #define EXE_FNAME ("fs2.exe")
758 #define LAUNCHER_FNAME ("freespace2.exe")
761 // JAS: Code for warphole camera.
762 // Needs to be cleaned up.
763 vector Camera_pos = ZERO_VECTOR;
764 vector Camera_velocity = ZERO_VECTOR;
765 vector Camera_desired_velocity = ZERO_VECTOR;
766 matrix Camera_orient = IDENTITY_MATRIX;
767 float Camera_damping = 1.0f;
768 float Camera_time = 0.0f;
769 float Warpout_time = 0.0f;
770 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
771 int Warpout_sound = -1;
773 int Use_joy_mouse = 0;
774 int Use_palette_flash = 1;
775 int Show_area_effect = 0;
776 object *Last_view_target = NULL;
778 int dogfight_blown = 0;
781 float frametimes[FRAME_FILTER];
782 float frametotal = 0.0f;
786 int Show_framerate = 0;
788 int Show_framerate = 1;
791 int Framerate_cap = 120;
794 int Show_target_debug_info = 0;
795 int Show_target_weapons = 0;
799 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
802 int Debug_octant = -1;
804 fix Game_time_compression = F1_0;
806 // if the ships.tbl the player has is valid
807 int Game_ships_tbl_valid = 0;
809 // if the weapons.tbl the player has is valid
810 int Game_weapons_tbl_valid = 0;
814 extern int Player_attacking_enabled;
818 int Pre_player_entry;
820 int Fred_running = 0;
821 char Game_current_mission_filename[MAX_FILENAME_LEN];
822 int game_single_step = 0;
823 int last_single_step=0;
825 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
826 extern int MSG_WINDOW_Y_START;
827 extern int MSG_WINDOW_HEIGHT;
829 int game_zbuffer = 1;
830 //static int Game_music_paused;
831 static int Game_paused;
835 #define EXPIRE_BAD_CHECKSUM 1
836 #define EXPIRE_BAD_TIME 2
838 extern void ssm_init();
839 extern void ssm_level_init();
840 extern void ssm_process();
842 // static variable to contain the time this version was built
843 // commented out for now until
844 // I figure out how to get the username into the file
845 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
847 // defines and variables used for dumping frame for making trailers.
849 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
850 int Debug_dump_trigger = 0;
851 int Debug_dump_frame_count;
852 int Debug_dump_frame_num = 0;
853 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
856 // amount of time to wait after the player has died before we display the death died popup
857 #define PLAYER_DIED_POPUP_WAIT 2500
858 int Player_died_popup_wait = -1;
859 time_t Player_multi_died_check = -1;
861 // builtin mission list stuff
863 int Game_builtin_mission_count = 6;
864 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
865 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
866 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
867 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
868 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
869 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
870 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
872 #elif defined(FS1_DEMO)
873 int Game_builtin_mission_count = 5;
874 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
875 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
877 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
878 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
879 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 #elif defined(PD_BUILD)
882 int Game_builtin_mission_count = 4;
883 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
884 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
885 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
886 { "sm1-01", (FSB_FROM_VOLITION) },
887 { "sm1-05", (FSB_FROM_VOLITION) },
889 #elif defined(MULTIPLAYER_BETA)
890 int Game_builtin_mission_count = 17;
891 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
893 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
906 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
907 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
908 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
909 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
911 #elif defined(OEM_BUILD)
912 int Game_builtin_mission_count = 17;
913 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
914 // oem version - act 1 only
915 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
918 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
935 #elif defined(MAKE_FS1)
936 int Game_builtin_mission_count = 125;
937 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
938 // single player campaign
939 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
942 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
979 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
984 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
986 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
990 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
992 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 // SilentThreat missions
1013 // Main SilentThreat campaign
1014 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1016 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 // SilentThreat Part 1 - multi-coop
1030 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1032 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1033 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1034 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 // SilentThreat Part 2 - multi-coop
1037 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1039 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 // SilentThreat Part 3 - multi-coop
1044 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1046 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 // SilentThreat Part 4 - multi-coop
1051 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1053 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1057 // multiplayer missions
1058 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1059 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1062 // user supplied missions
1063 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 int Game_builtin_mission_count = 92;
1098 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1099 // single player campaign
1100 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1103 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 // multiplayer missions
1152 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1206 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1207 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1208 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1209 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 // Internal function prototypes
1215 void game_maybe_draw_mouse(float frametime);
1216 void init_animating_pointer();
1217 void load_animating_pointer(const char *filename, int dx, int dy);
1218 void unload_animating_pointer();
1219 void game_do_training_checks();
1220 void game_shutdown(void);
1221 void game_show_event_debug(float frametime);
1222 void game_event_debug_init();
1224 void demo_upsell_init();
1225 void demo_upsell_do();
1226 void demo_upsell_close();
1227 void game_start_subspace_ambient_sound();
1228 void game_stop_subspace_ambient_sound();
1229 void verify_ships_tbl();
1230 void verify_weapons_tbl();
1231 void display_title_screen();
1233 // loading background filenames
1234 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1235 "LoadingBG", // GR_640
1236 "2_LoadingBG" // GR_1024
1240 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1241 "Loading.ani", // GR_640
1242 "2_Loading.ani" // GR_1024
1245 #if defined(FS2_DEMO)
1246 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1250 #elif defined(OEM_BUILD)
1251 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1260 // How much RAM is on this machine. Set in WinMain
1261 static int Freespace_total_ram = 0;
1264 float Game_flash_red = 0.0f;
1265 float Game_flash_green = 0.0f;
1266 float Game_flash_blue = 0.0f;
1267 float Sun_spot = 0.0f;
1268 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1270 // game shudder stuff (in ms)
1271 int Game_shudder_time = -1;
1272 int Game_shudder_total = 0;
1273 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1276 sound_env Game_sound_env;
1277 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1278 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1280 int Game_sound_env_update_timestamp;
1282 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1285 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1287 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1291 // look through all existing builtin missions
1292 for(idx=0; idx<Game_builtin_mission_count; idx++){
1293 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1294 return &Game_builtin_mission_list[idx];
1302 int game_get_default_skill_level()
1304 return DEFAULT_SKILL_LEVEL;
1308 void game_flash_reset()
1310 Game_flash_red = 0.0f;
1311 Game_flash_green = 0.0f;
1312 Game_flash_blue = 0.0f;
1314 Big_expl_flash.max_flash_intensity = 0.0f;
1315 Big_expl_flash.cur_flash_intensity = 0.0f;
1316 Big_expl_flash.flash_start = 0;
1319 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1320 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1322 void game_framerate_check_init()
1324 // zero critical time
1325 Gf_critical_time = 0.0f;
1328 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1329 Gf_critical = 15.0f;
1331 Gf_critical = 25.0f;
1335 extern float Framerate;
1336 void game_framerate_check()
1340 // if the current framerate is above the critical level, add frametime
1341 if(Framerate >= Gf_critical){
1342 Gf_critical_time += flFrametime;
1345 if(!Show_framerate){
1349 // display if we're above the critical framerate
1350 if(Framerate < Gf_critical){
1351 gr_set_color_fast(&Color_bright_red);
1352 gr_string(200, y_start, "Framerate warning");
1357 // display our current pct of good frametime
1358 if(f2fl(Missiontime) >= 0.0f){
1359 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1362 gr_set_color_fast(&Color_bright_green);
1364 gr_set_color_fast(&Color_bright_red);
1367 gr_printf(200, y_start, "%d%%", (int)pct);
1372 // Adds a flash effect. These can be positive or negative.
1373 // The range will get capped at around -1 to 1, so stick
1374 // with a range like that.
1375 void game_flash( float r, float g, float b )
1377 Game_flash_red += r;
1378 Game_flash_green += g;
1379 Game_flash_blue += b;
1381 if ( Game_flash_red < -1.0f ) {
1382 Game_flash_red = -1.0f;
1383 } else if ( Game_flash_red > 1.0f ) {
1384 Game_flash_red = 1.0f;
1387 if ( Game_flash_green < -1.0f ) {
1388 Game_flash_green = -1.0f;
1389 } else if ( Game_flash_green > 1.0f ) {
1390 Game_flash_green = 1.0f;
1393 if ( Game_flash_blue < -1.0f ) {
1394 Game_flash_blue = -1.0f;
1395 } else if ( Game_flash_blue > 1.0f ) {
1396 Game_flash_blue = 1.0f;
1401 // Adds a flash for Big Ship explosions
1402 // cap range from 0 to 1
1403 void big_explosion_flash(float flash)
1405 Big_expl_flash.flash_start = timestamp(1);
1409 } else if (flash < 0.0f) {
1413 Big_expl_flash.max_flash_intensity = flash;
1414 Big_expl_flash.cur_flash_intensity = 0.0f;
1417 // Amount to diminish palette towards normal, per second.
1418 #define DIMINISH_RATE 0.75f
1419 #define SUN_DIMINISH_RATE 6.00f
1423 float sn_glare_scale = 1.7f;
1426 dc_get_arg(ARG_FLOAT);
1427 sn_glare_scale = Dc_arg_float;
1430 float Supernova_last_glare = 0.0f;
1431 void game_sunspot_process(float frametime)
1435 float Sun_spot_goal = 0.0f;
1438 sn_stage = supernova_active();
1440 // sunspot differently based on supernova stage
1442 // approaching. player still in control
1445 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1448 light_get_global_dir(&light_dir, 0);
1450 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1453 // scale it some more
1454 dot = dot * (0.5f + (pct * 0.5f));
1457 Sun_spot_goal += (dot * sn_glare_scale);
1460 // draw the sun glow
1461 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1462 // draw the glow for this sun
1463 stars_draw_sun_glow(0);
1466 Supernova_last_glare = Sun_spot_goal;
1469 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1472 Sun_spot_goal = 0.9f;
1473 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1475 if(Sun_spot_goal > 1.0f){
1476 Sun_spot_goal = 1.0f;
1479 Sun_spot_goal *= sn_glare_scale;
1480 Supernova_last_glare = Sun_spot_goal;
1483 // fade to white. display dead popup
1486 Supernova_last_glare += (2.0f * flFrametime);
1487 if(Supernova_last_glare > 2.0f){
1488 Supernova_last_glare = 2.0f;
1491 Sun_spot_goal = Supernova_last_glare;
1498 // check sunspots for all suns
1499 n_lights = light_get_global_count();
1502 for(idx=0; idx<n_lights; idx++){
1503 //(vector *eye_pos, matrix *eye_orient)
1504 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1507 light_get_global_dir(&light_dir, idx);
1509 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1511 Sun_spot_goal += (float)pow(dot,85.0f);
1513 // draw the glow for this sun
1514 stars_draw_sun_glow(idx);
1516 Sun_spot_goal = 0.0f;
1522 Sun_spot_goal = 0.0f;
1526 float dec_amount = frametime*SUN_DIMINISH_RATE;
1528 if ( Sun_spot < Sun_spot_goal ) {
1529 Sun_spot += dec_amount;
1530 if ( Sun_spot > Sun_spot_goal ) {
1531 Sun_spot = Sun_spot_goal;
1533 } else if ( Sun_spot > Sun_spot_goal ) {
1534 Sun_spot -= dec_amount;
1535 if ( Sun_spot < Sun_spot_goal ) {
1536 Sun_spot = Sun_spot_goal;
1542 // Call once a frame to diminish the
1543 // flash effect to 0.
1544 void game_flash_diminish(float frametime)
1546 float dec_amount = frametime*DIMINISH_RATE;
1548 if ( Game_flash_red > 0.0f ) {
1549 Game_flash_red -= dec_amount;
1550 if ( Game_flash_red < 0.0f )
1551 Game_flash_red = 0.0f;
1553 Game_flash_red += dec_amount;
1554 if ( Game_flash_red > 0.0f )
1555 Game_flash_red = 0.0f;
1558 if ( Game_flash_green > 0.0f ) {
1559 Game_flash_green -= dec_amount;
1560 if ( Game_flash_green < 0.0f )
1561 Game_flash_green = 0.0f;
1563 Game_flash_green += dec_amount;
1564 if ( Game_flash_green > 0.0f )
1565 Game_flash_green = 0.0f;
1568 if ( Game_flash_blue > 0.0f ) {
1569 Game_flash_blue -= dec_amount;
1570 if ( Game_flash_blue < 0.0f )
1571 Game_flash_blue = 0.0f;
1573 Game_flash_blue += dec_amount;
1574 if ( Game_flash_blue > 0.0f )
1575 Game_flash_blue = 0.0f;
1578 // update big_explosion_cur_flash
1579 #define TIME_UP 1500
1580 #define TIME_DOWN 2500
1581 int duration = TIME_UP + TIME_DOWN;
1582 int time = timestamp_until(Big_expl_flash.flash_start);
1583 if (time > -duration) {
1585 if (time < TIME_UP) {
1586 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1589 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1593 if ( Use_palette_flash ) {
1595 // static int or=0, og=0, ob=0;
1597 // Change the 200 to change the color range of colors.
1598 r = fl2i( Game_flash_red*128.0f );
1599 g = fl2i( Game_flash_green*128.0f );
1600 b = fl2i( Game_flash_blue*128.0f );
1602 if ( Sun_spot > 0.0f ) {
1603 r += fl2i(Sun_spot*128.0f);
1604 g += fl2i(Sun_spot*128.0f);
1605 b += fl2i(Sun_spot*128.0f);
1608 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1609 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1610 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1611 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1614 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1615 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1616 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1618 if ( (r!=0) || (g!=0) || (b!=0) ) {
1619 gr_flash( r, g, b );
1621 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1632 void game_level_close()
1634 // De-Initialize the game subsystems
1635 event_music_level_close();
1636 game_stop_looped_sounds();
1638 obj_snd_level_close(); // uninit object-linked persistant sounds
1639 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1640 anim_level_close(); // stop and clean up any anim instances
1641 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1642 shockwave_level_close();
1643 fireball_level_close();
1645 mission_event_shutdown();
1646 asteroid_level_close();
1647 flak_level_close(); // unload flak stuff
1648 neb2_level_close(); // shutdown gaseous nebula stuff
1651 mflash_level_close();
1652 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1654 audiostream_unpause_all();
1659 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1660 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1661 void game_level_init(int seed)
1663 // seed the random number generator
1665 // if no seed was passed, seed the generator either from the time value, or from the
1666 // netgame security flags -- ensures that all players in multiplayer game will have the
1667 // same randon number sequence (with static rand functions)
1668 if ( Game_mode & GM_NORMAL ) {
1669 Game_level_seed = (int)time(NULL);
1671 Game_level_seed = Netgame.security;
1674 // mwa 9/17/98 -- maybe this assert isn't needed????
1675 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1676 Game_level_seed = seed;
1678 srand( Game_level_seed );
1680 // semirand function needs to get re-initted every time in multiplayer
1681 if ( Game_mode & GM_MULTIPLAYER ){
1687 Key_normal_game = (Game_mode & GM_NORMAL);
1690 Game_shudder_time = -1;
1692 // Initialize the game subsystems
1693 // timestamp_reset(); // Must be inited before everything else
1695 game_reset_time(); // resets time, and resets saved time too
1697 obj_init(); // Must be inited before the other systems
1698 model_free_all(); // Free all existing models
1699 mission_brief_common_init(); // Free all existing briefing/debriefing text
1700 weapon_level_init();
1701 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1703 player_level_init();
1704 shipfx_flash_init(); // Init the ship gun flash system.
1705 game_flash_reset(); // Reset the flash effect
1706 particle_init(); // Reset the particle system
1710 shield_hit_init(); // Initialize system for showing shield hits
1711 radar_mission_init();
1712 mission_init_goals();
1715 obj_snd_level_init(); // init object-linked persistant sounds
1717 shockwave_level_init();
1718 afterburner_level_init();
1719 scoring_level_init( &Player->stats );
1721 asteroid_level_init();
1722 control_config_clear_used_status();
1723 collide_ship_ship_sounds_init();
1725 Pre_player_entry = 1; // Means the player has not yet entered.
1726 Entry_delay_time = 0; // Could get overwritten in mission read.
1727 fireball_preload(); // page in warphole bitmaps
1729 flak_level_init(); // initialize flak - bitmaps, etc
1730 ct_level_init(); // initialize ships contrails, etc
1731 awacs_level_init(); // initialize AWACS
1732 beam_level_init(); // initialize beam weapons
1733 mflash_level_init();
1735 supernova_level_init();
1737 // multiplayer dogfight hack
1740 shipfx_engine_wash_level_init();
1744 Last_view_target = NULL;
1749 // campaign wasn't ended
1750 Campaign_ended_in_mission = 0;
1753 // called when a mission is over -- does server specific stuff.
1754 void freespace_stop_mission()
1757 Game_mode &= ~GM_IN_MISSION;
1760 // called at frame interval to process networking stuff
1761 void game_do_networking()
1763 SDL_assert( Net_player != NULL );
1764 if (!(Game_mode & GM_MULTIPLAYER)){
1768 // see if this player should be reading/writing data. Bit is set when at join
1769 // screen onward until quits back to main menu.
1770 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1774 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1777 multi_pause_do_frame();
1782 // Loads the best palette for this level, based
1783 // on nebula color and hud color. You could just call palette_load_table with
1784 // the appropriate filename, but who wants to do that.
1785 void game_load_palette()
1787 char palette_filename[1024];
1789 // We only use 3 hud colors right now
1791 SDL_assert( HUD_config.main_color >= 0 );
1792 SDL_assert( HUD_config.main_color <= 2 );
1795 SDL_assert( Mission_palette >= 0 );
1796 SDL_assert( Mission_palette <= 98 );
1799 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1800 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1802 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1805 mprintf(( "Loading palette %s\n", palette_filename ));
1807 palette_load_table(palette_filename);
1809 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1815 void game_post_level_init()
1817 // Stuff which gets called after mission is loaded. Because player isn't created until
1818 // after mission loads, some things must get initted after the level loads
1820 model_level_post_init();
1823 hud_setup_escort_list();
1824 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1830 game_event_debug_init();
1833 training_mission_init();
1834 asteroid_create_all();
1836 game_framerate_check_init();
1840 // An estimate as to how high the count passed to game_loading_callback will go.
1841 // This is just a guess, it seems to always be about the same. The count is
1842 // proportional to the code being executed, not the time, so this works good
1843 // for a bar, assuming the code does about the same thing each time you
1844 // load a level. You can find this value by looking at the return value
1845 // of game_busy_callback(NULL), which I conveniently print out to the
1846 // debug output window with the '=== ENDING LOAD ==' stuff.
1847 //#define COUNT_ESTIMATE 3706
1848 #define COUNT_ESTIMATE 1111
1850 int Game_loading_callback_inited = 0;
1852 int Game_loading_background = -1;
1853 anim * Game_loading_ani = NULL;
1854 anim_instance *Game_loading_ani_instance;
1855 int Game_loading_frame=-1;
1857 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1859 #if defined(FS1_DEMO)
1861 #elif defined(MAKE_FS1)
1872 // This gets called 10x per second and count is the number of times
1873 // game_busy() has been called since the current callback function
1875 void game_loading_callback(int count)
1877 game_do_networking();
1879 SDL_assert( Game_loading_callback_inited==1 );
1880 SDL_assert( Game_loading_ani != NULL );
1882 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1883 if ( framenum > Game_loading_ani->total_frames-1 ) {
1884 framenum = Game_loading_ani->total_frames-1;
1885 } else if ( framenum < 0 ) {
1890 while ( Game_loading_frame < framenum ) {
1891 Game_loading_frame++;
1892 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1896 if ( cbitmap > -1 ) {
1897 if ( Game_loading_background > -1 ) {
1898 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1902 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1903 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1904 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1906 bm_release(cbitmap);
1912 void game_loading_callback_init()
1914 SDL_assert( Game_loading_callback_inited==0 );
1916 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1918 common_set_interface_palette("InterfacePalette"); // set the interface palette
1922 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1923 SDL_assert( Game_loading_ani != NULL );
1924 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1925 SDL_assert( Game_loading_ani_instance != NULL );
1926 Game_loading_frame = -1;
1928 Game_loading_callback_inited = 1;
1930 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1935 void game_loading_callback_close()
1937 SDL_assert( Game_loading_callback_inited==1 );
1939 // Make sure bar shows all the way over.
1940 game_loading_callback(COUNT_ESTIMATE);
1943 int real_count = game_busy_callback( NULL );
1945 mprintf(( "=================== ENDING LOAD ================\n" ));
1946 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1947 mprintf(( "================================================\n" ));
1949 game_busy_callback( NULL );
1954 Game_loading_callback_inited = 0;
1956 free_anim_instance(Game_loading_ani_instance);
1957 Game_loading_ani_instance = NULL;
1958 anim_free(Game_loading_ani);
1959 Game_loading_ani = NULL;
1961 bm_release( Game_loading_background );
1962 common_free_interface_palette(); // restore game palette
1963 Game_loading_background = -1;
1965 gr_set_font( FONT1 );
1968 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1970 void game_maybe_update_sound_environment()
1972 // do nothing for now
1975 // Assign the sound environment for the game, based on the current mission
1977 void game_assign_sound_environment()
1980 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1981 Game_sound_env.id = SND_ENV_DRUGGED;
1982 Game_sound_env.volume = 0.800f;
1983 Game_sound_env.damping = 1.188f;
1984 Game_sound_env.decay = 6.392f;
1986 } else if (Num_asteroids > 30) {
1987 Game_sound_env.id = SND_ENV_AUDITORIUM;
1988 Game_sound_env.volume = 0.603f;
1989 Game_sound_env.damping = 0.5f;
1990 Game_sound_env.decay = 4.279f;
1993 Game_sound_env = Game_default_sound_env;
1996 Game_sound_env = Game_default_sound_env;
1999 Game_sound_env_update_timestamp = timestamp(1);
2002 // function which gets called before actually entering the mission. It is broken down into a funciton
2003 // since it will get called in one place from a single player game and from another place for
2004 // a multiplayer game
2005 void freespace_mission_load_stuff()
2007 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2008 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2009 if(!(Game_mode & GM_STANDALONE_SERVER)){
2011 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2013 game_loading_callback_init();
2015 event_music_level_init(); // preloads the first 2 seconds for each event music track
2018 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2021 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2024 ship_assign_sound_all(); // assign engine sounds to ships
2025 game_assign_sound_environment(); // assign the sound environment for this mission
2028 // call function in missionparse.cpp to fixup player/ai stuff.
2029 mission_parse_fixup_players();
2032 // Load in all the bitmaps for this level
2037 game_loading_callback_close();
2039 // the only thing we need to call on the standalone for now.
2041 // call function in missionparse.cpp to fixup player/ai stuff.
2042 mission_parse_fixup_players();
2044 // Load in all the bitmaps for this level
2049 time_t load_gl_init;
2050 time_t load_mission_load;
2051 time_t load_post_level_init;
2052 time_t load_mission_stuff;
2054 // tells the server to load the mission and initialize structures
2055 int game_start_mission()
2057 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2059 load_gl_init = time(NULL);
2061 load_gl_init = time(NULL) - load_gl_init;
2063 if (Game_mode & GM_MULTIPLAYER) {
2064 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2066 // clear multiplayer stats
2067 init_multiplayer_stats();
2070 load_mission_load = time(NULL);
2071 if (mission_load()) {
2072 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2073 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2074 gameseq_post_event(GS_EVENT_MAIN_MENU);
2076 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2081 load_mission_load = time(NULL) - load_mission_load;
2083 // If this is a red alert mission in campaign mode, bash wingman status
2084 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2085 red_alert_bash_wingman_status();
2088 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2089 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2090 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2092 game_load_palette();
2096 load_post_level_init = time(NULL);
2097 game_post_level_init();
2098 load_post_level_init = time(NULL) - load_post_level_init;
2102 void Do_model_timings_test();
2103 Do_model_timings_test();
2107 load_mission_stuff = time(NULL);
2108 freespace_mission_load_stuff();
2109 load_mission_stuff = time(NULL) - load_mission_stuff;
2114 int Interface_framerate = 0;
2117 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2118 DCF_BOOL( show_framerate, Show_framerate )
2119 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2120 DCF_BOOL( show_target_weapons, Show_target_weapons )
2121 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2122 DCF_BOOL( sound, Sound_enabled )
2123 DCF_BOOL( zbuffer, game_zbuffer )
2124 DCF_BOOL( shield_system, New_shield_system )
2125 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2126 DCF_BOOL( player_attacking, Player_attacking_enabled )
2127 DCF_BOOL( show_waypoints, Show_waypoints )
2128 DCF_BOOL( show_area_effect, Show_area_effect )
2129 DCF_BOOL( show_net_stats, Show_net_stats )
2130 DCF_BOOL( log, Log_debug_output_to_file )
2131 DCF_BOOL( training_msg_method, Training_msg_method )
2132 DCF_BOOL( show_player_pos, Show_player_pos )
2133 DCF_BOOL(i_framerate, Interface_framerate )
2135 DCF(show_mem,"Toggles showing mem usage")
2138 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2139 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2140 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2141 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2147 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2149 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2150 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2154 DCF(show_cpu,"Toggles showing cpu usage")
2157 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2158 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2159 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2160 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2166 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2168 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2169 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2176 // AL 4-8-98: always allow players to display their framerate
2179 DCF_BOOL( show_framerate, Show_framerate )
2186 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2189 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2190 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2191 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2192 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2194 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" );
2195 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2197 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2200 DCF(palette_flash,"Toggles palette flash effect on/off")
2203 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2204 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2205 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2206 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2208 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2209 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2212 int Use_low_mem = 0;
2214 DCF(low_mem,"Uses low memory settings regardless of RAM")
2217 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2218 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2219 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2220 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2222 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2223 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2225 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2229 int Framerate_delay = 0;
2231 float Freespace_gamma = 1.8f;
2233 DCF(gamma,"Sets Gamma factor")
2236 dc_get_arg(ARG_FLOAT|ARG_NONE);
2237 if ( Dc_arg_type & ARG_FLOAT ) {
2238 Freespace_gamma = Dc_arg_float;
2240 dc_printf( "Gamma reset to 1.0f\n" );
2241 Freespace_gamma = 1.0f;
2243 if ( Freespace_gamma < 0.1f ) {
2244 Freespace_gamma = 0.1f;
2245 } else if ( Freespace_gamma > 5.0f ) {
2246 Freespace_gamma = 5.0f;
2248 gr_set_gamma(Freespace_gamma);
2250 char tmp_gamma_string[32];
2251 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2252 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2256 dc_printf( "Usage: gamma <float>\n" );
2257 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2258 Dc_status = 0; // don't print status if help is printed. Too messy.
2262 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2268 Game_current_mission_filename[0] = 0;
2270 // seed the random number generator
2271 Game_init_seed = (int)time(NULL);
2272 srand( Game_init_seed );
2274 Framerate_delay = 0;
2280 extern void bm_init();
2286 // Initialize the timer before the os
2293 //Initialize the libraries
2294 s1 = timer_get_milliseconds();
2297 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2302 e1 = timer_get_milliseconds();
2305 // time a bunch of cfopens
2307 s2 = timer_get_milliseconds();
2309 for(int idx=0; idx<10000; idx++){
2310 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2315 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2317 e2 = timer_get_milliseconds();
2320 os_init( Osreg_class_name, Osreg_app_name );
2321 os_set_title(Osreg_title);
2323 // initialize localization module. Make sure this is down AFTER initialzing OS.
2324 // int t1 = timer_get_milliseconds();
2325 lcl_init( detect_lang() );
2327 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2329 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2332 // verify that he has a valid weapons.tbl
2333 verify_weapons_tbl();
2335 // Output version numbers to registry for auto patching purposes
2336 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2337 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2338 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2340 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2341 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2342 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2344 // show the FPS counter if the config file says so
2345 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2347 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2348 Asteroids_enabled = 1;
2351 /////////////////////////////
2353 /////////////////////////////
2355 if (!Is_standalone) {
2359 /////////////////////////////
2361 /////////////////////////////
2368 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2371 display_title_screen();
2375 // If less than 48MB of RAM, use low memory model.
2376 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2377 mprintf(( "Using normal memory settings...\n" ));
2378 bm_set_low_mem(1); // Use every other frame of bitmaps
2380 mprintf(( "Using high memory settings...\n" ));
2381 bm_set_low_mem(0); // Use all frames of bitmaps
2384 // load non-darkening pixel defs
2385 palman_load_pixels();
2387 // hud shield icon stuff
2388 hud_shield_game_init();
2390 control_config_common_init(); // sets up localization stuff in the control config
2396 gamesnd_parse_soundstbl();
2401 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2406 player_controls_init();
2409 //if(!Is_standalone){
2417 ship_init(); // read in ships.tbl
2419 mission_campaign_init(); // load in the default campaign
2421 // navmap_init(); // init the navigation map system
2422 context_help_init();
2423 techroom_intel_init(); // parse species.tbl, load intel info
2425 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2426 init_animating_pointer();
2428 mission_brief_common_init(); // Mark all the briefing structures as empty.
2429 gr_font_init(); // loads up all fonts
2431 neb2_init(); // fullneb stuff
2435 player_tips_init(); // helpful tips
2438 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2439 pilot_load_pic_list();
2440 pilot_load_squad_pic_list();
2442 load_animating_pointer(NOX("cursor"), 0, 0);
2444 // initialize alpha colors
2445 alpha_colors_init();
2448 // Game_music_paused = 0;
2451 if (Is_standalone) {
2452 std_init_standalone();
2455 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2456 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2458 mprintf(("cfile_init() took %d\n", e1 - s1));
2459 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2462 char transfer_text[128];
2464 float Start_time = 0.0f;
2466 float Framerate = 0.0f;
2468 float Timing_total = 0.0f;
2469 float Timing_render2 = 0.0f;
2470 float Timing_render3 = 0.0f;
2471 float Timing_flip = 0.0f;
2472 float Timing_clear = 0.0f;
2474 MONITOR(NumPolysDrawn);
2480 void game_get_framerate()
2482 if ( frame_int == -1 ) {
2484 for (i=0; i<FRAME_FILTER; i++ ) {
2485 frametimes[i] = 0.0f;
2490 frametotal -= frametimes[frame_int];
2491 frametotal += flFrametime;
2492 frametimes[frame_int] = flFrametime;
2493 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2495 if ( frametotal != 0.0 ) {
2496 if ( Framecount >= FRAME_FILTER )
2497 Framerate = FRAME_FILTER / frametotal;
2499 Framerate = Framecount / frametotal;
2503 if (Show_framerate) {
2504 gr_set_color_fast(&HUD_color_debug);
2505 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2509 void game_show_framerate()
2513 cur_time = f2fl(timer_get_approx_seconds());
2514 if (cur_time - Start_time > 30.0f) {
2515 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2516 Start_time += 1000.0f;
2519 //mprintf(( "%s\n", text ));
2522 if ( Debug_dump_frames )
2526 // possibly show control checking info
2527 control_check_indicate();
2529 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2530 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2531 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2532 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2535 if ( Show_cpu == 1 ) {
2540 dy = gr_get_font_height() + 1;
2542 gr_set_color_fast(&HUD_color_debug);
2545 extern int Gr_textures_in;
2546 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2549 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2551 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2553 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2555 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2557 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2562 extern int Num_pairs; // Number of object pairs that were checked.
2563 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2566 extern int Num_pairs_checked; // What percent of object pairs were checked.
2567 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2569 Num_pairs_checked = 0;
2573 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2576 if ( Timing_total > 0.01f ) {
2577 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2579 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2581 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2583 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2585 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2594 dy = gr_get_font_height() + 1;
2596 gr_set_color_fast(&HUD_color_debug);
2599 extern int TotalRam;
2600 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2605 extern int Model_ram;
2606 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2610 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2612 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2616 extern int Gr_textures_in;
2617 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2622 if ( Show_player_pos ) {
2626 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));
2629 MONITOR_INC(NumPolys, modelstats_num_polys);
2630 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2631 MONITOR_INC(NumVerts, modelstats_num_verts );
2633 modelstats_num_polys = 0;
2634 modelstats_num_polys_drawn = 0;
2635 modelstats_num_verts = 0;
2636 modelstats_num_sortnorms = 0;
2640 void game_show_standalone_framerate()
2642 float frame_rate=30.0f;
2643 if ( frame_int == -1 ) {
2645 for (i=0; i<FRAME_FILTER; i++ ) {
2646 frametimes[i] = 0.0f;
2651 frametotal -= frametimes[frame_int];
2652 frametotal += flFrametime;
2653 frametimes[frame_int] = flFrametime;
2654 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2656 if ( frametotal != 0.0 ) {
2657 if ( Framecount >= FRAME_FILTER ){
2658 frame_rate = FRAME_FILTER / frametotal;
2660 frame_rate = Framecount / frametotal;
2663 std_set_standalone_fps(frame_rate);
2667 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2668 void game_show_time_left()
2672 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2673 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2674 // checking how much time is left
2676 if ( Mission_end_time == -1 ){
2680 diff = f2i(Mission_end_time - Missiontime);
2681 // be sure to bash to 0. diff could be negative on frame that we quit mission
2686 hud_set_default_color();
2687 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2690 //========================================================================================
2691 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2692 //========================================================================================
2696 DCF(ai_pause,"Pauses ai")
2699 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2700 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2701 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2702 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2705 obj_init_all_ships_physics();
2708 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2709 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2712 DCF(single_step,"Single steps the game")
2715 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2716 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2717 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2718 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2720 last_single_step = 0; // Make so single step waits a frame before stepping
2723 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2724 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2727 DCF_BOOL(physics_pause, physics_paused)
2728 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2729 DCF_BOOL(ai_firing, Ai_firing_enabled )
2731 // Create some simple aliases to these commands...
2732 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2733 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2734 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2735 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2736 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2739 //========================================================================================
2740 //========================================================================================
2743 void game_training_pause_do()
2747 key = game_check_key();
2749 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2756 void game_increase_skill_level()
2759 if (Game_skill_level >= NUM_SKILL_LEVELS){
2760 Game_skill_level = 0;
2764 int Player_died_time;
2766 int View_percent = 100;
2769 DCF(view, "Sets the percent of the 3d view to render.")
2772 dc_get_arg(ARG_INT);
2773 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2774 View_percent = Dc_arg_int;
2776 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2782 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2786 dc_printf("View is set to %d%%\n", View_percent );
2791 // Set the clip region for the 3d rendering window
2792 void game_set_view_clip()
2794 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2795 // Set the clip region for the letterbox "dead view"
2796 int yborder = gr_screen.max_h/4;
2798 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2799 // J.S. I've changed my ways!! See the new "no constants" code!!!
2800 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2802 // Set the clip region for normal view
2803 if ( View_percent >= 100 ) {
2806 int xborder, yborder;
2808 if ( View_percent < 5 ) {
2812 float fp = i2fl(View_percent)/100.0f;
2813 int fi = fl2i(fl_sqrt(fp)*100.0f);
2814 if ( fi > 100 ) fi=100;
2816 xborder = ( gr_screen.max_w*(100-fi) )/200;
2817 yborder = ( gr_screen.max_h*(100-fi) )/200;
2819 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2825 void show_debug_stuff()
2828 int laser_count = 0, missile_count = 0;
2830 for (i=0; i<MAX_OBJECTS; i++) {
2831 if (Objects[i].type == OBJ_WEAPON){
2832 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2834 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2840 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2843 extern int Tool_enabled;
2845 time_t tst_time = 0;
2848 int tst_bitmap = -1;
2850 float tst_offset, tst_offset_total;
2853 void game_tst_frame_pre()
2861 g3_rotate_vertex(&v, &tst_pos);
2862 g3_project_vertex(&v);
2865 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2869 // big ship? always tst
2871 // within 3000 meters
2872 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2876 // within 300 meters
2877 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2884 void game_tst_frame()
2894 tst_time = time(NULL);
2896 // load the tst bitmap
2897 switch((int)frand_range(0.0f, 3.0)){
2899 tst_bitmap = bm_load("ig_jim");
2901 mprintf(("TST 0\n"));
2905 tst_bitmap = bm_load("ig_kan");
2907 mprintf(("TST 1\n"));
2911 tst_bitmap = bm_load("ig_jim");
2913 mprintf(("TST 2\n"));
2917 tst_bitmap = bm_load("ig_kan");
2919 mprintf(("TST 3\n"));
2928 // get the tst bitmap dimensions
2930 bm_get_info(tst_bitmap, &w, &h);
2933 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2935 snd_play(&Snds[SND_VASUDAN_BUP]);
2937 // tst x and direction
2941 tst_offset_total = (float)w;
2942 tst_offset = (float)w;
2944 tst_x = (float)gr_screen.max_w;
2945 tst_offset_total = (float)-w;
2946 tst_offset = (float)w;
2954 float diff = (tst_offset_total / 0.5f) * flFrametime;
2960 tst_offset -= fl_abs(diff);
2961 } else if(tst_mode == 2){
2964 tst_offset -= fl_abs(diff);
2968 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2969 gr_bitmap((int)tst_x, (int)tst_y);
2972 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2976 // if we passed the switch point
2977 if(tst_offset <= 0.0f){
2982 tst_stamp = timestamp(1000);
2983 tst_offset = fl_abs(tst_offset_total);
2994 void game_tst_mark(object *objp, ship *shipp)
3003 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3006 sip = &Ship_info[shipp->ship_info_index];
3013 tst_pos = objp->pos;
3014 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3020 extern void render_shields();
3022 void player_repair_frame(float frametime)
3024 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3026 for(idx=0;idx<MAX_PLAYERS;idx++){
3029 np = &Net_players[idx];
3031 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)){
3033 // don't rearm/repair if the player is dead or dying/departing
3034 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3035 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3040 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3041 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3047 #define NUM_FRAMES_TEST 300
3048 #define NUM_MIXED_SOUNDS 16
3049 void do_timing_test(float frametime)
3051 static int framecount = 0;
3052 static int test_running = 0;
3053 static float test_time = 0.0f;
3055 static int snds[NUM_MIXED_SOUNDS];
3058 if ( test_running ) {
3060 test_time += frametime;
3061 if ( framecount >= NUM_FRAMES_TEST ) {
3063 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3064 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3069 if ( Test_begin == 1 ) {
3075 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3078 // start looping digital sounds
3079 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3080 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3087 DCF(dcf_fov, "Change the field of view")
3090 dc_get_arg(ARG_FLOAT|ARG_NONE);
3091 if ( Dc_arg_type & ARG_NONE ) {
3092 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3093 dc_printf( "Zoom factor reset\n" );
3095 if ( Dc_arg_type & ARG_FLOAT ) {
3096 if (Dc_arg_float < 0.25f) {
3097 Viewer_zoom = 0.25f;
3098 dc_printf("Zoom factor pinned at 0.25.\n");
3099 } else if (Dc_arg_float > 1.25f) {
3100 Viewer_zoom = 1.25f;
3101 dc_printf("Zoom factor pinned at 1.25.\n");
3103 Viewer_zoom = Dc_arg_float;
3109 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3112 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3116 DCF(framerate_cap, "Sets the framerate cap")
3119 dc_get_arg(ARG_INT);
3120 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3121 Framerate_cap = Dc_arg_int;
3123 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3129 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3130 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3131 dc_printf("[n] must be from 1 to 120.\n");
3135 if ( Framerate_cap )
3136 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3138 dc_printf("There is no framerate cap currently active.\n");
3142 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3143 int Show_viewing_from_self = 0;
3145 void say_view_target()
3147 object *view_target;
3149 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3150 view_target = &Objects[Player_ai->target_objnum];
3152 view_target = Player_obj;
3154 if (Game_mode & GM_DEAD) {
3155 if (Player_ai->target_objnum != -1)
3156 view_target = &Objects[Player_ai->target_objnum];
3159 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3160 if (view_target != Player_obj){
3162 char *view_target_name = NULL;
3163 switch(Objects[Player_ai->target_objnum].type) {
3165 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3168 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3169 Viewer_mode &= ~VM_OTHER_SHIP;
3171 case OBJ_JUMP_NODE: {
3172 char jump_node_name[128];
3173 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3174 view_target_name = jump_node_name;
3175 Viewer_mode &= ~VM_OTHER_SHIP;
3184 if ( view_target_name ) {
3185 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3186 Show_viewing_from_self = 1;
3189 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3190 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3191 Show_viewing_from_self = 1;
3193 if (Show_viewing_from_self)
3194 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3199 Last_view_target = view_target;
3203 float Game_hit_x = 0.0f;
3204 float Game_hit_y = 0.0f;
3206 // Reset at the beginning of each frame
3207 void game_whack_reset()
3213 // Apply a 2d whack to the player
3214 void game_whack_apply( float x, float y )
3216 // Do some force feedback
3217 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3223 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3226 // call to apply a "shudder"
3227 void game_shudder_apply(int time, float intensity)
3229 Game_shudder_time = timestamp(time);
3230 Game_shudder_total = time;
3231 Game_shudder_intensity = intensity;
3234 #define FF_SCALE 10000
3235 void apply_hud_shake(matrix *eye_orient)
3237 if (Viewer_obj == Player_obj) {
3238 physics_info *pi = &Player_obj->phys_info;
3246 // Make eye shake due to afterburner
3247 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3250 dtime = timestamp_until(pi->afterburner_decay);
3254 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3255 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3258 // Make eye shake due to engine wash
3260 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3263 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3264 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3266 // get the intensity
3267 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3271 vm_vec_rand_vec_quick(&rand_vec);
3274 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3278 // make hud shake due to shuddering
3279 if(Game_shudder_time != -1){
3280 // if the timestamp has elapsed
3281 if(timestamp_elapsed(Game_shudder_time)){
3282 Game_shudder_time = -1;
3284 // otherwise apply some shudder
3288 dtime = timestamp_until(Game_shudder_time);
3292 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));
3293 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));
3298 vm_angles_2_matrix(&tm, &tangles);
3299 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3300 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3301 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3302 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3307 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3309 // Player's velocity just before he blew up. Used to keep camera target moving.
3310 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3312 // Set eye_pos and eye_orient based on view mode.
3313 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3317 static int last_Viewer_mode = 0;
3318 static int last_Game_mode = 0;
3319 static int last_Viewer_objnum = -1;
3321 // This code is supposed to detect camera "cuts"... like going between
3324 // determine if we need to regenerate the nebula
3325 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3326 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3327 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3328 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3329 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3330 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3331 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3332 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3333 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3336 // regenerate the nebula
3340 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3341 //mprintf(( "************** Camera cut! ************\n" ));
3342 last_Viewer_mode = Viewer_mode;
3343 last_Game_mode = Game_mode;
3345 // Camera moved. Tell stars & debris to not do blurring.
3351 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3352 player_display_packlock_view();
3355 game_set_view_clip();
3357 if (Game_mode & GM_DEAD) {
3358 vector vec_to_deader, view_pos;
3361 Viewer_mode |= VM_DEAD_VIEW;
3363 if (Player_ai->target_objnum != -1) {
3364 int view_from_player = 1;
3366 if (Viewer_mode & VM_OTHER_SHIP) {
3367 // View from target.
3368 Viewer_obj = &Objects[Player_ai->target_objnum];
3370 last_Viewer_objnum = Player_ai->target_objnum;
3372 if ( Viewer_obj->type == OBJ_SHIP ) {
3373 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3374 view_from_player = 0;
3377 last_Viewer_objnum = -1;
3380 if ( view_from_player ) {
3381 // View target from player ship.
3383 *eye_pos = Player_obj->pos;
3384 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3385 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3388 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3390 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3391 dist += flFrametime * 16.0f;
3393 vm_vec_scale(&vec_to_deader, -dist);
3394 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3396 view_pos = Player_obj->pos;
3398 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3399 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3400 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3401 Dead_player_last_vel = Player_obj->phys_info.vel;
3402 //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));
3403 } else if (Player_ai->target_objnum != -1) {
3404 view_pos = Objects[Player_ai->target_objnum].pos;
3406 // Make camera follow explosion, but gradually slow down.
3407 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3408 view_pos = Player_obj->pos;
3409 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3410 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3413 *eye_pos = Dead_camera_pos;
3415 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3417 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3422 // if supernova shockwave
3423 if(supernova_camera_cut()){
3427 // call it dead view
3428 Viewer_mode |= VM_DEAD_VIEW;
3430 // set eye pos and orient
3431 supernova_set_view(eye_pos, eye_orient);
3433 // If already blown up, these other modes can override.
3434 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3435 Viewer_mode &= ~VM_DEAD_VIEW;
3437 Viewer_obj = Player_obj;
3439 if (Viewer_mode & VM_OTHER_SHIP) {
3440 if (Player_ai->target_objnum != -1){
3441 Viewer_obj = &Objects[Player_ai->target_objnum];
3442 last_Viewer_objnum = Player_ai->target_objnum;
3444 Viewer_mode &= ~VM_OTHER_SHIP;
3445 last_Viewer_objnum = -1;
3448 last_Viewer_objnum = -1;
3451 if (Viewer_mode & VM_EXTERNAL) {
3454 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3455 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3457 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3459 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3460 vm_vec_normalize(&eye_dir);
3461 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3464 // Modify the orientation based on head orientation.
3465 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3467 } else if ( Viewer_mode & VM_CHASE ) {
3470 if ( Viewer_obj->phys_info.speed < 0.1 )
3471 move_dir = Viewer_obj->orient.v.fvec;
3473 move_dir = Viewer_obj->phys_info.vel;
3474 vm_vec_normalize(&move_dir);
3477 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3478 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3479 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3480 vm_vec_normalize(&eye_dir);
3482 // JAS: I added the following code because if you slew up using
3483 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3484 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3485 // call because the up and the forward vector are the same. I fixed
3486 // it by adding in a fraction of the right vector all the time to the
3488 vector tmp_up = Viewer_obj->orient.v.uvec;
3489 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3491 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3494 // Modify the orientation based on head orientation.
3495 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3496 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3497 *eye_pos = Camera_pos;
3499 ship * shipp = &Ships[Player_obj->instance];
3501 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3502 vm_vec_normalize(&eye_dir);
3503 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3506 // get an eye position based upon the correct type of object
3507 switch(Viewer_obj->type){
3509 // make a call to get the eye point for the player object
3510 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3513 // make a call to get the eye point for the player object
3514 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3520 #ifdef JOHNS_DEBUG_CODE
3521 john_debug_stuff(&eye_pos, &eye_orient);
3527 apply_hud_shake(eye_orient);
3529 // setup neb2 rendering
3530 neb2_render_setup(eye_pos, eye_orient);
3534 extern void ai_debug_render_stuff();
3537 int Game_subspace_effect = 0;
3538 DCF_BOOL( subspace, Game_subspace_effect );
3540 // Does everything needed to render a frame
3541 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3545 g3_start_frame(game_zbuffer);
3546 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3548 // maybe offset the HUD (jitter stuff)
3549 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3550 HUD_set_offsets(Viewer_obj, !dont_offset);
3552 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3553 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3554 // must be done before ships are rendered
3555 if ( MULTIPLAYER_CLIENT ) {
3556 shield_point_multi_setup();
3559 if ( Game_subspace_effect ) {
3560 stars_draw(0,0,0,1);
3562 stars_draw(1,1,1,0);
3565 obj_render_all(obj_render);
3566 beam_render_all(); // render all beam weapons
3567 particle_render_all(); // render particles after everything else.
3568 trail_render_all(); // render missilie trails after everything else.
3569 mflash_render_all(); // render all muzzle flashes
3571 // Why do we not show the shield effect in these modes? Seems ok.
3572 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3576 // render nebula lightning
3579 // render local player nebula
3580 neb2_render_player();
3583 ai_debug_render_stuff();
3586 #ifndef RELEASE_REAL
3587 // game_framerate_check();
3591 extern void snd_spew_debug_info();
3592 snd_spew_debug_info();
3595 //================ END OF 3D RENDERING STUFF ====================
3599 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3600 hud_maybe_clear_head_area();
3601 anim_render_all(0, flFrametime);
3604 extern int Multi_display_netinfo;
3605 if(Multi_display_netinfo){
3606 extern void multi_display_netinfo();
3607 multi_display_netinfo();
3610 game_tst_frame_pre();
3613 do_timing_test(flFrametime);
3617 extern int OO_update_index;
3618 multi_rate_display(OO_update_index, 375, 0);
3623 extern void oo_display();
3630 //#define JOHNS_DEBUG_CODE 1
3632 #ifdef JOHNS_DEBUG_CODE
3633 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3635 //if ( key_pressed(SDLK_LSHIFT) )
3637 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3639 model_subsystem *turret = tsys->system_info;
3641 if (turret->type == SUBSYSTEM_TURRET ) {
3642 vector v.fvec, v.uvec;
3643 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3645 ship_model_start(tobj);
3647 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3648 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3649 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3651 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3653 ship_model_stop(tobj);
3663 // following function for dumping frames for purposes of building trailers.
3666 // function to toggle state of dumping every frame into PCX when playing the game
3667 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3671 if ( Debug_dump_frames == 0 ) {
3673 Debug_dump_frames = 15;
3674 Debug_dump_trigger = 0;
3675 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3676 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3679 Debug_dump_frames = 0;
3680 Debug_dump_trigger = 0;
3681 gr_dump_frame_stop();
3682 dc_printf( "Frame dumping is now OFF\n" );
3688 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3692 if ( Debug_dump_frames == 0 ) {
3694 Debug_dump_frames = 15;
3695 Debug_dump_trigger = 1;
3696 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3697 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3700 Debug_dump_frames = 0;
3701 Debug_dump_trigger = 0;
3702 gr_dump_frame_stop();
3703 dc_printf( "Frame dumping is now OFF\n" );
3709 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3713 if ( Debug_dump_frames == 0 ) {
3715 Debug_dump_frames = 30;
3716 Debug_dump_trigger = 0;
3717 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3718 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3721 Debug_dump_frames = 0;
3722 Debug_dump_trigger = 0;
3723 gr_dump_frame_stop();
3724 dc_printf( "Frame dumping is now OFF\n" );
3730 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3734 if ( Debug_dump_frames == 0 ) {
3736 Debug_dump_frames = 30;
3737 Debug_dump_trigger = 1;
3738 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3739 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3742 Debug_dump_frames = 0;
3743 Debug_dump_trigger = 0;
3744 gr_dump_frame_stop();
3745 dc_printf( "Triggered frame dumping is now OFF\n" );
3751 void game_maybe_dump_frame()
3753 if ( !Debug_dump_frames ){
3757 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3764 Debug_dump_frame_num++;
3770 extern int Player_dead_state;
3772 // Flip the page and time how long it took.
3773 void game_flip_page_and_time_it()
3778 t1 = timer_get_fixed_seconds();
3780 t2 = timer_get_fixed_seconds();
3783 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3784 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3791 void game_simulation_frame()
3793 // blow ships up in multiplayer dogfight
3794 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){
3795 // blow up all non-player ships
3796 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3799 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3801 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)){
3802 moveup = GET_NEXT(moveup);
3805 shipp = &Ships[Objects[moveup->objnum].instance];
3806 sip = &Ship_info[shipp->ship_info_index];
3808 // only blow up small ships
3809 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3810 // function to simply explode a ship where it is currently at
3811 ship_self_destruct( &Objects[moveup->objnum] );
3814 moveup = GET_NEXT(moveup);
3820 // process AWACS stuff - do this first thing
3823 // single player, set Player hits_this_frame to 0
3824 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3825 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3826 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3830 supernova_process();
3831 if(supernova_active() >= 5){
3835 // fire targeting lasers now so that
3836 // 1 - created this frame
3837 // 2 - collide this frame
3838 // 3 - render this frame
3839 // 4 - ignored and deleted next frame
3840 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3842 ship_process_targeting_lasers();
3844 // do this here so that it works for multiplayer
3846 // get viewer direction
3847 int viewer_direction = PHYSICS_VIEWER_REAR;
3849 if(Viewer_mode == 0){
3850 viewer_direction = PHYSICS_VIEWER_FRONT;
3852 if(Viewer_mode & VM_PADLOCK_UP){
3853 viewer_direction = PHYSICS_VIEWER_UP;
3855 else if(Viewer_mode & VM_PADLOCK_REAR){
3856 viewer_direction = PHYSICS_VIEWER_REAR;
3858 else if(Viewer_mode & VM_PADLOCK_LEFT){
3859 viewer_direction = PHYSICS_VIEWER_LEFT;
3861 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3862 viewer_direction = PHYSICS_VIEWER_RIGHT;
3865 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3867 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3870 #define VM_PADLOCK_UP (1 << 7)
3871 #define VM_PADLOCK_REAR (1 << 8)
3872 #define VM_PADLOCK_LEFT (1 << 9)
3873 #define VM_PADLOCK_RIGHT (1 << 10)
3875 // evaluate mission departures and arrivals before we process all objects.
3876 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3878 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3879 // ships/wing packets.
3880 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3881 mission_parse_eval_stuff();
3884 // if we're an observer, move ourselves seperately from the standard physics
3885 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3886 obj_observer_move(flFrametime);
3889 // move all the objects now
3890 obj_move_all(flFrametime);
3892 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3893 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3894 // ship_check_cargo_all();
3895 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3896 mission_eval_goals();
3900 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3901 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3902 training_check_objectives();
3905 // do all interpolation now
3906 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3907 // client side processing of warping in effect stages
3908 multi_do_client_warp(flFrametime);
3910 // client side movement of an observer
3911 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3912 obj_observer_move(flFrametime);
3915 // move all objects - does interpolation now as well
3916 obj_move_all(flFrametime);
3919 // only process the message queue when the player is "in" the game
3920 if ( !Pre_player_entry ){
3921 message_queue_process(); // process any messages send to the player
3924 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3925 message_maybe_distort(); // maybe distort incoming message if comms damaged
3926 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3927 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3928 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3931 if(!(Game_mode & GM_STANDALONE_SERVER)){
3932 // process some stuff every frame (before frame is rendered)
3933 emp_process_local();
3935 hud_update_frame(); // update hud systems
3937 if (!physics_paused) {
3938 // Move particle system
3939 particle_move_all(flFrametime);
3941 // Move missile trails
3942 trail_move_all(flFrametime);
3944 // process muzzle flashes
3945 mflash_process_all();
3947 // Flash the gun flashes
3948 shipfx_flash_do_frame(flFrametime);
3950 shockwave_move_all(flFrametime); // update all the shockwaves
3953 // subspace missile strikes
3956 obj_snd_do_frame(); // update the object-linked persistant sounds
3957 game_maybe_update_sound_environment();
3958 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3960 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3962 if ( Game_subspace_effect ) {
3963 game_start_subspace_ambient_sound();
3969 // Maybe render and process the dead-popup
3970 void game_maybe_do_dead_popup(float frametime)
3972 if ( popupdead_is_active() ) {
3974 int choice = popupdead_do_frame(frametime);
3976 if ( Game_mode & GM_NORMAL ) {
3979 gameseq_post_event(GS_EVENT_ENTER_GAME);
3983 gameseq_post_event(GS_EVENT_END_GAME);
3987 gameseq_post_event(GS_EVENT_START_GAME);
3990 // this should only happen during a red alert mission
3993 SDL_assert(The_mission.red_alert);
3994 if(!The_mission.red_alert){
3995 gameseq_post_event(GS_EVENT_START_GAME);
3999 // choose the previous mission
4000 mission_campaign_previous_mission();
4002 gameseq_post_event(GS_EVENT_START_GAME);
4012 case POPUPDEAD_DO_MAIN_HALL:
4013 multi_quit_game(PROMPT_NONE,-1);
4016 case POPUPDEAD_DO_RESPAWN:
4017 multi_respawn_normal();
4018 event_music_player_respawn();
4021 case POPUPDEAD_DO_OBSERVER:
4022 multi_respawn_observer();
4023 event_music_player_respawn_as_observer();
4032 if ( leave_popup ) {
4038 // returns true if player is actually in a game_play stats
4039 int game_actually_playing()
4043 state = gameseq_get_state();
4044 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4050 // Draw the 2D HUD gauges
4051 void game_render_hud_2d()
4053 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4057 HUD_render_2d(flFrametime);
4061 // Draw the 3D-dependant HUD gauges
4062 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4064 g3_start_frame(0); // 0 = turn zbuffering off
4065 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4067 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4068 HUD_render_3d(flFrametime);
4072 game_sunspot_process(flFrametime);
4074 // Diminish the palette effect
4075 game_flash_diminish(flFrametime);
4083 int actually_playing;
4084 fix total_time1, total_time2;
4085 fix render2_time1=0, render2_time2=0;
4086 fix render3_time1=0, render3_time2=0;
4087 fix flip_time1=0, flip_time2=0;
4088 fix clear_time1=0, clear_time2=0;
4094 if (Framerate_delay) {
4095 int start_time = timer_get_milliseconds();
4096 while (timer_get_milliseconds() < start_time + Framerate_delay)
4102 demo_do_frame_start();
4104 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4109 // start timing frame
4110 timing_frame_start();
4112 total_time1 = timer_get_fixed_seconds();
4114 // var to hold which state we are in
4115 actually_playing = game_actually_playing();
4117 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4118 if (!(Game_mode & GM_STANDALONE_SERVER)){
4119 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4123 if (Missiontime > Entry_delay_time){
4124 Pre_player_entry = 0;
4126 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4129 // Note: These are done even before the player enters, else buffers can overflow.
4130 if (! (Game_mode & GM_STANDALONE_SERVER)){
4134 shield_frame_init();
4136 if ( Player->control_mode != PCM_NORMAL )
4139 if ( !Pre_player_entry && actually_playing ) {
4140 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4142 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4143 game_process_keys();
4145 // don't read flying controls if we're playing a demo back
4146 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4147 read_player_controls( Player_obj, flFrametime);
4151 // if we're not the master, we may have to send the server-critical ship status button_info bits
4152 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4153 multi_maybe_send_ship_status();
4158 // Reset the whack stuff
4161 // These two lines must be outside of Pre_player_entry code,
4162 // otherwise too many lights are added.
4165 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4169 game_simulation_frame();
4171 // if not actually in a game play state, then return. This condition could only be true in
4172 // a multiplayer game.
4173 if ( !actually_playing ) {
4174 SDL_assert( Game_mode & GM_MULTIPLAYER );
4178 if (!Pre_player_entry) {
4179 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4180 clear_time1 = timer_get_fixed_seconds();
4181 // clear the screen to black
4183 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4187 clear_time2 = timer_get_fixed_seconds();
4188 render3_time1 = timer_get_fixed_seconds();
4189 game_render_frame_setup(&eye_pos, &eye_orient);
4190 game_render_frame( &eye_pos, &eye_orient );
4192 // save the eye position and orientation
4193 if ( Game_mode & GM_MULTIPLAYER ) {
4194 Net_player->s_info.eye_pos = eye_pos;
4195 Net_player->s_info.eye_orient = eye_orient;
4198 hud_show_target_model();
4200 // check to see if we should display the death died popup
4201 if(Game_mode & GM_DEAD_BLEW_UP){
4202 if(Game_mode & GM_MULTIPLAYER){
4203 // catch the situation where we're supposed to be warping out on this transition
4204 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4205 gameseq_post_event(GS_EVENT_DEBRIEF);
4206 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4207 Player_died_popup_wait = -1;
4211 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4212 Player_died_popup_wait = -1;
4218 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4219 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4220 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4221 if(!popupdead_is_active()){
4225 Player_multi_died_check = -1;
4229 render3_time2 = timer_get_fixed_seconds();
4230 render2_time1 = timer_get_fixed_seconds();
4233 game_get_framerate();
4234 game_show_framerate();
4236 game_show_time_left();
4238 // Draw the 2D HUD gauges
4239 if(supernova_active() < 3){
4240 game_render_hud_2d();
4243 game_set_view_clip();
4245 // Draw 3D HUD gauges
4246 game_render_hud_3d(&eye_pos, &eye_orient);
4250 render2_time2 = timer_get_fixed_seconds();
4252 // maybe render and process the dead popup
4253 game_maybe_do_dead_popup(flFrametime);
4255 // start timing frame
4256 timing_frame_stop();
4257 // timing_display(30, 10);
4259 // If a regular popup is active, don't flip (popup code flips)
4260 if( !popup_running_state() ){
4261 flip_time1 = timer_get_fixed_seconds();
4262 game_flip_page_and_time_it();
4263 flip_time2 = timer_get_fixed_seconds();
4267 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4270 game_show_standalone_framerate();
4274 game_do_training_checks();
4277 // process lightning (nebula only)
4280 total_time2 = timer_get_fixed_seconds();
4282 // Got some timing numbers
4283 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4284 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4285 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4286 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4287 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4290 demo_do_frame_end();
4292 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4298 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4299 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4300 // died. This resulted in screwed up death sequences.
4302 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4303 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4304 static int timer_paused=0;
4305 #if defined(TIMER_TEST) && !defined(NDEBUG)
4306 static int stop_count,start_count;
4307 static int time_stopped,time_started;
4309 int saved_timestamp_ticker = -1;
4311 void game_reset_time()
4313 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4317 // Last_time = timer_get_fixed_seconds();
4323 void game_stop_time()
4325 if (timer_paused==0) {
4327 time = timer_get_fixed_seconds();
4328 // Save how much time progressed so far in the frame so we can
4329 // use it when we unpause.
4330 Last_delta_time = time - Last_time;
4332 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4333 if (Last_delta_time < 0) {
4334 #if defined(TIMER_TEST) && !defined(NDEBUG)
4335 Int3(); //get Matt!!!!
4337 Last_delta_time = 0;
4339 #if defined(TIMER_TEST) && !defined(NDEBUG)
4340 time_stopped = time;
4343 // Stop the timer_tick stuff...
4344 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4345 saved_timestamp_ticker = timestamp_ticker;
4349 #if defined(TIMER_TEST) && !defined(NDEBUG)
4354 void game_start_time()
4357 SDL_assert(timer_paused >= 0);
4358 if (timer_paused==0) {
4360 time = timer_get_fixed_seconds();
4361 #if defined(TIMER_TEST) && !defined(NDEBUG)
4363 Int3(); //get Matt!!!!
4366 // Take current time, and set it backwards to account for time
4367 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4368 // will be correct when it goes to calculate the frametime next
4370 Last_time = time - Last_delta_time;
4371 #if defined(TIMER_TEST) && !defined(NDEBUG)
4372 time_started = time;
4375 // Restore the timer_tick stuff...
4376 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4377 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4378 timestamp_ticker = saved_timestamp_ticker;
4379 saved_timestamp_ticker = -1;
4382 #if defined(TIMER_TEST) && !defined(NDEBUG)
4388 void game_set_frametime(int state)
4393 thistime = timer_get_fixed_seconds();
4395 if ( Last_time == 0 )
4396 Frametime = F1_0 / 30;
4398 Frametime = thistime - Last_time;
4400 // Frametime = F1_0 / 30;
4403 fix debug_frametime = Frametime; // Just used to display frametime.
4406 // If player hasn't entered mission yet, make frame take 1/4 second.
4407 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4410 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4412 fix frame_speed = F1_0 / Debug_dump_frames;
4414 if (Frametime > frame_speed ){
4415 nprintf(("warning","slow frame: %x\n",Frametime));
4418 thistime = timer_get_fixed_seconds();
4419 Frametime = thistime - Last_time;
4420 } while (Frametime < frame_speed );
4422 Frametime = frame_speed;
4426 if (Game_mode & GM_STANDALONE_SERVER) {
4427 // if we are just sitting idle then set fps to 10, otherwise jump up to
4429 if (state == GS_STATE_STANDALONE_MAIN) {
4432 frame_cap = Multi_options_g.std_framecap;
4435 frame_cap = Framerate_cap;
4438 SDL_assert( frame_cap > 0 );
4440 // Cap the framerate so it doesn't get too high.
4444 cap = F1_0/frame_cap;
4445 if (Frametime < cap) {
4446 thistime = cap - Frametime;
4447 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4448 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4450 thistime = timer_get_fixed_seconds();
4454 // If framerate is too low, cap it.
4455 if (Frametime > MAX_FRAMETIME) {
4457 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4459 Frametime = MAX_FRAMETIME;
4462 Frametime = fixmul(Frametime, Game_time_compression);
4464 Last_time = thistime;
4465 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4467 flFrametime = f2fl(Frametime);
4468 //if(!(Game_mode & GM_PLAYING_DEMO)){
4469 timestamp_inc(flFrametime);
4471 /* if ((Framecount > 0) && (Framecount < 10)) {
4472 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4477 // This is called from game_do_frame(), and from navmap_do_frame()
4478 void game_update_missiontime()
4480 // TODO JAS: Put in if and move this into game_set_frametime,
4481 // fix navmap to call game_stop/start_time
4482 //if ( !timer_paused )
4483 Missiontime += Frametime;
4486 void game_do_frame()
4488 game_set_frametime(GS_STATE_GAME_PLAY);
4489 game_update_missiontime();
4491 if (Game_mode & GM_STANDALONE_SERVER) {
4492 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4495 if ( game_single_step && (last_single_step == game_single_step) ) {
4496 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4497 while( key_checkch() == 0 )
4499 os_set_title( XSTR( "FreeSpace", 171) );
4500 Last_time = timer_get_fixed_seconds();
4503 last_single_step = game_single_step;
4505 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4506 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4510 Keep_mouse_centered = 0;
4511 monitor_update(); // Update monitor variables
4514 void multi_maybe_do_frame()
4516 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4521 int Joymouse_button_status = 0;
4523 // Flush all input devices
4531 Joymouse_button_status = 0;
4533 //mprintf(("Game flush!\n" ));
4536 // function for multiplayer only which calls game_do_state_common() when running the
4538 void game_do_dc_networking()
4540 SDL_assert( Game_mode & GM_MULTIPLAYER );
4542 game_do_state_common( gameseq_get_state() );
4545 // Call this whenever in a loop, or when you need to check for a keystroke.
4546 int game_check_key()
4552 // convert keypad enter to normal enter
4553 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4554 k = (k & ~KEY_MASK) | SDLK_RETURN;
4559 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4561 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4562 static int Demo_show_trailer_timestamp = 0;
4564 void demo_reset_trailer_timer()
4566 Demo_show_trailer_timestamp = timer_get_milliseconds();
4569 void demo_maybe_show_trailer(int k)
4572 // if key pressed, reset demo trailer timer
4574 demo_reset_trailer_timer();
4578 // if mouse moved, reset demo trailer timer
4581 mouse_get_delta(&dx, &dy);
4582 if ( (dx > 0) || (dy > 0) ) {
4583 demo_reset_trailer_timer();
4587 // if joystick has moved, reset demo trailer timer
4590 joy_get_delta(&dx, &dy);
4591 if ( (dx > 0) || (dy > 0) ) {
4592 demo_reset_trailer_timer();
4596 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4597 // the low-level code. Ugly, I know... but was the simplest and most
4600 // if 30 seconds since last demo trailer time reset, launch movie
4601 if ( os_foreground() ) {
4602 int now = timer_get_milliseconds();
4603 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4604 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4606 movie_play( NOX("fstrailer2.mve") );
4607 demo_reset_trailer_timer();
4615 // same as game_check_key(), except this is used while actually in the game. Since there
4616 // generally are differences between game control keys and general UI keys, makes sense to
4617 // have seperate functions for each case. If you are not checking a game control while in a
4618 // mission, you should probably be using game_check_key() instead.
4623 if (!os_foreground()) {
4628 // If we're in a single player game, pause it.
4629 if (!(Game_mode & GM_MULTIPLAYER)){
4630 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4631 game_process_pause_key();
4638 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4639 demo_maybe_show_trailer(k);
4642 // Move the mouse cursor with the joystick.
4643 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4644 // Move the mouse cursor with the joystick
4648 joy_get_pos( &jx, &jy, &jz, &jr );
4650 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4651 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4654 mouse_get_real_pos( &mx, &my );
4655 mouse_set_pos( mx+dx, my+dy );
4660 m = mouse_down(MOUSE_LEFT_BUTTON);
4662 if ( j != Joymouse_button_status ) {
4663 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4664 Joymouse_button_status = j;
4666 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4667 } else if ( (!j) && (m) ) {
4668 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4673 // if we should be ignoring keys because of some multiplayer situations
4674 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4678 // If a popup is running, don't process all the Fn keys
4679 if( popup_active() ) {
4683 state = gameseq_get_state();
4685 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4688 case KEY_DEBUGGED + SDLK_BACKSPACE:
4693 launch_context_help();
4698 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4700 // don't allow f2 while warping out in multiplayer
4701 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4706 case GS_STATE_INITIAL_PLAYER_SELECT:
4707 case GS_STATE_OPTIONS_MENU:
4708 case GS_STATE_HUD_CONFIG:
4709 case GS_STATE_CONTROL_CONFIG:
4710 case GS_STATE_DEATH_DIED:
4711 case GS_STATE_DEATH_BLEW_UP:
4712 case GS_STATE_VIEW_MEDALS:
4716 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4723 // hotkey selection screen -- only valid from briefing and beyond.
4725 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4726 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) ) {
4727 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4733 case KEY_DEBUGGED + SDLK_F3:
4734 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4737 case KEY_DEBUGGED + SDLK_F4:
4738 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4742 if(Game_mode & GM_MULTIPLAYER){
4743 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4744 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4748 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4749 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4755 case SDLK_ESCAPE | KEY_SHIFTED:
4756 // make sure to quit properly out of multiplayer
4757 if(Game_mode & GM_MULTIPLAYER){
4758 multi_quit_game(PROMPT_NONE);
4761 gameseq_post_event( GS_EVENT_QUIT_GAME );
4766 case KEY_DEBUGGED + SDLK_p:
4769 case SDLK_PRINTSCREEN:
4771 static int counter = 0;
4776 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4778 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4779 gr_print_screen(tmp_name);
4787 case KEY_SHIFTED | SDLK_RETURN: {
4789 #if !defined(NDEBUG)
4791 if ( Game_mode & GM_NORMAL ){
4795 // if we're in multiplayer mode, do some special networking
4796 if(Game_mode & GM_MULTIPLAYER){
4797 debug_console(game_do_dc_networking);
4804 if ( Game_mode & GM_NORMAL )
4818 gameseq_post_event(GS_EVENT_QUIT_GAME);
4821 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4824 void camera_set_position( vector *pos )
4829 void camera_set_orient( matrix *orient )
4831 Camera_orient = *orient;
4834 void camera_set_velocity( vector *vel, int instantaneous )
4836 Camera_desired_velocity.xyz.x = 0.0f;
4837 Camera_desired_velocity.xyz.y = 0.0f;
4838 Camera_desired_velocity.xyz.z = 0.0f;
4840 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4841 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4842 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4844 if ( instantaneous ) {
4845 Camera_velocity = Camera_desired_velocity;
4853 vector new_vel, delta_pos;
4855 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4856 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4857 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4859 Camera_velocity = new_vel;
4861 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4863 vm_vec_add2( &Camera_pos, &delta_pos );
4865 float ot = Camera_time+0.0f;
4867 Camera_time += flFrametime;
4869 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4872 tmp.xyz.z = 4.739f; // always go this fast forward.
4874 // pick x and y velocities so they are always on a
4875 // circle with a 25 m radius.
4877 float tmp_angle = frand()*PI2;
4879 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4880 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4882 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4884 //mprintf(( "Changing velocity!\n" ));
4885 camera_set_velocity( &tmp, 0 );
4888 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4889 vector tmp = ZERO_VECTOR;
4890 camera_set_velocity( &tmp, 0 );
4895 void end_demo_campaign_do()
4897 // go to upsell screens, which should drop back to the main hall
4898 gameseq_post_event(GS_EVENT_DEMO_UPSELL);
4901 // All code to process events. This is the only place
4902 // that you should change the state of the game.
4903 void game_process_event( int current_state, int event )
4905 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4908 case GS_EVENT_SIMULATOR_ROOM:
4909 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4912 case GS_EVENT_MAIN_MENU:
4913 gameseq_set_state(GS_STATE_MAIN_MENU);
4916 case GS_EVENT_OPTIONS_MENU:
4917 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4920 case GS_EVENT_BARRACKS_MENU:
4921 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4924 case GS_EVENT_TECH_MENU:
4925 gameseq_set_state(GS_STATE_TECH_MENU);
4928 case GS_EVENT_TRAINING_MENU:
4929 gameseq_set_state(GS_STATE_TRAINING_MENU);
4932 case GS_EVENT_START_GAME:
4933 Select_default_ship = 0;
4934 Player_multi_died_check = -1;
4935 gameseq_set_state(GS_STATE_CMD_BRIEF);
4938 case GS_EVENT_START_BRIEFING:
4939 gameseq_set_state(GS_STATE_BRIEFING);
4942 case GS_EVENT_DEBRIEF:
4943 // did we end the campaign in the main freespace 2 single player campaign?
4945 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4947 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4949 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4951 gameseq_set_state(GS_STATE_DEBRIEF);
4954 Player_multi_died_check = -1;
4957 case GS_EVENT_SHIP_SELECTION:
4958 gameseq_set_state( GS_STATE_SHIP_SELECT );
4961 case GS_EVENT_WEAPON_SELECTION:
4962 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4965 case GS_EVENT_ENTER_GAME:
4967 // maybe start recording a demo
4969 demo_start_record("test.fsd");
4973 if (Game_mode & GM_MULTIPLAYER) {
4974 // if we're respawning, make sure we change the view mode so that the hud shows up
4975 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4979 gameseq_set_state(GS_STATE_GAME_PLAY);
4981 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4984 Player_multi_died_check = -1;
4986 // clear multiplayer button info
4987 extern button_info Multi_ship_status_bi;
4988 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4990 Start_time = f2fl(timer_get_approx_seconds());
4992 mprintf(("Entering game at time = %7.3f\n", Start_time));
4996 case GS_EVENT_START_GAME_QUICK:
4997 Select_default_ship = 1;
4998 gameseq_post_event(GS_EVENT_ENTER_GAME);
5002 case GS_EVENT_END_GAME:
5003 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5004 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5005 gameseq_set_state(GS_STATE_MAIN_MENU);
5010 Player_multi_died_check = -1;
5013 case GS_EVENT_QUIT_GAME:
5014 main_hall_stop_music();
5015 main_hall_stop_ambient();
5017 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5018 if (current_state == GS_STATE_DEMO_UPSELL) {
5019 gameseq_set_state(GS_STATE_QUIT_GAME);
5021 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5024 gameseq_set_state(GS_STATE_QUIT_GAME);
5027 Player_multi_died_check = -1;
5030 case GS_EVENT_GAMEPLAY_HELP:
5031 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5034 case GS_EVENT_PAUSE_GAME:
5035 gameseq_push_state(GS_STATE_GAME_PAUSED);
5038 case GS_EVENT_DEBUG_PAUSE_GAME:
5039 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5042 case GS_EVENT_TRAINING_PAUSE:
5043 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5046 case GS_EVENT_PREVIOUS_STATE:
5047 gameseq_pop_state();
5050 case GS_EVENT_TOGGLE_FULLSCREEN:
5051 gr_toggle_fullscreen();
5054 case GS_EVENT_TOGGLE_GLIDE:
5057 case GS_EVENT_LOAD_MISSION_MENU:
5060 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5061 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5064 case GS_EVENT_HUD_CONFIG:
5065 gameseq_push_state( GS_STATE_HUD_CONFIG );
5068 case GS_EVENT_CONTROL_CONFIG:
5069 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5072 case GS_EVENT_DEATH_DIED:
5073 gameseq_set_state( GS_STATE_DEATH_DIED );
5076 case GS_EVENT_DEATH_BLEW_UP:
5077 if ( current_state == GS_STATE_DEATH_DIED ) {
5078 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5079 event_music_player_death();
5081 // multiplayer clients set their extra check here
5082 if(Game_mode & GM_MULTIPLAYER){
5083 // set the multi died absolute last chance check
5084 Player_multi_died_check = time(NULL);
5087 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5091 case GS_EVENT_NEW_CAMPAIGN:
5092 if (!mission_load_up_campaign()){
5093 readyroom_continue_campaign();
5096 Player_multi_died_check = -1;
5099 case GS_EVENT_CAMPAIGN_CHEAT:
5100 if (!mission_load_up_campaign()){
5102 // bash campaign value
5103 extern char Main_hall_campaign_cheat[512];
5106 // look for the mission
5107 for(idx=0; idx<Campaign.num_missions; idx++){
5108 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5109 Campaign.next_mission = idx;
5110 Campaign.prev_mission = idx - 1;
5117 readyroom_continue_campaign();
5120 Player_multi_died_check = -1;
5123 case GS_EVENT_CAMPAIGN_ROOM:
5124 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5127 case GS_EVENT_CMD_BRIEF:
5128 gameseq_set_state(GS_STATE_CMD_BRIEF);
5131 case GS_EVENT_RED_ALERT:
5132 gameseq_set_state(GS_STATE_RED_ALERT);
5135 case GS_EVENT_CREDITS:
5136 gameseq_set_state( GS_STATE_CREDITS );
5139 case GS_EVENT_VIEW_MEDALS:
5140 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5143 case GS_EVENT_SHOW_GOALS:
5144 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5147 case GS_EVENT_HOTKEY_SCREEN:
5148 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5151 // multiplayer stuff follow these comments
5154 gameseq_set_state(GS_STATE_PXO);
5157 case GS_EVENT_PXO_HELP:
5158 gameseq_set_state(GS_STATE_PXO_HELP);
5161 case GS_EVENT_MULTI_JOIN_GAME:
5162 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5165 case GS_EVENT_MULTI_HOST_SETUP:
5166 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5169 case GS_EVENT_MULTI_CLIENT_SETUP:
5170 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5173 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5174 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5177 case GS_EVENT_MULTI_STD_WAIT:
5178 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5181 case GS_EVENT_STANDALONE_MAIN:
5182 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5185 case GS_EVENT_MULTI_PAUSE:
5186 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5189 case GS_EVENT_INGAME_PRE_JOIN:
5190 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5193 case GS_EVENT_EVENT_DEBUG:
5194 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5197 // Start a warpout where player automatically goes 70 no matter what
5198 // and can't cancel out of it.
5199 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5200 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5202 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5203 Player->saved_viewer_mode = Viewer_mode;
5204 Player->control_mode = PCM_WARPOUT_STAGE1;
5205 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5206 Warpout_time = 0.0f; // Start timer!
5209 case GS_EVENT_PLAYER_WARPOUT_START:
5210 if ( Player->control_mode != PCM_NORMAL ) {
5211 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5213 Player->saved_viewer_mode = Viewer_mode;
5214 Player->control_mode = PCM_WARPOUT_STAGE1;
5215 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5216 Warpout_time = 0.0f; // Start timer!
5217 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5221 case GS_EVENT_PLAYER_WARPOUT_STOP:
5222 if ( Player->control_mode != PCM_NORMAL ) {
5223 if ( !Warpout_forced ) { // cannot cancel forced warpout
5224 Player->control_mode = PCM_NORMAL;
5225 Viewer_mode = Player->saved_viewer_mode;
5226 hud_subspace_notify_abort();
5227 mprintf(( "Player put back to normal mode.\n" ));
5228 if ( Warpout_sound > -1 ) {
5229 snd_stop( Warpout_sound );
5236 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5237 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5238 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5239 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5241 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5242 shipfx_warpout_start( Player_obj );
5243 Player->control_mode = PCM_WARPOUT_STAGE2;
5244 Player->saved_viewer_mode = Viewer_mode;
5245 Viewer_mode |= VM_WARP_CHASE;
5247 vector tmp = Player_obj->pos;
5249 ship_get_eye( &tmp, &tmp_m, Player_obj );
5250 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5251 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5252 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5254 camera_set_position( &tmp );
5255 camera_set_orient( &Player_obj->orient );
5256 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5258 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5259 camera_set_velocity( &tmp_vel, 1);
5263 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5264 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5265 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5266 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5268 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5269 Player->control_mode = PCM_WARPOUT_STAGE3;
5273 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5274 mprintf(( "Player warped out. Going to debriefing!\n" ));
5275 Player->control_mode = PCM_NORMAL;
5276 Viewer_mode = Player->saved_viewer_mode;
5279 // we have a special debriefing screen for multiplayer furballs
5280 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5281 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5283 // do the normal debriefing for all other situations
5285 gameseq_post_event(GS_EVENT_DEBRIEF);
5289 case GS_EVENT_STANDALONE_POSTGAME:
5290 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5293 case GS_EVENT_INITIAL_PLAYER_SELECT:
5294 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5297 case GS_EVENT_GAME_INIT:
5298 #ifdef __EMSCRIPTEN__
5299 // keep looping through until the persistent storage has sync'd
5300 if (emscripten_run_script_int("Module.syncdone") == 0) {
5301 // this event got popped, so add it back into the queue
5302 gameseq_post_event(GS_EVENT_GAME_INIT);
5306 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5307 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5309 // see if the command line option has been set to use the last pilot, and act acoordingly
5310 if( player_select_get_last_pilot() ) {
5311 // always enter the main menu -- do the automatic network startup stuff elsewhere
5312 // so that we still have valid checks for networking modes, etc.
5313 gameseq_set_state(GS_STATE_MAIN_MENU);
5315 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5320 case GS_EVENT_MULTI_MISSION_SYNC:
5321 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5324 case GS_EVENT_MULTI_START_GAME:
5325 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5328 case GS_EVENT_MULTI_HOST_OPTIONS:
5329 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5332 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5333 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5336 case GS_EVENT_TEAM_SELECT:
5337 gameseq_set_state(GS_STATE_TEAM_SELECT);
5340 case GS_EVENT_END_CAMPAIGN:
5341 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5344 case GS_EVENT_END_DEMO:
5345 gameseq_set_state(GS_STATE_END_DEMO);
5348 case GS_EVENT_LOOP_BRIEF:
5349 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5352 case GS_EVENT_DEMO_UPSELL:
5353 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5362 // Called when a state is being left.
5363 // The current state is still at old_state, but as soon as
5364 // this function leaves, then the current state will become
5365 // new state. You should never try to change the state
5366 // in here... if you think you need to, you probably really
5367 // need to post an event, not change the state.
5368 void game_leave_state( int old_state, int new_state )
5370 int end_mission = 1;
5372 switch (new_state) {
5373 case GS_STATE_GAME_PAUSED:
5374 case GS_STATE_DEBUG_PAUSED:
5375 case GS_STATE_OPTIONS_MENU:
5376 case GS_STATE_CONTROL_CONFIG:
5377 case GS_STATE_MISSION_LOG_SCROLLBACK:
5378 case GS_STATE_DEATH_DIED:
5379 case GS_STATE_SHOW_GOALS:
5380 case GS_STATE_HOTKEY_SCREEN:
5381 case GS_STATE_MULTI_PAUSED:
5382 case GS_STATE_TRAINING_PAUSED:
5383 case GS_STATE_EVENT_DEBUG:
5384 case GS_STATE_GAMEPLAY_HELP:
5385 end_mission = 0; // these events shouldn't end a mission
5389 switch (old_state) {
5390 case GS_STATE_BRIEFING:
5391 brief_stop_voices();
5392 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5393 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5394 && (new_state != GS_STATE_TEAM_SELECT) ){
5395 common_select_close();
5396 if ( new_state == GS_STATE_MAIN_MENU ) {
5397 freespace_stop_mission();
5401 // COMMAND LINE OPTION
5402 if (Cmdline_multi_stream_chat_to_file){
5403 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5404 cfclose(Multi_chat_stream);
5408 case GS_STATE_DEBRIEF:
5409 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5414 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5415 multi_df_debrief_close();
5418 case GS_STATE_LOAD_MISSION_MENU:
5421 case GS_STATE_SIMULATOR_ROOM:
5425 case GS_STATE_CAMPAIGN_ROOM:
5426 campaign_room_close();
5429 case GS_STATE_CMD_BRIEF:
5430 if (new_state == GS_STATE_OPTIONS_MENU) {
5435 if (new_state == GS_STATE_MAIN_MENU)
5436 freespace_stop_mission();
5441 case GS_STATE_RED_ALERT:
5445 case GS_STATE_SHIP_SELECT:
5446 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5447 new_state != GS_STATE_HOTKEY_SCREEN &&
5448 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5449 common_select_close();
5450 if ( new_state == GS_STATE_MAIN_MENU ) {
5451 freespace_stop_mission();
5456 case GS_STATE_WEAPON_SELECT:
5457 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5458 new_state != GS_STATE_HOTKEY_SCREEN &&
5459 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5460 common_select_close();
5461 if ( new_state == GS_STATE_MAIN_MENU ) {
5462 freespace_stop_mission();
5467 case GS_STATE_TEAM_SELECT:
5468 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5469 new_state != GS_STATE_HOTKEY_SCREEN &&
5470 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5471 common_select_close();
5472 if ( new_state == GS_STATE_MAIN_MENU ) {
5473 freespace_stop_mission();
5478 case GS_STATE_MAIN_MENU:
5479 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5486 case GS_STATE_OPTIONS_MENU:
5487 //game_start_time();
5488 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5489 multi_join_clear_game_list();
5491 options_menu_close();
5494 case GS_STATE_BARRACKS_MENU:
5495 if(new_state != GS_STATE_VIEW_MEDALS){
5500 case GS_STATE_MISSION_LOG_SCROLLBACK:
5501 hud_scrollback_close();
5504 case GS_STATE_TRAINING_MENU:
5505 training_menu_close();
5508 case GS_STATE_GAME_PLAY:
5509 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5510 player_save_target_and_weapon_link_prefs();
5511 game_stop_looped_sounds();
5514 sound_env_disable();
5515 joy_ff_stop_effects();
5517 // stop game time under certain conditions
5518 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5523 // shut down any recording or playing demos
5528 // when in multiplayer and going back to the main menu, send a leave game packet
5529 // right away (before calling stop mission). stop_mission was taking to long to
5530 // close mission down and I want people to get notified ASAP.
5531 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5532 multi_quit_game(PROMPT_NONE);
5535 freespace_stop_mission();
5536 Game_time_compression = F1_0;
5540 case GS_STATE_TECH_MENU:
5544 case GS_STATE_TRAINING_PAUSED:
5545 Training_num_lines = 0;
5546 // fall through to GS_STATE_GAME_PAUSED
5548 case GS_STATE_GAME_PAUSED:
5555 case GS_STATE_DEBUG_PAUSED:
5558 pause_debug_close();
5562 case GS_STATE_HUD_CONFIG:
5566 // join/start a game
5567 case GS_STATE_MULTI_JOIN_GAME:
5568 if(new_state != GS_STATE_OPTIONS_MENU){
5569 multi_join_game_close();
5573 case GS_STATE_MULTI_HOST_SETUP:
5574 case GS_STATE_MULTI_CLIENT_SETUP:
5575 // if this is just the host going into the options screen, don't do anything
5576 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5580 // close down the proper state
5581 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5582 multi_create_game_close();
5584 multi_game_client_setup_close();
5587 // COMMAND LINE OPTION
5588 if (Cmdline_multi_stream_chat_to_file){
5589 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5590 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5591 cfclose(Multi_chat_stream);
5596 case GS_STATE_CONTROL_CONFIG:
5597 control_config_close();
5600 case GS_STATE_DEATH_DIED:
5601 Game_mode &= ~GM_DEAD_DIED;
5603 // early end while respawning or blowing up in a multiplayer game
5604 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5606 freespace_stop_mission();
5610 case GS_STATE_DEATH_BLEW_UP:
5611 Game_mode &= ~GM_DEAD_BLEW_UP;
5613 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5614 // to determine if I should do anything.
5615 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5617 freespace_stop_mission();
5620 // if we are not respawing as an observer or as a player, our new state will not
5621 // be gameplay state.
5622 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5623 game_stop_time(); // hasn't been called yet!!
5624 freespace_stop_mission();
5630 case GS_STATE_CREDITS:
5634 case GS_STATE_VIEW_MEDALS:
5638 case GS_STATE_SHOW_GOALS:
5639 mission_show_goals_close();
5642 case GS_STATE_HOTKEY_SCREEN:
5643 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5644 mission_hotkey_close();
5648 case GS_STATE_MULTI_MISSION_SYNC:
5649 // if we're moving into the options menu, don't do anything
5650 if(new_state == GS_STATE_OPTIONS_MENU){
5654 SDL_assert( Game_mode & GM_MULTIPLAYER );
5656 if ( new_state == GS_STATE_GAME_PLAY ){
5657 // palette_restore_palette();
5659 // change a couple of flags to indicate our state!!!
5660 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5661 send_netplayer_update_packet();
5663 // set the game mode
5664 Game_mode |= GM_IN_MISSION;
5668 case GS_STATE_VIEW_CUTSCENES:
5669 cutscenes_screen_close();
5672 case GS_STATE_MULTI_STD_WAIT:
5673 multi_standalone_wait_close();
5676 case GS_STATE_STANDALONE_MAIN:
5677 standalone_main_close();
5678 if(new_state == GS_STATE_MULTI_STD_WAIT){
5679 init_multiplayer_stats();
5683 case GS_STATE_MULTI_PAUSED:
5684 // if ( end_mission ){
5689 case GS_STATE_INGAME_PRE_JOIN:
5690 multi_ingame_select_close();
5693 case GS_STATE_STANDALONE_POSTGAME:
5694 multi_standalone_postgame_close();
5697 case GS_STATE_INITIAL_PLAYER_SELECT:
5698 player_select_close();
5701 case GS_STATE_MULTI_START_GAME:
5702 multi_start_game_close();
5705 case GS_STATE_MULTI_HOST_OPTIONS:
5706 multi_host_options_close();
5709 case GS_STATE_END_OF_CAMPAIGN:
5710 mission_campaign_end_close();
5713 case GS_STATE_LOOP_BRIEF:
5718 if (new_state != GS_STATE_PXO_HELP) {
5723 case GS_STATE_PXO_HELP:
5724 multi_pxo_help_close();
5727 case GS_STATE_DEMO_UPSELL:
5728 demo_upsell_close();
5733 // Called when a state is being entered.
5734 // The current state is set to the state we're entering at
5735 // this point, and old_state is set to the state we're coming
5736 // from. You should never try to change the state
5737 // in here... if you think you need to, you probably really
5738 // need to post an event, not change the state.
5740 void game_enter_state( int old_state, int new_state )
5742 switch (new_state) {
5743 case GS_STATE_MAIN_MENU:
5744 // in multiplayer mode, be sure that we are not doing networking anymore.
5745 if ( Game_mode & GM_MULTIPLAYER ) {
5746 SDL_assert( Net_player != NULL );
5747 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5750 Game_time_compression = F1_0;
5752 // determine which ship this guy is currently based on
5753 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5756 if (Player->on_bastion) {
5764 case GS_STATE_BRIEFING:
5765 main_hall_stop_music();
5766 main_hall_stop_ambient();
5768 if (Game_mode & GM_NORMAL) {
5769 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5770 // MWA: or from options or hotkey screens
5771 // JH: or if the command brief state already did this
5772 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5773 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5774 && (old_state != GS_STATE_CMD_BRIEF) ) {
5775 if ( !game_start_mission() ) // this should put us into a new state on failure!
5779 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5780 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5781 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5783 Game_time_compression = F1_0;
5785 if ( red_alert_mission() ) {
5786 gameseq_post_event(GS_EVENT_RED_ALERT);
5793 case GS_STATE_DEBRIEF:
5794 game_stop_looped_sounds();
5795 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5796 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5801 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5802 multi_df_debrief_init();
5805 case GS_STATE_LOAD_MISSION_MENU:
5808 case GS_STATE_SIMULATOR_ROOM:
5812 case GS_STATE_CAMPAIGN_ROOM:
5813 campaign_room_init();
5816 case GS_STATE_RED_ALERT:
5817 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5821 case GS_STATE_CMD_BRIEF: {
5822 int team_num = 0; // team number used as index for which cmd brief to use.
5824 if (old_state == GS_STATE_OPTIONS_MENU) {
5828 main_hall_stop_music();
5829 main_hall_stop_ambient();
5831 if (Game_mode & GM_NORMAL) {
5832 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5833 // MWA: or from options or hotkey screens
5834 // JH: or if the command brief state already did this
5835 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5836 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5837 if ( !game_start_mission() ) // this should put us into a new state on failure!
5842 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5843 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5844 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5846 cmd_brief_init(team_num);
5852 case GS_STATE_SHIP_SELECT:
5856 case GS_STATE_WEAPON_SELECT:
5857 weapon_select_init();
5860 case GS_STATE_TEAM_SELECT:
5864 case GS_STATE_GAME_PAUSED:
5869 case GS_STATE_DEBUG_PAUSED:
5870 // game_stop_time();
5871 // os_set_title("FreeSpace - PAUSED");
5874 case GS_STATE_TRAINING_PAUSED:
5881 case GS_STATE_OPTIONS_MENU:
5883 options_menu_init();
5886 case GS_STATE_GAME_PLAY:
5887 // coming from the gameplay state or the main menu, we might need to load the mission
5888 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5889 if ( !game_start_mission() ) // this should put us into a new state.
5894 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5895 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5896 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5897 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5898 (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)) ) {
5899 // JAS: Used to do all paging here.
5903 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5907 main_hall_stop_music();
5908 main_hall_stop_ambient();
5909 event_music_first_pattern(); // start the first pattern
5912 // special code that restores player ship selection and weapons loadout when doing a quick start
5913 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5914 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5915 wss_direct_restore_loadout();
5919 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5920 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5921 event_music_first_pattern(); // start the first pattern
5924 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5925 event_music_first_pattern(); // start the first pattern
5927 player_restore_target_and_weapon_link_prefs();
5929 Game_mode |= GM_IN_MISSION;
5932 // required to truely make mouse deltas zeroed in debug mouse code
5933 void mouse_force_pos(int x, int y);
5934 if (!Is_standalone) {
5935 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5941 // only start time if in single player, or coming from multi wait state
5944 (Game_mode & GM_NORMAL) &&
5945 (old_state != GS_STATE_VIEW_CUTSCENES)
5947 (Game_mode & GM_MULTIPLAYER) && (
5948 (old_state == GS_STATE_MULTI_PAUSED) ||
5949 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5955 // when coming from the multi paused state, reset the timestamps
5956 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5957 multi_reset_timestamps();
5960 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5961 // initialize all object update details
5962 multi_oo_gameplay_init();
5965 // under certain circumstances, the server should reset the object update rate limiting stuff
5966 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5967 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5969 // reinitialize the rate limiting system for all clients
5970 multi_oo_rate_init_all();
5973 // multiplayer clients should always re-initialize their control info rate limiting system
5974 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5975 multi_oo_rate_init_all();
5979 if(Game_mode & GM_MULTIPLAYER){
5980 multi_ping_reset_players();
5983 Game_subspace_effect = 0;
5984 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5985 Game_subspace_effect = 1;
5986 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5987 game_start_subspace_ambient_sound();
5991 sound_env_set(&Game_sound_env);
5992 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5994 // clear multiplayer button info i
5995 extern button_info Multi_ship_status_bi;
5996 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5999 case GS_STATE_HUD_CONFIG:
6003 case GS_STATE_MULTI_JOIN_GAME:
6004 multi_join_clear_game_list();
6006 if (old_state != GS_STATE_OPTIONS_MENU) {
6007 multi_join_game_init();
6012 case GS_STATE_MULTI_HOST_SETUP:
6013 // don't reinitialize if we're coming back from the host options screen
6014 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6015 multi_create_game_init();
6020 case GS_STATE_MULTI_CLIENT_SETUP:
6021 if (old_state != GS_STATE_OPTIONS_MENU) {
6022 multi_game_client_setup_init();
6027 case GS_STATE_CONTROL_CONFIG:
6028 control_config_init();
6031 case GS_STATE_TECH_MENU:
6035 case GS_STATE_BARRACKS_MENU:
6036 if(old_state != GS_STATE_VIEW_MEDALS){
6041 case GS_STATE_MISSION_LOG_SCROLLBACK:
6042 hud_scrollback_init();
6045 case GS_STATE_DEATH_DIED:
6046 Player_died_time = timestamp(10);
6048 if(!(Game_mode & GM_MULTIPLAYER)){
6049 player_show_death_message();
6051 Game_mode |= GM_DEAD_DIED;
6054 case GS_STATE_DEATH_BLEW_UP:
6055 if ( !popupdead_is_active() ) {
6056 Player_ai->target_objnum = -1;
6059 // stop any local EMP effect
6062 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6063 Game_mode |= GM_DEAD_BLEW_UP;
6064 Show_viewing_from_self = 0;
6066 // timestamp how long we should wait before displaying the died popup
6067 if ( !popupdead_is_active() ) {
6068 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6072 case GS_STATE_GAMEPLAY_HELP:
6073 gameplay_help_init();
6076 case GS_STATE_CREDITS:
6077 main_hall_stop_music();
6078 main_hall_stop_ambient();
6082 case GS_STATE_VIEW_MEDALS:
6083 medal_main_init(Player);
6086 case GS_STATE_SHOW_GOALS:
6087 mission_show_goals_init();
6090 case GS_STATE_HOTKEY_SCREEN:
6091 mission_hotkey_init();
6094 case GS_STATE_MULTI_MISSION_SYNC:
6095 // if we're coming from the options screen, don't do any
6096 if(old_state == GS_STATE_OPTIONS_MENU){
6100 switch(Multi_sync_mode){
6101 case MULTI_SYNC_PRE_BRIEFING:
6102 // if moving from game forming to the team select state
6105 case MULTI_SYNC_POST_BRIEFING:
6106 // if moving from briefing into the mission itself
6109 // tell everyone that we're now loading data
6110 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6111 send_netplayer_update_packet();
6113 // JAS: Used to do all paging here!!!!
6115 Net_player->state = NETPLAYER_STATE_WAITING;
6116 send_netplayer_update_packet();
6118 Game_time_compression = F1_0;
6120 case MULTI_SYNC_INGAME:
6126 case GS_STATE_VIEW_CUTSCENES:
6127 cutscenes_screen_init();
6130 case GS_STATE_MULTI_STD_WAIT:
6131 multi_standalone_wait_init();
6134 case GS_STATE_STANDALONE_MAIN:
6135 // don't initialize if we're coming from one of these 2 states unless there are no
6136 // players left (reset situation)
6137 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6138 standalone_main_init();
6142 case GS_STATE_MULTI_PAUSED:
6146 case GS_STATE_INGAME_PRE_JOIN:
6147 multi_ingame_select_init();
6150 case GS_STATE_STANDALONE_POSTGAME:
6151 multi_standalone_postgame_init();
6154 case GS_STATE_INITIAL_PLAYER_SELECT:
6155 player_select_init();
6158 case GS_STATE_MULTI_START_GAME:
6159 multi_start_game_init();
6162 case GS_STATE_MULTI_HOST_OPTIONS:
6163 multi_host_options_init();
6166 case GS_STATE_END_OF_CAMPAIGN:
6167 mission_campaign_end_init();
6170 case GS_STATE_LOOP_BRIEF:
6175 if (old_state != GS_STATE_PXO_HELP) {
6177 // TODO: use_last_channel?
6183 case GS_STATE_PXO_HELP:
6184 multi_pxo_help_init();
6187 case GS_STATE_DEMO_UPSELL:
6194 // do stuff that may need to be done regardless of state
6195 void game_do_state_common(int state,int no_networking)
6197 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6198 snd_do_frame(); // update sound system
6199 event_music_do_frame(); // music needs to play across many states
6201 multi_log_process();
6203 // bail if state is invalid
6205 Game_do_state_should_skip = 1;
6209 if (no_networking) {
6213 // maybe do a multiplayer frame based on game mode and state type
6214 if (Game_mode & GM_MULTIPLAYER) {
6216 case GS_STATE_OPTIONS_MENU:
6217 case GS_STATE_GAMEPLAY_HELP:
6218 case GS_STATE_HOTKEY_SCREEN:
6219 case GS_STATE_HUD_CONFIG:
6220 case GS_STATE_CONTROL_CONFIG:
6221 case GS_STATE_MISSION_LOG_SCROLLBACK:
6222 case GS_STATE_SHOW_GOALS:
6223 case GS_STATE_VIEW_CUTSCENES:
6224 case GS_STATE_EVENT_DEBUG:
6225 multi_maybe_do_frame();
6229 game_do_networking();
6233 // Called once a frame.
6234 // You should never try to change the state
6235 // in here... if you think you need to, you probably really
6236 // need to post an event, not change the state.
6237 int Game_do_state_should_skip = 0;
6238 void game_do_state(int state)
6240 // always lets the do_state_common() function determine if the state should be skipped
6241 Game_do_state_should_skip = 0;
6243 // legal to set the should skip state anywhere in this function
6244 game_do_state_common(state); // do stuff that may need to be done regardless of state
6246 if(Game_do_state_should_skip){
6251 case GS_STATE_MAIN_MENU:
6252 game_set_frametime(GS_STATE_MAIN_MENU);
6253 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6256 main_hall_do(flFrametime);
6260 case GS_STATE_OPTIONS_MENU:
6261 game_set_frametime(GS_STATE_OPTIONS_MENU);
6262 options_menu_do_frame(flFrametime);
6265 case GS_STATE_BARRACKS_MENU:
6266 game_set_frametime(GS_STATE_BARRACKS_MENU);
6267 barracks_do_frame(flFrametime);
6270 case GS_STATE_TRAINING_MENU:
6271 game_set_frametime(GS_STATE_TRAINING_MENU);
6272 training_menu_do_frame(flFrametime);
6275 case GS_STATE_TECH_MENU:
6276 game_set_frametime(GS_STATE_TECH_MENU);
6277 techroom_do_frame(flFrametime);
6280 case GS_STATE_GAMEPLAY_HELP:
6281 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6282 gameplay_help_do_frame(flFrametime);
6285 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6289 case GS_STATE_GAME_PAUSED:
6293 case GS_STATE_DEBUG_PAUSED:
6295 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6300 case GS_STATE_TRAINING_PAUSED:
6301 game_training_pause_do();
6304 case GS_STATE_LOAD_MISSION_MENU:
6308 case GS_STATE_BRIEFING:
6309 game_set_frametime(GS_STATE_BRIEFING);
6310 brief_do_frame(flFrametime);
6313 case GS_STATE_DEBRIEF:
6314 game_set_frametime(GS_STATE_DEBRIEF);
6315 debrief_do_frame(flFrametime);
6318 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6319 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6320 multi_df_debrief_do();
6323 case GS_STATE_SHIP_SELECT:
6324 game_set_frametime(GS_STATE_SHIP_SELECT);
6325 ship_select_do(flFrametime);
6328 case GS_STATE_WEAPON_SELECT:
6329 game_set_frametime(GS_STATE_WEAPON_SELECT);
6330 weapon_select_do(flFrametime);
6333 case GS_STATE_MISSION_LOG_SCROLLBACK:
6334 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6335 hud_scrollback_do_frame(flFrametime);
6338 case GS_STATE_HUD_CONFIG:
6339 game_set_frametime(GS_STATE_HUD_CONFIG);
6340 hud_config_do_frame(flFrametime);
6343 case GS_STATE_MULTI_JOIN_GAME:
6344 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6345 multi_join_game_do_frame();
6348 case GS_STATE_MULTI_HOST_SETUP:
6349 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6350 multi_create_game_do();
6353 case GS_STATE_MULTI_CLIENT_SETUP:
6354 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6355 multi_game_client_setup_do_frame();
6358 case GS_STATE_CONTROL_CONFIG:
6359 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6360 control_config_do_frame(flFrametime);
6363 case GS_STATE_DEATH_DIED:
6367 case GS_STATE_DEATH_BLEW_UP:
6371 case GS_STATE_SIMULATOR_ROOM:
6372 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6373 sim_room_do_frame(flFrametime);
6376 case GS_STATE_CAMPAIGN_ROOM:
6377 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6378 campaign_room_do_frame(flFrametime);
6381 case GS_STATE_RED_ALERT:
6382 game_set_frametime(GS_STATE_RED_ALERT);
6383 red_alert_do_frame(flFrametime);
6386 case GS_STATE_CMD_BRIEF:
6387 game_set_frametime(GS_STATE_CMD_BRIEF);
6388 cmd_brief_do_frame(flFrametime);
6391 case GS_STATE_CREDITS:
6392 game_set_frametime(GS_STATE_CREDITS);
6393 credits_do_frame(flFrametime);
6396 case GS_STATE_VIEW_MEDALS:
6397 game_set_frametime(GS_STATE_VIEW_MEDALS);
6401 case GS_STATE_SHOW_GOALS:
6402 game_set_frametime(GS_STATE_SHOW_GOALS);
6403 mission_show_goals_do_frame(flFrametime);
6406 case GS_STATE_HOTKEY_SCREEN:
6407 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6408 mission_hotkey_do_frame(flFrametime);
6411 case GS_STATE_VIEW_CUTSCENES:
6412 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6413 cutscenes_screen_do_frame();
6416 case GS_STATE_MULTI_STD_WAIT:
6417 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6418 multi_standalone_wait_do();
6421 case GS_STATE_STANDALONE_MAIN:
6422 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6423 standalone_main_do();
6426 case GS_STATE_MULTI_PAUSED:
6427 game_set_frametime(GS_STATE_MULTI_PAUSED);
6431 case GS_STATE_TEAM_SELECT:
6432 game_set_frametime(GS_STATE_TEAM_SELECT);
6436 case GS_STATE_INGAME_PRE_JOIN:
6437 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6438 multi_ingame_select_do();
6441 case GS_STATE_EVENT_DEBUG:
6443 game_set_frametime(GS_STATE_EVENT_DEBUG);
6444 game_show_event_debug(flFrametime);
6448 case GS_STATE_STANDALONE_POSTGAME:
6449 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6450 multi_standalone_postgame_do();
6453 case GS_STATE_INITIAL_PLAYER_SELECT:
6454 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6458 case GS_STATE_MULTI_MISSION_SYNC:
6459 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6463 case GS_STATE_MULTI_START_GAME:
6464 game_set_frametime(GS_STATE_MULTI_START_GAME);
6465 multi_start_game_do();
6468 case GS_STATE_MULTI_HOST_OPTIONS:
6469 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6470 multi_host_options_do();
6473 case GS_STATE_END_OF_CAMPAIGN:
6474 mission_campaign_end_do();
6477 case GS_STATE_END_DEMO:
6478 game_set_frametime(GS_STATE_END_DEMO);
6479 end_demo_campaign_do();
6482 case GS_STATE_LOOP_BRIEF:
6483 game_set_frametime(GS_STATE_LOOP_BRIEF);
6488 game_set_frametime(GS_STATE_PXO);
6492 case GS_STATE_PXO_HELP:
6493 game_set_frametime(GS_STATE_PXO_HELP);
6494 multi_pxo_help_do();
6497 case GS_STATE_DEMO_UPSELL:
6498 game_set_frametime(GS_STATE_DEMO_UPSELL);
6502 } // end switch(gs_current_state)
6506 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6507 int game_do_ram_check(int ram_in_mbytes)
6509 if ( ram_in_mbytes < 30 ) {
6510 int allowed_to_run = 1;
6511 if ( ram_in_mbytes < 25 ) {
6517 if ( allowed_to_run ) {
6518 SDL_MessageBoxData mboxd;
6519 SDL_MessageBoxButtonData mboxbuttons[2];
6522 // not a translated string, but it's too long and smartdrv isn't
6523 // really a thing for any OS we now support :p
6524 // 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);
6525 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);
6527 mboxbuttons[0].buttonid = 0;
6528 mboxbuttons[0].text = XSTR("Ok", 503);
6529 mboxbuttons[0].flags = 0;
6531 mboxbuttons[1].buttonid = 1;
6532 mboxbuttons[1].text = XSTR("Cancel", 504);
6533 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6535 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6536 mboxd.title = XSTR( "Not Enough RAM", 194);
6537 mboxd.message = tmp;
6538 mboxd.numbuttons = 2;
6539 mboxd.buttons = mboxbuttons;
6540 mboxd.window = NULL;
6541 mboxd.colorScheme = NULL;
6543 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6545 if ( msgbox_rval == 1 ) {
6549 // not a translated string, but it's too long and smartdrv isn't
6550 // really a thing for any OS we now support :p
6551 // 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);
6552 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);
6554 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6563 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6564 // If so, copy it over and remove the update directory.
6565 void game_maybe_update_launcher(char *exe_dir)
6570 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6574 int sub_total_destroyed = 0;
6578 // get the total for all his children
6579 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6580 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6583 // find the # of faces for this _individual_ object
6584 total = submodel_get_num_polys(model_num, sm);
6585 if(strstr(pm->submodel[sm].name, "-destroyed")){
6586 sub_total_destroyed = total;
6590 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6593 *out_total += total + sub_total;
6594 *out_destroyed_total += sub_total_destroyed;
6597 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6598 void game_spew_pof_info()
6600 char *pof_list[1000];
6603 int idx, model_num, i, j;
6605 int total, root_total, model_total, destroyed_total, counted;
6609 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6611 // spew info on all the pofs
6617 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6622 for(idx=0; idx<num_files; idx++, counted++){
6623 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6624 model_num = model_load(str, 0, NULL);
6626 pm = model_get(model_num);
6628 // if we have a real model
6633 // go through and print all raw submodels
6634 cfputs("RAW\n", out);
6637 for (i=0; i<pm->n_models; i++) {
6638 total = submodel_get_num_polys(model_num, i);
6640 model_total += total;
6641 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6644 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6647 // now go through and do it by LOD
6648 cfputs("BY LOD\n\n", out);
6649 for(i=0; i<pm->n_detail_levels; i++){
6650 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6654 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6656 destroyed_total = 0;
6657 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6658 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6661 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6664 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6666 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6668 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6671 cfputs("------------------------------------------------------------------------\n\n", out);
6675 if(counted >= MAX_POLYGON_MODELS - 5){
6688 game_spew_pof_info();
6691 static bool game_loop()
6693 if ( popup_active() ) {
6700 if (gameseq_process_events() == GS_STATE_QUIT_GAME) {
6707 #ifdef __EMSCRIPTEN__
6708 static void game_loop_caller()
6710 if ( !game_loop() ) {
6711 emscripten_log(EM_LOG_CONSOLE, "got quit game!");
6713 //emscripten_cancel_main_loop();
6718 int game_main(const char *szCmdLine)
6720 // Find out how much RAM is on this machine
6721 #ifdef __EMSCRIPTEN__
6722 Freespace_total_ram = EM_ASM_INT(return TOTAL_MEMORY) / (1024 * 1024);
6724 Freespace_total_ram = SDL_GetSystemRAM();
6727 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6731 if (!vm_init(24*1024*1024)) {
6732 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);
6736 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6738 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);
6747 extern void windebug_memwatch_init();
6748 windebug_memwatch_init();
6756 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6757 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6758 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6759 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6762 mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6764 mprintf((" (%s)", GIT_TAG));
6769 parse_cmdline(szCmdLine);
6771 mprintf(("--------------------------------------------------------------------------------\n"));
6773 #ifdef STANDALONE_ONLY_BUILD
6775 nprintf(("Network", "Standalone running"));
6778 nprintf(("Network", "Standalone running"));
6785 // maybe spew pof stuff
6786 if(Cmdline_spew_pof_info){
6787 game_spew_pof_info();
6792 // non-demo, non-standalone, play the intro movie
6794 if ( !Is_standalone ) {
6796 // release -- movies always play
6799 // 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
6800 movie_play( NOX("intro.mve") );
6802 // debug version, movie will only play with -showmovies
6803 #elif !defined(NDEBUG)
6805 movie_play( NOX("intro.mve") );
6808 if ( Cmdline_show_movies )
6809 movie_play( NOX("intro.mve") );
6818 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6820 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6823 #ifdef __EMSCRIPTEN__
6824 emscripten_set_main_loop(game_loop_caller, 0, 1);
6826 while ( game_loop() ) { /* nothing */ }
6833 // launcher the fslauncher program on exit
6834 void game_launch_launcher_on_exit()
6842 // This function is called when FreeSpace terminates normally.
6844 void game_shutdown(void)
6846 // don't ever flip a page on the standalone!
6847 if(!(Game_mode & GM_STANDALONE_SERVER)){
6853 // if the player has left the "player select" screen and quit the game without actually choosing
6854 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6855 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6859 // load up common multiplayer icons
6860 multi_unload_common_icons();
6862 shockwave_close(); // release any memory used by shockwave system
6863 fireball_close(); // free fireball system
6864 ship_close(); // free any memory that was allocated for the ships
6865 weapon_close(); // free any memory that was allocated for the weapons
6866 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6867 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6868 bm_unload_all(); // free bitmaps
6869 mission_campaign_close(); // close out the campaign stuff
6870 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6871 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6873 #ifdef MULTI_USE_LAG
6877 // the menu close functions will unload the bitmaps if they were displayed during the game
6878 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6881 context_help_close(); // close out help system
6882 training_menu_close();
6883 lcl_close(); // be sure localization is closed out
6886 // free left-over memory from parsed tables
6887 cutscene_tbl_close();
6889 scoring_tbl_close();
6890 player_tips_close();
6892 extern void joy_close();
6895 audiostream_close();
6897 event_music_close();
6901 #ifdef __EMSCRIPTEN__
6902 // sync files to persistent storage
6904 FS.syncfs(function(err) {
6910 // HACKITY HACK HACK
6911 // if this flag is set, we should be firing up the launcher when exiting freespace
6912 extern int Multi_update_fireup_launcher_on_exit;
6913 if(Multi_update_fireup_launcher_on_exit){
6914 game_launch_launcher_on_exit();
6918 // game_stop_looped_sounds()
6920 // This function will call the appropriate stop looped sound functions for those
6921 // modules which use looping sounds. It is not enough just to stop a looping sound
6922 // at the DirectSound level, the game is keeping track of looping sounds, and this
6923 // function is used to inform the game that looping sounds are being halted.
6925 void game_stop_looped_sounds()
6927 hud_stop_looped_locking_sounds();
6928 hud_stop_looped_engine_sounds();
6929 afterburner_stop_sounds();
6930 player_stop_looped_sounds();
6931 obj_snd_stop_all(); // stop all object-linked persistant sounds
6932 game_stop_subspace_ambient_sound();
6933 snd_stop(Radar_static_looping);
6934 Radar_static_looping = -1;
6935 snd_stop(Target_static_looping);
6936 shipfx_stop_engine_wash_sound();
6937 Target_static_looping = -1;
6940 //////////////////////////////////////////////////////////////////////////
6942 // Code for supporting an animating mouse pointer
6945 //////////////////////////////////////////////////////////////////////////
6947 typedef struct animating_obj
6956 static animating_obj Animating_mouse;
6958 // ----------------------------------------------------------------------------
6959 // init_animating_pointer()
6961 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6962 // gets properly initialized
6964 void init_animating_pointer()
6966 Animating_mouse.first_frame = -1;
6967 Animating_mouse.num_frames = 0;
6968 Animating_mouse.current_frame = -1;
6969 Animating_mouse.time = 0.0f;
6970 Animating_mouse.elapsed_time = 0.0f;
6973 // ----------------------------------------------------------------------------
6974 // load_animating_pointer()
6976 // Called at game init to load in the frames for the animating mouse pointer
6978 // input: filename => filename of animation file that holds the animation
6980 void load_animating_pointer(const char *filename, int dx, int dy)
6985 init_animating_pointer();
6987 am = &Animating_mouse;
6988 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6989 if ( am->first_frame == -1 )
6990 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6991 am->current_frame = 0;
6992 am->time = am->num_frames / i2fl(fps);
6995 // ----------------------------------------------------------------------------
6996 // unload_animating_pointer()
6998 // Called at game shutdown to free the memory used to store the animation frames
7000 void unload_animating_pointer()
7005 am = &Animating_mouse;
7006 for ( i = 0; i < am->num_frames; i++ ) {
7007 SDL_assert( (am->first_frame+i) >= 0 );
7008 bm_release(am->first_frame + i);
7011 am->first_frame = -1;
7013 am->current_frame = -1;
7016 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7017 void game_render_mouse(float frametime)
7022 // if animating cursor exists, play the next frame
7023 am = &Animating_mouse;
7024 if ( am->first_frame != -1 ) {
7025 mouse_get_pos(&mx, &my);
7026 am->elapsed_time += frametime;
7027 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7028 if ( am->current_frame >= am->num_frames ) {
7029 am->current_frame = 0;
7030 am->elapsed_time = 0.0f;
7032 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7036 // ----------------------------------------------------------------------------
7037 // game_maybe_draw_mouse()
7039 // determines whether to draw the mouse pointer at all, and what frame of
7040 // animation to use if the mouse is animating
7042 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7044 // input: frametime => elapsed frame time in seconds since last call
7046 void game_maybe_draw_mouse(float frametime)
7050 game_state = gameseq_get_state();
7052 switch ( game_state ) {
7053 case GS_STATE_GAME_PAUSED:
7054 // case GS_STATE_MULTI_PAUSED:
7055 case GS_STATE_GAME_PLAY:
7056 case GS_STATE_DEATH_DIED:
7057 case GS_STATE_DEATH_BLEW_UP:
7058 if ( popup_active() || popupdead_is_active() ) {
7070 if ( !Mouse_hidden )
7071 game_render_mouse(frametime);
7075 void game_do_training_checks()
7079 waypoint_list *wplp;
7081 if (Training_context & TRAINING_CONTEXT_SPEED) {
7082 s = (int) Player_obj->phys_info.fspeed;
7083 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7084 if (!Training_context_speed_set) {
7085 Training_context_speed_set = 1;
7086 Training_context_speed_timestamp = timestamp();
7090 Training_context_speed_set = 0;
7093 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7094 wplp = &Waypoint_lists[Training_context_path];
7095 if (wplp->count > Training_context_goal_waypoint) {
7096 i = Training_context_goal_waypoint;
7098 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7099 if (d <= Training_context_distance) {
7100 Training_context_at_waypoint = i;
7101 if (Training_context_goal_waypoint == i) {
7102 Training_context_goal_waypoint++;
7103 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7110 if (i == wplp->count)
7113 } while (i != Training_context_goal_waypoint);
7117 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7118 Players_target = Player_ai->target_objnum;
7119 Players_targeted_subsys = Player_ai->targeted_subsys;
7120 Players_target_timestamp = timestamp();
7124 /////////// Following is for event debug view screen
7128 #define EVENT_DEBUG_MAX 5000
7129 #define EVENT_DEBUG_EVENT 0x8000
7131 int Event_debug_index[EVENT_DEBUG_MAX];
7134 void game_add_event_debug_index(int n, int indent)
7136 if (ED_count < EVENT_DEBUG_MAX)
7137 Event_debug_index[ED_count++] = n | (indent << 16);
7140 void game_add_event_debug_sexp(int n, int indent)
7145 if (Sexp_nodes[n].first >= 0) {
7146 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7147 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7151 game_add_event_debug_index(n, indent);
7152 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7153 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7155 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7158 void game_event_debug_init()
7163 for (e=0; e<Num_mission_events; e++) {
7164 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7165 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7169 void game_show_event_debug(float frametime)
7173 int font_height, font_width;
7175 static int scroll_offset = 0;
7177 k = game_check_key();
7183 if (scroll_offset < 0)
7193 scroll_offset -= 20;
7194 if (scroll_offset < 0)
7199 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7203 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7209 gr_set_color_fast(&Color_bright);
7211 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7213 gr_set_color_fast(&Color_normal);
7215 gr_get_string_size(&font_width, &font_height, NOX("test"));
7216 y_max = gr_screen.max_h - font_height - 5;
7220 while (k < ED_count) {
7221 if (y_index > y_max)
7224 z = Event_debug_index[k];
7225 if (z & EVENT_DEBUG_EVENT) {
7227 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7228 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7229 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7230 Mission_events[z].repeat_count, Mission_events[z].interval);
7238 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7239 switch (Sexp_nodes[z & 0x7fff].value) {
7241 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7245 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7248 case SEXP_KNOWN_TRUE:
7249 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7252 case SEXP_KNOWN_FALSE:
7253 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7256 case SEXP_CANT_EVAL:
7257 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7261 case SEXP_NAN_FOREVER:
7262 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7267 gr_printf(10, y_index, buf);
7268 y_index += font_height;
7281 int Tmap_num_too_big = 0;
7282 int Num_models_needing_splitting = 0;
7284 void Time_model( int modelnum )
7286 // mprintf(( "Timing ship '%s'\n", si->name ));
7288 vector eye_pos, model_pos;
7289 matrix eye_orient, model_orient;
7291 polymodel *pm = model_get( modelnum );
7293 int l = strlen(pm->filename);
7295 if ( (l == '/') || (l=='\\') || (l==':')) {
7301 char *pof_file = &pm->filename[l];
7303 int model_needs_splitting = 0;
7305 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7307 for (i=0; i<pm->n_textures; i++ ) {
7308 char filename[1024];
7311 int bmp_num = pm->original_textures[i];
7312 if ( bmp_num > -1 ) {
7313 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7315 bm_get_info( pm->original_textures[i],&w, &h );
7318 if ( (w > 512) || (h > 512) ) {
7319 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7321 model_needs_splitting++;
7324 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7328 if ( model_needs_splitting ) {
7329 Num_models_needing_splitting++;
7331 eye_orient = model_orient = vmd_identity_matrix;
7332 eye_pos = model_pos = vmd_zero_vector;
7334 eye_pos.xyz.z = -pm->rad*2.0f;
7336 vector eye_to_model;
7338 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7339 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7341 fix t1 = timer_get_fixed_seconds();
7344 ta.p = ta.b = ta.h = 0.0f;
7347 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7349 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7351 modelstats_num_polys = modelstats_num_verts = 0;
7353 while( ta.h < PI2 ) {
7356 vm_angles_2_matrix(&m1, &ta );
7357 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7364 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7366 model_clear_instance( modelnum );
7367 model_set_detail_level(0); // use highest detail level
7368 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7376 int k = key_inkey();
7377 if ( k == SDLK_ESCAPE ) {
7382 fix t2 = timer_get_fixed_seconds();
7384 if (framecount < 1) {
7388 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7389 //bitmaps_used_this_frame /= framecount;
7391 modelstats_num_polys /= framecount;
7392 modelstats_num_verts /= framecount;
7394 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7395 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 );
7397 // 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 );
7403 int Time_models = 0;
7404 DCF_BOOL( time_models, Time_models );
7406 void Do_model_timings_test()
7410 if ( !Time_models ) return;
7412 mprintf(( "Timing models!\n" ));
7416 ubyte model_used[MAX_POLYGON_MODELS];
7417 int model_id[MAX_POLYGON_MODELS];
7418 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7423 for (i=0; i<Num_ship_types; i++ ) {
7424 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7426 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7427 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7430 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7431 if ( !Texture_fp ) return;
7433 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7434 if ( !Time_fp ) return;
7436 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7437 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7439 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7440 if ( model_used[i] ) {
7441 Time_model( model_id[i] );
7445 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7446 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7455 // Call this function when you want to inform the player that a feature is not
7456 // enabled in the DEMO version of FreSpace
7457 void game_feature_not_in_demo_popup()
7459 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7462 // format the specified time (fixed point) into a nice string
7463 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7466 int hours,minutes,seconds;
7468 mtime = f2fl(m_time);
7470 // get the hours, minutes and seconds
7471 hours = (int)(mtime / 3600.0f);
7473 mtime -= (3600.0f * (float)hours);
7475 seconds = (int)mtime%60;
7476 minutes = (int)mtime/60;
7479 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7481 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7485 // Stuff version string in *str.
7486 void get_version_string(char *str, const int str_len)
7490 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7491 #if !defined(NDEBUG) && defined(GIT_INFO)
7492 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7497 if ( FS_VERSION_BUILD == 0 ) {
7498 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7500 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7503 #if !defined(NDEBUG) && defined(GIT_INFO)
7504 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7507 #if defined (FS2_DEMO)
7508 SDL_strlcat(str, " D", str_len);
7509 #elif defined (OEM_BUILD)
7510 SDL_strlcat(str, " (OEM)", str_len);
7516 char myname[_MAX_PATH];
7517 int namelen, major, minor, build, waste;
7518 unsigned int buf_size;
7524 // Find my EXE file name
7525 hMod = GetModuleHandle(NULL);
7526 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7528 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7529 infop = (char *)malloc(version_size);
7530 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7532 // get the product version
7533 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7534 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7536 sprintf(str,"Dv%d.%02d",major, minor);
7538 sprintf(str,"v%d.%02d",major, minor);
7543 void get_version_string_short(char *str, const int str_len)
7545 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7548 // ----------------------------------------------------------------
7550 // OEM UPSELL SCREENS BEGIN
7552 // ----------------------------------------------------------------
7553 #if defined(OEM_BUILD)
7555 #define NUM_OEM_UPSELL_SCREENS 3
7556 #define OEM_UPSELL_SCREEN_DELAY 10000
7558 static int Oem_upsell_bitmaps_loaded = 0;
7559 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7560 static int Oem_upsell_screen_number = 0;
7561 static int Oem_upsell_show_next_bitmap_time;
7564 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7577 static int Oem_normal_cursor = -1;
7578 static int Oem_web_cursor = -1;
7579 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7580 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7582 void oem_upsell_next_screen()
7584 Oem_upsell_screen_number++;
7585 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7586 // extra long delay, mouse shown on last upsell
7587 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7591 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7595 void oem_upsell_load_bitmaps()
7599 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7600 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7604 void oem_upsell_unload_bitmaps()
7608 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7609 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7610 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7615 Oem_upsell_bitmaps_loaded = 0;
7618 // clickable hotspot on 3rd OEM upsell screen
7619 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7621 28, 350, 287, 96 // x, y, w, h
7624 45, 561, 460, 152 // x, y, w, h
7628 void oem_upsell_show_screens()
7630 int current_time, k;
7633 if ( !Oem_upsell_bitmaps_loaded ) {
7634 oem_upsell_load_bitmaps();
7635 Oem_upsell_bitmaps_loaded = 1;
7638 // may use upsell screens more than once
7639 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7640 Oem_upsell_screen_number = 0;
7646 int nframes; // used to pass, not really needed (should be 1)
7647 Oem_normal_cursor = gr_get_cursor_bitmap();
7648 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7649 SDL_assert(Oem_web_cursor >= 0);
7650 if (Oem_web_cursor < 0) {
7651 Oem_web_cursor = Oem_normal_cursor;
7656 //oem_reset_trailer_timer();
7658 current_time = timer_get_milliseconds();
7663 // advance screen on keypress or timeout
7664 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7665 oem_upsell_next_screen();
7668 // check if we are done
7669 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7670 Oem_upsell_screen_number--;
7673 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7678 // show me the upsell
7679 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7680 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7684 // if this is the 3rd upsell, make it clickable, d00d
7685 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7687 int button_state = mouse_get_pos(&mx, &my);
7688 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])
7689 && (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]) )
7692 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7695 if (button_state & MOUSE_LEFT_BUTTON) {
7697 multi_pxo_url(OEM_UPSELL_URL);
7701 // switch cursor back to normal one
7702 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7707 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7717 oem_upsell_unload_bitmaps();
7719 // switch cursor back to normal one
7720 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7724 #endif // defined(OEM_BUILD)
7725 // ----------------------------------------------------------------
7727 // OEM UPSELL SCREENS END
7729 // ----------------------------------------------------------------
7733 // ----------------------------------------------------------------
7735 // DEMO UPSELL SCREENS BEGIN
7737 // ----------------------------------------------------------------
7739 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7742 #define NUM_DEMO_UPSELL_SCREENS 4
7743 #define DEMO_UPSELL_SCREEN_DELAY 15000
7745 #define NUM_DEMO_UPSELL_SCREENS 2
7746 #define DEMO_UPSELL_SCREEN_DELAY 3000
7750 static int Demo_upsell_bitmaps_loaded = 0;
7751 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7752 static int Demo_upsell_screen_number = 0;
7753 static int Demo_upsell_show_next_bitmap_time;
7756 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7782 void demo_upsell_next_screen()
7784 Demo_upsell_screen_number++;
7785 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7786 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7788 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7792 void demo_upsell_load_bitmaps()
7796 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7797 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7801 void demo_upsell_unload_bitmaps()
7805 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7806 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7807 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7812 Demo_upsell_bitmaps_loaded = 0;
7815 void demo_upsell_init()
7817 if ( !Demo_upsell_bitmaps_loaded ) {
7818 demo_upsell_load_bitmaps();
7819 Demo_upsell_bitmaps_loaded = 1;
7822 // may use upsell screens more than once
7823 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7824 Demo_upsell_screen_number = 0;
7830 void demo_upsell_close()
7833 demo_upsell_unload_bitmaps();
7836 void demo_upsell_do()
7840 demo_reset_trailer_timer();
7844 int k = key_inkey();
7847 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7848 demo_upsell_next_screen();
7854 demo_upsell_next_screen();
7857 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7858 Demo_upsell_screen_number--;
7861 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7866 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7867 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7872 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7875 gameseq_post_event(GS_EVENT_QUIT_GAME);
7877 gameseq_post_event(GS_EVENT_MAIN_MENU);
7886 // ----------------------------------------------------------------
7888 // DEMO UPSELL SCREENS END
7890 // ----------------------------------------------------------------
7893 // ----------------------------------------------------------------
7895 // Subspace Ambient Sound START
7897 // ----------------------------------------------------------------
7899 static int Subspace_ambient_left_channel = -1;
7900 static int Subspace_ambient_right_channel = -1;
7903 void game_start_subspace_ambient_sound()
7905 if ( Subspace_ambient_left_channel < 0 ) {
7906 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7909 if ( Subspace_ambient_right_channel < 0 ) {
7910 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7914 void game_stop_subspace_ambient_sound()
7916 if ( Subspace_ambient_left_channel >= 0 ) {
7917 snd_stop(Subspace_ambient_left_channel);
7918 Subspace_ambient_left_channel = -1;
7921 if ( Subspace_ambient_right_channel >= 0 ) {
7922 snd_stop(Subspace_ambient_right_channel);
7923 Subspace_ambient_right_channel = -1;
7927 // ----------------------------------------------------------------
7929 // Subspace Ambient Sound END
7931 // ----------------------------------------------------------------
7933 // ----------------------------------------------------------------
7935 // Language Autodetection stuff
7938 // this layout order must match Lcl_languages in localize.cpp in order for the
7939 // correct language to be detected
7940 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7942 1366105450, // English
7944 589986744, // English
7946 -1132430286, // German
7948 -1131728960, // Polish
7951 // default setting is "-1" to use config file with English as fall back
7952 // DO NOT change the default setting here or something uncouth might happen
7953 // in the localization code
7959 // try and open the file to verify
7960 CFILE *detect = cfopen("font01.vf", "rb");
7962 // will use default setting if something went wrong
7967 // get the long checksum of the file
7969 cfseek(detect, 0, SEEK_SET);
7970 cf_chksum_long(detect, &file_checksum);
7974 // now compare the checksum/filesize against known #'s
7975 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7976 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7981 // notify if a match was not found, include detected checksum
7982 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7983 printf("Using default language...\n\n");
7989 // End Auto Lang stuff
7991 // ----------------------------------------------------------------
7993 // ----------------------------------------------------------------
7994 // SHIPS TBL VERIFICATION STUFF
7997 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7998 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7999 #define NUM_SHIPS_TBL_CHECKSUMS 3
8001 #define NUM_SHIPS_TBL_CHECKSUMS 1
8004 #if defined(FS2_DEMO)
8005 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8006 1696074201, // FS2 demo
8008 #elif defined(FS1_DEMO)
8009 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8010 1603375034, // FS1 DEMO
8012 #elif defined(MAKE_FS1)
8013 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8014 -129679197, // FS1 Full 1.06 (US)
8015 7762567, // FS1 SilentThreat
8016 1555372475 // FS1 Full 1.06 (German)
8020 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8021 -463907578, // US - beta 1
8022 1696074201, // FS2 demo
8025 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8026 // -1022810006, // 1.0 FULL
8027 -1254285366 // 1.2 FULL (German)
8031 void verify_ships_tbl()
8035 Game_ships_tbl_valid = 1;
8041 // detect if the packfile exists
8042 CFILE *detect = cfopen("ships.tbl", "rb");
8043 Game_ships_tbl_valid = 0;
8047 Game_ships_tbl_valid = 0;
8051 // get the long checksum of the file
8053 cfseek(detect, 0, SEEK_SET);
8054 cf_chksum_long(detect, &file_checksum);
8058 // now compare the checksum/filesize against known #'s
8059 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8060 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8061 Game_ships_tbl_valid = 1;
8068 DCF(shipspew, "display the checksum for the current ships.tbl")
8071 CFILE *detect = cfopen("ships.tbl", "rb");
8072 // get the long checksum of the file
8074 cfseek(detect, 0, SEEK_SET);
8075 cf_chksum_long(detect, &file_checksum);
8078 dc_printf("%d", file_checksum);
8081 // ----------------------------------------------------------------
8082 // WEAPONS TBL VERIFICATION STUFF
8085 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8086 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8087 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8089 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8092 #if defined(FS2_DEMO)
8093 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8094 -266420030, // demo 1
8096 #elif defined(FS1_DEMO)
8097 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8098 -1246928725, // FS1 DEMO
8100 #elif defined(MAKE_FS1)
8101 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8102 -834598107, // FS1 1.06 Full (US)
8103 -1652231417, // FS1 SilentThreat
8104 720209793 // FS1 1.06 Full (German)
8108 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8109 141718090, // US - beta 1
8110 -266420030, // demo 1
8113 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8114 // 399297860, // 1.0 FULL
8115 -553984927 // 1.2 FULL (german)
8119 void verify_weapons_tbl()
8123 Game_weapons_tbl_valid = 1;
8129 // detect if the packfile exists
8130 CFILE *detect = cfopen("weapons.tbl", "rb");
8131 Game_weapons_tbl_valid = 0;
8135 Game_weapons_tbl_valid = 0;
8139 // get the long checksum of the file
8141 cfseek(detect, 0, SEEK_SET);
8142 cf_chksum_long(detect, &file_checksum);
8146 // now compare the checksum/filesize against known #'s
8147 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8148 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8149 Game_weapons_tbl_valid = 1;
8156 DCF(wepspew, "display the checksum for the current weapons.tbl")
8159 CFILE *detect = cfopen("weapons.tbl", "rb");
8160 // get the long checksum of the file
8162 cfseek(detect, 0, SEEK_SET);
8163 cf_chksum_long(detect, &file_checksum);
8166 dc_printf("%d", file_checksum);
8169 // if the game is running using hacked data
8170 int game_hacked_data()
8173 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8181 void display_title_screen()
8183 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8184 ///int title_bitmap;
8187 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8188 if (title_bitmap == -1) {
8193 gr_set_bitmap(title_bitmap);
8201 // give it some time on screen
8204 bm_unload(title_bitmap);
8205 #endif // FS2_DEMO || OEM_BUILD
8208 // return true if the game is running with "low memory", which is less than 48MB
8209 bool game_using_low_mem()
8211 if (Use_low_mem == 0) {