2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
607 #include "multi_pxo.h"
610 #include "freespace.h"
611 #include "managepilot.h"
613 #include "contexthelp.h"
616 #include "missionbrief.h"
617 #include "missiondebrief.h"
619 #include "missionshipchoice.h"
621 #include "hudconfig.h"
622 #include "controlsconfig.h"
623 #include "missionmessage.h"
624 #include "missiontraining.h"
626 #include "hudtarget.h"
628 #include "eventmusic.h"
629 #include "animplay.h"
630 #include "missionweaponchoice.h"
631 #include "missionlog.h"
632 #include "audiostr.h"
634 #include "missioncampaign.h"
636 #include "missionhotkey.h"
637 #include "objectsnd.h"
638 #include "cmeasure.h"
640 #include "linklist.h"
641 #include "shockwave.h"
642 #include "afterburner.h"
647 #include "stand_gui.h"
648 #include "pcxutils.h"
649 #include "hudtargetbox.h"
650 #include "multi_xfer.h"
651 #include "hudescort.h"
652 #include "multiutil.h"
655 #include "multiteamselect.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
705 #include "supernova.h"
706 #include "hudshield.h"
707 // #include "names.h"
709 #include "missionloopbrief.h"
713 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
719 // 1.00.04 5/26/98 MWA -- going final (12 pm)
720 // 1.00.03 5/26/98 MWA -- going final (3 am)
721 // 1.00.02 5/25/98 MWA -- going final
722 // 1.00.01 5/25/98 MWA -- going final
723 // 0.90 5/21/98 MWA -- getting ready for final.
724 // 0.10 4/9/98. Set by MK.
726 // Demo version: (obsolete since DEMO codebase split from tree)
727 // 0.03 4/10/98 AL. Interplay rev
728 // 0.02 4/8/98 MK. Increased when this system was modified.
729 // 0.01 4/7/98? AL. First release to Interplay QA.
732 // 1.00 5/28/98 AL. First release to Interplay QA.
734 void game_level_init(int seed = -1);
735 void game_post_level_init();
736 void game_do_frame();
737 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
738 void game_reset_time();
739 void game_show_framerate(); // draws framerate in lower right corner
741 int Game_no_clear = 0;
743 int Pofview_running = 0;
744 int Nebedit_running = 0;
745 int Fonttool_running = 0;
747 typedef struct big_expl_flash {
748 float max_flash_intensity; // max intensity
749 float cur_flash_intensity; // cur intensity
750 int flash_start; // start time
753 #define FRAME_FILTER 16
755 #define DEFAULT_SKILL_LEVEL 1
756 int Game_skill_level = DEFAULT_SKILL_LEVEL;
758 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
759 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
761 #define EXE_FNAME ("fs2.exe")
762 #define LAUNCHER_FNAME ("freespace2.exe")
765 // JAS: Code for warphole camera.
766 // Needs to be cleaned up.
767 vector Camera_pos = ZERO_VECTOR;
768 vector Camera_velocity = ZERO_VECTOR;
769 vector Camera_desired_velocity = ZERO_VECTOR;
770 matrix Camera_orient = IDENTITY_MATRIX;
771 float Camera_damping = 1.0f;
772 float Camera_time = 0.0f;
773 float Warpout_time = 0.0f;
774 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
775 int Warpout_sound = -1;
777 int Use_joy_mouse = 0;
778 int Use_palette_flash = 1;
779 int Show_area_effect = 0;
780 object *Last_view_target = NULL;
782 int dogfight_blown = 0;
785 float frametimes[FRAME_FILTER];
786 float frametotal = 0.0f;
790 int Show_framerate = 0;
792 int Show_framerate = 1;
795 int Framerate_cap = 120;
798 int Show_target_debug_info = 0;
799 int Show_target_weapons = 0;
803 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
806 int Debug_octant = -1;
808 fix Game_time_compression = F1_0;
810 // if the ships.tbl the player has is valid
811 int Game_ships_tbl_valid = 0;
813 // if the weapons.tbl the player has is valid
814 int Game_weapons_tbl_valid = 0;
818 extern int Player_attacking_enabled;
822 int Pre_player_entry;
824 int Fred_running = 0;
825 char Game_current_mission_filename[MAX_FILENAME_LEN];
826 int game_single_step = 0;
827 int last_single_step=0;
829 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
830 extern int MSG_WINDOW_Y_START;
831 extern int MSG_WINDOW_HEIGHT;
833 int game_zbuffer = 1;
834 //static int Game_music_paused;
835 static int Game_paused;
839 #define EXPIRE_BAD_CHECKSUM 1
840 #define EXPIRE_BAD_TIME 2
842 extern void ssm_init();
843 extern void ssm_level_init();
844 extern void ssm_process();
846 // static variable to contain the time this version was built
847 // commented out for now until
848 // I figure out how to get the username into the file
849 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851 // defines and variables used for dumping frame for making trailers.
853 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
854 int Debug_dump_trigger = 0;
855 int Debug_dump_frame_count;
856 int Debug_dump_frame_num = 0;
857 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
860 // amount of time to wait after the player has died before we display the death died popup
861 #define PLAYER_DIED_POPUP_WAIT 2500
862 int Player_died_popup_wait = -1;
863 time_t Player_multi_died_check = -1;
865 // builtin mission list stuff
867 int Game_builtin_mission_count = 6;
868 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
869 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
870 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
874 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 #elif defined(FS1_DEMO)
877 int Game_builtin_mission_count = 5;
878 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
879 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
880 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
881 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 #elif defined(PD_BUILD)
886 int Game_builtin_mission_count = 4;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
889 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-01", (FSB_FROM_VOLITION) },
891 { "sm1-05", (FSB_FROM_VOLITION) },
893 #elif defined(MULTIPLAYER_BETA)
894 int Game_builtin_mission_count = 17;
895 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
910 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915 #elif defined(OEM_BUILD)
916 int Game_builtin_mission_count = 17;
917 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
918 // oem version - act 1 only
919 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939 #elif defined(MAKE_FS1)
940 int Game_builtin_mission_count = 125;
941 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
942 // single player campaign
943 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
987 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
994 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 // SilentThreat missions
1017 // Main SilentThreat campaign
1018 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 // SilentThreat Part 1 - multi-coop
1034 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 // SilentThreat Part 2 - multi-coop
1041 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 // SilentThreat Part 3 - multi-coop
1048 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 // SilentThreat Part 4 - multi-coop
1055 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 // multiplayer missions
1062 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 // user supplied missions
1067 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 int Game_builtin_mission_count = 92;
1102 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1103 // single player campaign
1104 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 // multiplayer missions
1156 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1210 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1211 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1218 // Internal function prototypes
1219 void game_maybe_draw_mouse(float frametime);
1220 void init_animating_pointer();
1221 void load_animating_pointer(const char *filename, int dx, int dy);
1222 void unload_animating_pointer();
1223 void game_do_training_checks();
1224 void game_shutdown(void);
1225 void game_show_event_debug(float frametime);
1226 void game_event_debug_init();
1228 void demo_upsell_show_screens();
1229 void game_start_subspace_ambient_sound();
1230 void game_stop_subspace_ambient_sound();
1231 void verify_ships_tbl();
1232 void verify_weapons_tbl();
1233 void display_title_screen();
1235 // loading background filenames
1236 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1237 "LoadingBG", // GR_640
1238 "2_LoadingBG" // GR_1024
1242 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1243 "Loading.ani", // GR_640
1244 "2_Loading.ani" // GR_1024
1247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1248 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 #elif defined(OEM_BUILD)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1266 // How much RAM is on this machine. Set in WinMain
1267 static int Freespace_total_ram = 0;
1270 float Game_flash_red = 0.0f;
1271 float Game_flash_green = 0.0f;
1272 float Game_flash_blue = 0.0f;
1273 float Sun_spot = 0.0f;
1274 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276 // game shudder stuff (in ms)
1277 int Game_shudder_time = -1;
1278 int Game_shudder_total = 0;
1279 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1282 sound_env Game_sound_env;
1283 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1284 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286 int Game_sound_env_update_timestamp;
1288 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1297 // look through all existing builtin missions
1298 for(idx=0; idx<Game_builtin_mission_count; idx++){
1299 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1300 return &Game_builtin_mission_list[idx];
1308 int game_get_default_skill_level()
1310 return DEFAULT_SKILL_LEVEL;
1314 void game_flash_reset()
1316 Game_flash_red = 0.0f;
1317 Game_flash_green = 0.0f;
1318 Game_flash_blue = 0.0f;
1320 Big_expl_flash.max_flash_intensity = 0.0f;
1321 Big_expl_flash.cur_flash_intensity = 0.0f;
1322 Big_expl_flash.flash_start = 0;
1325 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1326 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1328 void game_framerate_check_init()
1330 // zero critical time
1331 Gf_critical_time = 0.0f;
1334 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1335 Gf_critical = 15.0f;
1337 Gf_critical = 25.0f;
1341 extern float Framerate;
1342 void game_framerate_check()
1346 // if the current framerate is above the critical level, add frametime
1347 if(Framerate >= Gf_critical){
1348 Gf_critical_time += flFrametime;
1351 if(!Show_framerate){
1355 // display if we're above the critical framerate
1356 if(Framerate < Gf_critical){
1357 gr_set_color_fast(&Color_bright_red);
1358 gr_string(200, y_start, "Framerate warning");
1363 // display our current pct of good frametime
1364 if(f2fl(Missiontime) >= 0.0f){
1365 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368 gr_set_color_fast(&Color_bright_green);
1370 gr_set_color_fast(&Color_bright_red);
1373 gr_printf(200, y_start, "%d%%", (int)pct);
1378 // Adds a flash effect. These can be positive or negative.
1379 // The range will get capped at around -1 to 1, so stick
1380 // with a range like that.
1381 void game_flash( float r, float g, float b )
1383 Game_flash_red += r;
1384 Game_flash_green += g;
1385 Game_flash_blue += b;
1387 if ( Game_flash_red < -1.0f ) {
1388 Game_flash_red = -1.0f;
1389 } else if ( Game_flash_red > 1.0f ) {
1390 Game_flash_red = 1.0f;
1393 if ( Game_flash_green < -1.0f ) {
1394 Game_flash_green = -1.0f;
1395 } else if ( Game_flash_green > 1.0f ) {
1396 Game_flash_green = 1.0f;
1399 if ( Game_flash_blue < -1.0f ) {
1400 Game_flash_blue = -1.0f;
1401 } else if ( Game_flash_blue > 1.0f ) {
1402 Game_flash_blue = 1.0f;
1407 // Adds a flash for Big Ship explosions
1408 // cap range from 0 to 1
1409 void big_explosion_flash(float flash)
1411 Big_expl_flash.flash_start = timestamp(1);
1415 } else if (flash < 0.0f) {
1419 Big_expl_flash.max_flash_intensity = flash;
1420 Big_expl_flash.cur_flash_intensity = 0.0f;
1423 // Amount to diminish palette towards normal, per second.
1424 #define DIMINISH_RATE 0.75f
1425 #define SUN_DIMINISH_RATE 6.00f
1429 float sn_glare_scale = 1.7f;
1432 dc_get_arg(ARG_FLOAT);
1433 sn_glare_scale = Dc_arg_float;
1436 float Supernova_last_glare = 0.0f;
1437 void game_sunspot_process(float frametime)
1441 float Sun_spot_goal = 0.0f;
1444 sn_stage = supernova_active();
1446 // sunspot differently based on supernova stage
1448 // approaching. player still in control
1451 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454 light_get_global_dir(&light_dir, 0);
1456 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459 // scale it some more
1460 dot = dot * (0.5f + (pct * 0.5f));
1463 Sun_spot_goal += (dot * sn_glare_scale);
1466 // draw the sun glow
1467 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1468 // draw the glow for this sun
1469 stars_draw_sun_glow(0);
1472 Supernova_last_glare = Sun_spot_goal;
1475 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478 Sun_spot_goal = 0.9f;
1479 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481 if(Sun_spot_goal > 1.0f){
1482 Sun_spot_goal = 1.0f;
1485 Sun_spot_goal *= sn_glare_scale;
1486 Supernova_last_glare = Sun_spot_goal;
1489 // fade to white. display dead popup
1492 Supernova_last_glare += (2.0f * flFrametime);
1493 if(Supernova_last_glare > 2.0f){
1494 Supernova_last_glare = 2.0f;
1497 Sun_spot_goal = Supernova_last_glare;
1504 // check sunspots for all suns
1505 n_lights = light_get_global_count();
1508 for(idx=0; idx<n_lights; idx++){
1509 //(vector *eye_pos, matrix *eye_orient)
1510 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1513 light_get_global_dir(&light_dir, idx);
1515 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517 Sun_spot_goal += (float)pow(dot,85.0f);
1519 // draw the glow for this sun
1520 stars_draw_sun_glow(idx);
1522 Sun_spot_goal = 0.0f;
1528 Sun_spot_goal = 0.0f;
1532 float dec_amount = frametime*SUN_DIMINISH_RATE;
1534 if ( Sun_spot < Sun_spot_goal ) {
1535 Sun_spot += dec_amount;
1536 if ( Sun_spot > Sun_spot_goal ) {
1537 Sun_spot = Sun_spot_goal;
1539 } else if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot -= dec_amount;
1541 if ( Sun_spot < Sun_spot_goal ) {
1542 Sun_spot = Sun_spot_goal;
1548 // Call once a frame to diminish the
1549 // flash effect to 0.
1550 void game_flash_diminish(float frametime)
1552 float dec_amount = frametime*DIMINISH_RATE;
1554 if ( Game_flash_red > 0.0f ) {
1555 Game_flash_red -= dec_amount;
1556 if ( Game_flash_red < 0.0f )
1557 Game_flash_red = 0.0f;
1559 Game_flash_red += dec_amount;
1560 if ( Game_flash_red > 0.0f )
1561 Game_flash_red = 0.0f;
1564 if ( Game_flash_green > 0.0f ) {
1565 Game_flash_green -= dec_amount;
1566 if ( Game_flash_green < 0.0f )
1567 Game_flash_green = 0.0f;
1569 Game_flash_green += dec_amount;
1570 if ( Game_flash_green > 0.0f )
1571 Game_flash_green = 0.0f;
1574 if ( Game_flash_blue > 0.0f ) {
1575 Game_flash_blue -= dec_amount;
1576 if ( Game_flash_blue < 0.0f )
1577 Game_flash_blue = 0.0f;
1579 Game_flash_blue += dec_amount;
1580 if ( Game_flash_blue > 0.0f )
1581 Game_flash_blue = 0.0f;
1584 // update big_explosion_cur_flash
1585 #define TIME_UP 1500
1586 #define TIME_DOWN 2500
1587 int duration = TIME_UP + TIME_DOWN;
1588 int time = timestamp_until(Big_expl_flash.flash_start);
1589 if (time > -duration) {
1591 if (time < TIME_UP) {
1592 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1599 if ( Use_palette_flash ) {
1601 // static int or=0, og=0, ob=0;
1603 // Change the 200 to change the color range of colors.
1604 r = fl2i( Game_flash_red*128.0f );
1605 g = fl2i( Game_flash_green*128.0f );
1606 b = fl2i( Game_flash_blue*128.0f );
1608 if ( Sun_spot > 0.0f ) {
1609 r += fl2i(Sun_spot*128.0f);
1610 g += fl2i(Sun_spot*128.0f);
1611 b += fl2i(Sun_spot*128.0f);
1614 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1615 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1616 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1621 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1622 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624 if ( (r!=0) || (g!=0) || (b!=0) ) {
1625 gr_flash( r, g, b );
1627 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1638 void game_level_close()
1640 // De-Initialize the game subsystems
1641 event_music_level_close();
1642 game_stop_looped_sounds();
1644 obj_snd_level_close(); // uninit object-linked persistant sounds
1645 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1646 anim_level_close(); // stop and clean up any anim instances
1647 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1648 shockwave_level_close();
1649 fireball_level_close();
1651 mission_event_shutdown();
1652 asteroid_level_close();
1653 flak_level_close(); // unload flak stuff
1654 neb2_level_close(); // shutdown gaseous nebula stuff
1657 mflash_level_close();
1658 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1660 audiostream_unpause_all();
1665 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1666 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1667 void game_level_init(int seed)
1669 // seed the random number generator
1671 // if no seed was passed, seed the generator either from the time value, or from the
1672 // netgame security flags -- ensures that all players in multiplayer game will have the
1673 // same randon number sequence (with static rand functions)
1674 if ( Game_mode & GM_NORMAL ) {
1675 Game_level_seed = (int)time(NULL);
1677 Game_level_seed = Netgame.security;
1680 // mwa 9/17/98 -- maybe this assert isn't needed????
1681 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1682 Game_level_seed = seed;
1684 srand( Game_level_seed );
1686 // semirand function needs to get re-initted every time in multiplayer
1687 if ( Game_mode & GM_MULTIPLAYER ){
1693 Key_normal_game = (Game_mode & GM_NORMAL);
1696 Game_shudder_time = -1;
1698 // Initialize the game subsystems
1699 // timestamp_reset(); // Must be inited before everything else
1701 game_reset_time(); // resets time, and resets saved time too
1703 obj_init(); // Must be inited before the other systems
1704 model_free_all(); // Free all existing models
1705 mission_brief_common_init(); // Free all existing briefing/debriefing text
1706 weapon_level_init();
1707 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1709 player_level_init();
1710 shipfx_flash_init(); // Init the ship gun flash system.
1711 game_flash_reset(); // Reset the flash effect
1712 particle_init(); // Reset the particle system
1716 shield_hit_init(); // Initialize system for showing shield hits
1717 radar_mission_init();
1718 mission_init_goals();
1721 obj_snd_level_init(); // init object-linked persistant sounds
1723 shockwave_level_init();
1724 afterburner_level_init();
1725 scoring_level_init( &Player->stats );
1727 asteroid_level_init();
1728 control_config_clear_used_status();
1729 collide_ship_ship_sounds_init();
1731 Pre_player_entry = 1; // Means the player has not yet entered.
1732 Entry_delay_time = 0; // Could get overwritten in mission read.
1733 fireball_preload(); // page in warphole bitmaps
1735 flak_level_init(); // initialize flak - bitmaps, etc
1736 ct_level_init(); // initialize ships contrails, etc
1737 awacs_level_init(); // initialize AWACS
1738 beam_level_init(); // initialize beam weapons
1739 mflash_level_init();
1741 supernova_level_init();
1743 // multiplayer dogfight hack
1746 shipfx_engine_wash_level_init();
1750 Last_view_target = NULL;
1755 // campaign wasn't ended
1756 Campaign_ended_in_mission = 0;
1759 // called when a mission is over -- does server specific stuff.
1760 void freespace_stop_mission()
1763 Game_mode &= ~GM_IN_MISSION;
1766 // called at frame interval to process networking stuff
1767 void game_do_networking()
1769 SDL_assert( Net_player != NULL );
1770 if (!(Game_mode & GM_MULTIPLAYER)){
1774 // see if this player should be reading/writing data. Bit is set when at join
1775 // screen onward until quits back to main menu.
1776 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1780 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783 multi_pause_do_frame();
1788 // Loads the best palette for this level, based
1789 // on nebula color and hud color. You could just call palette_load_table with
1790 // the appropriate filename, but who wants to do that.
1791 void game_load_palette()
1793 char palette_filename[1024];
1795 // We only use 3 hud colors right now
1797 SDL_assert( HUD_config.main_color >= 0 );
1798 SDL_assert( HUD_config.main_color <= 2 );
1801 SDL_assert( Mission_palette >= 0 );
1802 SDL_assert( Mission_palette <= 98 );
1805 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1806 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1813 palette_load_table(palette_filename);
1815 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1817 mprintf(( "Loading palette %s\n", palette_filename ));
1821 void game_post_level_init()
1823 // Stuff which gets called after mission is loaded. Because player isn't created until
1824 // after mission loads, some things must get initted after the level loads
1826 model_level_post_init();
1829 hud_setup_escort_list();
1830 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1836 game_event_debug_init();
1839 training_mission_init();
1840 asteroid_create_all();
1842 game_framerate_check_init();
1846 // An estimate as to how high the count passed to game_loading_callback will go.
1847 // This is just a guess, it seems to always be about the same. The count is
1848 // proportional to the code being executed, not the time, so this works good
1849 // for a bar, assuming the code does about the same thing each time you
1850 // load a level. You can find this value by looking at the return value
1851 // of game_busy_callback(NULL), which I conveniently print out to the
1852 // debug output window with the '=== ENDING LOAD ==' stuff.
1853 //#define COUNT_ESTIMATE 3706
1854 #define COUNT_ESTIMATE 1111
1856 int Game_loading_callback_inited = 0;
1858 int Game_loading_background = -1;
1859 anim * Game_loading_ani = NULL;
1860 anim_instance *Game_loading_ani_instance;
1861 int Game_loading_frame=-1;
1863 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865 #if defined(FS1_DEMO)
1867 #elif defined(MAKE_FS1)
1878 // This gets called 10x per second and count is the number of times
1879 // game_busy() has been called since the current callback function
1881 void game_loading_callback(int count)
1883 game_do_networking();
1885 SDL_assert( Game_loading_callback_inited==1 );
1886 SDL_assert( Game_loading_ani != NULL );
1888 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1889 if ( framenum > Game_loading_ani->total_frames-1 ) {
1890 framenum = Game_loading_ani->total_frames-1;
1891 } else if ( framenum < 0 ) {
1896 while ( Game_loading_frame < framenum ) {
1897 Game_loading_frame++;
1898 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1902 if ( cbitmap > -1 ) {
1903 if ( Game_loading_background > -1 ) {
1904 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1908 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1909 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912 bm_release(cbitmap);
1918 void game_loading_callback_init()
1920 SDL_assert( Game_loading_callback_inited==0 );
1922 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 common_set_interface_palette("InterfacePalette"); // set the interface palette
1928 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1929 SDL_assert( Game_loading_ani != NULL );
1930 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1931 SDL_assert( Game_loading_ani_instance != NULL );
1932 Game_loading_frame = -1;
1934 Game_loading_callback_inited = 1;
1936 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1941 void game_loading_callback_close()
1943 SDL_assert( Game_loading_callback_inited==1 );
1945 // Make sure bar shows all the way over.
1946 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1951 mprintf(( "=================== ENDING LOAD ================\n" ));
1952 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1953 mprintf(( "================================================\n" ));
1955 game_busy_callback( NULL );
1960 Game_loading_callback_inited = 0;
1962 free_anim_instance(Game_loading_ani_instance);
1963 Game_loading_ani_instance = NULL;
1964 anim_free(Game_loading_ani);
1965 Game_loading_ani = NULL;
1967 bm_release( Game_loading_background );
1968 common_free_interface_palette(); // restore game palette
1969 Game_loading_background = -1;
1971 gr_set_font( FONT1 );
1974 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 void game_maybe_update_sound_environment()
1978 // do nothing for now
1981 // Assign the sound environment for the game, based on the current mission
1983 void game_assign_sound_environment()
1986 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1987 Game_sound_env.id = SND_ENV_DRUGGED;
1988 Game_sound_env.volume = 0.800f;
1989 Game_sound_env.damping = 1.188f;
1990 Game_sound_env.decay = 6.392f;
1992 } else if (Num_asteroids > 30) {
1993 Game_sound_env.id = SND_ENV_AUDITORIUM;
1994 Game_sound_env.volume = 0.603f;
1995 Game_sound_env.damping = 0.5f;
1996 Game_sound_env.decay = 4.279f;
1999 Game_sound_env = Game_default_sound_env;
2002 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env_update_timestamp = timestamp(1);
2008 // function which gets called before actually entering the mission. It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2013 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015 if(!(Game_mode & GM_STANDALONE_SERVER)){
2017 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019 game_loading_callback_init();
2021 event_music_level_init(); // preloads the first 2 seconds for each event music track
2024 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2027 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2030 ship_assign_sound_all(); // assign engine sounds to ships
2031 game_assign_sound_environment(); // assign the sound environment for this mission
2034 // call function in missionparse.cpp to fixup player/ai stuff.
2035 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 game_loading_callback_close();
2045 // the only thing we need to call on the standalone for now.
2047 // call function in missionparse.cpp to fixup player/ai stuff.
2048 mission_parse_fixup_players();
2050 // Load in all the bitmaps for this level
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2063 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065 load_gl_init = time(NULL);
2067 load_gl_init = time(NULL) - load_gl_init;
2069 if (Game_mode & GM_MULTIPLAYER) {
2070 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072 // clear multiplayer stats
2073 init_multiplayer_stats();
2076 load_mission_load = time(NULL);
2077 if (mission_load()) {
2078 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080 gameseq_post_event(GS_EVENT_MAIN_MENU);
2082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2087 load_mission_load = time(NULL) - load_mission_load;
2089 // If this is a red alert mission in campaign mode, bash wingman status
2090 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091 red_alert_bash_wingman_status();
2094 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 game_load_palette();
2102 load_post_level_init = time(NULL);
2103 game_post_level_init();
2104 load_post_level_init = time(NULL) - load_post_level_init;
2108 void Do_model_timings_test();
2109 Do_model_timings_test();
2113 load_mission_stuff = time(NULL);
2114 freespace_mission_load_stuff();
2115 load_mission_stuff = time(NULL) - load_mission_stuff;
2120 int Interface_framerate = 0;
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2141 DCF(show_mem,"Toggles showing mem usage")
2144 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2145 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2146 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2147 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2153 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2155 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2156 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2160 DCF(show_cpu,"Toggles showing cpu usage")
2163 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2164 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2165 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2166 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2172 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2174 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2175 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2182 // AL 4-8-98: always allow players to display their framerate
2185 DCF_BOOL( show_framerate, Show_framerate )
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2195 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2196 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2197 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2198 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2200 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2201 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2203 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2209 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2210 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2211 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2212 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2214 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2215 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2218 int Use_low_mem = 0;
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2223 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2224 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2225 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2226 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2228 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2229 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2231 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2235 int Framerate_delay = 0;
2237 float Freespace_gamma = 1.8f;
2239 DCF(gamma,"Sets Gamma factor")
2242 dc_get_arg(ARG_FLOAT|ARG_NONE);
2243 if ( Dc_arg_type & ARG_FLOAT ) {
2244 Freespace_gamma = Dc_arg_float;
2246 dc_printf( "Gamma reset to 1.0f\n" );
2247 Freespace_gamma = 1.0f;
2249 if ( Freespace_gamma < 0.1f ) {
2250 Freespace_gamma = 0.1f;
2251 } else if ( Freespace_gamma > 5.0f ) {
2252 Freespace_gamma = 5.0f;
2254 gr_set_gamma(Freespace_gamma);
2256 char tmp_gamma_string[32];
2257 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2258 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2262 dc_printf( "Usage: gamma <float>\n" );
2263 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2264 Dc_status = 0; // don't print status if help is printed. Too messy.
2268 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2274 Game_current_mission_filename[0] = 0;
2276 // seed the random number generator
2277 Game_init_seed = (int)time(NULL);
2278 srand( Game_init_seed );
2280 Framerate_delay = 0;
2286 extern void bm_init();
2292 // Initialize the timer before the os
2299 //Initialize the libraries
2300 s1 = timer_get_milliseconds();
2303 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2308 e1 = timer_get_milliseconds();
2311 // time a bunch of cfopens
2313 s2 = timer_get_milliseconds();
2315 for(int idx=0; idx<10000; idx++){
2316 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2321 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2323 e2 = timer_get_milliseconds();
2326 if (Is_standalone) {
2327 std_init_standalone();
2329 os_init( Osreg_class_name, Osreg_app_name );
2330 os_set_title(Osreg_title);
2333 // initialize localization module. Make sure this is down AFTER initialzing OS.
2334 // int t1 = timer_get_milliseconds();
2335 lcl_init( detect_lang() );
2337 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2339 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2342 // verify that he has a valid weapons.tbl
2343 verify_weapons_tbl();
2345 // Output version numbers to registry for auto patching purposes
2346 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2347 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2348 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2350 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2351 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2352 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2354 // show the FPS counter if the config file says so
2355 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2357 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2358 Asteroids_enabled = 1;
2361 /////////////////////////////
2363 /////////////////////////////
2365 if (!Is_standalone) {
2369 /////////////////////////////
2371 /////////////////////////////
2377 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2380 display_title_screen();
2384 // If less than 48MB of RAM, use low memory model.
2385 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2386 mprintf(( "Using normal memory settings...\n" ));
2387 bm_set_low_mem(1); // Use every other frame of bitmaps
2389 mprintf(( "Using high memory settings...\n" ));
2390 bm_set_low_mem(0); // Use all frames of bitmaps
2393 // load non-darkening pixel defs
2394 palman_load_pixels();
2396 // hud shield icon stuff
2397 hud_shield_game_init();
2399 control_config_common_init(); // sets up localization stuff in the control config
2405 gamesnd_parse_soundstbl();
2410 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2415 player_controls_init();
2418 //if(!Is_standalone){
2426 ship_init(); // read in ships.tbl
2428 mission_campaign_init(); // load in the default campaign
2430 // navmap_init(); // init the navigation map system
2431 context_help_init();
2432 techroom_intel_init(); // parse species.tbl, load intel info
2434 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2435 init_animating_pointer();
2437 mission_brief_common_init(); // Mark all the briefing structures as empty.
2438 gr_font_init(); // loads up all fonts
2440 neb2_init(); // fullneb stuff
2444 player_tips_init(); // helpful tips
2447 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2448 pilot_load_pic_list();
2449 pilot_load_squad_pic_list();
2451 load_animating_pointer(NOX("cursor"), 0, 0);
2453 // initialize alpha colors
2454 alpha_colors_init();
2457 // Game_music_paused = 0;
2461 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2462 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2464 mprintf(("cfile_init() took %d\n", e1 - s1));
2465 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2468 char transfer_text[128];
2470 float Start_time = 0.0f;
2472 float Framerate = 0.0f;
2474 float Timing_total = 0.0f;
2475 float Timing_render2 = 0.0f;
2476 float Timing_render3 = 0.0f;
2477 float Timing_flip = 0.0f;
2478 float Timing_clear = 0.0f;
2480 MONITOR(NumPolysDrawn);
2486 void game_get_framerate()
2488 char text[128] = "";
2490 if ( frame_int == -1 ) {
2492 for (i=0; i<FRAME_FILTER; i++ ) {
2493 frametimes[i] = 0.0f;
2498 frametotal -= frametimes[frame_int];
2499 frametotal += flFrametime;
2500 frametimes[frame_int] = flFrametime;
2501 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2503 if ( frametotal != 0.0 ) {
2504 if ( Framecount >= FRAME_FILTER )
2505 Framerate = FRAME_FILTER / frametotal;
2507 Framerate = Framecount / frametotal;
2508 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2510 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2514 if (Show_framerate) {
2515 gr_set_color_fast(&HUD_color_debug);
2516 gr_string( 570, 2, text );
2520 void game_show_framerate()
2524 cur_time = f2fl(timer_get_approx_seconds());
2525 if (cur_time - Start_time > 30.0f) {
2526 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2527 Start_time += 1000.0f;
2530 //mprintf(( "%s\n", text ));
2533 if ( Debug_dump_frames )
2537 // possibly show control checking info
2538 control_check_indicate();
2540 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2541 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2542 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2543 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2546 if ( Show_cpu == 1 ) {
2551 dy = gr_get_font_height() + 1;
2553 gr_set_color_fast(&HUD_color_debug);
2556 extern int Gr_textures_in;
2557 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2560 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2562 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2564 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2566 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2568 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2573 extern int Num_pairs; // Number of object pairs that were checked.
2574 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2577 extern int Num_pairs_checked; // What percent of object pairs were checked.
2578 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2580 Num_pairs_checked = 0;
2584 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2587 if ( Timing_total > 0.01f ) {
2588 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2590 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2592 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2594 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2596 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2605 dy = gr_get_font_height() + 1;
2607 gr_set_color_fast(&HUD_color_debug);
2610 extern int TotalRam;
2611 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2616 extern int Model_ram;
2617 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2621 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2623 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2627 extern int Gr_textures_in;
2628 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2633 if ( Show_player_pos ) {
2637 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));
2640 MONITOR_INC(NumPolys, modelstats_num_polys);
2641 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2642 MONITOR_INC(NumVerts, modelstats_num_verts );
2644 modelstats_num_polys = 0;
2645 modelstats_num_polys_drawn = 0;
2646 modelstats_num_verts = 0;
2647 modelstats_num_sortnorms = 0;
2651 void game_show_standalone_framerate()
2653 float frame_rate=30.0f;
2654 if ( frame_int == -1 ) {
2656 for (i=0; i<FRAME_FILTER; i++ ) {
2657 frametimes[i] = 0.0f;
2662 frametotal -= frametimes[frame_int];
2663 frametotal += flFrametime;
2664 frametimes[frame_int] = flFrametime;
2665 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2667 if ( frametotal != 0.0 ) {
2668 if ( Framecount >= FRAME_FILTER ){
2669 frame_rate = FRAME_FILTER / frametotal;
2671 frame_rate = Framecount / frametotal;
2674 std_set_standalone_fps(frame_rate);
2678 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2679 void game_show_time_left()
2683 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2684 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2685 // checking how much time is left
2687 if ( Mission_end_time == -1 ){
2691 diff = f2i(Mission_end_time - Missiontime);
2692 // be sure to bash to 0. diff could be negative on frame that we quit mission
2697 hud_set_default_color();
2698 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2701 //========================================================================================
2702 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2703 //========================================================================================
2707 DCF(ai_pause,"Pauses ai")
2710 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2711 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2712 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2713 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2716 obj_init_all_ships_physics();
2719 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2720 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2723 DCF(single_step,"Single steps the game")
2726 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2727 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2728 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2729 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2731 last_single_step = 0; // Make so single step waits a frame before stepping
2734 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2735 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2738 DCF_BOOL(physics_pause, physics_paused)
2739 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2740 DCF_BOOL(ai_firing, Ai_firing_enabled )
2742 // Create some simple aliases to these commands...
2743 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2744 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2745 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2746 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2747 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2750 //========================================================================================
2751 //========================================================================================
2754 void game_training_pause_do()
2758 key = game_check_key();
2760 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2767 void game_increase_skill_level()
2770 if (Game_skill_level >= NUM_SKILL_LEVELS){
2771 Game_skill_level = 0;
2775 int Player_died_time;
2777 int View_percent = 100;
2780 DCF(view, "Sets the percent of the 3d view to render.")
2783 dc_get_arg(ARG_INT);
2784 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2785 View_percent = Dc_arg_int;
2787 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2793 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2797 dc_printf("View is set to %d%%\n", View_percent );
2802 // Set the clip region for the 3d rendering window
2803 void game_set_view_clip()
2805 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2806 // Set the clip region for the letterbox "dead view"
2807 int yborder = gr_screen.max_h/4;
2809 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2810 // J.S. I've changed my ways!! See the new "no constants" code!!!
2811 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2813 // Set the clip region for normal view
2814 if ( View_percent >= 100 ) {
2817 int xborder, yborder;
2819 if ( View_percent < 5 ) {
2823 float fp = i2fl(View_percent)/100.0f;
2824 int fi = fl2i(fl_sqrt(fp)*100.0f);
2825 if ( fi > 100 ) fi=100;
2827 xborder = ( gr_screen.max_w*(100-fi) )/200;
2828 yborder = ( gr_screen.max_h*(100-fi) )/200;
2830 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2836 void show_debug_stuff()
2839 int laser_count = 0, missile_count = 0;
2841 for (i=0; i<MAX_OBJECTS; i++) {
2842 if (Objects[i].type == OBJ_WEAPON){
2843 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2845 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2851 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2854 extern int Tool_enabled;
2856 time_t tst_time = 0;
2859 int tst_bitmap = -1;
2861 float tst_offset, tst_offset_total;
2864 void game_tst_frame_pre()
2872 g3_rotate_vertex(&v, &tst_pos);
2873 g3_project_vertex(&v);
2876 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2880 // big ship? always tst
2882 // within 3000 meters
2883 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2887 // within 300 meters
2888 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2895 void game_tst_frame()
2905 tst_time = time(NULL);
2907 // load the tst bitmap
2908 switch((int)frand_range(0.0f, 3.0)){
2910 tst_bitmap = bm_load("ig_jim");
2912 mprintf(("TST 0\n"));
2916 tst_bitmap = bm_load("ig_kan");
2918 mprintf(("TST 1\n"));
2922 tst_bitmap = bm_load("ig_jim");
2924 mprintf(("TST 2\n"));
2928 tst_bitmap = bm_load("ig_kan");
2930 mprintf(("TST 3\n"));
2939 // get the tst bitmap dimensions
2941 bm_get_info(tst_bitmap, &w, &h);
2944 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2946 snd_play(&Snds[SND_VASUDAN_BUP]);
2948 // tst x and direction
2952 tst_offset_total = (float)w;
2953 tst_offset = (float)w;
2955 tst_x = (float)gr_screen.max_w;
2956 tst_offset_total = (float)-w;
2957 tst_offset = (float)w;
2965 float diff = (tst_offset_total / 0.5f) * flFrametime;
2971 tst_offset -= fl_abs(diff);
2972 } else if(tst_mode == 2){
2975 tst_offset -= fl_abs(diff);
2979 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2980 gr_bitmap((int)tst_x, (int)tst_y);
2983 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2987 // if we passed the switch point
2988 if(tst_offset <= 0.0f){
2993 tst_stamp = timestamp(1000);
2994 tst_offset = fl_abs(tst_offset_total);
3005 void game_tst_mark(object *objp, ship *shipp)
3014 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3017 sip = &Ship_info[shipp->ship_info_index];
3024 tst_pos = objp->pos;
3025 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3031 extern void render_shields();
3033 void player_repair_frame(float frametime)
3035 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3037 for(idx=0;idx<MAX_PLAYERS;idx++){
3040 np = &Net_players[idx];
3042 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)){
3044 // don't rearm/repair if the player is dead or dying/departing
3045 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3046 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3051 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3052 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3058 #define NUM_FRAMES_TEST 300
3059 #define NUM_MIXED_SOUNDS 16
3060 void do_timing_test(float flFrametime)
3062 static int framecount = 0;
3063 static int test_running = 0;
3064 static float test_time = 0.0f;
3066 static int snds[NUM_MIXED_SOUNDS];
3069 if ( test_running ) {
3071 test_time += flFrametime;
3072 if ( framecount >= NUM_FRAMES_TEST ) {
3074 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3075 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3080 if ( Test_begin == 1 ) {
3086 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3089 // start looping digital sounds
3090 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3091 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3098 DCF(dcf_fov, "Change the field of view")
3101 dc_get_arg(ARG_FLOAT|ARG_NONE);
3102 if ( Dc_arg_type & ARG_NONE ) {
3103 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3104 dc_printf( "Zoom factor reset\n" );
3106 if ( Dc_arg_type & ARG_FLOAT ) {
3107 if (Dc_arg_float < 0.25f) {
3108 Viewer_zoom = 0.25f;
3109 dc_printf("Zoom factor pinned at 0.25.\n");
3110 } else if (Dc_arg_float > 1.25f) {
3111 Viewer_zoom = 1.25f;
3112 dc_printf("Zoom factor pinned at 1.25.\n");
3114 Viewer_zoom = Dc_arg_float;
3120 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3123 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3127 DCF(framerate_cap, "Sets the framerate cap")
3130 dc_get_arg(ARG_INT);
3131 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3132 Framerate_cap = Dc_arg_int;
3134 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3140 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3141 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3142 dc_printf("[n] must be from 1 to 120.\n");
3146 if ( Framerate_cap )
3147 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3149 dc_printf("There is no framerate cap currently active.\n");
3153 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3154 int Show_viewing_from_self = 0;
3156 void say_view_target()
3158 object *view_target;
3160 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3161 view_target = &Objects[Player_ai->target_objnum];
3163 view_target = Player_obj;
3165 if (Game_mode & GM_DEAD) {
3166 if (Player_ai->target_objnum != -1)
3167 view_target = &Objects[Player_ai->target_objnum];
3170 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3171 if (view_target != Player_obj){
3173 char *view_target_name = NULL;
3174 switch(Objects[Player_ai->target_objnum].type) {
3176 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3179 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3180 Viewer_mode &= ~VM_OTHER_SHIP;
3182 case OBJ_JUMP_NODE: {
3183 char jump_node_name[128];
3184 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3185 view_target_name = jump_node_name;
3186 Viewer_mode &= ~VM_OTHER_SHIP;
3195 if ( view_target_name ) {
3196 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3197 Show_viewing_from_self = 1;
3200 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3201 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3202 Show_viewing_from_self = 1;
3204 if (Show_viewing_from_self)
3205 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3210 Last_view_target = view_target;
3214 float Game_hit_x = 0.0f;
3215 float Game_hit_y = 0.0f;
3217 // Reset at the beginning of each frame
3218 void game_whack_reset()
3224 // Apply a 2d whack to the player
3225 void game_whack_apply( float x, float y )
3227 // Do some force feedback
3228 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3234 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3237 // call to apply a "shudder"
3238 void game_shudder_apply(int time, float intensity)
3240 Game_shudder_time = timestamp(time);
3241 Game_shudder_total = time;
3242 Game_shudder_intensity = intensity;
3245 #define FF_SCALE 10000
3246 void apply_hud_shake(matrix *eye_orient)
3248 if (Viewer_obj == Player_obj) {
3249 physics_info *pi = &Player_obj->phys_info;
3257 // Make eye shake due to afterburner
3258 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3261 dtime = timestamp_until(pi->afterburner_decay);
3265 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3266 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3269 // Make eye shake due to engine wash
3271 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3274 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3275 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3277 // get the intensity
3278 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3282 vm_vec_rand_vec_quick(&rand_vec);
3285 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3289 // make hud shake due to shuddering
3290 if(Game_shudder_time != -1){
3291 // if the timestamp has elapsed
3292 if(timestamp_elapsed(Game_shudder_time)){
3293 Game_shudder_time = -1;
3295 // otherwise apply some shudder
3299 dtime = timestamp_until(Game_shudder_time);
3303 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));
3304 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));
3309 vm_angles_2_matrix(&tm, &tangles);
3310 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3311 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3312 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3313 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3318 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3320 // Player's velocity just before he blew up. Used to keep camera target moving.
3321 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3323 // Set eye_pos and eye_orient based on view mode.
3324 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3328 static int last_Viewer_mode = 0;
3329 static int last_Game_mode = 0;
3330 static int last_Viewer_objnum = -1;
3332 // This code is supposed to detect camera "cuts"... like going between
3335 // determine if we need to regenerate the nebula
3336 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3337 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3338 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3339 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3340 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3341 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3342 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3343 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3344 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3347 // regenerate the nebula
3351 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3352 //mprintf(( "************** Camera cut! ************\n" ));
3353 last_Viewer_mode = Viewer_mode;
3354 last_Game_mode = Game_mode;
3356 // Camera moved. Tell stars & debris to not do blurring.
3362 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3363 player_display_packlock_view();
3366 game_set_view_clip();
3368 if (Game_mode & GM_DEAD) {
3369 vector vec_to_deader, view_pos;
3372 Viewer_mode |= VM_DEAD_VIEW;
3374 if (Player_ai->target_objnum != -1) {
3375 int view_from_player = 1;
3377 if (Viewer_mode & VM_OTHER_SHIP) {
3378 // View from target.
3379 Viewer_obj = &Objects[Player_ai->target_objnum];
3381 last_Viewer_objnum = Player_ai->target_objnum;
3383 if ( Viewer_obj->type == OBJ_SHIP ) {
3384 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3385 view_from_player = 0;
3388 last_Viewer_objnum = -1;
3391 if ( view_from_player ) {
3392 // View target from player ship.
3394 *eye_pos = Player_obj->pos;
3395 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3396 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3399 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3401 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3402 dist += flFrametime * 16.0f;
3404 vm_vec_scale(&vec_to_deader, -dist);
3405 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3407 view_pos = Player_obj->pos;
3409 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3410 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3411 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3412 Dead_player_last_vel = Player_obj->phys_info.vel;
3413 //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));
3414 } else if (Player_ai->target_objnum != -1) {
3415 view_pos = Objects[Player_ai->target_objnum].pos;
3417 // Make camera follow explosion, but gradually slow down.
3418 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3419 view_pos = Player_obj->pos;
3420 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3421 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3424 *eye_pos = Dead_camera_pos;
3426 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3428 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3433 // if supernova shockwave
3434 if(supernova_camera_cut()){
3438 // call it dead view
3439 Viewer_mode |= VM_DEAD_VIEW;
3441 // set eye pos and orient
3442 supernova_set_view(eye_pos, eye_orient);
3444 // If already blown up, these other modes can override.
3445 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3446 Viewer_mode &= ~VM_DEAD_VIEW;
3448 Viewer_obj = Player_obj;
3450 if (Viewer_mode & VM_OTHER_SHIP) {
3451 if (Player_ai->target_objnum != -1){
3452 Viewer_obj = &Objects[Player_ai->target_objnum];
3453 last_Viewer_objnum = Player_ai->target_objnum;
3455 Viewer_mode &= ~VM_OTHER_SHIP;
3456 last_Viewer_objnum = -1;
3459 last_Viewer_objnum = -1;
3462 if (Viewer_mode & VM_EXTERNAL) {
3465 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3466 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3468 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3470 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3471 vm_vec_normalize(&eye_dir);
3472 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3475 // Modify the orientation based on head orientation.
3476 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3478 } else if ( Viewer_mode & VM_CHASE ) {
3481 if ( Viewer_obj->phys_info.speed < 0.1 )
3482 move_dir = Viewer_obj->orient.v.fvec;
3484 move_dir = Viewer_obj->phys_info.vel;
3485 vm_vec_normalize(&move_dir);
3488 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3489 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3490 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3491 vm_vec_normalize(&eye_dir);
3493 // JAS: I added the following code because if you slew up using
3494 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3495 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3496 // call because the up and the forward vector are the same. I fixed
3497 // it by adding in a fraction of the right vector all the time to the
3499 vector tmp_up = Viewer_obj->orient.v.uvec;
3500 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3502 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3505 // Modify the orientation based on head orientation.
3506 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3507 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3508 *eye_pos = Camera_pos;
3510 ship * shipp = &Ships[Player_obj->instance];
3512 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3513 vm_vec_normalize(&eye_dir);
3514 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3517 // get an eye position based upon the correct type of object
3518 switch(Viewer_obj->type){
3520 // make a call to get the eye point for the player object
3521 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3524 // make a call to get the eye point for the player object
3525 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3531 #ifdef JOHNS_DEBUG_CODE
3532 john_debug_stuff(&eye_pos, &eye_orient);
3538 apply_hud_shake(eye_orient);
3540 // setup neb2 rendering
3541 neb2_render_setup(eye_pos, eye_orient);
3545 extern void ai_debug_render_stuff();
3548 int Game_subspace_effect = 0;
3549 DCF_BOOL( subspace, Game_subspace_effect );
3551 // Does everything needed to render a frame
3552 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3556 g3_start_frame(game_zbuffer);
3557 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3559 // maybe offset the HUD (jitter stuff)
3560 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3561 HUD_set_offsets(Viewer_obj, !dont_offset);
3563 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3564 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3565 // must be done before ships are rendered
3566 if ( MULTIPLAYER_CLIENT ) {
3567 shield_point_multi_setup();
3570 if ( Game_subspace_effect ) {
3571 stars_draw(0,0,0,1);
3573 stars_draw(1,1,1,0);
3576 obj_render_all(obj_render);
3577 beam_render_all(); // render all beam weapons
3578 particle_render_all(); // render particles after everything else.
3579 trail_render_all(); // render missilie trails after everything else.
3580 mflash_render_all(); // render all muzzle flashes
3582 // Why do we not show the shield effect in these modes? Seems ok.
3583 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3587 // render nebula lightning
3590 // render local player nebula
3591 neb2_render_player();
3594 ai_debug_render_stuff();
3597 #ifndef RELEASE_REAL
3598 // game_framerate_check();
3602 extern void snd_spew_debug_info();
3603 snd_spew_debug_info();
3606 //================ END OF 3D RENDERING STUFF ====================
3610 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3611 hud_maybe_clear_head_area();
3612 anim_render_all(0, flFrametime);
3615 extern int Multi_display_netinfo;
3616 if(Multi_display_netinfo){
3617 extern void multi_display_netinfo();
3618 multi_display_netinfo();
3621 game_tst_frame_pre();
3624 do_timing_test(flFrametime);
3628 extern int OO_update_index;
3629 multi_rate_display(OO_update_index, 375, 0);
3634 extern void oo_display();
3641 //#define JOHNS_DEBUG_CODE 1
3643 #ifdef JOHNS_DEBUG_CODE
3644 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3646 //if ( key_pressed(SDLK_LSHIFT) )
3648 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3650 model_subsystem *turret = tsys->system_info;
3652 if (turret->type == SUBSYSTEM_TURRET ) {
3653 vector v.fvec, v.uvec;
3654 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3656 ship_model_start(tobj);
3658 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3659 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3660 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3662 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3664 ship_model_stop(tobj);
3674 // following function for dumping frames for purposes of building trailers.
3677 // function to toggle state of dumping every frame into PCX when playing the game
3678 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3682 if ( Debug_dump_frames == 0 ) {
3684 Debug_dump_frames = 15;
3685 Debug_dump_trigger = 0;
3686 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3687 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3690 Debug_dump_frames = 0;
3691 Debug_dump_trigger = 0;
3692 gr_dump_frame_stop();
3693 dc_printf( "Frame dumping is now OFF\n" );
3699 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3703 if ( Debug_dump_frames == 0 ) {
3705 Debug_dump_frames = 15;
3706 Debug_dump_trigger = 1;
3707 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3708 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3711 Debug_dump_frames = 0;
3712 Debug_dump_trigger = 0;
3713 gr_dump_frame_stop();
3714 dc_printf( "Frame dumping is now OFF\n" );
3720 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3724 if ( Debug_dump_frames == 0 ) {
3726 Debug_dump_frames = 30;
3727 Debug_dump_trigger = 0;
3728 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3729 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3732 Debug_dump_frames = 0;
3733 Debug_dump_trigger = 0;
3734 gr_dump_frame_stop();
3735 dc_printf( "Frame dumping is now OFF\n" );
3741 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3745 if ( Debug_dump_frames == 0 ) {
3747 Debug_dump_frames = 30;
3748 Debug_dump_trigger = 1;
3749 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3750 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3753 Debug_dump_frames = 0;
3754 Debug_dump_trigger = 0;
3755 gr_dump_frame_stop();
3756 dc_printf( "Triggered frame dumping is now OFF\n" );
3762 void game_maybe_dump_frame()
3764 if ( !Debug_dump_frames ){
3768 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3775 Debug_dump_frame_num++;
3781 extern int Player_dead_state;
3783 // Flip the page and time how long it took.
3784 void game_flip_page_and_time_it()
3789 t1 = timer_get_fixed_seconds();
3791 t2 = timer_get_fixed_seconds();
3794 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3795 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3802 void game_simulation_frame()
3804 // blow ships up in multiplayer dogfight
3805 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){
3806 // blow up all non-player ships
3807 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3810 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3812 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)){
3813 moveup = GET_NEXT(moveup);
3816 shipp = &Ships[Objects[moveup->objnum].instance];
3817 sip = &Ship_info[shipp->ship_info_index];
3819 // only blow up small ships
3820 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3821 // function to simply explode a ship where it is currently at
3822 ship_self_destruct( &Objects[moveup->objnum] );
3825 moveup = GET_NEXT(moveup);
3831 // process AWACS stuff - do this first thing
3834 // single player, set Player hits_this_frame to 0
3835 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3836 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3837 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3841 supernova_process();
3842 if(supernova_active() >= 5){
3846 // fire targeting lasers now so that
3847 // 1 - created this frame
3848 // 2 - collide this frame
3849 // 3 - render this frame
3850 // 4 - ignored and deleted next frame
3851 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3853 ship_process_targeting_lasers();
3855 // do this here so that it works for multiplayer
3857 // get viewer direction
3858 int viewer_direction = PHYSICS_VIEWER_REAR;
3860 if(Viewer_mode == 0){
3861 viewer_direction = PHYSICS_VIEWER_FRONT;
3863 if(Viewer_mode & VM_PADLOCK_UP){
3864 viewer_direction = PHYSICS_VIEWER_UP;
3866 else if(Viewer_mode & VM_PADLOCK_REAR){
3867 viewer_direction = PHYSICS_VIEWER_REAR;
3869 else if(Viewer_mode & VM_PADLOCK_LEFT){
3870 viewer_direction = PHYSICS_VIEWER_LEFT;
3872 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3873 viewer_direction = PHYSICS_VIEWER_RIGHT;
3876 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3878 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3881 #define VM_PADLOCK_UP (1 << 7)
3882 #define VM_PADLOCK_REAR (1 << 8)
3883 #define VM_PADLOCK_LEFT (1 << 9)
3884 #define VM_PADLOCK_RIGHT (1 << 10)
3886 // evaluate mission departures and arrivals before we process all objects.
3887 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3889 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3890 // ships/wing packets.
3891 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3892 mission_parse_eval_stuff();
3895 // if we're an observer, move ourselves seperately from the standard physics
3896 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3897 obj_observer_move(flFrametime);
3900 // move all the objects now
3901 obj_move_all(flFrametime);
3903 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3904 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3905 // ship_check_cargo_all();
3906 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3907 mission_eval_goals();
3911 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3912 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3913 training_check_objectives();
3916 // do all interpolation now
3917 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3918 // client side processing of warping in effect stages
3919 multi_do_client_warp(flFrametime);
3921 // client side movement of an observer
3922 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3923 obj_observer_move(flFrametime);
3926 // move all objects - does interpolation now as well
3927 obj_move_all(flFrametime);
3930 // only process the message queue when the player is "in" the game
3931 if ( !Pre_player_entry ){
3932 message_queue_process(); // process any messages send to the player
3935 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3936 message_maybe_distort(); // maybe distort incoming message if comms damaged
3937 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3938 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3939 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3942 if(!(Game_mode & GM_STANDALONE_SERVER)){
3943 // process some stuff every frame (before frame is rendered)
3944 emp_process_local();
3946 hud_update_frame(); // update hud systems
3948 if (!physics_paused) {
3949 // Move particle system
3950 particle_move_all(flFrametime);
3952 // Move missile trails
3953 trail_move_all(flFrametime);
3955 // process muzzle flashes
3956 mflash_process_all();
3958 // Flash the gun flashes
3959 shipfx_flash_do_frame(flFrametime);
3961 shockwave_move_all(flFrametime); // update all the shockwaves
3964 // subspace missile strikes
3967 obj_snd_do_frame(); // update the object-linked persistant sounds
3968 game_maybe_update_sound_environment();
3969 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3971 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3973 if ( Game_subspace_effect ) {
3974 game_start_subspace_ambient_sound();
3980 // Maybe render and process the dead-popup
3981 void game_maybe_do_dead_popup(float frametime)
3983 if ( popupdead_is_active() ) {
3985 int choice = popupdead_do_frame(frametime);
3987 if ( Game_mode & GM_NORMAL ) {
3990 gameseq_post_event(GS_EVENT_ENTER_GAME);
3994 gameseq_post_event(GS_EVENT_END_GAME);
3998 gameseq_post_event(GS_EVENT_START_GAME);
4001 // this should only happen during a red alert mission
4004 SDL_assert(The_mission.red_alert);
4005 if(!The_mission.red_alert){
4006 gameseq_post_event(GS_EVENT_START_GAME);
4010 // choose the previous mission
4011 mission_campaign_previous_mission();
4013 gameseq_post_event(GS_EVENT_START_GAME);
4023 case POPUPDEAD_DO_MAIN_HALL:
4024 multi_quit_game(PROMPT_NONE,-1);
4027 case POPUPDEAD_DO_RESPAWN:
4028 multi_respawn_normal();
4029 event_music_player_respawn();
4032 case POPUPDEAD_DO_OBSERVER:
4033 multi_respawn_observer();
4034 event_music_player_respawn_as_observer();
4043 if ( leave_popup ) {
4049 // returns true if player is actually in a game_play stats
4050 int game_actually_playing()
4054 state = gameseq_get_state();
4055 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4061 // Draw the 2D HUD gauges
4062 void game_render_hud_2d()
4064 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4068 HUD_render_2d(flFrametime);
4072 // Draw the 3D-dependant HUD gauges
4073 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4075 g3_start_frame(0); // 0 = turn zbuffering off
4076 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4078 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4079 HUD_render_3d(flFrametime);
4083 game_sunspot_process(flFrametime);
4085 // Diminish the palette effect
4086 game_flash_diminish(flFrametime);
4094 int actually_playing;
4095 fix total_time1, total_time2;
4096 fix render2_time1=0, render2_time2=0;
4097 fix render3_time1=0, render3_time2=0;
4098 fix flip_time1=0, flip_time2=0;
4099 fix clear_time1=0, clear_time2=0;
4105 if (Framerate_delay) {
4106 int start_time = timer_get_milliseconds();
4107 while (timer_get_milliseconds() < start_time + Framerate_delay)
4113 demo_do_frame_start();
4115 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4120 // start timing frame
4121 timing_frame_start();
4123 total_time1 = timer_get_fixed_seconds();
4125 // var to hold which state we are in
4126 actually_playing = game_actually_playing();
4128 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4129 if (!(Game_mode & GM_STANDALONE_SERVER)){
4130 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4134 if (Missiontime > Entry_delay_time){
4135 Pre_player_entry = 0;
4137 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4140 // Note: These are done even before the player enters, else buffers can overflow.
4141 if (! (Game_mode & GM_STANDALONE_SERVER)){
4145 shield_frame_init();
4147 if ( Player->control_mode != PCM_NORMAL )
4150 if ( !Pre_player_entry && actually_playing ) {
4151 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4153 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4154 game_process_keys();
4156 // don't read flying controls if we're playing a demo back
4157 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4158 read_player_controls( Player_obj, flFrametime);
4162 // if we're not the master, we may have to send the server-critical ship status button_info bits
4163 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4164 multi_maybe_send_ship_status();
4169 // Reset the whack stuff
4172 // These two lines must be outside of Pre_player_entry code,
4173 // otherwise too many lights are added.
4176 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4180 game_simulation_frame();
4182 // if not actually in a game play state, then return. This condition could only be true in
4183 // a multiplayer game.
4184 if ( !actually_playing ) {
4185 SDL_assert( Game_mode & GM_MULTIPLAYER );
4189 if (!Pre_player_entry) {
4190 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4191 clear_time1 = timer_get_fixed_seconds();
4192 // clear the screen to black
4194 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4198 clear_time2 = timer_get_fixed_seconds();
4199 render3_time1 = timer_get_fixed_seconds();
4200 game_render_frame_setup(&eye_pos, &eye_orient);
4201 game_render_frame( &eye_pos, &eye_orient );
4203 // save the eye position and orientation
4204 if ( Game_mode & GM_MULTIPLAYER ) {
4205 Net_player->s_info.eye_pos = eye_pos;
4206 Net_player->s_info.eye_orient = eye_orient;
4209 hud_show_target_model();
4211 // check to see if we should display the death died popup
4212 if(Game_mode & GM_DEAD_BLEW_UP){
4213 if(Game_mode & GM_MULTIPLAYER){
4214 // catch the situation where we're supposed to be warping out on this transition
4215 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4216 gameseq_post_event(GS_EVENT_DEBRIEF);
4217 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4218 Player_died_popup_wait = -1;
4222 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4223 Player_died_popup_wait = -1;
4229 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4230 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4231 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4232 if(!popupdead_is_active()){
4236 Player_multi_died_check = -1;
4240 render3_time2 = timer_get_fixed_seconds();
4241 render2_time1 = timer_get_fixed_seconds();
4244 game_get_framerate();
4245 game_show_framerate();
4247 game_show_time_left();
4249 // Draw the 2D HUD gauges
4250 if(supernova_active() < 3){
4251 game_render_hud_2d();
4254 game_set_view_clip();
4256 // Draw 3D HUD gauges
4257 game_render_hud_3d(&eye_pos, &eye_orient);
4261 render2_time2 = timer_get_fixed_seconds();
4263 // maybe render and process the dead popup
4264 game_maybe_do_dead_popup(flFrametime);
4266 // start timing frame
4267 timing_frame_stop();
4268 // timing_display(30, 10);
4270 // If a regular popup is active, don't flip (popup code flips)
4271 if( !popup_running_state() ){
4272 flip_time1 = timer_get_fixed_seconds();
4273 game_flip_page_and_time_it();
4274 flip_time2 = timer_get_fixed_seconds();
4278 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4281 game_show_standalone_framerate();
4285 game_do_training_checks();
4288 // process lightning (nebula only)
4291 total_time2 = timer_get_fixed_seconds();
4293 // Got some timing numbers
4294 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4295 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4296 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4297 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4298 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4301 demo_do_frame_end();
4303 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4309 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4310 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4311 // died. This resulted in screwed up death sequences.
4313 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4314 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4315 static int timer_paused=0;
4316 #if defined(TIMER_TEST) && !defined(NDEBUG)
4317 static int stop_count,start_count;
4318 static int time_stopped,time_started;
4320 int saved_timestamp_ticker = -1;
4322 void game_reset_time()
4324 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4328 // Last_time = timer_get_fixed_seconds();
4334 void game_stop_time()
4336 if (timer_paused==0) {
4338 time = timer_get_fixed_seconds();
4339 // Save how much time progressed so far in the frame so we can
4340 // use it when we unpause.
4341 Last_delta_time = time - Last_time;
4343 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4344 if (Last_delta_time < 0) {
4345 #if defined(TIMER_TEST) && !defined(NDEBUG)
4346 Int3(); //get Matt!!!!
4348 Last_delta_time = 0;
4350 #if defined(TIMER_TEST) && !defined(NDEBUG)
4351 time_stopped = time;
4354 // Stop the timer_tick stuff...
4355 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4356 saved_timestamp_ticker = timestamp_ticker;
4360 #if defined(TIMER_TEST) && !defined(NDEBUG)
4365 void game_start_time()
4368 SDL_assert(timer_paused >= 0);
4369 if (timer_paused==0) {
4371 time = timer_get_fixed_seconds();
4372 #if defined(TIMER_TEST) && !defined(NDEBUG)
4374 Int3(); //get Matt!!!!
4377 // Take current time, and set it backwards to account for time
4378 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4379 // will be correct when it goes to calculate the frametime next
4381 Last_time = time - Last_delta_time;
4382 #if defined(TIMER_TEST) && !defined(NDEBUG)
4383 time_started = time;
4386 // Restore the timer_tick stuff...
4387 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4388 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4389 timestamp_ticker = saved_timestamp_ticker;
4390 saved_timestamp_ticker = -1;
4393 #if defined(TIMER_TEST) && !defined(NDEBUG)
4399 void game_set_frametime(int state)
4402 float frame_cap_diff;
4404 thistime = timer_get_fixed_seconds();
4406 if ( Last_time == 0 )
4407 Frametime = F1_0 / 30;
4409 Frametime = thistime - Last_time;
4411 // Frametime = F1_0 / 30;
4414 fix debug_frametime = Frametime; // Just used to display frametime.
4417 // If player hasn't entered mission yet, make frame take 1/4 second.
4418 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4421 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4423 fix frame_speed = F1_0 / Debug_dump_frames;
4425 if (Frametime > frame_speed ){
4426 nprintf(("warning","slow frame: %x\n",Frametime));
4429 thistime = timer_get_fixed_seconds();
4430 Frametime = thistime - Last_time;
4431 } while (Frametime < frame_speed );
4433 Frametime = frame_speed;
4437 SDL_assert( Framerate_cap > 0 );
4439 // Cap the framerate so it doesn't get too high.
4443 cap = F1_0/Framerate_cap;
4444 if (Frametime < cap) {
4445 thistime = cap - Frametime;
4446 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4447 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4449 thistime = timer_get_fixed_seconds();
4453 if((Game_mode & GM_STANDALONE_SERVER) &&
4454 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4456 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4457 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4459 thistime += fl2f((frame_cap_diff));
4461 Frametime = thistime - Last_time;
4464 // If framerate is too low, cap it.
4465 if (Frametime > MAX_FRAMETIME) {
4467 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4469 Frametime = MAX_FRAMETIME;
4472 Frametime = fixmul(Frametime, Game_time_compression);
4474 Last_time = thistime;
4475 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4477 flFrametime = f2fl(Frametime);
4478 //if(!(Game_mode & GM_PLAYING_DEMO)){
4479 timestamp_inc(flFrametime);
4481 /* if ((Framecount > 0) && (Framecount < 10)) {
4482 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4487 // This is called from game_do_frame(), and from navmap_do_frame()
4488 void game_update_missiontime()
4490 // TODO JAS: Put in if and move this into game_set_frametime,
4491 // fix navmap to call game_stop/start_time
4492 //if ( !timer_paused )
4493 Missiontime += Frametime;
4496 void game_do_frame()
4498 game_set_frametime(GS_STATE_GAME_PLAY);
4499 game_update_missiontime();
4501 if (Game_mode & GM_STANDALONE_SERVER) {
4502 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4505 if ( game_single_step && (last_single_step == game_single_step) ) {
4506 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4507 while( key_checkch() == 0 )
4509 os_set_title( XSTR( "FreeSpace", 171) );
4510 Last_time = timer_get_fixed_seconds();
4513 last_single_step = game_single_step;
4515 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4516 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4520 Keep_mouse_centered = 0;
4521 monitor_update(); // Update monitor variables
4524 void multi_maybe_do_frame()
4526 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4531 int Joymouse_button_status = 0;
4533 // Flush all input devices
4541 Joymouse_button_status = 0;
4543 //mprintf(("Game flush!\n" ));
4546 // function for multiplayer only which calls game_do_state_common() when running the
4548 void game_do_dc_networking()
4550 SDL_assert( Game_mode & GM_MULTIPLAYER );
4552 game_do_state_common( gameseq_get_state() );
4555 // Call this whenever in a loop, or when you need to check for a keystroke.
4556 int game_check_key()
4562 // convert keypad enter to normal enter
4563 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4564 k = (k & ~KEY_MASK) | SDLK_RETURN;
4569 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4571 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4572 static int Demo_show_trailer_timestamp = 0;
4574 void demo_reset_trailer_timer()
4576 Demo_show_trailer_timestamp = timer_get_milliseconds();
4579 void demo_maybe_show_trailer(int k)
4582 // if key pressed, reset demo trailer timer
4584 demo_reset_trailer_timer();
4588 // if mouse moved, reset demo trailer timer
4591 mouse_get_delta(&dx, &dy);
4592 if ( (dx > 0) || (dy > 0) ) {
4593 demo_reset_trailer_timer();
4597 // if joystick has moved, reset demo trailer timer
4600 joy_get_delta(&dx, &dy);
4601 if ( (dx > 0) || (dy > 0) ) {
4602 demo_reset_trailer_timer();
4606 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4607 // the low-level code. Ugly, I know... but was the simplest and most
4610 // if 30 seconds since last demo trailer time reset, launch movie
4611 if ( os_foreground() ) {
4612 int now = timer_get_milliseconds();
4613 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4614 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4616 movie_play( NOX("fstrailer2.mve") );
4617 demo_reset_trailer_timer();
4625 // same as game_check_key(), except this is used while actually in the game. Since there
4626 // generally are differences between game control keys and general UI keys, makes sense to
4627 // have seperate functions for each case. If you are not checking a game control while in a
4628 // mission, you should probably be using game_check_key() instead.
4633 if (!os_foreground()) {
4638 // If we're in a single player game, pause it.
4639 if (!(Game_mode & GM_MULTIPLAYER)){
4640 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4641 game_process_pause_key();
4648 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4649 demo_maybe_show_trailer(k);
4652 // Move the mouse cursor with the joystick.
4653 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4654 // Move the mouse cursor with the joystick
4658 joy_get_pos( &jx, &jy, &jz, &jr );
4660 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4661 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4664 mouse_get_real_pos( &mx, &my );
4665 mouse_set_pos( mx+dx, my+dy );
4670 m = mouse_down(MOUSE_LEFT_BUTTON);
4672 if ( j != Joymouse_button_status ) {
4673 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4674 Joymouse_button_status = j;
4676 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4677 } else if ( (!j) && (m) ) {
4678 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4683 // if we should be ignoring keys because of some multiplayer situations
4684 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4688 // If a popup is running, don't process all the Fn keys
4689 if( popup_active() ) {
4693 state = gameseq_get_state();
4695 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4698 case KEY_DEBUGGED + SDLK_BACKSPACE:
4703 launch_context_help();
4708 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4710 // don't allow f2 while warping out in multiplayer
4711 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4716 case GS_STATE_INITIAL_PLAYER_SELECT:
4717 case GS_STATE_OPTIONS_MENU:
4718 case GS_STATE_HUD_CONFIG:
4719 case GS_STATE_CONTROL_CONFIG:
4720 case GS_STATE_DEATH_DIED:
4721 case GS_STATE_DEATH_BLEW_UP:
4722 case GS_STATE_VIEW_MEDALS:
4726 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4733 // hotkey selection screen -- only valid from briefing and beyond.
4735 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4736 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) ) {
4737 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4743 case KEY_DEBUGGED + SDLK_F3:
4744 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4747 case KEY_DEBUGGED + SDLK_F4:
4748 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4752 if(Game_mode & GM_MULTIPLAYER){
4753 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4754 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4758 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4759 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4765 case SDLK_ESCAPE | KEY_SHIFTED:
4766 // make sure to quit properly out of multiplayer
4767 if(Game_mode & GM_MULTIPLAYER){
4768 multi_quit_game(PROMPT_NONE);
4771 gameseq_post_event( GS_EVENT_QUIT_GAME );
4776 case KEY_DEBUGGED + SDLK_p:
4779 case SDLK_PRINTSCREEN:
4781 static int counter = 0;
4786 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4788 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4789 gr_print_screen(tmp_name);
4797 case KEY_SHIFTED | SDLK_RETURN: {
4799 #if !defined(NDEBUG)
4801 if ( Game_mode & GM_NORMAL ){
4805 // if we're in multiplayer mode, do some special networking
4806 if(Game_mode & GM_MULTIPLAYER){
4807 debug_console(game_do_dc_networking);
4814 if ( Game_mode & GM_NORMAL )
4828 gameseq_post_event(GS_EVENT_QUIT_GAME);
4831 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4834 void camera_set_position( vector *pos )
4839 void camera_set_orient( matrix *orient )
4841 Camera_orient = *orient;
4844 void camera_set_velocity( vector *vel, int instantaneous )
4846 Camera_desired_velocity.xyz.x = 0.0f;
4847 Camera_desired_velocity.xyz.y = 0.0f;
4848 Camera_desired_velocity.xyz.z = 0.0f;
4850 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4851 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4852 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4854 if ( instantaneous ) {
4855 Camera_velocity = Camera_desired_velocity;
4863 vector new_vel, delta_pos;
4865 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4866 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4867 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4869 Camera_velocity = new_vel;
4871 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4873 vm_vec_add2( &Camera_pos, &delta_pos );
4875 float ot = Camera_time+0.0f;
4877 Camera_time += flFrametime;
4879 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4882 tmp.xyz.z = 4.739f; // always go this fast forward.
4884 // pick x and y velocities so they are always on a
4885 // circle with a 25 m radius.
4887 float tmp_angle = frand()*PI2;
4889 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4890 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4892 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4894 //mprintf(( "Changing velocity!\n" ));
4895 camera_set_velocity( &tmp, 0 );
4898 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4899 vector tmp = ZERO_VECTOR;
4900 camera_set_velocity( &tmp, 0 );
4905 void end_demo_campaign_do()
4907 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4908 // show upsell screens
4909 demo_upsell_show_screens();
4910 #elif defined(OEM_BUILD)
4911 // show oem upsell screens
4912 oem_upsell_show_screens();
4915 // drop into main hall
4916 gameseq_post_event( GS_EVENT_MAIN_MENU );
4919 // All code to process events. This is the only place
4920 // that you should change the state of the game.
4921 void game_process_event( int current_state, int event )
4923 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4926 case GS_EVENT_SIMULATOR_ROOM:
4927 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4930 case GS_EVENT_MAIN_MENU:
4931 gameseq_set_state(GS_STATE_MAIN_MENU);
4934 case GS_EVENT_OPTIONS_MENU:
4935 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4938 case GS_EVENT_BARRACKS_MENU:
4939 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4942 case GS_EVENT_TECH_MENU:
4943 gameseq_set_state(GS_STATE_TECH_MENU);
4946 case GS_EVENT_TRAINING_MENU:
4947 gameseq_set_state(GS_STATE_TRAINING_MENU);
4950 case GS_EVENT_START_GAME:
4951 Select_default_ship = 0;
4952 Player_multi_died_check = -1;
4953 gameseq_set_state(GS_STATE_CMD_BRIEF);
4956 case GS_EVENT_START_BRIEFING:
4957 gameseq_set_state(GS_STATE_BRIEFING);
4960 case GS_EVENT_DEBRIEF:
4961 // did we end the campaign in the main freespace 2 single player campaign?
4963 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4965 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4967 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4969 gameseq_set_state(GS_STATE_DEBRIEF);
4972 Player_multi_died_check = -1;
4975 case GS_EVENT_SHIP_SELECTION:
4976 gameseq_set_state( GS_STATE_SHIP_SELECT );
4979 case GS_EVENT_WEAPON_SELECTION:
4980 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4983 case GS_EVENT_ENTER_GAME:
4985 // maybe start recording a demo
4987 demo_start_record("test.fsd");
4991 if (Game_mode & GM_MULTIPLAYER) {
4992 // if we're respawning, make sure we change the view mode so that the hud shows up
4993 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4997 gameseq_set_state(GS_STATE_GAME_PLAY);
4999 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5002 Player_multi_died_check = -1;
5004 // clear multiplayer button info
5005 extern button_info Multi_ship_status_bi;
5006 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5008 Start_time = f2fl(timer_get_approx_seconds());
5010 mprintf(("Entering game at time = %7.3f\n", Start_time));
5014 case GS_EVENT_START_GAME_QUICK:
5015 Select_default_ship = 1;
5016 gameseq_post_event(GS_EVENT_ENTER_GAME);
5020 case GS_EVENT_END_GAME:
5021 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5022 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5023 gameseq_set_state(GS_STATE_MAIN_MENU);
5028 Player_multi_died_check = -1;
5031 case GS_EVENT_QUIT_GAME:
5032 main_hall_stop_music();
5033 main_hall_stop_ambient();
5034 gameseq_set_state(GS_STATE_QUIT_GAME);
5036 Player_multi_died_check = -1;
5039 case GS_EVENT_GAMEPLAY_HELP:
5040 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5043 case GS_EVENT_PAUSE_GAME:
5044 gameseq_push_state(GS_STATE_GAME_PAUSED);
5047 case GS_EVENT_DEBUG_PAUSE_GAME:
5048 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5051 case GS_EVENT_TRAINING_PAUSE:
5052 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5055 case GS_EVENT_PREVIOUS_STATE:
5056 gameseq_pop_state();
5059 case GS_EVENT_TOGGLE_FULLSCREEN:
5060 gr_toggle_fullscreen();
5063 case GS_EVENT_TOGGLE_GLIDE:
5066 case GS_EVENT_LOAD_MISSION_MENU:
5069 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5070 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5073 case GS_EVENT_HUD_CONFIG:
5074 gameseq_push_state( GS_STATE_HUD_CONFIG );
5077 case GS_EVENT_CONTROL_CONFIG:
5078 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5081 case GS_EVENT_DEATH_DIED:
5082 gameseq_set_state( GS_STATE_DEATH_DIED );
5085 case GS_EVENT_DEATH_BLEW_UP:
5086 if ( current_state == GS_STATE_DEATH_DIED ) {
5087 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5088 event_music_player_death();
5090 // multiplayer clients set their extra check here
5091 if(Game_mode & GM_MULTIPLAYER){
5092 // set the multi died absolute last chance check
5093 Player_multi_died_check = time(NULL);
5096 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5100 case GS_EVENT_NEW_CAMPAIGN:
5101 if (!mission_load_up_campaign()){
5102 readyroom_continue_campaign();
5105 Player_multi_died_check = -1;
5108 case GS_EVENT_CAMPAIGN_CHEAT:
5109 if (!mission_load_up_campaign()){
5111 // bash campaign value
5112 extern char Main_hall_campaign_cheat[512];
5115 // look for the mission
5116 for(idx=0; idx<Campaign.num_missions; idx++){
5117 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5118 Campaign.next_mission = idx;
5119 Campaign.prev_mission = idx - 1;
5126 readyroom_continue_campaign();
5129 Player_multi_died_check = -1;
5132 case GS_EVENT_CAMPAIGN_ROOM:
5133 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5136 case GS_EVENT_CMD_BRIEF:
5137 gameseq_set_state(GS_STATE_CMD_BRIEF);
5140 case GS_EVENT_RED_ALERT:
5141 gameseq_set_state(GS_STATE_RED_ALERT);
5144 case GS_EVENT_CREDITS:
5145 gameseq_set_state( GS_STATE_CREDITS );
5148 case GS_EVENT_VIEW_MEDALS:
5149 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5152 case GS_EVENT_SHOW_GOALS:
5153 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5156 case GS_EVENT_HOTKEY_SCREEN:
5157 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5160 // multiplayer stuff follow these comments
5163 gameseq_set_state(GS_STATE_PXO);
5166 case GS_EVENT_PXO_HELP:
5167 gameseq_set_state(GS_STATE_PXO_HELP);
5170 case GS_EVENT_MULTI_JOIN_GAME:
5171 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5174 case GS_EVENT_MULTI_HOST_SETUP:
5175 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5178 case GS_EVENT_MULTI_CLIENT_SETUP:
5179 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5182 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5183 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5186 case GS_EVENT_MULTI_STD_WAIT:
5187 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5190 case GS_EVENT_STANDALONE_MAIN:
5191 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5194 case GS_EVENT_MULTI_PAUSE:
5195 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5198 case GS_EVENT_INGAME_PRE_JOIN:
5199 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5202 case GS_EVENT_EVENT_DEBUG:
5203 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5206 // Start a warpout where player automatically goes 70 no matter what
5207 // and can't cancel out of it.
5208 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5209 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5211 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5212 Player->saved_viewer_mode = Viewer_mode;
5213 Player->control_mode = PCM_WARPOUT_STAGE1;
5214 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5215 Warpout_time = 0.0f; // Start timer!
5218 case GS_EVENT_PLAYER_WARPOUT_START:
5219 if ( Player->control_mode != PCM_NORMAL ) {
5220 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5222 Player->saved_viewer_mode = Viewer_mode;
5223 Player->control_mode = PCM_WARPOUT_STAGE1;
5224 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5225 Warpout_time = 0.0f; // Start timer!
5226 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5230 case GS_EVENT_PLAYER_WARPOUT_STOP:
5231 if ( Player->control_mode != PCM_NORMAL ) {
5232 if ( !Warpout_forced ) { // cannot cancel forced warpout
5233 Player->control_mode = PCM_NORMAL;
5234 Viewer_mode = Player->saved_viewer_mode;
5235 hud_subspace_notify_abort();
5236 mprintf(( "Player put back to normal mode.\n" ));
5237 if ( Warpout_sound > -1 ) {
5238 snd_stop( Warpout_sound );
5245 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5246 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5247 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5248 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5250 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5251 shipfx_warpout_start( Player_obj );
5252 Player->control_mode = PCM_WARPOUT_STAGE2;
5253 Player->saved_viewer_mode = Viewer_mode;
5254 Viewer_mode |= VM_WARP_CHASE;
5256 vector tmp = Player_obj->pos;
5258 ship_get_eye( &tmp, &tmp_m, Player_obj );
5259 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5260 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5261 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5263 camera_set_position( &tmp );
5264 camera_set_orient( &Player_obj->orient );
5265 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5267 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5268 camera_set_velocity( &tmp_vel, 1);
5272 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5273 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5274 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5275 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5277 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5278 Player->control_mode = PCM_WARPOUT_STAGE3;
5282 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5283 mprintf(( "Player warped out. Going to debriefing!\n" ));
5284 Player->control_mode = PCM_NORMAL;
5285 Viewer_mode = Player->saved_viewer_mode;
5288 // we have a special debriefing screen for multiplayer furballs
5289 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5290 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5292 // do the normal debriefing for all other situations
5294 gameseq_post_event(GS_EVENT_DEBRIEF);
5298 case GS_EVENT_STANDALONE_POSTGAME:
5299 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5302 case GS_EVENT_INITIAL_PLAYER_SELECT:
5303 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5306 case GS_EVENT_GAME_INIT:
5307 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5308 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5310 // see if the command line option has been set to use the last pilot, and act acoordingly
5311 if( player_select_get_last_pilot() ) {
5312 // always enter the main menu -- do the automatic network startup stuff elsewhere
5313 // so that we still have valid checks for networking modes, etc.
5314 gameseq_set_state(GS_STATE_MAIN_MENU);
5316 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5321 case GS_EVENT_MULTI_MISSION_SYNC:
5322 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5325 case GS_EVENT_MULTI_START_GAME:
5326 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5329 case GS_EVENT_MULTI_HOST_OPTIONS:
5330 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5333 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5334 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5337 case GS_EVENT_TEAM_SELECT:
5338 gameseq_set_state(GS_STATE_TEAM_SELECT);
5341 case GS_EVENT_END_CAMPAIGN:
5342 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5345 case GS_EVENT_END_DEMO:
5346 gameseq_set_state(GS_STATE_END_DEMO);
5349 case GS_EVENT_LOOP_BRIEF:
5350 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5359 // Called when a state is being left.
5360 // The current state is still at old_state, but as soon as
5361 // this function leaves, then the current state will become
5362 // new state. You should never try to change the state
5363 // in here... if you think you need to, you probably really
5364 // need to post an event, not change the state.
5365 void game_leave_state( int old_state, int new_state )
5367 int end_mission = 1;
5369 switch (new_state) {
5370 case GS_STATE_GAME_PAUSED:
5371 case GS_STATE_DEBUG_PAUSED:
5372 case GS_STATE_OPTIONS_MENU:
5373 case GS_STATE_CONTROL_CONFIG:
5374 case GS_STATE_MISSION_LOG_SCROLLBACK:
5375 case GS_STATE_DEATH_DIED:
5376 case GS_STATE_SHOW_GOALS:
5377 case GS_STATE_HOTKEY_SCREEN:
5378 case GS_STATE_MULTI_PAUSED:
5379 case GS_STATE_TRAINING_PAUSED:
5380 case GS_STATE_EVENT_DEBUG:
5381 case GS_STATE_GAMEPLAY_HELP:
5382 end_mission = 0; // these events shouldn't end a mission
5386 switch (old_state) {
5387 case GS_STATE_BRIEFING:
5388 brief_stop_voices();
5389 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5390 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5391 && (new_state != GS_STATE_TEAM_SELECT) ){
5392 common_select_close();
5393 if ( new_state == GS_STATE_MAIN_MENU ) {
5394 freespace_stop_mission();
5398 // COMMAND LINE OPTION
5399 if (Cmdline_multi_stream_chat_to_file){
5400 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5401 cfclose(Multi_chat_stream);
5405 case GS_STATE_DEBRIEF:
5406 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5411 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5412 multi_df_debrief_close();
5415 case GS_STATE_LOAD_MISSION_MENU:
5418 case GS_STATE_SIMULATOR_ROOM:
5422 case GS_STATE_CAMPAIGN_ROOM:
5423 campaign_room_close();
5426 case GS_STATE_CMD_BRIEF:
5427 if (new_state == GS_STATE_OPTIONS_MENU) {
5432 if (new_state == GS_STATE_MAIN_MENU)
5433 freespace_stop_mission();
5438 case GS_STATE_RED_ALERT:
5442 case GS_STATE_SHIP_SELECT:
5443 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5444 new_state != GS_STATE_HOTKEY_SCREEN &&
5445 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5446 common_select_close();
5447 if ( new_state == GS_STATE_MAIN_MENU ) {
5448 freespace_stop_mission();
5453 case GS_STATE_WEAPON_SELECT:
5454 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5455 new_state != GS_STATE_HOTKEY_SCREEN &&
5456 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5457 common_select_close();
5458 if ( new_state == GS_STATE_MAIN_MENU ) {
5459 freespace_stop_mission();
5464 case GS_STATE_TEAM_SELECT:
5465 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5466 new_state != GS_STATE_HOTKEY_SCREEN &&
5467 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5468 common_select_close();
5469 if ( new_state == GS_STATE_MAIN_MENU ) {
5470 freespace_stop_mission();
5475 case GS_STATE_MAIN_MENU:
5476 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5483 case GS_STATE_OPTIONS_MENU:
5484 //game_start_time();
5485 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5486 multi_join_clear_game_list();
5488 options_menu_close();
5491 case GS_STATE_BARRACKS_MENU:
5492 if(new_state != GS_STATE_VIEW_MEDALS){
5497 case GS_STATE_MISSION_LOG_SCROLLBACK:
5498 hud_scrollback_close();
5501 case GS_STATE_TRAINING_MENU:
5502 training_menu_close();
5505 case GS_STATE_GAME_PLAY:
5506 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5507 player_save_target_and_weapon_link_prefs();
5508 game_stop_looped_sounds();
5511 sound_env_disable();
5512 joy_ff_stop_effects();
5514 // stop game time under certain conditions
5515 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5520 // shut down any recording or playing demos
5525 // when in multiplayer and going back to the main menu, send a leave game packet
5526 // right away (before calling stop mission). stop_mission was taking to long to
5527 // close mission down and I want people to get notified ASAP.
5528 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5529 multi_quit_game(PROMPT_NONE);
5532 freespace_stop_mission();
5533 Game_time_compression = F1_0;
5537 case GS_STATE_TECH_MENU:
5541 case GS_STATE_TRAINING_PAUSED:
5542 Training_num_lines = 0;
5543 // fall through to GS_STATE_GAME_PAUSED
5545 case GS_STATE_GAME_PAUSED:
5547 if ( end_mission ) {
5552 case GS_STATE_DEBUG_PAUSED:
5555 pause_debug_close();
5559 case GS_STATE_HUD_CONFIG:
5563 // join/start a game
5564 case GS_STATE_MULTI_JOIN_GAME:
5565 if(new_state != GS_STATE_OPTIONS_MENU){
5566 multi_join_game_close();
5570 case GS_STATE_MULTI_HOST_SETUP:
5571 case GS_STATE_MULTI_CLIENT_SETUP:
5572 // if this is just the host going into the options screen, don't do anything
5573 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5577 // close down the proper state
5578 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5579 multi_create_game_close();
5581 multi_game_client_setup_close();
5584 // COMMAND LINE OPTION
5585 if (Cmdline_multi_stream_chat_to_file){
5586 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5587 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5588 cfclose(Multi_chat_stream);
5593 case GS_STATE_CONTROL_CONFIG:
5594 control_config_close();
5597 case GS_STATE_DEATH_DIED:
5598 Game_mode &= ~GM_DEAD_DIED;
5600 // early end while respawning or blowing up in a multiplayer game
5601 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5603 freespace_stop_mission();
5607 case GS_STATE_DEATH_BLEW_UP:
5608 Game_mode &= ~GM_DEAD_BLEW_UP;
5610 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5611 // to determine if I should do anything.
5612 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5614 freespace_stop_mission();
5617 // if we are not respawing as an observer or as a player, our new state will not
5618 // be gameplay state.
5619 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5620 game_stop_time(); // hasn't been called yet!!
5621 freespace_stop_mission();
5627 case GS_STATE_CREDITS:
5631 case GS_STATE_VIEW_MEDALS:
5635 case GS_STATE_SHOW_GOALS:
5636 mission_show_goals_close();
5639 case GS_STATE_HOTKEY_SCREEN:
5640 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5641 mission_hotkey_close();
5645 case GS_STATE_MULTI_MISSION_SYNC:
5646 // if we're moving into the options menu, don't do anything
5647 if(new_state == GS_STATE_OPTIONS_MENU){
5651 SDL_assert( Game_mode & GM_MULTIPLAYER );
5653 if ( new_state == GS_STATE_GAME_PLAY ){
5654 // palette_restore_palette();
5656 // change a couple of flags to indicate our state!!!
5657 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5658 send_netplayer_update_packet();
5660 // set the game mode
5661 Game_mode |= GM_IN_MISSION;
5665 case GS_STATE_VIEW_CUTSCENES:
5666 cutscenes_screen_close();
5669 case GS_STATE_MULTI_STD_WAIT:
5670 multi_standalone_wait_close();
5673 case GS_STATE_STANDALONE_MAIN:
5674 standalone_main_close();
5675 if(new_state == GS_STATE_MULTI_STD_WAIT){
5676 init_multiplayer_stats();
5680 case GS_STATE_MULTI_PAUSED:
5681 // if ( end_mission ){
5686 case GS_STATE_INGAME_PRE_JOIN:
5687 multi_ingame_select_close();
5690 case GS_STATE_STANDALONE_POSTGAME:
5691 multi_standalone_postgame_close();
5694 case GS_STATE_INITIAL_PLAYER_SELECT:
5695 player_select_close();
5698 case GS_STATE_MULTI_START_GAME:
5699 multi_start_game_close();
5702 case GS_STATE_MULTI_HOST_OPTIONS:
5703 multi_host_options_close();
5706 case GS_STATE_END_OF_CAMPAIGN:
5707 mission_campaign_end_close();
5710 case GS_STATE_LOOP_BRIEF:
5715 if (new_state != GS_STATE_PXO_HELP) {
5720 case GS_STATE_PXO_HELP:
5721 multi_pxo_help_close();
5726 // Called when a state is being entered.
5727 // The current state is set to the state we're entering at
5728 // this point, and old_state is set to the state we're coming
5729 // from. You should never try to change the state
5730 // in here... if you think you need to, you probably really
5731 // need to post an event, not change the state.
5733 void game_enter_state( int old_state, int new_state )
5735 switch (new_state) {
5736 case GS_STATE_MAIN_MENU:
5737 // in multiplayer mode, be sure that we are not doing networking anymore.
5738 if ( Game_mode & GM_MULTIPLAYER ) {
5739 SDL_assert( Net_player != NULL );
5740 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5743 Game_time_compression = F1_0;
5745 // determine which ship this guy is currently based on
5746 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5749 if (Player->on_bastion) {
5757 case GS_STATE_BRIEFING:
5758 main_hall_stop_music();
5759 main_hall_stop_ambient();
5761 if (Game_mode & GM_NORMAL) {
5762 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5763 // MWA: or from options or hotkey screens
5764 // JH: or if the command brief state already did this
5765 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5766 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5767 && (old_state != GS_STATE_CMD_BRIEF) ) {
5768 if ( !game_start_mission() ) // this should put us into a new state on failure!
5772 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5773 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5774 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5776 Game_time_compression = F1_0;
5778 if ( red_alert_mission() ) {
5779 gameseq_post_event(GS_EVENT_RED_ALERT);
5786 case GS_STATE_DEBRIEF:
5787 game_stop_looped_sounds();
5788 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5789 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5794 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5795 multi_df_debrief_init();
5798 case GS_STATE_LOAD_MISSION_MENU:
5801 case GS_STATE_SIMULATOR_ROOM:
5805 case GS_STATE_CAMPAIGN_ROOM:
5806 campaign_room_init();
5809 case GS_STATE_RED_ALERT:
5810 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5814 case GS_STATE_CMD_BRIEF: {
5815 int team_num = 0; // team number used as index for which cmd brief to use.
5817 if (old_state == GS_STATE_OPTIONS_MENU) {
5821 main_hall_stop_music();
5822 main_hall_stop_ambient();
5824 if (Game_mode & GM_NORMAL) {
5825 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5826 // MWA: or from options or hotkey screens
5827 // JH: or if the command brief state already did this
5828 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5829 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5830 if ( !game_start_mission() ) // this should put us into a new state on failure!
5835 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5836 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5837 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5839 cmd_brief_init(team_num);
5845 case GS_STATE_SHIP_SELECT:
5849 case GS_STATE_WEAPON_SELECT:
5850 weapon_select_init();
5853 case GS_STATE_TEAM_SELECT:
5857 case GS_STATE_GAME_PAUSED:
5862 case GS_STATE_DEBUG_PAUSED:
5863 // game_stop_time();
5864 // os_set_title("FreeSpace - PAUSED");
5867 case GS_STATE_TRAINING_PAUSED:
5874 case GS_STATE_OPTIONS_MENU:
5876 options_menu_init();
5879 case GS_STATE_GAME_PLAY:
5880 // coming from the gameplay state or the main menu, we might need to load the mission
5881 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5882 if ( !game_start_mission() ) // this should put us into a new state.
5887 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5888 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5889 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5890 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5891 (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)) ) {
5892 // JAS: Used to do all paging here.
5896 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5900 main_hall_stop_music();
5901 main_hall_stop_ambient();
5902 event_music_first_pattern(); // start the first pattern
5905 // special code that restores player ship selection and weapons loadout when doing a quick start
5906 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5907 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5908 wss_direct_restore_loadout();
5912 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5913 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5914 event_music_first_pattern(); // start the first pattern
5917 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5918 event_music_first_pattern(); // start the first pattern
5920 player_restore_target_and_weapon_link_prefs();
5922 Game_mode |= GM_IN_MISSION;
5925 // required to truely make mouse deltas zeroed in debug mouse code
5926 void mouse_force_pos(int x, int y);
5927 if (!Is_standalone) {
5928 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5934 // only start time if in single player, or coming from multi wait state
5937 (Game_mode & GM_NORMAL) &&
5938 (old_state != GS_STATE_VIEW_CUTSCENES)
5940 (Game_mode & GM_MULTIPLAYER) && (
5941 (old_state == GS_STATE_MULTI_PAUSED) ||
5942 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5948 // when coming from the multi paused state, reset the timestamps
5949 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5950 multi_reset_timestamps();
5953 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5954 // initialize all object update details
5955 multi_oo_gameplay_init();
5958 // under certain circumstances, the server should reset the object update rate limiting stuff
5959 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5960 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5962 // reinitialize the rate limiting system for all clients
5963 multi_oo_rate_init_all();
5966 // multiplayer clients should always re-initialize their control info rate limiting system
5967 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5968 multi_oo_rate_init_all();
5972 if(Game_mode & GM_MULTIPLAYER){
5973 multi_ping_reset_players();
5976 Game_subspace_effect = 0;
5977 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5978 Game_subspace_effect = 1;
5979 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5980 game_start_subspace_ambient_sound();
5984 sound_env_set(&Game_sound_env);
5985 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5987 // clear multiplayer button info i
5988 extern button_info Multi_ship_status_bi;
5989 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5992 case GS_STATE_HUD_CONFIG:
5996 case GS_STATE_MULTI_JOIN_GAME:
5997 multi_join_clear_game_list();
5999 if (old_state != GS_STATE_OPTIONS_MENU) {
6000 multi_join_game_init();
6005 case GS_STATE_MULTI_HOST_SETUP:
6006 // don't reinitialize if we're coming back from the host options screen
6007 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6008 multi_create_game_init();
6013 case GS_STATE_MULTI_CLIENT_SETUP:
6014 if (old_state != GS_STATE_OPTIONS_MENU) {
6015 multi_game_client_setup_init();
6020 case GS_STATE_CONTROL_CONFIG:
6021 control_config_init();
6024 case GS_STATE_TECH_MENU:
6028 case GS_STATE_BARRACKS_MENU:
6029 if(old_state != GS_STATE_VIEW_MEDALS){
6034 case GS_STATE_MISSION_LOG_SCROLLBACK:
6035 hud_scrollback_init();
6038 case GS_STATE_DEATH_DIED:
6039 Player_died_time = timestamp(10);
6041 if(!(Game_mode & GM_MULTIPLAYER)){
6042 player_show_death_message();
6044 Game_mode |= GM_DEAD_DIED;
6047 case GS_STATE_DEATH_BLEW_UP:
6048 if ( !popupdead_is_active() ) {
6049 Player_ai->target_objnum = -1;
6052 // stop any local EMP effect
6055 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6056 Game_mode |= GM_DEAD_BLEW_UP;
6057 Show_viewing_from_self = 0;
6059 // timestamp how long we should wait before displaying the died popup
6060 if ( !popupdead_is_active() ) {
6061 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6065 case GS_STATE_GAMEPLAY_HELP:
6066 gameplay_help_init();
6069 case GS_STATE_CREDITS:
6070 main_hall_stop_music();
6071 main_hall_stop_ambient();
6075 case GS_STATE_VIEW_MEDALS:
6076 medal_main_init(Player);
6079 case GS_STATE_SHOW_GOALS:
6080 mission_show_goals_init();
6083 case GS_STATE_HOTKEY_SCREEN:
6084 mission_hotkey_init();
6087 case GS_STATE_MULTI_MISSION_SYNC:
6088 // if we're coming from the options screen, don't do any
6089 if(old_state == GS_STATE_OPTIONS_MENU){
6093 switch(Multi_sync_mode){
6094 case MULTI_SYNC_PRE_BRIEFING:
6095 // if moving from game forming to the team select state
6098 case MULTI_SYNC_POST_BRIEFING:
6099 // if moving from briefing into the mission itself
6102 // tell everyone that we're now loading data
6103 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6104 send_netplayer_update_packet();
6106 // JAS: Used to do all paging here!!!!
6108 Net_player->state = NETPLAYER_STATE_WAITING;
6109 send_netplayer_update_packet();
6111 Game_time_compression = F1_0;
6113 case MULTI_SYNC_INGAME:
6119 case GS_STATE_VIEW_CUTSCENES:
6120 cutscenes_screen_init();
6123 case GS_STATE_MULTI_STD_WAIT:
6124 multi_standalone_wait_init();
6127 case GS_STATE_STANDALONE_MAIN:
6128 // don't initialize if we're coming from one of these 2 states unless there are no
6129 // players left (reset situation)
6130 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6131 standalone_main_init();
6135 case GS_STATE_MULTI_PAUSED:
6139 case GS_STATE_INGAME_PRE_JOIN:
6140 multi_ingame_select_init();
6143 case GS_STATE_STANDALONE_POSTGAME:
6144 multi_standalone_postgame_init();
6147 case GS_STATE_INITIAL_PLAYER_SELECT:
6148 player_select_init();
6151 case GS_STATE_MULTI_START_GAME:
6152 multi_start_game_init();
6155 case GS_STATE_MULTI_HOST_OPTIONS:
6156 multi_host_options_init();
6159 case GS_STATE_END_OF_CAMPAIGN:
6160 mission_campaign_end_init();
6163 case GS_STATE_LOOP_BRIEF:
6168 if (old_state != GS_STATE_PXO_HELP) {
6170 // TODO: use_last_channel?
6176 case GS_STATE_PXO_HELP:
6177 multi_pxo_help_init();
6183 // do stuff that may need to be done regardless of state
6184 void game_do_state_common(int state,int no_networking)
6186 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6187 snd_do_frame(); // update sound system
6188 event_music_do_frame(); // music needs to play across many states
6190 multi_log_process();
6192 if (no_networking) {
6196 // maybe do a multiplayer frame based on game mode and state type
6197 if (Game_mode & GM_MULTIPLAYER) {
6199 case GS_STATE_OPTIONS_MENU:
6200 case GS_STATE_GAMEPLAY_HELP:
6201 case GS_STATE_HOTKEY_SCREEN:
6202 case GS_STATE_HUD_CONFIG:
6203 case GS_STATE_CONTROL_CONFIG:
6204 case GS_STATE_MISSION_LOG_SCROLLBACK:
6205 case GS_STATE_SHOW_GOALS:
6206 case GS_STATE_VIEW_CUTSCENES:
6207 case GS_STATE_EVENT_DEBUG:
6208 multi_maybe_do_frame();
6212 game_do_networking();
6216 // Called once a frame.
6217 // You should never try to change the state
6218 // in here... if you think you need to, you probably really
6219 // need to post an event, not change the state.
6220 int Game_do_state_should_skip = 0;
6221 void game_do_state(int state)
6223 // always lets the do_state_common() function determine if the state should be skipped
6224 Game_do_state_should_skip = 0;
6226 // legal to set the should skip state anywhere in this function
6227 game_do_state_common(state); // do stuff that may need to be done regardless of state
6229 if(Game_do_state_should_skip){
6234 case GS_STATE_MAIN_MENU:
6235 game_set_frametime(GS_STATE_MAIN_MENU);
6236 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6239 main_hall_do(flFrametime);
6243 case GS_STATE_OPTIONS_MENU:
6244 game_set_frametime(GS_STATE_OPTIONS_MENU);
6245 options_menu_do_frame(flFrametime);
6248 case GS_STATE_BARRACKS_MENU:
6249 game_set_frametime(GS_STATE_BARRACKS_MENU);
6250 barracks_do_frame(flFrametime);
6253 case GS_STATE_TRAINING_MENU:
6254 game_set_frametime(GS_STATE_TRAINING_MENU);
6255 training_menu_do_frame(flFrametime);
6258 case GS_STATE_TECH_MENU:
6259 game_set_frametime(GS_STATE_TECH_MENU);
6260 techroom_do_frame(flFrametime);
6263 case GS_STATE_GAMEPLAY_HELP:
6264 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6265 gameplay_help_do_frame(flFrametime);
6268 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6272 case GS_STATE_GAME_PAUSED:
6276 case GS_STATE_DEBUG_PAUSED:
6278 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6283 case GS_STATE_TRAINING_PAUSED:
6284 game_training_pause_do();
6287 case GS_STATE_LOAD_MISSION_MENU:
6291 case GS_STATE_BRIEFING:
6292 game_set_frametime(GS_STATE_BRIEFING);
6293 brief_do_frame(flFrametime);
6296 case GS_STATE_DEBRIEF:
6297 game_set_frametime(GS_STATE_DEBRIEF);
6298 debrief_do_frame(flFrametime);
6301 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6302 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6303 multi_df_debrief_do();
6306 case GS_STATE_SHIP_SELECT:
6307 game_set_frametime(GS_STATE_SHIP_SELECT);
6308 ship_select_do(flFrametime);
6311 case GS_STATE_WEAPON_SELECT:
6312 game_set_frametime(GS_STATE_WEAPON_SELECT);
6313 weapon_select_do(flFrametime);
6316 case GS_STATE_MISSION_LOG_SCROLLBACK:
6317 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6318 hud_scrollback_do_frame(flFrametime);
6321 case GS_STATE_HUD_CONFIG:
6322 game_set_frametime(GS_STATE_HUD_CONFIG);
6323 hud_config_do_frame(flFrametime);
6326 case GS_STATE_MULTI_JOIN_GAME:
6327 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6328 multi_join_game_do_frame();
6331 case GS_STATE_MULTI_HOST_SETUP:
6332 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6333 multi_create_game_do();
6336 case GS_STATE_MULTI_CLIENT_SETUP:
6337 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6338 multi_game_client_setup_do_frame();
6341 case GS_STATE_CONTROL_CONFIG:
6342 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6343 control_config_do_frame(flFrametime);
6346 case GS_STATE_DEATH_DIED:
6350 case GS_STATE_DEATH_BLEW_UP:
6354 case GS_STATE_SIMULATOR_ROOM:
6355 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6356 sim_room_do_frame(flFrametime);
6359 case GS_STATE_CAMPAIGN_ROOM:
6360 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6361 campaign_room_do_frame(flFrametime);
6364 case GS_STATE_RED_ALERT:
6365 game_set_frametime(GS_STATE_RED_ALERT);
6366 red_alert_do_frame(flFrametime);
6369 case GS_STATE_CMD_BRIEF:
6370 game_set_frametime(GS_STATE_CMD_BRIEF);
6371 cmd_brief_do_frame(flFrametime);
6374 case GS_STATE_CREDITS:
6375 game_set_frametime(GS_STATE_CREDITS);
6376 credits_do_frame(flFrametime);
6379 case GS_STATE_VIEW_MEDALS:
6380 game_set_frametime(GS_STATE_VIEW_MEDALS);
6384 case GS_STATE_SHOW_GOALS:
6385 game_set_frametime(GS_STATE_SHOW_GOALS);
6386 mission_show_goals_do_frame(flFrametime);
6389 case GS_STATE_HOTKEY_SCREEN:
6390 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6391 mission_hotkey_do_frame(flFrametime);
6394 case GS_STATE_VIEW_CUTSCENES:
6395 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6396 cutscenes_screen_do_frame();
6399 case GS_STATE_MULTI_STD_WAIT:
6400 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6401 multi_standalone_wait_do();
6404 case GS_STATE_STANDALONE_MAIN:
6405 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6406 standalone_main_do();
6409 case GS_STATE_MULTI_PAUSED:
6410 game_set_frametime(GS_STATE_MULTI_PAUSED);
6414 case GS_STATE_TEAM_SELECT:
6415 game_set_frametime(GS_STATE_TEAM_SELECT);
6419 case GS_STATE_INGAME_PRE_JOIN:
6420 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6421 multi_ingame_select_do();
6424 case GS_STATE_EVENT_DEBUG:
6426 game_set_frametime(GS_STATE_EVENT_DEBUG);
6427 game_show_event_debug(flFrametime);
6431 case GS_STATE_STANDALONE_POSTGAME:
6432 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6433 multi_standalone_postgame_do();
6436 case GS_STATE_INITIAL_PLAYER_SELECT:
6437 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6441 case GS_STATE_MULTI_MISSION_SYNC:
6442 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6446 case GS_STATE_MULTI_START_GAME:
6447 game_set_frametime(GS_STATE_MULTI_START_GAME);
6448 multi_start_game_do();
6451 case GS_STATE_MULTI_HOST_OPTIONS:
6452 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6453 multi_host_options_do();
6456 case GS_STATE_END_OF_CAMPAIGN:
6457 mission_campaign_end_do();
6460 case GS_STATE_END_DEMO:
6461 game_set_frametime(GS_STATE_END_DEMO);
6462 end_demo_campaign_do();
6465 case GS_STATE_LOOP_BRIEF:
6466 game_set_frametime(GS_STATE_LOOP_BRIEF);
6471 game_set_frametime(GS_STATE_PXO);
6475 case GS_STATE_PXO_HELP:
6476 game_set_frametime(GS_STATE_PXO_HELP);
6477 multi_pxo_help_do();
6480 } // end switch(gs_current_state)
6484 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6485 int game_do_ram_check(int ram_in_mbytes)
6487 if ( ram_in_mbytes < 30 ) {
6488 int allowed_to_run = 1;
6489 if ( ram_in_mbytes < 25 ) {
6495 if ( allowed_to_run ) {
6496 SDL_MessageBoxData mboxd;
6497 SDL_MessageBoxButtonData mboxbuttons[2];
6500 // not a translated string, but it's too long and smartdrv isn't
6501 // really a thing for any OS we now support :p
6502 // sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n", 193), ram_in_mbytes, ram_in_mbytes);
6503 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6505 mboxbuttons[0].buttonid = 0;
6506 mboxbuttons[0].text = XSTR("Ok", 503);
6507 mboxbuttons[0].flags = 0;
6509 mboxbuttons[1].buttonid = 1;
6510 mboxbuttons[1].text = XSTR("Cancel", 504);
6511 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6513 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6514 mboxd.title = XSTR( "Not Enough RAM", 194);
6515 mboxd.message = tmp;
6516 mboxd.numbuttons = 2;
6517 mboxd.buttons = mboxbuttons;
6518 mboxd.window = NULL;
6519 mboxd.colorScheme = NULL;
6521 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6523 if ( msgbox_rval == 1 ) {
6527 // not a translated string, but it's too long and smartdrv isn't
6528 // really a thing for any OS we now support :p
6529 // sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n", 195), ram_in_mbytes, ram_in_mbytes);
6530 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6532 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6541 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6542 // If so, copy it over and remove the update directory.
6543 void game_maybe_update_launcher(char *exe_dir)
6548 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6552 int sub_total_destroyed = 0;
6556 // get the total for all his children
6557 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6558 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6561 // find the # of faces for this _individual_ object
6562 total = submodel_get_num_polys(model_num, sm);
6563 if(strstr(pm->submodel[sm].name, "-destroyed")){
6564 sub_total_destroyed = total;
6568 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6571 *out_total += total + sub_total;
6572 *out_destroyed_total += sub_total_destroyed;
6575 #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);
6576 void game_spew_pof_info()
6578 char *pof_list[1000];
6581 int idx, model_num, i, j;
6583 int total, root_total, model_total, destroyed_total, counted;
6587 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6589 // spew info on all the pofs
6595 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6600 for(idx=0; idx<num_files; idx++, counted++){
6601 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6602 model_num = model_load(str, 0, NULL);
6604 pm = model_get(model_num);
6606 // if we have a real model
6611 // go through and print all raw submodels
6612 cfputs("RAW\n", out);
6615 for (i=0; i<pm->n_models; i++) {
6616 total = submodel_get_num_polys(model_num, i);
6618 model_total += total;
6619 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6622 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6625 // now go through and do it by LOD
6626 cfputs("BY LOD\n\n", out);
6627 for(i=0; i<pm->n_detail_levels; i++){
6628 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6632 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6634 destroyed_total = 0;
6635 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6636 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6639 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6642 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6644 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6646 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6649 cfputs("------------------------------------------------------------------------\n\n", out);
6653 if(counted >= MAX_POLYGON_MODELS - 5){
6666 game_spew_pof_info();
6669 int game_main(const char *szCmdLine)
6673 // Find out how much RAM is on this machine
6674 Freespace_total_ram = SDL_GetSystemRAM();
6676 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6680 if (!vm_init(24*1024*1024)) {
6681 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6685 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6687 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6696 extern void windebug_memwatch_init();
6697 windebug_memwatch_init();
6705 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6706 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6707 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6708 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6710 parse_cmdline(szCmdLine);
6712 mprintf(("--------------------------------------------------------------------------------\n"));
6714 #ifdef STANDALONE_ONLY_BUILD
6716 nprintf(("Network", "Standalone running"));
6719 nprintf(("Network", "Standalone running"));
6726 // maybe spew pof stuff
6727 if(Cmdline_spew_pof_info){
6728 game_spew_pof_info();
6733 // non-demo, non-standalone, play the intro movie
6735 if ( !Is_standalone ) {
6737 // release -- movies always play
6740 // 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
6741 movie_play( NOX("intro.mve") );
6743 // debug version, movie will only play with -showmovies
6744 #elif !defined(NDEBUG)
6746 movie_play( NOX("intro.mve") );
6749 if ( Cmdline_show_movies )
6750 movie_play( NOX("intro.mve") );
6759 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6761 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6765 // only important for non THREADED mode
6768 state = gameseq_process_events();
6769 if ( state == GS_STATE_QUIT_GAME ){
6774 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6776 demo_upsell_show_screens();
6778 #elif defined(OEM_BUILD)
6779 // show upsell screens on exit
6780 oem_upsell_show_screens();
6787 // launcher the fslauncher program on exit
6788 void game_launch_launcher_on_exit()
6796 // This function is called when FreeSpace terminates normally.
6798 void game_shutdown(void)
6800 // don't ever flip a page on the standalone!
6801 if(!(Game_mode & GM_STANDALONE_SERVER)){
6807 // if the player has left the "player select" screen and quit the game without actually choosing
6808 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6809 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6813 // load up common multiplayer icons
6814 multi_unload_common_icons();
6816 shockwave_close(); // release any memory used by shockwave system
6817 fireball_close(); // free fireball system
6818 ship_close(); // free any memory that was allocated for the ships
6819 weapon_close(); // free any memory that was allocated for the weapons
6820 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6821 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6822 bm_unload_all(); // free bitmaps
6823 mission_campaign_close(); // close out the campaign stuff
6824 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6825 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6827 #ifdef MULTI_USE_LAG
6831 // the menu close functions will unload the bitmaps if they were displayed during the game
6832 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6835 context_help_close(); // close out help system
6836 training_menu_close();
6837 lcl_close(); // be sure localization is closed out
6840 // free left-over memory from parsed tables
6841 cutscene_tbl_close();
6843 scoring_tbl_close();
6844 player_tips_close();
6846 extern void joy_close();
6849 audiostream_close();
6851 event_music_close();
6855 // HACKITY HACK HACK
6856 // if this flag is set, we should be firing up the launcher when exiting freespace
6857 extern int Multi_update_fireup_launcher_on_exit;
6858 if(Multi_update_fireup_launcher_on_exit){
6859 game_launch_launcher_on_exit();
6863 // game_stop_looped_sounds()
6865 // This function will call the appropriate stop looped sound functions for those
6866 // modules which use looping sounds. It is not enough just to stop a looping sound
6867 // at the DirectSound level, the game is keeping track of looping sounds, and this
6868 // function is used to inform the game that looping sounds are being halted.
6870 void game_stop_looped_sounds()
6872 hud_stop_looped_locking_sounds();
6873 hud_stop_looped_engine_sounds();
6874 afterburner_stop_sounds();
6875 player_stop_looped_sounds();
6876 obj_snd_stop_all(); // stop all object-linked persistant sounds
6877 game_stop_subspace_ambient_sound();
6878 snd_stop(Radar_static_looping);
6879 Radar_static_looping = -1;
6880 snd_stop(Target_static_looping);
6881 shipfx_stop_engine_wash_sound();
6882 Target_static_looping = -1;
6885 //////////////////////////////////////////////////////////////////////////
6887 // Code for supporting an animating mouse pointer
6890 //////////////////////////////////////////////////////////////////////////
6892 typedef struct animating_obj
6901 static animating_obj Animating_mouse;
6903 // ----------------------------------------------------------------------------
6904 // init_animating_pointer()
6906 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6907 // gets properly initialized
6909 void init_animating_pointer()
6911 Animating_mouse.first_frame = -1;
6912 Animating_mouse.num_frames = 0;
6913 Animating_mouse.current_frame = -1;
6914 Animating_mouse.time = 0.0f;
6915 Animating_mouse.elapsed_time = 0.0f;
6918 // ----------------------------------------------------------------------------
6919 // load_animating_pointer()
6921 // Called at game init to load in the frames for the animating mouse pointer
6923 // input: filename => filename of animation file that holds the animation
6925 void load_animating_pointer(const char *filename, int dx, int dy)
6930 init_animating_pointer();
6932 am = &Animating_mouse;
6933 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6934 if ( am->first_frame == -1 )
6935 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6936 am->current_frame = 0;
6937 am->time = am->num_frames / i2fl(fps);
6940 // ----------------------------------------------------------------------------
6941 // unload_animating_pointer()
6943 // Called at game shutdown to free the memory used to store the animation frames
6945 void unload_animating_pointer()
6950 am = &Animating_mouse;
6951 for ( i = 0; i < am->num_frames; i++ ) {
6952 SDL_assert( (am->first_frame+i) >= 0 );
6953 bm_release(am->first_frame + i);
6956 am->first_frame = -1;
6958 am->current_frame = -1;
6961 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6962 void game_render_mouse(float frametime)
6967 // if animating cursor exists, play the next frame
6968 am = &Animating_mouse;
6969 if ( am->first_frame != -1 ) {
6970 mouse_get_pos(&mx, &my);
6971 am->elapsed_time += frametime;
6972 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6973 if ( am->current_frame >= am->num_frames ) {
6974 am->current_frame = 0;
6975 am->elapsed_time = 0.0f;
6977 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6981 // ----------------------------------------------------------------------------
6982 // game_maybe_draw_mouse()
6984 // determines whether to draw the mouse pointer at all, and what frame of
6985 // animation to use if the mouse is animating
6987 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6989 // input: frametime => elapsed frame time in seconds since last call
6991 void game_maybe_draw_mouse(float frametime)
6995 game_state = gameseq_get_state();
6997 switch ( game_state ) {
6998 case GS_STATE_GAME_PAUSED:
6999 // case GS_STATE_MULTI_PAUSED:
7000 case GS_STATE_GAME_PLAY:
7001 case GS_STATE_DEATH_DIED:
7002 case GS_STATE_DEATH_BLEW_UP:
7003 if ( popup_active() || popupdead_is_active() ) {
7015 if ( !Mouse_hidden )
7016 game_render_mouse(frametime);
7020 void game_do_training_checks()
7024 waypoint_list *wplp;
7026 if (Training_context & TRAINING_CONTEXT_SPEED) {
7027 s = (int) Player_obj->phys_info.fspeed;
7028 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7029 if (!Training_context_speed_set) {
7030 Training_context_speed_set = 1;
7031 Training_context_speed_timestamp = timestamp();
7035 Training_context_speed_set = 0;
7038 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7039 wplp = &Waypoint_lists[Training_context_path];
7040 if (wplp->count > Training_context_goal_waypoint) {
7041 i = Training_context_goal_waypoint;
7043 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7044 if (d <= Training_context_distance) {
7045 Training_context_at_waypoint = i;
7046 if (Training_context_goal_waypoint == i) {
7047 Training_context_goal_waypoint++;
7048 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7055 if (i == wplp->count)
7058 } while (i != Training_context_goal_waypoint);
7062 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7063 Players_target = Player_ai->target_objnum;
7064 Players_targeted_subsys = Player_ai->targeted_subsys;
7065 Players_target_timestamp = timestamp();
7069 /////////// Following is for event debug view screen
7073 #define EVENT_DEBUG_MAX 5000
7074 #define EVENT_DEBUG_EVENT 0x8000
7076 int Event_debug_index[EVENT_DEBUG_MAX];
7079 void game_add_event_debug_index(int n, int indent)
7081 if (ED_count < EVENT_DEBUG_MAX)
7082 Event_debug_index[ED_count++] = n | (indent << 16);
7085 void game_add_event_debug_sexp(int n, int indent)
7090 if (Sexp_nodes[n].first >= 0) {
7091 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7092 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7096 game_add_event_debug_index(n, indent);
7097 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7098 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7100 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7103 void game_event_debug_init()
7108 for (e=0; e<Num_mission_events; e++) {
7109 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7110 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7114 void game_show_event_debug(float frametime)
7118 int font_height, font_width;
7120 static int scroll_offset = 0;
7122 k = game_check_key();
7128 if (scroll_offset < 0)
7138 scroll_offset -= 20;
7139 if (scroll_offset < 0)
7144 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7148 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7154 gr_set_color_fast(&Color_bright);
7156 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7158 gr_set_color_fast(&Color_normal);
7160 gr_get_string_size(&font_width, &font_height, NOX("test"));
7161 y_max = gr_screen.max_h - font_height - 5;
7165 while (k < ED_count) {
7166 if (y_index > y_max)
7169 z = Event_debug_index[k];
7170 if (z & EVENT_DEBUG_EVENT) {
7172 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7173 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7174 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7175 Mission_events[z].repeat_count, Mission_events[z].interval);
7183 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7184 switch (Sexp_nodes[z & 0x7fff].value) {
7186 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7190 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7193 case SEXP_KNOWN_TRUE:
7194 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7197 case SEXP_KNOWN_FALSE:
7198 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7201 case SEXP_CANT_EVAL:
7202 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7206 case SEXP_NAN_FOREVER:
7207 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7212 gr_printf(10, y_index, buf);
7213 y_index += font_height;
7226 int Tmap_num_too_big = 0;
7227 int Num_models_needing_splitting = 0;
7229 void Time_model( int modelnum )
7231 // mprintf(( "Timing ship '%s'\n", si->name ));
7233 vector eye_pos, model_pos;
7234 matrix eye_orient, model_orient;
7236 polymodel *pm = model_get( modelnum );
7238 int l = strlen(pm->filename);
7240 if ( (l == '/') || (l=='\\') || (l==':')) {
7246 char *pof_file = &pm->filename[l];
7248 int model_needs_splitting = 0;
7250 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7252 for (i=0; i<pm->n_textures; i++ ) {
7253 char filename[1024];
7256 int bmp_num = pm->original_textures[i];
7257 if ( bmp_num > -1 ) {
7258 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7260 bm_get_info( pm->original_textures[i],&w, &h );
7263 if ( (w > 512) || (h > 512) ) {
7264 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7266 model_needs_splitting++;
7269 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7273 if ( model_needs_splitting ) {
7274 Num_models_needing_splitting++;
7276 eye_orient = model_orient = vmd_identity_matrix;
7277 eye_pos = model_pos = vmd_zero_vector;
7279 eye_pos.xyz.z = -pm->rad*2.0f;
7281 vector eye_to_model;
7283 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7284 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7286 fix t1 = timer_get_fixed_seconds();
7289 ta.p = ta.b = ta.h = 0.0f;
7292 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7294 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7296 modelstats_num_polys = modelstats_num_verts = 0;
7298 while( ta.h < PI2 ) {
7301 vm_angles_2_matrix(&m1, &ta );
7302 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7309 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7311 model_clear_instance( modelnum );
7312 model_set_detail_level(0); // use highest detail level
7313 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7321 int k = key_inkey();
7322 if ( k == SDLK_ESCAPE ) {
7327 fix t2 = timer_get_fixed_seconds();
7329 if (framecount < 1) {
7333 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7334 //bitmaps_used_this_frame /= framecount;
7336 modelstats_num_polys /= framecount;
7337 modelstats_num_verts /= framecount;
7339 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7340 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 );
7342 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7348 int Time_models = 0;
7349 DCF_BOOL( time_models, Time_models );
7351 void Do_model_timings_test()
7355 if ( !Time_models ) return;
7357 mprintf(( "Timing models!\n" ));
7361 ubyte model_used[MAX_POLYGON_MODELS];
7362 int model_id[MAX_POLYGON_MODELS];
7363 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7368 for (i=0; i<Num_ship_types; i++ ) {
7369 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7371 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7372 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7375 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7376 if ( !Texture_fp ) return;
7378 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7379 if ( !Time_fp ) return;
7381 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7382 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7384 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7385 if ( model_used[i] ) {
7386 Time_model( model_id[i] );
7390 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7391 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7400 // Call this function when you want to inform the player that a feature is not
7401 // enabled in the DEMO version of FreSpace
7402 void game_feature_not_in_demo_popup()
7404 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7407 // format the specified time (fixed point) into a nice string
7408 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7411 int hours,minutes,seconds;
7413 mtime = f2fl(m_time);
7415 // get the hours, minutes and seconds
7416 hours = (int)(mtime / 3600.0f);
7418 mtime -= (3600.0f * (float)hours);
7420 seconds = (int)mtime%60;
7421 minutes = (int)mtime/60;
7424 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7426 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7430 // Stuff version string in *str.
7431 void get_version_string(char *str, const int str_len)
7434 if ( FS_VERSION_BUILD == 0 ) {
7435 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7437 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7440 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7441 SDL_strlcat(str, " D", str_len);
7442 #elif defined (OEM_BUILD)
7443 SDL_strlcat(str, " (OEM)", str_len);
7449 char myname[_MAX_PATH];
7450 int namelen, major, minor, build, waste;
7451 unsigned int buf_size;
7457 // Find my EXE file name
7458 hMod = GetModuleHandle(NULL);
7459 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7461 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7462 infop = (char *)malloc(version_size);
7463 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7465 // get the product version
7466 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7467 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7469 sprintf(str,"Dv%d.%02d",major, minor);
7471 sprintf(str,"v%d.%02d",major, minor);
7476 void get_version_string_short(char *str, const int str_len)
7478 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7481 // ----------------------------------------------------------------
7483 // OEM UPSELL SCREENS BEGIN
7485 // ----------------------------------------------------------------
7486 #if defined(OEM_BUILD)
7488 #define NUM_OEM_UPSELL_SCREENS 3
7489 #define OEM_UPSELL_SCREEN_DELAY 10000
7491 static int Oem_upsell_bitmaps_loaded = 0;
7492 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7493 static int Oem_upsell_screen_number = 0;
7494 static int Oem_upsell_show_next_bitmap_time;
7497 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7510 static int Oem_normal_cursor = -1;
7511 static int Oem_web_cursor = -1;
7512 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7513 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7515 void oem_upsell_next_screen()
7517 Oem_upsell_screen_number++;
7518 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7519 // extra long delay, mouse shown on last upsell
7520 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7524 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7528 void oem_upsell_load_bitmaps()
7532 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7533 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7537 void oem_upsell_unload_bitmaps()
7541 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7542 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7543 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7548 Oem_upsell_bitmaps_loaded = 0;
7551 // clickable hotspot on 3rd OEM upsell screen
7552 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7554 28, 350, 287, 96 // x, y, w, h
7557 45, 561, 460, 152 // x, y, w, h
7561 void oem_upsell_show_screens()
7563 int current_time, k;
7566 if ( !Oem_upsell_bitmaps_loaded ) {
7567 oem_upsell_load_bitmaps();
7568 Oem_upsell_bitmaps_loaded = 1;
7571 // may use upsell screens more than once
7572 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7573 Oem_upsell_screen_number = 0;
7579 int nframes; // used to pass, not really needed (should be 1)
7580 Oem_normal_cursor = gr_get_cursor_bitmap();
7581 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7582 SDL_assert(Oem_web_cursor >= 0);
7583 if (Oem_web_cursor < 0) {
7584 Oem_web_cursor = Oem_normal_cursor;
7589 //oem_reset_trailer_timer();
7591 current_time = timer_get_milliseconds();
7596 // advance screen on keypress or timeout
7597 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7598 oem_upsell_next_screen();
7601 // check if we are done
7602 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7603 Oem_upsell_screen_number--;
7606 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7611 // show me the upsell
7612 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7613 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7617 // if this is the 3rd upsell, make it clickable, d00d
7618 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7620 int button_state = mouse_get_pos(&mx, &my);
7621 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])
7622 && (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]) )
7625 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7628 if (button_state & MOUSE_LEFT_BUTTON) {
7630 multi_pxo_url(OEM_UPSELL_URL);
7634 // switch cursor back to normal one
7635 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7640 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7650 oem_upsell_unload_bitmaps();
7652 // switch cursor back to normal one
7653 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7657 #endif // defined(OEM_BUILD)
7658 // ----------------------------------------------------------------
7660 // OEM UPSELL SCREENS END
7662 // ----------------------------------------------------------------
7666 // ----------------------------------------------------------------
7668 // DEMO UPSELL SCREENS BEGIN
7670 // ----------------------------------------------------------------
7672 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7675 #define NUM_DEMO_UPSELL_SCREENS 2
7677 #define NUM_DEMO_UPSELL_SCREENS 4
7679 #define DEMO_UPSELL_SCREEN_DELAY 3000
7681 static int Demo_upsell_bitmaps_loaded = 0;
7682 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7683 static int Demo_upsell_screen_number = 0;
7684 static int Demo_upsell_show_next_bitmap_time;
7687 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7713 void demo_upsell_next_screen()
7715 Demo_upsell_screen_number++;
7716 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7717 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7719 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7723 void demo_upsell_load_bitmaps()
7727 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7728 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7732 void demo_upsell_unload_bitmaps()
7736 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7737 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7738 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7743 Demo_upsell_bitmaps_loaded = 0;
7746 void demo_upsell_show_screens()
7748 int current_time, k;
7751 if ( !Demo_upsell_bitmaps_loaded ) {
7752 demo_upsell_load_bitmaps();
7753 Demo_upsell_bitmaps_loaded = 1;
7756 // may use upsell screens more than once
7757 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7758 Demo_upsell_screen_number = 0;
7765 demo_reset_trailer_timer();
7767 current_time = timer_get_milliseconds();
7774 // don't time out, wait for keypress
7776 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7777 demo_upsell_next_screen();
7782 demo_upsell_next_screen();
7785 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7786 Demo_upsell_screen_number--;
7789 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7794 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7795 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7800 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7810 demo_upsell_unload_bitmaps();
7815 // ----------------------------------------------------------------
7817 // DEMO UPSELL SCREENS END
7819 // ----------------------------------------------------------------
7822 // ----------------------------------------------------------------
7824 // Subspace Ambient Sound START
7826 // ----------------------------------------------------------------
7828 static int Subspace_ambient_left_channel = -1;
7829 static int Subspace_ambient_right_channel = -1;
7832 void game_start_subspace_ambient_sound()
7834 if ( Subspace_ambient_left_channel < 0 ) {
7835 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7838 if ( Subspace_ambient_right_channel < 0 ) {
7839 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7843 void game_stop_subspace_ambient_sound()
7845 if ( Subspace_ambient_left_channel >= 0 ) {
7846 snd_stop(Subspace_ambient_left_channel);
7847 Subspace_ambient_left_channel = -1;
7850 if ( Subspace_ambient_right_channel >= 0 ) {
7851 snd_stop(Subspace_ambient_right_channel);
7852 Subspace_ambient_right_channel = -1;
7856 // ----------------------------------------------------------------
7858 // Subspace Ambient Sound END
7860 // ----------------------------------------------------------------
7862 // ----------------------------------------------------------------
7864 // Language Autodetection stuff
7867 // this layout order must match Lcl_languages in localize.cpp in order for the
7868 // correct language to be detected
7869 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7871 1366105450, // English
7873 589986744, // English
7875 -1132430286, // German
7877 -1131728960, // Polish
7880 // default setting is "-1" to use config file with English as fall back
7881 // DO NOT change the default setting here or something uncouth might happen
7882 // in the localization code
7888 // try and open the file to verify
7889 CFILE *detect = cfopen("font01.vf", "rb");
7891 // will use default setting if something went wrong
7896 // get the long checksum of the file
7898 cfseek(detect, 0, SEEK_SET);
7899 cf_chksum_long(detect, &file_checksum);
7903 // now compare the checksum/filesize against known #'s
7904 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7905 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7910 // notify if a match was not found, include detected checksum
7911 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7912 printf("Using default language...\n\n");
7918 // End Auto Lang stuff
7920 // ----------------------------------------------------------------
7922 // ----------------------------------------------------------------
7923 // SHIPS TBL VERIFICATION STUFF
7926 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7927 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7928 #define NUM_SHIPS_TBL_CHECKSUMS 3
7930 #define NUM_SHIPS_TBL_CHECKSUMS 1
7934 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7935 1696074201, // FS2 demo
7938 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7939 1603375034, // FS1 DEMO
7942 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7943 -129679197, // FS1 Full 1.06 (US)
7944 7762567, // FS1 SilentThreat
7945 1555372475 // FS1 Full 1.06 (German)
7949 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7950 -463907578, // US - beta 1
7951 1696074201, // FS2 demo
7954 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7955 // -1022810006, // 1.0 FULL
7956 -1254285366 // 1.2 FULL (German)
7960 void verify_ships_tbl()
7964 Game_ships_tbl_valid = 1;
7970 // detect if the packfile exists
7971 CFILE *detect = cfopen("ships.tbl", "rb");
7972 Game_ships_tbl_valid = 0;
7976 Game_ships_tbl_valid = 0;
7980 // get the long checksum of the file
7982 cfseek(detect, 0, SEEK_SET);
7983 cf_chksum_long(detect, &file_checksum);
7987 // now compare the checksum/filesize against known #'s
7988 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7989 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7990 Game_ships_tbl_valid = 1;
7997 DCF(shipspew, "display the checksum for the current ships.tbl")
8000 CFILE *detect = cfopen("ships.tbl", "rb");
8001 // get the long checksum of the file
8003 cfseek(detect, 0, SEEK_SET);
8004 cf_chksum_long(detect, &file_checksum);
8007 dc_printf("%d", file_checksum);
8010 // ----------------------------------------------------------------
8011 // WEAPONS TBL VERIFICATION STUFF
8014 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8015 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8016 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8018 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8022 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8023 -266420030, // demo 1
8026 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8027 -1246928725, // FS1 DEMO
8030 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8031 -834598107, // FS1 1.06 Full (US)
8032 -1652231417, // FS1 SilentThreat
8033 720209793 // FS1 1.06 Full (German)
8037 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8038 141718090, // US - beta 1
8039 -266420030, // demo 1
8042 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8043 // 399297860, // 1.0 FULL
8044 -553984927 // 1.2 FULL (german)
8048 void verify_weapons_tbl()
8052 Game_weapons_tbl_valid = 1;
8058 // detect if the packfile exists
8059 CFILE *detect = cfopen("weapons.tbl", "rb");
8060 Game_weapons_tbl_valid = 0;
8064 Game_weapons_tbl_valid = 0;
8068 // get the long checksum of the file
8070 cfseek(detect, 0, SEEK_SET);
8071 cf_chksum_long(detect, &file_checksum);
8075 // now compare the checksum/filesize against known #'s
8076 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8077 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8078 Game_weapons_tbl_valid = 1;
8085 DCF(wepspew, "display the checksum for the current weapons.tbl")
8088 CFILE *detect = cfopen("weapons.tbl", "rb");
8089 // get the long checksum of the file
8091 cfseek(detect, 0, SEEK_SET);
8092 cf_chksum_long(detect, &file_checksum);
8095 dc_printf("%d", file_checksum);
8098 // if the game is running using hacked data
8099 int game_hacked_data()
8102 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8110 void display_title_screen()
8112 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8113 ///int title_bitmap;
8116 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8117 if (title_bitmap == -1) {
8122 gr_set_bitmap(title_bitmap);
8130 bm_unload(title_bitmap);
8131 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8134 // return true if the game is running with "low memory", which is less than 48MB
8135 bool game_using_low_mem()
8137 if (Use_low_mem == 0) {