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/GlobalIncs/SystemVars.cpp $
15 * Variables and constants common to FreeSpace and Fred.
18 * Revision 1.5 2005/10/01 21:42:07 taylor
19 * if we are using a custom detail level then give the closest relative to the defaults when we request
20 * the current detail level (needed to be fixed for one FS1 thing in particular)
22 * Revision 1.4 2003/05/25 02:30:42 taylor
25 * Revision 1.3 2002/06/09 04:41:17 relnev
26 * added copyright header
28 * Revision 1.2 2002/05/07 03:16:45 theoddone33
29 * The Great Newline Fix
31 * Revision 1.1.1.1 2002/05/03 03:28:09 root
35 * 12 9/09/99 8:53p Dave
36 * Fixed multiplayer degenerate orientation case problem. Make sure warp
37 * effect never goes lower than LOD 1.
39 * 11 9/06/99 11:25a Mikek
40 * Decrease some settings for High detail level.
42 * 10 8/05/99 2:05a Dave
45 * 9 7/29/99 10:47p Dave
46 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
48 * 8 7/29/99 12:05a Dave
49 * Nebula speed optimizations.
51 * 7 6/22/99 7:03p Dave
52 * New detail options screen.
54 * 6 6/16/99 4:06p Dave
55 * New pilot info popup. Added new draw-bitmap-as-poly function.
57 * 5 5/24/99 5:45p Dave
58 * Added detail levels to the nebula, with a decent speedup. Split nebula
59 * lightning into its own section.
61 * 4 11/30/98 1:07p Dave
62 * 16 bit conversion, first run.
64 * 3 10/07/98 6:27p Dave
65 * Globalized mission and campaign file extensions. Removed Silent Threat
66 * special code. Moved \cache \players and \multidata into the \data
69 * 2 10/07/98 10:52a Dave
72 * 1 10/07/98 10:48a Dave
74 * 38 9/21/98 8:46p Dave
75 * Put in special check in fred for identifying unknown ships.
77 * 37 8/17/98 5:07p Dave
78 * First rev of corkscrewing missiles.
80 * 36 5/13/98 11:34p Mike
81 * Model caching system.
83 * 35 4/25/98 4:06p John
84 * Made defaults make a little more sense
86 * 34 4/20/98 8:41p John
87 * Made debris culling actually reduce Glide texture resolution.
89 * 33 4/12/98 9:56a John
90 * Made lighting detail flags work. Made explosions cast light on
93 * 32 4/08/98 8:34p Lawrance
94 * Fix up how custom button works on the detail tab.
96 * 31 4/01/98 5:34p John
97 * Made only the used POFs page in for a level. Reduced some interp
98 * arrays. Made custom detail level work differently.
100 * 30 3/31/98 5:18p John
101 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
102 * bunch of debug stuff out of player file. Made model code be able to
103 * unload models and malloc out only however many models are needed.
106 * 29 3/30/98 2:38p Mike
107 * Add asteroid_density to detail level support.
108 * No force explosion damage in training missions.
109 * Make cargo deathrolls shorter.
111 * 28 3/24/98 8:16a John
112 * made highest detail different than next one down
114 * 27 3/23/98 5:19p John
115 * Upped number of default detail levels to 4
117 * 26 3/22/98 4:11p Andsager
118 * Remove global Freespace_running
120 * 25 3/22/98 3:28p John
121 * Added in stippled alpha for lower details. Made medium detail use
124 * 24 3/22/98 2:41p John
125 * Added lighting into the detail structure.
127 * 23 3/22/98 11:06a John
128 * Changed default detail levels
130 * 22 3/22/98 11:02a John
131 * Made a bunch of the detail levels actually do something
133 * 21 3/22/98 9:53a John
134 * Added in first stage of new detail level stuff
136 * 20 3/09/98 12:13a Andsager
137 * Add code to help find jumps in position.
139 * 19 2/28/98 7:03p Lawrance
140 * get slew working in any view
142 * 18 2/16/98 4:16p John
143 * Added loading animation
145 * 17 2/10/98 9:06a John
146 * Added variables for restoring
148 * 16 2/05/98 9:27p John
149 * took out ending min/max etc on monitor
151 * 15 2/05/98 9:21p John
152 * Some new Direct3D code. Added code to monitor a ton of stuff in the
155 * 14 2/03/98 9:25p John
156 * Upgraded Direct3D code to new version 5.0 code. Separated the D3D code
157 * more. Added a global variable D3D_enabled flag.
159 * 13 1/17/98 12:17p John
160 * fixed erroneous print
162 * 12 1/17/98 12:14p John
163 * Added loading... bar to freespace.
165 * 11 1/11/98 2:15p John
166 * Changed a lot of stuff that had to do with bitmap loading. Made cfile
167 * not do callbacks, I put that in global code. Made only bitmaps that
168 * need to load for a level load.
170 * 10 12/16/97 6:20p Hoffoss
171 * Added more debugging code for demos, and fixed a bug in demo
172 * recording/playback.
174 * 9 12/05/97 3:46p John
175 * made ship thruster glow scale instead of being an animation.
177 * 8 8/05/97 10:18a Lawrance
178 * my_rand() being used temporarily instead of rand()
180 * 7 8/04/97 10:21a Dave
181 * Added Is_standalone global var
183 * 6 6/24/97 6:21p John
184 * added detail flags.
185 * sped up motion debris system a bit.
187 * 5 4/15/97 11:28p Mike
188 * External view system
190 * 4 4/15/97 4:00p Mike
191 * Intermediate checkin caused by getting other files. Working on camera
194 * 3 4/08/97 8:47a John
195 * Added a global varible for detail level
197 * 2 4/01/97 11:07p Mike
198 * Clean up game sequencing functions. Get rid of Multiplayer and add
199 * Game_mode. Add SystemVars.cpp
201 * 1 4/01/97 10:59p Mike
207 #include "systemvars.h"
217 int Game_restoring = 0; // If set, this means we are restoring data from disk
219 int Viewer_mode; // Viewer's mode, see VM_xxxx flags.
221 // The detail level. Anything below zero draws simple models earlier than it
222 // should. Anything above zero draws higher detail models longer than it should.
228 int Game_detail_level = 0;
229 uint Game_detail_flags = DETAIL_DEFAULT; // see systemvars.h for explanation
231 angles Viewer_slew_angles; // Angles of viewer relative to forward.
232 vei Viewer_external_info; // Viewer angles to ship in external view.
233 vci Viewer_chase_info; // View chase camera information
238 int Interface_last_tick = -1; // last timer tick on flip
240 // for notifying players of unknown ship types
241 int Fred_found_unknown_ship_during_parsing = 0;
243 // If true, then we are using Direct3D hardware. This is used for game type stuff
244 // that changes when you're using hardware.
247 // Values used for noise for thruster animations
248 float Noise[NOISE_NUM_FRAMES] = {
272 // nprintf(("Alan","RAND: %d\n", rval));
277 // Variables for the loading callback hooks
278 static int cf_timestamp = -1;
279 static void (*cf_callback)(int count) = NULL;
280 static int cf_in_callback = 0;
281 static int cb_counter = 0;
282 static int cb_last_counter = 0;
283 static int cb_delta_step = -1;
285 // Call this with the name of a function. That function will
286 // then get called around 10x per second. The callback function
287 // gets passed a 'count' which is how many times game_busy has
288 // been called since the callback was set. It gets called
289 // one last time with count=-1 when you turn off the callback
290 // by calling game_busy_callback(NULL). Game_busy_callback
291 // returns the current count, so you can tell how many times
292 // game_busy got called.
293 int game_busy_callback( void (*callback)(int count), int delta_step )
297 // Call it once more to finalize things
307 cb_delta_step = delta_step;
308 cf_timestamp = timer_get_milliseconds()+(1000/10);
309 cf_callback = callback;
313 (*cf_callback)(0); // pass 0 first time!
321 // Call whenever loading to display cursor
324 if ( cf_in_callback != 0 ) return; // don't call callback if we're already in it.
325 if ( cf_timestamp < 0 ) return;
326 if ( !cf_callback ) return;
330 // mprintf(( "CB_COUNTER=%d\n", cb_counter ));
332 int t1 = timer_get_milliseconds();
334 if ( (t1 > cf_timestamp) || ((cb_counter>cb_last_counter+155)&&(cb_delta_step>0)) ) {
335 cb_last_counter = cb_counter;
337 (*cf_callback)(cb_counter);
339 cf_timestamp = t1 + +(1000/10);
343 //======================== CODE TO MONITOR EVENTS ======================
347 #define MAX_MONITORS 64
349 static int Num_monitors = 0;
350 static monitor *Monitor[MAX_MONITORS];
352 monitor::monitor( char *_name )
356 if ( Num_monitors >= MAX_MONITORS ) {
357 Int3(); // Too many monitor variables!! Increase MAX_MONITORS!!
361 for (i=0; i<Num_monitors; i++ ) {
362 int ret = stricmp( Monitor[i]->name, _name );
365 Int3(); // This monitor variable already exists!!!!
367 } else if ( ret > 0 ) {
368 break; // Insert it here
370 } else if ( ret < 0 ) {
375 if ( i < Num_monitors ) {
376 // Insert it at element i
378 for (j=Num_monitors; j>i; j-- ) {
379 Monitor[j] = Monitor[j-1];
384 Monitor[Num_monitors] = this;
393 int Monitor_inited = 0;
394 char Monitor_filename[128];
395 fix monitor_last_time = -1;
397 DCF(monitor,"Monitors game performace")
400 dc_get_arg(ARG_STRING|ARG_NONE);
401 if ( Dc_arg_type == ARG_NONE ) {
402 if ( Monitor_inited ) {
406 FILE *fp = fopen( Monitor_filename, "at" );
408 fprintf( fp, "\n\n" );
409 fprintf( fp, "Name\tMin\tMax\tAvg\n" );
410 for (int i=0; i<Num_monitors; i++ ) {
411 if ( Monitor[i]->cnt > 0 ) {
412 fprintf( fp, "%s\t%d\t%d\t%d\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max, Monitor[i]->sum / Monitor[i]->cnt );
414 fprintf( fp, "%s\t%d\t%d\t?\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max );
421 dc_printf( "Monitor to file '%s' turned off\n", Monitor_filename );
423 dc_printf( "Monitor isn't on\n" );
426 if ( Monitor_inited ) {
427 dc_printf( "Monitor already on\n" );
431 strcpy( Monitor_filename, Dc_arg );
435 for (i=0; i<Num_monitors; i++ ) {
436 Monitor[i]->value = 0;
443 FILE *fp = fopen( Monitor_filename, "wt" );
445 for (i=0; i<Num_monitors; i++ ) {
449 fprintf( fp, "%s", Monitor[i]->name );
455 dc_printf( "Monitor outputting to file '%s'\n", Monitor_filename );
456 monitor_last_time = -1;
461 dc_printf( "Usage: monitor filename\nOutputs monitoring info to filename. No filename turns it off\n" );
467 MONITOR(FrameRateX100);
469 void monitor_update()
474 fix this_time = timer_get_fixed_seconds();
477 if ( monitor_last_time != -1 ) {
478 frametime = this_time - monitor_last_time;
483 if ( frametime > 0 ) {
484 MONITOR_INC(FrameRateX100, (F1_0*100) / frametime );
486 MONITOR_INC(FrameRateX100, 0 );
490 if ( !Monitor_inited ) {
494 if ( frametime != 0 ) {
495 fp = fopen( Monitor_filename, "at" );
498 for (i=0; i<Num_monitors; i++ ) {
499 if (i>0) fprintf( fp, "\t" );
500 fprintf( fp, "%d", Monitor[i]->value );
506 for (i=0; i<Num_monitors; i++ ) {
509 Monitor[i]->sum += Monitor[i]->value;
511 if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value < Monitor[i]->min )) {
512 Monitor[i]->min = Monitor[i]->value;
515 if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value > Monitor[i]->max )) {
516 Monitor[i]->max = Monitor[i]->value;
522 Monitor[i]->value = 0;
525 for (i=0; i<Num_monitors; i++ ) {
527 Monitor[i]->value = 0;
531 monitor_last_time = timer_get_fixed_seconds();
537 #if MAX_DETAIL_LEVEL != 4
538 #error MAX_DETAIL_LEVEL is assumed to be 4 in SystemVars.cpp
541 #if NUM_DEFAULT_DETAIL_LEVELS != 4
542 #error NUM_DEFAULT_DETAIL_LEVELS is assumed to be 4 in SystemVars.cpp
545 // Detail level stuff
546 detail_levels Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS] = {
549 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
550 0, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
551 0, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
552 0, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
553 0, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
554 0, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
555 0, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
556 0, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
557 2, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
559 // ==== Booleans ====
560 0, // targetview_model; // 0=off, 1=on
561 0, // planets_suns; // 0=off, 1=on
569 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
570 1, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
571 1, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
572 1, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
573 2, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
574 2, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
575 2, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
576 1, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
577 3, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
579 // ==== Booleans ====
580 1, // targetview_model; // 0=off, 1=on
581 1, // planets_suns; // 0=off, 1=on
589 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
590 2, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
591 3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
592 3, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
593 3, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
594 3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
595 4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
596 3, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
597 4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
599 // ==== Booleans ====
600 1, // targetview_model; // 0=off, 1=on
601 1, // planets_suns; // 0=off, 1=on
609 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
610 3, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
611 3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
612 4, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
613 4, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
614 3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
615 4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
616 4, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
617 4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
619 // ==== Booleans ====
620 1, // targetview_model; // 0=off, 1=on
621 1, // planets_suns; // 0=off, 1=on
630 // Global used to access detail levels in game and libs
631 detail_levels Detail = Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS-1];
635 // NUM_DETAIL_LEVELS - highest
636 // To set the parameters in Detail to some set of defaults
637 void detail_level_set(int level)
643 Assert( level >= 0 );
644 Assert( level < NUM_DEFAULT_DETAIL_LEVELS );
646 Detail = Detail_defaults[level];
648 // reset nebula stuff
649 neb2_set_detail_level(level);
652 // Returns the current detail level or -1 if custom.
653 int current_detail_level()
655 // return Detail.setting;
659 for (i=0; i<NUM_DEFAULT_DETAIL_LEVELS; i++ ) {
660 if ( Detail.setting == -1 ) {
661 // in the case of a custom detail level, return it's closest match
662 if ( (Detail.nebula_detail >= Detail_defaults[i].nebula_detail) &&
663 (Detail.detail_distance >= Detail_defaults[i].detail_distance) &&
664 (Detail.hardware_textures >= Detail_defaults[i].hardware_textures) &&
665 (Detail.shield_effects >= Detail_defaults[i].shield_effects) &&
666 (Detail.lighting >= Detail_defaults[i].lighting) &&
667 (Detail.planets_suns == Detail_defaults[i].planets_suns) &&
668 (Detail.weapon_extras == Detail_defaults[i].weapon_extras) )
670 match = i; // we will keep whatever the highest value is
672 } else if ( memcmp( &Detail, &Detail_defaults[i], sizeof(detail_levels) )==0 ) {
681 DCF(detail_level,"Change the detail level")
684 dc_get_arg(ARG_INT|ARG_NONE);
685 if ( Dc_arg_type & ARG_NONE ) {
686 Game_detail_level = 0;
687 dc_printf( "Detail level reset\n" );
689 if ( Dc_arg_type & ARG_INT ) {
690 Game_detail_level = Dc_arg_int;
695 dc_printf( "Usage: detail_level [n]\nn is detail level. 0 normal, - lower, + higher, -2 to 2 usually\nNo parameter resets it to default.\n" );
698 dc_printf("Detail level set to %d\n", Game_detail_level);
701 DCF(detail, "Turns on/off parts of the game for speed testing" )
704 dc_get_arg(ARG_INT|ARG_NONE);
705 if ( Dc_arg_type & ARG_NONE ) {
706 if ( Game_detail_flags == DETAIL_DEFAULT ) {
707 Game_detail_flags = DETAIL_FLAG_CLEAR;
708 dc_printf( "Detail flags set lowest (except has screen clear)\n" );
710 Game_detail_flags = DETAIL_DEFAULT;
711 dc_printf( "Detail flags set highest\n" );
714 if ( Dc_arg_type & ARG_INT ) {
715 Game_detail_flags ^= Dc_arg_int;
720 dc_printf( "Usage: detail [n]\nn is detail bit to toggle.\n" );
721 dc_printf( " 1: draw the stars\n" );
722 dc_printf( " 2: draw the nebulas\n" );
723 dc_printf( " 4: draw the motion debris\n" );
724 dc_printf( " 8: draw planets\n" );
725 dc_printf( " 16: draw models not as blobs\n" );
726 dc_printf( " 32: draw lasers not as pixels\n" );
727 dc_printf( " 64: clear screen background after each frame\n" );
728 dc_printf( " 128: draw hud stuff\n" );
729 dc_printf( " 256: draw fireballs\n" );
730 dc_printf( " 512: do collision detection\n" );
734 dc_printf("Detail flags set to 0x%08x\n", Game_detail_flags);
735 dc_printf( " 1: draw the stars: %s\n", (Game_detail_flags&1?"on":"off") );
736 dc_printf( " 2: draw the nebulas: %s\n", (Game_detail_flags&2?"on":"off") );
737 dc_printf( " 4: draw the motion debris: %s\n", (Game_detail_flags&4?"on":"off") );
738 dc_printf( " 8: draw planets: %s\n", (Game_detail_flags&8?"on":"off") );
739 dc_printf( " 16: draw models not as blobs: %s\n", (Game_detail_flags&16?"on":"off") );
740 dc_printf( " 32: draw lasers not as pixels: %s\n", (Game_detail_flags&32?"on":"off") );
741 dc_printf( " 64: clear screen background after each frame: %s\n", (Game_detail_flags&64?"on":"off") );
742 dc_printf( " 128: draw hud stuff: %s\n", (Game_detail_flags&128?"on":"off") );
743 dc_printf( " 256: draw fireballs: %s\n", (Game_detail_flags&256?"on":"off") );
744 dc_printf( " 512: do collision detection: %s\n", (Game_detail_flags&512?"on":"off") );