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 Assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
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"
708 #include "supernova.h"
709 #include "hudshield.h"
710 // #include "names.h"
712 #include "missionloopbrief.h"
716 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
722 // 1.00.04 5/26/98 MWA -- going final (12 pm)
723 // 1.00.03 5/26/98 MWA -- going final (3 am)
724 // 1.00.02 5/25/98 MWA -- going final
725 // 1.00.01 5/25/98 MWA -- going final
726 // 0.90 5/21/98 MWA -- getting ready for final.
727 // 0.10 4/9/98. Set by MK.
729 // Demo version: (obsolete since DEMO codebase split from tree)
730 // 0.03 4/10/98 AL. Interplay rev
731 // 0.02 4/8/98 MK. Increased when this system was modified.
732 // 0.01 4/7/98? AL. First release to Interplay QA.
735 // 1.00 5/28/98 AL. First release to Interplay QA.
737 void game_level_init(int seed = -1);
738 void game_post_level_init();
739 void game_do_frame();
740 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
741 void game_reset_time();
742 void game_show_framerate(); // draws framerate in lower right corner
744 int Game_no_clear = 0;
746 int Pofview_running = 0;
747 int Nebedit_running = 0;
749 typedef struct big_expl_flash {
750 float max_flash_intensity; // max intensity
751 float cur_flash_intensity; // cur intensity
752 int flash_start; // start time
755 #define FRAME_FILTER 16
757 #define DEFAULT_SKILL_LEVEL 1
758 int Game_skill_level = DEFAULT_SKILL_LEVEL;
760 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
761 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
763 #define EXE_FNAME ("fs2.exe")
764 #define LAUNCHER_FNAME ("freespace2.exe")
767 #if defined(__APPLE__) && !defined(MACOSX)
768 extern char full_path[1024];
771 // JAS: Code for warphole camera.
772 // Needs to be cleaned up.
773 vector Camera_pos = ZERO_VECTOR;
774 vector Camera_velocity = ZERO_VECTOR;
775 vector Camera_desired_velocity = ZERO_VECTOR;
776 matrix Camera_orient = IDENTITY_MATRIX;
777 float Camera_damping = 1.0f;
778 float Camera_time = 0.0f;
779 float Warpout_time = 0.0f;
780 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
781 int Warpout_sound = -1;
783 int Use_joy_mouse = 0;
784 int Use_palette_flash = 1;
786 int Use_fullscreen_at_startup = 0;
788 int Show_area_effect = 0;
789 object *Last_view_target = NULL;
791 int dogfight_blown = 0;
794 float frametimes[FRAME_FILTER];
795 float frametotal = 0.0f;
799 int Show_framerate = 0;
801 int Show_framerate = 1;
804 int Framerate_cap = 120;
807 int Show_target_debug_info = 0;
808 int Show_target_weapons = 0;
812 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
815 int Debug_octant = -1;
817 fix Game_time_compression = F1_0;
819 // if the ships.tbl the player has is valid
820 int Game_ships_tbl_valid = 0;
822 // if the weapons.tbl the player has is valid
823 int Game_weapons_tbl_valid = 0;
827 extern int Player_attacking_enabled;
831 int Pre_player_entry;
833 int Fred_running = 0;
834 char Game_current_mission_filename[MAX_FILENAME_LEN];
835 int game_single_step = 0;
836 int last_single_step=0;
838 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
839 extern int MSG_WINDOW_Y_START;
840 extern int MSG_WINDOW_HEIGHT;
842 int game_zbuffer = 1;
843 //static int Game_music_paused;
844 static int Game_paused;
848 #define EXPIRE_BAD_CHECKSUM 1
849 #define EXPIRE_BAD_TIME 2
851 extern void ssm_init();
852 extern void ssm_level_init();
853 extern void ssm_process();
855 // static variable to contain the time this version was built
856 // commented out for now until
857 // I figure out how to get the username into the file
858 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
860 // defines and variables used for dumping frame for making trailers.
862 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
863 int Debug_dump_trigger = 0;
864 int Debug_dump_frame_count;
865 int Debug_dump_frame_num = 0;
866 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
869 // amount of time to wait after the player has died before we display the death died popup
870 #define PLAYER_DIED_POPUP_WAIT 2500
871 int Player_died_popup_wait = -1;
872 int Player_multi_died_check = -1;
874 // builtin mission list stuff
876 int Game_builtin_mission_count = 6;
877 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
878 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
879 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
880 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
881 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
882 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
883 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
885 #elif defined(FS1_DEMO)
886 int Game_builtin_mission_count = 5;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
889 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
890 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
891 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
892 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
894 #elif defined(PD_BUILD)
895 int Game_builtin_mission_count = 4;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "sm1-01.fs2", (FSB_FROM_VOLITION), "" },
898 { "sm1-05.fs2", (FSB_FROM_VOLITION), "" },
899 { "sm1-01", (FSB_FROM_VOLITION), "" },
900 { "sm1-05", (FSB_FROM_VOLITION), "" },
902 #elif defined(MULTIPLAYER_BETA)
903 int Game_builtin_mission_count = 17;
904 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
906 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
907 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
908 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
909 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
910 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
911 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
912 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
913 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
914 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
915 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
916 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
917 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
918 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
919 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
920 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
921 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
922 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
924 #elif defined(OEM_BUILD)
925 int Game_builtin_mission_count = 17;
926 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
927 // oem version - act 1 only
928 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
931 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
932 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
933 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
934 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
935 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
936 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
937 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
938 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
939 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
940 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
941 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
942 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
943 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
944 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
945 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 },
946 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }
948 #elif defined(MAKE_FS1)
949 int Game_builtin_mission_count = 125;
950 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
951 // single player campaign
952 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
955 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
956 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
957 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
958 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
959 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
960 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
961 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
962 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
963 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
964 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
967 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
968 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
969 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
970 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
971 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
972 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
973 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
974 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
975 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
976 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
979 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
980 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
981 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
982 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
983 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
984 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
985 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
986 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
987 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
990 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
991 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
992 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
995 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
996 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
997 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
998 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
999 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" },
1002 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1003 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1005 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1006 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1007 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1008 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1009 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1010 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1011 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1012 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1013 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1014 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1015 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1016 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1017 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1018 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1019 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1020 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1021 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1022 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1023 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1025 // SilentThreat missions
1026 // Main SilentThreat campaign
1027 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE), "" },
1029 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1030 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1031 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1032 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1033 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1034 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1035 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1036 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1037 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1038 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1039 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1040 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN), "" },
1042 // SilentThreat Part 1 - multi-coop
1043 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1045 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1046 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1047 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1049 // SilentThreat Part 2 - multi-coop
1050 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1052 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1053 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1054 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1056 // SilentThreat Part 3 - multi-coop
1057 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1059 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1060 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1061 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1063 // SilentThreat Part 4 - multi-coop
1064 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1066 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1067 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1068 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN), "" },
1070 // multiplayer missions
1071 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1072 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1073 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1074 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI), "" },
1075 // user supplied missions
1076 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1077 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1078 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1079 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1080 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1081 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1082 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1083 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1084 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1085 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1086 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1087 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1088 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1089 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1090 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1091 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1092 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1093 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1094 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1095 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1096 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1097 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1098 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1099 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1100 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1101 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1102 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1103 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1104 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1105 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1106 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1107 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI), "" },
1110 int Game_builtin_mission_count = 92;
1111 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1112 // single player campaign
1113 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
1116 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1117 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1118 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1119 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1120 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1121 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1122 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1123 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1124 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1125 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1126 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1127 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1128 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1129 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1130 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1131 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1132 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1133 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1134 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
1137 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1138 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1139 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1140 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1141 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1142 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1143 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1144 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1145 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1146 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1149 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1150 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1151 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1152 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1153 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1154 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1155 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1156 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1157 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1158 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1159 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1160 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
1162 // multiplayer missions
1165 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1166 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1167 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1170 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1171 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1172 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1173 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1176 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1177 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1178 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1179 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1180 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1181 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1182 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1183 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1184 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1185 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1186 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1187 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1188 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1189 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1190 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1191 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1192 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1193 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1194 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1195 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1196 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1197 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1198 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1199 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1200 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1201 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1202 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1203 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1206 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1207 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1208 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1209 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1210 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1211 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1212 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1213 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1214 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1215 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
1218 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
1219 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1220 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1221 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1222 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
1227 // Internal function prototypes
1228 void game_maybe_draw_mouse(float frametime);
1229 void init_animating_pointer();
1230 void load_animating_pointer(const char *filename, int dx, int dy);
1231 void unload_animating_pointer();
1232 void game_do_training_checks();
1233 void game_shutdown(void);
1234 void game_show_event_debug(float frametime);
1235 void game_event_debug_init();
1237 void demo_upsell_show_screens();
1238 void game_start_subspace_ambient_sound();
1239 void game_stop_subspace_ambient_sound();
1240 void verify_ships_tbl();
1241 void verify_weapons_tbl();
1242 void display_title_screen();
1244 // loading background filenames
1245 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1246 "LoadingBG", // GR_640
1247 "2_LoadingBG" // GR_1024
1251 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1252 "Loading.ani", // GR_640
1253 "2_Loading.ani" // GR_1024
1256 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1265 #elif defined(OEM_BUILD)
1266 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1276 char Game_CDROM_dir[MAX_PATH_LEN];
1279 // How much RAM is on this machine. Set in WinMain
1280 uint Freespace_total_ram = 0;
1283 float Game_flash_red = 0.0f;
1284 float Game_flash_green = 0.0f;
1285 float Game_flash_blue = 0.0f;
1286 float Sun_spot = 0.0f;
1287 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1289 // game shudder stuff (in ms)
1290 int Game_shudder_time = -1;
1291 int Game_shudder_total = 0;
1292 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1295 sound_env Game_sound_env;
1296 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1297 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1299 int Game_sound_env_update_timestamp;
1301 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1304 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1306 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1310 // look through all existing builtin missions
1311 for(idx=0; idx<Game_builtin_mission_count; idx++){
1312 if(!stricmp(Game_builtin_mission_list[idx].filename, filename)){
1313 return &Game_builtin_mission_list[idx];
1321 int game_get_default_skill_level()
1323 return DEFAULT_SKILL_LEVEL;
1327 void game_flash_reset()
1329 Game_flash_red = 0.0f;
1330 Game_flash_green = 0.0f;
1331 Game_flash_blue = 0.0f;
1333 Big_expl_flash.max_flash_intensity = 0.0f;
1334 Big_expl_flash.cur_flash_intensity = 0.0f;
1335 Big_expl_flash.flash_start = 0;
1338 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1339 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1341 void game_framerate_check_init()
1343 // zero critical time
1344 Gf_critical_time = 0.0f;
1347 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1348 // if this is a glide card
1349 if(gr_screen.mode == GR_GLIDE){
1351 extern GrHwConfiguration hwconfig;
1354 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1355 Gf_critical = 15.0f;
1359 Gf_critical = 10.0f;
1364 Gf_critical = 15.0f;
1367 // d3d. only care about good cards here I guess (TNT)
1369 Gf_critical = 15.0f;
1372 // if this is a glide card
1373 if(gr_screen.mode == GR_GLIDE){
1375 extern GrHwConfiguration hwconfig;
1378 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1379 Gf_critical = 25.0f;
1383 Gf_critical = 20.0f;
1388 Gf_critical = 25.0f;
1391 // d3d. only care about good cards here I guess (TNT)
1393 Gf_critical = 25.0f;
1398 extern float Framerate;
1399 void game_framerate_check()
1403 // if the current framerate is above the critical level, add frametime
1404 if(Framerate >= Gf_critical){
1405 Gf_critical_time += flFrametime;
1408 if(!Show_framerate){
1412 // display if we're above the critical framerate
1413 if(Framerate < Gf_critical){
1414 gr_set_color_fast(&Color_bright_red);
1415 gr_string(200, y_start, "Framerate warning");
1420 // display our current pct of good frametime
1421 if(f2fl(Missiontime) >= 0.0f){
1422 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1425 gr_set_color_fast(&Color_bright_green);
1427 gr_set_color_fast(&Color_bright_red);
1430 gr_printf(200, y_start, "%d%%", (int)pct);
1437 // Adds a flash effect. These can be positive or negative.
1438 // The range will get capped at around -1 to 1, so stick
1439 // with a range like that.
1440 void game_flash( float r, float g, float b )
1442 Game_flash_red += r;
1443 Game_flash_green += g;
1444 Game_flash_blue += b;
1446 if ( Game_flash_red < -1.0f ) {
1447 Game_flash_red = -1.0f;
1448 } else if ( Game_flash_red > 1.0f ) {
1449 Game_flash_red = 1.0f;
1452 if ( Game_flash_green < -1.0f ) {
1453 Game_flash_green = -1.0f;
1454 } else if ( Game_flash_green > 1.0f ) {
1455 Game_flash_green = 1.0f;
1458 if ( Game_flash_blue < -1.0f ) {
1459 Game_flash_blue = -1.0f;
1460 } else if ( Game_flash_blue > 1.0f ) {
1461 Game_flash_blue = 1.0f;
1466 // Adds a flash for Big Ship explosions
1467 // cap range from 0 to 1
1468 void big_explosion_flash(float flash)
1470 Big_expl_flash.flash_start = timestamp(1);
1474 } else if (flash < 0.0f) {
1478 Big_expl_flash.max_flash_intensity = flash;
1479 Big_expl_flash.cur_flash_intensity = 0.0f;
1482 // Amount to diminish palette towards normal, per second.
1483 #define DIMINISH_RATE 0.75f
1484 #define SUN_DIMINISH_RATE 6.00f
1488 float sn_glare_scale = 1.7f;
1491 dc_get_arg(ARG_FLOAT);
1492 sn_glare_scale = Dc_arg_float;
1495 float Supernova_last_glare = 0.0f;
1496 void game_sunspot_process(float frametime)
1500 float Sun_spot_goal = 0.0f;
1503 sn_stage = supernova_active();
1505 // sunspot differently based on supernova stage
1507 // approaching. player still in control
1510 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1513 light_get_global_dir(&light_dir, 0);
1515 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1518 // scale it some more
1519 dot = dot * (0.5f + (pct * 0.5f));
1522 Sun_spot_goal += (dot * sn_glare_scale);
1525 // draw the sun glow
1526 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1527 // draw the glow for this sun
1528 stars_draw_sun_glow(0);
1531 Supernova_last_glare = Sun_spot_goal;
1534 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1537 Sun_spot_goal = 0.9f;
1538 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1540 if(Sun_spot_goal > 1.0f){
1541 Sun_spot_goal = 1.0f;
1544 Sun_spot_goal *= sn_glare_scale;
1545 Supernova_last_glare = Sun_spot_goal;
1548 // fade to white. display dead popup
1551 Supernova_last_glare += (2.0f * flFrametime);
1552 if(Supernova_last_glare > 2.0f){
1553 Supernova_last_glare = 2.0f;
1556 Sun_spot_goal = Supernova_last_glare;
1563 // check sunspots for all suns
1564 n_lights = light_get_global_count();
1567 for(idx=0; idx<n_lights; idx++){
1568 //(vector *eye_pos, matrix *eye_orient)
1569 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1572 light_get_global_dir(&light_dir, idx);
1574 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1576 Sun_spot_goal += (float)pow(dot,85.0f);
1578 // draw the glow for this sun
1579 stars_draw_sun_glow(idx);
1581 Sun_spot_goal = 0.0f;
1587 Sun_spot_goal = 0.0f;
1591 float dec_amount = frametime*SUN_DIMINISH_RATE;
1593 if ( Sun_spot < Sun_spot_goal ) {
1594 Sun_spot += dec_amount;
1595 if ( Sun_spot > Sun_spot_goal ) {
1596 Sun_spot = Sun_spot_goal;
1598 } else if ( Sun_spot > Sun_spot_goal ) {
1599 Sun_spot -= dec_amount;
1600 if ( Sun_spot < Sun_spot_goal ) {
1601 Sun_spot = Sun_spot_goal;
1607 // Call once a frame to diminish the
1608 // flash effect to 0.
1609 void game_flash_diminish(float frametime)
1611 float dec_amount = frametime*DIMINISH_RATE;
1613 if ( Game_flash_red > 0.0f ) {
1614 Game_flash_red -= dec_amount;
1615 if ( Game_flash_red < 0.0f )
1616 Game_flash_red = 0.0f;
1618 Game_flash_red += dec_amount;
1619 if ( Game_flash_red > 0.0f )
1620 Game_flash_red = 0.0f;
1623 if ( Game_flash_green > 0.0f ) {
1624 Game_flash_green -= dec_amount;
1625 if ( Game_flash_green < 0.0f )
1626 Game_flash_green = 0.0f;
1628 Game_flash_green += dec_amount;
1629 if ( Game_flash_green > 0.0f )
1630 Game_flash_green = 0.0f;
1633 if ( Game_flash_blue > 0.0f ) {
1634 Game_flash_blue -= dec_amount;
1635 if ( Game_flash_blue < 0.0f )
1636 Game_flash_blue = 0.0f;
1638 Game_flash_blue += dec_amount;
1639 if ( Game_flash_blue > 0.0f )
1640 Game_flash_blue = 0.0f;
1643 // update big_explosion_cur_flash
1644 #define TIME_UP 1500
1645 #define TIME_DOWN 2500
1646 int duration = TIME_UP + TIME_DOWN;
1647 int time = timestamp_until(Big_expl_flash.flash_start);
1648 if (time > -duration) {
1650 if (time < TIME_UP) {
1651 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1654 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1658 if ( Use_palette_flash ) {
1660 // static int or=0, og=0, ob=0;
1662 // Change the 200 to change the color range of colors.
1663 r = fl2i( Game_flash_red*128.0f );
1664 g = fl2i( Game_flash_green*128.0f );
1665 b = fl2i( Game_flash_blue*128.0f );
1667 if ( Sun_spot > 0.0f ) {
1668 r += fl2i(Sun_spot*128.0f);
1669 g += fl2i(Sun_spot*128.0f);
1670 b += fl2i(Sun_spot*128.0f);
1673 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1674 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1675 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1676 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1679 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1680 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1681 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1683 if ( (r!=0) || (g!=0) || (b!=0) ) {
1684 gr_flash( r, g, b );
1686 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1697 void game_level_close()
1699 // De-Initialize the game subsystems
1700 event_music_level_close();
1701 game_stop_looped_sounds();
1703 obj_snd_level_close(); // uninit object-linked persistant sounds
1704 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1705 anim_level_close(); // stop and clean up any anim instances
1706 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1707 shockwave_level_close();
1708 fireball_level_close();
1710 mission_event_shutdown();
1711 asteroid_level_close();
1712 model_cache_reset(); // Reset/free all the model caching stuff
1713 flak_level_close(); // unload flak stuff
1714 neb2_level_close(); // shutdown gaseous nebula stuff
1717 mflash_level_close();
1718 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1720 audiostream_unpause_all();
1725 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1726 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1727 void game_level_init(int seed)
1729 // seed the random number generator
1731 // if no seed was passed, seed the generator either from the time value, or from the
1732 // netgame security flags -- ensures that all players in multiplayer game will have the
1733 // same randon number sequence (with static rand functions)
1734 if ( Game_mode & GM_NORMAL ) {
1735 Game_level_seed = time(NULL);
1737 Game_level_seed = Netgame.security;
1740 // mwa 9/17/98 -- maybe this assert isn't needed????
1741 Assert( !(Game_mode & GM_MULTIPLAYER) );
1742 Game_level_seed = seed;
1744 srand( Game_level_seed );
1746 // semirand function needs to get re-initted every time in multiplayer
1747 if ( Game_mode & GM_MULTIPLAYER ){
1753 Key_normal_game = (Game_mode & GM_NORMAL);
1756 Game_shudder_time = -1;
1758 // Initialize the game subsystems
1759 // timestamp_reset(); // Must be inited before everything else
1761 game_reset_time(); // resets time, and resets saved time too
1763 obj_init(); // Must be inited before the other systems
1764 model_free_all(); // Free all existing models
1765 mission_brief_common_init(); // Free all existing briefing/debriefing text
1766 weapon_level_init();
1767 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1769 player_level_init();
1770 shipfx_flash_init(); // Init the ship gun flash system.
1771 game_flash_reset(); // Reset the flash effect
1772 particle_init(); // Reset the particle system
1776 shield_hit_init(); // Initialize system for showing shield hits
1777 radar_mission_init();
1778 mission_init_goals();
1781 obj_snd_level_init(); // init object-linked persistant sounds
1783 shockwave_level_init();
1784 afterburner_level_init();
1785 scoring_level_init( &Player->stats );
1787 asteroid_level_init();
1788 control_config_clear_used_status();
1789 collide_ship_ship_sounds_init();
1791 Pre_player_entry = 1; // Means the player has not yet entered.
1792 Entry_delay_time = 0; // Could get overwritten in mission read.
1793 fireball_preload(); // page in warphole bitmaps
1795 flak_level_init(); // initialize flak - bitmaps, etc
1796 ct_level_init(); // initialize ships contrails, etc
1797 awacs_level_init(); // initialize AWACS
1798 beam_level_init(); // initialize beam weapons
1799 mflash_level_init();
1801 supernova_level_init();
1803 // multiplayer dogfight hack
1806 shipfx_engine_wash_level_init();
1810 Last_view_target = NULL;
1815 // campaign wasn't ended
1816 Campaign_ended_in_mission = 0;
1819 // called when a mission is over -- does server specific stuff.
1820 void freespace_stop_mission()
1823 Game_mode &= ~GM_IN_MISSION;
1826 // called at frame interval to process networking stuff
1827 void game_do_networking()
1829 Assert( Net_player != NULL );
1830 if (!(Game_mode & GM_MULTIPLAYER)){
1834 // see if this player should be reading/writing data. Bit is set when at join
1835 // screen onward until quits back to main menu.
1836 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1840 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1843 multi_pause_do_frame();
1848 // Loads the best palette for this level, based
1849 // on nebula color and hud color. You could just call palette_load_table with
1850 // the appropriate filename, but who wants to do that.
1851 void game_load_palette()
1853 char palette_filename[1024];
1855 // We only use 3 hud colors right now
1857 Assert( HUD_config.main_color >= 0 );
1858 Assert( HUD_config.main_color <= 2 );
1861 Assert( Mission_palette >= 0 );
1862 Assert( Mission_palette <= 98 );
1865 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1866 strcpy( palette_filename, NOX("gamepalette-subspace") );
1868 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1871 mprintf(( "Loading palette %s\n", palette_filename ));
1873 palette_load_table(palette_filename);
1875 strcpy( palette_filename, NOX("gamepalette-subspace") );
1877 mprintf(( "Loading palette %s\n", palette_filename ));
1881 void game_post_level_init()
1883 // Stuff which gets called after mission is loaded. Because player isn't created until
1884 // after mission loads, some things must get initted after the level loads
1886 model_level_post_init();
1889 hud_setup_escort_list();
1890 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1896 game_event_debug_init();
1899 training_mission_init();
1900 asteroid_create_all();
1902 game_framerate_check_init();
1906 // An estimate as to how high the count passed to game_loading_callback will go.
1907 // This is just a guess, it seems to always be about the same. The count is
1908 // proportional to the code being executed, not the time, so this works good
1909 // for a bar, assuming the code does about the same thing each time you
1910 // load a level. You can find this value by looking at the return value
1911 // of game_busy_callback(NULL), which I conveniently print out to the
1912 // debug output window with the '=== ENDING LOAD ==' stuff.
1913 //#define COUNT_ESTIMATE 3706
1914 #define COUNT_ESTIMATE 1111
1916 int Game_loading_callback_inited = 0;
1918 int Game_loading_background = -1;
1919 anim * Game_loading_ani = NULL;
1920 anim_instance *Game_loading_ani_instance;
1921 int Game_loading_frame=-1;
1923 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1925 #if defined(FS1_DEMO)
1927 #elif defined(MAKE_FS1)
1938 // This gets called 10x per second and count is the number of times
1939 // game_busy() has been called since the current callback function
1941 void game_loading_callback(int count)
1943 game_do_networking();
1945 Assert( Game_loading_callback_inited==1 );
1946 Assert( Game_loading_ani != NULL );
1948 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1949 if ( framenum > Game_loading_ani->total_frames-1 ) {
1950 framenum = Game_loading_ani->total_frames-1;
1951 } else if ( framenum < 0 ) {
1956 while ( Game_loading_frame < framenum ) {
1957 Game_loading_frame++;
1958 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1962 if ( cbitmap > -1 ) {
1963 if ( Game_loading_background > -1 ) {
1964 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1968 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1969 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1970 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1972 bm_release(cbitmap);
1978 void game_loading_callback_init()
1980 Assert( Game_loading_callback_inited==0 );
1982 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1984 common_set_interface_palette("InterfacePalette"); // set the interface palette
1988 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1989 Assert( Game_loading_ani != NULL );
1990 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1991 Assert( Game_loading_ani_instance != NULL );
1992 Game_loading_frame = -1;
1994 Game_loading_callback_inited = 1;
1996 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
2001 void game_loading_callback_close()
2003 Assert( Game_loading_callback_inited==1 );
2005 // Make sure bar shows all the way over.
2006 game_loading_callback(COUNT_ESTIMATE);
2008 int real_count = game_busy_callback( NULL );
2011 Game_loading_callback_inited = 0;
2014 mprintf(( "=================== ENDING LOAD ================\n" ));
2015 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
2016 mprintf(( "================================================\n" ));
2018 // to remove warnings in release build
2022 free_anim_instance(Game_loading_ani_instance);
2023 Game_loading_ani_instance = NULL;
2024 anim_free(Game_loading_ani);
2025 Game_loading_ani = NULL;
2027 bm_release( Game_loading_background );
2028 common_free_interface_palette(); // restore game palette
2029 Game_loading_background = -1;
2031 gr_set_font( FONT1 );
2034 // Update the sound environment (ie change EAX settings based on proximity to large ships)
2036 void game_maybe_update_sound_environment()
2038 // do nothing for now
2041 // Assign the sound environment for the game, based on the current mission
2043 void game_assign_sound_environment()
2046 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2047 Game_sound_env.id = SND_ENV_DRUGGED;
2048 Game_sound_env.volume = 0.800f;
2049 Game_sound_env.damping = 1.188f;
2050 Game_sound_env.decay = 6.392f;
2052 } else if (Num_asteroids > 30) {
2053 Game_sound_env.id = SND_ENV_AUDITORIUM;
2054 Game_sound_env.volume = 0.603f;
2055 Game_sound_env.damping = 0.5f;
2056 Game_sound_env.decay = 4.279f;
2059 Game_sound_env = Game_default_sound_env;
2063 Game_sound_env = Game_default_sound_env;
2064 Game_sound_env_update_timestamp = timestamp(1);
2067 // function which gets called before actually entering the mission. It is broken down into a funciton
2068 // since it will get called in one place from a single player game and from another place for
2069 // a multiplayer game
2070 void freespace_mission_load_stuff()
2072 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2073 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2074 if(!(Game_mode & GM_STANDALONE_SERVER)){
2076 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2078 game_loading_callback_init();
2080 event_music_level_init(); // preloads the first 2 seconds for each event music track
2083 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2086 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2089 ship_assign_sound_all(); // assign engine sounds to ships
2090 game_assign_sound_environment(); // assign the sound environment for this mission
2093 // call function in missionparse.cpp to fixup player/ai stuff.
2094 mission_parse_fixup_players();
2097 // Load in all the bitmaps for this level
2102 game_loading_callback_close();
2104 // the only thing we need to call on the standalone for now.
2106 // call function in missionparse.cpp to fixup player/ai stuff.
2107 mission_parse_fixup_players();
2109 // Load in all the bitmaps for this level
2115 uint load_mission_load;
2116 uint load_post_level_init;
2117 uint load_mission_stuff;
2119 // tells the server to load the mission and initialize structures
2120 int game_start_mission()
2122 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2124 load_gl_init = time(NULL);
2126 load_gl_init = time(NULL) - load_gl_init;
2128 if (Game_mode & GM_MULTIPLAYER) {
2129 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2131 // clear multiplayer stats
2132 init_multiplayer_stats();
2135 load_mission_load = time(NULL);
2136 if (mission_load()) {
2137 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2138 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2139 gameseq_post_event(GS_EVENT_MAIN_MENU);
2141 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2146 load_mission_load = time(NULL) - load_mission_load;
2148 // If this is a red alert mission in campaign mode, bash wingman status
2149 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2150 red_alert_bash_wingman_status();
2153 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2154 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2155 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2157 game_load_palette();
2161 load_post_level_init = time(NULL);
2162 game_post_level_init();
2163 load_post_level_init = time(NULL) - load_post_level_init;
2167 void Do_model_timings_test();
2168 Do_model_timings_test();
2172 load_mission_stuff = time(NULL);
2173 freespace_mission_load_stuff();
2174 load_mission_stuff = time(NULL) - load_mission_stuff;
2179 int Interface_framerate = 0;
2182 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2183 DCF_BOOL( show_framerate, Show_framerate )
2184 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2185 DCF_BOOL( show_target_weapons, Show_target_weapons )
2186 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2187 DCF_BOOL( sound, Sound_enabled )
2188 DCF_BOOL( zbuffer, game_zbuffer )
2189 DCF_BOOL( shield_system, New_shield_system )
2190 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2191 DCF_BOOL( player_attacking, Player_attacking_enabled )
2192 DCF_BOOL( show_waypoints, Show_waypoints )
2193 DCF_BOOL( show_area_effect, Show_area_effect )
2194 DCF_BOOL( show_net_stats, Show_net_stats )
2195 DCF_BOOL( log, Log_debug_output_to_file )
2196 DCF_BOOL( training_msg_method, Training_msg_method )
2197 DCF_BOOL( show_player_pos, Show_player_pos )
2198 DCF_BOOL(i_framerate, Interface_framerate )
2200 DCF(show_mem,"Toggles showing mem usage")
2203 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2204 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2205 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2206 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2212 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2214 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2215 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2219 DCF(show_cpu,"Toggles showing cpu usage")
2222 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2223 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2224 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2225 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2231 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2233 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2234 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2241 // AL 4-8-98: always allow players to display their framerate
2244 DCF_BOOL( show_framerate, Show_framerate )
2251 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2254 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2255 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2256 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2257 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2259 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" );
2260 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2262 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2265 DCF(palette_flash,"Toggles palette flash effect on/off")
2268 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2269 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2270 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2271 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2273 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2274 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2277 int Use_low_mem = 0;
2279 DCF(low_mem,"Uses low memory settings regardless of RAM")
2282 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2283 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2284 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2285 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2287 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2288 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2290 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2296 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2299 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2300 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2301 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2302 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2304 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2305 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2306 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2310 int Framerate_delay = 0;
2312 float Freespace_gamma = 1.0f;
2314 DCF(gamma,"Sets Gamma factor")
2317 dc_get_arg(ARG_FLOAT|ARG_NONE);
2318 if ( Dc_arg_type & ARG_FLOAT ) {
2319 Freespace_gamma = Dc_arg_float;
2321 dc_printf( "Gamma reset to 1.0f\n" );
2322 Freespace_gamma = 1.0f;
2324 if ( Freespace_gamma < 0.1f ) {
2325 Freespace_gamma = 0.1f;
2326 } else if ( Freespace_gamma > 5.0f ) {
2327 Freespace_gamma = 5.0f;
2329 gr_set_gamma(Freespace_gamma);
2331 char tmp_gamma_string[32];
2332 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2333 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2337 dc_printf( "Usage: gamma <float>\n" );
2338 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2339 Dc_status = 0; // don't print status if help is printed. Too messy.
2343 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2352 Game_current_mission_filename[0] = 0;
2354 // seed the random number generator
2355 Game_init_seed = time(NULL);
2356 srand( Game_init_seed );
2358 Framerate_delay = 0;
2364 extern void bm_init();
2370 // Initialize the timer before the os
2378 GetCurrentDirectory(1024, whee);
2380 #elif defined(__APPLE__) && !defined(MACOSX)
2381 // some OSX hackery to drop us out of the APP the binary is run from
2383 c = strstr(full_path, ".app");
2386 while (c && (*c != '/'))
2392 strncpy(whee, full_path, 1024);
2395 getcwd (whee, 1024);
2398 strcat(whee, EXE_FNAME);
2400 //Initialize the libraries
2401 s1 = timer_get_milliseconds();
2402 if(cfile_init(whee, Game_CDROM_dir)){ // initialize before calling any cfopen stuff!!!
2405 e1 = timer_get_milliseconds();
2407 // time a bunch of cfopens
2409 s2 = timer_get_milliseconds();
2411 for(int idx=0; idx<10000; idx++){
2412 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2417 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2419 e2 = timer_get_milliseconds();
2422 if (Is_standalone) {
2423 std_init_standalone();
2425 os_init( Osreg_class_name, Osreg_app_name );
2426 os_set_title(Osreg_title);
2429 // initialize localization module. Make sure this is down AFTER initialzing OS.
2430 // int t1 = timer_get_milliseconds();
2431 lcl_init( detect_lang() );
2433 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2435 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2438 // verify that he has a valid weapons.tbl
2439 verify_weapons_tbl();
2441 // Output version numbers to registry for auto patching purposes
2442 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2443 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2444 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2446 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2447 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2448 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2451 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2454 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2455 // show the FPS counter if the config file says so
2456 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2459 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2460 Asteroids_enabled = 1;
2463 /////////////////////////////
2465 /////////////////////////////
2470 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2471 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2473 if (!stricmp(ptr, NOX("no sound"))) {
2474 Cmdline_freespace_no_sound = 1;
2476 } else if (!stricmp(ptr, NOX("Aureal A3D"))) {
2478 } else if (!stricmp(ptr, NOX("EAX"))) {
2483 if (!Is_standalone) {
2484 snd_init(use_a3d, use_eax);
2486 /////////////////////////////
2488 /////////////////////////////
2490 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2493 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2495 // fire up the UpdateLauncher executable
2497 PROCESS_INFORMATION pi;
2499 memset( &si, 0, sizeof(STARTUPINFO) );
2502 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2503 NULL, // pointer to command line string
2504 NULL, // pointer to process security attributes
2505 NULL, // pointer to thread security attributes
2506 FALSE, // handle inheritance flag
2507 CREATE_DEFAULT_ERROR_MODE, // creation flags
2508 NULL, // pointer to new environment block
2509 NULL, // pointer to current directory name
2510 &si, // pointer to STARTUPINFO
2511 &pi // pointer to PROCESS_INFORMATION
2514 // If the Launcher could not be started up, let the user know
2516 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2525 if(!stricmp(ptr, "Aucune acc�l�ration 3D") || !stricmp(ptr, "Keine 3D-Beschleunigerkarte") || !stricmp(ptr, "No 3D acceleration")){
2527 MessageBox((HWND)os_get_window(), XSTR("Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it.", 1448), XSTR("Warning", 1449), MB_OK);
2535 // check for hi res pack file
2536 int has_sparky_hi = 0;
2538 // check if sparky_hi exists -- access mode 0 means does file exist
2539 #ifndef MAKE_FS1 // shoudn't have it so don't check
2542 if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2545 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2549 // see if we've got 32 bit in the string
2550 if(strstr(ptr, "32 bit")){
2557 if (!Is_standalone && ptr && (strstr(ptr, NOX("3DFX Glide")))) {
2559 // always 640 for E3
2560 gr_init(GR_640, GR_GLIDE);
2562 // regular or hi-res ?
2564 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2566 if(strstr(ptr, NOX("(1024x768)"))){
2568 gr_init(GR_1024, GR_GLIDE);
2570 gr_init(GR_640, GR_GLIDE);
2573 } else if (!Is_standalone && ptr && (strstr(ptr, NOX("Direct 3D -") ))) {
2575 // always 640 for E3
2577 gr_init(GR_640, GR_DIRECT3D, depth);
2579 // regular or hi-res ?
2581 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2583 if(strstr(ptr, NOX("(1024x768)"))){
2587 gr_init(GR_1024, GR_DIRECT3D, depth);
2591 gr_init(GR_640, GR_DIRECT3D, depth);
2597 if ( Use_fullscreen_at_startup && !Is_standalone) {
2598 gr_init(GR_640, GR_DIRECTDRAW);
2600 gr_init(GR_640, GR_SOFTWARE);
2603 if ( !Is_standalone ) {
2604 gr_init(GR_640, GR_DIRECTDRAW);
2606 gr_init(GR_640, GR_SOFTWARE);
2611 if (!Is_standalone /* && ptr && (strstr(ptr, NOX("OpenGL"))) */) {
2612 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2613 gr_init(GR_1024, GR_OPENGL);
2615 gr_init(GR_640, GR_OPENGL);
2619 gr_init(GR_640, GR_SOFTWARE);
2621 #endif // !PLAT_UNIX
2624 extern int Gr_inited;
2625 if(trying_d3d && !Gr_inited){
2627 extern char Device_init_error[512];
2628 MessageBox( NULL, Device_init_error, "Error intializing Direct3D", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
2637 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2638 Freespace_gamma = (float)atof(ptr);
2639 if ( Freespace_gamma == 0.0f ) {
2640 Freespace_gamma = 1.80f;
2641 } else if ( Freespace_gamma < 0.1f ) {
2642 Freespace_gamma = 0.1f;
2643 } else if ( Freespace_gamma > 5.0f ) {
2644 Freespace_gamma = 5.0f;
2646 char tmp_gamma_string[32];
2647 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2648 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2650 gr_set_gamma(Freespace_gamma);
2652 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2655 display_title_screen();
2659 // attempt to load up master tracker registry info (login and password)
2660 Multi_tracker_id = -1;
2662 // pxo login and password
2663 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2665 nprintf(("Network","Error reading in PXO login data\n"));
2666 strcpy(Multi_tracker_login,"");
2668 strcpy(Multi_tracker_login,ptr);
2670 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2672 nprintf(("Network","Error reading PXO password\n"));
2673 strcpy(Multi_tracker_passwd,"");
2675 strcpy(Multi_tracker_passwd,ptr);
2678 // pxo squad name and password
2679 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2681 nprintf(("Network","Error reading in PXO squad name\n"));
2682 strcpy(Multi_tracker_squad_name, "");
2684 strcpy(Multi_tracker_squad_name, ptr);
2687 // If less than 48MB of RAM, use low memory model.
2690 (Freespace_total_ram < 48*1024*1024) ||
2693 mprintf(( "Using normal memory settings...\n" ));
2694 bm_set_low_mem(1); // Use every other frame of bitmaps
2696 mprintf(( "Using high memory settings...\n" ));
2697 bm_set_low_mem(0); // Use all frames of bitmaps
2700 // load non-darkening pixel defs
2701 palman_load_pixels();
2703 // hud shield icon stuff
2704 hud_shield_game_init();
2706 control_config_common_init(); // sets up localization stuff in the control config
2712 gamesnd_parse_soundstbl();
2717 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2722 player_controls_init();
2725 //if(!Is_standalone){
2733 ship_init(); // read in ships.tbl
2735 mission_campaign_init(); // load in the default campaign
2737 // navmap_init(); // init the navigation map system
2738 context_help_init();
2739 techroom_intel_init(); // parse species.tbl, load intel info
2741 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2742 init_animating_pointer();
2744 mission_brief_common_init(); // Mark all the briefing structures as empty.
2745 gr_font_init(); // loads up all fonts
2747 neb2_init(); // fullneb stuff
2751 player_tips_init(); // helpful tips
2754 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2755 pilot_load_pic_list();
2756 pilot_load_squad_pic_list();
2758 load_animating_pointer(NOX("cursor"), 0, 0);
2760 // initialize alpha colors
2761 alpha_colors_init();
2764 // Game_music_paused = 0;
2771 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2772 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2774 mprintf(("cfile_init() took %d\n", e1 - s1));
2775 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2778 char transfer_text[128];
2780 float Start_time = 0.0f;
2782 float Framerate = 0.0f;
2784 float Timing_total = 0.0f;
2785 float Timing_render2 = 0.0f;
2786 float Timing_render3 = 0.0f;
2787 float Timing_flip = 0.0f;
2788 float Timing_clear = 0.0f;
2790 MONITOR(NumPolysDrawn);
2796 void game_get_framerate()
2798 char text[128] = "";
2800 if ( frame_int == -1 ) {
2802 for (i=0; i<FRAME_FILTER; i++ ) {
2803 frametimes[i] = 0.0f;
2808 frametotal -= frametimes[frame_int];
2809 frametotal += flFrametime;
2810 frametimes[frame_int] = flFrametime;
2811 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2813 if ( frametotal != 0.0 ) {
2814 if ( Framecount >= FRAME_FILTER )
2815 Framerate = FRAME_FILTER / frametotal;
2817 Framerate = Framecount / frametotal;
2818 sprintf( text, NOX("FPS: %.1f"), Framerate );
2820 sprintf( text, NOX("FPS: ?") );
2824 if (Show_framerate) {
2825 gr_set_color_fast(&HUD_color_debug);
2826 gr_string( 570, 2, text );
2830 void game_show_framerate()
2834 cur_time = f2fl(timer_get_approx_seconds());
2835 if (cur_time - Start_time > 30.0f) {
2836 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2837 Start_time += 1000.0f;
2840 //mprintf(( "%s\n", text ));
2843 if ( Debug_dump_frames )
2847 // possibly show control checking info
2848 control_check_indicate();
2850 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2851 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2852 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2853 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2856 if ( Show_cpu == 1 ) {
2861 dy = gr_get_font_height() + 1;
2863 gr_set_color_fast(&HUD_color_debug);
2867 extern int D3D_textures_in;
2868 extern int D3D_textures_in_frame;
2869 extern int Glide_textures_in;
2870 extern int Glide_textures_in_frame;
2871 extern int Glide_explosion_vram;
2872 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2874 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 );
2876 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2880 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2882 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2884 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2886 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2888 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2893 extern int Num_pairs; // Number of object pairs that were checked.
2894 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2897 extern int Num_pairs_checked; // What percent of object pairs were checked.
2898 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2900 Num_pairs_checked = 0;
2904 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2907 if ( Timing_total > 0.01f ) {
2908 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2910 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2912 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2914 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2916 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2926 dy = gr_get_font_height() + 1;
2928 gr_set_color_fast(&HUD_color_debug);
2931 extern int TotalRam;
2932 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2937 extern int Model_ram;
2938 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2942 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2944 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2947 gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 ); // mem used to store game sound
2950 extern int D3D_textures_in;
2951 extern int Glide_textures_in;
2952 extern int Glide_textures_in_frame;
2953 extern int Glide_explosion_vram;
2954 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2956 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 );
2958 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2962 extern int GL_textures_in;
2963 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in)/1024 );
2970 if ( Show_player_pos ) {
2974 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));
2977 MONITOR_INC(NumPolys, modelstats_num_polys);
2978 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2979 MONITOR_INC(NumVerts, modelstats_num_verts );
2981 modelstats_num_polys = 0;
2982 modelstats_num_polys_drawn = 0;
2983 modelstats_num_verts = 0;
2984 modelstats_num_sortnorms = 0;
2988 void game_show_standalone_framerate()
2990 float frame_rate=30.0f;
2991 if ( frame_int == -1 ) {
2993 for (i=0; i<FRAME_FILTER; i++ ) {
2994 frametimes[i] = 0.0f;
2999 frametotal -= frametimes[frame_int];
3000 frametotal += flFrametime;
3001 frametimes[frame_int] = flFrametime;
3002 frame_int = (frame_int + 1 ) % FRAME_FILTER;
3004 if ( frametotal != 0.0 ) {
3005 if ( Framecount >= FRAME_FILTER ){
3006 frame_rate = FRAME_FILTER / frametotal;
3008 frame_rate = Framecount / frametotal;
3011 std_set_standalone_fps(frame_rate);
3015 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
3016 void game_show_time_left()
3020 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
3021 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
3022 // checking how much time is left
3024 if ( Mission_end_time == -1 ){
3028 diff = f2i(Mission_end_time - Missiontime);
3029 // be sure to bash to 0. diff could be negative on frame that we quit mission
3034 hud_set_default_color();
3035 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
3038 //========================================================================================
3039 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
3040 //========================================================================================
3044 DCF(ai_pause,"Pauses ai")
3047 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3048 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
3049 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
3050 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
3053 obj_init_all_ships_physics();
3056 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
3057 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
3060 DCF(single_step,"Single steps the game")
3063 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
3064 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
3065 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
3066 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
3068 last_single_step = 0; // Make so single step waits a frame before stepping
3071 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
3072 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
3075 DCF_BOOL(physics_pause, physics_paused)
3076 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
3077 DCF_BOOL(ai_firing, Ai_firing_enabled )
3079 // Create some simple aliases to these commands...
3080 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
3081 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
3082 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
3083 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
3084 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
3087 //========================================================================================
3088 //========================================================================================
3091 void game_training_pause_do()
3095 key = game_check_key();
3097 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
3104 void game_increase_skill_level()
3107 if (Game_skill_level >= NUM_SKILL_LEVELS){
3108 Game_skill_level = 0;
3112 int Player_died_time;
3114 int View_percent = 100;
3117 DCF(view, "Sets the percent of the 3d view to render.")
3120 dc_get_arg(ARG_INT);
3121 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
3122 View_percent = Dc_arg_int;
3124 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
3130 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
3134 dc_printf("View is set to %d%%\n", View_percent );
3139 // Set the clip region for the 3d rendering window
3140 void game_set_view_clip()
3142 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
3143 // Set the clip region for the letterbox "dead view"
3144 int yborder = gr_screen.max_h/4;
3146 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
3147 // J.S. I've changed my ways!! See the new "no constants" code!!!
3148 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
3150 // Set the clip region for normal view
3151 if ( View_percent >= 100 ) {
3154 int xborder, yborder;
3156 if ( View_percent < 5 ) {
3160 float fp = i2fl(View_percent)/100.0f;
3161 int fi = fl2i(fl_sqrt(fp)*100.0f);
3162 if ( fi > 100 ) fi=100;
3164 xborder = ( gr_screen.max_w*(100-fi) )/200;
3165 yborder = ( gr_screen.max_h*(100-fi) )/200;
3167 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
3173 void show_debug_stuff()
3176 int laser_count = 0, missile_count = 0;
3178 for (i=0; i<MAX_OBJECTS; i++) {
3179 if (Objects[i].type == OBJ_WEAPON){
3180 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
3182 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
3188 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
3191 extern int Tool_enabled;
3196 int tst_bitmap = -1;
3198 float tst_offset, tst_offset_total;
3201 void game_tst_frame_pre()
3209 g3_rotate_vertex(&v, &tst_pos);
3210 g3_project_vertex(&v);
3213 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3217 // big ship? always tst
3219 // within 3000 meters
3220 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3224 // within 300 meters
3225 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3232 void game_tst_frame()
3242 tst_time = time(NULL);
3244 // load the tst bitmap
3245 switch((int)frand_range(0.0f, 3.0)){
3247 tst_bitmap = bm_load("ig_jim");
3249 mprintf(("TST 0\n"));
3253 tst_bitmap = bm_load("ig_kan");
3255 mprintf(("TST 1\n"));
3259 tst_bitmap = bm_load("ig_jim");
3261 mprintf(("TST 2\n"));
3265 tst_bitmap = bm_load("ig_kan");
3267 mprintf(("TST 3\n"));
3276 // get the tst bitmap dimensions
3278 bm_get_info(tst_bitmap, &w, &h);
3281 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3283 snd_play(&Snds[SND_VASUDAN_BUP]);
3285 // tst x and direction
3289 tst_offset_total = (float)w;
3290 tst_offset = (float)w;
3292 tst_x = (float)gr_screen.max_w;
3293 tst_offset_total = (float)-w;
3294 tst_offset = (float)w;
3302 float diff = (tst_offset_total / 0.5f) * flFrametime;
3308 tst_offset -= fl_abs(diff);
3309 } else if(tst_mode == 2){
3312 tst_offset -= fl_abs(diff);
3316 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3317 gr_bitmap((int)tst_x, (int)tst_y);
3320 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3324 // if we passed the switch point
3325 if(tst_offset <= 0.0f){
3330 tst_stamp = timestamp(1000);
3331 tst_offset = fl_abs(tst_offset_total);
3342 void game_tst_mark(object *objp, ship *shipp)
3351 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3354 sip = &Ship_info[shipp->ship_info_index];
3361 tst_pos = objp->pos;
3362 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3368 extern void render_shields();
3370 void player_repair_frame(float frametime)
3372 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3374 for(idx=0;idx<MAX_PLAYERS;idx++){
3377 np = &Net_players[idx];
3379 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)){
3381 // don't rearm/repair if the player is dead or dying/departing
3382 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3383 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3388 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3389 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3395 #define NUM_FRAMES_TEST 300
3396 #define NUM_MIXED_SOUNDS 16
3397 void do_timing_test(float flFrametime)
3399 static int framecount = 0;
3400 static int test_running = 0;
3401 static float test_time = 0.0f;
3403 static int snds[NUM_MIXED_SOUNDS];
3406 if ( test_running ) {
3408 test_time += flFrametime;
3409 if ( framecount >= NUM_FRAMES_TEST ) {
3411 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3412 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3417 if ( Test_begin == 1 ) {
3423 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3426 // start looping digital sounds
3427 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3428 snds[i] = snd_play_looping( &Snds[i], 0.0f, -1, -1);
3435 DCF(dcf_fov, "Change the field of view")
3438 dc_get_arg(ARG_FLOAT|ARG_NONE);
3439 if ( Dc_arg_type & ARG_NONE ) {
3440 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3441 dc_printf( "Zoom factor reset\n" );
3443 if ( Dc_arg_type & ARG_FLOAT ) {
3444 if (Dc_arg_float < 0.25f) {
3445 Viewer_zoom = 0.25f;
3446 dc_printf("Zoom factor pinned at 0.25.\n");
3447 } else if (Dc_arg_float > 1.25f) {
3448 Viewer_zoom = 1.25f;
3449 dc_printf("Zoom factor pinned at 1.25.\n");
3451 Viewer_zoom = Dc_arg_float;
3457 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3460 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3464 DCF(framerate_cap, "Sets the framerate cap")
3467 dc_get_arg(ARG_INT);
3468 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3469 Framerate_cap = Dc_arg_int;
3471 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3477 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3478 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3479 dc_printf("[n] must be from 1 to 120.\n");
3483 if ( Framerate_cap )
3484 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3486 dc_printf("There is no framerate cap currently active.\n");
3490 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3491 int Show_viewing_from_self = 0;
3493 void say_view_target()
3495 object *view_target;
3497 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3498 view_target = &Objects[Player_ai->target_objnum];
3500 view_target = Player_obj;
3502 if (Game_mode & GM_DEAD) {
3503 if (Player_ai->target_objnum != -1)
3504 view_target = &Objects[Player_ai->target_objnum];
3507 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3508 if (view_target != Player_obj){
3510 char *view_target_name = NULL;
3511 switch(Objects[Player_ai->target_objnum].type) {
3513 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3516 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3517 Viewer_mode &= ~VM_OTHER_SHIP;
3519 case OBJ_JUMP_NODE: {
3520 char jump_node_name[128];
3521 strcpy(jump_node_name, XSTR( "jump node", 184));
3522 view_target_name = jump_node_name;
3523 Viewer_mode &= ~VM_OTHER_SHIP;
3532 if ( view_target_name ) {
3533 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3534 Show_viewing_from_self = 1;
3537 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3538 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3539 Show_viewing_from_self = 1;
3541 if (Show_viewing_from_self)
3542 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3547 Last_view_target = view_target;
3551 float Game_hit_x = 0.0f;
3552 float Game_hit_y = 0.0f;
3554 // Reset at the beginning of each frame
3555 void game_whack_reset()
3561 // Apply a 2d whack to the player
3562 void game_whack_apply( float x, float y )
3564 // Do some force feedback
3565 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3571 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3574 // call to apply a "shudder"
3575 void game_shudder_apply(int time, float intensity)
3577 Game_shudder_time = timestamp(time);
3578 Game_shudder_total = time;
3579 Game_shudder_intensity = intensity;
3582 #define FF_SCALE 10000
3583 void apply_hud_shake(matrix *eye_orient)
3585 if (Viewer_obj == Player_obj) {
3586 physics_info *pi = &Player_obj->phys_info;
3594 // Make eye shake due to afterburner
3595 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3598 dtime = timestamp_until(pi->afterburner_decay);
3602 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3603 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3606 // Make eye shake due to engine wash
3608 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3611 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3612 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3614 // get the intensity
3615 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3619 vm_vec_rand_vec_quick(&rand_vec);
3622 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3626 // make hud shake due to shuddering
3627 if(Game_shudder_time != -1){
3628 // if the timestamp has elapsed
3629 if(timestamp_elapsed(Game_shudder_time)){
3630 Game_shudder_time = -1;
3632 // otherwise apply some shudder
3636 dtime = timestamp_until(Game_shudder_time);
3640 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));
3641 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));
3646 vm_angles_2_matrix(&tm, &tangles);
3647 Assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3648 Assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3649 Assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3650 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3655 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3657 // Player's velocity just before he blew up. Used to keep camera target moving.
3658 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3660 // Set eye_pos and eye_orient based on view mode.
3661 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3665 static int last_Viewer_mode = 0;
3666 static int last_Game_mode = 0;
3667 static int last_Viewer_objnum = -1;
3669 // This code is supposed to detect camera "cuts"... like going between
3672 // determine if we need to regenerate the nebula
3673 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3674 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3675 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3676 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3677 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3678 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3679 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3680 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3681 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3684 // regenerate the nebula
3688 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3689 //mprintf(( "************** Camera cut! ************\n" ));
3690 last_Viewer_mode = Viewer_mode;
3691 last_Game_mode = Game_mode;
3693 // Camera moved. Tell stars & debris to not do blurring.
3699 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3700 player_display_packlock_view();
3703 game_set_view_clip();
3705 if (Game_mode & GM_DEAD) {
3706 vector vec_to_deader, view_pos;
3709 Viewer_mode |= VM_DEAD_VIEW;
3711 if (Player_ai->target_objnum != -1) {
3712 int view_from_player = 1;
3714 if (Viewer_mode & VM_OTHER_SHIP) {
3715 // View from target.
3716 Viewer_obj = &Objects[Player_ai->target_objnum];
3718 last_Viewer_objnum = Player_ai->target_objnum;
3720 if ( Viewer_obj->type == OBJ_SHIP ) {
3721 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3722 view_from_player = 0;
3725 last_Viewer_objnum = -1;
3728 if ( view_from_player ) {
3729 // View target from player ship.
3731 *eye_pos = Player_obj->pos;
3732 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3733 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3736 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3738 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3739 dist += flFrametime * 16.0f;
3741 vm_vec_scale(&vec_to_deader, -dist);
3742 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3744 view_pos = Player_obj->pos;
3746 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3747 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3748 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3749 Dead_player_last_vel = Player_obj->phys_info.vel;
3750 //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));
3751 } else if (Player_ai->target_objnum != -1) {
3752 view_pos = Objects[Player_ai->target_objnum].pos;
3754 // Make camera follow explosion, but gradually slow down.
3755 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3756 view_pos = Player_obj->pos;
3757 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3758 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3761 *eye_pos = Dead_camera_pos;
3763 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3765 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3770 // if supernova shockwave
3771 if(supernova_camera_cut()){
3775 // call it dead view
3776 Viewer_mode |= VM_DEAD_VIEW;
3778 // set eye pos and orient
3779 supernova_set_view(eye_pos, eye_orient);
3781 // If already blown up, these other modes can override.
3782 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3783 Viewer_mode &= ~VM_DEAD_VIEW;
3785 Viewer_obj = Player_obj;
3787 if (Viewer_mode & VM_OTHER_SHIP) {
3788 if (Player_ai->target_objnum != -1){
3789 Viewer_obj = &Objects[Player_ai->target_objnum];
3790 last_Viewer_objnum = Player_ai->target_objnum;
3792 Viewer_mode &= ~VM_OTHER_SHIP;
3793 last_Viewer_objnum = -1;
3796 last_Viewer_objnum = -1;
3799 if (Viewer_mode & VM_EXTERNAL) {
3802 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3803 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3805 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3807 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3808 vm_vec_normalize(&eye_dir);
3809 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3812 // Modify the orientation based on head orientation.
3813 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3815 } else if ( Viewer_mode & VM_CHASE ) {
3818 if ( Viewer_obj->phys_info.speed < 0.1 )
3819 move_dir = Viewer_obj->orient.v.fvec;
3821 move_dir = Viewer_obj->phys_info.vel;
3822 vm_vec_normalize(&move_dir);
3825 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3826 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3827 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3828 vm_vec_normalize(&eye_dir);
3830 // JAS: I added the following code because if you slew up using
3831 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3832 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3833 // call because the up and the forward vector are the same. I fixed
3834 // it by adding in a fraction of the right vector all the time to the
3836 vector tmp_up = Viewer_obj->orient.v.uvec;
3837 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3839 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3842 // Modify the orientation based on head orientation.
3843 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3844 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3845 *eye_pos = Camera_pos;
3847 ship * shipp = &Ships[Player_obj->instance];
3849 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3850 vm_vec_normalize(&eye_dir);
3851 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3854 // get an eye position based upon the correct type of object
3855 switch(Viewer_obj->type){
3857 // make a call to get the eye point for the player object
3858 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3861 // make a call to get the eye point for the player object
3862 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3868 #ifdef JOHNS_DEBUG_CODE
3869 john_debug_stuff(&eye_pos, &eye_orient);
3875 apply_hud_shake(eye_orient);
3877 // setup neb2 rendering
3878 neb2_render_setup(eye_pos, eye_orient);
3882 extern void ai_debug_render_stuff();
3885 int Game_subspace_effect = 0;
3886 DCF_BOOL( subspace, Game_subspace_effect );
3888 // Does everything needed to render a frame
3889 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3893 g3_start_frame(game_zbuffer);
3894 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3896 // maybe offset the HUD (jitter stuff)
3897 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3898 HUD_set_offsets(Viewer_obj, !dont_offset);
3900 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3901 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3902 // must be done before ships are rendered
3903 if ( MULTIPLAYER_CLIENT ) {
3904 shield_point_multi_setup();
3907 if ( Game_subspace_effect ) {
3908 stars_draw(0,0,0,1);
3910 stars_draw(1,1,1,0);
3913 obj_render_all(obj_render);
3914 beam_render_all(); // render all beam weapons
3915 particle_render_all(); // render particles after everything else.
3916 trail_render_all(); // render missilie trails after everything else.
3917 mflash_render_all(); // render all muzzle flashes
3919 // Why do we not show the shield effect in these modes? Seems ok.
3920 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3924 // render nebula lightning
3927 // render local player nebula
3928 neb2_render_player();
3931 ai_debug_render_stuff();
3934 #ifndef RELEASE_REAL
3935 // game_framerate_check();
3939 extern void snd_spew_debug_info();
3940 snd_spew_debug_info();
3943 //================ END OF 3D RENDERING STUFF ====================
3947 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3948 hud_maybe_clear_head_area();
3949 anim_render_all(0, flFrametime);
3952 extern int Multi_display_netinfo;
3953 if(Multi_display_netinfo){
3954 extern void multi_display_netinfo();
3955 multi_display_netinfo();
3958 game_tst_frame_pre();
3961 do_timing_test(flFrametime);
3965 extern int OO_update_index;
3966 multi_rate_display(OO_update_index, 375, 0);
3971 extern void oo_display();
3978 //#define JOHNS_DEBUG_CODE 1
3980 #ifdef JOHNS_DEBUG_CODE
3981 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3983 //if ( key_pressed(SDLK_LSHIFT) )
3985 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3987 model_subsystem *turret = tsys->system_info;
3989 if (turret->type == SUBSYSTEM_TURRET ) {
3990 vector v.fvec, v.uvec;
3991 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3993 ship_model_start(tobj);
3995 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3996 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3997 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3999 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
4001 ship_model_stop(tobj);
4011 // following function for dumping frames for purposes of building trailers.
4014 // function to toggle state of dumping every frame into PCX when playing the game
4015 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
4019 if ( Debug_dump_frames == 0 ) {
4021 Debug_dump_frames = 15;
4022 Debug_dump_trigger = 0;
4023 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4024 dc_printf( "Frame dumping at 15 hz is now ON\n" );
4027 Debug_dump_frames = 0;
4028 Debug_dump_trigger = 0;
4029 gr_dump_frame_stop();
4030 dc_printf( "Frame dumping is now OFF\n" );
4036 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
4040 if ( Debug_dump_frames == 0 ) {
4042 Debug_dump_frames = 15;
4043 Debug_dump_trigger = 1;
4044 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4045 dc_printf( "Frame dumping at 15 hz is now ON\n" );
4048 Debug_dump_frames = 0;
4049 Debug_dump_trigger = 0;
4050 gr_dump_frame_stop();
4051 dc_printf( "Frame dumping is now OFF\n" );
4057 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
4061 if ( Debug_dump_frames == 0 ) {
4063 Debug_dump_frames = 30;
4064 Debug_dump_trigger = 0;
4065 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4066 dc_printf( "Frame dumping at 30 hz is now ON\n" );
4069 Debug_dump_frames = 0;
4070 Debug_dump_trigger = 0;
4071 gr_dump_frame_stop();
4072 dc_printf( "Frame dumping is now OFF\n" );
4078 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
4082 if ( Debug_dump_frames == 0 ) {
4084 Debug_dump_frames = 30;
4085 Debug_dump_trigger = 1;
4086 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4087 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
4090 Debug_dump_frames = 0;
4091 Debug_dump_trigger = 0;
4092 gr_dump_frame_stop();
4093 dc_printf( "Triggered frame dumping is now OFF\n" );
4099 void game_maybe_dump_frame()
4101 if ( !Debug_dump_frames ){
4105 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
4112 Debug_dump_frame_num++;
4118 extern int Player_dead_state;
4120 // Flip the page and time how long it took.
4121 void game_flip_page_and_time_it()
4126 t1 = timer_get_fixed_seconds();
4128 t2 = timer_get_fixed_seconds();
4131 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
4132 sprintf( transfer_text, NOX("%ld MB/s"), fixmuldiv(t,65,d) );
4139 void game_simulation_frame()
4141 // blow ships up in multiplayer dogfight
4142 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){
4143 // blow up all non-player ships
4144 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
4147 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
4149 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)){
4150 moveup = GET_NEXT(moveup);
4153 shipp = &Ships[Objects[moveup->objnum].instance];
4154 sip = &Ship_info[shipp->ship_info_index];
4156 // only blow up small ships
4157 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
4158 // function to simply explode a ship where it is currently at
4159 ship_self_destruct( &Objects[moveup->objnum] );
4162 moveup = GET_NEXT(moveup);
4168 // process AWACS stuff - do this first thing
4171 // single player, set Player hits_this_frame to 0
4172 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
4173 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
4174 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
4178 supernova_process();
4179 if(supernova_active() >= 5){
4183 // fire targeting lasers now so that
4184 // 1 - created this frame
4185 // 2 - collide this frame
4186 // 3 - render this frame
4187 // 4 - ignored and deleted next frame
4188 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
4190 ship_process_targeting_lasers();
4192 // do this here so that it works for multiplayer
4194 // get viewer direction
4195 int viewer_direction = PHYSICS_VIEWER_REAR;
4197 if(Viewer_mode == 0){
4198 viewer_direction = PHYSICS_VIEWER_FRONT;
4200 if(Viewer_mode & VM_PADLOCK_UP){
4201 viewer_direction = PHYSICS_VIEWER_UP;
4203 else if(Viewer_mode & VM_PADLOCK_REAR){
4204 viewer_direction = PHYSICS_VIEWER_REAR;
4206 else if(Viewer_mode & VM_PADLOCK_LEFT){
4207 viewer_direction = PHYSICS_VIEWER_LEFT;
4209 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4210 viewer_direction = PHYSICS_VIEWER_RIGHT;
4213 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4215 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4218 #define VM_PADLOCK_UP (1 << 7)
4219 #define VM_PADLOCK_REAR (1 << 8)
4220 #define VM_PADLOCK_LEFT (1 << 9)
4221 #define VM_PADLOCK_RIGHT (1 << 10)
4223 // evaluate mission departures and arrivals before we process all objects.
4224 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4226 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4227 // ships/wing packets.
4228 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4229 mission_parse_eval_stuff();
4232 // if we're an observer, move ourselves seperately from the standard physics
4233 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4234 obj_observer_move(flFrametime);
4237 // move all the objects now
4238 obj_move_all(flFrametime);
4240 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4241 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4242 // ship_check_cargo_all();
4243 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4244 mission_eval_goals();
4248 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4249 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4250 training_check_objectives();
4253 // do all interpolation now
4254 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4255 // client side processing of warping in effect stages
4256 multi_do_client_warp(flFrametime);
4258 // client side movement of an observer
4259 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4260 obj_observer_move(flFrametime);
4263 // move all objects - does interpolation now as well
4264 obj_move_all(flFrametime);
4267 // only process the message queue when the player is "in" the game
4268 if ( !Pre_player_entry ){
4269 message_queue_process(); // process any messages send to the player
4272 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4273 message_maybe_distort(); // maybe distort incoming message if comms damaged
4274 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4275 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4276 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4279 if(!(Game_mode & GM_STANDALONE_SERVER)){
4280 // process some stuff every frame (before frame is rendered)
4281 emp_process_local();
4283 hud_update_frame(); // update hud systems
4285 if (!physics_paused) {
4286 // Move particle system
4287 particle_move_all(flFrametime);
4289 // Move missile trails
4290 trail_move_all(flFrametime);
4292 // process muzzle flashes
4293 mflash_process_all();
4295 // Flash the gun flashes
4296 shipfx_flash_do_frame(flFrametime);
4298 shockwave_move_all(flFrametime); // update all the shockwaves
4301 // subspace missile strikes
4304 obj_snd_do_frame(); // update the object-linked persistant sounds
4305 game_maybe_update_sound_environment();
4306 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4308 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4310 if ( Game_subspace_effect ) {
4311 game_start_subspace_ambient_sound();
4317 // Maybe render and process the dead-popup
4318 void game_maybe_do_dead_popup(float frametime)
4320 if ( popupdead_is_active() ) {
4322 int choice = popupdead_do_frame(frametime);
4324 if ( Game_mode & GM_NORMAL ) {
4328 if(game_do_cd_mission_check(Game_current_mission_filename)){
4329 gameseq_post_event(GS_EVENT_ENTER_GAME);
4331 gameseq_post_event(GS_EVENT_MAIN_MENU);
4336 gameseq_post_event(GS_EVENT_END_GAME);
4341 if(game_do_cd_mission_check(Game_current_mission_filename)){
4342 gameseq_post_event(GS_EVENT_START_GAME);
4344 gameseq_post_event(GS_EVENT_MAIN_MENU);
4348 // this should only happen during a red alert mission
4351 Assert(The_mission.red_alert);
4352 if(!The_mission.red_alert){
4354 if(game_do_cd_mission_check(Game_current_mission_filename)){
4355 gameseq_post_event(GS_EVENT_START_GAME);
4357 gameseq_post_event(GS_EVENT_MAIN_MENU);
4362 // choose the previous mission
4363 mission_campaign_previous_mission();
4365 if(game_do_cd_mission_check(Game_current_mission_filename)){
4366 gameseq_post_event(GS_EVENT_START_GAME);
4368 gameseq_post_event(GS_EVENT_MAIN_MENU);
4379 case POPUPDEAD_DO_MAIN_HALL:
4380 multi_quit_game(PROMPT_NONE,-1);
4383 case POPUPDEAD_DO_RESPAWN:
4384 multi_respawn_normal();
4385 event_music_player_respawn();
4388 case POPUPDEAD_DO_OBSERVER:
4389 multi_respawn_observer();
4390 event_music_player_respawn_as_observer();
4399 if ( leave_popup ) {
4405 // returns true if player is actually in a game_play stats
4406 int game_actually_playing()
4410 state = gameseq_get_state();
4411 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4417 // Draw the 2D HUD gauges
4418 void game_render_hud_2d()
4420 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4424 HUD_render_2d(flFrametime);
4428 // Draw the 3D-dependant HUD gauges
4429 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4431 g3_start_frame(0); // 0 = turn zbuffering off
4432 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4434 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4435 HUD_render_3d(flFrametime);
4439 game_sunspot_process(flFrametime);
4441 // Diminish the palette effect
4442 game_flash_diminish(flFrametime);
4450 int actually_playing;
4451 fix total_time1, total_time2;
4452 fix render2_time1=0, render2_time2=0;
4453 fix render3_time1=0, render3_time2=0;
4454 fix flip_time1=0, flip_time2=0;
4455 fix clear_time1=0, clear_time2=0;
4461 if (Framerate_delay) {
4462 int start_time = timer_get_milliseconds();
4463 while (timer_get_milliseconds() < start_time + Framerate_delay)
4469 demo_do_frame_start();
4471 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4476 // start timing frame
4477 timing_frame_start();
4479 total_time1 = timer_get_fixed_seconds();
4481 // var to hold which state we are in
4482 actually_playing = game_actually_playing();
4484 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4485 if (!(Game_mode & GM_STANDALONE_SERVER)){
4486 Assert( OBJ_INDEX(Player_obj) >= 0 );
4490 if (Missiontime > Entry_delay_time){
4491 Pre_player_entry = 0;
4493 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4496 // Note: These are done even before the player enters, else buffers can overflow.
4497 if (! (Game_mode & GM_STANDALONE_SERVER)){
4501 shield_frame_init();
4503 if ( Player->control_mode != PCM_NORMAL )
4506 if ( !Pre_player_entry && actually_playing ) {
4507 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4509 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4510 game_process_keys();
4512 // don't read flying controls if we're playing a demo back
4513 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4514 read_player_controls( Player_obj, flFrametime);
4518 // if we're not the master, we may have to send the server-critical ship status button_info bits
4519 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4520 multi_maybe_send_ship_status();
4525 // Reset the whack stuff
4528 // These two lines must be outside of Pre_player_entry code,
4529 // otherwise too many lights are added.
4532 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4536 game_simulation_frame();
4538 // if not actually in a game play state, then return. This condition could only be true in
4539 // a multiplayer game.
4540 if ( !actually_playing ) {
4541 Assert( Game_mode & GM_MULTIPLAYER );
4545 if (!Pre_player_entry) {
4546 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4547 clear_time1 = timer_get_fixed_seconds();
4548 // clear the screen to black
4550 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4554 clear_time2 = timer_get_fixed_seconds();
4555 render3_time1 = timer_get_fixed_seconds();
4556 game_render_frame_setup(&eye_pos, &eye_orient);
4557 game_render_frame( &eye_pos, &eye_orient );
4559 // save the eye position and orientation
4560 if ( Game_mode & GM_MULTIPLAYER ) {
4561 Net_player->s_info.eye_pos = eye_pos;
4562 Net_player->s_info.eye_orient = eye_orient;
4565 hud_show_target_model();
4567 // check to see if we should display the death died popup
4568 if(Game_mode & GM_DEAD_BLEW_UP){
4569 if(Game_mode & GM_MULTIPLAYER){
4570 // catch the situation where we're supposed to be warping out on this transition
4571 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4572 gameseq_post_event(GS_EVENT_DEBRIEF);
4573 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4574 Player_died_popup_wait = -1;
4578 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4579 Player_died_popup_wait = -1;
4585 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4586 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4587 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4588 if(!popupdead_is_active()){
4592 Player_multi_died_check = -1;
4596 render3_time2 = timer_get_fixed_seconds();
4597 render2_time1 = timer_get_fixed_seconds();
4600 game_get_framerate();
4601 game_show_framerate();
4603 game_show_time_left();
4605 // Draw the 2D HUD gauges
4606 if(supernova_active() < 3){
4607 game_render_hud_2d();
4610 game_set_view_clip();
4612 // Draw 3D HUD gauges
4613 game_render_hud_3d(&eye_pos, &eye_orient);
4617 render2_time2 = timer_get_fixed_seconds();
4619 // maybe render and process the dead popup
4620 game_maybe_do_dead_popup(flFrametime);
4622 // start timing frame
4623 timing_frame_stop();
4624 // timing_display(30, 10);
4626 // If a regular popup is active, don't flip (popup code flips)
4627 if( !popup_running_state() ){
4628 flip_time1 = timer_get_fixed_seconds();
4629 game_flip_page_and_time_it();
4630 flip_time2 = timer_get_fixed_seconds();
4634 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4637 game_show_standalone_framerate();
4641 game_do_training_checks();
4644 // process lightning (nebula only)
4647 total_time2 = timer_get_fixed_seconds();
4649 // Got some timing numbers
4650 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4651 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4652 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4653 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4654 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4657 demo_do_frame_end();
4659 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4665 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4666 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4667 // died. This resulted in screwed up death sequences.
4669 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4670 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4671 static int timer_paused=0;
4672 #if defined(TIMER_TEST) && !defined(NDEBUG)
4673 static int stop_count,start_count;
4674 static int time_stopped,time_started;
4676 int saved_timestamp_ticker = -1;
4678 void game_reset_time()
4680 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4684 // Last_time = timer_get_fixed_seconds();
4690 void game_stop_time()
4692 if (timer_paused==0) {
4694 time = timer_get_fixed_seconds();
4695 // Save how much time progressed so far in the frame so we can
4696 // use it when we unpause.
4697 Last_delta_time = time - Last_time;
4699 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4700 if (Last_delta_time < 0) {
4701 #if defined(TIMER_TEST) && !defined(NDEBUG)
4702 Int3(); //get Matt!!!!
4704 Last_delta_time = 0;
4706 #if defined(TIMER_TEST) && !defined(NDEBUG)
4707 time_stopped = time;
4710 // Stop the timer_tick stuff...
4711 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4712 saved_timestamp_ticker = timestamp_ticker;
4716 #if defined(TIMER_TEST) && !defined(NDEBUG)
4721 void game_start_time()
4724 Assert(timer_paused >= 0);
4725 if (timer_paused==0) {
4727 time = timer_get_fixed_seconds();
4728 #if defined(TIMER_TEST) && !defined(NDEBUG)
4730 Int3(); //get Matt!!!!
4733 // Take current time, and set it backwards to account for time
4734 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4735 // will be correct when it goes to calculate the frametime next
4737 Last_time = time - Last_delta_time;
4738 #if defined(TIMER_TEST) && !defined(NDEBUG)
4739 time_started = time;
4742 // Restore the timer_tick stuff...
4743 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4744 Assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4745 timestamp_ticker = saved_timestamp_ticker;
4746 saved_timestamp_ticker = -1;
4749 #if defined(TIMER_TEST) && !defined(NDEBUG)
4755 void game_set_frametime(int state)
4758 float frame_cap_diff;
4760 thistime = timer_get_fixed_seconds();
4762 if ( Last_time == 0 )
4763 Frametime = F1_0 / 30;
4765 Frametime = thistime - Last_time;
4767 // Frametime = F1_0 / 30;
4769 fix debug_frametime = Frametime; // Just used to display frametime.
4771 // If player hasn't entered mission yet, make frame take 1/4 second.
4772 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4775 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4777 fix frame_speed = F1_0 / Debug_dump_frames;
4779 if (Frametime > frame_speed ){
4780 nprintf(("warning","slow frame: %x\n",Frametime));
4783 thistime = timer_get_fixed_seconds();
4784 Frametime = thistime - Last_time;
4785 } while (Frametime < frame_speed );
4787 Frametime = frame_speed;
4791 Assert( Framerate_cap > 0 );
4793 // Cap the framerate so it doesn't get too high.
4797 cap = F1_0/Framerate_cap;
4798 if (Frametime < cap) {
4799 thistime = cap - Frametime;
4800 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4801 Sleep( (DWORD)(f2fl(thistime) * 1000.0f) );
4803 thistime = timer_get_fixed_seconds();
4807 if((Game_mode & GM_STANDALONE_SERVER) &&
4808 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4810 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4811 Sleep((DWORD)(frame_cap_diff*1000));
4813 thistime += fl2f((frame_cap_diff));
4815 Frametime = thistime - Last_time;
4818 // If framerate is too low, cap it.
4819 if (Frametime > MAX_FRAMETIME) {
4821 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4823 // to remove warnings in release build
4824 debug_frametime = fl2f(flFrametime);
4826 Frametime = MAX_FRAMETIME;
4829 Frametime = fixmul(Frametime, Game_time_compression);
4831 Last_time = thistime;
4832 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4834 flFrametime = f2fl(Frametime);
4835 //if(!(Game_mode & GM_PLAYING_DEMO)){
4836 timestamp_inc(flFrametime);
4838 /* if ((Framecount > 0) && (Framecount < 10)) {
4839 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4844 // This is called from game_do_frame(), and from navmap_do_frame()
4845 void game_update_missiontime()
4847 // TODO JAS: Put in if and move this into game_set_frametime,
4848 // fix navmap to call game_stop/start_time
4849 //if ( !timer_paused )
4850 Missiontime += Frametime;
4853 void game_do_frame()
4855 game_set_frametime(GS_STATE_GAME_PLAY);
4856 game_update_missiontime();
4858 if (Game_mode & GM_STANDALONE_SERVER) {
4859 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4862 if ( game_single_step && (last_single_step == game_single_step) ) {
4863 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4864 while( key_checkch() == 0 )
4866 os_set_title( XSTR( "FreeSpace", 171) );
4867 Last_time = timer_get_fixed_seconds();
4870 last_single_step = game_single_step;
4872 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4873 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4877 Keep_mouse_centered = 0;
4878 monitor_update(); // Update monitor variables
4881 void multi_maybe_do_frame()
4883 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4888 int Joymouse_button_status = 0;
4890 // Flush all input devices
4898 Joymouse_button_status = 0;
4900 //mprintf(("Game flush!\n" ));
4903 // function for multiplayer only which calls game_do_state_common() when running the
4905 void game_do_dc_networking()
4907 Assert( Game_mode & GM_MULTIPLAYER );
4909 game_do_state_common( gameseq_get_state() );
4912 // Call this whenever in a loop, or when you need to check for a keystroke.
4913 int game_check_key()
4919 // convert keypad enter to normal enter
4920 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4921 k = (k & ~KEY_MASK) | SDLK_RETURN;
4926 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4928 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4929 static int Demo_show_trailer_timestamp = 0;
4931 void demo_reset_trailer_timer()
4933 Demo_show_trailer_timestamp = timer_get_milliseconds();
4936 void demo_maybe_show_trailer(int k)
4939 // if key pressed, reset demo trailer timer
4941 demo_reset_trailer_timer();
4945 // if mouse moved, reset demo trailer timer
4948 mouse_get_delta(&dx, &dy);
4949 if ( (dx > 0) || (dy > 0) ) {
4950 demo_reset_trailer_timer();
4954 // if joystick has moved, reset demo trailer timer
4957 joy_get_delta(&dx, &dy);
4958 if ( (dx > 0) || (dy > 0) ) {
4959 demo_reset_trailer_timer();
4963 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4964 // the low-level code. Ugly, I know... but was the simplest and most
4967 // if 30 seconds since last demo trailer time reset, launch movie
4968 if ( os_foreground() ) {
4969 int now = timer_get_milliseconds();
4970 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4971 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4973 movie_play( NOX("fstrailer2.mve") );
4974 demo_reset_trailer_timer();
4982 // same as game_check_key(), except this is used while actually in the game. Since there
4983 // generally are differences between game control keys and general UI keys, makes sense to
4984 // have seperate functions for each case. If you are not checking a game control while in a
4985 // mission, you should probably be using game_check_key() instead.
4990 if (!os_foreground()) {
4995 // If we're in a single player game, pause it.
4996 if (!(Game_mode & GM_MULTIPLAYER)){
4997 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4998 game_process_pause_key();
5005 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5006 demo_maybe_show_trailer(k);
5009 // Move the mouse cursor with the joystick.
5010 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
5011 // Move the mouse cursor with the joystick
5015 joy_get_pos( &jx, &jy, &jz, &jr );
5017 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
5018 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
5021 mouse_get_real_pos( &mx, &my );
5022 mouse_set_pos( mx+dx, my+dy );
5027 m = mouse_down(MOUSE_LEFT_BUTTON);
5029 if ( j != Joymouse_button_status ) {
5030 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
5031 Joymouse_button_status = j;
5033 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
5034 } else if ( (!j) && (m) ) {
5035 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
5040 // if we should be ignoring keys because of some multiplayer situations
5041 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
5045 // If a popup is running, don't process all the Fn keys
5046 if( popup_active() ) {
5050 state = gameseq_get_state();
5052 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
5055 case KEY_DEBUGGED + SDLK_BACKSPACE:
5060 launch_context_help();
5065 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
5067 // don't allow f2 while warping out in multiplayer
5068 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
5073 case GS_STATE_INITIAL_PLAYER_SELECT:
5074 case GS_STATE_OPTIONS_MENU:
5075 case GS_STATE_HUD_CONFIG:
5076 case GS_STATE_CONTROL_CONFIG:
5077 case GS_STATE_DEATH_DIED:
5078 case GS_STATE_DEATH_BLEW_UP:
5079 case GS_STATE_VIEW_MEDALS:
5083 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
5090 // hotkey selection screen -- only valid from briefing and beyond.
5092 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
5093 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) ) {
5094 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
5100 case KEY_DEBUGGED + SDLK_F3:
5101 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
5104 case KEY_DEBUGGED + SDLK_F4:
5105 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
5109 if(Game_mode & GM_MULTIPLAYER){
5110 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
5111 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5115 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
5116 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5122 case SDLK_ESCAPE | KEY_SHIFTED:
5123 // make sure to quit properly out of multiplayer
5124 if(Game_mode & GM_MULTIPLAYER){
5125 multi_quit_game(PROMPT_NONE);
5128 gameseq_post_event( GS_EVENT_QUIT_GAME );
5133 case KEY_DEBUGGED + SDLK_p:
5136 case SDLK_PRINTSCREEN:
5138 static int counter = 0;
5143 sprintf( tmp_name, NOX("screen%02d"), counter );
5145 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
5146 gr_print_screen(tmp_name);
5154 case KEY_SHIFTED | SDLK_RETURN: {
5156 #if !defined(NDEBUG)
5158 if ( Game_mode & GM_NORMAL ){
5162 // if we're in multiplayer mode, do some special networking
5163 if(Game_mode & GM_MULTIPLAYER){
5164 debug_console(game_do_dc_networking);
5171 if ( Game_mode & GM_NORMAL )
5185 gameseq_post_event(GS_EVENT_QUIT_GAME);
5188 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
5191 void camera_set_position( vector *pos )
5196 void camera_set_orient( matrix *orient )
5198 Camera_orient = *orient;
5201 void camera_set_velocity( vector *vel, int instantaneous )
5203 Camera_desired_velocity.xyz.x = 0.0f;
5204 Camera_desired_velocity.xyz.y = 0.0f;
5205 Camera_desired_velocity.xyz.z = 0.0f;
5207 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
5208 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
5209 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
5211 if ( instantaneous ) {
5212 Camera_velocity = Camera_desired_velocity;
5220 vector new_vel, delta_pos;
5222 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5223 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5224 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5226 Camera_velocity = new_vel;
5228 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5230 vm_vec_add2( &Camera_pos, &delta_pos );
5232 float ot = Camera_time+0.0f;
5234 Camera_time += flFrametime;
5236 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5239 tmp.xyz.z = 4.739f; // always go this fast forward.
5241 // pick x and y velocities so they are always on a
5242 // circle with a 25 m radius.
5244 float tmp_angle = frand()*PI2;
5246 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5247 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5249 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5251 //mprintf(( "Changing velocity!\n" ));
5252 camera_set_velocity( &tmp, 0 );
5255 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5256 vector tmp = ZERO_VECTOR;
5257 camera_set_velocity( &tmp, 0 );
5262 void end_demo_campaign_do()
5264 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5265 // show upsell screens
5266 demo_upsell_show_screens();
5267 #elif defined(OEM_BUILD)
5268 // show oem upsell screens
5269 oem_upsell_show_screens();
5272 // drop into main hall
5273 gameseq_post_event( GS_EVENT_MAIN_MENU );
5276 // All code to process events. This is the only place
5277 // that you should change the state of the game.
5278 void game_process_event( int current_state, int event )
5280 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5283 case GS_EVENT_SIMULATOR_ROOM:
5284 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5287 case GS_EVENT_MAIN_MENU:
5288 gameseq_set_state(GS_STATE_MAIN_MENU);
5291 case GS_EVENT_OPTIONS_MENU:
5292 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5295 case GS_EVENT_BARRACKS_MENU:
5296 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5299 case GS_EVENT_TECH_MENU:
5300 gameseq_set_state(GS_STATE_TECH_MENU);
5303 case GS_EVENT_TRAINING_MENU:
5304 gameseq_set_state(GS_STATE_TRAINING_MENU);
5307 case GS_EVENT_START_GAME:
5308 Select_default_ship = 0;
5309 Player_multi_died_check = -1;
5310 gameseq_set_state(GS_STATE_CMD_BRIEF);
5313 case GS_EVENT_START_BRIEFING:
5314 gameseq_set_state(GS_STATE_BRIEFING);
5317 case GS_EVENT_DEBRIEF:
5318 // did we end the campaign in the main freespace 2 single player campaign?
5320 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace")) {
5322 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace2")) {
5324 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5326 gameseq_set_state(GS_STATE_DEBRIEF);
5329 Player_multi_died_check = -1;
5332 case GS_EVENT_SHIP_SELECTION:
5333 gameseq_set_state( GS_STATE_SHIP_SELECT );
5336 case GS_EVENT_WEAPON_SELECTION:
5337 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5340 case GS_EVENT_ENTER_GAME:
5342 // maybe start recording a demo
5344 demo_start_record("test.fsd");
5348 if (Game_mode & GM_MULTIPLAYER) {
5349 // if we're respawning, make sure we change the view mode so that the hud shows up
5350 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5354 gameseq_set_state(GS_STATE_GAME_PLAY);
5356 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5359 Player_multi_died_check = -1;
5361 // clear multiplayer button info
5362 extern button_info Multi_ship_status_bi;
5363 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5365 Start_time = f2fl(timer_get_approx_seconds());
5367 mprintf(("Entering game at time = %7.3f\n", Start_time));
5371 case GS_EVENT_START_GAME_QUICK:
5372 Select_default_ship = 1;
5373 gameseq_post_event(GS_EVENT_ENTER_GAME);
5377 case GS_EVENT_END_GAME:
5378 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5379 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5380 gameseq_set_state(GS_STATE_MAIN_MENU);
5385 Player_multi_died_check = -1;
5388 case GS_EVENT_QUIT_GAME:
5389 main_hall_stop_music();
5390 main_hall_stop_ambient();
5391 gameseq_set_state(GS_STATE_QUIT_GAME);
5393 Player_multi_died_check = -1;
5396 case GS_EVENT_GAMEPLAY_HELP:
5397 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5400 case GS_EVENT_PAUSE_GAME:
5401 gameseq_push_state(GS_STATE_GAME_PAUSED);
5404 case GS_EVENT_DEBUG_PAUSE_GAME:
5405 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5408 case GS_EVENT_TRAINING_PAUSE:
5409 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5412 case GS_EVENT_PREVIOUS_STATE:
5413 gameseq_pop_state();
5416 case GS_EVENT_TOGGLE_FULLSCREEN:
5417 #ifndef HARDWARE_ONLY
5419 if ( gr_screen.mode == GR_SOFTWARE ) {
5420 gr_init( GR_640, GR_DIRECTDRAW );
5421 } else if ( gr_screen.mode == GR_DIRECTDRAW ) {
5422 gr_init( GR_640, GR_SOFTWARE );
5428 case GS_EVENT_TOGGLE_GLIDE:
5430 if ( gr_screen.mode != GR_GLIDE ) {
5431 gr_init( GR_640, GR_GLIDE );
5433 gr_init( GR_640, GR_SOFTWARE );
5438 case GS_EVENT_LOAD_MISSION_MENU:
5439 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5442 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5443 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5446 case GS_EVENT_HUD_CONFIG:
5447 gameseq_push_state( GS_STATE_HUD_CONFIG );
5450 case GS_EVENT_CONTROL_CONFIG:
5451 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5454 case GS_EVENT_DEATH_DIED:
5455 gameseq_set_state( GS_STATE_DEATH_DIED );
5458 case GS_EVENT_DEATH_BLEW_UP:
5459 if ( current_state == GS_STATE_DEATH_DIED ) {
5460 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5461 event_music_player_death();
5463 // multiplayer clients set their extra check here
5464 if(Game_mode & GM_MULTIPLAYER){
5465 // set the multi died absolute last chance check
5466 Player_multi_died_check = time(NULL);
5469 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5473 case GS_EVENT_NEW_CAMPAIGN:
5474 if (!mission_load_up_campaign()){
5475 readyroom_continue_campaign();
5478 Player_multi_died_check = -1;
5481 case GS_EVENT_CAMPAIGN_CHEAT:
5482 if (!mission_load_up_campaign()){
5484 // bash campaign value
5485 extern char Main_hall_campaign_cheat[512];
5488 // look for the mission
5489 for(idx=0; idx<Campaign.num_missions; idx++){
5490 if(!stricmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5491 Campaign.next_mission = idx;
5492 Campaign.prev_mission = idx - 1;
5499 readyroom_continue_campaign();
5502 Player_multi_died_check = -1;
5505 case GS_EVENT_CAMPAIGN_ROOM:
5506 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5509 case GS_EVENT_CMD_BRIEF:
5510 gameseq_set_state(GS_STATE_CMD_BRIEF);
5513 case GS_EVENT_RED_ALERT:
5514 gameseq_set_state(GS_STATE_RED_ALERT);
5517 case GS_EVENT_CREDITS:
5518 gameseq_set_state( GS_STATE_CREDITS );
5521 case GS_EVENT_VIEW_MEDALS:
5522 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5525 case GS_EVENT_SHOW_GOALS:
5526 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5529 case GS_EVENT_HOTKEY_SCREEN:
5530 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5533 // multiplayer stuff follow these comments
5535 case GS_EVENT_MULTI_JOIN_GAME:
5536 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5539 case GS_EVENT_MULTI_HOST_SETUP:
5540 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5543 case GS_EVENT_MULTI_CLIENT_SETUP:
5544 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5547 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5548 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5551 case GS_EVENT_MULTI_STD_WAIT:
5552 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5555 case GS_EVENT_STANDALONE_MAIN:
5556 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5559 case GS_EVENT_MULTI_PAUSE:
5560 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5563 case GS_EVENT_INGAME_PRE_JOIN:
5564 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5567 case GS_EVENT_EVENT_DEBUG:
5568 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5571 // Start a warpout where player automatically goes 70 no matter what
5572 // and can't cancel out of it.
5573 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5574 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5576 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5577 Player->saved_viewer_mode = Viewer_mode;
5578 Player->control_mode = PCM_WARPOUT_STAGE1;
5579 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5580 Warpout_time = 0.0f; // Start timer!
5583 case GS_EVENT_PLAYER_WARPOUT_START:
5584 if ( Player->control_mode != PCM_NORMAL ) {
5585 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5587 Player->saved_viewer_mode = Viewer_mode;
5588 Player->control_mode = PCM_WARPOUT_STAGE1;
5589 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5590 Warpout_time = 0.0f; // Start timer!
5591 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5595 case GS_EVENT_PLAYER_WARPOUT_STOP:
5596 if ( Player->control_mode != PCM_NORMAL ) {
5597 if ( !Warpout_forced ) { // cannot cancel forced warpout
5598 Player->control_mode = PCM_NORMAL;
5599 Viewer_mode = Player->saved_viewer_mode;
5600 hud_subspace_notify_abort();
5601 mprintf(( "Player put back to normal mode.\n" ));
5602 if ( Warpout_sound > -1 ) {
5603 snd_stop( Warpout_sound );
5610 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5611 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5612 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5613 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5615 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5616 shipfx_warpout_start( Player_obj );
5617 Player->control_mode = PCM_WARPOUT_STAGE2;
5618 Player->saved_viewer_mode = Viewer_mode;
5619 Viewer_mode |= VM_WARP_CHASE;
5621 vector tmp = Player_obj->pos;
5623 ship_get_eye( &tmp, &tmp_m, Player_obj );
5624 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5625 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5626 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5628 camera_set_position( &tmp );
5629 camera_set_orient( &Player_obj->orient );
5630 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5632 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5633 camera_set_velocity( &tmp_vel, 1);
5637 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5638 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5639 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5640 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5642 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5643 Player->control_mode = PCM_WARPOUT_STAGE3;
5647 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5648 mprintf(( "Player warped out. Going to debriefing!\n" ));
5649 Player->control_mode = PCM_NORMAL;
5650 Viewer_mode = Player->saved_viewer_mode;
5653 // we have a special debriefing screen for multiplayer furballs
5654 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5655 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5657 // do the normal debriefing for all other situations
5659 gameseq_post_event(GS_EVENT_DEBRIEF);
5663 case GS_EVENT_STANDALONE_POSTGAME:
5664 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5667 case GS_EVENT_INITIAL_PLAYER_SELECT:
5668 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5671 case GS_EVENT_GAME_INIT:
5672 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5673 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5675 // see if the command line option has been set to use the last pilot, and act acoordingly
5676 if( player_select_get_last_pilot() ) {
5677 // always enter the main menu -- do the automatic network startup stuff elsewhere
5678 // so that we still have valid checks for networking modes, etc.
5679 gameseq_set_state(GS_STATE_MAIN_MENU);
5681 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5686 case GS_EVENT_MULTI_MISSION_SYNC:
5687 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5690 case GS_EVENT_MULTI_START_GAME:
5691 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5694 case GS_EVENT_MULTI_HOST_OPTIONS:
5695 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5698 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5699 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5702 case GS_EVENT_TEAM_SELECT:
5703 gameseq_set_state(GS_STATE_TEAM_SELECT);
5706 case GS_EVENT_END_CAMPAIGN:
5707 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5710 case GS_EVENT_END_DEMO:
5711 gameseq_set_state(GS_STATE_END_DEMO);
5714 case GS_EVENT_LOOP_BRIEF:
5715 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5724 // Called when a state is being left.
5725 // The current state is still at old_state, but as soon as
5726 // this function leaves, then the current state will become
5727 // new state. You should never try to change the state
5728 // in here... if you think you need to, you probably really
5729 // need to post an event, not change the state.
5730 void game_leave_state( int old_state, int new_state )
5732 int end_mission = 1;
5734 switch (new_state) {
5735 case GS_STATE_GAME_PAUSED:
5736 case GS_STATE_DEBUG_PAUSED:
5737 case GS_STATE_OPTIONS_MENU:
5738 case GS_STATE_CONTROL_CONFIG:
5739 case GS_STATE_MISSION_LOG_SCROLLBACK:
5740 case GS_STATE_DEATH_DIED:
5741 case GS_STATE_SHOW_GOALS:
5742 case GS_STATE_HOTKEY_SCREEN:
5743 case GS_STATE_MULTI_PAUSED:
5744 case GS_STATE_TRAINING_PAUSED:
5745 case GS_STATE_EVENT_DEBUG:
5746 case GS_STATE_GAMEPLAY_HELP:
5747 end_mission = 0; // these events shouldn't end a mission
5751 switch (old_state) {
5752 case GS_STATE_BRIEFING:
5753 brief_stop_voices();
5754 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5755 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5756 && (new_state != GS_STATE_TEAM_SELECT) ){
5757 common_select_close();
5758 if ( new_state == GS_STATE_MAIN_MENU ) {
5759 freespace_stop_mission();
5763 // COMMAND LINE OPTION
5764 if (Cmdline_multi_stream_chat_to_file){
5765 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5766 cfclose(Multi_chat_stream);
5770 case GS_STATE_DEBRIEF:
5771 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5776 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5777 multi_df_debrief_close();
5780 case GS_STATE_LOAD_MISSION_MENU:
5781 mission_load_menu_close();
5784 case GS_STATE_SIMULATOR_ROOM:
5788 case GS_STATE_CAMPAIGN_ROOM:
5789 campaign_room_close();
5792 case GS_STATE_CMD_BRIEF:
5793 if (new_state == GS_STATE_OPTIONS_MENU) {
5798 if (new_state == GS_STATE_MAIN_MENU)
5799 freespace_stop_mission();
5804 case GS_STATE_RED_ALERT:
5808 case GS_STATE_SHIP_SELECT:
5809 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5810 new_state != GS_STATE_HOTKEY_SCREEN &&
5811 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5812 common_select_close();
5813 if ( new_state == GS_STATE_MAIN_MENU ) {
5814 freespace_stop_mission();
5819 case GS_STATE_WEAPON_SELECT:
5820 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5821 new_state != GS_STATE_HOTKEY_SCREEN &&
5822 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5823 common_select_close();
5824 if ( new_state == GS_STATE_MAIN_MENU ) {
5825 freespace_stop_mission();
5830 case GS_STATE_TEAM_SELECT:
5831 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5832 new_state != GS_STATE_HOTKEY_SCREEN &&
5833 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5834 common_select_close();
5835 if ( new_state == GS_STATE_MAIN_MENU ) {
5836 freespace_stop_mission();
5841 case GS_STATE_MAIN_MENU:
5842 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5849 case GS_STATE_OPTIONS_MENU:
5850 //game_start_time();
5851 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5852 multi_join_clear_game_list();
5854 options_menu_close();
5857 case GS_STATE_BARRACKS_MENU:
5858 if(new_state != GS_STATE_VIEW_MEDALS){
5863 case GS_STATE_MISSION_LOG_SCROLLBACK:
5864 hud_scrollback_close();
5867 case GS_STATE_TRAINING_MENU:
5868 training_menu_close();
5871 case GS_STATE_GAME_PLAY:
5872 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5873 player_save_target_and_weapon_link_prefs();
5874 game_stop_looped_sounds();
5877 sound_env_disable();
5878 joy_ff_stop_effects();
5880 // stop game time under certain conditions
5881 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5886 // shut down any recording or playing demos
5891 // when in multiplayer and going back to the main menu, send a leave game packet
5892 // right away (before calling stop mission). stop_mission was taking to long to
5893 // close mission down and I want people to get notified ASAP.
5894 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5895 multi_quit_game(PROMPT_NONE);
5898 freespace_stop_mission();
5899 Game_time_compression = F1_0;
5903 case GS_STATE_TECH_MENU:
5907 case GS_STATE_TRAINING_PAUSED:
5908 Training_num_lines = 0;
5909 // fall through to GS_STATE_GAME_PAUSED
5911 case GS_STATE_GAME_PAUSED:
5913 if ( end_mission ) {
5918 case GS_STATE_DEBUG_PAUSED:
5921 pause_debug_close();
5925 case GS_STATE_HUD_CONFIG:
5929 // join/start a game
5930 case GS_STATE_MULTI_JOIN_GAME:
5931 if(new_state != GS_STATE_OPTIONS_MENU){
5932 multi_join_game_close();
5936 case GS_STATE_MULTI_HOST_SETUP:
5937 case GS_STATE_MULTI_CLIENT_SETUP:
5938 // if this is just the host going into the options screen, don't do anything
5939 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5943 // close down the proper state
5944 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5945 multi_create_game_close();
5947 multi_game_client_setup_close();
5950 // COMMAND LINE OPTION
5951 if (Cmdline_multi_stream_chat_to_file){
5952 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5953 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5954 cfclose(Multi_chat_stream);
5959 case GS_STATE_CONTROL_CONFIG:
5960 control_config_close();
5963 case GS_STATE_DEATH_DIED:
5964 Game_mode &= ~GM_DEAD_DIED;
5966 // early end while respawning or blowing up in a multiplayer game
5967 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5969 freespace_stop_mission();
5973 case GS_STATE_DEATH_BLEW_UP:
5974 Game_mode &= ~GM_DEAD_BLEW_UP;
5976 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5977 // to determine if I should do anything.
5978 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5980 freespace_stop_mission();
5983 // if we are not respawing as an observer or as a player, our new state will not
5984 // be gameplay state.
5985 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5986 game_stop_time(); // hasn't been called yet!!
5987 freespace_stop_mission();
5993 case GS_STATE_CREDITS:
5997 case GS_STATE_VIEW_MEDALS:
6001 case GS_STATE_SHOW_GOALS:
6002 mission_show_goals_close();
6005 case GS_STATE_HOTKEY_SCREEN:
6006 if ( new_state != GS_STATE_OPTIONS_MENU ) {
6007 mission_hotkey_close();
6011 case GS_STATE_MULTI_MISSION_SYNC:
6012 // if we're moving into the options menu, don't do anything
6013 if(new_state == GS_STATE_OPTIONS_MENU){
6017 Assert( Game_mode & GM_MULTIPLAYER );
6019 if ( new_state == GS_STATE_GAME_PLAY ){
6020 // palette_restore_palette();
6022 // change a couple of flags to indicate our state!!!
6023 Net_player->state = NETPLAYER_STATE_IN_MISSION;
6024 send_netplayer_update_packet();
6026 // set the game mode
6027 Game_mode |= GM_IN_MISSION;
6031 case GS_STATE_VIEW_CUTSCENES:
6032 cutscenes_screen_close();
6035 case GS_STATE_MULTI_STD_WAIT:
6036 multi_standalone_wait_close();
6039 case GS_STATE_STANDALONE_MAIN:
6040 standalone_main_close();
6041 if(new_state == GS_STATE_MULTI_STD_WAIT){
6042 init_multiplayer_stats();
6046 case GS_STATE_MULTI_PAUSED:
6047 // if ( end_mission ){
6052 case GS_STATE_INGAME_PRE_JOIN:
6053 multi_ingame_select_close();
6056 case GS_STATE_STANDALONE_POSTGAME:
6057 multi_standalone_postgame_close();
6060 case GS_STATE_INITIAL_PLAYER_SELECT:
6061 player_select_close();
6064 case GS_STATE_MULTI_START_GAME:
6065 multi_start_game_close();
6068 case GS_STATE_MULTI_HOST_OPTIONS:
6069 multi_host_options_close();
6072 case GS_STATE_END_OF_CAMPAIGN:
6073 mission_campaign_end_close();
6076 case GS_STATE_LOOP_BRIEF:
6082 // Called when a state is being entered.
6083 // The current state is set to the state we're entering at
6084 // this point, and old_state is set to the state we're coming
6085 // from. You should never try to change the state
6086 // in here... if you think you need to, you probably really
6087 // need to post an event, not change the state.
6089 void game_enter_state( int old_state, int new_state )
6091 switch (new_state) {
6092 case GS_STATE_MAIN_MENU:
6093 // in multiplayer mode, be sure that we are not doing networking anymore.
6094 if ( Game_mode & GM_MULTIPLAYER ) {
6095 Assert( Net_player != NULL );
6096 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
6099 Game_time_compression = F1_0;
6101 // determine which ship this guy is currently based on
6102 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6105 if (Player->on_bastion) {
6113 case GS_STATE_BRIEFING:
6114 main_hall_stop_music();
6115 main_hall_stop_ambient();
6117 if (Game_mode & GM_NORMAL) {
6118 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6119 // MWA: or from options or hotkey screens
6120 // JH: or if the command brief state already did this
6121 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6122 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
6123 && (old_state != GS_STATE_CMD_BRIEF) ) {
6124 if ( !game_start_mission() ) // this should put us into a new state on failure!
6128 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6129 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6130 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6132 Game_time_compression = F1_0;
6134 if ( red_alert_mission() ) {
6135 gameseq_post_event(GS_EVENT_RED_ALERT);
6142 case GS_STATE_DEBRIEF:
6143 game_stop_looped_sounds();
6144 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
6145 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
6150 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6151 multi_df_debrief_init();
6154 case GS_STATE_LOAD_MISSION_MENU:
6155 mission_load_menu_init();
6158 case GS_STATE_SIMULATOR_ROOM:
6162 case GS_STATE_CAMPAIGN_ROOM:
6163 campaign_room_init();
6166 case GS_STATE_RED_ALERT:
6167 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6171 case GS_STATE_CMD_BRIEF: {
6172 int team_num = 0; // team number used as index for which cmd brief to use.
6174 if (old_state == GS_STATE_OPTIONS_MENU) {
6178 main_hall_stop_music();
6179 main_hall_stop_ambient();
6181 if (Game_mode & GM_NORMAL) {
6182 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6183 // MWA: or from options or hotkey screens
6184 // JH: or if the command brief state already did this
6185 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6186 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
6187 if ( !game_start_mission() ) // this should put us into a new state on failure!
6192 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
6193 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6194 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6196 cmd_brief_init(team_num);
6202 case GS_STATE_SHIP_SELECT:
6206 case GS_STATE_WEAPON_SELECT:
6207 weapon_select_init();
6210 case GS_STATE_TEAM_SELECT:
6214 case GS_STATE_GAME_PAUSED:
6219 case GS_STATE_DEBUG_PAUSED:
6220 // game_stop_time();
6221 // os_set_title("FreeSpace - PAUSED");
6224 case GS_STATE_TRAINING_PAUSED:
6231 case GS_STATE_OPTIONS_MENU:
6233 options_menu_init();
6236 case GS_STATE_GAME_PLAY:
6237 // coming from the gameplay state or the main menu, we might need to load the mission
6238 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6239 if ( !game_start_mission() ) // this should put us into a new state.
6244 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6245 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6246 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6247 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6248 (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)) ) {
6249 // JAS: Used to do all paging here.
6253 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6257 main_hall_stop_music();
6258 main_hall_stop_ambient();
6259 event_music_first_pattern(); // start the first pattern
6262 // special code that restores player ship selection and weapons loadout when doing a quick start
6263 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6264 if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
6265 wss_direct_restore_loadout();
6269 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6270 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6271 event_music_first_pattern(); // start the first pattern
6274 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6275 event_music_first_pattern(); // start the first pattern
6277 player_restore_target_and_weapon_link_prefs();
6279 Game_mode |= GM_IN_MISSION;
6282 // required to truely make mouse deltas zeroed in debug mouse code
6283 void mouse_force_pos(int x, int y);
6284 if (!Is_standalone) {
6285 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6291 // only start time if in single player, or coming from multi wait state
6294 (Game_mode & GM_NORMAL) &&
6295 (old_state != GS_STATE_VIEW_CUTSCENES)
6297 (Game_mode & GM_MULTIPLAYER) && (
6298 (old_state == GS_STATE_MULTI_PAUSED) ||
6299 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6305 // when coming from the multi paused state, reset the timestamps
6306 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6307 multi_reset_timestamps();
6310 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6311 // initialize all object update details
6312 multi_oo_gameplay_init();
6315 // under certain circumstances, the server should reset the object update rate limiting stuff
6316 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6317 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6319 // reinitialize the rate limiting system for all clients
6320 multi_oo_rate_init_all();
6323 // multiplayer clients should always re-initialize their control info rate limiting system
6324 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6325 multi_oo_rate_init_all();
6329 if(Game_mode & GM_MULTIPLAYER){
6330 multi_ping_reset_players();
6333 Game_subspace_effect = 0;
6334 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6335 Game_subspace_effect = 1;
6336 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6337 game_start_subspace_ambient_sound();
6341 sound_env_set(&Game_sound_env);
6342 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6344 // clear multiplayer button info i
6345 extern button_info Multi_ship_status_bi;
6346 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6349 case GS_STATE_HUD_CONFIG:
6353 case GS_STATE_MULTI_JOIN_GAME:
6354 multi_join_clear_game_list();
6356 if (old_state != GS_STATE_OPTIONS_MENU) {
6357 multi_join_game_init();
6362 case GS_STATE_MULTI_HOST_SETUP:
6363 // don't reinitialize if we're coming back from the host options screen
6364 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6365 multi_create_game_init();
6370 case GS_STATE_MULTI_CLIENT_SETUP:
6371 if (old_state != GS_STATE_OPTIONS_MENU) {
6372 multi_game_client_setup_init();
6377 case GS_STATE_CONTROL_CONFIG:
6378 control_config_init();
6381 case GS_STATE_TECH_MENU:
6385 case GS_STATE_BARRACKS_MENU:
6386 if(old_state != GS_STATE_VIEW_MEDALS){
6391 case GS_STATE_MISSION_LOG_SCROLLBACK:
6392 hud_scrollback_init();
6395 case GS_STATE_DEATH_DIED:
6396 Player_died_time = timestamp(10);
6398 if(!(Game_mode & GM_MULTIPLAYER)){
6399 player_show_death_message();
6401 Game_mode |= GM_DEAD_DIED;
6404 case GS_STATE_DEATH_BLEW_UP:
6405 if ( !popupdead_is_active() ) {
6406 Player_ai->target_objnum = -1;
6409 // stop any local EMP effect
6412 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6413 Game_mode |= GM_DEAD_BLEW_UP;
6414 Show_viewing_from_self = 0;
6416 // timestamp how long we should wait before displaying the died popup
6417 if ( !popupdead_is_active() ) {
6418 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6422 case GS_STATE_GAMEPLAY_HELP:
6423 gameplay_help_init();
6426 case GS_STATE_CREDITS:
6427 main_hall_stop_music();
6428 main_hall_stop_ambient();
6432 case GS_STATE_VIEW_MEDALS:
6433 medal_main_init(Player);
6436 case GS_STATE_SHOW_GOALS:
6437 mission_show_goals_init();
6440 case GS_STATE_HOTKEY_SCREEN:
6441 mission_hotkey_init();
6444 case GS_STATE_MULTI_MISSION_SYNC:
6445 // if we're coming from the options screen, don't do any
6446 if(old_state == GS_STATE_OPTIONS_MENU){
6450 switch(Multi_sync_mode){
6451 case MULTI_SYNC_PRE_BRIEFING:
6452 // if moving from game forming to the team select state
6455 case MULTI_SYNC_POST_BRIEFING:
6456 // if moving from briefing into the mission itself
6459 // tell everyone that we're now loading data
6460 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6461 send_netplayer_update_packet();
6463 // JAS: Used to do all paging here!!!!
6465 Net_player->state = NETPLAYER_STATE_WAITING;
6466 send_netplayer_update_packet();
6468 Game_time_compression = F1_0;
6470 case MULTI_SYNC_INGAME:
6476 case GS_STATE_VIEW_CUTSCENES:
6477 cutscenes_screen_init();
6480 case GS_STATE_MULTI_STD_WAIT:
6481 multi_standalone_wait_init();
6484 case GS_STATE_STANDALONE_MAIN:
6485 // don't initialize if we're coming from one of these 2 states unless there are no
6486 // players left (reset situation)
6487 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6488 standalone_main_init();
6492 case GS_STATE_MULTI_PAUSED:
6496 case GS_STATE_INGAME_PRE_JOIN:
6497 multi_ingame_select_init();
6500 case GS_STATE_STANDALONE_POSTGAME:
6501 multi_standalone_postgame_init();
6504 case GS_STATE_INITIAL_PLAYER_SELECT:
6505 player_select_init();
6508 case GS_STATE_MULTI_START_GAME:
6509 multi_start_game_init();
6512 case GS_STATE_MULTI_HOST_OPTIONS:
6513 multi_host_options_init();
6516 case GS_STATE_END_OF_CAMPAIGN:
6517 mission_campaign_end_init();
6520 case GS_STATE_LOOP_BRIEF:
6527 // do stuff that may need to be done regardless of state
6528 void game_do_state_common(int state,int no_networking)
6530 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6531 snd_do_frame(); // update sound system
6532 event_music_do_frame(); // music needs to play across many states
6534 multi_log_process();
6536 if (no_networking) {
6540 // maybe do a multiplayer frame based on game mode and state type
6541 if (Game_mode & GM_MULTIPLAYER) {
6543 case GS_STATE_OPTIONS_MENU:
6544 case GS_STATE_GAMEPLAY_HELP:
6545 case GS_STATE_HOTKEY_SCREEN:
6546 case GS_STATE_HUD_CONFIG:
6547 case GS_STATE_CONTROL_CONFIG:
6548 case GS_STATE_MISSION_LOG_SCROLLBACK:
6549 case GS_STATE_SHOW_GOALS:
6550 case GS_STATE_VIEW_CUTSCENES:
6551 case GS_STATE_EVENT_DEBUG:
6552 multi_maybe_do_frame();
6556 game_do_networking();
6560 // Called once a frame.
6561 // You should never try to change the state
6562 // in here... if you think you need to, you probably really
6563 // need to post an event, not change the state.
6564 int Game_do_state_should_skip = 0;
6565 void game_do_state(int state)
6567 // always lets the do_state_common() function determine if the state should be skipped
6568 Game_do_state_should_skip = 0;
6570 // legal to set the should skip state anywhere in this function
6571 game_do_state_common(state); // do stuff that may need to be done regardless of state
6573 if(Game_do_state_should_skip){
6578 case GS_STATE_MAIN_MENU:
6579 game_set_frametime(GS_STATE_MAIN_MENU);
6580 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6583 main_hall_do(flFrametime);
6587 case GS_STATE_OPTIONS_MENU:
6588 game_set_frametime(GS_STATE_OPTIONS_MENU);
6589 options_menu_do_frame(flFrametime);
6592 case GS_STATE_BARRACKS_MENU:
6593 game_set_frametime(GS_STATE_BARRACKS_MENU);
6594 barracks_do_frame(flFrametime);
6597 case GS_STATE_TRAINING_MENU:
6598 game_set_frametime(GS_STATE_TRAINING_MENU);
6599 training_menu_do_frame(flFrametime);
6602 case GS_STATE_TECH_MENU:
6603 game_set_frametime(GS_STATE_TECH_MENU);
6604 techroom_do_frame(flFrametime);
6607 case GS_STATE_GAMEPLAY_HELP:
6608 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6609 gameplay_help_do_frame(flFrametime);
6612 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6616 case GS_STATE_GAME_PAUSED:
6620 case GS_STATE_DEBUG_PAUSED:
6622 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6627 case GS_STATE_TRAINING_PAUSED:
6628 game_training_pause_do();
6631 case GS_STATE_LOAD_MISSION_MENU:
6632 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6633 mission_load_menu_do();
6636 case GS_STATE_BRIEFING:
6637 game_set_frametime(GS_STATE_BRIEFING);
6638 brief_do_frame(flFrametime);
6641 case GS_STATE_DEBRIEF:
6642 game_set_frametime(GS_STATE_DEBRIEF);
6643 debrief_do_frame(flFrametime);
6646 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6647 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6648 multi_df_debrief_do();
6651 case GS_STATE_SHIP_SELECT:
6652 game_set_frametime(GS_STATE_SHIP_SELECT);
6653 ship_select_do(flFrametime);
6656 case GS_STATE_WEAPON_SELECT:
6657 game_set_frametime(GS_STATE_WEAPON_SELECT);
6658 weapon_select_do(flFrametime);
6661 case GS_STATE_MISSION_LOG_SCROLLBACK:
6662 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6663 hud_scrollback_do_frame(flFrametime);
6666 case GS_STATE_HUD_CONFIG:
6667 game_set_frametime(GS_STATE_HUD_CONFIG);
6668 hud_config_do_frame(flFrametime);
6671 case GS_STATE_MULTI_JOIN_GAME:
6672 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6673 multi_join_game_do_frame();
6676 case GS_STATE_MULTI_HOST_SETUP:
6677 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6678 multi_create_game_do();
6681 case GS_STATE_MULTI_CLIENT_SETUP:
6682 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6683 multi_game_client_setup_do_frame();
6686 case GS_STATE_CONTROL_CONFIG:
6687 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6688 control_config_do_frame(flFrametime);
6691 case GS_STATE_DEATH_DIED:
6695 case GS_STATE_DEATH_BLEW_UP:
6699 case GS_STATE_SIMULATOR_ROOM:
6700 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6701 sim_room_do_frame(flFrametime);
6704 case GS_STATE_CAMPAIGN_ROOM:
6705 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6706 campaign_room_do_frame(flFrametime);
6709 case GS_STATE_RED_ALERT:
6710 game_set_frametime(GS_STATE_RED_ALERT);
6711 red_alert_do_frame(flFrametime);
6714 case GS_STATE_CMD_BRIEF:
6715 game_set_frametime(GS_STATE_CMD_BRIEF);
6716 cmd_brief_do_frame(flFrametime);
6719 case GS_STATE_CREDITS:
6720 game_set_frametime(GS_STATE_CREDITS);
6721 credits_do_frame(flFrametime);
6724 case GS_STATE_VIEW_MEDALS:
6725 game_set_frametime(GS_STATE_VIEW_MEDALS);
6729 case GS_STATE_SHOW_GOALS:
6730 game_set_frametime(GS_STATE_SHOW_GOALS);
6731 mission_show_goals_do_frame(flFrametime);
6734 case GS_STATE_HOTKEY_SCREEN:
6735 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6736 mission_hotkey_do_frame(flFrametime);
6739 case GS_STATE_VIEW_CUTSCENES:
6740 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6741 cutscenes_screen_do_frame();
6744 case GS_STATE_MULTI_STD_WAIT:
6745 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6746 multi_standalone_wait_do();
6749 case GS_STATE_STANDALONE_MAIN:
6750 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6751 standalone_main_do();
6754 case GS_STATE_MULTI_PAUSED:
6755 game_set_frametime(GS_STATE_MULTI_PAUSED);
6759 case GS_STATE_TEAM_SELECT:
6760 game_set_frametime(GS_STATE_TEAM_SELECT);
6764 case GS_STATE_INGAME_PRE_JOIN:
6765 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6766 multi_ingame_select_do();
6769 case GS_STATE_EVENT_DEBUG:
6771 game_set_frametime(GS_STATE_EVENT_DEBUG);
6772 game_show_event_debug(flFrametime);
6776 case GS_STATE_STANDALONE_POSTGAME:
6777 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6778 multi_standalone_postgame_do();
6781 case GS_STATE_INITIAL_PLAYER_SELECT:
6782 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6786 case GS_STATE_MULTI_MISSION_SYNC:
6787 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6791 case GS_STATE_MULTI_START_GAME:
6792 game_set_frametime(GS_STATE_MULTI_START_GAME);
6793 multi_start_game_do();
6796 case GS_STATE_MULTI_HOST_OPTIONS:
6797 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6798 multi_host_options_do();
6801 case GS_STATE_END_OF_CAMPAIGN:
6802 mission_campaign_end_do();
6805 case GS_STATE_END_DEMO:
6806 game_set_frametime(GS_STATE_END_DEMO);
6807 end_demo_campaign_do();
6810 case GS_STATE_LOOP_BRIEF:
6811 game_set_frametime(GS_STATE_LOOP_BRIEF);
6815 } // end switch(gs_current_state)
6819 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6820 int game_do_ram_check(int ram_in_bytes)
6822 if ( ram_in_bytes < 30*1024*1024 ) {
6823 int allowed_to_run = 1;
6824 if ( ram_in_bytes < 25*1024*1024 ) {
6829 int Freespace_total_ram_MB;
6830 Freespace_total_ram_MB = fl2i(ram_in_bytes/(1024*1024));
6832 if ( allowed_to_run ) {
6834 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), Freespace_total_ram_MB, Freespace_total_ram_MB);
6839 msgbox_rval = MessageBox( NULL, tmp, XSTR( "Not Enough RAM", 194), MB_OKCANCEL );
6840 if ( msgbox_rval == IDCANCEL ) {
6847 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), Freespace_total_ram_MB, Freespace_total_ram_MB);
6849 MessageBox( NULL, tmp, XSTR( "Not Enough RAM", 194), MB_OK );
6860 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6861 // If so, copy it over and remove the update directory.
6862 void game_maybe_update_launcher(char *exe_dir)
6865 char src_filename[MAX_PATH];
6866 char dest_filename[MAX_PATH];
6868 strcpy(src_filename, exe_dir);
6869 strcat(src_filename, NOX("\\update\\freespace.exe"));
6871 strcpy(dest_filename, exe_dir);
6872 strcat(dest_filename, NOX("\\freespace.exe"));
6874 // see if src_filename exists
6876 fp = fopen(src_filename, "rb");
6882 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6884 // copy updated freespace.exe to freespace exe dir
6885 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6886 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6890 // delete the file in the update directory
6891 DeleteFile(src_filename);
6893 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6894 char update_dir[MAX_PATH];
6895 strcpy(update_dir, exe_dir);
6896 strcat(update_dir, NOX("\\update"));
6897 RemoveDirectory(update_dir);
6903 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6907 int sub_total_destroyed = 0;
6911 // get the total for all his children
6912 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6913 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6916 // find the # of faces for this _individual_ object
6917 total = submodel_get_num_polys(model_num, sm);
6918 if(strstr(pm->submodel[sm].name, "-destroyed")){
6919 sub_total_destroyed = total;
6923 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6926 *out_total += total + sub_total;
6927 *out_destroyed_total += sub_total_destroyed;
6930 #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);
6931 void game_spew_pof_info()
6933 char *pof_list[1000];
6936 int idx, model_num, i, j;
6938 int total, root_total, model_total, destroyed_total, counted;
6942 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6944 // spew info on all the pofs
6950 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6955 for(idx=0; idx<num_files; idx++, counted++){
6956 sprintf(str, "%s.pof", pof_list[idx]);
6957 model_num = model_load(str, 0, NULL);
6959 pm = model_get(model_num);
6961 // if we have a real model
6966 // go through and print all raw submodels
6967 cfputs("RAW\n", out);
6970 for (i=0; i<pm->n_models; i++) {
6971 total = submodel_get_num_polys(model_num, i);
6973 model_total += total;
6974 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6977 sprintf(str, "Model total %d\n", model_total);
6980 // now go through and do it by LOD
6981 cfputs("BY LOD\n\n", out);
6982 for(i=0; i<pm->n_detail_levels; i++){
6983 sprintf(str, "LOD %d\n", i);
6987 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6989 destroyed_total = 0;
6990 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6991 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6994 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6997 sprintf(str, "TOTAL: %d\n", total + root_total);
6999 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
7001 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
7004 cfputs("------------------------------------------------------------------------\n\n", out);
7008 if(counted >= MAX_POLYGON_MODELS - 5){
7021 game_spew_pof_info();
7024 int PASCAL WinMainSub(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
7029 // Don't let more than one instance of Freespace run.
7030 HWND hwnd = FindWindow( NOX( "FreeSpaceClass" ), NULL );
7032 SetForegroundWindow(hwnd);
7037 // Find out how much RAM is on this machine
7040 ms.dwLength = sizeof(MEMORYSTATUS);
7041 GlobalMemoryStatus(&ms);
7042 Freespace_total_ram = ms.dwTotalPhys;
7044 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
7048 if ( ms.dwTotalVirtual < 1024 ) {
7049 MessageBox( NULL, XSTR( "FreeSpace requires virtual memory to run.\r\n", 196), XSTR( "No Virtual Memory", 197), MB_OK );
7053 if (!vm_init(24*1024*1024)) {
7054 MessageBox( NULL, XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), XSTR( "Not Enough Memory", 199), MB_OK );
7058 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
7060 MessageBox(NULL, XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), XSTR( "Not Enough Memory", 199), MB_OK);
7068 /* this code doesn't work, and we will hit an error about being unable to load the direct draw
7069 dll before we get here anyway if it's not installed (unless we load it manually, which doesn't
7070 seem worth bothering with.
7074 lResult = RegOpenKeyEx(
7075 HKEY_LOCAL_MACHINE, // Where it is
7076 "Software\\Microsoft\\DirectX", // name of key
7077 NULL, // DWORD reserved
7078 KEY_QUERY_VALUE, // Allows all changes
7079 &hKey // Location to store key
7082 if (lResult == ERROR_SUCCESS) {
7084 DWORD dwType, dwLen;
7087 lResult = RegQueryValueEx(
7088 hKey, // Handle to key
7089 "Version", // The values name
7090 NULL, // DWORD reserved
7091 &dwType, // What kind it is
7092 (ubyte *) version, // value to set
7093 &dwLen // How many bytes to set
7096 if (lResult == ERROR_SUCCESS) {
7097 dx_version = atoi(strstr(version, ".") + 1);
7101 DWORD dwType, dwLen;
7104 lResult = RegQueryValueEx(
7105 hKey, // Handle to key
7106 "InstalledVersion", // The values name
7107 NULL, // DWORD reserved
7108 &dwType, // What kind it is
7109 (ubyte *) &val, // value to set
7110 &dwLen // How many bytes to set
7113 if (lResult == ERROR_SUCCESS) {
7121 if (dx_version < 3) {
7122 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can get the\n"
7123 "latest version of DirectX at:\n\n"
7124 "http://www.microsoft.com/msdownload/directx/dxf/enduser5.0/default.htm", "DirectX required", MB_OK);
7126 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected. You can install\n"
7127 "DirectX 5.2 by pressing the 'Install DirectX' button on the FreeSpace Launcher", "DirectX required", MB_OK);
7132 //=====================================================
7133 // Make sure we're running in the right directory.
7137 if ( GetModuleFileName( hInst, exe_dir, 1023 ) > 0 ) {
7138 char *p = exe_dir + strlen(exe_dir);
7140 // chop off the filename
7141 while( (p>exe_dir) && (*p!='\\') && (*p!='/') && (*p!=':') ) {
7147 if ( strlen(exe_dir) > 0 ) {
7148 SetCurrentDirectory(exe_dir);
7151 // check for updated freespace.exe
7152 game_maybe_update_launcher(exe_dir);
7160 extern void windebug_memwatch_init();
7161 windebug_memwatch_init();
7165 parse_cmdline(szCmdLine);
7167 #ifdef STANDALONE_ONLY_BUILD
7169 nprintf(("Network", "Standalone running"));
7172 nprintf(("Network", "Standalone running"));
7180 // maybe spew pof stuff
7181 if(Cmdline_spew_pof_info){
7182 game_spew_pof_info();
7187 // non-demo, non-standalone, play the intro movie
7193 // to avoid crashes on debug build
7194 for (i=0; i<5; i++) {
7198 if( (cf_get_file_list(2, plist, CF_TYPE_MULTI_PLAYERS, NOX("*.plr")) <= 0) && (cf_get_file_list(2, plist, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr")) <= 0) ){
7200 #if defined(OEM_BUILD)
7201 game_do_cd_check_specific(FS_CDROM_VOLUME_1, 1);
7203 game_do_cd_check_specific(FS_CDROM_VOLUME_2, 2);
7204 #endif // defined(OEM_BUILD)
7207 for (int i=0; i<5; i++) {
7208 if (plist[i] != NULL) {
7213 #endif // RELEASE_REAL
7216 if ( !Is_standalone ) {
7218 // release -- movies always play
7221 // 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
7222 movie_play( NOX("intro.mve"), 0 );
7224 // debug version, movie will only play with -showmovies
7225 #elif !defined(NDEBUG)
7227 movie_play( NOX("intro.mve"), 0);
7230 if ( Cmdline_show_movies )
7231 movie_play( NOX("intro.mve"), 0 );
7240 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
7242 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
7246 // only important for non THREADED mode
7249 state = gameseq_process_events();
7250 if ( state == GS_STATE_QUIT_GAME ){
7255 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7257 demo_upsell_show_screens();
7259 #elif defined(OEM_BUILD)
7260 // show upsell screens on exit
7261 oem_upsell_show_screens();
7268 int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
7274 result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow);
7276 __except(RecordExceptionInfo(GetExceptionInformation(), "Freespace 2 Main Thread"))
7278 // Do nothing here - RecordExceptionInfo() has already done
7279 // everything that is needed. Actually this code won't even
7280 // get called unless you return EXCEPTION_EXECUTE_HANDLER from
7281 // the __except clause.
7285 nprintf(("WinMain", "exceptions shall fall through"));
7287 result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow);
7293 // launcher the fslauncher program on exit
7294 void game_launch_launcher_on_exit()
7298 PROCESS_INFORMATION pi;
7299 char cmd_line[2048];
7300 char original_path[1024] = "";
7302 memset( &si, 0, sizeof(STARTUPINFO) );
7306 _getcwd(original_path, 1023);
7308 // set up command line
7309 strcpy(cmd_line, original_path);
7310 strcat(cmd_line, "\\");
7311 strcat(cmd_line, LAUNCHER_FNAME);
7312 strcat(cmd_line, " -straight_to_update");
7314 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
7315 cmd_line, // pointer to command line string
7316 NULL, // pointer to process security attributes
7317 NULL, // pointer to thread security attributes
7318 FALSE, // handle inheritance flag
7319 CREATE_DEFAULT_ERROR_MODE, // creation flags
7320 NULL, // pointer to new environment block
7321 NULL, // pointer to current directory name
7322 &si, // pointer to STARTUPINFO
7323 &pi // pointer to PROCESS_INFORMATION
7325 // to eliminate build warnings
7335 // This function is called when FreeSpace terminates normally.
7337 void game_shutdown(void)
7343 // don't ever flip a page on the standalone!
7344 if(!(Game_mode & GM_STANDALONE_SERVER)){
7350 // if the player has left the "player select" screen and quit the game without actually choosing
7351 // a player, Player will be NULL, in which case we shouldn't write the player file out!
7352 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
7356 // load up common multiplayer icons
7357 multi_unload_common_icons();
7359 shockwave_close(); // release any memory used by shockwave system
7360 fireball_close(); // free fireball system
7361 ship_close(); // free any memory that was allocated for the ships
7362 weapon_close(); // free any memory that was allocated for the weapons
7363 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
7364 unload_animating_pointer();// frees the frames used for the animating mouse pointer
7365 bm_unload_all(); // free bitmaps
7366 mission_campaign_close(); // close out the campaign stuff
7367 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7368 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7370 #ifdef MULTI_USE_LAG
7374 // the menu close functions will unload the bitmaps if they were displayed during the game
7375 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7378 context_help_close(); // close out help system
7379 training_menu_close();
7380 lcl_close(); // be sure localization is closed out
7383 // free left-over memory from parsed tables
7384 cutscene_tbl_close();
7386 scoring_tbl_close();
7387 player_tips_close();
7389 extern void joy_close();
7392 audiostream_close();
7394 event_music_close();
7398 // HACKITY HACK HACK
7399 // if this flag is set, we should be firing up the launcher when exiting freespace
7400 extern int Multi_update_fireup_launcher_on_exit;
7401 if(Multi_update_fireup_launcher_on_exit){
7402 game_launch_launcher_on_exit();
7406 // game_stop_looped_sounds()
7408 // This function will call the appropriate stop looped sound functions for those
7409 // modules which use looping sounds. It is not enough just to stop a looping sound
7410 // at the DirectSound level, the game is keeping track of looping sounds, and this
7411 // function is used to inform the game that looping sounds are being halted.
7413 void game_stop_looped_sounds()
7415 hud_stop_looped_locking_sounds();
7416 hud_stop_looped_engine_sounds();
7417 afterburner_stop_sounds();
7418 player_stop_looped_sounds();
7419 obj_snd_stop_all(); // stop all object-linked persistant sounds
7420 game_stop_subspace_ambient_sound();
7421 snd_stop(Radar_static_looping);
7422 Radar_static_looping = -1;
7423 snd_stop(Target_static_looping);
7424 shipfx_stop_engine_wash_sound();
7425 Target_static_looping = -1;
7428 //////////////////////////////////////////////////////////////////////////
7430 // Code for supporting an animating mouse pointer
7433 //////////////////////////////////////////////////////////////////////////
7435 typedef struct animating_obj
7444 static animating_obj Animating_mouse;
7446 // ----------------------------------------------------------------------------
7447 // init_animating_pointer()
7449 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7450 // gets properly initialized
7452 void init_animating_pointer()
7454 Animating_mouse.first_frame = -1;
7455 Animating_mouse.num_frames = 0;
7456 Animating_mouse.current_frame = -1;
7457 Animating_mouse.time = 0.0f;
7458 Animating_mouse.elapsed_time = 0.0f;
7461 // ----------------------------------------------------------------------------
7462 // load_animating_pointer()
7464 // Called at game init to load in the frames for the animating mouse pointer
7466 // input: filename => filename of animation file that holds the animation
7468 void load_animating_pointer(const char *filename, int dx, int dy)
7473 init_animating_pointer();
7475 am = &Animating_mouse;
7476 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7477 if ( am->first_frame == -1 )
7478 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7479 am->current_frame = 0;
7480 am->time = am->num_frames / i2fl(fps);
7483 // ----------------------------------------------------------------------------
7484 // unload_animating_pointer()
7486 // Called at game shutdown to free the memory used to store the animation frames
7488 void unload_animating_pointer()
7493 am = &Animating_mouse;
7494 for ( i = 0; i < am->num_frames; i++ ) {
7495 Assert( (am->first_frame+i) >= 0 );
7496 bm_release(am->first_frame + i);
7499 am->first_frame = -1;
7501 am->current_frame = -1;
7504 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7505 void game_render_mouse(float frametime)
7510 // if animating cursor exists, play the next frame
7511 am = &Animating_mouse;
7512 if ( am->first_frame != -1 ) {
7513 mouse_get_pos(&mx, &my);
7514 am->elapsed_time += frametime;
7515 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7516 if ( am->current_frame >= am->num_frames ) {
7517 am->current_frame = 0;
7518 am->elapsed_time = 0.0f;
7520 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7524 // ----------------------------------------------------------------------------
7525 // game_maybe_draw_mouse()
7527 // determines whether to draw the mouse pointer at all, and what frame of
7528 // animation to use if the mouse is animating
7530 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7532 // input: frametime => elapsed frame time in seconds since last call
7534 void game_maybe_draw_mouse(float frametime)
7538 game_state = gameseq_get_state();
7540 switch ( game_state ) {
7541 case GS_STATE_GAME_PAUSED:
7542 // case GS_STATE_MULTI_PAUSED:
7543 case GS_STATE_GAME_PLAY:
7544 case GS_STATE_DEATH_DIED:
7545 case GS_STATE_DEATH_BLEW_UP:
7546 if ( popup_active() || popupdead_is_active() ) {
7558 if ( !Mouse_hidden )
7559 game_render_mouse(frametime);
7563 void game_do_training_checks()
7567 waypoint_list *wplp;
7569 if (Training_context & TRAINING_CONTEXT_SPEED) {
7570 s = (int) Player_obj->phys_info.fspeed;
7571 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7572 if (!Training_context_speed_set) {
7573 Training_context_speed_set = 1;
7574 Training_context_speed_timestamp = timestamp();
7578 Training_context_speed_set = 0;
7581 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7582 wplp = &Waypoint_lists[Training_context_path];
7583 if (wplp->count > Training_context_goal_waypoint) {
7584 i = Training_context_goal_waypoint;
7586 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7587 if (d <= Training_context_distance) {
7588 Training_context_at_waypoint = i;
7589 if (Training_context_goal_waypoint == i) {
7590 Training_context_goal_waypoint++;
7591 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7598 if (i == wplp->count)
7601 } while (i != Training_context_goal_waypoint);
7605 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7606 Players_target = Player_ai->target_objnum;
7607 Players_targeted_subsys = Player_ai->targeted_subsys;
7608 Players_target_timestamp = timestamp();
7612 /////////// Following is for event debug view screen
7616 #define EVENT_DEBUG_MAX 5000
7617 #define EVENT_DEBUG_EVENT 0x8000
7619 int Event_debug_index[EVENT_DEBUG_MAX];
7622 void game_add_event_debug_index(int n, int indent)
7624 if (ED_count < EVENT_DEBUG_MAX)
7625 Event_debug_index[ED_count++] = n | (indent << 16);
7628 void game_add_event_debug_sexp(int n, int indent)
7633 if (Sexp_nodes[n].first >= 0) {
7634 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7635 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7639 game_add_event_debug_index(n, indent);
7640 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7641 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7643 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7646 void game_event_debug_init()
7651 for (e=0; e<Num_mission_events; e++) {
7652 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7653 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7657 void game_show_event_debug(float frametime)
7661 int font_height, font_width;
7663 static int scroll_offset = 0;
7665 k = game_check_key();
7671 if (scroll_offset < 0)
7681 scroll_offset -= 20;
7682 if (scroll_offset < 0)
7687 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7691 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7697 gr_set_color_fast(&Color_bright);
7699 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7701 gr_set_color_fast(&Color_normal);
7703 gr_get_string_size(&font_width, &font_height, NOX("test"));
7704 y_max = gr_screen.max_h - font_height - 5;
7708 while (k < ED_count) {
7709 if (y_index > y_max)
7712 z = Event_debug_index[k];
7713 if (z & EVENT_DEBUG_EVENT) {
7715 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7716 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7717 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7718 Mission_events[z].repeat_count, Mission_events[z].interval);
7726 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7727 switch (Sexp_nodes[z & 0x7fff].value) {
7729 strcat(buf, NOX(" (True)"));
7733 strcat(buf, NOX(" (False)"));
7736 case SEXP_KNOWN_TRUE:
7737 strcat(buf, NOX(" (Always true)"));
7740 case SEXP_KNOWN_FALSE:
7741 strcat(buf, NOX(" (Always false)"));
7744 case SEXP_CANT_EVAL:
7745 strcat(buf, NOX(" (Can't eval)"));
7749 case SEXP_NAN_FOREVER:
7750 strcat(buf, NOX(" (Not a number)"));
7755 gr_printf(10, y_index, buf);
7756 y_index += font_height;
7770 extern int Tmap_npixels;
7773 int Tmap_num_too_big = 0;
7774 int Num_models_needing_splitting = 0;
7776 void Time_model( int modelnum )
7778 // mprintf(( "Timing ship '%s'\n", si->name ));
7780 vector eye_pos, model_pos;
7781 matrix eye_orient, model_orient;
7783 polymodel *pm = model_get( modelnum );
7785 int l = strlen(pm->filename);
7787 if ( (l == '/') || (l=='\\') || (l==':')) {
7793 char *pof_file = &pm->filename[l];
7795 int model_needs_splitting = 0;
7797 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7799 for (i=0; i<pm->n_textures; i++ ) {
7800 char filename[1024];
7803 int bmp_num = pm->original_textures[i];
7804 if ( bmp_num > -1 ) {
7805 bm_get_palette(pm->original_textures[i], pal, filename );
7807 bm_get_info( pm->original_textures[i],&w, &h );
7810 if ( (w > 512) || (h > 512) ) {
7811 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7813 model_needs_splitting++;
7816 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7820 if ( model_needs_splitting ) {
7821 Num_models_needing_splitting++;
7823 eye_orient = model_orient = vmd_identity_matrix;
7824 eye_pos = model_pos = vmd_zero_vector;
7826 eye_pos.xyz.z = -pm->rad*2.0f;
7828 vector eye_to_model;
7830 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7831 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7833 fix t1 = timer_get_fixed_seconds();
7836 ta.p = ta.b = ta.h = 0.0f;
7843 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7845 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7847 modelstats_num_polys = modelstats_num_verts = 0;
7849 while( ta.h < PI2 ) {
7852 vm_angles_2_matrix(&m1, &ta );
7853 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7860 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7862 model_clear_instance( modelnum );
7863 model_set_detail_level(0); // use highest detail level
7864 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7872 int k = key_inkey();
7873 if ( k == SDLK_ESCAPE ) {
7878 fix t2 = timer_get_fixed_seconds();
7880 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7881 //bitmaps_used_this_frame /= framecount;
7883 modelstats_num_polys /= framecount;
7884 modelstats_num_verts /= framecount;
7887 Tmap_npixels /=framecount;
7890 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7892 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7894 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 );
7896 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7902 int Time_models = 0;
7903 DCF_BOOL( time_models, Time_models );
7905 void Do_model_timings_test()
7909 if ( !Time_models ) return;
7911 mprintf(( "Timing models!\n" ));
7915 ubyte model_used[MAX_POLYGON_MODELS];
7916 int model_id[MAX_POLYGON_MODELS];
7917 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7922 for (i=0; i<Num_ship_types; i++ ) {
7923 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7925 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7926 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7929 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7930 if ( !Texture_fp ) return;
7932 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7933 if ( !Time_fp ) return;
7935 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7936 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7938 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7939 if ( model_used[i] ) {
7940 Time_model( model_id[i] );
7944 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7945 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7954 // Call this function when you want to inform the player that a feature is not
7955 // enabled in the DEMO version of FreSpace
7956 void game_feature_not_in_demo_popup()
7958 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7961 // format the specified time (fixed point) into a nice string
7962 void game_format_time(fix m_time,char *time_str)
7965 int hours,minutes,seconds;
7968 mtime = f2fl(m_time);
7970 // get the hours, minutes and seconds
7971 hours = (int)(mtime / 3600.0f);
7973 mtime -= (3600.0f * (float)hours);
7975 seconds = (int)mtime%60;
7976 minutes = (int)mtime/60;
7978 // print the hour if necessary
7980 sprintf(time_str,XSTR( "%d:", 201),hours);
7981 // if there are less than 10 minutes, print a leading 0
7983 strcpy(tmp,NOX("0"));
7984 strcat(time_str,tmp);
7988 // print the minutes
7990 sprintf(tmp,XSTR( "%d:", 201),minutes);
7991 strcat(time_str,tmp);
7993 sprintf(time_str,XSTR( "%d:", 201),minutes);
7996 // print the seconds
7998 strcpy(tmp,NOX("0"));
7999 strcat(time_str,tmp);
8001 sprintf(tmp,"%d",seconds);
8002 strcat(time_str,tmp);
8005 // Stuff version string in *str.
8006 void get_version_string(char *str)
8009 if ( FS_VERSION_BUILD == 0 ) {
8010 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
8012 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
8015 #if defined (FS2_DEMO) || defined(FS1_DEMO)
8017 #elif defined (OEM_BUILD)
8018 strcat(str, " (OEM)");
8024 char myname[_MAX_PATH];
8025 int namelen, major, minor, build, waste;
8026 unsigned int buf_size;
8032 // Find my EXE file name
8033 hMod = GetModuleHandle(NULL);
8034 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
8036 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
8037 infop = (char *)malloc(version_size);
8038 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
8040 // get the product version
8041 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
8042 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
8044 sprintf(str,"Dv%d.%02d",major, minor);
8046 sprintf(str,"v%d.%02d",major, minor);
8051 void get_version_string_short(char *str)
8053 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
8056 // ----------------------------------------------------------------
8058 // OEM UPSELL SCREENS BEGIN
8060 // ----------------------------------------------------------------
8061 #if defined(OEM_BUILD)
8063 #define NUM_OEM_UPSELL_SCREENS 3
8064 #define OEM_UPSELL_SCREEN_DELAY 10000
8066 static int Oem_upsell_bitmaps_loaded = 0;
8067 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
8068 static int Oem_upsell_screen_number = 0;
8069 static int Oem_upsell_show_next_bitmap_time;
8072 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
8085 static int Oem_normal_cursor = -1;
8086 static int Oem_web_cursor = -1;
8087 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
8088 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
8090 void oem_upsell_next_screen()
8092 Oem_upsell_screen_number++;
8093 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
8094 // extra long delay, mouse shown on last upsell
8095 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
8099 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8103 void oem_upsell_load_bitmaps()
8107 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8108 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
8112 void oem_upsell_unload_bitmaps()
8116 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8117 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
8118 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
8123 Oem_upsell_bitmaps_loaded = 0;
8126 // clickable hotspot on 3rd OEM upsell screen
8127 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
8129 28, 350, 287, 96 // x, y, w, h
8132 45, 561, 460, 152 // x, y, w, h
8136 void oem_upsell_show_screens()
8138 int current_time, k;
8141 if ( !Oem_upsell_bitmaps_loaded ) {
8142 oem_upsell_load_bitmaps();
8143 Oem_upsell_bitmaps_loaded = 1;
8146 // may use upsell screens more than once
8147 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8148 Oem_upsell_screen_number = 0;
8154 int nframes; // used to pass, not really needed (should be 1)
8155 Oem_normal_cursor = gr_get_cursor_bitmap();
8156 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
8157 Assert(Oem_web_cursor >= 0);
8158 if (Oem_web_cursor < 0) {
8159 Oem_web_cursor = Oem_normal_cursor;
8164 //oem_reset_trailer_timer();
8166 current_time = timer_get_milliseconds();
8171 // advance screen on keypress or timeout
8172 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
8173 oem_upsell_next_screen();
8176 // check if we are done
8177 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
8178 Oem_upsell_screen_number--;
8181 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
8186 // show me the upsell
8187 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
8188 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
8192 // if this is the 3rd upsell, make it clickable, d00d
8193 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
8195 int button_state = mouse_get_pos(&mx, &my);
8196 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])
8197 && (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]) )
8200 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
8203 if (button_state & MOUSE_LEFT_BUTTON) {
8205 multi_pxo_url(OEM_UPSELL_URL);
8209 // switch cursor back to normal one
8210 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8215 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8225 oem_upsell_unload_bitmaps();
8227 // switch cursor back to normal one
8228 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8232 #endif // defined(OEM_BUILD)
8233 // ----------------------------------------------------------------
8235 // OEM UPSELL SCREENS END
8237 // ----------------------------------------------------------------
8241 // ----------------------------------------------------------------
8243 // DEMO UPSELL SCREENS BEGIN
8245 // ----------------------------------------------------------------
8247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
8250 #define NUM_DEMO_UPSELL_SCREENS 2
8252 #define NUM_DEMO_UPSELL_SCREENS 4
8254 #define DEMO_UPSELL_SCREEN_DELAY 3000
8256 static int Demo_upsell_bitmaps_loaded = 0;
8257 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
8258 static int Demo_upsell_screen_number = 0;
8259 static int Demo_upsell_show_next_bitmap_time;
8262 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
8288 void demo_upsell_next_screen()
8290 Demo_upsell_screen_number++;
8291 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
8292 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
8294 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8298 if ( Demo_upsell_screen_number < NUM_DEMO_UPSELL_SCREENS ) {
8299 if ( Demo_upsell_bitmap_filenames[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8300 #ifndef HARDWARE_ONLY
8301 palette_use_bm_palette(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8308 void demo_upsell_load_bitmaps()
8312 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8313 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
8317 void demo_upsell_unload_bitmaps()
8321 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8322 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
8323 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
8328 Demo_upsell_bitmaps_loaded = 0;
8331 void demo_upsell_show_screens()
8333 int current_time, k;
8336 if ( !Demo_upsell_bitmaps_loaded ) {
8337 demo_upsell_load_bitmaps();
8338 Demo_upsell_bitmaps_loaded = 1;
8341 // may use upsell screens more than once
8342 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8343 Demo_upsell_screen_number = 0;
8350 demo_reset_trailer_timer();
8352 current_time = timer_get_milliseconds();
8359 // don't time out, wait for keypress
8361 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
8362 demo_upsell_next_screen();
8367 demo_upsell_next_screen();
8370 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
8371 Demo_upsell_screen_number--;
8374 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8379 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8380 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8385 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8395 demo_upsell_unload_bitmaps();
8400 // ----------------------------------------------------------------
8402 // DEMO UPSELL SCREENS END
8404 // ----------------------------------------------------------------
8407 // ----------------------------------------------------------------
8409 // Subspace Ambient Sound START
8411 // ----------------------------------------------------------------
8413 static int Subspace_ambient_left_channel = -1;
8414 static int Subspace_ambient_right_channel = -1;
8417 void game_start_subspace_ambient_sound()
8419 if ( Subspace_ambient_left_channel < 0 ) {
8420 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8423 if ( Subspace_ambient_right_channel < 0 ) {
8424 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8428 void game_stop_subspace_ambient_sound()
8430 if ( Subspace_ambient_left_channel >= 0 ) {
8431 snd_stop(Subspace_ambient_left_channel);
8432 Subspace_ambient_left_channel = -1;
8435 if ( Subspace_ambient_right_channel >= 0 ) {
8436 snd_stop(Subspace_ambient_right_channel);
8437 Subspace_ambient_right_channel = -1;
8441 // ----------------------------------------------------------------
8443 // Subspace Ambient Sound END
8445 // ----------------------------------------------------------------
8447 // ----------------------------------------------------------------
8449 // CDROM detection code START
8451 // ----------------------------------------------------------------
8453 #define CD_SIZE_72_MINUTE_MAX (697000000)
8455 uint game_get_cd_used_space(char *path)
8459 char use_path[512] = "";
8460 char sub_path[512] = "";
8461 WIN32_FIND_DATA find;
8464 // recurse through all files and directories
8465 strcpy(use_path, path);
8466 strcat(use_path, "*.*");
8467 find_handle = FindFirstFile(use_path, &find);
8470 if(find_handle == INVALID_HANDLE_VALUE){
8476 // subdirectory. make sure to ignore . and ..
8477 if((find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) && stricmp(find.cFileName, ".") && stricmp(find.cFileName, "..")){
8479 strcpy(sub_path, path);
8480 strcat(sub_path, find.cFileName);
8481 strcat(sub_path, "\\");
8482 total += game_get_cd_used_space(sub_path);
8484 total += (uint)find.nFileSizeLow;
8486 } while(FindNextFile(find_handle, &find));
8489 FindClose(find_handle);
8501 // if volume_name is non-null, the CD name must match that
8502 int find_freespace_cd(const char *volume_name)
8505 char oldpath[MAX_PATH];
8509 int volume_match = 0;
8513 GetCurrentDirectory(MAX_PATH, oldpath);
8515 for (i = 0; i < 26; i++)
8521 path[0] = (char)('A'+i);
8522 if (GetDriveType(path) == DRIVE_CDROM) {
8524 if ( GetVolumeInformation(path, volume, 256, NULL, NULL, NULL, NULL, 0) == TRUE ) {
8525 nprintf(("CD", "CD volume: %s\n", volume));
8527 // check for any CD volume
8528 int volume1_present = 0;
8529 int volume2_present = 0;
8530 int volume3_present = 0;
8532 char full_check[512] = "";
8534 // look for setup.exe
8535 strcpy(full_check, path);
8536 strcat(full_check, "setup.exe");
8537 find_handle = _findfirst(full_check, &find);
8538 if(find_handle != -1){
8539 volume1_present = 1;
8540 _findclose(find_handle);
8543 // look for intro.mve
8544 strcpy(full_check, path);
8545 strcat(full_check, "intro.mve");
8546 find_handle = _findfirst(full_check, &find);
8547 if(find_handle != -1){
8548 volume2_present = 1;
8549 _findclose(find_handle);
8552 // look for endpart1.mve
8553 strcpy(full_check, path);
8554 strcat(full_check, "endpart1.mve");
8555 find_handle = _findfirst(full_check, &find);
8556 if(find_handle != -1){
8557 volume3_present = 1;
8558 _findclose(find_handle);
8561 // see if we have the specific CD we're looking for
8562 if ( volume_name ) {
8564 if ( !stricmp(volume_name, FS_CDROM_VOLUME_1) && volume1_present) {
8568 if ( !stricmp(volume_name, FS_CDROM_VOLUME_2) && volume2_present) {
8572 if ( !stricmp(volume_name, FS_CDROM_VOLUME_3) && volume3_present) {
8576 if ( volume1_present || volume2_present || volume3_present ) {
8581 // here's where we make sure that CD's 2 and 3 are not just ripped - check to make sure its capacity is > 697,000,000 bytes
8582 if ( volume_match ){
8584 // we don't care about CD1 though. let it be whatever size it wants, since the game will demand CD's 2 and 3 at the proper time
8585 if(volume2_present || volume3_present) {
8586 // first step - check to make sure its a cdrom
8587 if(GetDriveType(path) != DRIVE_CDROM){
8591 #if !defined(OEM_BUILD)
8592 // oem not on 80 min cds, so dont check tha size
8594 uint used_space = game_get_cd_used_space(path);
8595 if(used_space < CD_SIZE_72_MINUTE_MAX){
8598 #endif // !defined(OEM_BUILD)
8606 #endif // RELEASE_REAL
8612 SetCurrentDirectory(oldpath);
8621 int set_cdrom_path(int drive_num)
8625 if (drive_num < 0) { //no CD
8627 // strcpy(CDROM_dir,"j:\\FreeSpaceCD\\"); //set directory
8630 strcpy(Game_CDROM_dir,""); //set directory
8634 sprintf(Game_CDROM_dir,NOX("%c:\\"), 'a' + drive_num ); //set directory
8650 i = find_freespace_cd();
8652 rval = set_cdrom_path(i);
8656 nprintf(("CD", "Using %s for FreeSpace CD\n", CDROM_dir));
8658 nprintf(("CD", "FreeSpace CD not found\n"));
8666 int Last_cd_label_found = 0;
8667 char Last_cd_label[256];
8669 int game_cd_changed()
8676 if ( strlen(Game_CDROM_dir) == 0 ) {
8680 found = GetVolumeInformation(Game_CDROM_dir, label, 256, NULL, NULL, NULL, NULL, 0);
8682 if ( found != Last_cd_label_found ) {
8683 Last_cd_label_found = found;
8685 mprintf(( "CD '%s' was inserted\n", label ));
8688 mprintf(( "CD '%s' was removed\n", Last_cd_label ));
8692 if ( Last_cd_label_found ) {
8693 if ( !stricmp( Last_cd_label, label )) {
8694 //mprintf(( "CD didn't change\n" ));
8696 mprintf(( "CD was changed from '%s' to '%s'\n", Last_cd_label, label ));
8700 // none found before, none found now.
8701 //mprintf(( "still no CD...\n" ));
8705 Last_cd_label_found = found;
8707 strcpy( Last_cd_label, label );
8709 strcpy( Last_cd_label, "" );
8720 // check if _any_ FreeSpace2 CDs are in the drive
8721 // return: 1 => CD now in drive
8722 // 0 => Could not find CD, they refuse to put it in the drive
8723 int game_do_cd_check(const char *volume_name)
8725 #if !defined(GAME_CD_CHECK)
8731 int num_attempts = 0;
8732 int refresh_files = 0;
8734 int path_set_ok, popup_rval;
8736 cd_drive_num = find_freespace_cd(volume_name);
8737 path_set_ok = set_cdrom_path(cd_drive_num);
8738 if ( path_set_ok ) {
8740 if ( refresh_files ) {
8752 // no CD found, so prompt user
8753 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue", 202));
8755 if ( popup_rval != 1 ) {
8760 if ( num_attempts++ > 5 ) {
8771 // check if _any_ FreeSpace2 CDs are in the drive
8772 // return: 1 => CD now in drive
8773 // 0 => Could not find CD, they refuse to put it in the drive
8774 int game_do_cd_check_specific(const char *volume_name, int cdnum)
8779 int num_attempts = 0;
8780 int refresh_files = 0;
8782 int path_set_ok, popup_rval;
8784 cd_drive_num = find_freespace_cd(volume_name);
8785 path_set_ok = set_cdrom_path(cd_drive_num);
8786 if ( path_set_ok ) {
8788 if ( refresh_files ) {
8799 // no CD found, so prompt user
8800 #if defined(DVD_MESSAGE_HACK)
8801 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8803 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cdnum);
8806 if ( popup_rval != 1 ) {
8811 if ( num_attempts++ > 5 ) {
8821 // only need to do this in RELEASE_REAL
8822 int game_do_cd_mission_check(const char *filename)
8828 fs_builtin_mission *m = game_find_builtin_mission(filename);
8830 // check for changed CD
8831 if(game_cd_changed()){
8836 if((Game_mode & GM_MULTIPLAYER) || Is_standalone){
8840 // not builtin, so do a general check (any FS2 CD will do)
8842 return game_do_cd_check();
8845 // does not have any CD requirement, do a general check
8846 if(strlen(m->cd_volume) <= 0){
8847 return game_do_cd_check();
8851 if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_1)){
8853 } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_2)){
8856 } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_3)){
8860 return game_do_cd_check();
8863 // did we find the cd?
8864 if(find_freespace_cd(m->cd_volume) >= 0){
8868 // make sure the volume exists
8869 int num_attempts = 0;
8870 int refresh_files = 0;
8872 int path_set_ok, popup_rval;
8874 cd_drive_num = find_freespace_cd(m->cd_volume);
8875 path_set_ok = set_cdrom_path(cd_drive_num);
8876 if ( path_set_ok ) {
8878 if ( refresh_files ) {
8885 // no CD found, so prompt user
8886 #if defined(DVD_MESSAGE_HACK)
8887 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8889 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cd_num);
8893 if ( popup_rval != 1 ) {
8898 if ( num_attempts++ > 5 ) {
8910 // ----------------------------------------------------------------
8912 // CDROM detection code END
8914 // ----------------------------------------------------------------
8916 // ----------------------------------------------------------------
8918 // Language Autodetection stuff
8921 // this layout order must match Lcl_languages in localize.cpp in order for the
8922 // correct language to be detected
8923 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8925 1366105450, // English
8927 589986744, // English
8929 -1132430286, // German
8931 -1131728960, // Polish
8934 // default setting is "-1" to use config file with English as fall back
8935 // DO NOT change the default setting here or something uncouth might happen
8936 // in the localization code
8942 // try and open the file to verify
8943 CFILE *detect = cfopen("font01.vf", "rb");
8945 // will use default setting if something went wrong
8950 // get the long checksum of the file
8952 cfseek(detect, 0, SEEK_SET);
8953 cf_chksum_long(detect, &file_checksum);
8957 // now compare the checksum/filesize against known #'s
8958 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8959 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8964 // notify if a match was not found, include detected checksum
8965 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8966 printf("Using default language...\n\n");
8972 // End Auto Lang stuff
8974 // ----------------------------------------------------------------
8976 // ----------------------------------------------------------------
8977 // SHIPS TBL VERIFICATION STUFF
8980 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8981 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8982 #define NUM_SHIPS_TBL_CHECKSUMS 3
8984 #define NUM_SHIPS_TBL_CHECKSUMS 1
8988 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8989 1696074201, // FS2 demo
8992 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8993 1603375034, // FS1 DEMO
8996 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8997 -129679197, // FS1 Full 1.06 (US)
8998 7762567, // FS1 SilentThreat
8999 1555372475 // FS1 Full 1.06 (German)
9003 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
9004 -463907578, // US - beta 1
9005 1696074201, // FS2 demo
9008 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
9009 // -1022810006, // 1.0 FULL
9010 -1254285366 // 1.2 FULL (German)
9014 void verify_ships_tbl()
9018 Game_ships_tbl_valid = 1;
9024 // detect if the packfile exists
9025 CFILE *detect = cfopen("ships.tbl", "rb");
9026 Game_ships_tbl_valid = 0;
9030 Game_ships_tbl_valid = 0;
9034 // get the long checksum of the file
9036 cfseek(detect, 0, SEEK_SET);
9037 cf_chksum_long(detect, &file_checksum);
9041 // now compare the checksum/filesize against known #'s
9042 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
9043 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
9044 Game_ships_tbl_valid = 1;
9051 DCF(shipspew, "display the checksum for the current ships.tbl")
9054 CFILE *detect = cfopen("ships.tbl", "rb");
9055 // get the long checksum of the file
9057 cfseek(detect, 0, SEEK_SET);
9058 cf_chksum_long(detect, &file_checksum);
9061 dc_printf("%d", file_checksum);
9064 // ----------------------------------------------------------------
9065 // WEAPONS TBL VERIFICATION STUFF
9068 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
9069 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
9070 #define NUM_WEAPONS_TBL_CHECKSUMS 3
9072 #define NUM_WEAPONS_TBL_CHECKSUMS 1
9076 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9077 -266420030, // demo 1
9080 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9081 -1246928725, // FS1 DEMO
9084 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9085 -834598107, // FS1 1.06 Full (US)
9086 -1652231417, // FS1 SilentThreat
9087 720209793 // FS1 1.06 Full (German)
9091 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9092 141718090, // US - beta 1
9093 -266420030, // demo 1
9096 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9097 // 399297860, // 1.0 FULL
9098 -553984927 // 1.2 FULL (german)
9102 void verify_weapons_tbl()
9106 Game_weapons_tbl_valid = 1;
9112 // detect if the packfile exists
9113 CFILE *detect = cfopen("weapons.tbl", "rb");
9114 Game_weapons_tbl_valid = 0;
9118 Game_weapons_tbl_valid = 0;
9122 // get the long checksum of the file
9124 cfseek(detect, 0, SEEK_SET);
9125 cf_chksum_long(detect, &file_checksum);
9129 // now compare the checksum/filesize against known #'s
9130 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
9131 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
9132 Game_weapons_tbl_valid = 1;
9139 DCF(wepspew, "display the checksum for the current weapons.tbl")
9142 CFILE *detect = cfopen("weapons.tbl", "rb");
9143 // get the long checksum of the file
9145 cfseek(detect, 0, SEEK_SET);
9146 cf_chksum_long(detect, &file_checksum);
9149 dc_printf("%d", file_checksum);
9152 // if the game is running using hacked data
9153 int game_hacked_data()
9156 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
9164 void display_title_screen()
9166 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
9167 ///int title_bitmap;
9170 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
9171 if (title_bitmap == -1) {
9177 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9178 extern void d3d_start_frame();
9184 gr_set_bitmap(title_bitmap);
9191 if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9192 extern void d3d_stop_frame();
9200 bm_unload(title_bitmap);
9201 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
9204 // return true if the game is running with "low memory", which is less than 48MB
9205 bool game_using_low_mem()
9207 if (Use_low_mem == 0) {