2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
607 #include "multi_pxo.h"
610 #include "freespace.h"
611 #include "managepilot.h"
613 #include "contexthelp.h"
616 #include "missionbrief.h"
617 #include "missiondebrief.h"
619 #include "missionshipchoice.h"
621 #include "hudconfig.h"
622 #include "controlsconfig.h"
623 #include "missionmessage.h"
624 #include "missiontraining.h"
626 #include "hudtarget.h"
628 #include "eventmusic.h"
629 #include "animplay.h"
630 #include "missionweaponchoice.h"
631 #include "missionlog.h"
632 #include "audiostr.h"
634 #include "missioncampaign.h"
636 #include "missionhotkey.h"
637 #include "objectsnd.h"
638 #include "cmeasure.h"
640 #include "linklist.h"
641 #include "shockwave.h"
642 #include "afterburner.h"
647 #include "stand_gui.h"
648 #include "pcxutils.h"
649 #include "hudtargetbox.h"
650 #include "multi_xfer.h"
651 #include "hudescort.h"
652 #include "multiutil.h"
655 #include "multiteamselect.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
705 #include "supernova.h"
706 #include "hudshield.h"
707 // #include "names.h"
709 #include "missionloopbrief.h"
713 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
719 // 1.00.04 5/26/98 MWA -- going final (12 pm)
720 // 1.00.03 5/26/98 MWA -- going final (3 am)
721 // 1.00.02 5/25/98 MWA -- going final
722 // 1.00.01 5/25/98 MWA -- going final
723 // 0.90 5/21/98 MWA -- getting ready for final.
724 // 0.10 4/9/98. Set by MK.
726 // Demo version: (obsolete since DEMO codebase split from tree)
727 // 0.03 4/10/98 AL. Interplay rev
728 // 0.02 4/8/98 MK. Increased when this system was modified.
729 // 0.01 4/7/98? AL. First release to Interplay QA.
732 // 1.00 5/28/98 AL. First release to Interplay QA.
734 void game_level_init(int seed = -1);
735 void game_post_level_init();
736 void game_do_frame();
737 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
738 void game_reset_time();
739 void game_show_framerate(); // draws framerate in lower right corner
741 int Game_no_clear = 0;
743 int Pofview_running = 0;
744 int Nebedit_running = 0;
745 int Fonttool_running = 0;
747 typedef struct big_expl_flash {
748 float max_flash_intensity; // max intensity
749 float cur_flash_intensity; // cur intensity
750 int flash_start; // start time
753 #define FRAME_FILTER 16
755 #define DEFAULT_SKILL_LEVEL 1
756 int Game_skill_level = DEFAULT_SKILL_LEVEL;
758 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
759 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
761 #define EXE_FNAME ("fs2.exe")
762 #define LAUNCHER_FNAME ("freespace2.exe")
765 // JAS: Code for warphole camera.
766 // Needs to be cleaned up.
767 vector Camera_pos = ZERO_VECTOR;
768 vector Camera_velocity = ZERO_VECTOR;
769 vector Camera_desired_velocity = ZERO_VECTOR;
770 matrix Camera_orient = IDENTITY_MATRIX;
771 float Camera_damping = 1.0f;
772 float Camera_time = 0.0f;
773 float Warpout_time = 0.0f;
774 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
775 int Warpout_sound = -1;
777 int Use_joy_mouse = 0;
778 int Use_palette_flash = 1;
779 int Show_area_effect = 0;
780 object *Last_view_target = NULL;
782 int dogfight_blown = 0;
785 float frametimes[FRAME_FILTER];
786 float frametotal = 0.0f;
790 int Show_framerate = 0;
792 int Show_framerate = 1;
795 int Framerate_cap = 120;
798 int Show_target_debug_info = 0;
799 int Show_target_weapons = 0;
803 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
806 int Debug_octant = -1;
808 fix Game_time_compression = F1_0;
810 // if the ships.tbl the player has is valid
811 int Game_ships_tbl_valid = 0;
813 // if the weapons.tbl the player has is valid
814 int Game_weapons_tbl_valid = 0;
818 extern int Player_attacking_enabled;
822 int Pre_player_entry;
824 int Fred_running = 0;
825 char Game_current_mission_filename[MAX_FILENAME_LEN];
826 int game_single_step = 0;
827 int last_single_step=0;
829 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
830 extern int MSG_WINDOW_Y_START;
831 extern int MSG_WINDOW_HEIGHT;
833 int game_zbuffer = 1;
834 //static int Game_music_paused;
835 static int Game_paused;
839 #define EXPIRE_BAD_CHECKSUM 1
840 #define EXPIRE_BAD_TIME 2
842 extern void ssm_init();
843 extern void ssm_level_init();
844 extern void ssm_process();
846 // static variable to contain the time this version was built
847 // commented out for now until
848 // I figure out how to get the username into the file
849 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851 // defines and variables used for dumping frame for making trailers.
853 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
854 int Debug_dump_trigger = 0;
855 int Debug_dump_frame_count;
856 int Debug_dump_frame_num = 0;
857 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
860 // amount of time to wait after the player has died before we display the death died popup
861 #define PLAYER_DIED_POPUP_WAIT 2500
862 int Player_died_popup_wait = -1;
863 time_t Player_multi_died_check = -1;
865 // builtin mission list stuff
867 int Game_builtin_mission_count = 6;
868 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
869 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
870 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
874 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 #elif defined(FS1_DEMO)
877 int Game_builtin_mission_count = 5;
878 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
879 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
880 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
881 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 #elif defined(PD_BUILD)
886 int Game_builtin_mission_count = 4;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
889 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-01", (FSB_FROM_VOLITION) },
891 { "sm1-05", (FSB_FROM_VOLITION) },
893 #elif defined(MULTIPLAYER_BETA)
894 int Game_builtin_mission_count = 17;
895 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
910 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915 #elif defined(OEM_BUILD)
916 int Game_builtin_mission_count = 17;
917 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
918 // oem version - act 1 only
919 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939 #elif defined(MAKE_FS1)
940 int Game_builtin_mission_count = 125;
941 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
942 // single player campaign
943 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
987 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
994 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 // SilentThreat missions
1017 // Main SilentThreat campaign
1018 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 // SilentThreat Part 1 - multi-coop
1034 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 // SilentThreat Part 2 - multi-coop
1041 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 // SilentThreat Part 3 - multi-coop
1048 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 // SilentThreat Part 4 - multi-coop
1055 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 // multiplayer missions
1062 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 // user supplied missions
1067 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 int Game_builtin_mission_count = 92;
1102 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1103 // single player campaign
1104 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 // multiplayer missions
1156 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1210 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1211 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1218 // Internal function prototypes
1219 void game_maybe_draw_mouse(float frametime);
1220 void init_animating_pointer();
1221 void load_animating_pointer(const char *filename, int dx, int dy);
1222 void unload_animating_pointer();
1223 void game_do_training_checks();
1224 void game_shutdown(void);
1225 void game_show_event_debug(float frametime);
1226 void game_event_debug_init();
1228 void demo_upsell_show_screens();
1229 void game_start_subspace_ambient_sound();
1230 void game_stop_subspace_ambient_sound();
1231 void verify_ships_tbl();
1232 void verify_weapons_tbl();
1233 void display_title_screen();
1235 // loading background filenames
1236 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1237 "LoadingBG", // GR_640
1238 "2_LoadingBG" // GR_1024
1242 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1243 "Loading.ani", // GR_640
1244 "2_Loading.ani" // GR_1024
1247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1248 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 #elif defined(OEM_BUILD)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1266 // How much RAM is on this machine. Set in WinMain
1267 static int Freespace_total_ram = 0;
1270 float Game_flash_red = 0.0f;
1271 float Game_flash_green = 0.0f;
1272 float Game_flash_blue = 0.0f;
1273 float Sun_spot = 0.0f;
1274 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276 // game shudder stuff (in ms)
1277 int Game_shudder_time = -1;
1278 int Game_shudder_total = 0;
1279 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1282 sound_env Game_sound_env;
1283 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1284 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286 int Game_sound_env_update_timestamp;
1288 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1297 // look through all existing builtin missions
1298 for(idx=0; idx<Game_builtin_mission_count; idx++){
1299 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1300 return &Game_builtin_mission_list[idx];
1308 int game_get_default_skill_level()
1310 return DEFAULT_SKILL_LEVEL;
1314 void game_flash_reset()
1316 Game_flash_red = 0.0f;
1317 Game_flash_green = 0.0f;
1318 Game_flash_blue = 0.0f;
1320 Big_expl_flash.max_flash_intensity = 0.0f;
1321 Big_expl_flash.cur_flash_intensity = 0.0f;
1322 Big_expl_flash.flash_start = 0;
1325 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1326 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1328 void game_framerate_check_init()
1330 // zero critical time
1331 Gf_critical_time = 0.0f;
1334 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1335 Gf_critical = 15.0f;
1337 Gf_critical = 25.0f;
1341 extern float Framerate;
1342 void game_framerate_check()
1346 // if the current framerate is above the critical level, add frametime
1347 if(Framerate >= Gf_critical){
1348 Gf_critical_time += flFrametime;
1351 if(!Show_framerate){
1355 // display if we're above the critical framerate
1356 if(Framerate < Gf_critical){
1357 gr_set_color_fast(&Color_bright_red);
1358 gr_string(200, y_start, "Framerate warning");
1363 // display our current pct of good frametime
1364 if(f2fl(Missiontime) >= 0.0f){
1365 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368 gr_set_color_fast(&Color_bright_green);
1370 gr_set_color_fast(&Color_bright_red);
1373 gr_printf(200, y_start, "%d%%", (int)pct);
1378 // Adds a flash effect. These can be positive or negative.
1379 // The range will get capped at around -1 to 1, so stick
1380 // with a range like that.
1381 void game_flash( float r, float g, float b )
1383 Game_flash_red += r;
1384 Game_flash_green += g;
1385 Game_flash_blue += b;
1387 if ( Game_flash_red < -1.0f ) {
1388 Game_flash_red = -1.0f;
1389 } else if ( Game_flash_red > 1.0f ) {
1390 Game_flash_red = 1.0f;
1393 if ( Game_flash_green < -1.0f ) {
1394 Game_flash_green = -1.0f;
1395 } else if ( Game_flash_green > 1.0f ) {
1396 Game_flash_green = 1.0f;
1399 if ( Game_flash_blue < -1.0f ) {
1400 Game_flash_blue = -1.0f;
1401 } else if ( Game_flash_blue > 1.0f ) {
1402 Game_flash_blue = 1.0f;
1407 // Adds a flash for Big Ship explosions
1408 // cap range from 0 to 1
1409 void big_explosion_flash(float flash)
1411 Big_expl_flash.flash_start = timestamp(1);
1415 } else if (flash < 0.0f) {
1419 Big_expl_flash.max_flash_intensity = flash;
1420 Big_expl_flash.cur_flash_intensity = 0.0f;
1423 // Amount to diminish palette towards normal, per second.
1424 #define DIMINISH_RATE 0.75f
1425 #define SUN_DIMINISH_RATE 6.00f
1429 float sn_glare_scale = 1.7f;
1432 dc_get_arg(ARG_FLOAT);
1433 sn_glare_scale = Dc_arg_float;
1436 float Supernova_last_glare = 0.0f;
1437 void game_sunspot_process(float frametime)
1441 float Sun_spot_goal = 0.0f;
1444 sn_stage = supernova_active();
1446 // sunspot differently based on supernova stage
1448 // approaching. player still in control
1451 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454 light_get_global_dir(&light_dir, 0);
1456 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459 // scale it some more
1460 dot = dot * (0.5f + (pct * 0.5f));
1463 Sun_spot_goal += (dot * sn_glare_scale);
1466 // draw the sun glow
1467 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1468 // draw the glow for this sun
1469 stars_draw_sun_glow(0);
1472 Supernova_last_glare = Sun_spot_goal;
1475 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478 Sun_spot_goal = 0.9f;
1479 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481 if(Sun_spot_goal > 1.0f){
1482 Sun_spot_goal = 1.0f;
1485 Sun_spot_goal *= sn_glare_scale;
1486 Supernova_last_glare = Sun_spot_goal;
1489 // fade to white. display dead popup
1492 Supernova_last_glare += (2.0f * flFrametime);
1493 if(Supernova_last_glare > 2.0f){
1494 Supernova_last_glare = 2.0f;
1497 Sun_spot_goal = Supernova_last_glare;
1504 // check sunspots for all suns
1505 n_lights = light_get_global_count();
1508 for(idx=0; idx<n_lights; idx++){
1509 //(vector *eye_pos, matrix *eye_orient)
1510 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1513 light_get_global_dir(&light_dir, idx);
1515 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517 Sun_spot_goal += (float)pow(dot,85.0f);
1519 // draw the glow for this sun
1520 stars_draw_sun_glow(idx);
1522 Sun_spot_goal = 0.0f;
1528 Sun_spot_goal = 0.0f;
1532 float dec_amount = frametime*SUN_DIMINISH_RATE;
1534 if ( Sun_spot < Sun_spot_goal ) {
1535 Sun_spot += dec_amount;
1536 if ( Sun_spot > Sun_spot_goal ) {
1537 Sun_spot = Sun_spot_goal;
1539 } else if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot -= dec_amount;
1541 if ( Sun_spot < Sun_spot_goal ) {
1542 Sun_spot = Sun_spot_goal;
1548 // Call once a frame to diminish the
1549 // flash effect to 0.
1550 void game_flash_diminish(float frametime)
1552 float dec_amount = frametime*DIMINISH_RATE;
1554 if ( Game_flash_red > 0.0f ) {
1555 Game_flash_red -= dec_amount;
1556 if ( Game_flash_red < 0.0f )
1557 Game_flash_red = 0.0f;
1559 Game_flash_red += dec_amount;
1560 if ( Game_flash_red > 0.0f )
1561 Game_flash_red = 0.0f;
1564 if ( Game_flash_green > 0.0f ) {
1565 Game_flash_green -= dec_amount;
1566 if ( Game_flash_green < 0.0f )
1567 Game_flash_green = 0.0f;
1569 Game_flash_green += dec_amount;
1570 if ( Game_flash_green > 0.0f )
1571 Game_flash_green = 0.0f;
1574 if ( Game_flash_blue > 0.0f ) {
1575 Game_flash_blue -= dec_amount;
1576 if ( Game_flash_blue < 0.0f )
1577 Game_flash_blue = 0.0f;
1579 Game_flash_blue += dec_amount;
1580 if ( Game_flash_blue > 0.0f )
1581 Game_flash_blue = 0.0f;
1584 // update big_explosion_cur_flash
1585 #define TIME_UP 1500
1586 #define TIME_DOWN 2500
1587 int duration = TIME_UP + TIME_DOWN;
1588 int time = timestamp_until(Big_expl_flash.flash_start);
1589 if (time > -duration) {
1591 if (time < TIME_UP) {
1592 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1599 if ( Use_palette_flash ) {
1601 // static int or=0, og=0, ob=0;
1603 // Change the 200 to change the color range of colors.
1604 r = fl2i( Game_flash_red*128.0f );
1605 g = fl2i( Game_flash_green*128.0f );
1606 b = fl2i( Game_flash_blue*128.0f );
1608 if ( Sun_spot > 0.0f ) {
1609 r += fl2i(Sun_spot*128.0f);
1610 g += fl2i(Sun_spot*128.0f);
1611 b += fl2i(Sun_spot*128.0f);
1614 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1615 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1616 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1621 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1622 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624 if ( (r!=0) || (g!=0) || (b!=0) ) {
1625 gr_flash( r, g, b );
1627 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1638 void game_level_close()
1640 // De-Initialize the game subsystems
1641 event_music_level_close();
1642 game_stop_looped_sounds();
1644 obj_snd_level_close(); // uninit object-linked persistant sounds
1645 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1646 anim_level_close(); // stop and clean up any anim instances
1647 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1648 shockwave_level_close();
1649 fireball_level_close();
1651 mission_event_shutdown();
1652 asteroid_level_close();
1653 flak_level_close(); // unload flak stuff
1654 neb2_level_close(); // shutdown gaseous nebula stuff
1657 mflash_level_close();
1658 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1660 audiostream_unpause_all();
1665 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1666 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1667 void game_level_init(int seed)
1669 // seed the random number generator
1671 // if no seed was passed, seed the generator either from the time value, or from the
1672 // netgame security flags -- ensures that all players in multiplayer game will have the
1673 // same randon number sequence (with static rand functions)
1674 if ( Game_mode & GM_NORMAL ) {
1675 Game_level_seed = (int)time(NULL);
1677 Game_level_seed = Netgame.security;
1680 // mwa 9/17/98 -- maybe this assert isn't needed????
1681 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1682 Game_level_seed = seed;
1684 srand( Game_level_seed );
1686 // semirand function needs to get re-initted every time in multiplayer
1687 if ( Game_mode & GM_MULTIPLAYER ){
1693 Key_normal_game = (Game_mode & GM_NORMAL);
1696 Game_shudder_time = -1;
1698 // Initialize the game subsystems
1699 // timestamp_reset(); // Must be inited before everything else
1701 game_reset_time(); // resets time, and resets saved time too
1703 obj_init(); // Must be inited before the other systems
1704 model_free_all(); // Free all existing models
1705 mission_brief_common_init(); // Free all existing briefing/debriefing text
1706 weapon_level_init();
1707 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1709 player_level_init();
1710 shipfx_flash_init(); // Init the ship gun flash system.
1711 game_flash_reset(); // Reset the flash effect
1712 particle_init(); // Reset the particle system
1716 shield_hit_init(); // Initialize system for showing shield hits
1717 radar_mission_init();
1718 mission_init_goals();
1721 obj_snd_level_init(); // init object-linked persistant sounds
1723 shockwave_level_init();
1724 afterburner_level_init();
1725 scoring_level_init( &Player->stats );
1727 asteroid_level_init();
1728 control_config_clear_used_status();
1729 collide_ship_ship_sounds_init();
1731 Pre_player_entry = 1; // Means the player has not yet entered.
1732 Entry_delay_time = 0; // Could get overwritten in mission read.
1733 fireball_preload(); // page in warphole bitmaps
1735 flak_level_init(); // initialize flak - bitmaps, etc
1736 ct_level_init(); // initialize ships contrails, etc
1737 awacs_level_init(); // initialize AWACS
1738 beam_level_init(); // initialize beam weapons
1739 mflash_level_init();
1741 supernova_level_init();
1743 // multiplayer dogfight hack
1746 shipfx_engine_wash_level_init();
1750 Last_view_target = NULL;
1755 // campaign wasn't ended
1756 Campaign_ended_in_mission = 0;
1759 // called when a mission is over -- does server specific stuff.
1760 void freespace_stop_mission()
1763 Game_mode &= ~GM_IN_MISSION;
1766 // called at frame interval to process networking stuff
1767 void game_do_networking()
1769 SDL_assert( Net_player != NULL );
1770 if (!(Game_mode & GM_MULTIPLAYER)){
1774 // see if this player should be reading/writing data. Bit is set when at join
1775 // screen onward until quits back to main menu.
1776 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1780 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783 multi_pause_do_frame();
1788 // Loads the best palette for this level, based
1789 // on nebula color and hud color. You could just call palette_load_table with
1790 // the appropriate filename, but who wants to do that.
1791 void game_load_palette()
1793 char palette_filename[1024];
1795 // We only use 3 hud colors right now
1797 SDL_assert( HUD_config.main_color >= 0 );
1798 SDL_assert( HUD_config.main_color <= 2 );
1801 SDL_assert( Mission_palette >= 0 );
1802 SDL_assert( Mission_palette <= 98 );
1805 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1806 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1813 palette_load_table(palette_filename);
1815 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1817 mprintf(( "Loading palette %s\n", palette_filename ));
1821 void game_post_level_init()
1823 // Stuff which gets called after mission is loaded. Because player isn't created until
1824 // after mission loads, some things must get initted after the level loads
1826 model_level_post_init();
1829 hud_setup_escort_list();
1830 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1836 game_event_debug_init();
1839 training_mission_init();
1840 asteroid_create_all();
1842 game_framerate_check_init();
1846 // An estimate as to how high the count passed to game_loading_callback will go.
1847 // This is just a guess, it seems to always be about the same. The count is
1848 // proportional to the code being executed, not the time, so this works good
1849 // for a bar, assuming the code does about the same thing each time you
1850 // load a level. You can find this value by looking at the return value
1851 // of game_busy_callback(NULL), which I conveniently print out to the
1852 // debug output window with the '=== ENDING LOAD ==' stuff.
1853 //#define COUNT_ESTIMATE 3706
1854 #define COUNT_ESTIMATE 1111
1856 int Game_loading_callback_inited = 0;
1858 int Game_loading_background = -1;
1859 anim * Game_loading_ani = NULL;
1860 anim_instance *Game_loading_ani_instance;
1861 int Game_loading_frame=-1;
1863 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865 #if defined(FS1_DEMO)
1867 #elif defined(MAKE_FS1)
1878 // This gets called 10x per second and count is the number of times
1879 // game_busy() has been called since the current callback function
1881 void game_loading_callback(int count)
1883 game_do_networking();
1885 SDL_assert( Game_loading_callback_inited==1 );
1886 SDL_assert( Game_loading_ani != NULL );
1888 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1889 if ( framenum > Game_loading_ani->total_frames-1 ) {
1890 framenum = Game_loading_ani->total_frames-1;
1891 } else if ( framenum < 0 ) {
1896 while ( Game_loading_frame < framenum ) {
1897 Game_loading_frame++;
1898 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1902 if ( cbitmap > -1 ) {
1903 if ( Game_loading_background > -1 ) {
1904 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1908 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1909 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912 bm_release(cbitmap);
1918 void game_loading_callback_init()
1920 SDL_assert( Game_loading_callback_inited==0 );
1922 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 common_set_interface_palette("InterfacePalette"); // set the interface palette
1928 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1929 SDL_assert( Game_loading_ani != NULL );
1930 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1931 SDL_assert( Game_loading_ani_instance != NULL );
1932 Game_loading_frame = -1;
1934 Game_loading_callback_inited = 1;
1936 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1941 void game_loading_callback_close()
1943 SDL_assert( Game_loading_callback_inited==1 );
1945 // Make sure bar shows all the way over.
1946 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1951 game_busy_callback( NULL );
1956 Game_loading_callback_inited = 0;
1959 mprintf(( "=================== ENDING LOAD ================\n" ));
1960 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1961 mprintf(( "================================================\n" ));
1964 free_anim_instance(Game_loading_ani_instance);
1965 Game_loading_ani_instance = NULL;
1966 anim_free(Game_loading_ani);
1967 Game_loading_ani = NULL;
1969 bm_release( Game_loading_background );
1970 common_free_interface_palette(); // restore game palette
1971 Game_loading_background = -1;
1973 gr_set_font( FONT1 );
1976 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1978 void game_maybe_update_sound_environment()
1980 // do nothing for now
1983 // Assign the sound environment for the game, based on the current mission
1985 void game_assign_sound_environment()
1988 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1989 Game_sound_env.id = SND_ENV_DRUGGED;
1990 Game_sound_env.volume = 0.800f;
1991 Game_sound_env.damping = 1.188f;
1992 Game_sound_env.decay = 6.392f;
1994 } else if (Num_asteroids > 30) {
1995 Game_sound_env.id = SND_ENV_AUDITORIUM;
1996 Game_sound_env.volume = 0.603f;
1997 Game_sound_env.damping = 0.5f;
1998 Game_sound_env.decay = 4.279f;
2001 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env = Game_default_sound_env;
2006 Game_sound_env_update_timestamp = timestamp(1);
2009 // function which gets called before actually entering the mission. It is broken down into a funciton
2010 // since it will get called in one place from a single player game and from another place for
2011 // a multiplayer game
2012 void freespace_mission_load_stuff()
2014 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2015 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2016 if(!(Game_mode & GM_STANDALONE_SERVER)){
2018 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2020 game_loading_callback_init();
2022 event_music_level_init(); // preloads the first 2 seconds for each event music track
2025 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2028 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2031 ship_assign_sound_all(); // assign engine sounds to ships
2032 game_assign_sound_environment(); // assign the sound environment for this mission
2035 // call function in missionparse.cpp to fixup player/ai stuff.
2036 mission_parse_fixup_players();
2039 // Load in all the bitmaps for this level
2044 game_loading_callback_close();
2046 // the only thing we need to call on the standalone for now.
2048 // call function in missionparse.cpp to fixup player/ai stuff.
2049 mission_parse_fixup_players();
2051 // Load in all the bitmaps for this level
2056 time_t load_gl_init;
2057 time_t load_mission_load;
2058 time_t load_post_level_init;
2059 time_t load_mission_stuff;
2061 // tells the server to load the mission and initialize structures
2062 int game_start_mission()
2064 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2066 load_gl_init = time(NULL);
2068 load_gl_init = time(NULL) - load_gl_init;
2070 if (Game_mode & GM_MULTIPLAYER) {
2071 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2073 // clear multiplayer stats
2074 init_multiplayer_stats();
2077 load_mission_load = time(NULL);
2078 if (mission_load()) {
2079 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2080 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2081 gameseq_post_event(GS_EVENT_MAIN_MENU);
2083 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2088 load_mission_load = time(NULL) - load_mission_load;
2090 // If this is a red alert mission in campaign mode, bash wingman status
2091 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2092 red_alert_bash_wingman_status();
2095 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2096 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2097 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2099 game_load_palette();
2103 load_post_level_init = time(NULL);
2104 game_post_level_init();
2105 load_post_level_init = time(NULL) - load_post_level_init;
2109 void Do_model_timings_test();
2110 Do_model_timings_test();
2114 load_mission_stuff = time(NULL);
2115 freespace_mission_load_stuff();
2116 load_mission_stuff = time(NULL) - load_mission_stuff;
2121 int Interface_framerate = 0;
2124 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2125 DCF_BOOL( show_framerate, Show_framerate )
2126 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2127 DCF_BOOL( show_target_weapons, Show_target_weapons )
2128 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2129 DCF_BOOL( sound, Sound_enabled )
2130 DCF_BOOL( zbuffer, game_zbuffer )
2131 DCF_BOOL( shield_system, New_shield_system )
2132 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2133 DCF_BOOL( player_attacking, Player_attacking_enabled )
2134 DCF_BOOL( show_waypoints, Show_waypoints )
2135 DCF_BOOL( show_area_effect, Show_area_effect )
2136 DCF_BOOL( show_net_stats, Show_net_stats )
2137 DCF_BOOL( log, Log_debug_output_to_file )
2138 DCF_BOOL( training_msg_method, Training_msg_method )
2139 DCF_BOOL( show_player_pos, Show_player_pos )
2140 DCF_BOOL(i_framerate, Interface_framerate )
2142 DCF(show_mem,"Toggles showing mem usage")
2145 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2146 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2147 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2148 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2154 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2156 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2157 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2161 DCF(show_cpu,"Toggles showing cpu usage")
2164 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2165 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2166 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2167 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2173 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2175 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2176 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2183 // AL 4-8-98: always allow players to display their framerate
2186 DCF_BOOL( show_framerate, Show_framerate )
2193 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2196 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2197 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2198 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2199 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2201 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2202 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2204 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2207 DCF(palette_flash,"Toggles palette flash effect on/off")
2210 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2211 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2212 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2213 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2215 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2216 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2219 int Use_low_mem = 0;
2221 DCF(low_mem,"Uses low memory settings regardless of RAM")
2224 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2225 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2226 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2227 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2229 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2230 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2232 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2236 int Framerate_delay = 0;
2238 float Freespace_gamma = 1.8f;
2240 DCF(gamma,"Sets Gamma factor")
2243 dc_get_arg(ARG_FLOAT|ARG_NONE);
2244 if ( Dc_arg_type & ARG_FLOAT ) {
2245 Freespace_gamma = Dc_arg_float;
2247 dc_printf( "Gamma reset to 1.0f\n" );
2248 Freespace_gamma = 1.0f;
2250 if ( Freespace_gamma < 0.1f ) {
2251 Freespace_gamma = 0.1f;
2252 } else if ( Freespace_gamma > 5.0f ) {
2253 Freespace_gamma = 5.0f;
2255 gr_set_gamma(Freespace_gamma);
2257 char tmp_gamma_string[32];
2258 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2259 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2263 dc_printf( "Usage: gamma <float>\n" );
2264 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2265 Dc_status = 0; // don't print status if help is printed. Too messy.
2269 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2275 Game_current_mission_filename[0] = 0;
2277 // seed the random number generator
2278 Game_init_seed = (int)time(NULL);
2279 srand( Game_init_seed );
2281 Framerate_delay = 0;
2287 extern void bm_init();
2293 // Initialize the timer before the os
2300 //Initialize the libraries
2301 s1 = timer_get_milliseconds();
2304 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2309 e1 = timer_get_milliseconds();
2312 // time a bunch of cfopens
2314 s2 = timer_get_milliseconds();
2316 for(int idx=0; idx<10000; idx++){
2317 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2322 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2324 e2 = timer_get_milliseconds();
2327 if (Is_standalone) {
2328 std_init_standalone();
2330 os_init( Osreg_class_name, Osreg_app_name );
2331 os_set_title(Osreg_title);
2334 // initialize localization module. Make sure this is down AFTER initialzing OS.
2335 // int t1 = timer_get_milliseconds();
2336 lcl_init( detect_lang() );
2338 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2340 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2343 // verify that he has a valid weapons.tbl
2344 verify_weapons_tbl();
2346 // Output version numbers to registry for auto patching purposes
2347 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2348 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2349 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2351 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2352 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2353 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2355 // show the FPS counter if the config file says so
2356 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2358 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2359 Asteroids_enabled = 1;
2362 /////////////////////////////
2364 /////////////////////////////
2366 if (!Is_standalone) {
2370 /////////////////////////////
2372 /////////////////////////////
2374 if ( !Is_standalone ) {
2382 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2385 display_title_screen();
2389 // If less than 48MB of RAM, use low memory model.
2390 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2391 mprintf(( "Using normal memory settings...\n" ));
2392 bm_set_low_mem(1); // Use every other frame of bitmaps
2394 mprintf(( "Using high memory settings...\n" ));
2395 bm_set_low_mem(0); // Use all frames of bitmaps
2398 // load non-darkening pixel defs
2399 palman_load_pixels();
2401 // hud shield icon stuff
2402 hud_shield_game_init();
2404 control_config_common_init(); // sets up localization stuff in the control config
2410 gamesnd_parse_soundstbl();
2415 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2420 player_controls_init();
2423 //if(!Is_standalone){
2431 ship_init(); // read in ships.tbl
2433 mission_campaign_init(); // load in the default campaign
2435 // navmap_init(); // init the navigation map system
2436 context_help_init();
2437 techroom_intel_init(); // parse species.tbl, load intel info
2439 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2440 init_animating_pointer();
2442 mission_brief_common_init(); // Mark all the briefing structures as empty.
2443 gr_font_init(); // loads up all fonts
2445 neb2_init(); // fullneb stuff
2449 player_tips_init(); // helpful tips
2452 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2453 pilot_load_pic_list();
2454 pilot_load_squad_pic_list();
2456 load_animating_pointer(NOX("cursor"), 0, 0);
2458 // initialize alpha colors
2459 alpha_colors_init();
2462 // Game_music_paused = 0;
2466 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2467 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2469 mprintf(("cfile_init() took %d\n", e1 - s1));
2470 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2473 char transfer_text[128];
2475 float Start_time = 0.0f;
2477 float Framerate = 0.0f;
2479 float Timing_total = 0.0f;
2480 float Timing_render2 = 0.0f;
2481 float Timing_render3 = 0.0f;
2482 float Timing_flip = 0.0f;
2483 float Timing_clear = 0.0f;
2485 MONITOR(NumPolysDrawn);
2491 void game_get_framerate()
2493 char text[128] = "";
2495 if ( frame_int == -1 ) {
2497 for (i=0; i<FRAME_FILTER; i++ ) {
2498 frametimes[i] = 0.0f;
2503 frametotal -= frametimes[frame_int];
2504 frametotal += flFrametime;
2505 frametimes[frame_int] = flFrametime;
2506 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2508 if ( frametotal != 0.0 ) {
2509 if ( Framecount >= FRAME_FILTER )
2510 Framerate = FRAME_FILTER / frametotal;
2512 Framerate = Framecount / frametotal;
2513 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2515 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2519 if (Show_framerate) {
2520 gr_set_color_fast(&HUD_color_debug);
2521 gr_string( 570, 2, text );
2525 void game_show_framerate()
2529 cur_time = f2fl(timer_get_approx_seconds());
2530 if (cur_time - Start_time > 30.0f) {
2531 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2532 Start_time += 1000.0f;
2535 //mprintf(( "%s\n", text ));
2538 if ( Debug_dump_frames )
2542 // possibly show control checking info
2543 control_check_indicate();
2545 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2546 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2547 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2548 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2551 if ( Show_cpu == 1 ) {
2556 dy = gr_get_font_height() + 1;
2558 gr_set_color_fast(&HUD_color_debug);
2561 extern int Gr_textures_in;
2562 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2565 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2567 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2569 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2571 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2573 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2578 extern int Num_pairs; // Number of object pairs that were checked.
2579 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2582 extern int Num_pairs_checked; // What percent of object pairs were checked.
2583 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2585 Num_pairs_checked = 0;
2589 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2592 if ( Timing_total > 0.01f ) {
2593 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2595 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2597 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2599 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2601 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2610 dy = gr_get_font_height() + 1;
2612 gr_set_color_fast(&HUD_color_debug);
2615 extern int TotalRam;
2616 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2621 extern int Model_ram;
2622 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2626 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2628 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2632 extern int Gr_textures_in;
2633 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2638 if ( Show_player_pos ) {
2642 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));
2645 MONITOR_INC(NumPolys, modelstats_num_polys);
2646 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2647 MONITOR_INC(NumVerts, modelstats_num_verts );
2649 modelstats_num_polys = 0;
2650 modelstats_num_polys_drawn = 0;
2651 modelstats_num_verts = 0;
2652 modelstats_num_sortnorms = 0;
2656 void game_show_standalone_framerate()
2658 float frame_rate=30.0f;
2659 if ( frame_int == -1 ) {
2661 for (i=0; i<FRAME_FILTER; i++ ) {
2662 frametimes[i] = 0.0f;
2667 frametotal -= frametimes[frame_int];
2668 frametotal += flFrametime;
2669 frametimes[frame_int] = flFrametime;
2670 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2672 if ( frametotal != 0.0 ) {
2673 if ( Framecount >= FRAME_FILTER ){
2674 frame_rate = FRAME_FILTER / frametotal;
2676 frame_rate = Framecount / frametotal;
2679 std_set_standalone_fps(frame_rate);
2683 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2684 void game_show_time_left()
2688 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2689 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2690 // checking how much time is left
2692 if ( Mission_end_time == -1 ){
2696 diff = f2i(Mission_end_time - Missiontime);
2697 // be sure to bash to 0. diff could be negative on frame that we quit mission
2702 hud_set_default_color();
2703 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2706 //========================================================================================
2707 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2708 //========================================================================================
2712 DCF(ai_pause,"Pauses ai")
2715 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2716 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2717 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2718 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2721 obj_init_all_ships_physics();
2724 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2725 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2728 DCF(single_step,"Single steps the game")
2731 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2732 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2733 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2734 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2736 last_single_step = 0; // Make so single step waits a frame before stepping
2739 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2740 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2743 DCF_BOOL(physics_pause, physics_paused)
2744 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2745 DCF_BOOL(ai_firing, Ai_firing_enabled )
2747 // Create some simple aliases to these commands...
2748 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2749 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2750 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2751 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2752 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2755 //========================================================================================
2756 //========================================================================================
2759 void game_training_pause_do()
2763 key = game_check_key();
2765 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2772 void game_increase_skill_level()
2775 if (Game_skill_level >= NUM_SKILL_LEVELS){
2776 Game_skill_level = 0;
2780 int Player_died_time;
2782 int View_percent = 100;
2785 DCF(view, "Sets the percent of the 3d view to render.")
2788 dc_get_arg(ARG_INT);
2789 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2790 View_percent = Dc_arg_int;
2792 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2798 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2802 dc_printf("View is set to %d%%\n", View_percent );
2807 // Set the clip region for the 3d rendering window
2808 void game_set_view_clip()
2810 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2811 // Set the clip region for the letterbox "dead view"
2812 int yborder = gr_screen.max_h/4;
2814 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2815 // J.S. I've changed my ways!! See the new "no constants" code!!!
2816 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2818 // Set the clip region for normal view
2819 if ( View_percent >= 100 ) {
2822 int xborder, yborder;
2824 if ( View_percent < 5 ) {
2828 float fp = i2fl(View_percent)/100.0f;
2829 int fi = fl2i(fl_sqrt(fp)*100.0f);
2830 if ( fi > 100 ) fi=100;
2832 xborder = ( gr_screen.max_w*(100-fi) )/200;
2833 yborder = ( gr_screen.max_h*(100-fi) )/200;
2835 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2841 void show_debug_stuff()
2844 int laser_count = 0, missile_count = 0;
2846 for (i=0; i<MAX_OBJECTS; i++) {
2847 if (Objects[i].type == OBJ_WEAPON){
2848 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2850 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2856 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2859 extern int Tool_enabled;
2861 time_t tst_time = 0;
2864 int tst_bitmap = -1;
2866 float tst_offset, tst_offset_total;
2869 void game_tst_frame_pre()
2877 g3_rotate_vertex(&v, &tst_pos);
2878 g3_project_vertex(&v);
2881 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2885 // big ship? always tst
2887 // within 3000 meters
2888 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2892 // within 300 meters
2893 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2900 void game_tst_frame()
2910 tst_time = time(NULL);
2912 // load the tst bitmap
2913 switch((int)frand_range(0.0f, 3.0)){
2915 tst_bitmap = bm_load("ig_jim");
2917 mprintf(("TST 0\n"));
2921 tst_bitmap = bm_load("ig_kan");
2923 mprintf(("TST 1\n"));
2927 tst_bitmap = bm_load("ig_jim");
2929 mprintf(("TST 2\n"));
2933 tst_bitmap = bm_load("ig_kan");
2935 mprintf(("TST 3\n"));
2944 // get the tst bitmap dimensions
2946 bm_get_info(tst_bitmap, &w, &h);
2949 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2951 snd_play(&Snds[SND_VASUDAN_BUP]);
2953 // tst x and direction
2957 tst_offset_total = (float)w;
2958 tst_offset = (float)w;
2960 tst_x = (float)gr_screen.max_w;
2961 tst_offset_total = (float)-w;
2962 tst_offset = (float)w;
2970 float diff = (tst_offset_total / 0.5f) * flFrametime;
2976 tst_offset -= fl_abs(diff);
2977 } else if(tst_mode == 2){
2980 tst_offset -= fl_abs(diff);
2984 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2985 gr_bitmap((int)tst_x, (int)tst_y);
2988 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2992 // if we passed the switch point
2993 if(tst_offset <= 0.0f){
2998 tst_stamp = timestamp(1000);
2999 tst_offset = fl_abs(tst_offset_total);
3010 void game_tst_mark(object *objp, ship *shipp)
3019 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3022 sip = &Ship_info[shipp->ship_info_index];
3029 tst_pos = objp->pos;
3030 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3036 extern void render_shields();
3038 void player_repair_frame(float frametime)
3040 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3042 for(idx=0;idx<MAX_PLAYERS;idx++){
3045 np = &Net_players[idx];
3047 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)){
3049 // don't rearm/repair if the player is dead or dying/departing
3050 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3051 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3056 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3057 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3063 #define NUM_FRAMES_TEST 300
3064 #define NUM_MIXED_SOUNDS 16
3065 void do_timing_test(float flFrametime)
3067 static int framecount = 0;
3068 static int test_running = 0;
3069 static float test_time = 0.0f;
3071 static int snds[NUM_MIXED_SOUNDS];
3074 if ( test_running ) {
3076 test_time += flFrametime;
3077 if ( framecount >= NUM_FRAMES_TEST ) {
3079 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3080 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3085 if ( Test_begin == 1 ) {
3091 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3094 // start looping digital sounds
3095 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3096 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3103 DCF(dcf_fov, "Change the field of view")
3106 dc_get_arg(ARG_FLOAT|ARG_NONE);
3107 if ( Dc_arg_type & ARG_NONE ) {
3108 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3109 dc_printf( "Zoom factor reset\n" );
3111 if ( Dc_arg_type & ARG_FLOAT ) {
3112 if (Dc_arg_float < 0.25f) {
3113 Viewer_zoom = 0.25f;
3114 dc_printf("Zoom factor pinned at 0.25.\n");
3115 } else if (Dc_arg_float > 1.25f) {
3116 Viewer_zoom = 1.25f;
3117 dc_printf("Zoom factor pinned at 1.25.\n");
3119 Viewer_zoom = Dc_arg_float;
3125 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3128 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3132 DCF(framerate_cap, "Sets the framerate cap")
3135 dc_get_arg(ARG_INT);
3136 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3137 Framerate_cap = Dc_arg_int;
3139 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3145 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3146 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3147 dc_printf("[n] must be from 1 to 120.\n");
3151 if ( Framerate_cap )
3152 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3154 dc_printf("There is no framerate cap currently active.\n");
3158 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3159 int Show_viewing_from_self = 0;
3161 void say_view_target()
3163 object *view_target;
3165 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3166 view_target = &Objects[Player_ai->target_objnum];
3168 view_target = Player_obj;
3170 if (Game_mode & GM_DEAD) {
3171 if (Player_ai->target_objnum != -1)
3172 view_target = &Objects[Player_ai->target_objnum];
3175 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3176 if (view_target != Player_obj){
3178 char *view_target_name = NULL;
3179 switch(Objects[Player_ai->target_objnum].type) {
3181 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3184 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3185 Viewer_mode &= ~VM_OTHER_SHIP;
3187 case OBJ_JUMP_NODE: {
3188 char jump_node_name[128];
3189 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3190 view_target_name = jump_node_name;
3191 Viewer_mode &= ~VM_OTHER_SHIP;
3200 if ( view_target_name ) {
3201 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3202 Show_viewing_from_self = 1;
3205 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3206 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3207 Show_viewing_from_self = 1;
3209 if (Show_viewing_from_self)
3210 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3215 Last_view_target = view_target;
3219 float Game_hit_x = 0.0f;
3220 float Game_hit_y = 0.0f;
3222 // Reset at the beginning of each frame
3223 void game_whack_reset()
3229 // Apply a 2d whack to the player
3230 void game_whack_apply( float x, float y )
3232 // Do some force feedback
3233 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3239 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3242 // call to apply a "shudder"
3243 void game_shudder_apply(int time, float intensity)
3245 Game_shudder_time = timestamp(time);
3246 Game_shudder_total = time;
3247 Game_shudder_intensity = intensity;
3250 #define FF_SCALE 10000
3251 void apply_hud_shake(matrix *eye_orient)
3253 if (Viewer_obj == Player_obj) {
3254 physics_info *pi = &Player_obj->phys_info;
3262 // Make eye shake due to afterburner
3263 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3266 dtime = timestamp_until(pi->afterburner_decay);
3270 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3271 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3274 // Make eye shake due to engine wash
3276 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3279 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3280 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3282 // get the intensity
3283 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3287 vm_vec_rand_vec_quick(&rand_vec);
3290 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3294 // make hud shake due to shuddering
3295 if(Game_shudder_time != -1){
3296 // if the timestamp has elapsed
3297 if(timestamp_elapsed(Game_shudder_time)){
3298 Game_shudder_time = -1;
3300 // otherwise apply some shudder
3304 dtime = timestamp_until(Game_shudder_time);
3308 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));
3309 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));
3314 vm_angles_2_matrix(&tm, &tangles);
3315 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3316 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3317 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3318 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3323 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3325 // Player's velocity just before he blew up. Used to keep camera target moving.
3326 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3328 // Set eye_pos and eye_orient based on view mode.
3329 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3333 static int last_Viewer_mode = 0;
3334 static int last_Game_mode = 0;
3335 static int last_Viewer_objnum = -1;
3337 // This code is supposed to detect camera "cuts"... like going between
3340 // determine if we need to regenerate the nebula
3341 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3342 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3343 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3344 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3345 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3346 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3347 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3348 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3349 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3352 // regenerate the nebula
3356 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3357 //mprintf(( "************** Camera cut! ************\n" ));
3358 last_Viewer_mode = Viewer_mode;
3359 last_Game_mode = Game_mode;
3361 // Camera moved. Tell stars & debris to not do blurring.
3367 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3368 player_display_packlock_view();
3371 game_set_view_clip();
3373 if (Game_mode & GM_DEAD) {
3374 vector vec_to_deader, view_pos;
3377 Viewer_mode |= VM_DEAD_VIEW;
3379 if (Player_ai->target_objnum != -1) {
3380 int view_from_player = 1;
3382 if (Viewer_mode & VM_OTHER_SHIP) {
3383 // View from target.
3384 Viewer_obj = &Objects[Player_ai->target_objnum];
3386 last_Viewer_objnum = Player_ai->target_objnum;
3388 if ( Viewer_obj->type == OBJ_SHIP ) {
3389 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3390 view_from_player = 0;
3393 last_Viewer_objnum = -1;
3396 if ( view_from_player ) {
3397 // View target from player ship.
3399 *eye_pos = Player_obj->pos;
3400 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3401 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3404 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3406 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3407 dist += flFrametime * 16.0f;
3409 vm_vec_scale(&vec_to_deader, -dist);
3410 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3412 view_pos = Player_obj->pos;
3414 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3415 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3416 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3417 Dead_player_last_vel = Player_obj->phys_info.vel;
3418 //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));
3419 } else if (Player_ai->target_objnum != -1) {
3420 view_pos = Objects[Player_ai->target_objnum].pos;
3422 // Make camera follow explosion, but gradually slow down.
3423 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3424 view_pos = Player_obj->pos;
3425 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3426 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3429 *eye_pos = Dead_camera_pos;
3431 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3433 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3438 // if supernova shockwave
3439 if(supernova_camera_cut()){
3443 // call it dead view
3444 Viewer_mode |= VM_DEAD_VIEW;
3446 // set eye pos and orient
3447 supernova_set_view(eye_pos, eye_orient);
3449 // If already blown up, these other modes can override.
3450 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3451 Viewer_mode &= ~VM_DEAD_VIEW;
3453 Viewer_obj = Player_obj;
3455 if (Viewer_mode & VM_OTHER_SHIP) {
3456 if (Player_ai->target_objnum != -1){
3457 Viewer_obj = &Objects[Player_ai->target_objnum];
3458 last_Viewer_objnum = Player_ai->target_objnum;
3460 Viewer_mode &= ~VM_OTHER_SHIP;
3461 last_Viewer_objnum = -1;
3464 last_Viewer_objnum = -1;
3467 if (Viewer_mode & VM_EXTERNAL) {
3470 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3471 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3473 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3475 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3476 vm_vec_normalize(&eye_dir);
3477 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3480 // Modify the orientation based on head orientation.
3481 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3483 } else if ( Viewer_mode & VM_CHASE ) {
3486 if ( Viewer_obj->phys_info.speed < 0.1 )
3487 move_dir = Viewer_obj->orient.v.fvec;
3489 move_dir = Viewer_obj->phys_info.vel;
3490 vm_vec_normalize(&move_dir);
3493 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3494 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3495 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3496 vm_vec_normalize(&eye_dir);
3498 // JAS: I added the following code because if you slew up using
3499 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3500 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3501 // call because the up and the forward vector are the same. I fixed
3502 // it by adding in a fraction of the right vector all the time to the
3504 vector tmp_up = Viewer_obj->orient.v.uvec;
3505 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3507 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3510 // Modify the orientation based on head orientation.
3511 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3512 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3513 *eye_pos = Camera_pos;
3515 ship * shipp = &Ships[Player_obj->instance];
3517 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3518 vm_vec_normalize(&eye_dir);
3519 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3522 // get an eye position based upon the correct type of object
3523 switch(Viewer_obj->type){
3525 // make a call to get the eye point for the player object
3526 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3529 // make a call to get the eye point for the player object
3530 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3536 #ifdef JOHNS_DEBUG_CODE
3537 john_debug_stuff(&eye_pos, &eye_orient);
3543 apply_hud_shake(eye_orient);
3545 // setup neb2 rendering
3546 neb2_render_setup(eye_pos, eye_orient);
3550 extern void ai_debug_render_stuff();
3553 int Game_subspace_effect = 0;
3554 DCF_BOOL( subspace, Game_subspace_effect );
3556 // Does everything needed to render a frame
3557 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3561 g3_start_frame(game_zbuffer);
3562 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3564 // maybe offset the HUD (jitter stuff)
3565 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3566 HUD_set_offsets(Viewer_obj, !dont_offset);
3568 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3569 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3570 // must be done before ships are rendered
3571 if ( MULTIPLAYER_CLIENT ) {
3572 shield_point_multi_setup();
3575 if ( Game_subspace_effect ) {
3576 stars_draw(0,0,0,1);
3578 stars_draw(1,1,1,0);
3581 obj_render_all(obj_render);
3582 beam_render_all(); // render all beam weapons
3583 particle_render_all(); // render particles after everything else.
3584 trail_render_all(); // render missilie trails after everything else.
3585 mflash_render_all(); // render all muzzle flashes
3587 // Why do we not show the shield effect in these modes? Seems ok.
3588 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3592 // render nebula lightning
3595 // render local player nebula
3596 neb2_render_player();
3599 ai_debug_render_stuff();
3602 #ifndef RELEASE_REAL
3603 // game_framerate_check();
3607 extern void snd_spew_debug_info();
3608 snd_spew_debug_info();
3611 //================ END OF 3D RENDERING STUFF ====================
3615 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3616 hud_maybe_clear_head_area();
3617 anim_render_all(0, flFrametime);
3620 extern int Multi_display_netinfo;
3621 if(Multi_display_netinfo){
3622 extern void multi_display_netinfo();
3623 multi_display_netinfo();
3626 game_tst_frame_pre();
3629 do_timing_test(flFrametime);
3633 extern int OO_update_index;
3634 multi_rate_display(OO_update_index, 375, 0);
3639 extern void oo_display();
3646 //#define JOHNS_DEBUG_CODE 1
3648 #ifdef JOHNS_DEBUG_CODE
3649 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3651 //if ( key_pressed(SDLK_LSHIFT) )
3653 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3655 model_subsystem *turret = tsys->system_info;
3657 if (turret->type == SUBSYSTEM_TURRET ) {
3658 vector v.fvec, v.uvec;
3659 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3661 ship_model_start(tobj);
3663 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3664 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3665 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3667 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3669 ship_model_stop(tobj);
3679 // following function for dumping frames for purposes of building trailers.
3682 // function to toggle state of dumping every frame into PCX when playing the game
3683 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3687 if ( Debug_dump_frames == 0 ) {
3689 Debug_dump_frames = 15;
3690 Debug_dump_trigger = 0;
3691 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3692 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3695 Debug_dump_frames = 0;
3696 Debug_dump_trigger = 0;
3697 gr_dump_frame_stop();
3698 dc_printf( "Frame dumping is now OFF\n" );
3704 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3708 if ( Debug_dump_frames == 0 ) {
3710 Debug_dump_frames = 15;
3711 Debug_dump_trigger = 1;
3712 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3713 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3716 Debug_dump_frames = 0;
3717 Debug_dump_trigger = 0;
3718 gr_dump_frame_stop();
3719 dc_printf( "Frame dumping is now OFF\n" );
3725 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3729 if ( Debug_dump_frames == 0 ) {
3731 Debug_dump_frames = 30;
3732 Debug_dump_trigger = 0;
3733 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3734 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3737 Debug_dump_frames = 0;
3738 Debug_dump_trigger = 0;
3739 gr_dump_frame_stop();
3740 dc_printf( "Frame dumping is now OFF\n" );
3746 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3750 if ( Debug_dump_frames == 0 ) {
3752 Debug_dump_frames = 30;
3753 Debug_dump_trigger = 1;
3754 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3755 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3758 Debug_dump_frames = 0;
3759 Debug_dump_trigger = 0;
3760 gr_dump_frame_stop();
3761 dc_printf( "Triggered frame dumping is now OFF\n" );
3767 void game_maybe_dump_frame()
3769 if ( !Debug_dump_frames ){
3773 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3780 Debug_dump_frame_num++;
3786 extern int Player_dead_state;
3788 // Flip the page and time how long it took.
3789 void game_flip_page_and_time_it()
3794 t1 = timer_get_fixed_seconds();
3796 t2 = timer_get_fixed_seconds();
3799 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3800 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3807 void game_simulation_frame()
3809 // blow ships up in multiplayer dogfight
3810 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){
3811 // blow up all non-player ships
3812 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3815 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3817 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)){
3818 moveup = GET_NEXT(moveup);
3821 shipp = &Ships[Objects[moveup->objnum].instance];
3822 sip = &Ship_info[shipp->ship_info_index];
3824 // only blow up small ships
3825 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3826 // function to simply explode a ship where it is currently at
3827 ship_self_destruct( &Objects[moveup->objnum] );
3830 moveup = GET_NEXT(moveup);
3836 // process AWACS stuff - do this first thing
3839 // single player, set Player hits_this_frame to 0
3840 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3841 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3842 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3846 supernova_process();
3847 if(supernova_active() >= 5){
3851 // fire targeting lasers now so that
3852 // 1 - created this frame
3853 // 2 - collide this frame
3854 // 3 - render this frame
3855 // 4 - ignored and deleted next frame
3856 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3858 ship_process_targeting_lasers();
3860 // do this here so that it works for multiplayer
3862 // get viewer direction
3863 int viewer_direction = PHYSICS_VIEWER_REAR;
3865 if(Viewer_mode == 0){
3866 viewer_direction = PHYSICS_VIEWER_FRONT;
3868 if(Viewer_mode & VM_PADLOCK_UP){
3869 viewer_direction = PHYSICS_VIEWER_UP;
3871 else if(Viewer_mode & VM_PADLOCK_REAR){
3872 viewer_direction = PHYSICS_VIEWER_REAR;
3874 else if(Viewer_mode & VM_PADLOCK_LEFT){
3875 viewer_direction = PHYSICS_VIEWER_LEFT;
3877 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3878 viewer_direction = PHYSICS_VIEWER_RIGHT;
3881 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3883 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3886 #define VM_PADLOCK_UP (1 << 7)
3887 #define VM_PADLOCK_REAR (1 << 8)
3888 #define VM_PADLOCK_LEFT (1 << 9)
3889 #define VM_PADLOCK_RIGHT (1 << 10)
3891 // evaluate mission departures and arrivals before we process all objects.
3892 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3894 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3895 // ships/wing packets.
3896 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3897 mission_parse_eval_stuff();
3900 // if we're an observer, move ourselves seperately from the standard physics
3901 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3902 obj_observer_move(flFrametime);
3905 // move all the objects now
3906 obj_move_all(flFrametime);
3908 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3909 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3910 // ship_check_cargo_all();
3911 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3912 mission_eval_goals();
3916 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3917 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3918 training_check_objectives();
3921 // do all interpolation now
3922 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3923 // client side processing of warping in effect stages
3924 multi_do_client_warp(flFrametime);
3926 // client side movement of an observer
3927 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3928 obj_observer_move(flFrametime);
3931 // move all objects - does interpolation now as well
3932 obj_move_all(flFrametime);
3935 // only process the message queue when the player is "in" the game
3936 if ( !Pre_player_entry ){
3937 message_queue_process(); // process any messages send to the player
3940 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3941 message_maybe_distort(); // maybe distort incoming message if comms damaged
3942 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3943 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3944 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3947 if(!(Game_mode & GM_STANDALONE_SERVER)){
3948 // process some stuff every frame (before frame is rendered)
3949 emp_process_local();
3951 hud_update_frame(); // update hud systems
3953 if (!physics_paused) {
3954 // Move particle system
3955 particle_move_all(flFrametime);
3957 // Move missile trails
3958 trail_move_all(flFrametime);
3960 // process muzzle flashes
3961 mflash_process_all();
3963 // Flash the gun flashes
3964 shipfx_flash_do_frame(flFrametime);
3966 shockwave_move_all(flFrametime); // update all the shockwaves
3969 // subspace missile strikes
3972 obj_snd_do_frame(); // update the object-linked persistant sounds
3973 game_maybe_update_sound_environment();
3974 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3976 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3978 if ( Game_subspace_effect ) {
3979 game_start_subspace_ambient_sound();
3985 // Maybe render and process the dead-popup
3986 void game_maybe_do_dead_popup(float frametime)
3988 if ( popupdead_is_active() ) {
3990 int choice = popupdead_do_frame(frametime);
3992 if ( Game_mode & GM_NORMAL ) {
3995 gameseq_post_event(GS_EVENT_ENTER_GAME);
3999 gameseq_post_event(GS_EVENT_END_GAME);
4003 gameseq_post_event(GS_EVENT_START_GAME);
4006 // this should only happen during a red alert mission
4009 SDL_assert(The_mission.red_alert);
4010 if(!The_mission.red_alert){
4011 gameseq_post_event(GS_EVENT_START_GAME);
4015 // choose the previous mission
4016 mission_campaign_previous_mission();
4018 gameseq_post_event(GS_EVENT_START_GAME);
4028 case POPUPDEAD_DO_MAIN_HALL:
4029 multi_quit_game(PROMPT_NONE,-1);
4032 case POPUPDEAD_DO_RESPAWN:
4033 multi_respawn_normal();
4034 event_music_player_respawn();
4037 case POPUPDEAD_DO_OBSERVER:
4038 multi_respawn_observer();
4039 event_music_player_respawn_as_observer();
4048 if ( leave_popup ) {
4054 // returns true if player is actually in a game_play stats
4055 int game_actually_playing()
4059 state = gameseq_get_state();
4060 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4066 // Draw the 2D HUD gauges
4067 void game_render_hud_2d()
4069 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4073 HUD_render_2d(flFrametime);
4077 // Draw the 3D-dependant HUD gauges
4078 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4080 g3_start_frame(0); // 0 = turn zbuffering off
4081 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4083 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4084 HUD_render_3d(flFrametime);
4088 game_sunspot_process(flFrametime);
4090 // Diminish the palette effect
4091 game_flash_diminish(flFrametime);
4099 int actually_playing;
4100 fix total_time1, total_time2;
4101 fix render2_time1=0, render2_time2=0;
4102 fix render3_time1=0, render3_time2=0;
4103 fix flip_time1=0, flip_time2=0;
4104 fix clear_time1=0, clear_time2=0;
4110 if (Framerate_delay) {
4111 int start_time = timer_get_milliseconds();
4112 while (timer_get_milliseconds() < start_time + Framerate_delay)
4118 demo_do_frame_start();
4120 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4125 // start timing frame
4126 timing_frame_start();
4128 total_time1 = timer_get_fixed_seconds();
4130 // var to hold which state we are in
4131 actually_playing = game_actually_playing();
4133 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4134 if (!(Game_mode & GM_STANDALONE_SERVER)){
4135 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4139 if (Missiontime > Entry_delay_time){
4140 Pre_player_entry = 0;
4142 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4145 // Note: These are done even before the player enters, else buffers can overflow.
4146 if (! (Game_mode & GM_STANDALONE_SERVER)){
4150 shield_frame_init();
4152 if ( Player->control_mode != PCM_NORMAL )
4155 if ( !Pre_player_entry && actually_playing ) {
4156 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4158 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4159 game_process_keys();
4161 // don't read flying controls if we're playing a demo back
4162 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4163 read_player_controls( Player_obj, flFrametime);
4167 // if we're not the master, we may have to send the server-critical ship status button_info bits
4168 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4169 multi_maybe_send_ship_status();
4174 // Reset the whack stuff
4177 // These two lines must be outside of Pre_player_entry code,
4178 // otherwise too many lights are added.
4181 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4185 game_simulation_frame();
4187 // if not actually in a game play state, then return. This condition could only be true in
4188 // a multiplayer game.
4189 if ( !actually_playing ) {
4190 SDL_assert( Game_mode & GM_MULTIPLAYER );
4194 if (!Pre_player_entry) {
4195 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4196 clear_time1 = timer_get_fixed_seconds();
4197 // clear the screen to black
4199 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4203 clear_time2 = timer_get_fixed_seconds();
4204 render3_time1 = timer_get_fixed_seconds();
4205 game_render_frame_setup(&eye_pos, &eye_orient);
4206 game_render_frame( &eye_pos, &eye_orient );
4208 // save the eye position and orientation
4209 if ( Game_mode & GM_MULTIPLAYER ) {
4210 Net_player->s_info.eye_pos = eye_pos;
4211 Net_player->s_info.eye_orient = eye_orient;
4214 hud_show_target_model();
4216 // check to see if we should display the death died popup
4217 if(Game_mode & GM_DEAD_BLEW_UP){
4218 if(Game_mode & GM_MULTIPLAYER){
4219 // catch the situation where we're supposed to be warping out on this transition
4220 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4221 gameseq_post_event(GS_EVENT_DEBRIEF);
4222 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4223 Player_died_popup_wait = -1;
4227 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4228 Player_died_popup_wait = -1;
4234 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4235 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4236 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4237 if(!popupdead_is_active()){
4241 Player_multi_died_check = -1;
4245 render3_time2 = timer_get_fixed_seconds();
4246 render2_time1 = timer_get_fixed_seconds();
4249 game_get_framerate();
4250 game_show_framerate();
4252 game_show_time_left();
4254 // Draw the 2D HUD gauges
4255 if(supernova_active() < 3){
4256 game_render_hud_2d();
4259 game_set_view_clip();
4261 // Draw 3D HUD gauges
4262 game_render_hud_3d(&eye_pos, &eye_orient);
4266 render2_time2 = timer_get_fixed_seconds();
4268 // maybe render and process the dead popup
4269 game_maybe_do_dead_popup(flFrametime);
4271 // start timing frame
4272 timing_frame_stop();
4273 // timing_display(30, 10);
4275 // If a regular popup is active, don't flip (popup code flips)
4276 if( !popup_running_state() ){
4277 flip_time1 = timer_get_fixed_seconds();
4278 game_flip_page_and_time_it();
4279 flip_time2 = timer_get_fixed_seconds();
4283 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4286 game_show_standalone_framerate();
4290 game_do_training_checks();
4293 // process lightning (nebula only)
4296 total_time2 = timer_get_fixed_seconds();
4298 // Got some timing numbers
4299 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4300 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4301 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4302 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4303 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4306 demo_do_frame_end();
4308 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4314 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4315 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4316 // died. This resulted in screwed up death sequences.
4318 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4319 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4320 static int timer_paused=0;
4321 #if defined(TIMER_TEST) && !defined(NDEBUG)
4322 static int stop_count,start_count;
4323 static int time_stopped,time_started;
4325 int saved_timestamp_ticker = -1;
4327 void game_reset_time()
4329 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4333 // Last_time = timer_get_fixed_seconds();
4339 void game_stop_time()
4341 if (timer_paused==0) {
4343 time = timer_get_fixed_seconds();
4344 // Save how much time progressed so far in the frame so we can
4345 // use it when we unpause.
4346 Last_delta_time = time - Last_time;
4348 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4349 if (Last_delta_time < 0) {
4350 #if defined(TIMER_TEST) && !defined(NDEBUG)
4351 Int3(); //get Matt!!!!
4353 Last_delta_time = 0;
4355 #if defined(TIMER_TEST) && !defined(NDEBUG)
4356 time_stopped = time;
4359 // Stop the timer_tick stuff...
4360 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4361 saved_timestamp_ticker = timestamp_ticker;
4365 #if defined(TIMER_TEST) && !defined(NDEBUG)
4370 void game_start_time()
4373 SDL_assert(timer_paused >= 0);
4374 if (timer_paused==0) {
4376 time = timer_get_fixed_seconds();
4377 #if defined(TIMER_TEST) && !defined(NDEBUG)
4379 Int3(); //get Matt!!!!
4382 // Take current time, and set it backwards to account for time
4383 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4384 // will be correct when it goes to calculate the frametime next
4386 Last_time = time - Last_delta_time;
4387 #if defined(TIMER_TEST) && !defined(NDEBUG)
4388 time_started = time;
4391 // Restore the timer_tick stuff...
4392 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4393 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4394 timestamp_ticker = saved_timestamp_ticker;
4395 saved_timestamp_ticker = -1;
4398 #if defined(TIMER_TEST) && !defined(NDEBUG)
4404 void game_set_frametime(int state)
4407 float frame_cap_diff;
4409 thistime = timer_get_fixed_seconds();
4411 if ( Last_time == 0 )
4412 Frametime = F1_0 / 30;
4414 Frametime = thistime - Last_time;
4416 // Frametime = F1_0 / 30;
4419 fix debug_frametime = Frametime; // Just used to display frametime.
4422 // If player hasn't entered mission yet, make frame take 1/4 second.
4423 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4426 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4428 fix frame_speed = F1_0 / Debug_dump_frames;
4430 if (Frametime > frame_speed ){
4431 nprintf(("warning","slow frame: %x\n",Frametime));
4434 thistime = timer_get_fixed_seconds();
4435 Frametime = thistime - Last_time;
4436 } while (Frametime < frame_speed );
4438 Frametime = frame_speed;
4442 SDL_assert( Framerate_cap > 0 );
4444 // Cap the framerate so it doesn't get too high.
4448 cap = F1_0/Framerate_cap;
4449 if (Frametime < cap) {
4450 thistime = cap - Frametime;
4451 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4452 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4454 thistime = timer_get_fixed_seconds();
4458 if((Game_mode & GM_STANDALONE_SERVER) &&
4459 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4461 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4462 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4464 thistime += fl2f((frame_cap_diff));
4466 Frametime = thistime - Last_time;
4469 // If framerate is too low, cap it.
4470 if (Frametime > MAX_FRAMETIME) {
4472 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4474 Frametime = MAX_FRAMETIME;
4477 Frametime = fixmul(Frametime, Game_time_compression);
4479 Last_time = thistime;
4480 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4482 flFrametime = f2fl(Frametime);
4483 //if(!(Game_mode & GM_PLAYING_DEMO)){
4484 timestamp_inc(flFrametime);
4486 /* if ((Framecount > 0) && (Framecount < 10)) {
4487 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4492 // This is called from game_do_frame(), and from navmap_do_frame()
4493 void game_update_missiontime()
4495 // TODO JAS: Put in if and move this into game_set_frametime,
4496 // fix navmap to call game_stop/start_time
4497 //if ( !timer_paused )
4498 Missiontime += Frametime;
4501 void game_do_frame()
4503 game_set_frametime(GS_STATE_GAME_PLAY);
4504 game_update_missiontime();
4506 if (Game_mode & GM_STANDALONE_SERVER) {
4507 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4510 if ( game_single_step && (last_single_step == game_single_step) ) {
4511 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4512 while( key_checkch() == 0 )
4514 os_set_title( XSTR( "FreeSpace", 171) );
4515 Last_time = timer_get_fixed_seconds();
4518 last_single_step = game_single_step;
4520 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4521 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4525 Keep_mouse_centered = 0;
4526 monitor_update(); // Update monitor variables
4529 void multi_maybe_do_frame()
4531 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4536 int Joymouse_button_status = 0;
4538 // Flush all input devices
4546 Joymouse_button_status = 0;
4548 //mprintf(("Game flush!\n" ));
4551 // function for multiplayer only which calls game_do_state_common() when running the
4553 void game_do_dc_networking()
4555 SDL_assert( Game_mode & GM_MULTIPLAYER );
4557 game_do_state_common( gameseq_get_state() );
4560 // Call this whenever in a loop, or when you need to check for a keystroke.
4561 int game_check_key()
4567 // convert keypad enter to normal enter
4568 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4569 k = (k & ~KEY_MASK) | SDLK_RETURN;
4574 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4576 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4577 static int Demo_show_trailer_timestamp = 0;
4579 void demo_reset_trailer_timer()
4581 Demo_show_trailer_timestamp = timer_get_milliseconds();
4584 void demo_maybe_show_trailer(int k)
4587 // if key pressed, reset demo trailer timer
4589 demo_reset_trailer_timer();
4593 // if mouse moved, reset demo trailer timer
4596 mouse_get_delta(&dx, &dy);
4597 if ( (dx > 0) || (dy > 0) ) {
4598 demo_reset_trailer_timer();
4602 // if joystick has moved, reset demo trailer timer
4605 joy_get_delta(&dx, &dy);
4606 if ( (dx > 0) || (dy > 0) ) {
4607 demo_reset_trailer_timer();
4611 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4612 // the low-level code. Ugly, I know... but was the simplest and most
4615 // if 30 seconds since last demo trailer time reset, launch movie
4616 if ( os_foreground() ) {
4617 int now = timer_get_milliseconds();
4618 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4619 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4621 movie_play( NOX("fstrailer2.mve") );
4622 demo_reset_trailer_timer();
4630 // same as game_check_key(), except this is used while actually in the game. Since there
4631 // generally are differences between game control keys and general UI keys, makes sense to
4632 // have seperate functions for each case. If you are not checking a game control while in a
4633 // mission, you should probably be using game_check_key() instead.
4638 if (!os_foreground()) {
4643 // If we're in a single player game, pause it.
4644 if (!(Game_mode & GM_MULTIPLAYER)){
4645 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4646 game_process_pause_key();
4653 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4654 demo_maybe_show_trailer(k);
4657 // Move the mouse cursor with the joystick.
4658 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4659 // Move the mouse cursor with the joystick
4663 joy_get_pos( &jx, &jy, &jz, &jr );
4665 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4666 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4669 mouse_get_real_pos( &mx, &my );
4670 mouse_set_pos( mx+dx, my+dy );
4675 m = mouse_down(MOUSE_LEFT_BUTTON);
4677 if ( j != Joymouse_button_status ) {
4678 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4679 Joymouse_button_status = j;
4681 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4682 } else if ( (!j) && (m) ) {
4683 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4688 // if we should be ignoring keys because of some multiplayer situations
4689 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4693 // If a popup is running, don't process all the Fn keys
4694 if( popup_active() ) {
4698 state = gameseq_get_state();
4700 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4703 case KEY_DEBUGGED + SDLK_BACKSPACE:
4708 launch_context_help();
4713 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4715 // don't allow f2 while warping out in multiplayer
4716 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4721 case GS_STATE_INITIAL_PLAYER_SELECT:
4722 case GS_STATE_OPTIONS_MENU:
4723 case GS_STATE_HUD_CONFIG:
4724 case GS_STATE_CONTROL_CONFIG:
4725 case GS_STATE_DEATH_DIED:
4726 case GS_STATE_DEATH_BLEW_UP:
4727 case GS_STATE_VIEW_MEDALS:
4731 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4738 // hotkey selection screen -- only valid from briefing and beyond.
4740 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4741 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) ) {
4742 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4748 case KEY_DEBUGGED + SDLK_F3:
4749 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4752 case KEY_DEBUGGED + SDLK_F4:
4753 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4757 if(Game_mode & GM_MULTIPLAYER){
4758 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4759 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4763 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4764 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4770 case SDLK_ESCAPE | KEY_SHIFTED:
4771 // make sure to quit properly out of multiplayer
4772 if(Game_mode & GM_MULTIPLAYER){
4773 multi_quit_game(PROMPT_NONE);
4776 gameseq_post_event( GS_EVENT_QUIT_GAME );
4781 case KEY_DEBUGGED + SDLK_p:
4784 case SDLK_PRINTSCREEN:
4786 static int counter = 0;
4791 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4793 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4794 gr_print_screen(tmp_name);
4802 case KEY_SHIFTED | SDLK_RETURN: {
4804 #if !defined(NDEBUG)
4806 if ( Game_mode & GM_NORMAL ){
4810 // if we're in multiplayer mode, do some special networking
4811 if(Game_mode & GM_MULTIPLAYER){
4812 debug_console(game_do_dc_networking);
4819 if ( Game_mode & GM_NORMAL )
4833 gameseq_post_event(GS_EVENT_QUIT_GAME);
4836 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4839 void camera_set_position( vector *pos )
4844 void camera_set_orient( matrix *orient )
4846 Camera_orient = *orient;
4849 void camera_set_velocity( vector *vel, int instantaneous )
4851 Camera_desired_velocity.xyz.x = 0.0f;
4852 Camera_desired_velocity.xyz.y = 0.0f;
4853 Camera_desired_velocity.xyz.z = 0.0f;
4855 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4856 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4857 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4859 if ( instantaneous ) {
4860 Camera_velocity = Camera_desired_velocity;
4868 vector new_vel, delta_pos;
4870 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4871 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4872 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4874 Camera_velocity = new_vel;
4876 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4878 vm_vec_add2( &Camera_pos, &delta_pos );
4880 float ot = Camera_time+0.0f;
4882 Camera_time += flFrametime;
4884 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4887 tmp.xyz.z = 4.739f; // always go this fast forward.
4889 // pick x and y velocities so they are always on a
4890 // circle with a 25 m radius.
4892 float tmp_angle = frand()*PI2;
4894 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4895 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4897 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4899 //mprintf(( "Changing velocity!\n" ));
4900 camera_set_velocity( &tmp, 0 );
4903 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4904 vector tmp = ZERO_VECTOR;
4905 camera_set_velocity( &tmp, 0 );
4910 void end_demo_campaign_do()
4912 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4913 // show upsell screens
4914 demo_upsell_show_screens();
4915 #elif defined(OEM_BUILD)
4916 // show oem upsell screens
4917 oem_upsell_show_screens();
4920 // drop into main hall
4921 gameseq_post_event( GS_EVENT_MAIN_MENU );
4924 // All code to process events. This is the only place
4925 // that you should change the state of the game.
4926 void game_process_event( int current_state, int event )
4928 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4931 case GS_EVENT_SIMULATOR_ROOM:
4932 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4935 case GS_EVENT_MAIN_MENU:
4936 gameseq_set_state(GS_STATE_MAIN_MENU);
4939 case GS_EVENT_OPTIONS_MENU:
4940 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4943 case GS_EVENT_BARRACKS_MENU:
4944 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4947 case GS_EVENT_TECH_MENU:
4948 gameseq_set_state(GS_STATE_TECH_MENU);
4951 case GS_EVENT_TRAINING_MENU:
4952 gameseq_set_state(GS_STATE_TRAINING_MENU);
4955 case GS_EVENT_START_GAME:
4956 Select_default_ship = 0;
4957 Player_multi_died_check = -1;
4958 gameseq_set_state(GS_STATE_CMD_BRIEF);
4961 case GS_EVENT_START_BRIEFING:
4962 gameseq_set_state(GS_STATE_BRIEFING);
4965 case GS_EVENT_DEBRIEF:
4966 // did we end the campaign in the main freespace 2 single player campaign?
4968 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4970 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4972 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4974 gameseq_set_state(GS_STATE_DEBRIEF);
4977 Player_multi_died_check = -1;
4980 case GS_EVENT_SHIP_SELECTION:
4981 gameseq_set_state( GS_STATE_SHIP_SELECT );
4984 case GS_EVENT_WEAPON_SELECTION:
4985 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4988 case GS_EVENT_ENTER_GAME:
4990 // maybe start recording a demo
4992 demo_start_record("test.fsd");
4996 if (Game_mode & GM_MULTIPLAYER) {
4997 // if we're respawning, make sure we change the view mode so that the hud shows up
4998 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5002 gameseq_set_state(GS_STATE_GAME_PLAY);
5004 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5007 Player_multi_died_check = -1;
5009 // clear multiplayer button info
5010 extern button_info Multi_ship_status_bi;
5011 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5013 Start_time = f2fl(timer_get_approx_seconds());
5015 mprintf(("Entering game at time = %7.3f\n", Start_time));
5019 case GS_EVENT_START_GAME_QUICK:
5020 Select_default_ship = 1;
5021 gameseq_post_event(GS_EVENT_ENTER_GAME);
5025 case GS_EVENT_END_GAME:
5026 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5027 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5028 gameseq_set_state(GS_STATE_MAIN_MENU);
5033 Player_multi_died_check = -1;
5036 case GS_EVENT_QUIT_GAME:
5037 main_hall_stop_music();
5038 main_hall_stop_ambient();
5039 gameseq_set_state(GS_STATE_QUIT_GAME);
5041 Player_multi_died_check = -1;
5044 case GS_EVENT_GAMEPLAY_HELP:
5045 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5048 case GS_EVENT_PAUSE_GAME:
5049 gameseq_push_state(GS_STATE_GAME_PAUSED);
5052 case GS_EVENT_DEBUG_PAUSE_GAME:
5053 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5056 case GS_EVENT_TRAINING_PAUSE:
5057 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5060 case GS_EVENT_PREVIOUS_STATE:
5061 gameseq_pop_state();
5064 case GS_EVENT_TOGGLE_FULLSCREEN:
5065 gr_toggle_fullscreen();
5068 case GS_EVENT_TOGGLE_GLIDE:
5071 case GS_EVENT_LOAD_MISSION_MENU:
5074 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5075 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5078 case GS_EVENT_HUD_CONFIG:
5079 gameseq_push_state( GS_STATE_HUD_CONFIG );
5082 case GS_EVENT_CONTROL_CONFIG:
5083 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5086 case GS_EVENT_DEATH_DIED:
5087 gameseq_set_state( GS_STATE_DEATH_DIED );
5090 case GS_EVENT_DEATH_BLEW_UP:
5091 if ( current_state == GS_STATE_DEATH_DIED ) {
5092 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5093 event_music_player_death();
5095 // multiplayer clients set their extra check here
5096 if(Game_mode & GM_MULTIPLAYER){
5097 // set the multi died absolute last chance check
5098 Player_multi_died_check = time(NULL);
5101 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5105 case GS_EVENT_NEW_CAMPAIGN:
5106 if (!mission_load_up_campaign()){
5107 readyroom_continue_campaign();
5110 Player_multi_died_check = -1;
5113 case GS_EVENT_CAMPAIGN_CHEAT:
5114 if (!mission_load_up_campaign()){
5116 // bash campaign value
5117 extern char Main_hall_campaign_cheat[512];
5120 // look for the mission
5121 for(idx=0; idx<Campaign.num_missions; idx++){
5122 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5123 Campaign.next_mission = idx;
5124 Campaign.prev_mission = idx - 1;
5131 readyroom_continue_campaign();
5134 Player_multi_died_check = -1;
5137 case GS_EVENT_CAMPAIGN_ROOM:
5138 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5141 case GS_EVENT_CMD_BRIEF:
5142 gameseq_set_state(GS_STATE_CMD_BRIEF);
5145 case GS_EVENT_RED_ALERT:
5146 gameseq_set_state(GS_STATE_RED_ALERT);
5149 case GS_EVENT_CREDITS:
5150 gameseq_set_state( GS_STATE_CREDITS );
5153 case GS_EVENT_VIEW_MEDALS:
5154 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5157 case GS_EVENT_SHOW_GOALS:
5158 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5161 case GS_EVENT_HOTKEY_SCREEN:
5162 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5165 // multiplayer stuff follow these comments
5168 gameseq_set_state(GS_STATE_PXO);
5171 case GS_EVENT_PXO_HELP:
5172 gameseq_set_state(GS_STATE_PXO_HELP);
5175 case GS_EVENT_MULTI_JOIN_GAME:
5176 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5179 case GS_EVENT_MULTI_HOST_SETUP:
5180 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5183 case GS_EVENT_MULTI_CLIENT_SETUP:
5184 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5187 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5188 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5191 case GS_EVENT_MULTI_STD_WAIT:
5192 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5195 case GS_EVENT_STANDALONE_MAIN:
5196 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5199 case GS_EVENT_MULTI_PAUSE:
5200 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5203 case GS_EVENT_INGAME_PRE_JOIN:
5204 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5207 case GS_EVENT_EVENT_DEBUG:
5208 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5211 // Start a warpout where player automatically goes 70 no matter what
5212 // and can't cancel out of it.
5213 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5214 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5216 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5217 Player->saved_viewer_mode = Viewer_mode;
5218 Player->control_mode = PCM_WARPOUT_STAGE1;
5219 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5220 Warpout_time = 0.0f; // Start timer!
5223 case GS_EVENT_PLAYER_WARPOUT_START:
5224 if ( Player->control_mode != PCM_NORMAL ) {
5225 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5227 Player->saved_viewer_mode = Viewer_mode;
5228 Player->control_mode = PCM_WARPOUT_STAGE1;
5229 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5230 Warpout_time = 0.0f; // Start timer!
5231 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5235 case GS_EVENT_PLAYER_WARPOUT_STOP:
5236 if ( Player->control_mode != PCM_NORMAL ) {
5237 if ( !Warpout_forced ) { // cannot cancel forced warpout
5238 Player->control_mode = PCM_NORMAL;
5239 Viewer_mode = Player->saved_viewer_mode;
5240 hud_subspace_notify_abort();
5241 mprintf(( "Player put back to normal mode.\n" ));
5242 if ( Warpout_sound > -1 ) {
5243 snd_stop( Warpout_sound );
5250 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5251 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5252 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5253 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5255 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5256 shipfx_warpout_start( Player_obj );
5257 Player->control_mode = PCM_WARPOUT_STAGE2;
5258 Player->saved_viewer_mode = Viewer_mode;
5259 Viewer_mode |= VM_WARP_CHASE;
5261 vector tmp = Player_obj->pos;
5263 ship_get_eye( &tmp, &tmp_m, Player_obj );
5264 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5265 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5266 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5268 camera_set_position( &tmp );
5269 camera_set_orient( &Player_obj->orient );
5270 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5272 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5273 camera_set_velocity( &tmp_vel, 1);
5277 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5278 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5279 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5280 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5282 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5283 Player->control_mode = PCM_WARPOUT_STAGE3;
5287 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5288 mprintf(( "Player warped out. Going to debriefing!\n" ));
5289 Player->control_mode = PCM_NORMAL;
5290 Viewer_mode = Player->saved_viewer_mode;
5293 // we have a special debriefing screen for multiplayer furballs
5294 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5295 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5297 // do the normal debriefing for all other situations
5299 gameseq_post_event(GS_EVENT_DEBRIEF);
5303 case GS_EVENT_STANDALONE_POSTGAME:
5304 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5307 case GS_EVENT_INITIAL_PLAYER_SELECT:
5308 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5311 case GS_EVENT_GAME_INIT:
5312 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5313 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5315 // see if the command line option has been set to use the last pilot, and act acoordingly
5316 if( player_select_get_last_pilot() ) {
5317 // always enter the main menu -- do the automatic network startup stuff elsewhere
5318 // so that we still have valid checks for networking modes, etc.
5319 gameseq_set_state(GS_STATE_MAIN_MENU);
5321 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5326 case GS_EVENT_MULTI_MISSION_SYNC:
5327 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5330 case GS_EVENT_MULTI_START_GAME:
5331 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5334 case GS_EVENT_MULTI_HOST_OPTIONS:
5335 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5338 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5339 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5342 case GS_EVENT_TEAM_SELECT:
5343 gameseq_set_state(GS_STATE_TEAM_SELECT);
5346 case GS_EVENT_END_CAMPAIGN:
5347 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5350 case GS_EVENT_END_DEMO:
5351 gameseq_set_state(GS_STATE_END_DEMO);
5354 case GS_EVENT_LOOP_BRIEF:
5355 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5364 // Called when a state is being left.
5365 // The current state is still at old_state, but as soon as
5366 // this function leaves, then the current state will become
5367 // new state. You should never try to change the state
5368 // in here... if you think you need to, you probably really
5369 // need to post an event, not change the state.
5370 void game_leave_state( int old_state, int new_state )
5372 int end_mission = 1;
5374 switch (new_state) {
5375 case GS_STATE_GAME_PAUSED:
5376 case GS_STATE_DEBUG_PAUSED:
5377 case GS_STATE_OPTIONS_MENU:
5378 case GS_STATE_CONTROL_CONFIG:
5379 case GS_STATE_MISSION_LOG_SCROLLBACK:
5380 case GS_STATE_DEATH_DIED:
5381 case GS_STATE_SHOW_GOALS:
5382 case GS_STATE_HOTKEY_SCREEN:
5383 case GS_STATE_MULTI_PAUSED:
5384 case GS_STATE_TRAINING_PAUSED:
5385 case GS_STATE_EVENT_DEBUG:
5386 case GS_STATE_GAMEPLAY_HELP:
5387 end_mission = 0; // these events shouldn't end a mission
5391 switch (old_state) {
5392 case GS_STATE_BRIEFING:
5393 brief_stop_voices();
5394 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5395 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5396 && (new_state != GS_STATE_TEAM_SELECT) ){
5397 common_select_close();
5398 if ( new_state == GS_STATE_MAIN_MENU ) {
5399 freespace_stop_mission();
5403 // COMMAND LINE OPTION
5404 if (Cmdline_multi_stream_chat_to_file){
5405 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5406 cfclose(Multi_chat_stream);
5410 case GS_STATE_DEBRIEF:
5411 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5416 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5417 multi_df_debrief_close();
5420 case GS_STATE_LOAD_MISSION_MENU:
5423 case GS_STATE_SIMULATOR_ROOM:
5427 case GS_STATE_CAMPAIGN_ROOM:
5428 campaign_room_close();
5431 case GS_STATE_CMD_BRIEF:
5432 if (new_state == GS_STATE_OPTIONS_MENU) {
5437 if (new_state == GS_STATE_MAIN_MENU)
5438 freespace_stop_mission();
5443 case GS_STATE_RED_ALERT:
5447 case GS_STATE_SHIP_SELECT:
5448 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5449 new_state != GS_STATE_HOTKEY_SCREEN &&
5450 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5451 common_select_close();
5452 if ( new_state == GS_STATE_MAIN_MENU ) {
5453 freespace_stop_mission();
5458 case GS_STATE_WEAPON_SELECT:
5459 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5460 new_state != GS_STATE_HOTKEY_SCREEN &&
5461 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5462 common_select_close();
5463 if ( new_state == GS_STATE_MAIN_MENU ) {
5464 freespace_stop_mission();
5469 case GS_STATE_TEAM_SELECT:
5470 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5471 new_state != GS_STATE_HOTKEY_SCREEN &&
5472 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5473 common_select_close();
5474 if ( new_state == GS_STATE_MAIN_MENU ) {
5475 freespace_stop_mission();
5480 case GS_STATE_MAIN_MENU:
5481 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5488 case GS_STATE_OPTIONS_MENU:
5489 //game_start_time();
5490 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5491 multi_join_clear_game_list();
5493 options_menu_close();
5496 case GS_STATE_BARRACKS_MENU:
5497 if(new_state != GS_STATE_VIEW_MEDALS){
5502 case GS_STATE_MISSION_LOG_SCROLLBACK:
5503 hud_scrollback_close();
5506 case GS_STATE_TRAINING_MENU:
5507 training_menu_close();
5510 case GS_STATE_GAME_PLAY:
5511 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5512 player_save_target_and_weapon_link_prefs();
5513 game_stop_looped_sounds();
5516 sound_env_disable();
5517 joy_ff_stop_effects();
5519 // stop game time under certain conditions
5520 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5525 // shut down any recording or playing demos
5530 // when in multiplayer and going back to the main menu, send a leave game packet
5531 // right away (before calling stop mission). stop_mission was taking to long to
5532 // close mission down and I want people to get notified ASAP.
5533 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5534 multi_quit_game(PROMPT_NONE);
5537 freespace_stop_mission();
5538 Game_time_compression = F1_0;
5542 case GS_STATE_TECH_MENU:
5546 case GS_STATE_TRAINING_PAUSED:
5547 Training_num_lines = 0;
5548 // fall through to GS_STATE_GAME_PAUSED
5550 case GS_STATE_GAME_PAUSED:
5552 if ( end_mission ) {
5557 case GS_STATE_DEBUG_PAUSED:
5560 pause_debug_close();
5564 case GS_STATE_HUD_CONFIG:
5568 // join/start a game
5569 case GS_STATE_MULTI_JOIN_GAME:
5570 if(new_state != GS_STATE_OPTIONS_MENU){
5571 multi_join_game_close();
5575 case GS_STATE_MULTI_HOST_SETUP:
5576 case GS_STATE_MULTI_CLIENT_SETUP:
5577 // if this is just the host going into the options screen, don't do anything
5578 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5582 // close down the proper state
5583 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5584 multi_create_game_close();
5586 multi_game_client_setup_close();
5589 // COMMAND LINE OPTION
5590 if (Cmdline_multi_stream_chat_to_file){
5591 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5592 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5593 cfclose(Multi_chat_stream);
5598 case GS_STATE_CONTROL_CONFIG:
5599 control_config_close();
5602 case GS_STATE_DEATH_DIED:
5603 Game_mode &= ~GM_DEAD_DIED;
5605 // early end while respawning or blowing up in a multiplayer game
5606 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5608 freespace_stop_mission();
5612 case GS_STATE_DEATH_BLEW_UP:
5613 Game_mode &= ~GM_DEAD_BLEW_UP;
5615 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5616 // to determine if I should do anything.
5617 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5619 freespace_stop_mission();
5622 // if we are not respawing as an observer or as a player, our new state will not
5623 // be gameplay state.
5624 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5625 game_stop_time(); // hasn't been called yet!!
5626 freespace_stop_mission();
5632 case GS_STATE_CREDITS:
5636 case GS_STATE_VIEW_MEDALS:
5640 case GS_STATE_SHOW_GOALS:
5641 mission_show_goals_close();
5644 case GS_STATE_HOTKEY_SCREEN:
5645 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5646 mission_hotkey_close();
5650 case GS_STATE_MULTI_MISSION_SYNC:
5651 // if we're moving into the options menu, don't do anything
5652 if(new_state == GS_STATE_OPTIONS_MENU){
5656 SDL_assert( Game_mode & GM_MULTIPLAYER );
5658 if ( new_state == GS_STATE_GAME_PLAY ){
5659 // palette_restore_palette();
5661 // change a couple of flags to indicate our state!!!
5662 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5663 send_netplayer_update_packet();
5665 // set the game mode
5666 Game_mode |= GM_IN_MISSION;
5670 case GS_STATE_VIEW_CUTSCENES:
5671 cutscenes_screen_close();
5674 case GS_STATE_MULTI_STD_WAIT:
5675 multi_standalone_wait_close();
5678 case GS_STATE_STANDALONE_MAIN:
5679 standalone_main_close();
5680 if(new_state == GS_STATE_MULTI_STD_WAIT){
5681 init_multiplayer_stats();
5685 case GS_STATE_MULTI_PAUSED:
5686 // if ( end_mission ){
5691 case GS_STATE_INGAME_PRE_JOIN:
5692 multi_ingame_select_close();
5695 case GS_STATE_STANDALONE_POSTGAME:
5696 multi_standalone_postgame_close();
5699 case GS_STATE_INITIAL_PLAYER_SELECT:
5700 player_select_close();
5703 case GS_STATE_MULTI_START_GAME:
5704 multi_start_game_close();
5707 case GS_STATE_MULTI_HOST_OPTIONS:
5708 multi_host_options_close();
5711 case GS_STATE_END_OF_CAMPAIGN:
5712 mission_campaign_end_close();
5715 case GS_STATE_LOOP_BRIEF:
5720 if (new_state != GS_STATE_PXO_HELP) {
5725 case GS_STATE_PXO_HELP:
5726 multi_pxo_help_close();
5731 // Called when a state is being entered.
5732 // The current state is set to the state we're entering at
5733 // this point, and old_state is set to the state we're coming
5734 // from. You should never try to change the state
5735 // in here... if you think you need to, you probably really
5736 // need to post an event, not change the state.
5738 void game_enter_state( int old_state, int new_state )
5740 switch (new_state) {
5741 case GS_STATE_MAIN_MENU:
5742 // in multiplayer mode, be sure that we are not doing networking anymore.
5743 if ( Game_mode & GM_MULTIPLAYER ) {
5744 SDL_assert( Net_player != NULL );
5745 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5748 Game_time_compression = F1_0;
5750 // determine which ship this guy is currently based on
5751 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5754 if (Player->on_bastion) {
5762 case GS_STATE_BRIEFING:
5763 main_hall_stop_music();
5764 main_hall_stop_ambient();
5766 if (Game_mode & GM_NORMAL) {
5767 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5768 // MWA: or from options or hotkey screens
5769 // JH: or if the command brief state already did this
5770 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5771 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5772 && (old_state != GS_STATE_CMD_BRIEF) ) {
5773 if ( !game_start_mission() ) // this should put us into a new state on failure!
5777 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5778 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5779 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5781 Game_time_compression = F1_0;
5783 if ( red_alert_mission() ) {
5784 gameseq_post_event(GS_EVENT_RED_ALERT);
5791 case GS_STATE_DEBRIEF:
5792 game_stop_looped_sounds();
5793 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5794 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5799 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5800 multi_df_debrief_init();
5803 case GS_STATE_LOAD_MISSION_MENU:
5806 case GS_STATE_SIMULATOR_ROOM:
5810 case GS_STATE_CAMPAIGN_ROOM:
5811 campaign_room_init();
5814 case GS_STATE_RED_ALERT:
5815 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5819 case GS_STATE_CMD_BRIEF: {
5820 int team_num = 0; // team number used as index for which cmd brief to use.
5822 if (old_state == GS_STATE_OPTIONS_MENU) {
5826 main_hall_stop_music();
5827 main_hall_stop_ambient();
5829 if (Game_mode & GM_NORMAL) {
5830 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5831 // MWA: or from options or hotkey screens
5832 // JH: or if the command brief state already did this
5833 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5834 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5835 if ( !game_start_mission() ) // this should put us into a new state on failure!
5840 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5841 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5842 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5844 cmd_brief_init(team_num);
5850 case GS_STATE_SHIP_SELECT:
5854 case GS_STATE_WEAPON_SELECT:
5855 weapon_select_init();
5858 case GS_STATE_TEAM_SELECT:
5862 case GS_STATE_GAME_PAUSED:
5867 case GS_STATE_DEBUG_PAUSED:
5868 // game_stop_time();
5869 // os_set_title("FreeSpace - PAUSED");
5872 case GS_STATE_TRAINING_PAUSED:
5879 case GS_STATE_OPTIONS_MENU:
5881 options_menu_init();
5884 case GS_STATE_GAME_PLAY:
5885 // coming from the gameplay state or the main menu, we might need to load the mission
5886 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5887 if ( !game_start_mission() ) // this should put us into a new state.
5892 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5893 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5894 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5895 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5896 (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)) ) {
5897 // JAS: Used to do all paging here.
5901 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5905 main_hall_stop_music();
5906 main_hall_stop_ambient();
5907 event_music_first_pattern(); // start the first pattern
5910 // special code that restores player ship selection and weapons loadout when doing a quick start
5911 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5912 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5913 wss_direct_restore_loadout();
5917 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5918 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5919 event_music_first_pattern(); // start the first pattern
5922 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5923 event_music_first_pattern(); // start the first pattern
5925 player_restore_target_and_weapon_link_prefs();
5927 Game_mode |= GM_IN_MISSION;
5930 // required to truely make mouse deltas zeroed in debug mouse code
5931 void mouse_force_pos(int x, int y);
5932 if (!Is_standalone) {
5933 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5939 // only start time if in single player, or coming from multi wait state
5942 (Game_mode & GM_NORMAL) &&
5943 (old_state != GS_STATE_VIEW_CUTSCENES)
5945 (Game_mode & GM_MULTIPLAYER) && (
5946 (old_state == GS_STATE_MULTI_PAUSED) ||
5947 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5953 // when coming from the multi paused state, reset the timestamps
5954 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5955 multi_reset_timestamps();
5958 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5959 // initialize all object update details
5960 multi_oo_gameplay_init();
5963 // under certain circumstances, the server should reset the object update rate limiting stuff
5964 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5965 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5967 // reinitialize the rate limiting system for all clients
5968 multi_oo_rate_init_all();
5971 // multiplayer clients should always re-initialize their control info rate limiting system
5972 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5973 multi_oo_rate_init_all();
5977 if(Game_mode & GM_MULTIPLAYER){
5978 multi_ping_reset_players();
5981 Game_subspace_effect = 0;
5982 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5983 Game_subspace_effect = 1;
5984 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5985 game_start_subspace_ambient_sound();
5989 sound_env_set(&Game_sound_env);
5990 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5992 // clear multiplayer button info i
5993 extern button_info Multi_ship_status_bi;
5994 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5997 case GS_STATE_HUD_CONFIG:
6001 case GS_STATE_MULTI_JOIN_GAME:
6002 multi_join_clear_game_list();
6004 if (old_state != GS_STATE_OPTIONS_MENU) {
6005 multi_join_game_init();
6010 case GS_STATE_MULTI_HOST_SETUP:
6011 // don't reinitialize if we're coming back from the host options screen
6012 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6013 multi_create_game_init();
6018 case GS_STATE_MULTI_CLIENT_SETUP:
6019 if (old_state != GS_STATE_OPTIONS_MENU) {
6020 multi_game_client_setup_init();
6025 case GS_STATE_CONTROL_CONFIG:
6026 control_config_init();
6029 case GS_STATE_TECH_MENU:
6033 case GS_STATE_BARRACKS_MENU:
6034 if(old_state != GS_STATE_VIEW_MEDALS){
6039 case GS_STATE_MISSION_LOG_SCROLLBACK:
6040 hud_scrollback_init();
6043 case GS_STATE_DEATH_DIED:
6044 Player_died_time = timestamp(10);
6046 if(!(Game_mode & GM_MULTIPLAYER)){
6047 player_show_death_message();
6049 Game_mode |= GM_DEAD_DIED;
6052 case GS_STATE_DEATH_BLEW_UP:
6053 if ( !popupdead_is_active() ) {
6054 Player_ai->target_objnum = -1;
6057 // stop any local EMP effect
6060 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6061 Game_mode |= GM_DEAD_BLEW_UP;
6062 Show_viewing_from_self = 0;
6064 // timestamp how long we should wait before displaying the died popup
6065 if ( !popupdead_is_active() ) {
6066 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6070 case GS_STATE_GAMEPLAY_HELP:
6071 gameplay_help_init();
6074 case GS_STATE_CREDITS:
6075 main_hall_stop_music();
6076 main_hall_stop_ambient();
6080 case GS_STATE_VIEW_MEDALS:
6081 medal_main_init(Player);
6084 case GS_STATE_SHOW_GOALS:
6085 mission_show_goals_init();
6088 case GS_STATE_HOTKEY_SCREEN:
6089 mission_hotkey_init();
6092 case GS_STATE_MULTI_MISSION_SYNC:
6093 // if we're coming from the options screen, don't do any
6094 if(old_state == GS_STATE_OPTIONS_MENU){
6098 switch(Multi_sync_mode){
6099 case MULTI_SYNC_PRE_BRIEFING:
6100 // if moving from game forming to the team select state
6103 case MULTI_SYNC_POST_BRIEFING:
6104 // if moving from briefing into the mission itself
6107 // tell everyone that we're now loading data
6108 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6109 send_netplayer_update_packet();
6111 // JAS: Used to do all paging here!!!!
6113 Net_player->state = NETPLAYER_STATE_WAITING;
6114 send_netplayer_update_packet();
6116 Game_time_compression = F1_0;
6118 case MULTI_SYNC_INGAME:
6124 case GS_STATE_VIEW_CUTSCENES:
6125 cutscenes_screen_init();
6128 case GS_STATE_MULTI_STD_WAIT:
6129 multi_standalone_wait_init();
6132 case GS_STATE_STANDALONE_MAIN:
6133 // don't initialize if we're coming from one of these 2 states unless there are no
6134 // players left (reset situation)
6135 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6136 standalone_main_init();
6140 case GS_STATE_MULTI_PAUSED:
6144 case GS_STATE_INGAME_PRE_JOIN:
6145 multi_ingame_select_init();
6148 case GS_STATE_STANDALONE_POSTGAME:
6149 multi_standalone_postgame_init();
6152 case GS_STATE_INITIAL_PLAYER_SELECT:
6153 player_select_init();
6156 case GS_STATE_MULTI_START_GAME:
6157 multi_start_game_init();
6160 case GS_STATE_MULTI_HOST_OPTIONS:
6161 multi_host_options_init();
6164 case GS_STATE_END_OF_CAMPAIGN:
6165 mission_campaign_end_init();
6168 case GS_STATE_LOOP_BRIEF:
6173 if (old_state != GS_STATE_PXO_HELP) {
6175 // TODO: use_last_channel?
6181 case GS_STATE_PXO_HELP:
6182 multi_pxo_help_init();
6188 // do stuff that may need to be done regardless of state
6189 void game_do_state_common(int state,int no_networking)
6191 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6192 snd_do_frame(); // update sound system
6193 event_music_do_frame(); // music needs to play across many states
6195 multi_log_process();
6197 if (no_networking) {
6201 // maybe do a multiplayer frame based on game mode and state type
6202 if (Game_mode & GM_MULTIPLAYER) {
6204 case GS_STATE_OPTIONS_MENU:
6205 case GS_STATE_GAMEPLAY_HELP:
6206 case GS_STATE_HOTKEY_SCREEN:
6207 case GS_STATE_HUD_CONFIG:
6208 case GS_STATE_CONTROL_CONFIG:
6209 case GS_STATE_MISSION_LOG_SCROLLBACK:
6210 case GS_STATE_SHOW_GOALS:
6211 case GS_STATE_VIEW_CUTSCENES:
6212 case GS_STATE_EVENT_DEBUG:
6213 multi_maybe_do_frame();
6217 game_do_networking();
6221 // Called once a frame.
6222 // You should never try to change the state
6223 // in here... if you think you need to, you probably really
6224 // need to post an event, not change the state.
6225 int Game_do_state_should_skip = 0;
6226 void game_do_state(int state)
6228 // always lets the do_state_common() function determine if the state should be skipped
6229 Game_do_state_should_skip = 0;
6231 // legal to set the should skip state anywhere in this function
6232 game_do_state_common(state); // do stuff that may need to be done regardless of state
6234 if(Game_do_state_should_skip){
6239 case GS_STATE_MAIN_MENU:
6240 game_set_frametime(GS_STATE_MAIN_MENU);
6241 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6244 main_hall_do(flFrametime);
6248 case GS_STATE_OPTIONS_MENU:
6249 game_set_frametime(GS_STATE_OPTIONS_MENU);
6250 options_menu_do_frame(flFrametime);
6253 case GS_STATE_BARRACKS_MENU:
6254 game_set_frametime(GS_STATE_BARRACKS_MENU);
6255 barracks_do_frame(flFrametime);
6258 case GS_STATE_TRAINING_MENU:
6259 game_set_frametime(GS_STATE_TRAINING_MENU);
6260 training_menu_do_frame(flFrametime);
6263 case GS_STATE_TECH_MENU:
6264 game_set_frametime(GS_STATE_TECH_MENU);
6265 techroom_do_frame(flFrametime);
6268 case GS_STATE_GAMEPLAY_HELP:
6269 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6270 gameplay_help_do_frame(flFrametime);
6273 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6277 case GS_STATE_GAME_PAUSED:
6281 case GS_STATE_DEBUG_PAUSED:
6283 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6288 case GS_STATE_TRAINING_PAUSED:
6289 game_training_pause_do();
6292 case GS_STATE_LOAD_MISSION_MENU:
6296 case GS_STATE_BRIEFING:
6297 game_set_frametime(GS_STATE_BRIEFING);
6298 brief_do_frame(flFrametime);
6301 case GS_STATE_DEBRIEF:
6302 game_set_frametime(GS_STATE_DEBRIEF);
6303 debrief_do_frame(flFrametime);
6306 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6307 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6308 multi_df_debrief_do();
6311 case GS_STATE_SHIP_SELECT:
6312 game_set_frametime(GS_STATE_SHIP_SELECT);
6313 ship_select_do(flFrametime);
6316 case GS_STATE_WEAPON_SELECT:
6317 game_set_frametime(GS_STATE_WEAPON_SELECT);
6318 weapon_select_do(flFrametime);
6321 case GS_STATE_MISSION_LOG_SCROLLBACK:
6322 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6323 hud_scrollback_do_frame(flFrametime);
6326 case GS_STATE_HUD_CONFIG:
6327 game_set_frametime(GS_STATE_HUD_CONFIG);
6328 hud_config_do_frame(flFrametime);
6331 case GS_STATE_MULTI_JOIN_GAME:
6332 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6333 multi_join_game_do_frame();
6336 case GS_STATE_MULTI_HOST_SETUP:
6337 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6338 multi_create_game_do();
6341 case GS_STATE_MULTI_CLIENT_SETUP:
6342 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6343 multi_game_client_setup_do_frame();
6346 case GS_STATE_CONTROL_CONFIG:
6347 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6348 control_config_do_frame(flFrametime);
6351 case GS_STATE_DEATH_DIED:
6355 case GS_STATE_DEATH_BLEW_UP:
6359 case GS_STATE_SIMULATOR_ROOM:
6360 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6361 sim_room_do_frame(flFrametime);
6364 case GS_STATE_CAMPAIGN_ROOM:
6365 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6366 campaign_room_do_frame(flFrametime);
6369 case GS_STATE_RED_ALERT:
6370 game_set_frametime(GS_STATE_RED_ALERT);
6371 red_alert_do_frame(flFrametime);
6374 case GS_STATE_CMD_BRIEF:
6375 game_set_frametime(GS_STATE_CMD_BRIEF);
6376 cmd_brief_do_frame(flFrametime);
6379 case GS_STATE_CREDITS:
6380 game_set_frametime(GS_STATE_CREDITS);
6381 credits_do_frame(flFrametime);
6384 case GS_STATE_VIEW_MEDALS:
6385 game_set_frametime(GS_STATE_VIEW_MEDALS);
6389 case GS_STATE_SHOW_GOALS:
6390 game_set_frametime(GS_STATE_SHOW_GOALS);
6391 mission_show_goals_do_frame(flFrametime);
6394 case GS_STATE_HOTKEY_SCREEN:
6395 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6396 mission_hotkey_do_frame(flFrametime);
6399 case GS_STATE_VIEW_CUTSCENES:
6400 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6401 cutscenes_screen_do_frame();
6404 case GS_STATE_MULTI_STD_WAIT:
6405 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6406 multi_standalone_wait_do();
6409 case GS_STATE_STANDALONE_MAIN:
6410 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6411 standalone_main_do();
6414 case GS_STATE_MULTI_PAUSED:
6415 game_set_frametime(GS_STATE_MULTI_PAUSED);
6419 case GS_STATE_TEAM_SELECT:
6420 game_set_frametime(GS_STATE_TEAM_SELECT);
6424 case GS_STATE_INGAME_PRE_JOIN:
6425 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6426 multi_ingame_select_do();
6429 case GS_STATE_EVENT_DEBUG:
6431 game_set_frametime(GS_STATE_EVENT_DEBUG);
6432 game_show_event_debug(flFrametime);
6436 case GS_STATE_STANDALONE_POSTGAME:
6437 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6438 multi_standalone_postgame_do();
6441 case GS_STATE_INITIAL_PLAYER_SELECT:
6442 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6446 case GS_STATE_MULTI_MISSION_SYNC:
6447 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6451 case GS_STATE_MULTI_START_GAME:
6452 game_set_frametime(GS_STATE_MULTI_START_GAME);
6453 multi_start_game_do();
6456 case GS_STATE_MULTI_HOST_OPTIONS:
6457 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6458 multi_host_options_do();
6461 case GS_STATE_END_OF_CAMPAIGN:
6462 mission_campaign_end_do();
6465 case GS_STATE_END_DEMO:
6466 game_set_frametime(GS_STATE_END_DEMO);
6467 end_demo_campaign_do();
6470 case GS_STATE_LOOP_BRIEF:
6471 game_set_frametime(GS_STATE_LOOP_BRIEF);
6476 game_set_frametime(GS_STATE_PXO);
6480 case GS_STATE_PXO_HELP:
6481 game_set_frametime(GS_STATE_PXO_HELP);
6482 multi_pxo_help_do();
6485 } // end switch(gs_current_state)
6489 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6490 int game_do_ram_check(int ram_in_mbytes)
6492 if ( ram_in_mbytes < 30 ) {
6493 int allowed_to_run = 1;
6494 if ( ram_in_mbytes < 25 ) {
6500 if ( allowed_to_run ) {
6501 SDL_MessageBoxData mboxd;
6502 SDL_MessageBoxButtonData mboxbuttons[2];
6505 // not a translated string, but it's too long and smartdrv isn't
6506 // really a thing for any OS we now support :p
6507 // 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);
6508 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);
6510 mboxbuttons[0].buttonid = 0;
6511 mboxbuttons[0].text = XSTR("Ok", 503);
6512 mboxbuttons[0].flags = 0;
6514 mboxbuttons[1].buttonid = 1;
6515 mboxbuttons[1].text = XSTR("Cancel", 504);
6516 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6518 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6519 mboxd.title = XSTR( "Not Enough RAM", 194);
6520 mboxd.message = tmp;
6521 mboxd.numbuttons = 2;
6522 mboxd.buttons = mboxbuttons;
6523 mboxd.window = NULL;
6524 mboxd.colorScheme = NULL;
6526 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6528 if ( msgbox_rval == 1 ) {
6532 // not a translated string, but it's too long and smartdrv isn't
6533 // really a thing for any OS we now support :p
6534 // 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);
6535 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);
6537 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6546 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6547 // If so, copy it over and remove the update directory.
6548 void game_maybe_update_launcher(char *exe_dir)
6553 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6557 int sub_total_destroyed = 0;
6561 // get the total for all his children
6562 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6563 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6566 // find the # of faces for this _individual_ object
6567 total = submodel_get_num_polys(model_num, sm);
6568 if(strstr(pm->submodel[sm].name, "-destroyed")){
6569 sub_total_destroyed = total;
6573 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6576 *out_total += total + sub_total;
6577 *out_destroyed_total += sub_total_destroyed;
6580 #define BAIL() do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6581 void game_spew_pof_info()
6583 char *pof_list[1000];
6586 int idx, model_num, i, j;
6588 int total, root_total, model_total, destroyed_total, counted;
6592 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6594 // spew info on all the pofs
6600 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6605 for(idx=0; idx<num_files; idx++, counted++){
6606 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6607 model_num = model_load(str, 0, NULL);
6609 pm = model_get(model_num);
6611 // if we have a real model
6616 // go through and print all raw submodels
6617 cfputs("RAW\n", out);
6620 for (i=0; i<pm->n_models; i++) {
6621 total = submodel_get_num_polys(model_num, i);
6623 model_total += total;
6624 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6627 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6630 // now go through and do it by LOD
6631 cfputs("BY LOD\n\n", out);
6632 for(i=0; i<pm->n_detail_levels; i++){
6633 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6637 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6639 destroyed_total = 0;
6640 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6641 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6644 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6647 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6649 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6651 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6654 cfputs("------------------------------------------------------------------------\n\n", out);
6658 if(counted >= MAX_POLYGON_MODELS - 5){
6671 game_spew_pof_info();
6674 int game_main(const char *szCmdLine)
6678 // Find out how much RAM is on this machine
6679 Freespace_total_ram = SDL_GetSystemRAM();
6681 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6685 if (!vm_init(24*1024*1024)) {
6686 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);
6690 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6692 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);
6701 extern void windebug_memwatch_init();
6702 windebug_memwatch_init();
6710 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6711 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6712 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6713 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6715 parse_cmdline(szCmdLine);
6717 mprintf(("--------------------------------------------------------------------------------\n"));
6719 #ifdef STANDALONE_ONLY_BUILD
6721 nprintf(("Network", "Standalone running"));
6724 nprintf(("Network", "Standalone running"));
6731 // maybe spew pof stuff
6732 if(Cmdline_spew_pof_info){
6733 game_spew_pof_info();
6738 // non-demo, non-standalone, play the intro movie
6740 if ( !Is_standalone ) {
6742 // release -- movies always play
6745 // 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
6746 movie_play( NOX("intro.mve") );
6748 // debug version, movie will only play with -showmovies
6749 #elif !defined(NDEBUG)
6751 movie_play( NOX("intro.mve") );
6754 if ( Cmdline_show_movies )
6755 movie_play( NOX("intro.mve") );
6764 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6766 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6770 // only important for non THREADED mode
6773 state = gameseq_process_events();
6774 if ( state == GS_STATE_QUIT_GAME ){
6779 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6781 demo_upsell_show_screens();
6783 #elif defined(OEM_BUILD)
6784 // show upsell screens on exit
6785 oem_upsell_show_screens();
6792 // launcher the fslauncher program on exit
6793 void game_launch_launcher_on_exit()
6801 // This function is called when FreeSpace terminates normally.
6803 void game_shutdown(void)
6805 // don't ever flip a page on the standalone!
6806 if(!(Game_mode & GM_STANDALONE_SERVER)){
6812 // if the player has left the "player select" screen and quit the game without actually choosing
6813 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6814 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6818 // load up common multiplayer icons
6819 multi_unload_common_icons();
6821 shockwave_close(); // release any memory used by shockwave system
6822 fireball_close(); // free fireball system
6823 ship_close(); // free any memory that was allocated for the ships
6824 weapon_close(); // free any memory that was allocated for the weapons
6825 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6826 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6827 bm_unload_all(); // free bitmaps
6828 mission_campaign_close(); // close out the campaign stuff
6829 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6830 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6832 #ifdef MULTI_USE_LAG
6836 // the menu close functions will unload the bitmaps if they were displayed during the game
6837 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6840 context_help_close(); // close out help system
6841 training_menu_close();
6842 lcl_close(); // be sure localization is closed out
6845 // free left-over memory from parsed tables
6846 cutscene_tbl_close();
6848 scoring_tbl_close();
6849 player_tips_close();
6851 extern void joy_close();
6854 audiostream_close();
6856 event_music_close();
6860 // HACKITY HACK HACK
6861 // if this flag is set, we should be firing up the launcher when exiting freespace
6862 extern int Multi_update_fireup_launcher_on_exit;
6863 if(Multi_update_fireup_launcher_on_exit){
6864 game_launch_launcher_on_exit();
6868 // game_stop_looped_sounds()
6870 // This function will call the appropriate stop looped sound functions for those
6871 // modules which use looping sounds. It is not enough just to stop a looping sound
6872 // at the DirectSound level, the game is keeping track of looping sounds, and this
6873 // function is used to inform the game that looping sounds are being halted.
6875 void game_stop_looped_sounds()
6877 hud_stop_looped_locking_sounds();
6878 hud_stop_looped_engine_sounds();
6879 afterburner_stop_sounds();
6880 player_stop_looped_sounds();
6881 obj_snd_stop_all(); // stop all object-linked persistant sounds
6882 game_stop_subspace_ambient_sound();
6883 snd_stop(Radar_static_looping);
6884 Radar_static_looping = -1;
6885 snd_stop(Target_static_looping);
6886 shipfx_stop_engine_wash_sound();
6887 Target_static_looping = -1;
6890 //////////////////////////////////////////////////////////////////////////
6892 // Code for supporting an animating mouse pointer
6895 //////////////////////////////////////////////////////////////////////////
6897 typedef struct animating_obj
6906 static animating_obj Animating_mouse;
6908 // ----------------------------------------------------------------------------
6909 // init_animating_pointer()
6911 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6912 // gets properly initialized
6914 void init_animating_pointer()
6916 Animating_mouse.first_frame = -1;
6917 Animating_mouse.num_frames = 0;
6918 Animating_mouse.current_frame = -1;
6919 Animating_mouse.time = 0.0f;
6920 Animating_mouse.elapsed_time = 0.0f;
6923 // ----------------------------------------------------------------------------
6924 // load_animating_pointer()
6926 // Called at game init to load in the frames for the animating mouse pointer
6928 // input: filename => filename of animation file that holds the animation
6930 void load_animating_pointer(const char *filename, int dx, int dy)
6935 init_animating_pointer();
6937 am = &Animating_mouse;
6938 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6939 if ( am->first_frame == -1 )
6940 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6941 am->current_frame = 0;
6942 am->time = am->num_frames / i2fl(fps);
6945 // ----------------------------------------------------------------------------
6946 // unload_animating_pointer()
6948 // Called at game shutdown to free the memory used to store the animation frames
6950 void unload_animating_pointer()
6955 am = &Animating_mouse;
6956 for ( i = 0; i < am->num_frames; i++ ) {
6957 SDL_assert( (am->first_frame+i) >= 0 );
6958 bm_release(am->first_frame + i);
6961 am->first_frame = -1;
6963 am->current_frame = -1;
6966 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6967 void game_render_mouse(float frametime)
6972 // if animating cursor exists, play the next frame
6973 am = &Animating_mouse;
6974 if ( am->first_frame != -1 ) {
6975 mouse_get_pos(&mx, &my);
6976 am->elapsed_time += frametime;
6977 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6978 if ( am->current_frame >= am->num_frames ) {
6979 am->current_frame = 0;
6980 am->elapsed_time = 0.0f;
6982 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6986 // ----------------------------------------------------------------------------
6987 // game_maybe_draw_mouse()
6989 // determines whether to draw the mouse pointer at all, and what frame of
6990 // animation to use if the mouse is animating
6992 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6994 // input: frametime => elapsed frame time in seconds since last call
6996 void game_maybe_draw_mouse(float frametime)
7000 game_state = gameseq_get_state();
7002 switch ( game_state ) {
7003 case GS_STATE_GAME_PAUSED:
7004 // case GS_STATE_MULTI_PAUSED:
7005 case GS_STATE_GAME_PLAY:
7006 case GS_STATE_DEATH_DIED:
7007 case GS_STATE_DEATH_BLEW_UP:
7008 if ( popup_active() || popupdead_is_active() ) {
7020 if ( !Mouse_hidden )
7021 game_render_mouse(frametime);
7025 void game_do_training_checks()
7029 waypoint_list *wplp;
7031 if (Training_context & TRAINING_CONTEXT_SPEED) {
7032 s = (int) Player_obj->phys_info.fspeed;
7033 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7034 if (!Training_context_speed_set) {
7035 Training_context_speed_set = 1;
7036 Training_context_speed_timestamp = timestamp();
7040 Training_context_speed_set = 0;
7043 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7044 wplp = &Waypoint_lists[Training_context_path];
7045 if (wplp->count > Training_context_goal_waypoint) {
7046 i = Training_context_goal_waypoint;
7048 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7049 if (d <= Training_context_distance) {
7050 Training_context_at_waypoint = i;
7051 if (Training_context_goal_waypoint == i) {
7052 Training_context_goal_waypoint++;
7053 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7060 if (i == wplp->count)
7063 } while (i != Training_context_goal_waypoint);
7067 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7068 Players_target = Player_ai->target_objnum;
7069 Players_targeted_subsys = Player_ai->targeted_subsys;
7070 Players_target_timestamp = timestamp();
7074 /////////// Following is for event debug view screen
7078 #define EVENT_DEBUG_MAX 5000
7079 #define EVENT_DEBUG_EVENT 0x8000
7081 int Event_debug_index[EVENT_DEBUG_MAX];
7084 void game_add_event_debug_index(int n, int indent)
7086 if (ED_count < EVENT_DEBUG_MAX)
7087 Event_debug_index[ED_count++] = n | (indent << 16);
7090 void game_add_event_debug_sexp(int n, int indent)
7095 if (Sexp_nodes[n].first >= 0) {
7096 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7097 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7101 game_add_event_debug_index(n, indent);
7102 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7103 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7105 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7108 void game_event_debug_init()
7113 for (e=0; e<Num_mission_events; e++) {
7114 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7115 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7119 void game_show_event_debug(float frametime)
7123 int font_height, font_width;
7125 static int scroll_offset = 0;
7127 k = game_check_key();
7133 if (scroll_offset < 0)
7143 scroll_offset -= 20;
7144 if (scroll_offset < 0)
7149 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7153 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7159 gr_set_color_fast(&Color_bright);
7161 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7163 gr_set_color_fast(&Color_normal);
7165 gr_get_string_size(&font_width, &font_height, NOX("test"));
7166 y_max = gr_screen.max_h - font_height - 5;
7170 while (k < ED_count) {
7171 if (y_index > y_max)
7174 z = Event_debug_index[k];
7175 if (z & EVENT_DEBUG_EVENT) {
7177 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7178 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7179 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7180 Mission_events[z].repeat_count, Mission_events[z].interval);
7188 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7189 switch (Sexp_nodes[z & 0x7fff].value) {
7191 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7195 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7198 case SEXP_KNOWN_TRUE:
7199 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7202 case SEXP_KNOWN_FALSE:
7203 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7206 case SEXP_CANT_EVAL:
7207 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7211 case SEXP_NAN_FOREVER:
7212 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7217 gr_printf(10, y_index, buf);
7218 y_index += font_height;
7231 int Tmap_num_too_big = 0;
7232 int Num_models_needing_splitting = 0;
7234 void Time_model( int modelnum )
7236 // mprintf(( "Timing ship '%s'\n", si->name ));
7238 vector eye_pos, model_pos;
7239 matrix eye_orient, model_orient;
7241 polymodel *pm = model_get( modelnum );
7243 int l = strlen(pm->filename);
7245 if ( (l == '/') || (l=='\\') || (l==':')) {
7251 char *pof_file = &pm->filename[l];
7253 int model_needs_splitting = 0;
7255 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7257 for (i=0; i<pm->n_textures; i++ ) {
7258 char filename[1024];
7261 int bmp_num = pm->original_textures[i];
7262 if ( bmp_num > -1 ) {
7263 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7265 bm_get_info( pm->original_textures[i],&w, &h );
7268 if ( (w > 512) || (h > 512) ) {
7269 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7271 model_needs_splitting++;
7274 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7278 if ( model_needs_splitting ) {
7279 Num_models_needing_splitting++;
7281 eye_orient = model_orient = vmd_identity_matrix;
7282 eye_pos = model_pos = vmd_zero_vector;
7284 eye_pos.xyz.z = -pm->rad*2.0f;
7286 vector eye_to_model;
7288 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7289 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7291 fix t1 = timer_get_fixed_seconds();
7294 ta.p = ta.b = ta.h = 0.0f;
7297 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7299 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7301 modelstats_num_polys = modelstats_num_verts = 0;
7303 while( ta.h < PI2 ) {
7306 vm_angles_2_matrix(&m1, &ta );
7307 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7314 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7316 model_clear_instance( modelnum );
7317 model_set_detail_level(0); // use highest detail level
7318 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7326 int k = key_inkey();
7327 if ( k == SDLK_ESCAPE ) {
7332 fix t2 = timer_get_fixed_seconds();
7334 if (framecount < 1) {
7338 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7339 //bitmaps_used_this_frame /= framecount;
7341 modelstats_num_polys /= framecount;
7342 modelstats_num_verts /= framecount;
7344 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7345 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 );
7347 // 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 );
7353 int Time_models = 0;
7354 DCF_BOOL( time_models, Time_models );
7356 void Do_model_timings_test()
7360 if ( !Time_models ) return;
7362 mprintf(( "Timing models!\n" ));
7366 ubyte model_used[MAX_POLYGON_MODELS];
7367 int model_id[MAX_POLYGON_MODELS];
7368 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7373 for (i=0; i<Num_ship_types; i++ ) {
7374 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7376 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7377 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7380 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7381 if ( !Texture_fp ) return;
7383 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7384 if ( !Time_fp ) return;
7386 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7387 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7389 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7390 if ( model_used[i] ) {
7391 Time_model( model_id[i] );
7395 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7396 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7405 // Call this function when you want to inform the player that a feature is not
7406 // enabled in the DEMO version of FreSpace
7407 void game_feature_not_in_demo_popup()
7409 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7412 // format the specified time (fixed point) into a nice string
7413 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7416 int hours,minutes,seconds;
7418 mtime = f2fl(m_time);
7420 // get the hours, minutes and seconds
7421 hours = (int)(mtime / 3600.0f);
7423 mtime -= (3600.0f * (float)hours);
7425 seconds = (int)mtime%60;
7426 minutes = (int)mtime/60;
7429 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7431 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7435 // Stuff version string in *str.
7436 void get_version_string(char *str, const int str_len)
7439 if ( FS_VERSION_BUILD == 0 ) {
7440 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7442 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7445 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7446 SDL_strlcat(str, " D", str_len);
7447 #elif defined (OEM_BUILD)
7448 SDL_strlcat(str, " (OEM)", str_len);
7454 char myname[_MAX_PATH];
7455 int namelen, major, minor, build, waste;
7456 unsigned int buf_size;
7462 // Find my EXE file name
7463 hMod = GetModuleHandle(NULL);
7464 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7466 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7467 infop = (char *)malloc(version_size);
7468 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7470 // get the product version
7471 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7472 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7474 sprintf(str,"Dv%d.%02d",major, minor);
7476 sprintf(str,"v%d.%02d",major, minor);
7481 void get_version_string_short(char *str, const int str_len)
7483 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7486 // ----------------------------------------------------------------
7488 // OEM UPSELL SCREENS BEGIN
7490 // ----------------------------------------------------------------
7491 #if defined(OEM_BUILD)
7493 #define NUM_OEM_UPSELL_SCREENS 3
7494 #define OEM_UPSELL_SCREEN_DELAY 10000
7496 static int Oem_upsell_bitmaps_loaded = 0;
7497 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7498 static int Oem_upsell_screen_number = 0;
7499 static int Oem_upsell_show_next_bitmap_time;
7502 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7515 static int Oem_normal_cursor = -1;
7516 static int Oem_web_cursor = -1;
7517 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7518 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7520 void oem_upsell_next_screen()
7522 Oem_upsell_screen_number++;
7523 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7524 // extra long delay, mouse shown on last upsell
7525 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7529 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7533 void oem_upsell_load_bitmaps()
7537 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7538 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7542 void oem_upsell_unload_bitmaps()
7546 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7547 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7548 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7553 Oem_upsell_bitmaps_loaded = 0;
7556 // clickable hotspot on 3rd OEM upsell screen
7557 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7559 28, 350, 287, 96 // x, y, w, h
7562 45, 561, 460, 152 // x, y, w, h
7566 void oem_upsell_show_screens()
7568 int current_time, k;
7571 if ( !Oem_upsell_bitmaps_loaded ) {
7572 oem_upsell_load_bitmaps();
7573 Oem_upsell_bitmaps_loaded = 1;
7576 // may use upsell screens more than once
7577 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7578 Oem_upsell_screen_number = 0;
7584 int nframes; // used to pass, not really needed (should be 1)
7585 Oem_normal_cursor = gr_get_cursor_bitmap();
7586 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7587 SDL_assert(Oem_web_cursor >= 0);
7588 if (Oem_web_cursor < 0) {
7589 Oem_web_cursor = Oem_normal_cursor;
7594 //oem_reset_trailer_timer();
7596 current_time = timer_get_milliseconds();
7601 // advance screen on keypress or timeout
7602 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7603 oem_upsell_next_screen();
7606 // check if we are done
7607 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7608 Oem_upsell_screen_number--;
7611 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7616 // show me the upsell
7617 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7618 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7622 // if this is the 3rd upsell, make it clickable, d00d
7623 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7625 int button_state = mouse_get_pos(&mx, &my);
7626 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])
7627 && (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]) )
7630 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7633 if (button_state & MOUSE_LEFT_BUTTON) {
7635 multi_pxo_url(OEM_UPSELL_URL);
7639 // switch cursor back to normal one
7640 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7645 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7655 oem_upsell_unload_bitmaps();
7657 // switch cursor back to normal one
7658 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7662 #endif // defined(OEM_BUILD)
7663 // ----------------------------------------------------------------
7665 // OEM UPSELL SCREENS END
7667 // ----------------------------------------------------------------
7671 // ----------------------------------------------------------------
7673 // DEMO UPSELL SCREENS BEGIN
7675 // ----------------------------------------------------------------
7677 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7680 #define NUM_DEMO_UPSELL_SCREENS 2
7682 #define NUM_DEMO_UPSELL_SCREENS 4
7684 #define DEMO_UPSELL_SCREEN_DELAY 3000
7686 static int Demo_upsell_bitmaps_loaded = 0;
7687 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7688 static int Demo_upsell_screen_number = 0;
7689 static int Demo_upsell_show_next_bitmap_time;
7692 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7718 void demo_upsell_next_screen()
7720 Demo_upsell_screen_number++;
7721 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7722 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7724 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7728 void demo_upsell_load_bitmaps()
7732 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7733 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7737 void demo_upsell_unload_bitmaps()
7741 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7742 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7743 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7748 Demo_upsell_bitmaps_loaded = 0;
7751 void demo_upsell_show_screens()
7753 int current_time, k;
7756 if ( !Demo_upsell_bitmaps_loaded ) {
7757 demo_upsell_load_bitmaps();
7758 Demo_upsell_bitmaps_loaded = 1;
7761 // may use upsell screens more than once
7762 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7763 Demo_upsell_screen_number = 0;
7770 demo_reset_trailer_timer();
7772 current_time = timer_get_milliseconds();
7779 // don't time out, wait for keypress
7781 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7782 demo_upsell_next_screen();
7787 demo_upsell_next_screen();
7790 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7791 Demo_upsell_screen_number--;
7794 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7799 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7800 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7805 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7815 demo_upsell_unload_bitmaps();
7820 // ----------------------------------------------------------------
7822 // DEMO UPSELL SCREENS END
7824 // ----------------------------------------------------------------
7827 // ----------------------------------------------------------------
7829 // Subspace Ambient Sound START
7831 // ----------------------------------------------------------------
7833 static int Subspace_ambient_left_channel = -1;
7834 static int Subspace_ambient_right_channel = -1;
7837 void game_start_subspace_ambient_sound()
7839 if ( Subspace_ambient_left_channel < 0 ) {
7840 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7843 if ( Subspace_ambient_right_channel < 0 ) {
7844 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7848 void game_stop_subspace_ambient_sound()
7850 if ( Subspace_ambient_left_channel >= 0 ) {
7851 snd_stop(Subspace_ambient_left_channel);
7852 Subspace_ambient_left_channel = -1;
7855 if ( Subspace_ambient_right_channel >= 0 ) {
7856 snd_stop(Subspace_ambient_right_channel);
7857 Subspace_ambient_right_channel = -1;
7861 // ----------------------------------------------------------------
7863 // Subspace Ambient Sound END
7865 // ----------------------------------------------------------------
7867 // ----------------------------------------------------------------
7869 // Language Autodetection stuff
7872 // this layout order must match Lcl_languages in localize.cpp in order for the
7873 // correct language to be detected
7874 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7876 1366105450, // English
7878 589986744, // English
7880 -1132430286, // German
7882 -1131728960, // Polish
7885 // default setting is "-1" to use config file with English as fall back
7886 // DO NOT change the default setting here or something uncouth might happen
7887 // in the localization code
7893 // try and open the file to verify
7894 CFILE *detect = cfopen("font01.vf", "rb");
7896 // will use default setting if something went wrong
7901 // get the long checksum of the file
7903 cfseek(detect, 0, SEEK_SET);
7904 cf_chksum_long(detect, &file_checksum);
7908 // now compare the checksum/filesize against known #'s
7909 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7910 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7915 // notify if a match was not found, include detected checksum
7916 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7917 printf("Using default language...\n\n");
7923 // End Auto Lang stuff
7925 // ----------------------------------------------------------------
7927 // ----------------------------------------------------------------
7928 // SHIPS TBL VERIFICATION STUFF
7931 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7932 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7933 #define NUM_SHIPS_TBL_CHECKSUMS 3
7935 #define NUM_SHIPS_TBL_CHECKSUMS 1
7939 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7940 1696074201, // FS2 demo
7943 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7944 1603375034, // FS1 DEMO
7947 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7948 -129679197, // FS1 Full 1.06 (US)
7949 7762567, // FS1 SilentThreat
7950 1555372475 // FS1 Full 1.06 (German)
7954 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7955 -463907578, // US - beta 1
7956 1696074201, // FS2 demo
7959 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7960 // -1022810006, // 1.0 FULL
7961 -1254285366 // 1.2 FULL (German)
7965 void verify_ships_tbl()
7969 Game_ships_tbl_valid = 1;
7975 // detect if the packfile exists
7976 CFILE *detect = cfopen("ships.tbl", "rb");
7977 Game_ships_tbl_valid = 0;
7981 Game_ships_tbl_valid = 0;
7985 // get the long checksum of the file
7987 cfseek(detect, 0, SEEK_SET);
7988 cf_chksum_long(detect, &file_checksum);
7992 // now compare the checksum/filesize against known #'s
7993 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7994 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7995 Game_ships_tbl_valid = 1;
8002 DCF(shipspew, "display the checksum for the current ships.tbl")
8005 CFILE *detect = cfopen("ships.tbl", "rb");
8006 // get the long checksum of the file
8008 cfseek(detect, 0, SEEK_SET);
8009 cf_chksum_long(detect, &file_checksum);
8012 dc_printf("%d", file_checksum);
8015 // ----------------------------------------------------------------
8016 // WEAPONS TBL VERIFICATION STUFF
8019 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8020 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8021 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8023 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8027 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8028 -266420030, // demo 1
8031 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8032 -1246928725, // FS1 DEMO
8035 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8036 -834598107, // FS1 1.06 Full (US)
8037 -1652231417, // FS1 SilentThreat
8038 720209793 // FS1 1.06 Full (German)
8042 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8043 141718090, // US - beta 1
8044 -266420030, // demo 1
8047 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8048 // 399297860, // 1.0 FULL
8049 -553984927 // 1.2 FULL (german)
8053 void verify_weapons_tbl()
8057 Game_weapons_tbl_valid = 1;
8063 // detect if the packfile exists
8064 CFILE *detect = cfopen("weapons.tbl", "rb");
8065 Game_weapons_tbl_valid = 0;
8069 Game_weapons_tbl_valid = 0;
8073 // get the long checksum of the file
8075 cfseek(detect, 0, SEEK_SET);
8076 cf_chksum_long(detect, &file_checksum);
8080 // now compare the checksum/filesize against known #'s
8081 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8082 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8083 Game_weapons_tbl_valid = 1;
8090 DCF(wepspew, "display the checksum for the current weapons.tbl")
8093 CFILE *detect = cfopen("weapons.tbl", "rb");
8094 // get the long checksum of the file
8096 cfseek(detect, 0, SEEK_SET);
8097 cf_chksum_long(detect, &file_checksum);
8100 dc_printf("%d", file_checksum);
8103 // if the game is running using hacked data
8104 int game_hacked_data()
8107 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8115 void display_title_screen()
8117 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8118 ///int title_bitmap;
8121 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8122 if (title_bitmap == -1) {
8127 gr_set_bitmap(title_bitmap);
8135 bm_unload(title_bitmap);
8136 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8139 // return true if the game is running with "low memory", which is less than 48MB
8140 bool game_using_low_mem()
8142 if (Use_low_mem == 0) {