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 1.3 2002/06/09 04:41:17 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:45 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:09 root
28 * 12 9/09/99 8:53p Dave
29 * Fixed multiplayer degenerate orientation case problem. Make sure warp
30 * effect never goes lower than LOD 1.
32 * 11 9/06/99 11:25a Mikek
33 * Decrease some settings for High detail level.
35 * 10 8/05/99 2:05a Dave
38 * 9 7/29/99 10:47p Dave
39 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
41 * 8 7/29/99 12:05a Dave
42 * Nebula speed optimizations.
44 * 7 6/22/99 7:03p Dave
45 * New detail options screen.
47 * 6 6/16/99 4:06p Dave
48 * New pilot info popup. Added new draw-bitmap-as-poly function.
50 * 5 5/24/99 5:45p Dave
51 * Added detail levels to the nebula, with a decent speedup. Split nebula
52 * lightning into its own section.
54 * 4 11/30/98 1:07p Dave
55 * 16 bit conversion, first run.
57 * 3 10/07/98 6:27p Dave
58 * Globalized mission and campaign file extensions. Removed Silent Threat
59 * special code. Moved \cache \players and \multidata into the \data
62 * 2 10/07/98 10:52a Dave
65 * 1 10/07/98 10:48a Dave
67 * 38 9/21/98 8:46p Dave
68 * Put in special check in fred for identifying unknown ships.
70 * 37 8/17/98 5:07p Dave
71 * First rev of corkscrewing missiles.
73 * 36 5/13/98 11:34p Mike
74 * Model caching system.
76 * 35 4/25/98 4:06p John
77 * Made defaults make a little more sense
79 * 34 4/20/98 8:41p John
80 * Made debris culling actually reduce Glide texture resolution.
82 * 33 4/12/98 9:56a John
83 * Made lighting detail flags work. Made explosions cast light on
86 * 32 4/08/98 8:34p Lawrance
87 * Fix up how custom button works on the detail tab.
89 * 31 4/01/98 5:34p John
90 * Made only the used POFs page in for a level. Reduced some interp
91 * arrays. Made custom detail level work differently.
93 * 30 3/31/98 5:18p John
94 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
95 * bunch of debug stuff out of player file. Made model code be able to
96 * unload models and malloc out only however many models are needed.
99 * 29 3/30/98 2:38p Mike
100 * Add asteroid_density to detail level support.
101 * No force explosion damage in training missions.
102 * Make cargo deathrolls shorter.
104 * 28 3/24/98 8:16a John
105 * made highest detail different than next one down
107 * 27 3/23/98 5:19p John
108 * Upped number of default detail levels to 4
110 * 26 3/22/98 4:11p Andsager
111 * Remove global Freespace_running
113 * 25 3/22/98 3:28p John
114 * Added in stippled alpha for lower details. Made medium detail use
117 * 24 3/22/98 2:41p John
118 * Added lighting into the detail structure.
120 * 23 3/22/98 11:06a John
121 * Changed default detail levels
123 * 22 3/22/98 11:02a John
124 * Made a bunch of the detail levels actually do something
126 * 21 3/22/98 9:53a John
127 * Added in first stage of new detail level stuff
129 * 20 3/09/98 12:13a Andsager
130 * Add code to help find jumps in position.
132 * 19 2/28/98 7:03p Lawrance
133 * get slew working in any view
135 * 18 2/16/98 4:16p John
136 * Added loading animation
138 * 17 2/10/98 9:06a John
139 * Added variables for restoring
141 * 16 2/05/98 9:27p John
142 * took out ending min/max etc on monitor
144 * 15 2/05/98 9:21p John
145 * Some new Direct3D code. Added code to monitor a ton of stuff in the
148 * 14 2/03/98 9:25p John
149 * Upgraded Direct3D code to new version 5.0 code. Separated the D3D code
150 * more. Added a global variable D3D_enabled flag.
152 * 13 1/17/98 12:17p John
153 * fixed erroneous print
155 * 12 1/17/98 12:14p John
156 * Added loading... bar to freespace.
158 * 11 1/11/98 2:15p John
159 * Changed a lot of stuff that had to do with bitmap loading. Made cfile
160 * not do callbacks, I put that in global code. Made only bitmaps that
161 * need to load for a level load.
163 * 10 12/16/97 6:20p Hoffoss
164 * Added more debugging code for demos, and fixed a bug in demo
165 * recording/playback.
167 * 9 12/05/97 3:46p John
168 * made ship thruster glow scale instead of being an animation.
170 * 8 8/05/97 10:18a Lawrance
171 * my_rand() being used temporarily instead of rand()
173 * 7 8/04/97 10:21a Dave
174 * Added Is_standalone global var
176 * 6 6/24/97 6:21p John
177 * added detail flags.
178 * sped up motion debris system a bit.
180 * 5 4/15/97 11:28p Mike
181 * External view system
183 * 4 4/15/97 4:00p Mike
184 * Intermediate checkin caused by getting other files. Working on camera
187 * 3 4/08/97 8:47a John
188 * Added a global varible for detail level
190 * 2 4/01/97 11:07p Mike
191 * Clean up game sequencing functions. Get rid of Multiplayer and add
192 * Game_mode. Add SystemVars.cpp
194 * 1 4/01/97 10:59p Mike
200 #include "systemvars.h"
210 int Game_restoring = 0; // If set, this means we are restoring data from disk
212 int Viewer_mode; // Viewer's mode, see VM_xxxx flags.
214 // The detail level. Anything below zero draws simple models earlier than it
215 // should. Anything above zero draws higher detail models longer than it should.
221 int Game_detail_level = 0;
222 uint Game_detail_flags = DETAIL_DEFAULT; // see systemvars.h for explanation
224 angles Viewer_slew_angles; // Angles of viewer relative to forward.
225 vei Viewer_external_info; // Viewer angles to ship in external view.
226 vci Viewer_chase_info; // View chase camera information
231 int Interface_last_tick = -1; // last timer tick on flip
233 // for notifying players of unknown ship types
234 int Fred_found_unknown_ship_during_parsing = 0;
236 // If true, then we are using Direct3D hardware. This is used for game type stuff
237 // that changes when you're using hardware.
240 // Values used for noise for thruster animations
241 float Noise[NOISE_NUM_FRAMES] = {
265 // nprintf(("Alan","RAND: %d\n", rval));
270 // Variables for the loading callback hooks
271 static int cf_timestamp = -1;
272 static void (*cf_callback)(int count) = NULL;
273 static int cf_in_callback = 0;
274 static int cb_counter = 0;
275 static int cb_last_counter = 0;
276 static int cb_delta_step = -1;
278 // Call this with the name of a function. That function will
279 // then get called around 10x per second. The callback function
280 // gets passed a 'count' which is how many times game_busy has
281 // been called since the callback was set. It gets called
282 // one last time with count=-1 when you turn off the callback
283 // by calling game_busy_callback(NULL). Game_busy_callback
284 // returns the current count, so you can tell how many times
285 // game_busy got called.
286 int game_busy_callback( void (*callback)(int count), int delta_step )
290 // Call it once more to finalize things
300 cb_delta_step = delta_step;
301 cf_timestamp = timer_get_milliseconds()+(1000/10);
302 cf_callback = callback;
306 (*cf_callback)(0); // pass 0 first time!
314 // Call whenever loading to display cursor
317 if ( cf_in_callback != 0 ) return; // don't call callback if we're already in it.
318 if ( cf_timestamp < 0 ) return;
319 if ( !cf_callback ) return;
323 // mprintf(( "CB_COUNTER=%d\n", cb_counter ));
325 int t1 = timer_get_milliseconds();
327 if ( (t1 > cf_timestamp) || ((cb_counter>cb_last_counter+155)&&(cb_delta_step>0)) ) {
328 cb_last_counter = cb_counter;
330 (*cf_callback)(cb_counter);
332 cf_timestamp = t1 + +(1000/10);
336 //======================== CODE TO MONITOR EVENTS ======================
340 #define MAX_MONITORS 64
342 static int Num_monitors = 0;
343 static monitor *Monitor[MAX_MONITORS];
345 monitor::monitor( char *_name )
349 if ( Num_monitors >= MAX_MONITORS ) {
350 Int3(); // Too many monitor variables!! Increase MAX_MONITORS!!
354 for (i=0; i<Num_monitors; i++ ) {
355 int ret = stricmp( Monitor[i]->name, _name );
358 Int3(); // This monitor variable already exists!!!!
360 } else if ( ret > 0 ) {
361 break; // Insert it here
363 } else if ( ret < 0 ) {
368 if ( i < Num_monitors ) {
369 // Insert it at element i
371 for (j=Num_monitors; j>i; j-- ) {
372 Monitor[j] = Monitor[j-1];
377 Monitor[Num_monitors] = this;
386 int Monitor_inited = 0;
387 char Monitor_filename[128];
388 fix monitor_last_time = -1;
390 DCF(monitor,"Monitors game performace")
393 dc_get_arg(ARG_STRING|ARG_NONE);
394 if ( Dc_arg_type == ARG_NONE ) {
395 if ( Monitor_inited ) {
399 FILE *fp = fopen( Monitor_filename, "at" );
401 fprintf( fp, "\n\n" );
402 fprintf( fp, "Name\tMin\tMax\tAvg\n" );
403 for (int i=0; i<Num_monitors; i++ ) {
404 if ( Monitor[i]->cnt > 0 ) {
405 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 );
407 fprintf( fp, "%s\t%d\t%d\t?\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max );
414 dc_printf( "Monitor to file '%s' turned off\n", Monitor_filename );
416 dc_printf( "Monitor isn't on\n" );
419 if ( Monitor_inited ) {
420 dc_printf( "Monitor already on\n" );
424 strcpy( Monitor_filename, Dc_arg );
428 for (i=0; i<Num_monitors; i++ ) {
429 Monitor[i]->value = 0;
436 FILE *fp = fopen( Monitor_filename, "wt" );
438 for (i=0; i<Num_monitors; i++ ) {
442 fprintf( fp, "%s", Monitor[i]->name );
448 dc_printf( "Monitor outputting to file '%s'\n", Monitor_filename );
449 monitor_last_time = -1;
454 dc_printf( "Usage: monitor filename\nOutputs monitoring info to filename. No filename turns it off\n" );
460 MONITOR(FrameRateX100);
462 void monitor_update()
467 fix this_time = timer_get_fixed_seconds();
470 if ( monitor_last_time != -1 ) {
471 frametime = this_time - monitor_last_time;
476 if ( frametime > 0 ) {
477 MONITOR_INC(FrameRateX100, (F1_0*100) / frametime );
479 MONITOR_INC(FrameRateX100, 0 );
483 if ( !Monitor_inited ) {
487 if ( frametime != 0 ) {
488 fp = fopen( Monitor_filename, "at" );
491 for (i=0; i<Num_monitors; i++ ) {
492 if (i>0) fprintf( fp, "\t" );
493 fprintf( fp, "%d", Monitor[i]->value );
499 for (i=0; i<Num_monitors; i++ ) {
502 Monitor[i]->sum += Monitor[i]->value;
504 if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value < Monitor[i]->min )) {
505 Monitor[i]->min = Monitor[i]->value;
508 if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value > Monitor[i]->max )) {
509 Monitor[i]->max = Monitor[i]->value;
515 Monitor[i]->value = 0;
518 for (i=0; i<Num_monitors; i++ ) {
520 Monitor[i]->value = 0;
524 monitor_last_time = timer_get_fixed_seconds();
530 #if MAX_DETAIL_LEVEL != 4
531 #error MAX_DETAIL_LEVEL is assumed to be 4 in SystemVars.cpp
534 #if NUM_DEFAULT_DETAIL_LEVELS != 4
535 #error NUM_DEFAULT_DETAIL_LEVELS is assumed to be 4 in SystemVars.cpp
538 // Detail level stuff
539 detail_levels Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS] = {
542 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
543 0, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
544 0, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
545 0, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
546 0, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
547 0, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
548 0, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
549 0, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
550 2, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
552 // ==== Booleans ====
553 0, // targetview_model; // 0=off, 1=on
554 0, // planets_suns; // 0=off, 1=on
559 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
560 1, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
561 1, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
562 1, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
563 2, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
564 2, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
565 2, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
566 1, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
567 3, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
569 // ==== Booleans ====
570 1, // targetview_model; // 0=off, 1=on
571 1, // planets_suns; // 0=off, 1=on
576 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
577 2, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
578 3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
579 3, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
580 3, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
581 3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
582 4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
583 3, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
584 4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
586 // ==== Booleans ====
587 1, // targetview_model; // 0=off, 1=on
588 1, // planets_suns; // 0=off, 1=on
593 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
594 3, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
595 3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
596 4, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
597 4, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
598 3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
599 4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
600 4, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
601 4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
603 // ==== Booleans ====
604 1, // targetview_model; // 0=off, 1=on
605 1, // planets_suns; // 0=off, 1=on
611 // Global used to access detail levels in game and libs
612 detail_levels Detail = Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS-1];
616 // NUM_DETAIL_LEVELS - highest
617 // To set the parameters in Detail to some set of defaults
618 void detail_level_set(int level)
624 Assert( level >= 0 );
625 Assert( level < NUM_DEFAULT_DETAIL_LEVELS );
627 Detail = Detail_defaults[level];
629 // reset nebula stuff
630 neb2_set_detail_level(level);
633 // Returns the current detail level or -1 if custom.
634 int current_detail_level()
636 // return Detail.setting;
639 for (i=0; i<NUM_DEFAULT_DETAIL_LEVELS; i++ ) {
640 if ( memcmp( &Detail, &Detail_defaults[i], sizeof(detail_levels) )==0 ) {
648 DCF(detail_level,"Change the detail level")
651 dc_get_arg(ARG_INT|ARG_NONE);
652 if ( Dc_arg_type & ARG_NONE ) {
653 Game_detail_level = 0;
654 dc_printf( "Detail level reset\n" );
656 if ( Dc_arg_type & ARG_INT ) {
657 Game_detail_level = Dc_arg_int;
662 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" );
665 dc_printf("Detail level set to %d\n", Game_detail_level);
668 DCF(detail, "Turns on/off parts of the game for speed testing" )
671 dc_get_arg(ARG_INT|ARG_NONE);
672 if ( Dc_arg_type & ARG_NONE ) {
673 if ( Game_detail_flags == DETAIL_DEFAULT ) {
674 Game_detail_flags = DETAIL_FLAG_CLEAR;
675 dc_printf( "Detail flags set lowest (except has screen clear)\n" );
677 Game_detail_flags = DETAIL_DEFAULT;
678 dc_printf( "Detail flags set highest\n" );
681 if ( Dc_arg_type & ARG_INT ) {
682 Game_detail_flags ^= Dc_arg_int;
687 dc_printf( "Usage: detail [n]\nn is detail bit to toggle.\n" );
688 dc_printf( " 1: draw the stars\n" );
689 dc_printf( " 2: draw the nebulas\n" );
690 dc_printf( " 4: draw the motion debris\n" );
691 dc_printf( " 8: draw planets\n" );
692 dc_printf( " 16: draw models not as blobs\n" );
693 dc_printf( " 32: draw lasers not as pixels\n" );
694 dc_printf( " 64: clear screen background after each frame\n" );
695 dc_printf( " 128: draw hud stuff\n" );
696 dc_printf( " 256: draw fireballs\n" );
697 dc_printf( " 512: do collision detection\n" );
701 dc_printf("Detail flags set to 0x%08x\n", Game_detail_flags);
702 dc_printf( " 1: draw the stars: %s\n", (Game_detail_flags&1?"on":"off") );
703 dc_printf( " 2: draw the nebulas: %s\n", (Game_detail_flags&2?"on":"off") );
704 dc_printf( " 4: draw the motion debris: %s\n", (Game_detail_flags&4?"on":"off") );
705 dc_printf( " 8: draw planets: %s\n", (Game_detail_flags&8?"on":"off") );
706 dc_printf( " 16: draw models not as blobs: %s\n", (Game_detail_flags&16?"on":"off") );
707 dc_printf( " 32: draw lasers not as pixels: %s\n", (Game_detail_flags&32?"on":"off") );
708 dc_printf( " 64: clear screen background after each frame: %s\n", (Game_detail_flags&64?"on":"off") );
709 dc_printf( " 128: draw hud stuff: %s\n", (Game_detail_flags&128?"on":"off") );
710 dc_printf( " 256: draw fireballs: %s\n", (Game_detail_flags&256?"on":"off") );
711 dc_printf( " 512: do collision detection: %s\n", (Game_detail_flags&512?"on":"off") );