diff --git a/fs2_open/code/ai/ai.h b/fs2_open/code/ai/ai.h index 84a671c831..70d16c719d 100644 --- a/fs2_open/code/ai/ai.h +++ b/fs2_open/code/ai/ai.h @@ -7,291 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ai.h $ - * $Revision: 1.12.2.2 $ - * $Date: 2007-08-11 16:51:55 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.12.2.1 2006/06/04 01:03:12 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 1.12 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 1.11 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.10 2006/02/19 22:00:09 Goober5000 - * restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except - * --Goober5000 - * - * Revision 1.9 2005/11/24 08:46:11 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 1.8 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 1.7 2005/07/27 17:22:22 Goober5000 - * more tweaks to the dock code - * --Goober5000 - * - * Revision 1.6 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 1.5 2005/07/24 20:12:55 Goober5000 - * cleaned up some rotating submodel code - * --Goober5000 - * - * Revision 1.4 2005/07/22 09:19:39 wmcoolmon - * Dynamic AI Class number commit. KNOWN BUG: When AI_CLASS_INCREMENT is hit and vm_realloc is called, memory corruption seems to - * result. Not at all sure what causes this; if this can't be resolved soon, we can always treat _INCREMENT like _MAX - * - * Revision 1.3 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.2 2005/04/05 05:53:13 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.1 2005/03/25 06:45:12 wmcoolmon - * Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem. - * - * Revision 2.21 2005/02/20 23:13:00 wmcoolmon - * Trails stuff, moved ship docking func declaration so FRED could get to it. - * - * Revision 2.20 2005/01/28 09:01:04 Goober5000 - * finished implementing docking to a rotating submodel - * --Goober5000 - * - * Revision 2.19 2005/01/27 11:26:23 Goober5000 - * dock points on rotating submodels is *almost* working - * --Goober5000 - * - * Revision 2.18 2005/01/13 03:33:07 Goober5000 - * hmm, rolled back one of my clarifications since it caused things to get messed up - * --Goober5000 - * - * Revision 2.17 2005/01/11 21:38:48 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.16 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.15 2004/07/25 00:31:30 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.14 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.13 2004/01/26 23:07:43 phreak - * bumped MAX_AI_CLASSES to 30 if INF_BUILD is defined - * - * Revision 2.12 2003/11/11 02:15:40 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.11 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.9 2003/03/30 04:34:37 Goober5000 - * preliminary work on ai facing sexp - * --Goober5000 - * - * Revision 2.8 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.7 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.6 2003/01/07 20:06:44 Goober5000 - * added ai-chase-any-except sexp - * --Goober5000 - * - * Revision 2.5 2003/01/06 22:57:23 Goober5000 - * implemented keep-safe-distance - * --Goober5000 - * - * Revision 2.4 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.3 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.2 2002/10/19 19:29:28 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 8/29/99 4:18p Andsager - * New "burst" limit for friendly damage. Also credit more damage done - * against large friendly ships. - * - * 11 8/26/99 5:14p Andsager - * - * 10 7/26/99 12:14p Andsager - * Apply cap to how much slower a transport flies with cargo. Remove - * limit on waypoint speed for training. Enemy ai get stealth exact pos - * when stealth fires - * - * 9 7/02/99 10:56a Andsager - * Put in big ship - big ship attack mode. Modify stealth sweep ai. - * - * 8 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 7 6/23/99 5:51p Andsager - * Add waypoint-cap-speed. Checkin stealth ai - inactive. - * - * 6 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 5 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 4 4/20/99 3:40p Andsager - * Changes to big ship ai. Uses bounding box as limit where to fly to - * when flying away. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 186 6/09/98 5:15p Lawrance - * French/German localization - * - * 185 5/23/98 2:41p Mike - * Make Easy the default skill level and prevent old pilot's skill level - * from carrying into new pilot. - * - * 184 5/20/98 12:45a Mike - * Fix bug in support ships aborting rearm. Also, remove test code that - * made any ship whose name began, "Kami" a kamikaze. - * - * 183 5/18/98 1:58a Mike - * Make Phoenix not be fired at fighters (but yes bombers). - * Improve positioning of ships in guard mode. - * Make turrets on player ship not fire near end of support ship docking. - * - * 182 5/13/98 4:41p Mike - * Make big ships try a tiny bit to avoid collision with each other when - * attacking another big ship. Make ships a little less likely to collide - * into player when in formation, drop off if player flying wacky. - * - * 181 5/12/98 4:53p Mike - * Make ships recover from collisions with big ships, eventually flying - * around. - * - * 180 5/10/98 11:30p Mike - * Better firing of bombs, less likely to go into strafe mode. - * - * 179 4/12/98 2:02p Mike - * Make small ships avoid big ships. - * Turn on Collide_friendly flag. - * - * 178 4/10/98 11:02p Mike - * Make countermeasures less effective against aspect seekers than against - * heat seekers. - * Make AI ships match bank with each other when attacking a faraway - * target. - * Make ships not do silly loop-de-loop sometimes when attacking a faraway - * target. - * - * 177 4/08/98 8:38a Mike - * Make ships avoid player when attacking or guarding a faraway object. - * - * 176 4/06/98 12:46a Allender - * bump max ai goals down to 5 - * - * 175 4/01/98 9:20a Mike - * Reduce MAX_SHIPS, MAX_OBJECTS and make MAX_AI_INFO same as MAX_SHIPS - * - * 174 3/21/98 3:36p Mike - * Fix/optimize attacking of big ships. - * - * 173 3/17/98 12:50a Mike - * Improved kamikaze behavior. - * - * 172 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 171 3/16/98 12:03a Mike - * Add support for kamikaze mode. Add AIF_NO_DYNAMIC which means - * relentlessly pursue current goal. - * - * 170 3/15/98 9:44p Lawrance - * Get secondary weapons for turrets working - * - * 169 3/13/98 8:34a Mike - * Intermediate checkin to resolve link errors. Working on detecting - * whether dock with player ship is obstructed by another ship - * - * 168 3/09/98 5:12p Mike - * Make sure Pl_objp uses are valid. - * Throw asteroids at ships in asteroid field, not "Gal" - * Support ships warp out if no goals after 30 seconds. - * - * 167 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 166 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 165 2/18/98 10:34p Allender - * repair/rearm system (for single and multi) about finished. - * dock/undock and ai goals packets implemented for multiplayer - * - * 164 2/17/98 5:03p Allender - * major cdhanges to rearm repair code. All flag and variable setting - * done in one function. A little more work to do. Fix bug in squad - * messaging when hotkey was used on invalid target - * - * 163 2/16/98 10:13p Allender - * initial work on being able to target weapons (bombs specifically). - * Work on getting rearm/repair working under multiplayer - * - * $NoKeywords: $ - */ + #ifndef _AI_H #define _AI_H diff --git a/fs2_open/code/ai/ai_profiles.cpp b/fs2_open/code/ai/ai_profiles.cpp index cb375ac428..8c380d09ef 100644 --- a/fs2_open/code/ai/ai_profiles.cpp +++ b/fs2_open/code/ai/ai_profiles.cpp @@ -4,96 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/ai/ai_profiles.cpp $ - * $Revision: 1.13.2.9 $ - * $Date: 2007-10-15 06:43:08 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.13.2.8 2007/09/02 02:07:37 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.13.2.7 2007/07/28 22:04:13 Goober5000 - * apply some of Turey's changes to stable branch - * - * Revision 1.13.2.6 2007/07/15 02:45:48 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 1.13.2.5 2007/02/27 01:44:44 Goober5000 - * add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty - * - * Revision 1.13.2.4 2006/09/11 01:15:03 taylor - * fixes for stuff_string() bounds checking - * - * Revision 1.13.2.3 2006/07/12 04:57:20 taylor - * fix the endless-loop fix ;) (this is what broke shield recharging btw) - * - * Revision 1.13.2.2 2006/07/06 18:19:55 Goober5000 - * fix dumb endless loop bug - * --Goober5000 - * - * Revision 1.13.2.1 2006/07/02 03:39:34 Goober5000 - * remove associated AI flags - * --Goober5000 - * - * Revision 1.13 2006/04/20 06:32:00 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.12 2006/03/20 06:25:19 taylor - * change wording to ease Goober's ulcer. ;) - * - * Revision 1.11 2006/03/20 06:19:03 taylor - * add ai_profiles flag to get rid of limit on minimum speed a docked ship can move - * (not going to Int3() here from < 0.1 speed by default, a support ship actually hit it) - * - * Revision 1.10 2006/02/13 04:56:58 Goober5000 - * enabled modular tables for ai_profiles and added the default table to def_files - * --Goober5000 - * - * Revision 1.9 2006/02/13 00:20:44 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 1.8 2005/12/22 04:32:44 taylor - * GCC knows that fix == int so it hates the utility functions here, for sanity sake just rename them to type specific to avoid rampant casting - * - * Revision 1.7 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 1.6 2005/11/24 09:08:44 Goober5000 - * bah, forgot a colon - * --Goober5000 - * - * Revision 1.5 2005/11/24 08:46:11 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 1.4 2005/11/24 07:27:14 taylor - * fix fred2 startup crash (we probably need to Assert() this case so it doesn't easily happen again) - * - * Revision 1.3 2005/11/21 15:01:18 taylor - * little cleaner, lot more friendly to 64-bit archs (long type is usually 64-bit there) - * - * Revision 1.2 2005/11/21 03:47:51 Goober5000 - * bah and double bah - * --Goober5000 - * - * Revision 1.1 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/ai/ai_profiles.h b/fs2_open/code/ai/ai_profiles.h index 8f151bb947..e3db74b1eb 100644 --- a/fs2_open/code/ai/ai_profiles.h +++ b/fs2_open/code/ai/ai_profiles.h @@ -4,50 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/ai/ai_profiles.h $ - * $Revision: 1.4.2.5 $ - * $Date: 2007-07-28 22:04:14 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.4.2.4 2007/07/15 02:45:48 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 1.4.2.3 2007/02/27 01:44:44 Goober5000 - * add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty - * - * Revision 1.4.2.2 2006/07/02 04:13:43 Goober5000 - * bah - * - * Revision 1.4.2.1 2006/07/02 03:39:34 Goober5000 - * remove associated AI flags - * --Goober5000 - * - * Revision 1.4 2006/04/20 06:32:00 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.3 2006/03/20 06:19:03 taylor - * add ai_profiles flag to get rid of limit on minimum speed a docked ship can move - * (not going to Int3() here from < 0.1 speed by default, a support ship actually hit it) - * - * Revision 1.2 2005/11/24 08:46:11 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 1.1 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - */ + #ifndef _AI_PROFILES_H_ #define _AI_PROFILES_H_ diff --git a/fs2_open/code/ai/aibig.cpp b/fs2_open/code/ai/aibig.cpp index 581a6df69b..a49cde5454 100644 --- a/fs2_open/code/ai/aibig.cpp +++ b/fs2_open/code/ai/aibig.cpp @@ -7,428 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AiBig.cpp $ - * $Revision: 1.12.2.2 $ - * $Date: 2007-07-15 04:19:32 $ - * $Author: Goober5000 $ - * - * C module for AI code related to large ships - * - * $Log: not supported by cvs2svn $ - * Revision 1.12.2.1 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.12 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 1.11 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.10 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 1.9 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 1.8 2005/10/22 22:22:41 Goober5000 - * rolled back UnknownPlayer's commit - * --Goober5000 - * - * Revision 1.6 2005/09/01 04:14:03 taylor - * various weapon_range cap fixes for primary, secondary weapons and hud targetting info - * - * Revision 1.5 2005/07/27 18:27:49 Goober5000 - * verified that submode_start_time is updated whenever submode is changed - * --Goober5000 - * - * Revision 1.4 2005/07/25 05:23:33 Goober5000 - * whoops - * --Goober5000 - * - * Revision 1.3 2005/07/25 03:13:23 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 1.2 2005/04/05 05:53:13 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.1 2005/03/25 06:45:12 wmcoolmon - * Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem. - * - * Revision 2.12 2005/03/10 08:00:14 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.11 2004/11/27 10:49:14 taylor - * make sure the old behavior still applies to everything that's not a beam - * - * Revision 2.10 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2003/11/11 02:15:40 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.6 2003/06/25 03:16:32 phreak - * changed around ai code to take into account a limited lock range for local ssms - * - * Revision 2.5 2003/06/11 03:03:16 phreak - * the ai can now use local ssms. they are able to use them at *very* long range - * - * Revision 2.4 2003/03/20 08:24:45 unknownplayer - * Modified the command line options so they are all in lower-case characters. - * Made a slight AI adjustment to how ships choose to attack turrets (they now have a 25% chance of attacking a beam turret which has fired at them from another ship) - * - * Revision 2.3 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.2 2002/10/19 19:29:28 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 8/31/99 4:24p Andsager - * Reduce collisions when attacking big ships. - * - * 12 7/19/99 2:18p Mikeb - * DA: DOH!! - * - * 11 7/19/99 2:11p Mikeb - * DA: sometimes big_ship_attack_normal is not known - * - * 10 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 9 6/02/99 5:41p Andsager - * Reduce range of secondary weapons not fired from turrets in nebula. - * Reduce range of beams fired from turrrets in nebula - * - * 8 5/13/99 2:31p Jamesa - * DA: Temp fix when attacking subsys of big ship and BS is blown up. - * - * 7 5/06/99 11:46a Andsager - * Bug fixes. Don't get into illegal strafe submode. Don't choose turret - * enemy objnum for beam protected. - * - * 6 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 5 4/20/99 3:40p Andsager - * Changes to big ship ai. Uses bounding box as limit where to fly to - * when flying away. - * - * 4 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 77 5/25/98 12:12a Mike - * Improve big ship avoidance to avoid big ships when in a nearby dock - * mode. Fixes very dumb looking behavior in sm2-01a. Verified sm1-08a - * not too dumb at start. - * - * 76 5/23/98 2:38a Mike - * Improve balance of cheat-firing Synaptics. - * - * 75 5/23/98 12:40a Mike - * Hook for Delta wing to fire Synaptic bombs in sm3-09a. - * - * 74 5/22/98 12:08p Mike - * Force reset of aspect locking when AI ships switch banks due to - * good-time-to-unload-secondaries - * - * 73 5/21/98 1:25p Lawrance - * Fix exception in ai_bpap() when no verts are in closest octant - * - * 72 5/21/98 9:57a Mike - * Massively improve firing of bombs at big ships. Improve willingness to - * take incoming fire to deliver bomb. Make a little easier to gain - * aspect lock. - * - * 71 5/12/98 10:06a Mike - * Fix a jillion bugs preventing ships from firing bombs at Lucifer in - * sm3-09. - * - * 70 5/10/98 11:30p Mike - * Better firing of bombs, less likely to go into strafe mode. - * - * 69 5/10/98 3:41a Lawrance - * Fix bug that was preventing ships from leaving strafe mode - * - * 68 5/08/98 4:39p Mike - * Make ships match bank when attacking large ships. - * - * 67 5/07/98 11:59p Mike - * Remove unneeded code, computation of num_verts. - * - * 66 4/29/98 5:01p Mike - * Large overhaul in how turrets fire. - * - * 65 4/27/98 11:59p Mike - * Intermediate checkin. Getting big ship turrets firing at big ships to - * use pick_big_attack_point. - * - * 64 4/23/98 12:32a Mike - * Fix bogus math which looked at (1-fov) instead of fov. - * - * 63 4/13/98 4:52p Allender - * remove AI_frametime and us flFrametime instead. Make lock warning work - * in multiplayer for aspect seeking missiles. Debris fixups - * - * 62 4/13/98 3:27p Lawrance - * Fix bug that caused ships to leave strafe mode right away since they - * hadn't taken damage for a while - * - * 61 4/12/98 2:02p Mike - * Make small ships avoid big ships. - * Turn on Collide_friendly flag. - * - * 60 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 59 3/25/98 12:00a Allender - * MK: make sure that output from function gets a valid valud (ai_pbap I - * think) - * - * 58 3/24/98 10:07p Adam - * AL: Add another Assert() to try and catch bogus wp->big_attack_point - * - * 57 3/24/98 9:56p Adam - * AL: Assert that local_attack_point is valid in ai_bpap - * - * 56 3/21/98 3:36p Mike - * Fix/optimize attacking of big ships. - * - * 55 3/16/98 5:17p Mike - * Make ships not get stuck on big ships when attacking. - * - * 54 3/16/98 12:03a Mike - * Add support for kamikaze mode. Add AIF_NO_DYNAMIC which means - * relentlessly pursue current goal. - * - * 53 3/12/98 4:04p Lawrance - * Leave strafe mode if haven't been hit for a while and no enemy - * fighter/bombers are close by. - * - * 52 3/09/98 5:12p Mike - * Make sure Pl_objp uses are valid. - * Throw asteroids at ships in asteroid field, not "Gal" - * Support ships warp out if no goals after 30 seconds. - * - * 51 3/03/98 11:51p Lawrance - * Ensure target is a ship before looking at SIF flags - * - * 50 3/02/98 11:35a Mike - * Fix logic with ai_do_default_behavior -- return after call. - * - * 49 2/19/98 7:37p Lawrance - * Fix bug that was causing problems with subsystem path following. - * - * 48 2/14/98 3:38p Mike - * Make bombs have arm time, drop for 1/2 second, have hull_strength. - * Make them not fired until closer to target. - * - * 47 2/13/98 3:56p Mike - * Make ships more likely to stick to player orders, not get so distracted - * by getting hit by someone else. - * - * 46 2/11/98 4:30p Lawrance - * Improve disarm/disable behavior. - * - * 45 2/11/98 1:16a Mike - * Mods to AI behavior to make it harder to stay on a ship's tail. Not - * too much improvement. - * - * 44 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 43 1/30/98 11:28a Comet - * Fix indexing problem into verts in ai_bpap() - * - * 42 1/29/98 10:46p Mike - * In ai_big_pick_attack_point, handle case of octant with no points. - * - * 41 1/29/98 1:39p Mike - * Better heat seeking homing on big ships. - * - * 40 1/27/98 4:18p Mike - * Not fire weapons too early when attacking large ships. Aspect lock - * take proper amount of time for AI ships. - * - * 39 1/22/98 5:14p Lawrance - * clean up ai_big code, clear path info when stop attacking a subsystem - * - * 38 1/20/98 11:41p Mike - * Ships use new system of preferred big weapons to fire. Also, support - * AIF_UNLOAD_SECONDARIES which means fire as fast as possible. - * - * 37 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 36 1/17/98 4:45p Mike - * Better support for AI selection of secondary weapons. - * - * 35 1/16/98 3:57p Mike - * Clean up some bugs with attacking of protected ships. Make turrets - * only fire at targets that are within range. - * - * 34 1/16/98 11:32a Mike - * Fix bug when a ship is attacking a dead subsystem on a protected ship. - * - * 33 1/07/98 1:32p Lawrance - * Remove some nprintf output - * - * 32 1/07/98 1:21p Sandeep - * Fix bug where accessing uninited pointer - * - * 31 1/06/98 6:58p Lawrance - * Attack turrets (sometimes) when fired upon while attacking a ship. - * - * 30 12/31/97 6:28p Lawrance - * Improve attacking subsystems on moving ships. - * - * 29 12/31/97 4:16p Lawrance - * Use different fov's for attacking subsystems depending if ship is - * moving - * - * 28 12/31/97 4:05p Mike - * Support for all teams optionally attacking all teams. - * Lead big ships when attacking their hull. - * - * 27 12/31/97 12:26p Lawrance - * Don't enter strafe mode for transports, fix bug that prevented strafe - * mode from getting entered. - * - * 26 12/30/97 5:20p Mike - * Don't fire secondaries at a protected ship if its hull is very weak. - * - * 25 12/30/97 4:26p Lawrance - * Take out some debug statements - * - * 24 12/15/97 7:16p Lawrance - * improving subsystem attacking - * - * 23 12/02/97 11:58a Lawrance - * avoid during strafe mode only when endangered by a weapon - * - * 22 12/01/97 5:11p Lawrance - * make strafe mode more effective... slow down when approaching and use - * afterburner in avoids - * - * 21 11/27/97 4:21p Lawrance - * set submode to -1 when switching to AIM_NONE from AIM_STRAFE - * - * 20 11/24/97 2:27a Lawrance - * if attacking a big ship and moving very slow, enter strafe mode if - * enemy fighter/bombers are close by - * - * 19 11/14/97 11:27a Johnson - * if goal_objnum is -1, and in STRAFE, return 1 from - * ai_maybe_follow_subsys_path(), so break out of STRAFE code - * - * 18 11/13/97 11:51a Johnson - * ALAN: comment out Int3() in AiBig... need to test on my own machine - * - * 17 11/12/97 11:51p Lawrance - * only check target_objnum == goal_objnum when following path - * - * 16 11/12/97 11:01p Lawrance - * change call to ai_find_path() - * ensure goal_objnum == target_objnum in STRAFE - * - * 15 11/12/97 11:18a Lawrance - * fix bug in path following of subsystems - * - * 14 11/11/97 5:22p Mike - * Don't allow ships to attack navbuoys. - * Make ships lead big ships with dumbfire. - * Make ships smarter about leaving evade weapon mode. - * Fix a couple Assert() bugs. - * - * 13 11/06/97 6:27p Lawrance - * fix bug that was messing up retreat point in STRAFE mode - * - * 12 11/06/97 4:53p Mike - * Limit number of ships that can simultaneously attack another. Make - * turrets inherit AI class from parent ship. - * - * 11 11/06/97 12:27a Mike - * Better avoid behavior. - * Modify ai_turn_towards_vector() to take a flag parameter. - * - * 10 11/02/97 10:55p Lawrance - * removed some unused code, added some comments - * - * 9 11/01/97 4:01p Mike - * Adapt to new ai_find_path(). - * - * 8 10/31/97 11:24a Lawrance - * If taget changes from a big ship to small ship while in AIM_STRAFE, - * switch to AIM_CHASE - * - * 7 10/30/97 10:06p Lawrance - * chg some timing values so ship will reach retreat point - * - * 6 10/30/97 9:17p Lawrance - * work on getting AIM_STRAFE working well with disable/disarm, try to - * balance - * - * 5 10/30/97 12:32a Lawrance - * further work on AIM_STRAFE - * - * 4 10/29/97 6:25p Lawrance - * add AIM_STRAFE functionality - * - * 3 10/26/97 4:19p Lawrance - * added ai_get_weapon_dist() - * - * 2 10/26/97 3:24p Lawrance - * split off large ship ai code into AiBig.cpp - * - * $NoKeywords: $ - */ + #include "ai/aibig.h" #include "globalincs/linklist.h" diff --git a/fs2_open/code/ai/aibig.h b/fs2_open/code/ai/aibig.h index 98ca18347a..28e8e961d3 100644 --- a/fs2_open/code/ai/aibig.h +++ b/fs2_open/code/ai/aibig.h @@ -7,81 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AiBig.h $ - * $Revision: 1.3 $ - * $Date: 2005-07-13 02:50:48 $ - * $Author: Goober5000 $ - * - * Header file for AI code related to large ships - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2005/04/05 05:53:13 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.1 2005/03/25 06:45:12 wmcoolmon - * Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem. - * - * Revision 2.2 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 13 4/29/98 5:01p Mike - * Large overhaul in how turrets fire. - * - * 12 4/27/98 11:59p Mike - * Intermediate checkin. Getting big ship turrets firing at big ships to - * use pick_big_attack_point. - * - * 11 3/21/98 3:36p Mike - * Fix/optimize attacking of big ships. - * - * 10 1/29/98 1:39p Mike - * Better heat seeking homing on big ships. - * - * 9 1/22/98 5:14p Lawrance - * clean up ai_big code, clear path info when stop attacking a subsystem - * - * 8 1/06/98 6:58p Lawrance - * Attack turrets (sometimes) when fired upon while attacking a ship. - * - * 7 12/15/97 7:16p Lawrance - * improving subsystem attacking - * - * 6 12/01/97 5:11p Lawrance - * make strafe mode more effective... slow down when approaching and use - * afterburner in avoids - * - * 5 10/30/97 9:17p Lawrance - * work on getting AIM_STRAFE working well with disable/disarm, try to - * balance - * - * 4 10/30/97 12:32a Lawrance - * further work on AIM_STRAFE - * - * 3 10/29/97 6:24p Lawrance - * extern ai_strafe() - * - * 2 10/26/97 3:24p Lawrance - * split off large ship ai code into AiBig.cpp - * - * $NoKeywords: $ - */ + #ifndef __AIBIG_H__ #define __AIBIG_H__ diff --git a/fs2_open/code/ai/aicode.cpp b/fs2_open/code/ai/aicode.cpp index 9a80d6234d..3277997a16 100644 --- a/fs2_open/code/ai/aicode.cpp +++ b/fs2_open/code/ai/aicode.cpp @@ -7,1144 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AiCode.cpp $ - * $Revision: 1.72.2.27 $ - * $Date: 2008-01-08 01:41:11 $ - * $Author: Kazan $ - * - * AI code that does interesting stuff - * - * $Log: not supported by cvs2svn $ - * Revision 1.72.2.26 2007/09/02 18:52:50 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 1.72.2.25 2007/09/02 02:07:37 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.72.2.24 2007/08/11 16:51:55 Goober5000 - * some tweaks for a field that's mostly unused anyway - * - * Revision 1.72.2.23 2007/07/28 21:31:03 Goober5000 - * this should really be capitalized - * - * Revision 1.72.2.22 2007/07/23 16:08:22 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.72.2.21 2007/07/15 18:00:50 Goober5000 - * Kazan's autopilot fix - * - * Revision 1.72.2.20 2007/07/15 08:20:04 Goober5000 - * fix and clean up the warpout conditions - * - * Revision 1.72.2.19 2007/04/05 15:58:00 karajorma - * I could have sworn I committed this! Anyway, make the wingman complain when you shoot them instead of command. Send traitor messages from wingmen if command is silenced. - * - * Revision 1.72.2.18 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.72.2.17 2007/02/11 09:39:08 taylor - * some minor performance improvements - * remove NO_SOUND - * - * Revision 1.72.2.16 2006/11/15 00:19:33 taylor - * fix stupid bay depart object animation bug (Mantis bug #1133, part 2) - * - * Revision 1.72.2.15 2006/11/06 05:19:59 taylor - * if a submodel anim fails to start then move directly to ready position flag (set it up to do this, just forgot to do it ;)) (fix for Mantis bug #1133) - * - * Revision 1.72.2.14 2006/11/06 02:20:00 Goober5000 - * minor bugfixes - * - * Revision 1.72.2.13 2006/10/27 21:29:26 taylor - * updated/fixed modelanim code - * - * Revision 1.72.2.12 2006/10/15 00:41:01 Goober5000 - * better safety check - * - * Revision 1.72.2.11 2006/09/20 05:19:02 Goober5000 - * more descriptive warning message for docking paths - * - * Revision 1.72.2.10 2006/09/11 01:15:03 taylor - * fixes for stuff_string() bounds checking - * - * Revision 1.72.2.9 2006/08/19 04:35:04 taylor - * slight optimizations - * fix AI shields to not get overly charged or overly drained when AI does equalize (it's closer to player now, but still within retail intent of function, I think) - * - * Revision 1.72.2.8 2006/08/14 21:59:13 Goober5000 - * extremely minor optimizations - * - * Revision 1.72.2.7 2006/07/26 15:04:04 Kazan - * resolve SVN 1011 - * - * Revision 1.72.2.6 2006/07/05 23:47:59 Goober5000 - * fix for Mantis #571 - * --Goober5000/Backslash - * - * Revision 1.72.2.5 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 1.72.2.4 2006/07/02 03:34:16 Goober5000 - * okay, I have no idea what I was doing there - * --Goober5000 - * - * Revision 1.72.2.3 2006/06/27 04:22:03 taylor - * account for some minor floating point error in the undock speed check - * - * Revision 1.72.2.2 2006/06/27 04:06:17 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - * Revision 1.72.2.1 2006/06/04 01:03:12 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 1.72 2006/05/31 03:05:42 Goober5000 - * some cosmetic changes in preparation for bay arrival/departure code - * --Goober5000 - * - * Revision 1.71 2006/05/27 17:22:04 taylor - * minor safety check - * - * Revision 1.70 2006/05/20 02:03:00 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 1.69 2006/05/13 07:01:17 taylor - * fix bug where anything that wasn't a ship was considered a non-goal - * - * Revision 1.68 2006/04/13 12:12:27 taylor - * bah! forgot to add a blasted = on that check - * - * Revision 1.67 2006/04/05 16:10:54 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 1.66 2006/03/25 10:38:44 taylor - * minor cleanup - * address numerous out-of-bounds issues - * add some better error checking and Assert()'s around - * - * Revision 1.65 2006/03/20 06:19:03 taylor - * add ai_profiles flag to get rid of limit on minimum speed a docked ship can move - * (not going to Int3() here from < 0.1 speed by default, a support ship actually hit it) - * - * Revision 1.64 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 1.63 2006/02/25 19:03:39 Goober5000 - * some tweaks to the ignore code - * - * Revision 1.62 2006/02/20 07:59:26 Goober5000 - * fixed several more things in the new ignore code - * --Goober5000 - * - * Revision 1.61 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.60 2006/02/19 22:00:09 Goober5000 - * restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except - * --Goober5000 - * - * Revision 1.59 2006/01/23 13:51:11 taylor - * another NaN/div-by-0 bug - * - * Revision 1.58 2006/01/22 22:41:16 taylor - * add fixes for capships that hit waypoints and just spin around - * try and fix a big ship guard NaN error that is the result of an incredibly small forward speed value - * - * Revision 1.57 2006/01/22 14:09:01 taylor - * more class type name fixage (maybe an AltName: line for objettypes.tbl in the future?) - * if a ship has no class_type in ai_chase() then assume it's ok to chase, but log it in debug - * (uncomment Int3() here after this has been tested a little more) - * - * Revision 1.56 2006/01/22 01:28:06 taylor - * handle NULL ptr ref in debug message (needs to be reconsidered as to whether the function should actually return here or not) - * - * Revision 1.55 2006/01/21 02:43:23 taylor - * long way to go for a simple div-by-0 fix - * - * Revision 1.54 2006/01/17 03:48:25 phreak - * Make sure the rearm eta isn't recalcuated until the player docks again with a support ship - * - * Revision 1.53 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 1.52 2006/01/14 19:54:54 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 1.51 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.50 2006/01/11 21:15:15 wmcoolmon - * Somewhat better turret comments - * - * Revision 1.49 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.48 2005/12/06 03:15:47 taylor - * add a couple of Assert()'s that it doesn't otherwise check for - * - * Revision 1.47 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 1.46 2005/11/24 08:46:11 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 1.45 2005/11/23 00:46:26 phreak - * Calculate player repair timer when the support ship docks to him. - * - * Revision 1.44 2005/11/21 03:47:51 Goober5000 - * bah and double bah - * --Goober5000 - * - * Revision 1.43 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 1.42 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 1.41 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 1.40 2005/10/30 06:44:55 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 1.39 2005/10/22 22:22:41 Goober5000 - * rolled back UnknownPlayer's commit - * --Goober5000 - * - * Revision 1.37 2005/10/10 17:21:02 taylor - * remove NO_NETWORK - * - * Revision 1.36 2005/10/09 09:13:28 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 1.35 2005/10/09 03:13:13 wmcoolmon - * Much better laser weapon/pof handling, removed a couple unneccessary - * warnings (used to try and track down a bug) - * - * Revision 1.34 2005/10/08 19:29:08 wmcoolmon - * Attempt to fix crash bug on 'Mystery of the Trinity' - * - * Revision 1.33 2005/10/08 18:46:38 wmcoolmon - * Error checking for dock error - * - * Revision 1.32 2005/09/24 01:41:21 Goober5000 - * this isn't needed because of is_support_allowed - * --Goober5000 - * - * Revision 1.31 2005/09/16 02:59:55 taylor - * when a wing is departing to a bay have ships break formation when playing follow-the-leader - * - * Revision 1.30 2005/09/01 04:14:03 taylor - * various weapon_range cap fixes for primary, secondary weapons and hud targetting info - * - * Revision 1.29 2005/08/31 00:59:35 Goober5000 - * fixed yet another docking bug, based on taylor's original fix :p - * --Goober5000 - * - * Revision 1.28 2005/08/25 00:48:19 taylor - * don't let ai keep firing primary and secondary weapons for fighters and bombers if they are dying (fixes player deathroll too) - * - * Revision 1.27 2005/08/16 20:06:24 Kazan - * [hopefully] Fix the bug i introduced in the show memory usage code, and the convergence bug during autopilot [also saves cpu cycles - MANY of them] - * - * Revision 1.26 2005/08/01 09:57:52 taylor - * never could get Ai_class_names to realloc properly but this does the job just as well - * - * Revision 1.25 2005/07/31 01:29:21 taylor - * Temporarily add an empty AIM_GET_BEHIND case to ai_execute_behavior() to avoid hitting Int3() in TBP - * - * Revision 1.24 2005/07/27 18:27:49 Goober5000 - * verified that submode_start_time is updated whenever submode is changed - * --Goober5000 - * - * Revision 1.23 2005/07/27 17:22:22 Goober5000 - * more tweaks to the dock code - * --Goober5000 - * - * Revision 1.22 2005/07/25 03:13:23 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 1.21 2005/07/24 20:12:55 Goober5000 - * cleaned up some rotating submodel code - * --Goober5000 - * - * Revision 1.20 2005/07/23 21:06:24 Goober5000 - * fixed ai issue where some ships would never call for rearm - * --Goober5000 - * - * Revision 1.19 2005/07/23 11:42:54 Goober5000 - * fix the support ship bug; taylor should be happy now ;) - * --Goober5000 - * - * Revision 1.18 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 1.17 2005/07/22 09:19:39 wmcoolmon - * Dynamic AI Class number commit. KNOWN BUG: When AI_CLASS_INCREMENT is hit and vm_realloc is called, memory corruption seems to - * result. Not at all sure what causes this; if this can't be resolved soon, we can always treat _INCREMENT like _MAX - * - * Revision 1.16 2005/07/22 03:54:45 taylor - * better error checking/handling for when you fire primary/beam weapons without a target selected - * - * Revision 1.15 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.14 2005/07/13 02:30:52 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 1.13 2005/06/02 03:20:20 Goober5000 - * ugh... reverting taylor's change for now; I'll have to take another look at this - * --Goober5000 - * - * Revision 1.11 2005/05/30 04:38:33 Goober5000 - * Taylor's the real SCP leader; I just play one on the Internet - * --Goober5000 - * - * Revision 1.10 2005/05/11 11:38:03 Goober5000 - * fixed a docking bug - * --Goober5000 - * - * Revision 1.9 2005/04/28 05:29:28 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 1.8 2005/04/25 00:04:30 wmcoolmon - * MAX_SHIP_CLASSES -> Num_ship_classes - * - * Revision 1.7 2005/04/16 04:16:57 wmcoolmon - * More optional tag-making for ships.tbl - * - * Revision 1.6 2005/04/11 05:42:01 taylor - * some demo related fixes (Jens Granseuer) - * - * Revision 1.5 2005/04/05 05:53:13 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.4 2005/03/29 07:03:15 wmcoolmon - * Removed some warnings under Linux/GCC - * - * Revision 1.3 2005/03/27 12:28:31 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 1.2 2005/03/25 07:01:53 wmcoolmon - * Added taylor's old-weapon code fix - * - * Revision 1.1 2005/03/25 06:45:12 wmcoolmon - * Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem. - * - * Revision 2.99 2005/03/14 02:52:58 phreak - * Got rid of the stealth check that only applied to cloaked ships. This should - * fix some errorneous behavior that caused the ai to target the player - * - * Revision 2.98 2005/03/12 23:53:27 phreak - * extra checks in find_parent_rotating_submodel() - * - * Revision 2.97 2005/03/10 08:00:14 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.96 2005/03/07 20:12:36 Goober5000 - * rolled back my original code on the support ship CTD; thanks taylor :) - * --Goober5000 - * - * Revision 2.95 2005/03/06 16:43:40 taylor - * don't Assert() when repair_objp is NULL (support ship object is invalid until it's done with warpin) - * - * Revision 2.94 2005/03/03 06:41:40 Goober5000 - * removed the "error" in the new docking code - * --Goober5000 - * - * Revision 2.93 2005/03/03 03:55:03 wmcoolmon - * Turret AI code optimizations. If freaky stuff happens, call WMC() - * - * Revision 2.92 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.91 2005/03/01 06:55:43 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.90 2005/02/28 00:29:52 wmcoolmon - * Removed unneccessary variable - * - * Revision 2.89 2005/02/20 23:13:00 wmcoolmon - * Trails stuff, moved ship docking func declaration so FRED could get to it. - * - * Revision 2.88 2005/02/15 00:03:35 taylor - * don't try and draw starfield bitmaps if they aren't valid - * make AB thruster stuff in ship_create() a little less weird - * replace an Int3() with debug warning and fix crash in docking code - * make D3D Textures[] allocate on use like OGL does, can only use one anyway - * - * Revision 2.87 2005/02/04 20:06:07 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.86 2005/01/28 11:06:22 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.85 2005/01/28 09:01:04 Goober5000 - * finished implementing docking to a rotating submodel - * --Goober5000 - * - * Revision 2.84 2005/01/27 11:26:22 Goober5000 - * dock points on rotating submodels is *almost* working - * --Goober5000 - * - * Revision 2.83 2005/01/26 01:26:09 Goober5000 - * dockpoints now rotate with rotating subobjects - * --Goober5000 - * - * Revision 2.82 2005/01/18 06:14:29 Goober5000 - * fixed a silly error - * --Goober5000 - * - * Revision 2.81 2005/01/13 02:25:52 phreak - * difficulty table changes. this lets modders specify how the difficulty level affect - * how the AI behaves and controls advantages given to the player based on the - * skill level. - * - * --phreak - * - * Revision 2.80 2005/01/12 00:52:41 Goober5000 - * two minor but important bugfixes to the multiple ship docking - * --Goober5000 - * - * Revision 2.79 2005/01/11 21:38:48 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.78 2005/01/01 10:38:23 taylor - * asteroid targetting code for capships, enabled by default, matches FS1 behavior - * - * Revision 2.77 2004/12/31 03:13:08 argv - * I've just been informed that turrets do not shoot asteroids in the retail - * game, and that this implementation causes them to shoot at the parent ship, - * too. I'll deal with this later; in the mean time, use - * "#define TURRETS_SHOOT_ASTEROIDS" to cause turrets to shoot asteroids. - * - * -- _argv[-1] - * - * Revision 2.76 2004/12/30 08:07:52 argv - * * For some reason, turret AI wasn't shooting at asteroids. It never has, - * but it did in the retail game, and it should. The code to target asteroids - * was apparently missing, so I reimplemented it, and turrets shoot at - * asteroids again. - * - * Revision 2.75 2004/12/14 14:46:11 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.74 2004/12/05 22:01:12 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.73 2004/10/31 22:06:42 taylor - * compiler warning fixes, maybe fix issue that would cause cap ships to not fire beam weapons - * - * Revision 2.72 2004/10/11 22:29:24 Goober5000 - * added the no-bank ship flag (which works) and the affected-by-gravity flag - * (which won't work until I implement gravity points) - * --Goober5000 - * - * Revision 2.71 2004/10/03 21:41:11 Kazan - * Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot - * - * Revision 2.70 2004/09/28 22:51:41 Kazan - * fix autopilot formation bug - * - * Revision 2.69 2004/09/10 13:54:21 et1 - * Implemented "+WeaponMinRange" token. Fixed a crash issue with fighter launch checks - * - * Revision 2.68 2004/09/01 01:26:20 phreak - * MISSION_FLAG_USE_NEW_AI fixes for bomber+ missile selection, rapid dumbfire - * firing and primary weapons selection - * - * Revision 2.67 2004/07/31 08:54:38 et1 - * Fixed inaccuracy problems with non-homing swarmers - * - * Revision 2.66 2004/07/29 23:41:22 Kazan - * bugfixes - * - * Revision 2.65 2004/07/27 18:04:09 Kazan - * i love it when bugs go crunch (autopilot ai fixup) - * - * Revision 2.64 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.63 2004/07/25 19:27:51 Kazan - * only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged - * - * Revision 2.62 2004/07/25 18:46:29 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.61 2004/07/25 00:31:30 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.60 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.59 2004/05/25 00:26:25 wmcoolmon - * cleared up an ambiguous call for VC7 - * - * Revision 2.58 2004/04/06 16:19:11 Goober5000 - * commented out one of Bobboau's hacks because it was messing stuff up - * --Goober5000 - * - * Revision 2.57 2004/03/17 04:07:31 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.56 2004/03/06 23:28:24 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.55 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.54 2004/02/28 01:36:20 Goober5000 - * commented something that I missed before - * --Goober5000 - * - * Revision 2.53 2004/02/27 04:09:56 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.52 2004/02/23 07:45:38 Goober5000 - * removed an old function - * --Goober5000 - * - * Revision 2.51 2004/02/04 08:41:02 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.50 2004/01/30 07:39:05 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.49 2004/01/20 22:13:06 Goober5000 - * er... corrected some inexplicable code... Bobboau, mind explaining? - * --Goober5000 - * - * Revision 2.48 2003/12/19 05:58:44 phreak - * fixed a null pointer - * - * Revision 2.47 2003/12/17 16:42:20 phreak - * added ai code for "small only" weapons. works for turrets at the moment - * - * Revision 2.46 2003/12/15 21:32:59 phreak - * made turrets use bob's $shots code - * - * Revision 2.45 2003/11/11 02:15:40 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.44 2003/09/13 08:27:28 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.43 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.40 2003/08/28 20:42:18 Goober5000 - * implemented rotating barrels for firing primary weapons - * --Goober5000 - * - * Revision 2.39 2003/08/03 23:38:08 phreak - * ai now properly uses rapid fire dumbfires - * - * Revision 2.38 2003/07/15 02:51:01 phreak - * fixed a warning. - * previous cvs message should read: cloaked ship will decloak if a turret fires - * - * Revision 2.37 2003/07/15 02:41:41 phreak - * cloaked ships now are less visible with distance - * - * Revision 2.36 2003/07/02 03:31:27 phreak - * ai now properly fires bomber+ missiles at capital ships. - * - * Revision 2.35 2003/06/25 03:16:32 phreak - * changed around ai code to take into account a limited lock range for local ssms - * - * Revision 2.34 2003/06/14 21:22:42 phreak - * capital ship turrets that use the "huge" flag will not target bombs - * this will prevent large beams from shooting the player if he shoots a bomb at a destroyer - * - * Revision 2.33 2003/06/12 16:53:16 phreak - * turrets now properly use local ssms - * - * Revision 2.32 2003/06/11 03:03:16 phreak - * the ai can now use local ssms. they are able to use them at *very* long range - * - * Revision 2.31 2003/06/04 15:31:49 phreak - * fixed a small bug - * ai_select_primary_weapon may have a null pointer passed to it. - * - * Revision 2.30 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.29 2003/03/30 04:34:37 Goober5000 - * preliminary work on ai facing sexp - * --Goober5000 - * - * Revision 2.28 2003/03/19 09:05:25 Goober5000 - * more housecleaning, this time for debug warnings - * --Goober5000 - * - * Revision 2.27 2003/03/18 01:44:30 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.26 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.25 2003/02/16 05:14:29 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.24 2003/01/27 07:46:32 Goober5000 - * finished up my fighterbay code - ships will not be able to arrive from or depart into - * fighterbays that have been destroyed (but you have to explicitly say in the tables - * that the fighterbay takes damage in order to enable this) - * --Goober5000 - * - * Revision 2.23 2003/01/19 22:25:10 Goober5000 - * removed unreferenced variable - * --Goober5000 - * - * Revision 2.22 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.21 2003/01/19 09:10:40 Goober5000 - * more tweaky bug fixes - * --Goober5000 - * - * Revision 2.20 2003/01/19 07:13:05 Goober5000 - * oops - forgot a bit of departure code :) - * --Goober5000 - * - * Revision 2.19 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.18 2003/01/19 01:07:42 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.17 2003/01/18 23:25:38 Goober5000 - * made "no-subspace-drive" applicable to all ships and fixed a really *STUPID* - * bug that made FRED keep crashing (missing comma, bleagh!) - * --Goober5000 - * - * Revision 2.16 2003/01/18 09:25:40 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.15 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.14 2003/01/07 20:06:44 Goober5000 - * added ai-chase-any-except sexp - * --Goober5000 - * - * Revision 2.13 2003/01/06 22:57:23 Goober5000 - * implemented keep-safe-distance - * --Goober5000 - * - * Revision 2.12 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.11 2002/12/31 18:59:42 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.9 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.8 2002/10/19 19:29:28 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.7 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.6 2002/07/18 14:36:53 unknownplayer - * no message - * - * Revision 2.5 2002/07/18 09:55:26 unknownplayer - * - * Revised AI primary selection code again to be more intelligent. - * - * Revision 2.4 2002/07/18 05:38:28 unknownplayer - * - * Rewrote my original algorithm to search by proportional hull damage. - * Does the same thing a little better. - * - * Revision 2.3 2002/07/18 03:27:38 unknownplayer - * - * Fixed AI problems with using the maxim on fighters. - * - * Revision 2.2 2002/07/17 23:58:46 unknownplayer - * - * Minor commenting added to two functions. - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 107 9/15/99 4:42a Mikek - * Make any big ship attacking Colossus, or Colossus attacking any large - * ship not use big cruiser movement code. - * - * 106 9/15/99 3:28a Jimb - * Make all big ships in sm3-08 not do cruiser chase code when attacking - * Colossus. Added so Beast doesn't swerve away from Colossus. - * - * 105 9/14/99 4:18p Andsager - * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to - * begin circling colossus. - * - * 104 9/08/99 10:44p Andsager - * Make HUGE ships not die when warping out, after warp effect started. - * - * 103 9/03/99 11:40p Mikek - * Comment out an annoying nprintf(). - * - * 102 9/01/99 11:26p Dave - * Fixed release build warnings. - * - * 101 9/01/99 9:12p Mikek - * Make it a boatload harder to become a traitor from hitting a large - * ship. - * - * 100 9/01/99 4:01p Andsager - * Make sure BIG|HUGE ships do not respond to shockwaves - * - * 99 9/01/99 10:09a Dave - * Pirate bob. - * - * 98 8/31/99 4:24p Andsager - * Reduce collisions when attacking big ships. - * - * 97 8/31/99 7:33a Mikek - * Improvements in formation flying, less silly behavior, especially when - * leader is moving very slowly. - * - * 96 8/31/99 5:48a Mikek - * Making ships not overshoot so much in formation flying. Intermediate - * checkin. - * - * 95 8/30/99 12:03a Mikek - * Make guard behavior much less annoying. Guarders don't get quite so - * close and they try to avoid striking the target they are guarding. - * - * 94 8/29/99 4:18p Andsager - * New "burst" limit for friendly damage. Also credit more damage done - * against large friendly ships. - * - * 93 8/28/99 7:29p Dave - * Fixed wingmen persona messaging. Make sure locked turrets don't count - * towards the # attacking a player. - * - * 92 8/26/99 10:46p Andsager - * Apply shockwave damage to lethality. - * - * 91 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 90 8/26/99 5:14p Andsager - * - * 89 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 88 8/23/99 6:21p Jefff - * added "no traitor" option to missions (and fred) - * - * 87 8/20/99 3:36p Andsager - * Make sure we don;t miss stealth sweep points. - * - * 86 8/16/99 8:21a Andsager - * fix link error - * - * 85 8/16/99 8:19a Andsager - * Add project_point_onto_bbox() to fvi and include in aicode - * - * 84 8/15/99 1:30p Dave - * Removed some bounding box code because of link errors. Assuming needed - * function just needs to get checked in by DaveA. - * - * 83 8/15/99 11:59a Andsager - * For targing big/huge ships, find nearest distance to bbox, not center. - * - * 82 8/13/99 2:20p Andsager - * Add speed modification to chances turret will find stealth ship - * - * 81 8/13/99 10:49a Andsager - * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search - * modes don't collide big ships. - * - * 80 8/10/99 5:02p Andsager - * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target. - * - * 79 8/10/99 11:58a Andsager - * Allow turrets to sometimes see stealth. - * - * 78 7/31/99 2:57p Dave - * Scaled flak aim and jitter by weapon subsystem strength. - * - * 77 7/27/99 10:33p Andsager - * improve ai for attacking stealth. reduced jitter in aim. reduced - * error in position when avoiding. skill level support for attacking - * stealth. Made target error same for team vs. team. - * - * 76 7/27/99 10:49a Andsager - * Make turret fire rate independent of team for HUGE turrets, and also - * for mult team vs. team. - * - * 75 7/26/99 12:14p Andsager - * Apply cap to how much slower a transport flies with cargo. Remove - * limit on waypoint speed for training. Enemy ai get stealth exact pos - * when stealth fires - * - * 74 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 73 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 72 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 71 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 70 7/14/99 1:44p Andsager - * modify ai_guard for BIG ships to circle around the long axis - * - * 69 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 68 7/08/99 4:32p Andsager - * fix bug with turret-tagged-only - * - * 67 7/08/99 12:06p Andsager - * Add turret-tagged-only and turret-tagged-clear sexp. - * - * 66 7/02/99 3:49p Andsager - * Remove debug code. Allow targeting of stealth from any weapon it - * fires. - * - * 65 7/02/99 2:01p Andsager - * Fix bug where big ship tries to evade dumpfire weapon. - * - * 64 7/02/99 10:58a Andsager - * Put in big ship - big ship attack mode. Modify stealth sweep ai. - * - * 63 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 62 6/28/99 3:22p Anoop - * Fix turret optimization, where ship may not have any valid subsystems - * (all blown off). - * - * 61 6/25/99 5:56p Andsager - * First real pass on stealth ai. - * - * 60 6/25/99 3:08p Dave - * Multiple flyby sounds. - * - * 59 6/25/99 1:12p Danw - * DKA: Make sure big ship has subsystems before trying to target them. - * - * 58 6/25/99 10:56a Johnson - * Fixed dumb ai code. - * - * 57 6/24/99 5:15p Dave - * Make sure stride is always at least one for checking turret subsystem - * targets. - * - * 56 6/24/99 4:59p Dave - * Significant speedups to turret firing. - * - * 55 6/23/99 5:51p Andsager - * Add waypoint-cap-speed. Checkin stealth ai - inactive. - * - * 54 6/16/99 10:21a Dave - * Added send-message-list sexpression. - * - * 53 6/15/99 9:25a Andsager - * Make guard and dynamic chase (who hit you) work with stealth - * - * 52 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 51 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 50 6/03/99 8:11a Andsager - * - * 49 6/02/99 5:41p Andsager - * Reduce range of secondary weapons not fired from turrets in nebula. - * Reduce range of beams fired from turrrets in nebula - * - * 48 6/02/99 3:23p Andsager - * Make AI aware of team visibility. Allow player targeting with team - * visibility info. Make stealth ships not targetable by AI in nebula - * unless tagged. - * - * 47 6/02/99 12:52p Andsager - * Added team-wide ship visibility. Implemented for player. - * - * 46 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 45 5/28/99 5:35p Andsager - * Make ai nebula aware - * - * 44 5/24/99 9:55a Dave - * Fixed stream weapon ai firing problem. ick. - * - * 43 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 42 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 41 5/12/99 2:55p Andsager - * Implemented level 2 tag as priority in turret object selection - * - * 40 5/12/99 10:42a Andsager - * Fix turret bug allowing HUGE turrets to fire at fighters - * - * 39 5/06/99 11:46a Andsager - * Bug fixes. Don't get into illegal strafe submode. Don't choose turret - * enemy objnum for beam protected. - * - * 38 5/03/99 10:50p Andsager - * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use - * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs. - * obj_used_list. - * - * 37 4/29/99 2:29p Dave - * Made flak work much better in multiplayer. - * - * 36 4/28/99 11:36p Dave - * Tweaked up subspace missile strike a bit, - * - * 35 4/28/99 3:11p Andsager - * Stagger turret weapon fire times. Make turrets smarter when target is - * protected or beam protected. Add weaopn range to weapon info struct. - * - * 34 4/26/99 10:58a Andsager - * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing. - * - * 33 4/23/99 12:12p Andsager - * Modify wing positions when player is wing leader to prevent some - * collisions. - * - * 32 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 31 4/22/99 11:06p Dave - * Final pass at beam weapons. Solidified a lot of stuff. All that remains - * now is to tweak and fix bugs as they come up. No new beam weapon - * features. - * - * 30 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 29 4/20/99 3:40p Andsager - * Changes to big ship ai. Uses bounding box as limit where to fly to - * when flying away. - * - * 28 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 27 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 26 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 25 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 24 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 23 3/05/99 3:55p Anoop - * Handle some asserts properly. - * - * 22 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 21 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 20 2/25/99 2:32p Anoop - * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity - * check so that when the last point on the path is reached, it finishes. - * - * 19 2/19/99 2:11p Anoop - * Put in some nice handling code for wacky support ship problems (like no - * docking paths) - * - * 18 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 17 2/11/99 5:22p Andsager - * Fixed bugs, generalized block Sexp_variables - * - * 16 1/29/99 5:07p Dave - * Fixed multiplayer stuff. Put in multiplayer support for rapid fire - * missiles. - * - * 15 1/29/99 2:25p Andsager - * Added turret_swarm_missiles - * - * 14 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 13 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 12 1/21/99 10:44a Dave - * More beam weapon stuff. Put in warmdown time. - * - * 11 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 10 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 9 12/23/98 2:53p Andsager - * Added ship activation and gas collection subsystems, removed bridge - * - * 8 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 7 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 6 10/26/98 9:42a Dave - * Early flak gun support. - * - * 5 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 4 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * - * $NoKeywords: $ - */ + // This module contains the actual AI code that does interesting stuff // to objects. The code in Ai.cpp is just for bookkeeping, allocating diff --git a/fs2_open/code/ai/aigoals.cpp b/fs2_open/code/ai/aigoals.cpp index 1b5c2a3ad4..ad54f42897 100644 --- a/fs2_open/code/ai/aigoals.cpp +++ b/fs2_open/code/ai/aigoals.cpp @@ -7,692 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AiGoals.cpp $ - * $Revision: 1.28.2.6 $ - * $Date: 2007-02-20 04:19:09 $ - * $Author: Goober5000 $ - * - * File to deal with manipulating AI goals, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 1.28.2.5 2007/02/12 00:24:33 taylor - * add back special "var" setting for flag_def_list and convert some of the lists to use it (more on the way) - * - * Revision 1.28.2.4 2007/02/10 04:49:19 Goober5000 - * prevent the AI from falling into the black hole of disarming a turretless ship - * - * Revision 1.28.2.3 2006/11/15 00:33:16 taylor - * add some needed wing leader checks to prevent Assert()'s and out-of-bounds problems when the leader is dead/dying (Mantis bug #1134) - * - * Revision 1.28.2.2 2006/11/06 03:38:30 Goober5000 - * --prevent the ai from "forgetting" that it's attacking a wing (fix for Mantis #1131) - * --move AI_CHASE_WING goal check so that it will properly short-circuit when appropriate (discussed in the same bug) - * - * Revision 1.28.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 1.28 2006/06/01 04:47:23 taylor - * make sure FORM_ON_WING goal is valid since it works for ships other than player now - * - * Revision 1.27 2006/05/31 02:08:22 Goober5000 - * fix compiler warning - * --Goober5000 - * - * Revision 1.26 2006/05/29 19:14:30 Goober5000 - * removed small redundancy - * --Goober5000 - * - * Revision 1.25 2006/05/20 02:03:00 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 1.24 2006/04/20 06:32:00 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.23 2006/03/25 22:38:15 taylor - * the previous changes should prevent these things from happening, but drop in some more Assert()'s anyway - * - * Revision 1.22 2006/03/25 10:38:44 taylor - * minor cleanup - * address numerous out-of-bounds issues - * add some better error checking and Assert()'s around - * - * Revision 1.21 2006/02/20 07:59:26 Goober5000 - * fixed several more things in the new ignore code - * --Goober5000 - * - * Revision 1.20 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.19 2006/02/19 22:00:09 Goober5000 - * restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except - * --Goober5000 - * - * Revision 1.18 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 1.17 2006/01/25 22:51:07 taylor - * quick and ugly hack to get aigoal sorting working on Windows again (temporary, should be replaced by better and permanent sorting function) - * - * Revision 1.16 2006/01/11 05:42:17 taylor - * allow for an equals value in sort comparison function, will hopefully fix Enif station bug and not cause any new problems - * - * Revision 1.15 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.14 2005/10/29 22:09:28 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 1.13 2005/10/10 17:21:03 taylor - * remove NO_NETWORK - * - * Revision 1.12 2005/08/31 08:11:58 Goober5000 - * hm, typo - * --Goober5000 - * - * Revision 1.11 2005/08/31 08:09:51 Goober5000 - * All wings will now form on their respective leaders, not just certain starting wings. - * If this breaks anything, the old code is commented out. You know who to yell at. ;) - * --Goober5000 - * - * Revision 1.10 2005/08/31 07:54:33 Goober5000 - * Wings will now form on their leader, not necessarily the player. This is to - * account for cases where the player is not the leader of his wing. It has the - * side effect of causing wings that arrive later in the mission to form on *their* - * leader rather than the player, but this is probably the preferred behavior (at - * least judging from Mike Kulas's comment of 5/9/98). This does create a - * difference from retail AI, but it should be only cosmetic, since ships only form - * on a wing until they are ordered (via comm or sexp) to do something else. - * --Goober5000 - * - * Revision 1.9 2005/08/23 09:18:08 Goober5000 - * ensure init/reset of goals works cleanly - * --Goober5000 - * - * Revision 1.8 2005/08/23 09:03:56 Goober5000 - * fix for bug 519 - * --Goober5000 - * - * Revision 1.7 2005/07/27 18:27:49 Goober5000 - * verified that submode_start_time is updated whenever submode is changed - * --Goober5000 - * - * Revision 1.6 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 1.5 2005/07/23 18:38:47 Goober5000 - * fixed a rare but ugly (though amusing) bug - * --Goober5000 - * - * Revision 1.4 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 1.3 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.2 2005/05/11 11:38:03 Goober5000 - * fixed a docking bug - * --Goober5000 - * - * Revision 1.1 2005/03/25 06:45:13 wmcoolmon - * Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem. - * - * Revision 2.24 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.23 2005/01/31 10:34:39 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.22 2005/01/26 05:44:10 Goober5000 - * AHA... squashed another bug - * --Goober5000 - * - * Revision 2.21 2005/01/18 00:14:36 Goober5000 - * clarified a bunch of sexp stuff and fixed a bug - * --Goober5000 - * - * Revision 2.20 2005/01/13 03:33:07 Goober5000 - * hmm, rolled back one of my clarifications since it caused things to get messed up - * --Goober5000 - * - * Revision 2.19 2005/01/13 01:10:33 Goober5000 - * forgot to remove a comment - * --Goober5000 - * - * Revision 2.18 2005/01/12 23:38:42 Goober5000 - * fixed another nasty bug - * --Goober5000 - * - * Revision 2.17 2005/01/11 21:38:48 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.16 2004/12/14 14:46:12 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.15 2004/07/26 20:47:51 Kazan - * remove MCD complete - * - * Revision 2.14 2004/07/25 18:46:30 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.13 2004/07/25 00:31:31 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.12 2004/07/12 16:33:05 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.11 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2004/02/04 09:21:36 Goober5000 - * more player ai stuff - * --Goober5000 - * - * Revision 2.9 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.8 2003/11/11 02:15:40 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.7 2003/09/05 04:25:27 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.6 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.5 2003/01/18 23:25:38 Goober5000 - * made "no-subspace-drive" applicable to all ships and fixed a really *STUPID* - * bug that made FRED keep crashing (missing comma, bleagh!) - * --Goober5000 - * - * Revision 2.4 2003/01/18 09:25:40 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.3 2003/01/07 20:06:44 Goober5000 - * added ai-chase-any-except sexp - * --Goober5000 - * - * Revision 2.2 2003/01/06 22:57:23 Goober5000 - * implemented keep-safe-distance - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/07 03:00:17 mharris - * make Goal_text static - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 11 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 10 7/07/99 2:55p Andsager - * fix ai_get_subsystem_type to recognize "radara" as an awacs type - * subsystem as model_read. - * - * 9 6/03/99 8:58p Andsager - * Fix bug where player's target is lost. Player wing had clear wing - * goals, and this was applied to player. - * - * 8 5/27/99 12:14p Andsager - * Some fixes for live debris when more than one subsys on ship with live - * debris. Set subsys strength (when 0) blows off subsystem. - * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN. - * - * 7 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 6 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 5 1/07/99 1:52p Andsager - * Initial check in of Sexp_variables - * - * 4 12/23/98 2:53p Andsager - * Added ship activation and gas collection subsystems, removed bridge - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 173 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 172 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 171 5/21/98 9:57a Mike - * Massively improve firing of bombs at big ships. Improve willingness to - * take incoming fire to deliver bomb. Make a little easier to gain - * aspect lock. - * - * 170 5/12/98 10:06a Mike - * Fix a jillion bugs preventing ships from firing bombs at Lucifer in - * sm3-09. - * - * 169 5/11/98 11:20a Sandeep - * - * 168 5/10/98 12:02a Mike - * Only player's wing will form on player's wing, not any wing in player's squadron. - * - * 167 4/23/98 1:49a Allender - * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships - * to not respawn until 5 seconds after they die. Send escort information - * to ingame joiners - * - * 166 4/23/98 12:31a Mike - * Fix the sm1-04a Comet:Omega bug. Was putting a goal on hold if a ship - * was docked, but should only have done that if not docked with self. - * - * 165 4/22/98 5:00p Allender - * new multiplayer dead popup. big changes to the comm menu system for * - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority - * orders - * - * 164 4/18/98 9:53p Mike - * Add debug code to track down Comet warpout problems in sm1-04a, then - * comment it out for checkin. - * - * 163 4/09/98 12:36p Allender - * nasty repair problems fixed when ordering it to warp out while - * repairing (and on way) and when aborting process while he's completing - * the rearm - * - * 162 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 161 3/19/98 4:43p Allender - * allow player ships to follow certain orders - * - * 160 3/19/98 2:55p Allender - * when ship gets disabled, have him put dock goals on hold - * - * 159 3/09/98 9:35p Mike - * Suppress warning messages. - * - * 158 3/09/98 5:12p Mike - * Make sure Pl_objp uses are valid. - * Throw asteroids at ships in asteroid field, not "Gal" - * Support ships warp out if no goals after 30 seconds. - * - * 157 3/07/98 3:50p Lawrance - * Add lead indicator for asteroids - * - * 156 3/06/98 2:58p Allender - * moved assert to more appropriate place - * - * 155 3/06/98 11:55a Lawrance - * Don't process mission orders for player ships - * - * 154 3/05/98 9:35a Allender - * don't allow ships to be repaired when departing or dying - * - * 153 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 152 2/23/98 8:59p Allender - * fixed two docking bugs: 1) don't move cargo when ship it's docked with - * is undocking. 2) aigoal code was clearing dock goals when it shouldn't - * have been - * - * 151 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 150 2/19/98 12:04a Allender - * more multiplayer rearm/dock stuff. Fix bug in HUD code when finding - * support ship reaming player. show repair as order on Hud extended - * target info - * - * 149 2/18/98 10:34p Allender - * repair/rearm system (for single and multi) about finished. - * dock/undock and ai goals packets implemented for multiplayer - * - * 148 2/16/98 10:13p Allender - * initial work on being able to target weapons (bombs specifically). - * Work on getting rearm/repair working under multiplayer - * - * 147 2/16/98 4:07p Sandeep - * fixed a bug with deleting waypoints - * - * 146 2/16/98 3:43p Sandeep - * Fixed bug with Ai_warp still expected to have an object reference in a - * bit of the code. - * - * 145 2/13/98 3:21p Lawrance - * Set up allowed goals for escape pods. - * - * 144 2/13/98 2:57p Allender - * correct code using unitialized variable - * - * 143 2/09/98 10:46a Allender - * fixed bug with docking where multiple orders to dock with same object - * caused strageness - * - * 142 2/05/98 12:52p Jim - * fix race conditions to get to subsystem index for attacking subsystem - * goals - * - * 141 2/02/98 4:02p Mike - * Allender: Fix bug which caused ships to sometimes undock just as they - * were docking. - * - * 140 1/30/98 11:00a Allender - * tidied up the code to get an index for a new goal. Made all code (for - * both ships and wings) go through this function. - * - * 139 1/30/98 10:01a Allender - * made large ships able to attack other ships. Made goal code recognize - * when ships removed from wings during ship select - * - * 138 1/29/98 12:14p Lawrance - * show 'waypoints' as a mission order. - * - * 137 1/20/98 9:33a Allender - * fixed bug with wing goals from players - * - * 136 1/16/98 1:11p Sandeep - * fix bug when trying to purge goals with no ship_name - * - * 135 1/16/98 11:43a Allender - * made it so certain orders (see PURGE_ORDERS) cause other ai goals to - * get purged. This step it to help the AI do the right thing. - * - * 134 1/16/98 11:33a Mike - * Fix bug in targeting subsystems on protected ships. - * - * 133 1/13/98 5:36p Lawrance - * Change Ai_goal_text[] to not return anything for waypoints. - * - * 132 1/05/98 10:10p Mike - * Comment out an obsolete function (discovered while searching for - * something else.) - * - * 131 1/02/98 1:55p Duncan - * added back in case for undocking when checking for goal complete status - * - * 130 12/30/97 4:48p Allender - * work with ignore my target command. Added new keyboard hotkey. Made - * it work globally - * - * 129 12/26/97 12:15p Mike - * Put in debug code for tracking down ships disabling, rather than - * destroying, enemies. - * - * 128 12/15/97 5:25p Allender - * fix problem with docked ships receiving another dock goal. They now - * properly undock - * - * 127 12/12/97 5:21p Lawrance - * fix some problems with ai mode changing when arriving/departing from - * docking bays - * - * 126 12/04/97 12:24p Allender - * made support ship orders other than rearm be super low priority. - * Support ship orders now won't get removed incorrectly either - * - * 125 11/26/97 9:55a Allender - * minor changed to comm window for rearming. Fixed some repair bugs -- - * player's repair was getting aborted by code when he was hit. Repair - * ship wasn't properly removing repair goals - * - * 124 11/23/97 6:21p Lawrance - * update goal text, used on HUD - * - * 123 11/17/97 6:39p Lawrance - * add AI_goal_text[] array, used by HUD code to show text description of - * order - * - * 122 11/09/97 2:21p Mike - * Comment out Int3() and email Mark about it. - * - * 121 11/05/97 9:30p Mike - * Add play dead mode. - * Enable undock to complete when dockee moves. - * Make ships in waypoint mode react to enemy fire. - * Support ships not form on player's wing. - * - * 120 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * 119 10/31/97 4:03p Allender - * test code to help find rearm/repair problems - * - * 118 10/29/97 10:02p Allender - * be sure that player starting wings that arrive late also form on the - * players wing if there are no goals - * - * 117 10/29/97 9:32p Allender - * remove undock goal if we can't find docked sihp when docker trying to - * undock. Could be that docked ship was destroyed - * - * 116 10/29/97 3:41p Sandeep - * Allender put in dock debug code - * - * 115 10/28/97 10:30a Allender - * rest AIF_FORMATION_OBJECT bit when new order is given to a ship - * - * 114 10/24/97 10:40a Allender - * player wings with no initial orders now form on players wing by - * default. - * - * 113 10/23/97 4:41p Allender - * lots of new rearm/repair code. Rearm requests now queue as goals for - * support ship. Warp in of new support ships functional. Support for - * stay-still and play-dead. - * - * 112 10/23/97 4:12p Mike - * Support for AIM_STAY_NEAR. - * - * 111 10/22/97 1:46p Allender - * get ship_name field for ai-stay-still - * - * 110 10/22/97 1:44p Allender - * more work on stay-still and play-dead - * - * 109 10/22/97 11:07a Allender - * Hooked in form on my wing into Mikes AI code - * - * 108 10/22/97 1:03a Mike - * ai-stay-still - * form-on-my-wing - * fix mysterious code in find_enemy that used goal_objnum instead of - * target_objnum. - * - * 107 10/12/97 11:23p Mike - * About ten fixes/changes in the docking system. - * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT. - * - * 106 10/10/97 5:03p Allender - * started work on ai-stay-still - * - * 105 9/24/97 4:51p Allender - * got rid pf default_player_ship_name variable. - * - * 104 9/23/97 4:35p Allender - * added two function to add "internal" goals to ships and wings. Used by - * AI when it needs to do something special - * - * 103 9/09/97 2:42p Allender - * fix bug where guarding a wing that hasn't arrived caused goal code to - * crash - * - * 102 9/09/97 11:28a Johnson - * Fixed bug: Code is not Fred-aware. - * - * 101 9/08/97 1:04p Allender - * put code in ai_post_process_mission() to set orders for ships before - * mission starts. Prevents ships from following orders N seconds after - * mission actually starts - * - * 100 9/05/97 5:05p Lawrance - * memset string to 0 during restore for safety - * - * 99 8/18/97 1:16p Allender - * added ignore goal into sexpressions - * - * 98 8/16/97 3:09p Mike - * If telling a ship to attack a protected ship, unprotect that ship. - * - * 97 8/16/97 2:40p Mike - * Move unmoving ship if it's attacking a large ship and it sees incoming - * fire. - * Also, don't set protected bit in a ship if someone has attacked a - * subsystem. Only do if someone was told to disarm or disable. - * - * 96 8/15/97 11:50a Duncan - * Fixed bug with ai functions assuming ai_goal_undock takes a ship - * target, which it doesn't. - * - * 95 8/15/97 10:05a Hoffoss - * One more change to ai_query_goal_valid() to allow for AI_GOAL_NONE. - * - * 94 8/15/97 9:59a Hoffoss - * Changed ai_query_goal_valid() again. I can't think of any time you - * wouldn't find it easier just to pass in a ship instead of a ship_info - * flag structure filtered of all flags that aren't ship type bits. Since - * I'll call this quite a few times, it will make my life easier. - * - * 93 8/15/97 9:49a Hoffoss - * Changed ai_query_goal_valid() slightly for Fred. Fred can be more - * detailed with error messages should these situations happen, and - * recover from them better. - * - * 92 8/14/97 10:00p Allender - * made ai goals bitfields so that we can have set of orders that certain - * ship types are allowed to receive. Added function for Hoffoss to check - * goal vs. ship type validity - * - * 91 8/12/97 9:58a Hoffoss - * Fixed ai_update_goal_references() and query_referenced_in_ai_goals(). - * - * 90 8/12/97 8:01a Allender - * when adding goals to wing structures, replace the oldest entry of the - * goals if there are no empty entries - * - * 89 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 88 8/10/97 4:24p Hoffoss - * Made initial orders revert back to none if it has invalid data - * anywhere. - * - * 87 8/08/97 1:30p Allender - * added commands (and ai goals) for support ships. stay near ship (which - * could be player or current target), and keep safe distance - * - * 86 8/07/97 11:11a Allender - * fixed problem with wings completing waypoint goals - * - * 85 8/06/97 9:41a Allender - * renamed from ai_goal function. made a function to remove a goal from a - * wing (used strictly for waypoints now). ai-chase-wing and - * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up - * function which deals with sexpression goals - * - * 84 8/06/97 8:06a Lawrance - * add more stuff to save/restore - * - * 83 8/01/97 11:51a Dave - * Changed calls to timer_get_fixed_seconds() to simply Missiontime. - * Solves a lot of demo related problems. - * - * 82 7/30/97 11:01p Mike - * Set submode when setting mode from player order. - * Increase distance to circle when ignoring player's target. - * - * 81 7/28/97 10:28a Mike - * Use forward_interpolate() to prevent weird banking behavior. - * - * Suppress a couple annoying mprints and clarify another. - * - * 80 7/25/97 12:10p Mike - * Better default behavior. - * - * 79 7/24/97 4:55p Allender - * added ai-evade-ship to Fred and to FreeSpace - * - * 78 7/24/97 4:20p Mike - * Add goal and Fred hook for evade behavior. - * - * 77 7/24/97 2:17p Jasen - * Fixed a bug with mission loading. - * - * 76 7/24/97 12:10a Mike - * Suppress problems when loadign pain.fsm. - * - * 75 7/23/97 6:49p Hoffoss - * Fixed bug in ai goal adding code. It was using a pointer that was - * temporary. - * - * 74 7/23/97 11:25a Allender - * more robust sexpression checking. Fixed problem with some ai goals not - * being named properly - * - * $NoKeywords: $ - */ + #include "ai/aigoals.h" diff --git a/fs2_open/code/ai/aigoals.h b/fs2_open/code/ai/aigoals.h index 4ee873b7a5..5994a26daf 100644 --- a/fs2_open/code/ai/aigoals.h +++ b/fs2_open/code/ai/aigoals.h @@ -7,177 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AiGoals.h $ - * $Revision: 1.6 $ - * $Date: 2006-04-20 06:32:00 $ - * $Author: Goober5000 $ - * - * - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.4 2006/02/19 22:00:09 Goober5000 - * restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except - * --Goober5000 - * - * Revision 1.3 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.2 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.1 2005/03/25 06:45:13 wmcoolmon - * Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem. - * - * Revision 2.6 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/07/25 00:31:31 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.4 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/01/07 20:06:44 Goober5000 - * added ai-chase-any-except sexp - * --Goober5000 - * - * Revision 2.2 2003/01/06 21:52:58 Goober5000 - * allowed fighters and bombers to accept the stay-near-ship and - * keep-safe-distance orders - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 4 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 46 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 45 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 44 2/16/98 10:13p Allender - * initial work on being able to target weapons (bombs specifically). - * Work on getting rearm/repair working under multiplayer - * - * 43 2/13/98 3:21p Lawrance - * Set up allowed goals for escape pods. - * - * 42 1/30/98 10:01a Allender - * made large ships able to attack other ships. Made goal code recognize - * when ships removed from wings during ship select - * - * 41 12/15/97 5:25p Allender - * fix problem with docked ships receiving another dock goal. They now - * properly undock - * - * 40 11/17/97 6:39p Lawrance - * add AI_goal_text[] array, used by HUD code to show text description of - * order - * - * 39 10/29/97 10:02p Allender - * be sure that player starting wings that arrive late also form on the - * players wing if there are no goals - * - * 38 10/23/97 4:41p Allender - * lots of new rearm/repair code. Rearm requests now queue as goals for - * support ship. Warp in of new support ships functional. Support for - * stay-still and play-dead. - * - * 37 10/22/97 1:44p Allender - * more work on stay-still and play-dead - * - * 36 10/22/97 11:07a Allender - * Hooked in form on my wing into Mikes AI code - * - * 35 10/22/97 10:33a Hoffoss - * Added AI_GOAL_PLAY_DEAD as a valid goal for all ships. - * - * 34 10/22/97 9:54a Allender - * added ai_goal_play_dead - * - * 33 10/10/97 5:03p Allender - * started work on ai-stay-still - * - * 32 9/23/97 4:35p Allender - * added two function to add "internal" goals to ships and wings. Used by - * AI when it needs to do something special - * - * 31 8/15/97 11:07a Hoffoss - * Added warning to help eliminate problems later on down the road. - * - * 30 8/15/97 9:59a Hoffoss - * Changed ai_query_goal_valid() again. I can't think of any time you - * wouldn't find it easier just to pass in a ship instead of a ship_info - * flag structure filtered of all flags that aren't ship type bits. Since - * I'll call this quite a few times, it will make my life easier. - * - * 29 8/14/97 10:00p Allender - * made ai goals bitfields so that we can have set of orders that certain - * ship types are allowed to receive. Added function for Hoffoss to check - * goal vs. ship type validity - * - * 28 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 27 8/08/97 1:30p Allender - * added commands (and ai goals) for support ships. stay near ship (which - * could be player or current target), and keep safe distance - * - * 26 8/06/97 9:41a Allender - * renamed from ai_goal function. made a function to remove a goal from a - * wing (used strictly for waypoints now). ai-chase-wing and - * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up - * function which deals with sexpression goals - * - * 25 8/06/97 8:06a Lawrance - * add more stuff to save/restore - * - * 24 7/24/97 4:55p Allender - * added ai-evade-ship to Fred and to FreeSpace - * - * 23 7/17/97 4:23p Allender - * ai-guard-wing now in both Fred and FreeSpace - * - * 22 7/15/97 11:57a Hoffoss - * Added a general ai goal reference update mode. - * - * 21 6/18/97 11:46a Hoffoss - * Fixed initial order object reference updating and added briefing dialog - * window tracking data. - * - * $NoKeywords: $ - */ + #ifndef _AIGOALS_H #define _AIGOALS_H diff --git a/fs2_open/code/ai/aiturret.cpp b/fs2_open/code/ai/aiturret.cpp index a5f21f8f97..1a34cb1f6a 100644 --- a/fs2_open/code/ai/aiturret.cpp +++ b/fs2_open/code/ai/aiturret.cpp @@ -1,160 +1,4 @@ -/* - * $Logfile: /Freespace2/code/ai/aiturret.cpp $ - * $Revision: 1.39.2.9 $ - * $Date: 2007-03-22 20:09:05 $ - * $Author: taylor $ - * - * Functions for AI control of turrets - * - * $Log: not supported by cvs2svn $ - * Revision 1.39.2.8 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.39.2.7 2007/02/11 06:19:07 Goober5000 - * invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug - * - * Revision 1.39.2.6 2006/12/07 17:51:39 taylor - * make fire-on-normal return value a little more obvious - * fix the "infinite genius" move I made by breaking turret movements ;) - * - * Revision 1.39.2.5 2006/10/27 21:33:06 taylor - * updated/fixed modelanim code - * add ships.tbl subsystem flag ("+fire-down-normals") which will force a turret to fire down it's barrel line (Mantis bug #591) - * - * Revision 1.39.2.4 2006/09/13 03:06:46 taylor - * restore MAX_AIFTT_TURRETS to retail level, and add comment as to what it means for the next person that tries to change it - * - * Revision 1.39.2.3 2006/09/11 09:42:53 taylor - * revert to retail behavior for turret_should_pick_new_target() - * fix out-of-bounds issue - * - * Revision 1.39.2.2 2006/09/08 06:06:34 taylor - * fix for Mantis bug #687 (at least until better swarming code can be written, post-3.6.9) - * a quick speed/sanity check for turrets to be sure that they actually have a weapon to fire before processing them - * - * Revision 1.39.2.1 2006/09/04 18:05:09 Goober5000 - * fix macros - * - * Revision 1.39 2006/06/01 04:40:41 taylor - * be sure to to reset ok_to_fire between weapon checks to make sure we don't count something by mistake - * - * Revision 1.38 2006/04/14 21:13:31 taylor - * Grrr! That was still stupid. Just going to revert it to retail and work out that bug it was supposed to fix at a later time. - * - * Revision 1.37 2006/04/14 18:36:11 taylor - * I might have blamed this on sleep, if it wasn't a bold faced lie. ;) - * - another part of the turret untargetting target bug - * - * Revision 1.36 2006/03/25 10:38:44 taylor - * minor cleanup - * address numerous out-of-bounds issues - * add some better error checking and Assert()'s around - * - * Revision 1.35 2006/03/24 07:38:35 wmcoolmon - * New subobject animation stuff and Lua functions. - * - * Revision 1.34 2006/03/21 02:50:59 Goober5000 - * fix taylor's fix :p - * --Goober5000 - * - * Revision 1.33 2006/03/21 00:08:18 taylor - * fix target eval check for weapons so that friendly ships will stop shooting at friendly bombs - * - * Revision 1.32 2006/02/19 07:20:43 Goober5000 - * rearrange some turret code to be more like retail - * --Goober5000 - * - * Revision 1.31 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.30 2006/01/11 21:15:15 wmcoolmon - * Somewhat better turret comments - * - * Revision 1.29 2006/01/09 04:50:18 phreak - * fix compile warnings. - * - * Revision 1.28 2006/01/06 04:18:54 wmcoolmon - * turret-target-order SEXPs, ship thrusters - * - * Revision 1.27 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.26 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 1.25 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 1.24 2005/10/30 06:44:56 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 1.23 2005/10/22 22:22:41 Goober5000 - * rolled back UnknownPlayer's commit - * --Goober5000 - * - * Revision 1.21 2005/10/14 07:22:23 Goober5000 - * removed an unneeded parameter and renamed some stuff - * --Goober5000 - * - * Revision 1.20 2005/10/10 17:21:03 taylor - * remove NO_NETWORK - * - * Revision 1.19 2005/07/25 05:23:33 Goober5000 - * whoops - * --Goober5000 - * - * Revision 1.18 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 1.17 2005/05/16 15:40:43 phreak - * reverted a tagged only commit, it wasn't needed - * - * Revision 1.16 2005/05/14 21:48:22 phreak - * another tagged only turret fix - * - * Revision 1.15 2005/05/14 21:35:04 phreak - * stop turrets from targeting non-bombs. also some tagged-only fixes. - * - * Revision 1.14 2005/05/13 02:50:47 phreak - * fixed another minimum range bug that prevented the Colossus and the Beast from - * properly engaging one another in the mission: Their Finest Hour (SM3-08) - * - * Revision 1.13 2005/05/10 15:49:04 phreak - * fixed a minimum weapon range bug that was causing turrets to fire at ships beyond - * the actual range of a weapon. - * - * Revision 1.12 2005/05/10 02:44:40 phreak - * if you're using all_turret_weapons_have_flags() with a WIF2_** flag, use - * all_turret_weapons_have_flags2(). - * - * Corrected some logic that would dump a valid target for turrets if its objnum is 0, as - * opposed to -1. - * - * Revision 1.11 2005/05/10 01:47:34 phreak - * when finding valid weapons, set i to MAX_SHIP_PRIMARY_BANKS - 1 since i - * is incremented at the top of the loop. otherwise, we would pass over the first secondary - * weapon in the bank. - * - * Revision 1.10 2005/05/08 20:35:26 wmcoolmon - * Various turret code changes in a vain attempt to make things more readable/work properly - * - * Revision 1.9 2005/04/28 05:29:28 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 1.8 2005/04/22 00:34:54 wmcoolmon - * Minor updates to the GUI, and added some code that will (hopefully) resize HUD images in nonstandard resolutions. I couldn't test it; got an out of memory error. - * - * Revision 1.7 2005/04/20 04:29:50 phreak - * CVS file header. take 1 - * - * - * $NoKeywords: $ - */ + #include "globalincs/systemvars.h" #include "ship/ship.h" diff --git a/fs2_open/code/anim/animplay.cpp b/fs2_open/code/anim/animplay.cpp index f4fd6434d2..720f1a90cd 100644 --- a/fs2_open/code/anim/animplay.cpp +++ b/fs2_open/code/anim/animplay.cpp @@ -7,280 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Anim/AnimPlay.cpp $ - * $Revision: 2.19.2.2 $ - * $Date: 2006-09-11 01:00:27 $ - * $Author: taylor $ - * - * C module for playing back anim files - * - * $Log: not supported by cvs2svn $ - * Revision 2.19.2.1 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.19 2006/03/21 00:27:27 taylor - * some minor cleanup - * - * Revision 2.18 2005/11/13 06:39:38 taylor - * remove Cmdline_cache_ani support, it only worked if not in a VP and only on streaming ani so it was pretty much useless - * - * Revision 2.17 2005/05/28 19:40:59 taylor - * fix ani corruption detection so that certain streaming anis don't hit it (check was wrong anyway) - * - * Revision 2.16 2005/05/23 05:58:31 taylor - * quick catch for some corrupted anis, only a partial fix but it will do until something - * a bit more heavy duty comes along in the near future - * - * Revision 2.15 2005/05/12 17:49:10 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.14 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.13 2004/12/20 20:18:30 fryday - * Commented out ATL dependencies (And changed one macro to an swprintf instead) - * Tiny change in animplay ( pow(2.0, ...) instead of pow(2, ...)) because VS2K5 - * throws an ambiguity error over that. - * - * Revision 2.12 2004/10/09 17:58:48 taylor - * one more try to fix the memory leak and end-of-mission crash for talking head anis - * - * Revision 2.11 2004/07/26 20:47:23 Kazan - * remove MCD complete - * - * Revision 2.10 2004/07/17 18:46:06 taylor - * various OGL and memory leak fixes - * - * Revision 2.9 2004/07/12 16:32:41 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2004/02/16 11:47:31 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.6 2004/02/14 00:18:29 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.5 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.4 2003/11/29 10:52:08 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.3 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.3 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.1.2.2 2002/09/28 22:13:42 randomtiger - * Sorted out some bits and pieces. The background nebula blends now which is nice. – RT - * - * Revision 2.1.2.1 2002/09/24 18:56:40 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 9/13/99 11:26p Andsager - * Add debug code to check for poorly sized anis - * - * 8 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 7 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 6 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 5 6/10/99 10:34a Dave - * Removed unnecessary assert. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/22/98 6:14p Dave - * Optimized some #includes in Anim folder. Put in the beginnings of - * parse/localization support for externalized strings and tstrings.tbl - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 38 6/23/98 4:18p Hoffoss - * Fixed some bugs with AC release build. - * - * 37 5/18/98 5:59p Hoffoss - * Made command briefing advanced now once the speech stops and animation - * has fully played once, whichever is longer. - * - * 36 5/14/98 6:29p Hoffoss - * Fixed some warnings a release rebuild all turned up. - * - * 35 5/07/98 3:11a Lawrance - * Implement custom streaming code - * - * 34 4/27/98 3:36p Dave - * - * 33 3/25/98 8:43p Hoffoss - * Changed anim_play() to not be so complex when you try and call it. - * - * 32 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 31 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 30 1/19/98 3:09p Hoffoss - * Only free an anim instance if it is actually playing. - * - * 29 1/14/98 6:43p Lawrance - * Add ref_count to anim struct, so we don't free multiple times - * - * 28 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 27 12/27/97 2:35p John - * Restructed some code so that if the memory-mapped file open fails, it - * will still read it the old-fashioned, non-memory mapped way. - * - * 26 12/24/97 9:10p Lawrance - * take out some debugging statements - * - * 25 12/24/97 8:57p Lawrance - * Added anim_ignore_next_frametime() - * - * 24 12/07/97 2:06p Dave - * Removed some debug frame-checking code. - * - * 23 12/06/97 2:55p Dave - * - * 22 11/29/97 2:05p John - * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2, - * like they used to incorrectly assume. Added code to model to read in - * thruster radius's. - * - * 21 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 20 11/20/97 4:33p Sandeep - * ALAN: ensure instance->paused gets initialized - * - * 19 11/20/97 4:12p Lawrance - * when paused, don't increment time_elapsed - * - * 18 11/19/97 8:28p Dave - * Hooked in Main Hall screen. Put in Anim support for ping ponging - * animations as well as general reversal of anim direction. - * - * 17 9/11/97 4:17p Allender - * use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is - * called from MoviePlayer with full path - * - * 16 9/11/97 10:49a Lawrance - * improve anim_show_next_frame() - * - * 15 9/10/97 4:59p Lawrance - * improve comments to anim_play() function - * - * 14 9/03/97 4:19p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 13 8/30/97 2:11p Lawrance - * allow animations to loop - * - * 12 8/25/97 11:13p Lawrance - * support framerate independent playback with the option of now advancing - * more than one frame at a time - * - * 11 8/22/97 8:20a Lawrance - * display scrolling text properly, with indicator that text exitsts to be - * scrolled - * - * 10 8/21/97 5:11p Lawrance - * frame numbering for ANI's now is from 0 -> total_frames-1. - * - * 9 8/19/97 9:30a Lawrance - * print out reason if file doesn't open right - * - * 8 7/28/97 10:42p Lawrance - * re-did interface to unpack_frame() to make more general - * - * 7 7/21/97 11:41a Lawrance - * make playback time of .ani files keyed of frametime - * - * 6 7/20/97 6:57p Lawrance - * supporting new RLE format - * - * 5 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 4 6/27/97 4:36p Lawrance - * update pal translation table when gr_screen.signature changes - * - * 3 6/26/97 3:00p Lawrance - * fix bug with playing 3d anims - * - * 2 6/26/97 12:12a Lawrance - * supporting anti-aliased bitmap animations - * - * 1 6/23/97 5:09p Lawrance - * - * 24 6/03/97 5:53p Lawrance - * don't unload bitmap after bm_create - * - * $NoKeywords: $ - */ + #include "anim/animplay.h" #include "globalincs/linklist.h" diff --git a/fs2_open/code/anim/animplay.h b/fs2_open/code/anim/animplay.h index 743b5e2c73..2e256d38b9 100644 --- a/fs2_open/code/anim/animplay.h +++ b/fs2_open/code/anim/animplay.h @@ -7,120 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Anim/AnimPlay.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2006-09-08 06:14:43 $ - * $Author: taylor $ - * - * Header file for playing back anim files - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/08/11 05:06:18 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.2 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:07 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 10/22/98 6:14p Dave - * Optimized some #includes in Anim folder. Put in the beginnings of - * parse/localization support for externalized strings and tstrings.tbl - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 11 5/07/98 3:11a Lawrance - * Implement custom streaming code - * - * 10 4/27/98 3:36p Dave - * - * 9 3/25/98 8:43p Hoffoss - * Changed anim_play() to not be so complex when you try and call it. - * - * 8 12/24/97 8:57p Lawrance - * Added anim_ignore_next_frametime() - * - * 7 11/19/97 8:28p Dave - * Hooked in Main Hall screen. Put in Anim support for ping ponging - * animations as well as general reversal of anim direction. - * - * 6 8/30/97 2:11p Lawrance - * allow animations to loop - * - * 5 8/25/97 11:13p Lawrance - * support framerate independent playback with the option of now advancing - * more than one frame at a time - * - * 4 7/21/97 11:41a Lawrance - * make playback time of .ani files keyed of frametime - * - * 3 7/20/97 6:57p Lawrance - * supporting new RLE format - * - * 2 6/26/97 12:12a Lawrance - * supporting anti-aliased bitmap animations - * - * 1 6/23/97 5:09p Lawrance - * - * 10 5/19/97 2:28p Lawrance - * changes some variables to flags - * - * 9 5/15/97 5:58p Lawrance - * fix some bugs that were present with animations when playing multiple - * missions - * - * 8 5/15/97 4:42p Lawrance - * suporting anims in-game - * - * 7 5/15/97 11:46a Lawrance - * add function to check if an anim is playing - * - * 6 2/28/97 12:17p Lawrance - * supporting mapping file to memory - * - * 5 2/25/97 11:06a Lawrance - * moved some higher level functions to from PackUnpack to AnimPlay - * - * 4 2/19/97 9:27p Lawrance - * added pause capability to anim playback - * - * 3 2/17/97 4:19p Lawrance - * using frame numbers instead of percentages for accessing keyframes - * - * 2 2/17/97 3:01p Lawrance - * code for playing back an anim - * - * $NoKeywords: $ - */ + #ifndef __ANIMPLAY_H__ #define __ANIMPLAY_H__ diff --git a/fs2_open/code/anim/packunpack.cpp b/fs2_open/code/anim/packunpack.cpp index 309123c651..a581f0c6a4 100644 --- a/fs2_open/code/anim/packunpack.cpp +++ b/fs2_open/code/anim/packunpack.cpp @@ -7,220 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Anim/PackUnpack.cpp $ - * $Revision: 2.13.2.2 $ - * $Date: 2007-10-28 16:32:06 $ - * $Author: taylor $ - * - * Code for handling packing and unpacking in Hoffoss's RLE format, used for - * Anim files. Also handles Anim loading, creating Anim instances (for - * utilizing an Anim), and getting getting frames of the Anim. - * - * $Log: not supported by cvs2svn $ - * Revision 2.13.2.1 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.13 2006/03/21 00:27:27 taylor - * some minor cleanup - * - * Revision 2.12 2006/01/22 19:57:35 wmcoolmon - * 0...1...2...4? - * - * Revision 2.11 2005/11/13 06:40:19 taylor - * add support for 8/16/24/32 bit output from ani frame decoder - * - * Revision 2.10 2005/05/24 03:13:36 taylor - * extra check to make sure that RLE reading never goes over frame size in new ANI formats - * - * Revision 2.9 2005/05/23 05:58:31 taylor - * quick catch for some corrupted anis, only a partial fix but it will do until something - * a bit more heavy duty comes along in the near future - * - * Revision 2.8 2005/05/12 17:49:10 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.7 2004/07/26 20:47:23 Kazan - * remove MCD complete - * - * Revision 2.6 2004/07/12 16:32:41 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2004/02/14 00:18:29 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.3 2003/10/24 17:35:04 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.2 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/11/04 03:02:27 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 7/30/99 10:10p Dave - * Fixed loading bar in 32 bit mode. - * - * 11 7/18/99 1:59p Johnson - * Fixed potential anim locking problem. - * - * 10 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 9 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 8 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 7 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 6 12/01/98 5:53p Dave - * Simplified the way pixel data is swizzled. Fixed tga bitmaps to work - * properly in D3D and Glide. - * - * 5 12/01/98 8:06a Dave - * Temporary checkin to fix some texture transparency problems in d3d. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/22/98 6:14p Dave - * Optimized some #includes in Anim folder. Put in the beginnings of - * parse/localization support for externalized strings and tstrings.tbl - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 30 5/14/98 3:38p John - * Added in more non-darkening colors for Adam. Had to fix some bugs in - * BmpMan and Ani stuff to get this to work. - * - * 29 5/07/98 3:11a Lawrance - * Implement custom streaming code - * - * 28 11/19/97 8:28p Dave - * Hooked in Main Hall screen. Put in Anim support for ping ponging - * animations as well as general reversal of anim direction. - * - * 27 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 26 8/22/97 8:21a Lawrance - * short circuit key frame check if keyframe matches frame we are - * searching for - * - * 25 8/21/97 5:11p Lawrance - * frame numbering for ANI's now is from 0 -> total_frames-1. - * - * 24 8/19/97 10:59a Lawrance - * fix problem with accessing key frames - * - * 23 7/28/97 10:42p Lawrance - * re-did interface to unpack_frame() to make more general - * - * 22 7/28/97 10:52a Lawrance - * correctly set bitmap flags in anim_get_frame() - * - * 21 7/21/97 5:10p Lawrance - * fix problem that was causing infinite recursion - * - * 20 7/20/97 6:57p Lawrance - * supporting new RLE format - * - * 19 6/27/97 4:36p Lawrance - * update pal translation table when gr_screen.signature changes - * - * 18 6/26/97 12:12a Lawrance - * supporting anti-aliased bitmap animations - * - * 17 6/25/97 3:03p Lawrance - * fix palette translation problem with anti-alised bitmaps - * - * 16 5/19/97 2:28p Lawrance - * changes some variables to flags - * - * 15 5/15/97 4:42p Lawrance - * supporting animations in-game - * - * 14 2/25/97 11:06a Lawrance - * moved some higher level functions to from PackUnpack to AnimPlay - * - * 13 2/19/97 9:51p Lawrance - * made keyframe decompression more effecient, moved - * default anim FPS to header file - * - * 12 2/19/97 4:00p Lawrance - * don't assert when cannot find anim filename, return a NULL instead - * - * 11 2/17/97 4:17p Hoffoss - * modified packing internal format and added random access function to an - * Anim frame. - * - * 10 2/17/97 2:59p Lawrance - * integrating into game - * - * 9 2/14/97 11:27p Lawrance - * optimized unpacking some more (Jason) - * - * 8 2/14/97 11:09p Hoffoss - * Made optimizations. - * - * 7 2/14/97 10:48p Hoffoss - * fixed bug. - * - * 6 2/14/97 10:38p Lawrance - * fixing bugs - * - * 5 2/14/97 5:38p Hoffoss - * Changes to get AnimCoverter project to compile and link. - * - * 4 2/14/97 3:29p Hoffoss - * Added header for MSDEV to fill in. - * - * $NoKeywords: $ - */ + #include "anim/packunpack.h" #include "bmpman/bmpman.h" diff --git a/fs2_open/code/anim/packunpack.h b/fs2_open/code/anim/packunpack.h index e735e6f172..c675041ab0 100644 --- a/fs2_open/code/anim/packunpack.h +++ b/fs2_open/code/anim/packunpack.h @@ -7,163 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Anim/PackUnpack.h $ - * $Revision: 2.6 $ - * $Date: 2006-03-21 00:27:27 $ - * $Author: taylor $ - * - * Code for handling packing and unpacking in Hoffoss's RLE format, used for - * Anim files. Also handles Anim loading, creating Anim instances (for - * utilizing an Anim), and getting getting frames of the Anim. - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.3 2004/08/11 05:06:18 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:07 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 6 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 10/22/98 6:14p Dave - * Optimized some #includes in Anim folder. Put in the beginnings of - * parse/localization support for externalized strings and tstrings.tbl - * - * 3 10/16/98 3:42p Andsager - * increase MAX_WEAPONS and MAX_SHIPS and som header files - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 32 5/18/98 5:59p Hoffoss - * Made command briefing advanced now once the speech stops and animation - * has fully played once, whichever is longer. - * - * 31 5/07/98 3:11a Lawrance - * Implement custom streaming code - * - * 30 1/14/98 6:43p Lawrance - * Add ref_count to anim struct, so we don't free multiple times - * - * 29 11/19/97 8:28p Dave - * Hooked in Main Hall screen. Put in Anim support for ping ponging - * animations as well as general reversal of anim direction. - * - * 28 8/30/97 2:11p Lawrance - * allow animations to loop - * - * 27 8/25/97 11:13p Lawrance - * support framerate independent playback with the option of now advancing - * more than one frame at a time - * - * 26 8/21/97 5:11p Lawrance - * frame numbering for ANI's now is from 0 -> total_frames-1. - * - * 25 7/28/97 10:42p Lawrance - * re-did interface to unpack_frame() to make more general - * - * 24 7/21/97 11:41a Lawrance - * make playback time of .ani files keyed of frametime - * - * 23 7/20/97 6:57p Lawrance - * supporting new RLE format - * - * 22 6/27/97 4:36p Lawrance - * update pal translation table when gr_screen.signature changes - * - * 21 6/26/97 12:12a Lawrance - * supporting anti-aliased bitmap animations - * - * 20 6/25/97 3:03p Lawrance - * fix palette translation problem with anti-alised bitmaps - * - * 19 5/27/97 3:48p Lawrance - * don't re-create a bitmap if using the same frame of animation - * - * 18 5/21/97 11:06a Lawrance - * enabling a user-defined transparent value - * - * 17 5/19/97 3:21p Lawrance - * add fps parm, version num to anim header - * - * 16 5/19/97 2:28p Lawrance - * changes some variables to flags - * - * 15 5/15/97 4:42p Lawrance - * supporting animations in-game - * - * 14 3/01/97 2:08p Lawrance - * not using windows.h, since memory mapping details moved to cfile - * - * 13 2/28/97 12:17p Lawrance - * supporting mapping file to memory - * - * 12 2/25/97 11:06a Lawrance - * moved some higher level functions to from PackUnpack to AnimPlay - * - * 11 2/19/97 9:51p Lawrance - * made keyframe decompression more effecient, moved - * default anim FPS to header file - * - * 10 2/19/97 4:01p Lawrance - * load_anim returns int, not void - * - * 9 2/17/97 4:19p Lawrance - * changed stop and start to be actual frame numbers, not percentages - * - * 8 2/17/97 4:17p Hoffoss - * modified packing internal format and added random access function to an - * Anim frame. - * - * 7 2/17/97 2:59p Lawrance - * integrating into game - * - * 6 2/14/97 11:09p Hoffoss - * Made optimizations. - * - * 5 2/14/97 10:48p Hoffoss - * fixed bug. - * - * 4 2/14/97 10:38p Lawrance - * fixing bugs - * - * 3 2/14/97 3:29p Hoffoss - * Added header for MSDEV to fill in. - * - * $NoKeywords: $ - */ + #ifndef __PACKUNPACK_H__ #define __PACKUNPACK_H__ diff --git a/fs2_open/code/asteroid/asteroid.cpp b/fs2_open/code/asteroid/asteroid.cpp index fb4565b578..9c04270c49 100644 --- a/fs2_open/code/asteroid/asteroid.cpp +++ b/fs2_open/code/asteroid/asteroid.cpp @@ -7,426 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Asteroid/Asteroid.cpp $ - * $Revision: 2.35.2.12 $ - * $Date: 2007-12-28 02:10:34 $ - * $Author: Backslash $ - * - * C module for asteroid code - * - * $Log: not supported by cvs2svn $ - * Revision 2.35.2.11 2007/09/02 02:07:38 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.35.2.10 2007/05/28 18:27:32 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 2.35.2.9 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.35.2.8 2007/02/11 09:35:11 taylor - * add VALID_FNAME() macro and put it around a few places (more to come) - * clean out some old variables - * move CLAMP() macro from opengl header to global header - * update COUNT_ESTIMATE to match new bmpman changes - * - * Revision 2.35.2.7 2006/12/07 17:53:08 taylor - * a little clean up for bits of code that isn't used - * - * Revision 2.35.2.6 2006/11/15 00:36:08 taylor - * various bits of little cleanup - * get rid of some more compiler warnings - * - * Revision 2.35.2.5 2006/09/11 01:15:03 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.35.2.4 2006/08/27 18:12:38 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.35.2.3 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.35.2.2 2006/07/06 04:06:00 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.35.2.1 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.35 2006/05/13 07:02:27 taylor - * add lazy (ie, faster) checking of asteroid collisions for time-to-impact - * - * Revision 2.34 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.33 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.32 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.31 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.30 2005/10/11 12:24:04 taylor - * little cleaner since the two sets weren't needed - * - * Revision 2.29 2005/10/10 17:21:03 taylor - * remove NO_NETWORK - * - * Revision 2.28 2005/10/08 15:37:26 taylor - * fix several asteroid problems, little code duplication but this actually works and is less error prone than the previous method - * - * Revision 2.27 2005/09/25 22:29:35 Kazan - * my bad - * - * Revision 2.26 2005/09/25 22:23:39 Kazan - * correct an error - * - * Revision 2.25 2005/09/25 20:55:28 Goober5000 - * oh noes! - * --Goober5000 - * - * Revision 2.24 2005/09/25 20:31:42 Goober5000 - * okay; everything should be good to go - * --Goober5000 - * - * Revision 2.23 2005/09/25 08:25:14 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.20 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.19 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.18 2005/07/13 02:01:28 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.17 2005/07/13 00:44:20 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.16 2005/06/01 09:34:59 taylor - * newline fix - * - * Revision 2.15 2005/04/28 05:29:28 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.14 2005/04/28 01:32:57 wmcoolmon - * Switch stuff_string_white to stuff_string (I don't see why _white was used in the first place) - * - * Revision 2.13 2005/04/15 11:41:28 taylor - * stupid terminal, I !!! - * - * Revision 2.12 2005/04/15 11:36:55 taylor - * new GCC = new warning messages, yippeeee!! - * - * Revision 2.11 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.10 2005/03/02 21:24:43 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.9 2004/07/26 20:47:23 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:32:41 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/03/31 05:42:25 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.6 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2004/02/14 00:18:29 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.4 2003/11/17 06:52:51 bobboau - * got assert to work again - * - * Revision 2.3 2003/10/15 22:03:23 Kazan - * Da Species Update :D - * - * Revision 2.2 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 31 9/08/99 10:52a Mikek - * Reduce the number of asteroids that can be thrown at a target at - * Medium+. - * - * 30 9/06/99 12:46a Andsager - * Add weapon_explosion_ani LOD - * - * 29 9/05/99 3:13p Mikek - * Slightly decrease number of asteroids thrown at escorted ships. - * - * 28 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 27 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 26 7/19/99 8:58p Andsager - * Don't try to throw at objnum -1 - * - * 25 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 24 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 23 6/10/99 11:06a Andsager - * Mission designed selection of asteroid types. - * - * 22 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 21 6/08/99 7:19p Dave - * Fixed asteroid lighting. Was because on non-darkening textures in Glide - * only. Dumb. - * - * 20 6/07/99 1:18p Andsager - * Make asteroids choose consistent texture from large to small. Modify - * fireball radius of dying asteroids. - * - * 19 5/03/99 10:50p Andsager - * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use - * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs. - * obj_used_list. - * - * 18 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 17 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 16 4/16/99 2:34p Andsager - * Second pass on debris fields - * - * 15 4/15/99 5:27p Andsager - * Fix explosion sound for Ships debris - * - * 14 4/15/99 5:00p Andsager - * Frist pass on Debris field - * - * 13 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 12 1/20/99 6:04p Dave - * Another bit of stuff for beam weapons. Ships will properly use them - * now, although they're really deadly. - * - * 11 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 10 12/03/98 3:14p Andsager - * Check in code that checks rotating submodel actually has ship subsystem - * - * 9 11/19/98 11:07p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 8 11/13/98 10:12a Andsager - * simplify collision code - * - * 7 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 6 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 5 10/23/98 1:11p Andsager - * Make ship sparks emit correctly from rotating structures. - * - * 4 10/16/98 1:22p Andsager - * clean up header files - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 80 7/14/98 3:30p Dave - * - * 79 5/18/98 12:05p Mike - * Make sm1-06a a little harder. - * - * 78 5/06/98 12:36p Lawrance - * disable ambient asteroid sound for now - * - * 77 4/30/98 12:49a Allender - * deal with asteroid problems in multiplayer - * - * 76 4/27/98 1:46p Mike - * Make asteroid_density have no meaning. - * - * 75 4/24/98 11:59a Dan - * fix bug where a null vector would occur when death_hit_pos was assinged - * to asteroid_pos - * - * 74 4/23/98 4:43p Andsager - * Don't call asteroid_update_collide() on creating asteroids since it - * creates sets of collisions pairs. Pairs are created when objects are - * merged in obj_merge_created_list() - * - * 73 4/21/98 1:23a Mike - * Tone down difficulty in asteroid toss missions. - * - * 72 4/16/98 11:57a John - * Removed debug and unused registry values. - * - * 71 4/08/98 1:27a Lawrance - * Fix typo. - * - * 70 4/08/98 1:17a Lawrance - * Fix bug with red and white brackets being drawn on top of one another. - * - * 69 4/02/98 6:28p Lawrance - * remove asteroid code from demo - * - * 68 4/02/98 5:11p Mike - * Quick out of asteroid code if none present. - * - * 67 4/02/98 1:34p Mike - * Minor difficulty balance, made a bit easier. - * - * 66 4/02/98 1:29p Andsager - * - * 65 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 64 3/31/98 5:11p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * 63 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 62 3/30/98 2:38p Mike - * Add asteroid_density to detail level support. - * No force explosion damage in training missions. - * Make cargo deathrolls shorter. - * - * 61 3/30/98 10:07a Lawrance - * Um, make asteroids work again. - * - * 60 3/29/98 12:55a Lawrance - * Get demo build working with limited set of data. - * - * 59 3/26/98 9:19a Lawrance - * Support multiple asteroid pofs - * - * 58 3/25/98 3:44p Andsager - * Fixed bug in asteroid_sub_create, where last_pos field was invalid in - * its creation frame but needed for collision in that frame. - * - * 57 3/25/98 2:03p Sandeep - * Remove "f" from top of file. - * - * 56 3/25/98 1:50p Mike - * Asteroid destruction (sm1-06a) balancing. - * - * 55 3/25/98 10:43a Andsager - * Hack for ship_asteroid collisions when erroneous relative_vel >150 - * - * 54 3/23/98 12:20p Andsager - * Enable collision from rotation in ship_debris and ship_debris - * collisions. - * - * 53 3/22/98 4:09p Andsager - * Make moment of inertia based on model. - * - * 52 3/21/98 3:33p Lawrance - * When asteroid collides with an escort ship, make the sound carry - * farther - * - * 51 3/19/98 12:09p John - * Fixed a bug using 6 characters. r_heavy was using local coordinates - * instead of world so all asteroid-ship and debris-ship hitpos's were in - * the wrong spot. Ok, I rearreanged some code to make it clearer also. - * - * 50 3/17/98 5:55p Lawrance - * Support object linked sounds for asteroids. - * - * 49 3/17/98 3:44p Mike - * Make asteroids-thrown-at-target not only happen when an asteroid wraps. - * - * 48 3/17/98 9:53a Lawrance - * Asteroid area effect only affect ships - * - * 47 3/17/98 9:25a Allender - * some minor asteroid changes for multiplayer - * - * 46 3/17/98 12:16a Allender - * asteroids in multiplayer -- minor problems with position being correct - * - * 45 3/14/98 1:44p Mike - * Todolist items 3365..3368. Make child asteroids collide properly. - * Make asteroid throwing less bunchy, toss asteroids earlier, make - * facing-ness not break mission balance. - * - * 44 3/13/98 9:06a John - * Made missile thrusters use a different min dist for scaling. Made - * missilies not use lighting. - * - * 43 3/12/98 4:01p Lawrance - * Only show warning brackets for cruiser/capital ships on the same team - * - * $NoKeywords: $ - */ + #include "asteroid/asteroid.h" diff --git a/fs2_open/code/asteroid/asteroid.h b/fs2_open/code/asteroid/asteroid.h index c9350ff47c..e84e134602 100644 --- a/fs2_open/code/asteroid/asteroid.h +++ b/fs2_open/code/asteroid/asteroid.h @@ -7,170 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Asteroid/Asteroid.h $ - * $Revision: 2.12.2.4 $ - * $Date: 2007-05-28 18:27:32 $ - * $Author: wmcoolmon $ - * - * Header file for asteroids - * - * $Log: not supported by cvs2svn $ - * Revision 2.12.2.3 2006/11/15 00:36:08 taylor - * various bits of little cleanup - * get rid of some more compiler warnings - * - * Revision 2.12.2.2 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.12.2.1 2006/08/27 18:12:39 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.12 2005/09/25 20:31:42 Goober5000 - * okay; everything should be good to go - * --Goober5000 - * - * Revision 2.11 2005/09/25 08:25:14 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.9 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/07/13 02:01:28 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.7 2005/07/13 00:44:20 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.6 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2004/08/11 05:06:18 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/10/15 22:03:23 Kazan - * Da Species Update :D - * - * Revision 2.2 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 11 6/07/99 1:18p Andsager - * Make asteroids choose consistent texture from large to small. Modify - * fireball radius of dying asteroids. - * - * 10 5/03/99 10:50p Andsager - * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use - * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs. - * obj_used_list. - * - * 9 4/16/99 2:34p Andsager - * Second pass on debris fields - * - * 8 4/15/99 5:00p Andsager - * Frist pass on Debris field - * - * 7 3/31/99 9:51a Andsager - * Add for generalization to debris field - * - * 6 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 5 1/20/99 6:04p Dave - * Another bit of stuff for beam weapons. Ships will properly use them - * now, although they're really deadly. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 17 3/26/98 9:19a Lawrance - * Support multiple asteroid pofs - * - * 16 3/17/98 12:16a Allender - * asteroids in multiplayer -- minor problems with position being correct - * - * 15 3/14/98 1:44p Mike - * Todolist items 3365..3368. Make child asteroids collide properly. - * Make asteroid throwing less bunchy, toss asteroids earlier, make - * facing-ness not break mission balance. - * - * 14 3/11/98 12:13a Lawrance - * Auto-target asteroids if no hostile ships present - * - * 13 3/08/98 4:16p Hoffoss - * - * 12 3/07/98 3:48p Lawrance - * Show offscreen indicators for asteroids - * - * 11 3/04/98 11:59p Lawrance - * create an asteroid.tbl, read all asteroid data from there - * - * 10 3/04/98 4:11p Lawrance - * Have area effects affect asteroids, have asteroids cast an area effect, - * fix ship shockwaves - * - * 9 3/03/98 12:48a Lawrance - * Ensure collide_objnum is still valid each frame. - * - * 8 3/02/98 11:35p Lawrance - * Keep track of asteroids that will impact ships on the escort view. - * - * 7 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 6 2/26/98 4:22p Lawrance - * Change wrapping behavior, make vel random - * - * 5 2/20/98 8:31p Lawrance - * delay creation of sub-asteroids - * - * 4 2/19/98 4:33p Lawrance - * hook in new sounds and custom explosion animation - * - * 3 2/19/98 12:46a Lawrance - * Further work on asteroids. - * - * 2 2/10/98 6:43p Lawrance - * Moved asteroid code to a separate lib. - * - * 1 2/10/98 6:05p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __ASTEROID_H__ #define __ASTEROID_H__ diff --git a/fs2_open/code/autopilot/autopilot.cpp b/fs2_open/code/autopilot/autopilot.cpp index 9fc850da9c..170753aeb9 100644 --- a/fs2_open/code/autopilot/autopilot.cpp +++ b/fs2_open/code/autopilot/autopilot.cpp @@ -2,148 +2,7 @@ // Derek Meek // 4-30-2004 -/* - * $Logfile: /Freespace2/code/Autopilot/Autopilot.cpp $ - * $Revision: 1.23.2.18 $ - * $Date: 2008-01-08 01:41:12 $ - * $Author: Kazan $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.23.2.17 2007/10/28 16:33:05 taylor - * tisk tisk - * - * Revision 1.23.2.16 2007/10/20 23:28:48 Kazan - * Enemy cargo containers should not prevent autopilot. - * Fix build problem in parselo (strrchr returns const char* not char*, need to explicitly cast - raises error in MSVC2005) - * Update MSVC2005 "code" project to reflect removal/addition of fs2netd related files - * - * Revision 1.23.2.15 2007/10/17 20:58:25 taylor - * fix mismatched parameters (Mantis #1470) - * - * Revision 1.23.2.14 2007/09/02 02:07:38 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.23.2.13 2007/08/04 22:29:58 Goober5000 - * fix case-sensitive #include (Linux) - * - * Revision 1.23.2.12 2007/08/03 01:35:35 Goober5000 - * fix warning - * - * Revision 1.23.2.11 2007/07/25 20:45:16 Kazan - * I <3 making stupid bugs (return camera to normal when not using cutscene bars) - * - * Revision 1.23.2.10 2007/07/25 14:51:14 Kazan - * two-part autopilot warp, add +No_Cutscene_Bars optional flag to autopilot.tbl - * - * Revision 1.23.2.9 2007/07/24 20:31:00 Kazan - * oops - * - * Revision 1.23.2.8 2007/07/24 20:08:28 Kazan - * Make asteroid/debris fields interrupt autopilot, add "hazards near" message to autopilot.tbl, add use-nav-cinematics sexp, fix mantis #1441 - * - * Revision 1.23.2.7 2007/07/24 13:03:14 Kazan - * Resolve Mantis 1281 - * - * Revision 1.23.2.6 2007/07/23 16:08:23 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.23.2.5 2007/02/12 00:23:39 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 1.23.2.4 2006/11/03 18:44:11 Kazan - * prevent autopilot initialization while player is gliding - * - * Revision 1.23.2.3 2006/09/11 01:00:27 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 1.23.2.2 2006/07/27 19:17:33 Kazan - * Lock player primaries during autopilot - * - * Revision 1.23.2.1 2006/07/26 14:53:38 Kazan - * Resolve Mantis #1010 - * - * Revision 1.23 2006/02/25 21:42:31 Goober5000 - * fixes from last commit - * - * Revision 1.22 2005/08/23 09:18:08 Goober5000 - * ensure init/reset of goals works cleanly - * --Goober5000 - * - * Revision 1.21 2005/07/23 16:25:32 Goober5000 - * remove an extraneous extern - * --Goober5000 - * - * Revision 1.20 2005/07/13 02:30:52 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 1.19 2005/04/19 23:03:42 wmcoolmon - * Lock time compression when autopilot is engaged - * - * Revision 1.18 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.17 2005/03/25 06:57:32 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 1.16 2005/03/03 06:05:26 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 1.15 2005/01/31 23:27:51 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 1.14 2004/10/03 21:41:10 Kazan - * Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot - * - * Revision 1.13 2004/09/28 22:51:41 Kazan - * fix autopilot formation bug - * - * Revision 1.12 2004/09/28 19:54:31 Kazan - * | is binary or, || is boolean or - please use the right one - * autopilot velocity ramping biasing - * made debugged+k kill guardianed ships - * - * Revision 1.11 2004/07/29 23:41:21 Kazan - * bugfixes - * - * Revision 1.10 2004/07/27 18:52:10 Kazan - * squished another - * - * Revision 1.9 2004/07/27 18:04:09 Kazan - * i love it when bugs go crunch (autopilot ai fixup) - * - * Revision 1.8 2004/07/26 20:47:24 Kazan - * remove MCD complete - * - * Revision 1.7 2004/07/26 17:54:04 Kazan - * Autopilot system completed -- i am dropping plans for GUI nav map - * Fixed FPS counter during time compression - * - * Revision 1.6 2004/07/25 19:27:51 Kazan - * only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged - * - * Revision 1.5 2004/07/25 18:46:28 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 1.4 2004/07/25 00:31:27 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 1.3 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.2 2004/07/01 16:38:18 Kazan - * working on autonav - * - * Revision 1.1 2004/05/07 23:50:14 Kazan - * Sorry Guys! - * - * - * - * - */ + #include "autopilot/autopilot.h" diff --git a/fs2_open/code/autopilot/autopilot.h b/fs2_open/code/autopilot/autopilot.h index eff5b6ecb9..c4727a9ced 100644 --- a/fs2_open/code/autopilot/autopilot.h +++ b/fs2_open/code/autopilot/autopilot.h @@ -2,51 +2,7 @@ // Derek Meek // 4-30-2004 -/* - * $Logfile: /Freespace2/code/Autopilot/Autopilot.h $ - * $Revision: 1.9.2.3 $ - * $Date: 2007-09-02 02:07:38 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.9.2.2 2007/07/24 20:08:29 Kazan - * Make asteroid/debris fields interrupt autopilot, add "hazards near" message to autopilot.tbl, add use-nav-cinematics sexp, fix mantis #1441 - * - * Revision 1.9.2.1 2007/07/23 16:08:23 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.9 2006/02/25 21:42:31 Goober5000 - * fixes from last commit - * - * Revision 1.8 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.7 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.6 2004/08/11 05:06:18 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.5 2004/07/27 18:52:10 Kazan - * squished another - * - * Revision 1.4 2004/07/25 19:27:51 Kazan - * only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged - * - * Revision 1.3 2004/07/25 00:31:27 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 1.2 2004/07/01 16:38:18 Kazan - * working on autonav - * - * Revision 1.1 2004/05/07 23:50:14 Kazan - * Sorry Guys! - * - * - * - * - */ + #if !defined(_AUTOPILOT_H_) #define _AUTOPILOT_H_ diff --git a/fs2_open/code/bmpman/bm_internal.h b/fs2_open/code/bmpman/bm_internal.h index b01f3acde4..6d6f734dc2 100644 --- a/fs2_open/code/bmpman/bm_internal.h +++ b/fs2_open/code/bmpman/bm_internal.h @@ -7,64 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/bmpman/bm_internal.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2007-02-11 09:51:21 $ - * $Author: taylor $ - * - * bmpman info that's internal to bmpman related files only - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2006/05/27 17:20:48 taylor - * clean up BM_TYPE_* stuff so it's a little easier to tell what is what - * bm_load_sub_fast() doesn't need to lowercase filenames, so don't - * byte-swap 16-bit DDS on big endian (they still don't look right though) - * update bm_has_alpha_channel() to be less dumb - * - * Revision 2.5 2006/05/13 07:29:51 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.4 2005/11/13 06:44:17 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.3 2005/04/21 15:49:20 taylor - * update of bmpman and model bitmap management, well tested but things may get a bit bumpy - * - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary) - * - a little "stupid" fix for dds bitmap reading - * - fix it so that memory is released properly on bitmap read errors - * - some cleanup to model texture loading - * - allow model textures to get released rather than just unloaded, saves bitmap slots - * - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code - * - * Revision 2.2 2005/03/03 14:29:37 bobboau - * fixed a small error from my earlier commit. - * - * Revision 2.1 2004/11/23 00:10:06 taylor - * try and protect the bitmap_entry stuff a bit better - * fix the transparent support ship, again, but correctly this time - * - * - * $NoKeywords: $ - */ + #ifndef __BM_INTERNAL_H__ diff --git a/fs2_open/code/bmpman/bmpman.cpp b/fs2_open/code/bmpman/bmpman.cpp index 6e7cf89181..83b0cda1b0 100644 --- a/fs2_open/code/bmpman/bmpman.cpp +++ b/fs2_open/code/bmpman/bmpman.cpp @@ -7,916 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Bmpman/BmpMan.cpp $ - * - * $Revision: 2.86.2.12 $ - * $Date: 2007-09-02 02:07:39 $ - * $Author: Goober5000 $ - * - * Code to load and manage all bitmaps for the game - * - * $Log: not supported by cvs2svn $ - * Revision 2.86.2.11 2007/04/11 18:04:51 taylor - * bm_unload_fast() should only unload the bitmap passed for animations, not the entire animation (fixes several issues) - * - * Revision 2.86.2.10 2007/03/22 20:14:16 taylor - * various bits of bmpman cleanup - * be sure to clean all three possible buffers with OGL init - * fix a couple of bmpman loading bugs that messed up animations - * fix bmpman bug that didn't properly account for free'd texture ram count with unload_fast - * - * Revision 2.86.2.9 2007/02/11 20:26:00 Goober5000 - * fix some breakage ;) - * - * Revision 2.86.2.8 2007/02/11 09:51:21 taylor - * remove some dead code - * better texture memory handling (a work in-progress) - * new image finding/loading - * get rid of -pcx32 and -jpgtga - * change the game_busy() reporting during bitmap page-in to only catch one frame of an animation - * fix numerous little bugs in gropenglbmpman relating to -img2dds - * - * Revision 2.86.2.7 2007/01/07 12:07:40 taylor - * fix bm_page_in_texture() so that it will load all frames of an animation (caused slowdowns in-game with it) - * - * Revision 2.86.2.6 2006/09/11 01:12:50 taylor - * fixes for stuff_string() bounds checking - * stict compiler build fixes - * - * Revision 2.86.2.5 2006/08/19 04:20:22 taylor - * ever so slight speed up for bm_set_components_* (this crap is slow, and it's called a LOT) - * - * Revision 2.86.2.4 2006/07/21 16:08:32 taylor - * minor changes to game_busy() debug text - * - don't alloc it for bmpman, and make sure to only call on textures that we are loading - * - add text for model loading, gets rid of the long-wait issue when it appears to not be doing anything early on - * - * Revision 2.86.2.3 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 2.86.2.2 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.86.2.1 2006/06/18 20:08:27 taylor - * well, that was actually pretty stupid of me :) - * - * Revision 2.86 2006/05/27 17:20:48 taylor - * clean up BM_TYPE_* stuff so it's a little easier to tell what is what - * bm_load_sub_fast() doesn't need to lowercase filenames, so don't - * byte-swap 16-bit DDS on big endian (they still don't look right though) - * update bm_has_alpha_channel() to be less dumb - * - * Revision 2.85 2006/05/13 07:29:51 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.84 2006/04/20 06:32:00 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.83 2006/04/14 18:44:16 taylor - * remove all of the *_ex() parsing functions added for use by EFFs - * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old - * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore - * (should work ok with FRED2, but I wasn't able to test it) - * - * Revision 2.82 2006/03/06 16:30:06 taylor - * make filename length checks non-fatal - * - * Revision 2.81 2006/02/23 06:21:56 taylor - * attempt to fix bad out-of-bounds (and related) issues when weaponchoice icon is missing - * be sure to always initialize frame count and FPS with bm_load_animation() calls in case caller got lazy - * - * Revision 2.80 2006/02/16 05:00:01 taylor - * various bmpman related fixes - * - some new error checking (and fixes related to that) and cleanup - * - fix EFFs not getting released/unloaded properly (was in a local tree but apparently missed CVS) - * - minor fixes for bm_release() to produce a more properly cleaned slot - * - use fast unloading for page_in stuff since we don't actually want really want the load count changing for texture maps - * and to make sure that we free the memory usage regardless of load count - * - * Revision 2.79 2006/01/21 02:22:04 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 2.78 2006/01/21 01:56:58 taylor - * that wasn't too smart of me, move extra anim filename size check to *after* we have found an anim - * - * Revision 2.77 2006/01/20 23:47:51 taylor - * fix anim filename length check, they need at least 5 extra characters for the frame number on the filenames - * - * Revision 2.76 2005/12/28 22:04:00 taylor - * allow for 24-bit user created bitmap images - * make sure we have proper memory size requirements for non-DDS EFFs - * - * Revision 2.75 2005/12/06 03:05:53 taylor - * add base support for 8-bit DDS images - * clean up some DDS error messages and other minor bug/comment fixes - * move bitmap stuff from pstypes.h, it makes more sense here anyway - * start of 8-bit palette conversion, needs work but is here for WMCoolmon to look at and play with - * - * Revision 2.74 2005/11/17 02:30:49 taylor - * correct a little EFF fubar from my -img2dds commit - * vocalize EFF loading errors so that they get noticed and fixed sooner - * - * Revision 2.73 2005/11/13 06:44:17 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.72 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.71 2005/10/28 14:49:34 taylor - * some minor cleanup and compiler warning fixes - * - * Revision 2.70 2005/10/26 20:53:02 taylor - * convert Jpegs from RGB to BGR after read, OpenGL had a problem with this, D3D still works fine - * - * Revision 2.69 2005/10/23 20:34:28 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 2.68 2005/10/15 20:42:40 taylor - * make sure that bm_make_render_target will handle failure - * - * Revision 2.67 2005/10/10 17:21:03 taylor - * remove NO_NETWORK - * - * Revision 2.66 2005/09/30 09:47:05 taylor - * remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it - * add -cache_bitmaps and have bitmap caching between levels off by default - * when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise - * - * Revision 2.65 2005/09/26 04:53:19 Goober5000 - * moved these per taylor's recommendation - * --Goober5000 - * - * Revision 2.64 2005/09/26 04:08:53 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.63 2005/09/26 02:15:02 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.62 2005/09/22 11:20:11 taylor - * byte-swap for 32-bit uncompressed DDS images on big endian - * - * Revision 2.61 2005/08/26 00:56:16 taylor - * send out multi pings during level load to prevent timeouts on slower computers (does not break network compatibility with older, or retail, clients/servers) - * - * Revision 2.60 2005/08/20 20:34:48 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.59 2005/06/19 02:28:55 taylor - * add a _fast version of bm_unload() to be used in modelinterp and future graphics API code - * clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer) - * NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer) - * fix jumpnode code to catch model errors and close a memory leak - * make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise - * don't show hardware sound RAM when using OpenAL build, it will always be 0 - * print top-right memory figures in debug builds slighly further over when 1024+ res - * - * Revision 2.58 2005/05/30 05:29:17 taylor - * as soon as the first frame gets released the rest are unreachable in the loop - * this was basically became a memory leak as additional frames never got released - * - * Revision 2.57 2005/05/23 05:56:26 taylor - * Jens, again: - * - compiler warning fixes - * - sanity and readability fixes for bmpman - * - * Revision 2.56 2005/05/12 17:36:59 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * for the game_busy() text during page in add a "BmpMan" so we know better what's going on - * - * Revision 2.55 2005/04/30 18:17:17 phreak - * bm_page_in_textures() should return if bitmap_num is any negative value, instead of just -1 - * - * Revision 2.54 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.53 2005/04/22 02:32:18 taylor - * wurrps - * - * Revision 2.52 2005/04/21 15:49:20 taylor - * update of bmpman and model bitmap management, well tested but things may get a bit bumpy - * - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary) - * - a little "stupid" fix for dds bitmap reading - * - fix it so that memory is released properly on bitmap read errors - * - some cleanup to model texture loading - * - allow model textures to get released rather than just unloaded, saves bitmap slots - * - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code - * - * Revision 2.51 2005/04/15 06:23:16 wmcoolmon - * Local codebase commit; adds armor system. - * - * Revision 2.50 2005/03/08 02:31:51 bobboau - * minor change to high level render target code - * - * Revision 2.49 2005/03/07 13:10:19 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.48 2005/03/03 14:29:37 bobboau - * fixed a small error from my earlier commit. - * - * Revision 2.47 2005/03/03 07:30:14 wmcoolmon - * Removed my Assert(true)s :p - * - * Revision 2.46 2005/03/03 06:05:26 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.45 2005/03/01 23:08:24 taylor - * make sure starfield bitmaps render when not in HTL mode - * slight header fix for osapi.h - * add some string overflow protection to modelread and bmpman - * s/NO_NETWORKING/NO_NETWORK/g (Inferno builds) - * - * Revision 2.44 2005/02/23 04:51:55 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.43 2005/02/12 10:44:10 taylor - * fix possible crash in bm_get_section_size() - * get jpeg_read_header() working properly - * VBO fixes and minor optimizations - * - * Revision 2.42 2005/02/10 14:38:50 taylor - * fix an issue with bm_set_components() - * abs is for ints fabsf is for floats (camera.cpp) - * make the in-cockpit stuff OGL friendly - * - * Revision 2.41 2005/02/04 23:29:31 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.40 2005/01/22 20:29:05 wmcoolmon - * Fix0red the ext error. Always make sure you have room for the string terminator. :) - * - * Revision 2.39 2005/01/21 08:20:44 taylor - * make sure we can still use TGAs (16-bit) when Cmdline_jpgtga is not set, PCX still takes precedence per retail - * - * Revision 2.38 2004/11/27 22:08:21 taylor - * more EFF fixes - can't believe I forgot all this crap - * - * Revision 2.37 2004/11/23 00:10:06 taylor - * try and protect the bitmap_entry stuff a bit better - * fix the transparent support ship, again, but correctly this time - * - * Revision 2.36 2004/11/21 11:26:39 taylor - * split bm_load_sub() into fast (memory only) and slow (disk only) versions - * EFF bug fix for fps and much better error handling - * - * Revision 2.35 2004/11/04 08:33:44 taylor - * note to self: copy is down pat, now just learn how to paste, moron - * - * Revision 2.34 2004/10/31 21:26:27 taylor - * bmpman merge, EFF animation support, better page in stuff, dozen or so smaller fixes and cleanup - * - * Revision 2.33 2004/07/26 20:47:24 Kazan - * remove MCD complete - * - * Revision 2.32 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.31 2004/06/26 19:23:54 wmcoolmon - * Minor optimizations - * - * Revision 2.30 2004/05/11 23:08:55 taylor - * do page in unlock but not for gr_preload() stuff - * - * Revision 2.29 2004/05/06 22:35:25 taylor - * DDS mipmap reading, remove unneeded bm_unlock() during page in - * - * Revision 2.28 2004/04/26 15:51:26 taylor - * forgot to remove some safety checks that aren't needed anymore - * - * Revision 2.27 2004/04/26 12:44:54 taylor - * 32-bit targa and jpeg loaders, bug fixes, some preload stuff - * - * Revision 2.26 2004/04/09 20:32:31 phreak - * moved an assignment statement inside an #ifdef block so dds works in release mode - * - * Revision 2.25 2004/04/09 20:07:56 phreak - * fixed DDS not working in OpenGL. there was a misplaced Assert() - * - * Revision 2.24 2004/04/01 15:31:20 taylor - * don't use interface anis as ship textures - * - * Revision 2.23 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.22 2004/02/28 14:14:56 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.21 2004/02/20 21:45:40 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.20 2004/02/14 00:18:29 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.19 2004/01/18 14:03:22 randomtiger - * A couple of FRED_OGL changes. - * - * Revision 2.18 2004/01/17 21:59:52 randomtiger - * Some small changes to the main codebase that allow Fred_open OGL to compile. - * - * Revision 2.17 2003/11/16 09:42:38 Goober5000 - * clarified and pruned debug spew messages - * --Goober5000 - * - * Revision 2.16 2003/10/24 17:35:04 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.15 2003/08/16 03:52:22 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.14 2003/08/12 03:18:32 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.13 2003/06/07 21:08:09 phreak - * bmp_gfx_get_components now works with 32 bit opengl - * - * Revision 2.12 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * - * Revision 2.11 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.10 2003/01/18 19:55:16 phreak - * fixed around the bmpman system to now accept compressed textures - * - * Revision 2.9 2003/01/09 22:23:38 inquisitor - * Rollback to 2.7 to fix glow code issue that phreak noticed. - * -Quiz - * - * Revision 2.7 2003/01/05 23:41:50 bobboau - * disabled decals (for now), removed the warp ray thingys, - * made some better error mesages while parseing weapons and ships tbls, - * and... oh ya, added glow mapping - * - * Revision 2.6 2002/12/02 23:26:08 Goober5000 - * fixed misspelling - * - * Revision 2.5 2002/12/02 20:46:41 Goober5000 - * fixed misspelling of "category" as "catagory" - * - * Revision 2.4 2002/11/22 20:55:27 phreak - * changed around some page-in functions to work with opengl - * changed bm_set_components_opengl - * -phreak - * - * Revision 2.3 2002/11/18 21:27:13 phreak - * added bm_select_components functions for OpenGL -phreak - * - * - * Revision 2.2.2.12 2002/11/04 16:04:20 randomtiger - * - * Tided up some bumpman stuff and added a few function points to gr_screen. - RT - * - * Revision 2.2.2.11 2002/11/04 03:02:28 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * - * Revision 2.2 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/21 15:36:25 mharris - * Added ifdef WIN32 - * - * Revision 1.3 2002/05/09 13:49:30 mharris - * Added ifndef NO_DIRECT3D - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 37 9/13/99 11:26p Andsager - * Add debug code to check for poorly sized anis - * - * 36 9/05/99 11:19p Dave - * Made d3d texture cache much more safe. Fixed training scoring bug where - * it would backout scores without ever having applied them in the first - * place. - * - * 35 8/20/99 2:09p Dave - * PXO banner cycling. - * - * 34 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 33 8/06/99 1:52p Dave - * Bumped up MAX_BITMAPS for the demo. - * - * 32 8/02/99 1:49p Dave - * Fixed low-mem animation problem. Whee! - * - * 31 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 30 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 29 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 28 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 27 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 26 4/27/99 12:16a Dave - * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the - * pxo server list screen. Fixed secondary firing for hosts on a - * standalone. Fixed wacky multiplayer weapon "shuddering" problem. - * - * 25 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 24 4/08/99 10:42a Johnson - * Don't try to swizzle a texture to transparent in Fred. - * - * 23 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 22 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 21 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 20 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 19 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 18 2/04/99 6:29p Dave - * First full working rev of FS2 PXO support. Fixed Glide lighting - * problems. - * - * 17 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 16 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 15 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 14 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 13 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 12 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 11 12/14/98 4:01p Dave - * Got multi_data stuff working well with new xfer stuff. - * - * 10 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 9 12/01/98 5:53p Dave - * Simplified the way pixel data is swizzled. Fixed tga bitmaps to work - * properly in D3D and Glide. - * - * 8 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * 7 12/01/98 10:32a Johnson - * Fixed direct3d font problems. Fixed sun bitmap problem. Fixed direct3d - * starfield problem. - * - * 6 12/01/98 8:06a Dave - * Temporary checkin to fix some texture transparency problems in d3d. - * - * 5 11/30/98 5:31p Dave - * Fixed up Fred support for software mode. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/22/98 6:14p Dave - * Optimized some #includes in Anim folder. Put in the beginnings of - * parse/localization support for externalized strings and tstrings.tbl - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 106 5/23/98 4:43p John - * Took out debugging sleep - * - * 105 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 104 5/20/98 12:59p John - * Turned optimizations on for debug builds. Also turning on automatic - * function inlining. Turned off the unreachable code warning. - * - * 103 5/20/98 10:20a Hoffoss - * Fixed warning in the code. - * - * 102 5/19/98 3:45p John - * fixed bug causing lowmem to drop half of the frames. Also halved fps - * during lowmem. - * - * 101 5/14/98 3:38p John - * Added in more non-darkening colors for Adam. Had to fix some bugs in - * BmpMan and Ani stuff to get this to work. - * - * 100 4/22/98 9:13p John - * Added code to replace frames of animations in vram if so desired. - * - * 99 4/17/98 6:56a John - * Fixed bug where RLE'd user bitmaps caused data to not get freed. - * (Turned off RLE for use bitmaps). Made lossy animations reduce - * resolution by a factor of 2 in low memory conditions. - * - * 98 4/16/98 6:31p Hoffoss - * Added function to get filename of a bitmap handle, which we don't have - * yet and I need. - * - * 97 4/01/98 9:27p John - * Fixed debug info in bmpman. - * - * 96 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 95 3/31/98 9:55a Lawrance - * JOHN: get xparency working for user bitmaps - * - * 94 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 93 3/29/98 4:05p John - * New paging code that loads everything necessary at level startup. - * - * 92 3/27/98 11:20a John - * commented back in some debug code. - * - * 91 3/26/98 5:21p John - * Added new code to preload all bitmaps at the start of a level. - * Commented it out, though. - * - * 90 3/26/98 4:56p Jasen - * AL: Allow find_block_of() to allocate a series of bitmaps from index 0 - * - * 89 3/26/98 10:21a John - * Made no palette-mapped bitmaps use 0,255,0 as transparent. - * - * 88 3/24/98 5:39p John - * Added debug code to show bitmap fragmentation. Made user bitmaps - * allocate from top of array. - * - * 87 3/22/98 3:28p John - * Added in stippled alpha for lower details. Made medium detail use - * engine glow. - * - * 86 3/11/98 1:55p John - * Fixed warnings - * - * 85 3/06/98 4:09p John - * Changed the way we do bitmap RLE'ing... this speds up HUD bitmaps by - * about 2x - * - * 84 3/02/98 6:00p John - * Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that - * is dependent on it won't break if it changes. Made ModelCache slots - * be equal to MAX_OBJECTS which is what it is. - * - * 83 3/02/98 9:51a John - * Added code to print the number of bitmap slots in use between levels. - * - * 82 2/16/98 3:54p John - * Changed a bunch of mprintfs to categorize to BmpInfo - * - * 81 2/13/98 5:00p John - * Made user bitmaps not get wrote to level cache file. - * - * 80 2/06/98 8:25p John - * Added code for new bitmaps since last frame - * - * 79 2/06/98 8:10p John - * Added code to show amout of texture usage each frame. - * - * 78 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 77 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 76 1/28/98 6:19p Dave - * Reduced standalone memory usage ~8 megs. Put in support for handling - * multiplayer submenu handling for endgame, etc. - * - * 75 1/17/98 12:55p John - * Fixed bug that I just created that loaded all ani frames. - * - * 74 1/17/98 12:33p John - * Made the game_busy function be called a constant amount of times per - * level load, making the bar prediction easier. - * - * 73 1/17/98 12:14p John - * Added loading... bar to freespace. - * - * 72 1/11/98 3:20p John - * Made so that if no .clt exists, it will load all the bitmaps - * - * 71 1/11/98 3:06p John - * Made bitmap loading stop when cache gets full. - * - * 70 1/11/98 2:45p John - * Changed .lst to .clt - * - * 69 1/11/98 2:14p John - * Changed a lot of stuff that had to do with bitmap loading. Made cfile - * not do callbacks, I put that in global code. Made only bitmaps that - * need to load for a level load. - * - * 67 1/09/98 4:07p John - * Made all bitmap functions return a bitmap "Handle" not number. This - * helps to find bm_release errors. - * - * 66 1/09/98 1:38p John - * Fixed some bugs from previous comment - * - * 65 1/09/98 1:32p John - * Added some debugging code to track down a weird error. Namely I fill - * in the be structure with bogus values when someone frees it. - * - * 64 12/28/97 2:00p John - * put in another assert checking for invalid lock/unlock sequencing - * - * 63 12/24/97 2:02p John - * Changed palette translation to be a little faster for unoptimized - * builds - * - * 62 12/18/97 8:59p Dave - * Finished putting in basic support for weapon select and ship select in - * multiplayer. - * - * 61 12/15/97 10:27p John - * fixed bug where 2 bm_loads of same file both open the header. - * - * 60 12/08/97 2:17p John - * fixed bug with bmpman and cf_callback. - * made cf_callback in FreeSpace set small font back when done. - * - * 59 12/03/97 5:01p Lawrance - * bump up MAX_BITMAPS to 1500. People have reached 1000 bitmaps while - * playing multiple missions. - * - * 58 12/02/97 3:59p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 57 11/30/97 3:57p John - * Made fixed 32-bpp translucency. Made BmpMan always map translucent - * color into 255 even if you aren't supposed to remap and make it's - * palette black. - * - * 56 10/05/97 10:39a John - * fixed bug with palette on unmapped bitmaps. Made unmapped bitmaps get - * marked with xparent. - * - * 55 9/23/97 11:46a Lawrance - * fixed bug with rle'ing with spans get big - * - * 54 9/23/97 10:45a John - * made so you can tell bitblt code to rle a bitmap by passing flag to - * gr_set_bitmap - * - * 53 9/19/97 10:18a John - * fixed bug with aa animations being re-rle'd every - * frame. - * - * - * 52 9/09/97 10:08a Sandeep - * Fixed Compiler Level 4 warnings - * - * 51 9/08/97 2:02p John - * fixed typo in nprintf - * - * 50 9/08/97 1:56p John - * fixed some memory housekeeping bugs - * - * 49 9/03/97 4:19p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 48 8/29/97 7:35p Lawrance - * check if .ani animation is already loaded in bm_load_animation() - * - * 47 8/25/97 11:14p Lawrance - * added support for .ani files in bm_load_animation() - * - * 46 8/17/97 2:42p Lawrance - * only flag PCX files as xparent if they have xparent pixels in them - * - * 45 8/15/97 9:57a Lawrance - * support multiple xparent entries for PCX files - * - * 44 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 43 8/01/97 4:30p John - * - * 42 7/29/97 8:34a John - * took out png stuff - * - * 41 7/18/97 3:27p Lawrance - * have pcx files use (0,255,0) for transparency - * - * 40 7/16/97 3:07p John - * - * 39 7/10/97 8:34a John - * Added code to read TGA files. - * - * 38 6/20/97 1:50p John - * added rle code to bmpman. made gr8_aabitmap use it. - * - * 37 6/18/97 12:07p John - * fixed some color bugs - * - * 36 6/17/97 8:58p Lawrance - * fixed bug with not nulling bm.data with USER bitmaps - * - * 35 6/12/97 2:44a Lawrance - * changed bm_unlock() to take an index into bm_bitmaps(). Added - * ref_count to bitmap_entry struct - * - * 34 5/20/97 10:36a John - * Fixed problem with user bitmaps and direct3d caching. - * - * 33 5/14/97 1:59p John - * fixed a palette bug with vclips. - * - * 32 3/24/97 4:43p John - * speed up chunked collision detection by only checking cubes the vector - * goes through. - * - * 31 3/24/97 3:25p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 30 3/11/97 2:49p Allender - * - * 29 2/18/97 9:43a Lawrance - * added Assert() in bm_release - * - * 28 1/22/97 4:29p John - * maybe fixed bug with code that counts total bytes of texture ram used. - * - * 27 1/22/97 4:19p Lawrance - * added flags to bm_create to allow transparency - * - * 26 1/21/97 5:24p John - * fixed another bug with bm_release. - * - * 25 1/21/97 5:12p John - * fixed bug with case - * - * 24 1/21/97 5:02p John - * Added code for 8bpp user bitmaps. - * - * 23 1/09/97 11:35a John - * Added some 2d functions to get/put screen images. - * - * 22 11/26/96 6:50p John - * Added some more hicolor primitives. Made windowed mode run as current - * bpp, if bpp is 8,16,or 32. - * - * 21 11/26/96 9:44a Allender - * Allow for use of different bitmap palettes - * - * 20 11/25/96 10:36a Allender - * started working on 32 bpp support. Added 15 bpp. - * - * 19 11/18/96 1:51p Allender - * fix up manager code to reread bitmaps if needed in newer bit depth - * - * 18 11/15/96 4:24p Allender - * more bmpman stuff -- only free bitmap slots when releasing copied - * texture -- otherwise, only release the data for the bitmap - * - * 17 11/15/96 3:33p Allender - * added support for converting to 16 bit textures when requested with - * bm_load. Added some other management functions - * - * 16 11/13/96 4:51p Allender - * started overhaul of bitmap manager. bm_load no longer actually load - * the data, only the info for the bitmap. Locking the bitmap now forces - * load when no data present (or will if bpp changes) - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/bmpman/bmpman.h b/fs2_open/code/bmpman/bmpman.h index 4543daecdb..c8349b5b3c 100644 --- a/fs2_open/code/bmpman/bmpman.h +++ b/fs2_open/code/bmpman/bmpman.h @@ -7,432 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Bmpman/BmpMan.h $ - * - * $Revision: 2.37.2.6 $ - * $Date: 2007-03-22 20:14:16 $ - * $Author: taylor $ - * - * Prototypes for Bitmap Manager functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.37.2.5 2007/02/11 09:51:21 taylor - * remove some dead code - * better texture memory handling (a work in-progress) - * new image finding/loading - * get rid of -pcx32 and -jpgtga - * change the game_busy() reporting during bitmap page-in to only catch one frame of an animation - * fix numerous little bugs in gropenglbmpman relating to -img2dds - * - * Revision 2.37.2.4 2007/01/07 12:07:40 taylor - * fix bm_page_in_texture() so that it will load all frames of an animation (caused slowdowns in-game with it) - * - * Revision 2.37.2.3 2006/07/05 23:41:02 Goober5000 - * spelling - * - * Revision 2.37.2.2 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 2.37.2.1 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.37 2006/05/27 17:20:48 taylor - * clean up BM_TYPE_* stuff so it's a little easier to tell what is what - * bm_load_sub_fast() doesn't need to lowercase filenames, so don't - * byte-swap 16-bit DDS on big endian (they still don't look right though) - * update bm_has_alpha_channel() to be less dumb - * - * Revision 2.36 2006/05/13 07:29:51 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.35 2006/02/16 05:00:01 taylor - * various bmpman related fixes - * - some new error checking (and fixes related to that) and cleanup - * - fix EFFs not getting released/unloaded properly (was in a local tree but apparently missed CVS) - * - minor fixes for bm_release() to produce a more properly cleaned slot - * - use fast unloading for page_in stuff since we don't actually want really want the load count changing for texture maps - * and to make sure that we free the memory usage regardless of load count - * - * Revision 2.34 2006/01/21 02:22:04 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 2.33 2005/12/06 03:05:53 taylor - * add base support for 8-bit DDS images - * clean up some DDS error messages and other minor bug/comment fixes - * move bitmap stuff from pstypes.h, it makes more sense here anyway - * start of 8-bit palette conversion, needs work but is here for WMCoolmon to look at and play with - * - * Revision 2.32 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.31 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.30 2005/09/26 04:53:19 Goober5000 - * moved these per taylor's recommendation - * --Goober5000 - * - * Revision 2.29 2005/09/26 04:08:53 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.28 2005/09/26 02:15:02 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.27 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.26 2005/09/24 07:07:17 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.25 2005/08/20 20:34:49 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.24 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.23 2005/06/19 02:28:55 taylor - * add a _fast version of bm_unload() to be used in modelinterp and future graphics API code - * clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer) - * NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer) - * fix jumpnode code to catch model errors and close a memory leak - * make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise - * don't show hardware sound RAM when using OpenAL build, it will always be 0 - * print top-right memory figures in debug builds slighly further over when 1024+ res - * - * Revision 2.22 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.21 2005/04/21 15:49:20 taylor - * update of bmpman and model bitmap management, well tested but things may get a bit bumpy - * - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary) - * - a little "stupid" fix for dds bitmap reading - * - fix it so that memory is released properly on bitmap read errors - * - some cleanup to model texture loading - * - allow model textures to get released rather than just unloaded, saves bitmap slots - * - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code - * - * Revision 2.20 2005/03/07 13:10:19 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.19 2005/02/10 14:38:50 taylor - * fix an issue with bm_set_components() - * abs is for ints fabsf is for floats (camera.cpp) - * make the in-cockpit stuff OGL friendly - * - * Revision 2.18 2004/11/23 00:10:06 taylor - * try and protect the bitmap_entry stuff a bit better - * fix the transparent support ship, again, but correctly this time - * - * Revision 2.17 2004/11/21 15:59:45 Kazan - * conflict res - * - * Revision 2.16 2004/10/31 21:26:27 taylor - * bmpman merge, EFF animation support, better page in stuff, dozen or so smaller fixes and cleanup - * - * Revision 2.15 2004/10/06 22:02:54 Kazan - * interface corruption fix - thanks taylor (MAX_BITMAPS upped to 7000) - * - * Revision 2.14 2004/08/11 05:06:18 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.13 2004/05/06 22:35:26 taylor - * DDS mipmap reading, remove unneeded bm_unlock() during page in - * - * Revision 2.12 2004/04/01 15:31:20 taylor - * don't use interface anis as ship textures - * - * Revision 2.11 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2003/12/04 20:39:08 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.9 2003/11/19 20:37:22 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.8 2003/11/07 18:31:01 randomtiger - * Fixed a nohtl call to htl funcs (crash with NULL pointer) - * Fixed a bug with 32bit PCX code. - * Fixed a bug in the d3d_string batch system that was messing up screen shaking. - * Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system. - * Put in a higher res icon until we get something better sorted out. - * - * Revision 2.7 2003/10/24 17:35:04 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.6 2003/08/16 03:52:22 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.5 2003/08/12 03:18:32 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.4 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.2 2003/01/18 19:55:16 phreak - * fixed around the bmpman system to now accept compressed textures - * - * Revision 2.1 2003/01/05 23:41:50 bobboau - * disabled decals (for now), removed the warp ray thingys, - * made some better error mesages while parseing weapons and ships tbls, - * and... oh ya, added glow mapping - * - * Revision 2.0.2.10 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.0.2.9 2002/11/04 16:04:20 randomtiger - * - * Tided up some bumpman stuff and added a few function points to gr_screen. - RT - * - * Revision 2.0.2.8 2002/11/04 03:02:28 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.0.2.7 2002/10/26 01:24:22 randomtiger - * Fixed debug bitmap compiling bug. - * Fixed tga bug. - RT - * - * Revision 2.0.2.6 2002/10/22 17:46:17 randomtiger - * Fixed new TGA code texturing bug. - RT - * - * Revision 2.0.2.5 2002/10/21 16:33:40 randomtiger - * Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT - * - * Revision 2.0.2.4 2002/10/19 23:56:39 randomtiger - * Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query. - * Defaults to 256 as it was before. Also added base code for reworking the texture code to be more efficient. - RT - * - * Revision 2.0.2.3 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 15 8/06/99 1:52p Dave - * Bumped up MAX_BITMAPS for the demo. - * - * 14 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 13 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 12 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 11 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 10 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 9 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 8 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 7 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 6 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 5 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * 4 12/01/98 8:06a Dave - * Temporary checkin to fix some texture transparency problems in d3d. - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 32 4/16/98 6:31p Hoffoss - * Added function to get filename of a bitmap handle, which we don't have - * yet and I need. - * - * 31 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 30 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to ke7ep track of how much RAM we've malloc'd. - * - * 29 3/29/98 4:05p John - * New paging code that loads everything necessary at level startup. - * - * 28 3/26/98 5:21p John - * Added new code to preload all bitmaps at the start of a level. - * Commented it out, though. - * - * 27 3/24/98 6:18p John - * Hacked MAX_BITMAPS up to 3500 - * - * 26 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 25 3/02/98 6:46p John - * Upped MAX_BITMAPS to 2000 - * - * 24 3/02/98 6:00p John - * Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that - * is dependent on it won't break if it changes. Made ModelCache slots - * be equal to MAX_OBJECTS which is what it is. - * - * 23 2/06/98 8:25p John - * Added code for new bitmaps since last frame - * - * 22 2/06/98 8:10p John - * Added code to show amout of texture usage each frame. - * - * 21 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 20 1/11/98 2:14p John - * Changed a lot of stuff that had to do with bitmap loading. Made cfile - * not do callbacks, I put that in global code. Made only bitmaps that - * need to load for a level load. - * - * 19 9/03/97 4:19p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 18 8/25/97 11:14p Lawrance - * added support for .ani files in bm_load_animation() - * - * 17 7/16/97 3:07p John - * - * 16 6/17/97 8:58p Lawrance - * fixed bug with not nulling bm.data with USER bitmaps - * - * 15 6/12/97 2:44a Lawrance - * changed bm_unlock() to take an index into bm_bitmaps(). Added - * ref_count to bitmap_entry struct - * - * 14 5/20/97 10:36a John - * Fixed problem with user bitmaps and direct3d caching. - * - * 13 3/24/97 3:25p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 12 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _BMPMAN_H #define _BMPMAN_H diff --git a/fs2_open/code/cfile/cfile.cpp b/fs2_open/code/cfile/cfile.cpp index 116e7e48bc..0b6c0aac54 100644 --- a/fs2_open/code/cfile/cfile.cpp +++ b/fs2_open/code/cfile/cfile.cpp @@ -7,355 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/cfile.cpp $ - * $Revision: 2.40.2.7 $ - * $Date: 2007-11-21 07:27:45 $ - * $Author: Goober5000 $ - * - * Utilities for operating on files - * - * $Log: not supported by cvs2svn $ - * Revision 2.40.2.6 2007/04/11 18:21:20 taylor - * cleanup of chcksum stuff (works properly on 64-bit systems now) - * add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps) - * little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap) - * - * Revision 2.40.2.5 2007/03/22 20:22:44 taylor - * a little better error handling for cf_exists_full() - * add a cf_exists_full_ext() which can find a series of extensions and returns true if any of them exist - * use cf_exists_full_ext() for eventmusic file checks (to check for ogg and wav) - * get rid of SPM hack, it's wrong (just commented out for now though) - * fix a bunch of bugs in cf_find_file_location_ext(): - * - try to handle files with multiple periods a bit better (for the wav files like: blah_1.5.wav) - * - load issue with finding incorrect files by mistake - * - prevent finding different file types in various paths/roots - * - * Revision 2.40.2.4 2007/02/11 09:32:19 taylor - * forgot to remove .avi and .mpg from CF_TYPE_ROOT - * - * Revision 2.40.2.3 2007/02/11 09:25:42 taylor - * some CFILE cleanup and slight directory order reorg - * add cfopen_special() for quickly opening files that have already been found with cf_find_file_location_ext() - * remove NO_SOUND - * - * Revision 2.40.2.2 2006/12/26 05:11:57 taylor - * add .ogg files to movie locations - * - * Revision 2.40.2.1 2006/07/28 02:43:48 taylor - * don't lowercase the dir for chdir on non-Win32 since it could be, and probably is, case sensitive - * - * Revision 2.40 2006/04/20 06:32:00 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.39 2006/04/16 05:28:10 taylor - * extra safety check when creating a default path string, filename is optional be we need to available if root0 is missing (CFILE not initted yet) - * fix that crazy compiler<->constructor<->linker<->server.txt deal caused by some bad code and a freaky link thing in freespace.cpp - * - * Revision 2.38 2006/04/12 00:53:26 taylor - * DDS now works well on the interface, but I forgot to every commit the CFILE change so that they are actually usable :) - * - * Revision 2.37 2006/02/16 05:07:50 taylor - * minor 64-bit related fixage - * - * Revision 2.36 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.35 2006/01/17 02:33:20 wmcoolmon - * data/scripts directory - * - * Revision 2.34 2005/12/28 22:06:47 taylor - * fix up cf_find_file_location() and related elements so that it's safer (based on WMC's work, but actually safe this time ;)) - * - * Revision 2.33 2005/12/06 03:13:49 taylor - * fix quite a few CFILE issues: - * use #define's for path lengths when possible so it's easier to move between functions - * fix huge Cfile_stack[] issue (how the hell did that get through :v: QA?) - * add Int3() check on cfopen() so it's easier to know if it get's called before cfile is ready to use - * move path separators to pstypes.h - * fix possible string overruns when setting up CFILE roots - * make sure we don't try to init current directory again thinking it's a CD-ROM - * add the list of VP roots to debug log, this will undoubtedly be useful - * when -nosound is use go ahead and set -nomusic too to both checks are correct - * add list of cmdline options to debug log - * fix possible overwrite issues with get_version_string() and remove '(fs2_open)' from string plus change OGL->OpenGL, D3D->Direct3D - * - * Revision 2.32 2005/10/17 00:13:28 wmcoolmon - * Some cfile changes that slipped by - * - * Revision 2.31 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.30 2005/04/19 06:22:20 taylor - * 8 months I've been meaning to put this in the Linux tree, me == moron - * - * Revision 2.29 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.28 2005/03/02 03:13:00 taylor - * that one should never have slipped passed me (Linux specific) - * - * Revision 2.27 2005/01/30 18:32:41 taylor - * merge with Linux/OSX tree - p0130 - * remove extra brace in cfile.cpp - * - * Revision 2.26 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.25 2005/01/09 21:40:07 wmcoolmon - * Fix for music directory parent - * - * Revision 2.24 2004/12/25 00:22:54 wmcoolmon - * Added .ogg in proper directories - * - * Revision 2.23 2004/10/31 21:29:00 taylor - * EFF animation support - * - * Revision 2.22 2004/10/09 18:08:33 taylor - * almost forgot this for the IBX stuff - * - * Revision 2.21 2004/07/26 20:47:25 Kazan - * remove MCD complete - * - * Revision 2.20 2004/07/17 09:03:29 taylor - * make sure avi and mpg movies get added to file cache - * - * Revision 2.19 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.18 2004/06/22 23:14:09 wmcoolmon - * Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code. - * OGG code has been commented out, so you don't need the SDK yet. - * - * Revision 2.17 2004/05/26 02:29:44 wmcoolmon - * Scratch that - .tbm is a better extension - * - * Revision 2.16 2004/05/26 02:26:14 wmcoolmon - * Added table chunk extension - * - * Revision 2.15 2004/05/06 22:12:14 taylor - * make sure JPG and DDS files are added to the file cache for maps and effects - * - * Revision 2.14 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.13 2004/02/04 09:02:45 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.12 2003/08/27 01:36:22 Goober5000 - * fixed a strange thing that Bobboau inexplicably put in - * --Goober5000 - * - * Revision 2.11 2003/08/25 04:39:17 Goober5000 - * fixed unreachable code - * --Goober5000 - * - * Revision 2.10 2003/08/22 07:35:07 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.9 2003/08/20 08:12:08 wmcoolmon - * Made cfile_delete return 0 on failure, 1 on success - * - * Revision 2.8 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.7 2002/11/10 16:29:53 DTP - * -DTP reworked mod support, - * - * Revision 2.6 2002/11/04 08:32:38 DTP - * Made sure that VP and Plain files don't get added twice to the search order. Side-effect of Mod support. - * - * Revision 2.5 2002/10/30 06:31:05 DTP - * doh!, used upper case in include, don't know how much it matters for *nix systems, but here it is - * - * Revision 2.4 2002/10/27 23:59:28 DTP - * DTP; started basic implementation of mod-support - * plain files only for now. fs2_open.exe -mod X will look for files in fs2/ X /all-legal-subdirectories. no checking/creating dirs yet. directories must be there. - * - * Revision 2.3.2.1 2002/09/24 18:56:41 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.3 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 19:04:48 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.7 2002/05/21 15:37:14 mharris - * Cosmetics - reformat Pathtypes to line up again - * - * Revision 1.6 2002/05/17 06:45:53 mharris - * More porting tweaks. It links! but segfaults... - * - * Revision 1.5 2002/05/17 02:56:19 mharris - * first crack at unix compatibity - * - * Revision 1.4 2002/05/16 06:03:29 mharris - * Unix port changes - * - * Revision 1.3 2002/05/09 22:58:08 mharris - * Added ifdef WIN32 around change-drive functions - * - * Revision 1.2 2002/05/07 13:23:17 mharris - * Port tweaks - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 20 9/08/99 10:01p Dave - * Make sure game won't run in a drive's root directory. Make sure - * standalone routes suqad war messages properly to the host. - * - * 19 9/08/99 12:03a Dave - * Make squad logos render properly in D3D all the time. Added intel anim - * directory. - * - * 18 9/06/99 2:35p Dave - * Rename briefing and debriefing voice direcrory paths properly. - * - * 17 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 16 8/31/99 9:46a Dave - * Support for new cfile cbanims directory. - * - * 15 8/06/99 11:20a Johns - * Don't call game_cd_changed() in a demo or multiplayer beta build. - * - * 14 6/08/99 2:33p Dave - * Fixed release build warning. Put in hud config stuff. - * - * 13 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 12 4/30/99 12:18p Dave - * Several minor bug fixes. - * - * 11 4/07/99 5:54p Dave - * Fixes for encryption in updatelauncher. - * - * 10 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 9 2/22/99 10:31p Andsager - * Get rid of unneeded includes. - * - * 8 1/12/99 3:15a Dave - * Barracks screen support for selecting squad logos. We need real artwork - * :) - * - * 7 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 6 10/29/98 10:41a Dave - * Change the way cfile initializes exe directory. - * - * 5 10/13/98 9:19a Andsager - * Add localization support to cfile. Optional parameter with cfopen that - * looks for localized files. - * - * 4 10/12/98 9:54a Dave - * Fixed a few file organization things. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 110 9/17/98 10:31a Hoffoss - * Changed code to use location of executable as root rather than relying - * on the cwd being set correctly. This is most helpful in the case of - * Fred launching due to the user double-clicking on an .fsm file in - * explorer or something (where the cwd is probably the location of the - * .fsm file). - * - * 109 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 108 9/09/98 5:53p Dave - * Put in new tracker packets in API. Change cfile to be able to checksum - * portions of a file. - * - * 107 9/04/98 3:51p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 106 8/31/98 2:06p Dave - * Make cfile sort the ordering or vp files. Added support/checks for - * recognizing "mission disk" players. - * - * 105 8/20/98 5:30p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 104 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 103 6/17/98 9:30a Allender - * fixed red alert replay stats clearing problem - * - * 102 6/05/98 9:46a Lawrance - * check for CD change on cfopen() - * - * 101 5/19/98 1:19p Allender - * new low level reliable socket reading code. Make all missions/campaign - * load/save to data missions folder (i.e. we are rid of the player - * missions folder) - * - * 100 5/13/98 10:22p John - * Added cfile functions to read/write rle compressed blocks of data. - * Made palman use it for .clr files. Made alphacolors calculate on the - * fly rather than caching to/from disk. - * - * 99 5/11/98 10:59a John - * Moved the low-level file reading code into cfilearchive.cpp. - * - * 98 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 97 5/03/98 11:53a John - * Fixed filename case mangling. - * - * 96 5/03/98 8:33a John - * Made sure there weren't any more broken function lurking around like - * the one Allender fixed. - * - * 95 5/02/98 11:05p Allender - * fix cfilelength for pack files - * - * - * $NoKeywords: $ - */ + #define _CFILE_INTERNAL #include diff --git a/fs2_open/code/cfile/cfile.h b/fs2_open/code/cfile/cfile.h index 21774271dc..ea48e1b0cb 100644 --- a/fs2_open/code/cfile/cfile.h +++ b/fs2_open/code/cfile/cfile.h @@ -7,423 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/cfile.h $ - * $Revision: 2.17.2.5 $ - * $Date: 2007-11-21 07:27:45 $ - * $Author: Goober5000 $ - * - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.17.2.4 2007/04/11 18:21:20 taylor - * cleanup of chcksum stuff (works properly on 64-bit systems now) - * add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps) - * little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap) - * - * Revision 2.17.2.3 2007/03/22 20:22:44 taylor - * a little better error handling for cf_exists_full() - * add a cf_exists_full_ext() which can find a series of extensions and returns true if any of them exist - * use cf_exists_full_ext() for eventmusic file checks (to check for ogg and wav) - * get rid of SPM hack, it's wrong (just commented out for now though) - * fix a bunch of bugs in cf_find_file_location_ext(): - * - try to handle files with multiple periods a bit better (for the wav files like: blah_1.5.wav) - * - load issue with finding incorrect files by mistake - * - prevent finding different file types in various paths/roots - * - * Revision 2.17.2.2 2007/02/11 09:25:42 taylor - * some CFILE cleanup and slight directory order reorg - * add cfopen_special() for quickly opening files that have already been found with cf_find_file_location_ext() - * remove NO_SOUND - * - * Revision 2.17.2.1 2006/08/27 18:01:45 taylor - * various small cleanup and speedup changes - * add a cf_find_file_location_ext() function, which you can pass a filename and a list of extensions and it will search for all of them at once - * - * Revision 2.17 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.16 2006/01/17 02:33:20 wmcoolmon - * data/scripts directory - * - * Revision 2.15 2005/12/28 22:06:47 taylor - * fix up cf_find_file_location() and related elements so that it's safer (based on WMC's work, but actually safe this time ;)) - * - * Revision 2.14 2005/12/06 03:13:49 taylor - * fix quite a few CFILE issues: - * use #define's for path lengths when possible so it's easier to move between functions - * fix huge Cfile_stack[] issue (how the hell did that get through :v: QA?) - * add Int3() check on cfopen() so it's easier to know if it get's called before cfile is ready to use - * move path separators to pstypes.h - * fix possible string overruns when setting up CFILE roots - * make sure we don't try to init current directory again thinking it's a CD-ROM - * add the list of VP roots to debug log, this will undoubtedly be useful - * when -nosound is use go ahead and set -nomusic too to both checks are correct - * add list of cmdline options to debug log - * fix possible overwrite issues with get_version_string() and remove '(fs2_open)' from string plus change OGL->OpenGL, D3D->Direct3D - * - * Revision 2.13 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.12 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/04/05 05:53:14 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.10 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.9 2004/08/11 05:06:19 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.8 2004/05/26 21:02:26 wmcoolmon - * Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages - * - * Revision 2.7 2003/08/20 08:12:08 wmcoolmon - * Made cfile_delete return 0 on failure, 1 on success - * - * Revision 2.6 2002/11/10 16:29:53 DTP - * -DTP reworked mod support, - * - * Revision 2.5 2002/11/02 23:06:59 DTP - * DOh,uhmm, define error again, this is getting to me. - * - * Revision 2.4 2002/11/02 23:04:46 DTP - * DOh, fixed that define, learn to count DTP :) - * - * Revision 2.3 2002/10/27 23:59:28 DTP - * DTP; started basic implementation of mod-support - * plain files only for now. fs2_open.exe -mod X will look for files in fs2/ X /all-legal-subdirectories. no checking/creating dirs yet. directories must be there. - * - * Revision 2.2 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/16 06:03:29 mharris - * Unix port changes - * - * Revision 1.2 2002/05/09 22:58:08 mharris - * Added ifdef WIN32 around change-drive functions - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 9/08/99 12:03a Dave - * Make squad logos render properly in D3D all the time. Added intel anim - * directory. - * - * 10 8/31/99 9:46a Dave - * Support for new cfile cbanims directory. - * - * 9 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 8 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 7 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 6 1/12/99 3:15a Dave - * Barracks screen support for selecting squad logos. We need real artwork - * :) - * - * 5 10/29/98 10:41a Dave - * Change the way cfile initializes exe directory. - * - * 4 10/13/98 9:19a Andsager - * Add localization support to cfile. Optional parameter with cfopen that - * looks for localized files. - * - * 3 10/12/98 9:54a Dave - * Fixed a few file organization things. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 84 9/09/98 5:53p Dave - * Put in new tracker packets in API. Change cfile to be able to checksum - * portions of a file. - * - * 83 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 82 5/19/98 1:19p Allender - * new low level reliable socket reading code. Make all missions/campaign - * load/save to data missions folder (i.e. we are rid of the player - * missions folder) - * - * 81 5/13/98 10:22p John - * Added cfile functions to read/write rle compressed blocks of data. - * Made palman use it for .clr files. Made alphacolors calculate on the - * fly rather than caching to/from disk. - * - * 80 5/01/98 10:21a John - * Added code to find all pack files in all trees. Added code to create - * any directories that we write to. - * - * 79 4/30/98 10:29p John - * Added code to refresh filelist if cd-rom changed or packfiles created - * or deleted. - * - * 78 4/30/98 10:06p John - * Started adding code for splitting the maps data tree for hardware - * textures. - * - * 77 4/30/98 9:43p John - * Restructured some stuff. - * - * 76 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 75 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 74 4/20/98 6:04p Dave - * Implement multidata cache flushing and xferring mission files to - * multidata. Make sure observers can't change hud config. Fix pilot image - * viewing in popup. Put in game status field. Tweaked multi options. - * - * 73 4/01/98 6:06p Hoffoss - * Added a command briefing directory for those voice files. - * - * 72 3/31/98 4:51p Dave - * Removed medals screen and multiplayer buttons from demo version. Put in - * new pilot popup screen. Make ships in mp team vs. team have proper team - * ids. Make mp respawns a permanent option saved in the player file. - * - * 71 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 70 3/10/98 2:27p Hoffoss - * Added change directory with history stack functions, so you can switch - * to a new directory, do something, and restore to what it was. useful - * for Fred. - * - * 69 3/07/98 3:48p Lawrance - * get save game working, allow restore from main menu - * - * 68 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 67 2/20/98 4:43p Dave - * Finished support for multiplayer player data files. Split off - * multiplayer campaign functionality. - * - * 66 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 65 2/06/98 3:47p Allender - * subtitling for movies - * - * 64 2/05/98 10:15p Lawrance - * Add support for .svg filenames. - * - * 63 1/12/98 10:07p Hoffoss - * Made tab cycle properly in debriefing screen and put in aux. pilot - * image directory. - * - * 62 1/11/98 2:45p John - * Changed .lst to .clt - * - * 61 1/11/98 2:14p John - * Changed a lot of stuff that had to do with bitmap loading. Made cfile - * not do callbacks, I put that in global code. Made only bitmaps that - * need to load for a level load. - * - * 60 1/02/98 4:41p Allender - * added new mission folder for "player" missions - * - * 59 12/28/97 12:42p John - * Put in support for reading archive files; Made missionload use the - * cf_get_file_list function. Moved demos directory out of data tree. - * - * 58 12/17/97 10:16p Allender - * implemented a "no callback" flag to tell the cfile code not to use the - * cf_callback on files which specify this flag - * - * 57 12/08/97 6:23p Lawrance - * add cflush() - * - * 56 12/07/97 4:30p John - * Fixed bug with cfile versioning if two files use it at once. Added - * code to cfile so I could display a loading box while loading. - * - * 55 11/24/97 9:28a Hoffoss - * Moved define of CF_TYPE_MULTI_PLAYERS so it's in order. I started to - * add it because I couldn't find it, so that's indication enough it - * needed it. - * - * 54 11/20/97 1:07a Lawrance - * add support for voice/debriefings directory - * - * 53 11/19/97 7:27p Hoffoss - * Added version checking read functions. - * - * 52 11/18/97 10:53a Hoffoss - * - * 51 11/17/97 6:07p Hoffoss - * Make get_file_list() allow filtering via a callback function. - * - * 50 11/16/97 2:29p John - * added versioning to nebulas; put nebula code into freespace. - * - * 49 11/15/97 6:10p Lawrance - * add in support for new voice directories - * - * 48 11/11/97 4:54p Dave - * Put in support for single vs. multiplayer pilots. Put in initial player - * selection screen (no command line option yet). Started work on - * multiplayer campaign file save gaming. - * - * 47 11/07/97 4:00p Hoffoss - * Capitalized directory names, changed the player/image directory to work - * like the rest, and forced the player/images directory to be created. - * - * 46 11/06/97 5:38p Hoffoss - * Added a new player image directory and added support for it. - * - * 45 11/04/97 7:46p Lawrance - * Add support for data\interface\HUD directory - * - * 44 10/29/97 6:22p Hoffoss - * Added some new file listing functions. - * - * 43 10/28/97 10:54a Lawrance - * support for 8b22k and 16b11k directories under the sound directory - * - * 42 10/14/97 11:34p Lawrance - * add function to get full path for a given filename - * - * 41 9/24/97 5:30p Lawrance - * add directory for voices - * - * 40 9/20/97 8:16a John - * Made .clr files go into the Cache directory. Replaced cfopen(name,NULL) - * to delete a file with cf_delete. - * - * 39 9/09/97 6:50p Hoffoss - * Fixed bug with mission saving. - * - * 38 9/05/97 4:52p Lawrance - * fix prototype for cfread_angles() and cfwrite_angles() - * - * 37 8/29/97 4:47p Dave - * Added an extension for state transfer status files. - * - * 36 8/21/97 12:14p Dave - * Changed demo file extension from .keg to .fsd - * - * 35 8/19/97 5:51p Hoffoss - * Fixes to cfopen to not check the default directory first, but check it - * last. Also tracks info as to where a file is located when opened. - * - * 34 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 33 8/17/97 12:47p Hoffoss - * Changed code so I can force missions to load from the missions - * directory regardless of it's extension. - * - * 32 8/13/97 1:39p Adam - * make .ani files available in the data/effects directory - * - * 31 8/13/97 12:24p Lawrance - * Add support for effects directory - * - * 30 7/30/97 5:23p Dave - * Added file extensions for demo stuff - * - * 29 7/28/97 10:42p Lawrance - * added ctmpfile(), analog to tmpfile() - * - * 28 7/16/97 5:29p John - * added palette table caching and made scaler and liner no light tmapper - * do alpha blending in 8 bpp mode. - * - * 27 6/05/97 4:53p John - * First rev of new antialiased font stuff. - * - * 26 6/05/97 1:22p Allender - * added .ntl as an extension for nettest program - * - * 25 4/25/97 11:31a Allender - * Campaign state now saved in campaign save file in player directory. - * Made some global variables follow naming convention. Solidified - * continuing campaigns based on new structure - * - * 24 4/17/97 9:01p Allender - * start of campaign stuff. Campaigns now stored in external file (no - * filenames in code). Continuing campaign won't work at this point - * - * 23 4/03/97 4:26p Lawrance - * adding .wav search to music directory - * - * 22 4/01/97 9:26a Allender - * added support for descent style fonts although they are not used in the - * game yet - * - * 21 3/04/97 8:17a John - * Fixed movie code to not require a file handle. Used CFILE instead. - * Took cfile_get_handle or whatever out. - * - * 20 3/03/97 8:57a Lawrance - * took out cf_returnfp() - * - * 19 3/01/97 2:09p Lawrance - * supporting memory mapped files, moved cfile implementation details into - * .cpp file - * - * 18 2/17/97 3:00p Lawrance - * added .ani type to MAPS_EXT and INTERFACE_EXT - * - * 17 2/07/97 9:00a Lawrance - * added cfread_uint() and cwrite_uint() - * - * 16 2/04/97 9:29a Allender - * added cfwrite* functions - * - * 15 1/22/97 10:48a Lawrance - * supporting AVI playback - * - * 14 12/23/96 10:56a John - * Totally restructured the POF stuff to support multiple - * detail levels in one POF file. - * - * - * 13 11/20/96 10:00a Hoffoss - * Added cfile_chdir() function. - * - * 12 11/13/96 10:14a Allender - * added small routines to read basic data types. Also changed code to - * try to find extensions in more than 1 directory. - * - * 11 11/11/96 3:21p Allender - * added extension for movies - * - * $NoKeywords: $ - */ + #ifndef __CFILE_H__ #define __CFILE_H__ diff --git a/fs2_open/code/cfile/cfilearchive.cpp b/fs2_open/code/cfile/cfilearchive.cpp index 0904d7e132..e7ac16c60f 100644 --- a/fs2_open/code/cfile/cfilearchive.cpp +++ b/fs2_open/code/cfile/cfilearchive.cpp @@ -7,95 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/CfileArchive.cpp $ - * $Revision: 2.7 $ - * $Date: 2005-07-24 18:31:17 $ - * $Author: taylor $ - * - * Low-level code for reading data out of large archive files or normal files. All - * reads/seeks come through here. - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2004/07/26 20:47:25 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/03/19 09:05:25 Goober5000 - * more housecleaning, this time for debug warnings - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.1 2002/07/29 19:17:21 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 2/22/99 10:31p Andsager - * Get rid of unneeded includes. - * - * 3 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 12 5/14/98 8:10p Lawrance - * Fix bug with trying to read past the end of a file (when from a - * packfile). - * - * 11 5/11/98 11:48a John - * fixed bug with memory mapped files - * - * 10 5/11/98 10:59a John - * added in debug code - * - * 9 5/11/98 10:59a John - * Moved the low-level file reading code into cfilearchive.cpp. - * - * 8 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 7 4/20/98 11:49a Hoffoss - * Fixed bug with directory name getting. - * - * 6 4/10/98 12:18a Hoffoss - * Make pilot image search in pack file possible. - * - * 5 1/19/98 9:37p Allender - * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple - * of places since I was unsure of what to do with code. - * - * 4 12/30/97 5:31p Lawrance - * fixed problem for people that didn't have a VP file - * - * 3 12/30/97 4:31p Sandeep - * Changed pakfile format - * - * 2 12/28/97 12:42p John - * Put in support for reading archive files; Made missionload use the - * cf_get_file_list function. Moved demos directory out of data tree. - * - * 1 12/28/97 11:48a John - * - * $NoKeywords: $ - */ + #define _CFILE_INTERNAL diff --git a/fs2_open/code/cfile/cfilearchive.h b/fs2_open/code/cfile/cfilearchive.h index f8d5728f50..287f69696f 100644 --- a/fs2_open/code/cfile/cfilearchive.h +++ b/fs2_open/code/cfile/cfilearchive.h @@ -7,52 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/CfileArchive.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 02:50:49 $ - * $Author: Goober5000 $ - * - * External def's for CfileArchive.cpp. This should only be used - * internally by cfile stuff. - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:19 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/17 02:56:19 mharris - * first crack at unix compatibity - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 4 5/11/98 10:59a John - * Moved the low-level file reading code into cfilearchive.cpp. - * - * 3 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 2 12/28/97 12:42p John - * Put in support for reading archive files; Made missionload use the - * cf_get_file_list function. Moved demos directory out of data tree. - * - * 1 12/28/97 11:48a John - * - * $NoKeywords: $ - */ + #ifndef _CFILEARCHIVE_H #define _CFILEARCHIVE_H diff --git a/fs2_open/code/cfile/cfilelist.cpp b/fs2_open/code/cfile/cfilelist.cpp index d47e601f42..2106ae9bdb 100644 --- a/fs2_open/code/cfile/cfilelist.cpp +++ b/fs2_open/code/cfile/cfilelist.cpp @@ -7,76 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/CfileList.cpp $ - * $Revision: 2.6.2.2 $ - * $Date: 2007-05-20 02:51:26 $ - * $Author: taylor $ - * - * Code for doing directory lists and sorts - * - * $Log: not supported by cvs2svn $ - * Revision 2.6.2.1 2006/08/19 04:16:49 taylor - * "byte" was the same as "ubyte", but since "byte" has to be an extra #define on everything but Windows, lets just get rid of it - * - * Revision 2.6 2005/01/31 23:27:51 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.5 2004/07/26 20:47:25 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/17 09:26:00 taylor - * add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again - * - * Revision 2.3 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.1 2002/07/29 19:37:21 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 2/22/99 10:31p Andsager - * Get rid of unneeded includes. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 6 5/13/98 10:22p John - * Added cfile functions to read/write rle compressed blocks of data. - * Made palman use it for .clr files. Made alphacolors calculate on the - * fly rather than caching to/from disk. - * - * 5 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 4 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 3 4/10/98 12:18a Hoffoss - * Make pilot image search in pack file possible. - * - * 2 3/30/98 10:36p Allender - * be sure to call _findclose() when done reading a file list - * - * 1 12/28/97 11:48a John - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/cfile/cfilesystem.cpp b/fs2_open/code/cfile/cfilesystem.cpp index f2b5ede065..02c6005370 100644 --- a/fs2_open/code/cfile/cfilesystem.cpp +++ b/fs2_open/code/cfile/cfilesystem.cpp @@ -7,248 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/CfileSystem.cpp $ - * $Revision: 2.34.2.6 $ - * $Date: 2007-05-28 19:44:57 $ - * $Author: taylor $ - * - * Functions to keep track of and find files that can exist - * on the harddrive, cd-rom, or in a pack file on either of those. - * This keeps a list of all the files in packfiles or on CD-rom - * and when you need a file you call one function which then searches - * all those locations, inherently enforcing precedence orders. - * - * $Log: not supported by cvs2svn $ - * Revision 2.34.2.5 2007/04/11 18:21:20 taylor - * cleanup of chcksum stuff (works properly on 64-bit systems now) - * add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps) - * little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap) - * - * Revision 2.34.2.4 2007/03/22 20:22:44 taylor - * a little better error handling for cf_exists_full() - * add a cf_exists_full_ext() which can find a series of extensions and returns true if any of them exist - * use cf_exists_full_ext() for eventmusic file checks (to check for ogg and wav) - * get rid of SPM hack, it's wrong (just commented out for now though) - * fix a bunch of bugs in cf_find_file_location_ext(): - * - try to handle files with multiple periods a bit better (for the wav files like: blah_1.5.wav) - * - load issue with finding incorrect files by mistake - * - prevent finding different file types in various paths/roots - * - * Revision 2.34.2.3 2007/02/09 23:56:49 taylor - * add the number of files that CFILE is going to try and use in each root to the debug info - * optimizations for cf_find_file_location_ext() - * - * Revision 2.34.2.2 2006/08/27 18:01:45 taylor - * various small cleanup and speedup changes - * add a cf_find_file_location_ext() function, which you can pass a filename and a list of extensions and it will search for all of them at once - * - * Revision 2.34.2.1 2006/07/28 02:44:17 taylor - * include CF_TYPE_PLAYERS in special pilot path consideration, prevents moddirs from always getting and empty data/players/ - * - * Revision 2.34 2006/04/16 05:28:10 taylor - * extra safety check when creating a default path string, filename is optional be we need to available if root0 is missing (CFILE not initted yet) - * fix that crazy compiler<->constructor<->linker<->server.txt deal caused by some bad code and a freaky link thing in freespace.cpp - * - * Revision 2.33 2005/12/28 22:06:47 taylor - * fix up cf_find_file_location() and related elements so that it's safer (based on WMC's work, but actually safe this time ;)) - * - * Revision 2.32 2005/12/06 03:13:49 taylor - * fix quite a few CFILE issues: - * use #define's for path lengths when possible so it's easier to move between functions - * fix huge Cfile_stack[] issue (how the hell did that get through :v: QA?) - * add Int3() check on cfopen() so it's easier to know if it get's called before cfile is ready to use - * move path separators to pstypes.h - * fix possible string overruns when setting up CFILE roots - * make sure we don't try to init current directory again thinking it's a CD-ROM - * add the list of VP roots to debug log, this will undoubtedly be useful - * when -nosound is use go ahead and set -nomusic too to both checks are correct - * add list of cmdline options to debug log - * fix possible overwrite issues with get_version_string() and remove '(fs2_open)' from string plus change OGL->OpenGL, D3D->Direct3D - * - * Revision 2.31 2005/11/16 21:25:34 taylor - * switch from strchr() to strrchr() for extension checks in order to allow for multiple periods in a filename - * - * Revision 2.30 2005/10/23 11:44:07 taylor - * fix memory errors from new[]/delete[] mismatch - * - * Revision 2.29 2005/10/23 05:37:59 wmcoolmon - * Ack, missed testing compile under an Inferno build - * - * Revision 2.28 2005/10/17 00:13:28 wmcoolmon - * Some cfile changes that slipped by - * - * Revision 2.27 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.26 2005/05/12 17:49:10 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.25 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.24 2004/11/21 11:27:31 taylor - * some 64-bit OS comaptibility fixes - * - * Revision 2.23 2004/10/31 21:28:38 taylor - * support new pilot code, Linux code tree merge, don't use same pilot directory for Inferno builds - * - * Revision 2.22 2004/07/26 20:47:25 Kazan - * remove MCD complete - * - * Revision 2.21 2004/07/17 09:26:00 taylor - * add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again - * - * Revision 2.20 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.19 2004/05/26 22:02:36 wmcoolmon - * Fixed cf_matches_spec; small bug was introduced. - * - * Revision 2.18 2004/05/26 21:02:26 wmcoolmon - * Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages - * - * Revision 2.17 2004/05/03 21:22:19 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.16 2004/05/01 21:47:43 Kazan - * bah! stupid me "NULL" not "null" - i hate when i do that - * - * Revision 2.15 2004/05/01 21:45:31 Kazan - * changed delete[] to free(), checked for null, if null ERROR - * - * Revision 2.14 2004/05/01 19:49:31 Kazan - * delete[] str_temp - * A null check on str_temp is not needed - take a close look at the for loop - * - * Revision 2.13 2004/05/01 19:33:20 taylor - * add CF_TYPE_MISSIONS to physical check to avoid network transfer problems - * - * Revision 2.12 2004/05/01 17:10:37 Kazan - * Multiple -mod - "-mod ModA,ModB,ModC" in order of priority - * Giving you: - * Root: ModA - * Root: ModB - * Root: ModC - * Root: Fs2Default - * Root: CDRom - * - * Revision 2.11 2004/04/26 00:26:37 taylor - * use absolute moddir path, faster cfilesystem searching - * - * Revision 2.10 2004/04/03 18:11:19 Kazan - * FRED fixes - * - * Revision 2.9 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2003/09/14 18:32:41 wmcoolmon - * Added "-safeloading" command line parameter, which uses old fs2_retail-style loading code -C - * - * Revision 2.7 2003/08/20 08:14:50 wmcoolmon - * Modified find_file_location to speed up file loading. - * - * Revision 2.6 2002/11/10 16:28:08 DTP - * -DTP reworked mod support, - * - * Revision 2.5 2002/10/30 06:29:45 DTP - * doh!, used upper case in include, don't know how much it matters for *nix systems, but here it is - * - * Revision 2.4 2002/10/30 06:26:11 DTP - * DTP Implemented basic VP files handling. mission and campaign files inside VP files found in mod dir still not supported, cheking / creating directories not implented either - * - * Revision 2.3 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 19:52:48 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.6 2002/05/24 16:44:10 mharris - * Fix unix "find files" operations so they return relative path - * - * Revision 1.5 2002/05/21 15:38:00 mharris - * Unix glob changes -- still needs some work as we are getting full pathnames - * - * Revision 1.4 2002/05/17 23:38:33 mharris - * Fixed silly bug in unix find-files code - * - * Revision 1.3 2002/05/16 06:03:29 mharris - * Unix port changes - * - * Revision 1.2 2002/05/07 13:22:52 mharris - * Added errno.h include - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 9/08/99 10:01p Dave - * Make sure game won't run in a drive's root directory. Make sure - * standalone routes suqad war messages properly to the host. - * - * 5 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 4 2/22/99 10:31p Andsager - * Get rid of unneeded includes. - * - * 3 10/13/98 9:19a Andsager - * Add localization support to cfile. Optional parameter with cfopen that - * looks for localized files. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 14 8/31/98 2:06p Dave - * Make cfile sort the ordering or vp files. Added support/checks for - * recognizing "mission disk" players. - * - * 13 6/23/98 4:18p Hoffoss - * Fixed some bugs with AC release build. - * - * 12 5/20/98 10:46p John - * Added code that doesn't include duplicate filenames in any file list - * functions. - * - * 11 5/14/98 2:14p Lawrance2 - * Use filespec filtering for packfiles - * - * 10 5/03/98 11:53a John - * Fixed filename case mangling. - * - * 9 5/02/98 11:06p Allender - * correctly deal with pack pathnames - * - * 8 5/01/98 11:41a Allender - * Fixed bug with mission saving in Fred. - * - * 7 5/01/98 10:21a John - * Added code to find all pack files in all trees. Added code to create - * any directories that we write to. - * - * 6 4/30/98 10:21p John - * Added code to cleanup cfilesystem - * - * 5 4/30/98 10:18p John - * added source safe header - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/cfile/cfilesystem.h b/fs2_open/code/cfile/cfilesystem.h index 3800f3a121..7e735700da 100644 --- a/fs2_open/code/cfile/cfilesystem.h +++ b/fs2_open/code/cfile/cfilesystem.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CFile/CfileSystem.h $ - * $Revision: 2.5 $ - * $Date: 2006-04-20 06:32:00 $ - * $Author: Goober5000 $ - * - * Functions to keep track of and find files that can exist - * on the harddrive, cd-rom, or in a pack file on either of those. - * This keeps a list of all the files in packfiles or on CD-rom - * and when you need a file you call one function which then searches - * all those locations, inherently enforcing precedence orders. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.3 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:19 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 10/13/98 9:19a Andsager - * Add localization support to cfile. Optional parameter with cfopen that - * looks for localized files. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 5 5/01/98 10:21a John - * Added code to find all pack files in all trees. Added code to create - * any directories that we write to. - * - * 4 4/30/98 10:21p John - * Added code to cleanup cfilesystem - * - * $NoKeywords: $ - */ + #ifndef _CFILESYSTEM_H #define _CFILESYSTEM_H diff --git a/fs2_open/code/cfilearchiver/cfilearchiver.cpp b/fs2_open/code/cfilearchiver/cfilearchiver.cpp index 3d6b7ef313..4df4a8f232 100644 --- a/fs2_open/code/cfilearchiver/cfilearchiver.cpp +++ b/fs2_open/code/cfilearchiver/cfilearchiver.cpp @@ -7,40 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Cfilearchiver/CfileArchiver.cpp $ - * $Revision: 2.4.2.1 $ - * $Date: 2007-05-11 03:09:21 $ - * $Author: taylor $ - * - * Program to create an archive file for use with cfile stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/11/13 06:38:04 taylor - * never did port this stupid thing to PPC - * - * Revision 2.3 2005/09/08 00:09:31 taylor - * fix building/linking of command line tools under Linux/OSX - * add tools as targets to OSX project file - * - * Revision 2.2 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.1 2003/11/16 09:42:37 Goober5000 - * clarified and pruned debug spew messages - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/23/98 6:15p Dave - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/cfileextractor/cfileextractor.cpp b/fs2_open/code/cfileextractor/cfileextractor.cpp index 50d1d2de8b..607341aa69 100644 --- a/fs2_open/code/cfileextractor/cfileextractor.cpp +++ b/fs2_open/code/cfileextractor/cfileextractor.cpp @@ -3,47 +3,7 @@ * */ -/* - * $Logfile: /Freespace2/code/cfileextractor/cfileextractor.cpp $ - * $Revision: 1.9 $ - * $Date: 2006-01-20 07:10:33 $ - * $Author: Goober5000 $ - * - * Cross-platform cmdline extractor for VP files - * - * $Log: not supported by cvs2svn $ - * Revision 1.8 2005/09/24 02:40:09 Goober5000 - * get rid of a whole bunch of Microsoft warnings - * --Goober5000 - * - * Revision 1.7 2005/09/20 02:45:47 taylor - * bump version to 0.6 - * add a specified directory to output files to - * - * Revision 1.6 2005/09/08 05:04:15 taylor - * make it actually compile under WIN32 - * bump version to 0.5 since little else is going to be done to this thing - * - * Revision 1.5 2005/09/08 00:09:31 taylor - * fix building/linking of command line tools under Linux/OSX - * add tools as targets to OSX project file - * - * Revision 1.4 2005/05/24 20:52:10 taylor - * make sure that we recursively create directories for Linux/OSX - * replace older recursive mkdir method in cfileextractor with new method - * - * Revision 1.3 2005/05/24 03:12:27 taylor - * get command sanity check right, fixes lowercase on extract too - * - * Revision 1.2 2005/05/18 01:57:54 taylor - * a few help text adjustments and fix some compiler warnings - * - * Revision 1.1 2005/05/17 21:00:57 taylor - * Initial import of cfileextractor, still needs some work but does what it needs to - * - * - * $NoKeywords: $ - */ + #include "cfile/cfile.h" #include "globalincs/pstypes.h" diff --git a/fs2_open/code/cmdline/cmdline.cpp b/fs2_open/code/cmdline/cmdline.cpp index fd48e74d26..76be1877ea 100644 --- a/fs2_open/code/cmdline/cmdline.cpp +++ b/fs2_open/code/cmdline/cmdline.cpp @@ -7,879 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Cmdline/cmdline.cpp $ - * $Revision: 2.140.2.23 $ - * $Date: 2008-01-19 00:27:06 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.140.2.22 2008/01/08 01:41:13 Kazan - * add chat/pxo files to MSVC 2005 project - * Fix the autopilot cinematic wiggle, hopefully once and for all (every tick force all nav carry ship orientation and wing'ed-ship positions) - * - * Revision 2.140.2.21 2007/10/15 06:43:08 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.140.2.20 2007/08/17 03:29:48 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 2.140.2.19 2007/07/29 03:10:59 Goober5000 - * allow embedded dashes in command-line options - * - * Revision 2.140.2.18 2007/06/24 17:59:17 karajorma - * Fix an issue with single character command line arguments - * - * Revision 2.140.2.17 2007/05/28 19:46:15 taylor - * oops! the exit() was supposed to come /after/ the last printf() :) - * - * Revision 2.140.2.16 2007/05/25 13:47:10 taylor - * make Linux just verbally ignore invalid cmdline options rather than it being fatal - * - * Revision 2.140.2.15 2007/04/17 17:15:31 karajorma - * Remove the -fredhtl command line. - * - * Revision 2.140.2.14 2007/04/11 18:23:01 taylor - * this got chopped off of the previous commit for some reason - * - * Revision 2.140.2.13 2007/04/11 18:21:21 taylor - * cleanup of chcksum stuff (works properly on 64-bit systems now) - * add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps) - * little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap) - * - * Revision 2.140.2.12 2007/04/06 12:55:36 karajorma - * Add the -cap_object_update command line to force multiplayer clients to a more server friendly object update setting. - * - * Revision 2.140.2.11 2007/03/22 20:55:36 taylor - * forgot to remove -jpgtga from Launcher options previously - * get rid of -fixbugs and -nocrash crap - * - * Revision 2.140.2.10 2007/02/11 09:24:08 taylor - * remove -pcx32 and -jpgtga - * - * Revision 2.140.2.9 2006/11/15 00:21:40 taylor - * clean up some cmdline options which were/weren't FSO only - * add back the "-32bit" option, for retail compatibility (doesn't do anything, it's just there to avoid the unknown option message) - * add "-debug_window" to turn on the Windows-only extra debug output window (it's off by default now, only logging to file instead) - * - * Revision 2.140.2.8 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.140.2.7 2006/08/22 05:42:56 taylor - * minor spelling/grammer fixes - * - * Revision 2.140.2.6 2006/07/28 02:44:40 taylor - * switch from Assert() to basic error fixage for end-of-string white space check - * - * Revision 2.140.2.5 2006/07/25 16:25:11 taylor - * support for cmdline option stacking (a per option setting) so that things like "-mod derelict -mod mediavp" will end up as "-mod derelict,mediavp" to the game - * fix bug where white space chars didn't get dropped from the end of a option string like they were supposed to - * allow for something like "-ambient_factor 100 -ambient_factor 70" to use the proper value, the last one specified, rather than just accept the first instance - * - * Revision 2.140.2.4 2006/07/08 18:09:41 taylor - * remove -allslev - * make CTRL-SHIFT-S hotkey work in mission simulator (it's a toggle, so you can turn it on or off while on the screen) - * fix a bug where blank lines would show up in the campaign list for branch/alternate type missions that are otherwise marked as not completed - * - * Revision 2.140.2.3 2006/06/18 17:21:49 taylor - * add a -disable_fbo troubleshooting option for those ATI users having trouble with FBOs, but can still use envmapping otherwise - * - * Revision 2.140.2.2 2006/06/15 00:16:23 taylor - * remove previous attempts at the Y bug fix, it's now back to the retail code for that - * - * Revision 2.140.2.1 2006/06/12 03:34:18 taylor - * remove temporary cmdline options (-spec_scale, -env_scale, -alpha_alpha_blend) - * tack on an extra byte to the flags.lch file so that the launcher can easily detect if it's an OpenAL build or not - * - * Revision 2.140 2006/05/27 17:18:56 taylor - * d'oh! that was supposed to be off by default! - * - * Revision 2.139 2006/05/27 17:17:57 taylor - * few things: - * - comment out that -fixbugs and -nocrash crap, that's just stupid - * - move -env off of the experimental list (since it's working pretty well in OGL) - * - remove -nobeampierce - * - remove -max_subdivide (didn't do anything) - * - remove -rt (didn't do anything, and per-coder cmdline options should never be in CVS) - * - move -cache_bitmaps to game speed rather than graphics - * - add options for env and spec map scaling for envmaps (temporary, to be removed before official 3.6.8) - * - add option for new alpha blend mode so that artists can still test with it but not mess up normal users with the bad MediaVPs - * - remove -d3d_particle (it's obsolete now) - * - * Revision 2.138 2006/05/13 07:29:51 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.137 2006/05/04 21:25:12 phreak - * the -decal command line doesn't enable decals anymore, just pops up a messagebox in windows saying that decals are disabled from now on. - * - * Revision 2.136 2006/04/05 13:47:01 taylor - * remove -tga16, it's obsolete now - * add a temporary -no_emissive_light option to not use emission type light in OGL - * - * Revision 2.135 2006/03/18 10:17:58 taylor - * we already have a variable to show the framerate so lets just use the one - * - * Revision 2.134 2006/02/24 07:36:49 taylor - * try and make some sense out of that cmdline option mess, maybe it will stay sane for a few days at least :) - * - * Revision 2.133 2006/02/01 23:35:31 phreak - * -ingame should be -ingame_join - * - * Revision 2.132 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 2.131 2006/01/10 18:37:45 randomtiger - * Improvements to voice recognition system. - * Also function put on -voicer launcher option. - * - * Revision 2.130 2005/12/14 17:58:26 taylor - * should have tested that better, it was still finding or ignoring options that it shouldn't if they were in the wrong order on - * the same source (source being the two possible cmdline_fso.cfg files and the actual args passed on the cmdline) - * - * Revision 2.129 2005/12/07 05:38:32 taylor - * make sure with cmdline option check that it's the actual option (-spec was getting picked out of the -spec_* options by mistake) - * - * Revision 2.128 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 2.127 2005/11/24 06:46:39 phreak - * Added wiki help for -rearm_timer and -missile_lighting - * - * Revision 2.126 2005/11/24 06:37:47 phreak - * Added -missile_lighting command line - * - * Revision 2.125 2005/11/23 00:43:20 phreak - * Command lines for rearm countdown timer. - * - * Revision 2.124 2005/11/21 00:46:06 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.123 2005/11/18 08:03:23 Goober5000 - * Wiki links updated; many thanks to StratComm :) - * --Goober5000 - * - * Revision 2.122 2005/11/13 06:55:38 taylor - * cmdline option cleanup: - * remove from launcher -pcx32, -cell, - - * remove from game -loadonlyused, -dxt, -pcx2dds - * rename -d3dmipmap, -d3d_no_vsync, -dnoshowvid to non API specific sounding names - * add -nograb into help output under Linux/OSX - * add -loadallweps and -img2dds - * - * Revision 2.121 2005/10/30 20:00:22 taylor - * same basic cleanup and self-sanity changes - * split up WinMain() and main() so it doesn't resemble ifdef hell - * rename WinMainSub() to game_main() and move anything that should have been in WinMain() to WinMain() - * - * Revision 2.120 2005/10/30 18:19:58 wmcoolmon - * Fix scripting.html - * - * Revision 2.119 2005/10/30 06:44:56 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.118 2005/10/24 04:48:14 taylor - * not sure what I was smoking there, max shininess value is 128, not 180 - * - * Revision 2.117 2005/10/23 20:34:29 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 2.116 2005/10/23 11:45:06 taylor - * add -ogl_shine to adjust the OGL shininess value so that people can play around and find the best value to use - * - * Revision 2.115 2005/10/22 04:28:16 unknownplayer - * Added -UseNewAI command line option to force the game to always use - * the SCP AI changes. As of now there's some problem in gr_d3d_set_render_target - * that crashes the game when it gets to a mission. - * - * Revision 2.114 2005/10/12 05:43:40 taylor - * temporary cmdline option, -y_bug_fix, to switch between original code (default) and previous attempt at the Y-bug fix - * - * Revision 2.113 2005/09/30 09:47:06 taylor - * remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it - * add -cache_bitmaps and have bitmap caching between levels off by default - * when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise - * - * Revision 2.112 2005/09/25 08:23:38 Goober5000 - * remove unneeded #include - * --Goober5000 - * - * Revision 2.111 2005/09/24 02:40:09 Goober5000 - * get rid of a whole bunch of Microsoft warnings - * --Goober5000 - * - * Revision 2.110 2005/09/21 03:55:31 Goober5000 - * add option for warp flash; mess with the cmdlines a bit - * --Goober5000 - * - * Revision 2.109 2005/09/05 09:33:08 taylor - * merge of OSX tree - * update cmdline stuff for Linux to be less stupid and provide better feedback to the user - * - * Revision 2.108 2005/08/01 10:00:39 taylor - * allow for both gamedir and userdir cmdline config files - * - * Revision 2.107 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.106 2005/07/07 16:32:33 taylor - * compiler warning fixes - * add -noibx troubleshooting cmdline option to disable use of IBX files - * don't try to set thuster object number is only one thruster bank is specified (default method should go into affect) - * - * Revision 2.105 2005/06/29 18:46:13 taylor - * add option to not scale up movies to fit window/screen, default is to scale - * (arguably not a bug but I said I would get it in before 3.6.5 and forgot) - * - * Revision 2.104 2005/05/24 07:05:49 wmcoolmon - * Commented out -fixbugs and -nocrash in preparation for 3.6.7 - * - * Revision 2.103 2005/05/12 17:49:10 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.102 2005/05/01 07:13:59 wmcoolmon - * -output_sexps command line - * - * Revision 2.101 2005/04/15 11:41:27 taylor - * stupid terminal, I !!! - * - * Revision 2.100 2005/04/15 11:36:55 taylor - * new GCC = new warning messages, yippeeee!! - * - * Revision 2.99 2005/03/25 06:57:33 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.98 2005/03/13 23:07:35 taylor - * enable 32-bit to 16-bit TGA conversion with -tga16 cmdline option (experimental) - * fix crash when upgrading from original campaign stats file to current - * - * Revision 2.97 2005/03/12 03:09:55 wmcoolmon - * New commandline option "-noparseerrors" - * - * Revision 2.96 2005/03/08 03:50:19 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.95 2005/03/03 06:05:26 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.94 2005/02/16 10:00:13 wmcoolmon - * "-ingame" command line option - * - * Revision 2.93 2005/02/10 04:02:37 wmcoolmon - * Addition of the -clipdist argument. - * - * Revision 2.92 2005/01/30 14:09:29 taylor - * it's -nosound not -noaudio - * - * Revision 2.91 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.90 2005/01/29 16:30:47 phreak - * smart shield command line stuff. this will be changed in the future, but i want people to test it. - * -phreak - * - * Revision 2.89 2005/01/21 08:29:04 taylor - * add -rlm cmdline option to switch to local viewpoint lighting calculations (OGL only for now) - * - * Revision 2.88 2004/12/24 19:36:12 Goober5000 - * resorted command-line options and added an option for WMC's ballistic gauge - * --Goober5000 - * - * Revision 2.87 2004/12/11 09:37:17 wmcoolmon - * Apparently I never commited -mpnoreturn... - * - * Revision 2.86 2004/12/02 11:20:33 taylor - * text of -no_set_gamma cmdline option shouldn't specify D3D since it works in OGL too - * - * Revision 2.85 2004/11/29 18:04:53 taylor - * little reorg to flags so Experimental won't show up twice - * add/update the wiki links since none of them worked before - * remove all options that require an argument since they won't work - * - * Revision 2.84 2004/11/23 19:29:13 taylor - * fix 2d warp in D3D, add cmdline option for 3d warp - * - * Revision 2.83 2004/09/10 13:51:45 et1 - * Command line option for TBP for warp stuff, "-tbpwarpeffects" - * - * Revision 2.82 2004/08/08 02:56:54 phreak - * fixed the -orbradar launcher string - * - * Revision 2.81 2004/08/02 22:40:59 phreak - * added -orbradar to enable orb rendering for the radar - * - * Revision 2.80 2004/08/01 02:31:18 phreak - * -phreak command line changed to -dualscanlines - * - * Revision 2.79 2004/07/29 03:49:44 Kazan - * fs2_open.exe was suffering the same problem as fred2 -- it was just a little less obvious - * - * Revision 2.78 2004/07/26 20:47:25 Kazan - * remove MCD complete - * - * Revision 2.77 2004/07/25 18:46:28 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.76 2004/07/12 16:32:42 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.75 2004/07/05 05:09:15 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.74 2004/06/29 06:00:45 wmcoolmon - * Added "-load_only_used", which makes FS2 load only used weapon data - * - * Revision 2.73 2004/06/26 00:28:05 wmcoolmon - * Added "-targetinfo" to toggle info next to targeted object. - * - * Revision 2.72 2004/06/19 22:15:48 wmcoolmon - * Added -nomotion debris command line option; also re-ordered categories. - * - * Revision 2.71 2004/06/06 12:25:19 randomtiger - * Added new compression option -pcx32dds, build posted in RSB forum. - * Changed flag because of launcher bug, have fixed launcher bug, will distribute later. - * Also removed experimental flag from launcher flag list, stupid people were reporting bugs on unfinished code. - * - * Revision 2.70 2004/05/01 22:47:23 randomtiger - * FS2_open will now take flag settings from cmdline_fso.cfg not cmdline.cfg. - * This means retail FS2 will not crash because of fs2_open flags. - * The new version of the launcher (v5) must used to setup flags now. - * Anyone distributing pre 3.6 builds should make this clear and 3.6 should come with Launcher v5. - * - * Revision 2.69 2004/05/01 17:10:18 Kazan - * Multiple -mod - "-mod ModA,ModB,ModC" in order of priority - * Giving you: - * Root: ModA - * Root: ModB - * Root: ModC - * Root: Fs2Default - * Root: CDRom - * - * Revision 2.68 2004/04/26 18:23:47 Kazan - * -no_fps_capping - * - * Revision 2.67 2004/04/26 00:23:25 taylor - * novbo and snd_preload cmdline options, fix moddir getting appended space - * - * Revision 2.66 2004/04/18 19:39:12 randomtiger - * Added -2d_poof command which allows access to 2D poof rendering - * Added -radar_reduce to launcher flag description structure - * - * Revision 2.65 2004/04/06 01:11:41 Kazan - * make custom build work again - * - * Revision 2.64 2004/04/03 18:11:20 Kazan - * FRED fixes - * - * Revision 2.63 2004/04/02 18:25:16 randomtiger - * Changed D3D secondry texture system to be off by default to save mem. - * Added some friendly names for parameters. - * - * Revision 2.62 2004/03/20 14:47:12 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.61 2004/03/19 14:51:54 randomtiger - * New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system. - * - * Revision 2.60 2004/03/19 11:44:04 randomtiger - * Removed -d3d_notmanaged param. - * Tided D3D texture code. Merged remaining section code into the rest of the system. - * Prepared for removal of code causing waste of memory for secondry store of textures. - * - * Revision 2.59 2004/03/16 18:37:01 randomtiger - * Added new launcher flag construction code. - * - * Revision 2.58 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.57 2004/02/27 04:09:55 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.55 2004/02/20 21:45:40 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.54 2004/02/16 11:47:31 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.53 2004/02/04 10:14:25 Goober5000 - * changed spec and glow to be off by default; command lines are now -spec and -glow - * --Goober5000 - * - * Revision 2.52 2004/01/29 01:34:00 randomtiger - * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. - * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. - * - * Revision 2.51 2004/01/24 14:31:26 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.50 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.49 2003/12/04 20:39:09 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.48 2003/12/03 19:27:00 randomtiger - * Changed -t32 flag to -jpgtga - * Added -query_flag to identify builds with speech not compiled and other problems - * Now loads up launcher if videocard reg entry not found - * Now offers to go online to download launcher if its not present - * Changed target view not to use lower res texture, hi res one is already chached so might as well use it - * - * Revision 2.47 2003/11/29 10:52:09 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.46 2003/11/19 20:37:23 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.44 2003/11/15 18:09:33 randomtiger - * Put TGA and JPG stuff on -t32 flag - * Put 32 bit PCX stuff on -pcx32 (still has bugs) - * Added multisample checking on device initialisation - * Changed unrecognised parameter message (as requested) to be more user friendly - * Speech now chooses voice based on reg value set by launcher v3.1 - * - * Revision 2.43 2003/11/11 03:56:10 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.42 2003/11/09 06:31:38 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.41 2003/11/09 04:09:18 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.40 2003/11/08 22:25:47 Kazan - * Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar" - * DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS - * DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths! - * - * Revision 2.39 2003/11/03 18:07:26 randomtiger - * Added -d3d_no_vsync command to make turning off vsync optional. - * Removed 32bit command, it doesn't do anything. - * Made aa multisample reg check safe. - * - * Revision 2.38 2003/10/27 23:04:20 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.37 2003/10/26 00:31:58 randomtiger - * Fixed hulls not drawing (with Phreaks advise). - * Put my 32bit PCX loading under PCX_32 compile flag until its working. - * Fixed a bug with res 640x480 I introduced with my non standard mode code. - * Changed JPG and TGA loading command line param to "-t32" - * - * Revision 2.36 2003/10/24 17:35:04 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.35 2003/10/15 22:03:23 Kazan - * Da Species Update :D - * - * Revision 2.34 2003/10/14 17:39:12 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.33 2003/10/12 03:41:36 Kazan - * #Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now) - * - * Revision 2.32 2003/10/10 03:59:40 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.31 2003/09/25 21:12:22 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.30 2003/09/23 02:42:52 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.29 2003/09/14 19:00:02 wmcoolmon - * Changed "nospec" and "cell" to "Cmdline_nospec" and "Cmdline_cell" - * - * Revision 2.28 2003/09/14 18:32:24 wmcoolmon - * Added "-safeloading" command line parameter, which uses old fs2_retail-style loading code -C - * - * Revision 2.27 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.25 2003/09/09 17:10:54 matt - * Added -nospec cmd line param to disable specular -Sticks - * - * Revision 2.24 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.23 2003/08/21 20:54:37 randomtiger - * Fixed switching - RT - * - * Revision 2.22 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.21 2003/08/09 06:07:23 bobboau - * slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported - * - * Revision 2.20 2003/03/29 09:42:05 Goober5000 - * made beams default shield piercing again - * also added a beam no pierce command line flag - * and fixed something else which I forgot :P - * --Goober5000 - * - * Revision 2.19 2003/03/20 08:24:45 unknownplayer - * Modified the command line options so they are all in lower-case characters. - * Made a slight AI adjustment to how ships choose to attack turrets (they now have a 25% chance of attacking a beam turret which has fired at them from another ship) - * - * Revision 2.18 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.17 2003/02/22 04:13:17 wmcoolmon - * Added "-dshowvid" command-line option, which must be set in order for movies to play. - * - * Revision 2.16 2002/12/21 13:39:25 DTP - * did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe - * - * Revision 2.15 2002/12/17 03:08:18 DTP - * fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED. - * - * Revision 2.14 2002/12/17 02:22:34 DTP - * wrong name :) - * - * Revision 2.13 2002/12/17 02:21:06 DTP - * cleaned up after phreak :). it will make a mess in debug builds. added a couple of ifndef _debugs. - * - * Revision 2.12 2002/12/14 17:09:08 phreak - * added a command line that displays frames per second when enabled. - * use "-fps" - * - * Revision 2.11 2002/11/10 16:32:42 DTP - * -DTP reworked mod support, - * - * Revision 2.10 2002/11/10 16:30:53 DTP - * -DTP reworked mod support, - * - * Revision 2.9 2002/10/27 23:55:36 DTP - * DTP; started basic implementation of mod-support - * plain files only for now. fs2_open.exe -mod X will look for files in fs2/ X /all-legal-subdirectories. no checking/creating dirs yet. directories must be there. - * - * Revision 2.8 2002/10/22 23:02:39 randomtiger - * Made Phreaks alternative scanning style optional under the command line tag "-phreak" - * Fixed bug that changes HUD colour when targetting debris in a full nebula. - RT - * - * Revision 2.7 2002/10/19 03:50:28 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.6 2002/08/27 13:38:57 penguin - * Moved DirectX8 stuff to directx8 branch; reverted to previous - * - * Revision 2.4.2.4 2002/11/10 11:32:29 randomtiger - * - * Made D3D8 mipmapping optional on command line flag -d3dmipmip, off by default. - * When on is now less blury. - RT - * - * Revision 2.4.2.3 2002/11/04 23:53:24 randomtiger - * - * Added new command line parameter -d3dlauncher which brings up the launcher. - * This is needed since FS2 DX8 now stores the last successful details in the registry and - * uses them to choose the adapter and mode to run in unless its windowed or they are not set. - * Added some code for Antialiasing but it messes up the font but hopefully that can be fixed later. - RT - * - * Revision 2.4.2.2 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.4.2.1 2002/08/27 13:19:02 penguin - * Moved to directx8 branch - * - * Revision 2.5 2002/08/18 19:48:28 randomtiger - * Added new lib files: strmiids and ddraw to get dshow working - * Added new command line parameter to active direct show movie play: -dshowvid - * Uncommented movie_play calls and includes - * - * Revision 2.4 2002/08/07 00:44:13 DTP - * Implented -GF4FIX commandline switch - * - * Revision 2.3 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 06:35:15 DTP - * added -almission commandline arguement, will autoload mission i.e fs2_open.exe -almission kickass will autoload kickass.fs2 which should be a multiplayer mission. - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/08 17:29:17 mharris - * more port tweaks - * - * Revision 1.2 2002/05/07 13:22:14 mharris - * added pstypes.h include - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 7 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 6 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 5 6/22/99 9:37p Dave - * Put in pof spewing. - * - * 4 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 3 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 38 10/02/98 3:22p Allender - * fix up the -connect option and fix the -port option - * - * 37 9/15/98 4:04p Allender - * added back in the -ip_addr command line switch because it needs to be - * in the standalone server only executable - * - * 36 9/14/98 11:52a Allender - * don't use cfile - * - * 35 9/14/98 11:28a Allender - * support for server bashing of address when received from client. Added - * a cmdline.cfg file to process command line arguments from a file - * - * 34 9/08/98 2:20p Allender - * temporary code to force IP address to a specific value. - * - * 33 8/20/98 5:30p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 32 8/07/98 10:39a Allender - * fixed debug standalone problem where stats would continually get sent - * to tracker. more debug code to help find stats problem - * - * 31 7/24/98 11:14a Allender - * start of new command line options for version 1.04 - * - * 30 5/21/98 1:50a Dave - * Remove obsolete command line functions. Reduce shield explosion packets - * drastically. Tweak PXO screen even more. Fix file xfer system so that - * we can guarantee file uniqueness. - * - * 29 5/18/98 9:10p Dave - * Put in many new PXO features. Fixed skill level bashing in multiplayer. - * Removed several old command line options. Put in network config files. - * - * 28 5/09/98 7:16p Dave - * Put in CD checking. Put in standalone host password. Made pilot into - * popup scrollable. - * - * 27 4/23/98 8:27p Allender - * basic support for cutscene playback. Into movie code in place. Tech - * room can view cutscenes stored in CDROM_dir variable - * - * 26 4/09/98 5:43p Dave - * Remove all command line processing from the demo. Began work fixing up - * the new multi host options screen. - * - * 25 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 24 4/01/98 5:56p Dave - * Fixed a messaging bug which caused msg_all mode in multiplayer not to - * work. Compile out a host of multiplayer options not available in the - * demo. - * - * 23 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 22 2/22/98 12:19p John - * Externalized some strings - * - * 21 1/31/98 4:32p Dave - * Put in new support for VMT player validation, game logging in and game - * logging out. - * - * 20 12/10/97 4:45p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 19 12/09/97 6:14p Lawrance - * add -nomusic flag - * - * 18 12/01/97 5:10p Dave - * Fixed a syntax bug. - * - * 17 12/01/97 4:59p Dave - * Synchronized multiplayer debris objects. Put in pilot popup in main - * hall. Optimized simulated multiplayer lag module. Fixed a potential - * file_xfer bug. - * - * 16 11/28/97 7:04p Dave - * Emergency checkin due to big system crash. - * - * 15 11/28/97 5:06p Dave - * Put in facilities for simulating multiplayer lag. - * - * 14 11/24/97 5:42p Dave - * Fixed a file xfer buffer free/malloc problem. Lengthened command line - * switch string parse length. - * - * 13 11/12/97 4:39p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 12 11/11/97 4:54p Dave - * Put in support for single vs. multiplayer pilots. Put in initial player - * selection screen (no command line option yet). Started work on - * multiplayer campaign file save gaming. - * - * 11 11/11/97 11:55a Allender - * initialize network at beginning of application. create new call to set - * which network protocol to use - * - * 10 9/18/97 10:12p Dave - * Added -gimmemedals, which gives the current pilot all the medals in the - * game (debug) - * - * 9 9/18/97 9:20a Dave - * Minor modifications - * - * 8 9/15/97 11:40p Lawrance - * remove demo granularity switch - * - * 7 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 6 9/03/97 5:03p Lawrance - * add support for -nosound command line parm - * - * 5 8/22/97 8:52a Dave - * Removed a return statement which would have broken the parser out too - * early. - * - * 4 8/21/97 4:55p Dave - * Added a switch for multiplayer chat streaming. Added a section for - * global command line vars. - * - * 3 8/06/97 2:26p Dave - * Made the command line parse more robust. Made it easier to add and - * process new command-line switches. - * - * 2 8/04/97 3:13p Dave - * Added command line functions. See cmdline.cpp for directions on adding - * new switches - * - * 1 8/04/97 9:58a Dave - * - * $NoKeywords: $ - */ #include "camera/camera.h" //VIEWER_ZOOM_DEFAULT #include "cmdline/cmdline.h" diff --git a/fs2_open/code/cmdline/cmdline.h b/fs2_open/code/cmdline/cmdline.h index 2fa84fbd57..1de6ea8925 100644 --- a/fs2_open/code/cmdline/cmdline.h +++ b/fs2_open/code/cmdline/cmdline.h @@ -8,597 +8,7 @@ */ -/* - * $Logfile: /Freespace2/code/Cmdline/cmdline.h $ - * $Revision: 2.89.2.9 $ - * $Date: 2008-01-08 01:41:13 $ - * $Author: Kazan $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.89.2.8 2007/10/15 06:43:08 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.89.2.7 2007/04/11 18:21:22 taylor - * cleanup of chcksum stuff (works properly on 64-bit systems now) - * add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps) - * little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap) - * - * Revision 2.89.2.6 2007/04/06 12:55:37 karajorma - * Add the -cap_object_update command line to force multiplayer clients to a more server friendly object update setting. - * - * Revision 2.89.2.5 2007/02/11 09:24:08 taylor - * remove -pcx32 and -jpgtga - * - * Revision 2.89.2.4 2006/11/15 00:21:40 taylor - * clean up some cmdline options which were/weren't FSO only - * add back the "-32bit" option, for retail compatibility (doesn't do anything, it's just there to avoid the unknown option message) - * add "-debug_window" to turn on the Windows-only extra debug output window (it's off by default now, only logging to file instead) - * - * Revision 2.89.2.3 2006/07/08 18:09:41 taylor - * remove -allslev - * make CTRL-SHIFT-S hotkey work in mission simulator (it's a toggle, so you can turn it on or off while on the screen) - * fix a bug where blank lines would show up in the campaign list for branch/alternate type missions that are otherwise marked as not completed - * - * Revision 2.89.2.2 2006/06/18 17:21:49 taylor - * add a -disable_fbo troubleshooting option for those ATI users having trouble with FBOs, but can still use envmapping otherwise - * - * Revision 2.89.2.1 2006/06/15 00:16:23 taylor - * remove previous attempts at the Y bug fix, it's now back to the retail code for that - * - * Revision 2.89 2006/05/27 17:17:57 taylor - * few things: - * - comment out that -fixbugs and -nocrash crap, that's just stupid - * - move -env off of the experimental list (since it's working pretty well in OGL) - * - remove -nobeampierce - * - remove -max_subdivide (didn't do anything) - * - remove -rt (didn't do anything, and per-coder cmdline options should never be in CVS) - * - move -cache_bitmaps to game speed rather than graphics - * - add options for env and spec map scaling for envmaps (temporary, to be removed before official 3.6.8) - * - add option for new alpha blend mode so that artists can still test with it but not mess up normal users with the bad MediaVPs - * - remove -d3d_particle (it's obsolete now) - * - * Revision 2.88 2006/05/13 07:29:51 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.87 2006/04/05 13:47:01 taylor - * remove -tga16, it's obsolete now - * add a temporary -no_emissive_light option to not use emission type light in OGL - * - * Revision 2.86 2006/03/18 10:17:58 taylor - * we already have a variable to show the framerate so lets just use the one - * - * Revision 2.85 2006/02/24 07:36:49 taylor - * try and make some sense out of that cmdline option mess, maybe it will stay sane for a few days at least :) - * - * Revision 2.84 2006/01/10 18:37:45 randomtiger - * Improvements to voice recognition system. - * Also function put on -voicer launcher option. - * - * Revision 2.83 2005/11/24 06:37:47 phreak - * Added -missile_lighting command line - * - * Revision 2.82 2005/11/23 00:43:20 phreak - * Command lines for rearm countdown timer. - * - * Revision 2.81 2005/11/21 00:46:06 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.80 2005/11/13 06:55:38 taylor - * cmdline option cleanup: - * remove from launcher -pcx32, -cell, -UseNewAI - * remove from game -loadonlyused, -dxt, -pcx2dds - * rename -d3dmipmap, -d3d_no_vsync, -dnoshowvid to non API specific sounding names - * add -nograb into help output under Linux/OSX - * add -loadallweps and -img2dds - * - * Revision 2.79 2005/10/30 20:00:22 taylor - * same basic cleanup and self-sanity changes - * split up WinMain() and main() so it doesn't resemble ifdef hell - * rename WinMainSub() to game_main() and move anything that should have been in WinMain() to WinMain() - * - * Revision 2.78 2005/10/23 11:45:06 taylor - * add -ogl_shine to adjust the OGL shininess value so that people can play around and find the best value to use - * - * Revision 2.77 2005/10/22 04:28:16 unknownplayer - * Added -UseNewAI command line option to force the game to always use - * the SCP AI changes. As of now there's some problem in gr_d3d_set_render_target - * that crashes the game when it gets to a mission. - * - * Revision 2.76 2005/10/12 05:43:40 taylor - * temporary cmdline option, -y_bug_fix, to switch between original code (default) and previous attempt at the Y-bug fix - * - * Revision 2.75 2005/09/30 09:47:06 taylor - * remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it - * add -cache_bitmaps and have bitmap caching between levels off by default - * when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise - * - * Revision 2.74 2005/09/21 03:55:31 Goober5000 - * add option for warp flash; mess with the cmdlines a bit - * --Goober5000 - * - * Revision 2.73 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.72 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.71 2005/07/07 16:32:33 taylor - * compiler warning fixes - * add -noibx troubleshooting cmdline option to disable use of IBX files - * don't try to set thuster object number is only one thruster bank is specified (default method should go into affect) - * - * Revision 2.70 2005/06/29 18:46:13 taylor - * add option to not scale up movies to fit window/screen, default is to scale - * (arguably not a bug but I said I would get it in before 3.6.5 and forgot) - * - * Revision 2.69 2005/03/13 23:07:35 taylor - * enable 32-bit to 16-bit TGA conversion with -tga16 cmdline option (experimental) - * fix crash when upgrading from original campaign stats file to current - * - * Revision 2.68 2005/02/16 10:00:13 wmcoolmon - * "-ingame" command line option - * - * Revision 2.67 2005/01/30 12:50:08 taylor - * merge with Linux/OSX tree - p0130 - * - * Revision 2.66 2005/01/29 16:30:46 phreak - * smart shield command line stuff. this will be changed in the future, but i want people to test it. - * -phreak - * - * Revision 2.65 2005/01/21 08:29:04 taylor - * add -rlm cmdline option to switch to local viewpoint lighting calculations (OGL only for now) - * - * Revision 2.64 2004/12/24 19:36:12 Goober5000 - * resorted command-line options and added an option for WMC's ballistic gauge - * --Goober5000 - * - * Revision 2.63 2004/11/23 19:29:13 taylor - * fix 2d warp in D3D, add cmdline option for 3d warp - * - * Revision 2.62 2004/09/10 13:51:20 et1 - * Command line option for TBP for warp stuff, "-tbpwarpeffects" - * - * Revision 2.61 2004/08/11 05:06:19 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.60 2004/08/02 22:40:59 phreak - * added -orbradar to enable orb rendering for the radar - * - * Revision 2.59 2004/08/01 02:31:18 phreak - * -phreak command line changed to -dualscanlines - * - * Revision 2.58 2004/07/25 18:46:28 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.57 2004/07/05 05:09:15 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.56 2004/06/19 22:15:48 wmcoolmon - * Added -nomotion debris command line option; also re-ordered categories. - * - * Revision 2.55 2004/06/06 12:25:19 randomtiger - * Added new compression option -pcx32dds, build posted in RSB forum. - * Changed flag because of launcher bug, have fixed launcher bug, will distribute later. - * Also removed experimental flag from launcher flag list, stupid people were reporting bugs on unfinished code. - * - * Revision 2.54 2004/04/26 18:23:47 Kazan - * -no_fps_capping - * - * Revision 2.53 2004/04/26 00:23:26 taylor - * novbo and snd_preload cmdline options, fix moddir getting appended space - * - * Revision 2.52 2004/04/18 19:39:12 randomtiger - * Added -2d_poof command which allows access to 2D poof rendering - * Added -radar_reduce to launcher flag description structure - * - * Revision 2.51 2004/04/03 18:11:20 Kazan - * FRED fixes - * - * Revision 2.50 2004/03/20 14:47:12 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.49 2004/03/19 14:51:54 randomtiger - * New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system. - * - * Revision 2.48 2004/03/19 11:44:04 randomtiger - * Removed -d3d_notmanaged param. - * Tided D3D texture code. Merged remaining section code into the rest of the system. - * Prepared for removal of code causing waste of memory for secondry store of textures. - * - * Revision 2.47 2004/02/27 04:09:55 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.46 2004/02/16 11:47:31 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.45 2004/01/29 01:34:00 randomtiger - * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. - * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. - * - * Revision 2.44 2004/01/24 14:31:27 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.43 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.42 2003/12/04 20:39:09 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.41 2003/12/03 19:27:00 randomtiger - * Changed -t32 flag to -jpgtga - * Added -query_flag to identify builds with speech not compiled and other problems - * Now loads up launcher if videocard reg entry not found - * Now offers to go online to download launcher if its not present - * Changed target view not to use lower res texture, hi res one is already chached so might as well use it - * - * Revision 2.40 2003/11/29 10:52:09 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.39 2003/11/19 20:37:23 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.38 2003/11/15 18:09:33 randomtiger - * Put TGA and JPG stuff on -t32 flag - * Put 32 bit PCX stuff on -pcx32 (still has bugs) - * Added multisample checking on device initialisation - * Changed unrecognised parameter message (as requested) to be more user friendly - * Speech now chooses voice based on reg value set by launcher v3.1 - * - * Revision 2.37 2003/11/09 06:31:38 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.36 2003/11/09 04:09:18 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.35 2003/11/08 22:25:47 Kazan - * Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar" - * DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS - * DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths! - * - * Revision 2.34 2003/11/03 18:07:26 randomtiger - * Added -d3d_no_vsync command to make turning off vsync optional. - * Removed 32bit command, it doesn't do anything. - * Made aa multisample reg check safe. - * - * Revision 2.33 2003/10/27 23:04:20 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.32 2003/10/24 17:35:04 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.31 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.30 2003/10/12 03:41:37 Kazan - * #Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now) - * - * Revision 2.29 2003/09/25 21:12:22 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.28 2003/09/23 02:42:52 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.27 2003/09/14 19:00:02 wmcoolmon - * Changed "nospec" and "cell" to "Cmdline_nospec" and "Cmdline_cell" - * - * Revision 2.26 2003/09/14 18:32:24 wmcoolmon - * Added "-safeloading" command line parameter, which uses old fs2_retail-style loading code -C - * - * Revision 2.25 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.23 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.22 2003/08/21 20:54:37 randomtiger - * Fixed switching - RT - * - * Revision 2.21 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.20 2003/08/09 06:07:23 bobboau - * slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported - * - * Revision 2.19 2003/03/29 09:42:05 Goober5000 - * made beams default shield piercing again - * also added a beam no pierce command line flag - * and fixed something else which I forgot :P - * --Goober5000 - * - * Revision 2.18 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.17 2003/02/22 04:13:17 wmcoolmon - * Added "-dshowvid" command-line option, which must be set in order for movies to play. - * - * Revision 2.16 2002/12/21 13:39:25 DTP - * did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe - * - * Revision 2.15 2002/12/17 03:08:18 DTP - * fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED. - * - * Revision 2.14 2002/12/17 02:22:34 DTP - * wrong name :) - * - * Revision 2.13 2002/12/17 02:21:06 DTP - * cleaned up after phreak :). it will make a mess in debug builds. added a couple of ifndef _debugs. - * - * Revision 2.12 2002/11/10 16:30:53 DTP - * -DTP reworked mod support, - * - * Revision 2.11 2002/10/31 21:14:16 DTP - * DTP Quickly added something needed to cmdline.h, since otherwise we can not compile the code as it misses some externals. Thought a rollback rolled all back. - * - * Revision 2.10 2002/10/30 20:22:30 inquisitor - * Bad Committ, Rolling back - * - * Revision 2.7 2002/10/22 23:02:39 randomtiger - * Made Phreaks alternative scanning style optional under the command line tag "-phreak" - * Fixed bug that changes HUD colour when targetting debris in a full nebula. - RT - * - * Revision 2.6 2002/10/19 03:50:28 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.5 2002/08/27 13:38:57 penguin - * Moved DirectX8 stuff to directx8 branch; reverted to previous - * - * Revision 2.3.2.4 2002/11/10 11:32:29 randomtiger - * - * Made D3D8 mipmapping optional on command line flag -d3dmipmip, off by default. - * When on is now less blury. - RT - * - * Revision 2.3.2.3 2002/11/04 23:53:24 randomtiger - * - * Added new command line parameter -d3dlauncher which brings up the launcher. - * This is needed since FS2 DX8 now stores the last successful details in the registry and - * uses them to choose the adapter and mode to run in unless its windowed or they are not set. - * Added some code for Antialiasing but it messes up the font but hopefully that can be fixed later. - RT - * - * Revision 2.3.2.2 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.3.2.1 2002/08/27 13:19:02 penguin - * Moved to directx8 branch - * - * Revision 2.4 2002/08/18 19:48:28 randomtiger - * Added new lib files: strmiids and ddraw to get dshow working - * Added new command line parameter to active direct show movie play: -dshowvid - * Uncommented movie_play calls and includes - * - * Revision 2.3 2002/08/07 00:44:13 DTP - * Implented -GF4FIX commandline switch - * - * Revision 2.2 2002/07/29 06:35:15 DTP - * added -almission commandline arguement, will autoload mission i.e fs2_open.exe -almission kickass will autoload kickass.fs2 which should be a multiplayer mission. - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/08 17:29:17 mharris - * more port tweaks - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 7 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 6 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 5 6/22/99 9:37p Dave - * Put in pof spewing. - * - * 4 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 3 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 27 9/15/98 4:04p Allender - * added back in the -ip_addr command line switch because it needs to be - * in the standalone server only executable - * - * 26 9/14/98 11:28a Allender - * support for server bashing of address when received from client. Added - * a cmdline.cfg file to process command line arguments from a file - * - * 25 9/08/98 2:20p Allender - * temporary code to force IP address to a specific value. - * - * 24 8/20/98 5:30p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 23 8/07/98 10:40a Allender - * new command line flags for starting netgames. Only starting currently - * works, and PXO isn't implemented yet - * - * 22 7/24/98 11:14a Allender - * start of new command line options for version 1.04 - * - * 21 5/21/98 1:50a Dave - * Remove obsolete command line functions. Reduce shield explosion packets - * drastically. Tweak PXO screen even more. Fix file xfer system so that - * we can guarantee file uniqueness. - * - * 20 5/18/98 9:10p Dave - * Put in many new PXO features. Fixed skill level bashing in multiplayer. - * Removed several old command line options. Put in network config files. - * - * 19 5/09/98 7:16p Dave - * Put in CD checking. Put in standalone host password. Made pilot into - * popup scrollable. - * - * 18 4/23/98 8:27p Allender - * basic support for cutscene playback. Into movie code in place. Tech - * room can view cutscenes stored in CDROM_dir variable - * - * 17 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 16 1/31/98 4:32p Dave - * Put in new support for VMT player validation, game logging in and game - * logging out. - * - * 15 12/10/97 4:45p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 14 12/09/97 6:14p Lawrance - * add -nomusic flag - * - * 13 11/28/97 7:04p Dave - * Emergency checkin due to big system crash. - * - * 12 11/28/97 5:06p Dave - * Put in facilities for simulating multiplayer lag. - * - * 11 11/24/97 5:42p Dave - * Fixed a file xfer buffer free/malloc problem. Lengthened command line - * switch string parse length. - * - * 10 11/12/97 4:39p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 9 11/11/97 4:54p Dave - * Put in support for single vs. multiplayer pilots. Put in initial player - * selection screen (no command line option yet). Started work on - * multiplayer campaign file save gaming. - * - * 8 9/18/97 10:13p Dave - * Added -gimmemedals, which gives the current pilot all the medals in the - * game (debug) - * - * 7 9/18/97 9:20a Dave - * Minor modifications - * - * 6 9/15/97 11:40p Lawrance - * remove demo granularity switch - * - * 5 9/03/97 5:03p Lawrance - * add support for -nosound command line parm - * - * 4 8/21/97 4:55p Dave - * Added a switch for multiplayer chat streaming. Added a section for - * global command line vars. - * - * 3 8/06/97 2:26p Dave - * Made the command line parse more robust. Made it easier to add and - * process new command-line switches. - * - * 2 8/04/97 3:13p Dave - * Added command line functions. See cmdline.cpp for directions on adding - * new switches - * - * 1 8/04/97 9:58a Dave - * - * $NoKeywords: $ - */ #ifndef FS_CMDLINE_HEADER_FILE #define FS_CMDLINE_HEADER_FILE diff --git a/fs2_open/code/cmeasure/cmeasure.cpp b/fs2_open/code/cmeasure/cmeasure.cpp index cbaeecbbc1..a36135ab50 100644 --- a/fs2_open/code/cmeasure/cmeasure.cpp +++ b/fs2_open/code/cmeasure/cmeasure.cpp @@ -7,239 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CMeasure/CMeasure.cpp $ - * $Revision: 2.9 $ - * $Date: 2005-12-04 19:07:48 $ - * $Author: wmcoolmon $ - * - * Counter measures. Created by Mike Kulas, May 12, 1997. - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.7 2005/11/21 00:46:06 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.6 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2004/07/26 20:47:25 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:43 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:41 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 9/05/99 11:25p Mikek - * Debug code (only on NDEBUG). Don't drop countermeasures if - * Ai_firing_enabled not set. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 44 4/29/98 9:36p Allender - * ingame join tweaks. added network message for countermeasures - * - * 43 4/13/98 5:11p Mike - * More improvement to countermeasure code. - * - * 42 4/13/98 2:14p Mike - * Countermeasure balance testing for Jim. - * - * 41 4/10/98 11:02p Mike - * Make countermeasures less effective against aspect seekers than against - * heat seekers. - * Make AI ships match bank with each other when attacking a faraway - * target. - * Make ships not do silly loop-de-loop sometimes when attacking a faraway - * target. - * - * 40 3/31/98 5:11p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * 39 3/17/98 3:49p John - * Turned off lighting on counter measures. - * - * 38 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 37 2/23/98 5:44p Johnson - * Resolve build error. - * - * 36 2/23/98 4:30p Mike - * Make homing missiles detonate after they pass up their target. Make - * countermeasures less effective. - * - * 35 2/09/98 8:04p Lawrance - * Add objnum to cmeasure struct, correctly set source_objnum - * - * 34 2/05/98 11:20p Lawrance - * save/restore countermeasure data - * - * 33 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 32 2/04/98 12:20p Mike - * Make countermeasures detonate in a smaller radius. Make all in radius, - * not just homing one, detonate. - * - * 31 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 30 1/29/98 11:11a John - * Put in code to show dummy counter measure object. - * - * 29 1/23/98 5:06p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 28 1/23/98 9:43a Mike - * Debug-C to disallow countermeasure firing. - * Fix bug in countermeasure tracking by aspect seekers. - * - * 27 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 26 1/16/98 11:43a Mike - * Fix countermeasures. - * - * 25 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 24 11/29/97 2:05p John - * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2, - * like they used to incorrectly assume. Added code to model to read in - * thruster radius's. - * - * 23 10/27/97 3:24p Lawrance - * ensure countermeasures keep their initial velocity - * - * 22 9/14/97 4:50p Lawrance - * added some demo debugging code - * - * 21 9/04/97 5:09p Andsager - * implement physics using moment of inertia and mass (from BSPgen). - * Added to phys_info struct. Updated ship_info, polymodel structs. - * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables - * - * 20 8/20/97 11:09a Mike - * Make countermeasure lifetime based on skill level. - * - * 19 8/13/97 9:50p Allender - * split *_move into *_process_pre and *_process_post functions. - * process_pre functions called before object is moved. _process_post - * functions called after object is moved. Reordered code in ship_post - * and weapon_post for multiplayer - * - * 18 8/13/97 4:45p Allender - * fixed ship_fire_primary and fire_secondary to not take parameter for - * determining whether to count ammo or not. Fixed countermeasure firing - * for multiplayer - * - * 17 8/13/97 12:06p Lawrance - * supporting multiple types of fireball explosions - * - * 16 8/11/97 6:03p Mike - * Make ships with no shields not claim to have shields in target box. - * - * 15 8/08/97 4:29p Allender - * countermeasure stuff for multiplayer - * - * 14 7/31/97 5:55p John - * made so you pass flags to obj_create. - * Added new collision code that ignores any pairs that will never - * collide. - * - * 13 7/15/97 12:03p Andsager - * New physics stuff - * - * 12 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 11 6/24/97 10:04a Allender - * major multiplayer improvements. Better sequencing before game. - * Dealing with weapon/fireball/counter measure objects between - * client/host. - * - * 10 6/24/97 12:38a Lawrance - * fix minor bug with cycling cmeasure - * - * 9 6/05/97 1:37a Lawrance - * change syntax of a snd_play() - * - * 8 5/22/97 5:45p Mike - * Better countermeasure firing, key off availability, specify in - * weapons.tbl - * - * 7 5/22/97 12:06p Lawrance - * include Sound.h for playing sound fx - * - * 6 5/22/97 12:04p Lawrance - * added soundhook for cmeasure cycle - * - * 5 5/15/97 5:05p Mike - * In the midst of changing subsystem targetnig from type-based to - * pointer-based. - * Also allowed you to view a target while dead. - * - * 4 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 3 5/14/97 10:50a Mike - * More countermeasure stuff. - * - * 2 5/12/97 5:58p Mike - * Add countermeasures. - * - * 1 5/12/97 2:23p Mike - * - * $NoKeywords: $ - */ + #include "cmeasure/cmeasure.h" //#include "freespace2/freespace.h" diff --git a/fs2_open/code/cmeasure/cmeasure.h b/fs2_open/code/cmeasure/cmeasure.h index 7b43ba0fa3..1d9ef462dc 100644 --- a/fs2_open/code/cmeasure/cmeasure.h +++ b/fs2_open/code/cmeasure/cmeasure.h @@ -7,127 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/CMeasure/CMeasure.h $ - * $Revision: 2.6 $ - * $Date: 2005-12-04 19:07:48 $ - * $Author: wmcoolmon $ - * - * Counter measures. Created by Mike Kulas, May 12, 1997. - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/07/13 02:50:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.3 2004/08/11 05:06:19 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 20 4/11/98 5:17p Jim - * Reduced countermeasure firing rate from 2 times per second to 3 times - * per second. - * - * 19 4/10/98 11:02p Mike - * Make countermeasures less effective against aspect seekers than against - * heat seekers. - * Make AI ships match bank with each other when attacking a faraway - * target. - * Make ships not do silly loop-de-loop sometimes when attacking a faraway - * target. - * - * 18 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 17 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 16 2/23/98 4:30p Mike - * Make homing missiles detonate after they pass up their target. Make - * countermeasures less effective. - * - * 15 2/09/98 8:04p Lawrance - * Add objnum to cmeasure struct, correctly set source_objnum - * - * 14 2/05/98 11:20p Lawrance - * save/restore countermeasure data - * - * 13 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 12 1/16/98 11:43a Mike - * Fix countermeasures. - * - * 11 8/13/97 9:50p Allender - * split *_move into *_process_pre and *_process_post functions. - * process_pre functions called before object is moved. _process_post - * functions called after object is moved. Reordered code in ship_post - * and weapon_post for multiplayer - * - * 10 8/13/97 4:45p Allender - * fixed ship_fire_primary and fire_secondary to not take parameter for - * determining whether to count ammo or not. Fixed countermeasure firing - * for multiplayer - * - * 9 8/08/97 4:29p Allender - * countermeasure stuff for multiplayer - * - * 8 7/09/97 12:04a Mike - * Error prevention in matrix_interpolate(). - * - * 7 6/24/97 10:04a Allender - * major multiplayer improvements. Better sequencing before game. - * Dealing with weapon/fireball/counter measure objects between - * client/host. - * - * 6 5/22/97 5:45p Mike - * Better countermeasure firing, key off availability, specify in - * weapons.tbl - * - * 5 5/15/97 5:05p Mike - * In the midst of changing subsystem targetnig from type-based to - * pointer-based. - * Also allowed you to view a target while dead. - * - * 4 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 3 5/14/97 10:50a Mike - * More countermeasure stuff. - * - * 2 5/12/97 5:58p Mike - * Add countermeasures. - * - * 1 5/12/97 2:23p Mike - * - * $NoKeywords: $ - */ + #ifndef _CMEASURE_H #define _CMEASURE_H diff --git a/fs2_open/code/controlconfig/controlsconfig.cpp b/fs2_open/code/controlconfig/controlsconfig.cpp index 300b62cbf3..1104304465 100644 --- a/fs2_open/code/controlconfig/controlsconfig.cpp +++ b/fs2_open/code/controlconfig/controlsconfig.cpp @@ -7,371 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/ControlConfig/ControlsConfig.cpp $ - * $Revision: 2.18.2.1 $ - * $Date: 2007-12-28 02:10:35 $ - * $Author: Backslash $ - * - * C module for keyboard, joystick and mouse configuration - * - * $Log: not supported by cvs2svn $ - * Revision 2.18 2005/10/10 17:14:30 taylor - * remove NO_NETWORK - * fix controlconfig so that axes can be set to joystick/mouse using the mouse (required when no joystick attached) - * - * Revision 2.17 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.16 2005/07/13 02:50:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.15 2005/07/07 16:36:57 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.14 2005/07/02 19:42:14 taylor - * ton of non-standard resolution fixes - * - * Revision 2.13 2005/05/12 17:49:11 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.12 2005/04/28 05:29:28 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.11 2005/04/17 05:38:28 taylor - * updated Linux joystick code that's a bit less insane speed wise - * remove ability to build without joystick support, no reason to keep it around - * fix unusable warning flag with libjpeg building - * - * Revision 2.10 2005/03/02 21:24:43 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.9 2004/07/29 19:37:50 Kazan - * unbug the JS bug i caused --- kazan - * - * Revision 2.8 2004/07/26 20:47:26 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/25 00:31:28 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.6 2004/07/12 16:32:43 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/03/05 09:01:58 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.3 2003/04/05 11:09:21 Goober5000 - * fixed some fiddly bits with scrolling and ui stuff - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:00 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:41 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/16 06:06:23 mharris - * ifndef NO_JOYSTICK - * - * Revision 1.3 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 10/14/99 2:50p Jefff - * localization fixes - * - * 12 8/16/99 9:50a Jefff - * fixed loading of tab bitmaps - * - * 11 8/11/99 3:21p Jefff - * added tab highlights on conflict - * - * 10 7/26/99 5:25p Jefff - * removed invalidation of key binding for demo builds - * - * 9 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 8 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 7 6/19/99 2:46p Dave - * New control config screen. - * - * 6 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 5 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 61 8/09/98 11:55a Lawrance - * if GRAVIS_OEM is defined, map the throttle axis by default - * - * 60 6/19/98 3:51p Lawrance - * localize control text - * - * 59 6/17/98 11:04a Lawrance - * localize the control config strings - * - * 58 6/13/98 5:19p Hoffoss - * externalized control config texts. - * - * 57 6/09/98 5:15p Lawrance - * French/German localization - * - * 56 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 55 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 54 5/26/98 11:10a Lawrance - * Fix bug where window controls get disabled when F1 pressed twice - * - * 53 5/20/98 10:35p Hoffoss - * Fixed bug with mouse buttons not working when action isn't continuous. - * - * 52 5/19/98 4:08p Allender - * kill default binding for Z axis - * - * 51 5/19/98 12:56p Hoffoss - * Added some code to help prevent triple-clicking for binding the mouse - * button to an action (why people triple click is beyond me, - * though). - * - * 50 5/19/98 11:11a Lawrance - * Ensure X and Y axis have defaults! - * - * 49 5/18/98 4:53p Hoffoss - * Some force feedback tweaks and pilot initializations there should have - * been happening, but weren't, and not are! - * - * 48 5/18/98 10:15a Lawrance - * Only do hud squad msg key check when necessary - * - * 47 5/18/98 10:08a Lawrance - * deal with overlap between hud squad msg number keys and CC_CONTINUOUS - * keys - * - * 46 5/17/98 5:44p Hoffoss - * Made throttle never bound by default (ask Sandeep why if interested). - * - * 45 5/14/98 5:32p Hoffoss - * Improved axis binding code some more. - * - * 44 5/13/98 7:15p Hoffoss - * Fixed remaining bugs with axis binding. - * - * 43 5/13/98 1:17a Hoffoss - * Added joystick axes configurability. - * - * 42 5/12/98 3:49p Hoffoss - * Fixed bug where double mouse click would bind mouse button right away. - * - * 41 5/11/98 5:43p Hoffoss - * Made num lock not bindable. - * - * 40 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 39 5/07/98 6:25p Dave - * Fix strange boundary conditions which arise when players die/respawn - * while the game is being ended. Spiff up the chatbox doskey thing a bit. - * - * 38 5/05/98 1:48a Lawrance - * Add in missing help overlays - * - * 37 4/27/98 10:11a Lawrance - * Add in disabled beep for missing buttons - * - * 36 4/25/98 2:59p Hoffoss - * Fixed typo that was causing a bug. - * - * 35 4/22/98 1:51a Lawrance - * Take out multiplayer key from demo key config - * - * 34 4/16/98 4:29p Hoffoss - * Fixed bank_when_pressed functionality when using alt or shift for it. - * - * 33 4/15/98 11:06a Lawrance - * fix bug with a multi key showing up in demo, remove obsolete bindings - * from demo and full version - * - * 32 4/14/98 2:45p Hoffoss - * Made hitting escape to exit screen not play failed sound. - * - * 31 4/14/98 2:27p Hoffoss - * Made certain actions be hidden in demo build. - * - * 30 4/13/98 2:38p Hoffoss - * Added a tooltip handler and make binding attempts with illegal keys - * show a popup. - * - * 29 4/11/98 7:59p Lawrance - * Add support for help overlays - * - * 28 4/09/98 4:12p Hoffoss - * Changed check_control() to automatically register a control as used if - * it detects it being used. - * - * 27 4/08/98 11:11a Hoffoss - * Fixed some bugs that showed up due to fixing other bugs the other day - * with controls. - * - * 26 4/07/98 3:47p Hoffoss - * Fixed continuous controls checking with respect to modifiers. - * - * 25 4/06/98 11:17a Hoffoss - * Fixed num lock/pause interplay bug. - * - * 24 4/03/98 3:51p Hoffoss - * Fixed some bugs, and made changed Interplay requested regarding search - * mode. - * - * 23 3/31/98 4:12p Hoffoss - * Made control used status clear at mission init time. - * - * 22 3/23/98 11:28a Hoffoss - * Fixed flashing question mark bug. - * - * 21 3/21/98 11:30a John - * Fixed bug where joymouse caused you to stay in binding mode when - * binding joystick button 1 to something. - * - * 20 3/20/98 3:37p Hoffoss - * Tried to fix mitri's bug, failed miserably. - * - * 19 3/19/98 5:04p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 18 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 17 3/18/98 10:16a Hoffoss - * Fixed warning. - * - * 16 3/17/98 11:15a Hoffoss - * Made question mark that appears when you are in bind mode flash. - * - * 15 3/17/98 10:48a Hoffoss - * Allowed a special hack for "bank while pressed" action to use alt and - * shift keys standalone. - * - * 14 3/12/98 3:22p Hoffoss - * Fixed 2 bugs with one solution! Yay! Failed sound on bind fixed and - * pad enter now not translated to enter. - * - * 13 3/11/98 5:28p Hoffoss - * Added control config debug display info to possibly aid in tracking - * down a bug. - * - * 12 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 11 2/22/98 12:19p John - * Externalized some strings - * - * 10 2/20/98 3:39p Hoffoss - * Updated code for new control config screen artwork. - * - * 9 2/09/98 2:50p Hoffoss - * Made 'none' show up as gray instead of normal color, to distinguish it - * from actions with bound keys. - * - * 8 2/07/98 10:04p Hoffoss - * Changed color and placement of "more" indicator. - * - * 7 2/05/98 10:42a Hoffoss - * Fixed bug where while in bind mode, you could change the line selected - * using the mouse, and binding would work on the new line instead. - * - * 6 2/03/98 5:05p Hoffoss - * Added "clear other" button to clear all conflicting bindings with - * selected action. - * - * 5 1/22/98 4:53p Hoffoss - * Made training messages/directives display a joystick button in place of - * a keypress if there is no keypress bound to the action. - * - * 4 1/20/98 4:20p Hoffoss - * Removed confusing behavior of clear button clearing out the other - * binding in a conflict. - * - * 3 1/08/98 12:11p Hoffoss - * Changed Rudder axis to Roll axis, added new function we can use to - * check what joystick axes are valid with. - * - * 2 12/24/97 3:37p Hoffoss - * Moved control config stuff to seperate library to Fred can access it as - * well. - * - * 1 12/24/97 11:58a Hoffoss - * - * 98 12/22/97 2:15p Hoffoss - * Fixed bug where joystick axis lines weren't being displayed. - * - * 97 12/16/97 2:44p Hoffoss - * Added clear button to control config screen. - * - * 96 12/12/97 3:07p Hoffoss - * Changed how deleting bindings work. Each control of an action can be - * deleted independently or both at once. - * - * 95 12/07/97 2:36p John - * Made warp out be Alt+J instead of J - * - * 94 12/03/97 4:59p Hoffoss - * Added reset sound and change control config sounds around. - * - * 93 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * $NoKeywords: $ - * -*/ + #include "freespace2/freespace.h" diff --git a/fs2_open/code/controlconfig/controlsconfig.h b/fs2_open/code/controlconfig/controlsconfig.h index b932bcad5a..c4e44b48b3 100644 --- a/fs2_open/code/controlconfig/controlsconfig.h +++ b/fs2_open/code/controlconfig/controlsconfig.h @@ -7,315 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/ControlConfig/ControlsConfig.h $ - * $Revision: 2.15.2.1 $ - * $Date: 2007-12-28 02:10:34 $ - * $Author: Backslash $ - * - * Header file for keyboard, joystick and mouse configuration - * - * $Log: not supported by cvs2svn $ - * Revision 2.15 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 2.14 2005/10/11 05:24:33 wmcoolmon - * Gliding - * - * Revision 2.13 2005/07/13 02:50:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.12 2005/07/13 02:30:52 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.11 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.10 2005/01/16 22:39:08 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.9 2004/08/11 05:06:19 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.8 2004/07/25 00:31:28 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.7 2004/05/03 21:22:19 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.6 2004/04/06 03:09:01 phreak - * added a control config option for the wireframe hud targetbox i enabled ages ago - * - * Revision 2.5 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.4 2002/12/02 23:52:02 Goober5000 - * fixed misspelling - * - * Revision 2.3 2002/12/02 20:47:28 Goober5000 - * fixed misspelling of "category" as "catagory" - * - * Revision 2.2 2002/10/19 19:29:27 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/10/17 20:40:50 randomtiger - * Added ability to remove HUD ingame on keypress shift O - * So I've added a new key to the bind list and made use of already existing hud removal code. - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 5 8/19/99 10:59a Dave - * Packet loss detection. - * - * 4 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 26 6/13/98 5:19p Hoffoss - * externalized control config texts. - * - * 25 5/15/98 8:37p Lawrance - * Add 'equalize recharge rates' and 'target ship that sent last - * transmission' key bindings - * - * 24 5/14/98 5:32p Hoffoss - * Improved axis binding code some more. - * - * 23 5/13/98 7:15p Hoffoss - * Fixed remaining bugs with axis binding. - * - * 22 5/13/98 1:17a Hoffoss - * Added joystick axes configurability. - * - * 21 4/30/98 9:43p Hoffoss - * Added new actions for free look movement which are default bounded to - * the hat. - * - * 20 4/25/98 1:59p Lawrance - * fix merge typo - * - * 19 4/25/98 1:24p Lawrance - * Add time compression keys to key config - * - * 18 4/25/98 12:43p Allender - * added new shortcut key for attack my subsystem - * - * 17 4/18/98 5:00p Dave - * Put in observer zoom key. Made mission sync screen more informative. - * - * 16 4/10/98 12:47p Allender - * changed working on replay popup. Don't reference repair in comm menu. - * Added Shift-R for repair me - * - * 15 4/08/98 11:11a Hoffoss - * Fixed some bugs that showed up due to fixing other bugs the other day - * with controls. - * - * 14 3/31/98 4:15p Hoffoss - * Disabled the show objectives action. - * - * 13 3/23/98 12:27p Hoffoss - * Whoops, changed order in list but forget to actually change the number. - * - * 12 3/23/98 11:35a Hoffoss - * Fixed #defines that were out of sync. - * - * 11 3/19/98 5:04p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 10 3/11/98 5:28p Hoffoss - * Added control config debug display info to possibly aid in tracking - * down a bug. - * - * 9 2/28/98 7:02p Lawrance - * overhaul on-line help - * - * 8 2/26/98 12:33a Lawrance - * Added back slew mode, lots of changes to external and chase views. - * - * 7 2/02/98 6:59p Lawrance - * Adding new targeting keys (bomb, uninspected cargo, new ship, live - * turrets). - * - * 6 1/30/98 10:40a Lawrance - * remove any binding references to hotkey screen - * - * 5 1/28/98 6:19p Dave - * Reduced standalone memory usage ~8 megs. Put in support for handling - * multiplayer submenu handling for endgame, etc. - * - * 4 1/22/98 4:53p Hoffoss - * Made training messages/directives display a joystick button in place of - * a keypress if there is no keypress bound to the action. - * - * 3 1/02/98 4:42p Allender - * removed unused key bindings from control config list - * - * 2 12/30/97 4:47p Allender - * work with ignore my target command. Added new keyboard hotkey. Made - * it work globally - * - * 1 12/24/97 11:59a Hoffoss - * - * 41 11/24/97 10:20p Lawrance - * Add key 'KEY_N' to target next ship on monitoring view - * - * 40 11/21/97 5:57p Hoffoss - * Fixed bug where timef type controls weren't checking joystick buttons. - * - * 39 11/20/97 1:08a Lawrance - * add support for 'R' key - target closest friendly repair ship - * - * 38 11/17/97 6:40p Lawrance - * Changed 'I' key to toggle of extended target info, moved target closest - * locked missile to 'L' - * - * 37 11/02/97 1:15p Hoffoss - * Externed an array I need elsewhere. - * - * 36 10/28/97 12:12a Lawrance - * remove unused keys (Alt-H and Alt-F) - * - * 35 10/24/97 11:00p Hoffoss - * Controls config screen much improved. - * - * 34 10/22/97 4:50p Hoffoss - * Disabled throttle by default. - * - * 33 10/21/97 7:05p Hoffoss - * Overhauled the key/joystick control structure and usage throughout the - * entire FreeSpace code. The whole system is very different now. - * - * 32 10/18/97 7:19p Hoffoss - * Added timestamp recording when a key is pressed. - * - * 31 9/14/97 10:24p Lawrance - * add damage screen popup window - * - * 30 9/10/97 6:02p Hoffoss - * Added code to check for key-pressed sexp operator in FreeSpace as part - * of training mission stuff. - * - * 29 9/09/97 9:18a Hoffoss - * Added message token translation (phase 1) to FreeSpace for training - * missions support. - * - * 28 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 27 8/29/97 5:02p Sandeep - * fixed joystick support for shield config - * - * 26 8/25/97 12:24a Lawrance - * added keys for shield management - * - * 25 8/22/97 10:44p Sandeep - * Added Configurable support for energy management keys, keyboard and - * joystick - * - * 24 8/21/97 5:03p Sandeep - * Fixed joystick functions past "Target Closest Hostile Targeting Self" - * bug. - * - * 23 8/20/97 4:22p Sandeep - * Add support for joystick mapping to all keyboard configurable commands. - * Changed pilot file to allow support for new joystick, incompatible - * version 33 - * - * 22 8/07/97 11:27p Lawrance - * add support for 4th joystick axis (rudder), add new option to roll ship - * - * 21 7/08/97 11:37a Lawrance - * add joystick support for afterburners - * - * 20 7/01/97 11:52a Lawrance - * add targeting key, allow player to clear all bindings - * - * 19 6/24/97 12:38a Lawrance - * added in some new joystick bindings - * - * 18 6/17/97 8:57p Lawrance - * added target previous hostile/friendly - * - * 17 6/03/97 1:39a Allender - * made macros for joystick button id's - * - * 16 5/28/97 9:53a Lawrance - * move goals keys and squadmate message key from function keys to - * assignable keys - * - * 15 5/26/97 5:49p Lawrance - * supporting max range on radar - * - * 14 5/26/97 3:31p Lawrance - * assign key bindings for view modes and view controls - * - * 13 5/14/97 10:50a Mike - * More countermeasure stuff. - * - * 12 4/24/97 2:40p Lawrance - * add key for targeting closest ship attacking self - * - * 11 4/05/97 3:46p Allender - * lots 'o messaging stuff. Make shortcut keys for squadmate messaging - * work. Make menus a little more dynamic - * - * 10 4/01/97 7:50p Lawrance - * added many new keys, don't allow Shft or Alt as action keys, only allow - * Ctrl as an action key - * - * 9 3/10/97 8:30a Lawrance - * changed -/+ 5% throttle keys to 1/3 2/3 throttle keys - * - * 8 12/18/96 6:09p Lawrance - * allowing shift+alt+ctrl modifiers on keyboard bindings - * - * 7 12/18/96 10:18a Lawrance - * integrating joystick axis configuration - * - * 6 12/17/96 11:10a Lawrance - * added targeting of subsystem in reticle - * - * 5 12/06/96 12:27a Lawrance - * adding support for joystick configuration - * - * 4 12/05/96 2:47p Lawrance - * changed how keyboard configuration was done to make code more easily - * changeable - * - * 3 12/03/96 10:11p Lawrance - * Integrating keyboard configuration - * - * 2 12/03/96 3:45p Lawrance - * - * $NoKeywords: $ - * -*/ + #ifndef CONTROLS_CONFIG_H #define CONTROLS_CONFIG_H diff --git a/fs2_open/code/controlconfig/controlsconfigcommon.cpp b/fs2_open/code/controlconfig/controlsconfigcommon.cpp index 92c61f0f41..c1d207c383 100644 --- a/fs2_open/code/controlconfig/controlsconfigcommon.cpp +++ b/fs2_open/code/controlconfig/controlsconfigcommon.cpp @@ -7,425 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/ControlConfig/ControlsConfigCommon.cpp $ - * $Revision: 2.14.2.2 $ - * $Date: 2007-12-28 02:10:35 $ - * $Author: Backslash $ - * - * C module for keyboard, joystick and mouse configuration common stuff (between Fred and FreeSpace) - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.1 2006/07/20 01:51:20 Goober5000 - * tweak control text - * --Goober5000 - * - * Revision 2.14 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 2.13 2005/10/11 05:24:33 wmcoolmon - * Gliding - * - * Revision 2.12 2005/07/13 02:30:52 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.11 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.10 2005/01/16 22:39:08 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.9 2004/07/26 20:47:26 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/25 00:31:28 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.7 2004/07/12 16:32:43 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/05/03 21:22:19 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.5 2004/04/06 03:09:01 phreak - * added a control config option for the wireframe hud targetbox i enabled ages ago - * - * Revision 2.4 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.3 2002/10/19 19:29:27 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.2 2002/10/17 20:40:50 randomtiger - * Added ability to remove HUD ingame on keypress shift O - * So I've added a new key to the bind list and made use of already existing hud removal code. - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 11/01/99 3:36p Jefff - * had scan code texts for y and z in german swapped - * - * 13 11/01/99 2:16p Jefff - * minor key name change in german - * - * 12 10/29/99 6:10p Jefff - * squashed the y/z german issues once and for all - * - * 11 10/28/99 11:16p Jefff - * Changed some german key names. Made key translations always use the - * english table. - * - * 10 10/28/99 2:05a Jefff - * revised some german key names. changed some y/z switch stuff. - * - * 9 10/25/99 5:39p Jefff - * swap init binding for y and z keys in German builds - * - * 8 9/01/99 2:56p Jefff - * a few control key description changes - * - * 7 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 6 8/19/99 10:59a Dave - * Packet loss detection. - * - * 5 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 4 7/23/99 2:57p Andsager - * fix translate_key_to_index to work with localization - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 41 6/19/98 3:51p Lawrance - * localize control text - * - * 40 6/17/98 11:05a Lawrance - * localize the control config strings - * - * 39 5/24/98 2:28p Hoffoss - * Because we never really care about if the left or the right shift or - * alt key was used, but rather than either shift or alt was used, made - * both map to the left one. Solves some problems, causes none. - * - * 38 5/22/98 11:21a Hoffoss - * Added bank when pressed back in. - * - * 37 5/15/98 8:37p Lawrance - * Add 'equalize recharge rates' and 'target ship that sent last - * transmission' key bindings - * - * 36 5/13/98 7:15p Hoffoss - * Fixed remaining bugs with axis binding. - * - * 35 5/13/98 1:17a Hoffoss - * Added joystick axes configurability. - * - * 34 5/12/98 11:25a Hoffoss - * Disabled bank when pressed action. - * - * 33 5/09/98 10:48p Lawrance - * change text for view bindings - * - * 32 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 31 4/30/98 9:43p Hoffoss - * Added new actions for free look movement which are default bounded to - * the hat. - * - * 30 4/25/98 1:25p Lawrance - * Add time compression keys to key config - * - * 29 4/25/98 12:43p Allender - * added new shortcut key for attack my subsystem - * - * 28 4/18/98 5:00p Dave - * Put in observer zoom key. Made mission sync screen more informative. - * - * 27 4/17/98 1:24a Lawrance - * fix spelling error - * - * 26 4/15/98 11:06a Lawrance - * fix bug with a multi key showing up in demo, remove obsolete bindings - * from demo and full version - * - * 25 4/10/98 12:47p Allender - * changed working on replay popup. Don't reference repair in comm menu. - * Added Shift-R for repair me - * - * 24 4/08/98 11:11a Hoffoss - * Fixed some bugs that showed up due to fixing other bugs the other day - * with controls. - * - * 23 4/07/98 4:06p Lawrance - * Change binding next for bomb targeting - * - * 22 4/07/98 1:52p Lawrance - * fix error in binding text for energy keys - * - * 21 4/06/98 11:17a Hoffoss - * Fixed num lock/pause interplay bug. - * - * 20 4/01/98 6:46p Lawrance - * change text for Alt+J - * - * 19 3/31/98 4:15p Hoffoss - * Disabled the show objectives action. - * - * 18 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 17 3/19/98 5:04p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 16 3/17/98 11:25a Hoffoss - * Fixed some of the action's names. - * - * 15 3/17/98 10:48a Hoffoss - * Allowed a special hack for "bank while pressed" action to use alt and - * shift keys standalone. - * - * 14 2/28/98 9:47p Lawrance - * change some binding text - * - * 13 2/28/98 7:02p Lawrance - * overhaul on-line help - * - * 12 2/26/98 12:33a Lawrance - * Added back slew mode, lots of changes to external and chase views. - * - * 11 2/23/98 11:25a Sandeep - * added default keys - * - * 10 2/22/98 6:27p Lawrance - * External mode takes precedence over chase mode. Fix bug with repair - * ships docking in chase mode. - * - * 9 2/22/98 12:19p John - * Externalized some strings - * - * 8 2/02/98 6:59p Lawrance - * Adding new targeting keys (bomb, uninspected cargo, new ship, live - * turrets). - * - * 7 1/27/98 4:24p Allender - * moved hotkey selection to F3 instead of X. Made palette flash - * disappear in multiplayer pause menu - * - * 6 1/22/98 4:53p Hoffoss - * Made training messages/directives display a joystick button in place of - * a keypress if there is no keypress bound to the action. - * - * 5 1/22/98 4:15p Hoffoss - * Added code to allow popup to tell player he needs to bind a key for the - * training mission. - * - * 4 1/02/98 4:42p Allender - * removed unused key bindings from control config list - * - * 3 12/30/97 4:47p Allender - * work with ignore my target command. Added new keyboard hotkey. Made - * it work globally - * - * 2 12/24/97 3:37p Hoffoss - * Moved control config stuff to seperate library to Fred can access it as - * well. - * - * 1 12/24/97 3:27p Hoffoss - * - * 1 12/24/97 11:58a Hoffoss - * - * 98 12/22/97 2:15p Hoffoss - * Fixed bug where joystick axis lines weren't being displayed. - * - * 97 12/16/97 2:44p Hoffoss - * Added clear button to control config screen. - * - * 96 12/12/97 3:07p Hoffoss - * Changed how deleting bindings work. Each control of an action can be - * deleted independently or both at once. - * - * 95 12/07/97 2:36p John - * Made warp out be Alt+J instead of J - * - * 94 12/03/97 4:59p Hoffoss - * Added reset sound and change control config sounds around. - * - * 93 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * 92 12/01/97 5:25p Hoffoss - * Routed interface sound playing through a special function that will - * only allow one instance of the sound to play at a time, avoiding - * over-mixing problems. - * - * 91 12/01/97 3:38p Hoffoss - * Changed placement of 'More' indicator. - * - * 90 11/25/97 3:49p Hoffoss - * Changed subhilighting to happen when mouse is over line, rather than - * mouse button down but not up again yet. - * - * 89 11/24/97 10:20p Lawrance - * Add key 'KEY_N' to target next ship on monitoring view - * - * 88 11/24/97 6:15p Lawrance - * fix button scroll problem - * - * 87 11/23/97 6:15p Hoffoss - * Make exiting the controls config screen save the pilot, so changes keep - * even if programs crashes or something. - * - * 86 11/21/97 5:57p Hoffoss - * Fixed bug where timef type controls weren't checking joystick buttons. - * - * 85 11/21/97 4:06p Hoffoss - * Fixed bug with enabling of axis are reversed. - * - * 84 11/20/97 4:47p Hoffoss - * Swapped throttle and rudder, which apparently were backwards. - * - * 83 11/20/97 4:00p Lawrance - * set z to a valid value - * - * 82 11/20/97 3:52p Hoffoss - * Made "None" appear if no control is bound to function. - * - * 81 11/20/97 2:10p Hoffoss - * Added defaults for joystick buttons 2 and 3. - * - * 80 11/20/97 1:08a Lawrance - * add support for 'R' key - target closest friendly repair ship - * - * 79 11/19/97 8:33p Hoffoss - * New controls config screen baby! - * - * 78 11/17/97 7:09p Hoffoss - * Made chase view control a trigger type. - * - * 77 11/17/97 6:40p Lawrance - * Changed 'I' key to toggle of extended target info, moved target closest - * locked missile to 'L' - * - * 76 11/17/97 3:26p Jasen - * Adjusted coordinates for the help button .ani location - * - * 75 11/16/97 3:51p Hoffoss - * Added more button to config screen when scrolling allowed. - * - * 74 11/16/97 3:20p Hoffoss - * Added various suggestions from the Todolist. - * - * 73 11/14/97 4:33p Mike - * Change Debug key to backquote (from F11). - * Balance a ton of subsystems in ships.tbl. - * Change "Heavy Laser" to "Disruptor". - * - * 72 11/12/97 2:54p Hoffoss - * Made modifiers non-stand alone, added support for red tabs on - * conflicts. - * - * 71 10/30/97 6:01p Hoffoss - * Changed screen to utilize the new text color standards. - * - * 70 10/29/97 7:25p Hoffoss - * Added crude support for UI button double click checking. - * - * 69 10/29/97 6:32p Hoffoss - * Changed some interface apperances. - * - * 68 10/29/97 4:54p Hoffoss - * Changed scan_code_text element for Enter to 'Enter' instead of 'a' with - * a caret over it (what's that all about?) - * - * 67 10/28/97 10:42a Hoffoss - * Fixed handling of continuous controls that have modifiers to the key. - * - * 66 10/28/97 10:03a Hoffoss - * Fixed bug with continuous type controls not registering if pressed and - * released too quickly. Also some other little changes. - * - * 65 10/28/97 12:12a Lawrance - * remove unused keys (Alt-H and Alt-F) - * - * 64 10/27/97 12:23p Hoffoss - * Improved warning system and fixed coloring bug. - * - * 63 10/27/97 11:39a Hoffoss - * Added control conflicts checking. - * - * 62 10/26/97 3:20p Hoffoss - * Added many missing features to control config screen. - * - * 61 10/25/97 5:41p Hoffoss - * More functionality added to the controls config screen. - * - * 60 10/24/97 11:00p Hoffoss - * Controls config screen much improved. - * - * 59 10/22/97 4:50p Hoffoss - * Disabled throttle by default. - * - * 58 10/22/97 11:00a Hoffoss - * Changed VIEW_SLEW and VIEW_EXTERNAL to be continuous rather than - * trigger actions. - * - * 57 10/21/97 7:05p Hoffoss - * Overhauled the key/joystick control structure and usage throughout the - * entire FreeSpace code. The whole system is very different now. - * - * 56 10/18/97 7:19p Hoffoss - * Added timestamp recording when a key is pressed. - * - * 55 10/13/97 4:33p Hoffoss - * Made training messages go away after time. - * - * 54 10/13/97 3:24p Hoffoss - * Made it so training message text can be arbitrarily bolded. - * - * 53 9/24/97 4:52p Hoffoss - * Changed training message key token handling, and implemented a new - * training message system method to test out for a while. - * - * 52 9/14/97 10:24p Lawrance - * add damage screen popup window - * - * 51 9/10/97 6:02p Hoffoss - * Added code to check for key-pressed sexp operator in FreeSpace as part - * of training mission stuff. - * - * 50 9/09/97 3:39p Sandeep - * warning level 4 bugs - * $NoKeywords: $ - * -*/ + #include "controlconfig/controlsconfig.h" #include "io/key.h" diff --git a/fs2_open/code/cryptstring/cryptstring.cpp b/fs2_open/code/cryptstring/cryptstring.cpp index cdb2109573..18c61686eb 100644 --- a/fs2_open/code/cryptstring/cryptstring.cpp +++ b/fs2_open/code/cryptstring/cryptstring.cpp @@ -7,29 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Cryptstring/cryptstring.cpp $ - * $Revision: 2.2 $ - * $Date: 2005-09-08 00:09:32 $ - * $Author: taylor $ - * - * Applet for crypting strings. - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/23/98 6:21p Dave - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/cutscene/cutscenes.cpp b/fs2_open/code/cutscene/cutscenes.cpp index 548446caf3..5f6cf72e15 100644 --- a/fs2_open/code/cutscene/cutscenes.cpp +++ b/fs2_open/code/cutscene/cutscenes.cpp @@ -7,239 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Cutscene/Cutscenes.cpp $ - * $Revision: 2.18.2.4 $ - * $Date: 2007-09-02 02:07:39 $ - * $Author: Goober5000 $ - * $Revision: 2.18.2.4 $ - * $Date: 2007-09-02 02:07:39 $ - * $Author: Goober5000 $ - * - * Code for the cutscenes viewer screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.18.2.3 2007/03/22 20:54:00 taylor - * give a better msg when movies can't play because they are user-disabled with the cmdline option - * - * Revision 2.18.2.2 2007/02/09 23:58:28 taylor - * add the "show all" hotkey to the cutscene viewer - * - * Revision 2.18.2.1 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.18 2006/05/09 09:21:15 taylor - * fix incorrect button locations, it matches the correct layout of the other techroom screens now - * (thought Backslash was going to fix this, but I got tired of waiting. :)) - * - * Revision 2.17 2005/07/02 19:42:14 taylor - * ton of non-standard resolution fixes - * - * Revision 2.16 2005/05/12 17:49:11 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.15 2005/02/23 04:51:55 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.14 2005/01/31 23:27:51 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.13 2004/07/26 20:47:26 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/12 16:32:43 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.11 2004/04/26 13:11:11 taylor - * mark view cutscenes ignoring extension and file case - * - * Revision 2.10 2004/03/05 09:01:58 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.9 2004/02/20 04:29:53 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.8 2004/01/24 15:52:25 randomtiger - * I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window. - * In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from. - * - * Revision 2.7 2003/08/21 20:54:38 randomtiger - * Fixed switching - RT - * - * Revision 2.6 2003/07/15 02:58:08 phreak - * the cutscene section in the techroom does not append *.mve onto a filename - * - * Revision 2.5 2003/03/18 10:07:01 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4 2002/08/27 13:38:57 penguin - * Moved DirectX8 stuff to directx8 branch; reverted to previous - * - * Revision 2.2.2.4 2002/09/24 18:56:41 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2.2.3 2002/08/28 21:47:02 randomtiger - * Tiny change to DX branch to keep movie code optional (default off) - * - * Revision 2.2.2.2 2002/08/28 12:39:35 randomtiger - * OK, this should be a commit to the DX branch or Im going to be in a lot of trouble. - * The movie and dx8show files have been cleaned up big time. - * My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details. - * Aside from that a few changes to help the movie code work properly. - * Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2. - * Im going to leave this as a bug for now, serves you right for buying voodoo! - * - * Revision 2.2.2.1 2002/08/27 13:19:26 penguin - * Moved to directx8 branch - * - * Revision 2.3 2002/08/18 19:48:29 randomtiger - * Added new lib files: strmiids and ddraw to get dshow working - * Added new command line parameter to active direct show movie play: -dshowvid - * Uncommented movie_play calls and includes - * - * Revision 2.2 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/16 00:39:47 mharris - * Added ifdef WIN32 around cd stuff - * - * Revision 1.3 2002/05/13 21:43:37 mharris - * A little more network and sound cleanup - * - * Revision 1.2 2002/05/07 02:57:33 mharris - * make Buttons[] static - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 15 6/16/00 3:15p Jefff - * sim of the year dvd version changes, a few german soty localization - * fixes - * - * 14 10/13/99 10:20a Jefff - * fixed bug where intro cutscene showed 2x after getting bad ending - * - * 13 10/06/99 10:30a Jefff - * OEM updates - * - * 12 9/30/99 6:01p Jefff - * OEM updates - * - * 11 9/07/99 1:10p Mikek - * Make movie check not hang in ~RELEASE_REAL build. - * - * 10 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 9 9/06/99 1:16a Dave - * Make sure the user sees the intro movie. - * - * 8 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 7 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 6 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 5 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 4 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 18 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 17 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 16 5/24/98 9:01p Lawrance - * Add commit sounds when accept is pressed - * - * 15 5/21/98 8:05p Allender - * fix possible bug with number of cutscenes shown in the list - * - * 14 5/21/98 12:35a Lawrance - * Tweak how CD is checked for - * - * 13 5/20/98 1:34p Hoffoss - * Added cutscene description rendering. - * - * 12 5/19/98 12:19p Mike - * Cheat codes! - * - * 11 5/12/98 4:17p Hoffoss - * Make ctrl-arrows (up/down) switch between tech room screens. - * - * 10 5/11/98 8:04p Hoffoss - * Fixed minor bugs. - * - * 9 5/10/98 10:05p Allender - * only show cutscenes which have been seen before. Made Fred able to - * write missions anywhere, defaulting to player misison folder, not data - * mission folder. Fix FreeSpace code to properly read missions from - * correct locations - * - * 8 5/08/98 5:30p Lawrance - * add CD checks for movie playing - * - * 7 5/08/98 4:07p Allender - * more cutscene stuff - * - * 6 5/07/98 2:33p Hoffoss - * Removed help and options buttons. - * - * 5 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 4 4/23/98 8:27p Allender - * basic support for cutscene playback. Into movie code in place. Tech - * room can view cutscenes stored in CDROM_dir variable - * - * 3 4/21/98 7:07p Hoffoss - * Fixed problem where when switching screens flashes old tab hilight once - * before switching to new state. - * - * 2 4/17/98 6:33p Hoffoss - * Made changes to the tech room group of screens. Cutscenes screen is - * now in a new file. - * - * $NoKeywords: $ - */ + #include "cutscene/cutscenes.h" #include "ui/ui.h" diff --git a/fs2_open/code/cutscene/cutscenes.h b/fs2_open/code/cutscene/cutscenes.h index 38d582e387..95e26f85ac 100644 --- a/fs2_open/code/cutscene/cutscenes.h +++ b/fs2_open/code/cutscene/cutscenes.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Cutscene/Cutscenes.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 02:50:50 $ - * $Author: Goober5000 $ - * - * Code for the cutscenes viewer screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:20 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:58 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 6 5/21/98 12:35a Lawrance - * Tweak how CD is checked for - * - * 5 5/10/98 10:05p Allender - * only show cutscenes which have been seen before. Made Fred able to - * write missions anywhere, defaulting to player misison folder, not data - * mission folder. Fix FreeSpace code to properly read missions from - * correct locations - * - * 4 5/08/98 5:30p Lawrance - * add cutscenes_validate_cd() - * - * 3 5/08/98 4:07p Allender - * more cutscene stuff - * - * 2 4/17/98 6:33p Hoffoss - * Made changes to the tech room group of screens. Cutscenes screen is - * now in a new file. - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE_CUTSCENES_SCREEN_HEADER_FILE #define _FREESPACE_CUTSCENES_SCREEN_HEADER_FILE diff --git a/fs2_open/code/cutscene/decoder16.cpp b/fs2_open/code/cutscene/decoder16.cpp index 81be206102..19c157db84 100644 --- a/fs2_open/code/cutscene/decoder16.cpp +++ b/fs2_open/code/cutscene/decoder16.cpp @@ -1,19 +1,4 @@ -/* - * $Logfile: /Freespace2/src/cutscene/decoder16.cpp $ - * $Revision: 2.1.2.1 $ - * $Date: 2006-08-19 04:14:57 $ - * $Author: taylor $ - * - * decoder for 16-bit MVE image data - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2006/05/13 06:59:48 taylor - * MVE player (audio only works with OpenAL builds!) - * - * - * $NoKeywords: $ - * - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/cutscene/decoder8.cpp b/fs2_open/code/cutscene/decoder8.cpp index 7f66d0cdbc..ff0d5f16b3 100644 --- a/fs2_open/code/cutscene/decoder8.cpp +++ b/fs2_open/code/cutscene/decoder8.cpp @@ -1,16 +1,4 @@ -/* - * $Logfile: /Freespace2/src/cutscene/decoder8.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2006-08-19 04:14:57 $ - * $Author: taylor $ - * - * decoder for 8-bit MVE image data - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - * - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/cutscene/movie.cpp b/fs2_open/code/cutscene/movie.cpp index 429af5b526..fd86b42242 100644 --- a/fs2_open/code/cutscene/movie.cpp +++ b/fs2_open/code/cutscene/movie.cpp @@ -7,101 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/cutscene/movie.cpp $ - * $Revision: 2.31.2.11 $ - * $Date: 2007-02-11 09:23:14 $ - * $Author: taylor $ - * - * movie player code - * - * $Log: not supported by cvs2svn $ - * Revision 2.31.2.10 2007/01/07 12:10:18 taylor - * remove D3D support for Theora movies, make sure that it doesn't try to play them (since it wouldn't work properly anyway) - * fix triple-buffer problem with page flipping (Mantis #1190) - * - * Revision 2.31.2.9 2006/12/26 05:13:29 taylor - * add support for Theora movies (the default format) - * some little bits of cleanup - * add second gr_clear() so that double-buffer'd visuals will work properly (ie, not flicker when playing MVE/OGG) - * - * Revision 2.31.2.8 2006/12/07 17:57:25 taylor - * cleanup for movie init stuff (this will be even cleaner once the rest of the Theora code finally gets in) - * get rid of the clear screen hack for Windows, we can handle that better now - * - * Revision 2.31.2.7 2006/11/15 00:24:47 taylor - * clean up AVI movie stuff a bit: - * - use the default black brush for clearing the screen, it's a little less stupid this way - * - have the AVI player send messages back to the game rather than trying to poll for that extra crap - * - remove the only DivX6 fix, there is better addressed by newer window handling code - * - * Revision 2.31.2.6 2006/09/09 21:27:50 taylor - * be sure to reset color and clear color before MVE playback (fix for Mantis bug #1041) - * - * Revision 2.31.2.5 2006/08/28 17:14:52 taylor - * stupid, stupid, stupid... - * - fix AVI/MPG movie playback - * - fix missing campaign craziness - * - * Revision 2.31.2.4 2006/08/27 18:02:26 taylor - * switch to using cf_find_file_location_ext() when looking for movies - * - * Revision 2.31.2.3 2006/08/19 04:14:57 taylor - * add decoder for 8-bit MVEs - * a basic fix for finding AVIs over MVEs, for mod dir stuff (this needs some CFILE support added to be a true fix, it's on the TODO list) - * little bits of cleanup for old/unused code - * make sure MVE filenames are correct in mvelib - * - * Revision 2.31.2.2 2006/07/13 22:06:38 taylor - * handle non-MVE movies a bit better in OpenGL (don't get freaky with the window, don't lose input, etc.) - * some cleanup to OpenGL window handling, to fix min/max/full issues, and try to make shutdown a little nicer - * - * Revision 2.31.2.1 2006/06/18 16:54:36 taylor - * various compiler warning fixes - * - * Revision 2.31 2006/05/27 17:13:22 taylor - * add NO_DIRECT3D support - * - * Revision 2.30 2006/05/13 06:59:48 taylor - * MVE player (audio only works with OpenAL builds!) - * - * Revision 2.29 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.28 2005/11/13 06:46:10 taylor - * some minor movie cleanup, not what I would like but enough for now - * - * Revision 2.27 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.26 2005/05/12 17:37:48 taylor - * add an extra gr_flip() after gr_clear() to make sure the change is made active - * - * Revision 2.25 2005/04/24 06:52:23 wmcoolmon - * Enabled movies in windowed mode; if this causes problems for people, they can always use -dnoshowvid - * - * Revision 2.24 2005/02/05 00:30:49 taylor - * fix a few things post merge - * - * Revision 2.23 2004/11/27 10:42:18 taylor - * this should get movies working again in D3D and help OGL too - * - * Revision 2.22 2004/07/26 20:47:26 Kazan - * remove MCD complete - * - * Revision 2.21 2004/07/12 16:32:43 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.20 2004/04/26 13:09:20 taylor - * cvs log header, mark cutscenes viewable for later, gr_flip() to fix OGL white flash - * - * - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/cutscene/movie.h b/fs2_open/code/cutscene/movie.h index 5124b36647..38609da0df 100644 --- a/fs2_open/code/cutscene/movie.h +++ b/fs2_open/code/cutscene/movie.h @@ -7,18 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/cutscene/movie.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2007-02-11 09:23:14 $ - * $Author: taylor $ - * - * movie player header - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - */ + #ifndef _MOVIE_HEADER_FILE #define _MOVIE_HEADER_FILE diff --git a/fs2_open/code/cutscene/mve_audio.cpp b/fs2_open/code/cutscene/mve_audio.cpp index 27fddcba5c..c2f7260fef 100644 --- a/fs2_open/code/cutscene/mve_audio.cpp +++ b/fs2_open/code/cutscene/mve_audio.cpp @@ -1,22 +1,4 @@ -/* - * $Logfile: /Freespace2/src/cutscene/mve_audio.cpp $ - * $Revision: 2.1 $ - * $Date: 2006-05-13 06:59:48 $ - * $Author: taylor $ - * - * Handles compressed audio data in MVE files - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2005/03/29 07:50:34 taylor - * Update to newest movie code with much better video support and audio support from - * Pierre Willenbrock. Movies are enabled always now (no longer a build option) - * and but can be skipped with the "--nomovies" or "-n" cmdline options. - * - * - * - * $NoKeywords: $ - * - */ + #ifdef USE_OPENAL diff --git a/fs2_open/code/cutscene/mvelib.cpp b/fs2_open/code/cutscene/mvelib.cpp index dbe52748b4..1a2eda5d0c 100644 --- a/fs2_open/code/cutscene/mvelib.cpp +++ b/fs2_open/code/cutscene/mvelib.cpp @@ -1,19 +1,4 @@ -/* - * $Logfile: /Freespace2/src/cutscene/mvelib.cpp $ - * $Revision: 2.1.2.1 $ - * $Date: 2006-08-19 04:14:57 $ - * $Author: taylor $ - * - * main lib for using MVEs - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2006/05/13 06:59:48 taylor - * MVE player (audio only works with OpenAL builds!) - * - * - * $NoKeywords: $ - * - */ + #include "globalincs/pstypes.h" #include "cutscene/mvelib.h" diff --git a/fs2_open/code/cutscene/mvelib.h b/fs2_open/code/cutscene/mvelib.h index 2a731f88f6..3da6be50ff 100644 --- a/fs2_open/code/cutscene/mvelib.h +++ b/fs2_open/code/cutscene/mvelib.h @@ -1,16 +1,4 @@ -/* - * $Logfile: /Freespace2/src/cutscene/mvelib.h $ - * $Revision: 2.1 $ - * $Date: 2006-05-13 06:59:48 $ - * $Author: taylor $ - * - * main lib for using MVEs - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - * - */ + #ifndef INCLUDED_MVELIB_H #define INCLUDED_MVELIB_H diff --git a/fs2_open/code/cutscene/mveplayer.cpp b/fs2_open/code/cutscene/mveplayer.cpp index c300cdf2da..3e0f83a544 100644 --- a/fs2_open/code/cutscene/mveplayer.cpp +++ b/fs2_open/code/cutscene/mveplayer.cpp @@ -1,37 +1,4 @@ -/* - * $Logfile: /Freespace2/code/cutscene/mveplayer.cpp $ - * $Revision: 2.1.2.4 $ - * $Date: 2007-02-10 00:01:53 $ - * $Author: taylor $ - * - * MVE movie playing routines - * - * $Log: not supported by cvs2svn $ - * Revision 2.1.2.3 2006/12/26 05:14:52 taylor - * get rid of some stale vars that we don't use any longer - * a little at-exit cleanup - * handle rounding error on X/Y placement locations under Windows - * - * Revision 2.1.2.2 2006/12/07 17:55:51 taylor - * port over some Theora player stuff: - * - support for GL_ARB_texture_rectangle - * - fix GL tear-down on movie exit - * - fix sound tear-down order issue on OS X - * - some speed increases, and get rid of the extra gr_clear() per-frame now that it's handled properly - * - proper support for widescreen resolutions - * - * Revision 2.1.2.1 2006/08/19 04:14:57 taylor - * add decoder for 8-bit MVEs - * a basic fix for finding AVIs over MVEs, for mod dir stuff (this needs some CFILE support added to be a true fix, it's on the TODO list) - * little bits of cleanup for old/unused code - * make sure MVE filenames are correct in mvelib - * - * Revision 2.1 2006/05/13 06:59:48 taylor - * MVE player (audio only works with OpenAL builds!) - * - * - * $NoKeywords: $ - */ + #ifdef SCP_UNIX #include diff --git a/fs2_open/code/cutscene/oggplayer.cpp b/fs2_open/code/cutscene/oggplayer.cpp index 9ace96fb4e..529cad3dbe 100644 --- a/fs2_open/code/cutscene/oggplayer.cpp +++ b/fs2_open/code/cutscene/oggplayer.cpp @@ -1,31 +1,4 @@ -/* - * $Logfile: /Freespace2/code/cutscene/oggplayer.cpp $ - * $Revision: 1.1.2.5 $ - * $Date: 2007-04-11 14:44:32 $ - * $Author: taylor $ - * - * movie player code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.4 2007/03/22 20:23:58 taylor - * fix stupidness that screwed up RGB values (Mantis #1307) - * - * Revision 1.1.2.3 2007/02/10 00:01:53 taylor - * make sure that our color is getting set properly (should properly fix the red/green tint problem, Mantis #1041) - * slight optimization for Theora YUV->RGB converter - * - * Revision 1.1.2.2 2007/01/07 12:10:18 taylor - * remove D3D support for Theora movies, make sure that it doesn't try to play them (since it wouldn't work properly anyway) - * fix triple-buffer problem with page flipping (Mantis #1190) - * - * Revision 1.1.2.1 2006/12/25 21:44:11 taylor - * initial OGG Theora movie support (likely to be rewritten at least in large part) - * - * - * - * $NoKeywords: $ - * - */ + // This player code is based largely on the player example in the libtheora package // and so they get a fair bit of credit for this code, even if in ideas/comments only diff --git a/fs2_open/code/cutscene/oggplayer.h b/fs2_open/code/cutscene/oggplayer.h index 5c439e0f4d..760fe67139 100644 --- a/fs2_open/code/cutscene/oggplayer.h +++ b/fs2_open/code/cutscene/oggplayer.h @@ -1,16 +1,4 @@ -/* - * $Logfile: /Freespace2/src/cutscene/oggplayer.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2006-12-25 21:44:11 $ - * $Author: taylor $ - * - * main lib for using Theora movies - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - * - */ + #ifndef _OGGPLAYER_H #define _OGGPLAYER_H diff --git a/fs2_open/code/debris/debris.cpp b/fs2_open/code/debris/debris.cpp index 798dc1f572..910b6ddb6c 100644 --- a/fs2_open/code/debris/debris.cpp +++ b/fs2_open/code/debris/debris.cpp @@ -7,330 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Debris/Debris.cpp $ - * $Revision: 2.23.2.8 $ - * $Date: 2007-02-20 04:19:09 $ - * $Author: Goober5000 $ - * - * Code for the pieces of exploding object debris. - * - * $Log: not supported by cvs2svn $ - * Revision 2.23.2.7 2007/02/12 00:22:05 taylor - * some generic_bitmap fixes to go with new changes (not in CVS just yet, don't freak out) - * make use of VALID_FNAME() where possible - * fix an animation time issue (sub-second animation playback caused div-by-0) - * - * Revision 2.23.2.6 2007/02/11 09:21:12 taylor - * remove NO_SOUND - * fix debris recycling - * - * Revision 2.23.2.5 2006/09/11 01:00:27 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.23.2.4 2006/08/27 18:12:40 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.23.2.3 2006/08/19 04:22:33 taylor - * an int wrap-around issue could (and was) make debris not have electrical arcs (or lighting or sounds) since it would always fail this check - * - * Revision 2.23.2.2 2006/07/06 04:06:00 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.23.2.1 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.23 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.22 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.21 2005/10/30 06:44:56 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.20 2005/10/10 17:21:03 taylor - * remove NO_NETWORK - * - * Revision 2.19 2005/09/25 05:13:05 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.18 2005/09/24 07:07:15 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.17 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.16 2005/07/13 02:50:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.15 2005/07/13 02:01:28 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.14 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.13 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/03/27 12:28:32 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.11 2005/03/02 21:24:43 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.10 2005/01/30 09:27:39 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.9 2004/07/26 20:47:26 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:32:44 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/07/01 01:52:20 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.6 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.5 2004/03/05 09:01:59 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/10/15 22:03:24 Kazan - * Da Species Update :D - * - * Revision 2.3 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.2 2003/03/19 12:29:01 unknownplayer - * Woohoo! Killed two birds with one stone! - * Fixed the 'black screen around dialog boxes' problem and also the much more serious freezing problem experienced by Goober5000. It wasn't a crash, just an infinite loop. DX8 merge is GO! once again :) - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 21:43:37 mharris - * A little more network and sound cleanup - * - * Revision 1.3 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 8/01/99 1:13p Dave - * Fixed objsnd problem with hull debris pieces. - * - * 15 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 14 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 13 5/18/99 11:50a Andsager - * Remove unused object type OBJ_GHOST_SAVE - * - * 12 5/14/99 11:50a Andsager - * Added vaporize for SMALL ships hit by HUGE beams. Modified dying - * frame. Enlarged debris shards and range at which visible. - * - * 11 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 10 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 9 1/20/99 6:04p Dave - * Another bit of stuff for beam weapons. Ships will properly use them - * now, although they're really deadly. - * - * 8 12/03/98 3:14p Andsager - * Check in code that checks rotating submodel actually has ship subsystem - * - * 7 11/19/98 11:07p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 6 11/13/98 10:13a Andsager - * simplify collision code - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 10/23/98 1:11p Andsager - * Make ship sparks emit correctly from rotating structures. - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 119 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 118 5/03/98 5:41p Mike - * Add Framecount to nprintf. - * - * 117 4/15/98 10:00p Allender - * make debris have own signature set. - * - * 116 4/15/98 9:42a Adam - * added 2 more explosion types (1, actually, but placeholder for 2) - * - * 115 4/13/98 4:52p Allender - * remove AI_frametime and us flFrametime instead. Make lock warning work - * in multiplayer for aspect seeking missiles. Debris fixups - * - * 114 4/10/98 12:16p Allender - * fix ship hit kill and debris packets - * - * 113 4/09/98 5:43p Allender - * multiplayer network object fixes. debris and self destructed ships - * should all sync up. Fix problem where debris pieces (hull pieces) were - * not getting a net signature - * - * 112 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 111 3/31/98 5:11p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * 110 3/26/98 5:21p John - * Added new code to preload all bitmaps at the start of a level. - * Commented it out, though. - * - * 109 3/23/98 12:20p Andsager - * Enable collision from rotation in ship_debris and ship_debris - * collisions. - * - * 108 3/19/98 12:09p John - * Fixed a bug using 6 characters. r_heavy was using local coordinates - * instead of world so all asteroid-ship and debris-ship hitpos's were in - * the wrong spot. Ok, I rearreanged some code to make it clearer also. - * - * - * 107 3/12/98 6:47p John - * MAde arcs on debris further than objrad*50 not render. - * - * 106 3/09/98 2:10p Andsager - * Put in checks for debris (other) with excessive velocity. - * - * 105 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 104 2/22/98 12:19p John - * Externalized some strings - * - * 103 2/20/98 8:31p Lawrance - * Add radius parm to sound_play_3d() - * - * 102 2/10/98 6:43p Lawrance - * Moved asteroid code to a separate lib. - * - * 101 2/07/98 2:14p Mike - * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp - * ship:debris collisions. - * - * 100 2/06/98 7:45p John - * Reversed order of asteroid models so blown up ones are smaller. - * - * 99 2/06/98 7:28p John - * Made debris and particles not get created if > 200 m from eye. Added - * max_velocity to asteroid's physics info for aiding in throwing out - * collision pairs. - * - * 98 2/06/98 3:08p Mike - * More asteroid stuff, including resolving conflicts between the two - * asteroid_field structs! - * - * 97 2/06/98 12:25a Mike - * More asteroid stuff. - * - * 96 2/05/98 9:41p Mike - * Asteroid work, intermediate checkin to resolve compile errors. - * - * 95 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 94 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 93 2/03/98 6:01p Andsager - * Fix excessive rotvel in debris_create. Check using physics function - * check_rotvel_limit. - * - * 92 2/03/98 11:14a Andsager - * Temp check in to stop debris being created with excess rotvel - * - * 91 2/02/98 4:45p Mike - * Increase translational and rotational velocity imparted to debris - * pieces at request of Adam. - * - * 90 1/30/98 2:56p John - * Made debris arcs jump around. Made only 2/3 of the chunks have arcing - * - * 89 1/30/98 11:48a John - * Made debris arcs cast light. Added sound effects for them. - * - * 88 1/29/98 5:50p John - * Made electrical arcing on debris pieces be persistent from frame to - * frame - * - * 87 1/29/98 8:39a Andsager - * Changed mass and moment of intertia based area vs. volume - * - * 86 1/27/98 11:02a John - * Added first rev of sparks. Made all code that calls model_render call - * clear_instance first. Made debris pieces not render by default when - * clear_instance is called. - * - * 85 1/24/98 4:49p Lawrance - * Only delete hull piece if you can find an old one that isn't already - * about to die. - * - * 84 1/23/98 5:06p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * $NoKeywords: $ - */ + #include "debris/debris.h" diff --git a/fs2_open/code/debris/debris.h b/fs2_open/code/debris/debris.h index edcbeba4e2..794ccebceb 100644 --- a/fs2_open/code/debris/debris.h +++ b/fs2_open/code/debris/debris.h @@ -7,152 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Debris/Debris.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 02:50:51 $ - * $Author: Goober5000 $ - * - * Code for the pieces of exploding object debris. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/04/28 05:29:29 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.3 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:20 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:59 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 5 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 29 4/02/98 6:30p Lawrance - * reduce max debris piece if DEMO defined - * - * 28 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 27 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 26 2/19/98 12:46a Lawrance - * Further work on asteroids. - * - * 25 2/10/98 6:43p Lawrance - * Moved asteroid code to a separate lib. - * - * 24 2/06/98 3:08p Mike - * More asteroid stuff, including resolving conflicts between the two - * asteroid_field structs! - * - * 23 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 22 1/29/98 5:50p John - * Made electrical arcing on debris pieces be persistent from frame to - * frame - * - * 21 1/21/98 7:18p Lawrance - * Fix bug with creating debris before the mission starts. - * - * 20 12/22/97 9:56p Andsager - * Implement ship:debris collisions. Generalize and move - * ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h - * - * 19 11/19/97 5:57p Mike - * Make debris go away if more than N units away from the nearest player. - * Make speed of a docked object not read zero if it's moving. - * - * 18 10/01/97 10:52a Mike - * Change debris prototype to take an additional parameter to give debris - * more thrust when it is created. - * - * 17 9/20/97 9:25a John - * fixed bug with species specific debris shards. - * - * 16 8/13/97 9:50p Allender - * split *_move into *_process_pre and *_process_post functions. - * process_pre functions called before object is moved. _process_post - * functions called after object is moved. Reordered code in ship_post - * and weapon_post for multiplayer - * - * 15 7/24/97 8:35a Allender - * allow ships to blow up before missions starts. Made some debris system - * items available in other modules - * - * 14 7/13/97 5:53p Lawrance - * save model name in debris - * - * 13 7/02/97 11:48a Lawrance - * update debris to delay persistant sound - * - * 12 6/06/97 4:13p Lawrance - * leave debris chunks from very large ships persistant, scale fireball - * lifetime by ship radius - * - * 11 6/06/97 12:12p Lawrance - * limit hull debris pieces, destroying oldest debris to make way for new - * debris. - * - * 10 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 9 4/03/97 12:23a Mike - * Make debris collidable-with. Can hit it, too. - * Make AI ships stop firing when target enters death roll. - * - * 8 3/31/97 11:11a John - * added ship species specific debris. - * - * 7 3/25/97 3:55p Lawrance - * allowing debris to be targeted and shown on radar - * - * 6 2/27/97 12:07p John - * Added code to suppord debris chunks after a ship is exploded.. - * - * 5 2/26/97 2:18p Lawrance - * adding Debris[] to save/restore - * - * 4 2/10/97 12:38p John - * made all ships blow up into debris pieces when exploded. - * - * 3 2/07/97 10:45a John - * Initial bare bones implementation of blowing off turrets. - * - * 2 2/07/97 9:30a John - * - * 1 2/06/97 4:13p John - * - * $NoKeywords: $ - */ + #ifndef _DEBRIS_H #define _DEBRIS_H diff --git a/fs2_open/code/debugconsole/console.cpp b/fs2_open/code/debugconsole/console.cpp index 7fbecb2c46..8248cc174a 100644 --- a/fs2_open/code/debugconsole/console.cpp +++ b/fs2_open/code/debugconsole/console.cpp @@ -7,124 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/DebugConsole/Console.cpp $ - * $Revision: 2.6.2.2 $ - * $Date: 2007-02-18 21:26:52 $ - * $Author: Goober5000 $ - * - * Routines for managing the debug console window. - * - * $Log: not supported by cvs2svn $ - * Revision 2.6.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.6 2005/04/25 00:07:22 wmcoolmon - * Bumped console printing buffer size so people can play with the neb2 command - * - * Revision 2.5 2004/07/26 20:47:27 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:44 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:58 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:01 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:41 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 6/04/99 10:35a Dave - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 17 2/05/98 11:43a Allender - * enhcanced network statistic collection. Made callback in debug console - * to do networking if player is in the console - * - * 16 1/22/98 6:42p John - * Move game_flush out of debug console into freespace. Made object - * pair code throw out some weapons that turn. Added stats for how many - * object pair are actually checked. - * - * 15 1/16/98 11:56a Allender - * ability to scroll back in debug console, and call game_flush() when - * leaving - * - * 14 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 13 12/21/97 4:39p John - * fixed bug in name compare - * - * 12 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 11 9/13/97 9:31a Lawrance - * if playing a demo, clear key filter then reset it once done with debug - * console - * - * 10 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 9 6/13/97 3:50p John - * sped up debug console printf - * - * 8 6/13/97 3:27p John - * made debug console pretty - * - * 7 6/09/97 9:24a John - * Changed the way fonts are set. - * - * 6 5/29/97 3:09p John - * Took out debug menu. - * Made software scaler draw larger bitmaps. - * Optimized Direct3D some. - * - * 5 5/13/97 4:07p John - * made numbers also be marked as strings. - * - * 4 4/28/97 5:24p John - * made so : and \ don't get parsed out in debug console. - * - * 3 4/24/97 11:49a John - * added new lighting commands to console. - * - * 2 4/24/97 10:36a John - * moved the debug console stuff into it's own lib... made it compile with - * Fred. - * - * 1 4/24/97 10:16a John - * Initial rev - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/debugconsole/timerbar.h b/fs2_open/code/debugconsole/timerbar.h index da27270d0f..4ff09d600e 100644 --- a/fs2_open/code/debugconsole/timerbar.h +++ b/fs2_open/code/debugconsole/timerbar.h @@ -6,56 +6,7 @@ * */ -/* - * $Logfile: /Freespace2/code/debugconsole/timerbar.h $ - * $Revision: 1.11 $ - * $Date: 2006-04-20 06:32:00 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.10 2005/07/13 02:50:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.9 2004/08/11 05:06:20 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.8 2004/02/16 11:47:31 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 1.7 2003/11/19 20:37:23 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 1.6 2003/11/09 06:31:39 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 1.5 2003/11/09 04:09:17 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 1.4 2003/11/08 22:25:47 Kazan - * Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar" - * DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS - * DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths! - * - * - * $NoKeywords: $ - */ + #ifndef _TIMERBAR_HEADER_ #define _TIMERBAR_HEADER_ diff --git a/fs2_open/code/demo/demo.cpp b/fs2_open/code/demo/demo.cpp index 5a17f980c6..f87020bd25 100644 --- a/fs2_open/code/demo/demo.cpp +++ b/fs2_open/code/demo/demo.cpp @@ -7,68 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Demo/Demo.cpp $ - * $Revision: 2.8.2.1 $ - * $Date: 2007-09-02 18:52:50 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/05/12 17:49:11 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.7 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.6 2005/01/31 23:27:52 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.5 2004/07/26 20:47:27 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:45 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:59 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 5 6/16/99 10:20a Dave - * Added send-message-list sexpression. - * - * 4 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 3 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 2 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * - * $NoKeywords: $ - */ + #include "demo/demo.h" #include "ship/ship.h" diff --git a/fs2_open/code/demo/demo.h b/fs2_open/code/demo/demo.h index 496bc7428b..d33e899169 100644 --- a/fs2_open/code/demo/demo.h +++ b/fs2_open/code/demo/demo.h @@ -7,35 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Demo/Demo.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 02:50:51 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:21 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:21 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:04 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 2 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * - * $NoKeywords: $ - */ + #ifndef _FS2_DEMO_SYSTEM_HEADER_FILE diff --git a/fs2_open/code/exceptionhandler/exceptionhandler.cpp b/fs2_open/code/exceptionhandler/exceptionhandler.cpp index 9d5fe9babe..91b33015a0 100644 --- a/fs2_open/code/exceptionhandler/exceptionhandler.cpp +++ b/fs2_open/code/exceptionhandler/exceptionhandler.cpp @@ -7,78 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/ExceptionHandler/ExceptionHandler.cpp $ - * $Revision: 2.10.2.1 $ - * $Date: 2006-11-15 00:26:03 $ - * $Author: taylor $ - * - * Main file for dealing with exception handling - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.9 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 2.8 2005/01/31 23:27:52 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.7 2004/07/26 20:47:27 Kazan - * remove MCD complete - * - * Revision 2.6 2004/07/12 16:32:45 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.4 2004/03/06 23:28:22 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.3 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.2 2003/11/06 20:22:03 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.1 2003/03/02 05:10:42 penguin - * Added #ifdef _MSC_VER around strange exception-handling code - * - penguin - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:05 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 1 6/29/99 7:42p Dave - * - * 3 1/19/99 9:07a Allender - * removed compiler warning pragma's since we are already ignoring them in - * vtypes.h - * - * 2 1/18/99 4:34p Allender - * added the exception handler routines from Game Developer for structured - * exception handling in vsdk code - * - * $NoKeywords: $ - */ + // Copyright İ 1998 Bruce Dawson. /* diff --git a/fs2_open/code/exceptionhandler/exceptionhandler.h b/fs2_open/code/exceptionhandler/exceptionhandler.h index 0db8b273e3..e4295d9c7f 100644 --- a/fs2_open/code/exceptionhandler/exceptionhandler.h +++ b/fs2_open/code/exceptionhandler/exceptionhandler.h @@ -7,43 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/ExceptionHandler/ExceptionHandler.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 02:50:52 $ - * $Author: Goober5000 $ - * - * Header file for program exception handling - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:22 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/07 02:58:10 mharris - * ifdef around pragma - * - * Revision 1.1 2002/05/02 18:03:05 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 1 6/29/99 7:42p Dave - * - * 2 1/18/99 4:34p Allender - * added the exception handler routines from Game Developer for structured - * exception handling in vsdk code - * - * $NoKeywords: $ - */ + #ifndef __EXCEPTION_HANDLER_H diff --git a/fs2_open/code/fireball/fireballs.cpp b/fs2_open/code/fireball/fireballs.cpp index 34284a70c6..1b99983411 100644 --- a/fs2_open/code/fireball/fireballs.cpp +++ b/fs2_open/code/fireball/fireballs.cpp @@ -7,476 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fireball/FireBalls.cpp $ - * $Revision: 2.33.2.4 $ - * $Date: 2007-09-02 02:07:39 $ - * $Author: Goober5000 $ - * - * Code to move, render and otherwise deal with fireballs. - * - * $Log: not supported by cvs2svn $ - * Revision 2.33.2.3 2007/07/28 21:31:04 Goober5000 - * this should really be capitalized - * - * Revision 2.33.2.2 2007/02/11 09:53:33 taylor - * support for tbl specified fireball explosion color ("$Light color:") - * - * Revision 2.33.2.1 2006/09/11 01:12:50 taylor - * fixes for stuff_string() bounds checking - * stict compiler build fixes - * - * Revision 2.33 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 2.32 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.31 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 2.30 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.29 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.28 2005/12/01 07:45:21 Goober5000 - * bypass annoying warnings when loading optional models - * --Goober5000 - * - * Revision 2.27 2005/10/20 17:50:00 taylor - * fix player warpout - * basic code cleanup (that previous braces change did nothing for readability) - * spell "plyr" correctly - * tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink - * - * Revision 2.26 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.25 2005/03/19 18:02:33 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.24 2005/03/14 03:24:25 taylor - * speedup grow/shrink time for the warp to avoid the big size skips - * - * Revision 2.23 2005/03/10 08:00:02 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.22 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.21 2005/02/23 05:05:39 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 2.20 2005/01/30 09:27:39 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.19 2004/11/01 20:57:03 taylor - * make use of Knossos_warp_ani_used flag - thanks Goober5000 - * - * Revision 2.18 2004/10/31 02:26:15 Goober5000 - * whoops - * --Goober5000 - * - * Revision 2.17 2004/10/31 02:04:33 Goober5000 - * added Knossos_warp_ani_used flag for taylor - * --Goober5000 - * - * Revision 2.16 2004/09/17 07:12:22 Goober5000 - * changed around the logic for the 3D warp effect - * --Goober5000 - * - * Revision 2.15 2004/08/23 04:32:39 Goober5000 - * warp effect is back to FS2 default - * --Goober5000 - * - * Revision 2.14 2004/07/26 20:47:28 Kazan - * remove MCD complete - * - * Revision 2.13 2004/07/12 16:32:45 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.12 2004/05/12 22:49:14 phreak - * renamed the warp model variable from 'wm' to 'Warp_model' - * - * Revision 2.11 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.10 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.9 2004/02/14 00:18:30 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.8 2003/11/16 04:09:19 Goober5000 - * language - * - * Revision 2.7 2003/11/11 03:56:10 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.6 2003/10/23 18:03:23 randomtiger - * Bobs changes (take 2) - * - * Revision 2.5 2003/03/19 06:23:27 Goober5000 - * added warp-effect sexp - * --Goober5000 - * - * Revision 2.4 2003/03/18 01:44:30 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.3 2002/12/07 01:37:41 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.2 2002/11/14 04:18:16 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 19 9/14/99 1:27a Andsager - * Better LOD for fireballs when behind. Move point ahead to get vertex - * ahead and then find size. - * - * 18 9/12/99 11:42p Dave - * - * 17 9/13/99 10:09a Andsager - * Add debug console commands to lower model render detail and fireball - * LOD for big ship explosiosns. - * - * 16 9/09/99 8:53p Dave - * Fixed multiplayer degenerate orientation case problem. Make sure warp - * effect never goes lower than LOD 1. - * - * 15 9/07/99 12:20a Andsager - * LOD less agressive at lower hardware detail level - * - * 14 9/06/99 6:47p Jamesa - * Fixed build error. - * - * 13 9/06/99 3:23p Andsager - * Make fireball and weapon expl ani LOD choice look at resolution of the - * bitmap - * - * 12 9/01/99 10:09a Dave - * Pirate bob. - * - * 11 8/31/99 10:13p Andsager - * Add Knossos warp effect fireball - * - * 10 8/30/99 9:59a Dave - * Removed explosion LOD stuff. - * - * 9 8/28/99 4:54p Dave - * Fixed directives display for multiplayer clients for wings with - * multiple waves. Fixed hud threat indicator rendering color. - * - * 8 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 7 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 6 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 5 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 75 5/18/98 2:49p Lawrance - * Allow up to double instance of sound for warp holes - * - * 74 5/15/98 3:54p John - * Added code so that only "perishable" fireballs get removed. - * - * 73 4/15/98 9:42a Adam - * added 2 more explosion types (1, actually, but placeholder for 2) - * - * 72 4/12/98 9:56a John - * Made lighting detail flags work. Made explosions cast light on - * highest. - * - * 71 4/09/98 7:58p John - * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff. - * Took out XPARENT flag settings in all the alpha-blended texture stuff. - * - * 70 3/31/98 5:11p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * 69 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 68 3/29/98 12:39p John - * Made warp in glow page in - * - * 67 3/27/98 2:17p Lawrance - * Don't play warphole closing for non-capital sized warp effects - * - * 66 3/26/98 5:44p Lawrance - * take out debug comments for warphole sounds playing - * - * 65 3/26/98 5:21p John - * Added new code to preload all bitmaps at the start of a level. - * Commented it out, though. - * - * 64 3/25/98 5:30p Lawrance - * Fix bug that was not playing wormhole open sound effect at correct - * volume - * - * 63 3/25/98 10:56a Lawrance - * Make a sound for warphole close as well as warphole open, move to - * fireball lib - * - * 62 3/18/98 12:36p John - * Made hardware have nicer looking warp effect - * - * 61 3/18/98 12:01p John - * Made warp grid grow faster - * - * 60 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 59 2/22/98 12:19p John - * Externalized some strings - * - * 58 2/19/98 4:32p Lawrance - * Add asteroid explosion - * - * 57 2/12/98 11:53p Lawrance - * comment out use of current_frame since not used anywhere - * - * 56 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 55 1/23/98 5:06p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 54 1/19/98 9:37p Allender - * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple - * of places since I was unsure of what to do with code. - * - * 53 1/15/98 4:58p John - * Made warp effect use a looping ani. Made the scaling up & down be in - * software. - * - * 52 1/15/98 2:32p John - * Added code to optionally take a velocity for a fireball. - * - * 51 1/11/98 2:15p John - * Changed a lot of stuff that had to do with bitmap loading. Made cfile - * not do callbacks, I put that in global code. Made only bitmaps that - * need to load for a level load. - * - * 50 1/02/98 5:04p John - * Several explosion related changes. Made fireballs not be used as - * ani's. Made ship spark system expell particles. Took away impact - * explosion for weapon hitting ship... this needs to get added to weapon - * info and makes shield hit more obvious. Only make sparks when hit - * hull, not shields. - * - * 49 12/31/97 4:48p John - * added some debug info - * - * 48 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 47 12/08/97 11:15a John - * added parameter to warpout for life. - * - * 46 12/02/97 3:59p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 45 11/30/97 2:03p John - * made warp effect not use an ani for height map. - * - * 44 11/16/97 12:20p John - * added code to make ships instantly warp in/out if fireball effect - * fails. But, made it so the fireball effect will kill off old sparks - * so it can go, so this should never happen. - * - * 43 11/16/97 10:48a John - * added code to remove the oldest fireball if there weren't enough slots - * for a new one. - * - * 42 11/01/97 1:49p John - * added code to page fireballs in during level load. Made player warpout - * use Adam's new camera movement pattern. Make ships docked to warping - * out ships render correctly. - * - * 41 10/29/97 5:05p John - * Changed dynamic lighting to only rotate and calculate lighting for - * point lights that are close to an object. Changed lower framerate cap - * from 4 to .5. - * - * 40 10/24/97 6:24p John - * added code to return the life left of a fireball - * - * 39 9/14/97 4:49p Lawrance - * add some demo debugging code - * - * 38 9/12/97 4:02p John - * put in ship warp out effect. - * put in dynamic lighting for warp in/out - * - * 37 9/09/97 4:49p John - * Almost done ship warp in code - * - * 36 9/08/97 8:39a John - * added in code structure for grid - * - * 35 9/03/97 5:04p Lawrance - * add error checking when restoring structs - * - * 34 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 33 8/29/97 2:26p John - * first rev of ship warp in effect. Nothing more than a fireball inside - * of freespace, but textest.cpp contains the correct effect code that - * needs to be transferred into the game next. - * - * 32 8/21/97 5:11p Lawrance - * frame numbering for ANI's now is from 0 -> total_frames-1. - * - * 31 8/13/97 9:50p Allender - * split *_move into *_process_pre and *_process_post functions. - * process_pre functions called before object is moved. _process_post - * functions called after object is moved. Reordered code in ship_post - * and weapon_post for multiplayer - * - * 30 8/13/97 12:06p Lawrance - * supporting multiple types of fireball explosions - * - * 29 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 28 7/31/97 5:55p John - * made so you pass flags to obj_create. - * Added new collision code that ignores any pairs that will never - * collide. - * - * 27 7/24/97 9:54a Lawrance - * don't free fireball system if not inited - * - * 26 7/23/97 11:35a Lawrance - * ensure fireball animations are always freed properly - * - * 25 7/21/97 11:41a Lawrance - * clean up fireballs at the end of each level - * - * 24 7/20/97 6:58p Lawrance - * call anim_get_frame() to take advantage of key-framed animation - * - * 23 7/11/97 3:57p John - * made fireballs translucent. alpha=1.3x intesity. only for d3d. - * - * 22 7/11/97 12:08p John - * made fireballs randomly be rotated. - * - * 21 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 20 7/11/97 11:19a Lawrance - * fix mem leaks, move save code from State.cpp here - * - * 19 7/10/97 1:51p Lawrance - * sorting anim fireballs - * - * 18 6/24/97 6:21p John - * added detail flags. - * sped up motion debris system a bit. - * - * 17 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 16 5/05/97 10:40p Mike - * Make missile exhaust trails look a tad nicer. - * - * 15 3/11/97 10:47p Mike - * Add a slew of secondary weapons. - * Support exhaust blobs. - * Add weapons that spawn weapons. - * Add remotely detonatable weapons. - * Add heat-seeking missiles. - * - * 14 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include "fireball/fireballs.h" #include "graphics/tmapper.h" diff --git a/fs2_open/code/fireball/fireballs.h b/fs2_open/code/fireball/fireballs.h index 5656ee885b..3ef8e5002d 100644 --- a/fs2_open/code/fireball/fireballs.h +++ b/fs2_open/code/fireball/fireballs.h @@ -7,214 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fireball/FireBalls.h $ - * $Revision: 2.14.2.2 $ - * $Date: 2007-11-22 05:02:28 $ - * $Author: taylor $ - * - * Prototypes for fireball functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.1 2007/02/11 09:53:33 taylor - * support for tbl specified fireball explosion color ("$Light color:") - * - * Revision 2.14 2005/07/13 02:50:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.13 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/03/19 18:02:33 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.11 2004/10/31 02:04:33 Goober5000 - * added Knossos_warp_ani_used flag for taylor - * --Goober5000 - * - * Revision 2.10 2004/09/17 07:12:22 Goober5000 - * changed around the logic for the 3D warp effect - * --Goober5000 - * - * Revision 2.9 2004/08/23 04:32:39 Goober5000 - * warp effect is back to FS2 default - * --Goober5000 - * - * Revision 2.8 2004/08/11 05:06:22 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.7 2004/05/12 22:49:13 phreak - * renamed the warp model variable from 'wm' to 'Warp_model' - * - * Revision 2.6 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.5 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/03/19 06:23:27 Goober5000 - * added warp-effect sexp - * --Goober5000 - * - * Revision 2.3 2003/03/02 05:12:39 penguin - * Moved "extern int wm" declaration inside the header #ifdef block - * - penguin - * - * Revision 2.2 2002/11/14 04:18:16 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/13/99 10:09a Andsager - * Add debug console commands to lower model render detail and fireball - * LOD for big ship explosiosns. - * - * 7 9/06/99 6:57p Jamesa - * Cranked down num large fireball explosions. - * - * 6 9/06/99 6:14p Jamesa - * Reduced max fireball types. - * - * 5 8/31/99 10:13p Andsager - * Add Knossos warp effect fireball - * - * 4 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 34 5/15/98 3:54p John - * Added code so that only "perishable" fireballs get removed. - * - * 33 4/15/98 9:42a Adam - * added 2 more explosion types (1, actually, but placeholder for 2) - * - * 32 4/12/98 9:56a John - * Made lighting detail flags work. Made explosions cast light on - * highest. - * - * 31 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 30 3/18/98 12:36p John - * Made hardware have nicer looking warp effect - * - * 29 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 28 2/19/98 4:32p Lawrance - * Add asteroid explosion - * - * 27 1/23/98 5:06p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 26 1/15/98 4:58p John - * Made warp effect use a looping ani. Made the scaling up & down be in - * software. - * - * 25 1/15/98 2:32p John - * Added code to optionally take a velocity for a fireball. - * - * 24 1/02/98 5:04p John - * Several explosion related changes. Made fireballs not be used as - * ani's. Made ship spark system expell particles. Took away impact - * explosion for weapon hitting ship... this needs to get added to weapon - * info and makes shield hit more obvious. Only make sparks when hit - * hull, not shields. - * - * 23 12/08/97 11:15a John - * added parameter to warpout for life. - * - * 22 11/01/97 1:49p John - * added code to page fireballs in during level load. Made player warpout - * use Adam's new camera movement pattern. Make ships docked to warping - * out ships render correctly. - * - * 21 10/24/97 6:24p John - * added code to return the life left of a fireball - * - * 20 9/14/97 4:49p Lawrance - * extern Num_fireballs - * - * 19 9/12/97 4:02p John - * put in ship warp out effect. - * put in dynamic lighting for warp in/out - * - * 18 9/09/97 4:49p John - * Almost done ship warp in code - * - * 17 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 16 8/29/97 2:26p John - * first rev of ship warp in effect. Nothing more than a fireball inside - * of freespace, but textest.cpp contains the correct effect code that - * needs to be transferred into the game next. - * - * 15 8/13/97 9:50p Allender - * split *_move into *_process_pre and *_process_post functions. - * process_pre functions called before object is moved. _process_post - * functions called after object is moved. Reordered code in ship_post - * and weapon_post for multiplayer - * - * 14 8/13/97 12:06p Lawrance - * supporting multiple types of fireball explosions - * - * 13 7/21/97 11:41a Lawrance - * clean up fireballs at the end of each level - * - * 12 7/11/97 11:19a Lawrance - * fix mem leaks, move save code from State.cpp here - * - * 11 7/10/97 1:51p Lawrance - * sorting anim fireballs - * - * 10 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 9 3/11/97 10:47p Mike - * Add a slew of secondary weapons. - * Support exhaust blobs. - * Add weapons that spawn weapons. - * Add remotely detonatable weapons. - * Add heat-seeking missiles. - * - * 8 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _FIREBALLS_H #define _FIREBALLS_H diff --git a/fs2_open/code/fireball/warpineffect.cpp b/fs2_open/code/fireball/warpineffect.cpp index cedd68584e..7d54551af4 100644 --- a/fs2_open/code/fireball/warpineffect.cpp +++ b/fs2_open/code/fireball/warpineffect.cpp @@ -7,264 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fireball/WarpInEffect.cpp $ - * $Revision: 2.32.2.5 $ - * $Date: 2007-11-22 05:02:28 $ - * $Author: taylor $ - * - * Code for rendering the warp in effects for ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.32.2.4 2006/11/16 01:07:23 taylor - * do no culling on the warp effect model_render call properly (doesn't appear to break anything now that it actually set to not cull) - * - * Revision 2.32.2.3 2006/10/27 21:37:11 taylor - * more cleanup of warp_global crap - * scale render/detail box limits with detail level setting - * make sure that we reset culling and zbuffer after each model buffer that gets rendered - * - * Revision 2.32.2.2 2006/10/27 06:42:29 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 2.32.2.1 2006/07/21 16:08:03 taylor - * little cleanup - * - * Revision 2.32 2006/03/31 10:20:01 wmcoolmon - * Prelim. BSG warpin effect stuff - * - * Revision 2.31 2005/09/21 03:55:32 Goober5000 - * add option for warp flash; mess with the cmdlines a bit - * --Goober5000 - * - * Revision 2.30 2005/08/25 22:40:02 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.29 2005/07/25 05:24:17 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.28 2005/07/23 17:27:50 Goober5000 - * remove Bobboau's extra warp thing - * --Goober5000 - * - * Revision 2.27 2005/05/22 22:47:19 phreak - * compile warning fixage. - * - * Revision 2.26 2005/04/05 05:53:15 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.25 2005/03/25 06:57:33 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.24 2005/03/19 18:02:33 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.23 2005/01/01 19:47:26 taylor - * make use of MR_NO_FOGGING to render models without fog - * - * Revision 2.22 2004/11/23 19:29:13 taylor - * fix 2d warp in D3D, add cmdline option for 3d warp - * - * Revision 2.21 2004/09/17 07:12:22 Goober5000 - * changed around the logic for the 3D warp effect - * --Goober5000 - * - * Revision 2.20 2004/08/23 04:32:39 Goober5000 - * warp effect is back to FS2 default - * --Goober5000 - * - * Revision 2.19 2004/07/26 20:47:28 Kazan - * remove MCD complete - * - * Revision 2.18 2004/07/17 09:29:13 taylor - * make old warpmap and new glow bitmap 3D unlit to render right in OGL - * - * Revision 2.17 2004/07/12 16:32:46 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.16 2004/07/05 05:09:18 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.15 2004/05/12 22:49:13 phreak - * renamed the warp model variable from 'wm' to 'Warp_model' - * - * Revision 2.14 2004/05/08 01:08:48 Goober5000 - * small fix - * --Goober5000 - * - * Revision 2.13 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.12 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.11 2003/11/16 04:09:19 Goober5000 - * language - * - * Revision 2.10 2003/11/11 03:56:10 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.9 2003/09/26 14:37:13 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.8 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.7 2003/03/19 23:06:40 Goober5000 - * bit o' housecleaning - * --Goober5000 - * - * Revision 2.6 2003/03/19 22:49:32 Goober5000 - * added some mission flags - * --Goober5000 - * - * Revision 2.5 2003/03/19 06:23:27 Goober5000 - * added warp-effect sexp - * --Goober5000 - * - * Revision 2.4 2003/03/18 01:44:30 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.3 2003/01/05 23:41:50 bobboau - * disabled decals (for now), removed the warp ray thingys, - * made some better error mesages while parseing weapons and ships tbls, - * and... oh ya, added glow mapping - * - * Revision 2.2 2002/11/14 04:18:16 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 7/22/99 1:22p Dave - * Enable proper zbuffering for warpin glow effect. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 23 4/08/98 8:20p John - * Made "Apex" of warp effect not move. - * - * 22 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 21 3/29/98 12:39p John - * Made warp in glow page in - * - * 20 3/26/98 5:21p John - * Added new code to preload all bitmaps at the start of a level. - * Commented it out, though. - * - * 19 3/18/98 12:36p John - * Made hardware have nicer looking warp effect - * - * 18 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 17 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 16 3/04/98 7:07p John - * Added debug code to try to normalize a zerolength vector. - * - * 15 2/26/98 3:28p John - * fixed optimize compiler warning - * - * 14 2/24/98 6:36p John - * Made warp effect draw as a 4 poly cone. - * - * 13 2/22/98 12:19p John - * Externalized some strings - * - * 12 1/15/98 9:07p John - * Added noise to warp effect glow. - * - * 11 1/15/98 4:58p John - * Made warp effect use a looping ani. Made the scaling up & down be in - * software. - * - * 10 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 9 12/08/97 11:15a John - * added parameter to warpout for life. - * - * 8 12/05/97 3:46p John - * made ship thruster glow scale instead of being an animation. - * - * 7 12/02/97 3:59p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 6 10/24/97 12:18p John - * sped up warp effect by decreasing number of polys with distance. - * - * 5 9/15/97 5:45p John - * took out chunk stuff. - * made pofview display thrusters as blue polies. - * - * 4 9/12/97 4:02p John - * put in ship warp out effect. - * put in dynamic lighting for warp in/out - * - * 3 9/09/97 4:49p John - * Almost done ship warp in code - * - * 2 9/08/97 8:39a John - * added in code structure for grid - * - * 1 9/05/97 10:07a John - * - * $NoKeywords: $ - */ + #include "math/vecmat.h" diff --git a/fs2_open/code/fred2/addvariabledlg.cpp b/fs2_open/code/fred2/addvariabledlg.cpp index 249fd90f1f..d02e46e510 100644 --- a/fs2_open/code/fred2/addvariabledlg.cpp +++ b/fs2_open/code/fred2/addvariabledlg.cpp @@ -285,4 +285,4 @@ void CAddVariableDlg::set_variable_type() ((CButton *) GetDlgItem(IDC_TYPE_CAMPAIGN_PERSISTENT))->SetCheck(m_type_campaign_persistent); ((CButton *) GetDlgItem(IDC_TYPE_PLAYER_PERSISTENT))->SetCheck(m_type_player_persistent); ((CButton *) GetDlgItem(IDC_TYPE_NETWORK_VARIABLE))->SetCheck(m_type_network_variable); -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/adjustgriddlg.cpp b/fs2_open/code/fred2/adjustgriddlg.cpp index d72795c9f2..efe4533162 100644 --- a/fs2_open/code/fred2/adjustgriddlg.cpp +++ b/fs2_open/code/fred2/adjustgriddlg.cpp @@ -7,47 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/AdjustGridDlg.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-01-21 02:22:04 $ - * $Author: wmcoolmon $ - * - * Editor to allow one to change Fred's grid orientation and position. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:52 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 2:59p Dave - * - * 3 8/18/97 10:01p Hoffoss - * Improved dialog by graying out fields that don't have any effect on - * current plane setting. - * - * 2 8/18/97 9:31p Hoffoss - * Added grid adjustment dialog and shield system editor dialog. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/adjustgriddlg.h b/fs2_open/code/fred2/adjustgriddlg.h index 51474585fe..bda50643f8 100644 --- a/fs2_open/code/fred2/adjustgriddlg.h +++ b/fs2_open/code/fred2/adjustgriddlg.h @@ -7,44 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/AdjustGridDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Editor to allow one to change Fred's grid orientation and position. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:10:52 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 2:59p Dave - * - * 3 8/18/97 10:01p Hoffoss - * Improved dialog by graying out fields that don't have any effect on - * current plane setting. - * - * 2 8/18/97 9:31p Hoffoss - * Added grid adjustment dialog and shield system editor dialog. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // adjust_grid_dlg dialog diff --git a/fs2_open/code/fred2/backgroundchooser.cpp b/fs2_open/code/fred2/backgroundchooser.cpp index 81761079ed..5a4c60899c 100644 --- a/fs2_open/code/fred2/backgroundchooser.cpp +++ b/fs2_open/code/fred2/backgroundchooser.cpp @@ -85,4 +85,4 @@ void BackgroundChooser::OnClose() int BackgroundChooser::GetChosenBackground() { return m_chosenBackground; -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/bgbitmapdlg.cpp b/fs2_open/code/fred2/bgbitmapdlg.cpp index eabeed9b7a..3c31451db9 100644 --- a/fs2_open/code/fred2/bgbitmapdlg.cpp +++ b/fs2_open/code/fred2/bgbitmapdlg.cpp @@ -7,201 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/BgBitmapDlg.cpp $ - * $Revision: 1.5.2.7 $ - * $Date: 2007-09-02 02:07:39 $ - * $Author: Goober5000 $ - * - * Background space images manager dialog - * - * $Log: not supported by cvs2svn $ - * Revision 1.5.2.6 2007/05/28 18:27:32 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 1.5.2.5 2006/11/24 22:40:15 Goober5000 - * FRED again updates backgrounds while the user is editing them - * - * Revision 1.5.2.4 2006/11/15 00:30:10 taylor - * clean up skybox model selection and usage to work better with FRED - * make sure to go ahead and set the skybox model when it's set/changed in FRED - * go ahead and load/set the envmap when it's set/changed in FRED - * get rid of extra envmap image types, only DDS is actually supported (not sure what the hell I was thinking there) - * - * Revision 1.5.2.3 2006/10/24 13:44:54 taylor - * add envmap selection to background editor - * change skybox selection to be a text entry or browse instead of only text entry - * allow envmap selected in background editor to be used by FRED - * make texture replacement work in FRED for ships (Mantis bug #1068) - * - * Revision 1.5.2.2 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 1.5.2.1 2006/07/20 21:15:11 karajorma - * Fix for Mantis 996 - * - * Revision 1.5 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.4 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 1.3 2006/02/20 07:30:14 taylor - * updated to newest dynamic starfield code - * - this mainly is to just better support SEXP based starfield bitmap changes (preloading, better in-mission stuff loading) - * - also fixes index_buffer related double-free() - * - done waste memory for env index buffer if env is not enabled - * - address a couple of bm load/release issues and comment a little to tell why - * - * Revision 1.2 2006/01/30 06:27:59 taylor - * dynamic starfield bitmaps - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.11 2005/12/22 01:44:43 phreak - * Extra error code for background importing - * - * Revision 1.10 2005/12/21 00:28:43 phreak - * Import background button for mission bitmaps. - * - * Revision 1.9 2005/07/25 06:51:33 Goober5000 - * mission flag changes for FRED - * --Goober5000 - * - * Revision 1.8 2005/04/12 02:18:52 phreak - * Ambient lighting sliders now work in the background editor. - * - * Revision 1.7 2005/03/29 03:13:06 phreak - * Made some changes to the background bitmap dialog to show the user updates - * whenever any information on the position or size changes, or another bitmap is - * used instead of whats currently selected. The spinners for the bitmaps also wrap - * from 359 - > 0 and from 0 -> 359. These enhancements should make creating - * backgrounds much quicker and easier. - * - * Also fixed a bug where if a user entered "39" in either the pitch, bank, or heading - * boxes, then the "39" would be set to "38" due to truncation from converting between - * radians and degrees. - * - * Revision 1.6 2005/03/20 20:23:47 phreak - * Get the Background Bitmap Dialog to generate the vertex buffers the background bitmaps need to draw - * This will get the backgrounds drawing again. - * - * Revision 1.5 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.4 2003/10/23 23:52:26 phreak - * changed the background bitmap dialog so the user can specify custom skyboxes - * - * Revision 1.3 2003/01/13 02:07:26 wmcoolmon - * Removed the override checkbox + flag for ship trails and added a checkbox + flag to disable ship trails within the nebula, NO_NEB_TRAILS, to the Background dialog. - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:52 inquisitor - * Initial FRED2 Checking - * - * - * 11 7/02/99 4:30p Dave - * Much more sophisticated lightning support. - * - * 10 6/08/99 5:42p Dave - * Fixed background bitmap division stuff. - * - * 9 6/03/99 6:42p Dave - * - * 8 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 7 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 6 4/26/99 8:47p Dave - * Made all pof related nebula stuff customizable through Fred. - * - * 5 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 4 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 3 11/14/98 5:37p Dave - * Put in support for full nebulas. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 18 4/13/98 10:25p Hoffoss - * Added a flag for subspace missions, and for aboard the Galatea or - * Bastion. - * - * 17 1/14/98 8:56a John - * Removed old nebula palette code that didn't matter what HUD colors were - * loaded. - * - * 16 12/08/97 4:48p Hoffoss - * Moved starfield editor controls to background editor. - * - * 15 11/25/97 4:48p Johnson - * Fixed bug with nebula selection. - * - * 14 11/25/97 11:40a Hoffoss - * Added support for nebula placement editing. - * - * 13 11/23/97 6:06p Hoffoss - * Renamed background bitmap editor to just background editor. - * - * 12 11/21/97 2:55p Hoffoss - * Added Nebula support to Fred. Implemented loading and saving nebula - * info to/from mission files. - * - * 11 6/11/97 3:26p Hoffoss - * Added better verification of bitmap filename to BG editor. - * - * 10 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 9 3/31/97 6:07p Hoffoss - * Fixed several errors, including BG editor not graying fields, BG editor - * not updating image when changed, Removed obsolete data from Weapon - * editor, priority not being saved when missions saved, priority not - * editable in initial orders editor. - * - * 8 3/27/97 2:24p Hoffoss - * Fixed bug in image not updating when new image selected from listbox of - * combo box. - * - * 7 3/21/97 4:24p Hoffoss - * Fixed bug in changing image to an external image file. - * - * 6 3/17/97 1:54p Hoffoss - * fixed bugs in BG editor, and added delete button functionality. - * - * 5 3/12/97 4:33p Hoffoss - * added spin controls to orient editor, light intensity level can be - * specified in BG editor. - * - * 4 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 3 2/04/97 3:09p Hoffoss - * Background bitmap editor implemented fully. - * - * 2 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #include "stdafx.h" diff --git a/fs2_open/code/fred2/bgbitmapdlg.h b/fs2_open/code/fred2/bgbitmapdlg.h index 24c362434c..7dccf5e101 100644 --- a/fs2_open/code/fred2/bgbitmapdlg.h +++ b/fs2_open/code/fred2/bgbitmapdlg.h @@ -7,137 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/BgBitmapDlg.h $ - * $Revision: 1.2.2.2 $ - * $Date: 2006-10-24 13:44:54 $ - * $Author: taylor $ - * - * Background space images manager dialog - * - * $Log: not supported by cvs2svn $ - * Revision 1.2.2.1 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 1.2 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.9 2005/12/21 00:28:43 phreak - * Import background button for mission bitmaps. - * - * Revision 1.8 2005/07/25 06:51:33 Goober5000 - * mission flag changes for FRED - * --Goober5000 - * - * Revision 1.7 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.6 2005/04/12 02:18:52 phreak - * Ambient lighting sliders now work in the background editor. - * - * Revision 1.5 2005/03/29 03:13:06 phreak - * Made some changes to the background bitmap dialog to show the user updates - * whenever any information on the position or size changes, or another bitmap is - * used instead of whats currently selected. The spinners for the bitmaps also wrap - * from 359 - > 0 and from 0 -> 359. These enhancements should make creating - * backgrounds much quicker and easier. - * - * Also fixed a bug where if a user entered "39" in either the pitch, bank, or heading - * boxes, then the "39" would be set to "38" due to truncation from converting between - * radians and degrees. - * - * Revision 1.4 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.3 2003/10/23 23:52:26 phreak - * changed the background bitmap dialog so the user can specify custom skyboxes - * - * Revision 1.2 2003/01/13 02:07:26 wmcoolmon - * Removed the override checkbox + flag for ship trails and added a checkbox + flag to disable ship trails within the nebula, NO_NEB_TRAILS, to the Background dialog. - * - * Revision 1.1.1.1 2002/07/15 03:10:52 inquisitor - * Initial FRED2 Checking - * - * - * 8 7/02/99 4:30p Dave - * Much more sophisticated lightning support. - * - * 7 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 6 4/26/99 8:47p Dave - * Made all pof related nebula stuff customizable through Fred. - * - * 5 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 4 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 3 11/14/98 5:37p Dave - * Put in support for full nebulas. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 2:59p Dave - * - * 12 4/13/98 10:25p Hoffoss - * Added a flag for subspace missions, and for aboard the Galatea or - * Bastion. - * - * 11 12/08/97 4:48p Hoffoss - * Moved starfield editor controls to background editor. - * - * 10 11/25/97 11:40a Hoffoss - * Added support for nebula placement editing. - * - * 9 11/21/97 2:55p Hoffoss - * Added Nebula support to Fred. Implemented loading and saving nebula - * info to/from mission files. - * - * 8 3/31/97 6:07p Hoffoss - * Fixed several errors, including BG editor not graying fields, BG editor - * not updating image when changed, Removed obsolete data from Weapon - * editor, priority not being saved when missions saved, priority not - * editable in initial orders editor. - * - * 7 3/27/97 2:24p Hoffoss - * Fixed bug in image not updating when new image selected from listbox of - * combo box. - * - * 6 3/21/97 4:24p Hoffoss - * Fixed bug in changing image to an external image file. - * - * 5 3/17/97 1:54p Hoffoss - * fixed bugs in BG editor, and added delete button functionality. - * - * 4 3/12/97 4:33p Hoffoss - * added spin controls to orient editor, light intensity level can be - * specified in BG editor. - * - * 3 2/04/97 3:09p Hoffoss - * Background bitmap editor implemented fully. - * - * 2 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #ifndef _BG_BITMAP_DLG_H #define _BG_BITMAP_DLG_H diff --git a/fs2_open/code/fred2/briefingeditordlg.cpp b/fs2_open/code/fred2/briefingeditordlg.cpp index 440e9f54ec..cd42114a2c 100644 --- a/fs2_open/code/fred2/briefingeditordlg.cpp +++ b/fs2_open/code/fred2/briefingeditordlg.cpp @@ -7,206 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/BriefingEditorDlg.cpp $ - * $Revision: 1.4.2.2 $ - * $Date: 2007-04-08 08:28:20 $ - * $Author: karajorma $ - * - * Briefing editor dialog box class. - * - * $Log: not supported by cvs2svn $ - * Revision 1.4.2.1 2007/03/07 22:36:51 karajorma - * Make .ogg selectable in FRED. - * - * Revision 1.4 2006/05/30 02:13:22 Goober5000 - * add substitute music boxes to FRED, and reset music properly when mission is cleared - * --Goober5000 - * - * Revision 1.3 2006/02/04 07:05:03 Goober5000 - * fixed several IFF bugs in FRED (plus one or two other bugs) - * --Goober5000 - * - * Revision 1.2 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.13 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.12 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.11 2005/12/29 00:55:25 phreak - * Briefing icons are now able to be flipped. Left becomes right and vice versa. - * - * Revision 1.10 2005/10/22 05:54:48 wmcoolmon - * Fixed cf_find_file_location - * - * Revision 1.9 2005/09/29 05:18:59 Goober5000 - * the FRED stuff - * --Goober5000 - * - * Revision 1.8 2005/07/13 01:03:10 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 1.7 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.6 2005/03/06 23:19:27 wmcoolmon - * Fixed the last of the jump node errors - * - * Revision 1.5 2005/03/06 22:43:14 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.4 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:52 inquisitor - * Initial FRED2 Checking - * - * - * 9 7/19/99 3:01p Dave - * Fixed icons. Added single transport icon. - * - * 8 7/18/99 5:19p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 7 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 6 5/20/99 1:46p Andsager - * Add briefing view copy and paste between stages - * - * 5 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 4 11/30/98 5:32p Dave - * Fixed up Fred support for software mode. - * - * 3 10/16/98 4:28p Andsager - * Fix fred dependency - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 63 5/21/98 4:20p Dave - * Fixed bug with briefing editor when no current stage selected. - * - * 62 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 61 5/14/98 4:47p Hoffoss - * Made it so when you switch to a new team's debriefing (via menu), it - * updates the camera position to what it should be for new briefing - * stage. - * - * 60 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 59 4/22/98 9:56a Sandeep - * - * 58 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 57 4/16/98 2:49p Johnson - * Fixed initialization for new icons in briefing. - * - * 56 4/07/98 6:32p Dave - * Fixed function I forget to change back. - * - * 55 4/07/98 6:27p Dave - * Implemented a more boiler-plate solution to the multiple team briefing - * problem in this editor. - * - * 54 4/07/98 4:51p Dave - * (Hoffoss) Fixed a boat load of bugs caused by the new change to - * multiple briefings. Allender's code changed to support this in the - * briefing editor wasn't quite correct. - * - * 53 4/06/98 5:37p Hoffoss - * Added sexp tree support to briefings in Fred. - * - * 52 4/06/98 10:43a John - * Fixed bugs with inserting/deleting stages - * - * 51 4/03/98 12:39p Hoffoss - * Changed starting directory for browse buttons in several editors. - * - * 50 4/03/98 11:34a John - * Fixed the stuff I broke in Fred from the new briefing - * - * 49 3/26/98 6:40p Lawrance - * Don't store icon text for briefings - * - * 48 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 47 3/19/98 4:24p Hoffoss - * Added remaining support for command brief screen (ANI and WAVE file - * playing). - * - * 46 3/17/98 2:00p Hoffoss - * Added ability to make an icon from a jump node in briefing editor. - * - * 45 2/18/98 6:44p Hoffoss - * Added support for lines between icons in briefings for Fred. - * - * 44 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 43 2/04/98 4:31p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 42 1/28/98 7:19p Lawrance - * Get fading/highlighting animations working - * - * 41 12/28/97 5:52p Lawrance - * Add support for debriefing success/fail music. - * - * 40 11/04/97 4:33p Hoffoss - * Made saving keep the current briefing state intact. - * - * 39 11/04/97 11:31a Duncan - * Made make icon button gray if at max icons already. - * - * 38 11/03/97 4:07p Jasen - * Fixed bug in briefing editor caused by changes in TEAM_* defines in the - * past and whoever made these changes failed to update this editor along - * with it. - * - * 37 10/19/97 11:32p Hoffoss - * Added support for briefing cuts in Fred. - * - * 36 10/12/97 11:23p Mike - * About ten fixes/changes in the docking system. - * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT. - * - * 35 9/30/97 5:56p Hoffoss - * Added music selection combo boxes to Fred. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" @@ -1598,4 +1399,4 @@ void briefing_editor_dlg::OnFlipIcon() // Briefing->stages[m_cur_stage].icons[m_cur_icon].flags &= ~BI_MIRROR_ICON; update_data(1); -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/briefingeditordlg.h b/fs2_open/code/fred2/briefingeditordlg.h index aa3651d89e..2ffef088d8 100644 --- a/fs2_open/code/fred2/briefingeditordlg.h +++ b/fs2_open/code/fred2/briefingeditordlg.h @@ -7,130 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/BriefingEditorDlg.h $ - * $Revision: 1.3 $ - * $Date: 2006-05-30 02:13:22 $ - * $Author: Goober5000 $ - * - * Briefing editor dialog box class. - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.6 2005/12/29 00:55:25 phreak - * Briefing icons are now able to be flipped. Left becomes right and vice versa. - * - * Revision 1.5 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.4 2005/04/13 20:02:08 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.3 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:52 inquisitor - * Initial FRED2 Checking - * - * - * 3 5/20/99 1:46p Andsager - * Add briefing view copy and paste between stages - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 24 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 23 4/07/98 4:51p Dave - * (Hoffoss) Fixed a boat load of bugs caused by the new change to - * multiple briefings. Allender's code changed to support this in the - * briefing editor wasn't quite correct. - * - * 22 4/06/98 5:37p Hoffoss - * Added sexp tree support to briefings in Fred. - * - * 21 2/18/98 6:45p Hoffoss - * Added support for lines between icons in briefings for Fred. - * - * 20 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 19 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 18 11/04/97 4:33p Hoffoss - * Made saving keep the current briefing state intact. - * - * 17 10/19/97 11:32p Hoffoss - * Added support for briefing cuts in Fred. - * - * 16 9/30/97 5:56p Hoffoss - * Added music selection combo boxes to Fred. - * - * 15 8/19/97 10:15a Hoffoss - * Made escape close briefing window through normal channels. - * - * 14 8/14/97 6:37p Hoffoss - * Added briefing icon id support to Fred. - * - * 13 8/07/97 3:45p Hoffoss - * Added in several requested features to the briefing editor. - * - * 12 8/06/97 12:25p Hoffoss - * Fixed bugs: Briefing editor dialog wasn't getting reset when new - * mission created, and hitting MFC assert when quitting while briefing - * editor open. - * - * 11 7/03/97 9:42a Hoffoss - * Added a ship type field in briefing editor. - * - * 10 6/26/97 6:04p Hoffoss - * Briefing icons now are selected before normal objects. - * - * 9 6/26/97 5:18p Hoffoss - * Major rework of briefing editor functionality. - * - * 8 6/25/97 4:13p Hoffoss - * Added functionality to the make icon button. - * - * 7 6/25/97 10:37a Hoffoss - * Added icon text field support to briefing editor. - * - * 6 6/24/97 3:03p Hoffoss - * New stages now copy another stage if possible. - * - * 5 6/24/97 11:31a Hoffoss - * Added code for handling icon editing. - * - * 4 6/24/97 10:16a Hoffoss - * Changes to briefing editor code. - * - * 3 6/23/97 2:58p Hoffoss - * Added more functionality to briefing editor. - * - * 2 6/18/97 2:39p Hoffoss - * Improved on briefing editor. Still far from done, though. - * - * $NoKeywords: $ - */ + #ifndef __BRIEFINGEDITORDLG_H__ #define __BRIEFINGEDITORDLG_H__ diff --git a/fs2_open/code/fred2/campaigntreewnd.cpp b/fs2_open/code/fred2/campaigntreewnd.cpp index 1573b24176..91875fd204 100644 --- a/fs2_open/code/fred2/campaigntreewnd.cpp +++ b/fs2_open/code/fred2/campaigntreewnd.cpp @@ -7,142 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/CampaignTreeWnd.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Campaign display tree window code. Works very closely with the Campaign editor dialog box. - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2006/01/11 04:46:17 phreak - * Some campaign editor fixes: - * - * Filebox is initialized upon opening the window - * Campaign will save to directories other than /data/missions/ or /mod/data/missions - * - * Revision 1.4 2003/03/03 04:15:24 Goober5000 - * FRED portion of tech room fix, plus some neatening up of the dialogs - * --Goober5000 - * - * Revision 1.3 2003/01/14 04:00:15 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 3 1/07/99 1:52p Andsager - * Initial check in of Sexp_variables - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:00p Dave - * - * 27 9/16/98 3:08p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 26 8/19/98 9:46a Hoffoss - * Added some 'save first?' type checks to the campaign editor. - * - * 25 5/26/98 2:32p Hoffoss - * Made campaign editor come up with a new campaign instead of loading - * built-in one. - * - * 24 5/22/98 1:06a Hoffoss - * Made Fred not use OLE. - * - * 23 4/14/98 11:55a Allender - * add end-of-campaign sexpression to allow for mission replay at the end - * of campaigns - * - * 22 3/31/98 12:23a Allender - * changed macro names of campaign types to be more descriptive. Added - * "team" to objectives dialog for team v. team missions. Added two - * distinct multiplayer campaign types - * - * 21 3/18/98 10:38p Allender - * added required "num players" for multiplayer missions. Put in required - * "num players" for multiplayer campaigns. Added campaign editor support - * to determine "num players" - * - * 20 2/24/98 10:23a Johnson - * Fixed up some build bugs caused by a multiplayer struct removal. - * - * 19 12/19/97 10:29a Allender - * made initial status windows appear on top of campaign editor window - * instead of Fred main window - * - * 18 12/18/97 5:11p Allender - * initial support for ship/weapon persistence - * - * 17 12/02/97 5:29p Johnson - * Fixed bug in branch sexp error checking. Was using link number instead - * of mission number. - * - * 16 11/22/97 3:05p Allender - * support for new fields for multiplayer in campaign editor - * - * 15 9/16/97 4:19p Jasen - * Fixed a bug in Fred with Campaign mode. - * - * 14 9/01/97 6:31p Hoffoss - * Added remaining missing features to campaign editor in Fred. - * - * 13 8/14/97 11:54p Hoffoss - * Added more error checking to Campaign editor, and made exit from - * Campaign editor reload last mission in Fred (unless specifically - * loading another mission). - * - * 12 8/13/97 5:49p Hoffoss - * Fixed bugs, made additions. - * - * 11 8/13/97 12:46p Hoffoss - * Added campaign error checker, accelerator table, and mission goal data - * listings to sexp tree right click menu. - * - * 10 7/09/97 2:28p Hoffoss - * Fixed bug with adding new links, and made campaign general info update. - * - * 9 5/15/97 12:45p Hoffoss - * Extensive changes to fix many little bugs. - * - * 8 5/14/97 12:54p Hoffoss - * Added sexp tree for campaign branches, branch hilighting, and branch - * reordering. - * - * 7 5/13/97 12:46p Hoffoss - * Added close campaign editor functions, changed global pointer to have - * capped first letter. - * - * 6 5/13/97 11:13a Hoffoss - * Added remaining file menu options to campaign editor. - * - * 5 5/13/97 10:52a Hoffoss - * Added campaign saving code. - * - * 4 5/09/97 9:50a Hoffoss - * Routine code check in. - * - * 3 5/05/97 9:40a Hoffoss - * Campaign editor begun. - * - * 2 5/01/97 4:11p Hoffoss - * Started on Campaign editor stuff, being sidetracked with fixing bugs - * now, though, so checking it for now. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/campaigntreewnd.h b/fs2_open/code/fred2/campaigntreewnd.h index 840ed714d3..8a78605441 100644 --- a/fs2_open/code/fred2/campaigntreewnd.h +++ b/fs2_open/code/fred2/campaigntreewnd.h @@ -7,76 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/CampaignTreeWnd.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Campaign display tree window code. Works very closely with the Campaign editor dialog box. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 12 12/18/97 5:11p Allender - * initial support for ship/weapon persistence - * - * 11 8/14/97 11:54p Hoffoss - * Added more error checking to Campaign editor, and made exit from - * Campaign editor reload last mission in Fred (unless specifically - * loading another mission). - * - * 10 8/13/97 5:49p Hoffoss - * Fixed bugs, made additions. - * - * 9 8/13/97 12:46p Hoffoss - * Added campaign error checker, accelerator table, and mission goal data - * listings to sexp tree right click menu. - * - * 8 5/15/97 12:45p Hoffoss - * Extensive changes to fix many little bugs. - * - * 7 5/14/97 12:54p Hoffoss - * Added sexp tree for campaign branches, branch hilighting, and branch - * reordering. - * - * 6 5/13/97 12:46p Hoffoss - * Added close campaign editor functions, changed global pointer to have - * capped first letter. - * - * 5 5/13/97 11:13a Hoffoss - * Added remaining file menu options to campaign editor. - * - * 4 5/13/97 10:52a Hoffoss - * Added campaign saving code. - * - * 3 5/09/97 9:50a Hoffoss - * Routine code check in. - * - * 2 5/01/97 4:11p Hoffoss - * Started on Campaign editor stuff, being sidetracked with fixing bugs - * now, though, so checking it for now. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // campaign_tree_wnd window @@ -137,4 +68,4 @@ public: extern int Mission_filename_cb_format; extern int Campaign_modified; extern int Bypass_clear_mission; -extern campaign_tree_wnd *Campaign_wnd; \ No newline at end of file +extern campaign_tree_wnd *Campaign_wnd; diff --git a/fs2_open/code/fred2/cmdbrief.cpp b/fs2_open/code/fred2/cmdbrief.cpp index 23aac0cad5..94fc546a29 100644 --- a/fs2_open/code/fred2/cmdbrief.cpp +++ b/fs2_open/code/fred2/cmdbrief.cpp @@ -7,68 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/CmdBrief.cpp $ - * $Revision: 1.1.2.3 $ - * $Date: 2007-04-08 08:28:20 $ - * $Author: karajorma $ - * - * Command Briefing Editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.2 2007/03/07 22:36:51 karajorma - * Make .ogg selectable in FRED. - * - * Revision 1.1.2.1 2006/10/24 13:41:54 taylor - * fix the cmdbrief editor deleting the wrong stage (Mantis bug #1115) - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.3 2005/10/22 05:54:48 wmcoolmon - * Fixed cf_find_file_location - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 8 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 7 4/22/98 9:56a Sandeep - * - * 6 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 5 4/03/98 12:39p Hoffoss - * Changed starting directory for browse buttons in several editors. - * - * 4 3/19/98 4:24p Hoffoss - * Added remaining support for command brief screen (ANI and WAVE file - * playing). - * - * 3 3/06/98 2:36p Hoffoss - * Placed correct text size limits on edit boxes. - * - * 2 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/cmdbrief.h b/fs2_open/code/fred2/cmdbrief.h index c683ba30f3..8b6ddb3329 100644 --- a/fs2_open/code/fred2/cmdbrief.h +++ b/fs2_open/code/fred2/cmdbrief.h @@ -7,51 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/CmdBrief.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Command Briefing Editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 4 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 3 3/19/98 4:24p Hoffoss - * Added remaining support for command brief screen (ANI and WAVE file - * playing). - * - * 2 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * $NoKeywords: $ - */ + #include "missionui/missioncmdbrief.h" diff --git a/fs2_open/code/fred2/debriefingeditordlg.cpp b/fs2_open/code/fred2/debriefingeditordlg.cpp index 7ac8126075..de3fc9ca6b 100644 --- a/fs2_open/code/fred2/debriefingeditordlg.cpp +++ b/fs2_open/code/fred2/debriefingeditordlg.cpp @@ -7,118 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/DebriefingEditorDlg.cpp $ - * $Revision: 1.2.2.4 $ - * $Date: 2007-04-08 08:28:20 $ - * $Author: karajorma $ - * - * Debriefing editor dialog. Used to edit mission debriefings of course. - * - * $Log: not supported by cvs2svn $ - * Revision 1.2.2.3 2007/03/07 22:36:51 karajorma - * Make .ogg selectable in FRED. - * - * Revision 1.2.2.2 2006/09/20 04:53:53 taylor - * properly fix the new_recommendation_text FRED problem, plus some real cleanup for that code in general, and some memory leak fixes - * - * Revision 1.2.2.1 2006/09/14 23:29:03 taylor - * add default recommendation text for debriefing, it's either this or making sure that it's nul - * - * Revision 1.2 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/10/22 05:54:48 wmcoolmon - * Fixed cf_find_file_location - * - * Revision 1.3 2005/09/29 05:18:59 Goober5000 - * the FRED stuff - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 20 7/07/98 2:09p Hoffoss - * Fixed bug where sexp for debriefing stages get cleared when inserting - * or deleting stages. - * - * 19 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 18 4/22/98 9:56a Sandeep - * - * 17 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 16 4/17/98 1:41p Allender - * took out function calls in NDEBUG mode - * - * 15 4/06/98 10:43a John - * Fixed bugs with inserting/deleting stages - * - * 14 4/03/98 12:39p Hoffoss - * Changed starting directory for browse buttons in several editors. - * - * 13 4/03/98 11:34a John - * Fixed the stuff I broke in Fred from the new briefing - * - * 12 3/17/98 2:06p Hoffoss - * Made enter key not close the dialog box (default windows behavior, even - * when no ok button. Talk about stupid. :) - * - * 11 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 10 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 9 1/02/98 3:29p Duncan - * Fixed bug with sexp tree freeing. - * - * 8 11/10/97 12:09p Johnson - * Fixed sexp free error in debriefing editor. - * - * 7 11/10/97 11:58a Johnson - * Added support to debriefing editor for "press cancel to go to reference - * of sexp". - * - * 6 10/28/97 6:07p Jasen - * Added some debugging code to detect sexp leaks. Looks there are some I - * will need to investigate more. - * - * 5 10/27/97 2:06p Hoffoss - * Fixed editor to allow correct character limit for recommendation text. - * - * 4 10/14/97 12:06p Hoffoss - * Recoded debriefing editor to utilize new format. - * - * 3 10/14/97 10:35a Hoffoss - * Hacked the hell out of this file to allow Fred to compile for now. - * Next step is to fix it all. - * - * 2 7/08/97 2:03p Hoffoss - * Debriefing editor coded and implemented. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/debriefingeditordlg.h b/fs2_open/code/fred2/debriefingeditordlg.h index 3082d2c097..5d0977177a 100644 --- a/fs2_open/code/fred2/debriefingeditordlg.h +++ b/fs2_open/code/fred2/debriefingeditordlg.h @@ -7,67 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/DebriefingEditorDlg.h $ - * $Revision: 1.2 $ - * $Date: 2006-01-26 04:01:58 $ - * $Author: Goober5000 $ - * - * Debriefing editor dialog. Used to edit mission debriefings of course. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 9 7/07/98 2:11p Hoffoss - * - * 8 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 7 3/17/98 2:06p Hoffoss - * Made enter key not close the dialog box (default windows behavior, even - * when no ok button. Talk about stupid. :) - * - * 6 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 5 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 4 11/10/97 11:58a Johnson - * Added support to debriefing editor for "press cancel to go to reference - * of sexp". - * - * 3 10/14/97 12:06p Hoffoss - * Recoded debriefing editor to utilize new format. - * - * 2 7/08/97 2:03p Hoffoss - * Debriefing editor coded and implemented. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // debriefing_editor_dlg dialog diff --git a/fs2_open/code/fred2/dialog1.cpp b/fs2_open/code/fred2/dialog1.cpp index 0087d3dd27..083c6315fe 100644 --- a/fs2_open/code/fred2/dialog1.cpp +++ b/fs2_open/code/fred2/dialog1.cpp @@ -7,37 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/dialog1.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * key usage summary screen (actually a dialog box, but it's not very interactive) - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/dialog1.h b/fs2_open/code/fred2/dialog1.h index 772649864b..d4b52ff53f 100644 --- a/fs2_open/code/fred2/dialog1.h +++ b/fs2_open/code/fred2/dialog1.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/dialog1.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * key usage summary screen (actually a dialog box, but it's not very interactive) - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // dialog1 dialog diff --git a/fs2_open/code/fred2/eventeditor.cpp b/fs2_open/code/fred2/eventeditor.cpp index ebed8fd9b4..8606aa67f8 100644 --- a/fs2_open/code/fred2/eventeditor.cpp +++ b/fs2_open/code/fred2/eventeditor.cpp @@ -7,176 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/EventEditor.cpp $ - * $Revision: 1.2.2.7 $ - * $Date: 2007-09-02 20:07:47 $ - * $Author: Goober5000 $ - * - * Event editor dialog box class and event tree class - * - * $Log: not supported by cvs2svn $ - * Revision 1.2.2.6 2007/09/02 02:07:40 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.2.2.5 2007/07/23 16:08:23 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.2.2.4 2007/05/20 21:21:30 wmcoolmon - * FRED2 support for numbered SEXP operator arguments, minihelp box, fixed "Insert Event" when no events are present. - * - * Revision 1.2.2.3 2007/03/07 22:36:52 karajorma - * Make .ogg selectable in FRED. - * - * Revision 1.2.2.2 2007/02/11 09:35:11 taylor - * add VALID_FNAME() macro and put it around a few places (more to come) - * clean out some old variables - * move CLAMP() macro from opengl header to global header - * update COUNT_ESTIMATE to match new bmpman changes - * - * Revision 1.2.2.1 2006/10/09 05:25:07 Goober5000 - * make sexp nodes dynamic - * - * Revision 1.2 2006/04/30 16:39:43 phreak - * You can now preview sounds again in the event editor. - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.3 2005/10/22 05:54:48 wmcoolmon - * Fixed cf_find_file_location - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 12 9/13/99 8:03a Andsager - * Add command heads 3,4,5 as allowable head animations. - * - * 11 9/09/99 5:07a Andsager - * Make sure TP2 is available in FRED head ani - * - * 10 9/01/99 2:52p Andsager - * Add new heads to FRED and some debug code for playing heads - * - * 9 8/28/99 7:29p Dave - * Fixed wingmen persona messaging. Make sure locked turrets don't count - * towards the # attacking a player. - * - * 8 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 7 5/04/99 5:21p Andsager - * - * 6 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 5 1/21/99 9:29a Andsager - * - * 4 12/17/98 2:41p Andsager - * Changed input into sexp_tree::insert() to include bitmaps - * - * 3 11/06/98 11:21a Johnson - * Put in handling code for wacky event editor Assert(). - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 55 9/25/98 1:33p Andsager - * Add color to event editor (root and chain) indicating mission directive - * - * 54 7/09/98 10:57a Hoffoss - * Fixed bug where the 'update stuff' button was reverting changes made to - * various message fields. - * - * 53 5/15/98 5:51p Hoffoss - * Fixed escape key and cancel button bugs. - * - * 52 5/12/98 11:44a Hoffoss - * Made escape key not close dialog (and lose changes made). - * - * 51 4/30/98 9:53p Hoffoss - * Added "Head-VC" to ani list at Sandeep's request. - * - * 50 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 49 4/22/98 9:56a Sandeep - * - * 48 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 47 4/03/98 5:20p Hoffoss - * Changed code so that changing a message's wave file will update the - * persona as well, if the wave file has the proper prefix. - * - * 46 4/03/98 12:39p Hoffoss - * Changed starting directory for browse buttons in several editors. - * - * 45 3/10/98 4:06p Hoffoss - * Fixed browse button blues. - * - * 44 3/06/98 2:24p Hoffoss - * Fixed bug with going to reference with deleting a entity referenced by - * an sexp tree. - * - * 43 2/16/98 6:25p Hoffoss - * Did major rework of the whole right_clicked() handler to simplify it - * all, break it down and make it more flexible. Should be a lot easier - * to work with from now on. - * - * 42 2/16/98 2:42p Hoffoss - * Added new code in preparation to simplify the sexp_tree monster. - * Checking in code now as a good foundation point that I can revert back - * to if needed. - * - * 41 1/23/98 3:06p Hoffoss - * Added an explicit item to the filename combo boxes at designers - * request. - * - * 40 1/09/98 3:41p Hoffoss - * Fixed bug with event moving not updating fields properly. - * - * 39 1/08/98 11:18a Hoffoss - * Fixed several bugs in new Event Editor. - * - * 38 1/08/98 10:24a Johnson - * Fixed bug with null strings for filenames. - * - * 37 1/07/98 5:58p Hoffoss - * Combined message editor into event editor. - * - * 36 1/06/98 8:25p Hoffoss - * Added insert event functionality to event editor. - * - * 35 1/06/98 3:31p Hoffoss - * Added image to indicate chained events, and added code to support it. - * - * 34 10/20/97 5:13p Allender - * new subsystem sabotage/repair/set sexpressions. Added new event/goal - * status checking sexpressions (not fully implemented yet). Change - * campaign save files to save all events as well as goals - * - * 33 10/10/97 6:21p Hoffoss - * Put in Fred support for training object list editing. - * - * 32 10/10/97 2:53p Johnson - * Fixed bug with new items being selected before they are fully - * registered as added. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/eventeditor.h b/fs2_open/code/fred2/eventeditor.h index 6d0836d201..b2e1cf06c4 100644 --- a/fs2_open/code/fred2/eventeditor.h +++ b/fs2_open/code/fred2/eventeditor.h @@ -7,140 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/EventEditor.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2006-10-09 05:25:07 $ - * $Author: Goober5000 $ - * - * Event editor dialog box class and event tree class (used for dialog) - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:53 inquisitor - * Initial FRED2 Checking - * - * - * 5 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 4 5/04/99 5:21p Andsager - * - * 3 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 27 5/15/98 5:51p Hoffoss - * Fixed escape key and cancel button bugs. - * - * 26 4/22/98 9:56a Sandeep - * - * 25 4/20/98 4:40p Hoffoss - * Added a button to 4 editors to play the chosen wave file. - * - * 24 4/03/98 5:20p Hoffoss - * Changed code so that changing a message's wave file will update the - * persona as well, if the wave file has the proper prefix. - * - * 23 2/16/98 6:25p Hoffoss - * Did major rework of the whole right_clicked() handler to simplify it - * all, break it down and make it more flexible. Should be a lot easier - * to work with from now on. - * - * 22 2/16/98 2:42p Hoffoss - * Added new code in preparation to simplify the sexp_tree monster. - * Checking in code now as a good foundation point that I can revert back - * to if needed. - * - * 21 1/08/98 11:18a Hoffoss - * Fixed several bugs in new Event Editor. - * - * 20 1/07/98 5:58p Hoffoss - * Combined message editor into event editor. - * - * 19 1/06/98 8:25p Hoffoss - * Added insert event functionality to event editor. - * - * 18 10/10/97 6:21p Hoffoss - * Put in Fred support for training object list editing. - * - * 17 10/09/97 1:03p Hoffoss - * Renaming events or goals now updates sexp references as well. - * - * 16 9/30/97 10:01a Hoffoss - * Added event chaining support to Fred and FreeSpace. - * - * 15 8/12/97 3:33p Hoffoss - * Fixed the "press cancel to go to reference" code to work properly. - * - * 14 7/30/97 5:23p Hoffoss - * Removed Sexp tree verification code, since it duplicates normal sexp - * verification, and is just another set of code to keep maintained. - * - * 13 7/25/97 3:05p Allender - * added score field to goals and events editor - * - * 12 7/24/97 12:45p Hoffoss - * Added sexp help system to sexp trees and some dialog boxes. - * - * 11 7/17/97 4:10p Hoffoss - * Added drag and drop to sexp trees for reordering root items. - * - * 10 7/15/97 10:30a Allender - * added repeat count and interval time to event editor. For use in - * repeating events at regular intervals - * - * 9 6/02/97 8:47p Hoffoss - * Fixed bug with inserting an operator at root position, but under a - * label. - * - * 8 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 7 5/01/97 4:12p Hoffoss - * Added return handling to dialogs. - * - * 6 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 5 4/11/97 10:10a Hoffoss - * Name fields supported by Fred for Events and Mission Goals. - * - * 4 4/07/97 3:48p Hoffoss - * Event editor now supports a sporty new delete button! - * - * 3 1/22/97 11:01a Hoffoss - * Many bug fixes (those pointed out by Mark during Fred testing trying to - * make mission 5). - * - * 2 1/13/97 4:54p Hoffoss - * Added event editor. - * - * $NoKeywords: $ - */ + #ifndef _EVENTEDITOR_H #define _EVENTEDITOR_H diff --git a/fs2_open/code/fred2/folderdlg.cpp b/fs2_open/code/fred2/folderdlg.cpp index 88ec53a3f6..ef7b56a73a 100644 --- a/fs2_open/code/fred2/folderdlg.cpp +++ b/fs2_open/code/fred2/folderdlg.cpp @@ -326,4 +326,4 @@ VOID CFolderDialog::SetExpanded( IN LPITEMIDLIST pItemIDList ) ); } -///////////////////////////////////////////////////////////////////////////// \ No newline at end of file +///////////////////////////////////////////////////////////////////////////// diff --git a/fs2_open/code/fred2/folderdlg.h b/fs2_open/code/fred2/folderdlg.h index 97de46f84a..37593c6aea 100644 --- a/fs2_open/code/fred2/folderdlg.h +++ b/fs2_open/code/fred2/folderdlg.h @@ -194,4 +194,4 @@ AFX_INLINE INT CFolderDialog::GetFolderImage( VOID ) const ///////////////////////////////////////////////////////////////////////////// #endif // __FOLDERDLG_H__ -///////////////////////////////////////////////////////////////////////////// \ No newline at end of file +///////////////////////////////////////////////////////////////////////////// diff --git a/fs2_open/code/fred2/fred.cpp b/fs2_open/code/fred2/fred.cpp index 37300c8721..e82611756e 100644 --- a/fs2_open/code/fred2/fred.cpp +++ b/fs2_open/code/fred2/fred.cpp @@ -7,270 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/FRED.cpp $ - * $Revision: 1.2.2.3 $ - * $Date: 2007-10-28 16:34:11 $ - * $Author: taylor $ - * - * FRED.cpp : Defines the class behaviors for the application. - * Global editor dialog box classes are instantiated here, initializes the - * application (MFC level at least), processes the INI file. - * - * $Log: not supported by cvs2svn $ - * Revision 1.2.2.2 2006/11/15 00:36:07 taylor - * various bits of little cleanup - * get rid of some more compiler warnings - * - * Revision 1.2.2.1 2006/10/08 02:05:33 Goober5000 - * fix forum links - * - * Revision 1.2 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.8 2004/02/13 04:25:37 randomtiger - * Added messagebox to offer startup choice between htl, non htl and quitting. - * Tidied up the background dialog box a bit and added some disabled controls for future ambient light feature. - * Set non htl to use a lower level of model and texture detail to boost poor performance on this path. - * - * Revision 1.7 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.6.2.4 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.6.2.3 2004/01/20 19:11:29 randomtiger - * Cut unneeded code, text now works in graphics window. - * - * Revision 1.6.2.2 2004/01/18 14:53:17 randomtiger - * Textures work now, initialisation runs from cobe.lib not internally. - * - * Revision 1.6.2.1 2004/01/17 22:11:25 randomtiger - * Large series of changes to make fred run though OGL. Requires code.lib to be up to date to compile. - * Port still in progress, fred currently unusable, note this has been committed to fred_ogl branch. - * - * Revision 1.6 2004/01/14 05:51:51 Goober5000 - * fixed the file association annoyance - * --Goober5000 - * - * Revision 1.5 2003/10/15 22:10:34 Kazan - * Da Species Update :D - * - * Revision 1.4 2003/08/26 20:32:41 Goober5000 - * added support for saving in FS2 retail format - * --Goober5000 - * - * Revision 1.3 2003/08/21 08:56:34 Goober5000 - * fixed two linker errors inadvertently added by people who changed stuff in freespace.cpp - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:56 inquisitor - * Initial FRED2 Checking - * - * - * 6 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 5 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 4 3/20/99 5:09p Dave - * Fixed release build fred warnings and unhandled exception. - * - * 3 10/29/98 10:41a Dave - * Change the way cfile initializes exe directory. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 71 7/02/98 12:17p Hoffoss - * Load and save options 'anti-aliased gridlines' and 'double fine - * gridlines'. - * - * 70 5/22/98 11:02a Allender - * Added error conditions on compile and new MAX_SHIPS limits for when - * FRED is defined when building - * - * 69 5/22/98 1:06a Hoffoss - * Made Fred not use OLE. - * - * 68 4/17/98 1:41p Allender - * took out function calls in NDEBUG mode - * - * 67 3/25/98 4:14p Hoffoss - * Split ship editor up into ship editor and a misc dialog, which tracks - * flags and such. - * - * 66 3/23/98 4:04p Hoffoss - * Fixed dialog window initialization so it looks better at startup (they - * don't flash on for a second). - * - * 65 3/19/98 11:41a Hoffoss - * Fixed problems with rendering and reading of flying controls in Fred. - * - * 64 3/19/98 11:11a Allender - * made Fred actually be able to move camera again -- Hoffos is going to - * fix the code right. - * - * 63 3/18/98 3:10p Allender - * fixed update problems in OnIdle routine - * - * 62 2/06/98 4:39p Hoffoss - * Added better checking for whether Fred is in the foreground or - * background. - * - * 61 8/19/97 5:46p Hoffoss - * Changed font used in Fred, and added display to show current eye - * position. - * - * 60 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 59 8/14/97 2:32p Hoffoss - * fixed bug where controlling an object doesn't cause screen updates, and - * added a number of cool features to viewpoint/control object code. - * - * 58 8/13/97 1:38p Hoffoss - * Added ability to update multiple times, which in needed in one case to - * brute force redraw so deleted ships actually do get removed from the - * display. - * - * 57 8/12/97 6:32p Hoffoss - * Added code to allow hiding of arrival and departure cues in editors. - * - * 56 8/10/97 4:52p Hoffoss - * Made Fred startup with main window having focus. - * - * 55 8/06/97 7:55p Hoffoss - * Fixed bug with objects not seeming to be where they are drawn (due to - * new briefing clip render stuff). This caused rendering problems, - * though. So I fixed those next. - * - * 54 8/05/97 1:29p Hoffoss - * show sexp help saved between sessions. - * - * 53 8/01/97 3:10p Hoffoss - * Made Sexp help hidable. - * - * 52 8/01/97 12:49p Hoffoss - * Changed recently used files total to 9 instead of 4. - * - * 51 6/18/97 11:46a Hoffoss - * Fixed initial order object reference updating and added briefing dialog - * window tracking data. - * - * 50 6/03/97 10:18a Allender - * make showCmd default to maximized since 0 will make the window hidden - * by default - * - * 49 6/02/97 5:18p Hoffoss - * Fixed bug in error checker and improved startup code. - * - * 48 6/02/97 11:52a Hoffoss - * Custom cursors displayed when over objects in different modes. - * - * 47 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 46 5/09/97 9:45a Hoffoss - * Added OLE initialization. (needed for drag and drop functionality) - * - * 45 5/06/97 10:34a Hoffoss - * Fixed bug where dialog boxes that change size (in the code) still - * retain their old size from the INI stored values. They are resized now - * automatically. - * - * 44 5/05/97 9:41a Hoffoss - * Campaign editor begun. - * - * 43 5/02/97 8:39a Allender - * turn of heap allocation debuging - * - * 42 4/29/97 1:58p Hoffoss - * Added some debugging to Fred to try and track down sexp corruption - * causes. - * - * 41 4/28/97 3:43p Hoffoss - * Show_waypoints defaults to on for Fred, and is saved as a preference - * now. - * - * 40 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 39 4/03/97 11:35a Hoffoss - * Fixed bugs: viewpoint didn't reset, initial orders not updated when - * referenced ship is renamed or deleted. - * - * 38 4/01/97 11:43p Mike - * Resolve link errors due to addition of SystemVars.cpp. - * - * 37 3/26/97 12:44p Hoffoss - * Took out the debugging 3d compass on/off toggling I put in to test - * rerendering with. - * - * 36 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 35 3/13/97 12:08p Hoffoss - * Waypoint path editor finished (apparently I didn't get around to - * completing it before). - * - * 34 3/12/97 12:39p Hoffoss - * Fixed bugs in wing object management functions, several small additions - * and rearrangements. - * - * 33 3/06/97 3:35p Hoffoss - * Added Show_outline stuff, moved show options to the view menu, fixed a - * bug in message dialog editor. - * - * 32 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 31 2/27/97 5:54p Hoffoss - * Implemented support for saving and restoring window positions. - * - * 30 2/25/97 6:10p Hoffoss - * Fixed bug with modeless dialog box errors on update. - * - * 29 2/24/97 12:50p Hoffoss - * First attempt at non-continuous redrawing. - * - * 28 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 27 2/12/97 12:25p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * 26 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/fred.h b/fs2_open/code/fred2/fred.h index 061068017f..de2bb2fa78 100644 --- a/fs2_open/code/fred2/fred.h +++ b/fs2_open/code/fred2/fred.h @@ -7,123 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/FRED.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * FRED.h : main header file for the FRED application - * Global editor dialog box classes are instantiated here, initializes the - * application (MFC level at least), processes the INI file. - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.4 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.3 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.2.2.1 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:56 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 32 3/23/98 4:04p Hoffoss - * Fixed dialog window initialization so it looks better at startup (they - * don't flash on for a second). - * - * 31 9/09/97 10:25a Hoffoss - * Fixed a potential problem. - * - * 30 8/01/97 3:10p Hoffoss - * Made Sexp help hidable. - * - * 29 6/18/97 11:46a Hoffoss - * Fixed initial order object reference updating and added briefing dialog - * window tracking data. - * - * 28 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 27 6/02/97 11:52a Hoffoss - * Custom cursors displayed when over objects in different modes. - * - * 26 5/29/97 5:15p Allender - * fixed macro for MODIFY so that it will work properly within 'if' - * statements - * - * 25 4/29/97 12:24p Adam - * JAS: Added code for delayed point to vec. Fixed some FRED - * sequencing problems with g3_start_frame / g3_end_frame. - * - * 24 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 23 4/01/97 11:07p Mike - * Clean up game sequencing functions. Get rid of Multiplayer and add - * Game_mode. Add SystemVars.cpp - * - * 22 3/26/97 11:45a Hoffoss - * Fred uses fvi_ray_* functions now (as much as possible) for checking - * mouse selection stuff. - * - * 21 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 20 2/27/97 5:54p Hoffoss - * Implemented support for saving and restoring window positions. - * - * 19 2/24/97 12:50p Hoffoss - * First attempt at non-continuous redrawing. - * - * 18 2/20/97 5:42p Hoffoss - * Fixed bug in modification checking and updating macro. - * - * 17 2/20/97 4:28p Hoffoss - * Added modification tracking to ship editor dialog box, and support - * functions. - * - * 16 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 15 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 14 2/12/97 12:25p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * 13 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #ifndef __AFXWIN_H__ #error include 'stdafx.h' before including this file for PCH diff --git a/fs2_open/code/fred2/freddoc.cpp b/fs2_open/code/fred2/freddoc.cpp index cdef0e7d9a..c90bb0f7e5 100644 --- a/fs2_open/code/fred2/freddoc.cpp +++ b/fs2_open/code/fred2/freddoc.cpp @@ -7,361 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/FREDDoc.cpp $ - * $Revision: 1.6.2.10 $ - * $Date: 2008-01-17 07:43:23 $ - * $Author: Goober5000 $ - * - * FREDDoc.cpp : implementation of the CFREDDoc class - * Document class for document/view architechure, which we don't really use in - * Fred, but MFC forces you do use like it or not. Handles loading/saving - * mainly. Most of the MFC related stuff is handled in FredView. - * - * $Log: not supported by cvs2svn $ - * Revision 1.6.2.9 2007/09/02 02:07:40 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.6.2.8 2007/07/28 21:31:04 Goober5000 - * this should really be capitalized - * - * Revision 1.6.2.7 2007/05/28 19:47:46 taylor - * this is a bit cleaner way to do it :) - * - * Revision 1.6.2.6 2007/05/26 15:11:15 Goober5000 - * that was weird - * - * Revision 1.6.2.5 2007/05/20 21:21:30 wmcoolmon - * FRED2 support for numbered SEXP operator arguments, minihelp box, fixed "Insert Event" when no events are present. - * - * Revision 1.6.2.4 2006/10/08 05:24:03 Goober5000 - * bah! - * - * Revision 1.6.2.3 2006/10/08 05:21:35 Goober5000 - * nitpick - * - * Revision 1.6.2.2 2006/10/01 00:54:29 Goober5000 - * fix crlf - * - * Revision 1.6.2.1 2006/07/10 21:47:17 taylor - * fix undo system - * restore the two autosave points that got removed for some reason (yes, these are needed for things to work properly) - * - * Revision 1.6 2006/02/11 02:58:23 Goober5000 - * yet more various and sundry fixes - * --Goober5000 - * - * Revision 1.5 2006/02/11 00:13:55 Goober5000 - * more FS1 import goodness - * --Goober5000 - * - * Revision 1.4 2006/01/31 04:13:00 Goober5000 - * oh noes! :( - * - * Revision 1.3 2006/01/31 01:53:36 Goober5000 - * update FSM import for FSPort v3.0 - * --Goober5000 - * - * Revision 1.2 2006/01/30 06:27:59 taylor - * dynamic starfield bitmaps - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.12 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.11 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.10 2005/03/21 00:29:25 phreak - * make sure the starfield bitmaps are generated upon mission load - * - * Revision 1.9 2004/07/29 00:18:42 Kazan - * taylor and I fixed fred2 by making code.lib and fred2's defines match up - * - * Revision 1.8 2004/05/02 18:03:19 randomtiger - * Fred doesn't need subspace palette any more - * - * Revision 1.7 2004/04/03 18:06:35 Kazan - * Fixes: - * - * Revision 1.6 2003/10/06 06:25:10 Goober5000 - * added confirmation messages when no errors are detected on import - * --Goober5000 - * - * Revision 1.5 2003/09/30 04:05:08 Goober5000 - * updated FRED to import FS1 default weapons loadouts as well as missions - * --Goober5000 - * - * Revision 1.4 2003/09/28 21:22:58 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 1.3 2003/01/03 03:12:53 Goober5000 - * updated obselete code for upcoming stuff, just in case it's ever used again :) - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:57 inquisitor - * Initial FRED2 Checking - * - * - * 7 7/23/99 2:12p Jamesa - * fix gamepalette request - * - * 6 5/20/99 6:59p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 5 10/29/98 6:49p Dave - * Finished up Fred support for externalizing mission and campaign files. - * - * 4 10/29/98 12:50p Dave - * Intermediate checkin for fred hash table stuff. - * - * 3 10/28/98 11:30a Dave - * Temporary checkin. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:00p Dave - * - * 94 9/21/98 8:46p Dave - * Put in special check in fred for identifying unknown ships. - * - * 93 9/16/98 6:54p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 92 8/13/98 9:53a Hoffoss - * Fixed bug where loading mission doesn't update palette used for that - * mission. - * - * 91 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 90 4/28/98 2:13p Hoffoss - * Added code to help keep invalid player ship types from existing in - * mission. - * - * 89 4/10/98 10:22p Mike - * Fix bug in parsing medals.tbl. - * - * 88 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 87 3/25/98 4:14p Hoffoss - * Split ship editor up into ship editor and a misc dialog, which tracks - * flags and such. - * - * 86 3/10/98 4:26p Hoffoss - * Changed jump node structure to include a name. Position is now taken - * from the object (each jump node has an associated object now). - * - * 85 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 84 1/28/98 11:00a Johnson - * Fixed parse code for medals table (new field) - * - * 83 11/06/97 4:37p Allender - * a ton of medal work. Removed an uneeded element in the scoring - * structure. Fix up medals screen to apprioriate display medals (after - * mask was changed). Fix Fred to only display medals which may actually - * be granted. Added image_filename to player struct for Jason Hoffoss - * - * 82 11/05/97 10:19p Mike - * Comment out call to parse_medal_tbl() to allow Fred to run. - * - * 81 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * 80 11/04/97 4:50p Hoffoss - * Made mission loading failure display an error message stating so. - * - * 79 11/04/97 4:33p Hoffoss - * Made saving keep the current briefing state intact. - * - * 78 10/20/97 1:20p Hoffoss - * Fixed bug loading mission file after a save. - * - * 77 10/19/97 11:36p Hoffoss - * Made mission saving call reload the mission after saving it to verify - * it was written error free. - * - * 76 10/08/97 11:47a Hoffoss - * Added better fred handling of Weaponry_pool. - * - * 75 9/20/97 8:16a John - * Made .clr files go into the Cache directory. Replaced cfopen(name,NULL) - * to delete a file with cf_delete. - * - * 74 9/18/97 11:52a Johnson - * Fixed bug with player starts count being incorrect. - * - * 73 9/17/97 11:58a Hoffoss - * Fixed mission load code to properly set arrival cues to player ships. - * - * 72 9/17/97 10:32a Allender - * fixup references to old "Player" ship to new real shipname - * - * 71 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 70 9/09/97 6:50p Hoffoss - * Fixed bug with mission saving. - * - * 69 9/09/97 1:55p Hoffoss - * Fixed bug with saving missions that are readonly. - * - * 68 8/21/97 1:49p Hoffoss - * Fixed bugs with loading files. Wasn't clearing the last mission first, - * and multiplayer starts in a mission caused it to think it was modified - * right away. - * - * 67 8/20/97 5:45p Hoffoss - * Fixed bugs with mission name in sexp in non campaign mode in Fred. - * - * 66 8/20/97 4:03p Hoffoss - * Fixed bug in reload current mission (revert). - * - * 65 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 64 8/16/97 9:24p Hoffoss - * Added support for team of players in multiplayer. - * - * 63 8/16/97 6:44p Hoffoss - * Changes to allow any player to be in a wing. - * - * 62 8/16/97 3:53p Hoffoss - * Added OF_NO_SHIELDS define and support in Fred and mission load/save. - * - * 61 8/13/97 5:49p Hoffoss - * Fixed bugs, made additions. - * - * 60 8/13/97 12:46p Hoffoss - * Added campaign error checker, accelerator table, and mission goal data - * listings to sexp tree right click menu. - * - * 59 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 58 7/31/97 5:55p John - * made so you pass flags to obj_create. - * Added new collision code that ignores any pairs that will never - * collide. - * - * 57 7/30/97 2:10p Hoffoss - * Made new missions that have never been saved yet save backups. - * - * 56 7/28/97 3:50p Hoffoss - * Added global error checker call to mission load and save. - * - * 55 7/10/97 2:32p Hoffoss - * Made message editor dialog box modeless. - * - * 54 7/08/97 11:35a Hoffoss - * Fixed bug in initial orders, and also redid how shields are handled by - * Fred. - * - * 53 6/26/97 5:18p Hoffoss - * Major rework of briefing editor functionality. - * - * 52 6/24/97 10:22a Hoffoss - * Added a forced update for briefing info prior to a mission save. - * - * 51 6/19/97 11:34a Hoffoss - * Fixed bug in auto mission convertion. - * - * 50 6/18/97 3:25p Hoffoss - * Added autoconverting of old ship names (for ships in wings) at mission - * load time, and added an hourglass cursor change when autosaving. - * - * 49 6/17/97 11:07a Hoffoss - * Fixed a few bugs: revert doesn't reset mission first, and sexp tree - * copy doesn't act act as a single chain. - * - * 48 6/11/97 10:02a Comet - * fixed a bug. - * - * 47 6/09/97 4:57p Hoffoss - * Added autosave and undo to Fred. - * - * 46 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 45 5/23/97 3:18p Hoffoss - * Event editor made modeless. - * - * 44 5/21/97 5:42p Hoffoss - * Added features requested on Todo list. - * - * 43 5/01/97 4:14p Hoffoss - * Viewer position saved to missions now for Fred restoration of state. - * - * 42 4/25/97 3:53p Hoffoss - * Fixed bug in weapons save/load and moved weapon look up function to - * weapons.cpp. - * - * 41 4/25/97 3:28p Mike - * Making shield multi-part. - * - * 40 4/21/97 5:02p Hoffoss - * Player/player status editing supported, and both saved and loaded from - * Mission files. - * - * 39 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 38 3/04/97 6:27p Hoffoss - * Changes to Fred to handle new wing structure. - * - * 37 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 36 2/27/97 3:09p Allender - * major wing structure enhancement. simplified wing code. All around - * better wing support - * - * 35 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 34 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 14 2/12/97 12:25p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * 13 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/fred2/freddoc.h b/fs2_open/code/fred2/freddoc.h index e9d2dc1a3a..0b515d797f 100644 --- a/fs2_open/code/fred2/freddoc.h +++ b/fs2_open/code/fred2/freddoc.h @@ -7,98 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/FREDDoc.h $ - * $Revision: 1.2 $ - * $Date: 2006-01-31 01:53:36 $ - * $Author: Goober5000 $ - * - * FREDDoc.h : interface of the CFREDDoc class - * Document class for document/view architechure, which we don't really use in - * Fred, but MFC forces you do use like it or not. Handles loading/saving - * mainly. Most of the MFC related stuff is handled in FredView. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.8 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.7 2005/04/13 20:02:08 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.6 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.5 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.4 2003/09/30 04:05:08 Goober5000 - * updated FRED to import FS1 default weapons loadouts as well as missions - * --Goober5000 - * - * Revision 1.3 2003/09/28 21:22:58 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:57 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 15 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 14 8/13/97 5:49p Hoffoss - * Fixed bugs, made additions. - * - * 13 8/13/97 12:46p Hoffoss - * Added campaign error checker, accelerator table, and mission goal data - * listings to sexp tree right click menu. - * - * 12 6/09/97 4:57p Hoffoss - * Added autosave and undo to Fred. - * - * 11 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 10 5/21/97 5:42p Hoffoss - * Added features requested on Todo list. - * - * 9 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 8 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 14 2/12/97 12:25p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * 13 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #ifndef _FREDDOC_H #define _FREDDOC_H diff --git a/fs2_open/code/fred2/fredrender.cpp b/fs2_open/code/fred2/fredrender.cpp index 6ede5f6c0c..9201758fa0 100644 --- a/fs2_open/code/fred2/fredrender.cpp +++ b/fs2_open/code/fred2/fredrender.cpp @@ -7,321 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/FredRender.cpp $ - * $Revision: 1.5.2.5 $ - * $Date: 2007-11-29 11:29:14 $ - * $Author: karajorma $ - * - * Handles rendering the scene in the window for Fred. Also handles several other - * miscellaneous tasks. - * - * $Log: not supported by cvs2svn $ - * Revision 1.5.2.4 2007/07/28 04:43:43 Goober5000 - * a couple of tweaks - * - * Revision 1.5.2.3 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.5.2.2 2006/10/27 06:33:38 taylor - * add a "Render full detail" view option to render models at their full detail for the LOD (for render/detail boxes, Mantis bug #1121) - * - * Revision 1.5.2.1 2006/10/24 13:44:54 taylor - * add envmap selection to background editor - * change skybox selection to be a text entry or browse instead of only text entry - * allow envmap selected in background editor to be used by FRED - * make texture replacement work in FRED for ships (Mantis bug #1068) - * - * Revision 1.5 2006/05/16 12:45:20 karajorma - * Fix the lack of a background in FRED - * - * Revision 1.4 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.3 2006/04/12 05:30:50 phreak - * get jump nodes rendering again..... again. - * - * Revision 1.2 2006/01/26 23:04:45 phreak - * Grid zbuffering issue fix moved to the new fred project folder - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.21 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.20 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.19 2005/11/30 03:07:14 phreak - * make sure the cube around the current subsystem is rotated - * - * Revision 1.18 2005/10/21 23:43:44 phreak - * centralize htl on/off. Also add another FOV setting when the briefing window is active - * - * Revision 1.17 2005/09/10 03:23:37 phreak - * Modify subsystem wireframe outline to include child subsystems - * - * Revision 1.16 2005/09/10 01:53:43 phreak - * fov tweaks for fred. FOV has been changed to 0.485 which seems to stop all text movement. - * Also set the max draw distance to 300 kilometers. - * - * Revision 1.15 2005/08/29 02:20:00 phreak - * Grid lines now render in HTL correctly. So does the currently selected subsystem box. - * - * Revision 1.14 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.13 2005/06/20 16:07:24 phreak - * added game_pause() and game_unpause() to fred stubs. - * fixed models rendering out of position. - * - * Revision 1.12 2005/05/18 06:01:00 phreak - * Briefing icons render in HTL now? Lets throw a party. - * - * Revision 1.11 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.10 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.9 2005/03/20 20:04:06 phreak - * get distances drawing in HTL FRED again - * - * Revision 1.8 2005/03/19 23:37:00 phreak - * Waypoints and Grid Position Markers draw correctly now - * - * Revision 1.7 2004/07/29 00:18:42 Kazan - * taylor and I fixed fred2 by making code.lib and fred2's defines match up - * - * Revision 1.6 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.5 2004/02/13 04:25:37 randomtiger - * Added messagebox to offer startup choice between htl, non htl and quitting. - * Tidied up the background dialog box a bit and added some disabled controls for future ambient light feature. - * Set non htl to use a lower level of model and texture detail to boost poor performance on this path. - * - * Revision 1.4 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.3.2.4 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.3.2.3 2004/01/20 19:11:29 randomtiger - * Cut unneeded code, text now works in graphics window. - * - * Revision 1.3.2.2 2004/01/19 00:53:37 randomtiger - * More Fred OGL changes. - * - * Revision 1.3.2.1 2004/01/17 22:11:25 randomtiger - * Large series of changes to make fred run though OGL. Requires code.lib to be up to date to compile. - * Port still in progress, fred currently unusable, note this has been committed to fred_ogl branch. - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:57 inquisitor - * Initial FRED2 Checking - * - * - * 6 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 5 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 4 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 3 1/27/99 4:09p Andsager - * Added highlight to ship subsystems - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 162 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 161 4/11/98 6:53p John - * Added first rev of subspace effect. - * - * 160 4/07/98 4:17p John - * Made Fred be able to move suns. Made suns actually affect the lighting - * in the game. - * - * 159 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 158 3/19/98 11:41a Hoffoss - * Fixed problems with rendering and reading of flying controls in Fred. - * - * 157 3/14/98 5:11p Hoffoss - * Changed the starting camera position and orientation for Fred. - * - * 156 3/10/98 4:24p Hoffoss - * Made object detection under cursor use the object's radius if it has - * one. - * - * 155 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 154 3/10/98 1:41p Sandeep - * - * 153 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 152 3/03/98 11:00a Andsager - * Fixed fred bug with control object initialization. - * - * 151 2/18/98 6:45p Hoffoss - * Added support for lines between icons in briefings for Fred. - * - * 150 2/12/98 3:48p Hoffoss - * Reduced scaler for extra precision. - * - * 149 2/10/98 6:43p Lawrance - * Moved asteroid code to a separate lib. - * - * 148 2/06/98 3:08p Mike - * More asteroid stuff, including resolving conflicts between the two - * asteroid_field structs! - * - * 147 1/27/98 11:02a John - * Added first rev of sparks. Made all code that calls model_render call - * clear_instance first. Made debris pieces not render by default when - * clear_instance is called. - * - * 146 1/16/98 2:22p Hoffoss - * Changed rendering colors of objects. - * - * 145 12/29/97 5:09p Allender - * fixed problems with speed not being reported properly in multiplayer - * games. Made read_flying_controls take frametime as a parameter. More - * ship/weapon select stuff - * - * 144 10/30/97 3:30p Hoffoss - * Made anti-aliased gridlines an option in Fred. - * - * 143 10/29/97 5:13p John - * Trying to fix my lighting bugs in Fred. - * - * 142 10/03/97 9:48a John - * took out alphacolors some grid lines don't draw antialiased. - * - * 141 10/03/97 8:55a John - * moved Fred's grid_render code out of MissionGrid and into Fred. Added - * code to turn background under overlays grey. - * - * 140 9/18/97 9:59a John - * fixed bug I caused in model_collide - * - * 139 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 138 9/09/97 2:12p Hoffoss - * Added code to allow briefing editor view to be a 1:1 pixel size fixed - * as the FreeSpace view will have. - * - * 137 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 136 8/29/97 5:41p Johnson - * Fixed bug with controlling marked objects without having done any - * rotations yet of any other type. - * - * 135 8/25/97 5:58p Hoffoss - * Created menu items for keypress functions in Fred, and fixed bug this - * uncovered with wing_delete function. - * - * 134 8/19/97 5:46p Hoffoss - * Changed font used in Fred, and added display to show current eye - * position. - * - * 133 8/19/97 11:23a Hoffoss - * Fixes to briefing editor icon select code. - * - * 132 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 131 8/16/97 2:02a Hoffoss - * Made docked objects move together in Fred. - * - * 130 8/14/97 7:01p Hoffoss - * Fixed bug with outline rendering while in background bitmap editing - * mode. - * - * 129 8/14/97 2:32p Hoffoss - * fixed bug where controlling an object doesn't cause screen updates, and - * added a number of cool features to viewpoint/control object code. - * - * 128 8/13/97 1:38p Hoffoss - * Added ability to update multiple times, which in needed in one case to - * brute force redraw so deleted ships actually do get removed from the - * display. - * - * 127 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 126 8/07/97 6:01p Hoffoss - * Added a rotate about selected object button to toolbar and - * functionality, as requested by Comet. - * - * 125 8/06/97 7:55p Hoffoss - * Fixed bug with objects not seeming to be where they are drawn (due to - * new briefing clip render stuff). This caused rendering problems, - * though. So I fixed those next. - * - * 124 8/06/97 6:10p Hoffoss - * Changed Fred to display a forced aspect ratio while briefing editor is - * open. This aspect ratio is the same as the briefing view in FreeSpace, - * so icons appear on and off screen the same as would be in FreeSpace. - * - * 123 7/24/97 10:24a Mike - * Restore support for Unknown team - * - * 122 7/17/97 1:34p Hoffoss - * Fixed Fred to work with physics changes. - * - * 121 6/26/97 6:03p Hoffoss - * briefing icon selection now has higher priority of selection than other - * objects. - * - * 120 6/26/97 5:18p Hoffoss - * Major rework of briefing editor functionality. - * - * 119 6/26/97 4:20p Hoffoss - * Changed the behavior of Ctrl-L - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/fredrender.h b/fs2_open/code/fred2/fredrender.h index ff1ef1e0ff..1e83d3ee77 100644 --- a/fs2_open/code/fred2/fredrender.h +++ b/fs2_open/code/fred2/fredrender.h @@ -7,129 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/FredRender.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Handles all view rendering in FRED. - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.4 2005/04/13 20:02:08 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.3 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:57 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 26 3/19/98 11:41a Hoffoss - * Fixed problems with rendering and reading of flying controls in Fred. - * - * 25 10/30/97 3:30p Hoffoss - * Made anti-aliased gridlines an option in Fred. - * - * 24 9/09/97 2:12p Hoffoss - * Added code to allow briefing editor view to be a 1:1 pixel size fixed - * as the FreeSpace view will have. - * - * 23 8/25/97 5:58p Hoffoss - * Created menu items for keypress functions in Fred, and fixed bug this - * uncovered with wing_delete function. - * - * 22 8/07/97 6:01p Hoffoss - * Added a rotate about selected object button to toolbar and - * functionality, as requested by Comet. - * - * 21 8/06/97 6:10p Hoffoss - * Changed Fred to display a forced aspect ratio while briefing editor is - * open. This aspect ratio is the same as the briefing view in FreeSpace, - * so icons appear on and off screen the same as would be in FreeSpace. - * - * 20 6/26/97 5:18p Hoffoss - * Major rework of briefing editor functionality. - * - * 19 6/23/97 3:00p Hoffoss - * Added a define. - * - * 18 6/23/97 2:58p Hoffoss - * Added briefing lookat point variables. - * - * 17 6/18/97 11:36p Lawrance - * move grid rendering code to MissionGrid.cpp - * - * 16 6/12/97 11:27a Lawrance - * separating FRED dependant briefing code - * - * 15 3/06/97 3:35p Hoffoss - * Added Show_outline stuff, moved show options to the view menu, fixed a - * bug in message dialog editor. - * - * 14 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 13 12/02/96 3:36p Hoffoss - * Show horizon now implemented. - * - * 12 11/22/96 12:24p Hoffoss - * Editor functionality added. - * - * 11 11/21/96 12:52p Hoffoss - * Changes to flying controls, etc. - * - * 10 11/21/96 9:20a Hoffoss - * New show distances feature. - * - * 9 11/20/96 5:16p Hoffoss - * New grid system working as suggested. - * - * 8 11/20/96 10:01a Hoffoss - * A few minor improvements. - * - * 7 11/19/96 9:50a Hoffoss - * New interface working, but not finished yet. - * - * 6 11/15/96 1:43p Hoffoss - * Improvements to the Ship Dialog editor window. It is now an - * independant window that updates data correctly. - * - * 5 11/14/96 10:43a Hoffoss - * Made changes to grid display and how it works, etc. - * - * 4 11/13/96 10:15a Hoffoss - * Waypoint editing added, but not quite finished yet. - * - * 3 11/12/96 11:14a Hoffoss - * Everything check in because I don't know what's changed and what's not - * to prevent compiling. - * - * 2 11/11/96 3:47p Hoffoss - * Milestone Checkin. - * - * 1 10/29/96 12:17p Hoffoss - * - * $NoKeywords: $ - */ + #include "mission/missiongrid.h" diff --git a/fs2_open/code/fred2/fredstubs.cpp b/fs2_open/code/fred2/fredstubs.cpp index d173e5b929..a668871198 100644 --- a/fs2_open/code/fred2/fredstubs.cpp +++ b/fs2_open/code/fred2/fredstubs.cpp @@ -7,486 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/FredStubs.cpp $ - * $Revision: 1.4.2.3 $ - * $Date: 2007-09-29 13:58:33 $ - * $Author: karajorma $ - * - * Bogus C file for functions and variable stubs that Fred needs because it - * includes some libraries that makes functions calls to other libraries that FRED - * doesn't include. In a perfect world, programmers would work harder to keep - * the code they write more self-contained and not tie all the code everywhere - * to each other. - * - * $Log: not supported by cvs2svn $ - * Revision 1.4.2.2 2007/02/11 09:35:11 taylor - * add VALID_FNAME() macro and put it around a few places (more to come) - * clean out some old variables - * move CLAMP() macro from opengl header to global header - * update COUNT_ESTIMATE to match new bmpman changes - * - * Revision 1.4.2.1 2006/07/14 03:49:33 taylor - * add missing stub for game_get_overall_frametime() - * - * Revision 1.4 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.3 2006/03/18 21:23:38 taylor - * add framerate var since it's contained in freespace.cpp and that's not used in a FRED2 compile - * - * Revision 1.2 2006/01/20 05:35:59 wmcoolmon - * Updated FREDStubs.cpp to most current version - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.12 2005/12/06 21:45:04 taylor - * stub fix for get_version_string() change - * - * Revision 1.11 2005/10/16 18:49:26 taylor - * add Networking_disabled - * - * Revision 1.10 2005/08/28 20:36:38 phreak - * Added "Multi_ping_timestamp" variable to fred stubs - * - * Revision 1.9 2005/06/20 16:07:24 phreak - * added game_pause() and game_unpause() to fred stubs. - * fixed models rendering out of position. - * - * Revision 1.8 2005/05/18 05:19:15 phreak - * stub added for game_feature_disabled_popup() - * - * Revision 1.7 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.6 2005/03/19 23:17:01 phreak - * Added the "cube_map_drawen" (lol) variable to the stub for fred to compile - * - * Revision 1.5 2005/03/06 22:43:14 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.4 2004/04/29 03:35:47 wmcoolmon - * Added alt_tab_pause() stub - * - * Revision 1.3 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:57 inquisitor - * Initial FRED2 Checking - * - * - * 26 9/27/99 10:13a Jefff - * another stub for not_in_demo popup - * - * 25 9/13/99 5:16p Dave - * New stubs - * - * 24 9/06/99 8:43p Dave - * Checked in some stubs. - * - * 23 9/01/99 10:14a Dave - * Pirate bob. - * - * 22 8/26/99 10:15a Dave - * Don't apply beam whacks to docked ships. - * - * 21 8/04/99 2:24a Dave - * Fixed escort gauge ordering for dogfight. - * - * 20 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 19 6/10/99 11:11a Jamesa - * More stubs. - * - * 18 4/12/99 10:36a Johnson - * Stub for game_hacked_data - * - * 17 3/19/99 6:15p Dave - * Stubs - * - * 16 2/23/99 7:03p Dave - * Rewrote a horribly mangled and evil team loadout dialog. Bugs gone. - * - * 15 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 14 1/14/99 12:49a Dave - * Made an attempt to put briefing icons back into FRED. - * - * 13 1/12/99 5:45p Dave - * Whole slew of new stubs. - * - * 12 1/08/99 2:07p Dave - * Temporary checkin. Super early support for AWACS and beam weapons. - * - * 11 12/06/98 2:36p Dave - * Stub. - * - * 10 12/03/98 10:14a Dave - * - * 9 11/30/98 5:32p Dave - * Fixed up Fred support for software mode. - * - * 8 11/19/98 8:05a Dave - * Psnet stub - * - * 7 11/12/98 12:12a Dave - * Stub for new turret fired packet. - * - * 6 10/21/98 9:56a Dave - * Fixed stupid linker thing. - * - * 5 10/13/98 9:57a Dave - * - * 4 10/13/98 9:27a Dave - * Started neatening up freespace.h - * - * 3 10/12/98 1:01p Dave - * Fixed object rotation bug (uninitialized data). Changed a few stubs to - * correspond to new var names. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 238 9/20/98 9:46p Dave - * send_change_iff_packet() stub. - * - * 237 9/15/98 11:44a Dave - * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring - * scale factors. Fixed standalone filtering of MD missions to non-MD - * hosts. - * - * 236 9/12/98 2:17p Dave - * Multiplayer reinforcement fix stub. - * - * 235 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 234 8/26/98 2:14p Dave - * - * 233 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 232 8/11/98 9:21a Dave - * new TvT stub. - * - * 231 7/14/98 4:57p Allender - * - * 230 7/06/98 5:08p Hoffoss - * - * 229 6/22/98 11:02a Hoffoss - * - * 228 6/09/98 12:12p Hoffoss - * Added XSTR localization code. - * - * 227 6/07/98 3:25p Lawrance - * - * 226 5/25/98 2:20p Allender - * scoring_level_close() - * - * 225 5/23/98 6:53p Allender - * AL: add Skill_level to stubs - * - * 224 5/21/98 4:14a Allender - * - * 223 5/18/98 1:56a Allender - * respawn limit to 999 max - * - * 222 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 221 5/15/98 11:04p Sandeep - * fixed a bug caused by Alan. :) - * - * 220 5/14/98 2:24p Sandeep - * - * 219 5/13/98 11:34p Mike - * Model caching system. - * - * 218 5/13/98 11:16p Allender - * - * 217 5/09/98 10:35p Allender - * - * 216 5/09/98 9:49p Allender - * - * 215 5/09/98 3:38p Sandeep - * - * 214 5/08/98 11:20a Allender - * fix ingame join trouble. Small messaging fix. Enable collisions for - * friendlies again - * - * 213 5/05/98 5:12p Sandeep - * - * 212 5/05/98 11:10a Johnson - * Fix help overlay link errors - * - * 211 5/04/98 6:06p Lawrance - * Make red alert mode work! - * - * 210 4/30/98 9:15a Allender - * - * 209 4/28/98 8:07a Jasen - * JAS: Stubbed in cdrom_path - * - * 208 4/27/98 10:17p Allender - * - * 207 4/27/98 8:56p Jim - * stub for modifcation of scoring_eval_hit - * - * 206 4/26/98 12:42p Sandeep - * stubbed send_turret_fired_packet. Stop breaking fred! :) - * - * 205 4/25/98 1:57p Mike - * Oops, someone else had just stubbed out big_explosion_flash. - * - * 204 4/25/98 1:56p Mike - * Stub out big_explosion_flash(). - * - * 203 4/25/98 1:20p Jim - * stub for big_explosion_flash - * - * 202 4/20/98 8:54a Mike - * Stub opposing_team_mask(). - * - * 201 4/13/98 9:53p Hoffoss - * - * 200 4/13/98 2:48p Allender - * countermeasure sucess packet - * - * 199 4/12/98 12:15p Jim - * Stub out Subspace_effect - * - * 198 4/10/98 12:16p Allender - * fix ship hit kill and debris packets - * - * 197 4/10/98 9:15a Allender - * - * 196 4/09/98 8:42p Sandeep - * - * 195 4/09/98 12:46a Sandeep - * - * 194 4/08/98 8:37a Mike - * Stub out hud_find_target_distance(). - * - * 193 4/07/98 10:11p Lawrance - * stub out hud_communications_state - * - * 192 4/07/98 2:52p Andsager - * stub out Energy_levels - * - * 191 4/05/98 10:33a John - * Stubbed in a variable - * - * 190 3/31/98 5:11p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * 189 3/30/98 10:26a Hoffoss - * - * 188 3/26/98 6:41p Lawrance - * stub out bmap paging function - * - * 187 3/19/98 10:26a Dave - * Put in several HUD_offset problems. - * - * 186 3/17/98 10:27a Johnson - * AL: stub out some asteroid network calls - * - * 185 3/14/98 4:57p Lawrance - * stub out some wingman status functions - * - * 184 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 183 3/12/98 2:21p Johnson - * Fixed some Fred bugs related to jump nodes. - * - * 182 3/11/98 10:22p Dave - * Laid groundwork for new observer HUD. Split up multi respawning into - * its own module. - * - * 181 3/11/98 9:36p Allender - * - * 180 3/11/98 12:25a Lawrance - * stub yet another HUD function. - * - * 179 3/10/98 5:08p Allender - * fixed up multiplayer death messages (I hope). changes in object update - * packets - * - * 178 3/09/98 9:54p Hoffoss - * - * 177 3/09/98 5:03p Lawrance - * stub hud function - * - * 176 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 175 3/09/98 10:50a Hoffoss - * - * 174 3/09/98 12:12a Lawrance - * Add support for Red Alert missions - * - * 173 3/08/98 12:03p Allender - * changed how ship network signatures are handed out. Done at mission - * load time. Space reserved in wings for all waves/counts for their - * signatures. Fixed some secondary firing issues - * - * 172 3/06/98 5:10p Allender - * made time to: field in extended targetbox use support time to dock code - * for all docking shpis. Only display for waypoints and docking (not - * undocking). Small fixups to message menu -- not allowing depart when - * disabled. Depart is now by default ignored for all non-small ships - * - * 171 3/05/98 11:15p Hoffoss - * Changed non-game key checking to use game_check_key() instead of - * game_poll(). - * - * 170 3/04/98 5:04p Hoffoss - * stub out hud function - * - * 169 3/03/98 1:21a Lawrance - * stub out some hud escort functions - * - * 168 2/27/98 10:34a Johnson - * - * 167 2/24/98 3:08p Allender - * - * 166 2/23/98 5:07p Allender - * made net_signature in the object structure an unsigned short. Created - * permanent and non-permanent network object "pools". - * - * 165 2/19/98 7:06p Sandeep - * - * 164 2/18/98 10:34p Allender - * repair/rearm system (for single and multi) about finished. - * dock/undock and ai goals packets implemented for multiplayer - * - * 163 2/17/98 5:03p Allender - * major cdhanges to rearm repair code. All flag and variable setting - * done in one function. A little more work to do. Fix bug in squad - * messaging when hotkey was used on invalid target - * - * 162 2/17/98 8:58a Mike - * Resolve link errors with stubs in FredStubs. - * - * 161 2/12/98 5:12p Lawrance - * stub out hud function - * - * 160 2/11/98 9:44p Allender - * rearm repair code fixes. hud support view shows abort status. New - * support ship killed message. More network stats - * - * 159 2/11/98 5:47p Dave - * multiplayer packet function stub - * - * 158 2/10/98 9:55a Lawrance - * stub out cmeasure function - * - * 157 1/29/98 5:22p Dave - * Made ingame join ignore bad packets more gracefully. - * - * 156 1/29/98 9:00a Allender - * yet more stubs - * - * 155 1/28/98 7:31p Lawrance - * stub out some more hud stuff - * - * 154 1/24/98 4:00p Lawrance - * stub out some new hud functions - * - * 153 1/22/98 11:46p Hoffoss - * Fixed linking problem with Fred. - * - * 152 1/20/98 4:45p Allender - * more, uh..., umm...., more stubs -- yeah, that's it - * - * 151 1/20/98 11:43a Sandeep - * fixed unresolved external - * - * 150 1/17/98 12:35a Sandeep - * fixed fred stub build error - * - * 149 1/16/98 10:40a Lawrance - * stub out hud function - * - * 148 1/14/98 5:22p Allender - * save/restore hotkey selections when replaying the same mission - * - * 147 1/13/98 5:37p Dave - * Reworked a lot of standalone interface code. Put in single and - * multiplayer popups for death sequence. Solidified multiplayer kick - * code. - * - * 146 1/12/98 9:29p Mike - * Stub out send_mission_goal_info_packet(). - * - * 145 1/10/98 1:22a Lawrance - * fix link error in FRED - * - * 144 1/07/98 4:40p Allender - * minor modification to special messages. Fixed cargo_revealed problem - * for multiplayer and problem with is-cargo-known sexpression - * - * 143 1/05/98 10:06p Lawrance - * stub out some HUD functions - * - * 142 1/02/98 10:20p Lawrance - * stub out hud_set_default_color() - * - * 141 1/02/98 9:12p Lawrance - * remove some obsolete stubs - * - * 140 12/24/97 9:57p Lawrance - * remove stub - * - * 139 12/24/97 3:37p Hoffoss - * Moved control config stuff to seperate library to Fred can access it as - * well. - * - * 138 12/19/97 2:01p Johnson - * added stubs for game_flash - * - * 137 12/19/97 11:56a John - * Added texturing to missilie trails. Took out Alan's old sphere - * debugging code. Added palette flash effect code. - * - * 136 12/19/97 11:21a Hoffoss - * - * 135 12/18/97 8:46p Lawrance - * Move IFF_color definitions from HUD->ship, so FRED can use them. - * - * 134 12/16/97 9:32p Lawrance - * stub out demo_query_debug() - * - * 133 12/16/97 6:20p Hoffoss - * Added more debugging code for demos, and fixed a bug in demo - * recording/playback. - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "object/object.h" diff --git a/fs2_open/code/fred2/fredview.cpp b/fs2_open/code/fred2/fredview.cpp index 6f5cdc1d6e..3047407b63 100644 --- a/fs2_open/code/fred2/fredview.cpp +++ b/fs2_open/code/fred2/fredview.cpp @@ -7,599 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/FREDView.cpp $ - * $Revision: 1.6.2.11 $ - * $Date: 2007-11-29 11:26:51 $ - * $Author: karajorma $ - * - * View class for a document/view architechure design program, which we don't - * want or need, but MFC forces us to use. This is the main place we handle - * MFC messages, events, etc. Sort of the interface between our code and MFC. - * There is also a lot of our code in here related to these things. - * - * $Log: not supported by cvs2svn $ - * Revision 1.6.2.11 2007/11/29 11:26:51 karajorma - * Make the Run Freespace menu option work again - * - * Revision 1.6.2.10 2007/07/28 21:31:04 Goober5000 - * this should really be capitalized - * - * Revision 1.6.2.9 2007/07/28 04:43:43 Goober5000 - * a couple of tweaks - * - * Revision 1.6.2.8 2007/07/23 16:08:24 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.6.2.7 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.6.2.6 2007/02/09 05:40:40 Goober5000 - * merge the voice acting manager into the 3.6.9 (3.6.10?) branch - * - * Revision 1.6.2.5 2006/10/27 06:33:38 taylor - * add a "Render full detail" view option to render models at their full detail for the LOD (for render/detail boxes, Mantis bug #1121) - * - * Revision 1.6.2.4 2006/10/09 05:25:07 Goober5000 - * make sexp nodes dynamic - * - * Revision 1.6.2.3 2006/09/02 20:07:39 Goober5000 - * remove unnecessary warning - * - * Revision 1.6.2.2 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 1.6.2.1 2006/06/27 02:38:49 Goober5000 - * slight optimization - * --Goober5000 - * - * Revision 1.6 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.5 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.4 2006/01/30 06:27:59 taylor - * dynamic starfield bitmaps - * - * Revision 1.3 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.2 2006/01/20 07:50:25 Goober5000 - * remove unreferenced variable - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.30 2006/01/16 00:34:34 Goober5000 - * final (I hope) IFF fixage involving the FRED dialogs :p - * --Goober5000 - * - * Revision 1.29 2006/01/15 00:48:25 Goober5000 - * this should complete the new IFF stuff for FRED - * --Goober5000 - * - * Revision 1.28 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.27 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.26 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.25 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.24 2005/09/26 03:37:34 Goober5000 - * species upgrade stuff for FRED - * --Goober5000 - * - * Revision 1.23 2005/09/10 01:53:43 phreak - * fov tweaks for fred. FOV has been changed to 0.485 which seems to stop all text movement. - * Also set the max draw distance to 300 kilometers. - * - * Revision 1.22 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.21 2005/07/13 01:03:10 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 1.20 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.19 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.18 2005/03/20 23:49:24 phreak - * make sure the presence of a jump node doesn't throw an unknown object type error - * - * Revision 1.17 2005/03/06 22:39:59 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.16 2005/01/29 06:28:15 Goober5000 - * bugfixes - * --Goober5000 - * - * Revision 1.15 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.14 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.13 2004/11/04 01:41:00 Goober5000 - * preliminary work on voice acting mananger for FRED - * --Goober5000 - * - * Revision 1.12 2004/06/15 20:50:28 wmcoolmon - * hud-set-color, current-speed, and FRED fixes (Wouldn't compile). - * - * Revision 1.11 2004/04/03 18:06:35 Kazan - * Fixes: - * - * Revision 1.10 2004/02/13 04:25:37 randomtiger - * Added messagebox to offer startup choice between htl, non htl and quitting. - * Tidied up the background dialog box a bit and added some disabled controls for future ambient light feature. - * Set non htl to use a lower level of model and texture detail to boost poor performance on this path. - * - * Revision 1.9 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.8.2.5 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.8.2.4 2004/01/20 19:11:29 randomtiger - * Cut unneeded code, text now works in graphics window. - * - * Revision 1.8.2.3 2004/01/19 00:53:37 randomtiger - * More Fred OGL changes. - * - * Revision 1.8.2.2 2004/01/18 14:53:17 randomtiger - * Textures work now, initialisation runs from cobe.lib not internally. - * - * Revision 1.8.2.1 2004/01/17 22:11:25 randomtiger - * Large series of changes to make fred run though OGL. Requires code.lib to be up to date to compile. - * Port still in progress, fred currently unusable, note this has been committed to fred_ogl branch. - * - * Revision 1.8 2003/10/15 22:10:34 Kazan - * Da Species Update :D - * - * Revision 1.7 2003/09/05 05:32:36 Goober5000 - * moved custom buttons from shield sys dialog and added dialog to set - * ship flags globally - * --Goober5000 - * - * Revision 1.6 2003/08/26 20:32:41 Goober5000 - * added support for saving in FS2 retail format - * --Goober5000 - * - * Revision 1.5 2003/01/13 01:30:45 wmcoolmon - * Fixed the "Run FreeSpace" bug, which was still trying to access Fs.exe. FRED will now attempt to execute "start_fs2.bat", then try to run fs2_open.exe. - * - * Revision 1.4 2003/01/07 01:12:41 Goober5000 - * added error message for wing and player squad logo conflict - * --Goober5000 - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:58 inquisitor - * Initial FRED2 Checking - * - * - * 17 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 16 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 15 6/04/99 2:20p Andsager - * Add dump stats basic functionality - * - * 14 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 13 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 12 3/20/99 5:09p Dave - * Fixed release build fred warnings and unhandled exception. - * - * 11 3/04/99 11:56a Johnson - * Fixed an undo-rotation bug. - * - * 10 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 9 3/01/99 10:00a Dave - * Fxied several dogfight related stats bugs. - * - * 8 2/23/99 2:32p Dave - * First run of oldschool dogfight mode. - * - * 7 1/27/99 4:09p Andsager - * Added highlight to ship subsystems - * - * 6 1/07/99 1:52p Andsager - * Initial check in of Sexp_variables - * - * 5 12/18/98 1:49a Dave - * Fixed Fred initialization problem resulting from hi-res mode changes. - * - * 4 10/13/98 9:27a Dave - * Started neatening up freespace.h - * - * 3 10/12/98 1:01p Dave - * Fixed object rotation bug (uninitialized data). Changed a few stubs to - * correspond to new var names. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:00p Dave - * - * 248 9/16/98 6:54p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 247 9/14/98 3:40p Allender - * better error checking for invalid number of waves for player wings in a - * multiplayer game. Better popup message in FreeSpace side. - * - * 246 6/18/98 4:28p Hoffoss - * Made invalid dock points in an initial order flag an error in Fred. - * - * 245 6/17/98 4:50p Hoffoss - * Added error checking for arrival delays used on wing player is in. - * - * 244 6/16/98 10:24a Hoffoss - * Switched internal errors over to normal looking errors for release - * build. - * - * 243 5/21/98 11:48a Hoffoss - * Removed check in and check out options. - * - * 242 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 241 5/19/98 1:19p Allender - * new low level reliable socket reading code. Make all missions/campaign - * load/save to data missions folder (i.e. we are rid of the player - * missions folder) - * - * 240 5/14/98 5:31p Hoffoss - * Added some more error checking. - * - * 239 5/10/98 10:05p Allender - * only show cutscenes which have been seen before. Made Fred able to - * write missions anywhere, defaulting to player misison folder, not data - * mission folder. Fix FreeSpace code to properly read missions from - * correct locations - * - * 238 4/28/98 2:13p Hoffoss - * Added code to help keep invalid player ship types from existing in - * mission. - * - * 237 4/26/98 6:05p Hoffoss - * Added multiplayer error checks requested by Dave B. - * - * 236 4/17/98 2:37p Duncan - * Added check to error checker for arrival/depature targets valid. - * - * 235 4/14/98 4:35p Hoffoss - * Fixed bug with launching FreeSpace from Fred. Current working - * directory wasn't being set properly. - * - * 234 4/14/98 3:38p Hoffoss - * Fixed the FreeSpace launch code in Fred. - * - * 233 4/07/98 9:42a Allender - * put in persona combo box into ship editor. Removed code to assign - * personas based on message - * - * 232 4/01/98 10:48a Hoffoss - * Changed Fred to not allow command briefings in multiplayer missions. - * - * 231 3/26/98 3:01p Hoffoss - * Put in check for alpha wing num ships < 4 for furball multiplayer - * missions. - * - * 230 3/25/98 4:14p Hoffoss - * Split ship editor up into ship editor and a misc dialog, which tracks - * flags and such. - * - * 229 3/23/98 4:04p Hoffoss - * Fixed dialog window initialization so it looks better at startup (they - * don't flash on for a second). - * - * 228 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 227 3/19/98 3:37p Adam - * Fixed Int3() when you try to right click on a briefing icon. - * - * 226 3/16/98 5:05p Hoffoss - * Fixed viewpoint bug. - * - * 225 3/12/98 2:21p Johnson - * Fixed some Fred bugs related to jump nodes. - * - * 224 3/10/98 6:11p Hoffoss - * Added jump node renaming abilities to Fred. - * - * 223 3/10/98 4:26p Hoffoss - * Changed jump node structure to include a name. Position is now taken - * from the object (each jump node has an associated object now). - * - * 222 3/09/98 10:03p Hoffoss - * Added support for loading/saving jump nodes to mission files. - * - * 221 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 220 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * 219 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 218 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 217 2/07/98 9:13p Hoffoss - * Added some more error checking to global error checker. - * - * 216 2/06/98 4:39p Hoffoss - * Added better checking for whether Fred is in the foreground or - * background. - * - * 215 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 214 2/02/98 4:36p Hoffoss - * Made no mission title given flag an error. - * - * 213 1/29/98 5:14p Hoffoss - * Added error checking for more than 4 ships in a player starting wing. - * - * 212 1/21/98 5:22p Hoffoss - * Added check to global error checker to make sure player wing exists for - * multiplayer missions. - * - * 211 1/14/98 8:40p Allender - * don't check builtin messages when checking persona stuff - * - * 210 1/07/98 11:24p Allender - * add latency of 0 to key_mark function calls - * - * 209 12/31/97 3:56p Hoffoss - * Forced alpha wing to always have a true arrival cue. - * - * 208 12/09/97 8:11a Allender - * have Fred warn on certain starting wing conditions - * - * 207 11/24/97 10:14p Allender - * removed num_ships from use!!!! it was creating problems - * - * 206 11/24/97 11:07a Allender - * error checking on wings ignoring player orders - * - * 205 11/17/97 4:57p Allender - * added persona support in FreeSpace. A couple of new messages for - * message.tbl which Dan didn't have - * - * 204 11/14/97 5:21p Johnson - * Added debriefing formulas to error checker. - * - * 203 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * 202 10/30/97 3:30p Hoffoss - * Made anti-aliased gridlines an option in Fred. - * - * 201 10/28/97 9:54a Jasen - * don't check for personas when wing is sending message - * - * 200 10/22/97 3:15p Hoffoss - * Fixed ai-stay-still initial order to use waypoints instead of waypoint - * paths. - * - * 199 10/22/97 1:58p Hoffoss - * Added support for AI_GOALS_PLAY_DEAD and changed AI_GOALS_STAY_STILL - * for Fred. - * - * 198 10/14/97 10:59a Allender - * more persona work. Made global error checker call funciton to assign - * and check personas - * - * 197 10/10/97 5:03p Allender - * started work on ai-stay-still - * - * 196 10/01/97 12:37p Hoffoss - * Changed Fred (and FreeSpace) to utilize alpha, beta and gamma as player - * starting wing names. - * - * 195 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 194 9/10/97 3:48p Duncan - * Added a case that was never added in the past (probably overlooked). - * - * 193 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 192 9/09/97 2:12p Hoffoss - * Added code to allow briefing editor view to be a 1:1 pixel size fixed - * as the FreeSpace view will have. - * - * 191 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 190 9/03/97 4:32p Hoffoss - * Added error number range error checking to Fred, and defaulted numbers - * for # of times docked to 1 in sexp trees. - * - * 189 9/02/97 4:32p Hoffoss - * Made minimized child windows restore if the window is activated. - * - * 188 9/02/97 1:34p Johnson - * Fixed bug I swear wasn't there when I checked this in originally. - * Strange. - * - * 187 9/01/97 6:59p Hoffoss - * Added source safe checkin and checkout capabilities to Fred. - * - * 186 8/28/97 8:56a Hoffoss - * Added more checking to sexp error checker, fixed some bugs. - * - * 185 8/26/97 4:18p Hoffoss - * Added error checking to initial orders dialog when ok is clicked. - * - * 184 8/25/97 5:58p Hoffoss - * Created menu items for keypress functions in Fred, and fixed bug this - * uncovered with wing_delete function. - * - * 183 8/22/97 4:16p Hoffoss - * added support for arrival and departure info in ship editor using - * wing's info if editing marked ships in a wing instead of using ship's. - * - * 182 8/18/97 9:31p Hoffoss - * Added grid adjustment dialog and shield system editor dialog. - * - * 181 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 180 8/16/97 5:23p Hoffoss - * Added restrictions for single player mission type to allow only 1 - * player start. - * - * 179 8/16/97 2:02a Hoffoss - * Made docked objects move together in Fred. - * - * 178 8/15/97 11:08a Hoffoss - * Created a list of order types that can be used for several things, and - * yet easily changable. Added order error checking against ship types. - * - * 177 8/15/97 1:07a Hoffoss - * Changed code to disallow some ship types from being in a wing, and - * disallowing some ship types from being able to have initial orders. - * - * 176 8/14/97 6:37p Hoffoss - * Added briefing icon id support to Fred. - * - * 175 8/14/97 2:32p Hoffoss - * fixed bug where controlling an object doesn't cause screen updates, and - * added a number of cool features to viewpoint/control object code. - * - * 174 8/14/97 9:30a Hoffoss - * Added support for new ai goals "stay near ship" and "keep safe - * distance". - * - * 173 8/13/97 6:23p Hoffoss - * Fixed initially docked code in Fred. - * - * 172 8/13/97 5:40p Hoffoss - * Fixed typo. - * - * 171 8/12/97 10:42p Hoffoss - * Changed code to campaign editor load an accelerator table when created. - * - * 170 8/12/97 6:32p Hoffoss - * Added code to allow hiding of arrival and departure cues in editors. - * - * 169 8/12/97 5:56p Johnson - * Fixed bug with global error checker. Initially docked ships flagged as - * error when they aren't really. - * - * 168 8/12/97 1:29p Duncan - * Fixed bug with ai_undock initial order. - * - * 167 8/11/97 7:11p Hoffoss - * Somehow SS didn't merge the files, so I've reconstructed the changes - * Allender made. - * - * 166 8/11/97 6:54p Hoffoss - * Groups now supported in Fred. - * - * 165 8/11/97 11:51a Allender - * added stamp stuff to Fred - * - * 164 8/07/97 6:01p Hoffoss - * Added a rotate about selected object button to toolbar and - * functionality, as requested by Comet. - * - * 163 8/07/97 2:07p Hoffoss - * Added duplicate icon label error checking to global error checker, and - * made briefign mode boxmark only icons if at least one icon is in the - * selection box. - * - * 162 8/06/97 10:20a Hoffoss - * Changed rotation speeds to be less linear and hopefully more useful. - * - * 161 8/05/97 2:27p Jasen - * Fixed bug in global error checker that caused crashes when in briefing - * mode. - * - * 160 8/05/97 1:31p Hoffoss - * Removed excessive source control info from header. - * - * 159 8/01/97 5:52p Hoffoss - * Changed initially docked to disallow illegal docking combinations, and - * changed error checker to check for this as well. - * - * 158 8/01/97 3:10p Hoffoss - * Made Sexp help hidable. - * - * 157 8/01/97 12:52p Hoffoss - * Added variable, fixed bug with global error check. - * - * 156 7/31/97 6:41p Hoffoss - * Added checks to global error checker. - * - * 155 7/30/97 4:30p Hoffoss - * Made Fred sexp error checker more explicit. - * - * 154 7/29/97 5:16p Hoffoss - * Fixed bug in ship_query_general_type() and added docking checking to - * Fred's error checking. - * - * 153 7/29/97 1:44p Hoffoss - * Make player ships exception to ship target within same wing error - * traping. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/fredview.h b/fs2_open/code/fred2/fredview.h index 99706da0c0..60e9d9da01 100644 --- a/fs2_open/code/fred2/fredview.h +++ b/fs2_open/code/fred2/fredview.h @@ -7,263 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/FREDView.h $ - * $Revision: 1.2.2.1 $ - * $Date: 2006-10-27 06:33:38 $ - * $Author: taylor $ - * - * View class for a document/view architechure design program, which we don't - * want or need, but MFC forces us to use. This is the main place we handle - * MFC messages, events, etc. Sort of the interface between our code and MFC. - * There is also a lot of our code in here related to these things. - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.9 2006/01/15 00:48:25 Goober5000 - * this should complete the new IFF stuff for FRED - * --Goober5000 - * - * Revision 1.8 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.7 2005/04/13 20:02:08 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.6 2004/11/04 01:41:00 Goober5000 - * preliminary work on voice acting mananger for FRED - * --Goober5000 - * - * Revision 1.5 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.4 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.3.2.4 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.3.2.3 2004/01/20 19:11:29 randomtiger - * Cut unneeded code, text now works in graphics window. - * - * Revision 1.3.2.2 2004/01/18 14:53:17 randomtiger - * Textures work now, initialisation runs from cobe.lib not internally. - * - * Revision 1.3.2.1 2004/01/17 22:11:25 randomtiger - * Large series of changes to make fred run though OGL. Requires code.lib to be up to date to compile. - * Port still in progress, fred currently unusable, note this has been committed to fred_ogl branch. - * - * Revision 1.3 2003/09/05 05:32:36 Goober5000 - * moved custom buttons from shield sys dialog and added dialog to set - * ship flags globally - * --Goober5000 - * - * Revision 1.2 2003/08/26 20:32:41 Goober5000 - * added support for saving in FS2 retail format - * --Goober5000 - * - * Revision 1.1.1.1 2002/07/15 03:10:58 inquisitor - * Initial FRED2 Checking - * - * - * 6 6/04/99 2:20p Andsager - * Add dump stats basic functionality - * - * 5 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 4 1/27/99 4:09p Andsager - * Added highlight to ship subsystems - * - * 3 10/13/98 9:27a Dave - * Started neatening up freespace.h - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 84 5/21/98 11:48a Hoffoss - * Removed check in and check out options. - * - * 83 5/14/98 5:32p Hoffoss - * Added some more error checking. - * - * 82 4/01/98 10:48a Hoffoss - * Changed Fred to not allow command briefings in multiplayer missions. - * - * 81 3/25/98 4:14p Hoffoss - * Split ship editor up into ship editor and a misc dialog, which tracks - * flags and such. - * - * 80 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 79 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * 78 1/29/98 5:14p Hoffoss - * Added error checking for more than 4 ships in a player starting wing. - * - * 77 10/30/97 3:30p Hoffoss - * Made anti-aliased gridlines an option in Fred. - * - * 76 10/14/97 10:59a Allender - * more persona work. Made global error checker call funciton to assign - * and check personas - * - * 75 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 74 9/01/97 6:59p Hoffoss - * Added source safe checkin and checkout capabilities to Fred. - * - * 73 8/26/97 4:18p Hoffoss - * Added error checking to initial orders dialog when ok is clicked. - * - * 72 8/25/97 5:58p Hoffoss - * Created menu items for keypress functions in Fred, and fixed bug this - * uncovered with wing_delete function. - * - * 71 8/18/97 9:31p Hoffoss - * Added grid adjustment dialog and shield system editor dialog. - * - * 70 8/14/97 2:32p Hoffoss - * fixed bug where controlling an object doesn't cause screen updates, and - * added a number of cool features to viewpoint/control object code. - * - * 69 8/12/97 6:32p Hoffoss - * Added code to allow hiding of arrival and departure cues in editors. - * - * 68 8/11/97 6:54p Hoffoss - * Groups now supported in Fred. - * - * 67 8/11/97 11:51a Allender - * added stamp stuff to Fred - * - * 66 8/07/97 6:01p Hoffoss - * Added a rotate about selected object button to toolbar and - * functionality, as requested by Comet. - * - * 65 8/01/97 3:10p Hoffoss - * Made Sexp help hidable. - * - * 64 8/01/97 12:52p Hoffoss - * Added variable, fixed bug with global error check. - * - * 63 7/28/97 2:51p Hoffoss - * Re-evaluated and improved global error checker in Fred. - * - * 62 7/24/97 12:45p Hoffoss - * Added camera position save and restore. - * - * 61 7/08/97 2:03p Hoffoss - * Debriefing editor coded and implemented. - * - * 60 6/18/97 3:07p Hoffoss - * Wing ship names are 1 indexes instead of 0 indexed now. - * - * 59 6/09/97 4:57p Hoffoss - * Added autosave and undo to Fred. - * - * 58 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 57 6/02/97 11:52a Hoffoss - * Custom cursors displayed when over objects in different modes. - * - * 56 5/21/97 5:43p Hoffoss - * Added features requested on Todo list. - * - * 55 5/06/97 3:01p Hoffoss - * Added some accelerator keys. - * - * 54 5/05/97 5:44p Hoffoss - * Added specialized popup menu choices, save before running FreeSpace, - * and display filters. - * - * 53 5/05/97 9:42a Hoffoss - * Single axis contraint code changed to operate better. - * - * 52 4/24/97 5:15p Hoffoss - * fixes to Fred. - * - * 51 4/17/97 5:23p Hoffoss - * Implemented ability to run FreeSpace from Fred. - * - * 50 4/16/97 5:18p Hoffoss - * Moved Asteroid field editor stuff to a seperate dialog box. - * - * 49 4/11/97 4:22p Hoffoss - * Fixed bug in Sexp trees, moved Show starfield option to view menu and - * removed preferences dialog box. - * - * 48 3/12/97 12:40p Hoffoss - * Fixed bugs in wing object management functions, several small additions - * and rearrangements. - * - * 47 3/10/97 4:58p Hoffoss - * Added waypoint and start types to drop down toolbar combo box and fixed - * context menu new ship type selection to also work. - * - * 46 3/10/97 12:54p Hoffoss - * Added drop down combo box to toolbar and fixed compiling errors Mark - * (maybe Mike?) introduced to code. - * - * 45 3/06/97 3:35p Hoffoss - * Added Show_outline stuff, moved show options to the view menu, fixed a - * bug in message dialog editor. - * - * 44 3/04/97 6:27p Hoffoss - * Changes to Fred to handle new wing structure. - * - * 43 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 42 2/27/97 5:54p Hoffoss - * Implemented support for saving and restoring window positions. - * - * 41 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 72 2/12/97 5:50p Hoffoss - * Expanded on error checking. - * - * 71 2/12/97 12:25p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * 70 2/10/97 5:18p Hoffoss - * Global error checker work. Added checks for many things, but still - * more to add tomorrow! - * - * 69 2/04/97 3:09p Hoffoss - * Background bitmap editor implemented fully. - * - * 68 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #ifndef STAMPER_PROGRAM diff --git a/fs2_open/code/fred2/grid.cpp b/fs2_open/code/fred2/grid.cpp index d63759993e..bf59bed236 100644 --- a/fs2_open/code/fred2/grid.cpp +++ b/fs2_open/code/fred2/grid.cpp @@ -7,43 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/Grid.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Grid dialog box created by Mike. Probably will never be used again. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:58 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 5 6/18/97 11:36p Lawrance - * move grid rendering code to MissionGrid.cpp - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/grid.h b/fs2_open/code/fred2/grid.h index 97d2b08a11..1fb1f9b86d 100644 --- a/fs2_open/code/fred2/grid.h +++ b/fs2_open/code/fred2/grid.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/Grid.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Grid dialog box created by Mike. Probably will never be used again. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:10:58 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // CGrid dialog diff --git a/fs2_open/code/fred2/ignoreordersdlg.cpp b/fs2_open/code/fred2/ignoreordersdlg.cpp index 9f8f5fab98..63e6219bb1 100644 --- a/fs2_open/code/fred2/ignoreordersdlg.cpp +++ b/fs2_open/code/fred2/ignoreordersdlg.cpp @@ -7,15 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/IgnoreOrdersDlg.cpp $ - * $Revision: 1.4 $ - * $Date: 2006-03-01 04:01:37 $ - * $Author: Goober5000 $ - * - * C code for dialog to set which orders from the player that a particular ship should ignore - * - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/ignoreordersdlg.h b/fs2_open/code/fred2/ignoreordersdlg.h index 1e32066ea2..b4336ac67e 100644 --- a/fs2_open/code/fred2/ignoreordersdlg.h +++ b/fs2_open/code/fred2/ignoreordersdlg.h @@ -7,15 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/IgnoreOrdersDlg.h $ - * $Revision: 1.2 $ - * $Date: 2006-02-02 06:22:58 $ - * $Author: Goober5000 $ - * - * header for dialog to set which orders from the player that a particular ship should ignore - * - */ + #include "ship/ship.h" diff --git a/fs2_open/code/fred2/mainfrm.cpp b/fs2_open/code/fred2/mainfrm.cpp index 8dbfdc7738..9208c95bff 100644 --- a/fs2_open/code/fred2/mainfrm.cpp +++ b/fs2_open/code/fred2/mainfrm.cpp @@ -7,158 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/MainFrm.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * MainFrm.cpp : implementation of the CMainFrame class - * The main frame class of a document/view architechure, which we hate but must - * deal with, due to Microsoft limiting our freedom and forcing us to use whether - * we want to or not. The main frame is basically the container window that other - * view windows are within. In Fred, our view window is always maximized inside - * the main frame window, so you can't tell the difference between the two. A few - * old MFC events are handled here because the people working on the code before - * me (Hoffoss) decided to put it here. I've been putting it all in FredView. - * - * $Log: not supported by cvs2svn $ - * Revision 1.8 2006/01/16 00:34:34 Goober5000 - * final (I hope) IFF fixage involving the FRED dialogs :p - * --Goober5000 - * - * Revision 1.7 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.6 2005/09/26 03:37:35 Goober5000 - * species upgrade stuff for FRED - * --Goober5000 - * - * Revision 1.5 2005/07/13 01:03:10 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 1.4 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.3.2.1 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.3 2003/10/15 22:10:34 Kazan - * Da Species Update :D - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:59 inquisitor - * Initial FRED2 Checking - * - * - * 8 10/13/99 2:55p Jefff - * fixed unnumbered XSTRs - * - * 7 10/13/99 9:22a Daveb - * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem - * related to movies. Fixed launcher spawning from PXO screen. - * - * 6 9/14/99 11:07p Andsager - * Improve freddoc error message. Fix Frerd2 about box for "2" part of - * Fred2 - * - * 5 9/08/99 12:07a Andsager - * Add browser based help to Fred - * - * 4 9/01/99 10:15a Dave - * - * 3 11/19/98 8:36a Dave - * Removed ST reordering of ships in Fred. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 31 9/16/98 6:54p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 30 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 29 2/20/98 12:56p Adam - * Made ship class box even wider. - * - * 28 2/20/98 12:07p Hoffoss - * Made ship type combo box on toolbar wider. - * - * 27 9/30/97 2:11p Hoffoss - * Removed player start item from toolbar combo box. - * - * 26 8/21/97 5:39p Hoffoss - * Fixed warning when building optimized. Was MFC code I copied, which - * says something about MFC I guess. - * - * 25 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 24 8/14/97 2:32p Hoffoss - * fixed bug where controlling an object doesn't cause screen updates, and - * added a number of cool features to viewpoint/control object code. - * - * 23 7/21/97 3:57p Hoffoss - * Removed group combo box from toolbar, since I don't think I'll ever get - * it working right. - * - * 22 6/26/97 12:39p Mike - * Add ship_type to ship_info and ships.tbl. - * - * 21 6/09/97 4:57p Hoffoss - * Added autosave and undo to Fred. - * - * 20 5/05/97 1:35p Hoffoss - * View window is now refocused when a new ship type selection is made. - * - * 19 5/01/97 10:54a Hoffoss - * Removed obsolete files/classes from Fred project, and any reference to - * them. - * - * 18 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 17 4/03/97 11:35a Hoffoss - * Fixed bugs: viewpoint didn't reset, initial orders not updated when - * referenced ship is renamed or deleted. - * - * 16 3/10/97 4:58p Hoffoss - * Added waypoint and start types to drop down toolbar combo box and fixed - * context menu new ship type selection to also work. - * - * 15 3/10/97 12:54p Hoffoss - * Added drop down combo box to toolbar and fixed compiling errors Mark - * (maybe Mike?) introduced to code. - * - * 14 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 13 2/27/97 5:54p Hoffoss - * Implemented support for saving and restoring window positions. - * - * 12 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/mainfrm.h b/fs2_open/code/fred2/mainfrm.h index 12fde1cc6f..aee25954fe 100644 --- a/fs2_open/code/fred2/mainfrm.h +++ b/fs2_open/code/fred2/mainfrm.h @@ -7,78 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/MainFrm.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * MainFrm.h : interface of the CMainFrame class - * The main frame class of a document/view architechure, which we hate but must - * deal with, due to Microsoft limiting our freedom and forcing us to use whether - * we want to or not. The main frame is basically the container window that other - * view windows are within. In Fred, our view window is always maximized inside - * the main frame window, so you can't tell the difference between the two. A few - * old MFC events are handled here because the people working on the code before - * me (Hoffoss) decided to put it here. I've been putting it all in FredView. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:10:59 inquisitor - * Initial FRED2 Checking - * - * - * 3 9/08/99 12:07a Andsager - * Add browser based help to Fred - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 14 9/16/98 6:54p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 13 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 12 7/21/97 3:57p Hoffoss - * Removed group combo box from toolbar, since I don't think I'll ever get - * it working right. - * - * 11 6/09/97 4:57p Hoffoss - * Added autosave and undo to Fred. - * - * 10 5/05/97 1:35p Hoffoss - * View window is now refocused when a new ship type selection is made. - * - * 9 3/10/97 12:54p Hoffoss - * Added drop down combo box to toolbar and fixed compiling errors Mark - * (maybe Mike?) introduced to code. - * - * 8 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 7 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + //class CShipEditorDlg; diff --git a/fs2_open/code/fred2/management.cpp b/fs2_open/code/fred2/management.cpp index 141fa2d9cc..9e0a32279b 100644 --- a/fs2_open/code/fred2/management.cpp +++ b/fs2_open/code/fred2/management.cpp @@ -7,527 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/Management.cpp $ - * $Revision: 1.12.2.23 $ - * $Date: 2007-11-22 04:31:12 $ - * $Author: taylor $ - * - * This file handles the management of Objects, Ships, Wings, etc. Basically - * all the little structures we have that usually inter-relate that need to - * be handled in a standard way, and thus should be handled by a single - * function. - * - * $Log: not supported by cvs2svn $ - * Revision 1.12.2.22 2007/11/21 07:27:45 Goober5000 - * add Wing Commander Saga's fiction viewer - * - * Revision 1.12.2.21 2007/10/12 18:57:16 karajorma - * I meant to remove this ages ago! - * - * Revision 1.12.2.20 2007/09/02 02:07:40 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.12.2.19 2007/07/28 21:31:05 Goober5000 - * this should really be capitalized - * - * Revision 1.12.2.18 2007/07/28 04:43:43 Goober5000 - * a couple of tweaks - * - * Revision 1.12.2.17 2007/05/28 18:27:33 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 1.12.2.16 2007/04/17 17:15:31 karajorma - * Remove the -fredhtl command line. - * - * Revision 1.12.2.15 2007/02/20 04:19:09 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.12.2.14 2007/02/12 00:24:33 taylor - * add back special "var" setting for flag_def_list and convert some of the lists to use it (more on the way) - * - * Revision 1.12.2.13 2007/02/11 09:24:08 taylor - * remove -pcx32 and -jpgtga - * - * Revision 1.12.2.12 2007/02/09 05:40:40 Goober5000 - * merge the voice acting manager into the 3.6.9 (3.6.10?) branch - * - * Revision 1.12.2.11 2007/02/08 07:39:34 Goober5000 - * fix two bugs: - * --default ship flags in the iff_defs table were not correctly translated from parse flags to ship/object flags - * --ships were created with default allowed comm orders regardless of which team they were on - * - * Revision 1.12.2.10 2006/12/08 19:18:54 Goober5000 - * fix Mantis #1163 - * - * Revision 1.12.2.9 2006/11/15 00:38:02 taylor - * various bits of little cleanup - * add the debug cmdline printer to FRED, so that we can make use of that info in the FRED-debug case too - * - * Revision 1.12.2.8 2006/10/27 06:34:40 taylor - * fix compiler problem due to change in parse_init() function - * fix dos EOL chars - * - * Revision 1.12.2.7 2006/10/24 13:44:54 taylor - * add envmap selection to background editor - * change skybox selection to be a text entry or browse instead of only text entry - * allow envmap selected in background editor to be used by FRED - * make texture replacement work in FRED for ships (Mantis bug #1068) - * - * Revision 1.12.2.6 2006/10/06 13:41:41 Goober5000 - * Ha, ha! - * - * Revision 1.12.2.5 2006/10/06 09:44:32 taylor - * make sure that the armor stuff gets initted (should fix Mantis bug #1080) - * - * Revision 1.12.2.4 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 1.12.2.3 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 1.12.2.2 2006/07/10 21:47:17 taylor - * fix undo system - * restore the two autosave points that got removed for some reason (yes, these are needed for things to work properly) - * - * Revision 1.12.2.1 2006/07/08 19:36:03 Goober5000 - * iff defs should allow specification of both flag fields - * --Goober5000 - * - * Revision 1.12 2006/05/30 02:13:22 Goober5000 - * add substitute music boxes to FRED, and reset music properly when mission is cleared - * --Goober5000 - * - * Revision 1.11 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.10 2006/04/14 18:44:16 taylor - * remove all of the *_ex() parsing functions added for use by EFFs - * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old - * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore - * (should work ok with FRED2, but I wasn't able to test it) - * - * Revision 1.9 2006/04/12 05:07:00 phreak - * obj_delete() needs to be called for jump nodes since the slot the jump node - * that used to reside in hasn't been marked as empty. This leads to the node still appearing in fred - * if the user tries to delete the "ghosted" jump node, fred crashes. - * - * Revision 1.8 2006/03/18 22:18:24 Goober5000 - * blast - * - * Revision 1.7 2006/03/18 22:00:43 Goober5000 - * fix comm order initialization bug - * --Goober5000 - * - * Revision 1.6 2006/02/26 05:32:55 Goober5000 - * fix stupid bug - * - * Revision 1.5 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.4 2006/02/11 02:58:23 Goober5000 - * yet more various and sundry fixes - * --Goober5000 - * - * Revision 1.3 2006/01/30 06:27:59 taylor - * dynamic starfield bitmaps - * - * Revision 1.2 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.48 2006/01/16 00:34:34 Goober5000 - * final (I hope) IFF fixage involving the FRED dialogs :p - * --Goober5000 - * - * Revision 1.47 2006/01/15 23:58:31 Goober5000 - * small fix - * - * Revision 1.46 2006/01/15 23:51:42 Goober5000 - * oops - * - * Revision 1.45 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.44 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.43 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.42 2005/11/24 07:47:55 taylor - * be sure to set up default ai_profile when loading a blank mission - * - * Revision 1.41 2005/11/22 09:07:59 Goober5000 - * fred will now load and save ai profiles - * --Goober5000 - * - * Revision 1.40 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.39 2005/10/21 23:44:21 phreak - * preload briefing icons, otherwise they're not drawn - * - * Revision 1.38 2005/09/29 06:16:02 Goober5000 - * bah - * --Goober5000 - * - * Revision 1.37 2005/09/29 05:18:59 Goober5000 - * the FRED stuff - * --Goober5000 - * - * Revision 1.36 2005/09/26 07:10:20 Goober5000 - * fix a small bug with custom wing names - * --Goober5000 - * - * Revision 1.35 2005/09/26 03:37:35 Goober5000 - * species upgrade stuff for FRED - * --Goober5000 - * - * Revision 1.34 2005/09/01 03:26:51 phreak - * Popup warning if -fredhtl isn't in the cmdline. This will warn users that viewing high-poly models - * may crash fred. - * - * Revision 1.33 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.32 2005/08/23 06:45:14 Goober5000 - * fix parse initialization - * --Goober5000 - * - * Revision 1.31 2005/07/25 06:51:33 Goober5000 - * mission flag changes for FRED - * --Goober5000 - * - * Revision 1.30 2005/07/13 01:03:10 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 1.29 2005/06/29 18:56:12 taylor - * make sure gamesnd gets initted properly to fix "within 0 and 0" error - * - * Revision 1.28 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.26 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.25 2005/03/27 12:59:13 Goober5000 - * stuff for FRED - * --Goober5000 - * - * Revision 1.24 2005/03/19 23:36:25 phreak - * CString::GetBuffer() requires an integer parameter - * - * Revision 1.23 2005/03/06 23:19:27 wmcoolmon - * Fixed the last of the jump node errors - * - * Revision 1.22 2005/03/06 22:41:57 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.21 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.20 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.19 2004/10/12 07:45:30 Goober5000 - * added contrail speed threshold - * --Goober5000 - * - * Revision 1.18 2004/09/17 07:56:51 Goober5000 - * bunch of FRED tweaks and fixes - * --Goober5000 - * - * Revision 1.17 2004/07/29 00:18:43 Kazan - * taylor and I fixed fred2 by making code.lib and fred2's defines match up - * - * Revision 1.16 2004/06/15 20:50:28 wmcoolmon - * hud-set-color, current-speed, and FRED fixes (Wouldn't compile). - * - * Revision 1.15 2004/05/09 14:38:56 taylor - * init OGL with 32bpp when -jpgtga is used - * - * Revision 1.14 2004/05/02 17:46:19 wmcoolmon - * fred2_open -fredhtl flag no longer reversed (Kudos to RT) -C - * - * Revision 1.13 2004/04/03 18:06:35 Kazan - * Fixes: - * - * Revision 1.12 2004/02/13 04:25:37 randomtiger - * Added messagebox to offer startup choice between htl, non htl and quitting. - * Tidied up the background dialog box a bit and added some disabled controls for future ambient light feature. - * Set non htl to use a lower level of model and texture detail to boost poor performance on this path. - * - * Revision 1.11 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.10.2.4 2004/01/24 13:00:43 randomtiger - * Implemented basic OGL HT&L but some drawing routines missing from cobe.lib so keeping turned off for now. - * Added lighting menu option and made about dialog more useful. - * Ship menu now defaults to the first entry. - * Loads of debug to try and trap crashes. - * - * Revision 1.10.2.3 2004/01/20 19:11:29 randomtiger - * Cut unneeded code, text now works in graphics window. - * - * Revision 1.10.2.2 2004/01/19 00:53:37 randomtiger - * More Fred OGL changes. - * - * Revision 1.10.2.1 2004/01/17 22:11:25 randomtiger - * Large series of changes to make fred run though OGL. Requires code.lib to be up to date to compile. - * Port still in progress, fred currently unusable, note this has been committed to fred_ogl branch. - * - * Revision 1.10 2004/01/14 06:28:39 Goober5000 - * made set-support-ship number align with general FS convention - * --Goober5000 - * - * Revision 1.9 2003/10/15 22:10:34 Kazan - * Da Species Update :D - * - * Revision 1.8 2003/09/05 06:53:41 Goober5000 - * added code to change the player's ship in single player - * --Goober5000 - * - * Revision 1.7 2003/05/09 23:58:56 phreak - * user-defined loading screen option is reset when the user creates a new mission - * - * Revision 1.6 2003/04/29 01:04:28 Goober5000 - * custom hitpoints for FRED - * --Goober5000 - * - * Revision 1.5 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 1.4 2003/01/06 20:49:16 Goober5000 - * FRED2 support for wing squad logos - look in the wing editor - * --Goober5000 - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:59 inquisitor - * Initial FRED2 Checking - * - * - * 29 10/13/99 9:22a Daveb - * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem - * related to movies. Fixed launcher spawning from PXO screen. - * - * 28 9/08/99 10:01p Dave - * Make sure game won't run in a drive's root directory. Make sure - * standalone routes suqad war messages properly to the host. - * - * 27 7/23/99 2:02p Jamesa - * Don't require gamepalettes - * - * 26 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 25 7/02/99 4:30p Dave - * Much more sophisticated lightning support. - * - * 24 5/20/99 6:59p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 23 4/26/99 8:47p Dave - * Made all pof related nebula stuff customizable through Fred. - * - * 22 4/16/99 2:34p Andsager - * Second pass on debris fields - * - * 21 4/15/99 5:00p Andsager - * Frist pass on Debris field - * - * 20 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 19 3/31/99 9:50a Andsager - * Interface for generalization of asteroid field (debris field) - * - * 18 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 17 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 16 3/20/99 5:09p Dave - * Fixed release build fred warnings and unhandled exception. - * - * 15 2/23/99 7:03p Dave - * Rewrote a horribly mangled and evil team loadout dialog. Bugs gone. - * - * 14 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 13 2/10/99 11:11a Johnson - * Think I fixed the problem where the Neb2_awacs value was improperly - * being checked for in Fred. - * - * 12 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 11 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 10 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 9 12/18/98 1:14a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 8 11/06/98 10:15a Dave - * - * 7 10/29/98 9:22p Dave - * Removed minor bug concering externalization of campaign files. - * - * 6 10/29/98 6:49p Dave - * Finished up Fred support for externalizing mission and campaign files. - * - * 5 10/29/98 10:41a Dave - * Change the way cfile initializes exe directory. - * - * 4 10/23/98 5:07p Dave - * Put in beginnings of localization/externalization functionality. - * - * 3 10/22/98 6:13p Dave - * Added registry and localization support. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 227 6/17/98 2:05p Hoffoss - * Fixed bug: Shield system for team or ship type flags new reset when - * mission gets cleared out (new or load mission). - * - * 226 5/20/98 10:19p Allender - * make Fred work with NDEBUG build - * - * 225 5/17/98 1:48p Allender - * made number of respawns for new missions 3 - * - * 224 5/01/98 12:34p John - * Added code to force FreeSpace to run in the same dir as exe and made - * all the parse error messages a little nicer. - * - * 223 4/30/98 8:23p John - * Fixed some bugs with Fred caused by my new cfile code. - * - * 222 4/27/98 4:07p Allender - * make orders_accepted not be assigned to -1 when creating new ships. - * Don't set the use_default_orders flag when orders are -1 - * - * 221 4/25/98 6:43p Allender - * reset model data when initializeing new mission - * - * 220 4/17/98 1:41p Allender - * took out function calls in NDEBUG mode - * - * 219 4/13/98 10:59a Hoffoss - * Made "new mission" clear the cmd brief structure. - * - * 218 4/13/98 10:11a John - * Made timer functions thread safe. Made timer_init be called in all - * projects. - * - * 217 4/06/98 5:37p Hoffoss - * Added sexp tree support to briefings in Fred. - * - * 216 4/06/98 12:55p John - * Upped the gamma for Fred. - * - * 215 4/03/98 11:34a John - * Fixed the stuff I broke in Fred from the new briefing - * - * 214 4/02/98 3:00p Johnson - * Fixed a bug a release build turned up. - * - * 213 3/24/98 1:36p Hoffoss - * Moved call to load_filter_info() to after cfile_init(), as it is - * dependent on that being set up. - * - * 212 3/24/98 12:42p Allender - * fixed a couple of minor problems with arrival targets - * - * 211 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 210 3/17/98 4:16p Allender - * minor changes to the kamikaze flag - * - * 209 3/17/98 11:55a Johnson - * Fixed bug where jump nodes wheren't being cleared on a new mission. - * - * 208 3/10/98 4:26p Hoffoss - * Changed jump node structure to include a name. Position is now taken - * from the object (each jump node has an associated object now). - * - * 207 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 206 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 205 3/06/98 5:10p Allender - * made time to: field in extended targetbox use support time to dock code - * for all docking shpis. Only display for waypoints and docking (not - * undocking). Small fixups to message menu -- not allowing depart when - * disabled. Depart is now by default ignored for all non-small ships - * - * 204 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * 203 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 202 2/17/98 12:07p Hoffoss - * Changed over to using SF_CARGO_REVEALED in fred. - * - * 201 2/17/98 10:12a Hoffoss - * Fixed bug with sprintf() in reference_handler(). Forgot the first - * argument! :) Amazing it never crashed before. - * - * 200 2/13/98 11:45a Hoffoss - * Made all new ships created in Fred default to 33% initial speed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/management.h b/fs2_open/code/fred2/management.h index 53acff295d..469cfb5ba5 100644 --- a/fs2_open/code/fred2/management.h +++ b/fs2_open/code/fred2/management.h @@ -7,297 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/Management.h $ - * $Revision: 1.2.2.1 $ - * $Date: 2007-02-09 05:40:40 $ - * $Author: Goober5000 $ - * - * This file handles the management of Objects, Ships, Wings, etc. Basically - * all the little structures we have that usually inter-relate that need to - * be handled in a standard way, and thus should be handled by a single - * function. - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.15 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.14 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.13 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.12 2005/09/26 07:10:20 Goober5000 - * fix a small bug with custom wing names - * --Goober5000 - * - * Revision 1.11 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.10 2005/04/13 20:02:08 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.9 2005/03/06 23:19:27 wmcoolmon - * Fixed the last of the jump node errors - * - * Revision 1.8 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.7 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.6 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.5 2004/02/13 04:25:37 randomtiger - * Added messagebox to offer startup choice between htl, non htl and quitting. - * Tidied up the background dialog box a bit and added some disabled controls for future ambient light feature. - * Set non htl to use a lower level of model and texture detail to boost poor performance on this path. - * - * Revision 1.4 2003/10/15 22:10:34 Kazan - * Da Species Update :D - * - * Revision 1.3 2003/09/05 06:53:41 Goober5000 - * added code to change the player's ship in single player - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:59 inquisitor - * Initial FRED2 Checking - * - * - * 6 5/20/99 6:59p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 5 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 4 3/20/99 5:09p Dave - * Fixed release build fred warnings and unhandled exception. - * - * 3 10/29/98 10:41a Dave - * Change the way cfile initializes exe directory. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 56 12/05/97 4:07p Hoffoss - * Changed code to allow WHO_FROM type ship sources to only show flyable - * ships in list. - * - * 55 11/21/97 2:55p Hoffoss - * Added Nebula support to Fred. Implemented loading and saving nebula - * info to/from mission files. - * - * 54 11/17/97 6:41p Lawrance - * moved bitmask_2_bitnum to ship lib - * - * 53 11/11/97 2:13p Allender - * docking bay support for Fred and FreeSpace. Added hook to ai code for - * arrival/departure from dock bays. Fred support now sufficient. - * - * 52 10/08/97 11:47a Hoffoss - * Added better fred handling of Weaponry_pool. - * - * 51 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 50 9/09/97 10:29a Hoffoss - * Added support for neutral team, and fixed changes made to how team is - * used in ship structure. - * - * 49 8/22/97 4:16p Hoffoss - * added support for arrival and departure info in ship editor using - * wing's info if editing marked ships in a wing instead of using ship's. - * - * 48 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 47 8/16/97 9:24p Hoffoss - * Added support for team of players in multiplayer. - * - * 46 8/16/97 4:51p Hoffoss - * Fixed bugs with wing deletion and removing ships from a wing. - * - * 45 8/16/97 2:02a Hoffoss - * Made docked objects move together in Fred. - * - * 44 8/15/97 5:14p Hoffoss - * Completely changed around how initial orders dialog worked. It's - * pretty awesome now. - * - * 43 8/15/97 11:09a Hoffoss - * Created a list of order types that can be used for several things, and - * yet easily changable. Added order error checking against ship types. - * - * 42 8/14/97 2:32p Hoffoss - * fixed bug where controlling an object doesn't cause screen updates, and - * added a number of cool features to viewpoint/control object code. - * - * 41 8/12/97 3:33p Hoffoss - * Fixed the "press cancel to go to reference" code to work properly. - * - * 40 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 39 8/08/97 1:31p Hoffoss - * Added syncronization protection to cur_object_index changes. - * - * 38 8/05/97 5:12p Jasen - * Added advanced_stricmp() function to handle NULL pointers gracefully, - * and utilized it in message editor query update function. - * - * 37 8/05/97 1:28p Hoffoss - * Fixed bug: if dockee ship deleted, docker becomes undocked. Other - * little changes. - * - * 36 7/09/97 2:38p Allender - * organized ship/wing editor dialogs. Added protect ship and ignore - * count checkboxes to those dialogs. Changed flag code for - * parse_objects. Added unprotect sexpressions - * - * 35 6/18/97 11:46a Hoffoss - * Fixed initial order object reference updating and added briefing dialog - * window tracking data. - * - * 34 5/30/97 4:43p Hoffoss - * Added code for allowing ships to be initially docked at mission start. - * - * 33 5/05/97 5:44p Hoffoss - * Added specialized popup menu choices, save before running FreeSpace, - * and display filters. - * - * 32 4/29/97 1:58p Hoffoss - * Added some debugging to Fred to try and track down sexp corruption - * causes. - * - * 31 4/24/97 5:15p Hoffoss - * fixes to Fred. - * - * 30 4/23/97 11:55a Hoffoss - * Fixed many bugs uncovered while trying to create Mission 6. - * - * 29 3/28/97 5:39p Hoffoss - * Player ships treated like other ships in sexp tree editor now. - * - * 28 3/27/97 1:43p Hoffoss - * Ship duplication (cloning) supported now. - * - * 27 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 26 3/12/97 12:40p Hoffoss - * Fixed bugs in wing object management functions, several small additions - * and rearrangements. - * - * 25 3/04/97 6:27p Hoffoss - * Changes to Fred to handle new wing structure. - * - * 24 3/03/97 4:32p Hoffoss - * Initial orders supports new docking stuff Allender added. - * - * 23 2/25/97 6:10p Hoffoss - * Fixed bug with modeless dialog box errors on update. - * - * 22 2/20/97 4:28p Hoffoss - * Added modification tracking to ship editor dialog box, and support - * functions. - * - * 21 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 20 2/12/97 5:50p Hoffoss - * Expanded on error checking. - * - * 19 2/12/97 12:26p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * 18 2/06/97 3:42p Hoffoss - * Added mission critical checking in deletion handler. - * - * 17 2/04/97 3:09p Hoffoss - * Background bitmap editor implemented fully. - * - * 16 1/27/97 10:03a Hoffoss - * - * 15 1/10/97 3:56p Hoffoss - * Added a recursive menu graying function. - * - * 14 1/02/97 3:50p Hoffoss - * More fixes to player start support in Fred. - * - * 13 12/11/96 3:29p Hoffoss - * Worked on getting the Wing dialog changes updated when focus moves. - * Works now. - * - * 12 12/03/96 3:58p Hoffoss - * Added Wing editor to Fred. - * - * 11 11/20/96 10:01a Hoffoss - * A few minor improvements. - * - * 10 11/19/96 9:50a Hoffoss - * New interface working, but not finished yet. - * - * 9 11/15/96 1:43p Hoffoss - * Improvements to the Ship Dialog editor window. It is now an - * independant window that updates data correctly. - * - * 8 11/14/96 10:43a Hoffoss - * Made changes to grid display and how it works, etc. - * - * 7 11/13/96 10:15a Hoffoss - * Waypoint editing added, but not quite finished yet. - * - * 6 11/11/96 9:59a Hoffoss - * Many great improvements. - * - * 5 11/05/96 2:46p Hoffoss - * Lots of Fred changes (getting ready for milestone) - * - * 4 10/29/96 6:20p Hoffoss - * Added ability to delete selected or marked ships. - * - * 3 10/28/96 5:28p Hoffoss - * Extensive rearrangement, modifications and fixes of the Editor system. - * - * 2 10/25/96 12:05p Hoffoss - * This new files added to makefile. - * - * 1 10/25/96 12:02p Hoffoss - * - * $NoKeywords: $ - */ + #ifndef __MANAGEMENT_H__ #define __MANAGEMENT_H__ diff --git a/fs2_open/code/fred2/messageeditordlg.cpp b/fs2_open/code/fred2/messageeditordlg.cpp index 21af41c256..7cc5a48257 100644 --- a/fs2_open/code/fred2/messageeditordlg.cpp +++ b/fs2_open/code/fred2/messageeditordlg.cpp @@ -7,140 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/MessageEditorDlg.cpp $ - * $Revision: 1.1.2.3 $ - * $Date: 2007-07-23 16:08:24 $ - * $Author: Kazan $ - * - * Old message editor dialog box handling code. This was designed a LONG time ago - * and because so much changed, I created a new one from scratch instead. This is - * only around just in case it might be useful. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.2 2007/07/15 04:45:29 Goober5000 - * fix extremely minor bug - * - * Revision 1.1.2.1 2007/03/07 22:36:52 karajorma - * Make .ogg selectable in FRED. - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.3 2004/09/22 06:57:34 Goober5000 - * FRED framework for when-argument - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:59 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 26 4/07/98 10:51a Allender - * remove any allied from message senders. Make heads for mission - * specific messages play appropriately - * - * 25 1/07/98 5:58p Hoffoss - * Combined message editor into event editor. - * - * 24 1/06/98 4:19p Hoffoss - * Made message editor accept returns instead of closing dialog. - * - * 23 12/30/97 9:39a Allender - * minor fixups with message editing - * - * 22 11/17/97 4:57p Allender - * added persona support in FreeSpace. A couple of new messages for - * message.tbl which Dan didn't have - * - * 21 10/16/97 8:54p Duncan - * Fixed bug in adding new message. - * - * 20 10/14/97 10:31a Allender - * disable persona field for builtin messages - * - * 19 10/13/97 11:37a Allender - * added personas to message editor in Fred - * - * 18 10/10/97 6:21p Hoffoss - * Put in Fred support for training object list editing. - * - * 17 10/08/97 7:52p Hoffoss - * Made renaming events update all sexp references to it (added a - * generalized function to replace all references to a name by argument - * type). - * - * 16 10/08/97 4:41p Hoffoss - * Changed the way message editor works. Each message is updated - * perminently when you switch messages (as if ok button was pressed). - * - * 15 9/09/97 9:19a Hoffoss - * Fixed bug in Fred: messages shouldn't be send from the player to the - * player. - * - * 14 8/08/97 3:29p Duncan - * Fixed bug with strings exceeding their limits. - * - * 13 8/05/97 5:12p Jasen - * Added advanced_stricmp() function to handle NULL pointers gracefully, - * and utilized it in message editor query update function. - * - * 12 8/01/97 3:47p Hoffoss - * Fixed bug where message editor believes modifications occured when - * nothing actually changed. - * - * 11 7/24/97 4:34p Hoffoss - * Fixed omission bug. - * - * 10 7/16/97 6:30p Hoffoss - * Added icons to sexp trees, mainly because I think they will be required - * for drag n drop. - * - * 9 7/14/97 9:55p Hoffoss - * Making changes to message editor system. - * - * 8 7/10/97 2:32p Hoffoss - * Made message editor dialog box modeless. - * - * 7 7/02/97 5:09p Hoffoss - * Added browse buttons to message editor. - * - * 6 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 5 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 4 4/01/97 5:15p Hoffoss - * Fixed errors in max length checks, renaming a wing now renames the - * ships in the wing as well, as it should. - * - * 3 3/11/97 2:19p Hoffoss - * New message structure support for Fred. - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/messageeditordlg.h b/fs2_open/code/fred2/messageeditordlg.h index ab432e99d1..93e7f95133 100644 --- a/fs2_open/code/fred2/messageeditordlg.h +++ b/fs2_open/code/fred2/messageeditordlg.h @@ -7,75 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/MessageEditorDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Old message editor dialog box handling code. This was designed a LONG time ago - * and because so much changed, I created a new one from scratch instead. This is - * only around just in case it might be useful. - * - * $Log: not supported by cvs2svn $ - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:10:59 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 11 1/07/98 5:58p Hoffoss - * Combined message editor into event editor. - * - * 10 1/06/98 4:19p Hoffoss - * Made message editor accept returns instead of closing dialog. - * - * 9 10/13/97 11:37a Allender - * added personas to message editor in Fred - * - * 8 10/08/97 4:41p Hoffoss - * Changed the way message editor works. Each message is updated - * perminently when you switch messages (as if ok button was pressed). - * - * 7 7/14/97 9:55p Hoffoss - * Making changes to message editor system. - * - * 6 7/10/97 2:32p Hoffoss - * Made message editor dialog box modeless. - * - * 5 7/02/97 5:09p Hoffoss - * Added browse buttons to message editor. - * - * 4 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 3 3/11/97 2:19p Hoffoss - * New message structure support for Fred. - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "mission/missionmessage.h" diff --git a/fs2_open/code/fred2/missiongoalsdlg.cpp b/fs2_open/code/fred2/missiongoalsdlg.cpp index 8e10532dfe..f40505c0bc 100644 --- a/fs2_open/code/fred2/missiongoalsdlg.cpp +++ b/fs2_open/code/fred2/missiongoalsdlg.cpp @@ -7,158 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/MissionGoalsDlg.cpp $ - * $Revision: 1.1.2.2 $ - * $Date: 2007-09-02 02:07:40 $ - * $Author: Goober5000 $ - * - * Mission goals editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.1 2006/10/09 05:25:07 Goober5000 - * make sexp nodes dynamic - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 4 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 3 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 47 5/23/98 12:20p Sandeep - * - * 46 5/22/98 1:06a Hoffoss - * Made Fred not use OLE. - * - * 45 5/20/98 1:04p Hoffoss - * Made credits screen use new artwork and removed rating field usage from - * Fred (a goal struct member). - * - * 44 3/31/98 12:23a Allender - * changed macro names of campaign types to be more descriptive. Added - * "team" to objectives dialog for team v. team missions. Added two - * distinct multiplayer campaign types - * - * 43 12/08/97 2:03p Hoffoss - * Added Fred support for MGF_NO_MUSIC flag in objectives. - * - * 42 11/11/97 4:13p Duncan - * changed assert to abort operation instead. - * - * 41 10/10/97 6:21p Hoffoss - * Put in Fred support for training object list editing. - * - * 40 10/10/97 2:53p Johnson - * Fixed bug with new items being selected before they are fully - * registered as added. - * - * 39 10/09/97 1:03p Hoffoss - * Renaming events or goals now updates sexp references as well. - * - * 38 9/30/97 12:30p Hoffoss - * Drag and drop reordering of sexp tree roots now does an insert after - * rather than a swap operation. - * - * 37 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 36 8/12/97 3:33p Hoffoss - * Fixed the "press cancel to go to reference" code to work properly. - * - * 35 8/12/97 2:39p Johnson - * fixed bug with sexp tree goal name problem. - * - * 34 8/01/97 3:10p Hoffoss - * Made Sexp help hidable. - * - * 33 7/30/97 5:23p Hoffoss - * Removed Sexp tree verification code, since it duplicates normal sexp - * verification, and is just another set of code to keep maintained. - * - * 32 7/25/97 3:05p Allender - * added score field to goals and events editor - * - * 31 7/25/97 2:40p Hoffoss - * Fixed bug in sexp tree selection updating handling. - * - * 30 7/24/97 12:45p Hoffoss - * Added sexp help system to sexp trees and some dialog boxes. - * - * 29 7/17/97 4:10p Hoffoss - * Added drag and drop to sexp trees for reordering root items. - * - * 28 7/16/97 6:30p Hoffoss - * Added icons to sexp trees, mainly because I think they will be required - * for drag n drop. - * - * 27 7/07/97 12:04p Allender - * mission goal validation. - * - * 26 6/02/97 8:47p Hoffoss - * Fixed bug with inserting an operator at root position, but under a - * label. - * - * 25 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 24 5/01/97 4:12p Hoffoss - * Added return handling to dialogs. - * - * 23 4/25/97 12:50p Allender - * change globals to new naming conventions - * - * 22 4/23/97 11:55a Hoffoss - * Fixed many bugs uncovered while trying to create Mission 6. - * - * 21 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 20 4/11/97 4:22p Hoffoss - * Fixed bug in Sexp trees, moved Show starfield option to view menu and - * removed preferences dialog box. - * - * 19 4/11/97 10:11a Hoffoss - * Name fields supported by Fred for Events and Mission Goals. - * - * 18 4/10/97 3:20p Mike - * Change hull damage to be like shields. - * - * 17 4/01/97 5:15p Hoffoss - * Fixed errors in max length checks, renaming a wing now renames the - * ships in the wing as well, as it should. - * - * 16 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 15 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/missiongoalsdlg.h b/fs2_open/code/fred2/missiongoalsdlg.h index 1e05d17f29..d07046f6cd 100644 --- a/fs2_open/code/fred2/missiongoalsdlg.h +++ b/fs2_open/code/fred2/missiongoalsdlg.h @@ -7,96 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/MissionGoalsDlg.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2006-10-09 05:25:07 $ - * $Author: Goober5000 $ - * - * Mission goals editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 26 5/20/98 1:04p Hoffoss - * Made credits screen use new artwork and removed rating field usage from - * Fred (a goal struct member). - * - * 25 3/31/98 12:23a Allender - * changed macro names of campaign types to be more descriptive. Added - * "team" to objectives dialog for team v. team missions. Added two - * distinct multiplayer campaign types - * - * 24 12/08/97 2:03p Hoffoss - * Added Fred support for MGF_NO_MUSIC flag in objectives. - * - * 23 10/09/97 1:03p Hoffoss - * Renaming events or goals now updates sexp references as well. - * - * 22 8/12/97 3:33p Hoffoss - * Fixed the "press cancel to go to reference" code to work properly. - * - * 21 7/30/97 5:23p Hoffoss - * Removed Sexp tree verification code, since it duplicates normal sexp - * verification, and is just another set of code to keep maintained. - * - * 20 7/25/97 3:05p Allender - * added score field to goals and events editor - * - * 19 7/17/97 4:10p Hoffoss - * Added drag and drop to sexp trees for reordering root items. - * - * 18 7/07/97 12:04p Allender - * mission goal validation. - * - * 17 6/02/97 8:47p Hoffoss - * Fixed bug with inserting an operator at root position, but under a - * label. - * - * 16 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 15 5/01/97 4:12p Hoffoss - * Added return handling to dialogs. - * - * 14 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 13 4/11/97 10:11a Hoffoss - * Name fields supported by Fred for Events and Mission Goals. - * - * 12 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "Sexp_tree.h" #include "mission/missiongoals.h" diff --git a/fs2_open/code/fred2/missionnotesdlg.cpp b/fs2_open/code/fred2/missionnotesdlg.cpp index 55cb4e5fe6..7a3d89226a 100644 --- a/fs2_open/code/fred2/missionnotesdlg.cpp +++ b/fs2_open/code/fred2/missionnotesdlg.cpp @@ -7,255 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/MissionNotesDlg.cpp $ - * $Revision: 1.7.2.5 $ - * $Date: 2008-01-08 17:24:22 $ - * $Author: Kazan $ - * - * Mission notes editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.7.2.4 2007/10/28 16:35:12 taylor - * add "2D Mission" checkbox to mission specs window (Mantis #1387) - * - * Revision 1.7.2.3 2007/07/23 16:08:24 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.7.2.2 2007/02/11 09:25:42 taylor - * some CFILE cleanup and slight directory order reorg - * add cfopen_special() for quickly opening files that have already been found with cf_find_file_location_ext() - * remove NO_SOUND - * - * Revision 1.7.2.1 2006/07/30 20:00:47 Kazan - * resolve 1018 and an interface problem in fred2's ship editor - * - * Revision 1.7 2006/05/30 02:13:22 Goober5000 - * add substitute music boxes to FRED, and reset music properly when mission is cleared - * --Goober5000 - * - * Revision 1.6 2006/05/30 01:36:24 Goober5000 - * add AI Profile box to FRED - * --Goober5000 - * - * Revision 1.5 2006/05/14 15:57:43 karajorma - * Checkboxes for locking primary and secondary weapons and for disabling builtin messages from command and individual pilots - * - * Revision 1.4 2006/04/05 16:11:44 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 1.3 2006/02/27 00:40:34 wmcoolmon - * Consistency in Lua 2D funcs; fix FRED2 loading screen images dialog boxes. - * - * Revision 1.2 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.26 2005/10/30 07:28:22 Goober5000 - * added Daisy Chain mission flag stuff in FRED - * --Goober5000 - * - * Revision 1.25 2005/07/25 06:51:33 Goober5000 - * mission flag changes for FRED - * --Goober5000 - * - * Revision 1.24 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.23 2004/10/12 07:45:30 Goober5000 - * added contrail speed threshold - * --Goober5000 - * - * Revision 1.22 2004/09/17 07:56:51 Goober5000 - * bunch of FRED tweaks and fixes - * --Goober5000 - * - * Revision 1.21 2004/09/17 07:14:05 Goober5000 - * fixed FRED stuff for warp effect, etc. - * --Goober5000 - * - * Revision 1.20 2004/09/17 03:47:12 tbird - * Changed a couple flag designations (MISSION_FLAG_OLD_WARP_EFFECT was undefined, so I commented those lines out and added lines to use the new warp effect). - * - * - * Revision 1.20 2004/09/16 20:37:00 Thunderbird - * - * Made a couple modifications so that the code would build without errors - * - * Revision 1.19 2004/09/01 00:53:34 Goober5000 - * fixed a bug where the "no briefing" and "no debriefing" boxes weren't working correctly - * --Goober5000 - * - * Revision 1.18 2004/04/29 03:49:14 wmcoolmon - * Changed default subsys repair cap to 100% (Backwards compatibility) - * - * Revision 1.17 2004/04/29 03:35:18 wmcoolmon - * Added Hull and Subsys repair ceiling fields to Mission Specs Dialog in FRED - * Updated mission saving code to store both variables properly - * - * Revision 1.16 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.15 2004/01/14 06:28:39 Goober5000 - * made set-support-ship number align with general FS convention - * --Goober5000 - * - * Revision 1.14 2003/10/28 22:45:31 Goober5000 - * fixed some small bugs in the Mission Specs window where some things - * stayed selected even after being cleared - * --Goober5000 - * - * Revision 1.13 2003/05/10 22:35:25 phreak - * fixed minor save bug when dealing with custom loading screens - * - * Revision 1.12 2003/05/10 00:02:42 phreak - * code to handle user interface when selecting custom loading screens - * - * Revision 1.11 2003/05/05 21:04:33 phreak - * fixed bug where mission notes will be reverted to original - * if the user tries to change the squad logo - * - * Revision 1.10 2003/03/19 22:49:59 Goober5000 - * yay mission flags :) - * --Goober5000 - * - * Revision 1.9 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 1.8 2003/01/13 02:07:26 wmcoolmon - * Removed the override checkbox + flag for ship trails and added a checkbox + flag to disable ship trails within the nebula, NO_NEB_TRAILS, to the Background dialog. - * - * Revision 1.7 2003/01/11 01:01:37 wmcoolmon - * Added code for "Ship Trails override Nebula" - * - * Revision 1.6 2002/12/21 02:01:21 Goober5000 - * Added beam-free-all-by-default flag to FRED2 - * --Goober5000 - * - * Revision 1.5 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.4 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.3 2002/08/10 10:50:11 wmcoolmon - * Added support ship hull repair code - * - * Revision 1.2 2002/07/16 02:48:54 wmcoolmon - * Added code to toggle ship trails regardless of nebula - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 6 8/23/99 6:21p Jefff - * added "no traitor" option to missions (and fred) - * - * 5 8/23/99 5:04p Jefff - * Added new mission flag to disable built-in messages from playing. - * Added fred support as well. - * - * 4 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 3 2/23/99 2:32p Dave - * First run of oldschool dogfight mode. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 23 6/17/98 2:47p Hoffoss - * Changed so missions are single, multi or training. Not supporting - * combos of the above anymore (in Fred). - * - * 22 5/25/98 12:16p Hoffoss - * Removed dogfight option from dialog. No longer supported. - * - * 21 5/18/98 1:56a Allender - * respawn limit to 999 max - * - * 20 5/05/98 11:05p Allender - * ability to flag mission as "no promotion" where promotions and badges - * are *not* granted even if they should be. Slight fix to multiplayer - * problem where locking_subsys is wrong for players current target - * - * 19 4/03/98 12:17a Allender - * new sexpression to detect departed or destroyed. optionally disallow - * support ships. Allow docking with escape pods - * - * 18 3/26/98 5:24p Allender - * put in respawn edit box into mission notes dialog. Made loading of - * missions/campaign happen when first entering the game setup screen. - * - * 17 3/18/98 3:17p Allender - * fix scramble checkbox - * - * 16 3/18/98 10:27a Allender - * fixed bug with missions always being tagged a single player regardless - * of checkbox setting - * - * 15 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 14 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 13 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 12 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 11 1/02/98 4:55p Hoffoss - * Added support for Mission_all_attack flag to Fred and loading/saving - * code. - * - * 10 9/30/97 5:56p Hoffoss - * Added music selection combo boxes to Fred. - * - * 9 8/11/97 3:19p Hoffoss - * Implemented mission description. - * - * 8 6/11/97 2:14p Hoffoss - * Added game type (mission type) selection to Fred. - * - * 7 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 6 5/06/97 2:43p Hoffoss - * Fixed bug in Mission notes dialog, where window wasn't being destroyed. - * - * 5 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 4 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 3 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/missionnotesdlg.h b/fs2_open/code/fred2/missionnotesdlg.h index 3f32322d98..b238ddfa6a 100644 --- a/fs2_open/code/fred2/missionnotesdlg.h +++ b/fs2_open/code/fred2/missionnotesdlg.h @@ -7,178 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/MissionNotesDlg.h $ - * $Revision: 1.4.2.4 $ - * $Date: 2008-01-08 17:24:22 $ - * $Author: Kazan $ - * - * Mission notes editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.4.2.3 2007/10/28 16:35:13 taylor - * add "2D Mission" checkbox to mission specs window (Mantis #1387) - * - * Revision 1.4.2.2 2007/07/23 16:08:24 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.4.2.1 2006/07/30 20:00:47 Kazan - * resolve 1018 and an interface problem in fred2's ship editor - * - * Revision 1.4 2006/05/30 02:13:22 Goober5000 - * add substitute music boxes to FRED, and reset music properly when mission is cleared - * --Goober5000 - * - * Revision 1.3 2006/05/30 01:36:24 Goober5000 - * add AI Profile box to FRED - * --Goober5000 - * - * Revision 1.2 2006/04/05 16:11:44 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.17 2005/10/30 07:28:22 Goober5000 - * added Daisy Chain mission flag stuff in FRED - * --Goober5000 - * - * Revision 1.16 2005/07/25 06:51:33 Goober5000 - * mission flag changes for FRED - * --Goober5000 - * - * Revision 1.15 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.14 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.13 2004/10/12 07:45:30 Goober5000 - * added contrail speed threshold - * --Goober5000 - * - * Revision 1.12 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.11 2004/09/17 07:14:05 Goober5000 - * fixed FRED stuff for warp effect, etc. - * --Goober5000 - * - * Revision 1.10 2004/04/29 03:35:18 wmcoolmon - * Added Hull and Subsys repair ceiling fields to Mission Specs Dialog in FRED - * Updated mission saving code to store both variables properly - * - * Revision 1.9 2003/05/10 00:02:42 phreak - * code to handle user interface when selecting custom loading screens - * - * Revision 1.8 2003/03/19 22:49:59 Goober5000 - * yay mission flags :) - * --Goober5000 - * - * Revision 1.7 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 1.6 2003/01/13 02:07:26 wmcoolmon - * Removed the override checkbox + flag for ship trails and added a checkbox + flag to disable ship trails within the nebula, NO_NEB_TRAILS, to the Background dialog. - * - * Revision 1.5 2003/01/11 01:01:37 wmcoolmon - * Added code for "Ship Trails override Nebula" - * - * Revision 1.4 2002/12/21 02:01:21 Goober5000 - * Added beam-free-all-by-default flag to FRED2 - * --Goober5000 - * - * Revision 1.3 2002/08/10 10:50:11 wmcoolmon - * Added support ship hull repair code - * - * Revision 1.2 2002/07/16 02:48:54 wmcoolmon - * Added code to toggle ship trails regardless of nebula - * - * Revision 1.1.1.1 2002/06/02 01:18:39 inquisitor - * Initial Volition Source, mixed case, windows only - * - * - * 5 8/23/99 6:21p Jefff - * added "no traitor" option to missions (and fred) - * - * 4 8/23/99 5:04p Jefff - * Added new mission flag to disable built-in messages from playing. - * Added fred support as well. - * - * 3 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 16 6/17/98 2:47p Hoffoss - * Changed so missions are single, multi or training. Not supporting - * combos of the above anymore (in Fred). - * - * 15 5/05/98 11:05p Allender - * ability to flag mission as "no promotion" where promotions and badges - * are *not* granted even if they should be. Slight fix to multiplayer - * problem where locking_subsys is wrong for players current target - * - * 14 4/03/98 12:17a Allender - * new sexpression to detect departed or destroyed. optionally disallow - * support ships. Allow docking with escape pods - * - * 13 3/26/98 5:24p Allender - * put in respawn edit box into mission notes dialog. Made loading of - * missions/campaign happen when first entering the game setup screen. - * - * 12 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 11 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 10 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 9 1/02/98 4:55p Hoffoss - * Added support for Mission_all_attack flag to Fred and loading/saving - * code. - * - * 8 9/30/97 5:56p Hoffoss - * Added music selection combo boxes to Fred. - * - * 7 8/11/97 3:19p Hoffoss - * Implemented mission description. - * - * 6 6/11/97 2:14p Hoffoss - * Added game type (mission type) selection to Fred. - * - * 5 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 4 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 3 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // CMissionNotesDlg dialog diff --git a/fs2_open/code/fred2/missionsave.cpp b/fs2_open/code/fred2/missionsave.cpp index 9977c7b4a9..fa7d75a5bc 100644 --- a/fs2_open/code/fred2/missionsave.cpp +++ b/fs2_open/code/fred2/missionsave.cpp @@ -7,466 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/MissionSave.cpp $ - * $Revision: 1.14.2.19 $ - * $Date: 2007-11-28 21:00:33 $ - * $Author: karajorma $ - * - * Mission saving in Fred. - * - * $Log: not supported by cvs2svn $ - * Revision 1.14.2.18 2007/11/21 07:27:45 Goober5000 - * add Wing Commander Saga's fiction viewer - * - * Revision 1.14.2.17 2007/07/23 16:08:24 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 1.14.2.16 2007/05/28 18:27:33 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 1.14.2.15 2007/02/21 01:43:31 Goober5000 - * remove duplicate model texture replacement - * - * Revision 1.14.2.14 2007/02/20 04:19:10 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.14.2.13 2007/02/09 04:53:27 Goober5000 - * merge the WCS screaming feature into the 3.6.9 (3.6.10?) branch - * - * Revision 1.14.2.12 2006/10/28 20:54:35 karajorma - * Adding the network-variable option to SEXP variables. This change will revert variables to the same behaviour they displayed in retail (i.e they don't update for clients) unless a variable is set to be a network-variable. - * - * Revision 1.14.2.11 2006/10/15 22:03:16 wmcoolmon - * Fix extra jumpnode settings not saving. They still don't show up in FRED, unfortunately. - * - * Revision 1.14.2.10 2006/10/09 05:25:07 Goober5000 - * make sexp nodes dynamic - * - * Revision 1.14.2.9 2006/10/01 06:18:36 Goober5000 - * more accurate message number - * - * Revision 1.14.2.8 2006/09/28 23:47:25 Goober5000 - * fix for Mantis #1070 - * - * Revision 1.14.2.7 2006/08/19 21:46:02 Goober5000 - * disable duplicate model texture replace - * - * Revision 1.14.2.6 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 1.14.2.5 2006/07/20 00:41:25 Goober5000 - * add WCS screaming stuff to RC branch - * --Goober5000 - * - * Revision 1.14.2.4 2006/07/13 06:11:48 Goober5000 - * * better formatting for substitute music options - * * better handling of all special FSO comment tags - * --Goober5000 - * - * Revision 1.14.2.3 2006/06/23 09:15:53 karajorma - * Make the ambient light sliders actually save their settings. - * - * Revision 1.14.2.2 2006/06/10 18:35:05 Goober5000 - * fix parsing/handling of debriefing persona indexes - * --Goober5000 - * - * Revision 1.14.2.1 2006/06/04 01:03:12 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 1.14 2006/05/30 01:36:24 Goober5000 - * add AI Profile box to FRED - * --Goober5000 - * - * Revision 1.13 2006/05/14 15:52:42 karajorma - * Fixes for the Invulnerability problems from Mantis - 0000910 - * - * Revision 1.12 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.11 2006/02/28 07:37:12 Goober5000 - * fix another import bug - * - * Revision 1.10 2006/02/26 23:23:30 wmcoolmon - * Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2. - * - * Revision 1.9 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.8 2006/02/19 00:49:41 Goober5000 - * fixed saving of special tags - * --Goober5000 - * - * Revision 1.7 2006/02/12 10:42:25 Goober5000 - * allow specification of debriefing personas - * --Goober5000 - * - * Revision 1.6 2006/02/12 05:23:16 Goober5000 - * additional fixes and enhancements for substitute music - * --Goober5000 - * - * Revision 1.5 2006/02/12 01:27:47 Goober5000 - * more cool work on importing, music handling, etc. - * --Goober5000 - * - * Revision 1.4 2006/02/11 02:58:23 Goober5000 - * yet more various and sundry fixes - * --Goober5000 - * - * Revision 1.3 2006/01/30 06:27:59 taylor - * dynamic starfield bitmaps - * - * Revision 1.2 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.50 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.49 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.48 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.47 2005/12/29 00:55:25 phreak - * Briefing icons are now able to be flipped. Left becomes right and vice versa. - * - * Revision 1.46 2005/11/22 09:07:59 Goober5000 - * fred will now load and save ai profiles - * --Goober5000 - * - * Revision 1.45 2005/10/31 09:20:14 Goober5000 - * generalize - * --Goober5000 - * - * Revision 1.44 2005/10/30 06:23:23 Goober5000 - * multiple docking support for FRED - * --Goober5000 - * - * Revision 1.43 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.42 2005/09/09 22:31:12 Goober5000 - * this ought to take care of a FRED bug - * --Goober5000 - * - * Revision 1.41 2005/07/25 06:51:33 Goober5000 - * mission flag changes for FRED - * --Goober5000 - * - * Revision 1.40 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.38 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.37 2005/03/27 12:59:13 Goober5000 - * stuff for FRED - * --Goober5000 - * - * Revision 1.36 2005/03/06 23:19:27 wmcoolmon - * Fixed the last of the jump node errors - * - * Revision 1.35 2005/01/29 06:28:15 Goober5000 - * bugfixes - * --Goober5000 - * - * Revision 1.34 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.33 2004/12/31 18:21:23 taylor - * fix loadout problem with first bank weaponry and single bank ships - * - * Revision 1.32 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.31 2004/10/12 22:48:40 Goober5000 - * added toggle-subsystem-scanning ship flag - * --Goober5000 - * - * Revision 1.30 2004/10/12 07:45:30 Goober5000 - * added contrail speed threshold - * --Goober5000 - * - * Revision 1.29 2004/10/11 22:31:23 Goober5000 - * teh FRED implementation - * --Goober5000 - * - * Revision 1.28 2004/09/17 07:56:51 Goober5000 - * bunch of FRED tweaks and fixes - * --Goober5000 - * - * Revision 1.27 2004/07/29 00:18:43 Kazan - * taylor and I fixed fred2 by making code.lib and fred2's defines match up - * - * Revision 1.26 2004/05/11 02:17:13 Goober5000 - * fixed some save stuff - * --Goober5000 - * - * Revision 1.25 2004/04/29 03:35:18 wmcoolmon - * Added Hull and Subsys repair ceiling fields to Mission Specs Dialog in FRED - * Updated mission saving code to store both variables properly - * - * Revision 1.24 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.23 2004/02/13 04:25:37 randomtiger - * Added messagebox to offer startup choice between htl, non htl and quitting. - * Tidied up the background dialog box a bit and added some disabled controls for future ambient light feature. - * Set non htl to use a lower level of model and texture detail to boost poor performance on this path. - * - * Revision 1.22 2004/02/05 23:23:19 randomtiger - * Merging OGL Fred into normal Fred, no conflicts, should be perfect - * - * Revision 1.21.2.2 2004/02/05 01:50:46 randomtiger - * Addition to about dialog and other small changes - * - * Revision 1.21.2.1 2004/01/17 22:11:25 randomtiger - * Large series of changes to make fred run though OGL. Requires code.lib to be up to date to compile. - * Port still in progress, fred currently unusable, note this has been committed to fred_ogl branch. - * - * Revision 1.21 2004/01/14 06:28:39 Goober5000 - * made set-support-ship number align with general FS convention - * --Goober5000 - * - * Revision 1.20 2004/01/14 06:03:14 Goober5000 - * added save capability to the hull repair and subsys repair ceiling features - * by WMCoolmon... but he still has to incorporate the dialog for them - * --Goober5000 - * - * Revision 1.19 2003/10/23 23:50:28 phreak - * added ability for FRED to save info about user-defined skybox - * - * Revision 1.18 2003/09/05 10:55:16 Goober5000 - * bah - * --Goober5000 - * - * Revision 1.17 2003/09/05 10:04:33 Goober5000 - * persistent variable checkboxes in FRED - * --Goober5000 - * - * Revision 1.16 2003/08/26 20:32:41 Goober5000 - * added support for saving in FS2 retail format - * --Goober5000 - * - * Revision 1.15 2003/05/10 22:35:25 phreak - * fixed minor save bug when dealing with custom loading screens - * - * Revision 1.14 2003/05/10 00:31:34 phreak - * custom loading screens are now saved in the .fs2 file - * - * Revision 1.13 2003/04/29 01:04:28 Goober5000 - * custom hitpoints for FRED - * --Goober5000 - * - * Revision 1.12 2003/03/25 07:03:29 Goober5000 - * added beginning functionality for $Texture Replace implementation in FRED - * --Goober5000 - * - * Revision 1.11 2003/03/03 04:15:24 Goober5000 - * FRED portion of tech room fix, plus some neatening up of the dialogs - * --Goober5000 - * - * Revision 1.10 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 1.9 2003/01/18 10:00:43 Goober5000 - * added "no-subspace-drive" flag for ships - * --Goober5000 - * - * Revision 1.8 2003/01/14 04:00:15 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 1.7 2003/01/06 20:49:16 Goober5000 - * FRED2 support for wing squad logos - look in the wing editor - * --Goober5000 - * - * Revision 1.6 2003/01/05 05:41:17 Goober5000 - * fixed newline - * --Goober5000 - * - * Revision 1.5 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 1.4 2002/12/24 05:55:46 Goober5000 - * silly newline fix when saving mission flags - * --Goober5000 - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 33 8/28/99 7:29p Dave - * Fixed wingmen persona messaging. Make sure locked turrets don't count - * towards the # attacking a player. - * - * 32 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 31 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 30 8/17/99 5:20p Andsager - * Control campaign editor bug. - * - * 29 8/16/99 3:53p Andsager - * Add special warp in interface in Fred and saving / reading. - * - * 28 7/02/99 4:30p Dave - * Much more sophisticated lightning support. - * - * 27 6/10/99 11:06a Andsager - * Mission designed selection of asteroid types. - * - * 26 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 25 5/20/99 6:59p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 24 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 23 4/26/99 8:47p Dave - * Made all pof related nebula stuff customizable through Fred. - * - * 22 4/26/99 12:49p Andsager - * Add protect object from beam support to Fred - * - * 21 4/16/99 2:34p Andsager - * Second pass on debris fields - * - * 20 4/15/99 5:00p Andsager - * Frist pass on Debris field - * - * 19 4/07/99 6:21p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 18 3/31/99 9:50a Andsager - * Interface for generalization of asteroid field (debris field) - * - * 17 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 16 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 15 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 14 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 13 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 12 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 11 2/03/99 12:42p Andsager - * Add escort priority. Modify ship_flags_dlg to include field. Save and - * Load. Add escort priority field to ship. - * - * 10 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 9 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 8 1/07/99 1:52p Andsager - * Initial check in of Sexp_variables - * - * 7 12/17/98 2:43p Andsager - * Modify fred campaign save file to include optional mission loops - * - * 6 11/14/98 5:37p Dave - * Put in support for full nebulas. - * - * 5 11/05/98 4:18p Dave - * Modified mission file format. - * - * 4 10/29/98 9:22p Dave - * Removed minor bug concering externalization of campaign files. - * - * 3 10/29/98 6:49p Dave - * Finished up Fred support for externalizing mission and campaign files. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:00p Dave - * - * 207 9/16/98 10:42a Hoffoss - * Added sexp node counting to fsm files for end user designers. - * - * 206 9/15/98 7:24p Dave - * Minor UI changes. Localized bunch of new text. - * - * 205 9/15/98 11:44a Dave - * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring - * scale factors. Fixed standalone filtering of MD missions to non-MD - * hosts. - * - * 204 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 203 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 202 5/20/98 1:04p Hoffoss - * Made credits screen use new artwork and removed rating field usage from - * Fred (a goal struct member). - * - * 201 5/19/98 1:19p Allender - * new low level reliable socket reading code. Make all missions/campaign - * load/save to data missions folder (i.e. we are rid of the player - * missions folder) - * - * 200 5/13/98 5:13p Allender - * red alert support to go back to previous mission - * - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "freespace2/freespace.h" diff --git a/fs2_open/code/fred2/missionsave.h b/fs2_open/code/fred2/missionsave.h index 95d63116e1..b5b251bc83 100644 --- a/fs2_open/code/fred2/missionsave.h +++ b/fs2_open/code/fred2/missionsave.h @@ -7,127 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/MissionSave.h $ - * $Revision: 1.3.2.2 $ - * $Date: 2007-11-21 07:27:46 $ - * $Author: Goober5000 $ - * - * Mission saving in Fred. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3.2.1 2006/07/13 06:11:48 Goober5000 - * * better formatting for substitute music options - * * better handling of all special FSO comment tags - * --Goober5000 - * - * Revision 1.3 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.2 2006/02/19 00:49:41 Goober5000 - * fixed saving of special tags - * --Goober5000 - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.8 2005/10/30 06:23:23 Goober5000 - * multiple docking support for FRED - * --Goober5000 - * - * Revision 1.7 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.6 2005/04/13 20:02:08 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.5 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.4 2004/09/29 17:26:32 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.3 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 4 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 3 10/29/98 6:49p Dave - * Finished up Fred support for externalizing mission and campaign files. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:00p Dave - * - * 21 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 20 4/14/98 11:55a Allender - * add end-of-campaign sexpression to allow for mission replay at the end - * of campaigns - * - * 19 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * 18 9/30/97 5:56p Hoffoss - * Added music selection combo boxes to Fred. - * - * 17 8/25/97 5:56p Hoffoss - * Added multiple asteroid field support, loading and saving of asteroid - * fields, and ship score field to Fred. - * - * 16 8/17/97 10:22p Hoffoss - * Fixed several bugs in Fred with Undo feature. In the process, recoded - * a lot of CFile.cpp. - * - * 15 6/17/97 3:01p Lawrance - * allow FRED to save new briefing format - * - * 14 6/09/97 4:57p Hoffoss - * Added autosave and undo to Fred. - * - * 13 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 12 5/13/97 10:52a Hoffoss - * Added campaign saving code. - * - * 11 4/21/97 5:02p Hoffoss - * Player/player status editing supported, and both saved and loaded from - * Mission files. - * - * 10 4/16/97 2:05p Hoffoss - * Mission saving and loading of turret info now implemented. - * - * 9 3/10/97 6:43p Hoffoss - * Standardized docking goal usage by fred to use names instead of - * indexes. - * - * 8 2/05/97 2:57p Hoffoss - * Added support for wing goals (initial orders) in Fred. - * - * 7 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #ifndef __MISSION_SAVE_CPP__ #define __MISSION_SAVE_CPP__ diff --git a/fs2_open/code/fred2/operatorargtypeselect.cpp b/fs2_open/code/fred2/operatorargtypeselect.cpp index b129f2b102..7788165fd0 100644 --- a/fs2_open/code/fred2/operatorargtypeselect.cpp +++ b/fs2_open/code/fred2/operatorargtypeselect.cpp @@ -7,39 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/OperatorArgTypeSelect.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Dialog box handling code for selecting an argument return type of an SEXP. - * Changes to SEXPs made this no longer needed, but just in case more changes - * cause it to be needed again, it's still around. - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 3 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/operatorargtypeselect.h b/fs2_open/code/fred2/operatorargtypeselect.h index 4b325c934c..95ba9f46ce 100644 --- a/fs2_open/code/fred2/operatorargtypeselect.h +++ b/fs2_open/code/fred2/operatorargtypeselect.h @@ -7,43 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/OperatorArgTypeSelect.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Dialog box handling code for selecting an argument return type of an SEXP. - * Changes to SEXPs made this no longer needed, but just in case more changes - * cause it to be needed again, it's still around. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 3 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // OperatorArgTypeSelect dialog diff --git a/fs2_open/code/fred2/orienteditor.cpp b/fs2_open/code/fred2/orienteditor.cpp index fc6c6ce45c..177bda5be7 100644 --- a/fs2_open/code/fred2/orienteditor.cpp +++ b/fs2_open/code/fred2/orienteditor.cpp @@ -7,94 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/OrientEditor.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-11-24 04:33:48 $ - * $Author: wmcoolmon $ - * - * Object orientation editor (or just object editor) dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 18 7/13/98 10:04a Hoffoss - * Fixed bug where jump nodes in mission would screw up indexing. - * - * 17 3/12/98 2:21p Johnson - * Fixed some Fred bugs related to jump nodes. - * - * 16 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 15 8/16/97 2:02a Hoffoss - * Made docked objects move together in Fred. - * - * 14 8/15/97 8:24p Hoffoss - * Fixed bug with orient editor. - * - * 13 8/14/97 3:14p Hoffoss - * Fixed name displayed for players. - * - * 12 7/29/97 2:20p Hoffoss - * Fixed some minor bugs. - * - * 11 6/26/97 11:18a Hoffoss - * Fixed bug in orient editor. OBJ_POINT type wasn't accounted for. - * - * 10 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 9 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 8 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 7 3/12/97 4:33p Hoffoss - * added spin controls to orient editor, light intensity level can be - * specified in BG editor. - * - * 6 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 5 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/orienteditor.h b/fs2_open/code/fred2/orienteditor.h index 9fbdf9b4fc..afc7f1bc2d 100644 --- a/fs2_open/code/fred2/orienteditor.h +++ b/fs2_open/code/fred2/orienteditor.h @@ -7,59 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/OrientEditor.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Object orientation editor (or just object editor) dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 8 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 7 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 6 3/12/97 4:33p Hoffoss - * added spin controls to orient editor, light intensity level can be - * specified in BG editor. - * - * 5 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "object/object.h" diff --git a/fs2_open/code/fred2/playerstarteditor.cpp b/fs2_open/code/fred2/playerstarteditor.cpp index c475eb3a34..1fac45adba 100644 --- a/fs2_open/code/fred2/playerstarteditor.cpp +++ b/fs2_open/code/fred2/playerstarteditor.cpp @@ -7,39 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/PlayerStartEditor.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-01-07 12:18:09 $ - * $Author: taylor $ - * - * Player starting point editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.3 2005/09/29 05:18:59 Goober5000 - * the FRED stuff - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 4 2/23/99 7:03p Dave - * Rewrote a horribly mangled and evil team loadout dialog. Bugs gone. - * - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/playerstarteditor.h b/fs2_open/code/fred2/playerstarteditor.h index 366a1d9792..9475626217 100644 --- a/fs2_open/code/fred2/playerstarteditor.h +++ b/fs2_open/code/fred2/playerstarteditor.h @@ -7,94 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/PlayerStartEditor.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Player starting point editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.4 2005/09/29 05:18:59 Goober5000 - * the FRED stuff - * --Goober5000 - * - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 3 2/23/99 7:03p Dave - * Rewrote a horribly mangled and evil team loadout dialog. Bugs gone. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 17 1/15/98 5:04p Hoffoss - * Fixed functionality of team loadout editor. - * - * 16 10/03/97 6:16p Hoffoss - * Added weapon loadout editing to player editor (now called team loadout - * editor) - * - * 15 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 14 8/16/97 2:16p Hoffoss - * Made changed to how checkboxes work. - * - * 13 8/13/97 10:17p Hoffoss - * Added player entry delay support to Fred, and moved the - * Player_entry_delay variable to a common library instead of FreeSpace. - * - * 12 5/20/97 2:28p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 11 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 10 3/11/97 5:41p Hoffoss - * Player start editor now displays wing ship counts. Removed default - * player ship selection box. - * - * 9 3/11/97 4:52p Hoffoss - * changed player start editor dialog functioning. - * - * 8 2/26/97 5:31p Hoffoss - * Added support for default player ship in player editor dialog box. - * - * 7 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 6 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 5 1/30/97 2:24p Hoffoss - * Added remaining mission file structures and implemented load/save of - * them. - * - * $NoKeywords: $ - */ + #include "ShipCheckListBox.h" diff --git a/fs2_open/code/fred2/prefsdlg.cpp b/fs2_open/code/fred2/prefsdlg.cpp index 8be30fc38e..49f77678a9 100644 --- a/fs2_open/code/fred2/prefsdlg.cpp +++ b/fs2_open/code/fred2/prefsdlg.cpp @@ -7,34 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/PrefsDlg.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Fred Preferences dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 3 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/prefsdlg.h b/fs2_open/code/fred2/prefsdlg.h index db0e14df2e..a847ff6339 100644 --- a/fs2_open/code/fred2/prefsdlg.h +++ b/fs2_open/code/fred2/prefsdlg.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/PrefsDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Fred Preferences dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:00 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // CPrefsDlg dialog diff --git a/fs2_open/code/fred2/reinforcementeditordlg.cpp b/fs2_open/code/fred2/reinforcementeditordlg.cpp index 9a733aebb0..ad0a1605b2 100644 --- a/fs2_open/code/fred2/reinforcementeditordlg.cpp +++ b/fs2_open/code/fred2/reinforcementeditordlg.cpp @@ -7,111 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/ReinforcementEditorDlg.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:01 $ - * $Author: Goober5000 $ - * - * Reinforcements editor dialog handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.3 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:01 inquisitor - * Initial FRED2 Checking - * - * - * 3 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 17 5/23/98 3:33p Hoffoss - * Removed unused code in reinforcements editor and make ships.tbl button - * in ship editor disappear in release build. - * - * 16 1/02/98 12:45p Allender - * remove bogus assert - * - * 15 7/17/97 10:17a Allender - * more reinforcement messaging stuff -- now working within FreeSpace. - * Fixed a couple of Fred bugs relating to not setting reinforcement flag - * properly - * - * 14 7/16/97 11:02p Allender - * added messaging for reinforcements. One (or one of several) can now - * play if reinforcement are not yet available, or when they are arriving - * - * 13 7/08/97 10:15a Allender - * making ships/wings reinforcements now do not set the arrival cue to - * false. A reinforcement may only be available after its arrival cue is - * true - * - * 12 5/20/97 2:29p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 11 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 10 4/29/97 3:02p Hoffoss - * Reinforcement type is now automatically handled by Fred. - * - * 9 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 8 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 7 2/27/97 3:09p Allender - * major wing structure enhancement. simplified wing code. All around - * better wing support - * - * 6 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 5 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 3 2/04/97 3:10p Hoffoss - * Reinforcements editor fully implemented. - * - * 2 2/03/97 1:32p Hoffoss - * Reinforcement editor functional, but still missing a few options. - * Checking in good code now prior to experimenting, so I can revert if - * needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/reinforcementeditordlg.h b/fs2_open/code/fred2/reinforcementeditordlg.h index 18bb202293..9d541e623a 100644 --- a/fs2_open/code/fred2/reinforcementeditordlg.h +++ b/fs2_open/code/fred2/reinforcementeditordlg.h @@ -7,70 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ReinforcementEditorDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Reinforcements editor dialog handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:01 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 9 5/23/98 3:33p Hoffoss - * Removed unused code in reinforcements editor and make ships.tbl button - * in ship editor disappear in release build. - * - * 8 7/16/97 11:02p Allender - * added messaging for reinforcements. One (or one of several) can now - * play if reinforcement are not yet available, or when they are arriving - * - * 7 5/20/97 2:29p Hoffoss - * Added message box queries for close window operation on all modal - * dialog boxes. - * - * 6 4/29/97 3:02p Hoffoss - * Reinforcement type is now automatically handled by Fred. - * - * 5 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 3 2/04/97 3:10p Hoffoss - * Reinforcements editor fully implemented. - * - * 2 2/03/97 1:32p Hoffoss - * Reinforcement editor functional, but still missing a few options. - * Checking in good code now prior to experimenting, so I can revert if - * needed. - * - * $NoKeywords: $ - */ + #include "ship/ship.h" diff --git a/fs2_open/code/fred2/restrictpaths.cpp b/fs2_open/code/fred2/restrictpaths.cpp index 8045e6fd46..44189e1a34 100644 --- a/fs2_open/code/fred2/restrictpaths.cpp +++ b/fs2_open/code/fred2/restrictpaths.cpp @@ -4,33 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/FRED2/RestrictPaths.cpp $ - * $Revision: 1.3.2.2 $ - * $Date: 2007-02-20 04:19:10 $ - * $Author: Goober5000 $ - * - * Code for restricting arrival/departure to specific bays - * - * $Log: not supported by cvs2svn $ - * Revision 1.3.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 1.3 2006/05/31 03:05:42 Goober5000 - * some cosmetic changes in preparation for bay arrival/departure code - * --Goober5000 - * - * Revision 1.2 2006/05/30 06:01:05 Goober5000 - * fix up CVS headers - * --Goober5000 - * - * Revision 1.1 2006/05/30 05:58:59 Goober5000 - * I should probably add these files too - * --Goober5000 - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/restrictpaths.h b/fs2_open/code/fred2/restrictpaths.h index f42747c959..26bf9bd7e1 100644 --- a/fs2_open/code/fred2/restrictpaths.h +++ b/fs2_open/code/fred2/restrictpaths.h @@ -4,25 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/FRED2/RestrictPaths.h $ - * $Revision: 1.2.2.1 $ - * $Date: 2006-06-04 01:03:13 $ - * $Author: Goober5000 $ - * - * Code for restricting arrival/departure to specific bays - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2006/05/30 06:01:05 Goober5000 - * fix up CVS headers - * --Goober5000 - * - * Revision 1.1 2006/05/30 05:58:59 Goober5000 - * I should probably add these files too - * --Goober5000 - * - * $NoKeywords: $ - */ + #include "model/model.h" #include "parse/parselo.h" diff --git a/fs2_open/code/fred2/sexp_tree.cpp b/fs2_open/code/fred2/sexp_tree.cpp index 89e7c3caa8..a0ea9d0fae 100644 --- a/fs2_open/code/fred2/sexp_tree.cpp +++ b/fs2_open/code/fred2/sexp_tree.cpp @@ -7,786 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/Sexp_tree.cpp $ - * $Revision: 1.8.2.13 $ - * $Date: 2007-12-20 01:57:39 $ - * $Author: turey $ - * - * Sexp tree handler class. Almost everything is handled by this class. - * - * $Log: not supported by cvs2svn $ - * Revision 1.8.2.12 2007/11/26 18:43:52 karajorma - * Fix Mantis 0397 - * - * Revision 1.8.2.11 2007/08/15 06:57:00 Goober5000 - * fix problems with the mini help box - * (interestingly this feature was committed to stable but not HEAD) - * - * Revision 1.8.2.10 2007/05/28 18:27:33 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 1.8.2.9 2007/05/20 21:24:09 wmcoolmon - * . - * - * Revision 1.8.2.8 2007/05/20 21:21:31 wmcoolmon - * FRED2 support for numbered SEXP operator arguments, minihelp box, fixed "Insert Event" when no events are present. - * - * Revision 1.8.2.7 2007/02/20 04:19:10 Goober5000 - * the great big duplicate model removal commit - * - * Revision 1.8.2.6 2006/10/28 20:54:35 karajorma - * Adding the network-variable option to SEXP variables. This change will revert variables to the same behaviour they displayed in retail (i.e they don't update for clients) unless a variable is set to be a network-variable. - * - * Revision 1.8.2.5 2006/10/09 05:25:07 Goober5000 - * make sexp nodes dynamic - * - * Revision 1.8.2.4 2006/10/09 04:44:49 Goober5000 - * preliminary commit of sexp node bump... fred only, just changing some names for clarity - * - * Revision 1.8.2.3 2006/09/13 17:30:25 taylor - * fix for Mantis bug #1006 - * - * Revision 1.8.2.2 2006/08/06 19:27:12 Goober5000 - * deprecate change-ship-model - * - * Revision 1.8.2.1 2006/07/31 21:09:10 karajorma - * Fix for Mantis 1020. - * - * ship-subsys-guardian-threshold will now include subsystems without you having to type them in. - * - * Revision 1.8 2006/03/01 04:01:37 Goober5000 - * fix comm message localization - * - * Revision 1.7 2006/02/26 01:32:23 Goober5000 - * bah - * - * Revision 1.6 2006/02/26 00:43:09 Goober5000 - * fix subsystems for get-object-* - * - * Revision 1.5 2006/02/04 07:05:03 Goober5000 - * fixed several IFF bugs in FRED (plus one or two other bugs) - * --Goober5000 - * - * Revision 1.4 2006/02/02 07:00:29 Goober5000 - * consolidated comm order stuff - * --Goober5000 - * - * Revision 1.3 2006/02/02 06:22:58 Goober5000 - * replaced Fred_comm_orders with proper Comm_orders, just for WMC ;) - * --Goober5000 - * - * Revision 1.2 2006/01/30 06:27:59 taylor - * dynamic starfield bitmaps - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.114 2006/01/16 00:34:34 Goober5000 - * final (I hope) IFF fixage involving the FRED dialogs :p - * --Goober5000 - * - * Revision 1.113 2006/01/15 01:01:34 Goober5000 - * forgot one small thing - * --Goober5000 - * - * Revision 1.112 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.111 2006/01/14 05:24:18 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.110 2006/01/08 02:56:02 wmcoolmon - * Oops,. FRED2 stuff for target order - * - * Revision 1.109 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.108 2005/11/01 03:38:39 Goober5000 - * allow variables in modes other than event mode (like briefings and debriefings) - * --Goober5000 - * - * Revision 1.107 2005/10/29 22:55:51 Goober5000 - * hmm, looks like this never hit CVS - * --Goober5000 - * - * Revision 1.106 2005/10/28 05:47:39 phreak - * Default values for add-sun-bitmap and add-background-bitmap. - * - * Revision 1.105 2005/10/28 05:26:54 phreak - * some more changes to get the variable arguments correctly working for add-bg/sun-bitmap - * - * Revision 1.104 2005/10/24 02:54:15 phreak - * Get the new nebula argument types working in fred. - * - * Revision 1.103 2005/10/23 04:47:08 phreak - * adjust the variable autofill hack since i need to add the scale information for add-sun-bitmap and add-background-bitmap - * - * Revision 1.102 2005/10/23 04:20:04 phreak - * Have "add-background-bitmap" and "add-sun-bitmap" autofill their variable arguments. - * - * Revision 1.101 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.100 2005/06/29 18:57:58 taylor - * add support for set-skybox-model sexp - * don't divide Num_sexp_help again since it should be right from sexp.cpp (was making only the first 30 or so sexps have help) - * - * Revision 1.99 2005/05/25 07:26:14 Goober5000 - * fixed karajorma's last FRED bug as well as an inadvertent bug I introduced last commit - * --Goober5000 - * - * Revision 1.98 2005/05/25 06:04:17 Goober5000 - * removed some duplicate code and fixed a bug - * --Goober5000 - * - * Revision 1.97 2005/05/25 05:09:28 Goober5000 - * fixed a bug that caused some sexps' arguments to revert to their defaults - * --Goober5000 - * - * Revision 1.96 2005/05/25 03:58:29 Goober5000 - * fixed a bug where manually entering an invalid sexp caused a crash - * --Goober5000 - * - * Revision 1.95 2005/05/18 06:00:01 phreak - * updates since the Sexp_help structure went into sexp.cpp in the main project. - * - * Revision 1.94 2005/04/18 03:15:45 Goober5000 - * made error more friendly - * --Goober5000 - * - * Revision 1.93 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.92 2005/03/27 13:01:21 Goober5000 - * stuff for FRED - * --Goober5000 - * - * Revision 1.91 2005/03/15 07:35:13 Goober5000 - * sexp help for the new sexps - * --Goober5000 - * - * Revision 1.90 2005/03/06 22:43:14 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.89 2005/01/29 05:40:27 Goober5000 - * regular docking should work again in FRED now (multiple docking still isn't done yet) - * --Goober5000 - * - * Revision 1.88 2004/12/23 16:03:01 phreak - * sexp help for scramble-messages and unscramble-messages - * -phreak - * - * Revision 1.87 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.86 2004/11/17 22:24:13 Goober5000 - * the FRED part - * --Goober5000 - * - * Revision 1.85 2004/10/15 10:05:19 Goober5000 - * fred help for change-alt-name - * --Goober5000 - * - * Revision 1.84 2004/10/15 09:26:17 Goober5000 - * small sexp help update - * --Goober5000 - * - * Revision 1.83 2004/10/14 01:20:04 Goober5000 - * more ubersexp bugfixing - * --Goober5000 - * - * Revision 1.82 2004/09/22 21:54:30 Goober5000 - * two small fixes - * --Goober5000 - * - * Revision 1.81 2004/09/22 21:52:23 Goober5000 - * further work on ubersexp framework - * --Goober5000 - * - * Revision 1.80 2004/09/22 08:32:06 Goober5000 - * fixed some small problems in the framework - should be working nicely now; - * next step is the actual sexp implementation :-P - * --Goober5000 - * - * Revision 1.79 2004/09/22 06:57:34 Goober5000 - * FRED framework for when-argument - * --Goober5000 - * - * Revision 1.78 2004/09/17 08:07:53 Goober5000 - * a bit of reordering - * --Goober5000 - * - * Revision 1.77 2004/09/17 07:14:05 Goober5000 - * fixed FRED stuff for warp effect, etc. - * --Goober5000 - * - * Revision 1.76 2004/09/17 00:28:32 Goober5000 - * removed player-not-use-ai and changed player-use-ai to take an argument - * --Goober5000 - * - * Revision 1.75 2004/09/17 00:18:52 Goober5000 - * sexp help for new hud stuff - * --Goober5000 - * - * Revision 1.74 2004/08/23 04:33:41 Goober5000 - * FRED support for ship-tag - * --Goober5000 - * - * Revision 1.73 2004/07/29 01:37:26 Kazan - * Autopilot SEXPs update - * - * Revision 1.72 2004/06/15 20:50:28 wmcoolmon - * hud-set-color, current-speed, and FRED fixes (Wouldn't compile). - * - * Revision 1.71 2004/06/09 00:19:48 wmcoolmon - * hud-set-color SEXP description - * - * Revision 1.70 2004/06/01 07:38:39 wmcoolmon - * New HUD SEXP stuff. - * - * Revision 1.69 2004/05/11 02:16:35 Goober5000 - * accidentally committed this in fs2_open, so I should do it here too - * --Goober5000 - * - * Revision 1.68 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.67 2004/01/14 06:28:39 Goober5000 - * made set-support-ship number align with general FS convention - * --Goober5000 - * - * Revision 1.66 2003/11/11 21:29:58 Goober5000 - * forgot the FRED one :-P - * --Goober5000 - * - * Revision 1.65 2003/10/20 11:49:17 Goober5000 - * added min, max, and avg sexps - * --Goober5000 - * - * Revision 1.64 2003/09/30 04:06:43 Goober5000 - * removed orphaned sexp help left over from _argv[-1]'s stuff - * --Goober5000 - * - * Revision 1.63 2003/09/11 23:21:53 Goober5000 - * Rolled back _argv[-1]'s changes to the sexp infrastructure, which would - * have broken a huge amount of stuff and created some nasty bugs. - * Also commented most of _argv[-1]'s new sexps pending consolidation, - * and added a placeholder help entry for the one good sexp. - * --Goober5000 - * - * Revision 1.62 2003/09/05 10:04:33 Goober5000 - * persistent variable checkboxes in FRED - * --Goober5000 - * - * Revision 1.61 2003/09/05 07:43:56 Goober5000 - * fix some compile errors - * --Goober5000 - * - * Revision 1.60 2003/09/05 05:06:32 Goober5000 - * merged num-ships-in-battle and num-ships-in-battle-team, making the - * team argument optional - * --Goober5000 - * - * Revision 1.59 2003/09/05 04:53:50 Goober5000 - * merge of Phreak's and my Sexp_tree.cpp - * --Goober5000 - * - * Revision 1.58 2003/09/05 02:16:18 phreak - * added an option to loop sounds played by play-sound-from-file, so i updated the sexp help - * - * Revision 1.57 2003/08/30 22:00:49 phreak - * added sexp help for num-ships-in-battle and num-ships-in-battle-team - * - * Revision 1.56 2003/08/28 06:29:17 Goober5000 - * ah, 'tworks :) - * now fixing up the FRED part - * basically the last few commits were bugfixes - * --Goober5000 - * - * Revision 1.55 2003/08/27 02:04:54 Goober5000 - * added percent-ships-disarmed and percent-ships-disabled - * --Goober5000 - * - * Revision 1.54 2003/08/27 01:38:00 Goober5000 - * added is-ship-type, is-ship-class, lock-rotating-subsystem, and free-rotating-subsystem; - * also fixed the argument and return values for various sexps so that they work - * properly for negative numbers - * --Goober5000 - * - * Revision 1.53 2003/08/21 09:00:20 Goober5000 - * fixed set-support-ship sexp - * --Goober5000 - * - * Revision 1.52 2003/06/19 18:13:27 phreak - * added help for turret-tagged-specific and turret-tagged-clear-specific - * - * Revision 1.51 2003/05/24 16:48:49 phreak - * added help info for Sesquipedalian's kamikaze and not-kamikaze sexps - * - * Revision 1.50 2003/04/12 19:09:16 Goober5000 - * fixed an omission that caused a subcategory not to show up - * --Goober5000 - * - * Revision 1.49 2003/04/05 20:47:58 Goober5000 - * gotta love those compiler errors ;) - * fixed those and cleaned up conflicts with the missile-locked sexp - * --Goober5000 - * - * Revision 1.48 2003/03/30 21:01:19 Goober5000 - * Ugh. Fixed a dumb bug where FRED wouldn't check the right subsystem for - * some sexps. - * --Goober5000 - * - * Revision 1.47 2003/03/29 11:24:25 sesquipedalian - * Aaaand nevermind... - * - * Revision 1.46 2003/03/29 08:51:54 sesquipedalian - * Added is-missile-locked sexp - * - * Revision 1.45 2003/03/22 07:24:53 Goober5000 - * bleah - * --Goober5000 - * - * Revision 1.44 2003/03/21 08:43:23 Goober5000 - * d'oh - * --Goober5000 - * - * Revision 1.43 2003/03/21 08:33:34 Goober5000 - * yuck - fixed a nasty error when FRED provides a default value for warp-effect - * and explosion-effect - * --Goober5000 - * - * Revision 1.42 2003/03/21 04:51:33 Goober5000 - * added get-relative-object-*, where * = x, y, and z; these sexps return the - * world coordinates of a set of relative coordinates to an object; also, fixed many - * places in sexp.cpp so that now sexps can accept other sexps as parameters, - * wherease before they weren't able to - * --Goober5000 - * - * Revision 1.41 2003/03/20 09:17:16 Goober5000 - * implemented EMP as part of weapon-effect sexp - * --Goober5000 - * - * Revision 1.40 2003/03/20 04:27:10 Goober5000 - * extended sexps - * --Goober5000 - * - * Revision 1.39 2003/03/20 00:28:37 Goober5000 - * he doesn't make sexps, he makes them better - * --Goober5000 - * even though I do make sexps :) - * - * Revision 1.38 2003/03/20 00:08:09 Goober5000 - * making sexps better - * --Goober5000 - * - * Revision 1.37 2003/03/19 06:27:26 Goober5000 - * sexp help - * --Goober5000 - * - * Revision 1.36 2003/03/18 08:45:33 Goober5000 - * added explosion-effect sexp and did some other minor housekeeping - * --Goober5000 - * - * Revision 1.35 2003/03/03 04:15:24 Goober5000 - * FRED portion of tech room fix, plus some neatening up of the dialogs - * --Goober5000 - * - * Revision 1.34 2003/01/26 20:02:06 Goober5000 - * clarified help for damaged-escort-list and damaged-escort-list-all - * --Goober5000 - * - * Revision 1.33 2003/01/26 18:37:19 Goober5000 - * changed change-music to change-soundtrack - * --Goober5000 - * - * Revision 1.32 2003/01/25 04:17:39 Goober5000 - * added change-music sexp and bumped MAX_SOUNDTRACKS from 10 to 25 - * --Goober5000 - * - * Revision 1.31 2003/01/21 17:24:16 Goober5000 - * fixed a few bugs in Bobboau's implementation of the glow sexps; also added - * help for the sexps in sexp_tree - * --Goober5000 - * - * Revision 1.30 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 1.29 2003/01/19 07:45:38 Goober5000 - * actually added the set-support-ship sexp; much of the other commit was - * groundwork (data types and stuff) - * --Goober5000 - * - * Revision 1.28 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 1.27 2003/01/10 04:14:18 Goober5000 - * I found these two beautiful functions in ship.cpp - ship_change_model - * and change_ship_type - so I made them into sexps :) - * --Goober5000 - * - * Revision 1.26 2003/01/07 20:06:44 Goober5000 - * added ai-chase-any-except sexp - * --Goober5000 - * - * Revision 1.25 2003/01/05 01:26:35 Goober5000 - * added capability of is-iff and change-iff to have wings as well as ships - * as their arguments; also allowed a bunch of sexps to accept the player - * as an argument where they would previously display a parse error - * --Goober5000 - * - * Revision 1.24 2003/01/04 23:15:39 Goober5000 - * fixed the order sexp - * --Goober5000 - * - * Revision 1.23 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 1.22 2003/01/02 00:35:20 Goober5000 - * added don't-collide-invisible and collide-invisible sexps - * --Goober5000 - * - * Revision 1.21 2003/01/01 23:33:33 Goober5000 - * added ship-vaporize and ship-no-vaporize sexps - * --Goober5000 - * - * Revision 1.20 2002/12/31 08:20:31 Goober5000 - * simplified end-user implementation of ballistic primaries - * --Goober5000 - * - * Revision 1.19 2002/12/27 20:00:11 phreak - * added damage-escort-list to sexp tree help - * - * Revision 1.18 2002/12/27 03:14:47 Goober5000 - * removed the existing stealth sexps and replaced them with the following: - * ship-stealthy - * ship-unstealthy - * is-ship-stealthy - * friendly-stealth-invisible - * friendly-stealth-visible - * is-friendly-stealth-visible - * --Goober5000 - * - * Revision 1.17 2002/12/25 01:22:23 Goober5000 - * meh - changed is-cargo-x to is-cargo - * --Goober5000 - * - * Revision 1.16 2002/12/24 07:42:29 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 1.15 2002/12/23 23:01:27 Goober5000 - * added set-cargo and is-cargo-x sexps - * --Goober5000 - * - * Revision 1.14 2002/12/23 05:18:52 Goober5000 - * Squashed some Volition bugs! :O Some of the sexps for dealing with more than - * one ship would return after only dealing with the first ship. - * - * Also added the following sexps: - * is-ship-stealthed - * ship-force-stealth - * ship-force-nostealth - * ship-remove-stealth-forcing - * - * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even - * show up for friendly ships. - * --Goober5000 - * - * Revision 1.13 2002/12/22 21:15:27 Goober5000 - * added primaries-depleted and primary-ammo-pct sexps -- useful for ships with - * ballistic primaries - * --Goober5000 - * - * Revision 1.12 2002/12/22 17:23:38 Goober5000 - * Subcategories implemented. :) So far all that's been done is the Change menu, but other - * subcategorizations are possible. Here are the instructions from sexp.h... - * "Adding more subcategories is possible with the new code. All that needs to be done is - * to add a #define here (a number from 0x0000 to 0x00ff ORred with the category that it - * goes under), some appropriate case statements in get_subcategory() (in sexp.cpp) that - * will return the subcategory for each sexp that uses it, and the submenu name in the - * op_submenu[] array in sexp.cpp." - * - * Please note that I rearranged a whole bunch of sexps in the Operators[] array in sexp.cpp - * in order to make the subcategories work better, so if you get a whole bunch of differences - * or even conflicts, just ignore them. :) - * --Goober5000 - * - * Revision 1.11 2002/12/21 17:59:32 Goober5000 - * rearranged the sexp list and got the preliminary subcategories working - still need to work on the actual submenu - * --Goober5000 - * - * Revision 1.10 2002/12/17 03:19:22 Goober5000 - * help for set-scanned and set-unscanned - * --Goober5000 - * - * Revision 1.9 2002/12/13 21:10:01 Goober5000 - * --fixed an annoying minor bug with distance-ship-subsystem where the sexp tree displayed subsystems for the wrong ship - * --allowed the "hidden sexps" grant-medal, grant-promotion, was-medal-granted, was-promotion-granted, tech-add-ships, and tech-add-weapons to be selectable - * --cleaned up grammar in the help structure a bit - * ~Goober5000~ - * - * Revision 1.8 2002/12/12 19:16:51 Goober5000 - * corrected /t to be \t - * - * Revision 1.7 2002/12/12 07:57:58 Goober5000 - * added help for distance-ship-subsystem sexp; fixed up some grammar and spelling - * ~Goober5000~ - * - * Revision 1.6 2002/12/10 04:49:00 righteous1 - * Update: Port CATAGORY spelling update to FRED2_OPEN. - * Committer: R1 - * - * Revision 1.5 2002/11/28 00:25:57 sesquipedalian - * fixed end-mission help text error - * - * Revision 1.4 2002/11/28 00:01:40 sesquipedalian - * end-mission sexp added - * - * Revision 1.3 2002/10/29 22:42:11 sesquipedalian - * no message - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 43 9/07/99 9:22p Jefff - * added 2 more assignable medals - * - * 42 9/07/99 1:05a Andsager - * Added team-score sexp for multi team vs team missions - * - * 41 8/27/99 4:07p Andsager - * Add is-ship-visible sexp. Make ship-vanish sexp SINGLE player only - * - * 40 8/24/99 4:25p Andsager - * Add ship-vanish sexp - * - * 39 8/16/99 10:04p Andsager - * Add special-warp-dist and special-warpout-name sexp for Knossos device - * warpout. - * - * 38 8/09/99 2:00p Dave - * 2 new sexpressions. - * - * 37 8/02/99 4:26p Dave - * Added 2 new sexpressions. - * - * 36 8/02/99 1:43p Andsager - * format fix - * - * 35 7/28/99 1:36p Andsager - * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp - * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack - * better. - * - * 34 7/24/99 4:56p Dave - * Added 3 new sexpressions. - * - * 33 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 32 7/20/99 9:19p Andsager - * Added facing waypoint sexp - * - * 31 7/20/99 9:54a Andsager - * Add subsys-set-random sexp - * - * 30 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 29 7/13/99 3:37p Andsager - * Add secondaries-depleted sexp - * - * 28 7/12/99 12:01p Andsager - * Make message by default come from command. - * - * 27 7/08/99 12:06p Andsager - * Add turret-tagged-only and turret-tagged-clear sexp. - * - * 26 6/29/99 10:08a Andsager - * Add guardian sexp - * - * 25 6/23/99 5:51p Andsager - * Add waypoint-cap-speed. Checkin stealth ai - inactive. - * - * 24 6/16/99 10:21a Dave - * Added send-message-list sexpression. - * - * 23 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 22 5/24/99 11:28a Dave - * Sexpression for adding/removing ships from the hud escort list. - * - * 21 5/20/99 1:40p Andsager - * Fix find_text() to only look at nodes that are used. - * - * 20 5/04/99 5:21p Andsager - * - * 19 4/28/99 9:33a Andsager - * Add turret-free and turret-lock (and -all) sexp. Stargger start time - * of beam weapons beam-free and beam-free-all. - * - * 18 4/26/99 2:14p Andsager - * Add beam-protect-ship and beam-unprotect-ship sexp. - * - * 17 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 16 4/02/99 9:54a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 15 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 14 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 13 3/01/99 10:00a Dave - * Fxied several dogfight related stats bugs. - * - * 12 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 11 1/26/99 10:09a Andsager - * Better checking for modifying/deleting variables - * - * 10 1/25/99 5:16p Andsager - * Handle change of variable type on modify-variable - * - * 9 1/25/99 8:10a Andsager - * Add sexp_modify_variable(). Changed syntax checking to allow, adding - * operator return type ambiguous - * - * 8 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 7 1/20/99 9:02a Andsager - * Fix bug in verify_and_fix_arguments, where list of strings can have - * NULL strings. - * - * 6 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 5 12/17/98 2:39p Andsager - * Added bitmaps for campaign editor. Changed input into insert() to - * include bitmaps - * - * 4 12/17/98 2:34p Andsager - * new bitmap and dialog for campaign editor - * - * 3 10/13/98 9:27a Dave - * Started neatening up freespace.h - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 179 9/25/98 1:33p Andsager - * Add color to event editor (root and chain) indicating mission directive - * - * 178 9/15/98 4:26p Allender - * added sexpression help for some sexpressions - * - * 177 6/09/98 5:15p Lawrance - * French/German localization - * - * 176 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 175 5/15/98 6:45p Hoffoss - * Made some things not appear in the release version of Fred. - * - * 174 5/14/98 10:15a Allender - * add optional argument to prevous-goal/event operators to specify what - * sexpression should return when being played as a single mission - * - * 173 5/04/98 10:57a Johnson - * Fixed bug with labeled roots allowing insert. - * - * 172 4/25/98 7:39p Allender - * fixd some small hotkey stuff. Worked on turret orientation being - * correct for multiplayer. new sexpression called end-campaign will will - * end the main campaign - * - * 171 4/23/98 5:49p Hoffoss - * Added tracking of techroom database list info in pilot files, added - * sexp to add more to list, made mouse usable on ship listing in tech - * room. - * - * 170 4/15/98 3:46p Hoffoss - * Fixed bug with getting a default argument value from an opf listing was - * utilizing temporary memory that was being destroyed before we were - * finished with it. - * - * 169 4/14/98 5:46p Hoffoss - * Added special-check operator. - * - * 168 4/14/98 5:24p Hoffoss - * Added a custom operator for training handling for Mike K. - * - * 167 4/14/98 4:19p Jim - * Fixed bug with deleting an argument to an operator that you shouldn't - * be allowed to. - * - * 166 4/07/98 10:51a Allender - * remove any allied from message senders. Make heads for mission - * specific messages play appropriately - * - * 165 4/03/98 12:17a Allender - * new sexpression to detect departed or destroyed. optionally disallow - * support ships. Allow docking with escape pods - * - * 164 3/30/98 2:57p Hoffoss - * Fixed event listing in campaign editor mode. - * - * 163 3/26/98 3:13p Duncan - * Fixed bug in goal name listing generation function. Allender forgot - * about an assumption being made with them when he used it for - * invalidate-goal. - * - * 162 3/23/98 2:46p Hoffoss - * Fixed bug with default argument available for OPF_MESSAGE even when - * there were no messages, and added "#Command" as a message source to - * listing. - * - * 161 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "Sexp_tree.h" diff --git a/fs2_open/code/fred2/shieldsysdlg.cpp b/fs2_open/code/fred2/shieldsysdlg.cpp index 489d8412db..e53e544fec 100644 --- a/fs2_open/code/fred2/shieldsysdlg.cpp +++ b/fs2_open/code/fred2/shieldsysdlg.cpp @@ -7,61 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShieldSysDlg.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Shield generator system editor. This dialog allows one to indicate whether all ships - * (on a certain team or of a certain type) have a shield system or not. - * - * $Log: not supported by cvs2svn $ - * Revision 1.8 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.7 2006/01/14 05:24:19 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.6 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.5 2003/09/05 07:43:56 Goober5000 - * fix some compile errors - * --Goober5000 - * - * Revision 1.4 2003/09/05 05:32:36 Goober5000 - * moved custom buttons from shield sys dialog and added dialog to set - * ship flags globally - * --Goober5000 - * - * Revision 1.3 2003/08/26 06:39:34 Goober5000 - * added special buttons on shield dialog to edit global ship flags - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 8/18/97 9:31p Hoffoss - * Added grid adjustment dialog and shield system editor dialog. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" @@ -227,4 +173,4 @@ void shield_sys_dlg::set_type() ((CButton *) GetDlgItem(IDC_TYPE_NO))->SetCheck(TRUE); else ((CButton *) GetDlgItem(IDC_TYPE_NO))->SetCheck(FALSE); -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/shieldsysdlg.h b/fs2_open/code/fred2/shieldsysdlg.h index 801045b416..68c32a2231 100644 --- a/fs2_open/code/fred2/shieldsysdlg.h +++ b/fs2_open/code/fred2/shieldsysdlg.h @@ -7,57 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShieldSysDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Shield generator system editor. This dialog allows one to indicate whether all ships - * (on a certain team or of a certain type) have a shield system or not. - * - * $Log: not supported by cvs2svn $ - * Revision 1.7 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.6 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.5 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.4 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.3 2003/09/05 05:32:36 Goober5000 - * moved custom buttons from shield sys dialog and added dialog to set - * ship flags globally - * --Goober5000 - * - * Revision 1.2 2003/08/26 06:39:34 Goober5000 - * added special buttons on shield dialog to edit global ship flags - * --Goober5000 - * - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 8/18/97 9:31p Hoffoss - * Added grid adjustment dialog and shield system editor dialog. - * - * $NoKeywords: $ - */ + extern int Shield_sys_teams[MAX_IFFS]; extern int Shield_sys_types[MAX_SHIP_CLASSES]; diff --git a/fs2_open/code/fred2/ship_select.cpp b/fs2_open/code/fred2/ship_select.cpp index ee2a8c3593..f7b970e7c1 100644 --- a/fs2_open/code/fred2/ship_select.cpp +++ b/fs2_open/code/fred2/ship_select.cpp @@ -7,91 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ship_select.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Object selection (marking) dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2006/01/16 00:34:34 Goober5000 - * final (I hope) IFF fixage involving the FRED dialogs :p - * --Goober5000 - * - * Revision 1.4 2006/01/15 00:48:25 Goober5000 - * this should complete the new IFF stuff for FRED - * --Goober5000 - * - * Revision 1.3 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 21 2/13/98 11:48a Hoffoss - * Fixed up some bugs with object selection when filters are turned off. - * - * 20 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 19 9/09/97 10:29a Hoffoss - * Added support for neutral team, and fixed changes made to how team is - * used in ship structure. - * - * 18 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 17 8/26/97 11:08a Hoffoss - * Added waypoint paths to object selection dialog. - * - * 16 7/28/97 5:10p Hoffoss - * Removed all occurances of neutral team from Fred. - * - * 15 7/24/97 2:43p Hoffoss - * Made changes whiteside requested. Double clicking acts as clicking ok - * button. - * - * 14 7/24/97 10:24a Mike - * Restore support for Unknown team - * - * 13 7/10/97 11:24a Hoffoss - * Fixed bugs in briefing editor system. Make icon button not updating - * when selecting ships via list select, and after making icon, it wasn't - * being displayed, though it was selected. - * - * 12 5/26/97 10:30a Hoffoss - * Added select wing to object select dialog. - * - * 11 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 10 3/07/97 4:37p Mike - * Make rockeye missile home. - * Remove UNKNOWN and NEUTRAL teams. - * - * 9 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/ship_select.h b/fs2_open/code/fred2/ship_select.h index 02dcf0258d..1daa5f3342 100644 --- a/fs2_open/code/fred2/ship_select.h +++ b/fs2_open/code/fred2/ship_select.h @@ -7,65 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ship_select.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Object selection (marking) dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 10 9/09/97 10:29a Hoffoss - * Added support for neutral team, and fixed changes made to how team is - * used in ship structure. - * - * 9 8/26/97 11:08a Hoffoss - * Added waypoint paths to object selection dialog. - * - * 8 7/28/97 5:10p Hoffoss - * Removed all occurances of neutral team from Fred. - * - * 7 7/24/97 2:43p Hoffoss - * Made changes whiteside requested. Double clicking acts as clicking ok - * button. - * - * 6 5/26/97 10:30a Hoffoss - * Added select wing to object select dialog. - * - * 5 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // ship_select dialog diff --git a/fs2_open/code/fred2/shipchecklistbox.cpp b/fs2_open/code/fred2/shipchecklistbox.cpp index ce64e06cc1..2d3c09dacd 100644 --- a/fs2_open/code/fred2/shipchecklistbox.cpp +++ b/fs2_open/code/fred2/shipchecklistbox.cpp @@ -7,35 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShipCheckListBox.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * A custom check list box class that allows space bar to toggle the state of all - * the selected checkboxes. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "ShipCheckListBox.h" diff --git a/fs2_open/code/fred2/shipchecklistbox.h b/fs2_open/code/fred2/shipchecklistbox.h index 6cde52da4a..7325c315aa 100644 --- a/fs2_open/code/fred2/shipchecklistbox.h +++ b/fs2_open/code/fred2/shipchecklistbox.h @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShipCheckListBox.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * A custom check list box class that allows space bar to toggle the state of all - * the selected checkboxes. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 5 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #ifndef _SHIPCHECKLISTBOX_H #define _SHIPCHECKLISTBOX_H @@ -60,4 +25,4 @@ protected: DECLARE_MESSAGE_MAP() }; -#endif \ No newline at end of file +#endif diff --git a/fs2_open/code/fred2/shipclasseditordlg.cpp b/fs2_open/code/fred2/shipclasseditordlg.cpp index 790e9696d4..1641a05921 100644 --- a/fs2_open/code/fred2/shipclasseditordlg.cpp +++ b/fs2_open/code/fred2/shipclasseditordlg.cpp @@ -7,34 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShipClassEditorDlg.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Ship class editor dialog handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/shipclasseditordlg.h b/fs2_open/code/fred2/shipclasseditordlg.h index c87081ae8e..13fdffc577 100644 --- a/fs2_open/code/fred2/shipclasseditordlg.h +++ b/fs2_open/code/fred2/shipclasseditordlg.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShipClassEditorDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:31 $ - * $Author: Goober5000 $ - * - * Ship class editor dialog handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:02 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // CShipClassEditorDlg dialog diff --git a/fs2_open/code/fred2/shipeditordlg.cpp b/fs2_open/code/fred2/shipeditordlg.cpp index 74314926d3..a61560ae0c 100644 --- a/fs2_open/code/fred2/shipeditordlg.cpp +++ b/fs2_open/code/fred2/shipeditordlg.cpp @@ -7,333 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/ShipEditorDlg.cpp $ - * $Revision: 1.5.2.3 $ - * $Date: 2006-11-03 21:26:51 $ - * $Author: karajorma $ - * - * Single ship editing dialog - * - * $Log: not supported by cvs2svn $ - * Revision 1.5.2.2 2006/07/30 20:00:47 Kazan - * resolve 1018 and an interface problem in fred2's ship editor - * - * Revision 1.5.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 1.5 2006/05/30 05:37:29 Goober5000 - * add capability to restrict arrival/departure paths - * (FRED only; FS2 implementation to follow) - * --Goober5000 - * - * Revision 1.4 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.3 2006/04/18 00:08:23 phreak - * fix FRED crashing if the user adds multiple waypoint paths then inserts more ships. - * - * Revision 1.2 2006/02/04 07:05:03 Goober5000 - * fixed several IFF bugs in FRED (plus one or two other bugs) - * --Goober5000 - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.20 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.19 2006/01/14 05:24:19 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.18 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.17 2005/09/26 07:58:27 Goober5000 - * hooray, more custom wing fixes - * --Goober5000 - * - * Revision 1.16 2005/09/26 07:22:25 Goober5000 - * small tweak to finish the fix - * --Goober5000 - * - * Revision 1.15 2005/09/26 03:37:35 Goober5000 - * species upgrade stuff for FRED - * --Goober5000 - * - * Revision 1.14 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.13 2005/07/15 21:07:01 Goober5000 - * fixed a bunch of stupid errors that never should have made it to CVS - * --Goober5000 - * - * Revision 1.12 2005/07/13 01:03:10 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 1.11 2005/06/29 19:00:25 taylor - * some departure target fixes: - * - the ships editor was just plain wrong since it wouldn't properly add ships to the departure target list - * - the wing editor tried to set the departure target before having a list to set with - * - * Revision 1.10 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.9 2005/03/06 22:43:14 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.8 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.7 2004/06/15 20:50:29 wmcoolmon - * hud-set-color, current-speed, and FRED fixes (Wouldn't compile). - * - * Revision 1.6 2003/09/05 06:53:41 Goober5000 - * added code to change the player's ship in single player - * --Goober5000 - * - * Revision 1.5 2003/04/29 01:04:28 Goober5000 - * custom hitpoints for FRED - * --Goober5000 - * - * Revision 1.4 2003/03/25 07:03:29 Goober5000 - * added beginning functionality for $Texture Replace implementation in FRED - * --Goober5000 - * - * Revision 1.3 2002/12/17 03:16:11 DTP - * made TBL button in initial_ship status, accisible while running a release build or debug build. - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 8 8/18/99 1:32p Andsager - * Mark Vasudan wingmen as such. - * - * 7 8/18/99 1:12p Andsager - * Allow ships to be assigned Vasudan persona (wingman 6) - * - * 6 8/16/99 10:52p Andsager - * Allow closer ship positioning for NEAR_SHIP ship and wing arrivals. - * - * 5 8/11/99 9:27a Andsager - * Fix compile warning. - * - * 4 5/20/99 6:59p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 3 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 157 6/16/98 10:17a Hoffoss - * Fixed define that was backwards and no one caught before release (ya, - * great testing..) - * - * 156 5/23/98 3:33p Hoffoss - * Removed unused code in reinforcements editor and make ships.tbl button - * in ship editor disappear in release build. - * - * 155 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 154 4/28/98 2:13p Hoffoss - * Added code to help keep invalid player ship types from existing in - * mission. - * - * 153 4/24/98 2:57p Jim - * Fixed typo in code. - * - * 152 4/22/98 11:55a Hoffoss - * Fixed bug with ship editor's hide cue button when sexp help is on at - * startup. - * - * 151 4/16/98 5:59p Duncan - * Fixed bad assumption, apparently. - * - * 150 4/07/98 9:42a Allender - * put in persona combo box into ship editor. Removed code to assign - * personas based on message - * - * 149 3/30/98 1:15p Hoffoss - * Fixed bug with arrival/departure cue window size calculation. Wasn't - * working anymore after my changes to dialog initing at startup. - * - * 148 3/27/98 12:02p Sandeep - * - * 147 3/25/98 4:14p Hoffoss - * Split ship editor up into ship editor and a misc dialog, which tracks - * flags and such. - * - * 146 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 145 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 144 3/10/98 6:11p Hoffoss - * Added jump node renaming abilities to Fred. - * - * 143 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 142 2/22/98 1:21a Hoffoss - * Disabled weapon editor if mutliple ship types marked. - * - * 141 2/17/98 12:07p Hoffoss - * Changed over to using SF_CARGO_REVEALED in fred. - * - * 140 2/17/98 11:42a Hoffoss - * Added support for hidden from sensors condition. - * - * 139 2/13/98 2:42p Duncan - * Fixed bug, moved line down where it needs to be because - * pre-initializations need to be done first. - * - * 138 2/10/98 1:42p Allender - * allow > MAX_ESCORT_SHIPS to be marked as escort ships - * - * 137 2/06/98 2:54p Hoffoss - * Fixed some bugs in dialog init, and cleared up some of the confusion - * about how it works by renaming some variables and adding comments. - * - * 136 2/06/98 10:48a Hoffoss - * Fixed bug with not being able to make ships players in multi mode - * missions. - * - * 135 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 134 1/29/98 5:14p Hoffoss - * Added support for a SF_INVULNERABLE ship flag in Fred. - * - * 133 1/12/98 10:41a Allender - * fixed minor bug with ship editor and ignore orders dialog - * - * 132 12/05/97 4:07p Hoffoss - * Changed code to allow WHO_FROM type ship sources to only show flyable - * ships in list. - * - * 131 11/24/97 2:31p Allender - * allow ignore orders dialog to be active for players - * - * 130 11/24/97 9:07a Allender - * ignore orders dialog should function as multi-edit now - * - * 129 11/22/97 4:17p Allender - * first pass of making ignore orders dialog multi edit - * - * 128 11/13/97 4:14p Allender - * automatic assignment of hotkeys for starting wings. Appripriate - * warnings when they are incorrectly used. hotkeys correctly assigned to - * ships/wing arriving after mission start - * - * 127 11/11/97 3:32p Johnson - * allender: Combo boxes need to have lists initialized before setting - * internal class variable for arrival/depature targets - * - * 126 11/11/97 2:13p Allender - * docking bay support for Fred and FreeSpace. Added hook to ai code for - * arrival/departure from dock bays. Fred support now sufficient. - * - * 125 11/10/97 10:13p Allender - * added departure anchor to Fred and FreeSpace in preparation for using - * docking bays. Functional in Fred, not in FreeSpace. - * - * 124 10/21/97 4:49p Allender - * added flags to Fred and FreeSpace to forgo warp effect (toggle in ship - * editor in Fred) - * - * 123 10/14/97 5:33p Hoffoss - * Added Fred support (and fsm support) for the no_arrival_music flags in - * ships and wings. - * - * 122 9/18/97 10:49a Allender - * increment/decrement Player_start variable when making a ship a player - * start - * - * 121 9/17/97 5:43p Hoffoss - * Added Fred support for new player start information. - * - * 120 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 119 9/15/97 2:35p Hoffoss - * Fixed bug in Fred where a player ship and normal ship both marked - * clobbered each other's ship type in ship editor dialog. - * - * 118 9/09/97 10:29a Hoffoss - * Added support for neutral team, and fixed changes made to how team is - * used in ship structure. - * - * 117 9/09/97 9:27a Hoffoss - * Removed #Jason Hoffoss# comments from code. Code is already set up to - * handle the situation properly. - * - * 116 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 115 9/04/97 5:35p Hoffoss - * Fixed arrival distance stuff. - * - * 114 9/04/97 5:04p Johnson - * Fixed bug with arrival target distance checking. - * - * 113 9/04/97 4:31p Hoffoss - * Fixed bug: Changed ship editor to not touch wing info (arrival or - * departure cues) to avoid conflicts with wing editor's changes. - * - * 112 8/30/97 9:52p Hoffoss - * Implemented arrival location, distance, and anchor in Fred. - * - * 111 8/28/97 8:56a Hoffoss - * Added more checking to sexp error checker, fixed some bugs. - * - * 110 8/25/97 5:56p Hoffoss - * Added multiple asteroid field support, loading and saving of asteroid - * fields, and ship score field to Fred. - * - * 109 8/22/97 4:16p Hoffoss - * added support for arrival and departure info in ship editor using - * wing's info if editing marked ships in a wing instead of using ship's. - * - * 108 8/21/97 11:37p Hoffoss - * Fixed bug: when renaming a ship that is a reinforcement, an extra - * instance of it is added to the reinforcement list. - * - * 107 8/20/97 6:53p Hoffoss - * Implemented escort flag support in Fred. - * - * 106 8/19/97 2:53p Hoffoss - * Fixed bug where multiple ships editing doesn't change players. - * - * 105 8/19/97 1:44p Hoffoss - * Fixed bug with updating too quickly (i.e. via prev and next buttons). - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/shipeditordlg.h b/fs2_open/code/fred2/shipeditordlg.h index 24701da0bf..0ba0cc1520 100644 --- a/fs2_open/code/fred2/shipeditordlg.h +++ b/fs2_open/code/fred2/shipeditordlg.h @@ -7,139 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/ShipEditorDlg.h $ - * $Revision: 1.3 $ - * $Date: 2006-05-30 05:37:29 $ - * $Author: Goober5000 $ - * - * Single ship editing dialog - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/01/19 02:27:31 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.7 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.6 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.5 2003/09/05 06:53:41 Goober5000 - * added code to change the player's ship in single player - * --Goober5000 - * - * Revision 1.4 2003/04/29 01:04:28 Goober5000 - * custom hitpoints for FRED - * --Goober5000 - * - * Revision 1.3 2003/03/25 07:03:29 Goober5000 - * added beginning functionality for $Texture Replace implementation in FRED - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 4 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 3 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 65 4/07/98 9:42a Allender - * put in persona combo box into ship editor. Removed code to assign - * personas based on message - * - * 64 3/27/98 12:02p Sandeep - * - * 63 3/25/98 4:14p Hoffoss - * Split ship editor up into ship editor and a misc dialog, which tracks - * flags and such. - * - * 62 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 61 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 60 2/17/98 11:42a Hoffoss - * Added support for hidden from sensors condition. - * - * 59 2/06/98 2:54p Hoffoss - * Fixed some bugs in dialog init, and cleared up some of the confusion - * about how it works by renaming some variables and adding comments. - * - * 58 1/29/98 5:14p Hoffoss - * Added support for a SF_INVULNERABLE ship flag in Fred. - * - * 57 11/13/97 4:14p Allender - * automatic assignment of hotkeys for starting wings. Appripriate - * warnings when they are incorrectly used. hotkeys correctly assigned to - * ships/wing arriving after mission start - * - * 56 11/10/97 10:13p Allender - * added departure anchor to Fred and FreeSpace in preparation for using - * docking bays. Functional in Fred, not in FreeSpace. - * - * 55 10/21/97 4:49p Allender - * added flags to Fred and FreeSpace to forgo warp effect (toggle in ship - * editor in Fred) - * - * 54 10/14/97 5:33p Hoffoss - * Added Fred support (and fsm support) for the no_arrival_music flags in - * ships and wings. - * - * 53 9/17/97 5:43p Hoffoss - * Added Fred support for new player start information. - * - * 52 9/04/97 4:31p Hoffoss - * Fixed bug: Changed ship editor to not touch wing info (arrival or - * departure cues) to avoid conflicts with wing editor's changes. - * - * 51 8/30/97 9:52p Hoffoss - * Implemented arrival location, distance, and anchor in Fred. - * - * 50 8/25/97 5:56p Hoffoss - * Added multiple asteroid field support, loading and saving of asteroid - * fields, and ship score field to Fred. - * - * 49 8/20/97 6:53p Hoffoss - * Implemented escort flag support in Fred. - * - * 48 8/16/97 12:06p Hoffoss - * Fixed bug where a whole wing is deleted that is being referenced. - * - * 47 8/12/97 7:17p Hoffoss - * Added previous button to ship and wing editors. - * - * 46 8/12/97 6:32p Hoffoss - * Added code to allow hiding of arrival and departure cues in editors. - * - * 45 8/08/97 1:31p Hoffoss - * Added syncronization protection to cur_object_index changes. - * - * $NoKeywords: $ - */ + #ifndef _SHIPEDITORDLG_H #define _SHIPEDITORDLG_H diff --git a/fs2_open/code/fred2/shipflagsdlg.cpp b/fs2_open/code/fred2/shipflagsdlg.cpp index dba55a0a34..5afc02129e 100644 --- a/fs2_open/code/fred2/shipflagsdlg.cpp +++ b/fs2_open/code/fred2/shipflagsdlg.cpp @@ -1185,4 +1185,4 @@ void ship_flags_dlg::OnHideShipName() } else { m_hide_ship_name.SetCheck(1); } -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/shipgoalsdlg.cpp b/fs2_open/code/fred2/shipgoalsdlg.cpp index 7d5c3ae794..923b61b01e 100644 --- a/fs2_open/code/fred2/shipgoalsdlg.cpp +++ b/fs2_open/code/fred2/shipgoalsdlg.cpp @@ -7,221 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/ShipGoalsDlg.cpp $ - * $Revision: 1.3.2.1 $ - * $Date: 2007-02-20 04:19:10 $ - * $Author: Goober5000 $ - * - * Initial orders editor dialog box handling code. This dialog is used for both - * ship and wing initial orders, and can support more if need be without modification. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.2 2006/02/20 02:13:07 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 1.1 2006/01/19 02:27:32 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.4 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.3 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 4 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 3 3/25/99 3:32p Johnson - * HACK: Allow Mycerinus to dock - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 57 7/06/98 5:12p Hoffoss - * Fixed bug where 3-5th orders don't update data listing when object - * changes. - * - * 56 5/21/98 12:58a Hoffoss - * Fixed warnings optimized build turned up. - * - * 55 4/06/98 11:34a Hoffoss - * Fixed bug caused by change in max ai goals. Should be able to handle - * anything from 0 to 10 ai goals now (i.e. it's more flexible now). - * - * 54 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * 53 10/22/97 3:15p Hoffoss - * Fixed ai-stay-still initial order to use waypoints instead of waypoint - * paths. - * - * 52 10/22/97 1:58p Hoffoss - * Added support for AI_GOALS_PLAY_DEAD and changed AI_GOALS_STAY_STILL - * for Fred. - * - * 51 10/10/97 5:03p Allender - * started work on ai-stay-still - * - * 50 9/18/97 11:28a Duncan - * Fixed bug with player objects having wrong name. - * - * 49 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 48 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 47 9/02/97 5:10p Johnson - * Fixed bug with wing initial orders available to select from. - * - * 46 8/26/97 4:18p Hoffoss - * Added error checking to initial orders dialog when ok is clicked. - * - * 45 8/19/97 11:59a Duncan - * Fixed bug in initial orders set_item(). - * - * 44 8/16/97 4:51p Hoffoss - * Fixed bugs with wing deletion and removing ships from a wing. - * - * 43 8/15/97 5:14p Hoffoss - * Completely changed around how initial orders dialog worked. It's - * pretty awesome now. - * - * 42 8/14/97 7:07p Hoffoss - * Changed "guard ship" to "guard", since it can be used with wings now as - * well as ships. - * - * 41 8/10/97 4:41p Hoffoss - * Fixed bugs with docking initial order. - * - * 40 8/05/97 10:10p Hoffoss - * Made attack and guard orders handle both ships and wings as targets. - * - * 39 8/01/97 12:21p Jasen - * Fixed bug with docking order (in iinitial orders) where original dockee - * was deleted, and so not found when looked up. - * - * 38 7/30/97 12:31p Hoffoss - * Made improvements to ship goals editor (initial orders) to disallow - * illegal orders. - * - * 37 7/25/97 4:30p Hoffoss - * Changes to ship lookup to include player ships. - * - * 36 7/24/97 4:55p Allender - * added ai-evade-ship to fred and to FreeSpace - * - * 35 7/22/97 3:40p Allender - * Changed the way that attacking subsystem works (for initial orders). - * The code was behaving two different ways. Orders are now model - * specific as per which subsystem to attack. - * - * 34 7/17/97 4:23p Allender - * ai-guard-wing now in both Fred and FreeSpace - * - * 33 7/09/97 1:56p Jasen - * Added new case to data mode checkunder save item. - * - * 32 6/11/97 2:13p Hoffoss - * Fixed bug in initial order initialization, and made subsystem combo box - * use ship specific subsystems. - * - * 31 6/04/97 12:00a Allender - * added disarm and disable as initial order options - * - * 30 5/30/97 4:50p Hoffoss - * Added code to allow marked ship editing of data in child dialogs of - * ship editor dialog. - * - * 29 5/07/97 1:32p Allender - * fix bug from previous checkin where undock orders were not persistent - * - * 28 5/07/97 1:08p Allender - * make undock initial order only accept a priority - * - * 27 4/03/97 3:18p Allender - * - * 26 3/31/97 6:07p Hoffoss - * Fixed several errors, including BG editor not graying fields, BG editor - * not updating image when changed, Removed obsolete data from Weapon - * editor, priority not being saved when missions saved, priority not - * editable in initial orders editor. - * - * 25 3/28/97 3:19p Hoffoss - * Added chase-any goal to initial orders. - * - * 24 3/21/97 4:04p Bernal - * fixed crash when initial orders references illegal objects. (Jason) - * - * 23 3/21/97 10:29a Hoffoss - * forced negative priorities to 50 - * - * 22 3/19/97 4:53p Hoffoss - * fixed bug with unused fields not being cleared. - * - * 21 3/13/97 12:20p Hoffoss - * fixed bug in docking point specification of initial orders dialog. - * - * 20 3/10/97 6:43p Hoffoss - * Standardized docking goal usage by fred to use names instead of - * indexes. - * - * 19 3/10/97 5:37p Hoffoss - * fixed bug in dock goal selection. - * - * 18 3/10/97 12:54p Hoffoss - * Added drop down combo box to toolbar and fixed compiling errors Mark - * (maybe Mike?) introduced to code. - * - * 17 3/04/97 12:52p Allender - * docking styff. Added dock type to docking structure in model code. - * Renamed structure member in ai_goals. Temporary checkin. (i.e. - * rearming will use rearm dock points) - * - * 16 3/03/97 4:32p Hoffoss - * Initial orders supports new docking stuff Allender added. - * - * 15 2/27/97 3:15p Allender - * major wing structure enhancement. simplified wing code. All around - * better wing support - * - * 14 2/26/97 2:45p Hoffoss - * Initial orders dialog now only allows 89 as a max on priority. - * - * 13 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 12 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/shipgoalsdlg.h b/fs2_open/code/fred2/shipgoalsdlg.h index 6a6bb12095..555395ab91 100644 --- a/fs2_open/code/fred2/shipgoalsdlg.h +++ b/fs2_open/code/fred2/shipgoalsdlg.h @@ -7,59 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/ShipGoalsDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Initial orders editor dialog box handling code. This dialog is used for both - * ship and wing initial orders, and can support more if need be without modification. - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 13 8/26/97 4:18p Hoffoss - * Added error checking to initial orders dialog when ok is clicked. - * - * 12 7/30/97 12:31p Hoffoss - * Made improvements to ship goals editor (initial orders) to disallow - * illegal orders. - * - * 11 5/30/97 4:50p Hoffoss - * Added code to allow marked ship editing of data in child dialogs of - * ship editor dialog. - * - * 10 3/10/97 5:37p Hoffoss - * fixed bug in dock goal selection. - * - * 9 3/03/97 4:32p Hoffoss - * Initial orders supports new docking stuff Allender added. - * - * 8 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "Management.h" diff --git a/fs2_open/code/fred2/shipspecialhitpoints.cpp b/fs2_open/code/fred2/shipspecialhitpoints.cpp index 00d4b137d3..9771108ac5 100644 --- a/fs2_open/code/fred2/shipspecialhitpoints.cpp +++ b/fs2_open/code/fred2/shipspecialhitpoints.cpp @@ -185,4 +185,4 @@ void ShipSpecialHitpoints::OnOk() CDialog::OnOK(); -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/shipspecialhitpoints.h b/fs2_open/code/fred2/shipspecialhitpoints.h index bd5d590670..16b2464e95 100644 --- a/fs2_open/code/fred2/shipspecialhitpoints.h +++ b/fs2_open/code/fred2/shipspecialhitpoints.h @@ -53,4 +53,4 @@ protected: //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. -#endif // !defined(AFX_SHIPSPECIALHITPOINTS_H__D612D530_131C_4339_A417_AFCAA090258A__INCLUDED_) \ No newline at end of file +#endif // !defined(AFX_SHIPSPECIALHITPOINTS_H__D612D530_131C_4339_A417_AFCAA090258A__INCLUDED_) diff --git a/fs2_open/code/fred2/starfieldeditor.cpp b/fs2_open/code/fred2/starfieldeditor.cpp index a57367b6e8..3f4faca44a 100644 --- a/fs2_open/code/fred2/starfieldeditor.cpp +++ b/fs2_open/code/fred2/starfieldeditor.cpp @@ -7,59 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/StarfieldEditor.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Starfield editor dialog handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 11 12/08/97 4:48p Hoffoss - * Moved starfield editor controls to background editor. - * - * 10 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 9 4/17/97 9:33a Hoffoss - * Squished a warning. - * - * 8 4/16/97 5:18p Hoffoss - * Moved Asteroid field editor stuff to a seperate dialog box. - * - * 7 3/17/97 3:00p Hoffoss - * slider updates on the fly now. - * - * 6 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 5 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 4 1/31/97 3:16p Hoffoss - * Asteroid field management implemented. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/starfieldeditor.h b/fs2_open/code/fred2/starfieldeditor.h index b2a892e94a..5b3ff820e2 100644 --- a/fs2_open/code/fred2/starfieldeditor.h +++ b/fs2_open/code/fred2/starfieldeditor.h @@ -7,53 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/StarfieldEditor.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Starfield editor dialog handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 7 4/17/97 2:01p Hoffoss - * All dialog box window states are saved between sessions now. - * - * 6 4/16/97 5:18p Hoffoss - * Moved Asteroid field editor stuff to a seperate dialog box. - * - * 5 3/17/97 3:00p Hoffoss - * slider updates on the fly now. - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 3 1/31/97 3:16p Hoffoss - * Asteroid field management implemented. - * - * $NoKeywords: $ - */ + ///////////////////////////////////////////////////////////////////////////// // starfield_editor dialog diff --git a/fs2_open/code/fred2/stdafx.cpp b/fs2_open/code/fred2/stdafx.cpp index 3868352f29..bff96eb245 100644 --- a/fs2_open/code/fred2/stdafx.cpp +++ b/fs2_open/code/fred2/stdafx.cpp @@ -7,39 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/StdAfx.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * -// stdafx.cpp : source file that includes just the standard includes -// FRED.pch will be the pre-compiled header -// stdafx.obj will contain the pre-compiled type information - * - * Above is the MFC generated notes on this file. Basically, you don't need - * do touch anything here. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" diff --git a/fs2_open/code/fred2/stdafx.h b/fs2_open/code/fred2/stdafx.h index 93127e3417..dcc33890fc 100644 --- a/fs2_open/code/fred2/stdafx.h +++ b/fs2_open/code/fred2/stdafx.h @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/stdafx.h $ - * $Revision: 1.1.2.2 $ - * $Date: 2007-08-15 07:16:28 $ - * $Author: Goober5000 $ - * -// stdafx.h : include file for standard system include files, -// or project specific include files that are used frequently, but -// are changed infrequently - * - * Above is the MFC generated notes on this file. Basically, you probably don't need - * do touch anything here. - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:32 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + // #define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers @@ -51,4 +16,4 @@ #ifndef _AFX_NO_AFXCMN_SUPPORT #include // MFC support for Windows 95 Common Controls #endif // _AFX_NO_AFXCMN_SUPPORT - \ No newline at end of file + diff --git a/fs2_open/code/fred2/voiceactingmanager.cpp b/fs2_open/code/fred2/voiceactingmanager.cpp index 1fbf006c4f..0f5e6bb488 100644 --- a/fs2_open/code/fred2/voiceactingmanager.cpp +++ b/fs2_open/code/fred2/voiceactingmanager.cpp @@ -666,4 +666,4 @@ char *VoiceActingManager::get_message_sender(char *message) } return ""; -} \ No newline at end of file +} diff --git a/fs2_open/code/fred2/waypointpathdlg.cpp b/fs2_open/code/fred2/waypointpathdlg.cpp index a775aad701..c7a33581c1 100644 --- a/fs2_open/code/fred2/waypointpathdlg.cpp +++ b/fs2_open/code/fred2/waypointpathdlg.cpp @@ -7,94 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/WaypointPathDlg.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2008-01-18 23:00:16 $ - * $Author: karajorma $ - * - * Waypoint editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2006/01/19 02:27:32 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.7 2005/07/12 23:49:13 Goober5000 - * remove restriction on names starting with "player" - * --Goober5000 - * - * Revision 1.6 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.5 2005/03/20 21:07:41 phreak - * Fix the duplicate jumpnode bug - * - * Revision 1.4 2005/03/06 23:19:27 wmcoolmon - * Fixed the last of the jump node errors - * - * Revision 1.3 2005/03/06 22:43:15 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 12 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 11 3/10/98 6:11p Hoffoss - * Added jump node renaming abilities to Fred. - * - * 10 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 9 5/23/97 1:53p Hoffoss - * Fixed problems with modeless dialog updating. It won't get caught in - * an infinate loop anymore, but still gives an error warning 3 times when - * using cancel and trying to switch window focus to main window. Don't - * know if I can fix that, but it's not too critical right now. - * - * 8 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 7 4/28/97 4:14p Hoffoss - * Fixed several bugs involving waypoints. - * - * 6 3/13/97 12:09p Hoffoss - * Waypoint path editor finished (apparently I didn't get around to - * completing it before). - * - * 5 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 4 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 3 2/12/97 5:50p Hoffoss - * Expanded on error checking. - * - * 2 2/12/97 12:26p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/waypointpathdlg.h b/fs2_open/code/fred2/waypointpathdlg.h index b1c7a0b8e6..37638aa9c9 100644 --- a/fs2_open/code/fred2/waypointpathdlg.h +++ b/fs2_open/code/fred2/waypointpathdlg.h @@ -7,51 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/WaypointPathDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Waypoint editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 4 5/23/97 1:53p Hoffoss - * Fixed problems with modeless dialog updating. It won't get caught in - * an infinate loop anymore, but still gives an error warning 3 times when - * using cancel and trying to switch window focus to main window. Don't - * know if I can fix that, but it's not too critical right now. - * - * 3 3/13/97 12:09p Hoffoss - * Waypoint path editor finished (apparently I didn't get around to - * completing it before). - * - * 2 2/12/97 12:26p Hoffoss - * Expanded on global error checker, added initial orders conflict - * checking and warning, added waypoint editor dialog and code. - * - * $NoKeywords: $ - */ + #ifndef _WAYPOINTPATHDLG_H #define _WAYPOINTPATHDLG_H @@ -95,4 +51,4 @@ protected: DECLARE_MESSAGE_MAP() }; -#endif \ No newline at end of file +#endif diff --git a/fs2_open/code/fred2/weaponeditordlg.cpp b/fs2_open/code/fred2/weaponeditordlg.cpp index 60679d3d6d..e95a547fc2 100644 --- a/fs2_open/code/fred2/weaponeditordlg.cpp +++ b/fs2_open/code/fred2/weaponeditordlg.cpp @@ -7,102 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/WeaponEditorDlg.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Weapon editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2004/06/15 20:50:29 wmcoolmon - * hud-set-color, current-speed, and FRED fixes (Wouldn't compile). - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 4 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 3 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 17 5/14/98 5:31p Hoffoss - * Fixed some stupid behaviour in this editor related to ammo counts being - * -99. - * - * 16 4/22/98 11:27a Hoffoss - * Make big weapons available for capital ships as well as big ships (why - * the hell a capital ship isn't a big ship is beyond me, though). - * - * 15 4/14/98 11:46a Johnson - * Added window enables for spinners, but it seems to be ignored. - * - * 14 2/26/98 10:44a Johnson - * Fixed bug with SetRange() not being called on editor first open. - * - * 13 2/22/98 1:32a Hoffoss - * Changed editor to use raw ammo counts isntead of percentages, and make - * it select first item in list by default. - * - * 12 2/13/98 3:38p Johnson - * Fixed bug where multi ship editing won't update player ships. - * - * 11 12/11/97 5:46p Hoffoss - * Changed Fred to not display weapons that are not available to various - * ships. - * - * 10 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 9 5/30/97 4:50p Hoffoss - * Added code to allow marked ship editing of data in child dialogs of - * ship editor dialog. - * - * 8 4/21/97 5:02p Hoffoss - * Player/player status editing supported, and both saved and loaded from - * Mission files. - * - * 7 4/16/97 2:02p Hoffoss - * Fixed bug Mike created by changing code while I had file checked out - * still. - * - * 6 4/16/97 1:59p Hoffoss - * Weapon editor now fully functional. - * - * 5 4/10/97 3:20p Mike - * Change hull damage to be like shields. - * - * 4 4/09/97 11:48a Hoffoss - * Initial work to weapon editor. - * - * 3 3/31/97 6:07p Hoffoss - * Fixed several errors, including BG editor not graying fields, BG editor - * not updating image when changed, Removed obsolete data from Weapon - * editor, priority not being saved when missions saved, priority not - * editable in initial orders editor. - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/weaponeditordlg.h b/fs2_open/code/fred2/weaponeditordlg.h index 9279534e2c..82fee12de7 100644 --- a/fs2_open/code/fred2/weaponeditordlg.h +++ b/fs2_open/code/fred2/weaponeditordlg.h @@ -7,68 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/WeaponEditorDlg.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Weapon editor dialog box handling code - * - * $Log: not supported by cvs2svn $ - * Revision 1.4 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.3 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 8 2/22/98 1:32a Hoffoss - * Changed editor to use raw ammo counts isntead of percentages, and make - * it select first item in list by default. - * - * 7 5/30/97 4:50p Hoffoss - * Added code to allow marked ship editing of data in child dialogs of - * ship editor dialog. - * - * 6 4/21/97 5:02p Hoffoss - * Player/player status editing supported, and both saved and loaded from - * Mission files. - * - * 5 4/16/97 1:59p Hoffoss - * Weapon editor now fully functional. - * - * 4 4/09/97 11:48a Hoffoss - * Initial work to weapon editor. - * - * 3 3/31/97 6:07p Hoffoss - * Fixed several errors, including BG editor not graying fields, BG editor - * not updating image when changed, Removed obsolete data from Weapon - * editor, priority not being saved when missions saved, priority not - * editable in initial orders editor. - * - * 2 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "ship/ship.h" diff --git a/fs2_open/code/fred2/wing.cpp b/fs2_open/code/fred2/wing.cpp index 581de3f0cc..57fd918353 100644 --- a/fs2_open/code/fred2/wing.cpp +++ b/fs2_open/code/fred2/wing.cpp @@ -7,214 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Fred2/wing.cpp $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Wing management functions for dealing with wing related operations - * - * $Log: not supported by cvs2svn $ - * Revision 1.11 2006/01/14 05:24:19 Goober5000 - * first pass at converting FRED to use new IFF stuff - * --Goober5000 - * - * Revision 1.10 2005/12/29 08:21:00 wmcoolmon - * No my widdle FRED, I didn't forget about you ^_^ (codebase commit) - * - * Revision 1.9 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.8 2005/09/26 07:58:27 Goober5000 - * hooray, more custom wing fixes - * --Goober5000 - * - * Revision 1.7 2005/08/23 07:28:02 Goober5000 - * grammar - * --Goober5000 - * - * Revision 1.6 2005/04/13 20:11:06 chhogg - * Changed vector to vec3d for Fred. - * - * Revision 1.5 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.4 2003/01/06 20:49:15 Goober5000 - * FRED2 support for wing squad logos - look in the wing editor - * --Goober5000 - * - * Revision 1.3 2002/08/15 04:35:44 penguin - * Changes to build with fs2_open code.lib - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 4 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 3 3/01/99 10:00a Dave - * Fxied several dogfight related stats bugs. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 59 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 58 1/06/98 2:27p Hoffoss - * Made wing deleting free up arrival and departure cue sexp trees, which - * wasn't happening before for some reason. - * - * 57 12/29/97 4:55p Johnson - * Added some fixes. - * - * 56 11/21/97 11:46a Johnson - * Changed code to delete reinforcement wings when the wing is deleted. - * - * 55 11/13/97 4:14p Allender - * automatic assignment of hotkeys for starting wings. Appripriate - * warnings when they are incorrectly used. hotkeys correctly assigned to - * ships/wing arriving after mission start - * - * 54 10/01/97 12:37p Hoffoss - * Changed Fred (and FreeSpace) to utilize alpha, beta and gamma as player - * starting wing names. - * - * 53 9/16/97 9:41p Hoffoss - * Changed Fred code around to stop using Parse_player structure for - * player information, and use actual ships instead. - * - * 52 9/11/97 4:04p Hoffoss - * Fixed bug in Fred: disband wing wasn't making sure the ship editor's - * data was synced. - * - * 51 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 50 9/02/97 3:44p Johnson - * Fixed bugs with thresholds not being lowered. - * - * 49 9/02/97 3:24p Johnson - * Fixed bug: ships removed from wings will lower threshold if required. - * - * 48 8/30/97 9:52p Hoffoss - * Implemented arrival location, distance, and anchor in Fred. - * - * 47 8/25/97 5:58p Hoffoss - * Created menu items for keypress functions in Fred, and fixed bug this - * uncovered with wing_delete function. - * - * 46 8/16/97 6:44p Hoffoss - * Changes to allow any player to be in a wing. - * - * 45 8/16/97 4:51p Hoffoss - * Fixed bugs with wing deletion and removing ships from a wing. - * - * 44 8/15/97 1:07a Hoffoss - * Changed code to disallow some ship types from being in a wing, and - * disallowing some ship types from being able to have initial orders. - * - * 43 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 42 8/10/97 4:24p Hoffoss - * Added warning when creating a wing if wing is mixed. - * - * 41 8/08/97 1:31p Hoffoss - * Added syncronization protection to cur_object_index changes. - * - * 40 8/08/97 10:07a Hoffoss - * Fixed bug where ship references aren't updated when wing is created - * (i.e. ships being renamed, but not in the references too). - * - * 39 8/01/97 3:24p Hoffoss - * Fixed bug where when player is removed from a wing, the ship associated - * with the player doesn't get its wingnum variable updated. - * - * 38 7/09/97 2:38p Allender - * organized ship/wing editor dialogs. Added protect ship and ignore - * count checkboxes to those dialogs. Changed flag code for - * parse_objects. Added unprotect sexpressions - * - * 37 6/30/97 11:36a Hoffoss - * Fixed bug with wing reforming. - * - * 36 6/18/97 2:36p Hoffoss - * Wing ship numbering starts at 1 instead of 0, and changed form wing to - * allow reforming a wing. - * - * 35 6/04/97 12:00a Allender - * make wing goal priorities default to -1 so that their priorities get - * set more appropriatly in the initial order dialog - * - * 34 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 33 5/08/97 10:54a Hoffoss - * Fixed bug in reforming wings screwing up ship names. - * - * 32 4/30/97 9:17a Hoffoss - * Hotkey for wing set to none when new wing created. - * - * 31 3/28/97 3:19p Hoffoss - * Fixed bug. - * - * 30 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 29 3/17/97 4:29p Hoffoss - * Automated player's wing flaging as a starting player wing. - * - * 28 3/12/97 12:40p Hoffoss - * Fixed bugs in wing object management functions, several small additions - * and rearrangements. - * - * 27 3/04/97 6:27p Hoffoss - * Changes to Fred to handle new wing structure. - * - * 26 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 25 2/27/97 3:16p Allender - * major wing structure enhancement. simplified wing code. All around - * better wing support - * - * 24 2/27/97 2:31p Hoffoss - * Changed wing create code to bash ship's cues to false. - * - * 23 2/24/97 5:38p Hoffoss - * Added dialog box to name a wing at creation, code to change ship names - * to match wing name, and code to maintain these ship names. - * - * 22 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 21 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "FRED.h" diff --git a/fs2_open/code/fred2/wing.h b/fs2_open/code/fred2/wing.h index 034e78e88e..1e02f41f56 100644 --- a/fs2_open/code/fred2/wing.h +++ b/fs2_open/code/fred2/wing.h @@ -7,60 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/wing.h $ - * $Revision: 1.1 $ - * $Date: 2006-01-19 02:27:32 $ - * $Author: Goober5000 $ - * - * Wing management functions for dealing with wing related operations - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.2 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 7 8/16/97 4:51p Hoffoss - * Fixed bugs with wing deletion and removing ships from a wing. - * - * 6 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 5 6/18/97 2:36p Hoffoss - * Wing ship numbering starts at 1 instead of 0, and changed form wing to - * allow reforming a wing. - * - * 4 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * 3 1/24/97 4:14p Hoffoss - * Added error checking to Fred. - * - * 2 11/26/96 2:40p Hoffoss - * Wing toolbar buttons supported. - * - * 1 11/05/96 9:14a Hoffoss - * - * $NoKeywords: $ - */ + #include "Management.h" diff --git a/fs2_open/code/fred2/wing_editor.cpp b/fs2_open/code/fred2/wing_editor.cpp index 087835b0f0..4bfcc2a7c0 100644 --- a/fs2_open/code/fred2/wing_editor.cpp +++ b/fs2_open/code/fred2/wing_editor.cpp @@ -7,334 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/fred2/wing_editor.cpp $ - * $Revision: 1.4.2.2 $ - * $Date: 2007-02-11 09:25:42 $ - * $Author: taylor $ - * - * Wing editor dialog box handler code - * - * $Log: not supported by cvs2svn $ - * Revision 1.4.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 1.4 2006/05/30 05:37:29 Goober5000 - * add capability to restrict arrival/departure paths - * (FRED only; FS2 implementation to follow) - * --Goober5000 - * - * Revision 1.3 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.2 2006/02/04 07:05:03 Goober5000 - * fixed several IFF bugs in FRED (plus one or two other bugs) - * --Goober5000 - * - * Revision 1.1 2006/01/19 02:27:32 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.14 2006/01/14 23:49:01 Goober5000 - * second pass; all the errors are fixed now; one more thing to take care of - * --Goober5000 - * - * Revision 1.13 2005/10/29 23:02:33 Goober5000 - * partial FRED commit of changes - * --Goober5000 - * - * Revision 1.12 2005/09/26 07:10:20 Goober5000 - * fix a small bug with custom wing names - * --Goober5000 - * - * Revision 1.11 2005/08/23 07:26:49 Goober5000 - * Noooooo! Not the double-equals bug! - * --Goober5000 - * - * Revision 1.10 2005/07/12 23:49:13 Goober5000 - * remove restriction on names starting with "player" - * --Goober5000 - * - * Revision 1.9 2005/06/29 19:00:25 taylor - * some departure target fixes: - * - the ships editor was just plain wrong since it wouldn't properly add ships to the departure target list - * - the wing editor tried to set the departure target before having a list to set with - * - * Revision 1.8 2005/03/29 03:43:11 phreak - * ai directory fixes as well as fixes for the new jump node code - * - * Revision 1.7 2005/03/06 22:43:15 wmcoolmon - * Fixx0red some of the jump node errors - * - * Revision 1.6 2004/12/15 19:16:13 Goober5000 - * FRED code for custom wing names - * --Goober5000 - * - * Revision 1.5 2004/09/17 07:56:51 Goober5000 - * bunch of FRED tweaks and fixes - * --Goober5000 - * - * Revision 1.4 2004/03/15 12:14:46 randomtiger - * Fixed a whole heap of problems with Fred introduced by changes to global vars. - * - * Revision 1.3 2003/01/06 20:49:15 Goober5000 - * FRED2 support for wing squad logos - look in the wing editor - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:04 inquisitor - * Initial FRED2 Checking - * - * - * 3 8/16/99 10:52p Andsager - * Allow closer ship positioning for NEAR_SHIP ship and wing arrivals. - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:02p Dave - * - * 1 10/07/98 3:00p Dave - * - * 83 9/14/98 3:31p Allender - * don't allow alpha, beta, and gamma to get > 1 wave when editing a - * multiplayer missions - * - * 82 6/17/98 4:50p Hoffoss - * Added error checking for arrival delays used on wing player is in. - * - * 81 5/22/98 10:10a Hoffoss - * Fixed bug with hide cue button not working correctly. - * - * 80 3/24/98 12:30p Allender - * arrival/departure target boxes were getting initialized incorrectly - * - * 79 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 78 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 77 3/10/98 6:11p Hoffoss - * Added jump node renaming abilities to Fred. - * - * 76 2/23/98 9:48p Allender - * added no arrival/departure warps to wings - * - * 75 12/31/97 3:56p Hoffoss - * Forced alpha wing to always have a true arrival cue. - * - * 74 12/29/97 4:55p Johnson - * Added some fixes. - * - * 73 12/18/97 10:40a Hoffoss - * Fixed bug with a few of the checkboxes not initializing properly. - * - * 72 11/25/97 10:03a Allender - * added no arrival message checkbox to wing editor - * - * 71 11/25/97 9:42a Hoffoss - * Removed starting wing checkbox from wing editor. - * - * 70 11/13/97 4:14p Allender - * automatic assignment of hotkeys for starting wings. Appripriate - * warnings when they are incorrectly used. hotkeys correctly assigned to - * ships/wing arriving after mission start - * - * 69 11/11/97 2:13p Allender - * docking bay support for Fred and FreeSpace. Added hook to ai code for - * arrival/departure from dock bays. Fred support now sufficient. - * - * 68 11/10/97 10:13p Allender - * added departure anchor to Fred and FreeSpace in preparation for using - * docking bays. Functional in Fred, not in FreeSpace. - * - * 67 10/28/97 3:33p Hoffoss - * Fixed bug where <1 num_waves was being allowed to be entered into Fred. - * - * 66 10/14/97 5:33p Hoffoss - * Added Fred support (and fsm support) for the no_arrival_music flags in - * ships and wings. - * - * 65 10/01/97 12:37p Hoffoss - * Changed Fred (and FreeSpace) to utilize alpha, beta and gamma as player - * starting wing names. - * - * 64 9/04/97 5:35p Hoffoss - * Fixed arrival distance stuff. - * - * 63 9/04/97 5:04p Johnson - * Fixed bug with arrival target distance checking. - * - * 62 9/04/97 4:30p Hoffoss - * Removed sexp tree info from grayed trees. - * - * 61 8/30/97 9:52p Hoffoss - * Implemented arrival location, distance, and anchor in Fred. - * - * 60 8/22/97 4:16p Hoffoss - * added support for arrival and departure info in ship editor using - * wing's info if editing marked ships in a wing instead of using ship's. - * - * 59 8/21/97 3:20p Duncan - * Fixed bug in wing renaming when a player is in the wing. - * - * 58 8/19/97 1:44p Hoffoss - * Fixed bug with updating too quickly (i.e. via prev and next buttons). - * - * 57 8/15/97 5:14p Hoffoss - * Completely changed around how initial orders dialog worked. It's - * pretty awesome now. - * - * 56 8/15/97 11:24a Hoffoss - * Changed order of events. - * - * 55 8/13/97 11:31p Hoffoss - * Added bound checking on min/max wave delay. - * - * 54 8/13/97 11:22p Hoffoss - * Implemented wave delay min and max in Fred. - * - * 53 8/12/97 7:17p Hoffoss - * Added previous button to ship and wing editors. - * - * 52 8/12/97 6:32p Hoffoss - * Added code to allow hiding of arrival and departure cues in editors. - * - * 51 8/12/97 3:33p Hoffoss - * Fixed the "press cancel to go to reference" code to work properly. - * - * 50 8/12/97 1:55a Hoffoss - * Made extensive changes to object reference checking and handling for - * object deletion call. - * - * 49 8/10/97 4:22p Hoffoss - * Made main display update when ships or wings are renamed. - * - * 48 8/08/97 10:00a Hoffoss - * Added protection from threshold being equal or higher than the number - * of ships in a wing. - * - * 47 8/01/97 2:45p Hoffoss - * Fixed bug with no new item in MFC CTreeCtrl selection changed message. - * Throught it shouldn't happen, but Whiteside made it happen. - * - * 46 7/30/97 5:23p Hoffoss - * Removed Sexp tree verification code, since it duplicates normal sexp - * verification, and is just another set of code to keep maintained. - * - * 45 7/30/97 12:31p Hoffoss - * Made improvements to ship goals editor (initial orders) to disallow - * illegal orders. - * - * 44 7/28/97 2:28p Hoffoss - * Added bypasses to MFC integer validation routines. - * - * 43 7/25/97 2:40p Hoffoss - * Fixed bug in sexp tree selection updating handling. - * - * 42 7/24/97 4:44p Hoffoss - * Added sexp help to more dialogs, and changed made some changes to make - * it work correctly for ship and wing editors. - * - * 41 7/18/97 2:05p Hoffoss - * Fixed some bugs BoundsChecker turned up. - * - * 40 7/16/97 6:30p Hoffoss - * Added icons to sexp trees, mainly because I think they will be required - * for drag n drop. - * - * 39 7/09/97 2:38p Allender - * organized ship/wing editor dialogs. Added protect ship and ignore - * count checkboxes to those dialogs. Changed flag code for - * parse_objects. Added unprotect sexpressions - * - * 38 7/08/97 10:15a Allender - * making ships/wings reinforcements now do not set the arrival cue to - * false. A reinforcement may only be available after its arrival cue is - * true - * - * 37 7/02/97 3:30p Hoffoss - * Put in code to validate and bash if necessary the wing wave threshold. - * - * 36 6/18/97 3:07p Hoffoss - * Wing ship names are 1 indexes instead of 0 indexed now. - * - * 35 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 34 5/30/97 11:33a Allender - * more hotkey combo box stuff - * - * 33 5/23/97 1:53p Hoffoss - * Fixed problems with modeless dialog updating. It won't get caught in - * an infinate loop anymore, but still gives an error warning 3 times when - * using cancel and trying to switch window focus to main window. Don't - * know if I can fix that, but it's not too critical right now. - * - * 32 5/01/97 4:15p Hoffoss - * Fixed bugs. - * - * 31 4/28/97 2:37p Hoffoss - * Added hotkey editing to Fred for ships and wings. - * - * 30 4/23/97 11:55a Hoffoss - * Fixed many bugs uncovered while trying to create Mission 6. - * - * 29 4/07/97 1:53p Hoffoss - * Fixed a few bugs, and added sexp chain duplicating for object - * duplicating. - * - * 28 4/03/97 11:35a Hoffoss - * Fixed bugs: viewpoint didn't reset, initial orders not updated when - * referenced ship is renamed or deleted. - * - * 27 4/01/97 5:15p Hoffoss - * Fixed errors in max length checks, renaming a wing now renames the - * ships in the wing as well, as it should. - * - * 26 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 25 3/17/97 4:29p Hoffoss - * Automated player's wing flaging as a starting player wing. - * - * 24 3/05/97 10:54a Hoffoss - * removed special arrival/departure cue token usage in wing editor. - * - * 23 2/28/97 11:31a Hoffoss - * Implemented modeless dialog saving and restoring, and changed some - * variables names. - * - * 22 2/27/97 3:16p Allender - * major wing structure enhancement. simplified wing code. All around - * better wing support - * - * 21 2/24/97 5:38p Hoffoss - * Added dialog box to name a wing at creation, code to change ship names - * to match wing name, and code to maintain these ship names. - * - * 20 2/21/97 5:34p Hoffoss - * Added extensive modification detection and fixed a bug in initial - * orders editor. - * - * 19 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 18 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "stdafx.h" #include "MainFrm.h" diff --git a/fs2_open/code/fred2/wing_editor.h b/fs2_open/code/fred2/wing_editor.h index 41ffcdc627..5d67c90d0a 100644 --- a/fs2_open/code/fred2/wing_editor.h +++ b/fs2_open/code/fred2/wing_editor.h @@ -7,132 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FRED2/wing_editor.h $ - * $Revision: 1.3 $ - * $Date: 2006-05-30 05:37:29 $ - * $Author: Goober5000 $ - * - * Wing editor dialog box handler code - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/01/19 02:27:32 Goober5000 - * import FRED2 back into fs2_open module - * --Goober5000 - * - * Revision 1.5 2005/07/13 02:40:50 Goober5000 - * remove PreProcDefine #includes in FRED - * --Goober5000 - * - * Revision 1.4 2004/09/29 17:26:33 Kazan - * PreProfDefines.h includes for fred2 - * - * Revision 1.3 2003/01/06 20:49:15 Goober5000 - * FRED2 support for wing squad logos - look in the wing editor - * --Goober5000 - * - * Revision 1.2 2002/08/15 01:06:34 penguin - * Include filename reorg (to coordinate w/ fs2_open) - * - * Revision 1.1.1.1 2002/07/15 03:11:04 inquisitor - * Initial FRED2 Checking - * - * - * 2 10/07/98 6:28p Dave - * Initial checkin. Renamed all relevant stuff to be Fred2 instead of - * Fred. Globalized mission and campaign file extensions. Removed Silent - * Threat specific code. - * - * 1 10/07/98 3:01p Dave - * - * 1 10/07/98 3:00p Dave - * - * 35 3/16/98 8:27p Allender - * Fred support for two new AI flags -- kamikaze and no dynamic goals. - * - * 34 2/23/98 9:48p Allender - * added no arrival/departure warps to wings - * - * 33 11/25/97 10:03a Allender - * added no arrival message checkbox to wing editor - * - * 32 11/25/97 9:42a Hoffoss - * Removed starting wing checkbox from wing editor. - * - * 31 11/13/97 4:14p Allender - * automatic assignment of hotkeys for starting wings. Appripriate - * warnings when they are incorrectly used. hotkeys correctly assigned to - * ships/wing arriving after mission start - * - * 30 11/11/97 2:13p Allender - * docking bay support for Fred and FreeSpace. Added hook to ai code for - * arrival/departure from dock bays. Fred support now sufficient. - * - * 29 11/10/97 10:13p Allender - * added departure anchor to Fred and FreeSpace in preparation for using - * docking bays. Functional in Fred, not in FreeSpace. - * - * 28 10/14/97 5:33p Hoffoss - * Added Fred support (and fsm support) for the no_arrival_music flags in - * ships and wings. - * - * 27 8/30/97 9:52p Hoffoss - * Implemented arrival location, distance, and anchor in Fred. - * - * 26 8/22/97 4:16p Hoffoss - * added support for arrival and departure info in ship editor using - * wing's info if editing marked ships in a wing instead of using ship's. - * - * 25 8/13/97 11:22p Hoffoss - * Implemented wave delay min and max in Fred. - * - * 24 8/12/97 7:17p Hoffoss - * Added previous button to ship and wing editors. - * - * 23 8/12/97 6:32p Hoffoss - * Added code to allow hiding of arrival and departure cues in editors. - * - * 22 7/25/97 2:40p Hoffoss - * Fixed bug in sexp tree selection updating handling. - * - * 21 7/09/97 2:38p Allender - * organized ship/wing editor dialogs. Added protect ship and ignore - * count checkboxes to those dialogs. Changed flag code for - * parse_objects. Added unprotect sexpressions - * - * 20 6/05/97 6:10p Hoffoss - * Added features: Autosaving, object hiding. Also fixed some minor bugs. - * - * 19 5/30/97 11:33a Allender - * more hotkey combo box stuff - * - * 18 5/23/97 1:53p Hoffoss - * Fixed problems with modeless dialog updating. It won't get caught in - * an infinate loop anymore, but still gives an error warning 3 times when - * using cancel and trying to switch window focus to main window. Don't - * know if I can fix that, but it's not too critical right now. - * - * 17 4/28/97 2:37p Hoffoss - * Added hotkey editing to Fred for ships and wings. - * - * 16 3/20/97 3:55p Hoffoss - * Major changes to how dialog boxes initialize (load) and update (save) - * their internal data. This should simplify things and create less - * problems. - * - * 15 2/20/97 4:03p Hoffoss - * Several ToDo items: new reinforcement clears arrival cue, reinforcement - * control from ship and wing dialogs, show grid toggle. - * - * 14 2/17/97 5:28p Hoffoss - * Checked RCS headers, added them were missing, changing description to - * something better, etc where needed. - * - * $NoKeywords: $ - */ + #include "Sexp_tree.h" diff --git a/fs2_open/code/freespace2/freespace.cpp b/fs2_open/code/freespace2/freespace.cpp index 099838ba6d..78bb21c16e 100644 --- a/fs2_open/code/freespace2/freespace.cpp +++ b/fs2_open/code/freespace2/freespace.cpp @@ -7,1717 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $ - * $Revision: 2.243.2.54 $ - * $Date: 2007-12-31 01:29:39 $ - * $Author: wmcoolmon $ - * - * FreeSpace main body - * - * $Log: not supported by cvs2svn $ - * Revision 2.243.2.53 2007/12/30 15:29:21 wmcoolmon - * Separate cockpit model support - * - * Revision 2.243.2.52 2007/11/22 04:43:47 taylor - * cleanup/fixage for fade in/out function (Mantis #1186) - * - * Revision 2.243.2.51 2007/11/21 07:27:46 Goober5000 - * add Wing Commander Saga's fiction viewer - * - * Revision 2.243.2.50 2007/11/19 20:24:36 Goober5000 - * clean up the state machine logic for starting games - * - * Revision 2.243.2.49 2007/10/23 20:07:42 taylor - * reset Perspective_locked at the start of each mission so that view controls don't get locked until exit - * - * Revision 2.243.2.48 2007/10/15 06:43:09 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.243.2.47 2007/09/29 13:58:39 karajorma - * Fix the double respawn bug (Mantis 788) and hopefully the corresponding server Int3 (Mantis 1213) - * - * Revision 2.243.2.46 2007/09/04 00:08:50 Goober5000 - * fix the factoring on the shudder parameters (Mantis #1419) - * - * Revision 2.243.2.45 2007/09/03 22:19:55 Goober5000 - * re-add the code to disable the Windows key... this time, without slowing the system to a crawl when FSO is in the background - * - * Revision 2.243.2.44 2007/09/03 21:00:17 Goober5000 - * roll back the windows key hook for now - * - * Revision 2.243.2.43 2007/08/20 02:55:12 Goober5000 - * tweaky move - * - * Revision 2.243.2.41 2007/07/27 21:55:10 Goober5000 - * dork - * - * Revision 2.243.2.40 2007/07/23 16:08:25 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.243.2.39 2007/05/28 19:59:57 taylor - * various bits of clean up - * make stats printing a bit more sane - * printf out game version info to debug log (not very helpful, but might prove some use) - * - * Revision 2.243.2.38 2007/05/14 23:13:40 Goober5000 - * --grouped the shake/shudder code together a bit better - * --added a sexp to generate shudder - * --fixed a minor bug in lock-perspective - * - * Revision 2.243.2.37 2007/04/24 12:07:32 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.243.2.36 2007/04/11 18:21:22 taylor - * cleanup of chcksum stuff (works properly on 64-bit systems now) - * add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps) - * little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap) - * - * Revision 2.243.2.35 2007/02/20 04:19:10 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.243.2.34 2007/02/12 01:04:50 taylor - * make gr_create_shader() use ubyte's instead of float's, saves us the more expensive conversions since we already convert to ubyte anyway - * - * Revision 2.243.2.33 2007/02/11 09:35:11 taylor - * add VALID_FNAME() macro and put it around a few places (more to come) - * clean out some old variables - * move CLAMP() macro from opengl header to global header - * update COUNT_ESTIMATE to match new bmpman changes - * - * Revision 2.243.2.32 2007/02/10 00:17:39 taylor - * remove NO_SOUND - * - * Revision 2.243.2.31 2007/02/06 01:27:33 Goober5000 - * remove obsolete and unused shield flag - * - * Revision 2.243.2.30 2006/12/27 09:26:20 taylor - * fix OpenGL envmap "issues" (ie, stupid taylor stuff) - * get rid of that RCS_Name thing, CVS kept changing it automatically and it was getting /really/ annoying - * - * Revision 2.243.2.29 2006/12/20 11:22:21 karajorma - * Move the voice recognition init to stop Windows complaining and failing to init it. - * - * Revision 2.243.2.28 2006/11/15 00:49:41 taylor - * handle the video registry entry better - * support for new Windows window creation code - * various bits of minor cleanup - * - * Revision 2.243.2.27 2006/11/06 05:26:38 taylor - * fix some of the envmap issues - * - use proper hand-ness for OGL - * - fix distortion - * - get rid of extra index buffer requirement - * change starfield bitmaps to use an instance matrix rather than going through all the trouble of resetting the view matrix - * basic cleanup and get rid of a couple of struct/variable naming issues (compiler sanity) - * make double sure that we aren't using culling of z-buffering when rendering starfield bitmaps - * - * Revision 2.243.2.26 2006/11/01 06:12:59 taylor - * remove Assert() on Viewer_obj for supernova sun processing, it's not really needed and a NULL obj is easily dealt with by the code - * - * Revision 2.243.2.25 2006/10/27 21:39:27 taylor - * updated/fixed modelanim code - * - * Revision 2.243.2.24 2006/10/24 13:40:31 taylor - * fix loading callback issue in standalone - * - * Revision 2.243.2.23 2006/10/11 03:10:53 wmcoolmon - * Fix Freecamera forcing HUD draw bug. - * - * Revision 2.243.2.22 2006/09/24 22:53:22 taylor - * more standalone server fixes: - * - add some basic bmpman functionality to grstub, since it needs to do something at least - * - add missing gr_* function ptrs to grstrub - * - (re-)enable radar and hud setup functions that used to crash (problems are fixed now) - * - deal with default pilot file properly (also caused a bmpman headache) - * - don't bother with Multi_common_icons[] in standalone mode (they don't load, so don't let them unload either) - * - * Revision 2.243.2.21 2006/09/24 13:21:33 taylor - * small optimizations and code cleanup - * use the real frametime for FPS counter stuff, no reason to deal with time compression there (Mantis bug #1058) - * - * Revision 2.243.2.20 2006/09/20 04:55:12 taylor - * properly support 4gig of RAM, and don't totally freak out if user has more than that - * - * Revision 2.243.2.19 2006/09/13 03:08:09 taylor - * be sure that we still try to play a movie if we get to the cmd/brief screen right from another mission without debrief (Mantis bug 1043) - * - * Revision 2.243.2.18 2006/09/11 01:00:27 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.243.2.17 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.243.2.16 2006/08/22 05:45:15 taylor - * some fixes for the standalone server - * - get init order correct for lcl and std init - * - turn off some cmdlines that are just graphics related when Is_standalone - * - skip radar_mission_init() (may need to rethink that though, it's bound to cause problems) - * - * Revision 2.243.2.15 2006/08/19 04:37:00 taylor - * slight math optimizations - * reduce COUNT_ESTIMATE since I added more game_busy() calls for models and it threw off the loading bar - * - * Revision 2.243.2.14 2006/08/12 01:17:08 taylor - * default to 44100 sound sample rate (OpenAL tends to works much better with this) - * - * Revision 2.243.2.13 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 2.243.2.12 2006/08/05 10:40:22 karajorma - * Hopefully plug the possible memory leaks from not calling common_select_close() in red alerts and when exiting mission briefings - * - * Revision 2.243.2.11 2006/08/04 19:13:00 karajorma - * Fix a multiplayer crash if the server committed before the 2nd team captain unlocked. - * - * Revision 2.243.2.10 2006/07/13 22:11:36 taylor - * fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues - * - * Revision 2.243.2.9 2006/07/06 04:06:00 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.243.2.8 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 2.243.2.7 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.243.2.6 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.243.2.5 2006/06/18 17:20:32 taylor - * always try to use a mission specified envmap over the static-generated envmap (missed this commit a while ago) - * - * Revision 2.243.2.4 2006/06/15 01:29:25 Goober5000 - * tweaked the version string - * --Goober5000 - * - * Revision 2.243.2.3 2006/06/12 03:40:26 taylor - * sync up current OpenAL changes - * - "SoundDeviceOAL" reg option for user specified sound device (used instead of "Soundcard" for OpenAL) - * - reset current context when we are leaving, may be leaving drivers in a bad state, and it hasn't hung up in quite a while - * - if sound card (which DS or OAL) is set to "no sound" then be sure to disable both sound and music - * - * Revision 2.243.2.2 2006/06/07 03:54:29 wmcoolmon - * Scripting system prep for 3.6.9 - * - * Revision 2.246 2006/06/07 03:49:36 wmcoolmon - * Revert changes - * - * Revision 2.244 2006/06/03 11:54:33 taylor - * remove init_decals declaration, it's in the header now since we build without decal support - * - * Revision 2.243 2006/05/27 17:12:44 taylor - * NO_DIRECT3D support - * clean up video init stuff to use D3D if specified but always OGL otherwise (using NO_DIRECT3D will force always force OGL) - * if video card reg entry can't be found just use OGL rather than getting all freaky on people - * change for geometry batcher update - * - * Revision 2.242 2006/05/13 07:29:51 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.241 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.240 2006/04/15 04:17:58 phreak - * use gr_flash_alpha() for fade-in/fade-out effect. - * just using gr_shade() will not work with the hud off or using an external camera. - * - * Revision 2.239 2006/04/14 18:44:16 taylor - * remove all of the *_ex() parsing functions added for use by EFFs - * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old - * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore - * (should work ok with FRED2, but I wasn't able to test it) - * - * Revision 2.238 2006/04/12 22:23:40 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.237 2006/04/12 00:55:16 taylor - * that's a rather expensive function to call twice per frame, we should only need to call it once per mission and not ever have to reset it to some middle value - * - * Revision 2.236 2006/04/09 19:50:19 phreak - * undo mission list changes for now while taylor is out of town and unable to commit the rest of the codebase. - * - * Revision 2.235 2006/04/06 23:25:17 taylor - * perhaps this will fix the white splash screen issue on Windows (been sitting on this, might as well commit it) - * - * Revision 2.234 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.233 2006/03/26 08:23:06 taylor - * split pause_*() and multi_pause_*() functions into individual single and multi versions (why it was hacked up like that I'll never know) - * fix screen save in multi pause mode - * address some bmpman issues from interface graphics getting released and then still used by something else - * - * Revision 2.232 2006/03/25 10:40:38 taylor - * don't run through game_shade_frame() every frame unless we are in a game-play state - * - * Revision 2.231 2006/03/18 22:00:43 Goober5000 - * fix comm order initialization bug - * --Goober5000 - * - * Revision 2.230 2006/03/18 10:17:59 taylor - * we already have a variable to show the framerate so lets just use the one - * - * Revision 2.229 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 2.228 2006/02/25 06:57:58 wmcoolmon - * Fix no text for splash screen scripting problem - * - * Revision 2.227 2006/02/24 07:34:07 taylor - * fix custom loading screens that I manage to break yet again - * add a "MaxFPS" registry/ini option to specify a FPS cap, useful if you can't make use of v-sync for some reason - * - * Revision 2.226 2006/02/20 07:30:14 taylor - * updated to newest dynamic starfield code - * - this mainly is to just better support SEXP based starfield bitmap changes (preloading, better in-mission stuff loading) - * - also fixes index_buffer related double-free() - * - done waste memory for env index buffer if env is not enabled - * - address a couple of bm load/release issues and comment a little to tell why - * - * Revision 2.225 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.224 2006/01/31 06:42:00 wmcoolmon - * Scripting simulation hook; removed USE_LUA - * - * Revision 2.223 2006/01/30 06:28:47 taylor - * dynamic starfield bitmaps - * - * Revision 2.222 2006/01/22 01:26:15 taylor - * fix temp ptr warning, untested but could possibly be less error prone in some situations - * - * Revision 2.221 2006/01/21 02:22:04 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 2.220 2006/01/20 06:26:41 Goober5000 - * sorted the #include listing again - * --Goober5000 - * - * Revision 2.219 2006/01/19 22:25:01 wmcoolmon - * Faster object handles - * - * Revision 2.218 2006/01/19 20:18:11 wmcoolmon - * More Lua checks; added Lua vector object; better operator support. - * - * Revision 2.217 2006/01/19 03:15:31 phreak - * obj_script_set_global() should have an #ifdef/#endif USE_LUA pair in the function body. - * - * Revision 2.216 2006/01/17 07:28:39 wmcoolmon - * Better state handling; added GameInit hook - * - * Revision 2.215 2006/01/17 02:33:20 wmcoolmon - * data/scripts directory - * - * Revision 2.214 2006/01/16 11:16:07 wmcoolmon - * Use obj_script_set_global for "plr" and "slf"; remove Lua variable if variable goes to NULL - * - * Revision 2.213 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.212 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.211 2006/01/14 10:35:41 wmcoolmon - * Allow RunByteCode to return an argument - * - * Revision 2.210 2006/01/14 09:21:27 wmcoolmon - * New Lua feature - globals control. - * - * Revision 2.209 2006/01/13 04:46:17 wmcoolmon - * More scripting stuff - * - * Revision 2.208 2006/01/12 17:42:55 wmcoolmon - * Even more scripting stuff. - * - * Revision 2.207 2006/01/12 04:18:10 wmcoolmon - * Finished committing codebase - * - * Revision 2.206 2006/01/11 05:40:59 taylor - * use cf_find_file_location() check instead of cfopen() for has_sparky_hi check - * - * Revision 2.205 2006/01/11 01:35:53 wmcoolmon - * Complete the HUD scripting hook. (Eight lines of code, and I still miss three of them. :P - * - * Revision 2.204 2006/01/10 18:37:46 randomtiger - * Improvements to voice recognition system. - * Also function put on -voicer launcher option. - * - * Revision 2.203 2006/01/09 04:51:04 phreak - * fix compile warnings. - * - * Revision 2.202 2006/01/03 17:07:10 randomtiger - * Added voice recognition functionality for Visual C6 project only. - * Currently still a work in progress. - * - * Revision 2.201 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.200 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.199 2005/12/06 03:13:49 taylor - * fix quite a few CFILE issues: - * use #define's for path lengths when possible so it's easier to move between functions - * fix huge Cfile_stack[] issue (how the hell did that get through :v: QA?) - * add Int3() check on cfopen() so it's easier to know if it get's called before cfile is ready to use - * move path separators to pstypes.h - * fix possible string overruns when setting up CFILE roots - * make sure we don't try to init current directory again thinking it's a CD-ROM - * add the list of VP roots to debug log, this will undoubtedly be useful - * when -nosound is use go ahead and set -nomusic too to both checks are correct - * add list of cmdline options to debug log - * fix possible overwrite issues with get_version_string() and remove '(fs2_open)' from string plus change OGL->OpenGL, D3D->Direct3D - * - * Revision 2.198 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.197 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.196 2005/11/21 00:46:06 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.195 2005/11/17 02:29:21 taylor - * pretty sure my brain wasn't working that day - * - * Revision 2.194 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.193 2005/10/30 20:00:22 taylor - * same basic cleanup and self-sanity changes - * split up WinMain() and main() so it doesn't resemble ifdef hell - * rename WinMainSub() to game_main() and move anything that should have been in WinMain() to WinMain() - * - * Revision 2.192 2005/10/30 06:44:56 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.191 2005/10/23 20:34:29 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 2.190 2005/10/22 20:17:18 wmcoolmon - * mission-set-nebula fixage; remainder of python code - * - * Revision 2.189 2005/10/17 05:48:17 taylor - * dynamically allocate object collision pairs - * - * Revision 2.188 2005/10/15 20:53:28 taylor - * properly handle cases where bm_make_render_target() might have failed - * - * Revision 2.187 2005/10/11 08:30:36 taylor - * fix memory freakage from dynamic spawn weapon types - * - * Revision 2.186 2005/10/11 07:43:09 wmcoolmon - * Topdown updates - * - * Revision 2.185 2005/10/10 17:16:21 taylor - * remove NO_NETWORK - * whether multi is disabled or not is now determined at runtime - * clean out some crap and old debug messages that were littered about - * - * Revision 2.184 2005/10/09 08:03:19 wmcoolmon - * New SEXP stuff - * - * Revision 2.183 2005/09/30 09:47:06 taylor - * remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it - * add -cache_bitmaps and have bitmap caching between levels off by default - * when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise - * - * Revision 2.182 2005/09/27 05:25:18 Goober5000 - * initial commit of basic IFF code - * --Goober5000 - * - * Revision 2.181 2005/09/26 02:15:02 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.180 2005/09/25 18:44:51 taylor - * fix Subsys_status leak, wasn't a problem in game but can be touchy on exit - * - * Revision 2.179 2005/09/25 08:25:14 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.178 2005/09/25 05:13:05 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.177 2005/09/18 20:41:10 wmcoolmon - * Fixed silly i variable placement mistake - * - * Revision 2.176 2005/09/06 00:32:19 Kazan - * fixed a bug related to multiplayer table validation and modular tables - * - * Revision 2.175 2005/09/05 09:38:18 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.174 2005/08/26 00:56:17 taylor - * send out multi pings during level load to prevent timeouts on slower computers (does not break network compatibility with older, or retail, clients/servers) - * - * Revision 2.173 2005/08/25 22:40:02 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.172 2005/08/20 20:34:49 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.171 2005/08/14 17:20:55 Kazan - * diabled NEW_MALLOC on windows - it was causing crashing - must have been corrupting it's own heap - * - * Revision 2.170 2005/08/11 12:22:26 taylor - * don't do any ambient sound or music stuff in game_pause()/unpause() on options screens when in mission so we can - * avoid having mainhall ambient sounds and music start playing and then not stop until you exit the mission - * - * Revision 2.169 2005/07/25 05:55:40 Goober5000 - * forgot this - * --Goober5000 - * - * Revision 2.168 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.167 2005/07/18 14:09:03 taylor - * better "is_640x480" detection, 800x600 res was using GR_1024 where it should have used GR_640 - * - * Revision 2.166 2005/07/18 03:44:00 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.165 2005/07/16 07:03:49 wmcoolmon - * Unlike my previous commit, this one does not cause a segmentation - * fault. :) - * - * Revision 2.164 2005/07/15 23:19:10 wmcoolmon - * I can't compile the source to test this, but this should switch the - * hi-res check to "2_ChoosePilot-m" rather than sparky_hi_fs2. - * - * Revision 2.163 2005/07/13 02:50:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.162 2005/07/13 02:30:52 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.161 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.160 2005/07/09 04:34:43 taylor - * make sure to tack on a / on the dot dir so that recursive directory making will work properly (code thought it was a file rather than a dir) - * - * Revision 2.159 2005/07/07 16:33:39 taylor - * add value of GL_vertex_data_in to OGL card memory usage - * - * Revision 2.158 2005/06/22 15:16:40 taylor - * make sure we only have one extension on mission names - * - * Revision 2.157 2005/06/19 09:00:09 taylor - * minor sanity checking for geometry_batcher - * make particle batchers allocate dynamically - * handle cases where a particle graphic couldn't be loaded - * - * Revision 2.156 2005/06/19 02:28:55 taylor - * add a _fast version of bm_unload() to be used in modelinterp and future graphics API code - * clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer) - * NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer) - * fix jumpnode code to catch model errors and close a memory leak - * make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise - * don't show hardware sound RAM when using OpenAL build, it will always be 0 - * print top-right memory figures in debug builds slighly further over when 1024+ res - * - * Revision 2.155 2005/06/03 06:39:25 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.154 2005/06/03 02:28:54 wmcoolmon - * Small extern fix - * - * Revision 2.153 2005/05/30 05:30:02 taylor - * make sure we stop mission in the redalert case too - * - * Revision 2.152 2005/05/15 21:40:31 phreak - * custom loading screen fixage. - * - * Revision 2.151 2005/05/13 20:55:19 phreak - * possible fix for seeing suns through ships. shouldn't break anything. - * - * Revision 2.150 2005/05/12 17:40:48 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * use correct GL VRAM texture number in OGL mode rather than the D3D number - * - * Revision 2.149 2005/05/12 03:51:17 Goober5000 - * whoops - * --Goober5000 - * - * Revision 2.148 2005/05/11 02:16:17 phreak - * clean out some old code - * - * Revision 2.147 2005/05/11 02:15:07 phreak - * fix the problem where the fade in/out doesn't work if looking at a sun. - * - * Revision 2.146 2005/05/08 20:39:10 wmcoolmon - * Code betterness - * - * Revision 2.145 2005/05/08 20:33:42 wmcoolmon - * Turret debugging code; Medals stuff; GUI_system change - * - * Revision 2.144 2005/04/28 05:29:29 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.143 2005/04/25 00:21:30 wmcoolmon - * Center title screen, removal of unnecessary #ifdefs - * - * Revision 2.142 2005/04/21 15:58:07 taylor - * initial changes to mission loading and status in debug builds - * - move bmpman page in init to an earlier stage to avoid unloading sexp loaded images - * - small changes to progress reports in debug builds so that it's easier to tell what's slow - * - initialize the loading screen before mission_parse() so that we'll be about to get a more accurate load time - * fix memory leak in gamesnd (yes, I made a mistake ;)) - * make sure we unload models on game shutdown too - * - * Revision 2.141 2005/04/16 03:36:12 wmcoolmon - * Minor changes; made even more fields in ships.tbl optional. - * - * Revision 2.140 2005/04/15 06:59:05 wmcoolmon - * One final oops (hopefully). - * - * Revision 2.139 2005/04/12 02:10:09 phreak - * ambient light is set in mission - * - * Revision 2.138 2005/04/11 05:45:38 taylor - * _endthread() doesn't take an argument so do support one (Jens Granseuer) - * debug variable fixes in freespace.cpp (Jens Granseuer) - * as a safety catch we should Assert() on future usage of things we don't yet support in *nix _splitpath() - * - * Revision 2.137 2005/04/05 05:53:16 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.136 2005/03/25 06:57:33 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.135 2005/03/24 23:31:45 taylor - * make sounds.tbl dynamic - * "filename" will never be larger than 33 chars so having it 260 is a waste (freespace.cpp) - * - * Revision 2.134 2005/03/16 01:35:58 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.133 2005/03/14 06:36:30 wmcoolmon - * Added memory display thingy to loading screen, if command line is specified and build is a debug build. Also made screenshots go up to 9999 - * - * Revision 2.132 2005/03/13 08:04:43 taylor - * fix various compiler warning messages - * make sure screenshot count doesn't get too high - * fix movies playing twice in redalert missions - * reset time compression for redalert missions and cmdbriefings, just in case - * - * Revision 2.131 2005/03/10 08:00:02 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.130 2005/03/07 13:10:20 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.129 2005/03/03 12:58:25 Kazan - * !Om_tracker_flag = non-pxo - * - * Revision 2.128 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.127 2005/03/03 05:32:11 taylor - * well that was good and wrong - * - * Revision 2.126 2005/03/02 21:24:43 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.125 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.124 2005/02/23 04:51:55 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.123 2005/02/14 23:54:10 taylor - * make loading screen shader a bit taller - * add i.o to credits for Linux and OSX code - * add libjpeg and ogg stuff to credits for license compliance - * replace an Int3() with a debug message in the hud code - * - * Revision 2.122 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.121 2005/01/30 09:27:39 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.120 2005/01/29 09:19:45 argv - * Fixed compile errors due to several source files not having been updated to - * reference "Min/Max_draw_distance" instead of "MIN/MAX_DRAW_DISTANCE". - * - * -- _argv[-1] - * - * Revision 2.119 2005/01/16 22:39:08 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.118 2005/01/08 10:00:59 wmcoolmon - * Sound quality in FreeSpace 2 is now controlled by SoundSampleBits, and SoundSampleRate. Also, some sounds will use hardware rather than software buffers if available. - * - * Revision 2.117 2005/01/01 07:18:47 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.116 2004/12/25 09:28:41 wmcoolmon - * Sync to current NEW_HUD code - * - * Revision 2.115 2004/12/25 09:24:54 wmcoolmon - * Fix to modular tables workaround with Fs2NetD - * - * Revision 2.114 2004/12/10 17:21:00 taylor - * dymanic allocation of Personas - * - * Revision 2.113 2004/12/02 11:18:14 taylor - * make OGL use same gamma reg setting as D3D since it's the same ramp - * have OGL respect the -no_set_gamma cmdline option - * reset gamma to default on OGL exit to make sure the desktop doesn't stay wrong - * - * Revision 2.112 2004/11/26 08:41:11 taylor - * couple of LAN game vs. FS2NetD fixes - * - * Revision 2.111 2004/10/31 21:31:34 taylor - * bump COUNT_ESTIMATE, reset time compression at the start of a mission, new pilot file support, add feature_disabled popup - * - * Revision 2.110 2004/08/23 07:48:08 Goober5000 - * fix0red some warnings - * --Goober5000 - * - * Revision 2.109 2004/08/05 02:15:27 phreak - * forgot to commit orb change - * - * Revision 2.108 2004/07/26 21:19:05 Goober5000 - * updated launcher link - * --Goober5000 - * - * Revision 2.107 2004/07/26 20:47:28 Kazan - * remove MCD complete - * - * Revision 2.106 2004/07/26 17:54:04 Kazan - * Autopilot system completed -- i am dropping plans for GUI nav map - * Fixed FPS counter during time compression - * - * Revision 2.105 2004/07/18 04:07:26 Kazan - * nothing major - * - * Revision 2.104 2004/07/17 18:46:06 taylor - * various OGL and memory leak fixes - * - * Revision 2.103 2004/07/12 16:32:46 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.102 2004/07/12 03:19:15 Kazan - * removed a couple pointless useless messages from the debug console - * - * Revision 2.101 2004/07/11 03:22:47 bobboau - * added the working decal code - * - * Revision 2.100 2004/07/08 22:08:21 wmcoolmon - * Moved set_current_hud, as well as added a conditional to hud_positions_it; it shouldn't and won't be executed on a standalone server. - * - * Revision 2.99 2004/07/01 16:38:18 Kazan - * working on autonav - * - * Revision 2.98 2004/07/01 02:06:31 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.97 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.96 2004/06/22 23:14:09 wmcoolmon - * Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code. - * OGG code has been commented out, so you don't need the SDK yet. - * - * Revision 2.95 2004/06/19 12:45:47 randomtiger - * Changed startup code to catch D3D9 request from launcher. - * No actual startup code has been implemented. - * - * Revision 2.94 2004/06/18 04:59:53 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.93 2004/05/30 08:04:48 wmcoolmon - * Final draft of the HUD parsing system structure. May change how individual coord positions are specified in the TBL. -C - * - * Revision 2.92 2004/05/27 00:49:25 wmcoolmon - * Made HUD.tbl obsolete. Info is now taken directly from $Shield_icon in ships.tbl - * Now this table can be used for something more useful...say, hud gauge positions? - * - * Revision 2.91 2004/05/03 21:22:20 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.90 2004/04/27 20:41:58 taylor - * add NULL check to game_hacked_data() to prevent crash - * - * Revision 2.89 2004/04/26 18:23:48 Kazan - * -no_fps_capping - * - * Revision 2.88 2004/04/26 00:25:08 taylor - * don't preload every sound (fixes some slowdowns), snd_preload option support - * - * Revision 2.87 2004/04/14 23:17:26 taylor - * let language reg setting override auto detection - * - * Revision 2.86 2004/04/08 05:00:13 righteous1 - * Backing out mainhall audio fix attempt. - * - * Revision 2.85 2004/04/07 03:31:53 righteous1 - * Updated to add alt_tab_pause() function to draw pause screen and discontinue sounds when the game is minimized. -R1 - * - * Revision 2.84 2004/03/30 08:30:38 taylor - * handle movie file extensions better - * - * Revision 2.83 2004/03/28 17:49:54 taylor - * runtime language selection, mantis:0000133 - * - * Revision 2.82 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.81 2004/03/19 14:51:55 randomtiger - * New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system. - * - * Revision 2.80 2004/03/16 18:37:02 randomtiger - * Added new launcher flag construction code. - * - * Revision 2.79 2004/03/08 22:16:32 phreak - * fugly hack to get skyboxes working in HT&L. please port stars_draw() to use HT&L - * so this hack can be removed - * - * Revision 2.78 2004/03/08 22:02:38 Kazan - * Lobby GUI screen restored - * - * Revision 2.77 2004/03/08 18:36:20 randomtiger - * Added complete stub system to replace software. - * - * Revision 2.76 2004/03/07 23:07:19 Kazan - * [Incomplete] Readd of Software renderer so Standalone server works - * - * Revision 2.75 2004/03/05 21:19:38 Kazan - * Fixed mission validation (was returning false positives) - * - * Revision 2.74 2004/03/05 09:02:01 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.73 2004/02/20 18:04:27 randomtiger - * Changed memory leak detection to happen after atexit all other calls. - * This will mean it doesn't report leaks that are cleared by just before the game quits by preset functions. - * - * Revision 2.72 2004/02/20 04:29:53 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.71 2004/02/16 21:22:15 randomtiger - * Use _REPORT_MEM_LEAKS compile flag in code.lib to get a report of memory leaks from malloc calls. - * - * Revision 2.70 2004/02/16 11:47:32 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.69 2004/02/14 00:18:30 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.68 2004/01/29 01:34:01 randomtiger - * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. - * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. - * - * Revision 2.67 2004/01/24 15:52:25 randomtiger - * I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window. - * In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from. - * - * Revision 2.66 2004/01/23 00:14:27 randomtiger - * Fixed serious memory leak causes by use of -pcx32 flag - * - * Revision 2.65 2004/01/21 17:32:05 phreak - * added version string message if build is an inferno build - * - * Revision 2.64 2003/12/03 19:27:00 randomtiger - * Changed -t32 flag to -jpgtga - * Added -query_flag to identify builds with speech not compiled and other problems - * Now loads up launcher if videocard reg entry not found - * Now offers to go online to download launcher if its not present - * Changed target view not to use lower res texture, hi res one is already chached so might as well use it - * - * Revision 2.63 2003/11/29 10:52:09 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.62 2003/11/19 20:37:23 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.61 2003/11/17 06:52:51 bobboau - * got assert to work again - * - * Revision 2.60 2003/11/16 04:09:25 Goober5000 - * language - * - * Revision 2.59 2003/11/11 03:56:10 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.58 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.57 2003/11/10 02:44:36 matt - * Fixed the projection matrix issues -Sticks - * - * Revision 2.56 2003/11/09 06:31:39 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.55 2003/11/07 18:31:02 randomtiger - * Fixed a nohtl call to htl funcs (crash with NULL pointer) - * Fixed a bug with 32bit PCX code. - * Fixed a bug in the d3d_string batch system that was messing up screen shaking. - * Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system. - * Put in a higher res icon until we get something better sorted out. - * - * Revision 2.54 2003/11/06 22:47:37 phreak - * added gr_start_**_matrix() and gr_end_**_matrix() around where 3d stuff is rendered - * - * Revision 2.53 2003/10/29 02:09:17 randomtiger - * Updated timerbar code to work properly, also added support for it in OGL. - * In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it. - * Also updated some more D3D device stuff that might get a bit more speed out of some cards. - * - * Revision 2.52 2003/10/27 23:04:21 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.51 2003/10/26 00:31:58 randomtiger - * Fixed hulls not drawing (with Phreaks advise). - * Put my 32bit PCX loading under PCX_32 compile flag until its working. - * Fixed a bug with res 640x480 I introduced with my non standard mode code. - * Changed JPG and TGA loading command line param to "-t32" - * - * Revision 2.50 2003/10/16 17:36:29 randomtiger - * D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything. - * Put in Bobs specular fog fix. - * - * Revision 2.49 2003/10/16 00:17:12 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.48 2003/10/15 22:03:24 Kazan - * Da Species Update :D - * - * Revision 2.47 2003/10/14 17:39:12 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.46 2003/09/26 14:37:13 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.45 2003/09/25 21:12:23 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.44 2003/09/24 19:35:57 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.43 2003/09/23 02:42:52 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.42 2003/09/14 19:01:16 wmcoolmon - * Changed "cell" to "Cmdline_cell" -C - * - * Revision 2.41 2003/09/07 18:14:52 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.40 2003/09/05 04:25:29 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.39 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.38 2003/08/21 20:54:38 randomtiger - * Fixed switching - RT - * - * Revision 2.37 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.36 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.35 2003/08/09 06:07:23 bobboau - * slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported - * - * Revision 2.34 2003/08/06 17:42:47 phreak - * since the launcher has a space between 1024 and 768 for the videocard string, i changed the detection to reflect this - * also changed intro.mve to intro.avi since we can't use MVEs - * - * Revision 2.33 2003/07/06 00:19:24 randomtiger - * Random Tiger 6/7/2003 - * - * fs2_open now uses the registry entry 'VideocardFs2open' instead of 'Videocard' to store its video settings. To run fs2_open now you MUST use the launcher I have provided. - * - * Launcher binary: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher.rar - * Launcher source code: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher_code.rar - * - * I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier. - * - * The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted. - * - * I have also removed the internal launcher from the D3D8 module. - * Please contact me if you have any problems. - * - * When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out. - * - * Revision 2.32 2003/05/21 20:26:07 phreak - * improved chase camera code.. you can now fight using this camera - * - * Revision 2.31 2003/05/09 23:54:59 phreak - * game_loading_callback_init() now displays a user-defined loading screen - * - * Revision 2.30 2003/03/29 08:52:59 sesquipedalian - * Added is-missile-locked sexp - * - * Revision 2.29 2003/03/22 06:11:51 Goober5000 - * added play-sound-from-table, play-sound-from-file, and close-sound-from-file - * --Goober5000 - * - * Revision 2.28 2003/03/18 10:07:01 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.27 2003/03/02 05:23:34 penguin - * 1. Renamed or, og, ob vars to o_r, o_g, o_b ("or" caused gcc to choke). - * 2. Added #ifndef NO_SOFTWARE_RENDERING around software rendering code - * 3. Added #ifdef _MSC_VER around MSVC-specific exception handing code - * - penguin - * - * Revision 2.26 2003/02/23 20:55:57 wmcoolmon - * Refixed the splash screen loading code so that it still works with the demo VPs (Loading "2_PreLoad" and "PreLoad") and put logo support back in. Logo support does nothing unless "PreLoadLogo" and/or"2_PreLoadLogo" exist within the search path. - * - * Revision 2.25 2003/02/16 19:00:56 phreak - * stupid typo -- my bad - * - * Revision 2.24 2003/02/16 18:53:59 phreak - * fixed around splash screen - * 2_splash.pcx is loaded in 1024x768 - * splash.pcx is loaded in 640x480 or 2_splash.pcx isn't found - * - * Revision 2.23 2003/01/30 23:18:21 phreak - * cleaned up debug output - * - * Revision 2.22 2003/01/26 20:04:32 wmcoolmon - * Minor mod to preload screen code, added separate 1024x768 logo - * -C - * - * Revision 2.21 2003/01/26 02:58:33 wmcoolmon - * Added title screen support to retail version. When FS2 loads, it will build a list of PCX files in the current directory, then attempt to display one. If no PCX files exist, it will try to display one of the title screens defined in the code. FreeSpace 2 will then attempt to superimpose a logo in the upper-left hand corner of the screen. If neither can be displayed, FS2 will function normally. - * - * Revision 2.20 2003/01/20 05:40:49 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.19 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.18 2003/01/15 21:26:35 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.17 2003/01/14 04:00:16 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.16 2002/12/21 13:39:03 DTP - * did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe - * - * Revision 2.15 2002/12/18 22:21:23 phreak - * tidied up game_init() a bit.. took out a bunch of unneeded ifdefs like E3_BUILD - * Added option to access OpenGL from the registry keys. searches for "OpenGL-" - * whoever is in charge of the launcher might want to know this. - * - * Revision 2.14 2002/11/18 21:34:16 phreak - * made ogl be used if "NDEBUG" is not defined and "USE_OPENGL" is defined - phreak - * - * Revision 2.13 2002/10/22 17:42:09 randomtiger - * Fixed lighting bug that caused special pause to crash on debug build. - * Also added TAB functionality for special pause that toggles HUD. - RT - * - * Revision 2.12 2002/10/19 03:50:28 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.11 2002/10/05 16:46:09 randomtiger - * Added us fs2_open people to the credits. Worth looking at just for that. - * Added timer bar code, by default its not compiled in. - * Use TIMEBAR_ACTIVE in project and dependancy code settings to activate. - * Added the new timebar files with the new code. - * - * Revision 2.10 2002/09/20 20:09:01 phreak - * did glare stuff in game_sunspot_process() - * - * - * - * Revision 2.51 2002/08/04 2`:08:55 PhReAk - * Draw mem usage - will be needed for increasing original limits - * - * Revision 2.51 2002/08/04 20:04:35 PhReAk - * Draw FPS when running debug build - * - * Revision 2.9 2002/08/28 10:51:04 randomtiger - * Woh! I sure didnt modify all these files it says I did. - * I will put this down to the branch! Note: I did start from a fresh checkout! - * - * Revision 2.8 2002/08/27 13:38:57 penguin - * Moved DirectX8 stuff to directx8 branch; reverted to previous - * - * Revision 2.6.2.6 2002/11/04 03:02:28 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.6.2.5 2002/10/26 09:55:41 unknownplayer - * - * Fixed the nebula flicker bug. Check the NO_DIRECT3D conditional compile - * sections in the future for bits of code which may cause problems due to hacks - * correcting for DirectX5 that no longer apply. - * - * Revision 2.6.2.4 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.6.2.2 2002/08/28 12:39:36 randomtiger - * OK, this should be a commit to the DX branch or Im going to be in a lot of trouble. - * The movie and dx8show files have been cleaned up big time. - * My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details. - * Aside from that a few changes to help the movie code work properly. - * Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2. - * Im going to leave this as a bug for now, serves you right for buying voodoo! - * - * Revision 2.6.2.1 2002/08/27 13:21:45 penguin - * Moved to directx8 branch - * - * Revision 2.7 2002/08/18 19:48:29 randomtiger - * Added new lib files: strmiids and ddraw to get dshow working - * Added new command line parameter to active direct show movie play: -dshowvid - * Uncommented movie_play calls and includes - * - * Revision 2.6 2002/08/13 03:34:00 penguin - * 1. Disable CD checking - * 2. Add CVS tag to version string - * - * Revision 2.5 2002/08/04 05:11:05 penguin - * Don't write version to registry; change way version string is formatted - * - * Revision 2.4 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.3 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.2 2002/07/22 01:39:24 penguin - * Added ifndef NO_STANDALONE - * - * Revision 2.1 2002/07/07 19:55:58 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.16 2002/06/03 03:39:28 mharris - * Added pause code back in (now that fAppActive is working, and we're - * getting the correct keycode for the pause key) - * - * Revision 1.15 2002/05/26 14:09:03 mharris - * Testing - * - * Revision 1.14 2002/05/21 15:38:49 mharris - * Minor debug tweaks - * - * Revision 1.13 2002/05/17 23:39:07 mharris - * temp workaround to test on linux - * - * Revision 1.12 2002/05/17 06:45:53 mharris - * More porting tweaks. It links! but segfaults... - * - * Revision 1.11 2002/05/17 02:57:52 mharris - * Rework that annoying try/catch block. Commented out most of it except - * when in WIN32. No exceptions are thrown anywhere; why do we need it? - * - * Revision 1.10 2002/05/16 00:41:00 mharris - * Added ifdef WIN32 around CD stuff. More NO_SOUND and NO_NETWORK - * tweaks. - * - * Revision 1.9 2002/05/15 14:59:29 mharris - * Added another ifndef NO_SOUND - * For non-Win32, use stat() rather than access() to check - * for sparky_hi_fs2.vp - * - * Revision 1.8 2002/05/13 21:43:37 mharris - * A little more network and sound cleanup - * - * Revision 1.7 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.6 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.5 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.4 2002/05/09 13:49:30 mharris - * Added ifndef NO_DIRECT3D - * - * Revision 1.3 2002/05/08 17:29:17 mharris - * more port tweaks - * - * Revision 1.2 2002/05/07 02:56:50 mharris - * porting... - * - * Revision 1.1 2002/05/02 18:03:06 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 201 6/16/00 3:15p Jefff - * sim of the year dvd version changes, a few german soty localization - * fixes - * - * 200 11/03/99 11:06a Jefff - * 1.2 checksums - * - * 199 10/26/99 5:07p Jamest - * fixed jeffs dumb debug code - * - * 198 10/25/99 5:53p Jefff - * call control_config_common_init() on startup - * - * 197 10/14/99 10:18a Daveb - * Fixed incorrect CD checking problem on standalone server. - * - * 196 10/13/99 9:22a Daveb - * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem - * related to movies. Fixed launcher spawning from PXO screen. - * - * 195 10/06/99 11:05a Jefff - * new oem upsell 3 hotspot coords - * - * 194 10/06/99 10:31a Jefff - * OEM updates - * - * 193 10/01/99 9:10a Daveb - * V 1.1 PATCH - * - * 192 9/15/99 4:57a Dave - * Updated ships.tbl checksum - * - * 191 9/15/99 3:58a Dave - * Removed framerate warning at all times. - * - * 190 9/15/99 3:16a Dave - * Remove mt-011.fs2 from the builtin mission list. - * - * 189 9/15/99 1:45a Dave - * Don't init joystick on standalone. Fixed campaign mode on standalone. - * Fixed no-score-report problem in TvT - * - * 188 9/14/99 6:08a Dave - * Updated (final) single, multi, and campaign list. - * - * 187 9/14/99 3:26a Dave - * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer - * respawn-too-early problem. Made a few crash points safe. - * - * 186 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 185 9/12/99 8:09p Dave - * Fixed problem where skip-training button would cause mission messages - * not to get paged out for the current mission. - * - * 184 9/10/99 11:53a Dave - * Shutdown graphics before sound to eliminate apparent lockups when - * Directsound decides to be lame. Fix TOPMOST problem with D3D windows. - * - * 183 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 182 9/08/99 10:29p Dave - * Make beam sound pausing and unpausing much safer. - * - * 181 9/08/99 10:01p Dave - * Make sure game won't run in a drive's root directory. Make sure - * standalone routes suqad war messages properly to the host. - * - * 180 9/08/99 3:22p Dave - * Updated builtin mission list. - * - * 179 9/08/99 12:01p Jefff - * fixed Game_builtin_mission_list typo on Training-2.fs2 - * - * 178 9/08/99 9:48a Andsager - * Add force feedback for engine wash. - * - * 177 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 176 9/13/99 2:40a Dave - * Comment in full 80 minute CD check for RELEASE_REAL builds. - * - * 175 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 174 9/06/99 1:30a Dave - * Intermediate checkin. Started on enforcing CD-in-drive to play the - * game. - * - * 173 9/06/99 1:16a Dave - * Make sure the user sees the intro movie. - * - * 172 9/04/99 8:00p Dave - * Fixed up 1024 and 32 bit movie support. - * - * 171 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 170 9/01/99 10:49p Dave - * Added nice SquadWar checkbox to the client join wait screen. - * - * 169 9/01/99 10:14a Dave - * Pirate bob. - * - * 168 8/29/99 4:51p Dave - * Fixed damaged checkin. - * - * 167 8/29/99 4:18p Andsager - * New "burst" limit for friendly damage. Also credit more damage done - * against large friendly ships. - * - * 166 8/27/99 6:38p Alanl - * crush the blasted repeating messages bug - * - * 164 8/26/99 9:09p Dave - * Force framerate check in everything but a RELEASE_REAL build. - * - * 163 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 162 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 161 8/24/99 1:49a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 160 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 159 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 158 8/20/99 2:09p Dave - * PXO banner cycling. - * - * 157 8/19/99 10:59a Dave - * Packet loss detection. - * - * 156 8/19/99 10:12a Alanl - * preload mission-specific messages on machines greater than 48MB - * - * 155 8/16/99 4:04p Dave - * Big honking checkin. - * - * 154 8/11/99 5:54p Dave - * Fixed collision problem. Fixed standalone ghost problem. - * - * 153 8/10/99 7:59p Jefff - * XSTR'ed some stuff - * - * 152 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 151 8/10/99 3:44p Jefff - * loads Intelligence information on startup - * - * 150 8/09/99 3:47p Dave - * Fixed incorrect nebula regeneration. Default HUD to low-contrast in - * non-nebula missions. - * - * 149 8/09/99 2:21p Andsager - * Fix patching from multiplayer direct to launcher update tab. - * - * 148 8/09/99 10:36a Dave - * Version info for game. - * - * 147 8/06/99 9:46p Dave - * Hopefully final changes for the demo. - * - * 146 8/06/99 3:34p Andsager - * Make title version info "(D)" -> "D" show up nicely - * - * 145 8/06/99 2:59p Adamp - * Fixed NT launcher/update problem. - * - * 144 8/06/99 1:52p Dave - * Bumped up MAX_BITMAPS for the demo. - * - * 143 8/06/99 12:17p Andsager - * Demo: down to just 1 demo dog - * - * 142 8/05/99 9:39p Dave - * Yet another new checksum. - * - * 141 8/05/99 6:19p Dave - * New demo checksums. - * - * 140 8/05/99 5:31p Andsager - * Up demo version 1.01 - * - * 139 8/05/99 4:22p Andsager - * No time limit on upsell screens. Reverse order of display of upsell - * bitmaps. - * - * 138 8/05/99 4:17p Dave - * Tweaks to client interpolation. - * - * 137 8/05/99 3:52p Danw - * - * 136 8/05/99 3:01p Danw - * - * 135 8/05/99 2:43a Anoop - * removed duplicate definition. - * - * 134 8/05/99 2:13a Dave - * Fixed build error. - * - * 133 8/05/99 2:05a Dave - * Whee. - * - * 132 8/05/99 1:22a Andsager - * fix upsell bug. - * - * 131 8/04/99 9:51p Andsager - * Add title screen to demo - * - * 130 8/04/99 6:47p Jefff - * fixed link error resulting from #ifdefs - * - * 129 8/04/99 6:26p Dave - * Updated ship tbl checksum. - * - * 128 8/04/99 5:40p Andsager - * Add multiple demo dogs - * - * 127 8/04/99 5:36p Andsager - * Show upsell screens at end of demo campaign before returning to main - * hall. - * - * 126 8/04/99 11:42a Danw - * tone down EAX reverb - * - * 125 8/04/99 11:23a Dave - * Updated demo checksums. - * - * 124 8/03/99 11:02p Dave - * Maybe fixed sync problems in multiplayer. - * - * 123 8/03/99 6:21p Jefff - * minor text change - * - * 122 8/03/99 3:44p Andsager - * Launch laucher if trying to run FS without first having configured - * system. - * - * 121 8/03/99 12:45p Dave - * Update checksums. - * - * 120 8/02/99 9:13p Dave - * Added popup tips. - * - * 119 7/30/99 10:31p Dave - * Added comm menu to the configurable hud files. - * - * 118 7/30/99 5:17p Andsager - * first fs2demo checksums - * - * 117 7/29/99 3:09p Anoop - * - * 116 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 115 7/27/99 8:59a Andsager - * Make major, minor version consistent for all builds. Only show major - * and minor for launcher update window. - * - * 114 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 113 7/26/99 5:27p Andsager - * Add training mission as builtin to demo build - * - * 112 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 111 7/22/99 4:00p Dave - * Fixed beam weapon muzzle glow rendering. Externalized hud shield info. - * - * 110 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 109 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 108 7/19/99 2:26p Andsager - * set demo multiplayer missions - * - * 107 7/18/99 5:19p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 106 7/16/99 1:50p Dave - * 8 bit aabitmaps. yay. - * - * 105 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 104 7/15/99 2:13p Dave - * Added 32 bit detection. - * - * 103 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 102 7/14/99 11:02a Dave - * Skill level default back to easy. Blech. - * - * 101 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 100 7/08/99 4:43p Andsager - * New check for sparky_hi and print if not found. - * - * 99 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 98 7/06/99 4:24p Dave - * Mid-level checkin. Starting on some potentially cool multiplayer - * smoothness crap. - * - * 97 7/06/99 3:35p Andsager - * Allow movie to play before red alert mission. - * - * 96 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 95 7/02/99 9:55p Dave - * Player engine wash sound. - * - * 94 7/02/99 4:30p Dave - * Much more sophisticated lightning support. - * - * 93 6/29/99 7:52p Dave - * Put in exception handling in FS2. - * - * 92 6/22/99 9:37p Dave - * Put in pof spewing. - * - * 91 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 90 6/15/99 1:56p Andsager - * For release builds, allow start up in high res only with - * sparky_hi._fs2.vp - * - * 89 6/15/99 9:34a Dave - * Fixed key checking in single threaded version of the stamp notification - * screen. - * - * 88 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 87 6/08/99 1:14a Dave - * Multi colored hud test. - * - * 86 6/04/99 9:52a Dave - * Fixed some rendering problems. - * - * 85 6/03/99 10:15p Dave - * Put in temporary main hall screen. - * - * 84 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 83 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 82 5/26/99 1:28p Jasenw - * changed coords for loading ani - * - * 81 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 80 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * - */ + #ifdef _WIN32 diff --git a/fs2_open/code/freespace2/freespace.h b/fs2_open/code/freespace2/freespace.h index 805abd7e37..cbf41021e7 100644 --- a/fs2_open/code/freespace2/freespace.h +++ b/fs2_open/code/freespace2/freespace.h @@ -7,193 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FREESPACE2/FreeSpace.h $ - * $Revision: 2.12.2.1 $ - * $Date: 2006-07-13 22:11:36 $ - * $Author: taylor $ - * - * FreeSpace, the game, not the project, header information. - * - * $Log: not supported by cvs2svn $ - * Revision 2.12 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.11 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.10 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.9 2005/12/06 03:13:49 taylor - * fix quite a few CFILE issues: - * use #define's for path lengths when possible so it's easier to move between functions - * fix huge Cfile_stack[] issue (how the hell did that get through :v: QA?) - * add Int3() check on cfopen() so it's easier to know if it get's called before cfile is ready to use - * move path separators to pstypes.h - * fix possible string overruns when setting up CFILE roots - * make sure we don't try to init current directory again thinking it's a CD-ROM - * add the list of VP roots to debug log, this will undoubtedly be useful - * when -nosound is use go ahead and set -nomusic too to both checks are correct - * add list of cmdline options to debug log - * fix possible overwrite issues with get_version_string() and remove '(fs2_open)' from string plus change OGL->OpenGL, D3D->Direct3D - * - * Revision 2.8 2005/10/10 17:16:22 taylor - * remove NO_NETWORK - * whether multi is disabled or not is now determined at runtime - * clean out some crap and old debug messages that were littered about - * - * Revision 2.7 2005/07/13 02:50:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.5 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.4 2004/10/31 21:31:34 taylor - * bump COUNT_ESTIMATE, reset time compression at the start of a mission, new pilot file support, add feature_disabled popup - * - * Revision 2.3 2004/08/11 05:06:22 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/04/07 03:31:53 righteous1 - * Updated to add alt_tab_pause() function to draw pause screen and discontinue sounds when the game is minimized. -R1 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 24 10/06/99 10:32a Jefff - * oem updates - * - * 23 9/30/99 6:04p Jefff - * OEM changes - * - * 22 9/08/99 3:22p Dave - * Updated builtin mission list. - * - * 21 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 20 9/06/99 1:30a Dave - * Intermediate checkin. Started on enforcing CD-in-drive to play the - * game. - * - * 19 9/06/99 1:16a Dave - * Make sure the user sees the intro movie. - * - * 18 9/05/99 11:19p Dave - * Made d3d texture cache much more safe. Fixed training scoring bug where - * it would backout scores without ever having applied them in the first - * place. - * - * 17 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 16 8/19/99 10:12a Alanl - * preload mission-specific messages on machines greater than 48MB - * - * 15 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 14 5/09/99 8:57p Dave - * Final E3 build preparations. - * - * 13 5/05/99 10:06a Dave - * Upped beta version to 0.04 - * - * 12 4/29/99 3:02p Dave - * New beta version. - * - * 11 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 10 4/09/99 2:27p Dave - * Upped version # - * - * 9 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 8 4/08/99 2:10a Dave - * Numerous bug fixes for the beta. Added builtin mission info for the - * beta. - * - * 7 3/19/99 9:52a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 6 12/03/98 5:22p Dave - * Ported over FreeSpace 1 multiplayer ships.tbl and weapons.tbl - * checksumming. - * - * 5 10/13/98 9:26a Dave - * Began neatening up freespace.h. - * - * 4 10/09/98 1:35p Dave - * Split off registry stuff into seperate file. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 79 9/13/98 10:51p Dave - * Put in newfangled icons for mission simulator room. New mdisk.vp - * checksum and file length. - * - * 78 9/11/98 6:59p Dave - * First beta/rev thingie to interplay. - * - * 77 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 76 9/04/98 3:51p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 75 5/23/98 2:41p Mike - * Make Easy the default skill level and prevent old pilot's skill level - * from carrying into new pilot. - * - * 74 5/19/98 1:19p Allender - * new low level reliable socket reading code. Make all missions/campaign - * load/save to data missions folder (i.e. we are rid of the player - * missions folder) - * - * 73 5/13/98 11:34p Mike - * Model caching system. - * - * 72 5/10/98 10:05p Allender - * only show cutscenes which have been seen before. Made Fred able to - * write missions anywhere, defaulting to player misison folder, not data - * mission folder. Fix FreeSpace code to properly read missions from - * correct locations - * - * 71 5/08/98 7:08p Dave - * Lots of UI tweaking. - * - * 70 5/08/98 5:31p Lawrance - * extern cd checking routines - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE_H #define _FREESPACE_H diff --git a/fs2_open/code/freespace2/levelpaging.cpp b/fs2_open/code/freespace2/levelpaging.cpp index 4e79327978..e38963c286 100644 --- a/fs2_open/code/freespace2/levelpaging.cpp +++ b/fs2_open/code/freespace2/levelpaging.cpp @@ -7,88 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Freespace2/LevelPaging.cpp $ - * $Revision: 2.9.2.1 $ - * $Date: 2006-08-22 05:50:12 $ - * $Author: taylor $ - * - * Code to page in all the bitmaps at the beginning of a level. - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/12/08 15:11:29 taylor - * a few game_busy() changes - * - * Revision 2.8 2005/04/21 15:58:07 taylor - * initial changes to mission loading and status in debug builds - * - move bmpman page in init to an earlier stage to avoid unloading sexp loaded images - * - small changes to progress reports in debug builds so that it's easier to tell what's slow - * - initialize the loading screen before mission_parse() so that we'll be about to get a more accurate load time - * fix memory leak in gamesnd (yes, I made a mistake ;)) - * make sure we unload models on game shutdown too - * - * Revision 2.7 2005/02/04 20:06:03 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.6 2004/07/26 20:47:29 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:46 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/07/01 01:53:00 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.3 2004/06/18 04:59:53 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.2 2004/03/05 09:02:01 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/19/99 10:12a Alanl - * preload mission-specific messages on machines greater than 48MB - * - * 3 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 6 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 5 4/05/98 4:15p Dave - * Fixed a weapons model paging problem with the standalone server. - * - * 4 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 3 3/29/98 4:05p John - * New paging code that loads everything necessary at level startup. - * - * 2 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 1 3/26/98 5:14p John - * - * $NoKeywords: $ - */ + #include "freespace2/freespace.h" #include "freespace2/levelpaging.h" diff --git a/fs2_open/code/freespace2/levelpaging.h b/fs2_open/code/freespace2/levelpaging.h index efc62dc67b..3e496f51d8 100644 --- a/fs2_open/code/freespace2/levelpaging.h +++ b/fs2_open/code/freespace2/levelpaging.h @@ -7,34 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/FREESPACE2/LevelPaging.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 02:50:52 $ - * $Author: Goober5000 $ - * - * Code to page in all the bitmaps at the beginning of a level. - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:22 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 1 3/26/98 5:14p John - * - * $NoKeywords: $ - */ + #ifndef _LEVELPAGING_H #define _LEVELPAGING_H diff --git a/fs2_open/code/fs2netd/fs2netd_client.cpp b/fs2_open/code/fs2netd/fs2netd_client.cpp index 0e6a8fb445..6cffd8767d 100644 --- a/fs2_open/code/fs2netd/fs2netd_client.cpp +++ b/fs2_open/code/fs2netd/fs2netd_client.cpp @@ -7,24 +7,7 @@ * */ -/* - * $Logfile: /freespace2/code/fs2netd/fs2netd_client.cpp $ - * $Revision: 1.1.2.3 $ - * $Date: 2007-11-22 05:04:07 $ - * $Author: taylor $ - * - * FS2NetD client handler - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.2 2007/10/15 08:18:33 taylor - * Oops, forgot that the v.2 daemon is still on the secondary IP :) - * - * Revision 1.1.2.1 2007/10/15 06:43:09 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "fs2netd/fs2netd_client.h" diff --git a/fs2_open/code/fs2netd/fs2netd_client.h b/fs2_open/code/fs2netd/fs2netd_client.h index ba1f3a389d..1b8d72e6a4 100644 --- a/fs2_open/code/fs2netd/fs2netd_client.h +++ b/fs2_open/code/fs2netd/fs2netd_client.h @@ -7,18 +7,7 @@ * */ -/* - * $Logfile: /freespace2/code/fs2netd/fs2netd_client.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:10 $ - * $Author: taylor $ - * - * FS2NetD client handler (header) - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - */ + #ifndef _FS2NETD_CLIENT_H #define _FS2NETD_CLIENT_H diff --git a/fs2_open/code/fs2netd/protocol.h b/fs2_open/code/fs2netd/protocol.h index fecce4aeac..bd4c47d596 100644 --- a/fs2_open/code/fs2netd/protocol.h +++ b/fs2_open/code/fs2netd/protocol.h @@ -8,58 +8,7 @@ // View License at http://www.opensource.org/licenses/afl-2.0.php // ################################### -/* - * $Logfile: /Freespace2/code/fs2open_pxo/protocol.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:10 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 1.17 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 1.16 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.15 2005/02/04 20:06:03 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.14 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.13 2004/07/09 22:05:32 Kazan - * fs2netd 1.0 RC5 full support - Rank and Medal updates - * - * Revision 1.12 2004/07/07 21:00:06 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 1.11 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 1.10 2004/03/07 23:07:20 Kazan - * [Incomplete] Readd of Software renderer so Standalone server works - * - * Revision 1.9 2004/02/21 00:59:43 Kazan - * FS2NETD License Comments - * - * Revision 1.8 2003/11/09 04:09:17 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 1.7 2003/10/30 15:30:23 Kazan - * lil update - * - * Revision 1.6 2003/10/13 06:02:50 Kazan - * Added Log Comment Thingy to these files - * - * - * - */ + #if !defined(__pxo_protocol_h_) #define __pxo_protocol_h_ diff --git a/fs2_open/code/fs2netd/tcp_client.cpp b/fs2_open/code/fs2netd/tcp_client.cpp index 1c4d9aa66d..accec4d4bd 100644 --- a/fs2_open/code/fs2netd/tcp_client.cpp +++ b/fs2_open/code/fs2netd/tcp_client.cpp @@ -9,149 +9,7 @@ // ################################### -/* - * $Logfile: /Freespace2/code/fs2open_pxo/TCP_Client.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:10 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.35 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 1.34 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 1.33 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.32 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 1.31 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.30 2005/06/29 18:49:37 taylor - * various FS2NetD fixes: - * - replace timer stuff with something that more accurately works cross-platform and without being affected by load - * - better sanity checking for the server list - * - working Linux compatibility that's not dog slow - * - when calling DataReady() make sure that the data is properly valid - * - fix messed up cvs merge cleanup from the Linux merge which did nasty things - * - * Revision 1.29 2005/06/21 00:13:47 taylor - * add some better error checking/handling for when GetServerList messes up - * - * Revision 1.28 2005/05/08 20:28:57 wmcoolmon - * Dynamically allocated medals - * - * Revision 1.27 2005/03/08 03:50:25 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 1.26 2005/03/02 21:18:18 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 1.25 2005/02/23 13:17:04 taylor - * few more compiler warning fixes (didn't mean to commit iostream.h change) - * lower warning level to 3 to stop MSVC6 from complaining about C++ headers - * - * Revision 1.24 2005/02/23 05:05:37 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 1.23 2005/02/04 20:06:03 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.22 2004/11/18 00:05:36 Goober5000 - * #pragma'd a bunch of warnings - * --Goober5000 - * - * Revision 1.21 2004/07/26 20:47:29 Kazan - * remove MCD complete - * - * Revision 1.20 2004/07/12 16:32:46 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.19 2004/07/09 22:05:32 Kazan - * fs2netd 1.0 RC5 full support - Rank and Medal updates - * - * Revision 1.18 2004/07/07 21:00:06 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 1.17 2004/07/06 23:45:34 Kazan - * minor multi fix - * - * Revision 1.16 2004/05/25 00:21:39 wmcoolmon - * Updated to use instead of - * - * Revision 1.15 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 1.14 2004/03/09 17:59:01 Kazan - * Disabled multithreaded TCP_Socket in favor of safer single threaded - * FS2NetD doesn't kill the game on connection failure now - just gives warning message and effectively dsiables itself until they try to connect again - * - * Revision 1.13 2004/03/08 15:06:23 Kazan - * Did, undo - * - * Revision 1.12 2004/03/07 23:07:20 Kazan - * [Incomplete] Readd of Software renderer so Standalone server works - * - * Revision 1.11 2004/03/05 21:19:39 Kazan - * Fixed mission validation (was returning false positives) - * - * Revision 1.10 2004/03/05 09:01:56 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 1.9 2004/02/21 00:59:43 Kazan - * FS2NETD License Comments - * - * Revision 1.8 2004/02/04 09:02:42 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 1.7 2003/11/13 03:59:52 Kazan - * PXO_SID changed from unsigned to signed - * - * Revision 1.6 2003/11/11 02:15:42 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 1.5 2003/11/09 04:09:17 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 1.4 2003/11/06 20:22:05 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 1.3 2003/10/13 05:57:47 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * - * - */ + diff --git a/fs2_open/code/fs2netd/tcp_client.h b/fs2_open/code/fs2netd/tcp_client.h index 3439c2c032..19fd70056e 100644 --- a/fs2_open/code/fs2netd/tcp_client.h +++ b/fs2_open/code/fs2netd/tcp_client.h @@ -8,73 +8,7 @@ // View License at http://www.opensource.org/licenses/afl-2.0.php // ################################### -/* - * $Logfile: /Freespace2/code/fs2open_pxo/Client.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:10 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 1.20 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 1.19 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.18 2005/03/02 21:18:18 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 1.17 2005/02/04 20:06:03 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.16 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.15 2004/07/07 21:00:06 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 1.14 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 1.13 2004/03/09 00:02:16 Kazan - * more fs2netd stuff - * - * Revision 1.12 2004/03/07 23:07:20 Kazan - * [Incomplete] Readd of Software renderer so Standalone server works - * - * Revision 1.11 2004/03/05 09:01:56 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 1.10 2004/02/21 00:59:43 Kazan - * FS2NETD License Comments - * - * Revision 1.9 2003/11/11 02:15:42 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 1.8 2003/11/06 20:22:05 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 1.7 2003/10/13 06:02:50 Kazan - * Added Log Comment Thingy to these files - * - * - * - */ + #if !defined(__pxo_client_h_) diff --git a/fs2_open/code/fs2netd/tcp_socket.cpp b/fs2_open/code/fs2netd/tcp_socket.cpp index e58f09ab96..b7dde0a1b7 100644 --- a/fs2_open/code/fs2netd/tcp_socket.cpp +++ b/fs2_open/code/fs2netd/tcp_socket.cpp @@ -8,96 +8,7 @@ // View License at http://www.opensource.org/licenses/afl-2.0.php // ################################### -/* - * $Logfile: /Freespace2/code/fs2open_pxo/TCP_Socket.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:11 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 1.19.2.2 2006/09/20 04:55:48 taylor - * some basic error message/handling fixage - * - * Revision 1.19.2.1 2006/09/08 06:07:59 taylor - * add support for a server name in fs2open_pxo.cfg, rather than just an IP address for the server - * - * Revision 1.19 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 1.18 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 1.17 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 1.16 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.15 2005/06/29 18:49:37 taylor - * various FS2NetD fixes: - * - replace timer stuff with something that more accurately works cross-platform and without being affected by load - * - better sanity checking for the server list - * - working Linux compatibility that's not dog slow - * - when calling DataReady() make sure that the data is properly valid - * - fix messed up cvs merge cleanup from the Linux merge which did nasty things - * - * Revision 1.14 2005/03/02 21:18:18 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 1.13 2005/02/04 20:06:03 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.12 2004/11/18 00:05:36 Goober5000 - * #pragma'd a bunch of warnings - * --Goober5000 - * - * Revision 1.11 2004/07/26 20:47:29 Kazan - * remove MCD complete - * - * Revision 1.10 2004/07/12 16:32:46 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.9 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 1.8 2004/03/09 17:59:01 Kazan - * Disabled multithreaded TCP_Socket in favor of safer single threaded - * FS2NetD doesn't kill the game on connection failure now - just gives warning message and effectively dsiables itself until they try to connect again - * - * Revision 1.7 2004/03/05 09:01:56 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 1.6 2004/02/21 00:59:43 Kazan - * FS2NETD License Comments - * - * Revision 1.5 2003/11/11 02:15:42 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 1.4 2003/11/06 20:22:05 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 1.3 2003/10/13 06:02:50 Kazan - * Added Log Comment Thingy to these files - * - * - * - */ + #include "fs2netd/tcp_socket.h" diff --git a/fs2_open/code/fs2netd/tcp_socket.h b/fs2_open/code/fs2netd/tcp_socket.h index 6e7d1ac3f1..773c994730 100644 --- a/fs2_open/code/fs2netd/tcp_socket.h +++ b/fs2_open/code/fs2netd/tcp_socket.h @@ -9,61 +9,7 @@ // ################################### -/* - * $Logfile: /Freespace2/code/fs2open_pxo/TCP_Socket.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:11 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 1.13 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 1.12 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 1.11 2005/07/13 02:50:49 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.10 2005/06/29 18:49:37 taylor - * various FS2NetD fixes: - * - replace timer stuff with something that more accurately works cross-platform and without being affected by load - * - better sanity checking for the server list - * - working Linux compatibility that's not dog slow - * - when calling DataReady() make sure that the data is properly valid - * - fix messed up cvs merge cleanup from the Linux merge which did nasty things - * - * Revision 1.9 2005/06/21 00:12:11 taylor - * add virtual destructor so that GCC4 can shut up - * - * Revision 1.8 2005/02/04 20:06:03 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.7 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.6 2004/03/31 05:42:26 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 1.5 2004/03/09 17:59:01 Kazan - * Disabled multithreaded TCP_Socket in favor of safer single threaded - * FS2NetD doesn't kill the game on connection failure now - just gives warning message and effectively dsiables itself until they try to connect again - * - * Revision 1.4 2004/02/21 00:59:43 Kazan - * FS2NETD License Comments - * - * Revision 1.3 2003/10/13 06:02:50 Kazan - * Added Log Comment Thingy to these files - * - * - * - */ + #if !defined(__TCP_SOCKET_H_) #define __TCP_SOCKET_H_ diff --git a/fs2_open/code/gamehelp/contexthelp.cpp b/fs2_open/code/gamehelp/contexthelp.cpp index d06c2e042a..2470fb27a7 100644 --- a/fs2_open/code/gamehelp/contexthelp.cpp +++ b/fs2_open/code/gamehelp/contexthelp.cpp @@ -7,151 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GameHelp/ContextHelp.cpp $ - * $Revision: 2.11.2.2 $ - * $Date: 2007-09-02 02:07:40 $ - * $Author: Goober5000 $ - * - * Functions to drive the context-sensitive help - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.1 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.11 2005/07/18 03:44:00 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.10 2005/05/12 17:49:11 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.9 2005/04/24 02:39:36 wmcoolmon - * Context help fixing goodness - * - * Revision 2.8 2005/04/05 05:53:16 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/01/29 08:05:31 wmcoolmon - * Update to work with optimized shader func - * - * Revision 2.6 2004/07/26 20:47:30 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/08 22:02:38 Kazan - * Lobby GUI screen restored - * - * Revision 2.3 2004/03/05 09:01:58 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2004/02/20 04:29:54 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 8/22/99 4:22p Jefff - * removed 2nd tech room overlay stuff - * - * 15 8/09/99 5:54p Jefff - * tech room overlay changes - * - * 14 7/27/99 7:18p Jefff - * fixed a debug function for adjsuting overlays in-game - * - * 13 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 12 7/16/99 10:07a Jefff - * Removed legacy bitmap overlay code - * - * 11 7/16/99 10:04a Jefff - * - * 10 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 9 7/11/99 6:40p Jefff - * - * 8 7/08/99 6:25p Jefff - * got new help system working - * - * 7 6/03/99 10:15p Dave - * Put in temporary main hall screen. - * - * 6 3/25/99 8:32p Neilk - * temporary barracks help removal - * - * 5 2/15/99 9:37a Dave - * Removed infinite loop from context help parse code. - * - * 4 2/11/99 4:05p Neilk - * Temporary checkin - * - * 3 1/29/99 2:37p Neilk - * foundation for a new help system - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 92 5/06/98 11:49p Lawrance - * Add help overlay for command brief - * - * 91 5/05/98 1:49a Lawrance - * Add in missing help overlays - * - * 90 4/25/98 2:00p Dave - * Installed a bunch of multiplayer context help screens. Reworked ingame - * join ship select screen. Fix places where network timestamps get hosed. - * - * 89 4/20/98 12:03a Lawrance - * make gray help shader lighter - * - * 88 4/11/98 7:59p Lawrance - * Add support for help overlays - * - * 87 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 86 3/09/98 9:55p Lawrance - * split off gameplay help, rip out obsolete code - * - * 85 3/05/98 11:15p Hoffoss - * Changed non-game key checking to use game_check_key() instead of - * game_poll(). - * - * 84 2/28/98 9:47p Lawrance - * Fix couple of typos - * - * 83 2/28/98 7:02p Lawrance - * overhaul on-line help - * -*/ + #include #include diff --git a/fs2_open/code/gamehelp/gameplayhelp.cpp b/fs2_open/code/gamehelp/gameplayhelp.cpp index 5185a4ebcf..c44b6d1b31 100644 --- a/fs2_open/code/gamehelp/gameplayhelp.cpp +++ b/fs2_open/code/gamehelp/gameplayhelp.cpp @@ -7,141 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GameHelp/GameplayHelp.cpp $ - * $Revision: 2.7 $ - * $Date: 2005-07-02 19:42:14 $ - * $Author: taylor $ - * - * Module for displaying in-game help - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.5 2004/07/26 20:47:30 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:58 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/08/99 2:38p Jefff - * sound pausing going to menu from game - * - * 7 9/01/99 2:56p Jefff - * a few control key description changes - * - * 6 7/29/99 4:43p Jefff - * updated for fs2 -- fixed buttons, added "press esc" text, hi-res - * support, the works. - * - * 5 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 4 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 21 6/17/98 11:01a Lawrance - * ensure translated descriptions appear in the online help - * - * 20 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 19 5/17/98 3:33p Lawrance - * Add 'target last ship to send transmission' key to online help - * - * 18 5/15/98 8:36p Lawrance - * Add 'target ship that last sent transmission' target key - * - * 17 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 16 4/27/98 10:11a Lawrance - * Add in disabled beep for missing buttons - * - * 15 4/25/98 1:25p Lawrance - * Change screen shot key to Print Scrn - * - * 14 4/22/98 2:50p John - * Made PrintScreen actually be Shift+PrintScreen. - * - * 13 4/18/98 9:21p Lawrance - * show correct key binding for screen shots - * - * 12 4/11/98 7:59p Lawrance - * Allow space, tab and enter to cycle through pages - * - * 11 4/05/98 7:44p Lawrance - * remove obsolete 'show goals' binding - * - * 10 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 9 4/01/98 2:22p Lawrance - * remove hotkey references in on-line help for demo builds - * - * 8 3/31/98 4:57p Lawrance - * update text for taking a screen shot - * - * 7 3/30/98 1:31p Lawrance - * Take out debug key help - * - * 6 3/25/98 5:34p Dave - * First rev of multiplayer online key help. - * - * 5 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 4 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 3 3/16/98 5:53p Lawrance - * Fix bug that was causing joystick only bindings to mess up - * - * 2 3/09/98 9:54p Lawrance - * integrate new art for gameplay help - * - * 1 3/09/98 5:05p Lawrance - * - * $NoKeywords: $ - */ + #include "gamesequence/gamesequence.h" #include "freespace2/freespace.h" diff --git a/fs2_open/code/gamehelp/gameplayhelp.h b/fs2_open/code/gamehelp/gameplayhelp.h index 6b4286d13b..4d1c12871d 100644 --- a/fs2_open/code/gamehelp/gameplayhelp.h +++ b/fs2_open/code/gamehelp/gameplayhelp.h @@ -7,37 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GameHelp/GameplayHelp.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 02:50:50 $ - * $Author: Goober5000 $ - * - * Header for displaying in-game help - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 2 3/09/98 9:54p Lawrance - * integrate new art for gameplay help - * - * 1 3/09/98 5:05p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __GAMEPLAY_HELP_H__ #define __GAMEPLAY_HELP_H__ diff --git a/fs2_open/code/gamesequence/gamesequence.cpp b/fs2_open/code/gamesequence/gamesequence.cpp index 13be21082a..c4b1e5b281 100644 --- a/fs2_open/code/gamesequence/gamesequence.cpp +++ b/fs2_open/code/gamesequence/gamesequence.cpp @@ -7,272 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GameSequence/GameSequence.cpp $ - * $Revision: 2.9.2.3 $ - * $Date: 2007-11-21 07:27:46 $ - * $Author: Goober5000 $ - * - * File to control Game Sequencing - * - * $Log: not supported by cvs2svn $ - * Revision 2.9.2.2 2007/11/19 20:24:37 Goober5000 - * clean up the state machine logic for starting games - * - * Revision 2.9.2.1 2007/10/15 06:43:12 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.9 2006/01/12 17:42:56 wmcoolmon - * Even more scripting stuff. - * - * Revision 2.8 2005/12/28 22:22:34 taylor - * clean up the EVENT and STATE names so we don't have to manually backtrack the number during debugging - * - * Revision 2.7 2005/03/25 06:57:33 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.6 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.5 2004/07/26 20:47:30 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/05/03 21:22:20 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.2 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 65 5/15/98 12:09a Dave - * New tracker api code. New game tracker code. Finished up first run of - * the PXO screen. Fixed a few game server list exceptions. - * - * 64 5/12/98 2:46a Dave - * Rudimentary communication between Parallax Online and freespace. Can - * get and store channel lists. - * - * 63 5/06/98 1:12a Allender - * fix sequencing names, added nprintf to help respawn debugging - * - * 62 4/25/98 7:39p Allender - * fixd some small hotkey stuff. Worked on turret orientation being - * correct for multiplayer. new sexpression called end-campaign will will - * end the main campaign - * - * 61 4/23/98 7:08p John - * Removed some obsoleted states. - * - * 60 4/16/98 4:31p Hoffoss - * Changed demo screen referenced to view cutscenes screen, which is now - * what it's called. - * - * 59 4/02/98 5:40p Hoffoss - * Added the Load Mission screen to FreeSpace. - * - * 58 3/11/98 5:32p Lawrance - * Fix up text arrays for events/states - * - * 57 3/09/98 12:13a Lawrance - * Add support for Red Alert missions - * - * 56 3/05/98 4:12p John - * Made Debug+F4 switch Glide and windowed. - * - * 55 3/03/98 1:00p Hoffoss - * Added new command briefing event and state. - * - * 54 3/02/98 4:23p Hoffoss - * Forgot to add state label. - * - * 53 3/02/98 3:44p Hoffoss - * Added new Campaign Room state and event. - * - * 52 2/21/98 11:58a John - * Put in some stuff to externalize strings - * - * 51 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 50 2/18/98 10:21p Dave - * Ripped out old file xfer system. Put in brand new xfer system. - * - * 49 2/08/98 5:07p Dave - * Put in support for multiplayer furball mode. - * - * 48 1/28/98 6:21p Dave - * Made the standalone use ~8 megs less memory. Fixed multiplayer submenu - * endgame problem. - * - * 47 1/23/98 5:43p Dave - * Finished bringing standalone up to speed. Coded in new host options - * screen. - * - * 46 1/22/98 5:25p Dave - * Modified some pregame sequencing packets. Starting to repair broken - * standalone stuff. - * - * 45 1/22/98 4:15p Hoffoss - * Added code to allow popup to tell player he needs to bind a key for the - * training mission. - * - * 44 1/20/98 5:42p Dave - * Moved ingame join to its own module. Improved it a bit. - * - * 43 1/19/98 12:57p Allender - * removed confusing comment - * - * 42 1/19/98 12:56p Allender - * fix problem of freespace_start_misison possibly failing due to mission - * not properly loading (for single player only right now). - * - * 41 1/15/98 6:12p Dave - * Fixed weapons loadout bugs with multiplayer respawning. Added - * multiplayer start screen. Fixed a few chatbox bugs. - * - * 40 1/15/98 6:00p Hoffoss - * Added option to quit menu (in game) to restart the mission. Doesn't - * seem to quite work, though. Checking code in so someone else can look - * into it. - * - * 39 1/05/98 10:05a Dave - * Big re-sequencing of server transfer. Centralized _all_ server transfer - * code to one module. - * - * 38 12/30/97 4:28p Lawrance - * Give text descriptions for events, change debug output to give text - * desciption of event/state - * - * 37 12/24/97 8:56p Lawrance - * took out obsolete state used for non-existant sound config screen - * - * 36 11/19/97 8:28p Dave - * Hooked in Main Hall screen. Put in Anim support for ping ponging - * animations as well as general reversal of anim direction. - * - * 35 11/15/97 2:36p Dave - * Added more multiplayer campaign support. - * - * 34 11/13/97 7:01p Hoffoss - * Fixed GS_state_text[], which didn't match the current states we have - * available. - * - * 33 11/10/97 6:02p Hoffoss - * Added new debug paused state. - * - * 32 11/03/97 10:12p Hoffoss - * Finished up work on the hud message/mission log scrollback screen. - * - * 31 10/22/97 11:00p Lawrance - * modify pop_and_discard() to allow discarding of all states on the stack - * - * 30 10/22/97 5:08p John - * fixed a whole slew of bugs and clean up a bunch of stuff dealing with - * end of mission stuff. - * - * 29 10/02/97 9:49p Hoffoss - * Added event evaluation analysis debug screen so we can determine the - * state of events and their sexp trees to track down logic problems and - * such. - * - * 28 9/23/97 11:53p Lawrance - * add state do perform multiplayer on-line help - * - * 27 9/22/97 4:55p Hoffoss - * Added a training message window display thingy. - * - * 26 9/19/97 4:24p Allender - * added team selection state -- initialze player* variable in - * player_level_init - * - * 25 9/18/97 10:17p Lawrance - * add help state for briefing - * - * 24 9/18/97 10:15p Lawrance - * add help state for briefing - * - * 23 7/14/97 12:03a Lawrance - * added navmap state - * - * 22 6/13/97 2:30p Lawrance - * Added debriefings - * - * 21 5/20/97 10:02a Lawrance - * added view medals screen - * - * 20 4/28/97 2:17p Lawrance - * added help state for hotkey assignment screen - * - * 19 4/25/97 3:41p Lawrance - * added support for hotkey assignment screen - * - * 18 4/23/97 9:54a Lawrance - * made show goals screen a separate state - * - * 17 4/22/97 11:06a Lawrance - * added credits state - * - * 16 4/17/97 9:01p Allender - * start of campaign stuff. Campaigns now stored in external file (no - * filenames in code). Continuing campaign won't work at this point - * - * 15 4/03/97 8:40p Lawrance - * add new player death states to GS_state_text[] - * - * 14 3/05/97 5:04p Lawrance - * added new states for different context help - * - * 13 1/09/97 12:41a Lawrance - * added function to pop a state without restoring that state - * - * 12 12/22/96 3:41p Lawrance - * integrating energy transfer system - * - * 11 12/09/96 2:35p Allender - * modifed game sequencing so that game_leave_state and game_enter_state - * are *always* called. - * - * 10 12/08/96 1:54a Lawrance - * put check in to see if a state change request is invalid (ie already in - * that state) - * - * 9 11/18/96 5:07p John - * Changed sequencing code to call entry,leave functions for each state - * change. Added Shift+Pause debug pause thing. - * - * 8 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 7 10/23/96 9:08a Allender - * Removed primary and secondary goal complete states -- to be implemented - * later. - * -*/ + /* * All states for game sequencing are defined in GameSequence.h. diff --git a/fs2_open/code/gamesequence/gamesequence.h b/fs2_open/code/gamesequence/gamesequence.h index 3b28883b99..76fed44183 100644 --- a/fs2_open/code/gamesequence/gamesequence.h +++ b/fs2_open/code/gamesequence/gamesequence.h @@ -7,366 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GameSequence/GameSequence.h $ - * $Revision: 2.10.2.3 $ - * $Date: 2007-11-21 07:27:46 $ - * $Author: Goober5000 $ - * - * Header file for Game Sequencing items - * - * $Log: not supported by cvs2svn $ - * Revision 2.10.2.2 2007/11/19 20:24:37 Goober5000 - * clean up the state machine logic for starting games - * - * Revision 2.10.2.1 2007/10/15 06:43:12 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.10 2006/01/14 01:51:49 wmcoolmon - * Grr...fix out-of-sync game states - * - * Revision 2.9 2006/01/12 17:42:56 wmcoolmon - * Even more scripting stuff. - * - * Revision 2.8 2005/07/13 02:50:53 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/03/25 06:57:33 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.6 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.5 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/05/03 21:22:20 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.3 2004/03/08 22:02:38 Kazan - * Lobby GUI screen restored - * - * Revision 2.2 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 7 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 6 8/04/99 5:36p Andsager - * Show upsell screens at end of demo campaign before returning to main - * hall. - * - * 5 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 83 5/15/98 12:09a Dave - * New tracker api code. New game tracker code. Finished up first run of - * the PXO screen. Fixed a few game server list exceptions. - * - * 82 5/12/98 2:46a Dave - * Rudimentary communication between Parallax Online and freespace. Can - * get and store channel lists. - * - * 81 4/25/98 7:39p Allender - * fixd some small hotkey stuff. Worked on turret orientation being - * correct for multiplayer. new sexpression called end-campaign will will - * end the main campaign - * - * 80 4/23/98 7:08p John - * Removed some obsoleted states. - * - * 79 4/16/98 4:31p Hoffoss - * Changed demo screen referenced to view cutscenes screen, which is now - * what it's called. - * - * 78 4/02/98 5:40p Hoffoss - * Added the Load Mission screen to FreeSpace. - * - * 77 3/11/98 5:32p Lawrance - * Fix up text arrays for events/states - * - * 76 3/09/98 12:13a Lawrance - * Add support for Red Alert missions - * - * 75 3/07/98 5:44p Dave - * Finished player info popup. Ironed out a few todo bugs. - * - * 74 3/05/98 4:12p John - * Made Debug+F4 switch Glide and windowed. - * - * 73 3/03/98 1:00p Hoffoss - * Added new command briefing event and state. - * - * 72 3/02/98 3:44p Hoffoss - * Added new Campaign Room state and event. - * - * 71 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 70 2/18/98 10:21p Dave - * Ripped out old file xfer system. Put in brand new xfer system. - * - * 69 2/08/98 5:07p Dave - * Put in support for multiplayer furball mode. - * - * 68 1/28/98 6:22p Dave - * Made standalone use ~8 megs less memory. Fixed multiplayer submenu - * sequencing bug. - * - * 67 1/23/98 5:43p Dave - * Finished bringing standalone up to speed. Coded in new host options - * screen. - * - * 66 1/22/98 5:25p Dave - * Modified some pregame sequencing packets. Starting to repair broken - * standalone stuff. - * - * 65 1/20/98 5:42p Dave - * Moved ingame join to its own module. Improved it a bit. - * - * 64 1/15/98 6:12p Dave - * Fixed weapons loadout bugs with multiplayer respawning. Added - * multiplayer start screen. Fixed a few chatbox bugs. - * - * 63 1/15/98 6:00p Hoffoss - * Added option to quit menu (in game) to restart the mission. Doesn't - * seem to quite work, though. Checking code in so someone else can look - * into it. - * - * 62 1/05/98 10:05a Dave - * Big re-sequencing of server transfer. Centralized _all_ server transfer - * code to one module. - * - * 61 12/30/97 4:28p Lawrance - * Give text descriptions for events, change debug output to give text - * desciption of event/state - * - * 60 12/24/97 8:56p Lawrance - * took out obsolete state used for non-existant sound config screen - * - * 59 12/17/97 8:44p John - * added code to warp the player out of mission no matter what; no - * cancelling, no max speed check. - * - * 58 11/15/97 2:37p Dave - * More multiplayer campaign support. - * - * 57 11/13/97 7:01p Hoffoss - * Fixed GS_state_text[], which didn't match the current states we have - * available. - * - * 56 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * 55 11/10/97 6:02p Hoffoss - * Added new debug paused state. - * - * 54 11/03/97 10:12p Hoffoss - * Finished up work on the hud message/mission log scrollback screen. - * - * 53 10/27/97 6:11p Dave - * Changed host/server transfer around. Added some multiplayer data to - * state save/restore. Made multiplayer quitting more intelligent. - * - * 52 10/27/97 8:33a John - * added code for new player warpout sequence - * - * 51 10/24/97 6:19p Dave - * More standalone testing/fixing. Added reliable endgame sequencing. - * Added reliable ingame joining. Added reliable stats transfer (endgame). - * Added support for dropping players in debriefing. Removed a lot of old - * unused code. - * - * 50 10/18/97 7:47p Hoffoss - * Changed state workings for controls config screen. - * - * 49 10/02/97 9:53p Hoffoss - * Added event evaluation analysis debug screen so we can determine the - * state of events and their sexp trees to track down logic problems and - * such. - * - * 48 10/02/97 4:52p Dave - * Added event to move to the multi wait state with a post_event - * - * 47 10/01/97 4:52p Dave - * Got ingame join and observer mode to correctly work under the new - * player_obj system. - * - * 46 9/30/97 5:08p Dave - * Began work on ingame join ship selection screen/state. - * - * 45 9/23/97 11:53p Lawrance - * add state do perform multiplayer on-line help - * - * 44 9/22/97 4:55p Hoffoss - * Added a training message window display thingy. - * - * 43 9/19/97 4:24p Allender - * added team selection state -- initialze player* variable in - * player_level_init - * - * 42 9/18/97 10:17p Lawrance - * add help state for briefing - * - * 41 9/18/97 9:21a Dave - * Added view medals state. Changed pilot scoring struct to reflect. - * - * 40 8/29/97 4:51p Dave - * Added a state and even for multiplayer pausing. - * - * 39 8/15/97 5:15p Dave - * Added a file xfer state. - * - * 38 8/15/97 9:29a Dave - * Removed standalone server briefing wait state. - * - * 37 8/04/97 4:39p Dave - * Added first 3 standalone state handlers - * - * 36 7/30/97 5:24p Dave - * Added in demo system state. - * - * 35 7/24/97 2:17p Dave - * Added show statistics state. - * - * 34 7/23/97 4:51p Dave - * Added join tracker state - * - * 33 7/14/97 12:03a Lawrance - * added navmap state - * - * 32 6/13/97 2:30p Lawrance - * Added debriefings - * - * 31 6/12/97 9:13a Allender - * added sequencing state to the end of ship selection. Changed some - * packet names and host sequencing - * - * 30 6/10/97 9:56p Allender - * get multiplayer mission selection working. Host can select mission and - * have himself and clients load the mission -- no sequencing past this - * point however - * - * 29 6/06/97 10:40a Allender - * added 'type' to mission (single/multi/etc). Added a couple of new game - * states for allowing to choose mission for multiplayer game - * - * 28 5/20/97 10:02a Lawrance - * added view medals screen - * - * 27 4/28/97 2:17p Lawrance - * added help state for hotkey assignment screen - * - * 26 4/25/97 3:41p Lawrance - * added support for hotkey assignment screen - * - * 25 4/23/97 9:54a Lawrance - * made show goals screen a separate state - * - * 24 4/22/97 11:06a Lawrance - * added credits state - * - * 23 4/17/97 9:01p Allender - * start of campaign stuff. Campaigns now stored in external file (no - * filenames in code). Continuing campaign won't work at this point - * - * 22 4/03/97 8:40p Lawrance - * give GS_STATE's for player death correct numbering - * - * 21 4/02/97 6:03p Mike - * Make dying work through event driven code. - * - * 20 3/05/97 5:04p Lawrance - * added new states for different context help - * - * 19 3/03/97 1:21p Allender - * mission log stuff -- display the log during/after game. Enhanced - * structure - * - * 18 3/02/97 4:43p Lawrance - * Added in state for sound/music sound config - * - * 17 2/25/97 11:07a Lawrance - * Added support for weapon loadout state - * - * 16 1/09/97 12:57p Lawrance - * supporting a new state where the player picks to either save or restore - * - * 15 1/09/97 12:41a Lawrance - * added function to pop a state without restoring that state - * - * 14 1/06/97 10:44p Lawrance - * Changes to make save/restore functional - * - * 13 1/01/97 6:44p Lawrance - * added new state for protocol choice in a net game - * - * 12 12/03/96 3:45p Lawrance - * supporting control configuration - * - * 11 12/01/96 3:49a Lawrance - * adding support for various multiplayer states - * - * 10 11/29/96 6:09p Lawrance - * added a state for HUD configuration - * - * 9 11/27/96 3:21p Lawrance - * added state for when player is examining message scroll-back - * - * 8 11/19/96 1:22p Lawrance - * added event to start a briefing - * - * 7 11/18/96 8:12p John - * Changed some briefing and sequencing stuff around. - * - * 6 11/18/96 5:07p John - * Changed sequencing code to call entry,leave functions for each state - * change. Added Shift+Pause debug pause thing. - * - * 5 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 4 10/23/96 9:08a Allender - * Removed primary and secondary goal complete states -- to be implemented - * later. - * -*/ + // defines for game sequencing diff --git a/fs2_open/code/gamesnd/eventmusic.cpp b/fs2_open/code/gamesnd/eventmusic.cpp index 97ecfe6fc3..13dd52db02 100644 --- a/fs2_open/code/gamesnd/eventmusic.cpp +++ b/fs2_open/code/gamesnd/eventmusic.cpp @@ -7,294 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Gamesnd/EventMusic.cpp $ - * $Revision: 2.40.2.8 $ - * $Date: 2008-01-20 17:16:18 $ - * $Author: karajorma $ - * - * C module for high-level control of event driven music - * - * $Log: not supported by cvs2svn $ - * Revision 2.40.2.7 2007/11/21 07:27:47 Goober5000 - * add Wing Commander Saga's fiction viewer - * - * Revision 2.40.2.6 2007/09/02 02:07:41 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.40.2.5 2007/03/22 20:22:45 taylor - * a little better error handling for cf_exists_full() - * add a cf_exists_full_ext() which can find a series of extensions and returns true if any of them exist - * use cf_exists_full_ext() for eventmusic file checks (to check for ogg and wav) - * get rid of SPM hack, it's wrong (just commented out for now though) - * fix a bunch of bugs in cf_find_file_location_ext(): - * - try to handle files with multiple periods a bit better (for the wav files like: blah_1.5.wav) - * - load issue with finding incorrect files by mistake - * - prevent finding different file types in various paths/roots - * - * Revision 2.40.2.4 2007/02/11 09:56:25 taylor - * support for new finding/loading of sound files - * add support for automatically figuring out samples-per-measure based on Goober's explanation in the Wiki (not sure if it's actually right though) - * remove NO_SOUND - * - * Revision 2.40.2.3 2007/01/15 01:55:46 Goober5000 - * thanks to WMC for catching this -- it was a goof from back in 2003! - * - * Revision 2.40.2.2 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.40.2.1 2006/08/06 19:27:12 Goober5000 - * deprecate change-ship-model - * - * Revision 2.40 2006/05/30 02:13:22 Goober5000 - * add substitute music boxes to FRED, and reset music properly when mission is cleared - * --Goober5000 - * - * Revision 2.39 2006/05/21 22:57:30 Goober5000 - * fix for Mantis #750 - * --Goober5000 - * - * Revision 2.38 2006/02/15 07:30:54 wmcoolmon - * Dodge an Assert - * - * Revision 2.37 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.36 2006/02/12 08:39:32 Goober5000 - * whoops, forgot this - * - * Revision 2.35 2006/02/12 05:23:16 Goober5000 - * additional fixes and enhancements for substitute music - * --Goober5000 - * - * Revision 2.34 2006/02/12 01:27:47 Goober5000 - * more cool work on importing, music handling, etc. - * --Goober5000 - * - * Revision 2.33 2006/02/11 22:08:56 Goober5000 - * removed the FS1-specific music hack - * --Goober5000 - * - * Revision 2.32 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 2.31 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.30 2006/01/11 05:39:49 taylor - * skip ourselves in hostile check, this isn't really needed since it's handled by the next check but for clarity sake it's here now - * - * Revision 2.29 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.28 2005/12/21 08:27:37 taylor - * add the name of the modular table about to be parsed to the debug log - * a missing weapon_expl table should just be a note in the debug log rather than a popup warning - * - * Revision 2.27 2005/12/13 21:50:20 wmcoolmon - * Grr, how did I miss this? - * - * Revision 2.26 2005/12/13 21:48:39 wmcoolmon - * Music TBL to proper XMT file (-mus) - * - * Revision 2.25 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.24 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.23 2005/08/24 07:20:36 Goober5000 - * tweaky optimization based on the current version of stristr and - * the current version of the expanded music.tbl - * --Goober5000 - * - * Revision 2.22 2005/07/20 02:37:32 taylor - * move the "none.wav" init to event_music_init() so it only runs through once (fixes no mission music when modular tbls are used) - * - * Revision 2.21 2005/06/30 01:48:52 Goober5000 - * * NOX'd none.wav - * * changed comparisons on none.wav to only look at the first four letters in case - * we don't have an extension or in case some weirdo decides to put none.ogg - * * simulated speech pre-empts "beeps" in in-game messages - * --Goober5000 - * - * Revision 2.20 2005/04/25 00:22:34 wmcoolmon - * Added parse_sound; replaced Assert() with an if() (The latter may not be a good idea, but it keeps missions from being un-debuggable) - * - * Revision 2.19 2005/03/27 12:28:32 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.18 2005/02/23 05:05:39 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 2.17 2005/01/18 01:14:17 wmcoolmon - * OGG fixes, ship selection fixes - * - * Revision 2.16 2004/12/25 16:42:59 wmcoolmon - * Fix to modular tables workaround with Fs2NetD - * - * Revision 2.15 2004/12/11 09:03:08 wmcoolmon - * Changed music modular table ending to *-mus.tbm, in case a miscellaneous modular table is needed. - * - * Revision 2.14 2004/07/26 20:47:30 Kazan - * remove MCD complete - * - * Revision 2.13 2004/07/17 09:26:00 taylor - * add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again - * - * Revision 2.12 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.11 2004/06/18 04:59:54 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.10 2004/05/28 23:37:30 wmcoolmon - * Modular music tables - * - * Revision 2.9 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2004/02/08 03:35:08 Goober5000 - * fixed a small bug in FS1-compatible music - * --Goober5000 - * - * Revision 2.7 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.6 2003/10/14 16:47:34 Goober5000 - * tweaked a thingy with FS1-style music to make deciding the style less of a hack - * --Goober5000 - * - * Revision 2.5 2003/08/25 04:46:53 Goober5000 - * added extra code to enable playing of FS1 music tracks - * --Goober5000 - * - * Revision 2.4 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.3 2003/03/22 06:06:22 Goober5000 - * changed event_sexp_change_music to event_change_sexp_soundtrack - * --Goober5000 - * - * Revision 2.2 2003/01/25 04:17:39 Goober5000 - * added change-music sexp and bumped MAX_SOUNDTRACKS from 10 to 25 - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 8/19/99 9:41a Alanl - * don't play victory 2 music if there are no goals in the mission - * - * 13 8/11/99 5:33p Jefff - * added 3rd debrief music track - * - * 12 8/01/99 2:11p Alanl - * make hull value to play more intense battle music a constant - * - * 11 8/01/99 2:06p Alanl - * tweak battle music track switching - * - * 10 7/25/99 9:57p Alanl - * change battle music track selection after enemy arrivals to make battle - * tracks less repetitive - * - * 9 7/19/99 10:13p Andsager - * Tie in hud_targeting to hostile_ships_present() used to determine next - * song. - * - * 8 6/24/99 10:47p Alanl - * loop battle between tracks 2 and 3 if hull integrity < 70% - * - * 7 6/21/99 1:34p Alanl - * event music tweaks - * - * 6 6/20/99 12:06a Alanl - * new event music changes - * - * 5 11/23/98 11:55a Johnson - * return -1 if a score isn't found - * - * 4 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 3 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 107 6/09/98 5:15p Lawrance - * French/German localization - * - * 106 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 105 5/24/98 5:28p Dan - * let event_music_level_init() over-ride Event_music_enabled - * - * 104 5/24/98 4:42p Dan - * AL: Fix several bugs related to pausing and enabling/disabling event - * music - * - * 103 5/23/98 3:17a Lawrance - * Tweak how battle music gets restarted - * - * 102 5/22/98 10:43a Lawrance - * If mission doesn't have event music, don't choose random track - * - * 101 5/21/98 6:56p Lawrance - * Tweak how victory music plays - * - * 100 5/21/98 2:47a Lawrance - * Fix some problems with event music - * - * 99 5/18/98 3:21p Mike - * Don't play arrival and goals tracks in a training mission. - * - * 98 5/04/98 3:15p Duncan - * AL: remove bogus assert in event_music_player_respawn() - * - * 97 5/03/98 1:54a Lawrance - * Fix event music problems related to respawning - * - * 96 4/03/98 12:56a Lawrance - * Fix bug with music not starting in the first mission - * - * 95 4/01/98 6:46p Lawrance - * Lower default music volume - * - * $NoKeywords: $ - */ + #include "gamesnd/eventmusic.h" diff --git a/fs2_open/code/gamesnd/eventmusic.h b/fs2_open/code/gamesnd/eventmusic.h index 488bb2d020..827aa7d4b9 100644 --- a/fs2_open/code/gamesnd/eventmusic.h +++ b/fs2_open/code/gamesnd/eventmusic.h @@ -7,192 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Gamesnd/EventMusic.h $ - * $Revision: 2.16.2.4 $ - * $Date: 2007-11-21 07:27:47 $ - * $Author: Goober5000 $ - * - * Header file for high-level control of event driven music - * - * $Log: not supported by cvs2svn $ - * Revision 2.16.2.3 2007/09/02 02:07:41 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.16.2.2 2007/02/10 00:17:39 taylor - * remove NO_SOUND - * - * Revision 2.16.2.1 2006/08/06 19:27:12 Goober5000 - * deprecate change-ship-model - * - * Revision 2.16 2006/05/21 22:57:30 Goober5000 - * fix for Mantis #750 - * --Goober5000 - * - * Revision 2.15 2006/02/12 05:23:16 Goober5000 - * additional fixes and enhancements for substitute music - * --Goober5000 - * - * Revision 2.14 2006/02/12 01:27:47 Goober5000 - * more cool work on importing, music handling, etc. - * --Goober5000 - * - * Revision 2.13 2006/02/11 22:08:56 Goober5000 - * removed the FS1-specific music hack - * --Goober5000 - * - * Revision 2.12 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.11 2005/12/13 21:48:39 wmcoolmon - * Music TBL to proper XMT file (-mus) - * - * Revision 2.10 2005/07/13 02:50:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/01/31 23:27:52 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.8 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.7 2004/05/28 23:37:30 wmcoolmon - * Modular music tables - * - * Revision 2.6 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/08/25 04:46:53 Goober5000 - * added extra code to enable playing of FS1 music tracks - * --Goober5000 - * - * Revision 2.4 2003/03/29 05:18:17 Goober5000 - * yay for limit bumping! - * bumped number of battle tracks and briefing/mainhall/credits tracks, both to 30 - * --Goober5000 - * - * Revision 2.3 2003/03/22 06:06:22 Goober5000 - * changed event_sexp_change_music to event_change_sexp_soundtrack - * --Goober5000 - * - * Revision 2.2 2003/01/25 04:17:39 Goober5000 - * added change-music sexp and bumped MAX_SOUNDTRACKS from 10 to 25 - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/11/99 5:33p Jefff - * added 3rd debrief music track - * - * 4 6/20/99 12:06a Alanl - * new event music changes - * - * 3 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 27 9/18/98 1:22p Dave - * Added new event music stuff defines. - * - * 26 5/18/98 5:22p Lawrance - * Support new briefing music - * - * 25 5/03/98 1:54a Lawrance - * Fix event music problems related to respawning - * - * 24 12/30/97 11:46a Lawrance - * Support a success debriefing music. - * - * 23 12/28/97 5:52p Lawrance - * Add support for debriefing success/fail music. - * - * 22 12/26/97 10:01p Lawrance - * Add goal failure music... remove unused arrival music patterns - * - * 21 9/19/97 5:13p Lawrance - * add support for specifying music in the mission file - * - * 20 9/09/97 5:24p Lawrance - * added ability to switch soundtracks, gave soundtracks real names - * - * 19 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 18 5/14/97 9:54a Lawrance - * supporting mission-specific briefing music - * - * 17 4/21/97 5:36p Lawrance - * add in hooks to play death music when pilot dies - * - * 16 4/17/97 3:28p Lawrance - * documented functions - * - * 15 4/14/97 1:52p Lawrance - * making transitions happen on measure boundries - * - * 14 4/07/97 1:39p Lawrance - * added event_music_first_pattern(); - * - * 13 4/03/97 4:26p Lawrance - * getting digital event music working - * - * 12 3/07/97 8:53a Lawrance - * Read event at time 0 when music first starts - * - * 11 2/25/97 11:10a Lawrance - * using text of the mission name to match up which midi file gets played - * for which mission - * - * 10 2/18/97 9:43a Lawrance - * make BTTL_2 play after 2 enemy arrivals in battle mode. Then switch - * back to default BTTL_1 until 2 more. - * - * 9 2/14/97 11:50a Lawrance - * added BTTL_2 track - * - * 8 2/11/97 4:22p Lawrance - * adding song switching request to the event music level - * - * 7 2/11/97 9:15a Lawrance - * taking out BTTL_2 and BTTL_3 - * - * 6 2/10/97 9:26a Lawrance - * - * 5 2/05/97 3:12p Lawrance - * supporting changes in MIDI system that remove any high-level - * dependencies - * - * 4 2/04/97 11:58p Lawrance - * volume change code, and fixing some bugs - * - * 3 2/04/97 12:02p Lawrance - * fixed temp bug, integrating music.tbl - * - * 2 2/03/97 6:49p Lawrance - * Event Music interface working - * - * $NoKeywords: $ - */ + #ifndef __EVENT_MUSIC_H__ diff --git a/fs2_open/code/gamesnd/gamesnd.cpp b/fs2_open/code/gamesnd/gamesnd.cpp index 053f868618..69a7cfdff1 100644 --- a/fs2_open/code/gamesnd/gamesnd.cpp +++ b/fs2_open/code/gamesnd/gamesnd.cpp @@ -7,289 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Gamesnd/GameSnd.cpp $ - * $Revision: 2.30.2.4 $ - * $Date: 2007-09-02 02:07:41 $ - * $Author: Goober5000 $ - * - * Routines to keep track of which sound files go where - * - * $Log: not supported by cvs2svn $ - * Revision 2.30.2.3 2007/01/07 12:11:05 taylor - * we are only supposed to init 5 slots here, not 6 ;) (Mantis bug #1195) - * - * Revision 2.30.2.2 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.30.2.1 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.30 2006/05/27 17:09:43 taylor - * don't setup all of the sound stuff for a mission if sound is disabled - * - * Revision 2.29 2006/04/03 07:45:43 wmcoolmon - * gamesnd_get_by_name now ignores extensions, mostly for parse_sound reasons. - * - * Revision 2.28 2005/12/08 15:11:29 taylor - * a few game_busy() changes - * - * Revision 2.27 2005/11/17 05:12:42 wmcoolmon - * Small fix for XMTs - * - * Revision 2.26 2005/10/18 14:57:32 taylor - * make sure gamesnd_parse_soundstbl() doesn't inf-loop because of species problems - * if we have missing species then report that before the end of table section check so we're sure to know what's missing - * - * Revision 2.25 2005/10/16 11:19:57 taylor - * (NULL != (int)0); the size and type of NULL is platform and implementation dependant and should only be used for pointers! - * fix naughty bug that would set the flyby sound filenames to NULL - * - * Revision 2.24 2005/09/25 07:07:34 Goober5000 - * partial commit; hang on - * --Goober5000 - * - * Revision 2.23 2005/09/25 05:13:05 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.22 2005/09/24 07:07:16 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.21 2005/09/16 08:11:39 taylor - * fix afterburner bug - * - * Revision 2.20 2005/07/13 02:01:28 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.19 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.18 2005/06/30 01:48:52 Goober5000 - * * NOX'd none.wav - * * changed comparisons on none.wav to only look at the first four letters in case - * we don't have an extension or in case some weirdo decides to put none.ogg - * * simulated speech pre-empts "beeps" in in-game messages - * --Goober5000 - * - * Revision 2.17 2005/06/30 00:48:02 Goober5000 - * if game_busy() is in gamesnd_preload_common_sounds() then it should - * also be in gamesnd_load_gameplay_sounds() I would expect - * --Goober5000 - * - * Revision 2.16 2005/06/29 18:50:13 taylor - * little cleanup and error checking - * - * Revision 2.15 2005/06/19 02:29:54 taylor - * MIN Num_iface_sounds fix - * - * Revision 2.14 2005/06/07 06:34:30 wmcoolmon - * Hopefully this fixes something :) - * - * Revision 2.13 2005/06/01 09:35:42 taylor - * make sure that newly created entries are properly initialized - * - * Revision 2.12 2005/05/12 17:49:11 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.11 2005/04/25 00:22:34 wmcoolmon - * Added parse_sound; replaced Assert() with an if() (The latter may not be a good idea, but it keeps missions from being un-debuggable) - * - * Revision 2.10 2005/04/21 15:58:08 taylor - * initial changes to mission loading and status in debug builds - * - move bmpman page in init to an earlier stage to avoid unloading sexp loaded images - * - small changes to progress reports in debug builds so that it's easier to tell what's slow - * - initialize the loading screen before mission_parse() so that we'll be about to get a more accurate load time - * fix memory leak in gamesnd (yes, I made a mistake ;)) - * make sure we unload models on game shutdown too - * - * Revision 2.9 2005/03/30 02:32:40 wmcoolmon - * Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name - * as well as its index (ie "L_sidearm.wav" instead of "76") - * - * Revision 2.8 2005/03/24 23:31:46 taylor - * make sounds.tbl dynamic - * "filename" will never be larger than 33 chars so having it 260 is a waste (freespace.cpp) - * - * Revision 2.7 2004/07/26 20:47:30 Kazan - * remove MCD complete - * - * Revision 2.6 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/04/26 00:25:08 taylor - * don't preload every sound (fixes some slowdowns), snd_preload option support - * - * Revision 2.4 2004/04/03 02:55:49 bobboau - * commiting recent minor bug fixes - * - * Revision 2.3 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/10/15 22:03:24 Kazan - * Da Species Update :D - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 5 6/25/99 3:08p Dave - * Multiple flyby sounds. - * - * 4 5/23/99 8:11p Alanl - * Added support for EAX - * - * 3 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 39 5/05/98 4:49p Lawrance - * Put in code to authenticate A3D, improve A3D support - * - * 38 4/25/98 1:25p Lawrance - * Make function for playing generic error beep - * - * 37 4/18/98 9:12p Lawrance - * Added Aureal support. - * - * 36 3/29/98 12:56a Lawrance - * preload the warp in and explosions sounds before a mission. - * - * 35 3/25/98 6:10p Lawrance - * Work on DirectSound3D - * - * 34 2/22/98 2:48p John - * More String Externalization Classification - * - * 33 1/17/98 12:33p John - * Made the game_busy function be called a constant amount of times per - * level load, making the bar prediction easier. - * - * 32 1/17/98 12:14p John - * Added loading... bar to freespace. - * - * 31 1/11/98 11:14p Lawrance - * Preload sounds that we expect will get played. - * - * 30 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * 29 12/19/97 3:44p Mike - * Fix parse code. Would improperly read a number through a comma. Lots - * of ships.tbl problems. - * - * 28 12/01/97 5:25p Hoffoss - * Routed interface sound playing through a special function that will - * only allow one instance of the sound to play at a time, avoiding - * over-mixing problems. - * - * 27 11/20/97 1:06a Lawrance - * Add Master_voice_volume, make voices play back at correctly scaled - * volumes - * - * 26 10/17/97 1:36p Lawrance - * load/unload interface sounds - * - * 25 10/14/97 11:35p Lawrance - * change snd_load parameters - * - * 24 7/05/97 1:46p Lawrance - * improve robustness of gameplay and interface sound loading/unloading - * - * 23 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 22 6/08/97 5:59p Lawrance - * flag sounds as 3D - * - * 21 6/05/97 11:25a Lawrance - * use sound signatures to ensure correct sound is loaded - * - * 20 6/05/97 1:07a Lawrance - * changes to support sound interface - * - * 19 6/04/97 1:18p Lawrance - * added hooks for shield impacts - * - * 18 6/02/97 1:50p Lawrance - * supporting new format of sounds in table - * - * 17 5/14/97 9:54a Lawrance - * supporting mission-specific briefing music - * - * 16 5/08/97 1:56p Lawrance - * supporting ship-specific engine sounds - * - * 15 5/06/97 9:36a Lawrance - * added support for min and max distances for 3d sounds - * - * 14 4/23/97 5:19p Lawrance - * split up misc sounds into: gamewide, ingame, and interface - * - * 13 4/20/97 11:48a Lawrance - * added array of filenames for misc sounds. Will be useful if we want to - * unload then re-load sounds - * - * 12 4/20/97 11:19a Lawrance - * sndman_ interface obsolete. Using snd_ functions to load, play, and - * manage static sound fx - * - * 11 4/18/97 4:31p Mike - * Add support for default volume levels. - * - * 10 3/20/97 11:04a Lawrance - * using incorrect constant when loading music filenames - * - * 9 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 8 3/17/97 3:47p Mike - * Homing missile lock sound. - * More on AI ships firing missiles. - * - * 7 3/10/97 8:54a Lawrance - * added gamesnd_init_looping_sounds() - * - * 6 2/28/97 8:41a Lawrance - * added afterburner engage and burn sounds - * - * 5 2/14/97 12:37a Lawrance - * added hooks to play docking/undocking sounds - * - * 4 2/13/97 12:03p Lawrance - * hooked in throttle sounds - * - * 3 2/05/97 10:35a Lawrance - * supporting spooled music at menus, briefings, credits etc. - * - * 2 1/20/97 7:58p John - * Fixed some link errors with testcode. - * - * 1 1/20/97 7:08p John - * - * $NoKeywords: $ - */ + #include "gamesnd/gamesnd.h" #include "localization/localize.h" diff --git a/fs2_open/code/gamesnd/gamesnd.h b/fs2_open/code/gamesnd/gamesnd.h index c92bd9cb39..757c6d6dbd 100644 --- a/fs2_open/code/gamesnd/gamesnd.h +++ b/fs2_open/code/gamesnd/gamesnd.h @@ -7,379 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Gamesnd/GameSnd.h $ - * $Revision: 2.15.2.2 $ - * $Date: 2007-02-10 00:17:39 $ - * $Author: taylor $ - * - * Routines to keep track of which sound files go where - * - * $Log: not supported by cvs2svn $ - * Revision 2.15.2.1 2006/08/18 04:34:59 Goober5000 - * better handling of ballistic rearm sounds - * --Goober5000 - * - * Revision 2.15 2005/09/25 08:25:15 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.14 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.13 2005/07/13 02:50:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.12 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.11 2005/06/29 18:50:13 taylor - * little cleanup and error checking - * - * Revision 2.10 2005/04/25 00:22:34 wmcoolmon - * Added parse_sound; replaced Assert() with an if() (The latter may not be a good idea, but it keeps missions from being un-debuggable) - * - * Revision 2.9 2005/04/21 15:58:08 taylor - * initial changes to mission loading and status in debug builds - * - move bmpman page in init to an earlier stage to avoid unloading sexp loaded images - * - small changes to progress reports in debug builds so that it's easier to tell what's slow - * - initialize the loading screen before mission_parse() so that we'll be about to get a more accurate load time - * fix memory leak in gamesnd (yes, I made a mistake ;)) - * make sure we unload models on game shutdown too - * - * Revision 2.8 2005/03/30 02:32:40 wmcoolmon - * Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name - * as well as its index (ie "L_sidearm.wav" instead of "76") - * - * Revision 2.7 2005/03/24 23:31:46 taylor - * make sounds.tbl dynamic - * "filename" will never be larger than 33 chars so having it 260 is a waste (freespace.cpp) - * - * Revision 2.6 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/03/12 16:23:49 phreak - * bumped MAX_GAME_SOUNDS to 400 if INF_BUILD is defined - * - * Revision 2.4 2003/03/20 22:58:43 Goober5000 - * moved ballistic primary reload sounds to indexes 171 and 172 - * - * Revision 2.3 2003/03/18 01:44:31 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.2 2002/12/10 05:43:35 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 15 9/12/99 8:09p Dave - * Fixed problem where skip-training button would cause mission messages - * not to get paged out for the current mission. - * - * 14 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 13 8/27/99 11:59a Jefff - * changed some sound names to better reflect new uses - * - * 12 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 11 7/19/99 11:47a Jefff - * Added sound hook for countermeasure success - * - * 10 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 9 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 8 6/25/99 3:08p Dave - * Multiple flyby sounds. - * - * 7 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 6 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 5 2/04/99 6:29p Dave - * First full working rev of FS2 PXO support. Fixed Glide lighting - * problems. - * - * 4 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 3 10/26/98 9:42a Dave - * Early flak gun support. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 76 5/18/98 12:59a Lawrance - * Replace shockwave impact sound with a new "whoosh" sound that - * originates from the shockwave center - * - * 75 5/06/98 10:29a Dave - * Put in support for panning sounds. Put in new sound hooks for main hall - * 2 intercom sounds. - * - * 74 4/27/98 3:36p Dave - * - * 73 4/25/98 1:25p Lawrance - * Make function for playing generic error beep - * - * 72 4/19/98 9:33p Lawrance - * Added sound hooks for Shivan flyby sound, subspace ambient effect - * - * 71 3/23/98 4:13p Lawrance - * Add hooks for capital ship specific warp sounds - * - * 70 3/21/98 3:34p Lawrance - * Added highlight icon sound, added static sound for briefing cut - * - * 69 3/17/98 5:55p Lawrance - * Support object-linked sounds for asteroids. - * - * 68 3/17/98 3:53p Lawrance - * First pass at weapon flyby sounds - * - * 67 3/16/98 5:54p Lawrance - * Play cargo scanning sound - * - * 66 3/05/98 10:18p Lawrance - * Play voice cue sound when there is no voice file present - * - * 65 2/19/98 4:33p Lawrance - * add asteroid sound hooks - * - * 64 2/12/98 4:59p Lawrance - * Add new sound hooks for subsystem explosions, and subsystems getting - * destroyed - * - * 63 2/11/98 5:32p Dave - * Put in hooks for 3 random intercom sounds in the main hall. - * - * 62 2/06/98 11:33a Dave - * Made sounds customizable through sounds.tbl - * - * 61 2/04/98 6:08p Lawrance - * Add a light collision sound, overlay a shield collide sound if - * applicable. - * - * 60 1/30/98 11:48a John - * Made debris arcs cast light. Added sound effects for them. - * - * 59 1/11/98 11:14p Lawrance - * Preload sounds that we expect will get played. - * - * 58 1/07/98 11:10a Lawrance - * Add new several new sound hooks. - * - * 57 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * 56 12/09/97 11:31a Lawrance - * add missile launch warnings, re-work proximity beep - * - * 55 12/05/97 2:39p Lawrance - * added some different sounds to main hall, add support for looping - * ambient sounds - * - * 54 12/03/97 4:58p Hoffoss - * - * 53 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * 52 12/01/97 5:25p Hoffoss - * Routed interface sound playing through a special function that will - * only allow one instance of the sound to play at a time, avoiding - * over-mixing problems. - * - * 51 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 50 11/11/97 10:25p Lawrance - * add sound hook for when missile threat flashes - * - * 49 11/03/97 11:08p Lawrance - * Add sound for collisions with shields. - * - * 48 11/03/97 2:07p Lawrance - * add ship-to-ship collision sound - * - * 47 10/28/97 4:49p Lawrance - * add sound hook that gets played when player warps out - * - * 46 10/27/97 10:48p Lawrance - * add second explosion sound - * - * 45 10/11/97 6:39p Lawrance - * added sound hooks for static sound - * - * 44 10/10/97 7:45p Lawrance - * add warp fail sound - * - * 43 9/19/97 2:45p Lawrance - * add hook for weapon animation sound - * - * 42 9/12/97 4:02p John - * put in ship warp out effect. - * put in dynamic lighting for warp in/out - * - * 41 9/07/97 10:01p Lawrance - * add some interface hooks - * - * 40 9/05/97 4:59p Lawrance - * added warp sound hook - * - * 39 9/03/97 5:05p Lawrance - * add support for ship flyby sound - * - * 38 8/25/97 12:25a Lawrance - * added sound for when shield energy is transferred between quadrants - * - * 37 8/18/97 5:28p Lawrance - * added some new interface sounds - * - * 36 8/12/97 5:52p Lawrance - * added hook for lock warning from aspect missile - * - * 35 8/11/97 9:48p Lawrance - * add sound hook for swarm missile - * - * 34 8/06/97 10:27a Lawrance - * added hook for shockwave create sound - * - * 33 7/17/97 10:50a Lawrance - * create a Shivan light laser so sound can be assigned - * - * 32 6/24/97 11:47p Lawrance - * add briefing sound fx - * - * 31 6/24/97 3:14p Lawrance - * add briefing sounds - * - * 30 6/13/97 4:44p Lawrance - * added another sound hook in ship selection - * - * 29 6/12/97 5:15p Lawrance - * added hook for ambient sound in briefing/ship select - * - * 28 6/05/97 11:25a Lawrance - * use sound signatures to ensure correct sound is loaded - * - * 27 6/05/97 1:07a Lawrance - * changes to support sound interface - * - * 26 6/04/97 1:18p Lawrance - * added hooks for shield impacts - * - * 25 5/23/97 11:20a Lawrance - * counter measure sounds specified in weapons.tbl - * - * 24 5/22/97 12:04p Lawrance - * added soundhook for cmeasure cycle - * - * 23 5/16/97 11:33a Lawrance - * add countermeasures and rearm sounds - * - * 22 5/14/97 11:24a Lawrance - * break up docking sound effect into an approach/depart and attach/detach - * - * 21 5/14/97 11:09a Lawrance - * add hooks for sounds played when player is hit by lasers or missiles - * - * 20 5/14/97 9:54a Lawrance - * supporting mission-specific briefing music - * - * 19 5/13/97 3:09p Lawrance - * added repair/rearm sound - * - * 18 5/13/97 10:44a Lawrance - * add several new sound effects - * - * 17 5/12/97 11:58a Lawrance - * removed obsolete sound - * - * 16 5/06/97 2:12p Lawrance - * rearrange order of sounds - * - * 15 5/06/97 9:36a Lawrance - * added support for min and max distances for 3d sounds - * - * 14 4/23/97 5:19p Lawrance - * split up misc sounds into: gamewide, ingame, and interface - * - * 13 4/20/97 11:48a Lawrance - * added array of filenames for misc sounds. Will be useful if we want to - * unload then re-load sounds - * - * 12 4/18/97 2:54p Lawrance - * sounds now have a default volume, when playing, pass a scaling factor - * not the actual volume - * - * 11 4/15/97 2:49p Lawrance - * add new sounds - * - * 10 3/26/97 11:27a Lawrance - * added hooks for sounds to be played when trying to fire missles when - * none left / trying to fire lasers with no energy - * - * 9 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 8 3/17/97 3:47p Mike - * Homing missile lock sound. - * More on AI ships firing missiles. - * - * 7 3/10/97 8:54a Lawrance - * added gamesnd_init_looping_sounds() - * - * 6 2/28/97 8:41a Lawrance - * added afterburner engage and burn sounds - * - * 5 2/14/97 12:37a Lawrance - * added hooks to play docking/undocking sounds - * - * 4 2/13/97 12:03p Lawrance - * hooked in throttle sounds - * - * 3 2/05/97 10:35a Lawrance - * supporting spooled music at menus, briefings, credits etc. - * - * 2 1/20/97 7:58p John - * Fixed some link errors with testcode. - * - * 1 1/20/97 7:08p John - * - * $NoKeywords: $ - */ + #ifndef __GAMESND_H__ #define __GAMESND_H__ diff --git a/fs2_open/code/globalincs/crypt.cpp b/fs2_open/code/globalincs/crypt.cpp index a687868c81..1d83ed9447 100644 --- a/fs2_open/code/globalincs/crypt.cpp +++ b/fs2_open/code/globalincs/crypt.cpp @@ -7,38 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/crypt.cpp $ - * $Revision: 2.3 $ - * $Date: 2004-07-26 20:47:31 $ - * $Author: Kazan $ - * - * Files for cypting stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 2 3/30/98 9:33p Allender - * string encryption stuff for cheat codes - * - * $NoKeywords: $ - */ + #include #include "globalincs/crypt.h" diff --git a/fs2_open/code/globalincs/crypt.h b/fs2_open/code/globalincs/crypt.h index 810cf96ea5..730eadd852 100644 --- a/fs2_open/code/globalincs/crypt.h +++ b/fs2_open/code/globalincs/crypt.h @@ -7,43 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/crypt.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 02:50:48 $ - * $Author: Goober5000 $ - * - * Header for crypt stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 8/05/99 2:05a Dave - * Fixes. Optimized detail level stuff. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 3 5/19/98 12:19p Mike - * Cheat codes! - * - * 2 3/30/98 9:33p Allender - * string encryption stuff for cheat codes - * - * 1 3/30/98 3:20p Allender - * - * $NoKeywords: $ - */ + #ifndef _CRYPT_H #define _CRYPT_H diff --git a/fs2_open/code/globalincs/def_files.cpp b/fs2_open/code/globalincs/def_files.cpp index e601f91556..76903609cc 100644 --- a/fs2_open/code/globalincs/def_files.cpp +++ b/fs2_open/code/globalincs/def_files.cpp @@ -5,30 +5,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/globalincs/def_files.cpp $ - * $Revision: 2.15.2.7 $ - * $Date: 2007-07-24 20:08:29 $ - * $Author: Kazan $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.15.2.6 2007/07/23 16:08:26 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.15.2.5 2007/07/15 02:45:48 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 2.15.2.4 2007/02/27 01:44:44 Goober5000 - * add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty - * - * Revision 2.15.2.3 2006/07/06 21:23:28 Goober5000 - * add CVS headers - * --Goober5000 - * - */ + #include diff --git a/fs2_open/code/globalincs/def_files.h b/fs2_open/code/globalincs/def_files.h index 6e56b5af9b..cf9875d9b5 100644 --- a/fs2_open/code/globalincs/def_files.h +++ b/fs2_open/code/globalincs/def_files.h @@ -5,14 +5,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/globalincs/def_files.h $ - * $Revision: 2.3.2.1 $ - * $Date: 2006-07-06 21:23:28 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - */ + #ifndef __DEF_FILES_H_ diff --git a/fs2_open/code/globalincs/globals.h b/fs2_open/code/globalincs/globals.h index 05061db0a4..cb2ef694a7 100644 --- a/fs2_open/code/globalincs/globals.h +++ b/fs2_open/code/globalincs/globals.h @@ -4,121 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/globals.h $ - * $Revision: 1.23.2.4 $ - * $Date: 2006/12/28 01:19:13 $ - * $Author: Goober5000 $ - * - * Header for common global #defines, to cut down on #includes - * - * $Log: globals.h,v $ - * Revision 1.23.2.4 2006/12/28 01:19:13 Goober5000 - * removed obsolete limits - * - * Revision 1.23.2.3 2006/12/07 17:59:37 taylor - * these defines are all the same value, so it's safer to just have one set - * - * Revision 1.23.2.2 2006/10/24 13:24:12 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 1.23.2.1 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 1.23 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.22 2006/01/30 06:41:34 taylor - * make MAX_LIGHTS global - * - * Revision 1.21 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.20 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.19 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 1.18 2005/09/27 05:25:18 Goober5000 - * initial commit of basic IFF code - * --Goober5000 - * - * Revision 1.17 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 1.16 2005/09/24 01:50:10 Goober5000 - * a bunch of support ship bulletproofing - * --Goober5000 - * - * Revision 1.15 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.14 2005/07/13 02:08:26 Goober5000 - * move inferno vs. network check here for the time being - * --Goober5000 - * - * Revision 1.13 2005/07/13 02:01:29 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 1.12 2005/05/11 08:10:20 Goober5000 - * variables should now work properly in messages that are sent multiple times - * --Goober5000 - * - * Revision 1.11 2005/05/08 20:28:29 wmcoolmon - * Dynamically allocated medals - * - * Revision 1.10 2005/04/28 05:29:29 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 1.9 2005/04/03 08:48:31 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 1.8 2005/02/15 00:06:26 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 1.7 2005/01/31 23:27:52 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 1.6 2004/12/30 21:41:24 Goober5000 - * stupid parenthesis fix - * --Goober5000 - * - * Revision 1.5 2004/12/14 14:46:12 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 1.4 2004/08/11 05:06:23 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.3 2004/05/10 10:51:54 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 1.2 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 1.1 2004/02/28 20:26:10 Goober5000 - * preliminary checking of globals.h - * --Goober5000 - * - * Revision 1.0 2004/02/28 20:26:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _GLOBALS_H #define _GLOBALS_H diff --git a/fs2_open/code/globalincs/linklist.h b/fs2_open/code/globalincs/linklist.h index b45f16724f..c47a6b284a 100644 --- a/fs2_open/code/globalincs/linklist.h +++ b/fs2_open/code/globalincs/linklist.h @@ -7,54 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/LinkList.h $ - * $Revision: 2.6 $ - * $Date: 2005-07-13 02:50:48 $ - * $Author: Goober5000 $ - * - * Macros to handle doubly linked lists - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/03/29 03:40:15 phreak - * get_num_elements() method, probably coded incorrectly, but its needed for FRED - * - * Revision 2.4 2005/03/26 07:53:32 wmcoolmon - * Some fixes - * - * Revision 2.3 2005/03/25 06:57:33 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.2 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.1 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 5 7/01/97 11:53a Lawrance - * add list_insert_before() - * - * 4 4/15/97 1:27p Lawrance - * added a GET_PREV() macro - * - * 3 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _LINKLIST_H #define _LINKLIST_H diff --git a/fs2_open/code/globalincs/pstypes.h b/fs2_open/code/globalincs/pstypes.h index f5c188df76..a87fc7bcd4 100644 --- a/fs2_open/code/globalincs/pstypes.h +++ b/fs2_open/code/globalincs/pstypes.h @@ -7,432 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/PsTypes.h $ - * $Revision: 2.42.2.11 $ - * $Date: 2007-10-17 21:03:05 $ - * $Author: taylor $ - * $Revision: 2.42.2.11 $ - * $Date: 2007-10-17 21:03:05 $ - * $Author: taylor $ - * - * Header file containg global typedefs, constants and macros - * - * $Log: not supported by cvs2svn $ - * Revision 2.42.2.10 2007/02/12 00:24:33 taylor - * add back special "var" setting for flag_def_list and convert some of the lists to use it (more on the way) - * - * Revision 2.42.2.9 2007/02/11 20:26:00 Goober5000 - * fix some breakage ;) - * - * Revision 2.42.2.8 2007/02/11 09:35:11 taylor - * add VALID_FNAME() macro and put it around a few places (more to come) - * clean out some old variables - * move CLAMP() macro from opengl header to global header - * update COUNT_ESTIMATE to match new bmpman changes - * - * Revision 2.42.2.7 2006/12/28 22:47:15 Goober5000 - * fix spelling... *twitch* - * - * Revision 2.42.2.6 2006/10/01 19:22:15 taylor - * re-fix this crap that I managed to break last time (was Mantis bug 1066 I think) - * - * Revision 2.42.2.5 2006/09/24 13:22:38 taylor - * fix SAFE_STRCAT() so that it can work in an if() statement that doesn't have braces - * - * Revision 2.42.2.4 2006/09/20 04:56:36 taylor - * neither of these two structs appear to be used anywhere, so lets just comment them out - * - * Revision 2.42.2.3 2006/09/11 01:00:27 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.42.2.2 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.42.2.1 2006/06/07 03:19:20 wmcoolmon - * Scripting system prep for 3.6.9 - * - * Revision 2.43 2006/06/07 03:17:55 wmcoolmon - * Scripting system prep for 3.6.9 - * - * Revision 2.42 2006/01/19 20:18:11 wmcoolmon - * More Lua checks; added Lua vector object; better operator support. - * - * Revision 2.41 2006/01/19 16:00:04 wmcoolmon - * Lua debugging stuff; gr_bitmap_ex stuff for taylor - * - * Revision 2.40 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.39 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.38 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.37 2005/12/06 02:55:22 taylor - * little consolidation: - * move path separator stuff here from cfile.h - * move the pragma warnings to config.h, since they produce warnings on anything that's not MSVC - * move the bmpman related stuff to bmpman.h, if you need this stuff you have to include bmpman.h anyway - * - * Revision 2.36 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.35 2005/10/17 05:48:18 taylor - * dynamically allocate object collision pairs - * - * Revision 2.34 2005/10/11 08:30:37 taylor - * fix memory freakage from dynamic spawn weapon types - * - * Revision 2.33 2005/09/06 05:32:12 taylor - * use exit(EXIT_FAILURE) rather than abort() so that all atexit() calls will actually get executed - * - * Revision 2.32 2005/07/31 01:30:48 taylor - * print file and line info for Int3() calls to the logfile so that they are easier to debug with basic error reports - * - * Revision 2.31 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.30 2005/05/12 17:49:11 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.29 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.28 2005/04/05 05:53:16 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.27 2005/03/10 08:00:04 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.26 2005/03/07 13:10:20 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.25 2005/03/02 21:18:18 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.24 2005/03/01 23:08:24 taylor - * make sure starfield bitmaps render when not in HTL mode - * slight header fix for osapi.h - * add some string overflow protection to modelread and bmpman - * s/NO_NETWORKING/NO_NETWORK/g (Inferno builds) - * - * Revision 2.23 2005/02/08 23:49:58 taylor - * update/add .cvsignore files for project file changes - * silence warning about deprecated strings.h stuff for MSVC 2005 - * final model_unload() stuff for WMCoolmon, put in missionweaponchoice.cpp - * remove really old project files - * - * Revision 2.22 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.21 2004/12/15 15:14:03 Goober5000 - * added Verify, an error checking macro that works in both release and debug modes - * --Goober5000 - * - * Revision 2.20 2004/10/31 21:32:27 taylor - * no networking with Inferno builds, basic 64-bit OS support - * - * Revision 2.19 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.18 2004/07/05 05:09:18 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.17 2004/04/03 18:11:20 Kazan - * FRED fixes - * - * Revision 2.16 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.15 2003/11/19 20:37:23 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.14 2003/11/17 06:52:51 bobboau - * got assert to work again - * - * Revision 2.13 2003/09/26 14:37:13 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.12 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.11 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.10 2003/06/08 17:38:21 phreak - * added a vector in the vertex struct that stores the real world position - * the x,y,z variables do not accurately reflect the real position - * this is for opengl fogging - * - * Revision 2.9 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.8 2003/03/02 05:27:44 penguin - * only define min() and max() if they're not already defined - * - penguin - * - * Revision 2.7 2003/01/18 19:48:19 phreak - * added some defines that deal with mages using DXTC - * - * Revision 2.6 2002/12/02 23:56:12 Goober5000 - * fixed misspelling - * - * Revision 2.5 2002/12/02 20:49:14 Goober5000 - * fixed misspelling of "category" as "catagory" - * - * Revision 2.4.2.3 2002/10/19 23:56:40 randomtiger - * Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query. - * Defaults to 256 as it was before. Also added base code for reworking the texture code to be more efficient. - RT - * - * Revision 2.4.2.2 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.4 2002/08/06 01:49:08 penguin - * Renamed ccode members to cc_or and cc_and - * - * Revision 2.3 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.2 2002/07/22 01:04:37 penguin - * took out GAME_CD_CHECK define - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/09 13:50:20 mharris - * define AsmInt3() to abort() - * - * Revision 1.3 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 34 6/16/00 3:16p Jefff - * sim of the year dvd version changes, a few german soty localization - * fixes - * - * 33 10/05/99 2:29p Danw - * - * 32 10/01/99 9:10a Daveb - * V 1.1 PATCH - * - * 31 9/13/99 12:22a Dave - * Minor build update. - * - * 30 8/28/99 4:54p Dave - * Fixed directives display for multiplayer clients for wings with - * multiple waves. Fixed hud threat indicator rendering color. - * - * 29 8/09/99 4:18p Andsager - * Make french and german defines, needed specifically to enable language - * under launcher misc. tab - * - * 28 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 27 7/18/99 5:19p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 26 7/15/99 9:21a Andsager - * FS2_DEMO check in - * - * 25 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 24 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 23 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 22 6/03/99 10:15p Dave - * Put in temporary main hall screen. - * - * 21 5/09/99 8:57p Dave - * Final E3 build preparations. - * - * 20 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 19 4/25/99 3:03p Dave - * Removed E3_BUILD from pstypes - * - * 18 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 17 4/15/99 1:29p Dave - * Remove multiplayer beta build define. - * - * 16 4/15/99 1:24p Dave - * Final Beta 1 checkin. - * - * 15 4/14/99 5:28p Dave - * Minor bug fixes. - * - * 14 4/12/99 2:22p Dave - * More checks for dogfight stats. - * - * 13 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 12 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 11 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 10 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 9 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 8 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 7 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 6 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 5 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 11:28a Dave - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 75 8/20/98 5:30p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 74 6/17/98 11:01a Lawrance - * set correct offset for English special font chars - * - * 73 6/12/98 4:52p Hoffoss - * Added support for special characters in in forgeign languages. - * - * 72 6/09/98 6:49p Lawrance - * Comment out UK_BUILD - * - * 71 6/09/98 5:15p Lawrance - * French/German localization - * - * 70 6/09/98 12:12p Hoffoss - * Added XSTR localization code. - * - * 69 6/05/98 9:49a Lawrance - * OEM changes - * - * 68 5/22/98 3:13p Allender - * no Int3()'s and Asserts - * - * 67 5/20/98 12:59p John - * Turned optimizations on for debug builds. Also turning on automatic - * function inlining. Turned off the unreachable code warning. - * - * 66 5/04/98 1:49p Allender - * make Int3's do nothing when InterplayQA is defined - * - * 65 4/25/98 11:55p Lawrance - * compile out Int3() and Assert() for release demo build - * - * - * $NoKeywords: $ - * - */ + #ifndef _PSTYPES_H #define _PSTYPES_H diff --git a/fs2_open/code/globalincs/systemvars.cpp b/fs2_open/code/globalincs/systemvars.cpp index 4a72c7d320..d1df1c764d 100644 --- a/fs2_open/code/globalincs/systemvars.cpp +++ b/fs2_open/code/globalincs/systemvars.cpp @@ -7,233 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/SystemVars.cpp $ - * $Revision: 2.11.2.2 $ - * $Date: 2008-01-17 07:43:23 $ - * $Author: Goober5000 $ - * - * Variables and constants common to FreeSpace and Fred. - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.1 2006/09/11 01:00:27 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.11 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.10 2006/01/27 20:29:30 Goober5000 - * some tweaks for insertion sort - * --Goober5000 - * - * Revision 2.9 2006/01/27 06:03:41 Goober5000 - * add an insertion sort function for small or almost-sorted arrays; it has the same prototype as stdlib's quick sort - * --Goober5000 - * - * Revision 2.8 2005/05/26 04:27:10 taylor - * timer changes to fix game_busy() on the loading screen and 100% incorrect values on some machines, - * don't know if this is going to work that great but it's more like the Linux SDL code now which - * has worked for years without major problems - * - * Revision 2.7 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.6 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/10/31 21:33:05 taylor - * rename OGL_inited to OGL_enabled to match D3D version - * - * Revision 2.4 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2002/11/22 20:56:15 phreak - * added OGL_inited global. Sets to 0 even if OGL isn't defined by preproccessor - * -phreak - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 9/09/99 8:53p Dave - * Fixed multiplayer degenerate orientation case problem. Make sure warp - * effect never goes lower than LOD 1. - * - * 11 9/06/99 11:25a Mikek - * Decrease some settings for High detail level. - * - * 10 8/05/99 2:05a Dave - * Whee. - * - * 9 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 8 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 7 6/22/99 7:03p Dave - * New detail options screen. - * - * 6 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 5 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 38 9/21/98 8:46p Dave - * Put in special check in fred for identifying unknown ships. - * - * 37 8/17/98 5:07p Dave - * First rev of corkscrewing missiles. - * - * 36 5/13/98 11:34p Mike - * Model caching system. - * - * 35 4/25/98 4:06p John - * Made defaults make a little more sense - * - * 34 4/20/98 8:41p John - * Made debris culling actually reduce Glide texture resolution. - * - * 33 4/12/98 9:56a John - * Made lighting detail flags work. Made explosions cast light on - * highest. - * - * 32 4/08/98 8:34p Lawrance - * Fix up how custom button works on the detail tab. - * - * 31 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 30 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 29 3/30/98 2:38p Mike - * Add asteroid_density to detail level support. - * No force explosion damage in training missions. - * Make cargo deathrolls shorter. - * - * 28 3/24/98 8:16a John - * made highest detail different than next one down - * - * 27 3/23/98 5:19p John - * Upped number of default detail levels to 4 - * - * 26 3/22/98 4:11p Andsager - * Remove global FreeSpace_running - * - * 25 3/22/98 3:28p John - * Added in stippled alpha for lower details. Made medium detail use - * engine glow. - * - * 24 3/22/98 2:41p John - * Added lighting into the detail structure. - * - * 23 3/22/98 11:06a John - * Changed default detail levels - * - * 22 3/22/98 11:02a John - * Made a bunch of the detail levels actually do something - * - * 21 3/22/98 9:53a John - * Added in first stage of new detail level stuff - * - * 20 3/09/98 12:13a Andsager - * Add code to help find jumps in position. - * - * 19 2/28/98 7:03p Lawrance - * get slew working in any view - * - * 18 2/16/98 4:16p John - * Added loading animation - * - * 17 2/10/98 9:06a John - * Added variables for restoring - * - * 16 2/05/98 9:27p John - * took out ending min/max etc on monitor - * - * 15 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 14 2/03/98 9:25p John - * Upgraded Direct3D code to new version 5.0 code. Separated the D3D code - * more. Added a global variable D3D_enabled flag. - * - * 13 1/17/98 12:17p John - * fixed erroneous print - * - * 12 1/17/98 12:14p John - * Added loading... bar to freespace. - * - * 11 1/11/98 2:15p John - * Changed a lot of stuff that had to do with bitmap loading. Made cfile - * not do callbacks, I put that in global code. Made only bitmaps that - * need to load for a level load. - * - * 10 12/16/97 6:20p Hoffoss - * Added more debugging code for demos, and fixed a bug in demo - * recording/playback. - * - * 9 12/05/97 3:46p John - * made ship thruster glow scale instead of being an animation. - * - * 8 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 7 8/04/97 10:21a Dave - * Added Is_standalone global var - * - * 6 6/24/97 6:21p John - * added detail flags. - * sped up motion debris system a bit. - * - * 5 4/15/97 11:28p Mike - * External view system - * - * 4 4/15/97 4:00p Mike - * Intermediate checkin caused by getting other files. Working on camera - * slewing system. - * - * 3 4/08/97 8:47a John - * Added a global varible for detail level - * - * 2 4/01/97 11:07p Mike - * Clean up game sequencing functions. Get rid of Multiplayer and add - * Game_mode. Add SystemVars.cpp - * - * 1 4/01/97 10:59p Mike - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "globalincs/systemvars.h" diff --git a/fs2_open/code/globalincs/systemvars.h b/fs2_open/code/globalincs/systemvars.h index d5b562ee4e..a452d5db2f 100644 --- a/fs2_open/code/globalincs/systemvars.h +++ b/fs2_open/code/globalincs/systemvars.h @@ -7,244 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/SystemVars.h $ - * $Revision: 2.12.2.2 $ - * $Date: 2008-01-17 07:43:23 $ - * $Author: Goober5000 $ - * - * Variables and constants common to FreeSpace and Fred. - * - * $Log: not supported by cvs2svn $ - * Revision 2.12.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.12 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.11 2006/01/27 06:03:41 Goober5000 - * add an insertion sort function for small or almost-sorted arrays; it has the same prototype as stdlib's quick sort - * --Goober5000 - * - * Revision 2.10 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.8 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.7 2005/01/16 22:39:09 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.6 2004/10/31 21:33:05 taylor - * rename OGL_inited to OGL_enabled to match D3D version - * - * Revision 2.5 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/02/20 04:29:54 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.3 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.2 2002/10/05 16:46:09 randomtiger - * Added us fs2_open people to the credits. Worth looking at just for that. - * Added timer bar code, by default its not compiled in. - * Use TIMEBAR_ACTIVE in project and dependancy code settings to activate. - * Added the new timebar files with the new code. - * - * Revision 2.1 2002/08/15 04:41:17 penguin - * Added #include, needed for FRED - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 6/22/99 7:03p Dave - * New detail options screen. - * - * 10 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 9 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 8 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 7 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 6 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 5 3/28/99 12:37p Dave - * Tentative beginnings to warpin effect. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 37 9/21/98 8:46p Dave - * Put in special check in fred for identifying unknown ships. - * - * 36 8/17/98 5:07p Dave - * First rev of corkscrewing missiles. - * - * 35 5/13/98 11:34p Mike - * Model caching system. - * - * 34 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 33 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 32 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 31 3/30/98 2:38p Mike - * Add asteroid_density to detail level support. - * No force explosion damage in training missions. - * Make cargo deathrolls shorter. - * - * 30 3/23/98 5:19p John - * Upped number of default detail levels to 4 - * - * 29 3/22/98 2:41p John - * Added lighting into the detail structure. - * - * 28 3/22/98 11:06a John - * Changed default detail levels - * - * 27 3/22/98 11:02a John - * Made a bunch of the detail levels actually do something - * - * 26 3/22/98 9:53a John - * Added in first stage of new detail level stuff - * - * 25 3/17/98 3:53p Lawrance - * Fix warpout in chase view - * - * 24 2/28/98 7:03p Lawrance - * get slew working in any view - * - * 23 2/26/98 12:33a Lawrance - * Added back slew mode, lots of changes to external and chase views. - * - * 22 2/10/98 9:06a John - * Added variables for restoring - * - * 21 2/03/98 9:25p John - * Upgraded Direct3D code to new version 5.0 code. Separated the D3D code - * more. Added a global variable D3D_enabled flag. - * - * 20 1/13/98 2:20p John - * Added code to load palette based on hud color. Added code to turn off - * nebulas using detail. Added code in WinMain to time out after waiting - * too long for window creation. - * - * 19 12/19/97 12:03p Allender - * Added GM_CAMPAIGN_MODE to indicate when player is in a campaign or not. - * Started adding FreeSpace support for carrying of ship/weapon types - * across missions in a campaign. - * - * 18 12/16/97 6:20p Hoffoss - * Added more debugging code for demos, and fixed a bug in demo - * recording/playback. - * - * 17 12/05/97 3:46p John - * made ship thruster glow scale instead of being an animation. - * - * 16 9/22/97 5:12p Dave - * Added stats transfer game _mode_. Started work on multiplayer chat - * screens for weapon and ship select - * - * 15 8/04/97 5:28p Dave - * Moved Game bit GM_GAME_HOST to a netinfo flag NETINFO_FLAG_GAME_HOST - * - * 14 8/04/97 4:37p Dave - * Added GM_STANDALONE_SERVER and GM_GAME_HOST game mode bits - * - * 13 8/04/97 10:21a Dave - * Added Is_standalone global var - * - * 12 7/29/97 10:59a Dave - * Added demo recording and demo playback bit flags - * - * 11 6/24/97 6:21p John - * added detail flags. - * sped up motion debris system a bit. - * - * 10 6/09/97 10:38a Allender - * added GAME_MODE_IN_GAME flag. Probably to be used only for multiplayer - * - * 9 5/07/97 1:44p Mike - * Add viewing from other ships. - * - * 8 4/16/97 3:24p Mike - * New Camera system. - * - * 7 4/15/97 11:28p Mike - * External view system - * - * 6 4/15/97 4:00p Mike - * Intermediate checkin caused by getting other files. Working on camera - * slewing system. - * - * 5 4/11/97 5:02p Mike - * Improve death sequence, clean up sequencing. - * - * 4 4/08/97 8:47a John - * Added a global varible for detail level - * - * 3 4/02/97 6:03p Mike - * Make dying work through event driven code. - * - * 2 4/01/97 11:07p Mike - * Clean up game sequencing functions. Get rid of Multiplayer and add - * Game_mode. Add SystemVars.cpp - * - * 1 4/01/97 10:59p Mike - * - * $NoKeywords: $ - */ + #ifndef _SYSTEMVARS_H #define _SYSTEMVARS_H diff --git a/fs2_open/code/globalincs/version.cpp b/fs2_open/code/globalincs/version.cpp index b34eea40bd..d98114f436 100644 --- a/fs2_open/code/globalincs/version.cpp +++ b/fs2_open/code/globalincs/version.cpp @@ -7,44 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/version.cpp $ - * $Revision: 2.4 $ - * $Date: 2006-04-20 06:32:01 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/09/99 2:21p Andsager - * Fix patching from multiplayer direct to launcher update tab. - * - * 3 8/06/99 3:32p Andsager - * Handle update when no registry is set - * - * 2 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 1 5/18/99 4:28p Dave - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/globalincs/version.h b/fs2_open/code/globalincs/version.h index a63df16bd5..77e6444e95 100644 --- a/fs2_open/code/globalincs/version.h +++ b/fs2_open/code/globalincs/version.h @@ -7,139 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/version.h $ - * $Revision: 2.13.2.2 $ - * $Date: 2007-03-22 20:52:38 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.13.2.1 2006/06/12 03:34:46 taylor - * bump version to 3.6.9 - * - * Revision 2.13 2006/02/11 22:10:11 Goober5000 - * bumped to 3.6.8 because of version-specific commenting - * --Goober5000 - * - * Revision 2.12 2005/07/13 02:50:48 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/07/11 10:13:09 wmcoolmon - * Bumped Fs2_open version to 3.6.7 - * - * Revision 2.10 2004/12/22 21:47:37 taylor - * version bump to 3.6.5 - * - * Revision 2.9 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.8 2004/05/09 23:32:40 phreak - * bumped to 3.6!!!! - * - * Revision 2.7 2003/08/30 20:55:09 Goober5000 - * bumped version to 3.5.5 - * --Goober5000 - * - * Revision 2.6 2003/02/05 07:04:31 Goober5000 - * fixed version bumpage... the version is 3.5.0, not 3.50.0 ;) - * --Goober5000 - * - * Revision 2.5 2003/01/30 23:24:34 phreak - * bumped to 3.50 - * - * Revision 2.4 2002/12/31 20:09:14 Goober5000 - * bumped to 3.4 - * --Goober5000 - * - * Revision 2.3 2002/11/10 20:40:02 inquisitor - * Bumped to 3.3 - * - * Revision 2.2 2002/08/13 03:32:25 penguin - * Bumped to version 3.2 - * - * Revision 2.1 2002/08/04 05:11:36 penguin - * Update version number to 3.1 - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 23 11/03/99 11:07a Jefff - * version num -> 1.2 - * - * 22 10/27/99 3:05p Jefff - * upped version to 1.1 for german - * - * 21 10/25/99 5:40p Jefff - * bump version to 1.02 for German version - * - * 20 10/06/99 10:24a Jefff - * upped OEM version to 1.0 - * - * 19 10/01/99 9:10a Daveb - * V 1.1 PATCH - * - * 18 9/14/99 7:34a Dave - * - * 17 9/13/99 12:00a Dave - * Bumped to 0.07 - * - * 16 9/11/99 11:01p Dave - * Upped to 0.06 - * - * 15 9/10/99 9:44p Dave - * Bumped version # up. Make server reliable connects not have such a huge - * timeout. - * - * 14 8/16/99 4:04p Dave - * Big honking checkin. - * - * 13 8/09/99 2:21p Andsager - * Fix patching from multiplayer direct to launcher update tab. - * - * 12 8/09/99 10:36a Dave - * Version info for game. - * - * 11 8/06/99 4:37p Andsager - * demo patch to 1.10 - * - * 10 8/06/99 4:35p Andsager - * test patching - up demo version to 1.01 - * - * 9 8/06/99 10:33a Andsager - * Demo release canditate version number. - * - * 8 8/06/99 12:33a Andsager - * up demo to 1.2 - * - * 7 8/05/99 5:31p Andsager - * Up demo version 1.01 - * - * 6 7/30/99 11:59a Andsager - * - * 5 7/28/99 2:51p Andsager - * Update demo build to 1.0.0 - * - * 4 7/27/99 8:59a Andsager - * Make major, minor version consistent for all builds. Only show major - * and minor for launcher update window. - * - * 3 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 2 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 1 5/18/99 4:28p Dave - * - * $NoKeywords: $ - */ + #ifndef __FS2_VERSIONING_HEADER_FILE #define __FS2_VERSIONING_HEADER_FILE diff --git a/fs2_open/code/globalincs/windebug.cpp b/fs2_open/code/globalincs/windebug.cpp index 063eae1eb0..cbea23d006 100644 --- a/fs2_open/code/globalincs/windebug.cpp +++ b/fs2_open/code/globalincs/windebug.cpp @@ -7,263 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/GlobalIncs/WinDebug.cpp $ - * $Revision: 2.38.2.7 $ - * $Date: 2007-10-28 16:36:34 $ - * $Author: taylor $ - * - * Debug stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.38.2.6 2007/10/17 21:03:05 taylor - * change Warning() and Error() to use const format variables (can't remember who said to do this) - * fix memory error when zero'ing buffers for error messages on non-Windows platforms - * - * Revision 2.38.2.5 2007/04/03 02:19:26 Goober5000 - * meh, space - * - * Revision 2.38.2.4 2007/04/03 01:39:31 Goober5000 - * fixed up some error messages - * - * Revision 2.38.2.3 2006/12/07 18:04:03 taylor - * clean up warning code for Windows - * handle messagebox popups better (until I done with even cooler code for handling that) - * cleanup window state code a bit, and deal with activation and cursor handling better - * handle WM_ERASEBKGND msg ourselves, prevents some flickering issues and gets rid of the need to self-paint the window to clear it - * slightly better Win9x/WinME compatibility for the main window - * - * Revision 2.38.2.2 2006/09/09 04:07:21 taylor - * fix for vanishing FRED2 cursor (Mantis bug #997), plus a little cleanup - * - * Revision 2.38.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.38 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.37 2006/02/24 07:36:49 taylor - * try and make some sense out of that cmdline option mess, maybe it will stay sane for a few days at least :) - * - * Revision 2.36 2006/01/31 06:42:28 wmcoolmon - * Removed USE_LUA - * - * Revision 2.35 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 2.34 2006/01/19 20:18:11 wmcoolmon - * More Lua checks; added Lua vector object; better operator support. - * - * Revision 2.33 2006/01/19 16:00:04 wmcoolmon - * Lua debugging stuff; gr_bitmap_ex stuff for taylor - * - * Revision 2.32 2006/01/12 04:18:10 wmcoolmon - * Finished committing codebase - * - * Revision 2.31 2005/11/13 05:25:59 phreak - * LuaError() body should not be compiled into the code unless USE_LUA was defined in the project file. - * - * Revision 2.30 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.29 2005/10/17 05:48:18 taylor - * dynamically allocate object collision pairs - * - * Revision 2.28 2005/10/11 08:30:37 taylor - * fix memory freakage from dynamic spawn weapon types - * - * Revision 2.27 2005/09/15 05:19:25 taylor - * gah, I still messed that up. Add a NULL check and have register_malloc() actually handle the correct pointer - * - * Revision 2.26 2005/09/14 20:38:12 taylor - * some vm_* fixage for Windows - * - * Revision 2.25 2005/08/16 20:06:24 Kazan - * [hopefully] Fix the bug i introduced in the show memory usage code, and the convergence bug during autopilot [also saves cpu cycles - MANY of them] - * - * Revision 2.24 2005/08/14 23:05:27 Kazan - * i introduced a bug in _vm_realloc.. fixed it - * - * Revision 2.23 2005/08/14 21:01:59 Kazan - * I'm stupid, sorry - fixed release-build-crash - * - * Revision 2.22 2005/08/14 17:20:56 Kazan - * diabled NEW_MALLOC on windows - it was causing crashing - must have been corrupting it's own heap - * - * Revision 2.21 2005/06/01 15:10:26 phreak - * clarified error messages to say that the files listed on asserts/warnings/errors - * are located on the computers that built the exe. - * - * Revision 2.20 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.19 2005/03/08 04:41:39 Goober5000 - * whoops - * - * Revision 2.18 2005/03/08 03:50:25 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.17 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.16 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.15 2005/01/30 09:27:41 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.14 2004/10/31 21:34:39 taylor - * rename __ASSERT check to _ASSERT to fix constant warning message - why did no one else fix this? - * - * Revision 2.13 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/25 18:46:28 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.11 2004/07/25 00:31:28 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.10 2004/07/12 16:32:47 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.9 2004/05/01 21:53:39 taylor - * add some error handling to vm_strdup() - * - * Revision 2.8 2004/04/03 18:11:20 Kazan - * FRED fixes - * - * Revision 2.7 2004/02/25 05:53:32 Goober5000 - * added DONT_SHOW_WARNINGS compile branch - * --Goober5000 - * - * Revision 2.6 2004/02/16 21:22:15 randomtiger - * Use _REPORT_MEM_LEAKS compile flag in code.lib to get a report of memory leaks from malloc calls. - * - * Revision 2.5 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.4 2004/01/29 01:34:01 randomtiger - * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. - * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. - * - * Revision 2.3 2004/01/24 12:47:48 randomtiger - * Font and other small changes for Fred - * - * Revision 2.2 2003/03/02 05:30:26 penguin - * Added #ifdef _MSC_VER to MSVC-specific code - * - penguin - * - * Revision 2.1 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * 3 11/30/98 5:31p Dave - * Fixed up Fred support for software mode. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 32 5/25/98 1:39p John - * added code to give error and abort if malloc fails. - * - * 31 5/06/98 8:03p Allender - * AL: Do early out if trying to free NULL pointer in vm_free(). Print - * out warning message. - * - * 30 4/30/98 12:02a Lawrance - * compile out Warnings() on NDEBUG builds - * - * 29 4/22/98 5:15p Lawrance - * fix bug in strdup - * - * 28 4/21/98 1:02p John - * fixed bug where the clipboard text dumped wasn't null terminated. - * - * 27 4/20/98 3:22p John - * fixed bug that displayed wrong amount of allocated ram. - * - * 26 4/17/98 3:27p Allender - * - * 25 4/17/98 1:41p Allender - * made to compile with NDEBUG defined - * - * 24 4/17/98 7:00a John - * Added in hooks for new memory allocator. I haven't tried compiling - * under NDEBUG, but I tried to put in code for it. - * - * 23 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 22 3/31/98 8:17p John - * Added code to dump memory contents - * - * 21 3/31/98 11:17a Allender - * fix bug with INTERPLAYQA Int3's and Warning dialogs - * - * 20 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 19 3/14/98 3:35p John - * cleaned up call stack code. Exited out on not properly aligned EBP's. - * - * 18 3/14/98 3:25p John - * Added code to check the parentEBP pointer for validity before - * derefrencing. - * - * 17 3/11/98 5:34p Lawrance - * Fix typo in error dialog box - * - * 16 3/06/98 2:21p John - * Correct some ok/cancel messages. Made call stack info prettier for - * modules with no debugging info - * - * 15 3/05/98 3:04p John - * Made Errors, Assert, Warning info paste to clipboard. - * - * 14 3/05/98 9:17a John - * Limited stack dump depth to 16 - * - * 13 3/05/98 9:14a John - * Added in a simple function name unmangler - * - * 12 3/04/98 7:08p John - * Made FreeSpace generate COFF files. Made Assert,Error, and Warning - * display the call stack. - * - * 11 2/22/98 2:48p John - * More String Externalization Classification - * - * $NoKeywords: $ - */ + // Nothing in this module should be externalized!!! //XSTR:OFF diff --git a/fs2_open/code/graphics/2d.cpp b/fs2_open/code/graphics/2d.cpp index 2000a76a14..a612e79b43 100644 --- a/fs2_open/code/graphics/2d.cpp +++ b/fs2_open/code/graphics/2d.cpp @@ -7,825 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/2d.cpp $ - * $Revision: 2.73.2.10 $ - * $Date: 2007-11-22 04:49:39 $ - * $Author: taylor $ - * - * Main file for 2d primitives. - * - * $Log: not supported by cvs2svn $ - * Revision 2.73.2.9 2007/02/12 01:04:50 taylor - * make gr_create_shader() use ubyte's instead of float's, saves us the more expensive conversions since we already convert to ubyte anyway - * - * Revision 2.73.2.8 2007/02/12 00:19:48 taylor - * IBX version 2 support (includes Bobboau's earlier D3D fixes for it) - * - * Revision 2.73.2.7 2007/02/10 00:03:43 taylor - * performance/accuracy optimization for the (un)size functions - * - * Revision 2.73.2.6 2006/12/26 05:26:12 taylor - * remove some old stuff that we either don't use or don't need any longer - * - * Revision 2.73.2.5 2006/11/15 00:36:07 taylor - * various bits of little cleanup - * get rid of some more compiler warnings - * - * Revision 2.73.2.4 2006/10/24 13:24:12 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 2.73.2.3 2006/10/06 09:52:05 taylor - * clean up some old software rendering stuff that we don't use any longer - * remove grzbuffer.*, since all it did was give us 3 variables, which were moved to 2d.* - * - * Revision 2.73.2.2 2006/08/22 05:41:35 taylor - * clean up the grstub mess (for work on standalone server, and just for sanity sake) - * move color and shader functions to 2d.cpp since they are exactly the same everywhere - * don't bother with the function pointer for gr_set_font(), it's the same everywhere anyway - * - * Revision 2.73.2.1 2006/06/07 03:23:15 wmcoolmon - * Scripting system prep for 3.6.9 - * - * Revision 2.74 2006/06/07 03:21:53 wmcoolmon - * Scripting system prep for 3.6.9 - * - * Revision 2.73 2006/05/27 17:08:50 taylor - * oops! - * - * Revision 2.72 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.71 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.70 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.69 2006/04/12 01:00:58 taylor - * some small optimizations and cleanup - * use floats for gr_bitmap() size and positions, mainly for non-standard resolutions since this allows proper resizing and positioning - * (the cast to float was happening later anyway so there should be not additional slowdown from that with standard resolutions) - * change g3_draw_2d_poly_bitmap() to use floats instead of ints, gets rid of the extra cast and allows better resize values - * - * Revision 2.68 2006/03/22 18:12:50 taylor - * minor cleanup - * - * Revision 2.67 2006/02/15 07:19:49 wmcoolmon - * Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks - * - * Revision 2.66 2006/01/31 06:43:21 wmcoolmon - * Debug warning; compiler warning fix. - * - * Revision 2.65 2006/01/19 20:18:11 wmcoolmon - * More Lua checks; added Lua vector object; better operator support. - * - * Revision 2.64 2006/01/12 04:16:27 wmcoolmon - * Oops, missed a file - * - * Revision 2.63 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.62 2005/12/06 02:53:02 taylor - * clean up some D3D debug messages to better match new OGL messages (for easier debugging) - * remove D3D_32bit variable since it's basically useless and the same thing can be done another way - * - * Revision 2.61 2005/12/04 18:59:18 wmcoolmon - * Attempt to fix OpenGL crash-on-debug-exit - * - * Revision 2.60 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.59 2005/10/22 20:17:18 wmcoolmon - * mission-set-nebula fixage; remainder of python code - * - * Revision 2.58 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 2.57 2005/10/15 20:53:29 taylor - * properly handle cases where bm_make_render_target() might have failed - * - * Revision 2.56 2005/10/15 20:27:32 taylor - * make some code a bit more readable - * speed up index buffer generation just a tad (maybe 1/3rd) - * - * Revision 2.55 2005/09/23 23:07:11 Goober5000 - * bettered the web cursor bitmap error message - * --Goober5000 - * - * Revision 2.54 2005/09/05 09:38:18 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.53 2005/08/20 20:34:50 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.52 2005/07/18 03:44:00 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.51 2005/07/13 15:15:54 phreak - * If the web cursor bitmap isn't found, tell the user to move the executable to the main FS2 directory. - * - * Revision 2.50 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.49 2005/06/03 06:44:17 taylor - * cleanup of gr_bitmap since it's the same for D3D and OGL, skip if GR_STUB though - * fix resize/rendering issue when detail culling is used with optimized opengl_create_texture_sub() - * - * Revision 2.48 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.47 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.46 2005/04/24 03:02:43 wmcoolmon - * Added resizing option to gr_shade. We can probably merge gr_shade and gr_rect; they do the same thing. - * - * Revision 2.45 2005/04/24 02:38:31 wmcoolmon - * Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical - * - * Revision 2.44 2005/04/23 01:17:09 wmcoolmon - * Removed GL_SECTIONS - * - * Revision 2.43 2005/04/20 08:32:01 wmcoolmon - * Nonstandard res fix. - * - * Revision 2.42 2005/04/05 05:53:16 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.41 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.40 2005/03/19 18:02:33 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.39 2005/03/16 01:35:58 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.38 2005/03/09 03:23:31 bobboau - * added a new interface render funtion - * - * Revision 2.37 2005/03/07 13:10:20 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.36 2005/03/03 02:39:14 bobboau - * added trilist suport to the poly rendering functions - * and a gr_bitmap_list function that uses it - * - * Revision 2.35 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.34 2005/02/05 00:30:49 taylor - * fix a few things post merge - * - * Revision 2.33 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.32 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.31 2005/01/29 08:04:15 wmcoolmon - * Ahh, the sweet smell of optimized code - * - * Revision 2.30 2004/11/27 10:45:35 taylor - * some fixes for position problems on the HUD in non-standard resolutions - * few compiler warning fixes - * - * Revision 2.29 2004/10/31 21:35:53 taylor - * OGL_enabled, s/fisrt/first/g - * - * Revision 2.28 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.27 2004/07/17 18:43:46 taylor - * don't use bitmap sections by default, openil_close() - * - * Revision 2.26 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.25 2004/07/11 03:22:48 bobboau - * added the working decal code - * - * Revision 2.24 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.23 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.22 2004/04/26 13:00:56 taylor - * DevIL stuff - * - * Revision 2.21 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.20 2004/03/08 18:36:21 randomtiger - * Added complete stub system to replace software. - * - * Revision 2.19 2004/03/08 15:06:24 Kazan - * Did, undo - * - * Revision 2.18 2004/03/07 23:07:20 Kazan - * [Incomplete] Readd of Software renderer so Standalone server works - * - * Revision 2.17 2004/02/28 14:14:56 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.16 2004/02/16 11:47:32 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.15 2004/02/15 06:02:31 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.14 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.13 2004/01/24 12:47:48 randomtiger - * Font and other small changes for Fred - * - * Revision 2.12 2003/11/17 06:52:52 bobboau - * got assert to work again - * - * Revision 2.11 2003/10/27 23:04:21 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.10 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.9 2003/10/16 00:17:14 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.8 2003/10/10 03:59:40 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.7 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.6 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.5 2003/03/02 05:41:52 penguin - * Added some #ifndef NO_SOFTWARE_RENDERING - * - penguin - * - * Revision 2.4 2002/11/18 21:32:11 phreak - * added some ogl functionality - phreak - * - * Revision 2.3.2.9 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.3.2.8 2002/10/16 00:41:38 randomtiger - * Fixed small bug that was stopping unactive text from displaying greyed out - * Also added ability to run FS2 DX8 in 640x480, however I needed to make a small change to 2d.cpp - * which invloved calling the resolution processing code after initialising the device for D3D only. - * This is because D3D8 for the moment has its own internal launcher. - * Also I added a fair bit of documentation and tidied some stuff up. - RT - * - * Revision 2.3.2.7 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.3.2.6 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.3.2.5 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.3 2002/08/01 01:41:04 penguin - * The big include file move - * - * Revision 2.2 2002/07/30 14:29:15 unknownplayer - * - * Started work on DX8.1 implementation. Updated the project files to encompass - * the new files. Disable the compiler tag to use old DX code (THERE IS NO - * NEW CODE YET!) - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/26 14:10:29 mharris - * More testing - * - * Revision 1.4 2002/05/17 23:44:22 mharris - * Removed Int3()'s from opengl calls - * - * Revision 1.3 2002/05/17 02:52:38 mharris - * More porting hacks - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 25 8/20/99 2:09p Dave - * PXO banner cycling. - * - * 24 8/16/99 9:45a Jefff - * changes to cursor management to allow a 2nd temporary cursor - * - * 23 7/27/99 3:52p Dave - * Make star drawing a bit more robust to help lame D3D cards. - * - * 22 7/18/99 12:32p Dave - * Randomly oriented shockwaves. - * - * 21 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 20 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 19 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 18 7/12/99 11:42a Jefff - * Made rectangle drawing smarter in D3D. Made plines draw properly on Ati - * Rage Pro. - * - * 17 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 16 7/02/99 3:05p Anoop - * Oops. Fixed g3_draw_2d_poly() so that it properly handles poly bitmap - * and LFB bitmap calls. - * - * 15 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 14 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 13 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 12 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 11 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 10 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 9 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 8 12/18/98 1:49a Dave - * Fixed Fred initialization problem resulting from hi-res mode changes. - * - * 7 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 6 12/01/98 10:32a Johnson - * Fixed direct3d font problems. Fixed sun bitmap problem. Fixed direct3d - * starfield problem. - * - * 5 11/30/98 5:31p Dave - * Fixed up Fred support for software mode. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 122 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 121 5/23/98 11:26a Hoffoss - * Fixed bug where optimized code used EDX and my code trashed it. - * - * 120 5/22/98 11:09p John - * put in code to hopefull not crash cyrix cpus - * - * 119 5/20/98 9:45p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 118 5/20/98 12:59p Hoffoss - * Changed temporary crossfade code to just pop the image again. - * - * 117 5/16/98 1:18p John - * Made softtware DirectDraw reset palette after Alt+TAB. - * - * 116 5/14/98 5:42p John - * Revamped the whole window position/mouse code for the graphics windows. - * - * 115 5/08/98 10:49a John - * Made 'gr d' go into direct3d mode. - * - * 114 5/06/98 11:21p John - * Fixed a bitmap bug with Direct3D. Started adding new caching code into - * D3D. - * - * 113 4/21/98 9:28a John - * Added stub for cross-fade. - * - * 112 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 111 4/06/98 12:55p John - * Upped the gamma for Fred. - * - * 110 3/25/98 8:07p John - * Restructured software rendering into two modules; One for windowed - * debug mode and one for DirectX fullscreen. - * - * 109 3/24/98 3:58p John - * Put in (hopefully) final gamma setting code. - * - * 108 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 107 2/25/98 2:37p John - * Made afterburner shake 2x less noticable. Made 'gr a' leave Glide mode - * properly. Made model_caching never work in hardware mode. - * - * 106 2/23/98 2:27p John - * Made int3,asserts, etc pass video through. - * - * 105 2/20/98 3:13p John - * Made popup save code print an error an exit out if 3d accelerated. - * - * 104 2/19/98 6:13p John - * Made Glide do texturing & zbuffering. - * - * 103 1/26/98 5:12p John - * Added in code for Pentium Pro specific optimizations. Speed up - * zbuffered correct tmapper about 35%. Speed up non-zbuffered scalers - * by about 25%. - * - * 102 1/14/98 11:39a Dave - * Polished up a bunch of popup support items. - * - * 101 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 100 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 99 12/04/97 12:09p John - * Made glows use scaler instead of tmapper so they don't rotate. Had to - * add a zbuffered scaler. - * - * 98 12/03/97 10:47a John - * added functions to save/restore entire screens. - * - * 97 12/02/97 3:59p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 96 11/30/97 12:18p John - * added more 24 & 32-bpp primitives - * - * 95 11/24/97 11:20a John - * added new mode - * - * 94 11/14/97 3:54p John - * Added triple buffering. - * - * 93 11/14/97 12:30p John - * Fixed some DirectX bugs. Moved the 8-16 xlat tables into Graphics - * libs. Made 16-bpp DirectX modes know what bitmap format they're in. - * - * 92 10/09/97 5:23p John - * Added support for more 16-bpp functions - * - * 91 9/20/97 8:16a John - * Made .clr files go into the Cache directory. Replaced cfopen(name,NULL) - * to delete a file with cf_delete. - * - * 90 9/09/97 11:01a Sandeep - * fixed warning level 4 bugs - * - * 89 9/07/97 10:01p Lawrance - * add in support for animating mouse pointer - * - * 88 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 87 8/20/97 4:19p John - * added delay to hopefully fix mike's problems when getting int3's in - * fullscreen. - * - * 86 7/16/97 3:07p John - * - * 85 6/18/97 12:07p John - * fixed some color bugs - * - * 84 6/17/97 7:04p John - * added d3d support for gradients. - * fixed some color bugs by adding screen signatures instead of watching - * flags and palette changes. - * - * 83 6/17/97 12:03p John - * Moved color/alphacolor functions into their own module. Made all color - * functions be part of the low-level graphics drivers, not just the - * grsoft. - * - * 82 6/12/97 5:04p John - * Initial rev of Glide support - * - * 81 6/11/97 5:49p John - * Changed palette code to only recalculate alphacolors when needed, not - * when palette changes. - * - * 80 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 79 6/06/97 5:03p John - * fixed bug withalpha colors failing after gr_init - * - * 78 6/06/97 4:53p John - * made gr_init not bash current color - * - * 77 6/05/97 4:53p John - * First rev of new antialiased font stuff. - * - * 76 5/20/97 10:36a John - * Fixed problem with user bitmaps and direct3d caching. - * - * 75 5/16/97 9:11a John - * fixed bug that made Ctrl+Break in fullscreen hang - * - * 74 5/14/97 4:38p John - * Fixed print_screen bug. - * - * 73 5/14/97 2:10p John - * added rudimentary support for windowed direct3d. - * - * 72 5/14/97 10:53a John - * fixed some discrepencies between d3d and software palette setting. - * - * 71 5/13/97 4:39p John - * Added console function to set graphics modes. - * - * 70 5/13/97 12:39p John - * Got fullscreen mode working. - * - * 69 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 68 5/07/97 2:59p John - * Initial rev of D3D texturing. - * - * 67 5/01/97 3:32p John - * oops... forced 2d to always be in 8bpp, - * - * 66 5/01/97 3:23p John - * first hooks for some direct 3d setup stuff. - * - * 65 4/28/97 5:33p John - * fixed a newly introduced bug with fullscreen toggle. - * - * 64 4/28/97 4:46p John - * - * 63 4/22/97 12:20p John - * fixed more resource leaks - * - * 62 4/22/97 10:33a John - * fixed the 2d resource leaks that Alan found. - * - * 61 3/31/97 9:45a Allender - * start of new font stuff - * - * 60 3/26/97 10:52a Lawrance - * mouse always on in menus, disappears in gameplay after 1 second - * - * 59 3/14/97 3:55p John - * Made tiled tmapper not always be zbuffered. - * - * 58 3/13/97 9:09a Allender - * variable to allow trashing of the palette. kind of temporary code - * right now...checking needed for undefined references - * - * 57 3/12/97 2:51p John - * Added some test code for tmapper. - * - * 56 3/12/97 9:25a John - * fixed a bug with zbuffering. Reenabled it by default. - * - * 55 3/11/97 5:13p John - * made top up bitmaps work. - * - * 54 2/26/97 11:59a Allender - * comment out warning about display settings not being optimal - * - * 53 1/09/97 2:16p John - * took out the "Bing!" message - * - * 52 1/09/97 11:35a John - * Added some 2d functions to get/put screen images. - * - * 51 1/07/97 2:01p John - * Fairly fast zbuffering for object sorting. - * - * 50 1/06/97 2:44p John - * Added in slow (but correct) zbuffering - * - * 49 12/11/96 12:41p John - * Added new code to draw 3d laser using 2d ellipses. - * - * 48 12/03/96 5:42p John - * took out debug code. - * - * 47 12/03/96 5:42p John - * made gr_bitmap clip properly. - * - * 46 12/03/96 5:06p John - * Added code to draw our own cursor. - * - * 45 11/26/96 6:50p John - * Added some more hicolor primitives. Made windowed mode run as current - * bpp, if bpp is 8,16,or 32. - * - * 44 11/21/96 11:23a John - * fixed bug with previous. - * - * 43 11/21/96 11:21a John - * Made gr_get_string_size handle multi line text. - * Took out gr_get_multiline_string_size - * - * 42 11/21/96 11:06a John - * fixed warnings. - * - * 41 11/20/96 10:01a Hoffoss - * A few minor improvements. - * - * 40 11/19/96 2:47p Allender - * add support for xparent bitmaps in 32bpp - * - * 39 11/18/96 4:46p Allender - * changed warning message about bit depth to appear when requested - * doesn't equal actual - * - * 38 11/18/96 4:35p Allender - * new 16bpp gradient functions - * - * 37 11/18/96 3:09p John - * made gr_clear always clear to black. - * - * 36 11/18/96 1:48p Allender - * added 16 bit version of shader - * - * 35 11/18/96 12:36p John - * Added code to dump screen to a PCX file. - * - * 34 11/18/96 11:40a John - * Added faster gr_set_color method. - * - * 33 11/15/96 11:26a John - * Added code to clip text to clipping region. - * - * 32 11/15/96 11:26a Allender - * fixed up 16 bbp version of gr_bitmap - * - * 31 11/14/96 9:11a John - * Fixed bug that didn't offset the gr_string text by the current clip - * region's offset. - * - * 30 11/13/96 6:47p John - * Added gr_flip function. - * - * 29 11/13/96 10:10a John - * Increases MAX_WIDTH & HEIGHT for Jasen's massive 1600x1200 display. - * - * 28 11/07/96 6:19p John - * Added a bunch of 16bpp primitives so the game sort of runs in 16bpp - * mode. - * - * 27 10/30/96 10:36a Lawrance - * added gr_diamond function - * - * 26 10/26/96 1:40p John - * Added some now primitives to the 2d library and - * cleaned up some old ones. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include @@ -2285,4 +1467,4 @@ void gr_flip() Script_system.EndFrame(); gr_screen.gf_flip(); -} \ No newline at end of file +} diff --git a/fs2_open/code/graphics/2d.h b/fs2_open/code/graphics/2d.h index a51031ad61..71349f7a67 100644 --- a/fs2_open/code/graphics/2d.h +++ b/fs2_open/code/graphics/2d.h @@ -7,707 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/2d.h $ - * $Revision: 2.79.2.7 $ - * $Date: 2007-02-12 01:04:50 $ - * $Author: taylor $ - * - * Header file for 2d primitives. - * - * $Log: not supported by cvs2svn $ - * Revision 2.79.2.6 2007/02/12 00:19:48 taylor - * IBX version 2 support (includes Bobboau's earlier D3D fixes for it) - * - * Revision 2.79.2.5 2007/02/11 09:51:21 taylor - * remove some dead code - * better texture memory handling (a work in-progress) - * new image finding/loading - * get rid of -pcx32 and -jpgtga - * change the game_busy() reporting during bitmap page-in to only catch one frame of an animation - * fix numerous little bugs in gropenglbmpman relating to -img2dds - * - * Revision 2.79.2.4 2006/12/26 05:26:12 taylor - * remove some old stuff that we either don't use or don't need any longer - * - * Revision 2.79.2.3 2006/10/24 13:24:12 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 2.79.2.2 2006/10/06 09:52:05 taylor - * clean up some old software rendering stuff that we don't use any longer - * remove grzbuffer.*, since all it did was give us 3 variables, which were moved to 2d.* - * - * Revision 2.79.2.1 2006/08/22 05:41:35 taylor - * clean up the grstub mess (for work on standalone server, and just for sanity sake) - * move color and shader functions to 2d.cpp since they are exactly the same everywhere - * don't bother with the function pointer for gr_set_font(), it's the same everywhere anyway - * - * Revision 2.79 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.78 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.77 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.76 2006/04/15 00:13:22 phreak - * gr_flash_alpha(), much like gr_flash(), but allows an alpha value to be passed - * - * Revision 2.75 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.74 2006/01/20 17:15:16 taylor - * gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile - * several other very minor changes as well - * - * Revision 2.73 2006/01/19 16:00:04 wmcoolmon - * Lua debugging stuff; gr_bitmap_ex stuff for taylor - * - * Revision 2.72 2006/01/19 03:20:49 phreak - * gr_render_buffer shouldn't be returning values if it's supposed to return void - * - * Revision 2.71 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.70 2006/01/12 17:42:56 wmcoolmon - * Even more scripting stuff. - * - * Revision 2.69 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.68 2005/12/29 00:52:57 phreak - * changed around aabitmap calls to accept a "mirror" parameter. defaults to false, and is only true for mirrored briefing icons. - * If the mirror param is true, then the picture is mirrored about the y-axis so left becomes right and vice versa. - * - * Revision 2.67 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.66 2005/10/22 20:17:18 wmcoolmon - * mission-set-nebula fixage; remainder of python code - * - * Revision 2.65 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 2.64 2005/08/20 20:34:50 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.63 2005/07/18 03:44:00 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.62 2005/07/13 02:50:47 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.61 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.60 2005/06/19 09:00:09 taylor - * minor sanity checking for geometry_batcher - * make particle batchers allocate dynamically - * handle cases where a particle graphic couldn't be loaded - * - * Revision 2.59 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.58 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.57 2005/04/24 03:02:43 wmcoolmon - * Added resizing option to gr_shade. We can probably merge gr_shade and gr_rect; they do the same thing. - * - * Revision 2.56 2005/04/24 02:38:31 wmcoolmon - * Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical - * - * Revision 2.55 2005/04/12 02:04:56 phreak - * gr_set_ambient_light() function for the ambient light sliders in FRED - * - * Revision 2.54 2005/04/05 05:53:16 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.53 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 2.52 2005/03/19 18:02:33 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.51 2005/03/16 01:35:58 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.50 2005/03/11 01:27:17 wmcoolmon - * I like comments - * - * Revision 2.49 2005/03/10 08:00:04 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.48 2005/03/07 13:10:20 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.47 2005/03/06 11:23:44 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 2.46 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.45 2005/02/27 07:08:22 wmcoolmon - * More nonstandard res stuff - * - * Revision 2.44 2005/02/18 09:51:06 wmcoolmon - * Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp - * - * Revision 2.43 2005/02/10 04:01:42 wmcoolmon - * Low-level code for better hi-res support; better error reporting for vertex errors on model load. - * - * Revision 2.42 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.41 2005/01/29 08:04:15 wmcoolmon - * Ahh, the sweet smell of optimized code - * - * Revision 2.40 2005/01/14 05:28:57 wmcoolmon - * gr_curve - * - * Revision 2.39 2005/01/01 11:24:22 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 2.38 2004/11/27 10:48:03 taylor - * some fixes for position problems on the HUD in non-standard resolutions - * few compiler warning fixes - * - * Revision 2.37 2004/11/23 00:10:06 taylor - * try and protect the bitmap_entry stuff a bit better - * fix the transparent support ship, again, but correctly this time - * - * Revision 2.36 2004/10/31 21:36:39 taylor - * s/fisrt/first/g, bmpman merge - * - * Revision 2.35 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.34 2004/07/11 03:22:48 bobboau - * added the working decal code - * - * Revision 2.33 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.32 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.31 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.30 2004/05/25 00:37:26 wmcoolmon - * Updated function calls for VC7 use - * - * Revision 2.28 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.27 2004/04/01 15:31:21 taylor - * don't use interface anis as ship textures - * - * Revision 2.26 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.25 2004/03/08 18:36:21 randomtiger - * Added complete stub system to replace software. - * - * Revision 2.24 2004/03/07 23:07:20 Kazan - * [Incomplete] Readd of Software renderer so Standalone server works - * - * Revision 2.23 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.22 2004/02/15 06:02:31 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.21 2004/02/15 03:04:25 bobboau - * fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version, - * you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it - * - * Revision 2.20 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless . - _poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.19 2004/01/21 17:33:47 phreak - * added MAX_DRAW_DISTANCE constant - * - * Revision 2.18 2003/12/16 20:42:36 phreak - * created two constants - * MAX_DRAW_DISTANCE = 250000 - * MIN_DRAW_DISTANCE = 1 - * - * Revision 2.17 2003/11/17 04:25:55 bobboau - * made the poly list dynamicly allocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.16 2003/11/16 04:09:24 Goober5000 - * language - * - * Revision 2.15 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.14 2003/11/01 21:59:21 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.13 2003/10/27 23:04:21 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.12 2003/10/25 03:26:39 phreak - * fixed some old bugs that reappeared after RT committed his texture code - * - * Revision 2.11 2003/10/24 17:35:05 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.10 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.9 2003/10/21 18:23:15 phreak - * added gr_flip_window back in. its used in FRED - * - * Revision 2.8 2003/10/18 02:46:45 phreak - * changed gr_start_instance_matrix(void) to gr_start_instance_matrix((vector*, matrix*) - * - * Revision 2.7 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.6 2003/10/13 19:39:19 matt - * prelim reworking of lighting code, dynamic lights work properly now - * albeit at only 8 lights per object, although it looks just as good as - * the old software version --Sticks - * - * Revision 2.5 2003/10/10 03:59:40 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.4 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.3 2003/07/04 02:27:48 phreak - * added support for cloaking. - * i will need to contact someone who knows d3d to get this to work - * - * Revision 2.2 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.5 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.1.2.4 2002/11/04 16:04:20 randomtiger - * - * Tided up some bumpman stuff and added a few function points to gr_screen. - RT - * - * Revision 2.1.2.3 2002/11/04 03:02:28 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.1.2.2 2002/10/16 00:41:38 randomtiger - * Fixed small bug that was stopping unactive text from displaying greyed out - * Also added ability to run FS2 DX8 in 640x480, however I needed to make a small change to 2d.cpp - * which invloved calling the resolution processing code after initialising the device for D3D only. - * This is because D3D8 for the moment has its own internal launcher. - * Also I added a fair bit of documentation and tidied some stuff up. - RT - * - * Revision 2.1.2.1 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 15 8/16/99 9:45a Jefff - * changes to cursor management to allow a 2nd temporary cursor - * - * 14 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 13 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 12 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 11 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 10 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 9 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 8 1/24/99 11:36p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 7 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 6 12/18/98 1:49a Dave - * Fixed Fred initialization problem resulting from hi-res mode changes. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 3 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 75 5/20/98 9:45p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 74 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 73 4/14/98 12:15p John - * Made 16-bpp movies work. - * - * 72 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 71 3/25/98 8:07p John - * Restructured software rendering into two modules; One for windowed - * debug mode and one for DirectX fullscreen. - * - * 70 3/24/98 8:31a John - * Added function to set gamma - * - * 69 3/17/98 5:55p John - * Added code to dump Glide frames. Moved Allender's "hack" code out of - * FreeSpace.cpp into the proper place, graphics lib. - * - * 68 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 67 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 66 2/07/98 7:50p John - * Added code so that we can use the old blending type of alphacolors if - * we want to. Made the stars use them. - * - * 65 1/08/98 1:54p John - * Added code to fix palette problems when Alt+Tabbing - * - * 64 12/30/97 6:46p John - * Added first rev of palette fade in out functions - * - * 63 12/03/97 10:47a John - * added functions to save/restore entire screens. - * - * 62 12/02/97 3:59p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 61 11/20/97 9:51a John - * added code to force screen to 16-bit even if rendering 8. - * - * 60 11/03/97 10:08p Hoffoss - * Changed gr_get_string_size to utilize an optional length specifier, if - * you want to use non-null terminated strings. - * - * 59 10/19/97 12:55p John - * new code to lock / unlock surfaces for smooth directx integration. - * - * 58 10/03/97 10:02a John - * added better comments for lines. - * - * 57 10/03/97 9:10a John - * added better antialiased line drawer - * - * 56 9/23/97 10:45a John - * made so you can tell bitblt code to rle a bitmap by passing flag to - * gr_set_bitmap - * - * 55 9/07/97 10:01p Lawrance - * add in support for animating mouse pointer - * - * 54 8/04/97 4:47p John - * added gr_aascaler. - * - * 53 7/16/97 3:07p John - * - * 52 7/10/97 2:06p John - * added code to specify alphablending type for bitmaps. - * - * 51 6/25/97 2:35p John - * added some functions to use the windows font for Fred. - * - * 50 6/17/97 7:04p John - * added d3d support for gradients. - * fixed some color bugs by adding screen signatures instead of watching - * flags and palette changes. - * - * 49 6/17/97 12:03p John - * Moved color/alphacolor functions into their own module. Made all color - * functions be part of the low-level graphics drivers, not just the - * grsoft. - * - * 48 6/13/97 5:35p John - * added some antialiased bitmaps and lines - * - * 47 6/11/97 5:49p John - * Changed palette code to only recalculate alphacolors when needed, not - * when palette changes. - * - * 46 6/11/97 4:11p John - * addec function to get font height - * - * 45 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 44 6/09/97 9:24a John - * Changed the way fonts are set. - * - * 43 6/06/97 4:41p John - * Fixed alpha colors to be smoothly integrated into gr_set_color_fast - * code. - * - * 42 6/05/97 4:53p John - * First rev of new antialiased font stuff. - * - * 41 5/29/97 3:09p John - * Took out debug menu. - * Made software scaler draw larger bitmaps. - * Optimized Direct3D some. - * - * 40 5/14/97 10:53a John - * fixed some discrepencies between d3d and software palette setting. - * - * 39 5/12/97 3:09p John - * fixed a stupid macro bug. - * - * 38 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 37 4/28/97 4:46p John - * - * 36 4/23/97 5:26p John - * First rev of new debug console stuff. - * - * 35 3/12/97 2:51p John - * Added some test code for tmapper. - * - * 34 3/12/97 9:25a John - * fixed a bug with zbuffering. Reenabled it by default. - * - * 33 3/04/97 3:36p John - * took out old debug "h' key. Made zbuffer flag bit bit field so you - * can turn on/off each value. Fixed a bug with turret rotation where - * different handedness turrets wouldn't work. Fixed a bug with two - * large ships within each other's radius not rendering correctly. - * - * 32 1/27/97 9:08a John - * Added code to turn zbuffering on/off in call to g3_start_frame - * - * 31 1/09/97 11:35a John - * Added some 2d functions to get/put screen images. - * - * 30 1/07/97 2:01p John - * Fairly fast zbuffering for object sorting. - * - * 29 1/06/97 2:44p John - * Added in slow (but correct) zbuffering - * - * 28 12/11/96 12:41p John - * Added new code to draw 3d laser using 2d ellipses. - * - * 27 12/10/96 10:37a John - * Restructured texture mapper to remove some overhead from each scanline - * setup. This gave about a 30% improvement drawing trans01.pof, which is - * a really complex model. In the process, I cleaned up the scanline - * functions and separated them into different modules for each pixel - * depth. - * - * 26 11/21/96 11:21a John - * Made gr_get_string_size handle multi line text. - * Took out gr_get_multiline_string_size - * - * 25 11/20/96 10:01a Hoffoss - * A few minor improvements. - * - * 24 11/18/96 4:35p Allender - * new 16bpp gradient functions - * - * 23 11/18/96 12:36p John - * Added code to dump screen to a PCX file. - * - * 22 11/18/96 11:40a John - * Added faster gr_set_color method. - * - * 21 11/15/96 3:34p Allender - * added bpp variable to the shader structure - * - * 20 11/13/96 6:47p John - * Added gr_flip function. - * - * 19 11/13/96 10:10a John - * Increases MAX_WIDTH & HEIGHT for Jasen's massive 1600x1200 display. - * - * 18 10/30/96 10:36a Lawrance - * added gr_diamond function - * - * 17 10/26/96 2:56p John - * Got gradient code working. - * - * 16 10/26/96 1:40p John - * Added some now primitives to the 2d library and - * cleaned up some old ones. - * - * $NoKeywords: $ - */ + #ifndef _GRAPHICS_H #define _GRAPHICS_H diff --git a/fs2_open/code/graphics/font.cpp b/fs2_open/code/graphics/font.cpp index 717a4af051..8c3e1c619e 100644 --- a/fs2_open/code/graphics/font.cpp +++ b/fs2_open/code/graphics/font.cpp @@ -7,292 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/Font.cpp $ - * $Revision: 2.15.2.4 $ - * $Date: 2006-12-26 05:26:12 $ - * $Author: taylor $ - * - * source file for font stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.15.2.3 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.15.2.2 2006/08/22 05:41:35 taylor - * clean up the grstub mess (for work on standalone server, and just for sanity sake) - * move color and shader functions to 2d.cpp since they are exactly the same everywhere - * don't bother with the function pointer for gr_set_font(), it's the same everywhere anyway - * - * Revision 2.15.2.1 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.15 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.14 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.13 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.12 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.11 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.10 2004/07/17 18:46:07 taylor - * various OGL and memory leak fixes - * - * Revision 2.9 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/02/20 04:29:54 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.7 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.6 2004/01/24 12:47:48 randomtiger - * Font and other small changes for Fred - * - * Revision 2.5 2004/01/19 00:56:09 randomtiger - * Some more small changes for Fred OGL - * - * Revision 2.4 2003/03/02 05:41:52 penguin - * Added some #ifndef NO_SOFTWARE_RENDERING - * - penguin - * - * Revision 2.3 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/16 13:43:25 mharris - * ifdef WIN32 around (unused?) win-specific code - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 7/09/99 10:32p Dave - * Command brief and red alert screens. - * - * 8 12/14/98 9:21a Dan - * Put gr8_string() back in - * - * 7 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 6 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 5 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/13/98 9:19a Andsager - * Add localization support to cfile. Optional parameter with cfopen that - * looks for localized files. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 49 7/02/98 3:41p Allender - * fix nasty assembler bug where pushf wasn't accompanied by corresponding - * pop in certain clipping conditions -- manifested only in software and - * usually on the PXO chat screen. - * - * 48 6/18/98 10:10a Allender - * fixed compiler warnings - * - * 47 6/13/98 10:48p Lawrance - * Changed code to utilize proper fixed-space 1 character. - * - * 46 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 45 5/25/98 10:32a John - * Took out redundant code for font bitmap offsets that converted to a - * float, then later on converted back to an integer. Quite unnecessary. - * - * 44 5/12/98 11:45a John - * Fixed a bug with the length of string being passed to - * gr_get_string_size. The bug occurred if you had two or more'\n'''s in - * a row. - * - * 43 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 42 3/09/98 6:06p John - * Restructured font stuff to avoid duplicate code in Direct3D and Glide. - * Restructured Glide to avoid redundent state setting. - * - * 41 3/02/98 10:33a John - * Fixed bug where Y clip was using X value. - * - * 40 2/19/98 9:04a John - * Fixed fonts with glide - * - * 39 2/17/98 7:27p John - * Got fonts and texturing working in Direct3D - * - * 38 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 37 1/20/98 2:25p Hoffoss - * Fixed bug where timestamp printing incorrectly increments an hour at 6 - * minutes. - * - * 36 1/19/98 6:15p John - * Fixed all my Optimized Build compiler warnings - * - * 35 11/30/97 12:18p John - * added more 24 & 32-bpp primitives - * - * 34 11/29/97 2:24p John - * fixed warnings - * - * 33 11/29/97 2:06p John - * added mode 16-bpp support - * - * 32 11/10/97 2:35p Hoffoss - * Changed timestamp printing code to utilize new fixed-space '1' - * character. - * - * 31 11/06/97 5:42p Hoffoss - * Added support for fixed size timstamp rendering. - * - * 30 11/03/97 10:08p Hoffoss - * Changed gr_get_string_size to utilize an optional length specifier, if - * you want to use non-null terminated strings. - * - * 29 11/03/97 10:59a John - * added support for more than one font. - * - * 28 10/24/97 12:13p Hoffoss - * Added gr_force_fit_string(). - * - * 27 10/19/97 12:55p John - * new code to lock / unlock surfaces for smooth directx integration. - * - * 26 10/14/97 4:50p John - * more 16 bpp stuff. - * - * 25 10/14/97 8:08a John - * added a bunch more 16 bit support - * - * 24 10/09/97 5:23p John - * Added support for more 16-bpp functions - * - * 23 9/23/97 10:53a Hoffoss - * Fixed bug in assumptions made half the time, and not the other half. - * - * 22 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 21 8/19/97 5:46p Hoffoss - * Changed font used in Fred, and added display to show current eye - * position. - * - * 20 6/25/97 2:35p John - * added some functions to use the windows font for Fred. - * - * 19 6/17/97 12:03p John - * Moved color/alphacolor functions into their own module. Made all color - * functions be part of the low-level graphics drivers, not just the - * grsoft. - * - * 18 6/13/97 2:37p John - * fixed a string bug that printed weird characters sometimes. - * - * 17 6/11/97 6:00p John - * sped up alpha matching a bit. - * - * 16 6/11/97 5:49p John - * Changed palette code to only recalculate alphacolors when needed, not - * when palette changes. - * - * 15 6/11/97 5:01p John - * Fixed mission log text. Added fast clipped font drawer. - * - * 14 6/11/97 4:11p John - * addec function to get font height - * - * 13 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 12 6/09/97 9:24a John - * Changed the way fonts are set. - * - * 11 6/06/97 4:41p John - * Fixed alpha colors to be smoothly integrated into gr_set_color_fast - * code. - * - * 10 6/06/97 2:40p John - * Made all the radar dim in/out - * - * 9 6/05/97 4:53p John - * First rev of new antialiased font stuff. - * - * 8 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 7 4/24/97 11:28a Hoffoss - * added code to handle gr_String being called before gr_init_font ever - * was called - * - * 6 4/23/97 5:26p John - * First rev of new debug console stuff. - * - * 5 4/22/97 12:20p John - * fixed more resource leaks - * - * 4 4/22/97 10:33a John - * fixed the 2d resource leaks that Alan found. - * - * 3 4/04/97 11:21a Hoffoss - * JOHN: Fixed invalid param that caused a trap in BoundsChecker. - * - * 2 4/01/97 9:26a Allender - * added support for descent style fonts although they are not used in the - * game yet - * - * 1 3/31/97 9:42a Allender - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/graphics/font.h b/fs2_open/code/graphics/font.h index 246833e440..f3086ca201 100644 --- a/fs2_open/code/graphics/font.h +++ b/fs2_open/code/graphics/font.h @@ -7,100 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/Font.h $ - * $Revision: 2.4.2.1 $ - * $Date: 2006-08-22 05:41:35 $ - * $Author: taylor $ - * - * header file for font stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 02:50:47 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 7/09/99 10:32p Dave - * Command brief and red alert screens. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 14 5/25/98 10:32a John - * Took out redundant code for font bitmap offsets that converted to a - * float, then later on converted back to an integer. Quite unnecessary. - * - * 13 3/25/98 8:07p John - * Restructured software rendering into two modules; One for windowed - * debug mode and one for DirectX fullscreen. - * - * 12 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 11 3/09/98 6:06p John - * Restructured font stuff to avoid duplicate code in Direct3D and Glide. - * Restructured Glide to avoid redundent state setting. - * - * 10 2/19/98 9:04a John - * Fixed fonts with glide - * - * 9 2/17/98 7:27p John - * Got fonts and texturing working in Direct3D - * - * 8 11/30/97 12:18p John - * added more 24 & 32-bpp primitives - * - * 7 11/06/97 5:42p Hoffoss - * Added support for fixed size timstamp rendering. - * - * 6 11/03/97 10:59a John - * added support for more than one font. - * - * 5 10/24/97 12:13p Hoffoss - * Added gr_force_fit_string(). - * - * 4 10/09/97 5:23p John - * Added support for more 16-bpp functions - * - * 3 6/05/97 4:53p John - * First rev of new antialiased font stuff. - * - * 2 4/22/97 10:33a John - * fixed the 2d resource leaks that Alan found. - * - * 1 3/31/97 9:42a Allender - * - * $NoKeywords: $ - */ + #ifndef _FONT_H #define _FONT_H diff --git a/fs2_open/code/graphics/generic.cpp b/fs2_open/code/graphics/generic.cpp index 1800140069..c5a0b0b165 100644 --- a/fs2_open/code/graphics/generic.cpp +++ b/fs2_open/code/graphics/generic.cpp @@ -1,24 +1,4 @@ -/* - * $Logfile: /Freespace2/code/graphics/generic.cpp $ - * $Revision: 1.1.2.3 $ - * $Date: 2007-02-12 00:22:05 $ - * $Author: taylor $ - * - * Generic graphics functions - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.2 2006/12/26 05:15:40 taylor - * support both "none" and "" on filenames to skip (will do this better later, ran out of time) - * - * Revision 1.1.2.1 2006/10/07 02:43:46 Goober5000 - * bypass annoying warnings for nonexistent bitmaps - * - * Revision 1.1 2005/11/21 23:55:00 taylor - * add generic.cpp and generic.h - * - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/graphics/generic.h b/fs2_open/code/graphics/generic.h index 50f2ea36ad..d625e5f607 100644 --- a/fs2_open/code/graphics/generic.h +++ b/fs2_open/code/graphics/generic.h @@ -1,18 +1,4 @@ -/* - * $Logfile: /Freespace2/code/graphics/generic.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-02-12 00:22:05 $ - * $Author: taylor $ - * - * Generic graphics functions - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/11/21 23:55:00 taylor - * add generic.cpp and generic.h - * - * - * $NoKeywords: $ - */ + #ifndef _GENERIC_H_ #define _GENERIC_H_ diff --git a/fs2_open/code/graphics/grd3d.cpp b/fs2_open/code/graphics/grd3d.cpp index 8c3aba11e7..ed8fcda016 100644 --- a/fs2_open/code/graphics/grd3d.cpp +++ b/fs2_open/code/graphics/grd3d.cpp @@ -7,809 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrD3D.cpp $ - * $Revision: 2.95.2.4 $ - * $Date: 2007-02-12 00:19:48 $ - * $Author: taylor $ - * - * Code for our Direct3D renderer - * - * $Log: not supported by cvs2svn $ - * Revision 2.95.2.3 2006/10/27 21:37:11 taylor - * more cleanup of warp_global crap - * scale render/detail box limits with detail level setting - * make sure that we reset culling and zbuffer after each model buffer that gets rendered - * - * Revision 2.95.2.2 2006/10/24 13:24:12 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 2.95.2.1 2006/08/23 16:15:46 taylor - * crap. - * - * Revision 2.95 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.94 2006/02/25 21:46:59 Goober5000 - * spelling - * - * Revision 2.93 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.92 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.91 2005/12/08 15:08:39 taylor - * signed->unsigned compiler warning fix - * - * Revision 2.90 2005/12/06 17:53:25 taylor - * 15 individual commits, ya had know I was going to miss something :) - * - * Revision 2.89 2005/12/06 02:53:02 taylor - * clean up some D3D debug messages to better match new OGL messages (for easier debugging) - * remove D3D_32bit variable since it's basically useless and the same thing can be done another way - * - * Revision 2.88 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 2.87 2005/08/23 17:06:28 matt - * Changed rect_size_y - 1 to rect_size_y. Not really that important, but much more correct. I'll stop barraging cvs now :) - * - * Revision 2.86 2005/08/23 16:57:28 matt - * Fixed another screen save bug relating to having your window positioned offscreen. Still isn't great for when the window is offscreen top left - * - * Revision 2.85 2005/08/23 15:59:51 matt - * Fixed screen save crash when a popup is called - * - * Revision 2.84 2005/06/19 02:31:50 taylor - * allow screenshots and backsaves in windowed mode - * account for D3D_textures_in size so that it doesn't hit negative values - * - * Revision 2.83 2005/06/03 16:42:30 matt - * D3D gamma now no longer works backwards --Sticks - * - * Revision 2.82 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.81 2005/04/05 05:53:16 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.80 2005/03/07 13:10:20 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.79 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.78 2005/02/18 09:51:06 wmcoolmon - * Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp - * - * Revision 2.77 2005/02/18 08:05:16 wmcoolmon - * If a vertex buffer fails to be made, don't crash. - * - * Revision 2.76 2005/02/15 00:06:27 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 2.75 2005/02/10 04:01:42 wmcoolmon - * Low-level code for better hi-res support; better error reporting for vertex errors on model load. - * - * Revision 2.74 2005/01/30 03:24:39 wmcoolmon - * Don't try and create a vertex buffer with no vertices (Seems to cause CTD) and fix to brackets in nonstandard res - * - * Revision 2.73 2004/12/20 20:28:15 fryday - * Fixed a tiny error in bob's code in d3d_init_environment (which seems to be called even - * if there's no -env command-line) which created the cube-map and didn't check - * if the creation of it failed. Added the same sanity check to d3d_render_to_env - * - * Revision 2.72 2004/10/31 21:38:25 taylor - * reinit device if lost - one of the D3D people should make sure this isn't stupid - * - * Revision 2.71 2004/09/26 16:24:51 taylor - * handle lost devices better, fix movie crash - * - * Revision 2.70 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.69 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.68 2004/07/11 03:22:48 bobboau - * added the working decal code - * - * Revision 2.67 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.66 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.65 2004/05/25 00:37:26 wmcoolmon - * Updated function calls for VC7 use - * - * Revision 2.64 2004/05/03 08:41:24 randomtiger - * Fixed D3D fogging on R7000 - * - * Revision 2.63 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.62 2004/04/03 06:22:32 Goober5000 - * fixed some stub functions and a bunch of compile warnings - * --Goober5000 - * - * Revision 2.61 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.60 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.59 2004/02/28 14:14:56 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.58 2004/02/27 04:09:55 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.57 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.56 2004/02/20 04:29:54 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.55 2004/02/16 21:53:40 bobboau - * fixing lighting bug I accedently introduced - * - * Revision 2.54 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.53 2004/02/15 06:02:31 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.52 2004/02/15 03:04:25 bobboau - * fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version, - * you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it - * - * Revision 2.51 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.50 2004/01/24 14:31:27 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.49 2004/01/20 22:37:44 Goober5000 - * First of all, this should be more readable, second of all, old_fog_color wasn't - * initialized and VC++ is complaining. Someone want to fix this? - * --Goober5000 - * - * Revision 2.48 2003/12/17 23:25:10 phreak - * added a MAX_BUFFERS_PER_SUBMODEL define so it can be easily changed if we ever want to change the 16 texture limit - * - * Revision 2.47 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.46 2003/11/29 10:52:09 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.45 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.44 2003/11/17 06:52:52 bobboau - * got assert to work again - * - * Revision 2.43 2003/11/17 04:25:55 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.42 2003/11/16 04:09:24 Goober5000 - * language - * - * Revision 2.41 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.40 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.39 2003/11/06 21:10:26 randomtiger - * Added my batching solution for more efficient d3d_string. - * Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in. - * - * Revision 2.38 2003/11/02 05:50:08 bobboau - * modified trails to render with tristrips now rather than with stinky old trifans, - * MUCH faster now, at least one order of magnatude. - * - * Revision 2.37 2003/11/01 21:59:21 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.36 2003/10/30 08:20:36 fryday - * Added code to handle MR_NO_ZBUFFER in d3d VB rendering code. - * - * Revision 2.35 2003/10/29 02:09:17 randomtiger - * Updated timerbar code to work properly, also added support for it in OGL. - * In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it. - * Also updated some more D3D device stuff that might get a bit more speed out of some cards. - * - * Revision 2.34 2003/10/27 23:04:21 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.33 2003/10/25 06:56:05 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.32 2003/10/25 03:26:39 phreak - * fixed some old bugs that reappeared after RT committed his texture code - * - * Revision 2.31 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.30 2003/10/18 02:45:39 phreak - * edited gr_d3d_start_instance_matrix to make it take a vector* and a matrix*, but it doesn't do anything yet - * - * Revision 2.29 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.28 2003/10/16 17:36:29 randomtiger - * D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything. - * Put in Bobs specular fog fix. - * - * Revision 2.27 2003/10/16 00:17:14 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.26 2003/10/14 17:39:13 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.25 2003/10/13 19:39:19 matt - * prelim reworking of lighting code, dynamic lights work properly now - * albeit at only 8 lights per object, although it looks just as good as - * the old software version --Sticks - * - * Revision 2.24 2003/10/10 03:59:40 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.23 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.22 2003/09/23 02:42:53 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.21 2003/09/07 18:14:53 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.20 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.19 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.18 2003/08/21 20:54:38 randomtiger - * Fixed switching - RT - * - * Revision 2.17 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.16 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.15 2003/08/09 06:07:24 bobboau - * slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported - * - * Revision 2.14 2003/08/05 23:45:18 bobboau - * glow maps, for some reason they wern't in here, they should be now, - * also there is some debug code for changeing the FOV in game, - * and I have some changes to the init code to try and get a 32 or 24 bit back buffer - * if posable, this may cause problems for people - * the changes were all marked and if needed can be undone - * - * Revision 2.13 2003/07/06 00:19:25 randomtiger - * Random Tiger 6/7/2003 - * - * fs2_open now uses the registry entry 'VideocardFs2open' instead of 'Videocard' to store its video settings. To run fs2_open now you MUST use the launcher I have provided. - * - * Launcher binary: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher.rar - * Launcher source code: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher_code.rar - * - * I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier. - * - * The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted. - * - * I have also removed the internal launcher from the D3D8 module. - * Please contact me if you have any problems. - * - * When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out. - * - * Revision 2.12 2003/07/04 02:27:48 phreak - * added support for cloaking. - * i will need to contact someone who knows d3d to get this to work - * - * Revision 2.11 2003/03/19 23:06:39 Goober5000 - * bit o' housecleaning - * --Goober5000 - * - * Revision 2.10 2003/03/19 12:29:02 unknownplayer - * Woohoo! Killed two birds with one stone! - * Fixed the 'black screen around dialog boxes' problem and also the much more serious freezing problem experienced by Goober5000. It wasn't a crash, just an infinite loop. DX8 merge is GO! once again :) - * - * Revision 2.9 2003/03/19 09:05:26 Goober5000 - * more housecleaning, this time for debug warnings - * --Goober5000 - * - * Revision 2.8 2003/03/19 07:17:05 unknownplayer - * Updated the DX8 code to allow it to be run in 640x480 windowed mode. The game will only procede to do so if your registry settings are set to 640x480 to begin with, but this is accomplished simply enough. - * - * Revision 2.7 2003/03/19 06:22:58 Goober5000 - * added typecasting to get rid of some build warnings - * --Goober5000 - * - * Revision 2.6 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.5 2003/03/02 05:43:48 penguin - * ANSI C++ - fixed non-compliant casts to unsigned short and unsigned char - * - penguin - * - * Revision 2.4 2003/01/14 05:53:58 Goober5000 - * commented out some mprintfs that were clogging up the debug spew - * --Goober5000 - * - * Revision 2.3 2002/10/05 16:46:09 randomtiger - * Added us fs2_open people to the credits. Worth looking at just for that. - * Added timer bar code, by default its not compiled in. - * Use TIMEBAR_ACTIVE in project and dependancy code settings to activate. - * Added the new timebar files with the new code. - * - * Revision 2.2.2.28 2002/11/16 20:09:54 randomtiger - * - * Changed my fog hack to be valid code. Put large texture check back in. - * Added some blending type checks. - RT - * - * Revision 2.2.2.27 2002/11/11 21:26:04 randomtiger - * - * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT - * - * Revision 2.2.2.26 2002/11/10 02:44:43 randomtiger - * - * Have put in a hack to get fog working in D3D8 but the method V has used is frowned - * on in D3D8 and will likely be a lot slower than the same thing in D3D5. - RT - * - * Revision 2.2.2.25 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.2.2.24 2002/11/05 10:27:38 randomtiger - * - * Fixed windowed mode bug I introduced. - * Added Antialiasing functionality, can only be sure it works on GF4 in 1024 mode. - RT - * - * Revision 2.2.2.23 2002/11/04 23:53:25 randomtiger - * - * Added new command line parameter -d3dlauncher which brings up the launcher. - * This is needed since FS2 DX8 now stores the last successful details in the registry and - * uses them to choose the adapter and mode to run in unless its windowed or they are not set. - * Added some code for Antialiasing but it messes up the font but hopefully that can be fixed later. - RT - * - * Revision 2.2.2.22 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.2.2.21 2002/11/04 16:04:20 randomtiger - * - * Tided up some bumpman stuff and added a few function points to gr_screen. - RT - * - * Revision 2.2.2.20 2002/11/04 03:02:28 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.2.2.19 2002/11/02 13:54:26 randomtiger - * - * Made a few cunning alterations to get rid of that alpha bug but might have a slight slowdown. - * Non alpha textures are now alpha textures with (if texture format supported) just one bit for alpha. - * And non alpha blending is now alpha blending with automatic disregaring of 0 alpha. - * - * Revision 2.2.2.18 2002/10/30 22:57:21 randomtiger - * - * Changed DX8 code to not use set render and texture states if they are already set to that value. - * Disabled buffer saving and restoring code when windowed to stop DX8 debug runs from crashing. - RT - * - * Revision 2.2.2.17 2002/10/28 00:40:41 randomtiger - * Implemented screen saving code for restoring when drawing popups, a bit slow but works. - RT - * - * Revision 2.2.2.16 2002/10/26 01:24:22 randomtiger - * Fixed debug bitmap compiling bug. - * Fixed tga bug. - RT - * - * Revision 2.2.2.15 2002/10/21 16:33:41 randomtiger - * Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT - * - * Revision 2.2.2.14 2002/10/20 22:21:48 randomtiger - * Some incomplete code to handle background drawing when message boxes are drawn. - * It doesn't work but it's a good base for someone to start from. - RT - * - * Revision 2.2.2.13 2002/10/19 23:56:40 randomtiger - * Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query. - * Defaults to 256 as it was before. Also added base code for reworking the texture code to be more efficient. - RT - * - * Revision 2.2.2.12 2002/10/16 00:41:38 randomtiger - * Fixed small bug that was stopping unactive text from displaying greyed out - * Also added ability to run FS2 DX8 in 640x480, however I needed to make a small change to 2d.cpp - * which invloved calling the resolution processing code after initialising the device for D3D only. - * This is because D3D8 for the moment has its own internal launcher. - * Also I added a fair bit of documentation and tidied some stuff up. - RT - * - * Revision 2.2.2.11 2002/10/14 21:52:01 randomtiger - * Finally tracked down and killed off that 8 bit alpha bug. - * So the font, HUD and 8 bit ani's now work fine. - RT - * - * Revision 2.2.2.10 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.2.2.9 2002/10/08 14:33:27 randomtiger - * OK, I've fixed the z-buffer problem. - * However I have abandoned using w-buffer for now because of problems. - * I think I know how to solve it but Im not sure it would make much difference given the way FS2 engine works. - * I have left code in there of use if anyone wants to turn their hand to it. However for now - * we just need to crack of the alpha problem then we will have FS2 fully wokring in DX8 on GF4 in 32 bit. - * - * Revision 2.2.2.8 2002/10/04 00:48:42 randomtiger - * Fixed video memory leaks - * Added code to cope with lost device, not tested - * Got rid of some DX5 stuff we definately don't need - * Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file - * Cleaned up some stuff - RT - * - * Revision 2.2.2.7 2002/10/03 08:32:08 unknownplayer - * - * Hacked in a windowed mode so we can properly debug this without using - * monitors (although I drool at the concept of having that!) - * - * Revision 2.2.2.6 2002/10/02 17:52:32 randomtiger - * Fixed blue lighting bug. - * Put filtering flag set back in that I accidentally removed - * Added some new functionality to my debuging system - RT - * - * Revision 2.2.2.5 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.2.2.4 2002/09/28 22:13:42 randomtiger - * Sorted out some bits and pieces. The background nebula blends now which is nice. – RT - * - * Revision 2.2.2.3 2002/09/28 12:20:32 randomtiger - * Just a tiny code change that lets stuff work in 16 bit. - * For some reason 16 bit code was taking a different code path for displaying textures. - * So until I unstand why, Im cutting off that codepath because it isnt easy to convert into DX8. - * - * Revision 2.2.2.2 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.1 2002/07/30 14:29:15 unknownplayer - * - * Started work on DX8.1 implementation. Updated the project files to encompass - * the new files. Disable the compiler tag to use old DX code (THERE IS NO - * NEW CODE YET!) - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 42 10/13/99 3:49p Jefff - * fixed unnumbered XSTRs - * - * 41 9/13/99 11:25p Dave - * Fixed problem with mode-switching and D3D movies. - * - * 40 9/13/99 11:30a Dave - * Added checkboxes and functionality for disabling PXO banners as well as - * disabling d3d zbuffer biasing. - * - * 39 9/10/99 11:53a Dave - * Shutdown graphics before sound to eliminate apparent lockups when - * Directsound decides to be lame. Fix TOPMOST problem with D3D windows. - * - * 38 9/04/99 8:00p Dave - * Fixed up 1024 and 32 bit movie support. - * - * 37 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 36 8/20/99 2:09p Dave - * PXO banner cycling. - * - * 35 8/18/99 9:35a Dave - * Made d3d shutdown more stable. - * - * 34 8/11/99 3:30p Dave - * Fixed window focus problems. - * - * 33 8/04/99 5:36p Dave - * Make glide and D3D switch out properly. - * - * 32 8/02/99 6:25p Dave - * Fixed d3d screen save/popup problem. - * - * 31 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 30 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 29 7/27/99 3:09p Dave - * Made g400 work. Whee. - * - * 28 7/24/99 4:19p Dave - * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much - * better. Made model code use zbuffer more intelligently. - * - * 27 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 26 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 25 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 24 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 23 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 22 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 21 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 20 1/24/99 11:36p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 19 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 18 1/11/99 6:21p Neilk - * Fixed broken D3D card fog-capability check. - * - * 17 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 16 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 15 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 14 12/08/98 7:30p Dave - * Fixed broken compile. - * - * 13 12/08/98 7:03p Dave - * Much improved D3D fogging. Also put in vertex fogging for the cheesiest - * of 3d cards. - * - * 12 12/08/98 2:47p Johnson - * Made D3D fogging use eye-relative depth instead of z-depth. Works like - * Glide w-buffer now. - * - * 11 12/08/98 9:36a Dave - * Almost done nebula effect for D3D. Looks 85% as good as Glide. - * - * 10 12/07/98 5:51p Dave - * Finally got d3d fog working! Now we just need to tweak values. - * - * 9 12/06/98 6:53p Dave - * - * 8 12/06/98 3:08p Dave - * Fixed grx_tmapper to handle pixel fog flag. First run fog support for - * D3D. - * - * 7 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 6 12/01/98 10:25a Johnson - * Fixed direct3d texture coord/font problems. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 110 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 109 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 108 5/24/98 9:41p John - * changed allender's previous fix to actually not draw the lines on - * NDEBUG. - * - * 107 5/24/98 9:16p Allender - * put in previously non-NDEBUG code to draw bogus cursor when Gr_cursor - * wasn't defined. Caused d3d to crash before playing movies - * - * 106 5/22/98 10:29p John - * fixed some mode switching and line offset detection bugs. - * - * 105 5/22/98 1:11p John - * Added code to actually detect which offset a line needs - * - * - * $NoKeywords: $ - */ + #ifndef NO_DIRECT3D diff --git a/fs2_open/code/graphics/grd3d.h b/fs2_open/code/graphics/grd3d.h index 175af87d4d..9d17590bea 100644 --- a/fs2_open/code/graphics/grd3d.h +++ b/fs2_open/code/graphics/grd3d.h @@ -7,186 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrD3D.h $ - * $Revision: 2.23.2.1 $ - * $Date: 2007-02-18 21:57:30 $ - * $Author: taylor $ - * - * Include file for our Direct3D renderer - * - * $Log: not supported by cvs2svn $ - * Revision 2.23 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.22 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.21 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.20 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 2.19 2005/07/13 02:50:47 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.18 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.17 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.16 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.15 2004/07/11 03:22:49 bobboau - * added the working decal code - * - * Revision 2.14 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.13 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.12 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.11 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.10 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.9 2004/02/15 06:02:31 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.8 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.7 2003/11/17 04:25:56 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.6 2003/11/01 21:59:21 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.5 2003/10/25 03:26:39 phreak - * fixed some old bugs that reappeared after RT committed his texture code - * - * Revision 2.4 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.3 2003/10/18 02:45:39 phreak - * edited gr_d3d_start_instance_matrix to make it take a vector* and a matrix*, but it doesn't do anything yet - * - * Revision 2.2 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.1 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.0.2.5 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.0.2.4 2002/10/16 00:41:38 randomtiger - * Fixed small bug that was stopping unactive text from displaying greyed out - * Also added ability to run FS2 DX8 in 640x480, however I needed to make a small change to 2d.cpp - * which invloved calling the resolution processing code after initialising the device for D3D only. - * This is because D3D8 for the moment has its own internal launcher. - * Also I added a fair bit of documentation and tidied some stuff up. - RT - * - * Revision 2.0.2.3 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.0.2.2 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.0.2.1 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 9/13/99 11:25p Dave - * Fixed problem with mode-switching and D3D movies. - * - * 5 9/04/99 8:00p Dave - * Fixed up 1024 and 32 bit movie support. - * - * 4 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 3 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 2 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 1 5/01/97 2:17p John - * - * $NoKeywords: $ - */ + #ifndef _GRD3D_H #define _GRD3D_H diff --git a/fs2_open/code/graphics/grd3dcalls.cpp b/fs2_open/code/graphics/grd3dcalls.cpp index 87e2d744a8..689ac04af2 100644 --- a/fs2_open/code/graphics/grd3dcalls.cpp +++ b/fs2_open/code/graphics/grd3dcalls.cpp @@ -7,9 +7,7 @@ * */ -/* -** $Logfile: /Freespace2/code/Graphics/GrD3DCalls.cpp $ -*/ + #ifndef NO_DIRECT3D diff --git a/fs2_open/code/graphics/grd3dinternal.h b/fs2_open/code/graphics/grd3dinternal.h index 7dbefd9cf9..69842c7ae1 100644 --- a/fs2_open/code/graphics/grd3dinternal.h +++ b/fs2_open/code/graphics/grd3dinternal.h @@ -7,457 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrD3DInternal.h $ - * $Revision: 2.54.2.1 $ - * $Date: 2006-08-22 05:41:35 $ - * $Author: taylor $ - * - * Prototypes for the variables used internally by the Direct3D renderer - * - * $Log: not supported by cvs2svn $ - * Revision 2.54 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.53 2006/04/15 00:13:22 phreak - * gr_flash_alpha(), much like gr_flash(), but allows an alpha value to be passed - * - * Revision 2.52 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.51 2006/01/20 17:15:16 taylor - * gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile - * several other very minor changes as well - * - * Revision 2.50 2005/12/29 00:52:57 phreak - * changed around aabitmap calls to accept a "mirror" parameter. defaults to false, and is only true for mirrored briefing icons. - * If the mirror param is true, then the picture is mirrored about the y-axis so left becomes right and vice versa. - * - * Revision 2.49 2005/12/06 02:53:02 taylor - * clean up some D3D debug messages to better match new OGL messages (for easier debugging) - * remove D3D_32bit variable since it's basically useless and the same thing can be done another way - * - * Revision 2.48 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.47 2005/07/19 04:52:56 taylor - * fix resize fixes - * - * Revision 2.46 2005/07/13 02:50:47 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.45 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.44 2005/04/24 02:38:31 wmcoolmon - * Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical - * - * Revision 2.43 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.42 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 2.41 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.40 2005/03/04 03:24:44 bobboau - * made all the gr_d3d_tmapper variants use dynamic a vertex buffer rather - * than drawprimitiveup, this also means that these functions can now - * handle as much poly data as you might want to through at them - * - * Revision 2.39 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.38 2005/02/27 10:38:06 wmcoolmon - * Nonstandard res stuff - * - * Revision 2.37 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 2.36 2005/02/18 09:51:06 wmcoolmon - * Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp - * - * Revision 2.35 2005/02/10 04:01:42 wmcoolmon - * Low-level code for better hi-res support; better error reporting for vertex errors on model load. - * - * Revision 2.34 2005/02/04 23:29:31 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.33 2005/01/14 05:28:57 wmcoolmon - * gr_curve - * - * Revision 2.32 2005/01/01 11:24:22 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 2.31 2004/09/26 16:24:51 taylor - * handle lost devices better, fix movie crash - * - * Revision 2.30 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.29 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.28 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.27 2004/04/26 12:41:46 taylor - * gr_preload() pointer for use in bmpman.cpp - * - * Revision 2.26 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.25 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.24 2004/03/19 14:51:55 randomtiger - * New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system. - * - * Revision 2.23 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.22 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.21 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.20 2004/01/26 20:03:51 randomtiger - * Fix to blurring of interface bitmaps from TGA and JPG. - * Changes to the pointsprite system, better but not perfect yet. - * - * Revision 2.19 2004/01/24 14:31:27 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.18 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.17 2003/12/05 18:17:06 randomtiger - * D3D now supports loading for DXT1-5 into the texture itself, defaults to on same as OGL. - * Fixed bug in old ship choice screen that stopped ani repeating. - * Changed all builds (demo, OEM) to use retail reg path, this means launcher can set all them up successfully. - * - * Revision 2.16 2003/11/29 10:52:09 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.15 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.14 2003/11/07 18:31:02 randomtiger - * Fixed a nohtl call to htl funcs (crash with NULL pointer) - * Fixed a bug with 32bit PCX code. - * Fixed a bug in the d3d_string batch system that was messing up screen shaking. - * Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system. - * Put in a higher res icon until we get something better sorted out. - * - * Revision 2.13 2003/11/06 21:10:26 randomtiger - * Added my batching solution for more efficient d3d_string. - * Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in. - * - * Revision 2.12 2003/11/01 21:59:21 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.11 2003/10/24 17:35:05 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.10 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.9 2003/10/16 00:17:14 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.8 2003/10/14 17:39:13 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.7 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.6 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.5 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.4 2003/07/04 02:27:48 phreak - * added support for cloaking. - * i will need to contact someone who knows d3d to get this to work - * - * Revision 2.3 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2 2002/10/05 16:46:09 randomtiger - * Added us fs2_open people to the credits. Worth looking at just for that. - * Added timer bar code, by default its not compiled in. - * Use TIMEBAR_ACTIVE in project and dependancy code settings to activate. - * Added the new timebar files with the new code. - * - * Revision 2.1.2.9 2002/11/11 21:26:04 randomtiger - * - * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT - * - * Revision 2.1.2.8 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.1.2.7 2002/10/30 22:57:21 randomtiger - * - * Changed DX8 code to not use set render and texture states if they are already set to that value. - * Disabled buffer saving and restoring code when windowed to stop DX8 debug runs from crashing. - RT - * - * Revision 2.1.2.6 2002/10/21 16:33:41 randomtiger - * Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT - * - * Revision 2.1.2.5 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.1.2.4 2002/10/04 00:48:42 randomtiger - * Fixed video memory leaks - * Added code to cope with lost device, not tested - * Got rid of some DX5 stuff we definately don't need - * Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file - * Cleaned up some stuff - RT - * - * Revision 2.1.2.3 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.1.2.2 2002/09/28 22:13:43 randomtiger - * Sorted out some bits and pieces. The background nebula blends now which is nice. – RT - * - * Revision 2.1.2.1 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 4 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 3 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 21 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 20 5/20/98 9:45p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 19 5/12/98 10:34a John - * Added d3d_shade functionality. Added d3d_flush function, since the - * shader seems to get reorganzed behind the overlay text stuff! - * - * 18 5/12/98 8:18a John - * Put in code to use a different texture format for alpha textures and - * normal textures. Turned off filtering for aabitmaps. Took out - * destblend=invsrccolor alpha mode that doesn't work on riva128. - * - * 17 5/11/98 10:19a John - * Added caps checking - * - * 16 5/07/98 3:02p John - * Mpre texture cleanup. You can now reinit d3d without a crash. - * - * 15 5/07/98 9:54a John - * Added in palette flash functionallity. - * - * 14 5/06/98 11:21p John - * Fixed a bitmap bug with Direct3D. Started adding new caching code into - * D3D. - * - * 13 5/06/98 8:41p John - * Fixed some font clipping bugs. Moved texture handle set code for d3d - * into the texture module. - * - * 12 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 11 5/05/98 10:37p John - * Added code to optionally use execute buffers. - * - * 10 5/04/98 3:36p John - * Got zbuffering working with Direct3D. - * - * 9 4/14/98 12:15p John - * Made 16-bpp movies work. - * - * 8 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 7 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 6 3/09/98 6:06p John - * Restructured font stuff to avoid duplicate code in Direct3D and Glide. - * Restructured Glide to avoid redundent state setting. - * - * 5 3/08/98 12:33p John - * Made d3d cleanup free textures. Made d3d always divide texture size by - * 2 for now. - * - * 4 3/07/98 8:29p John - * Put in some Direct3D features. Transparency on bitmaps. Made fonts & - * aabitmaps render nice. - * - * 3 2/17/98 7:28p John - * Got fonts and texturing working in Direct3D - * - * 2 2/07/98 7:50p John - * Added code so that we can use the old blending type of alphacolors if - * we want to. Made the stars use them. - * - * 1 2/03/98 9:24p John - * - * $NoKeywords: $ - */ + #ifndef _GRD3DINTERNAL_H #define _GRD3DINTERNAL_H diff --git a/fs2_open/code/graphics/grd3drender.cpp b/fs2_open/code/graphics/grd3drender.cpp index b02b1db9e8..892b3df925 100644 --- a/fs2_open/code/graphics/grd3drender.cpp +++ b/fs2_open/code/graphics/grd3drender.cpp @@ -7,871 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrD3DRender.cpp $ - * $Revision: 2.88.2.2 $ - * $Date: 2006-08-22 05:41:35 $ - * $Author: taylor $ - * - * Code to actually render stuff using Direct3D - * - * $Log: not supported by cvs2svn $ - * Revision 2.88.2.1 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 2.88 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.87 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.86 2006/04/15 00:13:22 phreak - * gr_flash_alpha(), much like gr_flash(), but allows an alpha value to be passed - * - * Revision 2.85 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.84 2006/01/23 09:39:30 taylor - * fix d3d_bitmap_ex coloring (thanks Alpha0!) - * - * Revision 2.83 2006/01/21 02:22:04 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 2.82 2006/01/20 17:15:16 taylor - * gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile - * several other very minor changes as well - * - * Revision 2.81 2005/12/29 07:58:02 taylor - * add /screenshots support and save screenshot images in TGA rather than BMP format - * - * Revision 2.80 2005/12/29 00:52:57 phreak - * changed around aabitmap calls to accept a "mirror" parameter. defaults to false, and is only true for mirrored briefing icons. - * If the mirror param is true, then the picture is mirrored about the y-axis so left becomes right and vice versa. - * - * Revision 2.79 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.78 2005/10/26 20:54:18 taylor - * D3D missed the non-standard resolution updates for aabitmaps, should fix briefing icon positioning - * - * Revision 2.77 2005/08/25 22:40:03 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.76 2005/08/20 16:00:03 matt - * Fix for D3D white squares issue - * - * Revision 2.75 2005/07/19 04:52:56 taylor - * fix resize fixes - * - * Revision 2.74 2005/07/18 03:44:00 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.73 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.72 2005/06/19 02:31:50 taylor - * allow screenshots and backsaves in windowed mode - * account for D3D_textures_in size so that it doesn't hit negative values - * - * Revision 2.71 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.70 2005/04/24 02:38:31 wmcoolmon - * Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical - * - * Revision 2.69 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.68 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 2.67 2005/03/13 08:44:10 wmcoolmon - * Squashed compiler warnings - * - * Revision 2.66 2005/03/08 03:50:19 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.65 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.64 2005/03/04 03:24:44 bobboau - * made all the gr_d3d_tmapper variants use dynamic a vertex buffer rather - * than drawprimitiveup, this also means that these functions can now - * handle as much poly data as you might want to through at them - * - * Revision 2.63 2005/03/03 14:29:37 bobboau - * fixed a small error from my earlier commit. - * - * Revision 2.62 2005/03/03 02:39:14 bobboau - * added trilist suport to the poly rendering functions - * and a gr_bitmap_list function that uses it - * - * Revision 2.61 2005/03/01 06:55:40 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.60 2005/02/27 10:38:06 wmcoolmon - * Nonstandard res stuff - * - * Revision 2.59 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 2.58 2005/02/18 09:51:06 wmcoolmon - * Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp - * - * Revision 2.57 2005/02/10 04:01:42 wmcoolmon - * Low-level code for better hi-res support; better error reporting for vertex errors on model load. - * - * Revision 2.56 2005/01/30 03:24:39 wmcoolmon - * Don't try and create a vertex buffer with no vertices (Seems to cause CTD) and fix to brackets in nonstandard res - * - * Revision 2.55 2005/01/29 08:04:15 wmcoolmon - * Ahh, the sweet smell of optimized code - * - * Revision 2.54 2005/01/14 05:28:57 wmcoolmon - * gr_curve - * - * Revision 2.53 2004/07/29 03:41:46 taylor - * plug memory leaks - * - * Revision 2.52 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.51 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.50 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.49 2004/05/25 00:37:26 wmcoolmon - * Updated function calls for VC7 use - * - * Revision 2.48 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.47 2004/03/20 21:17:12 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.46 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.45 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.44 2004/03/05 09:02:00 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.43 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.42 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.41 2004/02/14 00:18:31 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.40 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.39 2003/11/29 17:13:53 randomtiger - * Undid my node fix, it introduced a lot of bugs, update again if you have that version. - * - * Revision 2.38 2003/11/29 10:52:09 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.37 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.36 2003/11/17 04:25:56 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.35 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.34 2003/11/06 21:10:26 randomtiger - * Added my batching solution for more efficient d3d_string. - * Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in. - * - * Revision 2.33 2003/11/02 05:50:08 bobboau - * modified trails to render with tristrips now rather than with stinky old trifans, - * MUCH faster now, at least one order of magnatude. - * - * Revision 2.32 2003/11/01 21:59:21 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.31 2003/10/29 02:09:18 randomtiger - * Updated timerbar code to work properly, also added support for it in OGL. - * In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it. - * Also updated some more D3D device stuff that might get a bit more speed out of some cards. - * - * Revision 2.30 2003/10/27 23:04:21 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.29 2003/10/26 00:31:58 randomtiger - * Fixed hulls not drawing (with Phreaks advise). - * Put my 32bit PCX loading under PCX_32 compile flag until its working. - * Fixed a bug with res 640x480 I introduced with my non standard mode code. - * Changed JPG and TGA loading command line param to "-t32" - * - * Revision 2.28 2003/10/24 17:35:05 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.27 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.26 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.25 2003/10/16 17:36:29 randomtiger - * D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything. - * Put in Bobs specular fog fix. - * - * Revision 2.24 2003/10/16 00:17:14 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.23 2003/10/14 17:39:13 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.22 2003/10/13 05:57:48 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.21 2003/09/25 21:12:24 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.20 2003/09/23 02:42:53 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.19 2003/09/14 19:01:35 wmcoolmon - * Changed "cell" to "Cmdline_cell" -C - * - * Revision 2.18 2003/09/07 18:14:53 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.17 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.16 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.15 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.14 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.13 2003/08/05 23:45:18 bobboau - * glow maps, for some reason they wern't in here, they should be now, - * also there is some debug code for changeing the FOV in game, - * and I have some changes to the init code to try and get a 32 or 24 bit back buffer - * if posable, this may cause problems for people - * the changes were all marked and if needed can be undone - * - * Revision 2.12 2003/07/04 02:27:48 phreak - * added support for cloaking. - * i will need to contact someone who knows d3d to get this to work - * - * Revision 2.11 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.10 2003/03/02 05:43:48 penguin - * ANSI C++ - fixed non-compliant casts to unsigned short and unsigned char - * - penguin - * - * Revision 2.9 2003/02/16 05:14:28 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.8 2003/01/20 05:40:49 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.7 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.6 2003/01/09 21:20:21 phreak - * fixed a small error in bob's code - * - * Revision 2.5 2003/01/05 23:41:50 bobboau - * disabled decals (for now), removed the warp ray thingys, - * made some better error mesages while parseing weapons and ships tbls, - * and... oh ya, added glow mapping - * - * Revision 2.4 2002/10/05 16:46:09 randomtiger - * Added us fs2_open people to the credits. Worth looking at just for that. - * Added timer bar code, by default its not compiled in. - * Use TIMEBAR_ACTIVE in project and dependancy code settings to activate. - * Added the new timebar files with the new code. - * - * Revision 2.3.2.22 2002/11/16 20:09:54 randomtiger - * - * Changed my fog hack to be valid code. Put large texture check back in. - * Added some blending type checks. - RT - * - * Revision 2.3.2.21 2002/11/11 21:26:04 randomtiger - * - * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT - * - * Revision 2.3.2.20 2002/11/10 11:32:29 randomtiger - * - * Made D3D8 mipmapping optional on command line flag -d3dmipmip, off by default. - * When on is now less blury. - RT - * - * Revision 2.3.2.19 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.3.2.18 2002/11/05 10:27:39 randomtiger - * - * Fixed windowed mode bug I introduced. - * Added Antialiasing functionality, can only be sure it works on GF4 in 1024 mode. - RT - * - * Revision 2.3.2.17 2002/11/02 13:54:26 randomtiger - * - * Made a few cunning alterations to get rid of that alpha bug but might have a slight slowdown. - * Non alpha textures are now alpha textures with (if texture format supported) just one bit for alpha. - * And non alpha blending is now alpha blending with automatic disregaring of 0 alpha. - * - * Revision 2.3.2.16 2002/10/31 15:17:09 randomtiger - * - * Added mipmapping, should have done that ages ago! - RT - * - * Revision 2.3.2.15 2002/10/26 01:24:22 randomtiger - * Fixed debug bitmap compiling bug. - * Fixed tga bug. - RT - * - * Revision 2.3.2.14 2002/10/21 16:33:41 randomtiger - * Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT - * - * Revision 2.3.2.13 2002/10/20 22:21:48 randomtiger - * Some incomplete code to handle background drawing when message boxes are drawn. - * It doesn't work but it's a good base for someone to start from. - RT - * - * Revision 2.3.2.12 2002/10/16 00:41:38 randomtiger - * Fixed small bug that was stopping unactive text from displaying greyed out - * Also added ability to run FS2 DX8 in 640x480, however I needed to make a small change to 2d.cpp - * which invloved calling the resolution processing code after initialising the device for D3D only. - * This is because D3D8 for the moment has its own internal launcher. - * Also I added a fair bit of documentation and tidied some stuff up. - RT - * - * Revision 2.3.2.11 2002/10/14 21:52:02 randomtiger - * Finally tracked down and killed off that 8 bit alpha bug. - * So the font, HUD and 8 bit ani's now work fine. - RT - * - * Revision 2.3.2.10 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.3.2.9 2002/10/08 14:33:27 randomtiger - * OK, I've fixed the z-buffer problem. - * However I have abandoned using w-buffer for now because of problems. - * I think I know how to solve it but Im not sure it would make much difference given the way FS2 engine works. - * I have left code in there of use if anyone wants to turn their hand to it. However for now - * we just need to crack of the alpha problem then we will have FS2 fully wokring in DX8 on GF4 in 32 bit. - * - * Revision 2.3.2.8 2002/10/04 00:48:42 randomtiger - * Fixed video memory leaks - * Added code to cope with lost device, not tested - * Got rid of some DX5 stuff we definately don't need - * Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file - * Cleaned up some stuff - RT - * - * Revision 2.3.2.7 2002/10/02 17:52:32 randomtiger - * Fixed blue lighting bug. - * Put filtering flag set back in that I accidentally removed - * Added some new functionality to my debuging system - RT - * - * Revision 2.3.2.6 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.3.2.5 2002/09/28 22:13:43 randomtiger - * Sorted out some bits and pieces. The background nebula blends now which is nice. – RT - * - * Revision 2.3.2.4 2002/09/28 12:20:32 randomtiger - * Just a tiny code change that lets stuff work in 16 bit. - * For some reason 16 bit code was taking a different code path for displaying textures. - * So until I unstand why, Im cutting off that codepath because it isnt easy to convert into DX8. - * - * Revision 2.3.2.3 2002/09/28 00:18:08 randomtiger - * Did some work on trying to get textures to load from pcx, define TX_ATTEMPT for access to it. - * Converted some DX7 blending calls to DX8 which a fair difference to ingame visuals. - * - * - RT - * - * Revision 2.3.2.2 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.3 2002/08/07 00:45:25 DTP - * Implented -GF4FIX commandline switch & #include "cmdline/cmdline.h" - * - * Revision 2.2 2002/08/03 19:42:17 randomtiger - * Fixed Geforce 4 bug that caused font and hall video distortion. - * Very small change in 'gr_d3d_aabitmap_ex_internal' - * - * Tested and works on the following systems - * - * OUTSIDER Voodoo 3 win98 - * OUTSIDER Geforce 2 win2000 - * Me Geforce 4 PNY 4600 XP - * JBX-Phoenix Geforce 4 PNY XP - * Mehrunes GeForce 3 XP - * WMCoolmon nVidia TNT2 M64 win2000 - * Orange GeForce 4 4200 XP - * ShadowWolf_IH Monster2 win98 - * ShadowWolf_IH voodoo 2 win98 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 27 9/13/99 11:30a Dave - * Added checkboxes and functionality for disabling PXO banners as well as - * disabling d3d zbuffer biasing. - * - * 26 9/08/99 12:03a Dave - * Make squad logos render properly in D3D all the time. Added intel anim - * directory. - * - * 25 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 24 7/30/99 4:04p Anoop - * Fixed D3D shader. - * - * 23 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 22 7/27/99 3:09p Dave - * Made g400 work. Whee. - * - * 21 7/24/99 4:19p Dave - * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much - * better. Made model code use zbuffer more intelligently. - * - * 20 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 19 7/19/99 3:29p Dave - * Fixed gamma bitmap in the options screen. - * - * 18 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 17 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 16 7/12/99 11:42a Jefff - * Made rectangle drawing smarter in D3D. Made plines draw properly on Ati - * Rage Pro. - * - * 15 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 14 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 13 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 12 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 11 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 10 12/08/98 7:03p Dave - * Much improved D3D fogging. Also put in vertex fogging for the cheesiest - * of 3d cards. - * - * 9 12/08/98 2:47p Johnson - * Made D3D fog use eye-relative fog instead of z depth fog. - * - * 8 12/08/98 9:36a Dave - * Almost done nebula effect for D3D. Looks 85% as good as Glide. - * - * 7 12/07/98 5:51p Dave - * Finally got d3d fog working! Now we just need to tweak values. - * - * 6 12/07/98 9:00a Dave - * Fixed d3d rendered. Still don't have fog working. - * - * 5 12/06/98 6:53p Dave - * - * 4 12/01/98 5:54p Dave - * Simplified the way pixel data is swizzled. Fixed tga bitmaps to work - * properly in D3D and Glide. - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 54 5/25/98 10:32a John - * Took out redundant code for font bitmap offsets that converted to a - * float, then later on converted back to an integer. Quite unnecessary. - * - * 53 5/24/98 6:45p John - * let direct3d do all clipping. - * - * 52 5/24/98 3:42p John - * Let Direct3D do clipping on any linear textures, like lasers. - * - * 51 5/23/98 7:18p John - * optimized the uv bashing a bit. - * - * 50 5/22/98 1:11p John - * Added code to actually detect which offset a line needs - * - * 49 5/22/98 12:54p John - * added .5 to each pixel of a line. This seemed to make single pixel - * lines draw on all cards. - * - * 48 5/22/98 9:00a John - * Fixed problem of no fading out of additive textures due to Permedia2 - * fix. Did this by dimming out the vertex RGB values. - * - * 47 5/21/98 9:56p John - * Made Direct3D work with classic alpha-blending only devices, like the - * Virge. Added a texture type XPARENT that fills the alpha in in the - * bitmap for Virge. Added support for Permedia by making making - * additive alphablending be one/one instead of alpha/one, which didn't - * work, and there is no way to tell this from caps. - * - * 46 5/20/98 9:45p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 45 5/20/98 3:10p John - * Made lines work even if no alphagouraud capabilities on the card. - * - * 44 5/19/98 4:50p Lawrance - * JAS: Fixed some bugs on Alan's nVidia Riva128 PCI where some - * unitiallized fields, namely vertex->shw were causing glitches. - * - * 43 5/19/98 1:46p John - * Fixed Rendition/Riva128 uv problems. - * - * 42 5/19/98 12:34p John - * added code to fix uv's on rendition. added code to fix zbuffering - * problem on rendition. - * - * 41 5/18/98 8:26p John - * Made scanline be line. Made lines work if no line alpha blending - * supported. Made no alpha mode use alpha off. - * - * 40 5/17/98 4:13p John - * Made zbuffer clear only clear current clip region - * - * 39 5/17/98 3:23p John - * Took out capibility check for additive blending. Made gr_bitmap_ex - * clip properly in glide and direct3d. - * - * 38 5/15/98 8:48a John - * Fixed bug where one-pixel line was getting left on right and bottom. - * - * 37 5/12/98 8:43p John - * fixed particle zbuffering. - * - * 36 5/12/98 10:34a John - * Added d3d_shade functionality. Added d3d_flush function, since the - * shader seems to get reorganzed behind the overlay text stuff! - * - * 35 5/12/98 10:06a John - * Made all tmaps "clamp-clip". This fixed bug with offscreen hud - * indicators not rendering. - * - * 34 5/12/98 8:18a John - * Put in code to use a different texture format for alpha textures and - * normal textures. Turned off filtering for aabitmaps. Took out - * destblend=invsrccolor alpha mode that doesn't work on riva128. - * - * 33 5/11/98 10:58a John - * Fixed pilot name cursor bug. Started adding in code for alphachannel - * textures. - * - * 32 5/09/98 12:37p John - * More texture caching - * - * 31 5/09/98 12:16p John - * Even better texture caching. - * - * 30 5/08/98 10:12a John - * took out an mprintf - * - * 29 5/07/98 11:31a John - * Removed DEMO defines - * - * 28 5/07/98 10:28a John - * Made texture format use 4444. Made fonts use alpha to render. - * - * 27 5/07/98 10:09a John - * Fixed some bugs with short lines in D3D. - * - * 26 5/07/98 9:54a John - * Added in palette flash functionallity. - * - * 25 5/07/98 9:40a John - * Fixed some bitmap transparency issues with Direct3D. - * - * 24 5/06/98 11:21p John - * Fixed a bitmap bug with Direct3D. Started adding new caching code into - * D3D. - * - * 23 5/06/98 8:41p John - * Fixed some font clipping bugs. Moved texture handle set code for d3d - * into the texture module. - * - * 22 5/06/98 8:07p John - * made d3d clear work correctly. - * - * 21 5/06/98 8:00p John - * Got stars working under D3D. - * - * 20 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 19 5/05/98 10:37p John - * Added code to optionally use execute buffers. - * - * 18 5/04/98 3:36p John - * Got zbuffering working with Direct3D. - * - * 17 5/03/98 10:52a John - * Made D3D sort of work on 3dfx. - * - * 16 5/03/98 10:43a John - * Working on Direct3D. - * - * 15 4/14/98 12:15p John - * Made 16-bpp movies work. - * - * 14 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 13 4/09/98 11:05a John - * Removed all traces of Direct3D out of the demo version of FreeSpace and - * the launcher. - * - * 12 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 11 3/11/98 1:55p John - * Fixed warnings - * - * 10 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 9 3/08/98 12:33p John - * Added more lines, tris, and colored flat polys (lasers!) correctly. - * - * 8 3/08/98 10:25a John - * Added in lines - * - * 7 3/07/98 8:29p John - * Put in some Direct3D features. Transparency on bitmaps. Made fonts & - * aabitmaps render nice. - * - * 6 3/06/98 5:39p John - * Started adding in aabitmaps - * - * 5 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 4 2/26/98 3:24p John - * fixed optimized warning - * - * 3 2/17/98 7:28p John - * Got fonts and texturing working in Direct3D - * - * 2 2/07/98 7:50p John - * Added code so that we can use the old blending type of alphacolors if - * we want to. Made the stars use them. - * - * 1 2/03/98 9:24p John - * - * $NoKeywords: $ - */ + #ifndef NO_DIRECT3D diff --git a/fs2_open/code/graphics/grd3dtexture.cpp b/fs2_open/code/graphics/grd3dtexture.cpp index 34a8be50ba..f7fa0a8f78 100644 --- a/fs2_open/code/graphics/grd3dtexture.cpp +++ b/fs2_open/code/graphics/grd3dtexture.cpp @@ -7,666 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrD3DTexture.cpp $ - * $Revision: 2.56.2.2 $ - * $Date: 2007-02-11 09:58:20 $ - * $Author: taylor $ - * - * Code to manage loading textures into VRAM for Direct3D - * - * $Log: not supported by cvs2svn $ - * Revision 2.56.2.1 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 2.56 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.55 2006/04/20 06:32:01 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.54 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.53 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.52 2005/08/20 20:34:51 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.51 2005/06/19 09:04:40 taylor - * make sure to reset size to 0 on texture free - * - * Revision 2.50 2005/06/19 02:31:51 taylor - * allow screenshots and backsaves in windowed mode - * account for D3D_textures_in size so that it doesn't hit negative values - * - * Revision 2.49 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.48 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.47 2005/03/10 08:00:05 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.46 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.45 2005/02/15 00:03:36 taylor - * don't try and draw starfield bitmaps if they aren't valid - * make AB thruster stuff in ship_create() a little less weird - * replace an Int3() with debug warning and fix crash in docking code - * make D3D Textures[] allocate on use like OGL does, can only use one anyway - * - * Revision 2.44 2005/01/01 11:24:22 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 2.43 2004/10/31 21:40:11 taylor - * move some otherwise bmpman stuff into grd3dbmpman.cpp - * - * Revision 2.42 2004/07/29 03:41:46 taylor - * plug memory leaks - * - * Revision 2.41 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.40 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.39 2004/07/11 03:22:49 bobboau - * added the working decal code - * - * Revision 2.38 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.37 2004/06/06 12:25:20 randomtiger - * Added new compression option -pcx32dds, build posted in RSB forum. - * Changed flag because of launcher bug, have fixed launcher bug, will distribute later. - * Also removed experimental flag from launcher flag list, stupid people were reporting bugs on unfinished code. - * - * Revision 2.36 2004/04/03 06:22:32 Goober5000 - * fixed some stub functions and a bunch of compile warnings - * --Goober5000 - * - * Revision 2.35 2004/03/19 14:51:55 randomtiger - * New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system. - * - * Revision 2.34 2004/03/19 12:35:58 randomtiger - * Further D3D texture system simplification. - * - * Revision 2.33 2004/03/19 11:44:04 randomtiger - * Removed -d3d_notmanaged param. - * Tided D3D texture code. Merged remaining section code into the rest of the system. - * Prepared for removal of code causing waste of memory for secondry store of textures. - * - * Revision 2.32 2004/02/28 14:14:56 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.31 2004/02/20 04:29:54 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.30 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.29 2004/02/15 06:02:31 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.28 2004/02/14 00:18:32 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.27 2004/01/29 01:34:02 randomtiger - * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. - * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. - * - * Revision 2.26 2004/01/26 20:03:51 randomtiger - * Fix to blurring of interface bitmaps from TGA and JPG. - * Changes to the pointsprite system, better but not perfect yet. - * - * Revision 2.25 2004/01/20 23:01:52 Goober5000 - * added some initialization to get rid of warnings - * --Goober5000 - * - * Revision 2.24 2003/12/08 22:30:02 randomtiger - * Put render state and other direct D3D calls repetition check back in, provides speed boost. - * Fixed bug that caused fullscreen only crash with DXT textures - * Put dithering back in for tgas and jpgs - * - * Revision 2.23 2003/12/05 18:17:06 randomtiger - * D3D now supports loading for DXT1-5 into the texture itself, defaults to on same as OGL. - * Fixed bug in old ship choice screen that stopped ani repeating. - * Changed all builds (demo, OEM) to use retail reg path, this means launcher can set all them up successfully. - * - * Revision 2.22 2003/12/04 20:39:09 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.21 2003/12/03 19:27:00 randomtiger - * Changed -t32 flag to -jpgtga - * Added -query_flag to identify builds with speech not compiled and other problems - * Now loads up launcher if videocard reg entry not found - * Now offers to go online to download launcher if its not present - * Changed target view not to use lower res texture, hi res one is already chached so might as well use it - * - * Revision 2.20 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.19 2003/11/17 06:52:52 bobboau - * got assert to work again - * - * Revision 2.18 2003/11/16 04:09:23 Goober5000 - * language - * - * Revision 2.17 2003/11/12 00:31:45 Kazan - * A few multi tweaks - fixed a couple warning-killing collisions between goober and me (kazan) - * - * Revision 2.16 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.15 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.14 2003/11/07 18:31:02 randomtiger - * Fixed a nohtl call to htl funcs (crash with NULL pointer) - * Fixed a bug with 32bit PCX code. - * Fixed a bug in the d3d_string batch system that was messing up screen shaking. - * Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system. - * Put in a higher res icon until we get something better sorted out. - * - * Revision 2.13 2003/10/27 23:04:21 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.12 2003/10/26 00:31:58 randomtiger - * Fixed hulls not drawing (with Phreaks advise). - * Put my 32bit PCX loading under PCX_32 compile flag until its working. - * Fixed a bug with res 640x480 I introduced with my non standard mode code. - * Changed JPG and TGA loading command line param to "-t32" - * - * Revision 2.11 2003/10/24 17:35:05 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.10 2003/10/17 17:18:42 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.9 2003/10/16 17:36:29 randomtiger - * D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything. - * Put in Bobs specular fog fix. - * - * Revision 2.8 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.7 2003/08/21 20:54:38 randomtiger - * Fixed switching - RT - * - * Revision 2.6 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.5 2003/08/05 23:45:18 bobboau - * glow maps, for some reason they wern't in here, they should be now, - * also there is some debug code for changeing the FOV in game, - * and I have some changes to the init code to try and get a 32 or 24 bit back buffer - * if posable, this may cause problems for people - * the changes were all marked and if needed can be undone - * - * Revision 2.4 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2003/03/02 05:43:48 penguin - * ANSI C++ - fixed non-compliant casts to unsigned short and unsigned char - * - penguin - * - * Revision 2.2 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.1.2.26 2002/11/16 20:09:54 randomtiger - * - * Changed my fog hack to be valid code. Put large texture check back in. - * Added some blending type checks. - RT - * - * Revision 2.1.2.25 2002/11/11 21:26:04 randomtiger - * - * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT - * - * Revision 2.1.2.24 2002/11/10 11:32:29 randomtiger - * - * Made D3D8 mipmapping optional on command line flag -d3dmipmip, off by default. - * When on is now less blury. - RT - * - * Revision 2.1.2.23 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.1.2.22 2002/11/05 10:27:39 randomtiger - * - * Fixed windowed mode bug I introduced. - * Added Antialiasing functionality, can only be sure it works on GF4 in 1024 mode. - RT - * - * Revision 2.1.2.21 2002/11/04 23:53:25 randomtiger - * - * Added new command line parameter -d3dlauncher which brings up the launcher. - * This is needed since FS2 DX8 now stores the last successful details in the registry and - * uses them to choose the adapter and mode to run in unless its windowed or they are not set. - * Added some code for Antialiasing but it messes up the font but hopefully that can be fixed later. - RT - * - * Revision 2.1.2.20 2002/11/04 21:24:59 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.1.2.19 2002/11/04 03:02:29 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.1.2.18 2002/11/02 15:22:34 randomtiger - * - * Small addition to my TGA code. Trys to determine if TGA is using an alpha channel, if so an alpha texture format it used. - * - * Revision 2.1.2.17 2002/11/02 13:54:26 randomtiger - * - * Made a few cunning alterations to get rid of that alpha bug but might have a slight slowdown. - * Non alpha textures are now alpha textures with (if texture format supported) just one bit for alpha. - * And non alpha blending is now alpha blending with automatic disregaring of 0 alpha. - * - * Revision 2.1.2.16 2002/10/30 22:57:21 randomtiger - * - * Changed DX8 code to not use set render and texture states if they are already set to that value. - * Disabled buffer saving and restoring code when windowed to stop DX8 debug runs from crashing. - RT - * - * Revision 2.1.2.15 2002/10/26 01:24:22 randomtiger - * Fixed debug bitmap compiling bug. - * Fixed tga bug. - RT - * - * Revision 2.1.2.14 2002/10/22 17:46:18 randomtiger - * Fixed new TGA code texturing bug. - RT - * - * Revision 2.1.2.13 2002/10/21 16:33:41 randomtiger - * Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT - * - * Revision 2.1.2.12 2002/10/19 23:56:40 randomtiger - * Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query. - * Defaults to 256 as it was before. Also added base code for reworking the texture code to be more efficient. - RT - * - * Revision 2.1.2.11 2002/10/14 21:52:02 randomtiger - * Finally tracked down and killed off that 8 bit alpha bug. - * So the font, HUD and 8 bit ani's now work fine. - RT - * - * Revision 2.1.2.10 2002/10/11 18:50:54 randomtiger - * Checked in fix for 16 bit problem, thanks to Righteous1 - * Removed a fair bit of code that was used by the 16 bit code path which no longer exists. - * 32 bit and 16 bit should now work in exactly the same way. - RT - * - * Revision 2.1.2.9 2002/10/08 14:33:27 randomtiger - * OK, I've fixed the z-buffer problem. - * However I have abandoned using w-buffer for now because of problems. - * I think I know how to solve it but Im not sure it would make much difference given the way FS2 engine works. - * I have left code in there of use if anyone wants to turn their hand to it. However for now - * we just need to crack of the alpha problem then we will have FS2 fully wokring in DX8 on GF4 in 32 bit. - * - * Revision 2.1.2.8 2002/10/04 00:48:42 randomtiger - * Fixed video memory leaks - * Added code to cope with lost device, not tested - * Got rid of some DX5 stuff we definately don't need - * Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file - * Cleaned up some stuff - RT - * - * Revision 2.1.2.7 2002/10/03 08:32:08 unknownplayer - * - * Hacked in a windowed mode so we can properly debug this without using - * monitors (although I drool at the concept of having that!) - * - * Revision 2.1.2.6 2002/10/02 17:52:32 randomtiger - * Fixed blue lighting bug. - * Put filtering flag set back in that I accidentally removed - * Added some new functionality to my debuging system - RT - * - * Revision 2.1.2.5 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.1.2.4 2002/09/28 22:13:43 randomtiger - * Sorted out some bits and pieces. The background nebula blends now which is nice. – RT - * - * Revision 2.1.2.3 2002/09/28 12:20:32 randomtiger - * Just a tiny code change that lets stuff work in 16 bit. - * For some reason 16 bit code was taking a different code path for displaying textures. - * So until I unstand why, Im cutting off that codepath because it isnt easy to convert into DX8. - * - * Revision 2.1.2.2 2002/09/28 00:18:08 randomtiger - * Did some work on trying to get textures to load from pcx, define TX_ATTEMPT for access to it. - * Converted some DX7 blending calls to DX8 which a fair difference to ingame visuals. - * - * - RT - * - * Revision 2.1.2.1 2002/09/24 18:56:42 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 22 9/09/99 8:53p Dave - * Fixed multiplayer degenerate orientation case problem. Make sure warp - * effect never goes lower than LOD 1. - * - * 21 9/05/99 11:19p Dave - * Made d3d texture cache much more safe. Fixed training scoring bug where - * it would backout scores without ever having applied them in the first - * place. - * - * 20 8/16/99 4:04p Dave - * Big honking checkin. - * - * 19 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 18 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 17 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 16 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 15 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 14 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 13 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 12 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 11 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 10 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 9 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 8 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 7 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 6 12/01/98 6:12p Johnson - * Make sure to page in weapon impact animations as xparent textures. - * - * 5 12/01/98 10:32a Johnson - * Fixed direct3d font problems. Fixed sun bitmap problem. Fixed direct3d - * starfield problem. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 37 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 36 5/23/98 6:12p John - * added code to use registry to force preloading of textures or not. - * - * 35 5/23/98 5:17p John - * added reg key to set texture divider - * - * 34 5/23/98 5:01p John - * made agp preloading happen if >= 6 MB of VRAM. - * - * 33 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 32 5/22/98 10:29p John - * made direct3d textures scale as little as glide. - * - * 31 5/22/98 12:54p John - * forced all cards to use a max of 256 pixel wide textures, but added a - * registry setting to disable it. - * - * 30 5/21/98 9:56p John - * Made Direct3D work with classic alpha-blending only devices, like the - * Virge. Added a texture type XPARENT that fills the alpha in in the - * bitmap for Virge. Added support for Permedia by making making - * additive alphablending be one/one instead of alpha/one, which didn't - * work, and there is no way to tell this from caps. - * - * 29 5/20/98 10:23a John - * put in code to fix an optimized build problem. - * - * 28 5/18/98 8:26p John - * Made cards with only 1bpp alpha fonts work. - * - * 27 5/12/98 7:53p John - * Fixed some 3dfx d3d bugs on allenders, jasen and johnson's computers - * caused by 8:3:3:2 format being used, but not liked by the card. - * - * 26 5/12/98 8:18a John - * Put in code to use a different texture format for alpha textures and - * normal textures. Turned off filtering for aabitmaps. Took out - * destblend=invsrccolor alpha mode that doesn't work on riva128. - * - * 25 5/11/98 10:58a John - * Fixed pilot name cursor bug. Started adding in code for alphachannel - * textures. - * - * 24 5/09/98 12:37p John - * More texture caching - * - * 23 5/09/98 12:16p John - * Even better texture caching. - * - * 22 5/09/98 11:07a John - * Better Direct3D texture caching - * - * 21 5/08/98 5:41p John - * - * 20 5/08/98 5:36p John - * MAde texturing blink white but not crash - * - * 19 5/07/98 3:02p John - * Mpre texture cleanup. You can now reinit d3d without a crash. - * - * 18 5/07/98 11:31a John - * Removed DEMO defines - * - * 17 5/07/98 10:28a John - * Made texture format use 4444. Made fonts use alpha to render. - * - * 16 5/07/98 9:40a John - * Fixed some bitmap transparency issues with Direct3D. - * - * 15 5/06/98 11:21p John - * Fixed a bitmap bug with Direct3D. Started adding new caching code into - * D3D. - * - * 14 5/06/98 8:41p John - * Fixed some font clipping bugs. Moved texture handle set code for d3d - * into the texture module. - * - * 13 5/03/98 10:52a John - * Made D3D sort of work on 3dfx. - * - * 12 5/03/98 10:43a John - * Working on Direct3D. - * - * 11 4/09/98 11:05a John - * Removed all traces of Direct3D out of the demo version of FreeSpace and - * the launcher. - * - * 10 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 9 3/08/98 10:25a John - * Made textures in VRAM reload if they changed - * - * 8 3/07/98 8:29p John - * Put in some Direct3D features. Transparency on bitmaps. Made fonts & - * aabitmaps render nice. - * - * 7 3/06/98 5:39p John - * Started adding in aabitmaps - * - * 6 3/02/98 6:00p John - * Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that - * is dependent on it won't break if it changes. Made ModelCache slots - * be equal to MAX_OBJECTS which is what it is. - * - * 5 2/17/98 7:46p John - * Took out debug code - * - * 4 2/17/98 7:28p John - * Got fonts and texturing working in Direct3D - * - * 3 2/06/98 4:56p John - * Turned off texturing - * - * 2 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 1 2/03/98 9:24p John - * - * $NoKeywords: $ - */ + #ifndef NO_DIRECT3D diff --git a/fs2_open/code/graphics/grinternal.h b/fs2_open/code/graphics/grinternal.h index b00a4b59a6..90462b3006 100644 --- a/fs2_open/code/graphics/grinternal.h +++ b/fs2_open/code/graphics/grinternal.h @@ -7,239 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrInternal.h $ - * $Revision: 2.13.2.5 $ - * $Date: 2007-02-11 09:58:20 $ - * $Author: taylor $ - * - * Include file for our Graphics directory - * - * $Log: not supported by cvs2svn $ - * Revision 2.13.2.4 2006/12/26 05:26:12 taylor - * remove some old stuff that we either don't use or don't need any longer - * - * Revision 2.13.2.3 2006/10/24 13:24:12 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 2.13.2.2 2006/10/06 09:52:05 taylor - * clean up some old software rendering stuff that we don't use any longer - * remove grzbuffer.*, since all it did was give us 3 variables, which were moved to 2d.* - * - * Revision 2.13.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.13 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.12 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.11 2005/12/16 06:48:28 taylor - * "House Keeping!!" - * - minor cleanup of things that have bothered me at one time or another - * - slight speedup from state switching - * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues - * - make sure to only disable HTL arb stuff when in HTL mode - * - handle any extra lighting pass before spec pass so the light can be applied properly - * - * Revision 2.10 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.8 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 2.7 2005/02/15 00:06:27 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 2.6 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.5 2004/11/21 11:27:31 taylor - * some 64-bit OS comaptibility fixes - * - * Revision 2.4 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.2 2003/01/18 19:49:02 phreak - * added tcache flag TCACHE_FLAG_COMPRESSED - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:22 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 6 1/15/99 11:29a Neilk - * Fixed D3D screen/texture pixel formatting problem. - * - * 5 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 12/01/98 10:32a Johnson - * Fixed direct3d font problems. Fixed sun bitmap problem. Fixed direct3d - * starfield problem. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 23 5/06/98 11:21p John - * Fixed a bitmap bug with Direct3D. Started adding new caching code into - * D3D. - * - * 22 4/08/98 4:09p John - * Fixed some potential bugs with high bit set in screen piointer. - * - * 21 3/25/98 8:07p John - * Restructured software rendering into two modules; One for windowed - * debug mode and one for DirectX fullscreen. - * - * 20 3/24/98 3:58p John - * Put in (hopefully) final gamma setting code. - * - * 19 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 18 2/07/98 7:50p John - * Added code so that we can use the old blending type of alphacolors if - * we want to. Made the stars use them. - * - * 17 1/26/98 5:12p John - * Added in code for Pentium Pro specific optimizations. Speed up - * zbuffered correct tmapper about 35%. Speed up non-zbuffered scalers - * by about 25%. - * - * 16 11/30/97 3:57p John - * Made fixed 32-bpp translucency. Made BmpMan always map translucent - * color into 255 even if you aren't supposed to remap and make it's - * palette black. - * - * 15 11/30/97 12:18p John - * added more 24 & 32-bpp primitives - * - * 14 11/29/97 2:06p John - * added mode 16-bpp support - * - * 13 11/14/97 12:30p John - * Fixed some DirectX bugs. Moved the 8-16 xlat tables into Graphics - * libs. Made 16-bpp DirectX modes know what bitmap format they're in. - * - * 12 11/03/97 10:08p Hoffoss - * Changed gr_get_string_size to utilize an optional length specifier, if - * you want to use non-null terminated strings. - * - * 11 10/19/97 12:55p John - * new code to lock / unlock surfaces for smooth directx integration. - * - * 10 10/14/97 4:50p John - * more 16 bpp stuff. - * - * 9 10/14/97 8:08a John - * added a bunch more 16 bit support - * - * 8 7/18/97 12:40p John - * cached alphacolors to disk. Also made cfopen be able to delete a file - * by passing NULL for mode. - * - * 7 6/17/97 12:03p John - * Moved color/alphacolor functions into their own module. Made all color - * functions be part of the low-level graphics drivers, not just the - * grsoft. - * - * 6 6/12/97 5:04p John - * Initial rev of Glide support - * - * 5 6/11/97 5:49p John - * Changed palette code to only recalculate alphacolors when needed, not - * when palette changes. - * - * 4 6/06/97 4:41p John - * Fixed alpha colors to be smoothly integrated into gr_set_color_fast - * code. - * - * 3 6/06/97 2:40p John - * Made all the radar dim in/out - * - * 2 5/14/97 4:38p John - * Fixed print_screen bug. - * - * 1 5/12/97 12:13p John - * - * $NoKeywords: $ - */ + #ifndef _GRINTERNAL_H #define _GRINTERNAL_H diff --git a/fs2_open/code/graphics/gropengl.cpp b/fs2_open/code/graphics/gropengl.cpp index c6d420ed4f..5b862fda46 100644 --- a/fs2_open/code/graphics/gropengl.cpp +++ b/fs2_open/code/graphics/gropengl.cpp @@ -1,1141 +1,6 @@ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $ - * $Revision: 2.174.2.29 $ - * $Date: 2007-11-22 17:51:35 $ - * $Author: phreak $ - * - * Code that uses the OpenGL graphics library - * - * $Log: not supported by cvs2svn $ - * Revision 2.174.2.28 2007/11/22 05:11:38 taylor - * try to deal better with gamma setting/resetting when minimizing/restoring the game (Mantis #1210) - * - * Revision 2.174.2.27 2007/10/04 16:18:18 taylor - * get rid of some old/obsolete items (Mantis #1489 and #1497) - * - * Revision 2.174.2.26 2007/03/22 20:14:16 taylor - * various bits of bmpman cleanup - * be sure to clean all three possible buffers with OGL init - * fix a couple of bmpman loading bugs that messed up animations - * fix bmpman bug that didn't properly account for free'd texture ram count with unload_fast - * - * Revision 2.174.2.25 2007/02/12 07:29:51 taylor - * fix stupid bug (Mantis #1275) - * - * Revision 2.174.2.24 2007/02/11 10:01:11 taylor - * remove cloakmap stuff, we'll need to redo this later on anyway - * don't need the AVI movie hacks any longer, so remove it - * deal better with a strange Windows buffer swap issue - * various bits of cleanup and performance improvements - * fix for gr_opengl_flash() that I had screwed up earlier - * - * Revision 2.174.2.23 2007/02/10 20:23:23 taylor - * make sure that we don't set the 2d view matrix and then not reset it (Mantis #1269) - * clean up some of the fullneb mess that was causing some initial setup issues (colors wrong, etc.) - * - * Revision 2.174.2.22 2006/12/26 05:25:18 taylor - * lots of little cleanup, stale code removal, and small performance adjustments - * get rid of the default combine texture state, we don't need it in general, and it can screw up fonts - * get rid of the secondary color support, it doesn't do much in non-HTL mode, screws up various things, and has long since been obsolete but material setup - * get rid of the old gamma setup, it actually conflicts with newer gamma support - * default texture wrapping to edge clamp - * do second gr_clear() on init to be sure and catch double-buffer - * make sure that our active texture will always get reset to 0, rather than leaving it at whatever was used last - * fixed that damn FBO bug from it hanging on textures and causing some rendering errors for various people - * only lock verts once in HTL model rendering - * - * Revision 2.174.2.21 2006/12/07 18:07:51 taylor - * get rid of GL_activate and GL_deactivate, it was just Glide ported stuff that we never used and never needed - * handle window/fullscreen/minimize changes better, fixes cursor handling mostly (Mantis bug #1146) - * don't flush on gamma change, we don't really need to any more - * - * Revision 2.174.2.20 2006/11/15 00:47:57 taylor - * properly support the updated window create code (all told: should take of of Mantis bugs #542, #624, #1140, and possibly #962 and #1124) - * - * Revision 2.174.2.19 2006/11/06 05:21:32 taylor - * enable/disable alpha test based on blend mode (found this hidden in an old tree, may help with blending the newer alphablend mode) - * - * Revision 2.174.2.18 2006/10/27 06:44:35 taylor - * grrr ... fix dos EOL chars - * - * Revision 2.174.2.17 2006/10/24 13:39:26 taylor - * don't require hardware GL if running FRED (this is mainly for my benefit since I always forget to add that locally) - * - * Revision 2.174.2.16 2006/10/01 19:24:45 taylor - * bit of cleanup (technically the vertex buffer stuff is part of a much larger change slated for post-3.6.9, but this should be a little faster) - * - * Revision 2.174.2.15 2006/09/24 22:50:03 taylor - * clean up the function ptrs so that it's a bit easier to read - * - * Revision 2.174.2.14 2006/09/24 13:26:01 taylor - * minor clean and code optimizations - * clean up view/proj matrix fubar that made us need far more matrix levels that actually needed (partial fix for Mantis #563) - * add debug safety check to make sure that we don't use more than 2 proj matrices (all that GL is required to support) - * set up a texture matrix for the env map to that it doesn't move/look funky - * - * Revision 2.174.2.13 2006/09/20 04:58:13 taylor - * some gamma ramp fixage, still hasn't gotten a steller review from DaBrain but it does work much better than before, so I'll tweak it later if need be - * - * Revision 2.174.2.12 2006/08/29 07:27:43 taylor - * allow W32 init fallback if desktop depth is less than requested game depth (it may look like crap, but at least it will work) - * - * Revision 2.174.2.11 2006/08/22 05:41:35 taylor - * clean up the grstub mess (for work on standalone server, and just for sanity sake) - * move color and shader functions to 2d.cpp since they are exactly the same everywhere - * don't bother with the function pointer for gr_set_font(), it's the same everywhere anyway - * - * Revision 2.174.2.10 2006/08/19 04:23:56 taylor - * OMG! MEMLEAK!!!! (maybe no one will notice that it was my fault ;)) - * - * Revision 2.174.2.9 2006/08/09 14:40:10 taylor - * very small math optimization - * - * Revision 2.174.2.8 2006/07/17 01:05:49 taylor - * only do i2fl() on the font bitmap once per string rather than doing it per-letter (basically unnoticable performance boost) - * before doing alpha channel check, make sure the bitmap is valid, since it doesn't actually catch that until later in the texture code - * - * Revision 2.174.2.7 2006/07/13 22:06:38 taylor - * handle non-MVE movies a bit better in OpenGL (don't get freaky with the window, don't lose input, etc.) - * some cleanup to OpenGL window handling, to fix min/max/full issues, and try to make shutdown a little nicer - * - * Revision 2.174.2.6 2006/07/05 23:36:55 Goober5000 - * cvs comment tweaks - * - * Revision 2.174.2.5 2006/06/23 09:01:07 taylor - * be sure to properly reset fullscreen/minimized state vars as we switch between them - * - * Revision 2.174.2.4 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.174.2.3 2006/06/18 20:09:03 taylor - * fix screenshots on big endian - * - * Revision 2.174.2.2 2006/06/12 03:37:24 taylor - * sync current OGL changes: - * - go back to using minimize mode which non-active, but doin't minimize when Fred_running - * - remove temporary cmdline options (-spec_scale, -env_scale, -alpha_alpha_blend) - * - change FBO renderbuffer link around a little to maybe avoid freaky drivers (or freaky code) - * - * Revision 2.174.2.1 2006/06/05 23:59:11 taylor - * this should hopefully fix cursor drift on multi-display configs - * - * Revision 2.174 2006/06/01 07:33:59 taylor - * flip color/depth values, appears some are initting software GL again and this was the problem previously - * - * Revision 2.173 2006/05/31 04:02:05 taylor - * render strings a string at a time rather than a letter at the time (should be at least 3 times faster from state changes alone) - * - * Revision 2.172 2006/05/30 03:53:52 taylor - * z-range for 2D ortho is -1.0 to 1.0, may help avoid some strangeness if we actually get that right. :) - * minor cleanup of old code and default settings - * try not to bother with depth test unless we are actually going to need it (small performance boost in some cases) - * don't clear depth bit in flip(), while technically correct it's also a bit redundant (and comes with a slight performance hit) - * - * Revision 2.171 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.170 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.169 2006/04/15 00:13:22 phreak - * gr_flash_alpha(), much like gr_flash(), but allows an alpha value to be passed - * - * Revision 2.168 2006/04/13 12:15:58 taylor - * deal with font rendering issue from float precision on non-standard resolutions. this is only about a 97% fix/hack - * but I don't want people complaining about the bad issue until I can figure out a more appropriate solution with - * gr_set_clip(), which is the real source of the problem - * - * Revision 2.167 2006/04/12 01:10:35 taylor - * some cleanup and slight reorg - * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) - * - avoid some costly math where possible in the drawing functions - * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now - * - minor cleanup to Win32 extension defines - * - make opengl_lights[] allocate only when using OGL - * - cleanup some costly per-frame lighting stuff - * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) - * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) - * - * Revision 2.166 2006/03/26 08:26:45 taylor - * make sure to only allow on screen save at the time (I don't like having it restricted but since it's not used for anything else there is little point) - * - * Revision 2.165 2006/03/22 18:12:50 taylor - * minor cleanup - * - * Revision 2.164 2006/02/24 07:35:48 taylor - * add v-sync support for OGL (I skimmped on this a bit but will go back to do something better, "special" extension wise, at a later date) - * - * Revision 2.163 2006/02/20 07:23:29 taylor - * start of some of the newer GL stuff - * - initial support for dropping from fullscreen to windowed mode (will get more changes in another day or so, mainly because of FRED2) - * - a little cleanup - * - init change for WGL to be a little safer and to help report what it tried to use and what it got in the way of pixelformat - * - don't use global OGL_enabled to decide if GL is initialized or not (also getting more changes shortly) - * - make sure opengl_close() will always execute properly through atexit() (also getting changed later to not run through atexit()) - * - * Revision 2.162 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.161 2006/01/24 13:38:30 taylor - * break out of error check loop after the first check in FRED since it doesn't like this for some reason - * - * Revision 2.160 2006/01/22 01:30:33 taylor - * clear depth buffer on each page flip (may give a slight speed increase) - * change error check handling again, FRED may like this better but if it starts hanging again I have another fix - * little safety checks for opengl_close() - * fix atexit() call for OGL closeout - * - * Revision 2.159 2006/01/21 02:22:04 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 2.158 2006/01/21 00:14:25 taylor - * don't forcefully disable multisample still (part of an old ATI fix that didn't actually fix anything) - * - * Revision 2.157 2006/01/20 17:15:16 taylor - * gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile - * several other very minor changes as well - * - * Revision 2.156 2006/01/19 16:00:04 wmcoolmon - * Lua debugging stuff; gr_bitmap_ex stuff for taylor - * - * Revision 2.155 2006/01/02 07:25:11 taylor - * don't specify a read buffer, something with this is screwing up ATI cards, a debug string should satisfy a hunch - * ifdef out the bumpmap stuff, it's very wrong anyway :) - * - * Revision 2.154 2005/12/29 20:12:51 taylor - * we are using gouraud lighting here so be sure to set the proper tmap flag (fixes D3D, corrects OGL) - * - * Revision 2.153 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.152 2005/12/29 04:33:15 taylor - * put texture filter debug message back (was commented out for some reason in phreak's commit) - * - * Revision 2.151 2005/12/29 00:52:57 phreak - * changed around aabitmap calls to accept a "mirror" parameter. defaults to false, and is only true for mirrored briefing icons. - * If the mirror param is true, then the picture is mirrored about the y-axis so left becomes right and vice versa. - * - * Revision 2.150 2005/12/28 22:24:48 taylor - * save screenshots into /screenshots/ - * another attempt at fixing popups with single colors (saves memory too, hope it doesn't blow up) - * add a debug msg about mipmap filter in use - * - * Revision 2.149 2005/12/22 19:15:20 taylor - * one more attempt to fix screenshots on Radeons. - * - * Revision 2.148 2005/12/16 16:34:35 taylor - * ehh, didn't ever fix that to my satisfaction, bastardize it until more work can be done (so people don't start filing bug reports) - * - * Revision 2.147 2005/12/16 06:48:28 taylor - * "House Keeping!!" - * - minor cleanup of things that have bothered me at one time or another - * - slight speedup from state switching - * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues - * - make sure to only disable HTL arb stuff when in HTL mode - * - handle any extra lighting pass before spec pass so the light can be applied properly - * - * Revision 2.146 2005/12/15 16:26:35 taylor - * didn't mean for that to hit CVS, it makes neb missions work a little strange - * - * Revision 2.145 2005/12/08 15:07:57 taylor - * remove GL_NO_HTL define since it's basically useless at this point and can produced non-functioning builds - * minor cleanup and readability changes - * get Apple GL version change in CVS finally, the capabilities of an Apple GL version don't neccessarily correspond to it's features - * - * Revision 2.144 2005/12/07 05:39:50 taylor - * bah, X sucks. I need to beef up error handling there in order to make all of the platforms happy. - * - * Revision 2.143 2005/12/06 02:50:41 taylor - * clean up some init stuff and fix a minor SDL annoyance - * make debug messages a bit more readable - * clean up the debug console commands for minimize and anisotropic filter setting - * make anisotropic filter actually work correctly and have it settable with a reg option - * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere - * - * Revision 2.142 2005/11/18 13:13:47 taylor - * get rid of the while() loop, OGL doesn't stack errors (this killed FRED2 for some reason even though no error was present) - * - * Revision 2.141 2005/11/14 08:39:00 taylor - * didn't mean for that to hit CVS, stops FRED2 from crashing on exit - * - * Revision 2.140 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.139 2005/10/26 20:54:18 taylor - * D3D missed the non-standard resolution updates for aabitmaps, should fix briefing icon positioning - * - * Revision 2.138 2005/10/23 20:34:29 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 2.137 2005/10/23 19:07:18 taylor - * make AABITMAP use GL_ALPHA rather than GL_LUMINANCE_ALPHA (now 8-bit instead of 16-bit, fixes several minor rendering issues) - * - * Revision 2.136 2005/10/23 14:12:35 taylor - * minor cleanup to screenshot code - * force front buffer reads for relevant glReadPixels() calls - * - * Revision 2.135 2005/09/20 02:46:52 taylor - * slight speedup for font rendering - * fix a couple of things that Valgrind complained about - * - * Revision 2.134 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 2.133 2005/08/29 02:20:56 phreak - * Record state changes in gr_opengl_set_state() - * - * Revision 2.132 2005/08/25 22:40:03 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.131 2005/08/20 20:34:51 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 2.130 2005/07/26 08:46:48 taylor - * Add ability to use specific refresh rate, needs a soon to be updated Launcher to have set via GUI - * but this can go in already. Defaults to, and falls back on, previous behavior and adds some - * error checking that wasn't there previously. - * - * Revision 2.129 2005/07/20 02:35:51 taylor - * better UV offsets when using non-standard resolutions (for text mostly), copied from D3D code - * - * Revision 2.128 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.127 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.126 2005/07/07 16:36:57 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.125 2005/07/02 19:40:48 taylor - * ton of non-standard resolution fixes - * make gr_cross_fade() work properly in OGL - * - * Revision 2.124 2005/06/29 18:51:05 taylor - * revert OGL init changes since ATI drivers suck and don't like it - * - * Revision 2.123 2005/06/19 02:37:02 taylor - * general cleanup, remove some old code - * speed up gr_opengl_flip() just a tad - * inverted gamma slider fix that Sticks made to D3D - * possible fix for ATI green screens - * move opengl_check_for_errors() out of gropentnl so we can use it everywhere - * fix logged OGL info from debug builds to be a little more readable - * if an extension is found but required function is not then fail - * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for - * some 2d matrix usage checks - * - * Revision 2.122 2005/06/03 06:51:50 taylor - * the problem this tried to fix should be properly fixed now but I keep forgetting to remove this block - * - * Revision 2.121 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.120 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.119 2005/04/24 02:38:31 wmcoolmon - * Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical - * - * Revision 2.118 2005/04/15 11:41:27 taylor - * stupid terminal, I !!! - * - * Revision 2.117 2005/04/15 11:36:54 taylor - * new GCC = new warning messages, yippeeee!! - * - * Revision 2.116 2005/04/12 02:04:56 phreak - * gr_set_ambient_light() function for the ambient light sliders in FRED - * - * Revision 2.115 2005/04/05 11:50:57 taylor - * fix memory error from GL extension list that occurs in certain circumstances - * - * Revision 2.114 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.113 2005/04/01 07:25:54 taylor - * go back to 24-bit depth, 32 didn't help any with ATI bugs - * - * Revision 2.112 2005/03/24 23:42:20 taylor - * s/gr_ogl_/gr_opengl_/g - * add empty gr_opengl_draw_line_list() so that it's not a NULL pointer - * make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API - * - * Revision 2.111 2005/03/22 00:36:48 taylor - * fix version check for drivers that support OpenGL 2.0+ - * - * Revision 2.110 2005/03/20 18:05:04 phreak - * lol forgot to commit the function pointer stuff - * - * Revision 2.109 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 2.108 2005/03/19 21:03:54 wmcoolmon - * OpenGL display lists - * - * Revision 2.107 2005/03/19 18:02:33 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.106 2005/03/08 03:50:20 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.105 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.104 2005/03/05 19:11:07 taylor - * make sure we don't scale the restore_screen bitmap, it's already the correct size - * - * Revision 2.103 2005/03/03 16:16:55 taylor - * support for TMAP_FLAG_TRILIST - * extra check to make sure OGL closes down right under Windows - * increased depth buffer, it was too small to compare when 32bpp was used - * - * Revision 2.102 2005/03/03 00:33:41 taylor - * use the back buffer for screen saves, this didn't work on Windows at one - * point but I'm out of things to try and it may be ok after other fixes - * - * Revision 2.101 2005/02/27 10:38:06 wmcoolmon - * Nonstandard res stuff - * - * Revision 2.100 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 2.99 2005/02/19 07:50:15 wmcoolmon - * OpenGL gradient fix for nonstandard resolutions - * - * Revision 2.98 2005/02/18 09:51:06 wmcoolmon - * Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp - * - * Revision 2.97 2005/02/10 04:01:43 wmcoolmon - * Low-level code for better hi-res support; better error reporting for vertex errors on model load. - * - * Revision 2.96 2005/02/05 00:30:49 taylor - * fix a few things post merge - * - * Revision 2.95 2005/02/04 23:29:31 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.94 2005/01/29 08:04:15 wmcoolmon - * Ahh, the sweet smell of optimized code - * - * Revision 2.93 2005/01/21 08:25:14 taylor - * fill in gr_opengl_set_texture_addressing() - * add support for non-power-of-two textures for cards that have it - * temporary crash fix from multiple mipmap levels in uncompressed formats - * - * Revision 2.92 2005/01/14 05:28:58 wmcoolmon - * gr_curve - * - * Revision 2.91 2005/01/03 18:45:22 taylor - * dynamic allocation of num supported OpenGL lights - * add config option for more realistic light settings - * don't render spec maps in nebula to address lighting issue - * - * Revision 2.90 2005/01/01 11:24:22 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 2.89 2004/12/22 23:05:48 phreak - * added a pragma message if DevIL isn't compiled into the build - * - * Revision 2.88 2004/12/02 11:18:15 taylor - * make OGL use same gamma reg setting as D3D since it's the same ramp - * have OGL respect the -no_set_gamma cmdline option - * reset gamma to default on OGL exit to make sure the desktop doesn't stay wrong - * - * Revision 2.87 2004/11/04 22:49:13 taylor - * don't set gamma ramp while running FRED - * - * Revision 2.86 2004/10/31 21:42:31 taylor - * Linux tree merge, use linear mag filter, small FRED fix, AA lines (disabled), use rgba colors for 3dunlit, proper gamma adjustment, bmpman merge - * - * Revision 2.85 2004/09/24 22:40:23 taylor - * proper OGL line drawing in HTL... hopefully - * - * Revision 2.84 2004/07/29 09:35:29 taylor - * fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup() - * - * Revision 2.83 2004/07/26 20:47:31 Kazan - * remove MCD complete - * - * Revision 2.82 2004/07/17 18:46:07 taylor - * various OGL and memory leak fixes - * - * Revision 2.81 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.80 2004/07/11 03:22:49 bobboau - * added the working decal code - * - * Revision 2.79 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.78 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.77 2004/05/25 00:37:26 wmcoolmon - * Updated function calls for VC7 use - * - * Revision 2.76 2004/05/11 16:48:19 phreak - * fixed the white boxes appearing on unlit bitmaps - * - * Revision 2.75 2004/05/02 16:01:38 taylor - * don't use HTL line fix with Fred - * - * Revision 2.74 2004/04/26 12:43:58 taylor - * minor fixes, HTL lines, 32-bit texture support - * - * Revision 2.73 2004/04/14 10:24:51 taylor - * fix for lines and shaders - shouldn't be textured - * - * Revision 2.72 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.71 2004/04/03 20:27:57 phreak - * OpenGL files spilt up to make developing and finding bugs much easier - * - * Revision 2.70 2004/03/29 02:24:20 phreak - * fixed a minor bug where the version checker - * would complain even if the correct version of OpenGL was present - * - * Revision 2.69 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.68 2004/03/17 04:07:29 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.67 2004/03/08 21:57:04 phreak - * made a minor logical fix to gr_opengl_tmapper_internal - * - * disabled pcx32 and jpgtga flags if they were defined by the user - * - * Revision 2.66 2004/03/05 04:33:09 phreak - * fixed the lack of ships in the hud targetbox - * prevented other functions calls to glColor3ub() from messing - * with the color of textures in gr_opengl_render_buffer(). this was causing some - * minor rendering bugs - * - * Revision 2.65 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.64 2004/02/15 06:02:31 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.63 2004/02/15 03:04:25 bobboau - * fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version, - * you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it - * - * Revision 2.62 2004/02/14 00:18:32 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.61 2004/02/13 04:17:12 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.60 2004/02/05 01:41:33 randomtiger - * Small changes, deleted old dshow stuff - * - * Revision 2.59 2004/02/03 18:29:30 randomtiger - * Fixed OGL fogging in HTL - * Changed htl laser function to work in D3D, commented out until function flat bug is fixed - * - * Revision 2.58 2004/01/24 12:47:48 randomtiger - * Font and other small changes for Fred - * - * Revision 2.57 2004/01/20 22:59:09 Goober5000 - * got rid of some warnings... it actually looks like Gr_gamma_lookup can be changed - * from int to ubyte, because everything that accesses it converts to a ubyte O.o - * --Goober5000 - * - * Revision 2.56 2004/01/19 00:56:09 randomtiger - * Some more small changes for Fred OGL - * - * Revision 2.55 2004/01/18 14:55:08 randomtiger - * Few more small changes for Fred OGL - * - * Revision 2.54 2004/01/18 13:17:55 randomtiger - * Changed the #ifndef FRED I added to #ifndef FRED_OGL so they only effect OGL FRED compile - * - * Revision 2.53 2004/01/17 21:59:53 randomtiger - * Some small changes to the main codebase that allow Fred_open OGL to compile. - * - * Revision 2.52 2003/12/17 23:25:10 phreak - * added a MAX_BUFFERS_PER_SUBMODEL define so it can be easily changed if we ever want to change the 16 texture limit - * - * Revision 2.51 2003/11/29 16:11:46 fryday - * Fixed normal loading in OpenGL HT&L. - * Fixed lighting in OpenGL HT&L, hopefully for the last time. - * Added a test if a normal is valid during model load, if not, replaced with face normal - * - * Revision 2.50 2003/11/25 15:04:45 fryday - * Got lasers to work in HT&L OpenGL - * Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl - * - * Revision 2.49 2003/11/22 10:36:32 fryday - * Changed default alpha value for lasers in OpenGL to be like in D3D - * Fixed Glowmaps being rendered with GL_NEAREST instead of GL_LINEAR. - * Dynamic Lighting almost there. It looks like some normals are fudged or something. - * - * Revision 2.48 2003/11/17 04:25:56 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.47 2003/11/12 00:44:52 Kazan - * (Kazan) /me slaps forehead... make sure things compile before committing.. sorry guys - * - * Revision 2.46 2003/11/11 18:05:02 phreak - * support for GL_ARB_vertex_buffer_object. should run real fast now with _VERY_ - * high poly ships - * - * Revision 2.45 2003/11/07 20:55:15 phreak - * reenabled timerbar - * - * Revision 2.44 2003/11/06 22:36:04 phreak - * bob's stack functions implemented in opengl - * - * Revision 2.43 2003/11/01 21:59:21 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.42 2003/10/29 02:09:18 randomtiger - * Updated timerbar code to work properly, also added support for it in OGL. - * In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it. - * Also updated some more D3D device stuff that might get a bit more speed out of some cards. - * - * Revision 2.41 2003/10/25 03:26:39 phreak - * fixed some old bugs that reappeared after RT committed his texture code - * - * Revision 2.40 2003/10/24 17:35:05 randomtiger - * Implemented support for 32bit TGA and JPG for D3D - * Also 32 bit PCX, but it still has some bugs to be worked out - * Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it. - * - * Revision 2.39 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.38 2003/10/20 22:32:37 phreak - * cleaned up a bunch of repeated code - * - * Revision 2.37 2003/10/19 01:10:05 phreak - * clipping planes now work - * - * Revision 2.36 2003/10/18 01:22:39 phreak - * hardware transformation is working. now lighting needs to be done - * - * Revision 2.35 2003/10/14 17:39:13 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.34 2003/10/13 19:39:19 matt - * prelim reworking of lighting code, dynamic lights work properly now - * albeit at only 8 lights per object, although it looks just as good as - * the old software version --Sticks - * - * Revision 2.33 2003/10/13 05:57:48 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.32 2003/10/10 03:59:41 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.31 2003/10/05 23:40:54 phreak - * bug squashing. - * preliminary tnl work done - * - * Revision 2.30 2003/10/04 00:26:43 phreak - * shinemapping completed. it works! - * -phreak - * - * Revision 2.29 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.28 2003/08/21 15:07:45 phreak - * added specular highlights. still needs shine mapping - * - * Revision 2.27 2003/08/06 17:26:20 phreak - * changed default texture filtering to GL_LINEAR - * - * Revision 2.26 2003/08/03 23:35:36 phreak - * changed some z-buffer stuff so it doesn't clip as noticably - * - * Revision 2.25 2003/07/15 02:34:59 phreak - * fun work optimizing the cloak effect - * - * Revision 2.24 2003/07/04 02:27:48 phreak - * added support for cloaking. - * i will need to contact someone who knows d3d to get this to work - * - * Revision 2.23 2003/06/08 17:29:51 phreak - * fixed a compile error that was accidently committed - * - * Revision 2.22 2003/06/07 20:51:06 phreak - * fixed minor fogging bug - * - * Revision 2.21 2003/05/21 20:23:00 phreak - * improved glowmap rendering speed - * - * Revision 2.20 2003/05/07 00:52:36 phreak - * fixed old bug that created "mouse trails" during a popup screen - * a result of doing something a long time ago that i thought was right, but wasn't - * - * Revision 2.19 2003/05/04 23:52:40 phreak - * added additional error info incase gr_opengl_flip() fails for some unknown reason - * - * Revision 2.18 2003/05/04 20:49:18 phreak - * minor fix in gr_opengl_flip() - * - * should be end of the "unable to swap buffer" error - * - * Revision 2.17 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.16 2003/03/07 00:15:45 phreak - * added some hacks that shutdown and restore opengl because of cutscenes - * - * Revision 2.15 2003/02/16 18:43:13 phreak - * tweaked some more stuff - * - * Revision 2.14 2003/02/01 02:57:42 phreak - * started to finalize before 3.50 release. - * added support for GL_EXT_texture_filter_anisotropic - * - * Revision 2.13 2003/01/26 23:30:53 DTP - * temporary fix, added some // so that we can do debug builds. i expect Goober5000 will fix it soon. - * - * Revision 2.12 2003/01/19 22:45:34 Goober5000 - * cleaned up build output a bit - * --Goober5000 - * - * Revision 2.11 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.10 2003/01/18 19:49:45 phreak - * texture mapper now supports DXTC compressed textures - * - * Revision 2.9 2003/01/09 21:19:54 phreak - * glowmaps in OpenGL, yay! - * - * Revision 2.8 2002/12/23 19:25:39 phreak - * dumb typo - * - * Revision 2.7 2002/12/23 17:52:51 phreak - * added code that displays an error if user's OGL version is less than 1.2 - * - * Revision 2.6 2002/12/16 23:28:52 phreak - * optimized fullscreen/minimized functions.. alot faster - * - * Revision 2.5 2002/12/15 18:59:57 DTP - * fixed a minor glitch, replaced <> with ", so that it takes project glXXX.h, and not compilers glXXX.h - * - * Revision 2.4 2002/12/14 16:14:52 phreak - * copied from grgpenglw32x.cpp. - * - * Revision 1.7 2002/12/05 00:49:25 phreak - * extension framework implemented(no extensions work YET) -phreak - * - * Revision 1.6 2002/11/22 20:54:16 phreak - * finished off all remaining problems with 32 bit mode, fullscreen mode - * and colors. Still needs some tweaking, but works near perfect - * - * Revision 1.5 2002/11/18 21:31:36 phreak - * complete overhaul, works in 16 bit mode -phreak - * - * Revision 1.4 2002/10/14 19:49:08 phreak - * screenshots, yay! - * - * Revision 1.3 2002/10/13 21:43:24 phreak - * further optimizations - * - * Revision 1.2 2002/10/12 17:48:11 phreak - * fixed text - * - * Revision 1.1 2002/10/11 21:31:17 phreak - * first run at opengl for w32, only useful in main hall, barracks and campaign room - * - * Revision 1.1.1.1 2002/06/06 06:25:26 drevil - * initial import of June 6th, 2002 sources - * - * Revision 1.46 2002/06/05 04:03:32 relnev - * finished cfilesystem. - * - * removed some old code. - * - * fixed mouse save off-by-one. - * - * sound cleanups. - * - * Revision 1.45 2002/06/03 09:25:37 relnev - * implement mouse cursor and screen save/restore - * - * Revision 1.44 2002/06/02 18:46:59 relnev - * updated - * - * Revision 1.43 2002/06/02 11:34:00 relnev - * adjust z coords - * - * Revision 1.42 2002/06/02 10:28:17 relnev - * fix texture handle leak - * Revision 2.3.2.2 2002/11/04 16:04:21 randomtiger - * - * Tided up some bumpman stuff and added a few function points to gr_screen. - RT - * - * Revision 2.3.2.1 2002/11/04 03:02:29 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.3 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 1.41 2002/06/01 09:00:34 relnev - * silly debug memmanager - * - * Revision 1.40 2002/06/01 07:12:33 relnev - * a few NDEBUG updates. - * - * removed a few warnings. - * - * Revision 1.39 2002/06/01 05:33:15 relnev - * copied more code over. - * - * added scissor clipping. - * - * Revision 1.38 2002/06/01 03:35:27 relnev - * fix typo - * - * Revision 1.37 2002/06/01 03:32:00 relnev - * fix texture loading mistake. - * - * enable some d3d stuff for opengl also - * - * Revision 1.36 2002/05/31 23:25:03 relnev - * line fixes - * - * Revision 1.34 2002/05/31 22:15:22 relnev - * BGRA - * - * Revision 1.33 2002/05/31 22:04:55 relnev - * use d3d rect_internal - * - * Revision 1.32 2002/05/31 06:28:23 relnev - * more stuff - * - * Revision 1.31 2002/05/31 06:04:39 relnev - * fog - * - * Revision 1.30 2002/05/31 03:56:11 theoddone33 - * Change tmapper polygon winding and enable culling - * - * Revision 1.29 2002/05/31 03:34:02 theoddone33 - * Fix Keyboard - * Add titlebar - * - * Revision 1.28 2002/05/31 00:06:59 relnev - * minor change - * - * Revision 1.27 2002/05/30 23:46:29 theoddone33 - * some minor key changes (not necessarily fixes) - * - * Revision 1.26 2002/05/30 23:33:12 relnev - * implemented a few more functions. - * - * Revision 1.25 2002/05/30 23:01:16 relnev - * implement gr_opengl_set_state. - * - * Revision 1.24 2002/05/30 22:12:57 relnev - * finish default texture case - * - * Revision 1.23 2002/05/30 22:02:30 theoddone33 - * More gl changes - * - * Revision 1.22 2002/05/30 21:44:48 relnev - * implemented some missing texture stuff. - * - * enable bitmap polys for opengl. - * - * work around greenness in bitmaps. - * - * Revision 1.21 2002/05/30 17:29:30 theoddone33 - * Fix some more stubs, change at least one polygon winding since culling is now - * enabled. - * - * Revision 1.20 2002/05/30 16:50:24 theoddone33 - * Keyboard partially fixed - * - * Revision 1.19 2002/05/30 08:13:14 relnev - * fonts are fixed - * - * Revision 1.18 2002/05/29 23:37:36 relnev - * fix bitmap bug - * - * Revision 1.17 2002/05/29 23:17:49 theoddone33 - * Non working text code and fixed keys - * - * Revision 1.16 2002/05/29 19:45:13 theoddone33 - * More changes on texture loading - * - * Revision 1.15 2002/05/29 19:06:48 theoddone33 - * Enable string printing. Enable texture mapping - * - * Revision 1.14 2002/05/29 08:54:40 relnev - * "fixed" bitmap drawing. - * - * copied more d3d code over. - * - * Revision 1.13 2002/05/29 06:25:13 theoddone33 - * Keyboard input, mouse tracking now work - * - * Revision 1.12 2002/05/29 04:52:45 relnev - * bitmap - * - * Revision 1.11 2002/05/29 04:29:56 relnev - * removed some unncessary stubbing, implemented opengl rect - * - * Revision 1.10 2002/05/29 04:13:27 theoddone33 - * enable opengl_line - * - * Revision 1.9 2002/05/29 03:35:51 relnev - * added rest of init - * - * Revision 1.8 2002/05/29 03:30:05 relnev - * update opengl stubs - * - * Revision 1.7 2002/05/29 02:52:32 theoddone33 - * Enable OpenGL renderer - * - * Revision 1.6 2002/05/28 04:56:51 theoddone33 - * runs a little bit now - * - * Revision 1.5 2002/05/28 04:07:28 theoddone33 - * New graphics stubbing arrangement - * - * Revision 1.4 2002/05/27 23:39:34 relnev - * 0 - * - * Revision 1.3 2002/05/27 22:35:01 theoddone33 - * more symbols - * - * Revision 1.2 2002/05/27 22:32:02 theoddone33 - * throw all d3d stuff at opengl - * - * Revision 1.1.1.1 2002/05/03 03:28:09 root - * Initial import. - * - * - * 10 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 9 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 8 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 7 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 6 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 3 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 14 5/20/98 9:46p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 13 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 12 4/14/98 12:15p John - * Made 16-bpp movies work. - * - * 11 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 10 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 9 12/02/97 4:00p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 8 10/03/97 9:10a John - * added better antialiased line drawer - * - * 7 9/23/97 10:45a John - * made so you can tell bitblt code to rle a bitmap by passing flag to - * gr_set_bitmap - * - * 6 9/09/97 11:01a Sandeep - * fixed warning level 4 bugs - * - * 5 7/10/97 2:06p John - * added code to specify alphablending type for bitmaps. - * - * 4 6/17/97 7:04p John - * added d3d support for gradients. - * fixed some color bugs by adding screen signatures instead of watching - * flags and palette changes. - * - * 3 6/12/97 2:50a Lawrance - * bm_unlock() now passed bitmap number, not pointer - * - * 2 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 1 5/12/97 12:14p John - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/graphics/gropengl.h b/fs2_open/code/graphics/gropengl.h index e916e1de6b..6cafd0dc6c 100644 --- a/fs2_open/code/graphics/gropengl.h +++ b/fs2_open/code/graphics/gropengl.h @@ -7,165 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGL.h $ - * $Revision: 2.18.2.5 $ - * $Date: 2007-10-04 16:18:19 $ - * $Author: taylor $ - * - * Include file for OpenGL renderer - * - * $Log: not supported by cvs2svn $ - * Revision 2.18.2.4 2007/04/13 00:31:23 taylor - * some basic cleanup for the extension code - * fix the old bug that didn't report a missing extension name properly - * get rid of the message that says to use D3D, that's not normally going to be an option anyway - * add ARB_point_sprite support, mostly for fun since no code will actually use it until after 3.6.10 - * - * Revision 2.18.2.3 2007/02/11 09:35:11 taylor - * add VALID_FNAME() macro and put it around a few places (more to come) - * clean out some old variables - * move CLAMP() macro from opengl header to global header - * update COUNT_ESTIMATE to match new bmpman changes - * - * Revision 2.18.2.2 2006/08/09 14:40:43 taylor - * fix for setting of texture lod bias - * - * Revision 2.18.2.1 2006/06/15 23:33:53 taylor - * apparently missed this commit a month or so ago with the other OS X fixes - * - * Revision 2.18 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.17 2006/02/24 07:35:48 taylor - * add v-sync support for OGL (I skimmped on this a bit but will go back to do something better, "special" extension wise, at a later date) - * - * Revision 2.16 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 2.15 2006/01/20 17:15:16 taylor - * gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile - * several other very minor changes as well - * - * Revision 2.14 2005/12/16 06:48:28 taylor - * "House Keeping!!" - * - minor cleanup of things that have bothered me at one time or another - * - slight speedup from state switching - * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues - * - make sure to only disable HTL arb stuff when in HTL mode - * - handle any extra lighting pass before spec pass so the light can be applied properly - * - * Revision 2.13 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.12 2005/08/29 02:20:56 phreak - * Record state changes in gr_opengl_set_state() - * - * Revision 2.11 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.10 2005/06/19 02:37:02 taylor - * general cleanup, remove some old code - * speed up gr_opengl_flip() just a tad - * inverted gamma slider fix that Sticks made to D3D - * possible fix for ATI green screens - * move opengl_check_for_errors() out of gropentnl so we can use it everywhere - * fix logged OGL info from debug builds to be a little more readable - * if an extension is found but required function is not then fail - * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for - * some 2d matrix usage checks - * - * Revision 2.9 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.8 2005/03/24 23:42:21 taylor - * s/gr_ogl_/gr_opengl_/g - * add empty gr_opengl_draw_line_list() so that it's not a NULL pointer - * make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API - * - * Revision 2.7 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 2.6 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 2.5 2005/01/01 11:24:23 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 2.4 2004/10/31 21:42:31 taylor - * Linux tree merge, use linear mag filter, small FRED fix, AA lines (disabled), use rgba colors for 3dunlit, proper gamma adjustment, bmpman merge - * - * Revision 2.3 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/04/03 20:27:57 phreak - * OpenGL files spilt up to make developing and finding bugs much easier - * - * Revision 2.1 2003/03/07 00:15:45 phreak - * added some hacks that shutdown and restore opengl because of cutscenes - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 1 5/12/97 12:14p John - * - * $NoKeywords: $ - */ + #ifndef _GROPENGL_H #define _GROPENGL_H diff --git a/fs2_open/code/graphics/gropenglbmpman.cpp b/fs2_open/code/graphics/gropenglbmpman.cpp index 7b9b8dcbf5..c928454d1f 100644 --- a/fs2_open/code/graphics/gropenglbmpman.cpp +++ b/fs2_open/code/graphics/gropenglbmpman.cpp @@ -7,134 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/gropenglbmpman.cpp $ - * $Revision: 1.18.2.7 $ - * $Date: 2007-02-11 09:51:21 $ - * $Author: taylor $ - * - * OpenGL specific bmpman routines - * - * $Log: not supported by cvs2svn $ - * Revision 1.18.2.6 2006/08/27 18:03:29 taylor - * forgot an extension check (was this the background corruption bug???) - * - * Revision 1.18.2.5 2006/06/18 23:38:06 taylor - * yeah, I'm not at the top of my game today ;) - * - * Revision 1.18.2.4 2006/06/18 23:34:55 taylor - * address a strange resize error that triggers an Assert() in the texture code with mipmaps - * - * Revision 1.18.2.3 2006/06/18 17:21:49 taylor - * add a -disable_fbo troubleshooting option for those ATI users having trouble with FBOs, but can still use envmapping otherwise - * - * Revision 1.18.2.2 2006/06/18 16:49:40 taylor - * fix so that multiple FBOs can be used with different sizes (plus a few other minor adjustments) - * - * Revision 1.18.2.1 2006/06/15 00:15:17 taylor - * fix Assert() on value of face variable, it should be able to be -1 for non-cubemap images - * - * Revision 1.18 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 1.17 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.16 2006/04/06 23:23:56 taylor - * bits of cleanup - * minor fixes for -img2dds - * - * Revision 1.15 2006/03/22 18:14:52 taylor - * if -mipmap is used with -img2dds to then have compressed image also contain mipmaps - * use nicest hints for texture compression, should improve quality a little - * when reporting compressed sizes to debug log make ani size be total, not per frame - * - * Revision 1.14 2006/03/12 07:34:39 taylor - * when I forget that I'm an idiot little things like this slip through (me == moron) - * - * Revision 1.13 2006/02/16 05:00:01 taylor - * various bmpman related fixes - * - some new error checking (and fixes related to that) and cleanup - * - fix EFFs not getting released/unloaded properly (was in a local tree but apparently missed CVS) - * - minor fixes for bm_release() to produce a more properly cleaned slot - * - use fast unloading for page_in stuff since we don't actually want really want the load count changing for texture maps - * and to make sure that we free the memory usage regardless of load count - * - * Revision 1.12 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 1.11 2005/08/20 20:34:51 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 1.10 2005/03/24 23:42:21 taylor - * s/gr_ogl_/gr_opengl_/g - * add empty gr_opengl_draw_line_list() so that it's not a NULL pointer - * make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API - * - * Revision 1.9 2005/03/19 20:35:45 wmcoolmon - * small bool fix - * - * Revision 1.8 2005/03/11 14:11:53 taylor - * apparently this change never got in - * - * Revision 1.7 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 1.6 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.5 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 1.4 2005/01/21 08:54:53 taylor - * slightly better memory management - * - * Revision 1.3 2004/12/05 01:28:39 taylor - * support uncompressed DDS images - * use TexSubImage2D for video anis - * - * Revision 1.2 2004/11/23 00:10:06 taylor - * try and protect the bitmap_entry stuff a bit better - * fix the transparent support ship, again, but correctly this time - * - * Revision 1.1 2004/10/31 21:21:11 taylor - * initial import from bmpman merge - * - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "bmpman/bmpman.h" diff --git a/fs2_open/code/graphics/gropenglbmpman.h b/fs2_open/code/graphics/gropenglbmpman.h index 73d3efaf4a..ada8d2bdee 100644 --- a/fs2_open/code/graphics/gropenglbmpman.h +++ b/fs2_open/code/graphics/gropenglbmpman.h @@ -7,55 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/gropenglbmpman.h $ - * $Revision: 1.6.2.1 $ - * $Date: 2007-02-11 09:51:21 $ - * $Author: taylor $ - * - * OpenGL specific bmpman routines - * - * $Log: not supported by cvs2svn $ - * Revision 1.6 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.5 2005/08/20 20:34:51 taylor - * some bmpman and render_target function name changes so that they make sense - * always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly - * save the original gamma ramp on OGL init so that it can be restored on exit - * - * Revision 1.4 2005/03/24 23:42:21 taylor - * s/gr_ogl_/gr_opengl_/g - * add empty gr_opengl_draw_line_list() so that it's not a NULL pointer - * make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API - * - * Revision 1.3 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 1.2 2004/11/23 00:10:06 taylor - * try and protect the bitmap_entry stuff a bit better - * fix the transparent support ship, again, but correctly this time - * - * Revision 1.1 2004/10/31 21:21:11 taylor - * initial import from bmpman merge - * - * - * $NoKeywords: $ - */ + #ifndef _OGL_BMPMAN_H #define _OGL_BMPMAN_H diff --git a/fs2_open/code/graphics/gropengldraw.cpp b/fs2_open/code/graphics/gropengldraw.cpp index 55c7e5d1a6..16b2a9c908 100644 --- a/fs2_open/code/graphics/gropengldraw.cpp +++ b/fs2_open/code/graphics/gropengldraw.cpp @@ -1,1665 +1,1665 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - - -#include "globalincs/pstypes.h" -#include "cmdline/cmdline.h" -#include "osapi/osapi.h" -#include "graphics/2d.h" -#include "render/3d.h" -#include "bmpman/bmpman.h" -#include "math/floating.h" -#include "palman/palman.h" -#include "globalincs/systemvars.h" -#include "graphics/grinternal.h" -#include "graphics/gropengl.h" -#include "graphics/line.h" -#include "graphics/gropenglbmpman.h" -#include "graphics/gropengllight.h" -#include "graphics/gropengltexture.h" -#include "graphics/gropenglextension.h" -#include "graphics/gropenglstate.h" -#include "graphics/gropengltnl.h" -#include "graphics/gropenglbmpman.h" -#include "graphics/gropengldraw.h" -#include "debugconsole/timerbar.h" -#include "nebula/neb.h" - - - -void gr_opengl_pixel(int x, int y, bool resize) -{ - gr_line(x, y, x, y, resize); -} - -void opengl_aabitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror) -{ - if ( (w < 1) || (h < 1) ) { - return; - } - - if ( !gr_screen.current_color.is_alphacolor ) { - return; - } - - float u_scale, v_scale; - - GL_CHECK_FOR_ERRORS("start of aabitmap_ex_internal()"); - - GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale) ) { - mprintf(("WARNING: Error setting aabitmap texture (%i)!\n", gr_screen.current_bitmap)); - return; - } - - float u0, u1, v0, v1; - float x1, x2, y1, y2; - int bw, bh, do_resize; - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - bm_get_info(gr_screen.current_bitmap, &bw, &bh); - - u0 = u_scale * (i2fl(sx) / i2fl(bw)); - v0 = v_scale * (i2fl(sy) / i2fl(bh)); - - u1 = u_scale * (i2fl(sx+w) / i2fl(bw)); - v1 = v_scale * (i2fl(sy+h) / i2fl(bh)); - - x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x)); - y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y)); - x2 = x1 + i2fl(w); - y2 = y1 + i2fl(h); - - if (do_resize) { - gr_resize_screen_posf(&x1, &y1); - gr_resize_screen_posf(&x2, &y2); - } - - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - - if (mirror) { - float temp = u0; - u0 = u1; - u1 = temp; - } - - GLboolean cull_face = GL_state.CullFace(GL_FALSE); - - glBegin(GL_QUADS); - glTexCoord2f(u0, v1); - glVertex2f(x1, y2); - - glTexCoord2f(u1, v1); - glVertex2f(x2, y2); - - glTexCoord2f(u1, v0); - glVertex2f(x2, y1); - - glTexCoord2f(u0, v0); - glVertex2f(x1, y1); - glEnd(); - - GL_state.CullFace(cull_face); - - GL_CHECK_FOR_ERRORS("end of aabitmap_ex_internal()"); -} - -void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror) -{ - int reclip; -#ifndef NDEBUG - int count = 0; -#endif - - int dx1 = x; - int dx2 = x + w - 1; - int dy1 = y; - int dy2 = y + h - 1; - - int bw, bh, do_resize; - - bm_get_info(gr_screen.current_bitmap, &bw, &bh); - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); - int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); - int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); - int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); - - do { - reclip = 0; - -#ifndef NDEBUG - if (count > 1) { - Int3(); - } - - count++; -#endif - - if ( (dx1 > clip_right) || (dx2 < clip_left) ) { - return; - } - - if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) { - return; - } - - if (dx1 < clip_left) { - sx += clip_left - dx1; - dx1 = clip_left; - } - - if (dy1 < clip_top) { - sy += clip_top - dy1; - dy1 = clip_top; - } - - if (dx2 > clip_right) { - dx2 = clip_right; - } - - if (dy2 > clip_bottom) { - dy2 = clip_bottom; - } - - - if ( sx < 0 ) { - dx1 -= sx; - sx = 0; - reclip = 1; - } - - if ( sy < 0 ) { - dy1 -= sy; - sy = 0; - reclip = 1; - } - - w = dx2 - dx1 + 1; - h = dy2 - dy1 + 1; - - if ( sx + w > bw ) { - w = bw - sx; - dx2 = dx1 + w - 1; - } - - if ( sy + h > bh ) { - h = bh - sy; - dy2 = dy1 + h - 1; - } - - if ( (w < 1) || (h < 1) ) { - // clipped away! - return; - } - } while (reclip); - - // Make sure clipping algorithm works -#ifndef NDEBUG - Assert( w > 0 ); - Assert( h > 0 ); - Assert( w == (dx2-dx1+1) ); - Assert( h == (dy2-dy1+1) ); - Assert( sx >= 0 ); - Assert( sy >= 0 ); - Assert( sx+w <= bw ); - Assert( sy+h <= bh ); - Assert( dx2 >= dx1 ); - Assert( dy2 >= dy1 ); - Assert( (dx1 >= clip_left) && (dx1 <= clip_right) ); - Assert( (dx2 >= clip_left) && (dx2 <= clip_right) ); - Assert( (dy1 >= clip_top) && (dy1 <= clip_bottom) ); - Assert( (dy2 >= clip_top) && (dy2 <= clip_bottom) ); -#endif - - // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions. - opengl_aabitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize, mirror); -} - -void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror) -{ - int w, h, do_resize; - - bm_get_info(gr_screen.current_bitmap, &w, &h); - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - int dx1 = x; - int dx2 = x + w - 1; - int dy1 = y; - int dy2 = y + h - 1; - int sx = 0, sy = 0; - - int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); - int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); - int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); - int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); - - if ( (dx1 > clip_right) || (dx2 < clip_left) ) { - return; - } - - if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) { - return; - } - - if (dx1 < clip_left) { - sx = clip_left - dx1; - dx1 = clip_left; - } - - if (dy1 < clip_top) { - sy = clip_top - dy1; - dy1 = clip_top; - } - - if (dx2 > clip_right) { - dx2 = clip_right; - } - - if (dy2 > clip_bottom) { - dy2 = clip_bottom; - } - - if ( (sx < 0) || (sy < 0) ) { - return; - } - - if ( (sx >= w) || (sy >= h) ) { - return; - } - - // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2) - opengl_aabitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize, mirror); -} - - -void gr_opengl_string(int sx, int sy, char *s, bool resize) -{ - int width, spacing, letter; - int x, y, do_resize; - float bw, bh; - float u0, u1, v0, v1; - int x1, x2, y1, y2; - float u_scale, v_scale; - - if ( !Current_font || (*s == 0) ) { - return; - } - - GL_CHECK_FOR_ERRORS("start of string()"); - - gr_set_bitmap(Current_font->bitmap_id); - - GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale) ) { - return; - } - - int ibw, ibh; - - bm_get_info(gr_screen.current_bitmap, &ibw, &ibh); - - bw = i2fl(ibw); - bh = i2fl(ibh); - - // set color! - if (gr_screen.current_color.is_alphacolor) { - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - } else { - glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); - } - -// if ( (gr_screen.custom_size && resize) || (gr_screen.rendering_to_texture != -1) ) { - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); - int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); - int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); - int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); - - x = sx; - y = sy; - - if (sx == 0x8000) { - // centered - x = get_centered_x(s); - } else { - x = sx; - } - - spacing = 0; - - GLboolean cull_face = GL_state.CullFace(GL_FALSE); - - // start rendering... - glBegin(GL_QUADS); - - // pick out letter coords, draw it, goto next letter and do the same - while (*s) { - x += spacing; - - while (*s == '\n') { - s++; - y += Current_font->h; - - if (sx == 0x8000) { - // centered - x = get_centered_x(s); - } else { - x = sx; - } - } - - if (*s == 0) { - break; - } - - letter = get_char_width(s[0], s[1], &width, &spacing); - s++; - - //not in font, draw as space - if (letter < 0) { - continue; - } - - int xd, yd, xc, yc; - int wc, hc; - - // Check if this character is totally clipped - if ( (x + width) < clip_left ) { - continue; - } - - if ( (y + Current_font->h) < clip_top ) { - continue; - } - - if (x > clip_right) { - continue; - } - - if (y > clip_bottom) { - continue; - } - - xd = yd = 0; - - if (x < clip_left) { - xd = clip_left - x; - } - - if (y < clip_top) { - yd = clip_top - y; - } - - xc = x + xd; - yc = y + yd; - - wc = width - xd; - hc = Current_font->h - yd; - - if ( (xc + wc) > clip_right ) { - wc = clip_right - xc; - } - - if ( (yc + hc) > clip_bottom ) { - hc = clip_bottom - yc; - } - - if ( (wc < 1) || (hc < 1) ) { - continue; - } - - int u = Current_font->bm_u[letter]; - int v = Current_font->bm_v[letter]; - - x1 = xc + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x); - y1 = yc + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y); - x2 = x1 + wc; - y2 = y1 + hc; - - if (do_resize) { - gr_resize_screen_pos( &x1, &y1 ); - gr_resize_screen_pos( &x2, &y2 ); - } - - u0 = u_scale * (i2fl(u+xd) / bw); - v0 = v_scale * (i2fl(v+yd) / bh); - - u1 = u_scale * (i2fl((u+xd)+wc) / bw); - v1 = v_scale * (i2fl((v+yd)+hc) / bh); - - glTexCoord2f(u0, v1); - glVertex2i(x1, y2); - - glTexCoord2f(u1, v1); - glVertex2i(x2, y2); - - glTexCoord2f(u1, v0); - glVertex2i(x2, y1); - - glTexCoord2f(u0, v0); - glVertex2i(x1, y1); - } - - // done! - glEnd(); - - GL_state.CullFace(cull_face); - - GL_CHECK_FOR_ERRORS("end of string()"); -} - -void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize) -{ - int do_resize, clipped = 0, swapped = 0; - float sx1, sy1; - float sx2, sy2; - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); - int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); - int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); - int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); - int offset_x = ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x); - int offset_y = ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y); - - - INT_CLIPLINE(x1, y1, x2, y2, clip_left, clip_top, clip_right, clip_bottom, return, clipped = 1, swapped = 1); - - sx1 = i2fl(x1 + offset_x); - sy1 = i2fl(y1 + offset_y); - sx2 = i2fl(x2 + offset_x); - sy2 = i2fl(y2 + offset_y); - - - if (do_resize) { - gr_resize_screen_posf(&sx1, &sy1); - gr_resize_screen_posf(&sx2, &sy2); - } - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - if ( (x1 == x2) && (y1 == y2) ) { - gr_opengl_set_2d_matrix(); - - glBegin(GL_POINTS); - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - - glVertex3f(sx1, sy1, -0.99f); - glEnd (); - - gr_opengl_end_2d_matrix(); - - return; - } - - if (x1 == x2) { - if (sy1 < sy2) { - sy2 += 0.5f; - } else { - sy1 += 0.5f; - } - } else if (y1 == y2) { - if (sx1 < sx2) { - sx2 += 0.5f; - } else { - sx1 += 0.5f; - } - } - - gr_opengl_set_2d_matrix(); - - glBegin(GL_LINES); - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - - glVertex3f(sx2, sy2, -0.99f); - glVertex3f(sx1, sy1, -0.99f); - glEnd(); - - gr_opengl_end_2d_matrix(); -} - -void gr_opengl_line_htl(vec3d *start, vec3d *end) -{ - if (Cmdline_nohtl) { - return; - } - - gr_zbuffer_type zbuffer_state = (gr_zbuffering) ? ZBUFFER_TYPE_FULL : ZBUFFER_TYPE_NONE; - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetZbufferType(zbuffer_state); - - if (gr_screen.current_color.is_alphacolor) { - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - } else { - GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); - glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); - } - - glBegin(GL_LINES); - glVertex3fv(start->a1d); - glVertex3fv(end->a1d); - glEnd(); -} - -void gr_opengl_aaline(vertex *v1, vertex *v2) -{ -// -- AA OpenGL lines. Looks good but they are kinda slow so this is disabled until an option is implemented - taylor -// gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE ); -// glEnable( GL_LINE_SMOOTH ); -// glHint( GL_LINE_SMOOTH_HINT, GL_FASTEST ); -// glLineWidth( 1.0 ); - - int clipped = 0, swapped = 0; - float x1 = v1->sx; - float y1 = v1->sy; - float x2 = v2->sx; - float y2 = v2->sy; - float sx1, sy1; - float sx2, sy2; - - - FL_CLIPLINE(x1, y1, x2, y2, (float)gr_screen.clip_left, (float)gr_screen.clip_top, (float)gr_screen.clip_right, (float)gr_screen.clip_bottom, return, clipped = 1, swapped = 1); - - sx1 = x1 + (float)gr_screen.offset_x; - sy1 = y1 + (float)gr_screen.offset_y; - sx2 = x2 + (float)gr_screen.offset_x; - sy2 = y2 + (float)gr_screen.offset_y; - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - if ( (x1 == x2) && (y1 == y2) ) { - gr_opengl_set_2d_matrix(); - - glBegin(GL_POINTS); - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - - glVertex3f(sx1, sy1, -0.99f); - glEnd(); - - gr_opengl_end_2d_matrix(); - - return; - } - - if (x1 == x2) { - if (sy1 < sy2) { - sy2 += 0.5f; - } else { - sy1 += 0.5f; - } - } else if (y1 == y2) { - if (sx1 < sx2) { - sx2 += 0.5f; - } else { - sx1 += 0.5f; - } - } - - gr_opengl_set_2d_matrix(); - - glBegin(GL_LINES); - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); - - glVertex3f(sx2, sy2, -0.99f); - glVertex3f(sx1, sy1, -0.99f); - glEnd(); - - gr_opengl_end_2d_matrix(); - -// glDisable( GL_LINE_SMOOTH ); -} - -void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize) -{ - int clipped = 0, swapped = 0; - - if ( !gr_screen.current_color.is_alphacolor ) { - gr_opengl_line(x1, y1, x2, y2, resize); - return; - } - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - gr_resize_screen_pos(&x1, &y1); - gr_resize_screen_pos(&x2, &y2); - } - - INT_CLIPLINE(x1, y1, x2, y2, gr_screen.clip_left, gr_screen.clip_top, gr_screen.clip_right, gr_screen.clip_bottom, return, clipped = 1, swapped = 1); - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - ubyte aa = swapped ? 0 : gr_screen.current_color.alpha; - ubyte ba = swapped ? gr_screen.current_color.alpha : 0; - - float sx1, sy1, sx2, sy2; - - sx1 = i2fl(x1 + gr_screen.offset_x); - sy1 = i2fl(y1 + gr_screen.offset_y); - sx2 = i2fl(x2 + gr_screen.offset_x); - sy2 = i2fl(y2 + gr_screen.offset_y); - - if (x1 == x2) { - if (sy1 < sy2) { - sy2 += 0.5f; - } else { - sy1 += 0.5f; - } - } else if (y1 == y2) { - if (sx1 < sx2) { - sx2 += 0.5f; - } else { - sx1 += 0.5f; - } - } - - glBegin(GL_LINES); - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba); - glVertex2f(sx2, sy2); - - glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa); - glVertex2f(sx1, sy1); - glEnd(); -} - -void gr_opengl_circle(int xc, int yc, int d, bool resize) -{ - int p, x, y, r; - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - gr_resize_screen_pos(&xc, &yc); - } - - r = d / 2; - p = 3 - d; - x = 0; - y = r; - - // Big clip - if ( (xc+r) < gr_screen.clip_left ) { - return; - } - - if ( (xc-r) > gr_screen.clip_right ) { - return; - } - - if ( (yc+r) < gr_screen.clip_top ) { - return; - } - - if ( (yc-r) > gr_screen.clip_bottom ) { - return; - } - - while (x < y) { - // Draw the first octant - gr_opengl_line(xc-y, yc-x, xc+y, yc-x, false); - gr_opengl_line(xc-y, yc+x, xc+y, yc+x, false); - - if (p < 0) { - p += (x << 2) + 6; - } else { - // Draw the second octant - gr_opengl_line(xc-x, yc-y, xc+x, yc-y, false); - gr_opengl_line(xc-x, yc+y, xc+x, yc+y, false); - - p += ((x - y) << 2) + 10; - y--; - } - - x++; - } - - if (x == y) { - gr_opengl_line(xc-x, yc-y, xc+x, yc-y, false); - gr_opengl_line(xc-x, yc+y, xc+x, yc+y, false); - } -} - -void gr_opengl_curve(int xc, int yc, int r, int direction) -{ - int a, b, p; - - gr_resize_screen_pos(&xc, &yc); - - if ( (xc + r) < gr_screen.clip_left ) { - return; - } - - if ( (yc + r) < gr_screen.clip_top ) { - return; - } - - p = 3 - (2 * r); - a = 0; - b = r; - - switch (direction) { - case 0: { - yc += r; - xc += r; - - while (a < b) { - // Draw the first octant - gr_opengl_line(xc - b + 1, yc - a, xc - b, yc - a, false); - - if (p < 0) { - p += (a << 2) + 6; - } else { - // Draw the second octant - gr_opengl_line(xc - a + 1, yc - b, xc - a, yc - b, false); - p += ((a - b) << 2) + 10; - b--; - } - - a++; - } - - break; - } - - case 1: { - yc += r; - - while (a < b) { - // Draw the first octant - gr_opengl_line(xc + b - 1, yc - a, xc + b, yc - a, false); - - if (p < 0) { - p += (a << 2) + 6; - } else { - // Draw the second octant - gr_opengl_line(xc + a - 1, yc - b, xc + a, yc - b, false); - p += ((a - b) << 2) + 10; - b--; - } - - a++; - } - - break; - } - - case 2: { - xc += r; - - while (a < b) { - // Draw the first octant - gr_opengl_line(xc - b + 1, yc + a, xc - b, yc + a, false); - - if (p < 0) { - p += (a << 2) + 6; - } else { - // Draw the second octant - gr_opengl_line(xc - a + 1, yc + b, xc - a, yc + b, false); - p += ((a - b) << 2) + 10; - b--; - } - - a++; - } - - break; - } - - case 3: { - while (a < b) { - // Draw the first octant - gr_opengl_line(xc + b - 1, yc + a, xc + b, yc + a, false); - - if (p < 0) { - p += (a << 2) + 6; - } else { - // Draw the second octant - gr_opengl_line(xc + a - 1, yc + b, xc + a, yc + b, false); - p += ((a - b) << 2) + 10; - b--; - } - - a++; - } - - break; - } - } -} - -void opengl_draw_primitive(int nv, vertex **verts, uint flags, float u_scale, float v_scale, int r, int g, int b, int a, int override_primary = 0) -{ - GLenum gl_mode = GL_TRIANGLE_FAN; - float sx, sy, sz, sw, tu, tv; - int i; - vertex *va; - bool isNebula = false; - bool isRamp = false; - bool isRGB = false; - ubyte alpha = (ubyte)a; - - GL_CHECK_FOR_ERRORS("start of draw_primitive()"); - - if (flags & TMAP_FLAG_NEBULA) { - isNebula = true; - } else if (flags & TMAP_FLAG_GOURAUD) { - if (flags & TMAP_FLAG_RAMP) { - isRamp = true; - } else if (flags & TMAP_FLAG_RGB) { - isRGB = true; - } - } else { - glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, alpha ); - } - - if (flags & TMAP_FLAG_TRISTRIP) { - gl_mode = GL_TRIANGLE_STRIP; - } else if (flags & TMAP_FLAG_TRILIST) { - gl_mode = GL_TRIANGLES; - } else if (flags & TMAP_FLAG_QUADLIST) { - gl_mode = GL_QUADS; - } else if (flags & TMAP_FLAG_QUADSTRIP) { - gl_mode = GL_QUAD_STRIP; - } - - glBegin(gl_mode); - - for (i = (nv - 1); i >= 0; i--) { - va = verts[i]; - - sw = 1.0f; - - if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) { - sz = (1.0f - 1.0f / (1.0f + va->z / 32768.0f)); - - // if ( sz > 0.98f ) { - // sz = 0.98f; - // } - } else { - sz = 0.99f; - } - - sx = va->sx + (float)gr_screen.offset_x; - sy = va->sy + (float)gr_screen.offset_y; - - if (flags & TMAP_FLAG_CORRECT) { - sx /= va->sw; - sy /= va->sw; - sz /= va->sw; - sw /= va->sw; - } - - if (flags & TMAP_FLAG_ALPHA) { - alpha = va->a; - } - - if (override_primary) { - glColor3ub(va->spec_r, va->spec_g, va->spec_b); - } else { - if (isNebula) { - int pal = (va->b * (NEBULA_COLORS-1)) / 255; - glColor4ub( gr_palette[pal*3+0], gr_palette[pal*3+1], gr_palette[pal*3+2], alpha ); - } else if (isRamp) { - glColor4ub( va->b, va->b, va->b, alpha ); - } else if (isRGB) { - glColor4ub( va->r, va->g, va->b, alpha ); - } - } - - if (flags & TMAP_FLAG_TEXTURED) { - tu = va->u * u_scale; - tv = va->v * v_scale; - - // use opengl hardware multitexturing - vglMultiTexCoord2fARB(GL_TEXTURE0_ARB, tu, tv); - vglMultiTexCoord2fARB(GL_TEXTURE1_ARB, tu, tv); - } - - glVertex4f(sx, sy, -sz, sw); - } - - glEnd(); - - GL_CHECK_FOR_ERRORS("start of draw_primitive()"); -} - -void opengl_tmapper_internal(int nv, vertex **verts, uint flags, int is_scaler = 0) -{ - int i, stage = 0; - float u_scale = 1.0f, v_scale = 1.0f; - int alpha,tmap_type, r, g, b; - - GL_CHECK_FOR_ERRORS("start of tmapper_internal()"); - - opengl_setup_render_states(r, g, b, alpha, tmap_type, flags, is_scaler); - - if (flags & TMAP_FLAG_TEXTURED) { - if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, stage) ) { - return; - } - - stage++; // bump! - - // glowmap - if ( Cmdline_glow && (GLOWMAP > -1) ) { - if ( !gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, stage) ) { - return; - } - - opengl_set_additive_tex_env(); - - stage++; // bump - } - } - - - if ( (flags & TMAP_FLAG_PIXEL_FOG) && (Neb2_render_mode == NEB2_RENDER_POF) ) { - int nr, ng, nb; - int ra, ga, ba; - ra = ga = ba = 0; - - for (i = (nv - 1); i >= 0; i--) { - vertex *va = verts[i]; - float sx, sy; - - if (gr_screen.offset_x || gr_screen.offset_y) { - sx = ((va->sx * 16.0f) + ((float)gr_screen.offset_x * 16.0f)) / 16.0f; - sy = ((va->sy * 16.0f) + ((float)gr_screen.offset_y * 16.0f)) / 16.0f; - } else { - sx = va->sx; - sy = va->sy; - } - - neb2_get_pixel( (int)sx, (int)sy, &nr, &ng, &nb ); - - ra += nr; - ga += ng; - ba += nb; - } - - ra /= nv; - ga /= nv; - ba /= nv; - - gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba); - } - - gr_opengl_set_2d_matrix(); - - opengl_draw_primitive(nv, verts, flags, u_scale, v_scale, r, g, b, alpha); - - GL_state.Texture.DisableAll(); - - gr_opengl_end_2d_matrix(); - - GL_CHECK_FOR_ERRORS("end of tmapper_internal()"); -} - -// ok we're making some assumptions for now. mainly it must not be multitextured, lit or fogged. -void opengl_tmapper_internal3d(int nv, vertex **verts, uint flags) -{ - int alpha, tmap_type, r, g, b; - float u_scale = 1.0f, v_scale = 1.0f; - GLenum gl_mode = GL_TRIANGLE_FAN; - bool isRGB = false; - - GL_CHECK_FOR_ERRORS("start of tmapper_internal3d()"); - - opengl_setup_render_states(r, g, b, alpha, tmap_type, flags); - - if (flags & TMAP_FLAG_TEXTURED) { - if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) { - return; - } - } - - GLboolean cull_face = GL_state.CullFace(GL_FALSE); - - if (flags & TMAP_FLAG_TRILIST) { - gl_mode = GL_TRIANGLES; - } else if (flags & TMAP_FLAG_TRISTRIP) { - gl_mode = GL_TRIANGLE_STRIP; - } else if (flags & TMAP_FLAG_QUADLIST) { - gl_mode = GL_QUADS; - } else if (flags & TMAP_FLAG_QUADSTRIP) { - gl_mode = GL_QUAD_STRIP; - } - - if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) { - isRGB = true; - } - - // use what opengl_setup_render_states() gives us since this works much better for nebula and transparency - if ( !isRGB ) { - glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha ); - } - - glBegin(gl_mode); - - for (int i = 0; i < nv; i++) { - vertex *va = verts[i]; - - if (isRGB) { - glColor4ub(va->r, va->g, va->b, (ubyte)alpha); - } - - glTexCoord2f(va->u, va->v); - glVertex3f(va->x, va->y, va->z); - } - - glEnd(); - - GL_state.CullFace(cull_face); - - GL_CHECK_FOR_ERRORS("end of tmapper_internal3d()"); -} - -void gr_opengl_tmapper(int nverts, vertex **verts, uint flags) -{ - if ( !Cmdline_nohtl && (flags & TMAP_HTL_3D_UNLIT) ) { - opengl_tmapper_internal3d(nverts, verts, flags); - } else { - opengl_tmapper_internal(nverts, verts, flags); - } - -} - -#define FIND_SCALED_NUM(x, x0, x1, y0, y1) ( ((((x) - (x0)) * ((y1) - (y0))) / ((x1) - (x0))) + (y0) ) - -void gr_opengl_scaler(vertex *va, vertex *vb, bool bw_bitmap = false) -{ - float x0, y0, x1, y1; - float u0, v0, u1, v1; - float clipped_x0, clipped_y0, clipped_x1, clipped_y1; - float clipped_u0, clipped_v0, clipped_u1, clipped_v1; - float xmin, xmax, ymin, ymax; - int dx0, dy0, dx1, dy1; - - x0 = va->sx; - y0 = va->sy; - x1 = vb->sx; - y1 = vb->sy; - - xmin = i2fl(gr_screen.clip_left); - ymin = i2fl(gr_screen.clip_top); - xmax = i2fl(gr_screen.clip_right); - ymax = i2fl(gr_screen.clip_bottom); - - u0 = va->u; v0 = va->v; - u1 = vb->u; v1 = vb->v; - - // Check for obviously offscreen bitmaps... - if ( (y1 <= y0) || (x1 <= x0) ) { - return; - } - - if ( (x1 < xmin ) || (x0 > xmax) ) { - return; - } - - if ( (y1 < ymin ) || (y0 > ymax) ) { - return; - } - - clipped_u0 = u0; - clipped_v0 = v0; - clipped_u1 = u1; - clipped_v1 = v1; - - clipped_x0 = x0; - clipped_y0 = y0; - clipped_x1 = x1; - clipped_y1 = y1; - - // Clip the left, moving u0 right as necessary - if (x0 < xmin) { - clipped_u0 = FIND_SCALED_NUM(xmin, x0, x1, u0, u1); - clipped_x0 = xmin; - } - - // Clip the right, moving u1 left as necessary - if (x1 > xmax) { - clipped_u1 = FIND_SCALED_NUM(xmax, x0, x1, u0, u1); - clipped_x1 = xmax; - } - - // Clip the top, moving v0 down as necessary - if (y0 < ymin) { - clipped_v0 = FIND_SCALED_NUM(ymin, y0, y1, v0, v1); - clipped_y0 = ymin; - } - - // Clip the bottom, moving v1 up as necessary - if (y1 > ymax) { - clipped_v1 = FIND_SCALED_NUM(ymax, y0, y1, v0, v1); - clipped_y1 = ymax; - } - - dx0 = fl2i(clipped_x0); - dx1 = fl2i(clipped_x1); - dy0 = fl2i(clipped_y0); - dy1 = fl2i(clipped_y1); - - if ( (dx1 <= dx0) || (dy1 <= dy0) ) { - return; - } - - - vertex v[4]; - vertex *vl[4]; - - vl[0] = &v[0]; - v->sx = clipped_x0; - v->sy = clipped_y0; - v->sw = va->sw; - v->z = va->z; - v->u = clipped_u0; - v->v = clipped_v0; - v->spec_r = 0; - v->spec_g = 0; - v->spec_b = 0; - - vl[1] = &v[1]; - v[1].sx = clipped_x1; - v[1].sy = clipped_y0; - v[1].sw = va->sw; - v[1].z = va->z; - v[1].u = clipped_u1; - v[1].v = clipped_v0; - v[1].spec_r = 0; - v[1].spec_g = 0; - v[1].spec_b = 0; - - vl[2] = &v[2]; - v[2].sx = clipped_x1; - v[2].sy = clipped_y1; - v[2].sw = va->sw; - v[2].z = va->z; - v[2].u = clipped_u1; - v[2].v = clipped_v1; - v[2].spec_r = 0; - v[2].spec_g = 0; - v[2].spec_b = 0; - - vl[3] = &v[3]; - v[3].sx = clipped_x0; - v[3].sy = clipped_y1; - v[3].sw = va->sw; - v[3].z = va->z; - v[3].u = clipped_u0; - v[3].v = clipped_v1; - v[3].spec_r = 0; - v[3].spec_g = 0; - v[3].spec_b = 0; - - if (!bw_bitmap) - { - opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 ); - } - else - { - opengl_tmapper_internal( 4, vl,( TMAP_FLAG_TEXTURED | TMAP_FLAG_BW_TEXTURE ), 1 ); - } -} - - -// cross fade -void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct) -{ - gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct); - gr_bitmap(x1, y1); - - gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct); - gr_bitmap(x2, y2); -} - -void gr_opengl_shade(int x, int y, int w, int h, bool resize) -{ - if (resize) { - gr_resize_screen_pos(&x, &y); - gr_resize_screen_pos(&w, &h); - } - - int x1 = (gr_screen.offset_x + x); - int y1 = (gr_screen.offset_y + y); - int x2 = (gr_screen.offset_x + w); - int y2 = (gr_screen.offset_y + h); - - if ( (x1 >= gr_screen.max_w) || (y1 >= gr_screen.max_h) ) { - return; - } - - CLAMP(x2, x1+1, gr_screen.max_w); - CLAMP(y2, y1+1, gr_screen.max_h); - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - gr_opengl_set_2d_matrix(); - - glColor4ub( (GLubyte)gr_screen.current_shader.r, (GLubyte)gr_screen.current_shader.g, - (GLubyte)gr_screen.current_shader.b, (GLubyte)gr_screen.current_shader.c ); - - glBegin(GL_QUADS); - glVertex2i(x1, y2); - glVertex2i(x2, y2); - glVertex2i(x2, y1); - glVertex2i(x1, y1); - glEnd(); - - gr_opengl_end_2d_matrix(); -} - -void gr_opengl_flash(int r, int g, int b) -{ - if ( !(r || g || b) ) { - return; - } - - CLAMP(r, 0, 255); - CLAMP(g, 0, 255); - CLAMP(b, 0, 255); - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_ADDITIVE); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - int x1 = (gr_screen.clip_left + gr_screen.offset_x); - int y1 = (gr_screen.clip_top + gr_screen.offset_y); - int x2 = (gr_screen.clip_right + gr_screen.offset_x) + 1; - int y2 = (gr_screen.clip_bottom + gr_screen.offset_y) + 1; - - glColor4ub( (GLubyte)r, (GLubyte)g, (GLubyte)b, 255 ); - - glBegin(GL_QUADS); - glVertex2i(x1, y2); - glVertex2i(x2, y2); - glVertex2i(x2, y1); - glVertex2i(x1, y1); - glEnd(); -} - -void gr_opengl_flash_alpha(int r, int g, int b, int a) -{ - if ( !(r || g || b || a) ) { - return; - } - - CLAMP(r, 0, 255); - CLAMP(g, 0, 255); - CLAMP(b, 0, 255); - CLAMP(a, 0, 255); - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - int x1 = (gr_screen.clip_left + gr_screen.offset_x); - int y1 = (gr_screen.clip_top + gr_screen.offset_y); - int x2 = (gr_screen.clip_right + gr_screen.offset_x) + 1; - int y2 = (gr_screen.clip_bottom + gr_screen.offset_y) + 1; - - glColor4ub( (GLubyte)r, (GLubyte)g, (GLubyte)b, (GLubyte)a ); - - glBegin(GL_QUADS); - glVertex2i(x1, y2); - glVertex2i(x2, y2); - glVertex2i(x2, y1); - glVertex2i(x1, y1); - glEnd(); -} - - -void gr_opengl_fade_in(int instantaneous) -{ - // Empty - DDOI -} - -void gr_opengl_fade_out(int instantaneous) -{ - // Empty - DDOI -} - -void opengl_bitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize) -{ - if ( (w < 1) || (h < 1) ) { - return; - } - - float u_scale, v_scale; - float u0, u1, v0, v1; - float x1, x2, y1, y2; - int bw, bh, do_resize; - - GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_INTERFACE, &u_scale, &v_scale) ) { - return; - } - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - bm_get_info(gr_screen.current_bitmap, &bw, &bh); - - u0 = u_scale * (i2fl(sx) / i2fl(bw)); - v0 = v_scale * (i2fl(sy) / i2fl(bh)); - - u1 = u_scale * (i2fl(sx+w) / i2fl(bw)); - v1 = v_scale * (i2fl(sy+h) / i2fl(bh)); - - x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x)); - y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y)); - x2 = x1 + i2fl(w); - y2 = y1 + i2fl(h); - - if (do_resize) { - gr_resize_screen_posf(&x1, &y1); - gr_resize_screen_posf(&x2, &y2); - } - - glColor4f(1.0f, 1.0f, 1.0f, gr_screen.current_alpha); - - glBegin(GL_QUADS); - glTexCoord2f(u0, v1); - glVertex2f(x1, y2); - - glTexCoord2f(u1, v1); - glVertex2f(x2, y2); - - glTexCoord2f(u1, v0); - glVertex2f(x2, y1); - - glTexCoord2f(u0, v0); - glVertex2f(x1, y1); - glEnd(); -} - - -//these are penguins bitmap functions -void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize) -{ - int reclip; -#ifndef NDEBUG - int count = 0; -#endif - - int dx1 = x; - int dx2 = x + w - 1; - int dy1 = y; - int dy2 = y + h - 1; - - int bw, bh, do_resize; - - bm_get_info(gr_screen.current_bitmap, &bw, &bh); - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); - int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); - int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); - int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); - - do { - reclip = 0; - -#ifndef NDEBUG - if (count > 1) { - Int3(); - } - - count++; -#endif - - if ( (dx1 > clip_right) || (dx2 < clip_left) ) { - return; - } - - if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) { - return; - } - - if ( dx1 < clip_left ) { - sx += clip_left-dx1; - dx1 = clip_left; - } - - if ( dy1 < clip_top ) { - sy += clip_top-dx1; - dy1 = clip_top; - } - - if ( dx2 > clip_right ) { - dx2 = clip_right; - } - - if ( dy2 > clip_bottom ) { - dy2 = clip_bottom; - } - - if ( sx < 0 ) { - dx1 -= sx; - sx = 0; - reclip = 1; - } - - if ( sy < 0 ) { - dy1 -= sy; - sy = 0; - reclip = 1; - } - - w = dx2 - dx1 + 1; - h = dy2 - dy1 + 1; - - if ( (sx + w) > bw ) { - w = bw - sx; - dx2 = dx1 + w - 1; - } - - if ( (sy + h) > bh ) { - h = bh - sy; - dy2 = dy1 + h - 1; - } - - if ( (w < 1) || (h < 1) ) { - // clipped away! - return; - } - } while (reclip); - - // Make sure clipping algorithm works -#ifndef NDEBUG - Assert( w > 0 ); - Assert( h > 0 ); - Assert( w == (dx2 - dx1 + 1) ); - Assert( h == (dy2 - dy1 + 1) ); - Assert( sx >= 0 ); - Assert( sy >= 0 ); - Assert( (sx + w) <= bw ); - Assert( (sy + h) <= bh ); - Assert( dx2 >= dx1 ); - Assert( dy2 >= dy1 ); - Assert( (dx1 >= clip_left) && (dx1 <= clip_right) ); - Assert( (dx2 >= clip_left) && (dx2 <= clip_right) ); - Assert( (dy1 >= clip_top) && (dy1 <= clip_bottom) ); - Assert( (dy2 >= clip_top) && (dy2 <= clip_bottom) ); -#endif - - // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions. - opengl_bitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize); -} - -/*void gr_opengl_bitmap(int x, int y, bool resize) -{ - int w, h, do_resize; - - bm_get_info( gr_screen.current_bitmap, &w, &h, NULL ); - - if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { - do_resize = 1; - } else { - do_resize = 0; - } - - int dx1=x, dx2=x+w-1; - int dy1=y, dy2=y+h-1; - int sx=0, sy=0; - - int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); - int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); - int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); - int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); - - if ( (dx1 > clip_right) || (dx2 < clip_left) ) return; - if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return; - if ( dx1 < clip_left ) { sx = clip_left-dx1; dx1 = clip_left; } - if ( dy1 < clip_top ) { sy = clip_top-dy1; dy1 = clip_top; } - if ( dx2 > clip_right ) { dx2 = clip_right; } - if ( dy2 > clip_bottom ) { dy2 = clip_bottom; } - - if ( sx < 0 ) return; - if ( sy < 0 ) return; - if ( sx >= w ) return; - if ( sy >= h ) return; - - // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2) - gr_opengl_bitmap_ex(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize); -}*/ - -void opengl_render_timer_bar(int colour, float x, float y, float w, float h) -{ - static float pre_set_colours[MAX_NUM_TIMERBARS][3] = { - { 1.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.2f, 1.0f, 0.8f }, - { 1.0f, 0.0f, 8.0f }, - { 1.0f, 0.0f, 1.0f }, - { 1.0f, 0.2f, 0.2f }, - { 1.0f, 1.0f, 1.0f } - }; - - static float max_fw = (float)gr_screen.max_w; - static float max_fh = (float)gr_screen.max_h; - - x *= max_fw; - y *= max_fh; - w *= max_fw; - h *= max_fh; - - y += 5; - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); - GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); - - glColor3fv(pre_set_colours[colour]); - - glBegin(GL_QUADS); - glVertex2f(x, y); - glVertex2f(x, y+h); - glVertex2f(x+w, y+h); - glVertex2f(x+w, y); - glEnd(); -} - -void gr_opengl_sphere_htl(float rad) -{ - if (Cmdline_nohtl) { - return; - } - - GLUquadricObj *quad = NULL; - - // FIXME: before this is used in anything other than FRED2 we need to make this creation/deletion - // stuff global so that it's not so slow (it can be reused for multiple quadratic objects) - quad = gluNewQuadric(); - - if (quad == NULL) { - Int3(); - return; - } - - GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); - GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); - GL_state.SetZbufferType(ZBUFFER_TYPE_FULL); - - glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); - - // FIXME: opengl_check_for_errors() needs to be modified to work with this at - // some point but for now I just don't care so it does nothing - gluQuadricCallback(quad, GLU_ERROR, NULL); - - // FIXME: maybe support fill/wireframe with a future flag? - gluQuadricDrawStyle(quad, GLU_FILL); - - // assuming unlit spheres, otherwise use GLU_SMOOTH so that it looks better - gluQuadricNormals(quad, GLU_NONE); - - // we could set the slices/stacks at some point in the future but just use 16 now since it looks ok - gluSphere(quad, (GLdouble)rad, 16, 16); - - // FIXME: I just heard this scream "Globalize Me!!". It was really scary. I even cried. - gluDeleteQuadric(quad); -} - - -void gr_opengl_draw_line_list(colored_vector *lines, int num) -{ - if (Cmdline_nohtl) { - return; - } -} +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + + +#include "globalincs/pstypes.h" +#include "cmdline/cmdline.h" +#include "osapi/osapi.h" +#include "graphics/2d.h" +#include "render/3d.h" +#include "bmpman/bmpman.h" +#include "math/floating.h" +#include "palman/palman.h" +#include "globalincs/systemvars.h" +#include "graphics/grinternal.h" +#include "graphics/gropengl.h" +#include "graphics/line.h" +#include "graphics/gropenglbmpman.h" +#include "graphics/gropengllight.h" +#include "graphics/gropengltexture.h" +#include "graphics/gropenglextension.h" +#include "graphics/gropenglstate.h" +#include "graphics/gropengltnl.h" +#include "graphics/gropenglbmpman.h" +#include "graphics/gropengldraw.h" +#include "debugconsole/timerbar.h" +#include "nebula/neb.h" + + + +void gr_opengl_pixel(int x, int y, bool resize) +{ + gr_line(x, y, x, y, resize); +} + +void opengl_aabitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror) +{ + if ( (w < 1) || (h < 1) ) { + return; + } + + if ( !gr_screen.current_color.is_alphacolor ) { + return; + } + + float u_scale, v_scale; + + GL_CHECK_FOR_ERRORS("start of aabitmap_ex_internal()"); + + GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale) ) { + mprintf(("WARNING: Error setting aabitmap texture (%i)!\n", gr_screen.current_bitmap)); + return; + } + + float u0, u1, v0, v1; + float x1, x2, y1, y2; + int bw, bh, do_resize; + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + bm_get_info(gr_screen.current_bitmap, &bw, &bh); + + u0 = u_scale * (i2fl(sx) / i2fl(bw)); + v0 = v_scale * (i2fl(sy) / i2fl(bh)); + + u1 = u_scale * (i2fl(sx+w) / i2fl(bw)); + v1 = v_scale * (i2fl(sy+h) / i2fl(bh)); + + x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x)); + y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y)); + x2 = x1 + i2fl(w); + y2 = y1 + i2fl(h); + + if (do_resize) { + gr_resize_screen_posf(&x1, &y1); + gr_resize_screen_posf(&x2, &y2); + } + + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + + if (mirror) { + float temp = u0; + u0 = u1; + u1 = temp; + } + + GLboolean cull_face = GL_state.CullFace(GL_FALSE); + + glBegin(GL_QUADS); + glTexCoord2f(u0, v1); + glVertex2f(x1, y2); + + glTexCoord2f(u1, v1); + glVertex2f(x2, y2); + + glTexCoord2f(u1, v0); + glVertex2f(x2, y1); + + glTexCoord2f(u0, v0); + glVertex2f(x1, y1); + glEnd(); + + GL_state.CullFace(cull_face); + + GL_CHECK_FOR_ERRORS("end of aabitmap_ex_internal()"); +} + +void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror) +{ + int reclip; +#ifndef NDEBUG + int count = 0; +#endif + + int dx1 = x; + int dx2 = x + w - 1; + int dy1 = y; + int dy2 = y + h - 1; + + int bw, bh, do_resize; + + bm_get_info(gr_screen.current_bitmap, &bw, &bh); + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); + int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); + int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); + int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); + + do { + reclip = 0; + +#ifndef NDEBUG + if (count > 1) { + Int3(); + } + + count++; +#endif + + if ( (dx1 > clip_right) || (dx2 < clip_left) ) { + return; + } + + if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) { + return; + } + + if (dx1 < clip_left) { + sx += clip_left - dx1; + dx1 = clip_left; + } + + if (dy1 < clip_top) { + sy += clip_top - dy1; + dy1 = clip_top; + } + + if (dx2 > clip_right) { + dx2 = clip_right; + } + + if (dy2 > clip_bottom) { + dy2 = clip_bottom; + } + + + if ( sx < 0 ) { + dx1 -= sx; + sx = 0; + reclip = 1; + } + + if ( sy < 0 ) { + dy1 -= sy; + sy = 0; + reclip = 1; + } + + w = dx2 - dx1 + 1; + h = dy2 - dy1 + 1; + + if ( sx + w > bw ) { + w = bw - sx; + dx2 = dx1 + w - 1; + } + + if ( sy + h > bh ) { + h = bh - sy; + dy2 = dy1 + h - 1; + } + + if ( (w < 1) || (h < 1) ) { + // clipped away! + return; + } + } while (reclip); + + // Make sure clipping algorithm works +#ifndef NDEBUG + Assert( w > 0 ); + Assert( h > 0 ); + Assert( w == (dx2-dx1+1) ); + Assert( h == (dy2-dy1+1) ); + Assert( sx >= 0 ); + Assert( sy >= 0 ); + Assert( sx+w <= bw ); + Assert( sy+h <= bh ); + Assert( dx2 >= dx1 ); + Assert( dy2 >= dy1 ); + Assert( (dx1 >= clip_left) && (dx1 <= clip_right) ); + Assert( (dx2 >= clip_left) && (dx2 <= clip_right) ); + Assert( (dy1 >= clip_top) && (dy1 <= clip_bottom) ); + Assert( (dy2 >= clip_top) && (dy2 <= clip_bottom) ); +#endif + + // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions. + opengl_aabitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize, mirror); +} + +void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror) +{ + int w, h, do_resize; + + bm_get_info(gr_screen.current_bitmap, &w, &h); + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + int dx1 = x; + int dx2 = x + w - 1; + int dy1 = y; + int dy2 = y + h - 1; + int sx = 0, sy = 0; + + int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); + int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); + int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); + int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); + + if ( (dx1 > clip_right) || (dx2 < clip_left) ) { + return; + } + + if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) { + return; + } + + if (dx1 < clip_left) { + sx = clip_left - dx1; + dx1 = clip_left; + } + + if (dy1 < clip_top) { + sy = clip_top - dy1; + dy1 = clip_top; + } + + if (dx2 > clip_right) { + dx2 = clip_right; + } + + if (dy2 > clip_bottom) { + dy2 = clip_bottom; + } + + if ( (sx < 0) || (sy < 0) ) { + return; + } + + if ( (sx >= w) || (sy >= h) ) { + return; + } + + // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2) + opengl_aabitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize, mirror); +} + + +void gr_opengl_string(int sx, int sy, char *s, bool resize) +{ + int width, spacing, letter; + int x, y, do_resize; + float bw, bh; + float u0, u1, v0, v1; + int x1, x2, y1, y2; + float u_scale, v_scale; + + if ( !Current_font || (*s == 0) ) { + return; + } + + GL_CHECK_FOR_ERRORS("start of string()"); + + gr_set_bitmap(Current_font->bitmap_id); + + GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale) ) { + return; + } + + int ibw, ibh; + + bm_get_info(gr_screen.current_bitmap, &ibw, &ibh); + + bw = i2fl(ibw); + bh = i2fl(ibh); + + // set color! + if (gr_screen.current_color.is_alphacolor) { + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + } else { + glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); + } + +// if ( (gr_screen.custom_size && resize) || (gr_screen.rendering_to_texture != -1) ) { + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); + int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); + int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); + int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); + + x = sx; + y = sy; + + if (sx == 0x8000) { + // centered + x = get_centered_x(s); + } else { + x = sx; + } + + spacing = 0; + + GLboolean cull_face = GL_state.CullFace(GL_FALSE); + + // start rendering... + glBegin(GL_QUADS); + + // pick out letter coords, draw it, goto next letter and do the same + while (*s) { + x += spacing; + + while (*s == '\n') { + s++; + y += Current_font->h; + + if (sx == 0x8000) { + // centered + x = get_centered_x(s); + } else { + x = sx; + } + } + + if (*s == 0) { + break; + } + + letter = get_char_width(s[0], s[1], &width, &spacing); + s++; + + //not in font, draw as space + if (letter < 0) { + continue; + } + + int xd, yd, xc, yc; + int wc, hc; + + // Check if this character is totally clipped + if ( (x + width) < clip_left ) { + continue; + } + + if ( (y + Current_font->h) < clip_top ) { + continue; + } + + if (x > clip_right) { + continue; + } + + if (y > clip_bottom) { + continue; + } + + xd = yd = 0; + + if (x < clip_left) { + xd = clip_left - x; + } + + if (y < clip_top) { + yd = clip_top - y; + } + + xc = x + xd; + yc = y + yd; + + wc = width - xd; + hc = Current_font->h - yd; + + if ( (xc + wc) > clip_right ) { + wc = clip_right - xc; + } + + if ( (yc + hc) > clip_bottom ) { + hc = clip_bottom - yc; + } + + if ( (wc < 1) || (hc < 1) ) { + continue; + } + + int u = Current_font->bm_u[letter]; + int v = Current_font->bm_v[letter]; + + x1 = xc + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x); + y1 = yc + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y); + x2 = x1 + wc; + y2 = y1 + hc; + + if (do_resize) { + gr_resize_screen_pos( &x1, &y1 ); + gr_resize_screen_pos( &x2, &y2 ); + } + + u0 = u_scale * (i2fl(u+xd) / bw); + v0 = v_scale * (i2fl(v+yd) / bh); + + u1 = u_scale * (i2fl((u+xd)+wc) / bw); + v1 = v_scale * (i2fl((v+yd)+hc) / bh); + + glTexCoord2f(u0, v1); + glVertex2i(x1, y2); + + glTexCoord2f(u1, v1); + glVertex2i(x2, y2); + + glTexCoord2f(u1, v0); + glVertex2i(x2, y1); + + glTexCoord2f(u0, v0); + glVertex2i(x1, y1); + } + + // done! + glEnd(); + + GL_state.CullFace(cull_face); + + GL_CHECK_FOR_ERRORS("end of string()"); +} + +void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize) +{ + int do_resize, clipped = 0, swapped = 0; + float sx1, sy1; + float sx2, sy2; + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); + int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); + int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); + int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); + int offset_x = ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x); + int offset_y = ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y); + + + INT_CLIPLINE(x1, y1, x2, y2, clip_left, clip_top, clip_right, clip_bottom, return, clipped = 1, swapped = 1); + + sx1 = i2fl(x1 + offset_x); + sy1 = i2fl(y1 + offset_y); + sx2 = i2fl(x2 + offset_x); + sy2 = i2fl(y2 + offset_y); + + + if (do_resize) { + gr_resize_screen_posf(&sx1, &sy1); + gr_resize_screen_posf(&sx2, &sy2); + } + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + if ( (x1 == x2) && (y1 == y2) ) { + gr_opengl_set_2d_matrix(); + + glBegin(GL_POINTS); + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + + glVertex3f(sx1, sy1, -0.99f); + glEnd (); + + gr_opengl_end_2d_matrix(); + + return; + } + + if (x1 == x2) { + if (sy1 < sy2) { + sy2 += 0.5f; + } else { + sy1 += 0.5f; + } + } else if (y1 == y2) { + if (sx1 < sx2) { + sx2 += 0.5f; + } else { + sx1 += 0.5f; + } + } + + gr_opengl_set_2d_matrix(); + + glBegin(GL_LINES); + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + + glVertex3f(sx2, sy2, -0.99f); + glVertex3f(sx1, sy1, -0.99f); + glEnd(); + + gr_opengl_end_2d_matrix(); +} + +void gr_opengl_line_htl(vec3d *start, vec3d *end) +{ + if (Cmdline_nohtl) { + return; + } + + gr_zbuffer_type zbuffer_state = (gr_zbuffering) ? ZBUFFER_TYPE_FULL : ZBUFFER_TYPE_NONE; + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetZbufferType(zbuffer_state); + + if (gr_screen.current_color.is_alphacolor) { + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + } else { + GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); + glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); + } + + glBegin(GL_LINES); + glVertex3fv(start->a1d); + glVertex3fv(end->a1d); + glEnd(); +} + +void gr_opengl_aaline(vertex *v1, vertex *v2) +{ +// -- AA OpenGL lines. Looks good but they are kinda slow so this is disabled until an option is implemented - taylor +// gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE ); +// glEnable( GL_LINE_SMOOTH ); +// glHint( GL_LINE_SMOOTH_HINT, GL_FASTEST ); +// glLineWidth( 1.0 ); + + int clipped = 0, swapped = 0; + float x1 = v1->sx; + float y1 = v1->sy; + float x2 = v2->sx; + float y2 = v2->sy; + float sx1, sy1; + float sx2, sy2; + + + FL_CLIPLINE(x1, y1, x2, y2, (float)gr_screen.clip_left, (float)gr_screen.clip_top, (float)gr_screen.clip_right, (float)gr_screen.clip_bottom, return, clipped = 1, swapped = 1); + + sx1 = x1 + (float)gr_screen.offset_x; + sy1 = y1 + (float)gr_screen.offset_y; + sx2 = x2 + (float)gr_screen.offset_x; + sy2 = y2 + (float)gr_screen.offset_y; + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + if ( (x1 == x2) && (y1 == y2) ) { + gr_opengl_set_2d_matrix(); + + glBegin(GL_POINTS); + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + + glVertex3f(sx1, sy1, -0.99f); + glEnd(); + + gr_opengl_end_2d_matrix(); + + return; + } + + if (x1 == x2) { + if (sy1 < sy2) { + sy2 += 0.5f; + } else { + sy1 += 0.5f; + } + } else if (y1 == y2) { + if (sx1 < sx2) { + sx2 += 0.5f; + } else { + sx1 += 0.5f; + } + } + + gr_opengl_set_2d_matrix(); + + glBegin(GL_LINES); + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha); + + glVertex3f(sx2, sy2, -0.99f); + glVertex3f(sx1, sy1, -0.99f); + glEnd(); + + gr_opengl_end_2d_matrix(); + +// glDisable( GL_LINE_SMOOTH ); +} + +void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize) +{ + int clipped = 0, swapped = 0; + + if ( !gr_screen.current_color.is_alphacolor ) { + gr_opengl_line(x1, y1, x2, y2, resize); + return; + } + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + gr_resize_screen_pos(&x1, &y1); + gr_resize_screen_pos(&x2, &y2); + } + + INT_CLIPLINE(x1, y1, x2, y2, gr_screen.clip_left, gr_screen.clip_top, gr_screen.clip_right, gr_screen.clip_bottom, return, clipped = 1, swapped = 1); + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + ubyte aa = swapped ? 0 : gr_screen.current_color.alpha; + ubyte ba = swapped ? gr_screen.current_color.alpha : 0; + + float sx1, sy1, sx2, sy2; + + sx1 = i2fl(x1 + gr_screen.offset_x); + sy1 = i2fl(y1 + gr_screen.offset_y); + sx2 = i2fl(x2 + gr_screen.offset_x); + sy2 = i2fl(y2 + gr_screen.offset_y); + + if (x1 == x2) { + if (sy1 < sy2) { + sy2 += 0.5f; + } else { + sy1 += 0.5f; + } + } else if (y1 == y2) { + if (sx1 < sx2) { + sx2 += 0.5f; + } else { + sx1 += 0.5f; + } + } + + glBegin(GL_LINES); + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba); + glVertex2f(sx2, sy2); + + glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa); + glVertex2f(sx1, sy1); + glEnd(); +} + +void gr_opengl_circle(int xc, int yc, int d, bool resize) +{ + int p, x, y, r; + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + gr_resize_screen_pos(&xc, &yc); + } + + r = d / 2; + p = 3 - d; + x = 0; + y = r; + + // Big clip + if ( (xc+r) < gr_screen.clip_left ) { + return; + } + + if ( (xc-r) > gr_screen.clip_right ) { + return; + } + + if ( (yc+r) < gr_screen.clip_top ) { + return; + } + + if ( (yc-r) > gr_screen.clip_bottom ) { + return; + } + + while (x < y) { + // Draw the first octant + gr_opengl_line(xc-y, yc-x, xc+y, yc-x, false); + gr_opengl_line(xc-y, yc+x, xc+y, yc+x, false); + + if (p < 0) { + p += (x << 2) + 6; + } else { + // Draw the second octant + gr_opengl_line(xc-x, yc-y, xc+x, yc-y, false); + gr_opengl_line(xc-x, yc+y, xc+x, yc+y, false); + + p += ((x - y) << 2) + 10; + y--; + } + + x++; + } + + if (x == y) { + gr_opengl_line(xc-x, yc-y, xc+x, yc-y, false); + gr_opengl_line(xc-x, yc+y, xc+x, yc+y, false); + } +} + +void gr_opengl_curve(int xc, int yc, int r, int direction) +{ + int a, b, p; + + gr_resize_screen_pos(&xc, &yc); + + if ( (xc + r) < gr_screen.clip_left ) { + return; + } + + if ( (yc + r) < gr_screen.clip_top ) { + return; + } + + p = 3 - (2 * r); + a = 0; + b = r; + + switch (direction) { + case 0: { + yc += r; + xc += r; + + while (a < b) { + // Draw the first octant + gr_opengl_line(xc - b + 1, yc - a, xc - b, yc - a, false); + + if (p < 0) { + p += (a << 2) + 6; + } else { + // Draw the second octant + gr_opengl_line(xc - a + 1, yc - b, xc - a, yc - b, false); + p += ((a - b) << 2) + 10; + b--; + } + + a++; + } + + break; + } + + case 1: { + yc += r; + + while (a < b) { + // Draw the first octant + gr_opengl_line(xc + b - 1, yc - a, xc + b, yc - a, false); + + if (p < 0) { + p += (a << 2) + 6; + } else { + // Draw the second octant + gr_opengl_line(xc + a - 1, yc - b, xc + a, yc - b, false); + p += ((a - b) << 2) + 10; + b--; + } + + a++; + } + + break; + } + + case 2: { + xc += r; + + while (a < b) { + // Draw the first octant + gr_opengl_line(xc - b + 1, yc + a, xc - b, yc + a, false); + + if (p < 0) { + p += (a << 2) + 6; + } else { + // Draw the second octant + gr_opengl_line(xc - a + 1, yc + b, xc - a, yc + b, false); + p += ((a - b) << 2) + 10; + b--; + } + + a++; + } + + break; + } + + case 3: { + while (a < b) { + // Draw the first octant + gr_opengl_line(xc + b - 1, yc + a, xc + b, yc + a, false); + + if (p < 0) { + p += (a << 2) + 6; + } else { + // Draw the second octant + gr_opengl_line(xc + a - 1, yc + b, xc + a, yc + b, false); + p += ((a - b) << 2) + 10; + b--; + } + + a++; + } + + break; + } + } +} + +void opengl_draw_primitive(int nv, vertex **verts, uint flags, float u_scale, float v_scale, int r, int g, int b, int a, int override_primary = 0) +{ + GLenum gl_mode = GL_TRIANGLE_FAN; + float sx, sy, sz, sw, tu, tv; + int i; + vertex *va; + bool isNebula = false; + bool isRamp = false; + bool isRGB = false; + ubyte alpha = (ubyte)a; + + GL_CHECK_FOR_ERRORS("start of draw_primitive()"); + + if (flags & TMAP_FLAG_NEBULA) { + isNebula = true; + } else if (flags & TMAP_FLAG_GOURAUD) { + if (flags & TMAP_FLAG_RAMP) { + isRamp = true; + } else if (flags & TMAP_FLAG_RGB) { + isRGB = true; + } + } else { + glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, alpha ); + } + + if (flags & TMAP_FLAG_TRISTRIP) { + gl_mode = GL_TRIANGLE_STRIP; + } else if (flags & TMAP_FLAG_TRILIST) { + gl_mode = GL_TRIANGLES; + } else if (flags & TMAP_FLAG_QUADLIST) { + gl_mode = GL_QUADS; + } else if (flags & TMAP_FLAG_QUADSTRIP) { + gl_mode = GL_QUAD_STRIP; + } + + glBegin(gl_mode); + + for (i = (nv - 1); i >= 0; i--) { + va = verts[i]; + + sw = 1.0f; + + if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) { + sz = (1.0f - 1.0f / (1.0f + va->z / 32768.0f)); + + // if ( sz > 0.98f ) { + // sz = 0.98f; + // } + } else { + sz = 0.99f; + } + + sx = va->sx + (float)gr_screen.offset_x; + sy = va->sy + (float)gr_screen.offset_y; + + if (flags & TMAP_FLAG_CORRECT) { + sx /= va->sw; + sy /= va->sw; + sz /= va->sw; + sw /= va->sw; + } + + if (flags & TMAP_FLAG_ALPHA) { + alpha = va->a; + } + + if (override_primary) { + glColor3ub(va->spec_r, va->spec_g, va->spec_b); + } else { + if (isNebula) { + int pal = (va->b * (NEBULA_COLORS-1)) / 255; + glColor4ub( gr_palette[pal*3+0], gr_palette[pal*3+1], gr_palette[pal*3+2], alpha ); + } else if (isRamp) { + glColor4ub( va->b, va->b, va->b, alpha ); + } else if (isRGB) { + glColor4ub( va->r, va->g, va->b, alpha ); + } + } + + if (flags & TMAP_FLAG_TEXTURED) { + tu = va->u * u_scale; + tv = va->v * v_scale; + + // use opengl hardware multitexturing + vglMultiTexCoord2fARB(GL_TEXTURE0_ARB, tu, tv); + vglMultiTexCoord2fARB(GL_TEXTURE1_ARB, tu, tv); + } + + glVertex4f(sx, sy, -sz, sw); + } + + glEnd(); + + GL_CHECK_FOR_ERRORS("start of draw_primitive()"); +} + +void opengl_tmapper_internal(int nv, vertex **verts, uint flags, int is_scaler = 0) +{ + int i, stage = 0; + float u_scale = 1.0f, v_scale = 1.0f; + int alpha,tmap_type, r, g, b; + + GL_CHECK_FOR_ERRORS("start of tmapper_internal()"); + + opengl_setup_render_states(r, g, b, alpha, tmap_type, flags, is_scaler); + + if (flags & TMAP_FLAG_TEXTURED) { + if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, stage) ) { + return; + } + + stage++; // bump! + + // glowmap + if ( Cmdline_glow && (GLOWMAP > -1) ) { + if ( !gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, stage) ) { + return; + } + + opengl_set_additive_tex_env(); + + stage++; // bump + } + } + + + if ( (flags & TMAP_FLAG_PIXEL_FOG) && (Neb2_render_mode == NEB2_RENDER_POF) ) { + int nr, ng, nb; + int ra, ga, ba; + ra = ga = ba = 0; + + for (i = (nv - 1); i >= 0; i--) { + vertex *va = verts[i]; + float sx, sy; + + if (gr_screen.offset_x || gr_screen.offset_y) { + sx = ((va->sx * 16.0f) + ((float)gr_screen.offset_x * 16.0f)) / 16.0f; + sy = ((va->sy * 16.0f) + ((float)gr_screen.offset_y * 16.0f)) / 16.0f; + } else { + sx = va->sx; + sy = va->sy; + } + + neb2_get_pixel( (int)sx, (int)sy, &nr, &ng, &nb ); + + ra += nr; + ga += ng; + ba += nb; + } + + ra /= nv; + ga /= nv; + ba /= nv; + + gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba); + } + + gr_opengl_set_2d_matrix(); + + opengl_draw_primitive(nv, verts, flags, u_scale, v_scale, r, g, b, alpha); + + GL_state.Texture.DisableAll(); + + gr_opengl_end_2d_matrix(); + + GL_CHECK_FOR_ERRORS("end of tmapper_internal()"); +} + +// ok we're making some assumptions for now. mainly it must not be multitextured, lit or fogged. +void opengl_tmapper_internal3d(int nv, vertex **verts, uint flags) +{ + int alpha, tmap_type, r, g, b; + float u_scale = 1.0f, v_scale = 1.0f; + GLenum gl_mode = GL_TRIANGLE_FAN; + bool isRGB = false; + + GL_CHECK_FOR_ERRORS("start of tmapper_internal3d()"); + + opengl_setup_render_states(r, g, b, alpha, tmap_type, flags); + + if (flags & TMAP_FLAG_TEXTURED) { + if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) { + return; + } + } + + GLboolean cull_face = GL_state.CullFace(GL_FALSE); + + if (flags & TMAP_FLAG_TRILIST) { + gl_mode = GL_TRIANGLES; + } else if (flags & TMAP_FLAG_TRISTRIP) { + gl_mode = GL_TRIANGLE_STRIP; + } else if (flags & TMAP_FLAG_QUADLIST) { + gl_mode = GL_QUADS; + } else if (flags & TMAP_FLAG_QUADSTRIP) { + gl_mode = GL_QUAD_STRIP; + } + + if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) { + isRGB = true; + } + + // use what opengl_setup_render_states() gives us since this works much better for nebula and transparency + if ( !isRGB ) { + glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha ); + } + + glBegin(gl_mode); + + for (int i = 0; i < nv; i++) { + vertex *va = verts[i]; + + if (isRGB) { + glColor4ub(va->r, va->g, va->b, (ubyte)alpha); + } + + glTexCoord2f(va->u, va->v); + glVertex3f(va->x, va->y, va->z); + } + + glEnd(); + + GL_state.CullFace(cull_face); + + GL_CHECK_FOR_ERRORS("end of tmapper_internal3d()"); +} + +void gr_opengl_tmapper(int nverts, vertex **verts, uint flags) +{ + if ( !Cmdline_nohtl && (flags & TMAP_HTL_3D_UNLIT) ) { + opengl_tmapper_internal3d(nverts, verts, flags); + } else { + opengl_tmapper_internal(nverts, verts, flags); + } + +} + +#define FIND_SCALED_NUM(x, x0, x1, y0, y1) ( ((((x) - (x0)) * ((y1) - (y0))) / ((x1) - (x0))) + (y0) ) + +void gr_opengl_scaler(vertex *va, vertex *vb, bool bw_bitmap = false) +{ + float x0, y0, x1, y1; + float u0, v0, u1, v1; + float clipped_x0, clipped_y0, clipped_x1, clipped_y1; + float clipped_u0, clipped_v0, clipped_u1, clipped_v1; + float xmin, xmax, ymin, ymax; + int dx0, dy0, dx1, dy1; + + x0 = va->sx; + y0 = va->sy; + x1 = vb->sx; + y1 = vb->sy; + + xmin = i2fl(gr_screen.clip_left); + ymin = i2fl(gr_screen.clip_top); + xmax = i2fl(gr_screen.clip_right); + ymax = i2fl(gr_screen.clip_bottom); + + u0 = va->u; v0 = va->v; + u1 = vb->u; v1 = vb->v; + + // Check for obviously offscreen bitmaps... + if ( (y1 <= y0) || (x1 <= x0) ) { + return; + } + + if ( (x1 < xmin ) || (x0 > xmax) ) { + return; + } + + if ( (y1 < ymin ) || (y0 > ymax) ) { + return; + } + + clipped_u0 = u0; + clipped_v0 = v0; + clipped_u1 = u1; + clipped_v1 = v1; + + clipped_x0 = x0; + clipped_y0 = y0; + clipped_x1 = x1; + clipped_y1 = y1; + + // Clip the left, moving u0 right as necessary + if (x0 < xmin) { + clipped_u0 = FIND_SCALED_NUM(xmin, x0, x1, u0, u1); + clipped_x0 = xmin; + } + + // Clip the right, moving u1 left as necessary + if (x1 > xmax) { + clipped_u1 = FIND_SCALED_NUM(xmax, x0, x1, u0, u1); + clipped_x1 = xmax; + } + + // Clip the top, moving v0 down as necessary + if (y0 < ymin) { + clipped_v0 = FIND_SCALED_NUM(ymin, y0, y1, v0, v1); + clipped_y0 = ymin; + } + + // Clip the bottom, moving v1 up as necessary + if (y1 > ymax) { + clipped_v1 = FIND_SCALED_NUM(ymax, y0, y1, v0, v1); + clipped_y1 = ymax; + } + + dx0 = fl2i(clipped_x0); + dx1 = fl2i(clipped_x1); + dy0 = fl2i(clipped_y0); + dy1 = fl2i(clipped_y1); + + if ( (dx1 <= dx0) || (dy1 <= dy0) ) { + return; + } + + + vertex v[4]; + vertex *vl[4]; + + vl[0] = &v[0]; + v->sx = clipped_x0; + v->sy = clipped_y0; + v->sw = va->sw; + v->z = va->z; + v->u = clipped_u0; + v->v = clipped_v0; + v->spec_r = 0; + v->spec_g = 0; + v->spec_b = 0; + + vl[1] = &v[1]; + v[1].sx = clipped_x1; + v[1].sy = clipped_y0; + v[1].sw = va->sw; + v[1].z = va->z; + v[1].u = clipped_u1; + v[1].v = clipped_v0; + v[1].spec_r = 0; + v[1].spec_g = 0; + v[1].spec_b = 0; + + vl[2] = &v[2]; + v[2].sx = clipped_x1; + v[2].sy = clipped_y1; + v[2].sw = va->sw; + v[2].z = va->z; + v[2].u = clipped_u1; + v[2].v = clipped_v1; + v[2].spec_r = 0; + v[2].spec_g = 0; + v[2].spec_b = 0; + + vl[3] = &v[3]; + v[3].sx = clipped_x0; + v[3].sy = clipped_y1; + v[3].sw = va->sw; + v[3].z = va->z; + v[3].u = clipped_u0; + v[3].v = clipped_v1; + v[3].spec_r = 0; + v[3].spec_g = 0; + v[3].spec_b = 0; + + if (!bw_bitmap) + { + opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 ); + } + else + { + opengl_tmapper_internal( 4, vl,( TMAP_FLAG_TEXTURED | TMAP_FLAG_BW_TEXTURE ), 1 ); + } +} + + +// cross fade +void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct) +{ + gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct); + gr_bitmap(x1, y1); + + gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct); + gr_bitmap(x2, y2); +} + +void gr_opengl_shade(int x, int y, int w, int h, bool resize) +{ + if (resize) { + gr_resize_screen_pos(&x, &y); + gr_resize_screen_pos(&w, &h); + } + + int x1 = (gr_screen.offset_x + x); + int y1 = (gr_screen.offset_y + y); + int x2 = (gr_screen.offset_x + w); + int y2 = (gr_screen.offset_y + h); + + if ( (x1 >= gr_screen.max_w) || (y1 >= gr_screen.max_h) ) { + return; + } + + CLAMP(x2, x1+1, gr_screen.max_w); + CLAMP(y2, y1+1, gr_screen.max_h); + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + gr_opengl_set_2d_matrix(); + + glColor4ub( (GLubyte)gr_screen.current_shader.r, (GLubyte)gr_screen.current_shader.g, + (GLubyte)gr_screen.current_shader.b, (GLubyte)gr_screen.current_shader.c ); + + glBegin(GL_QUADS); + glVertex2i(x1, y2); + glVertex2i(x2, y2); + glVertex2i(x2, y1); + glVertex2i(x1, y1); + glEnd(); + + gr_opengl_end_2d_matrix(); +} + +void gr_opengl_flash(int r, int g, int b) +{ + if ( !(r || g || b) ) { + return; + } + + CLAMP(r, 0, 255); + CLAMP(g, 0, 255); + CLAMP(b, 0, 255); + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_ADDITIVE); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + int x1 = (gr_screen.clip_left + gr_screen.offset_x); + int y1 = (gr_screen.clip_top + gr_screen.offset_y); + int x2 = (gr_screen.clip_right + gr_screen.offset_x) + 1; + int y2 = (gr_screen.clip_bottom + gr_screen.offset_y) + 1; + + glColor4ub( (GLubyte)r, (GLubyte)g, (GLubyte)b, 255 ); + + glBegin(GL_QUADS); + glVertex2i(x1, y2); + glVertex2i(x2, y2); + glVertex2i(x2, y1); + glVertex2i(x1, y1); + glEnd(); +} + +void gr_opengl_flash_alpha(int r, int g, int b, int a) +{ + if ( !(r || g || b || a) ) { + return; + } + + CLAMP(r, 0, 255); + CLAMP(g, 0, 255); + CLAMP(b, 0, 255); + CLAMP(a, 0, 255); + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + int x1 = (gr_screen.clip_left + gr_screen.offset_x); + int y1 = (gr_screen.clip_top + gr_screen.offset_y); + int x2 = (gr_screen.clip_right + gr_screen.offset_x) + 1; + int y2 = (gr_screen.clip_bottom + gr_screen.offset_y) + 1; + + glColor4ub( (GLubyte)r, (GLubyte)g, (GLubyte)b, (GLubyte)a ); + + glBegin(GL_QUADS); + glVertex2i(x1, y2); + glVertex2i(x2, y2); + glVertex2i(x2, y1); + glVertex2i(x1, y1); + glEnd(); +} + + +void gr_opengl_fade_in(int instantaneous) +{ + // Empty - DDOI +} + +void gr_opengl_fade_out(int instantaneous) +{ + // Empty - DDOI +} + +void opengl_bitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize) +{ + if ( (w < 1) || (h < 1) ) { + return; + } + + float u_scale, v_scale; + float u0, u1, v0, v1; + float x1, x2, y1, y2; + int bw, bh, do_resize; + + GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_INTERFACE, &u_scale, &v_scale) ) { + return; + } + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + bm_get_info(gr_screen.current_bitmap, &bw, &bh); + + u0 = u_scale * (i2fl(sx) / i2fl(bw)); + v0 = v_scale * (i2fl(sy) / i2fl(bh)); + + u1 = u_scale * (i2fl(sx+w) / i2fl(bw)); + v1 = v_scale * (i2fl(sy+h) / i2fl(bh)); + + x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x)); + y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y)); + x2 = x1 + i2fl(w); + y2 = y1 + i2fl(h); + + if (do_resize) { + gr_resize_screen_posf(&x1, &y1); + gr_resize_screen_posf(&x2, &y2); + } + + glColor4f(1.0f, 1.0f, 1.0f, gr_screen.current_alpha); + + glBegin(GL_QUADS); + glTexCoord2f(u0, v1); + glVertex2f(x1, y2); + + glTexCoord2f(u1, v1); + glVertex2f(x2, y2); + + glTexCoord2f(u1, v0); + glVertex2f(x2, y1); + + glTexCoord2f(u0, v0); + glVertex2f(x1, y1); + glEnd(); +} + + +//these are penguins bitmap functions +void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize) +{ + int reclip; +#ifndef NDEBUG + int count = 0; +#endif + + int dx1 = x; + int dx2 = x + w - 1; + int dy1 = y; + int dy2 = y + h - 1; + + int bw, bh, do_resize; + + bm_get_info(gr_screen.current_bitmap, &bw, &bh); + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); + int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); + int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); + int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); + + do { + reclip = 0; + +#ifndef NDEBUG + if (count > 1) { + Int3(); + } + + count++; +#endif + + if ( (dx1 > clip_right) || (dx2 < clip_left) ) { + return; + } + + if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) { + return; + } + + if ( dx1 < clip_left ) { + sx += clip_left-dx1; + dx1 = clip_left; + } + + if ( dy1 < clip_top ) { + sy += clip_top-dx1; + dy1 = clip_top; + } + + if ( dx2 > clip_right ) { + dx2 = clip_right; + } + + if ( dy2 > clip_bottom ) { + dy2 = clip_bottom; + } + + if ( sx < 0 ) { + dx1 -= sx; + sx = 0; + reclip = 1; + } + + if ( sy < 0 ) { + dy1 -= sy; + sy = 0; + reclip = 1; + } + + w = dx2 - dx1 + 1; + h = dy2 - dy1 + 1; + + if ( (sx + w) > bw ) { + w = bw - sx; + dx2 = dx1 + w - 1; + } + + if ( (sy + h) > bh ) { + h = bh - sy; + dy2 = dy1 + h - 1; + } + + if ( (w < 1) || (h < 1) ) { + // clipped away! + return; + } + } while (reclip); + + // Make sure clipping algorithm works +#ifndef NDEBUG + Assert( w > 0 ); + Assert( h > 0 ); + Assert( w == (dx2 - dx1 + 1) ); + Assert( h == (dy2 - dy1 + 1) ); + Assert( sx >= 0 ); + Assert( sy >= 0 ); + Assert( (sx + w) <= bw ); + Assert( (sy + h) <= bh ); + Assert( dx2 >= dx1 ); + Assert( dy2 >= dy1 ); + Assert( (dx1 >= clip_left) && (dx1 <= clip_right) ); + Assert( (dx2 >= clip_left) && (dx2 <= clip_right) ); + Assert( (dy1 >= clip_top) && (dy1 <= clip_bottom) ); + Assert( (dy2 >= clip_top) && (dy2 <= clip_bottom) ); +#endif + + // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions. + opengl_bitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize); +} + +/*void gr_opengl_bitmap(int x, int y, bool resize) +{ + int w, h, do_resize; + + bm_get_info( gr_screen.current_bitmap, &w, &h, NULL ); + + if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) { + do_resize = 1; + } else { + do_resize = 0; + } + + int dx1=x, dx2=x+w-1; + int dy1=y, dy2=y+h-1; + int sx=0, sy=0; + + int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left); + int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right); + int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top); + int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom); + + if ( (dx1 > clip_right) || (dx2 < clip_left) ) return; + if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return; + if ( dx1 < clip_left ) { sx = clip_left-dx1; dx1 = clip_left; } + if ( dy1 < clip_top ) { sy = clip_top-dy1; dy1 = clip_top; } + if ( dx2 > clip_right ) { dx2 = clip_right; } + if ( dy2 > clip_bottom ) { dy2 = clip_bottom; } + + if ( sx < 0 ) return; + if ( sy < 0 ) return; + if ( sx >= w ) return; + if ( sy >= h ) return; + + // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2) + gr_opengl_bitmap_ex(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize); +}*/ + +void opengl_render_timer_bar(int colour, float x, float y, float w, float h) +{ + static float pre_set_colours[MAX_NUM_TIMERBARS][3] = { + { 1.0f, 0.0f, 0.0f }, + { 0.0f, 0.0f, 1.0f }, + { 0.0f, 0.0f, 1.0f }, + { 0.2f, 1.0f, 0.8f }, + { 1.0f, 0.0f, 8.0f }, + { 1.0f, 0.0f, 1.0f }, + { 1.0f, 0.2f, 0.2f }, + { 1.0f, 1.0f, 1.0f } + }; + + static float max_fw = (float)gr_screen.max_w; + static float max_fh = (float)gr_screen.max_h; + + x *= max_fw; + y *= max_fh; + w *= max_fw; + h *= max_fh; + + y += 5; + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); + GL_state.SetZbufferType(ZBUFFER_TYPE_NONE); + + glColor3fv(pre_set_colours[colour]); + + glBegin(GL_QUADS); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd(); +} + +void gr_opengl_sphere_htl(float rad) +{ + if (Cmdline_nohtl) { + return; + } + + GLUquadricObj *quad = NULL; + + // FIXME: before this is used in anything other than FRED2 we need to make this creation/deletion + // stuff global so that it's not so slow (it can be reused for multiple quadratic objects) + quad = gluNewQuadric(); + + if (quad == NULL) { + Int3(); + return; + } + + GL_state.SetTextureSource(TEXTURE_SOURCE_NONE); + GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); + GL_state.SetZbufferType(ZBUFFER_TYPE_FULL); + + glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); + + // FIXME: opengl_check_for_errors() needs to be modified to work with this at + // some point but for now I just don't care so it does nothing + gluQuadricCallback(quad, GLU_ERROR, NULL); + + // FIXME: maybe support fill/wireframe with a future flag? + gluQuadricDrawStyle(quad, GLU_FILL); + + // assuming unlit spheres, otherwise use GLU_SMOOTH so that it looks better + gluQuadricNormals(quad, GLU_NONE); + + // we could set the slices/stacks at some point in the future but just use 16 now since it looks ok + gluSphere(quad, (GLdouble)rad, 16, 16); + + // FIXME: I just heard this scream "Globalize Me!!". It was really scary. I even cried. + gluDeleteQuadric(quad); +} + + +void gr_opengl_draw_line_list(colored_vector *lines, int num) +{ + if (Cmdline_nohtl) { + return; + } +} diff --git a/fs2_open/code/graphics/gropengldraw.h b/fs2_open/code/graphics/gropengldraw.h index 6ccf3b83e0..f9aaf47711 100644 --- a/fs2_open/code/graphics/gropengldraw.h +++ b/fs2_open/code/graphics/gropengldraw.h @@ -1,54 +1,54 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - - -#ifndef GR_OPENGLDRAW_H -#define GR_OPENGLDRAW_H - - -typedef struct glvertexc { - float x, y, z; - float u, v; - ubyte r, g, b, a; -} glvertexc; - -extern glvertexc *GLVertex_c; - - - -void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror); -void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror); -void gr_opengl_string(int sx, int sy, char *s, bool resize = true); -void gr_opengl_string(float sx, float sy, char *s, bool resize = true); -void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize); -void gr_opengl_aaline(vertex *v1, vertex *v2); -void gr_opengl_pixel(int x, int y, bool resize); -void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize); -void gr_opengl_circle(int xc, int yc, int d, bool resize); -void gr_opengl_curve(int xc, int yc, int r, int direction); -void gr_opengl_scaler(vertex *va, vertex *vb, bool bw_bitmap ); -void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct); -void gr_opengl_shade(int x, int y, int w, int h, bool resize); -void gr_opengl_flash(int r, int g, int b); -void gr_opengl_flash_alpha(int r, int g, int b, int a); -void gr_opengl_fade_in(int instantaneous); -void gr_opengl_fade_out(int instantaneous); -void gr_opengl_tmapper(int nverts, vertex **verts, uint flags); -void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize); - -void opengl_render_timer_bar(int colour, float x, float y, float w, float h); -void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage = 0); -void opengl_reset_spec_mapping(); - -void gr_opengl_line_htl(vec3d *start, vec3d *end); -void gr_opengl_sphere_htl(float rad); - -void gr_opengl_draw_line_list(colored_vector *lines, int num); - -#endif // !GR_OPENGLDRAW_H +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + + +#ifndef GR_OPENGLDRAW_H +#define GR_OPENGLDRAW_H + + +typedef struct glvertexc { + float x, y, z; + float u, v; + ubyte r, g, b, a; +} glvertexc; + +extern glvertexc *GLVertex_c; + + + +void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror); +void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror); +void gr_opengl_string(int sx, int sy, char *s, bool resize = true); +void gr_opengl_string(float sx, float sy, char *s, bool resize = true); +void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize); +void gr_opengl_aaline(vertex *v1, vertex *v2); +void gr_opengl_pixel(int x, int y, bool resize); +void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize); +void gr_opengl_circle(int xc, int yc, int d, bool resize); +void gr_opengl_curve(int xc, int yc, int r, int direction); +void gr_opengl_scaler(vertex *va, vertex *vb, bool bw_bitmap ); +void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct); +void gr_opengl_shade(int x, int y, int w, int h, bool resize); +void gr_opengl_flash(int r, int g, int b); +void gr_opengl_flash_alpha(int r, int g, int b, int a); +void gr_opengl_fade_in(int instantaneous); +void gr_opengl_fade_out(int instantaneous); +void gr_opengl_tmapper(int nverts, vertex **verts, uint flags); +void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize); + +void opengl_render_timer_bar(int colour, float x, float y, float w, float h); +void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage = 0); +void opengl_reset_spec_mapping(); + +void gr_opengl_line_htl(vec3d *start, vec3d *end); +void gr_opengl_sphere_htl(float rad); + +void gr_opengl_draw_line_list(colored_vector *lines, int num); + +#endif // !GR_OPENGLDRAW_H diff --git a/fs2_open/code/graphics/gropenglextension.cpp b/fs2_open/code/graphics/gropenglextension.cpp index 3a48bf3c13..d10002a24d 100644 --- a/fs2_open/code/graphics/gropenglextension.cpp +++ b/fs2_open/code/graphics/gropenglextension.cpp @@ -8,109 +8,7 @@ */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLExtension.cpp $ - * $Revision: 1.15.2.3 $ - * $Date: 2007-04-13 00:31:24 $ - * $Author: taylor $ - * - * source for extension implementation in OpenGL - * - * $Log: not supported by cvs2svn $ - * Revision 1.15.2.2 2006/12/26 05:18:14 taylor - * comment out some extensions that we either don't use or don't need to use - * - * Revision 1.15.2.1 2006/08/09 14:40:43 taylor - * fix for setting of texture lod bias - * - * Revision 1.15 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.14 2006/03/22 18:14:52 taylor - * if -mipmap is used with -img2dds to then have compressed image also contain mipmaps - * use nicest hints for texture compression, should improve quality a little - * when reporting compressed sizes to debug log make ani size be total, not per frame - * - * Revision 1.13 2006/02/24 07:35:48 taylor - * add v-sync support for OGL (I skimmped on this a bit but will go back to do something better, "special" extension wise, at a later date) - * - * Revision 1.12 2005/12/28 22:28:44 taylor - * add support for glCompressedTexSubImage2D(), we don't use it yet but there is nothing wrong with adding it already - * better support for mipmaps and mipmap filtering - * add reg option "TextureFilter" to set bilinear or trilinear filter - * clean up bitmap_id/bitmap_handle/texture_handle madness that made things difficult to understand - * small fix for using 24-bit images on 16-bit bpp visual (untested) - * - * Revision 1.11 2005/12/08 15:10:07 taylor - * add APPLE_client_storage support to improve texture performance and reduce memory usage a tiny bit on OS X - * - * Revision 1.10 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 1.9 2005/06/19 02:37:02 taylor - * general cleanup, remove some old code - * speed up gr_opengl_flip() just a tad - * inverted gamma slider fix that Sticks made to D3D - * possible fix for ATI green screens - * move opengl_check_for_errors() out of gropentnl so we can use it everywhere - * fix logged OGL info from debug builds to be a little more readable - * if an extension is found but required function is not then fail - * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for - * some 2d matrix usage checks - * - * Revision 1.8 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 1.7 2005/04/13 23:24:21 phreak - * Updated the message of a required extension that hasn't been found. - * It was referencing the old Glide engine. - * - * Revision 1.6 2005/02/04 23:29:31 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 1.5 2005/01/21 08:25:14 taylor - * fill in gr_opengl_set_texture_addressing() - * add support for non-power-of-two textures for cards that have it - * temporary crash fix from multiple mipmap levels in uncompressed formats - * - * Revision 1.4 2004/10/31 21:45:13 taylor - * Linux tree merge, single array for VBOs/HTL - * - * Revision 1.3 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 1.2 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/graphics/gropenglextension.h b/fs2_open/code/graphics/gropenglextension.h index f341c9d993..0260c363de 100644 --- a/fs2_open/code/graphics/gropenglextension.h +++ b/fs2_open/code/graphics/gropenglextension.h @@ -7,121 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLExtension.h $ - * $Revision: 1.14.2.3 $ - * $Date: 2007-04-13 00:31:24 $ - * $Author: taylor $ - * - * header file to contain the defenitions for the OpenGL exetension - * functions used in fs2_open - * - * $Log: not supported by cvs2svn $ - * Revision 1.14.2.2 2006/12/26 05:18:14 taylor - * comment out some extensions that we either don't use or don't need to use - * - * Revision 1.14.2.1 2006/08/09 14:40:43 taylor - * fix for setting of texture lod bias - * - * Revision 1.14 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 1.13 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.12 2006/04/12 01:10:35 taylor - * some cleanup and slight reorg - * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) - * - avoid some costly math where possible in the drawing functions - * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now - * - minor cleanup to Win32 extension defines - * - make opengl_lights[] allocate only when using OGL - * - cleanup some costly per-frame lighting stuff - * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) - * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) - * - * Revision 1.11 2006/03/22 18:14:52 taylor - * if -mipmap is used with -img2dds to then have compressed image also contain mipmaps - * use nicest hints for texture compression, should improve quality a little - * when reporting compressed sizes to debug log make ani size be total, not per frame - * - * Revision 1.10 2006/02/24 07:35:48 taylor - * add v-sync support for OGL (I skimmped on this a bit but will go back to do something better, "special" extension wise, at a later date) - * - * Revision 1.9 2005/12/28 22:28:44 taylor - * add support for glCompressedTexSubImage2D(), we don't use it yet but there is nothing wrong with adding it already - * better support for mipmaps and mipmap filtering - * add reg option "TextureFilter" to set bilinear or trilinear filter - * clean up bitmap_id/bitmap_handle/texture_handle madness that made things difficult to understand - * small fix for using 24-bit images on 16-bit bpp visual (untested) - * - * Revision 1.8 2005/12/08 15:10:07 taylor - * add APPLE_client_storage support to improve texture performance and reduce memory usage a tiny bit on OS X - * - * Revision 1.7 2005/12/06 02:50:41 taylor - * clean up some init stuff and fix a minor SDL annoyance - * make debug messages a bit more readable - * clean up the debug console commands for minimize and anisotropic filter setting - * make anisotropic filter actually work correctly and have it settable with a reg option - * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere - * - * Revision 1.6 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 1.5 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.4 2005/01/21 08:25:14 taylor - * fill in gr_opengl_set_texture_addressing() - * add support for non-power-of-two textures for cards that have it - * temporary crash fix from multiple mipmap levels in uncompressed formats - * - * Revision 1.3 2004/10/31 21:45:13 taylor - * Linux tree merge, single array for VBOs/HTL - * - * Revision 1.2 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifndef _GROPENGLEXT_H #define _GROPENGLEXT_H diff --git a/fs2_open/code/graphics/gropengllight.cpp b/fs2_open/code/graphics/gropengllight.cpp index 18aef21b97..fa303e6989 100644 --- a/fs2_open/code/graphics/gropengllight.cpp +++ b/fs2_open/code/graphics/gropengllight.cpp @@ -7,188 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLLight.cpp $ - * $Revision: 1.29.2.6 $ - * $Date: 2007-04-13 00:33:18 $ - * $Author: taylor $ - * - * code to implement lighting in HT&L opengl - * - * $Log: not supported by cvs2svn $ - * Revision 1.29.2.5 2007/03/22 20:50:27 taylor - * some generic code cleanup - * - * Revision 1.29.2.4 2007/02/10 00:05:25 taylor - * obsolete gluLookAt() in favor of doing it manually, should be slight faster and more precise - * - * Revision 1.29.2.3 2006/12/26 05:17:28 taylor - * tweak emission light a little bit - * various bits of cleanup that I've been meaning to do - * - * Revision 1.29.2.2 2006/12/07 18:10:16 taylor - * restore default ambient light values to retail-like settings (I based the previous values on default D3D, which was rather dumb of me) - * restore lighting falloff capability from retail and non-HTL modes (only used for asteroids as far as I know) - * various cleanups and speedups for dealing with lights - * - * Revision 1.29.2.1 2006/07/24 07:38:00 taylor - * minor cleanup/optimization to beam warmup glow rendering function - * various lighting code cleanups - * - try to always make sure beam origin lights occur outside of model - * - make Static_lights[] dynamic - * - be sure to reset to first 8 lights when moving on to render spec related texture passes - * - add ambient color to point lights (helps warp effects) - * - sort lights to try and get more important and/or visible lights to always happen in initial render pass - * - * Revision 1.29 2006/04/12 01:10:35 taylor - * some cleanup and slight reorg - * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) - * - avoid some costly math where possible in the drawing functions - * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now - * - minor cleanup to Win32 extension defines - * - make opengl_lights[] allocate only when using OGL - * - cleanup some costly per-frame lighting stuff - * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) - * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) - * - * Revision 1.28 2006/04/05 13:47:01 taylor - * remove -tga16, it's obsolete now - * add a temporary -no_emissive_light option to not use emission type light in OGL - * - * Revision 1.27 2006/03/15 17:33:05 taylor - * couple of nitpicks - * - * Revision 1.26 2006/02/16 04:55:53 taylor - * couple more lighting value tweaks - * - * Revision 1.25 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 1.24 2006/01/20 17:15:16 taylor - * gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile - * several other very minor changes as well - * - * Revision 1.23 2006/01/19 05:40:19 wmcoolmon - * Possible overflow check - * - * Revision 1.22 2006/01/14 19:25:55 taylor - * minor OGL lighting fix - * - * Revision 1.21 2005/12/06 02:50:41 taylor - * clean up some init stuff and fix a minor SDL annoyance - * make debug messages a bit more readable - * clean up the debug console commands for minimize and anisotropic filter setting - * make anisotropic filter actually work correctly and have it settable with a reg option - * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere - * - * Revision 1.20 2005/10/23 11:45:06 taylor - * add -ogl_shine to adjust the OGL shininess value so that people can play around and find the best value to use - * - * Revision 1.19 2005/09/30 09:47:06 taylor - * remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it - * add -cache_bitmaps and have bitmap caching between levels off by default - * when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise - * - * Revision 1.18 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 1.17 2005/05/23 05:56:26 taylor - * Jens, again: - * - compiler warning fixes - * - sanity and readability fixes for bmpman - * - * Revision 1.16 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 1.15 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 1.14 2005/04/15 11:42:27 taylor - * fix ambient light - * - * Revision 1.13 2005/04/12 02:04:56 phreak - * gr_set_ambient_light() function for the ambient light sliders in FRED - * - * Revision 1.12 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.11 2005/02/05 00:30:49 taylor - * fix a few things post merge - * - * Revision 1.10 2005/02/04 23:29:31 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 1.9 2005/01/21 21:12:52 taylor - * crap - * - * Revision 1.8 2005/01/21 08:29:04 taylor - * add -rlm cmdline option to switch to local viewpoint lighting calculations (OGL only for now) - * - * Revision 1.7 2005/01/07 14:00:04 argv - * Added missing #include. - * - * -- _argv[-1] - * - * Revision 1.6 2005/01/03 18:45:22 taylor - * dynamic allocation of num supported OpenGL lights - * add config option for more realistic light settings - * don't render spec maps in nebula to address lighting issue - * - * Revision 1.5 2005/01/01 11:24:23 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 1.4 2004/10/31 21:45:13 taylor - * Linux tree merge, single array for VBOs/HTL - * - * Revision 1.3 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 1.2 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.7 2004/05/13 00:17:20 taylor - * disable COLOR_MATERIAL, for nvidia drivers - * - * Revision 2.6 2004/05/12 23:24:35 phreak - * got rid of the color material call, nebulas should blind the player - * - * Revision 2.5 2004/05/11 19:39:29 phreak - * fixed an array bounds error that was causing debug builds to crash when - * rendering a ship - * - * Revision 2.4 2004/04/26 13:02:27 taylor - * light setup changes, support cmdline ambient value - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN diff --git a/fs2_open/code/graphics/gropengllight.h b/fs2_open/code/graphics/gropengllight.h index ee38651d16..88b3dbb0f9 100644 --- a/fs2_open/code/graphics/gropengllight.h +++ b/fs2_open/code/graphics/gropengllight.h @@ -8,72 +8,7 @@ */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLLight.h $ - * $Revision: 1.9.2.2 $ - * $Date: 2007-03-22 20:50:27 $ - * $Author: taylor $ - * - * header file containing definitions for HT&L lighting in OpenGL - * - * $Log: not supported by cvs2svn $ - * Revision 1.9.2.1 2006/12/07 18:10:16 taylor - * restore default ambient light values to retail-like settings (I based the previous values on default D3D, which was rather dumb of me) - * restore lighting falloff capability from retail and non-HTL modes (only used for asteroids as far as I know) - * various cleanups and speedups for dealing with lights - * - * Revision 1.9 2006/04/12 01:10:35 taylor - * some cleanup and slight reorg - * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) - * - avoid some costly math where possible in the drawing functions - * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now - * - minor cleanup to Win32 extension defines - * - make opengl_lights[] allocate only when using OGL - * - cleanup some costly per-frame lighting stuff - * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) - * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) - * - * Revision 1.8 2006/01/30 06:40:49 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * some basic lighting code cleanup - * - * Revision 1.7 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 1.6 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.5 2005/04/12 02:04:56 phreak - * gr_set_ambient_light() function for the ambient light sliders in FRED - * - * Revision 1.4 2005/02/04 10:12:29 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 1.3 2005/01/03 18:45:22 taylor - * dynamic allocation of num supported OpenGL lights - * add config option for more realistic light settings - * don't render spec maps in nebula to address lighting issue - * - * Revision 1.2 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.4 2004/04/26 13:02:27 taylor - * light setup changes, support cmdline ambient value - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifndef _GROPENGLLIGHT_H #define _GROPENGLLIGHT_H diff --git a/fs2_open/code/graphics/gropenglshader.cpp b/fs2_open/code/graphics/gropenglshader.cpp index 8ec03e4132..cbc1513d39 100644 --- a/fs2_open/code/graphics/gropenglshader.cpp +++ b/fs2_open/code/graphics/gropenglshader.cpp @@ -1,650 +1,650 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - - -#include "globalincs/pstypes.h" -#include "globalincs/def_files.h" - -#include "graphics/2d.h" -#include "lighting/lighting.h" -#include "graphics/grinternal.h" -#include "graphics/gropengl.h" -#include "graphics/gropenglextension.h" -#include "graphics/gropengltexture.h" -#include "graphics/gropengllight.h" -#include "graphics/gropengltnl.h" -#include "graphics/gropengldraw.h" -#include "graphics/gropenglshader.h" - -#include "math/vecmat.h" -#include "render/3d.h" -#include "cmdline/cmdline.h" - - -std::vector GL_shader; - -static char *GLshader_info_log = NULL; -static const int GLshader_info_log_size = 8192; - -#define MAX_SHADER_UNIFORMS 15 - -struct opengl_shader_file_t { - char *vert; - char *frag; - - int flags; - - int num_uniforms; - char *uniforms[MAX_SHADER_UNIFORMS]; -}; - -static opengl_shader_file_t GL_shader_file[] = { - { "null-v.sdr", "null-f.sdr", (0), 0, { NULL }, }, - - { "b-v.sdr", "b-f.sdr", (SDR_FLAG_DIFFUSE_MAP), - 1, { "sBasemap" } }, - - { "b-v.sdr", "bg-f.sdr", (SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP), - 2, { "sBasemap", "sGlowmap" } }, - - { "l-v.sdr", "lb-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP), - 2, { "sBasemap", "n_lights" } }, - - { "l-v.sdr", "lbg-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP), - 3, { "sBasemap", "sGlowmap", "n_lights" } }, - - { "l-v.sdr", "lbgs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP), - 4, { "sBasemap", "sGlowmap", "sSpecmap", "n_lights" } }, - - { "l-v.sdr", "lbs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP), - 3, { "sBasemap", "sSpecmap", "n_lights" } }, - - { "le-v.sdr", "lbgse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), - 7, { "sBasemap", "sGlowmap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "le-v.sdr", "lbse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), - 6, { "sBasemap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "ln-v.sdr", "lbgn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP), - 4, { "sBasemap", "sGlowmap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lbgsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), - 5, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lbn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP), - 3, { "sBasemap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lbsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), - 4, { "sBasemap", "sSpecmap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lbgnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 5, { "sBasemap", "sGlowmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "ln-v.sdr", "lbgsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 6, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "ln-v.sdr", "lbnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 4, { "sBasemap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "ln-v.sdr", "lbsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 5, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "lne-v.sdr", "lbgsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), - 8, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lne-v.sdr", "lbsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), - 7, { "sBasemap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lne-v.sdr", "lbgsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), - 9, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lne-v.sdr", "lbsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), - 8, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lf-v.sdr", "lfb-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP), - 2, { "sBasemap", "n_lights" } }, - - { "lf-v.sdr", "lfbg-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP), - 3, { "sBasemap", "sGlowmap", "n_lights" } }, - - { "lf-v.sdr", "lfbgs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP), - 4, { "sBasemap", "sGlowmap", "sSpecmap", "n_lights" } }, - - { "lf-v.sdr", "lfbs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP), - 3, { "sBasemap", "sSpecmap", "n_lights" } }, - - { "lfe-v.sdr", "lfbgse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), - 7, { "sBasemap", "sGlowmap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lfe-v.sdr", "lfbse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), - 6, { "sBasemap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lfn-v.sdr", "lfbgn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP), - 4, { "sBasemap", "sGlowmap", "sNormalmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbgsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), - 5, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP), - 3, { "sBasemap", "sNormalmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), - 4, { "sBasemap", "sSpecmap", "sNormalmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbgnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 5, { "sBasemap", "sGlowmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbgsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 6, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 4, { "sBasemap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "lfn-v.sdr", "lfbsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 5, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "lfne-v.sdr", "lfbgsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), - 8, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lfne-v.sdr", "lfbsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), - 7, { "sBasemap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lfne-v.sdr", "lfbgsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), - 9, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lfne-v.sdr", "lfbsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), - 8, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "l-v.sdr", "null-f.sdr", (SDR_FLAG_LIGHT), 0, { NULL } }, - - { "l-v.sdr", "lg-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP), - 2, { "sGlowmap", "n_lights" } }, - - { "l-v.sdr", "lgs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP), - 3, { "sGlowmap", "sSpecmap", "n_lights" } }, - - { "l-v.sdr", "ls-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP), - 2, { "sSpecmap", "n_lights" } }, - - { "le-v.sdr", "lgse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), - 6, { "sGlowmap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "le-v.sdr", "lse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), - 5, { "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "ln-v.sdr", "lgn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_NORMAL_MAP), - 3, { "sGlowmap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lgsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), - 4, { "sGlowmap", "sSpecmap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "ln-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_NORMAL_MAP), - 2, { "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), - 3, { "sSpecmap", "sNormalmap", "n_lights" } }, - - { "ln-v.sdr", "lgnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 4, { "sGlowmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "ln-v.sdr", "lgsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 5, { "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "ln-v.sdr", "lnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 3, { "sNormalmap", "sHeightmap", "n_lights" } }, - - { "ln-v.sdr", "lsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), - 4, { "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, - - { "lne-v.sdr", "lgsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), - 7, { "sGlowmap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lne-v.sdr", "lsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), - 6, { "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lne-v.sdr", "lgsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), - 8, { "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, - - { "lne-v.sdr", "lsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), - 7, { "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } } -}; - -static const int Num_shader_files = sizeof(GL_shader_file) / sizeof(opengl_shader_file_t); - -opengl_shader_t *Current_shader = NULL; - - -void opengl_shader_check_info_log(GLhandleARB shader_object); - - -void opengl_shader_set_current(opengl_shader_t *shader_obj) -{ - Current_shader = shader_obj; - - if (Current_shader != NULL) { - vglUseProgramObjectARB(Current_shader->program_id); - -#ifndef NDEBUG - if ( opengl_check_for_errors("shader_set_current()") ) { - vglValidateProgramARB(Current_shader->program_id); - - GLint obj_status = 0; - vglGetObjectParameterivARB(Current_shader->program_id, GL_OBJECT_VALIDATE_STATUS_ARB, &obj_status); - - if ( !obj_status ) { - opengl_shader_check_info_log(Current_shader->program_id); - - mprintf(("VALIDATE INFO-LOG:\n")); - - if (strlen(GLshader_info_log) > 5) { - mprintf(("%s\n", GLshader_info_log)); - } else { - mprintf(("\n")); - } - } - } -#endif - } else { - vglUseProgramObjectARB(0); - } -} - -int opengl_shader_get_index(int flags) -{ - uint idx; - - for (idx = 0; idx < GL_shader.size(); idx++) { - if (GL_shader[idx].flags == flags) { - return idx; - } - } - - return -1; -} - -void opengl_shader_shutdown() -{ - uint i; - - if ( !Use_GLSL ) { - return; - } - - for (i = 0; i < GL_shader.size(); i++) { - if (GL_shader[i].program_id) { - vglDeleteObjectARB(GL_shader[i].program_id); - GL_shader[i].program_id = 0; - } - - GL_shader[i].uniforms.clear(); - } - - GL_shader.clear(); - - if (GLshader_info_log != NULL) { - vm_free(GLshader_info_log); - GLshader_info_log = NULL; - } -} - -void opengl_shader_init() -{ - char *vert = NULL, *frag = NULL; - CFILE *cf_vert = NULL, *cf_frag = NULL; - int i, idx, len; - - if ( !Use_GLSL ) { - return; - } - - GL_shader.reserve(Num_shader_files); - - for (idx = 0; idx < Num_shader_files; idx++) { - bool in_error = false; - opengl_shader_t new_shader; - opengl_shader_file_t *shader_file = &GL_shader_file[idx]; - - - if ( !Cmdline_glow && (shader_file->flags & SDR_FLAG_GLOW_MAP) ) { - continue; - } - - if ( !Cmdline_spec && (shader_file->flags & SDR_FLAG_SPEC_MAP) ) { - continue; - } - - if ( !Cmdline_env && (shader_file->flags & SDR_FLAG_ENV_MAP) ) { - continue; - } - - if ( !Cmdline_normal && (shader_file->flags & SDR_FLAG_NORMAL_MAP) ) { - continue; - } - - if ( !Cmdline_height && (shader_file->flags & SDR_FLAG_HEIGHT_MAP) ) { - continue; - } - - mprintf((" Compiling shader -> %s / %s ... \n", shader_file->vert, shader_file->frag)); - - // read vertex shader - cf_vert = cfopen(shader_file->vert, "rt", CFILE_NORMAL, CF_TYPE_EFFECTS); - - if (cf_vert != NULL) { - len = cfilelength(cf_vert); - vert = (char*) vm_malloc(len+1); - memset( vert, 0, len+1 ); - cfread(vert, len+1, 1, cf_vert); - cfclose(cf_vert); - cf_vert = NULL; - } else { - in_error = true; - goto Done; - } - - // read fragment shader - cf_frag = cfopen(shader_file->frag, "rt", CFILE_NORMAL, CF_TYPE_EFFECTS); - - if (cf_frag != NULL) { - len = cfilelength(cf_frag); - frag = (char*) vm_malloc(len+1); - memset( frag, 0, len+1 ); - cfread(frag, len+1, 1, cf_frag); - cfclose(cf_frag); - cf_frag = NULL; - } else { - in_error = true; - goto Done; - } - - Verify( vert != NULL ); - Verify( frag != NULL ); - - new_shader.program_id = opengl_shader_create(vert, frag); - - if ( !new_shader.program_id ) { - in_error = true; - goto Done; - } - - new_shader.flags = shader_file->flags; - - opengl_shader_set_current( &new_shader ); - - new_shader.uniforms.reserve(shader_file->num_uniforms); - - for (i = 0; i < shader_file->num_uniforms; i++) { - opengl_shader_init_uniform( shader_file->uniforms[i] ); - } - - opengl_shader_set_current(); - - // add it to our list of embedded shaders - GL_shader.push_back( new_shader ); - - Done: - if (cf_vert != NULL) { - cfclose(cf_vert); - cf_vert = NULL; - } - - if (cf_frag != NULL) { - cfclose(cf_frag); - cf_frag = NULL; - } - - if (vert != NULL) { - vm_free(vert); - vert = NULL; - } - - if (frag != NULL) { - vm_free(frag); - frag = NULL; - } - - if (in_error) { - // shut off relevant usage things ... - - if (shader_file->flags & SDR_FLAG_HEIGHT_MAP) { - mprintf((" Shader in_error! Disabling height maps!\n")); - Cmdline_height = 0; - } - - if (shader_file->flags & SDR_FLAG_NORMAL_MAP) { - mprintf((" Shader in_error! Disabling normal maps and height maps!\n")); - Cmdline_height = 0; - Cmdline_normal = 0; - } - - if (idx == 0) { - mprintf((" Shader in_error! Disabling GLSL!\n")); - - Use_GLSL = 0; - Cmdline_height = 0; - Cmdline_normal = 0; - - GL_shader.clear(); - break;; - } - } - } - - mprintf(("\n")); -} - -void opengl_shader_check_info_log(GLhandleARB shader_object) -{ - if (GLshader_info_log == NULL) { - GLshader_info_log = (char *) vm_malloc(GLshader_info_log_size); - } - - memset(GLshader_info_log, 0, GLshader_info_log_size); - - vglGetInfoLogARB(shader_object, GLshader_info_log_size-1, 0, GLshader_info_log); -} - -GLhandleARB opengl_shader_compile_object(const GLcharARB *shader_source, GLenum shader_type) -{ - GLhandleARB shader_object = 0; - GLint status = 0; - - shader_object = vglCreateShaderObjectARB(shader_type); - - vglShaderSourceARB(shader_object, 1, &shader_source, NULL); - vglCompileShaderARB(shader_object); - - // check if the compile was successful - vglGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB, &status); - - opengl_shader_check_info_log(shader_object); - - // we failed, bail out now... - if (status == 0) { - // basic error check - mprintf(("%s shader failed to compile:\n%s\n", (shader_type == GL_VERTEX_SHADER_ARB) ? "Vertex" : "Fragment", GLshader_info_log)); - - // this really shouldn't exist, but just in case - if (shader_object) { - vglDeleteObjectARB(shader_object); - } - - return 0; - } - - // we succeeded, maybe output warnings too - if (strlen(GLshader_info_log) > 5) { - nprintf(("SHADER-DEBUG", "%s shader compiled with warnings:\n%s\n", (shader_type == GL_VERTEX_SHADER_ARB) ? "Vertex" : "Fragment", GLshader_info_log)); - } - - return shader_object; -} - -GLhandleARB opengl_shader_link_object(GLhandleARB vertex_object, GLhandleARB fragment_object) -{ - GLhandleARB shader_object = 0; - GLint status = 0; - - shader_object = vglCreateProgramObjectARB(); - - if (vertex_object) { - vglAttachObjectARB(shader_object, vertex_object); - } - - if (fragment_object) { - vglAttachObjectARB(shader_object, fragment_object); - } - - vglLinkProgramARB(shader_object); - - // check if the link was successful - vglGetObjectParameterivARB(shader_object, GL_OBJECT_LINK_STATUS_ARB, &status); - - opengl_shader_check_info_log(shader_object); - - // we failed, bail out now... - if (status == 0) { - mprintf(("Shader failed to link:\n%s\n", GLshader_info_log)); - - if (shader_object) { - vglDeleteObjectARB(shader_object); - } - - return 0; - } - - // we succeeded, maybe output warnings too - if (strlen(GLshader_info_log) > 5) { - nprintf(("SHADER-DEBUG", "Shader linked with warnings:\n%s\n", GLshader_info_log)); - } - - return shader_object; -} - -/*GLhandleARB opengl_shader_create(const char *vs, const char *fs) -{ - GLhandleARB vs_o = 0; - GLhandleARB fs_o = 0; - GLhandleARB program = 0; - - if (vs) { - vs_o = opengl_shader_compile_object( (const GLcharARB*)vs, GL_VERTEX_SHADER_ARB ); - - if ( !vs_o ) { - mprintf(("ERROR! Unable to create vertex shader!\n")); - goto Done; - } - } - - if (fs) { - fs_o = opengl_shader_compile_object( (const GLcharARB*)fs, GL_FRAGMENT_SHADER_ARB ); - - if ( !fs_o ) { - mprintf(("ERROR! Unable to create fragment shader!\n")); - goto Done; - } - } - - program = opengl_shader_link_object(vs_o, fs_o); - - if ( !program ) { - mprintf(("ERROR! Unable to create shader program!\n")); - } - -Done: - if (vs_o) { - vglDeleteObjectARB(vs_o); - } - - if (fs_o) { - vglDeleteObjectARB(fs_o); - } - - return program; -}*/ - -GLhandleARB opengl_shader_create(const char *vs, const char *fs) -{ - GLhandleARB vs_o = 0; - GLhandleARB fs_o = 0; - GLhandleARB program = 0; - - if (vs) { - vs_o = opengl_shader_compile_object( (const GLcharARB*)vs, GL_VERTEX_SHADER_ARB ); - - if ( !vs_o ) { - mprintf(("ERROR! Unable to create vertex shader!\n")); - goto Done; - } - } - - if (fs) { - fs_o = opengl_shader_compile_object( (const GLcharARB*)fs, GL_FRAGMENT_SHADER_ARB ); - - if ( !fs_o ) { - mprintf(("ERROR! Unable to create fragment shader!\n")); - goto Done; - } - } - - program = opengl_shader_link_object(vs_o, fs_o); - - if ( !program ) { - mprintf(("ERROR! Unable to create shader program!\n")); - } - -Done: - if (vs_o) { - vglDeleteObjectARB(vs_o); - } - - if (fs_o) { - vglDeleteObjectARB(fs_o); - } - - return program; -} - -void opengl_shader_init_uniform(char *uniform_text) -{ - opengl_shader_uniform_t new_uniform; - - if ( (Current_shader == NULL) || (uniform_text == NULL) ) { - Int3(); - return; - } - - new_uniform.text_id = uniform_text; - new_uniform.location = vglGetUniformLocationARB(Current_shader->program_id, uniform_text); - - if (new_uniform.location < 0) { - mprintf(("WARNING: Unable to get shader uniform location for \"%s\"!\n", uniform_text)); - return; - } - - Current_shader->uniforms.push_back( new_uniform ); -} - -GLint opengl_shader_get_uniform(char *uniform_text) -{ - if ( (Current_shader == NULL) || (uniform_text == NULL) ) { - Int3(); - return -1; - } - - std::vector::iterator uniform; - - for (uniform = Current_shader->uniforms.begin(); uniform != Current_shader->uniforms.end(); ++uniform) { - if ( !uniform->text_id.compare(uniform_text) ) { - return uniform->location; - } - } - - return -1; -} +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + + +#include "globalincs/pstypes.h" +#include "globalincs/def_files.h" + +#include "graphics/2d.h" +#include "lighting/lighting.h" +#include "graphics/grinternal.h" +#include "graphics/gropengl.h" +#include "graphics/gropenglextension.h" +#include "graphics/gropengltexture.h" +#include "graphics/gropengllight.h" +#include "graphics/gropengltnl.h" +#include "graphics/gropengldraw.h" +#include "graphics/gropenglshader.h" + +#include "math/vecmat.h" +#include "render/3d.h" +#include "cmdline/cmdline.h" + + +std::vector GL_shader; + +static char *GLshader_info_log = NULL; +static const int GLshader_info_log_size = 8192; + +#define MAX_SHADER_UNIFORMS 15 + +struct opengl_shader_file_t { + char *vert; + char *frag; + + int flags; + + int num_uniforms; + char *uniforms[MAX_SHADER_UNIFORMS]; +}; + +static opengl_shader_file_t GL_shader_file[] = { + { "null-v.sdr", "null-f.sdr", (0), 0, { NULL }, }, + + { "b-v.sdr", "b-f.sdr", (SDR_FLAG_DIFFUSE_MAP), + 1, { "sBasemap" } }, + + { "b-v.sdr", "bg-f.sdr", (SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP), + 2, { "sBasemap", "sGlowmap" } }, + + { "l-v.sdr", "lb-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP), + 2, { "sBasemap", "n_lights" } }, + + { "l-v.sdr", "lbg-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP), + 3, { "sBasemap", "sGlowmap", "n_lights" } }, + + { "l-v.sdr", "lbgs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP), + 4, { "sBasemap", "sGlowmap", "sSpecmap", "n_lights" } }, + + { "l-v.sdr", "lbs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP), + 3, { "sBasemap", "sSpecmap", "n_lights" } }, + + { "le-v.sdr", "lbgse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), + 7, { "sBasemap", "sGlowmap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "le-v.sdr", "lbse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), + 6, { "sBasemap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "ln-v.sdr", "lbgn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP), + 4, { "sBasemap", "sGlowmap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lbgsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), + 5, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lbn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP), + 3, { "sBasemap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lbsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), + 4, { "sBasemap", "sSpecmap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lbgnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 5, { "sBasemap", "sGlowmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "ln-v.sdr", "lbgsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 6, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "ln-v.sdr", "lbnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 4, { "sBasemap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "ln-v.sdr", "lbsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 5, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "lne-v.sdr", "lbgsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), + 8, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lne-v.sdr", "lbsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), + 7, { "sBasemap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lne-v.sdr", "lbgsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), + 9, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lne-v.sdr", "lbsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), + 8, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lf-v.sdr", "lfb-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP), + 2, { "sBasemap", "n_lights" } }, + + { "lf-v.sdr", "lfbg-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP), + 3, { "sBasemap", "sGlowmap", "n_lights" } }, + + { "lf-v.sdr", "lfbgs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP), + 4, { "sBasemap", "sGlowmap", "sSpecmap", "n_lights" } }, + + { "lf-v.sdr", "lfbs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP), + 3, { "sBasemap", "sSpecmap", "n_lights" } }, + + { "lfe-v.sdr", "lfbgse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), + 7, { "sBasemap", "sGlowmap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lfe-v.sdr", "lfbse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), + 6, { "sBasemap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lfn-v.sdr", "lfbgn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP), + 4, { "sBasemap", "sGlowmap", "sNormalmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbgsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), + 5, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP), + 3, { "sBasemap", "sNormalmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), + 4, { "sBasemap", "sSpecmap", "sNormalmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbgnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP| SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 5, { "sBasemap", "sGlowmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbgsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 6, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 4, { "sBasemap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "lfn-v.sdr", "lfbsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 5, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "lfne-v.sdr", "lfbgsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), + 8, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lfne-v.sdr", "lfbsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), + 7, { "sBasemap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lfne-v.sdr", "lfbgsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), + 9, { "sBasemap", "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lfne-v.sdr", "lfbsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_FOG | SDR_FLAG_DIFFUSE_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), + 8, { "sBasemap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "l-v.sdr", "null-f.sdr", (SDR_FLAG_LIGHT), 0, { NULL } }, + + { "l-v.sdr", "lg-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP), + 2, { "sGlowmap", "n_lights" } }, + + { "l-v.sdr", "lgs-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP), + 3, { "sGlowmap", "sSpecmap", "n_lights" } }, + + { "l-v.sdr", "ls-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP), + 2, { "sSpecmap", "n_lights" } }, + + { "le-v.sdr", "lgse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), + 6, { "sGlowmap", "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "le-v.sdr", "lse-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_ENV_MAP), + 5, { "sSpecmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "ln-v.sdr", "lgn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_NORMAL_MAP), + 3, { "sGlowmap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lgsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), + 4, { "sGlowmap", "sSpecmap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "ln-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_NORMAL_MAP), + 2, { "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lsn-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP), + 3, { "sSpecmap", "sNormalmap", "n_lights" } }, + + { "ln-v.sdr", "lgnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 4, { "sGlowmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "ln-v.sdr", "lgsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 5, { "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "ln-v.sdr", "lnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 3, { "sNormalmap", "sHeightmap", "n_lights" } }, + + { "ln-v.sdr", "lsnh-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP), + 4, { "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" } }, + + { "lne-v.sdr", "lgsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), + 7, { "sGlowmap", "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lne-v.sdr", "lsne-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_ENV_MAP), + 6, { "sSpecmap", "sNormalmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lne-v.sdr", "lgsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_GLOW_MAP | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), + 8, { "sGlowmap", "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } }, + + { "lne-v.sdr", "lsnhe-f.sdr", (SDR_FLAG_LIGHT | SDR_FLAG_SPEC_MAP | SDR_FLAG_NORMAL_MAP | SDR_FLAG_HEIGHT_MAP | SDR_FLAG_ENV_MAP), + 7, { "sSpecmap", "sNormalmap", "sHeightmap", "sEnvmap", "envMatrix", "alpha_spec", "n_lights" } } +}; + +static const int Num_shader_files = sizeof(GL_shader_file) / sizeof(opengl_shader_file_t); + +opengl_shader_t *Current_shader = NULL; + + +void opengl_shader_check_info_log(GLhandleARB shader_object); + + +void opengl_shader_set_current(opengl_shader_t *shader_obj) +{ + Current_shader = shader_obj; + + if (Current_shader != NULL) { + vglUseProgramObjectARB(Current_shader->program_id); + +#ifndef NDEBUG + if ( opengl_check_for_errors("shader_set_current()") ) { + vglValidateProgramARB(Current_shader->program_id); + + GLint obj_status = 0; + vglGetObjectParameterivARB(Current_shader->program_id, GL_OBJECT_VALIDATE_STATUS_ARB, &obj_status); + + if ( !obj_status ) { + opengl_shader_check_info_log(Current_shader->program_id); + + mprintf(("VALIDATE INFO-LOG:\n")); + + if (strlen(GLshader_info_log) > 5) { + mprintf(("%s\n", GLshader_info_log)); + } else { + mprintf(("\n")); + } + } + } +#endif + } else { + vglUseProgramObjectARB(0); + } +} + +int opengl_shader_get_index(int flags) +{ + uint idx; + + for (idx = 0; idx < GL_shader.size(); idx++) { + if (GL_shader[idx].flags == flags) { + return idx; + } + } + + return -1; +} + +void opengl_shader_shutdown() +{ + uint i; + + if ( !Use_GLSL ) { + return; + } + + for (i = 0; i < GL_shader.size(); i++) { + if (GL_shader[i].program_id) { + vglDeleteObjectARB(GL_shader[i].program_id); + GL_shader[i].program_id = 0; + } + + GL_shader[i].uniforms.clear(); + } + + GL_shader.clear(); + + if (GLshader_info_log != NULL) { + vm_free(GLshader_info_log); + GLshader_info_log = NULL; + } +} + +void opengl_shader_init() +{ + char *vert = NULL, *frag = NULL; + CFILE *cf_vert = NULL, *cf_frag = NULL; + int i, idx, len; + + if ( !Use_GLSL ) { + return; + } + + GL_shader.reserve(Num_shader_files); + + for (idx = 0; idx < Num_shader_files; idx++) { + bool in_error = false; + opengl_shader_t new_shader; + opengl_shader_file_t *shader_file = &GL_shader_file[idx]; + + + if ( !Cmdline_glow && (shader_file->flags & SDR_FLAG_GLOW_MAP) ) { + continue; + } + + if ( !Cmdline_spec && (shader_file->flags & SDR_FLAG_SPEC_MAP) ) { + continue; + } + + if ( !Cmdline_env && (shader_file->flags & SDR_FLAG_ENV_MAP) ) { + continue; + } + + if ( !Cmdline_normal && (shader_file->flags & SDR_FLAG_NORMAL_MAP) ) { + continue; + } + + if ( !Cmdline_height && (shader_file->flags & SDR_FLAG_HEIGHT_MAP) ) { + continue; + } + + mprintf((" Compiling shader -> %s / %s ... \n", shader_file->vert, shader_file->frag)); + + // read vertex shader + cf_vert = cfopen(shader_file->vert, "rt", CFILE_NORMAL, CF_TYPE_EFFECTS); + + if (cf_vert != NULL) { + len = cfilelength(cf_vert); + vert = (char*) vm_malloc(len+1); + memset( vert, 0, len+1 ); + cfread(vert, len+1, 1, cf_vert); + cfclose(cf_vert); + cf_vert = NULL; + } else { + in_error = true; + goto Done; + } + + // read fragment shader + cf_frag = cfopen(shader_file->frag, "rt", CFILE_NORMAL, CF_TYPE_EFFECTS); + + if (cf_frag != NULL) { + len = cfilelength(cf_frag); + frag = (char*) vm_malloc(len+1); + memset( frag, 0, len+1 ); + cfread(frag, len+1, 1, cf_frag); + cfclose(cf_frag); + cf_frag = NULL; + } else { + in_error = true; + goto Done; + } + + Verify( vert != NULL ); + Verify( frag != NULL ); + + new_shader.program_id = opengl_shader_create(vert, frag); + + if ( !new_shader.program_id ) { + in_error = true; + goto Done; + } + + new_shader.flags = shader_file->flags; + + opengl_shader_set_current( &new_shader ); + + new_shader.uniforms.reserve(shader_file->num_uniforms); + + for (i = 0; i < shader_file->num_uniforms; i++) { + opengl_shader_init_uniform( shader_file->uniforms[i] ); + } + + opengl_shader_set_current(); + + // add it to our list of embedded shaders + GL_shader.push_back( new_shader ); + + Done: + if (cf_vert != NULL) { + cfclose(cf_vert); + cf_vert = NULL; + } + + if (cf_frag != NULL) { + cfclose(cf_frag); + cf_frag = NULL; + } + + if (vert != NULL) { + vm_free(vert); + vert = NULL; + } + + if (frag != NULL) { + vm_free(frag); + frag = NULL; + } + + if (in_error) { + // shut off relevant usage things ... + + if (shader_file->flags & SDR_FLAG_HEIGHT_MAP) { + mprintf((" Shader in_error! Disabling height maps!\n")); + Cmdline_height = 0; + } + + if (shader_file->flags & SDR_FLAG_NORMAL_MAP) { + mprintf((" Shader in_error! Disabling normal maps and height maps!\n")); + Cmdline_height = 0; + Cmdline_normal = 0; + } + + if (idx == 0) { + mprintf((" Shader in_error! Disabling GLSL!\n")); + + Use_GLSL = 0; + Cmdline_height = 0; + Cmdline_normal = 0; + + GL_shader.clear(); + break;; + } + } + } + + mprintf(("\n")); +} + +void opengl_shader_check_info_log(GLhandleARB shader_object) +{ + if (GLshader_info_log == NULL) { + GLshader_info_log = (char *) vm_malloc(GLshader_info_log_size); + } + + memset(GLshader_info_log, 0, GLshader_info_log_size); + + vglGetInfoLogARB(shader_object, GLshader_info_log_size-1, 0, GLshader_info_log); +} + +GLhandleARB opengl_shader_compile_object(const GLcharARB *shader_source, GLenum shader_type) +{ + GLhandleARB shader_object = 0; + GLint status = 0; + + shader_object = vglCreateShaderObjectARB(shader_type); + + vglShaderSourceARB(shader_object, 1, &shader_source, NULL); + vglCompileShaderARB(shader_object); + + // check if the compile was successful + vglGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB, &status); + + opengl_shader_check_info_log(shader_object); + + // we failed, bail out now... + if (status == 0) { + // basic error check + mprintf(("%s shader failed to compile:\n%s\n", (shader_type == GL_VERTEX_SHADER_ARB) ? "Vertex" : "Fragment", GLshader_info_log)); + + // this really shouldn't exist, but just in case + if (shader_object) { + vglDeleteObjectARB(shader_object); + } + + return 0; + } + + // we succeeded, maybe output warnings too + if (strlen(GLshader_info_log) > 5) { + nprintf(("SHADER-DEBUG", "%s shader compiled with warnings:\n%s\n", (shader_type == GL_VERTEX_SHADER_ARB) ? "Vertex" : "Fragment", GLshader_info_log)); + } + + return shader_object; +} + +GLhandleARB opengl_shader_link_object(GLhandleARB vertex_object, GLhandleARB fragment_object) +{ + GLhandleARB shader_object = 0; + GLint status = 0; + + shader_object = vglCreateProgramObjectARB(); + + if (vertex_object) { + vglAttachObjectARB(shader_object, vertex_object); + } + + if (fragment_object) { + vglAttachObjectARB(shader_object, fragment_object); + } + + vglLinkProgramARB(shader_object); + + // check if the link was successful + vglGetObjectParameterivARB(shader_object, GL_OBJECT_LINK_STATUS_ARB, &status); + + opengl_shader_check_info_log(shader_object); + + // we failed, bail out now... + if (status == 0) { + mprintf(("Shader failed to link:\n%s\n", GLshader_info_log)); + + if (shader_object) { + vglDeleteObjectARB(shader_object); + } + + return 0; + } + + // we succeeded, maybe output warnings too + if (strlen(GLshader_info_log) > 5) { + nprintf(("SHADER-DEBUG", "Shader linked with warnings:\n%s\n", GLshader_info_log)); + } + + return shader_object; +} + +/*GLhandleARB opengl_shader_create(const char *vs, const char *fs) +{ + GLhandleARB vs_o = 0; + GLhandleARB fs_o = 0; + GLhandleARB program = 0; + + if (vs) { + vs_o = opengl_shader_compile_object( (const GLcharARB*)vs, GL_VERTEX_SHADER_ARB ); + + if ( !vs_o ) { + mprintf(("ERROR! Unable to create vertex shader!\n")); + goto Done; + } + } + + if (fs) { + fs_o = opengl_shader_compile_object( (const GLcharARB*)fs, GL_FRAGMENT_SHADER_ARB ); + + if ( !fs_o ) { + mprintf(("ERROR! Unable to create fragment shader!\n")); + goto Done; + } + } + + program = opengl_shader_link_object(vs_o, fs_o); + + if ( !program ) { + mprintf(("ERROR! Unable to create shader program!\n")); + } + +Done: + if (vs_o) { + vglDeleteObjectARB(vs_o); + } + + if (fs_o) { + vglDeleteObjectARB(fs_o); + } + + return program; +}*/ + +GLhandleARB opengl_shader_create(const char *vs, const char *fs) +{ + GLhandleARB vs_o = 0; + GLhandleARB fs_o = 0; + GLhandleARB program = 0; + + if (vs) { + vs_o = opengl_shader_compile_object( (const GLcharARB*)vs, GL_VERTEX_SHADER_ARB ); + + if ( !vs_o ) { + mprintf(("ERROR! Unable to create vertex shader!\n")); + goto Done; + } + } + + if (fs) { + fs_o = opengl_shader_compile_object( (const GLcharARB*)fs, GL_FRAGMENT_SHADER_ARB ); + + if ( !fs_o ) { + mprintf(("ERROR! Unable to create fragment shader!\n")); + goto Done; + } + } + + program = opengl_shader_link_object(vs_o, fs_o); + + if ( !program ) { + mprintf(("ERROR! Unable to create shader program!\n")); + } + +Done: + if (vs_o) { + vglDeleteObjectARB(vs_o); + } + + if (fs_o) { + vglDeleteObjectARB(fs_o); + } + + return program; +} + +void opengl_shader_init_uniform(char *uniform_text) +{ + opengl_shader_uniform_t new_uniform; + + if ( (Current_shader == NULL) || (uniform_text == NULL) ) { + Int3(); + return; + } + + new_uniform.text_id = uniform_text; + new_uniform.location = vglGetUniformLocationARB(Current_shader->program_id, uniform_text); + + if (new_uniform.location < 0) { + mprintf(("WARNING: Unable to get shader uniform location for \"%s\"!\n", uniform_text)); + return; + } + + Current_shader->uniforms.push_back( new_uniform ); +} + +GLint opengl_shader_get_uniform(char *uniform_text) +{ + if ( (Current_shader == NULL) || (uniform_text == NULL) ) { + Int3(); + return -1; + } + + std::vector::iterator uniform; + + for (uniform = Current_shader->uniforms.begin(); uniform != Current_shader->uniforms.end(); ++uniform) { + if ( !uniform->text_id.compare(uniform_text) ) { + return uniform->location; + } + } + + return -1; +} diff --git a/fs2_open/code/graphics/gropenglshader.h b/fs2_open/code/graphics/gropenglshader.h index 2b038825e1..adc4800225 100644 --- a/fs2_open/code/graphics/gropenglshader.h +++ b/fs2_open/code/graphics/gropenglshader.h @@ -1,62 +1,62 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - - -#ifndef _GROPENGLSHADER_H -#define _GROPENGLSHADER_H - -#include "globalincs/pstypes.h" - -#include -#include - - -#define SDR_FLAG_LIGHT (1<<0) -#define SDR_FLAG_FOG (1<<1) -#define SDR_FLAG_DIFFUSE_MAP (1<<2) -#define SDR_FLAG_GLOW_MAP (1<<3) -#define SDR_FLAG_SPEC_MAP (1<<4) -#define SDR_FLAG_NORMAL_MAP (1<<5) -#define SDR_FLAG_HEIGHT_MAP (1<<6) -#define SDR_FLAG_ENV_MAP (1<<7) - - -typedef struct opengl_shader_uniform_t { - std::string text_id; - GLint location; - - opengl_shader_uniform_t() : location(-1) {} -} opengl_shader_uniform_t; - -typedef struct opengl_shader_t { - GLhandleARB program_id; - int flags; - - std::vector uniforms; - - opengl_shader_t() : program_id(0), flags(0) {} - ~opengl_shader_t() { uniforms.clear(); } -} opengl_shader_t; - -extern std::vector GL_shader; - -extern opengl_shader_t *Current_shader; - -int opengl_shader_get_index(int flags); -void opengl_shader_set_current(opengl_shader_t *shader_obj = NULL); - -void opengl_shader_init(); -void opengl_shader_shutdown(); - -GLhandleARB opengl_shader_create(const char *vs, const char *fs); - -void opengl_shader_init_uniform(char *uniform_text); -GLint opengl_shader_get_uniform(char *uniform_text); - -#endif // _GROPENGLSHADER_H +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + + +#ifndef _GROPENGLSHADER_H +#define _GROPENGLSHADER_H + +#include "globalincs/pstypes.h" + +#include +#include + + +#define SDR_FLAG_LIGHT (1<<0) +#define SDR_FLAG_FOG (1<<1) +#define SDR_FLAG_DIFFUSE_MAP (1<<2) +#define SDR_FLAG_GLOW_MAP (1<<3) +#define SDR_FLAG_SPEC_MAP (1<<4) +#define SDR_FLAG_NORMAL_MAP (1<<5) +#define SDR_FLAG_HEIGHT_MAP (1<<6) +#define SDR_FLAG_ENV_MAP (1<<7) + + +typedef struct opengl_shader_uniform_t { + std::string text_id; + GLint location; + + opengl_shader_uniform_t() : location(-1) {} +} opengl_shader_uniform_t; + +typedef struct opengl_shader_t { + GLhandleARB program_id; + int flags; + + std::vector uniforms; + + opengl_shader_t() : program_id(0), flags(0) {} + ~opengl_shader_t() { uniforms.clear(); } +} opengl_shader_t; + +extern std::vector GL_shader; + +extern opengl_shader_t *Current_shader; + +int opengl_shader_get_index(int flags); +void opengl_shader_set_current(opengl_shader_t *shader_obj = NULL); + +void opengl_shader_init(); +void opengl_shader_shutdown(); + +GLhandleARB opengl_shader_create(const char *vs, const char *fs); + +void opengl_shader_init_uniform(char *uniform_text); +GLint opengl_shader_get_uniform(char *uniform_text); + +#endif // _GROPENGLSHADER_H diff --git a/fs2_open/code/graphics/gropenglstate.cpp b/fs2_open/code/graphics/gropenglstate.cpp index 57ebf29f1b..0f1b0f4c19 100644 --- a/fs2_open/code/graphics/gropenglstate.cpp +++ b/fs2_open/code/graphics/gropenglstate.cpp @@ -1,809 +1,809 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - - -#include "globalincs/pstypes.h" -#include "graphics/gropengl.h" -#include "graphics/gropenglstate.h" -#include "graphics/gropengllight.h" - -#include - -extern GLfloat GL_max_anisotropy; - - -opengl_state GL_state; - - -opengl_texture_state::~opengl_texture_state() -{ - if (units != NULL) { - vm_free(units); - } -} - -void opengl_texture_state::init(GLint n_units) -{ - Assert( n_units > 0 ); - units = (opengl_texture_unit*) vm_malloc(n_units * sizeof(opengl_texture_unit)); - num_texture_units = n_units; - - for (int i = 0; i < num_texture_units; i++) { - units[i].active = GL_FALSE; - units[i].enabled = GL_FALSE; - - default_values(i); - } - - DisableAll(); -} - -void opengl_texture_state::default_values(GLint unit, GLenum target) -{ - vglActiveTextureARB(GL_TEXTURE0 + unit); - - if (target == GL_INVALID_ENUM) { - if (unit < GL_supported_texture_units) { - glDisable(GL_TEXTURE_2D); - glDisable(GL_TEXTURE_CUBE_MAP); - glDisable(GL_TEXTURE_RECTANGLE_ARB); - } - - glBindTexture(GL_TEXTURE_2D, 0); - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); - - units[unit].texture_target = GL_TEXTURE_2D; - units[unit].texture_id = 0; - } - - if (unit < GL_supported_texture_units) { - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); - glDisable(GL_TEXTURE_GEN_R); - glDisable(GL_TEXTURE_GEN_Q); - } - - units[unit].texgen_S = GL_FALSE; - units[unit].texgen_T = GL_FALSE; - units[unit].texgen_R = GL_FALSE; - units[unit].texgen_Q = GL_FALSE; - - if (unit < GL_supported_texture_units) { - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - } - - units[unit].texgen_mode_S = GL_EYE_LINEAR; - units[unit].texgen_mode_T = GL_EYE_LINEAR; - units[unit].texgen_mode_R = GL_EYE_LINEAR; - units[unit].texgen_mode_Q = GL_EYE_LINEAR; - - glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_R, GL_REPEAT); - - units[unit].wrap_S = GL_REPEAT; - units[unit].wrap_T = GL_REPEAT; - units[unit].wrap_R = GL_REPEAT; - - glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); - glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MAX_LEVEL, 1000); - - units[unit].mag_filter = GL_LINEAR; - units[unit].min_filter = GL_NEAREST_MIPMAP_LINEAR; - units[unit].max_level = 1000; - - if (unit < GL_supported_texture_units) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); - } - - units[unit].env_mode = GL_MODULATE; - units[unit].env_combine_rgb = GL_MODULATE; - units[unit].env_combine_alpha = GL_MODULATE; - - if (unit < GL_supported_texture_units) { - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f); - glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); - } - - units[unit].rgb_scale = 1.0f; - units[unit].alpha_scale = 1.0f; - - units[unit].aniso_filter = 1.0f; -} - -GLboolean opengl_texture_state::TexgenS(GLint state) -{ - GLboolean save_state = units[active_texture_unit].texgen_S; - - if ( !((state == -1) || (state == units[active_texture_unit].texgen_S)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_TEXTURE_GEN_S); - units[active_texture_unit].texgen_S = GL_TRUE; - } else { - glDisable(GL_TEXTURE_GEN_S); - units[active_texture_unit].texgen_S = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_texture_state::TexgenT(GLint state) -{ - GLboolean save_state = units[active_texture_unit].texgen_T; - - if ( !((state == -1) || (state == units[active_texture_unit].texgen_T)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_TEXTURE_GEN_T); - units[active_texture_unit].texgen_T = GL_TRUE; - } else { - glDisable(GL_TEXTURE_GEN_T); - units[active_texture_unit].texgen_T = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_texture_state::TexgenR(GLint state) -{ - GLboolean save_state = units[active_texture_unit].texgen_R; - - if ( !((state == -1) || (state == units[active_texture_unit].texgen_R)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_TEXTURE_GEN_R); - units[active_texture_unit].texgen_R = GL_TRUE; - } else { - glDisable(GL_TEXTURE_GEN_R); - units[active_texture_unit].texgen_R = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_texture_state::TexgenQ(GLint state) -{ - GLboolean save_state = units[active_texture_unit].texgen_Q; - - if ( !((state == -1) || (state == units[active_texture_unit].texgen_Q)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_TEXTURE_GEN_Q); - units[active_texture_unit].texgen_Q = GL_TRUE; - } else { - glDisable(GL_TEXTURE_GEN_Q); - units[active_texture_unit].texgen_Q = GL_FALSE; - } - } - - return save_state; -} - -void opengl_texture_state::SetTarget(GLenum tex_target) -{ - if (units[active_texture_unit].texture_target != tex_target) { - Disable(); - - if (units[active_texture_unit].texture_id) { - glBindTexture(units[active_texture_unit].texture_target, 0); - units[active_texture_unit].texture_id = 0; - } - - // reset modes, since those were only valid for the previous texture target - default_values(active_texture_unit, tex_target); - units[active_texture_unit].texture_target = tex_target; - } -} - -void opengl_texture_state::SetActiveUnit(GLuint id) -{ - if (id >= (uint)num_texture_units) { - Int3(); - id = 0; - } - - vglActiveTextureARB(GL_TEXTURE0 + id); - - active_texture_unit = id; -} - -void opengl_texture_state::Enable(GLuint tex_id) -{ - if ( units[active_texture_unit].active && (units[active_texture_unit].texture_id == tex_id) ) { - return; - } - - if ( !shader_mode && (active_texture_unit < (uint)GL_supported_texture_units) ) { - glEnable( units[active_texture_unit].texture_target ); - units[active_texture_unit].enabled = GL_TRUE; - } - - if (units[active_texture_unit].texture_id != tex_id) { - glBindTexture(units[active_texture_unit].texture_target, tex_id); - units[active_texture_unit].texture_id = tex_id; - } - - units[active_texture_unit].active = GL_TRUE; -} - -void opengl_texture_state::Disable(bool force) -{ - if ( !force && !units[active_texture_unit].active ) { - return; - } - - if (force || units[active_texture_unit].enabled) { - glDisable( units[active_texture_unit].texture_target ); - units[active_texture_unit].enabled = GL_FALSE; - } - - units[active_texture_unit].active = GL_FALSE; -} - -void opengl_texture_state::DisableAll() -{ - for (int i = 0; i < num_texture_units; i++) { - if (units[i].active) { - SetActiveUnit(i); - Disable(true); - } - } - - SetActiveUnit(); - - Current_texture_source = TEXTURE_SOURCE_NONE; -} - -void opengl_texture_state::Delete(GLuint tex_id) -{ - if (tex_id == 0) { - Int3(); - return; - } - - GLuint atu_save = active_texture_unit; - - for (int i = 0; i < num_texture_units; i++) { - if (units[i].texture_id == tex_id) { - SetActiveUnit(i); - Disable(); - - glBindTexture(units[i].texture_target, 0); - units[i].texture_id = 0; - - default_values(i, units[i].texture_target); - - if (i == atu_save) { - atu_save = 0; - } - } - } - - SetActiveUnit(atu_save); -} - -GLfloat opengl_texture_state::AnisoFilter(GLfloat aniso) -{ - GLfloat rval = units[active_texture_unit].aniso_filter; - - if ( (aniso > 0.0f) /*&& (aniso != rval)*/ ) { - if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_FILTER_ANISOTROPIC) ) { - units[active_texture_unit].aniso_filter = aniso; - CLAMP(units[active_texture_unit].aniso_filter, 1.0f, GL_max_anisotropy); - - glTexParameterf(units[active_texture_unit].texture_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, units[active_texture_unit].aniso_filter); - } - - if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_LOD_BIAS) ) { - if (units[active_texture_unit].aniso_filter > 1.0f) { - glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f); - } else { - glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.75f); - } - } - } - - return rval; -} - -opengl_state::~opengl_state() -{ - if (light_Status != NULL) { - vm_free(light_Status); - } -} - -void opengl_state::init() -{ - int i; - - glDisable(GL_FOG); - fog_Status = GL_FALSE; - - glDisable(GL_BLEND); - blend_Status = GL_FALSE; - - glDisable(GL_ALPHA_TEST); - alphatest_Status = GL_FALSE; - - glDisable(GL_DEPTH_TEST); - depthtest_Status = GL_FALSE; - - glDisable(GL_SCISSOR_TEST); - scissortest_Status = GL_FALSE; - - glDisable(GL_CULL_FACE); - cullface_Status = GL_FALSE; - - glDisable(GL_POLYGON_OFFSET_FILL); - polygonoffsetfill_Status = GL_FALSE; - - glDisable(GL_NORMALIZE); - normalize_Status = GL_FALSE; - - for (i = 0; i < (int)(sizeof(clipplane_Status) / sizeof(GLboolean)); i++) { - glDisable(GL_CLIP_PLANE0+i); - clipplane_Status[i] = GL_FALSE; - } - - Assert( GL_max_lights > 0 ); - light_Status = (GLboolean*) vm_malloc(GL_max_lights * sizeof(GLboolean)); - - for (i = 0; i < GL_max_lights; i++) { - glDisable(GL_LIGHT0+i); - light_Status[i] = GL_FALSE; - } - - glDepthMask(GL_FALSE); - depthmask_Status = GL_FALSE; - - glDisable(GL_LIGHTING); - lighting_Status = GL_FALSE; - - glFrontFace(GL_CCW); - frontface_Value = GL_CCW; - - glCullFace(GL_BACK); - cullface_Value = GL_BACK; - - glBlendFunc(GL_ONE, GL_ZERO); - blendfunc_Value[0] = GL_ONE; - blendfunc_Value[1] = GL_ZERO; - - glDepthFunc(GL_LESS); - depthfunc_Value = GL_LESS; - - Current_alpha_blend_mode = ALPHA_BLEND_NONE; - Current_zbuffer_type = ZBUFFER_TYPE_READ; -} - -GLboolean opengl_state::Lighting(GLint state) -{ - GLboolean save_state = lighting_Status; - - if ( !((state == -1) || (state == lighting_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_LIGHTING); - lighting_Status = GL_TRUE; - } else { - glDisable(GL_LIGHTING); - lighting_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::Fog(GLint state) -{ - GLboolean save_state = fog_Status; - - if ( !((state == -1) || (state == fog_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_FOG); - fog_Status = GL_TRUE; - } else { - glDisable(GL_FOG); - fog_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::Blend(GLint state) -{ - GLboolean save_state = blend_Status; - - if ( !((state == -1) || (state == blend_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_BLEND); - blend_Status = GL_TRUE; - } else { - glDisable(GL_BLEND); - blend_Status = GL_FALSE; - } - - Current_alpha_blend_mode = (gr_alpha_blend)(-1); - } - - return save_state; -} - -GLboolean opengl_state::AlphaTest(GLint state) -{ - GLboolean save_state = alphatest_Status; - - if ( !((state == -1) || (state == alphatest_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_ALPHA_TEST); - alphatest_Status = GL_TRUE; - } else { - glDisable(GL_ALPHA_TEST); - alphatest_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::DepthTest(GLint state) -{ - GLboolean save_state = depthtest_Status; - - if ( !((state == -1) || (state == depthtest_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_DEPTH_TEST); - depthtest_Status = GL_TRUE; - } else { - glDisable(GL_DEPTH_TEST); - depthtest_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::ScissorTest(GLint state) -{ - GLboolean save_state = scissortest_Status; - - if ( !((state == -1) || (state == scissortest_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_SCISSOR_TEST); - scissortest_Status = GL_TRUE; - } else { - glDisable(GL_SCISSOR_TEST); - scissortest_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::CullFace(GLint state) -{ - GLboolean save_state = cullface_Status; - - if ( !((state == -1) || (state == cullface_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_CULL_FACE); - cullface_Status = GL_TRUE; - } else { - glDisable(GL_CULL_FACE); - cullface_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::PolygonOffsetFill(GLint state) -{ - GLboolean save_state = polygonoffsetfill_Status; - - if ( !((state == -1) || (state == polygonoffsetfill_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_POLYGON_OFFSET_FILL); - polygonoffsetfill_Status = GL_TRUE; - } else { - glDisable(GL_POLYGON_OFFSET_FILL); - polygonoffsetfill_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::Normalize(GLint state) -{ - GLboolean save_state = normalize_Status; - - if ( !((state == -1) || (state == normalize_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_NORMALIZE); - normalize_Status = GL_TRUE; - } else { - glDisable(GL_NORMALIZE); - normalize_Status = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::Light(GLint num, GLint state) -{ - Assert( (light_Status != NULL) && (num >= 0) && (num < GL_max_lights) ); - - GLboolean save_state = light_Status[num]; - - if ( !((state == -1) || (state == light_Status[num])) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_LIGHT0+num); - light_Status[num] = GL_TRUE; - } else { - glDisable(GL_LIGHT0+num); - light_Status[num] = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::ClipPlane(GLint num, GLint state) -{ - Assert( (num >= 0) || (num < (int)(sizeof(clipplane_Status) / sizeof(GLboolean))) ); - - GLboolean save_state = clipplane_Status[num]; - - if ( !((state == -1) || (state == clipplane_Status[num])) ) { - if (state) { - Assert( state == GL_TRUE ); - glEnable(GL_CLIP_PLANE0+num); - clipplane_Status[num] = GL_TRUE; - } else { - glDisable(GL_CLIP_PLANE0+num); - clipplane_Status[num] = GL_FALSE; - } - } - - return save_state; -} - -GLboolean opengl_state::DepthMask(GLint state) -{ - GLboolean save_state = depthmask_Status; - - if ( !((state == -1) || (state == depthmask_Status)) ) { - if (state) { - Assert( state == GL_TRUE ); - glDepthMask(GL_TRUE); - depthmask_Status = GL_TRUE; - } else { - glDepthMask(GL_FALSE); - depthmask_Status = GL_FALSE; - } - - Current_zbuffer_type = (gr_zbuffer_type)(-1); - } - - return save_state; -} - -void opengl_state::SetTextureSource(gr_texture_source ts) -{ - if (ts == Texture.Current_texture_source) { - return; - } - - switch (ts) { - case TEXTURE_SOURCE_DECAL: - GL_state.Texture.SetActiveUnit(); - GL_state.Texture.SetMinFilter(GL_LINEAR); - GL_state.Texture.SetMagFilter(GL_LINEAR); - GL_state.Texture.SetEnvMode(GL_MODULATE); - break; - - case TEXTURE_SOURCE_NO_FILTERING: - GL_state.Texture.SetActiveUnit(); - GL_state.Texture.SetMinFilter(GL_NEAREST); - GL_state.Texture.SetMagFilter(GL_LINEAR); - GL_state.Texture.SetEnvMode(GL_MODULATE); - break; - - case TEXTURE_SOURCE_NONE: - GL_state.Texture.DisableAll(); - break; - - default: - Int3(); - break; - } - - Texture.Current_texture_source = ts; -} - -void opengl_state::SetAlphaBlendMode(gr_alpha_blend ab) -{ - if (ab == Current_alpha_blend_mode) { - return; - } - - switch (ab) { - case ALPHA_BLEND_ALPHA_BLEND_ALPHA: - GL_state.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - break; - - case ALPHA_BLEND_NONE: - GL_state.BlendFunc(GL_ONE, GL_ZERO); - break; - - case ALPHA_BLEND_ADDITIVE: - GL_state.BlendFunc(GL_ONE, GL_ONE); - break; - - case ALPHA_BLEND_ALPHA_ADDITIVE: - GL_state.BlendFunc(GL_SRC_ALPHA, GL_ONE); - break; - - case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: - GL_state.BlendFunc(/*GL_SRC_COLOR*/GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); - break; - - default: - break; - } - - GL_state.Blend( (ab == ALPHA_BLEND_NONE) ? GL_FALSE : GL_TRUE ); - - Current_alpha_blend_mode = ab; -} - -void opengl_state::SetZbufferType(gr_zbuffer_type zt) -{ - if (zt == Current_zbuffer_type) { - return; - } - - switch (zt) { - case ZBUFFER_TYPE_NONE: - GL_state.DepthFunc(GL_ALWAYS); - GL_state.DepthMask(GL_FALSE); - break; - - case ZBUFFER_TYPE_READ: - GL_state.DepthFunc(GL_LESS); - GL_state.DepthMask(GL_FALSE); - break; - - case ZBUFFER_TYPE_WRITE: - GL_state.DepthFunc(GL_ALWAYS); - GL_state.DepthMask(GL_TRUE); - break; - - case ZBUFFER_TYPE_FULL: - GL_state.DepthFunc(GL_LESS); - GL_state.DepthMask(GL_TRUE); - break; - - default: - break; - } - - GL_state.DepthTest( (zt == ZBUFFER_TYPE_NONE) ? GL_FALSE : GL_TRUE ); - - Current_zbuffer_type = zt; -} - - -void opengl_setup_render_states(int &r, int &g, int &b, int &alpha, int &tmap_type, int flags, int is_scaler) -{ - gr_texture_source texture_source = (gr_texture_source)(-1); - gr_alpha_blend alpha_blend = (gr_alpha_blend)(-1); - gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)(-1); - - if (gr_zbuffering) { - if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) { - zbuffer_type = ZBUFFER_TYPE_READ; - } else { - zbuffer_type = ZBUFFER_TYPE_FULL; - } - } else { - zbuffer_type = ZBUFFER_TYPE_NONE; - } - - tmap_type = TCACHE_TYPE_NORMAL; - - if (flags & TMAP_FLAG_TEXTURED) { - r = g = b = 255; - } else { - r = gr_screen.current_color.red; - g = gr_screen.current_color.green; - b = gr_screen.current_color.blue; - } - - if (flags & TMAP_FLAG_BW_TEXTURE) { - r = gr_screen.current_color.red; - g = gr_screen.current_color.green; - b = gr_screen.current_color.blue; - } - - if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) { - if ( (gr_screen.current_bitmap >= 0) && bm_has_alpha_channel(gr_screen.current_bitmap) ) { - tmap_type = TCACHE_TYPE_XPARENT; - - alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA; - - // Blend with screen pixel using src*alpha+dst - float factor = gr_screen.current_alpha; - - if (factor >= 1.0f) { - alpha = 255; - } else { - alpha = fl2i(gr_screen.current_alpha*255.0f); - } - } else { - tmap_type = TCACHE_TYPE_NORMAL; - alpha_blend = ALPHA_BLEND_ADDITIVE; // ALPHA_BLEND_ALPHA_ADDITIVE; - - // Blend with screen pixel using src*alpha+dst - float factor = gr_screen.current_alpha; - - alpha = 255; - - if (factor < 1.0f) { - r = fl2i(r * gr_screen.current_alpha); - g = fl2i(g * gr_screen.current_alpha); - b = fl2i(b * gr_screen.current_alpha); - } - } - } else { - alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA; - alpha = fl2i(gr_screen.current_alpha * 255.0f); - } - - - if (flags & TMAP_FLAG_TEXTURED) { - // use nonfiltered textures for interface graphics - if (flags & TMAP_FLAG_INTERFACE) { - tmap_type = TCACHE_TYPE_INTERFACE; - texture_source = TEXTURE_SOURCE_NO_FILTERING; - } else { - texture_source = TEXTURE_SOURCE_DECAL; - } - } else { - texture_source = TEXTURE_SOURCE_NONE; - } - - GL_state.SetTextureSource(texture_source); - GL_state.SetAlphaBlendMode(alpha_blend); - GL_state.SetZbufferType(zbuffer_type); -} +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + + +#include "globalincs/pstypes.h" +#include "graphics/gropengl.h" +#include "graphics/gropenglstate.h" +#include "graphics/gropengllight.h" + +#include + +extern GLfloat GL_max_anisotropy; + + +opengl_state GL_state; + + +opengl_texture_state::~opengl_texture_state() +{ + if (units != NULL) { + vm_free(units); + } +} + +void opengl_texture_state::init(GLint n_units) +{ + Assert( n_units > 0 ); + units = (opengl_texture_unit*) vm_malloc(n_units * sizeof(opengl_texture_unit)); + num_texture_units = n_units; + + for (int i = 0; i < num_texture_units; i++) { + units[i].active = GL_FALSE; + units[i].enabled = GL_FALSE; + + default_values(i); + } + + DisableAll(); +} + +void opengl_texture_state::default_values(GLint unit, GLenum target) +{ + vglActiveTextureARB(GL_TEXTURE0 + unit); + + if (target == GL_INVALID_ENUM) { + if (unit < GL_supported_texture_units) { + glDisable(GL_TEXTURE_2D); + glDisable(GL_TEXTURE_CUBE_MAP); + glDisable(GL_TEXTURE_RECTANGLE_ARB); + } + + glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); + + units[unit].texture_target = GL_TEXTURE_2D; + units[unit].texture_id = 0; + } + + if (unit < GL_supported_texture_units) { + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + glDisable(GL_TEXTURE_GEN_R); + glDisable(GL_TEXTURE_GEN_Q); + } + + units[unit].texgen_S = GL_FALSE; + units[unit].texgen_T = GL_FALSE; + units[unit].texgen_R = GL_FALSE; + units[unit].texgen_Q = GL_FALSE; + + if (unit < GL_supported_texture_units) { + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + } + + units[unit].texgen_mode_S = GL_EYE_LINEAR; + units[unit].texgen_mode_T = GL_EYE_LINEAR; + units[unit].texgen_mode_R = GL_EYE_LINEAR; + units[unit].texgen_mode_Q = GL_EYE_LINEAR; + + glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_R, GL_REPEAT); + + units[unit].wrap_S = GL_REPEAT; + units[unit].wrap_T = GL_REPEAT; + units[unit].wrap_R = GL_REPEAT; + + glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); + glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MAX_LEVEL, 1000); + + units[unit].mag_filter = GL_LINEAR; + units[unit].min_filter = GL_NEAREST_MIPMAP_LINEAR; + units[unit].max_level = 1000; + + if (unit < GL_supported_texture_units) { + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); + } + + units[unit].env_mode = GL_MODULATE; + units[unit].env_combine_rgb = GL_MODULATE; + units[unit].env_combine_alpha = GL_MODULATE; + + if (unit < GL_supported_texture_units) { + glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f); + glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); + } + + units[unit].rgb_scale = 1.0f; + units[unit].alpha_scale = 1.0f; + + units[unit].aniso_filter = 1.0f; +} + +GLboolean opengl_texture_state::TexgenS(GLint state) +{ + GLboolean save_state = units[active_texture_unit].texgen_S; + + if ( !((state == -1) || (state == units[active_texture_unit].texgen_S)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_TEXTURE_GEN_S); + units[active_texture_unit].texgen_S = GL_TRUE; + } else { + glDisable(GL_TEXTURE_GEN_S); + units[active_texture_unit].texgen_S = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_texture_state::TexgenT(GLint state) +{ + GLboolean save_state = units[active_texture_unit].texgen_T; + + if ( !((state == -1) || (state == units[active_texture_unit].texgen_T)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_TEXTURE_GEN_T); + units[active_texture_unit].texgen_T = GL_TRUE; + } else { + glDisable(GL_TEXTURE_GEN_T); + units[active_texture_unit].texgen_T = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_texture_state::TexgenR(GLint state) +{ + GLboolean save_state = units[active_texture_unit].texgen_R; + + if ( !((state == -1) || (state == units[active_texture_unit].texgen_R)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_TEXTURE_GEN_R); + units[active_texture_unit].texgen_R = GL_TRUE; + } else { + glDisable(GL_TEXTURE_GEN_R); + units[active_texture_unit].texgen_R = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_texture_state::TexgenQ(GLint state) +{ + GLboolean save_state = units[active_texture_unit].texgen_Q; + + if ( !((state == -1) || (state == units[active_texture_unit].texgen_Q)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_TEXTURE_GEN_Q); + units[active_texture_unit].texgen_Q = GL_TRUE; + } else { + glDisable(GL_TEXTURE_GEN_Q); + units[active_texture_unit].texgen_Q = GL_FALSE; + } + } + + return save_state; +} + +void opengl_texture_state::SetTarget(GLenum tex_target) +{ + if (units[active_texture_unit].texture_target != tex_target) { + Disable(); + + if (units[active_texture_unit].texture_id) { + glBindTexture(units[active_texture_unit].texture_target, 0); + units[active_texture_unit].texture_id = 0; + } + + // reset modes, since those were only valid for the previous texture target + default_values(active_texture_unit, tex_target); + units[active_texture_unit].texture_target = tex_target; + } +} + +void opengl_texture_state::SetActiveUnit(GLuint id) +{ + if (id >= (uint)num_texture_units) { + Int3(); + id = 0; + } + + vglActiveTextureARB(GL_TEXTURE0 + id); + + active_texture_unit = id; +} + +void opengl_texture_state::Enable(GLuint tex_id) +{ + if ( units[active_texture_unit].active && (units[active_texture_unit].texture_id == tex_id) ) { + return; + } + + if ( !shader_mode && (active_texture_unit < (uint)GL_supported_texture_units) ) { + glEnable( units[active_texture_unit].texture_target ); + units[active_texture_unit].enabled = GL_TRUE; + } + + if (units[active_texture_unit].texture_id != tex_id) { + glBindTexture(units[active_texture_unit].texture_target, tex_id); + units[active_texture_unit].texture_id = tex_id; + } + + units[active_texture_unit].active = GL_TRUE; +} + +void opengl_texture_state::Disable(bool force) +{ + if ( !force && !units[active_texture_unit].active ) { + return; + } + + if (force || units[active_texture_unit].enabled) { + glDisable( units[active_texture_unit].texture_target ); + units[active_texture_unit].enabled = GL_FALSE; + } + + units[active_texture_unit].active = GL_FALSE; +} + +void opengl_texture_state::DisableAll() +{ + for (int i = 0; i < num_texture_units; i++) { + if (units[i].active) { + SetActiveUnit(i); + Disable(true); + } + } + + SetActiveUnit(); + + Current_texture_source = TEXTURE_SOURCE_NONE; +} + +void opengl_texture_state::Delete(GLuint tex_id) +{ + if (tex_id == 0) { + Int3(); + return; + } + + GLuint atu_save = active_texture_unit; + + for (int i = 0; i < num_texture_units; i++) { + if (units[i].texture_id == tex_id) { + SetActiveUnit(i); + Disable(); + + glBindTexture(units[i].texture_target, 0); + units[i].texture_id = 0; + + default_values(i, units[i].texture_target); + + if (i == atu_save) { + atu_save = 0; + } + } + } + + SetActiveUnit(atu_save); +} + +GLfloat opengl_texture_state::AnisoFilter(GLfloat aniso) +{ + GLfloat rval = units[active_texture_unit].aniso_filter; + + if ( (aniso > 0.0f) /*&& (aniso != rval)*/ ) { + if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_FILTER_ANISOTROPIC) ) { + units[active_texture_unit].aniso_filter = aniso; + CLAMP(units[active_texture_unit].aniso_filter, 1.0f, GL_max_anisotropy); + + glTexParameterf(units[active_texture_unit].texture_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, units[active_texture_unit].aniso_filter); + } + + if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_LOD_BIAS) ) { + if (units[active_texture_unit].aniso_filter > 1.0f) { + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f); + } else { + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.75f); + } + } + } + + return rval; +} + +opengl_state::~opengl_state() +{ + if (light_Status != NULL) { + vm_free(light_Status); + } +} + +void opengl_state::init() +{ + int i; + + glDisable(GL_FOG); + fog_Status = GL_FALSE; + + glDisable(GL_BLEND); + blend_Status = GL_FALSE; + + glDisable(GL_ALPHA_TEST); + alphatest_Status = GL_FALSE; + + glDisable(GL_DEPTH_TEST); + depthtest_Status = GL_FALSE; + + glDisable(GL_SCISSOR_TEST); + scissortest_Status = GL_FALSE; + + glDisable(GL_CULL_FACE); + cullface_Status = GL_FALSE; + + glDisable(GL_POLYGON_OFFSET_FILL); + polygonoffsetfill_Status = GL_FALSE; + + glDisable(GL_NORMALIZE); + normalize_Status = GL_FALSE; + + for (i = 0; i < (int)(sizeof(clipplane_Status) / sizeof(GLboolean)); i++) { + glDisable(GL_CLIP_PLANE0+i); + clipplane_Status[i] = GL_FALSE; + } + + Assert( GL_max_lights > 0 ); + light_Status = (GLboolean*) vm_malloc(GL_max_lights * sizeof(GLboolean)); + + for (i = 0; i < GL_max_lights; i++) { + glDisable(GL_LIGHT0+i); + light_Status[i] = GL_FALSE; + } + + glDepthMask(GL_FALSE); + depthmask_Status = GL_FALSE; + + glDisable(GL_LIGHTING); + lighting_Status = GL_FALSE; + + glFrontFace(GL_CCW); + frontface_Value = GL_CCW; + + glCullFace(GL_BACK); + cullface_Value = GL_BACK; + + glBlendFunc(GL_ONE, GL_ZERO); + blendfunc_Value[0] = GL_ONE; + blendfunc_Value[1] = GL_ZERO; + + glDepthFunc(GL_LESS); + depthfunc_Value = GL_LESS; + + Current_alpha_blend_mode = ALPHA_BLEND_NONE; + Current_zbuffer_type = ZBUFFER_TYPE_READ; +} + +GLboolean opengl_state::Lighting(GLint state) +{ + GLboolean save_state = lighting_Status; + + if ( !((state == -1) || (state == lighting_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_LIGHTING); + lighting_Status = GL_TRUE; + } else { + glDisable(GL_LIGHTING); + lighting_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::Fog(GLint state) +{ + GLboolean save_state = fog_Status; + + if ( !((state == -1) || (state == fog_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_FOG); + fog_Status = GL_TRUE; + } else { + glDisable(GL_FOG); + fog_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::Blend(GLint state) +{ + GLboolean save_state = blend_Status; + + if ( !((state == -1) || (state == blend_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_BLEND); + blend_Status = GL_TRUE; + } else { + glDisable(GL_BLEND); + blend_Status = GL_FALSE; + } + + Current_alpha_blend_mode = (gr_alpha_blend)(-1); + } + + return save_state; +} + +GLboolean opengl_state::AlphaTest(GLint state) +{ + GLboolean save_state = alphatest_Status; + + if ( !((state == -1) || (state == alphatest_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_ALPHA_TEST); + alphatest_Status = GL_TRUE; + } else { + glDisable(GL_ALPHA_TEST); + alphatest_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::DepthTest(GLint state) +{ + GLboolean save_state = depthtest_Status; + + if ( !((state == -1) || (state == depthtest_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_DEPTH_TEST); + depthtest_Status = GL_TRUE; + } else { + glDisable(GL_DEPTH_TEST); + depthtest_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::ScissorTest(GLint state) +{ + GLboolean save_state = scissortest_Status; + + if ( !((state == -1) || (state == scissortest_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_SCISSOR_TEST); + scissortest_Status = GL_TRUE; + } else { + glDisable(GL_SCISSOR_TEST); + scissortest_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::CullFace(GLint state) +{ + GLboolean save_state = cullface_Status; + + if ( !((state == -1) || (state == cullface_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_CULL_FACE); + cullface_Status = GL_TRUE; + } else { + glDisable(GL_CULL_FACE); + cullface_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::PolygonOffsetFill(GLint state) +{ + GLboolean save_state = polygonoffsetfill_Status; + + if ( !((state == -1) || (state == polygonoffsetfill_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_POLYGON_OFFSET_FILL); + polygonoffsetfill_Status = GL_TRUE; + } else { + glDisable(GL_POLYGON_OFFSET_FILL); + polygonoffsetfill_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::Normalize(GLint state) +{ + GLboolean save_state = normalize_Status; + + if ( !((state == -1) || (state == normalize_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_NORMALIZE); + normalize_Status = GL_TRUE; + } else { + glDisable(GL_NORMALIZE); + normalize_Status = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::Light(GLint num, GLint state) +{ + Assert( (light_Status != NULL) && (num >= 0) && (num < GL_max_lights) ); + + GLboolean save_state = light_Status[num]; + + if ( !((state == -1) || (state == light_Status[num])) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_LIGHT0+num); + light_Status[num] = GL_TRUE; + } else { + glDisable(GL_LIGHT0+num); + light_Status[num] = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::ClipPlane(GLint num, GLint state) +{ + Assert( (num >= 0) || (num < (int)(sizeof(clipplane_Status) / sizeof(GLboolean))) ); + + GLboolean save_state = clipplane_Status[num]; + + if ( !((state == -1) || (state == clipplane_Status[num])) ) { + if (state) { + Assert( state == GL_TRUE ); + glEnable(GL_CLIP_PLANE0+num); + clipplane_Status[num] = GL_TRUE; + } else { + glDisable(GL_CLIP_PLANE0+num); + clipplane_Status[num] = GL_FALSE; + } + } + + return save_state; +} + +GLboolean opengl_state::DepthMask(GLint state) +{ + GLboolean save_state = depthmask_Status; + + if ( !((state == -1) || (state == depthmask_Status)) ) { + if (state) { + Assert( state == GL_TRUE ); + glDepthMask(GL_TRUE); + depthmask_Status = GL_TRUE; + } else { + glDepthMask(GL_FALSE); + depthmask_Status = GL_FALSE; + } + + Current_zbuffer_type = (gr_zbuffer_type)(-1); + } + + return save_state; +} + +void opengl_state::SetTextureSource(gr_texture_source ts) +{ + if (ts == Texture.Current_texture_source) { + return; + } + + switch (ts) { + case TEXTURE_SOURCE_DECAL: + GL_state.Texture.SetActiveUnit(); + GL_state.Texture.SetMinFilter(GL_LINEAR); + GL_state.Texture.SetMagFilter(GL_LINEAR); + GL_state.Texture.SetEnvMode(GL_MODULATE); + break; + + case TEXTURE_SOURCE_NO_FILTERING: + GL_state.Texture.SetActiveUnit(); + GL_state.Texture.SetMinFilter(GL_NEAREST); + GL_state.Texture.SetMagFilter(GL_LINEAR); + GL_state.Texture.SetEnvMode(GL_MODULATE); + break; + + case TEXTURE_SOURCE_NONE: + GL_state.Texture.DisableAll(); + break; + + default: + Int3(); + break; + } + + Texture.Current_texture_source = ts; +} + +void opengl_state::SetAlphaBlendMode(gr_alpha_blend ab) +{ + if (ab == Current_alpha_blend_mode) { + return; + } + + switch (ab) { + case ALPHA_BLEND_ALPHA_BLEND_ALPHA: + GL_state.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + + case ALPHA_BLEND_NONE: + GL_state.BlendFunc(GL_ONE, GL_ZERO); + break; + + case ALPHA_BLEND_ADDITIVE: + GL_state.BlendFunc(GL_ONE, GL_ONE); + break; + + case ALPHA_BLEND_ALPHA_ADDITIVE: + GL_state.BlendFunc(GL_SRC_ALPHA, GL_ONE); + break; + + case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: + GL_state.BlendFunc(/*GL_SRC_COLOR*/GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); + break; + + default: + break; + } + + GL_state.Blend( (ab == ALPHA_BLEND_NONE) ? GL_FALSE : GL_TRUE ); + + Current_alpha_blend_mode = ab; +} + +void opengl_state::SetZbufferType(gr_zbuffer_type zt) +{ + if (zt == Current_zbuffer_type) { + return; + } + + switch (zt) { + case ZBUFFER_TYPE_NONE: + GL_state.DepthFunc(GL_ALWAYS); + GL_state.DepthMask(GL_FALSE); + break; + + case ZBUFFER_TYPE_READ: + GL_state.DepthFunc(GL_LESS); + GL_state.DepthMask(GL_FALSE); + break; + + case ZBUFFER_TYPE_WRITE: + GL_state.DepthFunc(GL_ALWAYS); + GL_state.DepthMask(GL_TRUE); + break; + + case ZBUFFER_TYPE_FULL: + GL_state.DepthFunc(GL_LESS); + GL_state.DepthMask(GL_TRUE); + break; + + default: + break; + } + + GL_state.DepthTest( (zt == ZBUFFER_TYPE_NONE) ? GL_FALSE : GL_TRUE ); + + Current_zbuffer_type = zt; +} + + +void opengl_setup_render_states(int &r, int &g, int &b, int &alpha, int &tmap_type, int flags, int is_scaler) +{ + gr_texture_source texture_source = (gr_texture_source)(-1); + gr_alpha_blend alpha_blend = (gr_alpha_blend)(-1); + gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)(-1); + + if (gr_zbuffering) { + if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) { + zbuffer_type = ZBUFFER_TYPE_READ; + } else { + zbuffer_type = ZBUFFER_TYPE_FULL; + } + } else { + zbuffer_type = ZBUFFER_TYPE_NONE; + } + + tmap_type = TCACHE_TYPE_NORMAL; + + if (flags & TMAP_FLAG_TEXTURED) { + r = g = b = 255; + } else { + r = gr_screen.current_color.red; + g = gr_screen.current_color.green; + b = gr_screen.current_color.blue; + } + + if (flags & TMAP_FLAG_BW_TEXTURE) { + r = gr_screen.current_color.red; + g = gr_screen.current_color.green; + b = gr_screen.current_color.blue; + } + + if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) { + if ( (gr_screen.current_bitmap >= 0) && bm_has_alpha_channel(gr_screen.current_bitmap) ) { + tmap_type = TCACHE_TYPE_XPARENT; + + alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA; + + // Blend with screen pixel using src*alpha+dst + float factor = gr_screen.current_alpha; + + if (factor >= 1.0f) { + alpha = 255; + } else { + alpha = fl2i(gr_screen.current_alpha*255.0f); + } + } else { + tmap_type = TCACHE_TYPE_NORMAL; + alpha_blend = ALPHA_BLEND_ADDITIVE; // ALPHA_BLEND_ALPHA_ADDITIVE; + + // Blend with screen pixel using src*alpha+dst + float factor = gr_screen.current_alpha; + + alpha = 255; + + if (factor < 1.0f) { + r = fl2i(r * gr_screen.current_alpha); + g = fl2i(g * gr_screen.current_alpha); + b = fl2i(b * gr_screen.current_alpha); + } + } + } else { + alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA; + alpha = fl2i(gr_screen.current_alpha * 255.0f); + } + + + if (flags & TMAP_FLAG_TEXTURED) { + // use nonfiltered textures for interface graphics + if (flags & TMAP_FLAG_INTERFACE) { + tmap_type = TCACHE_TYPE_INTERFACE; + texture_source = TEXTURE_SOURCE_NO_FILTERING; + } else { + texture_source = TEXTURE_SOURCE_DECAL; + } + } else { + texture_source = TEXTURE_SOURCE_NONE; + } + + GL_state.SetTextureSource(texture_source); + GL_state.SetAlphaBlendMode(alpha_blend); + GL_state.SetZbufferType(zbuffer_type); +} diff --git a/fs2_open/code/graphics/gropenglstate.h b/fs2_open/code/graphics/gropenglstate.h index 60a7fd7069..372d0990d2 100644 --- a/fs2_open/code/graphics/gropenglstate.h +++ b/fs2_open/code/graphics/gropenglstate.h @@ -1,326 +1,326 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - - -#ifndef _GROPENGLSTATE_H -#define _GROPENGLSTATE_H - -#include "globalincs/pstypes.h" -#include "graphics/gropengl.h" -#include "graphics/gropenglextension.h" -#include "graphics/gropengltexture.h" - -#include - - -struct opengl_texture_unit { - GLboolean active; // unit is active - GLboolean enabled; // has texture target enabled - - GLenum texture_target; - GLuint texture_id; - - GLboolean texgen_S; - GLboolean texgen_T; - GLboolean texgen_R; - GLboolean texgen_Q; - - GLenum texgen_mode_S; - GLenum texgen_mode_T; - GLenum texgen_mode_R; - GLenum texgen_mode_Q; - - GLenum wrap_S; - GLenum wrap_T; - GLenum wrap_R; - - GLenum mag_filter; - GLenum min_filter; - GLint max_level; - - GLfloat aniso_filter; - - GLenum env_mode; - GLenum env_combine_rgb; - GLenum env_combine_alpha; - - GLfloat rgb_scale; - GLfloat alpha_scale; -}; - -class opengl_texture_state -{ - private: - void default_values(GLint unit, GLenum target = GL_INVALID_ENUM); - - GLuint active_texture_unit; - GLboolean shader_mode; - - opengl_texture_unit *units; - GLint num_texture_units; - - - public: - opengl_texture_state(): active_texture_unit(0), shader_mode(GL_FALSE), units(NULL), Current_texture_source(TEXTURE_SOURCE_NONE) {} - ~opengl_texture_state(); - - gr_texture_source Current_texture_source; - - void init(GLint n_units); - - GLboolean TexgenS(GLint state = -1); - GLboolean TexgenT(GLint state = -1); - GLboolean TexgenR(GLint state = -1); - GLboolean TexgenQ(GLint state = -1); - void SetTarget(GLenum tex_target); - void SetActiveUnit(GLuint id = 0); - void Enable(GLuint tex_id = 0); - void Disable(bool force = false); - void DisableAll(); - void Delete(GLuint tex_id); - GLfloat AnisoFilter(GLfloat aniso = 0.0f); - - inline void SetRGBScale(GLfloat scale); - inline void SetAlphaScale(GLfloat scale); - inline void SetEnvMode(GLenum mode); - inline void SetEnvCombineMode(GLenum cmode, GLenum cfunc); - inline void SetWrapS(GLenum mode); - inline void SetWrapT(GLenum mode); - inline void SetWrapR(GLenum mode); - inline void SetTexgenModeS(GLenum mode); - inline void SetTexgenModeT(GLenum mode); - inline void SetTexgenModeR(GLenum mode); - inline void SetTexgenModeQ(GLenum mode); - inline GLenum GetTarget(); - inline void SetMagFilter(GLenum filter); - inline void SetMinFilter(GLenum filter); - inline void SetMaxLevel(GLint level); - inline void SetShaderMode(GLboolean mode); -}; - -inline void opengl_texture_state::SetRGBScale(GLfloat scale) -{ - Assert( ((scale == 1.0f) || (scale == 2.0f) || (scale == 4.0f)) ); - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, scale); -} - -inline void opengl_texture_state::SetAlphaScale(GLfloat scale) -{ - Assert( ((scale == 1.0f) || (scale == 2.0f) || (scale == 4.0f)) ); - glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale); -} - -inline void opengl_texture_state::SetEnvMode(GLenum mode) -{ - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode); -} - -inline void opengl_texture_state::SetEnvCombineMode(GLenum cmode, GLenum cfunc) -{ - SetEnvMode(GL_COMBINE); - - if (cmode == GL_COMBINE_RGB) { - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, cfunc); - } else if (cmode == GL_COMBINE_ALPHA) { - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, cfunc); - } -} - -inline void opengl_texture_state::SetWrapS(GLenum mode) -{ - glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_S, mode); -} - -inline void opengl_texture_state::SetWrapT(GLenum mode) -{ - glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_T, mode); -} - -inline void opengl_texture_state::SetWrapR(GLenum mode) -{ - glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_R, mode); -} - -inline void opengl_texture_state::SetTexgenModeS(GLenum mode) -{ - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, mode); -} - -inline void opengl_texture_state::SetTexgenModeT(GLenum mode) -{ - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, mode); -} - -inline void opengl_texture_state::SetTexgenModeR(GLenum mode) -{ - glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, mode); -} - -inline void opengl_texture_state::SetTexgenModeQ(GLenum mode) -{ - glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, mode); -} - -inline GLenum opengl_texture_state::GetTarget() -{ - return units[active_texture_unit].texture_target; -} - -inline void opengl_texture_state::SetMagFilter(GLenum filter) -{ - glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_MAG_FILTER, filter); - Current_texture_source = (gr_texture_source)(-1); -} - -inline void opengl_texture_state::SetMinFilter(GLenum filter) -{ - glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_MIN_FILTER, filter); - Current_texture_source = (gr_texture_source)(-1); -} - -inline void opengl_texture_state::SetMaxLevel(GLint level) -{ - glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_MAX_LEVEL, level); -} - -inline void opengl_texture_state::SetShaderMode(GLboolean mode) -{ - shader_mode = mode; -} - - - -class opengl_state -{ - friend class opengl_texture_state; - - private: - GLboolean fog_Status; - GLboolean blend_Status; - GLboolean alphatest_Status; - GLboolean depthtest_Status; - GLboolean scissortest_Status; - GLboolean cullface_Status; - GLboolean polygonoffsetfill_Status; - GLboolean normalize_Status; - GLboolean clipplane_Status[6]; - GLboolean *light_Status; - GLboolean depthmask_Status; - GLboolean lighting_Status; - - GLenum frontface_Value; - GLenum cullface_Value; - GLenum blendfunc_Value[2]; - GLenum depthfunc_Value; - - gr_alpha_blend Current_alpha_blend_mode; - gr_zbuffer_type Current_zbuffer_type; - - - public: - opengl_state() : light_Status(NULL) {} - ~opengl_state(); - - void init(); - - opengl_texture_state Texture; - - void SetTextureSource(gr_texture_source ts); - void SetAlphaBlendMode(gr_alpha_blend ab); - void SetZbufferType(gr_zbuffer_type zt); - - // the GLboolean functions will return the current state if no argument - // and the previous state if an argument is passed - GLboolean Lighting(GLint state = -1); - GLboolean Fog(GLint state = -1); - GLboolean Blend(GLint state = -1); - GLboolean AlphaTest(GLint state = -1); - GLboolean DepthTest(GLint state = -1); - GLboolean ScissorTest(GLint state = -1); - GLboolean CullFace(GLint state = -1); - GLboolean PolygonOffsetFill(GLint state = -1); - GLboolean Normalize(GLint state = -1); - GLboolean Light(GLint num, GLint state = -1); - GLboolean ClipPlane(GLint num, GLint state = -1); - GLboolean DepthMask(GLint state = -1); - - inline GLenum FrontFaceValue(GLenum new_val = GL_INVALID_ENUM); - inline GLenum CullFaceValue(GLenum new_val = GL_INVALID_ENUM); - inline void BlendFunc(GLenum s_val, GLenum d_val); - inline GLenum BlendFuncSource(); - inline GLenum BlendFuncDest(); - inline GLenum DepthFunc(GLenum new_val = GL_INVALID_ENUM); -}; - -inline GLenum opengl_state::FrontFaceValue(GLenum new_val) -{ - if (new_val != frontface_Value) { - if (new_val != GL_INVALID_ENUM) { - glFrontFace(new_val); - frontface_Value = new_val; - } - } - - return frontface_Value; -} - -inline GLenum opengl_state::CullFaceValue(GLenum new_val) -{ - if (new_val != cullface_Value) { - if (new_val != GL_INVALID_ENUM) { - glCullFace(new_val); - cullface_Value = new_val; - } - } - - return cullface_Value; -} - -inline void opengl_state::BlendFunc(GLenum s_val, GLenum d_val) -{ - if ( !((s_val == blendfunc_Value[0]) && (d_val == blendfunc_Value[1])) ) { - glBlendFunc(s_val, d_val); - blendfunc_Value[0] = s_val; - blendfunc_Value[1] = d_val; - - Current_alpha_blend_mode = (gr_alpha_blend)(-1); - } -} - -inline GLenum opengl_state::BlendFuncSource() -{ - return blendfunc_Value[0]; -} - -inline GLenum opengl_state::BlendFuncDest() -{ - return blendfunc_Value[1]; -} - -inline GLenum opengl_state::DepthFunc(GLenum new_val) -{ - if (new_val != depthfunc_Value) { - if (new_val != GL_INVALID_ENUM) { - glDepthFunc(new_val); - depthfunc_Value = new_val; - - Current_zbuffer_type = (gr_zbuffer_type)(-1); - } - } - - return depthfunc_Value; -} - - -extern opengl_state GL_state; - -void opengl_setup_render_states(int &r,int &g,int &b,int &alpha, int &tmap_type, int flags, int is_scaler = 0); - - -#endif // _GROPENGLSTATE_H +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + + +#ifndef _GROPENGLSTATE_H +#define _GROPENGLSTATE_H + +#include "globalincs/pstypes.h" +#include "graphics/gropengl.h" +#include "graphics/gropenglextension.h" +#include "graphics/gropengltexture.h" + +#include + + +struct opengl_texture_unit { + GLboolean active; // unit is active + GLboolean enabled; // has texture target enabled + + GLenum texture_target; + GLuint texture_id; + + GLboolean texgen_S; + GLboolean texgen_T; + GLboolean texgen_R; + GLboolean texgen_Q; + + GLenum texgen_mode_S; + GLenum texgen_mode_T; + GLenum texgen_mode_R; + GLenum texgen_mode_Q; + + GLenum wrap_S; + GLenum wrap_T; + GLenum wrap_R; + + GLenum mag_filter; + GLenum min_filter; + GLint max_level; + + GLfloat aniso_filter; + + GLenum env_mode; + GLenum env_combine_rgb; + GLenum env_combine_alpha; + + GLfloat rgb_scale; + GLfloat alpha_scale; +}; + +class opengl_texture_state +{ + private: + void default_values(GLint unit, GLenum target = GL_INVALID_ENUM); + + GLuint active_texture_unit; + GLboolean shader_mode; + + opengl_texture_unit *units; + GLint num_texture_units; + + + public: + opengl_texture_state(): active_texture_unit(0), shader_mode(GL_FALSE), units(NULL), Current_texture_source(TEXTURE_SOURCE_NONE) {} + ~opengl_texture_state(); + + gr_texture_source Current_texture_source; + + void init(GLint n_units); + + GLboolean TexgenS(GLint state = -1); + GLboolean TexgenT(GLint state = -1); + GLboolean TexgenR(GLint state = -1); + GLboolean TexgenQ(GLint state = -1); + void SetTarget(GLenum tex_target); + void SetActiveUnit(GLuint id = 0); + void Enable(GLuint tex_id = 0); + void Disable(bool force = false); + void DisableAll(); + void Delete(GLuint tex_id); + GLfloat AnisoFilter(GLfloat aniso = 0.0f); + + inline void SetRGBScale(GLfloat scale); + inline void SetAlphaScale(GLfloat scale); + inline void SetEnvMode(GLenum mode); + inline void SetEnvCombineMode(GLenum cmode, GLenum cfunc); + inline void SetWrapS(GLenum mode); + inline void SetWrapT(GLenum mode); + inline void SetWrapR(GLenum mode); + inline void SetTexgenModeS(GLenum mode); + inline void SetTexgenModeT(GLenum mode); + inline void SetTexgenModeR(GLenum mode); + inline void SetTexgenModeQ(GLenum mode); + inline GLenum GetTarget(); + inline void SetMagFilter(GLenum filter); + inline void SetMinFilter(GLenum filter); + inline void SetMaxLevel(GLint level); + inline void SetShaderMode(GLboolean mode); +}; + +inline void opengl_texture_state::SetRGBScale(GLfloat scale) +{ + Assert( ((scale == 1.0f) || (scale == 2.0f) || (scale == 4.0f)) ); + glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, scale); +} + +inline void opengl_texture_state::SetAlphaScale(GLfloat scale) +{ + Assert( ((scale == 1.0f) || (scale == 2.0f) || (scale == 4.0f)) ); + glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale); +} + +inline void opengl_texture_state::SetEnvMode(GLenum mode) +{ + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode); +} + +inline void opengl_texture_state::SetEnvCombineMode(GLenum cmode, GLenum cfunc) +{ + SetEnvMode(GL_COMBINE); + + if (cmode == GL_COMBINE_RGB) { + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, cfunc); + } else if (cmode == GL_COMBINE_ALPHA) { + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, cfunc); + } +} + +inline void opengl_texture_state::SetWrapS(GLenum mode) +{ + glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_S, mode); +} + +inline void opengl_texture_state::SetWrapT(GLenum mode) +{ + glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_T, mode); +} + +inline void opengl_texture_state::SetWrapR(GLenum mode) +{ + glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_R, mode); +} + +inline void opengl_texture_state::SetTexgenModeS(GLenum mode) +{ + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, mode); +} + +inline void opengl_texture_state::SetTexgenModeT(GLenum mode) +{ + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, mode); +} + +inline void opengl_texture_state::SetTexgenModeR(GLenum mode) +{ + glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, mode); +} + +inline void opengl_texture_state::SetTexgenModeQ(GLenum mode) +{ + glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, mode); +} + +inline GLenum opengl_texture_state::GetTarget() +{ + return units[active_texture_unit].texture_target; +} + +inline void opengl_texture_state::SetMagFilter(GLenum filter) +{ + glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_MAG_FILTER, filter); + Current_texture_source = (gr_texture_source)(-1); +} + +inline void opengl_texture_state::SetMinFilter(GLenum filter) +{ + glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_MIN_FILTER, filter); + Current_texture_source = (gr_texture_source)(-1); +} + +inline void opengl_texture_state::SetMaxLevel(GLint level) +{ + glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_MAX_LEVEL, level); +} + +inline void opengl_texture_state::SetShaderMode(GLboolean mode) +{ + shader_mode = mode; +} + + + +class opengl_state +{ + friend class opengl_texture_state; + + private: + GLboolean fog_Status; + GLboolean blend_Status; + GLboolean alphatest_Status; + GLboolean depthtest_Status; + GLboolean scissortest_Status; + GLboolean cullface_Status; + GLboolean polygonoffsetfill_Status; + GLboolean normalize_Status; + GLboolean clipplane_Status[6]; + GLboolean *light_Status; + GLboolean depthmask_Status; + GLboolean lighting_Status; + + GLenum frontface_Value; + GLenum cullface_Value; + GLenum blendfunc_Value[2]; + GLenum depthfunc_Value; + + gr_alpha_blend Current_alpha_blend_mode; + gr_zbuffer_type Current_zbuffer_type; + + + public: + opengl_state() : light_Status(NULL) {} + ~opengl_state(); + + void init(); + + opengl_texture_state Texture; + + void SetTextureSource(gr_texture_source ts); + void SetAlphaBlendMode(gr_alpha_blend ab); + void SetZbufferType(gr_zbuffer_type zt); + + // the GLboolean functions will return the current state if no argument + // and the previous state if an argument is passed + GLboolean Lighting(GLint state = -1); + GLboolean Fog(GLint state = -1); + GLboolean Blend(GLint state = -1); + GLboolean AlphaTest(GLint state = -1); + GLboolean DepthTest(GLint state = -1); + GLboolean ScissorTest(GLint state = -1); + GLboolean CullFace(GLint state = -1); + GLboolean PolygonOffsetFill(GLint state = -1); + GLboolean Normalize(GLint state = -1); + GLboolean Light(GLint num, GLint state = -1); + GLboolean ClipPlane(GLint num, GLint state = -1); + GLboolean DepthMask(GLint state = -1); + + inline GLenum FrontFaceValue(GLenum new_val = GL_INVALID_ENUM); + inline GLenum CullFaceValue(GLenum new_val = GL_INVALID_ENUM); + inline void BlendFunc(GLenum s_val, GLenum d_val); + inline GLenum BlendFuncSource(); + inline GLenum BlendFuncDest(); + inline GLenum DepthFunc(GLenum new_val = GL_INVALID_ENUM); +}; + +inline GLenum opengl_state::FrontFaceValue(GLenum new_val) +{ + if (new_val != frontface_Value) { + if (new_val != GL_INVALID_ENUM) { + glFrontFace(new_val); + frontface_Value = new_val; + } + } + + return frontface_Value; +} + +inline GLenum opengl_state::CullFaceValue(GLenum new_val) +{ + if (new_val != cullface_Value) { + if (new_val != GL_INVALID_ENUM) { + glCullFace(new_val); + cullface_Value = new_val; + } + } + + return cullface_Value; +} + +inline void opengl_state::BlendFunc(GLenum s_val, GLenum d_val) +{ + if ( !((s_val == blendfunc_Value[0]) && (d_val == blendfunc_Value[1])) ) { + glBlendFunc(s_val, d_val); + blendfunc_Value[0] = s_val; + blendfunc_Value[1] = d_val; + + Current_alpha_blend_mode = (gr_alpha_blend)(-1); + } +} + +inline GLenum opengl_state::BlendFuncSource() +{ + return blendfunc_Value[0]; +} + +inline GLenum opengl_state::BlendFuncDest() +{ + return blendfunc_Value[1]; +} + +inline GLenum opengl_state::DepthFunc(GLenum new_val) +{ + if (new_val != depthfunc_Value) { + if (new_val != GL_INVALID_ENUM) { + glDepthFunc(new_val); + depthfunc_Value = new_val; + + Current_zbuffer_type = (gr_zbuffer_type)(-1); + } + } + + return depthfunc_Value; +} + + +extern opengl_state GL_state; + +void opengl_setup_render_states(int &r,int &g,int &b,int &alpha, int &tmap_type, int flags, int is_scaler = 0); + + +#endif // _GROPENGLSTATE_H diff --git a/fs2_open/code/graphics/gropengltexture.cpp b/fs2_open/code/graphics/gropengltexture.cpp index 2096d0582b..ec3a113ff5 100644 --- a/fs2_open/code/graphics/gropengltexture.cpp +++ b/fs2_open/code/graphics/gropengltexture.cpp @@ -8,327 +8,7 @@ */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLTexture.cpp $ - * $Revision: 1.48.2.16 $ - * $Date: 2007-10-04 16:18:19 $ - * $Author: taylor $ - * - * source for texturing in OpenGL - * - * $Log: not supported by cvs2svn $ - * Revision 1.48.2.15 2007/03/22 20:50:27 taylor - * some generic code cleanup - * - * Revision 1.48.2.14 2007/02/11 10:03:29 taylor - * remove some dead code - * general cleanup - * fix issues with texture state changes not affecting things properly - * fix stupid texture addressing thing that I had done a long time ago - * deal with -img2dds error issue - * - * Revision 1.48.2.13 2006/12/27 09:24:31 taylor - * wurrps, someone besides me might actually want to use that ;) - * - * Revision 1.48.2.12 2006/12/26 05:25:18 taylor - * lots of little cleanup, stale code removal, and small performance adjustments - * get rid of the default combine texture state, we don't need it in general, and it can screw up fonts - * get rid of the secondary color support, it doesn't do much in non-HTL mode, screws up various things, and has long since been obsolete but material setup - * get rid of the old gamma setup, it actually conflicts with newer gamma support - * default texture wrapping to edge clamp - * do second gr_clear() on init to be sure and catch double-buffer - * make sure that our active texture will always get reset to 0, rather than leaving it at whatever was used last - * fixed that damn FBO bug from it hanging on textures and causing some rendering errors for various people - * only lock verts once in HTL model rendering - * - * Revision 1.48.2.11 2006/12/07 18:14:49 taylor - * get rid of "vram_full", it can never actually be full the way the code works, so having this is redundant - * comment out APPLE_client_storage extension usage, I think this was messing some stuff up on OS X and causing memory errors - * fix handling of cubemap data so that they can be read properly (can't believe it took so long to notice to an obvious and stupid bug) - * be sure to un-bind textures during preload to avoid freaky little errors later - * ifdef an error message from the framebuffer error code, Apple doesn't have this one define in their headers for some reason - * - * Revision 1.48.2.10 2006/08/12 13:14:45 taylor - * some minor cleanup to anisotropy setting - * only use negative lod bias when not using anisotropy to help avoid shimmering - * stick lod bias setting in with anisotropy function - * - * Revision 1.48.2.9 2006/08/09 14:40:43 taylor - * fix for setting of texture lod bias - * - * Revision 1.48.2.8 2006/07/17 01:06:41 taylor - * maybe this will finally shut-up some of the people who have complained about certain mipmap issues - * - * Revision 1.48.2.7 2006/07/15 06:10:51 taylor - * change clamp mode for font/interface graphics, don't want the border factored in for scaling/filtering - * - * Revision 1.48.2.6 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 1.48.2.5 2006/06/19 22:50:58 taylor - * as a temporary measure, until I can figure out what is going on here: - * - disable depth buffer for RTT, may be causing the ATI issues, should work ok without it for most things - * - disable mipmap generation for RTT, something strange is going on there, it's sometimes making black mipmap levels (even for the same texture) - * - * Revision 1.48.2.4 2006/06/18 16:49:40 taylor - * fix so that multiple FBOs can be used with different sizes (plus a few other minor adjustments) - * - * Revision 1.48.2.3 2006/06/15 00:15:17 taylor - * fix Assert() on value of face variable, it should be able to be -1 for non-cubemap images - * - * Revision 1.48.2.2 2006/06/12 03:37:24 taylor - * sync current OGL changes: - * - go back to using minimize mode which non-active, but doin't minimize when Fred_running - * - remove temporary cmdline options (-spec_scale, -env_scale, -alpha_alpha_blend) - * - change FBO renderbuffer link around a little to maybe avoid freaky drivers (or freaky code) - * - * Revision 1.48.2.1 2006/06/05 23:59:33 taylor - * don't Int3() here, it's actually going to happen in some cases when using -img2dds - * - * Revision 1.48 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.47 2006/04/12 01:10:35 taylor - * some cleanup and slight reorg - * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) - * - avoid some costly math where possible in the drawing functions - * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now - * - minor cleanup to Win32 extension defines - * - make opengl_lights[] allocate only when using OGL - * - cleanup some costly per-frame lighting stuff - * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) - * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) - * - * Revision 1.46 2006/04/06 23:23:56 taylor - * bits of cleanup - * minor fixes for -img2dds - * - * Revision 1.45 2006/03/22 18:14:52 taylor - * if -mipmap is used with -img2dds to then have compressed image also contain mipmaps - * use nicest hints for texture compression, should improve quality a little - * when reporting compressed sizes to debug log make ani size be total, not per frame - * - * Revision 1.44 2006/03/15 17:33:05 taylor - * couple of nitpicks - * - * Revision 1.43 2006/03/12 07:34:39 taylor - * when I forget that I'm an idiot little things like this slip through (me == moron) - * - * Revision 1.42 2006/01/30 06:52:15 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * - * Revision 1.41 2006/01/14 06:23:39 taylor - * be sure to account for skipped mipmap levels in calculation of textures in VRAM - * - * Revision 1.40 2006/01/12 17:42:56 wmcoolmon - * Even more scripting stuff. - * - * Revision 1.39 2006/01/03 22:46:52 taylor - * oops, should have been checking my logs on that one, fixes minor GL error - * - * Revision 1.38 2006/01/03 02:59:14 taylor - * fix a couple of minor mipmap problems - * add resizing with mipmaps rather than a physical change in memory when detail levels dictate scaling (maybe this won't blow up) - * - * Revision 1.37 2005/12/29 00:00:18 taylor - * handle case where we make an atexit (on failure) flush call before the texture system is initted - * - * Revision 1.36 2005/12/28 22:28:44 taylor - * add support for glCompressedTexSubImage2D(), we don't use it yet but there is nothing wrong with adding it already - * better support for mipmaps and mipmap filtering - * add reg option "TextureFilter" to set bilinear or trilinear filter - * clean up bitmap_id/bitmap_handle/texture_handle madness that made things difficult to understand - * small fix for using 24-bit images on 16-bit bpp visual (untested) - * - * Revision 1.35 2005/12/16 06:48:28 taylor - * "House Keeping!!" - * - minor cleanup of things that have bothered me at one time or another - * - slight speedup from state switching - * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues - * - make sure to only disable HTL arb stuff when in HTL mode - * - handle any extra lighting pass before spec pass so the light can be applied properly - * - * Revision 1.34 2005/12/15 16:27:45 taylor - * make sure we always disable all VBO related elements to avoid crashing (new that was a problem, did it anyway, me == stupid) - * - * Revision 1.33 2005/12/08 15:10:07 taylor - * add APPLE_client_storage support to improve texture performance and reduce memory usage a tiny bit on OS X - * - * Revision 1.32 2005/12/07 12:40:51 taylor - * fix last bit of recent spec issue - * - * Revision 1.31 2005/12/06 02:50:41 taylor - * clean up some init stuff and fix a minor SDL annoyance - * make debug messages a bit more readable - * clean up the debug console commands for minimize and anisotropic filter setting - * make anisotropic filter actually work correctly and have it settable with a reg option - * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere - * - * Revision 1.30 2005/11/16 07:45:35 taylor - * umm, no one saw that, right? :) - * - * Revision 1.29 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 1.28 2005/10/23 20:34:30 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 1.27 2005/10/23 19:07:18 taylor - * make AABITMAP use GL_ALPHA rather than GL_LUMINANCE_ALPHA (now 8-bit instead of 16-bit, fixes several minor rendering issues) - * - * Revision 1.26 2005/09/20 02:46:52 taylor - * slight speedup for font rendering - * fix a couple of things that Valgrind complained about - * - * Revision 1.25 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 1.24 2005/06/19 02:37:02 taylor - * general cleanup, remove some old code - * speed up gr_opengl_flip() just a tad - * inverted gamma slider fix that Sticks made to D3D - * possible fix for ATI green screens - * move opengl_check_for_errors() out of gropentnl so we can use it everywhere - * fix logged OGL info from debug builds to be a little more readable - * if an extension is found but required function is not then fail - * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for - * some 2d matrix usage checks - * - * Revision 1.23 2005/06/03 06:44:17 taylor - * cleanup of gr_bitmap since it's the same for D3D and OGL, skip if GR_STUB though - * fix resize/rendering issue when detail culling is used with optimized opengl_create_texture_sub() - * - * Revision 1.22 2005/06/01 09:37:44 taylor - * little cleanup - * optimize opengl_create_texture_sub() by not doing any extra image processing if we don't have to - * if an image is already power-of-2 or we don't need power-of-2 then avoid the extra time and memory usage - * - * Revision 1.21 2005/05/12 17:42:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * set byte_mult to 2 for TCACHE_TYPE_AABITMAP to get the memory size right for Debug builds - * - * Revision 1.20 2005/04/24 12:56:42 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 1.19 2005/04/23 01:17:09 wmcoolmon - * Removed GL_SECTIONS - * - * Revision 1.18 2005/04/21 15:50:47 taylor - * we can't resize compressed textures so... don't, fixes rendering problems when not at max texture detail - * - * Revision 1.17 2005/03/10 08:00:05 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 1.16 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 1.15 2005/01/21 08:54:53 taylor - * slightly better memory management - * - * Revision 1.14 2005/01/21 08:25:14 taylor - * fill in gr_opengl_set_texture_addressing() - * add support for non-power-of-two textures for cards that have it - * temporary crash fix from multiple mipmap levels in uncompressed formats - * - * Revision 1.13 2005/01/01 11:24:23 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 1.12 2004/12/05 01:28:39 taylor - * support uncompressed DDS images - * use TexSubImage2D for video anis - * - * Revision 1.11 2004/12/02 11:14:29 taylor - * not used at the moment but that code was stupid - * - * Revision 1.10 2004/11/29 18:02:01 taylor - * make sure we are checking the right bitmap_id - * - * Revision 1.9 2004/10/31 21:46:10 taylor - * Linux tree merge, better DDS support, texture panning - * - * Revision 1.8 2004/09/05 19:23:24 Goober5000 - * fixed a few warnings - * --Goober5000 - * - * Revision 1.7 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 1.6 2004/07/21 00:03:46 taylor - * fix problem with sectioned menu bitmaps in OGL - * - * Revision 1.5 2004/07/17 18:49:57 taylor - * oops, I can't spell - * - * Revision 1.4 2004/07/17 18:43:46 taylor - * don't use bitmap sections by default, openil_close() - * - * Revision 1.3 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.2 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.5 2004/05/06 22:26:52 taylor - * fix DDS textures - * - * Revision 2.4 2004/04/26 12:43:58 taylor - * minor fixes, HTL lines, 32-bit texture support - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/graphics/gropengltexture.h b/fs2_open/code/graphics/gropengltexture.h index d8518e7884..7b8f061fb0 100644 --- a/fs2_open/code/graphics/gropengltexture.h +++ b/fs2_open/code/graphics/gropengltexture.h @@ -7,141 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLTexture.h $ - * $Revision: 1.19.2.2 $ - * $Date: 2006-08-12 13:14:45 $ - * $Author: taylor $ - * - * This file contains function and structure definitions - * that are needed for managing texture mapping - * - * $Log: not supported by cvs2svn $ - * Revision 1.19.2.1 2006/06/18 16:49:40 taylor - * fix so that multiple FBOs can be used with different sizes (plus a few other minor adjustments) - * - * Revision 1.19 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.18 2006/01/30 06:52:15 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * - * Revision 1.17 2006/01/03 02:59:14 taylor - * fix a couple of minor mipmap problems - * add resizing with mipmaps rather than a physical change in memory when detail levels dictate scaling (maybe this won't blow up) - * - * Revision 1.16 2005/12/28 22:28:44 taylor - * add support for glCompressedTexSubImage2D(), we don't use it yet but there is nothing wrong with adding it already - * better support for mipmaps and mipmap filtering - * add reg option "TextureFilter" to set bilinear or trilinear filter - * clean up bitmap_id/bitmap_handle/texture_handle madness that made things difficult to understand - * small fix for using 24-bit images on 16-bit bpp visual (untested) - * - * Revision 1.15 2005/12/16 06:48:28 taylor - * "House Keeping!!" - * - minor cleanup of things that have bothered me at one time or another - * - slight speedup from state switching - * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues - * - make sure to only disable HTL arb stuff when in HTL mode - * - handle any extra lighting pass before spec pass so the light can be applied properly - * - * Revision 1.14 2005/12/06 02:50:41 taylor - * clean up some init stuff and fix a minor SDL annoyance - * make debug messages a bit more readable - * clean up the debug console commands for minimize and anisotropic filter setting - * make anisotropic filter actually work correctly and have it settable with a reg option - * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere - * - * Revision 1.13 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 1.12 2005/09/20 02:46:53 taylor - * slight speedup for font rendering - * fix a couple of things that Valgrind complained about - * - * Revision 1.11 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 1.10 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.9 2005/04/24 12:56:43 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 1.8 2005/04/23 01:17:09 wmcoolmon - * Removed GL_SECTIONS - * - * Revision 1.7 2005/01/21 08:54:53 taylor - * slightly better memory management - * - * Revision 1.6 2005/01/21 08:25:15 taylor - * fill in gr_opengl_set_texture_addressing() - * add support for non-power-of-two textures for cards that have it - * temporary crash fix from multiple mipmap levels in uncompressed formats - * - * Revision 1.5 2005/01/01 11:24:23 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 1.4 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.3 2004/07/17 18:43:46 taylor - * don't use bitmap sections by default, openil_close() - * - * Revision 1.2 2004/07/01 01:12:31 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.4 2004/04/26 12:43:58 taylor - * minor fixes, HTL lines, 32-bit texture support - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifndef _GROPENGLTEXTURE_H diff --git a/fs2_open/code/graphics/gropengltnl.cpp b/fs2_open/code/graphics/gropengltnl.cpp index c5d9fe3892..7433fea63e 100644 --- a/fs2_open/code/graphics/gropengltnl.cpp +++ b/fs2_open/code/graphics/gropengltnl.cpp @@ -8,314 +8,7 @@ */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLTNL.cpp $ - * $Revision: 1.44.2.12 $ - * $Date: 2007-02-12 00:19:48 $ - * $Author: taylor $ - * - * source for doing the fun TNL stuff - * - * $Log: not supported by cvs2svn $ - * Revision 1.44.2.11 2007/02/10 00:05:25 taylor - * obsolete gluLookAt() in favor of doing it manually, should be slight faster and more precise - * - * Revision 1.44.2.10 2006/12/27 09:26:21 taylor - * fix OpenGL envmap "issues" (ie, stupid taylor stuff) - * get rid of that RCS_Name thing, CVS kept changing it automatically and it was getting /really/ annoying - * - * Revision 1.44.2.9 2006/12/26 05:25:18 taylor - * lots of little cleanup, stale code removal, and small performance adjustments - * get rid of the default combine texture state, we don't need it in general, and it can screw up fonts - * get rid of the secondary color support, it doesn't do much in non-HTL mode, screws up various things, and has long since been obsolete but material setup - * get rid of the old gamma setup, it actually conflicts with newer gamma support - * default texture wrapping to edge clamp - * do second gr_clear() on init to be sure and catch double-buffer - * make sure that our active texture will always get reset to 0, rather than leaving it at whatever was used last - * fixed that damn FBO bug from it hanging on textures and causing some rendering errors for various people - * only lock verts once in HTL model rendering - * - * Revision 1.44.2.8 2006/12/07 18:16:11 taylor - * minor cleanups and speedups - * when using lighting falloff, be sure to drop emissive light when falloff gets low enough (otherwise we still se everything fine) - * - * Revision 1.44.2.7 2006/10/27 06:42:29 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 1.44.2.6 2006/10/24 13:38:23 taylor - * fix the envmap-getting-rotated-by-turrets bug (though it did make me chuckle a bit when I first saw it ;)) - * try to reuse old view setup info, if we are using the same settings again (for speed up purposes, will be a bigger deal when bumpmapping gets here) - * - * Revision 1.44.2.5 2006/10/01 19:24:46 taylor - * bit of cleanup (technically the vertex buffer stuff is part of a much larger change slated for post-3.6.9, but this should be a little faster) - * - * Revision 1.44.2.4 2006/09/24 13:26:01 taylor - * minor clean and code optimizations - * clean up view/proj matrix fubar that made us need far more matrix levels that actually needed (partial fix for Mantis #563) - * add debug safety check to make sure that we don't use more than 2 proj matrices (all that GL is required to support) - * set up a texture matrix for the env map to that it doesn't move/look funky - * - * Revision 1.44.2.3 2006/07/28 02:45:10 taylor - * don't render extra lighting passes when fog is enabled, prevents fog fragment from getting added for each pass - * wobble wobble no more!! - * - * Revision 1.44.2.2 2006/07/24 07:38:00 taylor - * minor cleanup/optimization to beam warmup glow rendering function - * various lighting code cleanups - * - try to always make sure beam origin lights occur outside of model - * - make Static_lights[] dynamic - * - be sure to reset to first 8 lights when moving on to render spec related texture passes - * - add ambient color to point lights (helps warp effects) - * - sort lights to try and get more important and/or visible lights to always happen in initial render pass - * - * Revision 1.44.2.1 2006/06/12 03:37:24 taylor - * sync current OGL changes: - * - go back to using minimize mode which non-active, but doin't minimize when Fred_running - * - remove temporary cmdline options (-spec_scale, -env_scale, -alpha_alpha_blend) - * - change FBO renderbuffer link around a little to maybe avoid freaky drivers (or freaky code) - * - * Revision 1.44 2006/05/30 03:53:52 taylor - * z-range for 2D ortho is -1.0 to 1.0, may help avoid some strangeness if we actually get that right. :) - * minor cleanup of old code and default settings - * try not to bother with depth test unless we are actually going to need it (small performance boost in some cases) - * don't clear depth bit in flip(), while technically correct it's also a bit redundant (and comes with a slight performance hit) - * - * Revision 1.43 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 1.42 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 1.41 2006/04/12 01:10:35 taylor - * some cleanup and slight reorg - * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) - * - avoid some costly math where possible in the drawing functions - * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now - * - minor cleanup to Win32 extension defines - * - make opengl_lights[] allocate only when using OGL - * - cleanup some costly per-frame lighting stuff - * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) - * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) - * - * Revision 1.40 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 1.39 2006/01/31 06:43:21 wmcoolmon - * Debug warning; compiler warning fix. - * - * Revision 1.38 2006/01/30 06:52:15 taylor - * better lighting for OpenGL - * remove some extra stuff that was from sectional bitmaps since we don't need it anymore - * - * Revision 1.37 2006/01/25 03:11:52 phreak - * htl_lines should follow zbuffering rules - * - * Revision 1.36 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 1.35 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.34 2005/12/16 06:48:28 taylor - * "House Keeping!!" - * - minor cleanup of things that have bothered me at one time or another - * - slight speedup from state switching - * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues - * - make sure to only disable HTL arb stuff when in HTL mode - * - handle any extra lighting pass before spec pass so the light can be applied properly - * - * Revision 1.33 2005/12/08 15:07:57 taylor - * remove GL_NO_HTL define since it's basically useless at this point and can produced non-functioning builds - * minor cleanup and readability changes - * get Apple GL version change in CVS finally, the capabilities of an Apple GL version don't neccessarily correspond to it's features - * - * Revision 1.32 2005/12/07 05:42:50 taylor - * partial spec fix, can't mass kill the pointers when they are still needed for the second pass (still something else wrong though) - * forgot that the extra rangeelement optimization check isn't needed anymore, just look at indices since that's all we're using - * - * Revision 1.31 2005/12/06 02:50:41 taylor - * clean up some init stuff and fix a minor SDL annoyance - * make debug messages a bit more readable - * clean up the debug console commands for minimize and anisotropic filter setting - * make anisotropic filter actually work correctly and have it settable with a reg option - * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere - * - * Revision 1.30 2005/11/30 03:07:54 phreak - * texturing shouldn't be on when drawing lines. - * - * Revision 1.29 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 1.28 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 1.27 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 1.26 2005/08/29 02:23:04 phreak - * Get rid of alpha blending when using the htl drawing fuctions for lines and spheres. - * Right now, gr_opengl_draw_htl_line and gr_opengl_draw_htl_sphere are only used in fred, so - * it shouldn't change anything critical - * - * Revision 1.25 2005/08/08 01:19:50 taylor - * hopefully fix the problem that was causing geometry issues in just OGL when using VBOs - * - * Revision 1.24 2005/06/19 02:37:02 taylor - * general cleanup, remove some old code - * speed up gr_opengl_flip() just a tad - * inverted gamma slider fix that Sticks made to D3D - * possible fix for ATI green screens - * move opengl_check_for_errors() out of gropentnl so we can use it everywhere - * fix logged OGL info from debug builds to be a little more readable - * if an extension is found but required function is not then fail - * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for - * some 2d matrix usage checks - * - * Revision 1.23 2005/05/12 17:43:20 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * try and keep up with how much VBO data is in memory too since that takes away from texture memory - * - * Revision 1.22 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.21 2005/03/27 02:59:27 wmcoolmon - * Forgot to define 'i' outside of for scope...ironically, in the OGL code. - * - * Revision 1.20 2005/03/24 23:42:21 taylor - * s/gr_ogl_/gr_opengl_/g - * add empty gr_opengl_draw_line_list() so that it's not a NULL pointer - * make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API - * - * Revision 1.19 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 1.18 2005/03/19 21:03:54 wmcoolmon - * OpenGL display lists - * - * Revision 1.17 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 1.16 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 1.15 2005/02/15 00:06:27 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 1.14 2005/02/12 10:44:10 taylor - * fix possible crash in bm_get_section_size() - * get jpeg_read_header() working properly - * VBO fixes and minor optimizations - * - * Revision 1.13 2005/01/13 04:55:57 taylor - * plug leak from VBO crash fix - * - * Revision 1.12 2005/01/03 18:45:22 taylor - * dynamic allocation of num supported OpenGL lights - * add config option for more realistic light settings - * don't render spec maps in nebula to address lighting issue - * - * Revision 1.11 2005/01/01 11:24:23 taylor - * good OpenGL spec mapping - * fix VBO crash with multitexture using same uv coord data - * little speedup of opengl_tcache_frame() - * error message to make sure hardware supports the minimum texture size - * move OpenGL version check out of the extention printout code - * disable 2d_poof with OpenGL - * - * Revision 1.10 2004/10/31 21:45:13 taylor - * Linux tree merge, single array for VBOs/HTL - * - * Revision 1.9 2004/07/29 09:35:29 taylor - * fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup() - * - * Revision 1.8 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 1.7 2004/07/17 18:49:57 taylor - * oops, I can't spell - * - * Revision 1.6 2004/07/17 18:40:40 taylor - * Bob say we fix OGL, so me fix OGL - * - * Revision 1.5 2004/07/12 16:32:48 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.4 2004/07/11 03:22:49 bobboau - * added the working decal code - * - * Revision 1.3 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 1.2 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.4 2004/04/26 13:05:19 taylor - * respect -glow and -spec - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/graphics/gropengltnl.h b/fs2_open/code/graphics/gropengltnl.h index 18025b17da..ceca82e2db 100644 --- a/fs2_open/code/graphics/gropengltnl.h +++ b/fs2_open/code/graphics/gropengltnl.h @@ -8,96 +8,7 @@ */ -/* - * $Logfile: /Freespace2/code/Graphics/GrOpenGLTNL.h $ - * $Revision: 1.15.2.2 $ - * $Date: 2007-02-12 00:19:48 $ - * $Author: taylor $ - * - * header file containing function definitions for HT&L rendering in OpenGL - * - * $Log: not supported by cvs2svn $ - * Revision 1.15.2.1 2006/10/01 19:24:46 taylor - * bit of cleanup (technically the vertex buffer stuff is part of a much larger change slated for post-3.6.9, but this should be a little faster) - * - * Revision 1.15 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 1.14 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 1.13 2005/09/05 09:36:41 taylor - * merge of OSX tree - * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows - * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current - * - * Revision 1.12 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.11 2005/06/19 02:37:02 taylor - * general cleanup, remove some old code - * speed up gr_opengl_flip() just a tad - * inverted gamma slider fix that Sticks made to D3D - * possible fix for ATI green screens - * move opengl_check_for_errors() out of gropentnl so we can use it everywhere - * fix logged OGL info from debug builds to be a little more readable - * if an extension is found but required function is not then fail - * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for - * some 2d matrix usage checks - * - * Revision 1.10 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.9 2005/03/20 00:09:07 phreak - * Added gr_draw_htl_line and gr_draw_htl sphere - * There still needs to be D3D versions implemented, but OGL is done. - * Follow that or ask phreak about how its implemented/ - * - * Revision 1.8 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 1.7 2005/02/23 05:11:13 taylor - * more consolidation of various graphics variables - * some header cleaning - * only one tmapper_internal for OGL, don't use more than two tex/pass now - * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing - * interface when set 3d matrix stuff doesn't have corresponding end - * add dump_frame stuff for OGL, mostly useless but allows trailer recording - * - * Revision 1.6 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 1.5 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.4 2004/07/11 03:22:49 bobboau - * added the working decal code - * - * Revision 1.3 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 1.2 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 1.1 2004/05/24 07:25:32 taylor - * filename case change - * - * Revision 2.3 2004/04/13 01:55:41 phreak - * put in the correct fields for the CVS comments to register - * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships - * - * - * $NoKeywords: $ - */ + #ifndef _GROPENGLTNL_H #define _GROPENGLTNL_H diff --git a/fs2_open/code/graphics/grstub.cpp b/fs2_open/code/graphics/grstub.cpp index ea3937b0bf..92b4c55028 100644 --- a/fs2_open/code/graphics/grstub.cpp +++ b/fs2_open/code/graphics/grstub.cpp @@ -1,30 +1,4 @@ -/* - * $Logfile: /Freespace2/code/Graphics/Grstub.cpp $ - * $Revision: 1.1.2.4 $ - * $Date: 2007-02-12 00:19:48 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.3 2007/02/11 09:58:20 taylor - * remove -pcx32 and -jpgtga - * support for a couple of recent bmpman changes - * - * Revision 1.1.2.2 2006/09/24 22:53:22 taylor - * more standalone server fixes: - * - add some basic bmpman functionality to grstub, since it needs to do something at least - * - add missing gr_* function ptrs to grstrub - * - (re-)enable radar and hud setup functions that used to crash (problems are fixed now) - * - deal with default pilot file properly (also caused a bmpman headache) - * - don't bother with Multi_common_icons[] in standalone mode (they don't load, so don't let them unload either) - * - * Revision 1.1.2.1 2006/08/22 05:41:36 taylor - * clean up the grstub mess (for work on standalone server, and just for sanity sake) - * move color and shader functions to 2d.cpp since they are exactly the same everywhere - * don't bother with the function pointer for gr_set_font(), it's the same everywhere anyway - * - * - * $NoKeywords: $ - */ + #include "graphics/2d.h" #include "graphics/grinternal.h" diff --git a/fs2_open/code/graphics/grstub.h b/fs2_open/code/graphics/grstub.h index 4030861415..2b1685349a 100644 --- a/fs2_open/code/graphics/grstub.h +++ b/fs2_open/code/graphics/grstub.h @@ -1,12 +1,3 @@ -/* - * $Logfile: /Freespace2/code/Graphics/Grstub.h $ - * $Revision: 2.27.2.1 $ - * $Date: 2006-08-22 05:41:36 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - */ + bool gr_stub_init(); diff --git a/fs2_open/code/graphics/line.h b/fs2_open/code/graphics/line.h index 53f042744e..807e0183d3 100644 --- a/fs2_open/code/graphics/line.h +++ b/fs2_open/code/graphics/line.h @@ -7,69 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/Line.h $ - * $Revision: 2.3.2.1 $ - * $Date: 2006-10-06 09:52:05 $ - * $Author: taylor $ - * - * Header file for line.cpp - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/08 15:03:27 Kazan - * *crosses fingers* - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 10 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 9 3/10/98 4:18p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 8 10/03/97 9:10a John - * added better antialiased line drawer - * - * 7 6/13/97 5:35p John - * added some antialiased bitmaps and lines - * - * 6 11/26/96 6:50p John - * Added some more hicolor primitives. Made windowed mode run as current - * bpp, if bpp is 8,16,or 32. - * - * 5 10/26/96 2:56p John - * Got gradient code working. - * - * 4 10/26/96 1:40p John - * Added some now primitives to the 2d library and - * cleaned up some old ones. - * - * $NoKeywords: $ - */ + #ifndef _LINE_H #define _LINE_H diff --git a/fs2_open/code/graphics/tmapper.h b/fs2_open/code/graphics/tmapper.h index 904b4cf983..34b9c46366 100644 --- a/fs2_open/code/graphics/tmapper.h +++ b/fs2_open/code/graphics/tmapper.h @@ -7,178 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Graphics/TMAPPER.H $ - * $Revision: 2.16.2.1 $ - * $Date: 2006-10-06 09:52:05 $ - * $Author: taylor $ - * - * Header file for Tmapper.h - * - * $Log: not supported by cvs2svn $ - * Revision 2.16 2006/05/27 17:07:48 taylor - * remove grd3dparticle.* and grd3dbatch.*, they are obsolete - * allow us to build without D3D support under Windows (just define NO_DIRECT3D) - * clean up TMAP flags - * fix a couple of minor OpenGL state change issues with spec and env map rendering - * make sure we build again for OS X (OGL extension functions work a little different there) - * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code - * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function - * re-fix screenshots - * add true alpha blending support (with cmdline for now since the artwork has the catch up) - * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions - * don't load cubemaps from file for D3D, not sure how to do it anyway - * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. - * - * Revision 2.15 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.14 2005/04/24 12:56:43 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.13 2005/03/10 08:00:05 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.12 2005/03/09 03:23:31 bobboau - * added a new interface render funtion - * - * Revision 2.11 2005/03/03 06:05:27 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.10 2005/03/03 02:39:14 bobboau - * added trilist suport to the poly rendering functions - * and a gr_bitmap_list function that uses it - * - * Revision 2.9 2004/08/11 05:06:24 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.8 2004/03/21 09:41:54 randomtiger - * Fixed a bug that was causing windowed movie playback and a crash. - * Added some batching redirection. - * - * Revision 2.7 2004/03/05 09:02:01 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.6 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.5 2004/02/15 06:02:32 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.4 2003/11/02 05:50:08 bobboau - * modified trails to render with tristrips now rather than with stinky old trifans, - * MUCH faster now, at least one order of magnatude. - * - * Revision 2.3 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.2 2003/10/16 00:17:14 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.1 2003/03/18 10:07:02 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.0.2.1 2002/11/11 21:26:04 randomtiger - * - * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:07 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 3 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 17 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 16 4/09/98 7:58p John - * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff. - * Took out XPARENT flag settings in all the alpha-blended texture stuff. - * - * 15 4/09/98 4:38p John - * Made non-darkening and transparent textures work under Glide. Fixed - * bug with Jim's computer not drawing any bitmaps. - * - * 14 3/23/98 5:00p John - * Improved missile trails. Made smooth alpha under hardware. Made end - * taper. Made trail touch weapon. - * - * 13 11/21/97 11:32a John - * Added nebulas. Fixed some warpout bugs. - * - * 12 10/15/97 5:08p John - * added flag for alpha tmap - * - * 11 3/10/97 5:20p John - * Differentiated between Gouraud and Flat shading. Since we only do flat - * shading as of now, we don't need to interpolate L in the outer loop. - * This should save a few percent. - * - * 10 3/05/97 7:15p John - * took out the old z stop tmapper used for briefing. - * - * 9 12/10/96 10:37a John - * Restructured texture mapper to remove some overhead from each scanline - * setup. This gave about a 30% improvement drawing trans01.pof, which is - * a really complex model. In the process, I cleaned up the scanline - * functions and separated them into different modules for each pixel - * depth. - * - * 8 11/07/96 2:17p John - * Took out the OldTmapper stuff. - * - * 7 11/05/96 4:05p John - * Added roller. Added code to draw a distant planet. Made bm_load - * return -1 if invalid bitmap. - * - * 6 10/26/96 1:40p John - * Added some now primitives to the 2d library and - * cleaned up some old ones. - * - * $NoKeywords: $ - */ + #ifndef _TMAPPER_H #define _TMAPPER_H diff --git a/fs2_open/code/hud/hud.cpp b/fs2_open/code/hud/hud.cpp index 482b33fcc3..5b2c9ce61e 100644 --- a/fs2_open/code/hud/hud.cpp +++ b/fs2_open/code/hud/hud.cpp @@ -7,587 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUD.cpp $ - * $Revision: 2.67.2.6 $ - * $Date: 2008-01-19 01:23:17 $ - * $Author: Goober5000 $ - * - * C module that contains all the HUD functions at a high level - * - * $Log: not supported by cvs2svn $ - * Revision 2.67.2.5 2008/01/19 00:27:07 Goober5000 - * we all got led down the garden path there! revert all radar range modifications - * - * Revision 2.67.2.4 2007/12/28 02:10:37 Backslash - * Backslash's "let's get this stuff into 3_6_9 as well" commit. - * -gliding with thruster adjustments and speed cap - * -glide_when_pressed control (right above bank_when_pressed) - * -fixes to the thrusters sound and visuals while gliding - * -don't show muzzle flashes in 1st person - * -quick reticle for multitarget and asteroids - * - * Revision 2.67.2.3 2007/07/24 20:08:29 Kazan - * Make asteroid/debris fields interrupt autopilot, add "hazards near" message to autopilot.tbl, add use-nav-cinematics sexp, fix mantis #1441 - * - * Revision 2.67.2.2 2007/02/10 05:01:11 Goober5000 - * take all subsystems into account when displaying repair gauge - * - * Revision 2.67.2.1 2007/02/10 00:17:39 taylor - * remove NO_SOUND - * - * Revision 2.67 2006/05/13 07:09:24 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.66 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.65 2006/01/25 07:46:13 wmcoolmon - * Maybe fix G3_count error - * - * Revision 2.64 2006/01/17 03:46:56 phreak - * Modified the formatting for the rearm countdown timer once docked. - * - * Revision 2.63 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.62 2005/12/29 00:54:08 phreak - * mirror parameter in hud_anim_render(). only used when briefing icons are fading in. - * - * Revision 2.61 2005/11/23 04:05:23 phreak - * whoops i should test my code sometimes - * - * Revision 2.60 2005/11/23 00:49:51 phreak - * Player repair rearm completion timer display added. - * - * Revision 2.59 2005/11/13 23:02:04 Goober5000 - * fix the icons.tbl bug - * --Goober5000 - * - * Revision 2.58 2005/11/05 10:26:09 wmcoolmon - * Int3() --> Warning - * - * Revision 2.57 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.56 2005/09/26 04:08:53 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.55 2005/09/26 02:15:03 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.54 2005/09/25 22:24:22 Goober5000 - * more fiddly stuff - * --Goober5000 - * - * Revision 2.53 2005/08/31 07:17:43 Goober5000 - * removed two unused functions - * --Goober5000 - * - * Revision 2.52 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.51 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.50 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.49 2005/07/13 02:30:53 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.48 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.47 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.46 2005/05/30 05:31:19 taylor - * make sure we don't show various offscreen indicators and info when hud-disabled-except-messages is used - * - * Revision 2.45 2005/05/12 03:50:10 Goober5000 - * repeating messages with variables should work properly now - * --Goober5000 - * - * Revision 2.44 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.43 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.42 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.41 2005/03/10 08:00:06 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.40 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.39 2005/02/27 07:07:47 wmcoolmon - * nonstandard res HUD stuff - * - * Revision 2.38 2005/02/14 23:54:11 taylor - * make loading screen shader a bit taller - * add i.o to credits for Linux and OSX code - * add libjpeg and ogg stuff to credits for license compliance - * replace an Int3() with a debug message in the hud code - * - * Revision 2.37 2005/02/13 08:38:54 wmcoolmon - * nonstandard resolution-friendly function updates - * - * Revision 2.36 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.35 2005/01/17 06:35:35 wmcoolmon - * Attempt to fix the crash when a player ship's subsystems receives damage, and it has a lot (ie player ship is a capital ship).This seems to be controlled by SUBSYSTEM_MAX, which also controls the number of subsystems saved in red alert missions. - * - * Revision 2.34 2005/01/12 00:17:09 phreak - * fixed hud offsets bug - * - * Revision 2.33 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.32 2005/01/01 07:18:47 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.31 2004/12/26 22:45:58 taylor - * fix some hud stuff getting drawn multiple times, don't show target data if HUD_disabled_except_messages is set - * - * Revision 2.30 2004/12/26 20:46:34 Goober5000 - * hud-disable-except-messages now resets after each mission - * --Goober5000 - * - * Revision 2.29 2004/12/25 09:27:41 wmcoolmon - * Fix to modular tables workaround with Fs2NetD + Sync to current NEW_HUD code - * - * Revision 2.28 2004/12/24 05:07:05 wmcoolmon - * NEW_HUD compiles now. :) - * - * Revision 2.27 2004/12/23 23:08:21 wmcoolmon - * Proposed HUD system stuffs - within NEW_HUD defines. - * - * Revision 2.26 2004/12/14 14:46:12 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.25 2004/11/21 11:29:53 taylor - * make hud_disabled_except_messages() do everything at once, add it to hud_show_radar() and hud_show_target_model() so those don't show up (bug #271) - * - * Revision 2.24 2004/09/17 00:18:17 Goober5000 - * changed toggle-hud to hud-disable; added hud-disable-except-messages - * --Goober5000 - * - * Revision 2.23 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.22 2004/07/26 17:54:04 Kazan - * Autopilot system completed -- i am dropping plans for GUI nav map - * Fixed FPS counter during time compression - * - * Revision 2.21 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.20 2004/07/01 01:53:27 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.19 2004/06/08 00:35:43 wmcoolmon - * Added +Color: option for custom gauges. - * - * Revision 2.18 2004/06/01 07:31:56 wmcoolmon - * Lotsa stuff. Custom gauges w/ ANIs support added, SEXPs to set gauge text, gauge image frames, and gauge coords. These SEXPs and toggle-hud reside in the Hud/change category. - * - * Revision 2.17 2004/05/31 08:54:13 wmcoolmon - * Update to make images (not animations) work - * - * Revision 2.16 2004/05/31 08:32:25 wmcoolmon - * Custom HUD support, better loading, etc etc. - * - * Revision 2.15 2004/05/03 21:22:21 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.14 2004/04/25 06:31:52 Goober5000 - * made time dilation only available in cheat mode; also fixed an obscure CTD - * --Goober5000 - * - * Revision 2.13 2004/04/24 15:44:21 Kazan - * Fixed Lobby screen showing up while exiting from non-tracker games - * Time dialiation up to 1/4 - * - * Revision 2.12 2004/03/28 17:49:54 taylor - * runtime language selection, mantis:0000133 - * - * Revision 2.11 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2003/09/13 20:59:54 Goober5000 - * fixed case-sensitivity bugs and possibly that Zeta wing bug - * --Goober5000 - * - * Revision 2.9 2003/08/21 08:31:24 Goober5000 - * fixed turret text display for non-laser weapons - * --Goober5000 - * - * Revision 2.8 2003/06/11 02:59:48 phreak - * local ssm stuff for hud. - * they are always in lock range due to the subspace drive on them - * they also can't be targeted when in stage 3. - * - * Revision 2.7 2003/05/21 20:27:07 phreak - * hud is drawn when in chase camera for player - * - * Revision 2.6 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.5 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.3 2003/01/17 07:59:09 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.2 2002/10/17 20:40:50 randomtiger - * Added ability to remove HUD ingame on keypress shift O - * So I've added a new key to the bind list and made use of already existing hud removal code. - * - * Revision 2.1.2.1 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.6 2002/05/26 14:12:03 mharris - * Changed alphacolors from automatic to static - * - * Revision 1.5 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.4 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 58 10/28/99 2:04a Jefff - * some german specific coords. - * - * 57 10/25/99 5:43p Jefff - * added (and subsequently commented) some scoring debug code. checked in - * to work on later - * - * 56 9/09/99 3:55a Andsager - * Reset Hud_support_objnum to -1 when guage stops displaying - * - * 55 9/01/99 11:16a Andsager - * Fix bug where support ship guage would not show up if second support - * ship called in whlile 1st one dying. - * - * 54 8/23/99 1:49p Dave - * Fixed damage popup (hopefully) - * - * 53 8/23/99 11:34a Dave - * Fixed shield intensity rendering problems. - * - * 52 8/19/99 6:16p Jefff - * - * 51 8/17/99 7:15p Jefff - * auto-target & auto-speed text drawn in code - * - * 50 8/16/99 4:04p Dave - * Big honking checkin. - * - * 49 8/09/99 3:47p Dave - * Fixed incorrect nebula regeneration. Default HUD to low-contrast in - * non-nebula missions. - * - * 48 8/09/99 3:14p Dave - * Make "launch" warning gauge draw in code. - * - * 47 8/05/99 2:05a Dave - * Fixes. Optimized detail level stuff. - * - * 46 8/04/99 2:56p Jefff - * fixed black box behind pilot head in hi-res - * - * 45 8/04/99 9:54a Andsager - * Auto target turrets on big ships. - * - * 44 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 43 7/31/99 4:15p Dave - * Fixed supernova particle velocities. Handle OBJ_NONE in target - * monitoring view. Properly use objectives notify gauge colors. - * - * 42 7/31/99 1:16p Dave - * Use larger font for 1024 HUD flash text box. Make beam weapons aware of - * weapon subsystem damage on firing ship. - * - * 41 7/26/99 10:41a Jefff - * added call to hud_maybe_show_damage() in hud_render_2d(). not sure how - * this got out in the 1st place. - * - * 40 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 39 7/22/99 4:00p Dave - * Fixed beam weapon muzzle glow rendering. Externalized hud shield info. - * - * 38 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 37 7/21/99 3:19p Jefff - * adjusted subspace and red alert popup text coords - * - * 36 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 35 7/19/99 11:48a Jefff - * Countermeasure success sound added - * - * 34 7/16/99 12:22p Jefff - * Added sound FX to objective popups - * - * 33 7/15/99 7:16p Jefff - * Red Alert box is now red - * - * 32 7/09/99 12:00a Andsager - * Added target box with distance for remote detonate weapons - * - * 31 6/28/99 4:33p Jasenw - * Fixed coords for hi res engine wash gauge - * - * 30 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 29 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 28 6/08/99 1:14a Dave - * Multi colored hud test. - * - * 27 6/07/99 4:20p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 26 5/28/99 5:36p Andsager - * stupid comment - * - * 25 5/28/99 10:00a Andsager - * Make player hud target affected by Nebula range - * - * 24 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 23 5/21/99 5:36p Andsager - * Put in high res engine wash gauge and approx coords - * - * 22 5/21/99 1:44p Andsager - * Add engine wash gauge - * - * 21 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 20 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 19 2/24/99 4:02p Dave - * Fixed weapon locking and homing problems for multiplayer dogfight mode. - * - * 18 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 17 2/03/99 8:37a Jasen - * Fixed dock in coords - * - * 16 2/01/99 9:24a Jasen - * Fixed subspace and objectives displays for hi res. - * - * 15 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 14 1/21/99 9:28p Dave - * Fixed damage gauge coords. - * - * 13 1/07/99 9:05a Jasen - * coords, coords, coords - * - * 12 1/06/99 3:24p Dave - * Fixed stupid code. - * - * 11 1/06/99 3:14p Jasen - * more new coords - * - * 10 1/06/99 2:33p Jasen - * updated coords - * - * 9 1/06/99 1:27p Dave - * Removed duplicate global var. - * - * 8 1/06/99 1:26p Dave - * Put in seperate X coords for "dock in" and the associated time value - * for the support ship gauge. - * - * 7 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 6 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 223 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 222 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 221 8/09/98 4:45p Lawrance - * center various HUD text - fixes problems in the German version - * - * 220 6/18/98 10:10a Allender - * fixed compiler warnings - * - * 219 6/17/98 11:03a Lawrance - * position subspace notify correctly for german version - * - * 218 6/13/98 10:48p Lawrance - * Changed code to utilize proper fixed-space 1 character. - * - * 217 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 216 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 215 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 214 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 213 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 212 5/17/98 3:32p Lawrance - * Allow red alert orders to get downloaded when in an out-of-cockpit view - * - * 211 5/15/98 8:36p Lawrance - * Add 'target ship that last sent transmission' target key - * - * 210 5/10/98 5:28p Lawrance - * Ensure hud messages and talking heads show up when viewing from another - * ship - * - * 209 5/10/98 12:11a Lawrance - * Fix a couple of problems with 2D gauges showing up in external views - * - * 208 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 207 5/09/98 12:20a Lawrance - * Show hud messages in all views - * - * 206 5/08/98 5:32p Lawrance - * Allow cargo scanning even if target gauge is disabled - * - * 205 5/08/98 10:13a Lawrance - * Don't allow targeting of ships that have SF_EXPLODED flag set - * - * 204 5/07/98 1:01a Chad - * Yet another hud gauage which shouldn't be rendered as a multiplayer - * observer. - * - * 203 5/04/98 12:08p Ed - * from allender: move hud_target_change_check() after code which does - * possible auto target change. Fixed multiplayer problem where locking - * subsys does not match ship currently targeted - * - * 202 5/04/98 6:12p Lawrance - * Write generic function hud_end_string_at_first_hash_symbol(), to use in - * various spots on the HUD - * - * 201 4/30/98 3:32p Lawrance - * Cull dead/departed ships from escort ship in hud_update_frame() - * - * 200 4/23/98 10:24p Mike - * Int3(), then recover gracefully from some error in which ship to be - * repaired is killed. - * - * $NoKeywords: $ - * -*/ + #include "hud/hud.h" diff --git a/fs2_open/code/hud/hud.h b/fs2_open/code/hud/hud.h index c838767cc3..3ac4f96296 100644 --- a/fs2_open/code/hud/hud.h +++ b/fs2_open/code/hud/hud.h @@ -7,329 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUD.h $ - * $Revision: 2.22.2.1 $ - * $Date: 2008-01-19 01:23:17 $ - * $Author: Goober5000 $ - * - * Header file for functions that contain HUD functions at a high level - * - * $Log: not supported by cvs2svn $ - * Revision 2.22 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.21 2005/12/29 00:54:08 phreak - * mirror parameter in hud_anim_render(). only used when briefing icons are fading in. - * - * Revision 2.20 2005/11/23 00:49:51 phreak - * Player repair rearm completion timer display added. - * - * Revision 2.19 2005/10/09 08:03:19 wmcoolmon - * New SEXP stuff - * - * Revision 2.18 2005/09/26 04:08:53 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.17 2005/09/26 02:15:03 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.16 2005/09/25 22:24:22 Goober5000 - * more fiddly stuff - * --Goober5000 - * - * Revision 2.15 2005/08/31 07:17:43 Goober5000 - * removed two unused functions - * --Goober5000 - * - * Revision 2.14 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.13 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.12 2005/02/27 07:07:47 wmcoolmon - * nonstandard res HUD stuff - * - * Revision 2.11 2005/02/13 08:38:54 wmcoolmon - * nonstandard resolution-friendly function updates - * - * Revision 2.10 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.9 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.8 2005/01/01 07:18:47 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.7 2004/09/17 00:18:17 Goober5000 - * changed toggle-hud to hud-disable; added hud-disable-except-messages - * --Goober5000 - * - * Revision 2.6 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/05/30 08:04:49 wmcoolmon - * Final draft of the HUD parsing system structure. May change how individual coord positions are specified in the TBL. -C - * - * Revision 2.4 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/01/17 07:59:09 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.2 2002/10/17 20:40:50 randomtiger - * Added ability to remove HUD ingame on keypress shift O - * So I've added a new key to the bind list and made use of already existing hud removal code. - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 8/09/99 3:14p Dave - * Make "launch" warning gauge draw in code. - * - * 8 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 7 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 6 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 5 6/07/99 4:20p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 4 5/21/99 1:44p Andsager - * Add engine wash gauge - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 64 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 63 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 62 5/04/98 6:12p Lawrance - * Write generic function hud_end_string_at_first_hash_symbol(), to use in - * various spots on the HUD - * - * 61 4/30/98 6:04p Lawrance - * Make subspace gauge report "aborted" when ESC pressed while starting - * warp out. - * - * 60 4/23/98 1:49a Allender - * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships - * to not respawn until 5 seconds after they die. Send escort information - * to ingame joiners - * - * 59 4/20/98 12:36a Mike - * Make team vs. team work when player is hostile. Several targeting - * problems. - * - * 58 4/13/98 12:50p Allender - * made rearm shortcut work more appropriately. Make countermeasure - * succeed work on clients in multiplayer - * - * 57 3/30/98 1:08a Lawrance - * Implement "blast" icon. Blink HUD icon when player ship is hit by a - * blast. - * - * 56 3/19/98 5:05p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 55 3/17/98 12:29a Dave - * Put in hud support for rtvoice. Several ui interface changes. - * - * 54 3/14/98 4:59p Lawrance - * Totally rework HUD wingman status gauge to work with 5 arbitrary wings - * - * 53 3/11/98 12:13a Lawrance - * Pop up weapon gauge when rearm time is showing - * - * 52 3/09/98 4:22p Lawrance - * Don't do certain HUD functions when the hud is disabled - * - * 51 3/07/98 6:27p Lawrance - * Add support for disabled hud. - * - * 50 3/06/98 5:10p Allender - * made time to: field in extended targetbox use support time to dock code - * for all docking shpis. Only display for waypoints and docking (not - * undocking). Small fixups to message menu -- not allowing depart when - * disabled. Depart is now by default ignored for all non-small ships - * - * 49 2/23/98 6:49p Lawrance - * Use gr_aabitmap_ex() instead of clipping regions - * - * 48 2/12/98 4:58p Lawrance - * Change to new flashing method. - * - * 47 2/11/98 9:44p Allender - * rearm repair code fixes. hud support view shows abort status. New - * support ship killed message. More network stats - * - * 46 2/09/98 8:05p Lawrance - * Add new gauges: cmeasure success, warp-out, and missiontime - * - * 45 1/28/98 7:19p Lawrance - * Get fading/highlighting animations working - * - * 44 1/24/98 3:21p Lawrance - * Add flashing when hit, and correct association with the wingman status - * gauge. - * - * 43 1/21/98 7:20p Lawrance - * Make subsystem locking only work with line-of-sight, cleaned up locking - * code, moved globals to player struct. - * - * 42 1/20/98 12:52p Lawrance - * Draw talking head as alpha-color bitmap, black out region behind - * animation. - * - * 41 1/19/98 10:01p Lawrance - * Implement "Electronics" missiles - * - * 40 1/15/98 5:23p Lawrance - * Add HUD gauge to indicate completed objectives. - * - * 39 1/14/98 11:07p Lawrance - * Hook in brightness slider to HUD config. - * - * 38 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 37 1/10/98 12:41a Lawrance - * start work on new HUD config - * - * 36 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 35 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 34 12/18/97 8:46p Lawrance - * Move IFF_color definitions from HUD->ship, so FRED can use them. - * - * 33 12/01/97 12:27a Lawrance - * redo default alpha color for HUD, make it easy to modify in the future - * - * 32 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 31 11/13/97 10:46p Lawrance - * implemented new escort view, damage view and weapons - * - * 30 11/13/97 6:15p Lawrance - * Add new weapons gauge - * - * 29 11/11/97 5:05p Lawrance - * use global value for target integrity, to avoid recalculation - * - * 28 11/11/97 11:06a Lawrance - * add function to convert a numbered string to use mono-spaced 1's - * - * 27 11/09/97 3:25p Lawrance - * increase default alpha color - * - * 26 11/05/97 11:19p Lawrance - * create an array of 16 HUD colors, that span the different alpha values - * - * 25 11/04/97 7:50p Lawrance - * supporting new HUD reticle and shield icons - * - * 24 10/11/97 6:38p Lawrance - * added functions to manage HUD animations - * - * 23 9/14/97 10:24p Lawrance - * add damage screen popup window - * - * 22 7/14/97 11:47a Lawrance - * add function to display hud messages (so navmap can call it) - * - * 21 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 20 6/06/97 4:41p John - * Fixed alpha colors to be smoothly integrated into gr_set_color_fast - * code. - * - * 19 6/05/97 6:47p John - * First pass at changing HUD translucency. - * - * 18 4/13/97 3:53p Lawrance - * separate out the non-rendering dependant portions of the HUD ( sounds, - * updating lock position, changing targets, etc) and put into - * hud_update_frame() - * - * 17 4/10/97 5:29p Lawrance - * hud rendering split up into hud_render_3d(), hud_render_2d() and - * hud_render_target_model() - * - * 16 4/07/97 3:50p Allender - * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in - * squadmate messaging - * - * 15 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 14 1/13/97 5:36p Lawrance - * integrating new Game_sounds structure for general game sounds - * - * 13 1/07/97 6:56p Lawrance - * adding sound hooks - * - * 12 1/02/97 7:12p Lawrance - * adding hooks for more sounds - * - * 11 11/26/96 2:35p John - * Made so you can change HUD colors. - * - * 10 11/19/96 10:16a Lawrance - * adding colors to header file - * - * 9 11/17/96 5:27p Lawrance - * added externs for globals that specify the HUD gauge colors - * - * 8 11/15/96 12:11a Lawrance - * took out old message scrolling and moved to HUDmessage - * - * $NoKeywords: $ - * -*/ + #ifndef __HUD_H__ #define __HUD_H__ diff --git a/fs2_open/code/hud/hudartillery.cpp b/fs2_open/code/hud/hudartillery.cpp index 9c7db32e46..c586787277 100644 --- a/fs2_open/code/hud/hudartillery.cpp +++ b/fs2_open/code/hud/hudartillery.cpp @@ -7,98 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HudArtillery.cpp $ - * $Revision: 2.14.2.2 $ - * $Date: 2007-09-02 02:07:41 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.1 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.14 2005/10/14 07:22:24 Goober5000 - * removed an unneeded parameter and renamed some stuff - * --Goober5000 - * - * Revision 2.13 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.12 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.11 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.10 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.9 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.8 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.7 2004/09/17 07:11:02 Goober5000 - * moved ssm stuff to header file so it would work in FRED - * --Goober5000 - * - * Revision 2.6 2004/08/23 04:00:15 Goober5000 - * ship-tag and ship-untag - * --Goober5000 - * - * Revision 2.5 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/19 12:29:02 unknownplayer - * Woohoo! Killed two birds with one stone! - * Fixed the 'black screen around dialog boxes' problem and also the much more serious freezing problem experienced by Goober5000. It wasn't a crash, just an infinite loop. DX8 merge is GO! once again :) - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 4 4/28/99 11:36p Dave - * Tweaked up subspace missile strike a bit, - * - * 3 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 2 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 1 4/20/99 12:00a Dave - * - * - * $NoKeywords: $ - */ + #include "hud/hudartillery.h" diff --git a/fs2_open/code/hud/hudartillery.h b/fs2_open/code/hud/hudartillery.h index 4a5b39c923..f94cf60107 100644 --- a/fs2_open/code/hud/hudartillery.h +++ b/fs2_open/code/hud/hudartillery.h @@ -7,54 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HudArtillery.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2006-09-11 01:15:04 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/09/17 07:11:02 Goober5000 - * moved ssm stuff to header file so it would work in FRED - * --Goober5000 - * - * Revision 2.3 2004/08/23 04:00:15 Goober5000 - * ship-tag and ship-untag - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 1 4/20/99 12:00a Dave - * - * - * $NoKeywords: $ - */ + #ifndef _FS2_HUD_ARTILLERY_HEADER_FILE #define _FS2_HUD_ARTILLERY_HEADER_FILE diff --git a/fs2_open/code/hud/hudbrackets.cpp b/fs2_open/code/hud/hudbrackets.cpp index b0765a90c0..5f2645cce3 100644 --- a/fs2_open/code/hud/hudbrackets.cpp +++ b/fs2_open/code/hud/hudbrackets.cpp @@ -7,318 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDbrackets.cpp $ - * $Revision: 2.27.2.2 $ - * $Date: 2007-11-22 05:19:47 $ - * $Author: taylor $ - * - * C file that contains functions for drawing target brackets on the HUD - * - * $Log: not supported by cvs2svn $ - * Revision 2.27.2.1 2007/08/30 04:52:30 Backslash - * The long-awaited HUD $Length Unit Multiplier setting! (With lots of help from KeldorKatarn) - * Multiplies all speeds and distances displayed by the HUD by a given constant multiplier. The value is declared in hud_gauges.tbl (right after $Max Escort Ships) as - * $Length Unit Multiplier: 5 - * - * Revision 2.27 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.26 2005/09/25 08:25:15 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.25 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.24 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.23 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.22 2005/06/22 15:17:53 taylor - * objnum check when targetinfo is used, fixes message brackets having random text as info - * - * Revision 2.21 2005/05/11 22:15:49 phreak - * added mission flag that will not show enemy wing names, just the ship class. - * - * Revision 2.20 2005/04/28 05:29:29 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.19 2005/04/11 05:42:02 taylor - * some demo related fixes (Jens Granseuer) - * - * Revision 2.18 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.17 2005/03/07 13:10:21 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.16 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.15 2005/02/18 09:54:41 wmcoolmon - * Since the screen can be wider than 1200 px now, don't auto-cull brackets if they're that big. - * - * Revision 2.14 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.13 2004/12/23 23:36:30 wmcoolmon - * Removed unneccessary function call (.0000001 ms speed increase!) - * - * Revision 2.12 2004/11/27 10:45:36 taylor - * some fixes for position problems on the HUD in non-standard resolutions - * few compiler warning fixes - * - * Revision 2.11 2004/10/15 13:10:06 phreak - * Made WMCoolmon's hud target info brackets recognize alt-names - * --phreak - * - * Revision 2.10 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/06/28 10:00:33 wmcoolmon - * Fixed weapon miniinfo display - * - * Revision 2.7 2004/06/26 03:19:53 wmcoolmon - * Displayed escorts now settable up to MAX_COMPLETE_ESCORT_LIST via "$Max Escort Ships:" in hud_gauges.tbl - * Escort list is now hud_gauges.tbl compatible. - * - * Revision 2.6 2004/06/26 00:27:20 wmcoolmon - * Basic target info next to targeted object. - * - * Revision 2.5 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/01/27 07:46:33 Goober5000 - * finished up my fighterbay code - ships will not be able to arrive from or depart into - * fighterbays that have been destroyed (but you have to explicitly say in the tables - * that the fighterbay takes damage in order to enable this) - * --Goober5000 - * - * Revision 2.3 2002/12/14 17:09:28 Goober5000 - * removed mission flag for fighterbay damage; instead made damage display contingent on whether the fighterbay subsystem is assigned a damage percentage in ships.tbl - * --Goober5000 - * - * Revision 2.2 2002/12/14 01:55:04 Goober5000 - * added mission flag to show subsystem damage for fighterbays - * ~Goober5000~ - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 8/03/99 5:35p Andsager - * Don't draw target dot for instructor in training mission - * - * 5 6/07/99 4:20p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 4 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 3 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 54 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 53 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 52 5/27/98 1:22p Allender - * make targeting dots work in multiplayer -- as well as many other minor - * targeting problems - * - * 51 5/23/98 2:26a Lawrance - * Tweak brackets - * - * 50 5/14/98 11:26a Lawrance - * ensure fighter bays are drawn with correct bracket color - * - * 49 5/12/98 9:27a Mike - * num-ships-attacking: always showed an additional ship attacking - * asteroid or debris. Fixed. - * - * 48 5/08/98 10:16a Lawrance - * Add new "ship attacking count" gauge - * - * 47 5/07/98 4:07p Mike - * Use smaller num-ships-attacking blip. - * - * 46 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 45 5/06/98 2:46p Mike - * Modify num-ships-attacking system. - * - * 44 5/03/98 1:07a Mike - * Show + for ships attacking your target, whether hostile or friendly. - * - * 43 4/05/98 7:42p Lawrance - * fix inconsistent distance display on the HUD - * - * 42 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 41 3/30/98 12:20a Lawrance - * Draw subsystem targeting brackets gray if subsystem is destroyed. - * - * 40 3/18/98 6:04p Lawrance - * Improve when brackets get drawn for large objects - * - * 39 3/10/98 6:03p Lawrance - * Ensure proper bracket color gets drawn for traitors - * - * 38 3/06/98 5:13p Johnson - * Put in a check for team traitor in hud_brackets_get_iff_color() - * - * 37 3/02/98 11:32p Lawrance - * Allow asteroids about to impact ships to be bracketed - * - * 36 2/21/98 2:49p Lawrance - * Don't do facing check for subsystems when deciding whether to draw - * brackets - * - * 35 2/19/98 12:48a Lawrance - * Ensure subsystem brackets remain between HUD and target monitor - * - * 34 2/09/98 8:05p Lawrance - * Add new gauges: cmeasure success, warp-out, and missiontime - * - * 33 2/07/98 5:46p Lawrance - * Show target distance on brackets - * - * 32 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 31 1/18/98 5:09p Lawrance - * Added support for TEAM_TRAITOR - * - * 30 1/02/98 10:01p Lawrance - * Ensure correct subsystem bracket color gets drawn once player goes - * traitor. - * - * 29 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 28 12/28/97 5:54p Lawrance - * Draw HUD brackets the correct IFF color.. taking into account that the - * player may be TEAM_NEUTRAL - * - * 27 12/18/97 8:46p Lawrance - * Move IFF_color definitions from HUD->ship, so FRED can use them. - * - * 26 12/17/97 11:14p Mike - * Change radar and hud color to red for all neutral. - * - * 25 11/27/97 4:24p Lawrance - * change appearance of subsystem targeting brackets - * - * 24 10/22/97 5:53p Lawrance - * change name of subsystem_in_sight() function - * - * 23 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 22 7/24/97 10:45a Mike - * Fix hole in Unknown team support. - * - * 21 7/24/97 10:24a Mike - * Restore support for Unknown team - * - * 20 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 19 5/21/97 11:12a Mike - * Move more stuff out of player struct, mainly subsys stuff. - * - * 18 5/20/97 2:45p Mike - * Move current_target and a bunch of other stuff out of player struct. - * - * 17 4/09/97 3:30p Lawrance - * let target brackets grow to bracket ship entirely - * - * 16 4/08/97 1:28p Lawrance - * get brackets for targeting and messaging drawing right - * - * 15 4/08/97 11:44a Lawrance - * get selection and target brackets drawing right at close and far - * distances - * - * 14 4/08/97 10:55a Allender - * draw purple brackets on ship sending a message - * - * 13 4/08/97 9:58a Lawrance - * center bracket on target center. Give min and max dimensions to - * subsystem target brackets. - * - * 12 4/07/97 6:03p Lawrance - * draw diamond brackets instead of dashed boxes - * - * 11 4/07/97 3:50p Allender - * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in - * squadmate messaging - * - * 10 4/02/97 10:08a Lawrance - * fixed bracket drawing glitches - * - * 9 3/28/97 2:46p John - * added code to make debris chunks target properly. - * - * 8 3/27/97 5:44p Lawrance - * drawing dashed lines for sub-object targeting box that is not in line - * of sight - * - * 7 3/27/97 3:59p Lawrance - * made brackets draw even if center of target is offscreen - * - * 6 3/27/97 9:29a Lawrance - * If reach maximum bounding box size, use radius targeting box method - * - * 5 3/25/97 3:55p Lawrance - * allowing debris to be targeted and shown on radar - * - * 4 3/23/97 11:55p Lawrance - * made max targeting bracket size of 200x200 - * - * 3 3/07/97 4:37p Mike - * Make rockeye missile home. - * Remove UNKNOWN and NEUTRAL teams. - * - * 2 12/24/96 4:30p Lawrance - * Target bracket drawing code moved to separate files - * - * $NoKeywords: $ - */ + #include "hud/hudbrackets.h" #include "hud/hud.h" diff --git a/fs2_open/code/hud/hudbrackets.h b/fs2_open/code/hud/hudbrackets.h index a700f758a7..3aa87f7b12 100644 --- a/fs2_open/code/hud/hudbrackets.h +++ b/fs2_open/code/hud/hudbrackets.h @@ -7,99 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDbrackets.h $ - * $Revision: 2.7 $ - * $Date: 2006-01-13 03:30:59 $ - * $Author: Goober5000 $ - * - * Header file for drawing target brackets on the HUD - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.5 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 14 5/03/98 1:07a Mike - * Show + for ships attacking your target, whether hostile or friendly. - * - * 13 3/19/98 5:36p Lawrance - * Let subsystem brackets grow to screen size - * - * 12 3/02/98 11:32p Lawrance - * Allow asteroids about to impact ships to be bracketed - * - * 11 11/27/97 4:24p Lawrance - * change appearance of subsystem targeting brackets - * - * 10 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 9 4/09/97 3:30p Lawrance - * let target brackets grow to bracket ship entirely - * - * 8 4/08/97 1:28p Lawrance - * get brackets for targeting and messaging drawing right - * - * 7 4/08/97 9:58a Lawrance - * center bracket on target center. Give min and max dimensions to - * subsystem target brackets. - * - * 6 4/07/97 3:50p Allender - * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in - * squadmate messaging - * - * 5 3/27/97 5:44p Lawrance - * drawing dashed lines for sub-object targeting box that is not in line - * of sight - * - * 4 3/27/97 3:59p Lawrance - * made brackets draw even if center of target is offscreen - * - * 3 3/27/97 9:29a Lawrance - * If reach maximum bounding box size, use radius targeting box method - * - * 2 12/24/96 4:30p Lawrance - * Target bracket drawing code moved to separate files - * - * $NoKeywords: $ - */ + #ifndef HUD_BRACKETS #define HUD_BRACKETS diff --git a/fs2_open/code/hud/hudconfig.cpp b/fs2_open/code/hud/hudconfig.cpp index 83964d0929..2d6d7ec3ae 100644 --- a/fs2_open/code/hud/hudconfig.cpp +++ b/fs2_open/code/hud/hudconfig.cpp @@ -7,347 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDconfig.cpp $ - * $Revision: 2.23.2.5 $ - * $Date: 2008-01-19 00:27:07 $ - * $Author: Goober5000 $ - * - * C module to handle HUD configuration - * - * $Log: not supported by cvs2svn $ - * Revision 2.23.2.4 2007/09/02 02:07:41 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.23.2.3 2007/08/17 03:29:48 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 2.23.2.2 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.23.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.23 2006/01/26 03:23:29 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.22 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.21 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.20 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.19 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.18 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.17 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.16 2005/04/28 01:34:33 wmcoolmon - * stuff_byte to stuff_ubyte; does the same thing, but with a better name. - * - * Revision 2.15 2005/04/11 05:42:02 taylor - * some demo related fixes (Jens Granseuer) - * - * Revision 2.14 2005/03/10 08:00:06 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.13 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.12 2005/02/23 13:17:05 taylor - * few more compiler warning fixes (didn't mean to commit iostream.h change) - * lower warning level to 3 to stop MSVC6 from complaining about C++ headers - * - * Revision 2.11 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.10 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.9 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/04/06 01:11:41 Kazan - * make custom build work again - * - * Revision 2.6 2004/03/31 05:42:27 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.5 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2003/01/15 21:29:04 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.2.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.1 2002/07/18 20:07:49 penguin - * Fixed bug (potential access of unitialized pointer) in hud_config_render_gauges() -- thanks to DTP for finding it! - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/29 14:44:54 mharris - * Don't use pointers to temp. auto variables in init_alphacolor(); instead - * use pointers to global HUD_config array. - * - * Revision 1.2 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 19 10/25/99 5:43p Jefff - * reassigned some xstr ids - * - * 18 10/14/99 2:50p Jefff - * localization fixes - * - * 17 9/02/99 5:09p Jefff - * disabled options now draw as a dark gray color - * - * 16 9/01/99 11:16a Dave - * Reverse direction of HUD config RGB sliders. - * - * 15 8/19/99 3:17p Dave - * Fixed talking head disappearing. - * - * 14 8/19/99 2:33p Dave - * Make sure support gauge and net lag gauge are configurable. - * - * 13 8/16/99 5:25p Dave - * New hud config. Whee! - * - * 12 8/16/99 4:04p Dave - * Big honking checkin. - * - * 11 7/30/99 10:31p Dave - * Added comm menu to the configurable hud files. - * - * 10 7/30/99 11:05a Jasenw - * Fixed hud config for new text warning gauge, - * - * 9 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 8 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 7 6/08/99 2:33p Dave - * Fixed release build warning. Put in hud config stuff. - * - * 6 6/08/99 1:14a Dave - * Multi colored hud test. - * - * 5 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 11:28a Dave - * Removed wacky pragma. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 72 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 71 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 70 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 69 5/24/98 9:01p Lawrance - * Add commit sounds when accept is pressed - * - * 68 5/23/98 3:31p Dave - * Tweaked pxo code. Fixed observer HUD stuff. - * - * 67 5/08/98 10:12a Lawrance - * play sound for auto-target toggle, don't display HUD message - * - * 66 4/29/98 6:00p Dave - * Fixed chatbox font colors. Made observer offscreen indicators work. - * Numerous small UI fixes. Fix rank limitations for mp games. - * - * 65 4/20/98 12:04a Lawrance - * tweak how button light up - * - * 64 4/16/98 4:07p Hoffoss - * Fixed bug with palette reseting when loading a new pilot. Also made - * barracks default to palette merging mode. - * - * 63 4/16/98 10:48a Lawrance - * reposition a couple of gauges - * - * 62 4/14/98 6:16p Lawrance - * Fix bug that was preventing non-green HUD color from getting set. - * - * 61 4/12/98 5:32p Lawrance - * don't show talking head in demo version of hud config - * - * 60 4/10/98 12:07a Lawrance - * Fix up talking head gauge. - * - * 59 4/08/98 10:15a Lawrance - * allow kills gauge to be popup - * - * 58 4/08/98 1:18a Lawrance - * Add in kills gauge art to HUD config. - * - * 57 4/05/98 7:42p Lawrance - * Add kills gauge - * - * 56 4/03/98 3:13p Dave - * More work on udp reliable transport. Fixed observer hud offset problem. - * Made observer join and ingame join work again. Put subnet broadcasting - * in for TCP. - * - * 55 4/01/98 6:46p Lawrance - * default damage popup to on - * - * 54 3/31/98 11:47p Lawrance - * Add popup functionality for the countermeasure gauge. - * - * 53 3/30/98 4:48p Lawrance - * Turn on offscreen indicator range by default - * - * 52 3/26/98 5:45p Lawrance - * Added new gauges to HUD config - * - * 51 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 50 3/12/98 5:45p Dave - * Put in new observer HUD. Made it possible for observers to join at the - * beginning of a game and follow it around as an observer full-time. - * - * 49 3/11/98 12:13a Lawrance - * redraw pressed buttons - * - * 48 3/05/98 12:39a Lawrance - * show comma in 10000 - * - * 47 2/22/98 4:30p John - * More string externalization classification - * - * 46 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 45 2/22/98 12:19p John - * Externalized some strings - * - * 44 1/23/98 6:24p Lawrance - * Implement wingman status gauge - * - * 43 1/22/98 10:45p Lawrance - * Add coutermeasures and objective display to hud config. - * - * 42 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 41 1/17/98 10:02p Lawrance - * Fix bug with damage popup that would sometimes display with . - * - * 40 1/17/98 1:30a Lawrance - * Add countermeasure gauge - * - * 39 1/15/98 5:10p Allender - * ton of interface changes. chatbox in multiplayer now behaves - * differently than before. It's always active in any screen that uses - * it. Only non-printatble characters will get passed back out from - * chatbox - * - * 38 1/14/98 11:07p Lawrance - * Hook in brightness slider to HUD config. - * - * 37 1/14/98 6:42p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 36 1/14/98 12:25p Lawrance - * center gauge text, use correct game palette. - * - * 35 1/13/98 5:33p Lawrance - * Tweaking HUD config. - * - * 34 1/13/98 2:20p John - * Added code to load palette based on hud color. Added code to turn off - * nebulas using detail. Added code in WinMain to time out after waiting - * too long for window creation. - * - * 33 1/13/98 10:22a Lawrance - * Integrate new art changes. - * - * 32 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 31 1/10/98 12:41a Lawrance - * start work on new HUD config - * - * 30 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 29 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 28 12/16/97 9:13p Lawrance - * Integrate new gauges into HUD config. - * - * 27 12/01/97 12:27a Lawrance - * redo default alpha color for HUD, make it easy to modify in the future - * - * - * $NoKeywords: $ - * -*/ + #include "hud/hudconfig.h" diff --git a/fs2_open/code/hud/hudconfig.h b/fs2_open/code/hud/hudconfig.h index aab05ea9fb..6c8b2de607 100644 --- a/fs2_open/code/hud/hudconfig.h +++ b/fs2_open/code/hud/hudconfig.h @@ -7,151 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDconfig.h $ - * $Revision: 2.5.2.2 $ - * $Date: 2008-01-19 00:27:08 $ - * $Author: Goober5000 $ - * - * Header file for HUD configuration - * - * $Log: not supported by cvs2svn $ - * Revision 2.5.2.1 2007/08/17 03:29:48 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 2.5 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2004/02/04 09:02:45 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/02/99 9:55p Dave - * Hardcode a nice hud color config for the demo. - * - * 3 6/08/99 1:14a Dave - * Multi colored hud test. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 30 4/29/98 6:00p Dave - * Fixed chatbox font colors. Made observer offscreen indicators work. - * Numerous small UI fixes. Fix rank limitations for mp games. - * - * 29 4/16/98 4:07p Hoffoss - * Fixed bug with palette reseting when loading a new pilot. Also made - * barracks default to palette merging mode. - * - * 28 4/14/98 6:16p Lawrance - * Fix bug that was preventing non-green HUD color from getting set. - * - * 27 3/26/98 5:45p Lawrance - * Added new gauges to HUD config - * - * 26 3/12/98 5:45p Dave - * Put in new observer HUD. Made it possible for observers to join at the - * beginning of a game and follow it around as an observer full-time. - * - * 25 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 24 1/28/98 6:19p Dave - * Reduced standalone memory usage ~8 megs. Put in support for handling - * multiplayer submenu handling for endgame, etc. - * - * 23 1/18/98 5:09p Lawrance - * Added support for TEAM_TRAITOR - * - * 22 1/17/98 10:02p Lawrance - * Fix bug with damage popup that would sometimes display with . - * - * 21 1/14/98 11:07p Lawrance - * Hook in brightness slider to HUD config. - * - * 20 1/13/98 5:33p Lawrance - * Tweaking HUD config. - * - * 19 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 18 1/10/98 12:41a Lawrance - * start work on new HUD config - * - * 17 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 16 12/16/97 9:13p Lawrance - * Integrate new gauges into HUD config. - * - * 15 11/06/97 5:01p Dave - * Finished reworking standalone multiplayer sequencing. Put in - * configurable observer-mode HUD. - * - * 14 11/06/97 9:53a Dave - * - * 13 11/03/97 5:38p Dave - * Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type. - * Restructured HUD_config structs/flags. - * - * 12 10/28/97 12:43a Lawrance - * fix bug that was not setting HUD config correctly when a new pilot was - * made - * - * 11 9/22/97 11:46p Lawrance - * make default radar range infinity - * - * 10 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 9 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 8 5/26/97 5:49p Lawrance - * supporting max range on radar - * - * 7 3/26/97 8:56a Lawrance - * removing target and game debug flags from HUD config - * - * 6 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 5 1/28/97 5:33p Lawrance - * saving number of msg window lines in save game and player file - * - * 4 12/10/96 4:18p Lawrance - * took out In_hud_config and use game state instead - * - * 3 12/08/96 1:54a Lawrance - * integrating hud configuration - * - * 2 11/29/96 6:10p Lawrance - * HUD configuration working - * - * $NoKeywords: $ - * -*/ + #ifndef _HUDCONFIG_H #define _HUDCONFIG_H diff --git a/fs2_open/code/hud/hudescort.cpp b/fs2_open/code/hud/hudescort.cpp index 00215bd5e9..46df60e638 100644 --- a/fs2_open/code/hud/hudescort.cpp +++ b/fs2_open/code/hud/hudescort.cpp @@ -7,188 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDescort.cpp $ - * $Revision: 2.29 $ - * $Date: 2006-02-16 05:00:01 $ - * $Author: taylor $ - * - * C module for managing and displaying ships that are in an escort - * - * $Log: not supported by cvs2svn $ - * Revision 2.28 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 2.27 2006/01/16 05:54:21 Goober5000 - * use IFF colors in escort list - * - * Revision 2.26 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.25 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.24 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.23 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.22 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.21 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.20 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.19 2004/12/25 17:02:18 wmcoolmon - * Fixed a couple of blonde moments. - * - * Revision 2.18 2004/12/24 05:07:05 wmcoolmon - * NEW_HUD compiles now. :) - * - * Revision 2.17 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.16 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.15 2004/07/11 03:22:50 bobboau - * added the working decal code - * - * Revision 2.14 2004/07/09 07:32:55 wmcoolmon - * Fixed conditional. - * - * Revision 2.13 2004/07/09 05:53:05 wmcoolmon - * Fixed HUD escort list for dogfight mode, and for any usage. - * - * Revision 2.12 2004/07/07 23:34:08 Kazan - * fixed a typo in one of the fs2netd strings - * played with WMCoolmon's hacked up escort list - * - * Revision 2.11 2004/07/07 21:00:07 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 2.10 2004/07/05 05:09:19 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.9 2004/06/28 02:13:07 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.8 2004/06/27 01:47:16 wmcoolmon - * Unneccessary warning removed, small change for VC6. - * - * Revision 2.7 2004/06/26 03:19:53 wmcoolmon - * Displayed escorts now settable up to MAX_COMPLETE_ESCORT_LIST via "$Max Escort Ships:" in hud_gauges.tbl - * Escort list is now hud_gauges.tbl compatible. - * - * Revision 2.6 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.4 2003/01/18 09:25:41 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.3 2002/12/31 07:26:40 Goober5000 - * added damaged-escort-priority-all sexp - * --Goober5000 - * - * Revision 2.2 2002/12/31 05:17:13 Goober5000 - * fixed escort list behavior for stealthy ships - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 22 8/04/99 2:24a Dave - * Fixed escort gauge ordering for dogfight. - * - * 21 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 20 7/29/99 1:57p Jefff - * Fixed location of "D" for disabled ships in hi-res - * - * 19 7/22/99 7:49p Dave - * Show enemy ships on the escort list in red. - * - * 18 6/23/99 10:13p Andsager - * Fix Baranec hud escort default color bug! - * - * 17 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 16 5/24/99 11:28a Dave - * Sexpression for adding/removing ships from the hud escort list. - * - * 15 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 14 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 14 3/12/99 4:24p Andsager - * Fix bug where two or more ships are culled from escort list same frame - * - * 13 3/04/99 9:22a Andsager - * Make escort list work with ship-is-visible. When not visible, dump, - * when becoming visible, maybe add. - * - * 12 3/02/99 12:27p Andsager - * Fixed bug in hud_add_ship_to_escort -- multiple entries and - * uninitialized entries. - * - * 11 3/02/99 11:45a Anoop - * put in assert for escort list - * - * 10 3/01/99 12:00p Andsager - * Fix escort priority to look at newly added ships. - * - * 9 2/03/99 6:13p Andsager - * Added priorities to escort list. Folded escort hit info into - * escort_info struct. - * - * 8 2/01/99 9:47a Jasen - * Tweaked coords for the monitoring window in hi res. - * - * 7 1/30/99 7:48p Jasen - * - * 6 1/07/99 9:07a Jasen - * HUD coords - * - * 5 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/hud/hudescort.h b/fs2_open/code/hud/hudescort.h index 4cab14db04..29deac82dd 100644 --- a/fs2_open/code/hud/hudescort.h +++ b/fs2_open/code/hud/hudescort.h @@ -7,79 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDescort.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:15:51 $ - * $Author: Goober5000 $ - * - * Header file for managing and displaying ships that are in an escort - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/06/26 03:19:53 wmcoolmon - * Displayed escorts now settable up to MAX_COMPLETE_ESCORT_LIST via "$Max Escort Ships:" in hud_gauges.tbl - * Escort list is now hud_gauges.tbl compatible. - * - * Revision 2.1 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 5 5/24/99 11:28a Dave - * Sexpression for adding/removing ships from the hud escort list. - * - * 4 3/04/99 9:22a Andsager - * Make escort list work with ship-is-visible. When not visible, dump, - * when becoming visible, maybe add. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 9 4/30/98 3:32p Lawrance - * Cull dead/departed ships from escort ship in hud_update_frame() - * - * 8 3/02/98 11:31p Lawrance - * create functions to access ships on escort list - * - * 7 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 6 1/20/98 4:45p Allender - * made HUD escorts which arrive late show up on list - * - * 5 11/24/97 10:20p Lawrance - * Add key 'KEY_N' to target next ship on monitoring view - * - * 4 11/18/97 5:58p Lawrance - * flash escort view info when that ship is taking hits - * - * 3 11/13/97 10:46p Lawrance - * implemented new escort view, damage view and weapons - * - * 2 8/19/97 11:46p Lawrance - * adding new hud gauges for shileds, escort view, and weapons - * - * 1 8/19/97 3:13p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_HUDESCORT_VIEW_H__ #define __FREESPACE_HUDESCORT_VIEW_H__ diff --git a/fs2_open/code/hud/hudets.cpp b/fs2_open/code/hud/hudets.cpp index d73e567597..b2718d891b 100644 --- a/fs2_open/code/hud/hudets.cpp +++ b/fs2_open/code/hud/hudets.cpp @@ -7,213 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDets.cpp $ - * $Revision: 2.20.2.3 $ - * $Date: 2007-02-27 01:44:44 $ - * $Author: Goober5000 $ - * - * C file that contains code to manage and display the Energy Transfer System (ETS) - * - * $Log: not supported by cvs2svn $ - * Revision 2.20.2.2 2007/02/12 00:17:07 taylor - * fix breakage (hehehe ;)) - * - * Revision 2.20.2.1 2007/02/11 21:42:39 Goober5000 - * change a number to a constant - * - * Revision 2.20 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.19 2006/01/09 04:54:51 phreak - * Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. - * - * Revision 2.18 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.17 2005/11/21 00:46:12 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.16 2005/04/15 11:41:27 taylor - * stupid terminal, I !!! - * - * Revision 2.15 2005/04/15 11:36:54 taylor - * new GCC = new warning messages, yippeeee!! - * - * Revision 2.14 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.13 2005/03/10 08:00:06 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.12 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.11 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/05/10 08:03:30 Goober5000 - * fixored the handling of no lasers and no engines... the tests should check the ship, - * not the object - * --Goober5000 - * - * Revision 2.9 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2004/02/04 08:41:04 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.7 2003/12/16 21:01:54 phreak - * disabled tertiary weapons support pending a rewrite of critical code - * - * Revision 2.6 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.4 2003/08/06 17:50:01 phreak - * added code to take into account a tertiary reactor pod - * - * Revision 2.3 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.2 2002/12/10 05:43:34 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 10/28/99 11:17p Jefff - * nudged German "A" on ETS - * - * 13 10/26/99 11:02p Jefff - * changed german ets labels - * - * 12 9/05/99 11:23p Jimb - * changed weapon and shield recharge rates for skill levels - * - * 11 9/03/99 2:28p Mikek - * Slightly increase rate of weapon recharge at Medium and Hard. Slightly - * decrease at Easy. - * - * 10 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 9 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 8 2/23/99 8:11p Dave - * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing. - * Small pass over todolist items. - * - * 7 1/07/99 9:06a Jasen - * coords updated - * - * 6 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 5 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 60 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 59 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 58 6/19/98 3:49p Lawrance - * localization tweaks - * - * 57 4/07/98 1:53p Lawrance - * Make energy system matter more. - * - * 56 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 55 2/23/98 6:49p Lawrance - * Use gr_aabitmap_ex() instead of clipping regions - * - * 54 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 53 2/12/98 4:58p Lawrance - * Change to new flashing method. - * - * 52 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 51 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 50 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 49 12/30/97 4:28p Lawrance - * remove .ani extensions from filenames - * - * 48 12/01/97 12:27a Lawrance - * redo default alpha color for HUD, make it easy to modify in the future - * - * 47 11/15/97 6:10p Lawrance - * make ship speed less dependant on engine damage - * - * 46 11/11/97 12:58a Lawrance - * deal with situation where ship has no shields - * - * 45 11/10/97 2:58p Lawrance - * fix bug that was preventing engine damage from affecting AI ships - * - * 44 11/09/97 3:25p Lawrance - * increase default alpha color - * - * 43 11/06/97 10:32a Lawrance - * brighten up energy management bars - * - * 42 11/05/97 11:19p Lawrance - * implement new ETS gauge - * - * 41 11/05/97 4:04p Lawrance - * engine speed not affected on Trainee ONLY for player ship - * - * 40 10/28/97 3:35p Lawrance - * subsystems will not be affected when playing on lowest skill level - * - * $NoKeywords: $ - */ + #include "hud/hudets.h" diff --git a/fs2_open/code/hud/hudets.h b/fs2_open/code/hud/hudets.h index e18d155f02..b7cd15ced1 100644 --- a/fs2_open/code/hud/hudets.h +++ b/fs2_open/code/hud/hudets.h @@ -7,61 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDets.h $ - * $Revision: 2.6 $ - * $Date: 2005-07-13 03:15:51 $ - * $Author: Goober5000 $ - * - * Header file that supports code to manage and display the Energy Transfer System (ETS) - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 8/11/97 10:51a Lawrance - * fix problem that was not setting correct weapon energy when - * change_ship_type() was called - * - * 6 4/03/97 5:29p Mike - * - * 5 2/25/97 4:12p Lawrance - * using frametime to calculate energy recharge - * - * 4 1/01/97 7:34p Lawrance - * added cheat (Del+W) which keeps weapon energy at max levels. - * - * 3 12/24/96 4:31p Lawrance - * refining energy transfer system - * - * 2 12/22/96 3:41p Lawrance - * ETS system working - * - * $NoKeywords: $ - */ + #ifndef _HUD_ETS_H #define _HUD_ETS_H diff --git a/fs2_open/code/hud/hudgauges.h b/fs2_open/code/hud/hudgauges.h index 2da38c3618..526194eb3e 100644 --- a/fs2_open/code/hud/hudgauges.h +++ b/fs2_open/code/hud/hudgauges.h @@ -7,86 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDgauges.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:15:51 $ - * $Author: Goober5000 $ - * - * HUD data common to FRED and FreeSpace - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/11 05:42:02 taylor - * some demo related fixes (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2003/01/15 21:29:04 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 8/19/99 9:20a Andsager - * Enable flashing for all guages - * - * 5 8/16/99 4:04p Dave - * Big honking checkin. - * - * 4 7/30/99 10:31p Dave - * Added comm menu to the configurable hud files. - * - * 3 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 2 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 1 10/12/98 1:53p Dave - * - * 2 10/07/98 10:52a Dave - * Initial checkin. - * - * 1 10/07/98 10:48a Dave - * - * 10 5/08/98 10:16a Lawrance - * Add new "ship attacking count" gauge - * - * 9 4/05/98 7:42p Lawrance - * Add kills gauge - * - * 8 3/26/98 5:45p Lawrance - * Added new gauges to HUD config - * - * 7 1/23/98 6:26p Lawrance - * Added wingman status gauge - * - * 6 1/17/98 1:30a Lawrance - * Add countermeasure gauge - * - * 5 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 4 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 3 1/05/98 4:24p Allender - * added sexpression to flash a hud gauge -- a training only operator - * - * 2 1/05/98 3:18p Lawrance - * Common HUD data for FRED and FreeSpace - * - * 1 1/05/98 3:07p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __HUD_COMMON_H__ #define __HUD_COMMON_H__ diff --git a/fs2_open/code/hud/hudlock.cpp b/fs2_open/code/hud/hudlock.cpp index 8f9b7c00cd..a4eaaeb9af 100644 --- a/fs2_open/code/hud/hudlock.cpp +++ b/fs2_open/code/hud/hudlock.cpp @@ -7,344 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDlock.cpp $ - * $Revision: 2.20.2.2 $ - * $Date: 2008-01-24 03:53:35 $ - * $Author: Goober5000 $ - * - * C module that controls missile locking - * - * $Log: not supported by cvs2svn $ - * Revision 2.20.2.1 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.20 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.19 2006/01/09 04:51:33 phreak - * fix compile warnings. - * - * Revision 2.18 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.17 2005/09/01 04:14:04 taylor - * various weapon_range cap fixes for primary, secondary weapons and hud targetting info - * - * Revision 2.16 2005/07/24 18:31:59 taylor - * address possible div-by-0 problem - * - * Revision 2.15 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.14 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.13 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.11 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.10 2005/02/13 08:36:51 wmcoolmon - * Lockon should now work properly in nonstandard resolutions - * - * Revision 2.9 2004/11/27 10:45:36 taylor - * some fixes for position problems on the HUD in non-standard resolutions - * few compiler warning fixes - * - * Revision 2.8 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/09/09 17:18:24 matt - * Broke stars last commit, fixed -Sticks - * - * Revision 2.4 2003/09/09 17:10:55 matt - * Added -nospec cmd line param to disable specular -Sticks - * - * Revision 2.3 2003/06/25 03:13:02 phreak - * display lock triangle for local ssms only if its in range specified in weapons.tbl - * - * Revision 2.2 2003/06/11 02:59:48 phreak - * local ssm stuff for hud. - * they are always in lock range due to the subspace drive on them - * they also can't be targeted when in stage 3. - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 19 8/09/99 10:50a Jasenw - * - * 18 7/30/99 5:42p Jasenw - * changed coords to center HUD lock indicator. - * - * 17 7/28/99 2:49p Andsager - * Make hud target speed use vm_vec_mag (not vm_vec_mag_quick) - * - * 16 6/08/99 7:41p Dave - * Animated hud lockup icon a bit differently. - * - * 15 6/08/99 8:35a Jasenw - * new coords for new lock ani - * - * 14 6/07/99 4:20p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 13 6/07/99 1:42p Jasenw - * - * 12 6/04/99 10:58a Dave - * Updated hud lock gauge. - * - * 11 6/03/99 2:32p Jasenw - * changed coords for new HUD stuff - * - * 10 6/02/99 5:41p Andsager - * Reduce range of secondary weapons not fired from turrets in nebula. - * Reduce range of beams fired from turrrets in nebula - * - * 9 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 8 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 7 1/07/99 9:07a Jasen - * HUD coords - * - * 6 12/30/98 7:47a Jasen - * added coordinates for hi res - * - * 5 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 4 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 55 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 54 5/11/98 3:48p Lawrance - * Break lock when banks switch - * - * 53 5/10/98 7:05p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - * 52 5/04/98 10:50p Lawrance - * Don't break lock when switching to secondary weapons of the same type - * - * 51 4/20/98 12:36a Mike - * Make team vs. team work when player is hostile. Several targeting - * problems. - * - * 50 4/15/98 12:55a Lawrance - * Make shockwave damage 1/4 if bomb detonated by another weapon. Allow - * missiles to lock on bombs. - * - * 49 4/13/98 4:52p Allender - * remove AI_frametime and us flFrametime instead. Make lock warning work - * in multiplayer for aspect seeking missiles. Debris fixups - * - * 48 4/08/98 8:33p Lawrance - * Make player re-acquire lock when targeting subsystems on a locked ship. - * - * 47 4/03/98 10:29a Mike - * Make aspect seekers home on a ship even if the targeted subsystem is - * backfacing. Too confusing. - * - * 46 3/26/98 5:46p Lawrance - * call obj_team() instead of ship_team_from_obj() - * - * 45 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 44 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 43 3/10/98 11:16a Lawrance - * Fix potential bug with missles not locking on a subsystem that appeared - * in view - * - * 42 2/28/98 7:03p Lawrance - * Change player missile locking to use dot product, so we can use it in - * the external views - * - * 41 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 40 1/25/98 10:31p Lawrance - * Don't draw most hud gauges when viewing from another ship. - * - * 39 1/24/98 4:48p Lawrance - * Add 'locking_subsys_parent', needed to save/restore locking_subsys - * pointer. - * - * 38 1/23/98 6:25p Lawrance - * Change player missile locking to lock on subsystem points automatically - * - * 37 1/21/98 7:20p Lawrance - * Make subsystem locking only work with line-of-sight, cleaned up locking - * code, moved globals to player struct. - * - * 36 1/19/98 10:02p Lawrance - * Fix bug with locking on friendlies - * - * 35 12/30/97 4:28p Lawrance - * remove .ani extensions from filenames - * - * 34 12/10/97 9:57a Lawrance - * allow missile locks on all ships but friendly - * - * 33 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 32 11/17/97 5:51p Lawrance - * fix bug that was sometimes causing lock to not occur - * - * 31 11/13/97 10:46p Lawrance - * ensure only attempt lock on HOSTILE - * - * 30 11/11/97 12:59a Lawrance - * fix couple of bugs with lock indicator not going away - * - * 29 11/08/97 11:07p Lawrance - * add in new lock indicator - * - * 28 10/28/97 9:02a Lawrance - * don't loop lock sound, some minor reformatting - * - * 27 10/08/97 5:07p Lawrance - * don't lock on friendly ships - * - * 26 9/07/97 10:02p Lawrance - * don't lock on a ship if player doesn't have any missiles - * - * 25 7/02/97 9:35a Hoffoss - * Changed all references to weapon variables in ships to 'weapons' - * structure variables in ships. - * - * 24 6/05/97 1:07a Lawrance - * changes to support sound interface - * - * 23 5/20/97 2:45p Mike - * Move current_target and a bunch of other stuff out of player struct. - * - * 22 4/24/97 10:55a Lawrance - * added Show_lock_cone to DCF - * - * 21 4/18/97 2:54p Lawrance - * sounds now have a default volume, when playing, pass a scaling factor - * not the actual volume - * - * 20 4/15/97 8:36a Lawrance - * fixed bug where lock indicator was lagging locked target - * - * 19 4/13/97 3:53p Lawrance - * separate out the non-rendering dependant portions of the HUD ( sounds, - * updating lock position, changing targets, etc) and put into - * hud_update_frame() - * - * 18 4/12/97 4:29p Lawrance - * get missle locking and offscreen indicator working properly with - * different sized screens - * - * 17 4/10/97 5:29p Lawrance - * hud rendering split up into hud_render_3d(), hud_render_2d() and - * hud_render_target_model() - * - * 16 4/09/97 4:34p Lawrance - * allow looped sounds to be cut off after they complete the full sample - * duration - * - * 15 3/25/97 8:17p Lawrance - * don't allow ASPECT homing missles to lock on debris - * - * 14 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 13 3/10/97 8:53a Lawrance - * using hud_stop_looped_locking_sounds() in place of - * hud_stop_looped_sounds() - * - * 12 3/07/97 4:37p Mike - * Make rockeye missile home. - * Remove UNKNOWN and NEUTRAL teams. - * - * 11 3/04/97 2:27p Lawrance - * check to ensure player ship has missile banks - * - * 10 3/04/97 11:19a Lawrance - * supporting banked weapons - * - * 9 1/23/97 12:00p Lawrance - * made lock sound play at normal volume. - * - * 8 1/20/97 7:58p John - * Fixed some link errors with testcode. - * - * 7 1/13/97 5:36p Lawrance - * integrating new Game_sounds structure for general game sounds - * - * 6 1/06/97 10:43p Lawrance - * Changes to make save/restore functional - * - * 5 1/02/97 7:12p Lawrance - * adding hooks for more sounds - * - * 4 1/02/97 10:32a Lawrance - * fixed some bugs related to stopping looped sounds when targets die and - * going to menus - * - * 3 12/24/96 4:32p Lawrance - * some minor improvements - * - * 2 12/23/96 7:53p Lawrance - * missile locking working in new source files - * - * $NoKeywords: $ - */ + #include "hud/hud.h" diff --git a/fs2_open/code/hud/hudlock.h b/fs2_open/code/hud/hudlock.h index 3b364cd5cc..335927e768 100644 --- a/fs2_open/code/hud/hudlock.h +++ b/fs2_open/code/hud/hudlock.h @@ -7,74 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDlock.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Header file for missile locking code - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 12 4/08/98 8:33p Lawrance - * Make player re-acquire lock when targeting subsystems on a locked ship. - * - * 11 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 10 2/28/98 7:03p Lawrance - * Change player missile locking to use dot product, so we can use it in - * the external views - * - * 9 1/23/98 6:25p Lawrance - * Change player missile locking to lock on subsystem points automatically - * - * 8 1/21/98 7:20p Lawrance - * Make subsystem locking only work with line-of-sight, cleaned up locking - * code, moved globals to player struct. - * - * 7 1/19/98 10:02p Lawrance - * Fix bug with locking on friendlies - * - * 6 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 5 4/13/97 3:53p Lawrance - * separate out the non-rendering dependant portions of the HUD ( sounds, - * updating lock position, changing targets, etc) and put into - * hud_update_frame() - * - * 4 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 3 1/02/97 7:12p Lawrance - * adding hooks for more sounds - * - * 2 12/23/96 7:53p Lawrance - * missile locking working in new source files - * - * $NoKeywords: $ - */ + #ifndef _HUDLOCK_H #define _HUDLOCK_H diff --git a/fs2_open/code/hud/hudmessage.cpp b/fs2_open/code/hud/hudmessage.cpp index c0c85cd4c6..5bd776b640 100644 --- a/fs2_open/code/hud/hudmessage.cpp +++ b/fs2_open/code/hud/hudmessage.cpp @@ -7,472 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDmessage.cpp $ - * $Revision: 2.21 $ - * $Date: 2006-04-20 06:32:07 $ - * $Author: Goober5000 $ - * - * C module that controls and manages the message window on the HUD - * - * $Log: not supported by cvs2svn $ - * Revision 2.20 2006/03/19 05:05:58 taylor - * make sure the mission log doesn't modify stuff in Cargo_names[], since it shouldn't - * have split_str_once() be sure to not split a word in half, it should end up on the second line instead - * - * Revision 2.19 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.18 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.17 2005/07/25 08:21:59 Goober5000 - * more bugs and tweaks - * --Goober5000 - * - * Revision 2.16 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.15 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.14 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.13 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.12 2005/05/12 17:49:12 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.11 2005/03/29 07:03:16 wmcoolmon - * Removed some warnings under Linux/GCC - * - * Revision 2.10 2005/03/05 18:59:28 taylor - * don't let hud messages walk off screen when res is GR_640 - * - * Revision 2.9 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.8 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.7 2005/02/13 08:37:57 wmcoolmon - * Made messages display properly in nonstandard resolutions - * - * Revision 2.6 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.5 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 23 9/08/99 5:38p Jefff - * - * 22 9/08/99 2:38p Jefff - * sound pausing going to menu from game - * - * 21 9/07/99 9:42p Jefff - * - * 20 9/02/99 11:47a Jefff - * yet another hud message length adjustment. yeesh. - * - * 19 8/25/99 10:08a Jefff - * fixed another messge cut-off bug - * - * 18 8/23/99 11:12a Jefff - * fixed 1024 message cut-off bug - * - * 17 8/20/99 2:26p Jefff - * hud message text wrapping problem in hires fixed - * - * 16 8/03/99 7:27p Jefff - * hud messages go completely across screnn in high res now - * - * 15 8/03/99 6:21p Jefff - * fixed stupid bug with objectives screen key - * - * 14 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 13 7/29/99 2:58p Jefff - * Ingame objective screen icon key now uses normal objective icons and - * text is drawn in code. - * - * 12 6/16/99 5:26p Dave - * Fixed some bitmap and coordinate problems on the mission scrollback - * screen. - * - * 11 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 10 2/02/99 10:13a Neilk - * fixed more coords - * - * 9 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 8 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 7 1/30/99 3:09p Neilk - * More mission log coord fixes - * - * 6 1/30/99 2:59p Neilk - * Fixed more mission log coords - * - * 5 1/29/99 7:57p Neilk - * Added support for multiresolutions - * - * 4 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 89 6/09/98 5:17p Lawrance - * French/German localization - * - * 88 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 87 5/19/98 8:36p Andsager - * Fix bug where last line of message log would not show if more than one - * screen of text. - * - * 86 4/27/98 8:49p Allender - * make terran command display in white (with correct code anyway). - * - * 85 4/25/98 11:49p Lawrance - * init pos to zero - * - * 84 4/25/98 9:10p Hoffoss - * Fixed bug with scrollback origin. - * - * 83 4/25/98 5:22p Hoffoss - * Fixed some problems with scrolling and positioning, and added code to - * support pageup/pagedown. - * - * 82 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 81 4/14/98 2:44p Hoffoss - * Made arrow keys do what tab does. - * - * 80 4/08/98 4:10p John - * Removed all remaining traces of the evil gr_init_font_ex. - * - * 79 4/07/98 11:33a Hoffoss - * Fixed bug where scroll offset was wrong when first entering the F4 - * screen. - * - * 78 4/05/98 3:30p Dave - * Print netplayer messages in brighter green on the hud, with - * accompanying sound. Echo netplayer messages on sending machine. Fixed - * standalone sequencing bug where host never get the "enter mission" - * button. - * - * 77 3/27/98 11:57a Dave - * Put in expression checking for text messages. - * - * 76 3/17/98 4:01p Hoffoss - * Added HUD_SOURCE_TERRAN_CMD and changed code to utilize it when a - * message is being sent from Terran Command. - * - * 75 3/16/98 5:55p Lawrance - * Increase width of HUD message line, don't draw lines while comm menu is - * up - * - * 74 3/12/98 4:03p Hoffoss - * Changed formatting used in hug scrollbacl log. - * - * 73 3/09/98 4:47p Hoffoss - * Changed F4 screen to start in objectives mode rather than HUD messages - * mode. - * - * 72 3/09/98 2:50p Hoffoss - * Changed to use different palette file, and fixed bug with text - * overrunning the right edge of screen. - * - * 71 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 70 2/27/98 4:55p Hoffoss - * Fixed some alignment problems. - * - * 69 2/27/98 4:37p Hoffoss - * Combined Objectives screen into Mission Log screen. - * - * 68 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 67 2/22/98 12:19p John - * Externalized some strings - * - * 66 2/06/98 2:58p Hoffoss - * Fixed bug where mission log scrolls twice when using the arrow keys. - * - * 65 1/29/98 10:26a Hoffoss - * Made changes so arrow buttons repeat scrolling when held down. - * - * 64 1/20/98 4:39p Hoffoss - * Added mission time display to scrollback log screen. - * - * 63 1/18/98 5:09p Lawrance - * Added support for TEAM_TRAITOR - * - * 62 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 61 1/08/98 1:33p Hoffoss - * Made scroll offset reset to bottom of list instead of top. - * - * 60 1/05/98 2:59p Hoffoss - * Fixed bug with messages drawing outside of limits. - * - * 59 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 58 1/02/98 10:23a Hoffoss - * Fixed incorrect scrolling directions in message scrollback log. - * - * 57 12/11/97 10:17p Dave - * Put in some checks to make sure HUD_printfs aren't - * done in certain multiplayer situations. - * - * 56 12/05/97 2:16p Hoffoss - * Made hidden hud messages actually not show up in scrollback. - * - * 55 12/03/97 6:07p Dave - * Added assert that hud scrollback initialized before adding messages to - * it. - * - * 54 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * 53 12/03/97 11:35a Hoffoss - * Made changes to HUD messages send throughout the game. - * - * 52 12/02/97 5:57p Hoffoss - * Changed Hud messaging code to align text to right after sending ship's - * name. - * - * 51 12/01/97 4:30p Hoffoss - * Changed code to list hud messages in scrollback from top down. - * - * 50 11/25/97 10:01a Jasen - * Remoced excess buttons from MessageLog screen. - * - * 49 11/24/97 10:03p Jasen - * Dang... had to make an entirely new revision of the last button. :) - * - * 48 11/24/97 9:44p Jasen - * Changed button name and coords to new exit button. - * - * 47 11/20/97 12:02p Lawrance - * change Error to nprintf at warning level - * - * 46 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 45 11/14/97 2:46p Lawrance - * decrease width of HUD message line to 435, so it doesn overlap with - * message menu - * - * 44 11/13/97 10:16p Hoffoss - * Added icons to mission log scrollback. - * - * 43 11/13/97 4:05p Hoffoss - * Added hiding code for mission log entries. - * - * 42 11/12/97 6:00p Hoffoss - * Added training messages to hud scrollback log. - * - * 41 11/11/97 11:16a Hoffoss - * Changed hud scrollback to color entire lines. - * - * 40 11/06/97 5:42p Hoffoss - * Added support for fixed size timstamp rendering. - * - * 39 11/05/97 7:11p Hoffoss - * Made changed to the hud message system. Hud messages can now have - * sources so they can be color coded. - * - * 38 11/04/97 4:56p Jasen - * Updated coordinates for buttons - * - * 37 11/03/97 10:12p Hoffoss - * Finished up work on the hud message/mission log scrollback screen. - * - * 36 11/03/97 5:38p Dave - * Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type. - * Restructured HUD_config structs/flags. - * - * 35 10/25/97 4:02p Lawrance - * took out unused hud_message struct members - * - * 34 10/02/97 9:53p Hoffoss - * Added event evaluation analysis debug screen so we can determine the - * state of events and their sexp trees to track down logic problems and - * such. - * - * 33 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 32 9/08/97 12:01p Lawrance - * when re-using HUD scrollback entries, ensure memory gets free'ed - * properly - * - * 31 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 30 8/22/97 10:03a Lawrance - * fix exception that occurred when hud scrollback was selected from the - * main menu - * - * 29 6/23/97 12:03p Lawrance - * move split_str() to Parselo - * - * 28 6/17/97 12:25p Lawrance - * HUD message lines are split into multiple lines when they exceed - * display width - * - * 27 6/12/97 10:23a John - * added new colors to freespace. made most menus display the background - * bitmap rather than dull black screen. - * - * 26 6/11/97 1:12p John - * Started fixing all the text colors in the game. - * - * 25 4/22/97 3:14p Lawrance - * only free HUD scrollback messages if they exist - * - * 24 4/15/97 1:26p Lawrance - * using a static array of nodes to store hud scrollback messages, storage - * for text is dynamic - * - * 23 4/14/97 9:55a Mike - * Fixed HUD message system. - * Better game sequencing. - * - * 22 1/28/97 5:33p Lawrance - * saving number of msg window lines in save game and player file - * - * 21 1/28/97 4:59p Lawrance - * allowing number of lines on hud message bar to be configured - * - * 20 1/24/97 9:47a Lawrance - * made number of message lines in HUD message area confiurable - * - * 19 1/22/97 10:56a Lawrance - * added check for NULL after malloc() - * - * 18 1/07/97 5:36p Lawrance - * Enabled save/restore for old/present/pending hud messages - * - * 17 12/10/96 12:28p Lawrance - * adding new offscreen target indicator - * - * 16 12/08/96 1:54a Lawrance - * integrating hud configuration - * - * 15 11/29/96 6:12p Lawrance - * took out duplicate include of timer.h - * - * 14 11/29/96 11:17a Lawrance - * added comments, put check in for zero-length HUD messages in the - * scrollback - * - * 13 11/28/96 6:27p Lawrance - * added some additional comments - * - * 12 11/27/96 3:20p Lawrance - * added scroll-back message code - * - * 11 11/22/96 1:00p Lawrance - * fixed bug when a key held down and created tons of messages - * - * 10 11/22/96 12:35p Lawrance - * - * 9 11/20/96 11:51a Lawrance - * trying out losing the HUD message shaded area - * - * 8 11/19/96 4:46p Lawrance - * fixed problem when too many messages were to be displayed at once - * - * 7 11/19/96 3:55p Lawrance - * modifed HUD message details (scroll speed, fade time etc) - * - * 6 11/19/96 10:16a Lawrance - * changing to new use of color scheme - * - * 5 11/17/96 5:28p Lawrance - * using HUD color globals instead of hard-coded numbers - * - * 4 11/15/96 11:46a Lawrance - * tweaked size of HUD message bar to prevent clipping of g's etc on the - * bottom line - * - * 3 11/15/96 11:39a Lawrance - * got HUD messages scrolling - * - * 2 11/15/96 12:11a Lawrance - * HUD message bar working - * - * $NoKeywords: $ - * -*/ + #include #include diff --git a/fs2_open/code/hud/hudmessage.h b/fs2_open/code/hud/hudmessage.h index 347ea87104..f91c30bf5f 100644 --- a/fs2_open/code/hud/hudmessage.h +++ b/fs2_open/code/hud/hudmessage.h @@ -7,124 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDmessage.h $ - * $Revision: 2.3 $ - * $Date: 2006-01-13 03:30:59 $ - * $Author: Goober5000 $ - * - * Header file for functions that control and manage the message window on the HUD - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.1 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 8/23/99 11:11a Jefff - * increased MAX_HUD_LINE_LENGTH - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 25 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 24 4/05/98 3:30p Dave - * Print netplayer messages in brighter green on the hud, with - * accompanying sound. Echo netplayer messages on sending machine. Fixed - * standalone sequencing bug where host never get the "enter mission" - * button. - * - * 23 3/17/98 4:01p Hoffoss - * Added HUD_SOURCE_TERRAN_CMD and changed code to utilize it when a - * message is being sent from Terran Command. - * - * 22 3/12/98 4:03p Hoffoss - * Changed formatting used in hug scrollbacl log. - * - * 21 1/18/98 5:09p Lawrance - * Added support for TEAM_TRAITOR - * - * 20 12/03/97 11:35a Hoffoss - * Made changes to HUD messages send throughout the game. - * - * 19 12/02/97 5:57p Hoffoss - * Changed Hud messaging code to align text to right after sending ship's - * name. - * - * 18 11/13/97 10:16p Hoffoss - * Added icons to mission log scrollback. - * - * 17 11/13/97 4:05p Hoffoss - * Added hiding code for mission log entries. - * - * 16 11/13/97 1:13p Hoffoss - * Added HUD_SOURCE_HIDDEN to be used to hide items from the message - * scrollback log. - * - * 15 11/12/97 6:00p Hoffoss - * Added training messages to hud scrollback log. - * - * 14 11/05/97 7:11p Hoffoss - * Made changed to the hud message system. Hud messages can now have - * sources so they can be color coded. - * - * 13 11/03/97 10:12p Hoffoss - * Finished up work on the hud message/mission log scrollback screen. - * - * 12 10/25/97 4:02p Lawrance - * took out unused hud_message struct members - * - * 11 9/05/97 4:59p Lawrance - * changed MAX_HUD_LINE_LEN - * - * 10 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 9 6/23/97 12:03p Lawrance - * move split_str() to Parselo - * - * 8 6/17/97 12:25p Lawrance - * HUD message lines are split into multiple lines when they exceed - * display width - * - * 7 4/15/97 1:26p Lawrance - * using a static array of nodes to store hud scrollback messages, storage - * for text is dynamic - * - * 6 4/14/97 9:55a Mike - * Fixed HUD message system. - * Better game sequencing. - * - * 5 1/24/97 9:47a Lawrance - * made number of message lines in HUD message area confiurable - * - * 4 1/07/97 5:36p Lawrance - * Enabled save/restore for old/present/pending hud messages - * - * 3 11/27/96 3:20p Lawrance - * added scroll-back message code - * - * 2 11/15/96 12:11a Lawrance - * HUD message bar working - * - * $NoKeywords: $ - * -*/ + #ifndef _HUDMESSAGE_H #define _HUDMESSAGE_H diff --git a/fs2_open/code/hud/hudnavigation.cpp b/fs2_open/code/hud/hudnavigation.cpp index f0e1d7136f..a3ef36ecac 100644 --- a/fs2_open/code/hud/hudnavigation.cpp +++ b/fs2_open/code/hud/hudnavigation.cpp @@ -2,76 +2,7 @@ // Derek Meek // 4-30-2004 -/* - * $Logfile: /Freespace2/code/Hud/HUDNavigation.cpp $ - * $Revision: 1.17 $ - * $Date: 2006-02-25 21:42:31 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.16 2005/08/23 07:37:14 taylor - * fix navpoint hud brackets and text display in non-standard resolutions - * - * Revision 1.15 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 1.14 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.13 2005/07/13 02:30:53 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 1.12 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.11 2005/03/13 08:32:28 wmcoolmon - * Hud fixing goodness. I also removed some obsolete code for displaying HUD weapons. - * - * Revision 1.10 2005/01/30 03:28:17 wmcoolmon - * Make sure hudnavigation uses the correct draw_brackets_Square - * - * Revision 1.9 2004/11/27 10:51:01 taylor - * Linux tree merge - * - * Revision 1.8 2004/08/20 05:13:07 Kazan - * wakka wakka - fix minor booboo - * - * Revision 1.7 2004/07/27 18:52:10 Kazan - * squished another - * - * Revision 1.6 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 1.5 2004/07/26 19:39:49 Kazan - * add conditional compilation directive - * - * Revision 1.4 2004/07/26 17:54:04 Kazan - * Autopilot system completed -- i am dropping plans for GUI nav map - * Fixed FPS counter during time compression - * - * Revision 1.3 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.2 2004/07/01 16:38:19 Kazan - * working on autonav - * - * Revision 1.1 2004/05/24 07:23:09 taylor - * filename case change - * - * Revision 1.1 2004/05/07 23:50:14 Kazan - * Sorry Guys! - * - * - * - * - */ + #include "hud/hudnavigation.h" diff --git a/fs2_open/code/hud/hudnavigation.h b/fs2_open/code/hud/hudnavigation.h index a5a4d89836..7d895a2339 100644 --- a/fs2_open/code/hud/hudnavigation.h +++ b/fs2_open/code/hud/hudnavigation.h @@ -2,40 +2,7 @@ // Derek Meek // 4-30-2004 -/* - * $Logfile: /Freespace2/code/Hud/HUDNavigation.h $ - * $Revision: 1.7 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.6 2005/07/13 02:30:53 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 1.5 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 1.4 2004/08/20 05:13:07 Kazan - * wakka wakka - fix minor booboo - * - * Revision 1.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.2 2004/07/26 17:54:04 Kazan - * Autopilot system completed -- i am dropping plans for GUI nav map - * Fixed FPS counter during time compression - * - * Revision 1.1 2004/05/24 07:23:09 taylor - * filename case change - * - * Revision 1.1 2004/05/07 23:50:14 Kazan - * Sorry Guys! - * - * - * - * - */ + #if !defined(_HUD_NAV_) diff --git a/fs2_open/code/hud/hudobserver.cpp b/fs2_open/code/hud/hudobserver.cpp index 85ec20d0b3..6a7adb334d 100644 --- a/fs2_open/code/hud/hudobserver.cpp +++ b/fs2_open/code/hud/hudobserver.cpp @@ -7,15 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDObserver.cpp $ - * $Revision: 2.7 $ - * $Date: 2005-10-10 17:21:04 $ - * $Author: taylor $ - * - * $NoKeywords: $ - * - */ + #include "hud/hudobserver.h" diff --git a/fs2_open/code/hud/hudobserver.h b/fs2_open/code/hud/hudobserver.h index c62cd9249b..0f80dc90c8 100644 --- a/fs2_open/code/hud/hudobserver.h +++ b/fs2_open/code/hud/hudobserver.h @@ -7,15 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDObserver.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * $NoKeywords: $ - * - */ + #ifndef _HUD_OBSERVER_FILE #define _HUD_OBSERVER_FILE diff --git a/fs2_open/code/hud/hudparse.cpp b/fs2_open/code/hud/hudparse.cpp index 8ad1edd5e0..244e504d17 100644 --- a/fs2_open/code/hud/hudparse.cpp +++ b/fs2_open/code/hud/hudparse.cpp @@ -4,195 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/hud/hudparse.cpp $ - * $Revision: 2.43.2.9 $ - * $Date: 2008-01-24 03:53:35 $ - * $Author: Goober5000 $ - * - * Contains code to parse hud gauge locations - * - * $Log: not supported by cvs2svn $ - * Revision 2.43.2.8 2007/11/22 05:19:47 taylor - * no reason to if-else the hud multiplier if it simply defaults to 1.0 - * add a little sanity checking for hud mutiplier tbl value - * add missing multiplier for off-screen indicator - * - * Revision 2.43.2.7 2007/09/02 02:07:41 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.43.2.6 2007/08/30 04:52:30 Backslash - * The long-awaited HUD $Length Unit Multiplier setting! (With lots of help from KeldorKatarn) - * Multiplies all speeds and distances displayed by the HUD by a given constant multiplier. The value is declared in hud_gauges.tbl (right after $Max Escort Ships) as - * $Length Unit Multiplier: 5 - * - * Revision 2.43.2.5 2007/02/12 00:23:39 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 2.43.2.4 2007/01/07 13:18:32 taylor - * fix escort positioning issue (Mantis #1179) - * - * Revision 2.43.2.3 2006/12/07 18:17:19 taylor - * add "$Weapons Energy Text:" to hud_gauges.tbl so that the low energy text can be positioned as well (Mantis bug #1166) - * - * Revision 2.43.2.2 2006/09/20 04:59:29 taylor - * the resolution checks needed to be based on the unscaled res since you would have to include correct sizes for every single resolution otherwise (fixes a bug noticed in WCS) - * - * Revision 2.43.2.1 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.43 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.42 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.41 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.40 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.39 2005/12/21 08:27:37 taylor - * add the name of the modular table about to be parsed to the debug log - * a missing weapon_expl table should just be a note in the debug log rather than a popup warning - * - * Revision 2.38 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 2.37 2005/11/08 01:03:59 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.36 2005/10/28 14:47:16 taylor - * fix issue where GR_640 based non-standard resolutions (ie. 800x600) would use GR_1024 screen coordinates/sizes - * - * Revision 2.35 2005/09/29 04:26:08 Goober5000 - * parse fixage - * --Goober5000 - * - * Revision 2.34 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.33 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.32 2005/07/13 02:01:29 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.31 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.30 2005/07/09 03:02:07 wmcoolmon - * Added fixes for custom gauges discussed in the recent thread - * - * Revision 2.29 2005/04/28 01:34:33 wmcoolmon - * stuff_byte to stuff_ubyte; does the same thing, but with a better name. - * - * Revision 2.28 2005/04/24 08:27:17 Goober5000 - * fix0red the CVS log - * --Goober5000 - * - * Revision 2.27 2005/04/08 20:03:59 wmcoolmon - * *crosses fingers* - * - * Revision 2.26 2005/03/06 11:23:45 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 2.25 2005/02/27 23:27:50 wmcoolmon - * Some HUD work - * - * Revision 2.24 2005/02/14 23:59:23 taylor - * make hudparse GCC 3.4 friendly (WMCoolmon way want to check this with tbl) - * fix OSX compile problem - * debug message in weapons_page_in() should have been real debug message - * - * Revision 2.23 2005/02/04 23:29:32 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.22 2005/01/12 00:18:00 phreak - * nude hud? was this some kind of freudian slip of a sort or what? - * - * Revision 2.21 2005/01/01 19:37:05 wmcoolmon - * Erg, always make sure CVS is completely up-to-date. - * - * Revision 2.20 2005/01/01 07:18:47 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.19 2004/12/25 09:27:41 wmcoolmon - * Fix to modular tables workaround with Fs2NetD + Sync to current NEW_HUD code - * - * Revision 2.18 2004/12/24 05:07:05 wmcoolmon - * NEW_HUD compiles now. :) - * - * Revision 2.17 2004/12/23 23:26:35 wmcoolmon - * Proposed HUD system stuffs - within NEW_HUD defines. - * - * Revision 2.16 2004/12/22 09:09:38 wmcoolmon - * Quick fix to hudparse.cpp; If this causes any problems, roll it back and I'll take another look at it. - * - * Revision 2.15 2004/11/27 10:50:32 taylor - * correct positions for default graphics with no table - * compiler warning fix - * - * Revision 2.14 2004/09/05 19:23:24 Goober5000 - * fixed a few warnings - * --Goober5000 - * - * Revision 2.13 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/17 09:25:59 taylor - * add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again - * - * Revision 2.11 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/06/26 03:19:53 wmcoolmon - * Displayed escorts now settable up to MAX_COMPLETE_ESCORT_LIST via "$Max Escort Ships:" in hud_gauges.tbl - * Escort list is now hud_gauges.tbl compatible. - * - * Revision 2.9 2004/06/18 04:59:54 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.8 2004/06/08 01:12:58 wmcoolmon - * Fix0red the current target's hud info appearing in the corner of the screen. - * - * Revision 2.7 2004/06/08 00:35:43 wmcoolmon - * Added +Color: option for custom gauges. - * - * Revision 2.6 2004/06/05 23:31:12 wmcoolmon - * More HUD update stuff. Coordinates are now floats, addparent is now obsolete. - * - * Revision 2.5 2004/06/01 07:31:56 wmcoolmon - * Lotsa stuff. Custom gauges w/ ANIs support added, SEXPs to set gauge text, gauge image frames, and gauge coords. These SEXPs and toggle-hud reside in the Hud/change category. - * - * Revision 2.4 2004/05/31 08:32:25 wmcoolmon - * Custom HUD support, better loading, etc etc. - * - * Revision 2.3 2004/05/30 08:04:49 wmcoolmon - * Final draft of the HUD parsing system structure. May change how individual coord positions are specified in the TBL. -C - * - * Revision 2.2 2004/05/29 04:09:04 wmcoolmon - * First bugfix in this! Don't want FreeSpace exiting if it can't load a hud_gauge file. - * - * Revision 2.1 2004/05/29 03:02:53 wmcoolmon - * Added HUD gauges placement table, "hud_gauges.tbl" or "*-hdg.tbm" table module - * - */ + #include diff --git a/fs2_open/code/hud/hudparse.h b/fs2_open/code/hud/hudparse.h index 10302ff78d..ec78514824 100644 --- a/fs2_open/code/hud/hudparse.h +++ b/fs2_open/code/hud/hudparse.h @@ -1,32 +1,5 @@ -/* - * $Logfile: /Freespace2/code/hud/hudparse.h $ - * $Revision: 2.19.2.3 $ - * $Date: 2008-01-24 03:53:36 $ - * $Author: Goober5000 $ - * - * Header file for HUD tbl parsing - * - * $Log: not supported by cvs2svn $ - * Revision 2.19.2.2 2007/08/30 04:52:30 Backslash - * The long-awaited HUD $Length Unit Multiplier setting! (With lots of help from KeldorKatarn) - * Multiplies all speeds and distances displayed by the HUD by a given constant multiplier. The value is declared in hud_gauges.tbl (right after $Max Escort Ships) as - * $Length Unit Multiplier: 5 - * - * Revision 2.19.2.1 2006/12/07 18:17:19 taylor - * add "$Weapons Energy Text:" to hud_gauges.tbl so that the low energy text can be positioned as well (Mantis bug #1166) - * - * Revision 2.19 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.18 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * - * $NoKeywords: $ - */ + #ifndef _HUDPARSE_H diff --git a/fs2_open/code/hud/hudreticle.cpp b/fs2_open/code/hud/hudreticle.cpp index 8d07b61f10..bc934ef73a 100644 --- a/fs2_open/code/hud/hudreticle.cpp +++ b/fs2_open/code/hud/hudreticle.cpp @@ -7,245 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDreticle.cpp $ - * $Revision: 2.11.2.5 $ - * $Date: 2008-01-24 03:53:36 $ - * $Author: Goober5000 $ - * - * C module to draw and manage the recticle - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.4 2007/11/22 05:19:47 taylor - * no reason to if-else the hud multiplier if it simply defaults to 1.0 - * add a little sanity checking for hud mutiplier tbl value - * add missing multiplier for off-screen indicator - * - * Revision 2.11.2.3 2007/08/30 04:52:30 Backslash - * The long-awaited HUD $Length Unit Multiplier setting! (With lots of help from KeldorKatarn) - * Multiplies all speeds and distances displayed by the HUD by a given constant multiplier. The value is declared in hud_gauges.tbl (right after $Max Escort Ships) as - * $Length Unit Multiplier: 5 - * - * Revision 2.11.2.2 2007/06/02 21:40:59 Backslash - * Here's the Gliding gauge for 3_6_9 as well. Simple but useful especially for mods that use it, like BtRL - * - * Revision 2.11.2.1 2006/11/03 18:47:14 Kazan - * Absolute speed, not forward speed, for hud speed reticle - fixes the guage for gliding - * - * Revision 2.11 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.10 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.9 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.7 2005/01/16 22:39:09 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.6 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/28 17:49:54 taylor - * runtime language selection, mantis:0000133 - * - * Revision 2.3 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2004/02/14 00:18:32 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 10/27/99 10:04p Jefff - * changed german match speed indicator - * - * 13 10/14/99 2:50p Jefff - * localization fixes - * - * 12 8/28/99 4:54p Dave - * Fixed directives display for multiplayer clients for wings with - * multiple waves. Fixed hud threat indicator rendering color. - * - * 11 8/09/99 3:14p Dave - * Make "launch" warning gauge draw in code. - * - * 10 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 9 6/08/99 10:48a Jasenw - * new coords for new HUD stuff - * - * 8 6/03/99 2:31p Jasenw - * changed coords and removed weapon indicators. - * - * 7 1/07/99 2:21p Jasen - * fixed toparc - * - * 6 1/07/99 9:07a Jasen - * HUD coords - * - * 5 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 4 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 69 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 68 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 67 6/12/98 4:52p Hoffoss - * Added support for special characters in in forgeign languages. - * - * 66 6/09/98 5:17p Lawrance - * French/German localization - * - * 65 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 64 5/21/98 7:18p Lawrance - * Don't flash 'launch' for attempted lock - * - * 63 5/13/98 1:53p Lawrance - * If no secondary banks on a ship, show correct reticle gauge - * - * 62 5/06/98 8:05p Dave - * Made standalone reset properly under weird conditions. Tweak - * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch - * countdown anim. Minro ui fixes/tweaks. - * - * 61 5/05/98 5:51p Lawrance - * Draw HUD center crosshair with bright alpha index - * - * 60 5/04/98 6:12p Lawrance - * fix progblems with weapon gauges in situation when weapons are on ship - * - * 59 5/01/98 4:22p Lawrance - * Use ship->weapons instead of sip when displaying weapon linking gauge - * - * 58 4/13/98 11:19a Lawrance - * fix launch threat indicator - * - * 57 4/08/98 10:34p Allender - * make threat indicators work in multiplayer. Fix socket problem (once - * and for all???) - * - * 56 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 55 2/23/98 6:49p Lawrance - * Use gr_aabitmap_ex() instead of clipping regions - * - * 54 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 53 2/22/98 12:19p John - * Externalized some strings - * - * 52 2/12/98 4:58p Lawrance - * Change to new flashing method. - * - * 51 2/09/98 9:07p Lawrance - * Ensure 'evaded' popup has precedence over 'launch' popup - * - * 50 1/25/98 10:31p Lawrance - * Don't draw most hud gauges when viewing from another ship. - * - * 49 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 48 1/14/98 10:21a Lawrance - * Draw reticle correctly when gauges are disabled. - * - * 47 1/08/98 3:20p Johnson - * ALAN: Ensure entire throttle gauge flashes - * - * 46 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 45 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 44 12/16/97 9:13p Lawrance - * Integrate new gauges into HUD config. - * - * 43 12/10/97 10:02p Lawrance - * Change weapon linking to use flags. - * - * 42 12/08/97 1:49p Lawrance - * only play threat lock sound when a lock is being attempted - * - * 41 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 40 11/11/97 10:25p Lawrance - * add sound hook for when missile threat flashes - * - * 39 11/11/97 5:05p Lawrance - * get threat indicator working more reliably - * - * 38 11/05/97 11:20p Lawrance - * add speed numbers to the reticle - * - * 37 11/04/97 7:49p Lawrance - * integrating new HUD reticle and shield icons - * - * 36 11/03/97 5:38p Dave - * Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type. - * Restructured HUD_config structs/flags. - * - * $NoKeywords: $ - * -*/ + #include "hud/hudreticle.h" diff --git a/fs2_open/code/hud/hudreticle.h b/fs2_open/code/hud/hudreticle.h index 2acd7b31b1..9da059ebbf 100644 --- a/fs2_open/code/hud/hudreticle.h +++ b/fs2_open/code/hud/hudreticle.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDreticle.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Header file for functions to draw and manage the reticle - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 5 4/08/98 10:34p Allender - * make threat indicators work in multiplayer. Fix socket problem (once - * and for all???) - * - * 4 11/04/97 7:49p Lawrance - * integrating new HUD reticle and shield icons - * - * 3 12/08/96 1:54a Lawrance - * integrating hud configuration - * - * 2 10/28/96 4:54p Lawrance - * moving #defines to header file since other files need to reference them - * - * 1 10/24/96 11:50a Lawrance - * - * $NoKeywords: $ - * -*/ + #ifndef _HUDRETICLE_H #define _HUDRETICLE_H diff --git a/fs2_open/code/hud/hudshield.cpp b/fs2_open/code/hud/hudshield.cpp index fa9dc87a83..752ed7c906 100644 --- a/fs2_open/code/hud/hudshield.cpp +++ b/fs2_open/code/hud/hudshield.cpp @@ -7,327 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDshield.cpp $ - * $Revision: 2.39.2.3 $ - * $Date: 2007-09-02 02:07:42 $ - * $Author: Goober5000 $ - * - * C file for the display and management of the HUD shield - * - * $Log: not supported by cvs2svn $ - * Revision 2.39.2.2 2007/02/20 04:19:10 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.39.2.1 2007/02/11 07:36:43 Goober5000 - * we probably don't need to play a sound when we equalize already-equalized shields, since we don't play one when we augment already-augmented quadrants - * - * Revision 2.39 2006/05/18 14:56:02 taylor - * fix bool compiler warning for MSVC - * - * Revision 2.38 2006/05/13 07:09:24 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.37 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.36 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.35 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.34 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.33 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.32 2005/05/30 23:41:36 wmcoolmon - * This should fix redmenace's Assert...I'm not sure why it hasn't been triggering every time a shield is at full strength. - * - * Revision 2.31 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.30 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.29 2005/03/29 07:03:16 wmcoolmon - * Removed some warnings under Linux/GCC - * - * Revision 2.28 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.27 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.26 2005/03/10 08:00:06 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.25 2005/03/08 03:50:21 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.24 2005/03/03 07:13:16 wmcoolmon - * Made HUD shield icon auto-generation off unless "generate icon" ship flag is specified for the ship. - * - * Revision 2.23 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.22 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.21 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.20 2004/12/24 01:07:19 wmcoolmon - * Proposed HUD system stuffs - within NEW_HUD defines. - * - * Revision 2.19 2004/12/05 22:01:11 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.18 2004/09/05 19:23:24 Goober5000 - * fixed a few warnings - * --Goober5000 - * - * Revision 2.17 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.16 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.15 2004/05/30 08:04:49 wmcoolmon - * Final draft of the HUD parsing system structure. May change how individual coord positions are specified in the TBL. -C - * - * Revision 2.14 2004/05/29 03:02:53 wmcoolmon - * Added HUD gauges placement table, "hud_gauges.tbl" or "*-hdg.tbm" table module - * - * Revision 2.13 2004/05/27 00:49:26 wmcoolmon - * Made HUD.tbl obsolete. Info is now taken directly from $Shield_icon in ships.tbl - * Now this table can be used for something more useful...say, hud gauge positions? - * - * Revision 2.12 2004/05/25 00:37:49 wmcoolmon - * Updated function calls for VC7 use - * - * Revision 2.11 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2004/02/04 08:41:04 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.9 2003/09/13 08:27:29 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.8 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.5 2003/09/09 05:51:14 Goober5000 - * if player has primitive sensors, hud will not display shield icons or message sender brackets - * --Goober5000 - * - * Revision 2.4 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.3 2003/03/17 10:37:32 Goober5000 - * pressing Q no longer makes a sound if the player's ship doesn't have shields - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.1 2002/07/20 23:51:59 DTP - * Bumped Max Shield Icons to 80 - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 8/27/99 10:36a Dave - * Impose a 2% penalty for hitting the shield balance key. - * - * 11 8/23/99 11:34a Dave - * Fixed shield intensity rendering problems. - * - * 10 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 9 7/22/99 4:00p Dave - * Fixed beam weapon muzzle glow rendering. Externalized hud shield info. - * - * 8 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 7 1/07/99 9:06a Jasen - * coords... - * - * 6 12/30/98 8:57a Jasen - * updated coords for hi res - * - * 5 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 4 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 3 12/14/98 1:15p Jasen - * added new HUD shield gauges - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 35 9/19/98 3:11p Adam - * Added new hardcoded values for Hud_shield_filenames - * - * 34 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 33 5/17/98 3:32p Lawrance - * Make shield gauge more readable when flashing - * - * 32 4/25/98 5:39p Dave - * Removed an unneeded assert. - * - * 31 4/25/98 3:56p Mike - * Make player's shield icon flash when Fred tells it to. - * - * 30 4/25/98 2:00p Dave - * Installed a bunch of multiplayer context help screens. Reworked ingame - * join ship select screen. Fix places where network timestamps get hosed. - * - * 29 4/21/98 12:19a Allender - * only play equalize shield sound if player equalizes shields - * - * 28 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 27 3/21/98 3:35p Lawrance - * Tweak position of numeric integrity for target - * - * 26 3/14/98 4:59p Lawrance - * Flash shield/ship icons when ships are hit - * - * 25 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 24 2/22/98 12:19p John - * Externalized some strings - * - * 23 2/12/98 4:58p Lawrance - * Change to new flashing method. - * - * 22 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 21 1/08/98 4:36p Lawrance - * Fix bug in shield drawing code. - * - * 20 1/05/98 9:38p Lawrance - * Implement flashing HUD gauges. - * - * 19 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 18 12/29/97 9:48p Mike - * Prevent indexing before array start when quadrant_num = -1. - * - * 17 12/01/97 12:27a Lawrance - * redo default alpha color for HUD, make it easy to modify in the future - * - * 16 11/18/97 5:58p Lawrance - * flash escort view info when that ship is taking hits - * - * 15 11/18/97 1:21p Mitri - * ALAN: be sure to only draw shield icons for targets that are ships - * - * 14 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 13 11/13/97 10:46p Lawrance - * implemented new escort view, damage view and weapons - * - * 12 11/12/97 9:42a Lawrance - * show player ship integrity above shield icon - * - * 11 11/11/97 5:06p Lawrance - * fix bug with flashing frequency of hull - * - * 10 11/09/97 11:27p Lawrance - * move target shield icon closer to center - * - * 9 11/09/97 4:39p Lawrance - * don't draw mini ship icon anymore - * - * 8 11/08/97 11:08p Lawrance - * implement new "mini-shield" view that sits near bottom of reticle - * - * 7 11/05/97 11:21p Lawrance - * implement dynamic alpha on the shields - * - * 6 11/04/97 8:34p Lawrance - * fix warning: remove unused variable - * - * 5 11/04/97 7:49p Lawrance - * integrating new HUD reticle and shield icons - * - * 4 10/24/97 5:51p Lawrance - * don't show shield % if ship has no shields - * - * 3 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 2 8/25/97 12:24a Lawrance - * implemented HUD shield management - * - * 1 8/24/97 10:31p Lawrance - * - * $NoKeywords: $ - */ + #include "hud/hudshield.h" diff --git a/fs2_open/code/hud/hudshield.h b/fs2_open/code/hud/hudshield.h index ece89ac248..9ed2ef484f 100644 --- a/fs2_open/code/hud/hudshield.h +++ b/fs2_open/code/hud/hudshield.h @@ -7,77 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDshield.h $ - * $Revision: 2.7 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Header file for the display and management of the HUD shield - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/05/27 00:49:26 wmcoolmon - * Made HUD.tbl obsolete. Info is now taken directly from $Shield_icon in ships.tbl - * Now this table can be used for something more useful...say, hud gauge positions? - * - * Revision 2.4 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.1 2003/01/06 17:14:52 Goober5000 - * added wing configurable squad logos - put +Squad Logo: filename.pcx as - * the last entry in each wing that you want (but the player's squad logo will - * still be the squad logo for the player's wing) - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/27/99 10:36a Dave - * Impose a 2% penalty for hitting the shield balance key. - * - * 3 7/22/99 4:00p Dave - * Fixed beam weapon muzzle glow rendering. Externalized hud shield info. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 4/25/98 2:00p Dave - * Installed a bunch of multiplayer context help screens. Reworked ingame - * join ship select screen. Fix places where network timestamps get hosed. - * - * 6 2/12/98 4:58p Lawrance - * Change to new flashing method. - * - * 5 11/18/97 5:58p Lawrance - * flash escort view info when that ship is taking hits - * - * 4 11/08/97 11:08p Lawrance - * implement new "mini-shield" view that sits near bottom of reticle - * - * 3 11/04/97 7:49p Lawrance - * integrating new HUD reticle and shield icons - * - * 2 8/25/97 12:24a Lawrance - * implemented HUD shield management - * - * 1 8/24/97 10:31p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_HUDSHIELD_H__ #define __FREESPACE_HUDSHIELD_H__ diff --git a/fs2_open/code/hud/hudsquadmsg.cpp b/fs2_open/code/hud/hudsquadmsg.cpp index 200112ff60..152f76aec8 100644 --- a/fs2_open/code/hud/hudsquadmsg.cpp +++ b/fs2_open/code/hud/hudsquadmsg.cpp @@ -7,368 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDsquadmsg.cpp $ - * $Revision: 2.32.2.6 $ - * $Date: 2007-05-26 00:56:01 $ - * $Author: Goober5000 $ - * - * File to control sqaudmate messaging - * - * $Log: not supported by cvs2svn $ - * Revision 2.32.2.5 2007/04/05 16:20:36 karajorma - * Makes little difference but I suppose I should zero that - * - * Revision 2.32.2.4 2007/02/10 04:49:19 Goober5000 - * prevent the AI from falling into the black hole of disarming a turretless ship - * - * Revision 2.32.2.3 2007/01/14 20:55:20 karajorma - * Fix bug where orders you gve last mission are sill accessible to the Order SEXP. - * - * Revision 2.32.2.2 2006/11/15 00:33:16 taylor - * add some needed wing leader checks to prevent Assert()'s and out-of-bounds problems when the leader is dead/dying (Mantis bug #1134) - * - * Revision 2.32.2.1 2006/08/27 18:04:24 taylor - * fix a compiler warning/error on Squadmsg_history[] init - * - * Revision 2.32 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.31 2006/04/05 19:59:11 karajorma - * Bah! Silly error. - * - * Revision 2.30 2006/04/05 17:54:25 karajorma - * Support added for the Enable/Disable-BuiltinMessages SEXP - * - * Revision 2.29 2006/03/22 18:12:16 taylor - * don't really see the point of the Assert() here, just bail if it's an issue - * - * Revision 2.28 2006/03/18 22:00:43 Goober5000 - * fix comm order initialization bug - * --Goober5000 - * - * Revision 2.27 2006/03/01 04:01:37 Goober5000 - * fix comm message localization - * - * Revision 2.26 2006/02/20 02:13:08 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 2.25 2006/02/02 07:00:29 Goober5000 - * consolidated comm order stuff - * --Goober5000 - * - * Revision 2.24 2006/02/02 06:04:02 Goober5000 - * restore retail compatibility with comm orders: one logic bugfix, one cosmetic bugfix - * --Goober5000 - * - * Revision 2.23 2006/01/13 11:09:45 taylor - * fix hud comm message screwups (missing support ship, no coverme, etc) that was part :V: bug and (bigger) part Ship_types related bug - * - * Revision 2.22 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.21 2006/01/10 18:37:46 randomtiger - * Improvements to voice recognition system. - * Also function put on -voicer launcher option. - * - * Revision 2.20 2006/01/03 17:07:10 randomtiger - * Added voice recognition functionality for Visual C6 project only. - * Currently still a work in progress. - * - * Revision 2.19 2005/12/29 08:08:33 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.18 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.17 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.16 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.15 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.14 2005/07/11 10:01:06 wmcoolmon - * Fixed the bug where sending an ignore command to "All fighters" would - * apply to all ships - * - * Revision 2.13 2005/07/07 16:36:57 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.12 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.11 2005/03/10 08:00:06 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.10 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.9 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.8 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2004/02/06 21:25:43 Goober5000 - * ugh... okay, *really* fixed the head thing this time - * --Goober5000 - * - * Revision 2.4 2004/01/30 07:39:07 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.3 2003/06/11 02:59:47 phreak - * local ssm stuff for hud. - * they are always in lock range due to the subspace drive on them - * they also can't be targeted when in stage 3. - * - * Revision 2.2 2003/01/19 22:20:23 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.2 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 9/06/99 10:45a Andsager - * Add freighter to player override of protected status. - * - * 15 9/06/99 10:32a Andsager - * Allow attack of protected fighter, bomber, freighters, by player's - * orders. - * - * 14 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 13 7/30/99 10:31p Dave - * Added comm menu to the configurable hud files. - * - * 12 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 11 6/16/99 10:20a Dave - * Added send-message-list sexpression. - * - * 10 6/09/99 9:53a Andsager - * 1st pass at grey menu items when no ships/wings/fighters accepting - * orders. - * - * 9 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 8 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 7 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 6 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 5 1/07/99 9:07a Jasen - * HUD coords - * - * 4 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 3 12/21/98 5:02p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 198 9/11/98 2:05p Allender - * make reinforcements work correctly in multiplayer games. There still - * may be a team vs team issue that I haven't thought of yet :-( - * - * 197 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 196 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 195 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 194 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 193 5/26/98 11:54a Allender - * fix multiplayer problems and sexpression crash - * - * 192 5/24/98 4:27p Allender - * fix bug when determine who could message in multiplayer - * - * 191 5/23/98 2:34a Lawrance - * Fix problems with HUD squad messaging, don't save/restore bindings - * - * 190 5/22/98 12:41a Allender - * don't save/restore key presses in comm menu - * - * 189 5/21/98 9:38p Allender - * don't save/clear key bindings - * - * 188 5/21/98 3:32p Allender - * don't allow comm menu in observer mode - * - * 187 5/19/98 12:19p Mike - * Cheat codes! - * - * 186 5/18/98 10:08a Lawrance - * increase MSG_KEY_EAT_TIME to 300ms - * - * 185 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 184 5/13/98 5:08p Allender - * fix code in which sometimes wings wouldn't respond in multiplayer when - * doing a message all fighters - * - * 183 5/08/98 4:38p Allender - * always allow player ships to count when counting fighters for - * messaging. Terran command will now always issue the shooting at - * friendlies message - * - * 182 5/08/98 2:11p Mike - * Add "/Repair Subsys" to "Rearm" option in Comm menu. - * - * 181 5/06/98 2:57p Allender - * always allow rearm ship to be called in - * - * 180 5/05/98 2:04a Mike - * Fix bug in support ship code. - * - * 179 5/05/98 1:41a Mike - * Improve support ship availability. - * - * 178 5/04/98 12:59a Allender - * players who are traitors shouldn't be allowed to rearm or use messaging - * shortcuts - * - * 177 5/04/98 12:39a Allender - * make page up and page down only active when > 10 items on menu - * - * 176 4/29/98 10:56p Allender - * don't allow shortcuts in mutliplayer when player cannot message (except - * for rearm repair) - * - * 175 4/23/98 10:06a Allender - * don't use the word "player" in event log for rearm event. Send - * shipname instead (players only) - * - * 174 4/23/98 9:15a Allender - * make rearm shortcut work for clients - * - * 173 4/23/98 1:49a Allender - * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships - * to not respawn until 5 seconds after they die. Send escort information - * to ingame joiners - * - * 172 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 171 4/21/98 12:15a Allender - * don't allow observers to use shortcut messaging keys - * - * 170 4/20/98 12:36a Mike - * Make team vs. team work when player is hostile. Several targeting - * problems. - * - * 169 4/13/98 12:51p Allender - * made countermeasure succeed indicator work in multiplayer. Make rearm - * shortcut work more appropriately. - * - * 168 4/10/98 2:42p Johnson - * (from allender) when sending wing command, don't assert if ship to - * send message not found -- don't send message. Allow rearm message - * shortcut even if comm destroyed - * - * 167 4/10/98 2:39p Johnson - * - * 166 4/10/98 12:47p Allender - * changed working on replay popup. Don't reference repair in comm menu. - * Added Shift-R for repair me - * - * 165 4/09/98 12:35p Allender - * disallow messaging to departing wings and departing/dying ships - * - * 164 4/08/98 4:06p Allender - * make selection of wing Player team based, not TEAM_FRIENDLY. - * - * 163 4/07/98 5:30p Lawrance - * Player can't send/receive messages when comm is destroyed. Garble - * messages when comm is damaged. - * - * 162 4/07/98 1:53p Lawrance - * Fix uninitialized data bug. - * - * 161 4/06/98 12:11a Allender - * prevent the comm menu keys from being held over after menu goes away - * - * 160 4/05/98 3:06p Allender - * don't allow ships/wings to act on orders which they shouldn't receive - * - * 159 4/03/98 12:17a Allender - * new sexpression to detect departed or destroyed. optionally disallow - * support ships. Allow docking with escape pods - * - * 158 4/02/98 5:50p Dave - * Put in support for standard comm messages to get sent to netplayers as - * well as ai ships. Make critical button presses not get evaluated on the - * observer. - * - * $NoKeywords: $ -*/ + diff --git a/fs2_open/code/hud/hudsquadmsg.h b/fs2_open/code/hud/hudsquadmsg.h index 319de7b51f..94c672bc12 100644 --- a/fs2_open/code/hud/hudsquadmsg.h +++ b/fs2_open/code/hud/hudsquadmsg.h @@ -7,190 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDsquadmsg.h $ - * $Revision: 2.17.2.1 $ - * $Date: 2006-08-27 18:04:24 $ - * $Author: taylor $ - * - * header file for squadmate messaging - * - * $Log: not supported by cvs2svn $ - * Revision 2.17 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.16 2006/03/18 22:00:43 Goober5000 - * fix comm order initialization bug - * --Goober5000 - * - * Revision 2.15 2006/03/01 04:01:37 Goober5000 - * fix comm message localization - * - * Revision 2.14 2006/02/02 07:00:29 Goober5000 - * consolidated comm order stuff - * --Goober5000 - * - * Revision 2.13 2006/02/02 06:22:58 Goober5000 - * replaced Fred_comm_orders with proper Comm_orders, just for WMC ;) - * --Goober5000 - * - * Revision 2.12 2006/02/02 06:04:02 Goober5000 - * restore retail compatibility with comm orders: one logic bugfix, one cosmetic bugfix - * --Goober5000 - * - * Revision 2.11 2006/01/13 11:09:45 taylor - * fix hud comm message screwups (missing support ship, no coverme, etc) that was part :V: bug and (bigger) part Ship_types related bug - * - * Revision 2.10 2006/01/10 18:37:46 randomtiger - * Improvements to voice recognition system. - * Also function put on -voicer launcher option. - * - * Revision 2.9 2006/01/03 17:07:10 randomtiger - * Added voice recognition functionality for Visual C6 project only. - * Currently still a work in progress. - * - * Revision 2.8 2005/12/29 08:08:34 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.7 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/09/13 08:27:29 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.3 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 26 9/11/98 2:05p Allender - * make reinforcements work correctly in multiplayer games. There still - * may be a team vs team issue that I haven't thought of yet :-( - * - * 25 5/19/98 12:19p Mike - * Cheat codes! - * - * 24 5/13/98 5:09p Allender - * Make send_command functions return whether message was sent or not - * - * 23 5/04/98 8:58a Allender - * new key saving routine - * - * 22 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 21 4/13/98 12:51p Allender - * made countermeasure succeed indicator work in multiplayer. Make rearm - * shortcut work more appropriately. - * - * 20 2/26/98 4:21p John - * Changed comm_orders around so I could externalize the strings - * - * 19 2/20/98 8:34p Lawrance - * added hud_squadmsg_reinforcements_available(), since this information - * is required outside of hudsquadmsg - * - * 18 2/11/98 9:44p Allender - * rearm repair code fixes. hud support view shows abort status. New - * support ship killed message. More network stats - * - * 17 11/20/97 12:08a Allender - * added 'all fighters' option at top level menu. cleaned up messaging to - * player a little bit - * - * 16 11/07/97 4:35p Dave - * Fixed multiplayer support ship bug. Put in player kill/assists client - * side stats update. - * - * 15 11/03/97 10:09a Allender - * fixed up graying out of comm menu options - * - * 14 10/31/97 4:59p Allender - * remove protect_ship from list of filtered orders - * - * 13 10/31/97 4:33p Allender - * fix bogus repair message. gray out messages based on players target - * - * 12 9/30/97 5:07p Dave - * Adapted messaging to correctly work with client-server situations in - * multiplayer. - * - * 11 9/23/97 4:34p Allender - * made squadmessaging use main keyboard reading loop instead of separate - * key_inkey() - * - * 10 9/18/97 5:21p Hoffoss - * Added column breaks for message list in sexp trees, and added code for - * orders sexp. - * - * 9 7/25/97 9:52a Allender - * added order dialog to Fred for designer to choose which orders for ship - * to accept/ignore. Code in ship_create to set up variables for Fred use - * instead of FreeSpace use (for destroying ships before mission starts) - * - * 8 6/16/97 2:58p Allender - * added ignore my target order to player's comm menu. Fixed a couple of - * problem when trying to message wings - * - * 7 4/30/97 2:32p Allender - * add ability to message enemies as debug tool - * - * 6 4/07/97 3:50p Allender - * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in - * squadmate messaging - * - * 5 4/05/97 3:46p Allender - * lots 'o messaging stuff. Make shortcut keys for squadmate messaging - * work. Make menus a little more dynamic - * - * 4 2/06/97 1:49p Allender - * more messaging stuff -- most menus printout out stuff -- nothing - * functional in terms of action - * - * 3 2/03/97 4:50p Allender - * saving/restoring of keys used for messaging mode - * - * 2 1/31/97 9:38a Allender - * checkpoint for sqaudmate messaging - * - * 1 1/24/97 2:18p Allender - * - * $NoKeywords: $ - */ + #ifndef _HUD_SQUADMSG #define _HUD_SQUADMSG diff --git a/fs2_open/code/hud/hudtarget.cpp b/fs2_open/code/hud/hudtarget.cpp index 6f47c9443a..69def8f57a 100644 --- a/fs2_open/code/hud/hudtarget.cpp +++ b/fs2_open/code/hud/hudtarget.cpp @@ -7,593 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDtarget.cpp $ - * $Revision: 2.87.2.19 $ - * $Date: 2008-01-24 03:53:36 $ - * $Author: Goober5000 $ - * - * C module to provide HUD targeting functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.87.2.18 2007/12/28 02:10:38 Backslash - * Backslash's "let's get this stuff into 3_6_9 as well" commit. - * -gliding with thruster adjustments and speed cap - * -glide_when_pressed control (right above bank_when_pressed) - * -fixes to the thrusters sound and visuals while gliding - * -don't show muzzle flashes in 1st person - * -quick reticle for multitarget and asteroids - * - * Revision 2.87.2.17 2007/11/22 05:19:47 taylor - * no reason to if-else the hud multiplier if it simply defaults to 1.0 - * add a little sanity checking for hud mutiplier tbl value - * add missing multiplier for off-screen indicator - * - * Revision 2.87.2.16 2007/08/30 04:52:29 Backslash - * The long-awaited HUD $Length Unit Multiplier setting! (With lots of help from KeldorKatarn) - * Multiplies all speeds and distances displayed by the HUD by a given constant multiplier. The value is declared in hud_gauges.tbl (right after $Max Escort Ships) as - * $Length Unit Multiplier: 5 - * - * Revision 2.87.2.15 2007/07/15 02:45:49 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 2.87.2.14 2007/04/05 16:25:58 karajorma - * Remove message source boxes on friendly stealthed ships - * - * Revision 2.87.2.13 2007/02/20 04:19:10 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.87.2.12 2007/02/12 01:04:50 taylor - * make gr_create_shader() use ubyte's instead of float's, saves us the more expensive conversions since we already convert to ubyte anyway - * - * Revision 2.87.2.11 2007/02/11 09:12:12 taylor - * little bit of cleanup - * more fixage for hidden jumpnodes (Mantis #1149) - * - * Revision 2.87.2.10 2007/01/07 12:11:51 taylor - * rest of the weapon switch out-of-bounds/Assert() fix - * - * Revision 2.87.2.9 2007/01/07 03:10:05 Goober5000 - * fix bug where built-in lament messages were never played - * - * Revision 2.87.2.8 2007/01/06 23:56:43 Goober5000 - * taylor's bugfix - * - * Revision 2.87.2.7 2006/12/28 01:19:13 Goober5000 - * removed obsolete limits - * - * Revision 2.87.2.6 2006/12/26 05:27:15 taylor - * make sure that we don't target a hidden jumpnode, and if we do be sure to only detarget it rather than turning off auto-targetting - * - * Revision 2.87.2.5 2006/12/07 18:17:19 taylor - * add "$Weapons Energy Text:" to hud_gauges.tbl so that the low energy text can be positioned as well (Mantis bug #1166) - * - * Revision 2.87.2.4 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.87.2.3 2006/07/02 22:50:03 karajorma - * Restore the Hostile Warning triangles and the "On your Six" warning messages. - * - * Revision 2.87.2.2 2006/06/24 18:02:02 Goober5000 - * doh! sorry for blaming this on you, WMC - * --Goober5000 - * - * Revision 2.87.2.1 2006/06/15 00:16:23 taylor - * remove previous attempts at the Y bug fix, it's now back to the retail code for that - * - * Revision 2.87 2006/03/18 07:12:07 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.86 2006/02/26 23:23:30 wmcoolmon - * Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2. - * - * Revision 2.85 2006/02/26 22:23:00 wmcoolmon - * SF2_TARGETABLE_AS_BOMBER flag, Lua gr_bitmap_ex fix - * - * Revision 2.84 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.83 2006/02/19 00:59:49 Goober5000 - * breathalyzer for WMC, stat! - * --Goober5000 - * - * Revision 2.82 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 2.81 2006/01/17 17:41:05 wmcoolmon - * Switch ballistic weapon hudgauge to show "Energy" field in place of pure-energy weapons - * - * Revision 2.80 2006/01/14 06:24:27 taylor - * get object vars correct - * - * Revision 2.79 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.78 2006/01/10 01:23:09 phreak - * Fixed a logic error when dealing with non-targetable subsystems - * - * Revision 2.77 2005/12/29 08:08:34 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.76 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.75 2005/10/28 14:52:26 taylor - * hmm, didn't even notice that earlier - * - * Revision 2.74 2005/10/28 14:49:34 taylor - * some minor cleanup and compiler warning fixes - * - * Revision 2.73 2005/10/12 05:43:40 taylor - * temporary cmdline option, -y_bug_fix, to switch between original code (default) and previous attempt at the Y-bug fix - * - * Revision 2.72 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.71 2005/10/09 08:03:19 wmcoolmon - * New SEXP stuff - * - * Revision 2.70 2005/09/25 08:25:15 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.69 2005/09/14 02:55:04 phreak - * fix to a minor annoyance where the hud weapons gauge wouldnt render properly if there were no secondary weapons. - * - * Revision 2.68 2005/09/01 04:14:04 taylor - * various weapon_range cap fixes for primary, secondary weapons and hud targetting info - * - * Revision 2.67 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.66 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.65 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.64 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.63 2005/07/02 19:42:15 taylor - * ton of non-standard resolution fixes - * - * Revision 2.62 2005/06/29 18:52:02 taylor - * extra checks to make sure we don't end up targetting a sensor-invisible ship - * - * Revision 2.61 2005/06/07 06:10:50 wmcoolmon - * This may stop targeting not-targetable ships in EMP - * - * Revision 2.60 2005/05/30 05:31:19 taylor - * make sure we don't show various offscreen indicators and info when hud-disabled-except-messages is used - * - * Revision 2.59 2005/04/28 05:29:29 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.58 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.57 2005/03/29 07:03:16 wmcoolmon - * Removed some warnings under Linux/GCC - * - * Revision 2.56 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.55 2005/03/13 08:32:28 wmcoolmon - * Hud fixing goodness. I also removed some obsolete code for displaying HUD weapons. - * - * Revision 2.54 2005/03/10 08:00:06 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.53 2005/03/06 11:23:45 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 2.52 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.51 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.50 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.49 2005/01/29 08:06:54 wmcoolmon - * Update to work with optimized shader func - * - * Revision 2.48 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.47 2005/01/07 23:15:44 phreak - * fixed the bug where the player couldn't use the target hud in reticle key. - * - * Revision 2.46 2004/12/26 22:45:58 taylor - * fix some hud stuff getting drawn multiple times, don't show target data if HUD_disabled_except_messages is set - * - * Revision 2.45 2004/12/25 19:17:23 wmcoolmon - * Fixed text not displaying for single-weapon sips. - * - * Revision 2.44 2004/12/25 17:02:18 wmcoolmon - * Fixed a couple of blonde moments. - * - * Revision 2.43 2004/12/24 19:36:12 Goober5000 - * resorted command-line options and added an option for WMC's ballistic gauge - * --Goober5000 - * - * Revision 2.42 2004/12/24 05:07:05 wmcoolmon - * NEW_HUD compiles now. :) - * - * Revision 2.41 2004/12/24 00:41:23 wmcoolmon - * Ballistic primary ammo-gauge to the right of the HUD, support for weapon images in list. - * - * Revision 2.40 2004/12/15 15:22:23 Goober5000 - * commented dumbfire lead indicator back in, because you need to know where your missiles are going - * --Goober5000 - * - * Revision 2.39 2004/12/05 22:01:11 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.38 2004/11/27 10:45:36 taylor - * some fixes for position problems on the HUD in non-standard resolutions - * few compiler warning fixes - * - * Revision 2.37 2004/10/31 21:48:42 taylor - * faster setting of 0 spec values (Kazan), comment out second (dumbfire?) lead indicator since it just looked wierd constantly being offset - * - * Revision 2.36 2004/10/18 17:13:36 taylor - * make sure all spec colors are set to 0 in hud_tri() - * - * Revision 2.35 2004/07/26 20:47:32 Kazan - * remove MCD complete - * - * Revision 2.34 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.33 2004/06/18 04:59:54 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.32 2004/05/30 08:04:49 wmcoolmon - * Final draft of the HUD parsing system structure. May change how individual coord positions are specified in the TBL. -C - * - * Revision 2.31 2004/05/29 03:02:53 wmcoolmon - * Added HUD gauges placement table, "hud_gauges.tbl" or "*-hdg.tbm" table module - * - * Revision 2.30 2004/05/10 10:51:53 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.29 2004/05/10 08:03:30 Goober5000 - * fixored the handling of no lasers and no engines... the tests should check the ship, - * not the object - * --Goober5000 - * - * Revision 2.28 2004/05/07 19:06:45 Goober5000 - * added Righteous1's Y bug hack - * --Goober5000 - * - * Revision 2.27 2004/03/31 04:24:49 Goober5000 - * got rid of Bobboau's SAFEPOINTs in hudtarget.cpp - * --Goober5000 - * - * Revision 2.26 2004/03/06 23:28:23 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.25 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.24 2004/01/30 07:39:07 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.23 2003/12/16 21:06:21 phreak - * disabled tertiary weapons support pending a rewrite of critical code - * - * Revision 2.22 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.19 2003/09/09 05:51:14 Goober5000 - * if player has primitive sensors, hud will not display shield icons or message sender brackets - * --Goober5000 - * - * Revision 2.18 2003/08/22 07:35:08 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.17 2003/08/21 06:31:19 Goober5000 - * ships that have no afterburners will no longer have the afterburner gauge drawn - * --Goober5000 - * - * Revision 2.16 2003/08/21 06:18:52 Goober5000 - * primary weapons will now truncate properly at a '#' symbol, just like secondaries - * --Goober5000 - * - * Revision 2.15 2003/08/06 17:44:20 phreak - * changed the weapon ammo gauges to show additional ammo if a tertiary ammo pod is being used - * - * Revision 2.14 2003/06/11 02:59:47 phreak - * local ssm stuff for hud. - * they are always in lock range due to the subspace drive on them - * they also can't be targeted when in stage 3. - * - * Revision 2.13 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.12 2003/01/17 07:59:09 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.11 2003/01/03 21:58:08 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.10 2002/12/31 19:18:41 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.8 2002/12/22 21:31:01 Goober5000 - * tweaked positioning of the new HUD graphics - * --Goober5000 - * - * Revision 2.7 2002/12/21 18:03:49 Goober5000 - * commented out the warning if you don't have the new ballistic HUD graphics - it would probably get annoying (just use the old ones without comment) - * --Goober5000 - * - * Revision 2.6 2002/12/19 10:54:37 Goober5000 - * oops - squashed a bug :) - * --Goober5000 - * - * Revision 2.5 2002/12/19 10:46:14 Goober5000 - * implemented the revised HUD weapon display for ballistic primaries - * --Goober5000 - * - * Revision 2.4 2002/12/13 08:13:30 Goober5000 - * small tweaks and bug fixes for the ballistic primary conversion - * ~Goober5000~ - * - * Revision 2.3 2002/12/10 05:42:42 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Fixed lead indicator behavior; Phreak's version didn't work properly. - * - * Revision 2.2 2002/09/20 20:02:00 phreak - * lead indicator for dumbfire missiles - * - * Revision 2.1 2002/08/01 01:41:05 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.6 2002/05/28 20:24:12 mharris - * Changed alphacolor (in hud_auto_speed_match_icon) to static - * - * Revision 1.5 2002/05/26 14:12:03 mharris - * Changed alphacolors from automatic to static - * - * Revision 1.4 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.3 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 43 11/01/99 11:22a Jefff - * some weapon name translations - * - * 42 9/15/99 1:59p Mikek - * Fix bug in targeting due to Alt-Y (target last ship sending - * transmission). Was just bogus code in the call to - * hud_restore_subsystem_target().pm. - * - * 41 9/08/99 11:42p Andsager - * Remove maximum target distance check when finding enemy target - * - * 40 9/07/99 11:26p Andsager - * Fix "r" targeting key, making evaluate_ship_as_closest_target() and - * hud_target_live_turret() consider if turret is targeting player - * - * 39 9/01/99 12:58a Andsager - * Make all targeting keys able to choose turret on BIG|HUGE ships - * - * 38 8/24/99 2:55p Andsager - * Add new prioritized turret selection code. - * - * 37 8/18/99 10:59p Andsager - * Enable "b" key to target bombers. - * - * 36 8/17/99 8:32p Jefff - * fixes to auto-speed/target so it looks much better in the nebula - * - * 35 8/17/99 7:15p Jefff - * auto-target & auto-speed text drawn in code - * - * 34 8/04/99 9:54a Andsager - * Auto target turrets on big ships. - * - * 33 8/02/99 4:03p Andsager - * target closest favors beams and flak - * - * 32 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 31 7/30/99 11:10a Andsager - * Modify hud_target_closest() to consider turrets against all ships, not - * just player - * - * 30 7/15/99 5:41p Andsager - * Clean up demo build - * - * 29 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 28 7/09/99 12:00a Andsager - * Added target box with distance for remote detonate weapons - * - * 27 7/07/99 4:31p Andsager - * Make closest_attacking_hostile guage respect stealth. Kill a bunch of - * goto's. - * - * 26 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 25 6/17/99 9:04a Andsager - * Fix hack - * - * 24 6/16/99 5:32p Andsager - * HACK temp fix - * - * 23 6/15/99 9:24a Andsager - * Make hotkeys work with stealth - * - * 22 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 21 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 20 6/08/99 8:35a Jasenw - * new coords for new lead indicator - * - * 19 6/07/99 4:20p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 18 6/02/99 3:23p Andsager - * Make AI aware of team visibility. Allow player targeting with team - * visibility info. Make stealth ships not targetable by AI in nebula - * unless tagged. - * - * 17 5/24/99 9:00a Andsager - * modify target next/prev live turret only when turret has a weapon - * - * 16 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 15 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 14 1/27/99 3:02p Anoop - * Fixed 640 HUD afterburner and weapon energy gauge. - * - * 13 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 12 1/07/99 10:07a Jasen - * coords - * - * 11 1/07/99 9:06a Jasen - * coords - * - * 10 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 9 12/29/98 7:21p Dave - * Put in a bunch of missing hi-res coord globalizations. - * - * 8 12/29/98 2:29p Jasen - * added new coords for some 1024 HUD stuff. - * - * 7 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 5 12/21/98 5:03p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 407 9/21/98 9:27a Dave - * Special case code to draw Cluster Bomb as Cluster on the HUD. - * - * 406 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 405 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 404 6/12/98 4:52p Hoffoss - * Added support for special characters in in forgeign languages. - * - * 403 6/09/98 5:17p Lawrance - * French/German localization - * - * 402 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 401 5/27/98 1:24p Allender - * make targeting dots work (as well as other targeting features) properly - * in multiplayer. Don't query for CD when entering debrief in - * multiplayer - * - * 400 5/27/98 1:20p Mike - * Fix bug in target nearest ship attacking target. - * - */ + #include "hud/hud.h" diff --git a/fs2_open/code/hud/hudtarget.h b/fs2_open/code/hud/hudtarget.h index 00e23ffcef..b18cedf086 100644 --- a/fs2_open/code/hud/hudtarget.h +++ b/fs2_open/code/hud/hudtarget.h @@ -7,319 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDtarget.h $ - * $Revision: 2.9.2.1 $ - * $Date: 2007-12-28 02:10:37 $ - * $Author: Backslash $ - * - * Header file for HUD targeting functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.8 2005/10/25 01:21:52 wmcoolmon - * Bumped MAX_HOTKEY_TARGET_ITEMS - * - * Revision 2.7 2005/10/09 08:03:20 wmcoolmon - * New SEXP stuff - * - * Revision 2.6 2005/07/22 09:19:40 wmcoolmon - * Dynamic AI Class number commit. KNOWN BUG: When AI_CLASS_INCREMENT is hit and vm_realloc is called, memory corruption seems to - * result. Not at all sure what causes this; if this can't be resolved soon, we can always treat _INCREMENT like _MAX - * - * Revision 2.5 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/07/99 11:26p Andsager - * Fix "r" targeting key, making evaluate_ship_as_closest_target() and - * hud_target_live_turret() consider if turret is targeting player - * - * 7 8/24/99 2:55p Andsager - * Add new prioritized turret selection code. - * - * 6 7/09/99 12:00a Andsager - * Added target box with distance for remote detonate weapons - * - * 5 5/28/99 10:00a Andsager - * Make player hud target affected by Nebula range - * - * 4 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 3 12/21/98 5:03p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 101 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 100 5/15/98 8:36p Lawrance - * Add 'target ship that last sent transmission' target key - * - * 99 5/04/98 6:12p Lawrance - * Write generic function hud_end_string_at_first_hash_symbol(), to use in - * various spots on the HUD - * - * 98 4/13/98 5:06p Lawrance - * truncate secondary weapons names at the '#' char - * - * 97 4/08/98 1:18a Lawrance - * Externalize function to find distance between two objects. - * - * 96 4/07/98 5:30p Lawrance - * Player can't send/receive messages when comm is destroyed. Garble - * messages when comm is damaged. - * - * 95 3/30/98 12:20a Lawrance - * remove CARGO_REVEAL time, it is now in ship_info - * - * 94 3/20/98 5:40p Lawrance - * Change targeting of uninspected cargo to select the next closest. - * - * 93 3/12/98 5:36p John - * Took out any unused shaders. Made shader code take rgbc instead of - * matrix and vector since noone used it like a matrix and it would have - * been impossible to do in hardware. Made Glide implement a basic - * shader for online help. - * - * 92 3/11/98 12:14a Lawrance - * Added hud_target_auto_target_next() - * - * 91 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 90 3/07/98 3:50p Lawrance - * Add lead indicator for asteroids - * - * 89 3/04/98 3:44p Lawrance - * Only flash docking text for a couple of seconds - * - * 88 3/02/98 11:32p Lawrance - * Allow asteroids about to impact ships to be bracketed - * - * 87 2/26/98 12:33a Lawrance - * Added back slew mode, lots of changes to external and chase views. - * - * 86 2/24/98 2:49p Lawrance - * Enable cheat key to disable 'hidden from sensors' targeting - * - * 85 2/06/98 4:33p Lawrance - * extern hud_get_best_primary_bank() - * - * 84 2/02/98 7:00p Lawrance - * Adding new targeting keys (bomb, uninspected cargo, new ship, live - * turrets). - * - * 83 1/29/98 11:53p Lawrance - * Change repair ship targeting to favor support ships that are headed for - * the player. - * - * 82 1/20/98 9:30p Lawrance - * Have lead indicator, offscreen indicator and distance be relative to - * targeted subsystem when possible. - * - * 81 1/17/98 1:30a Lawrance - * Add countermeasure gauge - * - * 80 1/10/98 12:42a Lawrance - * make cargo inspection more realistic - * - * 79 1/08/98 11:34p Lawrance - * change cargo reveal formula to max(150,1.5*radius) - * - * 78 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 77 12/16/97 9:13p Lawrance - * Integrate new gauges into HUD config. - * - * 76 12/09/97 8:12a Allender - * changes to hotkey stuff. Don't allow mission defined hotkeys to - * override user defined ones once the mission starts - * - * 75 12/04/97 10:23a Lawrance - * don't allow matching speed unless target speed is above - * MATCH_SPEED_THRESHOLD - * - * 74 12/01/97 5:12p Lawrance - * have minimial targeting gauges shown in chase and external view - * - * 73 12/01/97 12:27a Lawrance - * redo default alpha color for HUD, make it easy to modify in the future - * - * 72 11/27/97 4:23p Lawrance - * add subsys_in_view to the player struct, which indicates that the - * player has a line of sight to his targeted subsystem - * - * 71 11/20/97 5:40p Lawrance - * Make cargo revealing work so that anyone (including AI) on your team - * can reveal cargo for everyone else on the team. - * - * 70 11/20/97 1:09a Lawrance - * add support for 'target closest friendly repair ship' - * - * 69 11/11/97 12:58a Lawrance - * implement new target monitor view - * - * 68 10/30/97 12:33a Lawrance - * update to show AIM_STRAFE debug output - * - * 67 10/27/97 10:48p Lawrance - * get previous hostile/friendly targeting working.. simplify code a lot - * - * 66 10/22/97 5:53p Lawrance - * move out subsystem_in_sight function - * - * 65 10/12/97 3:44p Lawrance - * use target lists to cycle through closest hostile and friendly ships - * - * 64 10/11/97 6:38p Lawrance - * having damage affect targeting - * - * 63 10/10/97 6:15p Hoffoss - * Implemented a training objective list display. - * - * 62 10/08/97 5:07p Lawrance - * make sensors and communication subsystem damage affect player - * - * 61 9/22/97 4:55p Hoffoss - * Added a training message window display thingy. - * - * 60 8/31/97 6:40p Lawrance - * make auto-target always target fighters/bombers first - * - * 59 8/25/97 12:24a Lawrance - * implemented HUD shield management - * - * 58 8/19/97 11:46p Lawrance - * adding new hud gauges for shileds, escort view, and weapons - * - * 57 8/15/97 9:26a Lawrance - * split off target box code into HUDtargetbox.cpp - * - * 56 8/14/97 5:29p Lawrance - * restructure target monitor code... support missile view and red shading - * - * 55 8/12/97 5:51p Lawrance - * allow targeting of missiles - * - * 54 7/13/97 5:54p Lawrance - * fix bug with restore game and the keyed targets - * - * 53 7/01/97 11:53a Lawrance - * allow cycling through targets in the reticle - * - * 52 5/14/97 8:55a Lawrance - * fix autotargeting so it switches to a new target as soon as current - * target is dying - * - * 51 5/02/97 2:11p Lawrance - * added hud_prune_hotkeys() - * - * 50 4/28/97 2:18p Lawrance - * made hotkey_add_remove more generic - * - * 49 4/22/97 4:53p Lawrance - * allow auto-targeting to not play target fail sound when searching for - * the closest target - * - * 48 4/15/97 4:00p Mike - * Intermediate checkin caused by getting other files. Working on camera - * slewing system. - * - * 47 4/13/97 3:53p Lawrance - * separate out the non-rendering dependant portions of the HUD ( sounds, - * updating lock position, changing targets, etc) and put into - * hud_update_frame() - * - * 46 4/12/97 4:29p Lawrance - * get missle locking and offscreen indicator working properly with - * different sized screens - * - * 45 4/10/97 5:29p Lawrance - * hud rendering split up into hud_render_3d(), hud_render_2d() and - * hud_render_target_model() - * - * 44 4/08/97 10:55a Allender - * draw purple brackets on ship sending a message - * - * 43 4/07/97 3:50p Allender - * ability to assign > 1 ship to a hotkey. Enabled use of hotkeys in - * squadmate messaging - * - * 42 3/27/97 3:58p Lawrance - * modified target_closest() to allow targeting closest ship that is - * attacking a given objnum - * - * 41 3/27/97 9:29a Lawrance - * If reach maximum bounding box size, use radius targeting box method - * - * 40 3/26/97 6:43p Lawrance - * implemented new method for detecting target in reticle, that doesn't - * require center point of target to be in reticle - * - * 39 3/26/97 12:44p Lawrance - * modified targeting functions to take team into accout for Target - * Next/Prev/Closest - * - * 38 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 37 3/17/97 3:47p Mike - * Homing missile lock sound. - * More on AI ships firing missiles. - * - * 36 3/10/97 8:53a Lawrance - * using hud_stop_looped_locking_sounds() in place of - * hud_stop_looped_sounds() - * - * 35 1/02/97 10:32a Lawrance - * fixed some bugs related to stopping looped sounds when targets die and - * going to menus - * - * 34 12/24/96 4:31p Lawrance - * Target bracket drawing code moved to separate files - * - * 33 12/23/96 7:53p Lawrance - * took out missile lock code and moved to HUDlock.cpp and HUDlock.h - * - * 32 12/17/96 11:10a Lawrance - * added targeting of subsystem in reticle - * -*/ + #ifndef _HUDTARGET_H #define _HUDTARGET_H diff --git a/fs2_open/code/hud/hudtargetbox.cpp b/fs2_open/code/hud/hudtargetbox.cpp index ed852a6b26..27cbabf19c 100644 --- a/fs2_open/code/hud/hudtargetbox.cpp +++ b/fs2_open/code/hud/hudtargetbox.cpp @@ -7,489 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDtargetbox.cpp $ - * $Revision: 2.65.2.6 $ - * $Date: 2007-08-30 04:52:30 $ - * $Author: Backslash $ - * - * C module for drawing the target monitor box on the HUD - * - * $Log: not supported by cvs2svn $ - * Revision 2.65.2.5 2007/07/15 04:19:33 Goober5000 - * partial commit of aldo's eyepoint feature - * it will need a keystroke to be complete - * - * Revision 2.65.2.4 2007/02/20 04:19:10 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.65.2.3 2006/12/26 05:27:15 taylor - * make sure that we don't target a hidden jumpnode, and if we do be sure to only detarget it rather than turning off auto-targetting - * - * Revision 2.65.2.2 2006/08/03 01:33:25 Goober5000 - * add a second method for specifying ship copies, plus allow the parser to recognize ship class copy names that aren't consistent with the table - * --Goober5000 - * - * Revision 2.65.2.1 2006/07/17 01:09:03 taylor - * fix some missile autocentering issues - * - use MR_AUTOCENTER and MR_IS_MISSILE flags to generate an autocenter for a missile if one doesn't already exist - * - don't try to autocenter loadout icons when rendered 3d - * - * Revision 2.65 2006/05/13 07:09:24 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.64 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.63 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.62 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.61 2005/12/12 21:32:14 taylor - * allow use of a specific LOD for ship and weapon rendering in the hud targetbox - * - * Revision 2.60 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.59 2005/09/25 08:25:15 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.58 2005/09/25 05:26:13 Goober5000 - * bah - * --Goober5000 - * - * Revision 2.57 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.56 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.55 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.54 2005/07/18 03:44:01 taylor - * cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well) - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.53 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.52 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.51 2005/05/11 22:15:49 phreak - * added mission flag that will not show enemy wing names, just the ship class. - * - * Revision 2.50 2005/04/28 05:29:29 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.49 2005/04/05 05:53:17 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.48 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.47 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.46 2005/03/06 11:23:45 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 2.45 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.44 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.43 2005/01/30 03:26:11 wmcoolmon - * HUD updates - * - * Revision 2.42 2005/01/29 09:19:45 argv - * Fixed compile errors due to several source files not having been updated to - * reference "Min/Max_draw_distance" instead of "MIN/MAX_DRAW_DISTANCE". - * - * -- _argv[-1] - * - * Revision 2.41 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.40 2005/01/01 19:47:26 taylor - * make use of MR_NO_FOGGING to render models without fog - * - * Revision 2.39 2004/08/01 02:30:52 phreak - * -phreak command line changed to -dualscanlines - * - * Revision 2.38 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.37 2004/07/12 16:32:49 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.36 2004/04/07 17:20:24 phreak - * changed around the order of some function calls to get the target model - * properly rendering in the hud targetbox - * - * Revision 2.35 2004/04/06 03:09:53 phreak - * added a control config option for the wireframe hud targetbox i enabled ages ago - * - * Revision 2.34 2004/03/17 04:07:30 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.33 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.32 2004/02/15 06:02:32 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.31 2004/02/10 05:07:38 matt - * Fixed issue with ships being rendered off center - * in the HUD target box. Much easier than I - * thought - * -- Sticks - * - * Revision 2.30 2004/02/07 05:11:08 Goober5000 - * fix for undestroyable subsystems - * --Goober5000 - * - * Revision 2.29 2004/02/06 23:17:43 Goober5000 - * tweakage - * --Goober5000 - * - * Revision 2.28 2004/02/04 09:02:45 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.27 2004/02/04 08:41:04 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.26 2004/01/30 07:39:07 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.25 2003/12/16 20:46:37 phreak - * made gr_set_proj_matrix use the MIN/MAX_DRAW_DISTANCE constants - * - * Revision 2.24 2003/12/04 20:39:09 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.23 2003/11/16 04:09:23 Goober5000 - * language - * - * Revision 2.22 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.21 2003/11/09 06:31:39 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.20 2003/11/06 22:47:02 phreak - * added gr_start_**_matrix() and gr_end_**_matrix() around where ships are rendered - * - * Revision 2.19 2003/09/13 08:27:29 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.18 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.15 2003/08/21 08:31:24 Goober5000 - * fixed turret text display for non-laser weapons - * --Goober5000 - * - * Revision 2.14 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.13 2003/01/27 07:46:33 Goober5000 - * finished up my fighterbay code - ships will not be able to arrive from or depart into - * fighterbays that have been destroyed (but you have to explicitly say in the tables - * that the fighterbay takes damage in order to enable this) - * --Goober5000 - * - * Revision 2.12 2003/01/17 07:59:09 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.11 2003/01/17 01:48:50 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.10 2003/01/15 20:49:10 Goober5000 - * did the XSTR for the turret thing - * --Goober5000 - * - * Revision 2.9 2003/01/15 16:52:27 Goober5000 - * oops, that'll introduce a bug - naming it just plain "Turret" instead - * --Goober5000 - * - * Revision 2.8 2003/01/15 16:48:59 Goober5000 - * capship ballistic weapon displays "Cannon" on HUD instead of "Laser Turret" - * --Goober5000 - * - * Revision 2.7 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.6 2002/12/14 17:09:28 Goober5000 - * removed mission flag for fighterbay damage; instead made damage display contingent on whether the fighterbay subsystem is assigned a damage percentage in ships.tbl - * --Goober5000 - * - * Revision 2.5 2002/12/14 01:55:04 Goober5000 - * added mission flag to show subsystem damage for fighterbays - * ~Goober5000~ - * - * Revision 2.4 2002/10/22 23:02:40 randomtiger - * Made Phreaks alternative scanning style optional under the command line tag "-phreak" - * Fixed bug that changes HUD colour when targetting debris in a full nebula. - RT - * - * Revision 2.3 2002/09/20 20:01:30 phreak - * extra effects during cargo scan - * - * Revision 2.2 2002/08/06 16:50:44 phreak - * added wireframe targetbox feature - * - * Revision 2.2 2002/08/04 23:17:40 phreak - * Did the toggling code for wireframes -> CTRL+SHIFT+Q - * - * Revision 2.2 2002/08/04 21:53:13 phreak - * Changed hud_render_target_asteroid, ...weapon, ...ship to render in wireframe - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 31 11/02/99 3:22p Jefff - * translation of targetbox text - * - * 30 10/29/99 10:41p Jefff - * more subsystem fixes - * - * 29 10/28/99 11:17p Jefff - * used escape seqs for some special German chars - * - * 28 10/28/99 2:02a Jefff - * revised the subsystem localization - * - * 27 9/14/99 11:03p Jefff - * don't draw target names from # on (weapons case) - * - * 26 9/04/99 5:17p Andsager - * Make event log record name of destroyed subsytem, and use this name for - * different types of turrets - * - * 25 8/25/99 11:35a Andsager - * Move hud render ship subsystem target box for ships with Autocenter - * - * 24 8/17/99 7:32p Jefff - * models use autocenter in target view - * - * 23 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 22 7/31/99 4:15p Dave - * Fixed supernova particle velocities. Handle OBJ_NONE in target - * monitoring view. Properly use objectives notify gauge colors. - * - * 21 7/28/99 2:49p Andsager - * Make hud target speed use vm_vec_mag (not vm_vec_mag_quick) - * - * 20 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 19 7/02/99 10:56a Andsager - * Put in big ship - big ship attack mode. Modify stealth sweep ai. - * - * 18 6/29/99 3:16p Andsager - * Debug stuff. - * - * 17 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 16 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 15 6/07/99 4:20p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 14 6/03/99 11:43a Dave - * Added the ability to use a different model when rendering to the HUD - * target box. - * - * 13 5/24/99 9:02a Andsager - * Remove Int3() in turret subsys name code when turret has no weapon. - * - * 12 5/21/99 1:42p Andsager - * Added error checking for HUD turret name - * - * 11 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 10 5/19/99 3:50p Andsager - * Show type of debris is debris field (species debris or asteroid). Show - * type of subsystem turret targeted (laser, missile, flak, beam). - * - * 9 5/14/99 4:22p Andsager - * Modify hud_render_target_ship to show damaged subsystems in their - * actual state. Now also shows rotation of subsystems. - * - * 8 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 7 1/07/99 9:08a Jasen - * HUD coords - * - * 6 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 5 12/21/98 5:03p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 108 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 107 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 106 6/19/98 3:49p Lawrance - * localization tweaks - * - * 105 6/17/98 11:04a Lawrance - * localize subsystem names that appear on the HUD - * - * 104 6/09/98 5:18p Lawrance - * French/German localization - * - * 103 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 102 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 101 5/20/98 3:52p Allender - * fixed compiler warnings - * - * 100 5/20/98 12:59p John - * Turned optimizations on for debug builds. Also turning on automatic - * function inlining. Turned off the unreachable code warning. - * - * 99 5/15/98 8:36p Lawrance - * Add 'target ship that last sent transmission' target key - * - * 98 5/14/98 11:26a Lawrance - * ensure fighter bays are drawn with correct bracket color - * - * 97 5/08/98 5:32p Lawrance - * Allow cargo scanning even if target gauge is disabled - * - * 96 5/04/98 10:51p Lawrance - * remove unused local - * - * 95 5/04/98 9:17p Lawrance - * Truncate ship class names at # char when displaying debris on target - * moniter - * - * 94 5/04/98 6:12p Lawrance - * Write generic function hud_end_string_at_first_hash_symbol(), to use in - * various spots on the HUD - * - * 93 4/15/98 12:55a Lawrance - * Show time to impact for bombs - * - * 92 4/02/98 6:31p Lawrance - * remove asteroid references if DEMO defined - * - * 91 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 90 3/30/98 1:08a Lawrance - * Implement "blast" icon. Blink HUD icon when player ship is hit by a - * blast. - * - * $NoKeywords: $ - */ + #include "hud/hudtargetbox.h" diff --git a/fs2_open/code/hud/hudtargetbox.h b/fs2_open/code/hud/hudtargetbox.h index a9e288c7b1..65f66346ea 100644 --- a/fs2_open/code/hud/hudtargetbox.h +++ b/fs2_open/code/hud/hudtargetbox.h @@ -7,133 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDtargetbox.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Header file for drawing the target monitor box on the HUD - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/04/06 03:09:53 phreak - * added a control config option for the wireframe hud targetbox i enabled ages ago - * - * Revision 2.2 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/06 16:50:13 phreak - * added Targetbox_wire variable to check what mode the - * hud targetbox uses - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/08/04 22:46:55 PhReAk - * Added "Targetbox_wire" variable to toggle if wireframes are on=1 or off=0 - * - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 5/21/99 1:44p Andsager - * Add engine wash gauge - * - * 3 12/21/98 5:03p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 26 8/28/98 3:28p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 25 5/08/98 5:32p Lawrance - * Allow cargo scanning even if target gauge is disabled - * - * 24 3/30/98 1:08a Lawrance - * Implement "blast" icon. Blink HUD icon when player ship is hit by a - * blast. - * - * 23 2/16/98 8:47p Lawrance - * Allow flashing to occur at twice normal rate - * - * 22 2/12/98 11:54p Lawrance - * abbreviate communication to comm - * - * 21 2/12/98 4:58p Lawrance - * Add support for 'All Clear' radio message - * - * 20 2/09/98 8:05p Lawrance - * Add new gauges: cmeasure success, warp-out, and missiontime - * - * 19 1/15/98 5:23p Lawrance - * Add HUD gauge to indicate completed objectives. - * - * 18 1/12/98 10:57p Allender - * minor changes to the message box. made some indicators flash to bring - * attention to them. - * - * 17 1/12/98 9:44p Lawrance - * ug, fix return type error - * - * 16 1/12/98 9:40p Lawrance - * extern hud_targetbox_maybe_flash() - * - * 15 1/12/98 9:39p Lawrance - * flash DOCKED_WITH text - * - * 14 1/10/98 12:42a Lawrance - * make cargo inspection more realistic - * - * 13 12/16/97 9:13p Lawrance - * Integrate new gauges into HUD config. - * - * 12 12/09/97 6:15p Lawrance - * add flashing of destroyed subsystems on target box - * - * 11 12/01/97 12:27a Lawrance - * redo default alpha color for HUD, make it easy to modify in the future - * - * 10 11/19/97 10:19p Lawrance - * add target status to targetbox - * - * 9 11/17/97 6:37p Lawrance - * new gauges: extended target view, new lock triangles, support ship view - * - * 8 11/11/97 10:27p Lawrance - * show docking information on the target monitor - * - * 7 11/11/97 5:06p Lawrance - * flash different areas of the target box - * - * 6 11/11/97 12:58a Lawrance - * implement new target monitor view - * - * 5 11/06/97 5:01p Dave - * Finished reworking standalone multiplayer sequencing. Put in - * configurable observer-mode HUD. - * - * 4 10/11/97 6:38p Lawrance - * having damage affect targeting - * - * 3 8/19/97 11:46p Lawrance - * adding new hud gauges for shileds, escort view, and weapons - * - * 2 8/15/97 9:26a Lawrance - * split off target box code into HUDtargetbox.cpp - * - * 1 8/15/97 8:54a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_HUDTARGETBOX_H__ #define __FREESPACE_HUDTARGETBOX_H__ diff --git a/fs2_open/code/hud/hudwingmanstatus.cpp b/fs2_open/code/hud/hudwingmanstatus.cpp index 19e25ba319..7bf08706e5 100644 --- a/fs2_open/code/hud/hudwingmanstatus.cpp +++ b/fs2_open/code/hud/hudwingmanstatus.cpp @@ -7,156 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDWingmanStatus.cpp $ - * $Revision: 2.16 $ - * $Date: 2006-01-13 03:30:59 $ - * $Author: Goober5000 $ - * - * Module for the wingman status gauge - * - * $Log: not supported by cvs2svn $ - * Revision 2.15 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.14 2005/10/10 17:21:04 taylor - * remove NO_NETWORK - * - * Revision 2.13 2005/07/22 10:18:38 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.12 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.10 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.9 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.8 2004/12/14 14:46:12 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.7 2004/11/27 10:45:36 taylor - * some fixes for position problems on the HUD in non-standard resolutions - * few compiler warning fixes - * - * Revision 2.6 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:50 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.2 2002/08/06 04:39:26 penguin - * Use text strings for wingmen names instead of ANI - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 6 1/07/99 9:06a Jasen - * coords blah blah blah - * - * 5 1/06/99 4:03p Dave - * Added better comments to wingman status gauge coords. - * - * 4 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 3 12/21/98 5:03p Dave - * Modified all hud elements to be multi-resolution friendly. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 17 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 16 6/09/98 5:18p Lawrance - * French/German localization - * - * 15 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 14 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 13 5/06/98 2:46p Mike - * Modify num-ships-attacking system. - * - * 12 4/17/98 1:42p Allender - * fixed optimized build warning - * - * 11 4/16/98 2:56p Allender - * multiple wings were not working after I added Zeta wing - * - * 10 4/15/98 11:09p Allender - * status gaugs works for team v. team - * - * 9 4/14/98 1:35a Allender - * (blindly) work on wingman status gauge for team v team multiplayer - * - * 8 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 7 3/31/98 11:46p Lawrance - * Fix several bugs related to departing ships. - * - * 6 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 5 3/22/98 11:13p Allender - * work with respawning -- save parse object so ship can be correctly - * restored. Restore wingman status information so gauge updates - * correctly - * - * 4 3/20/98 10:26a Lawrance - * Don't display gauge if player is only ship - * - * 3 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 2 3/14/98 4:59p Lawrance - * Totally rework HUD wingman status gauge to work with 5 arbitrary wings - * - * 1 3/14/98 8:23a Lawrance - * - * $NoKeywords: $ - */ + #include // for 'tolower' diff --git a/fs2_open/code/hud/hudwingmanstatus.h b/fs2_open/code/hud/hudwingmanstatus.h index 86e36a6986..3de5767a38 100644 --- a/fs2_open/code/hud/hudwingmanstatus.h +++ b/fs2_open/code/hud/hudwingmanstatus.h @@ -7,45 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Hud/HUDWingmanStatus.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Header for the wingman status gauge - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 4 3/31/98 11:46p Lawrance - * Fix several bugs related to departing ships. - * - * 3 3/22/98 11:13p Allender - * work with respawning -- save parse object so ship can be correctly - * restored. Restore wingman status information so gauge updates - * correctly - * - * 2 3/14/98 4:59p Lawrance - * Totally rework HUD wingman status gauge to work with 5 arbitrary wings - * - * 1 3/14/98 8:23a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __HUDWINGMAN_STATUS_H__ #define __HUDWINGMAN_STATUS_H__ diff --git a/fs2_open/code/iff_defs/iff_defs.cpp b/fs2_open/code/iff_defs/iff_defs.cpp index b9f1b16d65..78ca310067 100644 --- a/fs2_open/code/iff_defs/iff_defs.cpp +++ b/fs2_open/code/iff_defs/iff_defs.cpp @@ -4,61 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/iff_defs/iff_defs.cpp $ - * $Revision: 1.9.2.5 $ - * $Date: 2007-10-15 06:43:13 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.9.2.4 2007/09/02 02:07:42 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.9.2.3 2007/02/08 07:39:34 Goober5000 - * fix two bugs: - * --default ship flags in the iff_defs table were not correctly translated from parse flags to ship/object flags - * --ships were created with default allowed comm orders regardless of which team they were on - * - * Revision 1.9.2.2 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 1.9.2.1 2006/07/08 19:36:04 Goober5000 - * iff defs should allow specification of both flag fields - * --Goober5000 - * - * Revision 1.9 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.8 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 1.7 2006/01/28 04:33:06 Goober5000 - * fix all teams at war IFF behavior - * --Goober5000 - * - * Revision 1.6 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 1.5 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.4 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.3 2005/09/30 03:40:40 Goober5000 - * hooray for more work on the iff code - * --Goober5000 - * - * Revision 1.2 2005/09/29 04:26:08 Goober5000 - * parse fixage - * --Goober5000 - * - * Revision 1.1 2005/09/27 05:25:18 Goober5000 - * initial commit of basic IFF code - * --Goober5000 - * - */ + #include "globalincs/def_files.h" #include "iff_defs/iff_defs.h" @@ -709,4 +655,4 @@ color *iff_get_color_by_team_and_object(int team, int seen_from_team, int is_bri return &Iff_colors[color_index][is_bright]; -} \ No newline at end of file +} diff --git a/fs2_open/code/iff_defs/iff_defs.h b/fs2_open/code/iff_defs/iff_defs.h index 1a2f870e2d..7315f950e8 100644 --- a/fs2_open/code/iff_defs/iff_defs.h +++ b/fs2_open/code/iff_defs/iff_defs.h @@ -4,36 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/iff_defs/iff_defs.h $ - * $Revision: 1.5.2.2 $ - * $Date: 2007-02-08 07:39:34 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.5.2.1 2006/07/08 19:36:04 Goober5000 - * iff defs should allow specification of both flag fields - * --Goober5000 - * - * Revision 1.5 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.4 2006/01/28 04:33:06 Goober5000 - * fix all teams at war IFF behavior - * --Goober5000 - * - * Revision 1.3 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.2 2005/09/30 03:40:40 Goober5000 - * hooray for more work on the iff code - * --Goober5000 - * - * Revision 1.1 2005/09/27 05:25:18 Goober5000 - * initial commit of basic IFF code - * --Goober5000 - * - */ + #ifndef _IFF_DEFS_H_ diff --git a/fs2_open/code/inetfile/cftp.cpp b/fs2_open/code/inetfile/cftp.cpp index 49b258824d..e4ac9e8696 100644 --- a/fs2_open/code/inetfile/cftp.cpp +++ b/fs2_open/code/inetfile/cftp.cpp @@ -7,50 +7,7 @@ * */ - /* - * $Logfile: /Freespace2/code/Inetfile/CFtp.cpp $ - * $Revision: 2.4.2.1 $ - * $Date: 2007-10-15 06:43:13 $ - * $Author: taylor $ - * - * FTP Client class (get only) - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/08/20 20:38:08 taylor - * more unix->SCP_UNIX define fixing - * - * Revision 2.3 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:50 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/08 02:35:09 mharris - * porting - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 5/04/99 7:34p Dave - * Fixed slow HTTP get problem. - * - * 2 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 1 4/20/99 4:37p Dave - * - * Initial version - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/inetfile/cftp.h b/fs2_open/code/inetfile/cftp.h index 2827da2e38..a070a95d9a 100644 --- a/fs2_open/code/inetfile/cftp.h +++ b/fs2_open/code/inetfile/cftp.h @@ -7,43 +7,7 @@ * */ - /* - * $Logfile: /Freespace2/code/Inetfile/CFtp.h $ - * $Revision: 2.3.2.1 $ - * $Date: 2007-10-15 06:43:13 $ - * $Author: taylor $ - * - * FTP Client class (get only) - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:23 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 1 4/20/99 4:37p Dave - * - * Initial version - * - * $NoKeywords: $ - */ + #ifndef _CFTP_HEADER_ #define _CFTP_HEADER_ diff --git a/fs2_open/code/inetfile/chttpget.cpp b/fs2_open/code/inetfile/chttpget.cpp index 1323886dbc..ef250d8117 100644 --- a/fs2_open/code/inetfile/chttpget.cpp +++ b/fs2_open/code/inetfile/chttpget.cpp @@ -7,121 +7,7 @@ * */ -/* -* $Logfile: /Freespace2/code/Inetfile/Chttpget.cpp $ -* $Revision: 2.7.2.1 $ -* $Date: 2007-10-15 06:43:13 $ -* $Author: taylor $ -* -* HTTP Client class (get only) -* -* $Log: not supported by cvs2svn $ -* Revision 2.7 2005/08/20 20:38:08 taylor -* more unix->SCP_UNIX define fixing -* -* Revision 2.6 2005/05/12 17:49:13 taylor -* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros -* fixes various problems and is past time to make the switch -* -* Revision 2.5 2004/07/26 20:47:33 Kazan -* remove MCD complete -* -* Revision 2.4 2004/07/12 16:32:50 Kazan -* MCD - define _MCD_CHECK to use memory tracking -* -* Revision 2.3 2004/02/04 09:02:45 Goober5000 -* got rid of unnecessary double semicolons -* --Goober5000 -* -* Revision 2.2 2002/08/01 01:41:06 penguin -* The big include file move -* -* Revision 2.1 2002/07/07 19:55:59 penguin -* Back-port to MSVC -* -* Revision 2.0 2002/06/03 04:02:23 penguin -* Warpcore CVS sync -* -* Revision 1.2 2002/05/08 02:35:09 mharris -* porting -* -* Revision 1.1 2002/05/02 18:03:08 mharris -* Initial checkin - converted filenames and includes to lower case -* - * - * 5 8/24/99 1:49a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 4 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 21 8/21/99 6:33p Kevin - * Fixed Proxy Stuff - * - * 20 8/21/99 6:48a Jeff - * Linux port - * - * 19 8/20/99 3:01p Kevin - * Added support for Proxies (I hope!) - * - * 18 8/15/99 6:38p Jeff - * fixed compile error - * - * 17 8/15/99 6:26p Kevin - * - * 16 4/14/99 1:20a Jeff - * fixed case mismatched #includes - * - * 15 3/03/99 12:28a Nate - * sped up something or other when the connection is done - * - * 14 2/03/99 4:20p Kevin - * Got multiplayer working with .mn3 files, and setup autodownloading - * - * 13 1/27/99 5:49p Kevin - * - * 12 1/27/99 5:38p Kevin - * - * 11 12/30/98 12:15p Kevin - * Auto Mission Download system - * - * 10 10/12/98 4:59p Kevin - * Added delay to thread when cancelled... - * - * 9 10/12/98 4:49p Nate - * More fixes - * - * 8 10/12/98 1:54p Nate - * Fixed bug - * - * 7 10/12/98 11:30a Kevin - * More memory stuff - * - * 6 10/08/98 12:59p Nate - * fixed cancel - * - * 5 10/08/98 9:57a Kevin - * made transfer cancellable - * - * 4 7/31/98 12:19p Nate - * Fixed http abort problem. - * - * 3 7/31/98 11:57a Kevin - * Added new functions for getting state - * - * 2 6/01/98 10:10a Kevin - * Added DLL connection interface and auto update DLL - * - * 1 5/27/98 9:52a Kevin - * - * 1 5/25/98 5:31p Kevin - * Initial version -* -* $NoKeywords: $ -*/ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/inetfile/chttpget.h b/fs2_open/code/inetfile/chttpget.h index 2bfb0c3517..0143c56edf 100644 --- a/fs2_open/code/inetfile/chttpget.h +++ b/fs2_open/code/inetfile/chttpget.h @@ -7,52 +7,7 @@ * */ -/* -* $Logfile: /Freespace2/code/Inetfile/Chttpget.h $ -* $Revision: 2.2.2.1 $ -* $Date: 2007-10-15 06:43:14 $ -* $Author: taylor $ -* -* HTTP Client class (get only) -* -* $Log: not supported by cvs2svn $ -* Revision 2.2 2005/07/13 03:15:50 Goober5000 -* remove PreProcDefine #includes in FS2 -* --Goober5000 -* -* Revision 2.1 2004/08/11 05:06:25 Kazan -* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this -* -* Revision 2.0 2002/06/03 04:02:24 penguin -* Warpcore CVS sync -* -* Revision 1.1 2002/05/02 18:03:08 mharris -* Initial checkin - converted filenames and includes to lower case -* - * - * 3 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 5 8/20/99 3:01p Kevin - * Added support for Proxies (I hope!) - * - * 4 7/31/98 12:19p Nate - * Fixed http abort problem. - * - * 3 7/31/98 11:57a Kevin - * Added new functions for getting state - * - * 2 6/01/98 10:10a Kevin - * Added DLL connection interface and auto update DLL - * - * 1 5/27/98 9:54a Kevin - * - * 1 5/25/98 5:31p Kevin - * Initial version -* -* $NoKeywords: $ -*/ + #ifndef _CHTTPGET_HEADER_ #define _CHTTPGET_HEADER_ diff --git a/fs2_open/code/inetfile/inetgetfile.cpp b/fs2_open/code/inetfile/inetgetfile.cpp index 3f213411af..bfcc8dcebc 100644 --- a/fs2_open/code/inetfile/inetgetfile.cpp +++ b/fs2_open/code/inetfile/inetgetfile.cpp @@ -7,51 +7,7 @@ * */ - /* - * $Logfile: /Freespace2/code/Inetfile/inetgetfile.cpp $ - * $Revision: 2.3.2.1 $ - * $Date: 2007-10-15 06:43:14 $ - * $Author: taylor $ - * - * InternetGetFile Class - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/08 02:35:09 mharris - * porting - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 3 6/16/99 10:27a Andsager - * Make directory if it does not already exist. - * - * 2 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 1 4/20/99 4:37p Dave - * - * Initial version - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/inetfile/inetgetfile.h b/fs2_open/code/inetfile/inetgetfile.h index a5cba4120a..9570a79077 100644 --- a/fs2_open/code/inetfile/inetgetfile.h +++ b/fs2_open/code/inetfile/inetgetfile.h @@ -7,42 +7,7 @@ * */ -/* -* $Logfile: /Freespace2/code/Inetfile/inetgetfile.h $ -* $Revision: 2.3.2.1 $ -* $Date: 2007-10-15 06:43:14 $ -* $Author: taylor $ -* -* InternetGetFile Class header -* -* $Log: not supported by cvs2svn $ -* Revision 2.3 2005/07/13 03:15:50 Goober5000 -* remove PreProcDefine #includes in FS2 -* --Goober5000 -* -* Revision 2.2 2004/08/11 05:06:25 Kazan -* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this -* -* Revision 2.1 2002/08/01 01:41:06 penguin -* The big include file move -* -* Revision 2.0 2002/06/03 04:02:24 penguin -* Warpcore CVS sync -* -* Revision 1.1 2002/05/02 18:03:08 mharris -* Initial checkin - converted filenames and includes to lower case -* - * - * 2 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 1 4/20/99 4:37p Dave - * - * Initial version -* -* $NoKeywords: $ -*/ + #ifndef _INET_GETFILE_HEADER_ #define _INET_GETFILE_HEADER_ diff --git a/fs2_open/code/io/joy.cpp b/fs2_open/code/io/joy.cpp index 20646e18d1..ea29ddad8a 100644 --- a/fs2_open/code/io/joy.cpp +++ b/fs2_open/code/io/joy.cpp @@ -7,212 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Joy.cpp $ - * $Revision: 2.3.2.1 $ - * $Date: 2006-09-20 05:00:47 $ - * $Author: taylor $ - * - * Code to read the joystick - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 4 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 61 5/24/98 12:56a Mike - * Put in debug code, but comment out, to check joystick sensitivity. - * - * 60 5/19/98 6:54p Lawrance - * Set default joystick sensitivity to max - * - * 59 5/13/98 7:14p Hoffoss - * Made invalid axis return center position value. - * - * 58 5/13/98 1:17a Hoffoss - * Added joystick axes configurability. - * - * 57 5/07/98 3:15p Hoffoss - * Fixed typo. - * - * 56 5/07/98 12:41p Hoffoss - * Changed code to make joystick sensitivity default to center of range. - * - * 55 5/06/98 12:02a Hoffoss - * Fixed throttle problems with joysticks. - * - * 54 5/05/98 8:38p Hoffoss - * Added sensitivity adjustment to options menu and made it save to pilot - * file. - * - * 53 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * 52 5/03/98 6:02p Hoffoss - * Added DirectInput support for joystick (only works with v5.0, so only - * Win95). - * - * 51 5/01/98 5:59p Hoffoss - * Checking in code so I can switch back to NT to work on this instead - * (Win95, bah!) - * - * 50 4/30/98 12:12p Hoffoss - * Changed code to explicitly use calibrated values from Windows for - * joystick axis. - * - * 49 4/29/98 12:13a Lawrance - * Add function for reading down count without resetting internal count. - * Add hook to reset demo trailer timer. - * - * 48 4/25/98 12:02p Lawrance - * take out crit sec code around joystick read in joy_process - * - * 47 4/22/98 9:03p John - * Put critical section around all the joygetposex functions. Had to set - * up events to signal the polling thread to end at the end of the - * program. - * - * 46 4/17/98 3:07p Jim - * added debug code to test joystick - * - * 45 4/13/98 10:16a John - * Switched gettime back to timer_get_milliseconds, which is now thread - * safe. - * - * 44 4/12/98 11:08p Lawrance - * switch back to using gettime() in separate threads - * - * 43 4/12/98 5:31p Lawrance - * use timer_get_milliseconds() instead of gettime() - * - * 42 3/21/98 11:29a John - * Made joy_flush work when a button is held down - * - * 41 3/12/98 10:44a Hoffoss - * Whoops, should probably use the actual define rather than 0. - * - * 40 3/12/98 10:38a Hoffoss - * Changed joystick default to first slot in never set up in FSLaunch - * - * 39 3/11/98 5:27p Hoffoss - * Added to FreeSpace usage of joystick specified through FSLaunch. - * - * 38 3/09/98 4:44p Sandeep - * - * 37 3/07/98 5:23p Sandeep - * - * 35 3/06/98 11:12a Hoffoss - * Fixed joystick deadzone bug. - * - * 33 3/06/98 10:02a Hoffoss - * Made dead zone adjustable, and defaulted it to 10% instead of 5%. - * - * 36 3/07/98 4:50p John - * Added code to allow toggling force feedback on/off in setup - * - * 35 3/06/98 11:12a Hoffoss - * Fixed joystick deadzone bug. - * - * 33 3/06/98 10:02a Hoffoss - * Made dead zone adjustable, and defaulted it to 10% instead of 5%. - * - * 32 2/11/98 9:56p Jim - * allender: from sandeep on Jim's machine -- some force feedback stuff - * - * 31 1/29/98 11:04a Sandeep - * - * 30 1/27/98 8:40p Sandeep - * - * 29 1/19/98 6:15p John - * Fixed all my Optimized Build compiler warnings - * - * 28 1/08/98 6:35p Hoffoss - * Fixed joystick undefined detection. - * - * 27 1/08/98 3:48p Dan - * Fixed bug with joystick axis reading thinking it's undefined at - * extremes. - * - * 26 10/16/97 5:37p Lawrance - * change thread priority from THREAD_PRIORITY_TIME_CRITICAL to - * THREAD_PRIORITY_HIGHEST - * - * 25 10/09/97 10:15a Johnson - * try to init several times if joystick init fails - * - * 24 10/07/97 10:42a Johnson - * zero out JOYINFOEX struct before setting dwSize - * - * 23 10/06/97 5:54p Johnson - * ALAN: fix nasty bug where dwSize member of JOYINFOEX was not being set, - * resulting in random failure - * - * 22 9/15/97 11:42p Lawrance - * change button_info to joy_button_info to avoid name conflict - * - * 21 8/07/97 11:26p Lawrance - * add support for 4th axis (rudder) - * - * 20 7/29/97 5:30p Lawrance - * move gettime() from keyboard module to timer module - * - * 19 7/11/97 11:43a Lawrance - * fix bug with joy_up_count - * - * 18 7/10/97 12:29a Lawrance - * fix problem with NT not recognizing an axis that was set under 95 - * - * 17 7/09/97 11:41p Lawrance - * added throttle and hat support - * - * 16 6/19/97 9:50a John - * fixed bug where joy_close getting called out of order doesn't matter. - * - * 15 5/18/97 2:40p Lawrance - * added joy_get_caps() - * - * 14 4/22/97 10:56a John - * fixed some resource leaks. - * - * 13 2/27/97 2:23p Lawrance - * took out debug stmts - * - * 12 2/27/97 10:04a Lawrance - * fixed bug that was causing all joy buttons but 0 to be read incorrectly - * - * 11 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/io/joy.h b/fs2_open/code/io/joy.h index 0ee5cca31b..bcba33cc60 100644 --- a/fs2_open/code/io/joy.h +++ b/fs2_open/code/io/joy.h @@ -7,90 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Joy.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Include file for joystick stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/04/17 05:38:28 taylor - * updated Linux joystick code that's a bit less insane speed wise - * remove ability to build without joystick support, no reason to keep it around - * fix unusable warning flag with libjpeg building - * - * Revision 2.1 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/24 15:38:55 mharris - * Fixed boneheaded mistake in #defines for NO_JOYSTICK and NO_SOUND - * - * Revision 1.2 2002/05/10 06:05:08 mharris - * Porting... added ifndef NO_JOYSTICK - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 20 5/13/98 1:17a Hoffoss - * Added joystick axes configurability. - * - * 19 5/05/98 8:38p Hoffoss - * Added sensitivity adjustment to options menu and made it save to pilot - * file. - * - * 18 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * 17 4/29/98 12:13a Lawrance - * Add function for reading down count without resetting internal count. - * Add hook to reset demo trailer timer. - * - * 16 3/21/98 11:29a John - * Made joy_flush work when a button is held down - * - * 15 3/06/98 10:02a Hoffoss - * Made dead zone adjustable, and defaulted it to 10% instead of 5%. - * - * 14 1/29/98 11:04a Sandeep - * - * 13 1/27/98 8:40p Sandeep - * - * 12 1/08/98 6:35p Hoffoss - * Fixed joystick undefined detection. - * - * 11 9/15/97 11:42p Lawrance - * change button_info to joy_button_info to avoid name conflict - * - * 10 8/07/97 11:26p Lawrance - * add support for 4th axis (rudder) - * - * 9 7/29/97 5:30p Lawrance - * move gettime() from keyboard module to timer module - * - * 8 7/10/97 12:29a Lawrance - * fix problem with NT not recognizing an axis that was set under 95 - * - * 7 7/09/97 11:41p Lawrance - * added throttle and hat support - * - * 6 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef __JOY_H__ #define __JOY_H__ diff --git a/fs2_open/code/io/joy_ff.cpp b/fs2_open/code/io/joy_ff.cpp index 448bc62023..86930ab8e7 100644 --- a/fs2_open/code/io/joy_ff.cpp +++ b/fs2_open/code/io/joy_ff.cpp @@ -7,89 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Joy_ff.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-04-05 05:53:18 $ - * $Author: taylor $ - * - * Code for joystick Force Feedback. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 13 5/20/98 5:47p Sandeep - * - * 12 5/20/98 3:52p Allender - * fixed compiler warnings - * - * 11 5/20/98 11:06a Hoffoss - * Fixed typo. - * - * 10 5/20/98 10:57a Hoffoss - * Made directional hit effect FF a toggle in launcher, and made calibrate - * not freeze launcher until process ends. - * - * 9 5/18/98 4:53p Hoffoss - * Some force feedback tweaks and pilot initializations there should have - * been happening, but weren't, and not are! - * - * 8 5/17/98 6:28p Hoffoss - * Added some stuff. - * - * 7 5/17/98 5:45p Hoffoss - * Adjusted ship handling Force Feedback to not be as strong. Poor - * Sandeep's wrist can't handle it. :) - * - * 6 5/08/98 5:31p Hoffoss - * Isolated the joystick force feedback code more from dependence on other - * libraries. - * - * 5 5/08/98 12:27p Hoffoss - * Polished up the error handling and such a bit. - * - * 4 5/08/98 9:54a Hoffoss - * Generalized some of the effect stuff to try some swapping of effects. - * (going to start next, but checking this in in case I want to revert - * back to this state). - * - * 3 5/07/98 12:24a Hoffoss - * Finished up sidewinder force feedback support. - * - * 2 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * $NoKeywords: $ - */ + #include "math/vecmat.h" #include "io/sw_force.h" diff --git a/fs2_open/code/io/joy_ff.h b/fs2_open/code/io/joy_ff.h index d3e1484f2f..072a3053c2 100644 --- a/fs2_open/code/io/joy_ff.h +++ b/fs2_open/code/io/joy_ff.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Joy_ff.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Code for joystick Force Feedback. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/04/17 05:38:28 taylor - * updated Linux joystick code that's a bit less insane speed wise - * remove ability to build without joystick support, no reason to keep it around - * fix unusable warning flag with libjpeg building - * - * Revision 2.3 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 06:05:08 mharris - * Porting... added ifndef NO_JOYSTICK - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 4 5/08/98 5:31p Hoffoss - * Isolated the joystick force feedback code more from dependence on other - * libraries. - * - * 3 5/07/98 12:24a Hoffoss - * Finished up sidewinder force feedback support. - * - * 2 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * $NoKeywords: $ - */ + #ifndef __JOY_FF_H__ #define __JOY_FF_H__ diff --git a/fs2_open/code/io/key.cpp b/fs2_open/code/io/key.cpp index b124e053d0..1c7eacc0a3 100644 --- a/fs2_open/code/io/key.cpp +++ b/fs2_open/code/io/key.cpp @@ -7,153 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Key.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-03-03 16:18:19 $ - * $Author: taylor $ - * - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.3 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/17 03:01:29 mharris - * ifdef WIN#@ around numlock stuff - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 10/29/99 6:10p Jefff - * squashed the y/z german issues once and for all - * - * 5 6/07/99 1:21p Dave - * Fixed debug console scrolling problem. Thread related. - * - * 4 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 37 6/19/98 3:50p Lawrance - * change GERMAN to GR_BUILD - * - * 36 6/17/98 11:05a Lawrance - * translate french and german keys - * - * 35 6/12/98 4:49p Hoffoss - * Added code to remap scancodes for german and french keyboards. - * - * 34 5/20/98 12:10a Mike - * Remove mprintfs. - * - * 33 5/19/98 12:19p Mike - * Cheat codes! - * - * 32 5/19/98 12:28a Mike - * Cheat stuff. - * - * 31 5/18/98 11:01p Mike - * Adding support for cheat system. - * - * 30 5/11/98 12:09a Lawrance - * Put in code to turn on/off NumLock key when running under 95 - * - * 29 5/01/98 4:23p Lawrance - * Remap the scancode for the UK "\" key - * - * 28 4/18/98 12:42p John - * Added code to use DirectInput to read keyboard. Took out because it - * didn't differentiate btwn Pause and Numlock and sometimes Ctrl. - * - * 27 4/13/98 10:16a John - * Switched gettime back to timer_get_milliseconds, which is now thread - * safe. - * - * 26 4/12/98 11:08p Lawrance - * switch back to using gettime() in separate threads - * - * 25 4/12/98 5:31p Lawrance - * use timer_get_milliseconds() instead of gettime() - * - * 24 3/25/98 8:08p John - * Restructured software rendering into two modules; One for windowed - * debug mode and one for DirectX fullscreen. - * - * 23 1/23/98 3:49p Mike - * Fix bug in negative time-down due to latency. - * - * 22 1/07/98 6:41p Lawrance - * Pass message latency to the keyboard lib. - * - * 21 11/17/97 10:42a John - * On Debug+Backsp, cleared out keys so that it looks like nothing ever - * happened, so they're not stuck down. - * - * 20 11/14/97 4:33p Mike - * Change Debug key to backquote (from F11). - * Balance a ton of subsystems in ships.tbl. - * Change "Heavy Laser" to "Disruptor". - * - * 19 9/13/97 9:30a Lawrance - * added ability to block certain keys from the keyboard - * - * 18 9/10/97 6:02p Hoffoss - * Added code to check for key-pressed sexp operator in FreeSpace as part - * of training mission stuff. - * - * 17 9/09/97 11:08a Sandeep - * fixed warning level 4 - * - * 16 7/29/97 5:30p Lawrance - * move gettime() to timer module - * - * 15 4/22/97 10:56a John - * fixed some resource leaks. - * - * 14 2/03/97 4:23p Allender - * use F11 as debug key now - * - * 13 1/10/97 5:15p Mike - * Moved ship-specific parameters from obj_subsystem to ship_subsys. - * - * Added turret code to AI system. - * - * $NoKeywords: $ - */ + //#define USE_DIRECTINPUT diff --git a/fs2_open/code/io/key.h b/fs2_open/code/io/key.h index b78655fbc2..e86952ea11 100644 --- a/fs2_open/code/io/key.h +++ b/fs2_open/code/io/key.h @@ -7,75 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Key.h $ - * $Revision: 2.4 $ - * $Date: 2006-01-13 04:46:17 $ - * $Author: wmcoolmon $ - * - * Include file for keyboard reading routines - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 26 5/19/98 12:28a Mike - * Cheat stuff. - * - * 25 5/18/98 11:01p Mike - * Adding support for cheat system. - * - * 24 5/01/98 4:23p Lawrance - * Remap the scancode for the UK "\" key - * - * 23 1/07/98 6:41p Lawrance - * Pass message latency to the keyboard lib. - * - * 22 11/14/97 4:33p Mike - * Change Debug key to backquote (from F11). - * Balance a ton of subsystems in ships.tbl. - * Change "Heavy Laser" to "Disruptor". - * - * 21 10/21/97 7:18p Hoffoss - * Overhauled the key/joystick control structure and usage throughout the - * entire FreeSpace code. The whole system is very different now. - * - * 20 9/13/97 9:30a Lawrance - * added ability to block certain keys from the keyboard - * - * 19 9/10/97 6:02p Hoffoss - * Added code to check for key-pressed sexp operator in FreeSpace as part - * of training mission stuff. - * - * 18 4/15/97 3:47p Allender - * moved type selection of list box items into actual UI code. Made it - * behave more like windows listboxes do - * - * 17 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _KEY_H #define _KEY_H diff --git a/fs2_open/code/io/keycontrol.cpp b/fs2_open/code/io/keycontrol.cpp index 13c632afe9..8e7698bfce 100644 --- a/fs2_open/code/io/keycontrol.cpp +++ b/fs2_open/code/io/keycontrol.cpp @@ -7,606 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/KeyControl.cpp $ - * $Revision: 2.68.2.17 $ - * $Date: 2008-01-19 00:27:08 $ - * $Author: Goober5000 $ - * - * Routines to read and deal with keyboard input. - * - * $Log: not supported by cvs2svn $ - * Revision 2.68.2.16 2008/01/08 17:24:22 Kazan - * Apply KeldorKatarn's no autopilot mission flag patch (And a sexp to toggle it as it is a flag that can be dynamically toggled safely) "use-autopilot" is the SEXP [Applied KK's patch by hand] - * Had to move things around and resize the mission specs editor - lots of MSVC2005 autogenerated garbage changes in this diff. - * - * Revision 2.68.2.15 2008/01/08 16:43:37 Kazan - * helps to check the right value for the flag - * - * Revision 2.68.2.14 2008/01/08 01:41:13 Kazan - * add chat/pxo files to MSVC 2005 project - * Fix the autopilot cinematic wiggle, hopefully once and for all (every tick force all nav carry ship orientation and wing'ed-ship positions) - * - * Revision 2.68.2.13 2007/12/28 02:10:38 Backslash - * Backslash's "let's get this stuff into 3_6_9 as well" commit. - * -gliding with thruster adjustments and speed cap - * -glide_when_pressed control (right above bank_when_pressed) - * -fixes to the thrusters sound and visuals while gliding - * -don't show muzzle flashes in 1st person - * -quick reticle for multitarget and asteroids - * - * Revision 2.68.2.12 2007/11/20 01:11:09 Goober5000 - * recognize a Vasudan main hall even when it isn't the second one; play the appropriate music as soon as the main hall switches - * - * Revision 2.68.2.11 2007/08/17 03:29:49 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 2.68.2.10 2007/08/13 04:54:30 Goober5000 - * some improvements to the pirate ship - * - * Revision 2.68.2.9 2007/07/23 16:08:26 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.68.2.8 2007/04/05 16:29:25 karajorma - * Fail warpout if the player is in glide mode (They'd never get up to warp speed anyway half the time) - * - * Revision 2.68.2.7 2007/03/07 17:46:48 karajorma - * It's perfectly legal to press the Target Target's Attacker key with no target. We should just play a failed sound instead. - * - * Revision 2.68.2.6 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.68.2.5 2007/02/10 00:17:40 taylor - * remove NO_SOUND - * - * Revision 2.68.2.4 2006/12/25 18:54:13 Goober5000 - * make chase view and external view toggles independent (Mantis #1087) - * - * Revision 2.68.2.3 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.68.2.2 2006/08/07 15:11:33 karajorma - * Fix a small problem with ballistic primary ammo. Forgot to upload this one earlier - * - * Revision 2.68.2.1 2006/06/15 00:47:21 Goober5000 - * better handling for 'G' key press - * --Goober5000 - * - * Revision 2.68 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.67 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.66 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.65 2005/11/24 08:46:11 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 2.64 2005/11/23 06:53:22 taylor - * when using cheats be sure to properly load up all weapons that aren't already paged in - * - * Revision 2.63 2005/10/11 07:43:10 wmcoolmon - * Topdown updates - * - * Revision 2.62 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.61 2005/10/10 17:14:31 taylor - * remove NO_NETWORK - * fix controlconfig so that axes can be set to joystick/mouse using the mouse (required when no joystick attached) - * - * Revision 2.60 2005/09/27 06:39:23 Goober5000 - * small fix, bah - * --Goober5000 - * - * Revision 2.59 2005/09/25 08:25:15 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.58 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.57 2005/09/24 07:07:16 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.56 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.55 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.54 2005/07/13 02:30:53 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.53 2005/07/13 02:01:29 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.52 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.51 2005/04/25 00:23:23 wmcoolmon - * MAX_SHIP_CLASSES > Num_ship_classes - * - * Revision 2.50 2005/04/20 04:34:01 phreak - * get the cheat keys for "force weapon" working again - * - * Revision 2.49 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.48 2005/03/27 13:23:05 Goober5000 - * rewrote the weapon cheat cycle functions to avoid recursion - * --Goober5000 - * - * Revision 2.47 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.46 2005/03/27 04:16:19 wmcoolmon - * Fixed possible infinite loop problem - * - * Revision 2.45 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.44 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.43 2005/03/02 21:24:41 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.42 2005/02/21 05:40:16 Goober5000 - * restored release version of some cheat codes; removed a cheat for cloaking - * --Goober5000 - * - * Revision 2.41 2005/02/20 05:22:44 Goober5000 - * restored original behavior for cheat code time dilation - * --Goober5000 - * - * Revision 2.40 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.39 2005/01/16 22:39:09 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.38 2004/09/28 19:54:32 Kazan - * | is binary or, || is boolean or - please use the right one - * autopilot velocity ramping biasing - * made debugged+k kill guardianed ships - * - * Revision 2.37 2004/08/26 18:19:36 Kazan - * small standalone-related multibug fix - * prohibited execution of process_debug_keys(int) while Game_mode & GM_MULTIPLAYER - * - * Revision 2.36 2004/07/29 19:37:50 Kazan - * unbug the JS bug i caused --- kazan - * - * Revision 2.35 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.34 2004/07/25 00:31:29 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.33 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.32 2004/07/12 03:19:16 Kazan - * removed a couple pointless useless messages from the debug console - * - * Revision 2.31 2004/05/10 10:51:53 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.30 2004/05/10 06:11:47 Goober5000 - * fixed warp decision - * --Goober5000 - * - * Revision 2.29 2004/05/03 21:22:21 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.28 2004/04/26 19:50:04 Goober5000 - * added back in Kazan's line: now you can slow down in cheat mode - * whether you press tilde or not - * --Goober5000 - * - * Revision 2.27 2004/04/26 19:43:07 Goober5000 - * rolled back Kazan's change - * --Goober5000 - * - * Revision 2.25 2004/04/25 06:31:53 Goober5000 - * made time dilation only available in cheat mode; also fixed an obscure CTD - * --Goober5000 - * - * Revision 2.24 2004/04/24 15:44:21 Kazan - * Fixed Lobby screen showing up while exiting from non-tracker games - * Time dialiation up to 1/4 - * - * Revision 2.23 2004/04/06 03:09:26 phreak - * added a control config option for the wireframe hud targetbox i enabled ages ago - * - * Revision 2.22 2004/04/06 01:11:41 Kazan - * make custom build work again - * - * Revision 2.21 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.20 2004/01/30 07:39:07 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.19 2004/01/14 06:38:41 Goober5000 - * fixx0red a bug - * --Goober5000 - * - * Revision 2.18 2003/10/15 22:03:25 Kazan - * Da Species Update :D - * - * Revision 2.17 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.16 2003/09/13 06:02:06 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.14 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.13 2003/08/05 23:45:18 bobboau - * glow maps, for some reason they wern't in here, they should be now, - * also there is some debug code for changeing the FOV in game, - * and I have some changes to the init code to try and get a 32 or 24 bit back buffer - * if posable, this may cause problems for people - * the changes were all marked and if needed can be undone - * - * Revision 2.12 2003/07/15 02:35:59 phreak - * added a debug key to cloak targeted ship ~+shift+x - * - * Revision 2.11 2003/07/04 02:26:15 phreak - * tilde + x cloaks a ship - * - * Revision 2.10 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.9 2003/01/18 10:00:43 Goober5000 - * added "no-subspace-drive" flag for ships - * --Goober5000 - * - * Revision 2.8 2003/01/03 21:58:08 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.7 2002/12/31 18:59:43 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.5 2002/12/10 05:43:34 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.4 2002/10/19 03:50:29 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.3 2002/10/17 20:40:51 randomtiger - * Added ability to remove HUD ingame on keypress shift O - * So I've added a new key to the bind list and made use of already existing hud removal code. - * - * Revision 2.2 2002/08/06 16:49:22 phreak - * added keybing for wireframe hud, - * fixed previous missile cheat - * - * - * Revision 2.2 2002/08/04 23:15:40 PhReAk - * Fixed previous missile cheat, commented out beam_test(x) lines - * in process_debug_keys(). beam_test(x) caused assertion failure in - * beam.cpp apprx line 3147. Also added toggle for wire_hud in process_player_ship_keys() - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/26 14:13:19 mharris - * Debugging - * - * Revision 1.4 2002/05/24 16:45:45 mharris - * Added some debug mprintfs - * - * Revision 1.3 2002/05/17 03:03:14 mharris - * Porting fixes: changes to matrix and vector structs; added - * NO_NETWORK and NO_SOUND where appropriate. - * - * Revision 1.2 2002/05/13 21:43:38 mharris - * A little more network and sound cleanup - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 47 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 46 9/07/99 11:26p Andsager - * Fix "r" targeting key, making evaluate_ship_as_closest_target() and - * hud_target_live_turret() consider if turret is targeting player - * - * 45 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 44 9/01/99 10:09a Dave - * Pirate bob. - * - * 43 8/27/99 10:36a Dave - * Impose a 2% penalty for hitting the shield balance key. - * - * 42 8/27/99 9:57a Dave - * Enabled standard cheat codes. Allow player to continue in a campaing - * after using cheat codes. - * - * 41 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 40 8/24/99 1:49a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 39 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 38 8/19/99 10:59a Dave - * Packet loss detection. - * - * 37 8/18/99 12:09p Andsager - * Add debug if message has no anim for message. Make messages come from - * wing leader. - * - * 36 8/05/99 2:05a Dave - * Whee. - * - * 35 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 34 7/31/99 2:30p Dave - * Added nifty mission message debug viewing keys. - * - * 33 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 32 7/15/99 4:09p Andsager - * Disable cheats for FS2_DEMO - * - * 31 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 30 7/07/99 3:32p Dave - * Oops. Forgot to remove this. - * - * 29 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 28 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 27 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 26 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 25 5/08/99 8:25p Dave - * Upped object pairs. First run of nebula lightning. - * - * 24 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 23 5/03/99 9:07a Dave - * Pirate Bob. Changed beam test code a bit. - * - * 22 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 21 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 20 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 19 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 18 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 17 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 16 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 15 2/21/99 1:48p Dave - * Some code for monitoring datarate for multiplayer in detail. - * - * 14 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 13 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 12 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 11 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 10 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 9 12/04/98 3:37p Andsager - * Added comment out asteroid launcher - * - * 8 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 7 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 6 10/26/98 9:42a Dave - * Early flak gun support. - * - * 5 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 387 6/17/98 11:02a Lawrance - * show what cheat code is in the comment - * - * 386 6/09/98 5:15p Lawrance - * French/German localization - * - * 385 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 384 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 383 5/24/98 1:46p Mike - * Final cheat codes. - * - * 382 5/19/98 2:20p Mike - * Comment out nprintf(). - * - * 381 5/19/98 12:19p Mike - * Cheat codes! - * - * 380 5/19/98 11:11a Lawrance - * Make 'G' only target hostiles - * - * 379 5/18/98 11:00p Mike - * Adding support for cheat system. - * - * 378 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 377 5/17/98 1:43a Dave - * Eradicated chatbox problems. Remove speed match for observers. Put in - * help screens for PXO. Fix messaging and end mission privelges. Fixed - * team select screen bugs. Misc UI fixes. - * - * 376 5/15/98 8:36p Lawrance - * Add 'target ship that last sent transmission' target key - * - * 375 5/14/98 11:07a Lawrance - * Ensure looped sounds get stopped before stopping all channels - * - * 374 5/12/98 11:59p Dave - * Put in some more functionality for Parallax Online. - * - * 373 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 372 5/08/98 10:14a Lawrance - * Play sound when auto-targeting gets toggled. - * - * 371 5/04/98 9:25a Allender - * don't allow time compression in multiplayer - * - * 370 4/30/98 4:43p Allender - * trap player obj when changing dual fire status on ship - * - * 369 4/30/98 4:16p Peter - * fixes for critical button functions when a player (client) ship is dead - * or dying - * - * 368 4/27/98 9:03a Dave - * Fixed a multiplayer sequencing bug where paused players who were in the - * options screen got an Assert when unpausing. Removed an optimiized - * build warning in keycontrol. - * - * 367 4/26/98 4:29p Lawrance - * Put back time compression keys... somehow they were trashed by a later - * checkin. - * - * 366 4/25/98 5:36p Mike - * Prevent player warpout if engine < 10%. - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/io/keycontrol.h b/fs2_open/code/io/keycontrol.h index 4f5c253f8f..c954105ada 100644 --- a/fs2_open/code/io/keycontrol.h +++ b/fs2_open/code/io/keycontrol.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/KeyControl.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Header file for managing keyboard/joystick/mouse button presses - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.2 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 6 4/23/98 1:28a Dave - * Seemingly nailed the current_primary_bank and current_secondary_bank -1 - * problem. Made sure non-critical button presses are _never_ sent to the - * server. - * - * 5 3/12/98 4:02p Lawrance - * Cleanup how pause works, fix couple pause-related bugs. - * - * 4 1/27/98 5:54p Lawrance - * extern Dead key set, so popups can use it. - * - * 3 10/21/97 7:06p Hoffoss - * Overhauled the key/joystick control structure and usage throughout the - * entire FreeSpace code. The whole system is very different now. - * - * 2 9/15/97 11:38p Lawrance - * redo how game actions are recorded from player input and executed - * - * 1 9/15/97 1:23p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_KEYCONTROL_H__ #define __FREESPACE_KEYCONTROL_H__ diff --git a/fs2_open/code/io/mouse.cpp b/fs2_open/code/io/mouse.cpp index 2847441ab8..b7c9d75a19 100644 --- a/fs2_open/code/io/mouse.cpp +++ b/fs2_open/code/io/mouse.cpp @@ -7,188 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Mouse.cpp $ - * $Revision: 2.15.2.1 $ - * $Date: 2007-12-20 01:57:40 $ - * $Author: turey $ - * - * Routines to read the mouse. - * - * $Log: not supported by cvs2svn $ - * Revision 2.15 2006/03/15 17:35:24 taylor - * make sure our event state doesn't get filled with things we should poll for (was waiting for the new input code, but really needed to get at least this in) - * - * Revision 2.14 2006/01/12 04:18:10 wmcoolmon - * Finished committing codebase - * - * Revision 2.13 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.12 2005/06/19 02:48:13 taylor - * remove xmouse.cpp since it's pretty much useless - * - * Revision 2.11 2005/03/14 03:38:54 taylor - * fix for mouse cursor problem when running in a window - * - * Revision 2.10 2005/03/03 16:18:19 taylor - * lockup fixes, and it's Linux friendly too :) - * - * Revision 2.9 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.8 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.7 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.6 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.4 2004/02/04 09:02:44 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.3 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/21 15:43:05 mharris - * Cosmetics - removed commented-out code - * - * Revision 1.2 2002/05/17 03:04:09 mharris - * Make mouse routines more portable - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 3 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 29 6/10/98 2:52p Hoffoss - * Made mouse code use DI by default, but fall back on normal code if that - * fails. - * - * 28 5/24/98 1:35p Hoffoss - * Fixed bug where mouse cursor is always recentering with a - * mouse_flush() call in debug version. - * - * 27 5/22/98 4:50p Hoffoss - * Trying to fix mouse acceleration problem.. - * - * 26 5/21/98 12:26p Lawrance - * Fixed mouse jerk at mission start while in debug build only. - * - * 25 5/15/98 2:41p Hoffoss - * Made mouse default to off (for flying ship) and fixed some new pilot - * init bugs. - * - * 24 5/08/98 4:13p Hoffoss - * Fixed problem with mouse pointer centering causing lost keypresses. - * - * 23 5/07/98 6:58p Hoffoss - * Made changes to mouse code to fix a number of problems. - * - * 22 5/05/98 8:38p Hoffoss - * Added sensitivity adjustment to options menu and made it save to pilot - * file. - * - * 21 5/05/98 1:03p Hoffoss - * Fixed initialization bug. - * - * 20 5/01/98 5:45p Hoffoss - * Made further improvements to the mouse code. - * - * 19 5/01/98 3:35p Hoffoss - * Made changes to release version of mouse code. - * - * 18 5/01/98 1:14p Hoffoss - * Changed mouse usage so directInput is only used for release version. - * - * 17 4/30/98 5:40p Hoffoss - * Added mouse as a supported control to fly the ship. - * - * 16 4/29/98 12:13a Lawrance - * Add function to check down count of mouse button without reseting the - * internal count. Added hook to reset demo trailer timer when a button - * is pressed. - * - * 15 4/02/98 5:26p John - * - * 14 1/19/98 6:15p John - * Fixed all my Optimized Build compiler warnings - * - * 13 12/04/97 3:47p John - * Made joystick move mouse cursor - * - * 12 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 11 5/12/97 11:41a John - * Added range checking to mouse position - * - * 10 4/22/97 5:55p Lawrance - * let mouse.cpp decide if mouse has moved - * - * 9 4/22/97 12:29p John - * Changed mouse code so that you have to call mouse_init for the mouse - * stuff to work. - * - * 8 4/22/97 10:56a John - * fixed some resource leaks. - * - * 7 3/26/97 10:52a Lawrance - * mouse always on in menus, disappears in gameplay after 1 second - * - * 6 3/11/97 1:37p Lawrance - * added mouse_up_count(), changed mouse_mark() to mouse_mark_button() & - * mouse_mark_move() - * - * 5 12/09/96 1:29p Lawrance - * adding 3 button support - * - * 4 12/03/96 4:19p John - * Added some code so that holding down the mouse buttons between menus - * doesn't select the next menu. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/io/mouse.h b/fs2_open/code/io/mouse.h index af003b738e..35382606d1 100644 --- a/fs2_open/code/io/mouse.h +++ b/fs2_open/code/io/mouse.h @@ -7,94 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Mouse.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-18 03:45:07 $ - * $Author: taylor $ - * - * Include file for mouse reading routines - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:15:52 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/17 03:04:09 mharris - * Make mouse routines more portable - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 17 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 16 5/07/98 6:58p Hoffoss - * Made changes to mouse code to fix a number of problems. - * - * 15 5/05/98 8:38p Hoffoss - * Added sensitivity adjustment to options menu and made it save to pilot - * file. - * - * 14 5/01/98 5:45p Hoffoss - * Made further improvements to the mouse code. - * - * 13 5/01/98 1:14p Hoffoss - * Changed mouse usage so directInput is only used for release version. - * - * 12 4/30/98 5:40p Hoffoss - * Added mouse as a supported control to fly the ship. - * - * 11 4/29/98 12:13a Lawrance - * Add function to check down count of mouse button without reseting the - * internal count. Added hook to reset demo trailer timer when a button - * is pressed. - * - * 10 4/02/98 5:26p John - * - * 9 12/04/97 3:47p John - * Made joystick move mouse cursor - * - * 8 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 7 4/22/97 12:32p John - * added mouse_init function - * - * 6 3/26/97 10:52a Lawrance - * mouse always on in menus, disappears in gameplay after 1 second - * - * 5 3/11/97 1:37p Lawrance - * added mouse_up_count(), changed mouse_mark() to mouse_mark_button() & - * mouse_mark_move() - * - * 4 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _MOUSE_H #define _MOUSE_H diff --git a/fs2_open/code/io/timer.cpp b/fs2_open/code/io/timer.cpp index 6785bc1e7e..6da675f954 100644 --- a/fs2_open/code/io/timer.cpp +++ b/fs2_open/code/io/timer.cpp @@ -7,127 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Timer.cpp $ - * $Revision: 2.15 $ - * $Date: 2006-05-30 03:55:09 $ - * $Author: taylor $ - * - * Include file for timer stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.14 2006/03/30 04:15:20 Goober5000 - * hehe, grammar - * --Goober5000 - * - * Revision 2.13 2005/10/12 05:45:35 taylor - * new timer code that shouldn't suffer from multi-cpu (or dual core) systems - * clean out all old Windows timer code since that was just a mess at this point - * - * Revision 2.12 2005/05/26 09:21:28 taylor - * forgot to take into account F1_0 on timer_get_fixed_seconds(), remove those stupid CRs too - * - * Revision 2.11 2005/05/26 04:27:11 taylor - * timer changes to fix game_busy() on the loading screen and 100% incorrect values on some machines, - * don't know if this is going to work that great but it's more like the Linux SDL code now which - * has worked for years without major problems - * - * Revision 2.10 2005/04/11 10:15:11 taylor - * un-revert previous revert since it does apparently affect MinGW (Alpha0) - * - * Revision 2.9 2005/04/11 05:50:35 taylor - * some limits.h fixes to make GCC happier - * revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem - * - * Revision 2.8 2005/03/27 08:57:52 taylor - * will hopefully fix the slowdown from mission to mission (thanks Alpha0) - * - * Revision 2.7 2005/03/03 16:18:19 taylor - * lockup fixes, and it's Linux friendly too :) - * - * Revision 2.6 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:33 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2003/03/02 05:46:28 penguin - * Added gcc-compatible asm blocks - * - penguin - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/24 16:46:47 mharris - * Fixed stupid error I made in timer_get_fixed_seconds() - * - * Revision 1.3 2002/05/17 06:45:53 mharris - * More porting tweaks. It links! but segfaults... - * - * Revision 1.2 2002/05/09 13:50:50 mharris - * temporarily ifdef out asm - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 5/26/99 3:19p Dave - * Fixed release build errors. - * - * 3 5/17/99 6:03p Dave - * Added new timing code. Put in code to allow camera speed zooming. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 14 4/13/98 10:16a John - * Switched gettime back to timer_get_milliseconds, which is now thread - * safe. - * - * 13 4/13/98 10:11a John - * Made timer functions thread safe. Made timer_init be called in all - * projects. - * - * 12 4/13/98 8:09a John - * Made timer_get functions thread safe. - * - * 11 12/02/97 3:56p John - * fixed a bug with timestamp_until, created one with it rolling over. - * - * 10 9/11/97 7:12p Hoffoss - * Added more functionality to training sexp handling code. - * - * 9 8/29/97 4:49p Allender - * added mprintf to check for wrap problems with timestamp ticker - * - * 8 8/28/97 1:38p Allender - * from John: changes to timer func to detect early rollever - * - * 7 7/29/97 5:30p Lawrance - * move gettime() from keyboard module to timer module - * - * 6 7/16/97 4:42p Mike - * Make afterburner shake viewer, not ship. - * Shake for limited time. - * Add timestamp_until() function to timer library. - * - * 5 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/io/timer.h b/fs2_open/code/io/timer.h index 131c7f40be..2ab2dd7e98 100644 --- a/fs2_open/code/io/timer.h +++ b/fs2_open/code/io/timer.h @@ -7,71 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Io/Timer.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * Include file for timer stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:25 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/17 06:45:53 mharris - * More porting tweaks. It links! but segfaults... - * - * Revision 1.2 2002/05/10 15:55:31 mharris - * Moved timestamp_elapsed_safe macro from Network/multi_obj.h - * - * Revision 1.1 2002/05/02 18:03:08 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 5/17/99 6:03p Dave - * Added new timing code. Put in code to allow camera speed zooming. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 11 4/14/98 2:26p Hoffoss - * Removed function prototype that doesn't exist anymore. - * - * 10 9/11/97 7:12p Hoffoss - * Added more functionality to training sexp handling code. - * - * 9 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 8 7/29/97 5:30p Lawrance - * move gettime() from keyboard module to timer module - * - * 7 7/16/97 4:42p Mike - * Make afterburner shake viewer, not ship. - * Shake for limited time. - * Add timestamp_until() function to timer library. - * - * 6 6/26/97 12:05p Allender - * fixed timestamp_valid macro - * - * 5 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _TIMER_H #define _TIMER_H diff --git a/fs2_open/code/io/trackir.cpp b/fs2_open/code/io/trackir.cpp index d25faa1ee6..ccfa37e7a5 100644 --- a/fs2_open/code/io/trackir.cpp +++ b/fs2_open/code/io/trackir.cpp @@ -79,4 +79,4 @@ int TrackIR_ShutDown() { return 1; } -#endif \ No newline at end of file +#endif diff --git a/fs2_open/code/jpgutils/jpgutils.cpp b/fs2_open/code/jpgutils/jpgutils.cpp index 452678e055..eddbcef9f9 100644 --- a/fs2_open/code/jpgutils/jpgutils.cpp +++ b/fs2_open/code/jpgutils/jpgutils.cpp @@ -7,75 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/jpgutils/jpgutils.cpp $ - * $Revision: 1.20 $ - * $Date: 2005-11-13 06:52:06 $ - * $Author: taylor $ - * - * source for handling jpeg stuff - * - * $Log: not supported by cvs2svn $ - * Revision 1.19 2005/03/12 05:21:36 wmcoolmon - * whee! - * - * Revision 1.18 2005/03/12 04:59:14 taylor - * absolute header location for jpeglib.h in jpgutils.cpp (thanks WMC) - * update VC6 project files to correct versions that work properly with internal libjpeg - * - * Revision 1.17 2005/03/11 01:37:35 wmcoolmon - * Isn't the extern needed too? causes linking errors on my system w/o it, although it compiles fine. - * - * Revision 1.16 2005/03/11 01:34:19 wmcoolmon - * Not really. I've got lib files in my main VC.NET libs directory, and include files in grouped subdirectories under my VC.NET include directory. it keeps my HD free of scattered SDK directories and helps keep conflicts down. - * - * Revision 1.15 2005/03/10 16:16:52 taylor - * maybe WMC can leave the include alone now ;) - * - * Revision 1.14 2005/03/06 11:32:40 wmcoolmon - * Whoops! - * - * Revision 1.13 2005/03/06 11:23:45 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 1.12 2005/03/03 07:32:55 wmcoolmon - * Oops - * - * Revision 1.11 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 1.10 2005/02/12 10:44:11 taylor - * fix possible crash in bm_get_section_size() - * get jpeg_read_header() working properly - * VBO fixes and minor optimizations - * - * Revision 1.9 2005/02/07 08:33:14 taylor - * should fix linker error in libjpeg - * - * Revision 1.8 2005/02/05 04:15:35 taylor - * more post merge happiness - * - * Revision 1.7 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 1.6 2004/10/31 22:00:56 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 1.5 2004/10/10 16:59:37 taylor - * holy crap at the copy-paste error - * - * Revision 1.4 2004/07/26 20:47:35 Kazan - * remove MCD complete - * - * Revision 1.3 2004/07/12 16:32:51 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.2 2004/04/26 12:39:49 taylor - * correct header to keep cvs log, minor changes - * - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/jpgutils/jpgutils.h b/fs2_open/code/jpgutils/jpgutils.h index 15fd4c50ac..30c0c87336 100644 --- a/fs2_open/code/jpgutils/jpgutils.h +++ b/fs2_open/code/jpgutils/jpgutils.h @@ -7,30 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/jpgutils/jpgutils.h $ - * $Revision: 1.6 $ - * $Date: 2005-07-13 03:15:52 $ - * $Author: Goober5000 $ - * - * header for handling jpeg stuff - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 1.4 2004/10/31 22:00:56 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 1.3 2004/08/11 05:06:26 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.2 2004/04/26 12:39:49 taylor - * correct header to keep cvs log, minor changes - * - * - * $NoKeywords: $ - */ + #ifndef _JPEGUTILS_H #define _JPEGUTILS_H diff --git a/fs2_open/code/jumpnode/jumpnode.cpp b/fs2_open/code/jumpnode/jumpnode.cpp index 7acc79fcc4..0065416ed2 100644 --- a/fs2_open/code/jumpnode/jumpnode.cpp +++ b/fs2_open/code/jumpnode/jumpnode.cpp @@ -7,126 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/JumpNode/JumpNode.cpp $ - * $Revision: 2.20.2.1 $ - * $Date: 2006-10-20 20:37:42 $ - * $Author: wmcoolmon $ - * - * Module for everything to do with jump nodes - * - * $Log: not supported by cvs2svn $ - * Revision 2.20 2006/01/18 15:59:33 taylor - * show poly flag setting was reversed - * - * Revision 2.19 2006/01/10 00:11:03 phreak - * Argument checking when setting jumpnode color. - * - * Revision 2.18 2006/01/03 17:07:11 randomtiger - * Added voice recognition functionality for Visual C6 project only. - * Currently still a work in progress. - * - * Revision 2.17 2005/11/05 05:08:58 wmcoolmon - * Removed unneccessary casts - * - * Revision 2.16 2005/06/29 18:53:07 taylor - * FRED2 does special stuff for jumpnode handling so don't try and delete the obj ourselves when FRED is running - * - * Revision 2.15 2005/06/19 02:28:55 taylor - * add a _fast version of bm_unload() to be used in modelinterp and future graphics API code - * clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer) - * NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer) - * fix jumpnode code to catch model errors and close a memory leak - * make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise - * don't show hardware sound RAM when using OpenAL build, it will always be 0 - * print top-right memory figures in debug builds slighly further over when 1024+ res - * - * Revision 2.14 2005/06/01 22:54:23 wmcoolmon - * Better missing model handling Pt. 2 - * - * Revision 2.13 2005/06/01 22:52:56 wmcoolmon - * Better missing model handling - * - * Revision 2.12 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.11 2005/03/29 07:03:16 wmcoolmon - * Removed some warnings under Linux/GCC - * - * Revision 2.10 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.9 2005/03/20 21:07:10 phreak - * Add a function to check whether any duplicate jumpnode names exist - * - * Revision 2.8 2005/03/11 01:28:23 wmcoolmon - * Oops, gotta remember to commit main codebase stuff when fixing FRED - * - * Revision 2.7 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.6 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.5 2004/07/26 20:47:35 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/07/01 01:12:32 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.2 2003/11/17 04:25:56 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 9 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 8 5/12/98 2:03p Adam - * make jumpnode less bright - * - * 7 4/01/98 8:38p Lawrance - * Add support for jump node icons in the briefings. - * - * 6 3/24/98 4:27p Lawrance - * Use new method for dimming lines - * - * 5 3/24/98 12:05p Lawrance - * Don't set alpha color for jumpnode - * - * 4 3/23/98 11:05a Lawrance - * Dim jump node as it get farther away - * - * 3 3/21/98 7:43p Lawrance - * Disable jump node dimming until bug with alpha colors is fixed - * - * 2 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 1 3/21/98 3:53p Lawrance - * - * $NoKeywords: $ - */ + int Num_jump_nodes = 0; diff --git a/fs2_open/code/jumpnode/jumpnode.h b/fs2_open/code/jumpnode/jumpnode.h index 85baa0c035..fb64c8e003 100644 --- a/fs2_open/code/jumpnode/jumpnode.h +++ b/fs2_open/code/jumpnode/jumpnode.h @@ -7,76 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/JumpNode/JumpNode.h $ - * $Revision: 2.13.2.1 $ - * $Date: 2006-10-20 20:37:42 $ - * $Author: wmcoolmon $ - * - * Header for everything to do with jump nodes - * - * $Log: not supported by cvs2svn $ - * Revision 2.13 2005/07/13 03:15:53 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.12 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.11 2005/03/29 06:28:52 wmcoolmon - * Fixed extern to compile under Linux - * - * Revision 2.10 2005/03/29 03:42:07 phreak - * global variable "Jump_nodes" needs external linkage for FRED - * - * Revision 2.9 2005/03/25 06:57:34 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.8 2005/03/20 21:07:10 phreak - * Add a function to check whether any duplicate jumpnode names exist - * - * Revision 2.7 2005/03/11 01:28:23 wmcoolmon - * Oops, gotta remember to commit main codebase stuff when fixing FRED - * - * Revision 2.6 2005/03/03 06:05:28 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.5 2004/08/11 05:06:26 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/07/01 01:12:32 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.3 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/12/17 01:56:36 DTP - * Bumped MAX JUMP-nodes to 50. if anybody wants a Jump-node forest - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 2 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 1 3/21/98 3:53p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __JUMPNODE_H__ #define __JUMPNODE_H__ diff --git a/fs2_open/code/lab/lab.cpp b/fs2_open/code/lab/lab.cpp index 80ec733af8..5f8b3f325f 100644 --- a/fs2_open/code/lab/lab.cpp +++ b/fs2_open/code/lab/lab.cpp @@ -7,80 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/lab/lab.cpp $ - * $Revision: 1.28.2.9 $ - * $Date: 2007-07-15 02:45:49 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.28.2.8 2007/02/27 01:44:44 Goober5000 - * add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty - * - * Revision 1.28.2.7 2007/02/12 02:19:45 taylor - * fix a couple of things that I missed earlier - * - * Revision 1.28.2.6 2007/02/11 06:19:07 Goober5000 - * invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug - * - * Revision 1.28.2.5 2006/10/27 06:35:29 taylor - * add "Render full detail" support to the lab as well - * - * Revision 1.28.2.4 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 1.28.2.3 2006/08/19 04:26:32 taylor - * add render option for no glowmaps - * remove render option for fog (why was this even there??) - * add tech model view for missiles with special tech models (will hopefully help spur some work towards fixing the currently broken models) - * handle Z-buf issue that made the lab interface disappear when the transparent render option was ticked - * - * Revision 1.28.2.2 2006/07/08 11:27:28 taylor - * hopefully this should get missile viewing working decently again - * - * Revision 1.28.2.1 2006/07/06 21:49:12 taylor - * add a render option to make the model not spin around, easier to work with in some cases, and better screenshots - * - * Revision 1.28 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 1.27 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.26 2006/01/18 16:17:33 taylor - * use HTL wireframe view if in HTL mode - * - * Revision 1.25 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.24 2005/12/04 19:12:53 wmcoolmon - * Post-final commit - * - * Revision 1.22 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 1.21 2005/10/17 01:54:15 wmcoolmon - * Make weapons clip less - * - * Revision 1.20 2005/10/17 01:51:01 wmcoolmon - * Weapon models now shown in lab - * - * Revision 1.19 2005/10/09 09:18:10 wmcoolmon - * Added warpin/warpout speed values to the lab - * - * Revision 1.18 2005/10/09 00:43:08 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 1.17 2005/09/25 07:27:33 Goober5000 - * and again - * --Goober5000 - * - * Revision 1.16 2005/09/25 07:26:05 Goober5000 - * try to fix the headers - * --Goober5000 - * - */ + #include "lab/wmcgui.h" #include "gamesequence/gamesequence.h" diff --git a/fs2_open/code/lab/lab.h b/fs2_open/code/lab/lab.h index a8e3f3a3d9..005af51e1e 100644 --- a/fs2_open/code/lab/lab.h +++ b/fs2_open/code/lab/lab.h @@ -7,22 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/lab/lab.h $ - * $Revision: 1.7 $ - * $Date: 2005-12-04 19:07:48 $ - * $Author: wmcoolmon $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2005/09/25 07:27:33 Goober5000 - * and again - * --Goober5000 - * - * Revision 1.4 2005/09/25 07:26:05 Goober5000 - * try to fix the headers - * --Goober5000 - * - */ + void lab_init(); void lab_close(); diff --git a/fs2_open/code/lab/lua.cpp b/fs2_open/code/lab/lua.cpp index 78f5d15523..279beb9d30 100644 --- a/fs2_open/code/lab/lua.cpp +++ b/fs2_open/code/lab/lua.cpp @@ -1237,4 +1237,4 @@ void script_state::OutputLuaMeta(FILE *fp) } fputs("", fp); #endif -} \ No newline at end of file +} diff --git a/fs2_open/code/lab/wmcgui.cpp b/fs2_open/code/lab/wmcgui.cpp index af19bcb333..f677e61969 100644 --- a/fs2_open/code/lab/wmcgui.cpp +++ b/fs2_open/code/lab/wmcgui.cpp @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/lab/wmcgui.cpp $ - * $Revision: 1.28.2.5 $ - * $Date: 2007-09-02 02:07:42 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.28.2.4 2007/02/12 00:23:39 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 1.28.2.3 2006/11/15 00:40:59 taylor - * fix some "stupid-windows-coder-mistakes" (otherwise known as "putting-more-than-you-should-into-header-files") - * (gets rid of some/many compiler warnings, C++ language violations, and strange little bugs/errors) - * - * Revision 1.28.2.2 2006/09/11 01:15:04 taylor - * fixes for stuff_string() bounds checking - * - * Revision 1.28.2.1 2006/08/19 04:26:32 taylor - * add render option for no glowmaps - * remove render option for fog (why was this even there??) - * add tech model view for missiles with special tech models (will hopefully help spur some work towards fixing the currently broken models) - * handle Z-buf issue that made the lab interface disappear when the transparent render option was ticked - * - * Revision 1.28 2006/03/22 18:20:06 taylor - * minor warning fixage - * - * Revision 1.27 2006/01/21 02:22:05 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 1.26 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 1.25 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 1.23 2005/10/22 20:17:18 wmcoolmon - * mission-set-nebula fixage; remainder of python code - * - * Revision 1.22 2005/10/09 00:43:08 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 1.21 2005/09/25 07:27:33 Goober5000 - * and again - * --Goober5000 - * - * Revision 1.20 2005/09/25 07:26:05 Goober5000 - * try to fix the headers - * --Goober5000 - * - */ + #include "lab/wmcgui.h" #include "graphics/2d.h" diff --git a/fs2_open/code/lab/wmcgui.h b/fs2_open/code/lab/wmcgui.h index 7f0176af95..9810e4ddee 100644 --- a/fs2_open/code/lab/wmcgui.h +++ b/fs2_open/code/lab/wmcgui.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/lab/wmcgui.h $ - * $Revision: 1.25.2.1 $ - * $Date: 2006-11-15 00:40:59 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.25 2006/03/22 18:11:28 taylor - * GCC 4.1 barfed on this - * - * Revision 1.24 2006/01/20 07:10:34 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 1.23 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 1.21 2005/10/23 05:01:49 wmcoolmon - * *Fix* - * - * Revision 1.20 2005/10/22 20:17:18 wmcoolmon - * mission-set-nebula fixage; remainder of python code - * - * Revision 1.19 2005/10/09 00:43:08 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 1.18 2005/09/25 07:27:33 Goober5000 - * and again - * --Goober5000 - * - * Revision 1.17 2005/09/25 07:26:05 Goober5000 - * try to fix the headers - * --Goober5000 - * - */ + #include "globalincs/alphacolors.h" #include "globalincs/linklist.h" diff --git a/fs2_open/code/lighting/lighting.cpp b/fs2_open/code/lighting/lighting.cpp index a93f56ded9..2442d456e7 100644 --- a/fs2_open/code/lighting/lighting.cpp +++ b/fs2_open/code/lighting/lighting.cpp @@ -7,273 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Lighting/Lighting.cpp $ - * $Revision: 2.20.2.1 $ - * $Date: 2006-07-24 07:38:00 $ - * $Author: taylor $ - * - * Code to calculate dynamic lighting on a vertex. - * - * $Log: not supported by cvs2svn $ - * Revision 2.20 2006/02/19 23:14:22 Goober5000 - * reduce confusion in naming - * --Goober5000 - * - * Revision 2.19 2006/01/30 06:38:34 taylor - * clean up lighting stuff a little - * - * Revision 2.18 2006/01/19 16:00:04 wmcoolmon - * Lua debugging stuff; gr_bitmap_ex stuff for taylor - * - * Revision 2.17 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.16 2005/03/01 06:55:41 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.15 2004/07/26 20:47:35 Kazan - * remove MCD complete - * - * Revision 2.14 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.13 2004/03/05 09:02:04 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.12 2003/10/16 00:17:17 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.11 2003/10/14 17:39:14 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.10 2003/10/13 19:39:20 matt - * prelim reworking of lighting code, dynamic lights work properly now - * albeit at only 8 lights per object, although it looks just as good as - * the old software version --Sticks - * - * Revision 2.9 2003/10/10 03:59:41 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.8 2003/09/26 14:37:14 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.7 2003/09/14 19:00:36 wmcoolmon - * Changed "nospec" to "Cmdline_nospec" -C - * - * Revision 2.6 2003/09/09 21:26:23 fryday - * Fixed specular for dynamic lights, optimized it a bit - * - * Revision 2.5 2003/09/09 17:10:55 matt - * Added -nospec cmd line param to disable specular -Sticks - * - * Revision 2.4 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.3 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.2 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 6/22/99 2:22p Dave - * Doh. Fixed a type bug. - * - * 4 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 3 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 37 4/12/98 9:56a John - * Made lighting detail flags work. Made explosions cast light on - * highest. - * - * 36 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 35 4/04/98 5:17p John - * Added sun stuff. Made Glide optionally use 8-bpp textures. (looks - * bad) - * - * 34 3/14/98 3:07p Adam - * re-added some lighting changes - * - * 33 3/13/98 4:10p John - * Put back in Adam's old lighting values. - * - * 32 3/12/98 8:42a John - * Checked in Adam's new lighting values. - * Checked in changes to timing models code - * - * 31 2/26/98 5:42p John - * - * 30 2/26/98 3:25p John - * Added code to turn on/off lighting. Made lighting used dist*dist - * instead of dist - * - * 29 2/19/98 10:51p John - * Enabled colored lighting for hardware (Glide) - * - * 28 2/13/98 5:00p John - * Made lighting push functions return number of releveent lights. - * - * 27 1/29/98 3:36p Johnson - * JAS: Fixed some problems with pre_player_entry. - * - * 26 1/29/98 3:16p Allender - * fix compiler warnings - * - * 25 1/29/98 8:14a John - * Added support for RGB lighting - * - * 24 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 23 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 22 1/02/98 11:53a Adam - * Changed lighting mode to darken. Changed ambient and reflect to .75 - * and .50 to compensate. - * - * 21 1/02/98 11:28a Adam - * Changed default ambient to 0.55f from 0.45f. - * - * 20 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 19 12/17/97 7:53p John - * Fixed a bug where gunpoint for flashes were in world coordinates, - * should have been object. - * - * 18 12/17/97 5:11p John - * Added brightening back into fade table. Added code for doing the fast - * dynamic gun flashes and thruster flashes. - * - * 17 12/12/97 3:02p John - * First Rev of Ship Shadows - * - * 16 11/07/97 7:24p John - * changed lighting to take two ranges. - * In textest, added test code to draw nebulas - * - * 15 11/04/97 9:19p John - * Optimized dynamic lighting more. - * - * 14 10/29/97 5:05p John - * Changed dynamic lighting to only rotate and calculate lighting for - * point lights that are close to an object. Changed lower framerate cap - * from 4 to .5. - * - * 13 9/24/97 12:37p Mike - * Crank ambient lighting from 0.2 to 0.6 - * - * 12 9/17/97 9:44a John - * fixed bug with lighting set to default - * - * 11 9/11/97 5:36p Jasen - * Changed ambient and reflective lighting values to give a bit more - * realism to the game. Yeah, yeah, I know I am not a programmer. - * - * 10 4/24/97 2:58p John - * - * 9 4/24/97 11:49a John - * added new lighting commands to console. - * - * 8 4/23/97 5:26p John - * First rev of new debug console stuff. - * - * 7 4/22/97 3:14p John - * upped the ambient light - * - * 6 4/17/97 6:06p John - * New code/data for v19 of BSPGEN with smoothing and zbuffer - * optimizations. - * - * 5 4/08/97 5:18p John - * First rev of decent (dynamic, correct) lighting in FreeSpace. - * - * 4 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * 3 1/30/97 9:35a Hoffoss - * Added header for files. - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/lighting/lighting.h b/fs2_open/code/lighting/lighting.h index 24109c0db3..7f95535c5a 100644 --- a/fs2_open/code/lighting/lighting.h +++ b/fs2_open/code/lighting/lighting.h @@ -7,123 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Lighting/Lighting.h $ - * $Revision: 2.8 $ - * $Date: 2006-02-19 23:14:22 $ - * $Author: Goober5000 $ - * - * Include file for lighting functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2006/01/30 06:38:34 taylor - * clean up lighting stuff a little - * - * Revision 2.6 2005/07/13 03:15:53 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/08/11 05:06:26 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.2 2003/08/16 03:52:23 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.1 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 3 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 13 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 12 2/13/98 5:00p John - * Made lighting push functions return number of releveent lights. - * - * 11 1/29/98 8:14a John - * Added support for RGB lighting - * - * 10 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 9 12/12/97 3:02p John - * First Rev of Ship Shadows - * - * 8 11/07/97 7:24p John - * changed lighting to take two ranges. - * In textest, added test code to draw nebulas - * - * 7 11/04/97 9:19p John - * Optimized dynamic lighting more. - * - * 6 10/29/97 5:05p John - * Changed dynamic lighting to only rotate and calculate lighting for - * point lights that are close to an object. Changed lower framerate cap - * from 4 to .5. - * - * 5 4/08/97 5:18p John - * First rev of decent (dynamic, correct) lighting in FreeSpace. - * - * 4 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * 3 1/30/97 9:35a Hoffoss - * Added header for files. - * - * $NoKeywords: $ - */ + #ifndef _LIGHTING_H #define _LIGHTING_H diff --git a/fs2_open/code/localization/fhash.cpp b/fs2_open/code/localization/fhash.cpp index 2f942f6320..93864c4a6e 100644 --- a/fs2_open/code/localization/fhash.cpp +++ b/fs2_open/code/localization/fhash.cpp @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/localization/fhash.cpp $ - * $Revision: 2.4.2.1 $ - * $Date: 2007-07-28 00:37:35 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.3 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 2/23/99 9:25a Dave - * Stubbed out a bunch of stuff to get cfile and lcl functions in. - * - * 4 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/localization/fhash.h b/fs2_open/code/localization/fhash.h index 742a650c77..1a31c5b915 100644 --- a/fs2_open/code/localization/fhash.h +++ b/fs2_open/code/localization/fhash.h @@ -7,29 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Localization/fhash.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:51 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * $NoKeywords: $ - */ + #ifndef _FRED_XSTR_HASH_TABLE_HEADER_FILE #define _FRED_XSTR_HASH_TABLE_HEADER_FILE diff --git a/fs2_open/code/localization/localize.cpp b/fs2_open/code/localization/localize.cpp index 97e72d8bcf..1c7019be2d 100644 --- a/fs2_open/code/localization/localize.cpp +++ b/fs2_open/code/localization/localize.cpp @@ -7,373 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Localization/localize.cpp $ - * $Revision: 2.20.2.4 $ - * $Date: 2007-09-02 02:07:42 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.20.2.3 2007/04/11 18:09:12 taylor - * add modular version of strings.tbl (*-lcl.tbm) (provides for Mantis #924) - * - * Revision 2.20.2.2 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.20.2.1 2006/09/08 06:14:43 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.20 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.19 2006/03/01 04:01:37 Goober5000 - * fix comm message localization - * - * Revision 2.18 2005/12/28 22:06:48 taylor - * fix up cf_find_file_location() and related elements so that it's safer (based on WMC's work, but actually safe this time ;)) - * - * Revision 2.17 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.16 2005/05/18 14:01:31 taylor - * some basic Polish language support from the icculus.org version (Janusz Dziemidowicz) - * - * Revision 2.15 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.14 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.13 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.11 2004/05/10 06:14:40 Goober5000 - * fixed $quote and $semicolon... it was simply a matter of moving the spot where - * the replacement occurred - * --Goober5000 - * - * Revision 2.10 2004/03/28 17:49:55 taylor - * runtime language selection, mantis:0000133 - * - * Revision 2.9 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2004/02/20 04:29:55 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.7 2004/01/30 07:39:07 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.6 2003/10/07 03:43:22 Goober5000 - * fixed some warnings - * --Goober5000 - * - * Revision 2.5 2003/09/28 21:22:59 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 2.4 2003/09/05 04:25:29 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.3 2003/08/25 04:45:57 Goober5000 - * added replacement of $rank with the player's rank in any string that appears - * in-game (same as with $callsign); also bumped the limit on the length of text - * allowed per entry in species.tbl - * --Goober5000 - * - * Revision 2.2 2003/08/22 07:01:57 Goober5000 - * implemented $callsign to add the player callsign in a briefing, message, or whatever - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 91 6/16/00 3:16p Jefff - * sim of the year dvd version changes, a few german soty localization - * fixes - * - * 90 11/02/99 8:20p Jefff - * more translation changes/additions - * - * 89 11/02/99 3:24p Jefff - * added translation functions for a few key instances where english was - * showing up - * - * 88 10/29/99 10:40p Jefff - * mo stirngs - * - * 87 10/28/99 2:05a Jefff - * safety fix in localization stuff - * - * 86 10/26/99 10:53a Jefff - * German builds now correctly default to German on first run - * - * 85 10/25/99 11:22p Jefff - * mo' strings (launcher) - * - * 84 10/25/99 5:46p Jefff - * Many localization fixes/changes for German builds - * - * 83 10/14/99 3:25p Jefff - * soo...many....xstrs.... - * - * 82 10/14/99 2:52p Jefff - * localization fixes. added support for hi-res specific xstr offsets - * - * 81 10/13/99 3:58p Jefff - * added a bunch of missed XSTRs - * - * 80 9/13/99 11:30a Dave - * Added checkboxes and functionality for disabling PXO banners as well as - * disabling d3d zbuffer biasing. - * - * 79 9/08/99 9:59a Jefff - * - * 78 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 77 9/07/99 1:54p Jefff - * skip mission strings added - * - * 76 9/03/99 10:55a Jefff - * xstr_size++ - * - * 75 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 74 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 73 8/26/99 12:48p Jefff - * - * 72 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 71 8/22/99 1:55p Dave - * Cleaned up host/team-captain leaving code. - * - * 70 8/17/99 7:32p Jefff - * mo' strings - * - * 69 8/16/99 5:15p Dave - * Upped string count. - * - * 68 8/16/99 4:04p Dave - * Big honking checkin. - * - * 67 8/11/99 2:09p Jefff - * ill give you three guesses. - * - * 66 8/10/99 7:57p Jefff - * even more strings - * - * 65 8/05/99 2:40p Jefff - * added string - * - * 64 8/02/99 9:13p Dave - * Added popup tips. - * - * 63 8/02/99 12:01p Jefff - * added a string - * - * 62 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 61 7/29/99 9:44a Jefff - * added some strings for ingame objectives screen - * - * 60 7/27/99 7:15p Jefff - * 3 new interface strings - * - * 59 7/27/99 6:53p Dave - * Hi-res main hall support. - * - * 58 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 57 7/22/99 4:08p Jefff - * some new strings - * - * 56 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 55 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 54 7/15/99 2:37p Jefff - * - * 53 7/13/99 6:07p Jefff - * Added support for localization string offsets. - * - * 52 7/09/99 10:32p Dave - * Command brief and red alert screens. - * - * 51 6/25/99 2:51p Jasons - * New string. - * - * 50 6/25/99 11:59a Dave - * Multi options screen. - * - * 49 6/24/99 12:34a Dave - * Main options screen. - * - * 48 6/19/99 3:58p Dave - * More new strings. - * - * 47 6/14/99 5:19p Dave - * - * 46 6/04/99 11:32a Dave - * Added reset text to ship select screen. Fixed minor xstr bug in ui - * window - * - * 45 6/01/99 6:07p Dave - * New loading/pause/please wait bar. - * - * 44 6/01/99 4:03p Dave - * Changed some popup flag #defines. Upped string count to 1336 - * - * 43 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 42 5/22/99 6:05p Dave - * Fixed a few localization # problems. - * - * 41 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 40 5/17/99 2:52p Dave - * Fixed dumb localization problem. - * - * 39 5/17/99 10:07a Dave - * Updated string count. - * - * 38 5/04/99 6:38p Dave - * Finished multi join-wait screen. - * - * 37 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 36 5/03/99 11:04p Dave - * Most of the way done with the multi join screen. - * - * 35 5/03/99 8:32p Dave - * New version of multi host options screen. - * - * 34 4/09/99 2:28p Dave - * Upped Xstring count. - * - * 33 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 32 4/08/99 12:50p Neilk - * changed number of xstr constant - * - * 31 4/07/99 5:54p Dave - * Fixes for encryption in updatelauncher. - * - * 30 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 29 3/23/99 3:35p Andsager - * Add error check for duplicate string indices - * - * 28 3/22/99 2:56p Andsager - * Localize Launcher Updater - * - * 27 2/23/99 11:18a Andsager - * Localize launcher using strings.tbl - * - * 26 2/22/99 9:35p Andsager - * Add lcl_get_language_name() returns string with current lang. Added - * localization for launcher. - * - * 25 2/21/99 6:02p Dave - * Fixed standalone WSS packets. - * - * 24 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 23 2/12/99 6:15p Dave - * Pre-mission Squad War code is 95% done. - * - * 22 2/02/99 7:27p Neilk - * implemented lc_close() to free up some string memory when shutting down - * - * 21 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 20 1/29/99 7:56p Neilk - * Added new mission log interface - * - * 19 1/29/99 4:17p Dave - * New interface screens. - * - * 18 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 17 1/13/99 2:10p Andsager - * added string - * - * 16 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 15 12/03/98 5:22p Dave - * Ported over FreeSpace 1 multiplayer ships.tbl and weapons.tbl - * checksumming. - * - * 14 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 13 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/localization/localize.h b/fs2_open/code/localization/localize.h index b8650860b3..2e2c03be1b 100644 --- a/fs2_open/code/localization/localize.h +++ b/fs2_open/code/localization/localize.h @@ -7,76 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Localization/localize.h $ - * $Revision: 2.8 $ - * $Date: 2006-04-20 06:32:07 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/10/16 23:15:46 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.6 2005/07/13 03:15:51 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/05/18 14:01:31 taylor - * some basic Polish language support from the icculus.org version (Janusz Dziemidowicz) - * - * Revision 2.4 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/09/28 21:22:59 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 2.1 2003/08/22 07:01:57 Goober5000 - * implemented $callsign to add the player callsign in a briefing, message, or whatever - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 18 11/02/99 3:24p Jefff - * added translation functions for a few key instances where english was - * showing up - * - * 17 10/25/99 5:46p Jefff - * Many localization fixes/changes for German builds - * - * 16 10/14/99 2:52p Jefff - * localization fixes. added support for hi-res specific xstr offsets - * - * 15 7/13/99 6:07p Jefff - * Added support for localization string offsets. - * - * 14 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 13 2/23/99 11:18a Andsager - * Localize launcher using strings.tbl - * - * 12 2/22/99 9:35p Andsager - * Add lcl_get_language_name() returns string with current lang. Added - * localization for launcher. - * - * 11 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE2_LOCALIZATION_UTILITIES_HEADER_FILE #define __FREESPACE2_LOCALIZATION_UTILITIES_HEADER_FILE diff --git a/fs2_open/code/math/bitarray.h b/fs2_open/code/math/bitarray.h index e0190284ad..419cf46614 100644 --- a/fs2_open/code/math/bitarray.h +++ b/fs2_open/code/math/bitarray.h @@ -4,30 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Math/BitArray.h $ - * $Revision: 1.3.2.1 $ - * $Date: 2007-07-28 21:17:53 $ - * $Author: Goober5000 $ - * - * Cool stuff with bit arrays - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.2 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.1 2004/12/31 03:48:12 Goober5000 - * CVS checkin of bitarray.h; use this for large arrays of boolean values - * --Goober5000 - * - * Revision 1.0 2004/12/30 22:45:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _BIT_ARRAY_H #define _BIT_ARRAY_H diff --git a/fs2_open/code/math/fix.cpp b/fs2_open/code/math/fix.cpp index 6520a6f67b..b9b35446e6 100644 --- a/fs2_open/code/math/fix.cpp +++ b/fs2_open/code/math/fix.cpp @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/Fix.cpp $ - * $Revision: 2.4 $ - * $Date: 2004-07-26 20:47:36 $ - * $Author: Kazan $ - * - * Code to deal with 16.16 fixed point numbers. - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 2 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 diff --git a/fs2_open/code/math/fix.h b/fs2_open/code/math/fix.h index 791dbc15d4..90230510ab 100644 --- a/fs2_open/code/math/fix.h +++ b/fs2_open/code/math/fix.h @@ -7,36 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/fix.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * Routines for fixed point math - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 4 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _FIX_H #define _FIX_H diff --git a/fs2_open/code/math/floating.cpp b/fs2_open/code/math/floating.cpp index 7b850f14f3..1a736f08ec 100644 --- a/fs2_open/code/math/floating.cpp +++ b/fs2_open/code/math/floating.cpp @@ -7,76 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/Floating.cpp $ - * $Revision: 2.4.2.2 $ - * $Date: 2006-12-07 17:53:08 $ - * $Author: taylor $ - * - * Low-level floating point math routines - * - * $Log: not supported by cvs2svn $ - * Revision 2.4.2.1 2006/06/18 16:54:36 taylor - * various compiler warning fixes - * - * Revision 2.4 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.3 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/28 20:22:00 mharris - * Changed frand() -- was returning negative values under Linux - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 13 2/26/98 3:28p John - * Changed all sqrt's to use fl_sqrt. Took out isqrt function - * - * 12 1/30/98 12:25p Mike - * Make frand() not return 1.0, which can cause overflow when indexing - * into arrays. - * - * 11 1/26/98 10:43p Mike - * Make ships not all zoom away from an impending shockwave at the same - * time. Based on ai class and randomness - * - * 10 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 9 1/17/98 3:32p Mike - * Add rand_range(), returns random float in min..max. - * - * 8 9/09/97 11:07a Sandeep - * fixed warning level 4 - * - * 7 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 6 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/math/floating.h b/fs2_open/code/math/floating.h index 1b32b09f1b..1296d45ac4 100644 --- a/fs2_open/code/math/floating.h +++ b/fs2_open/code/math/floating.h @@ -7,79 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/Floating.h $ - * $Revision: 2.5.2.1 $ - * $Date: 2006-06-18 16:54:36 $ - * $Author: taylor $ - * - * Low-level floating point math macros and routines - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.4 2005/12/28 22:30:24 taylor - * add fl_tan() for getting the tangent of a float since it's terribly inaccurate to just use tan() on a float - * - * Revision 2.3 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2005/03/24 23:36:13 taylor - * fix compiler warnings with mismatched types and unused variables - * cleanup some debug messages so they can be turned off if needed - * get rid of extra strstr() check for thrusters since it should never get that far anyway - * page_in/page_out of model glows should be better now - * removed a bunch of unneeded casts and get type specific math functions right - * - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 13 2/26/98 3:28p John - * Changed all sqrt's to use fl_sqrt. Took out isqrt function - * - * 12 1/26/98 10:43p Mike - * Make ships not all zoom away from an impending shockwave at the same - * time. Based on ai class and randomness - * - * 11 1/17/98 3:32p Mike - * Add rand_range(), returns random float in min..max. - * - * 10 7/29/97 2:36p Hoffoss - * Added header file required by _isnan(). - * - * 9 7/29/97 2:35p Hoffoss - * Added a NaN check macro. - * - * 8 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _FLOATING_H #define _FLOATING_H diff --git a/fs2_open/code/math/fvi.cpp b/fs2_open/code/math/fvi.cpp index cadbd7f134..2a568b20c9 100644 --- a/fs2_open/code/math/fvi.cpp +++ b/fs2_open/code/math/fvi.cpp @@ -7,176 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/Fvi.cpp $ - * $Revision: 2.7.2.1 $ - * $Date: 2007-02-10 00:08:40 $ - * $Author: taylor $ - * - * Routines to find intersections of various 3d things. - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.6 2005/04/16 03:36:13 wmcoolmon - * Minor changes; made even more fields in ships.tbl optional. - * - * Revision 2.5 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2002/12/07 01:37:41 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/16/99 8:19a Andsager - * Add project_point_onto_bbox() to fvi and include in aicode - * - * 4 5/17/99 5:38p Mattf - * Removed bogus assert. - * - * 3 11/13/98 11:10a Andsager - * Add fvi_two_lines_in_3space() - returns closest point of intersection - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 37 3/27/98 2:03p Andsager - * Removed rarely hit warning message. - * - * 36 3/18/98 3:04p Andsager - * Increase collision error warning distance - * - * 35 3/09/98 12:11a Andsager - * Allow spher-model collisions at slightly negative times. Increase - * error tolerance between estimated radius and true radius. - * - * 34 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 33 1/19/98 9:30a Andsager - * Changed warning to mprintf. Increased error tolerance. - * - * 32 1/15/98 5:55p Andsager - * increase error tolerance in polyedge_sphereline - * - * 31 1/15/98 10:47a Andsager - * Reduced tolerance in polyedge_sphereline to 0.01m absolute distance. - * Changed asserts to warning - * - * 30 1/12/98 9:20p Andsager - * Modify calling procedure to fvi_sphere_plane. Modify - * fvi_polyedge_sphereline to find the first instance when the edge is - * hit. - * - * 29 1/09/98 10:08a Mike - * Comment out warning for QA rev. - * - * 28 1/05/98 2:59p Andsager - * Relaxed error tolerance in fvi_polyedge_sphereline(). Improved control - * flow. - * - * 27 12/23/97 9:39a Andsager - * Slight optimization and improved error checking in polyedge_sphereline - * - * 26 12/22/97 9:58p Andsager - * Work around numerical precision problem in polyedge_sphereline - * - * 25 12/15/97 5:54p Andsager - * Yet another version of fvi_polyedge_sphereline - * - * 24 12/05/97 5:17p Andsager - * Fixed stupid bug missing some poly:sphere edge collisions. - * - * 23 11/14/97 5:30p Andsager - * Include modified version of polyedge_sphereline - * - * 22 11/05/97 5:36p Andsager - * Fixed bug in fvi_polyedge_sphereline causing incorrect hit points to be - * returned, - * - * 21 11/03/97 11:16p Andsager - * Implemented third (and hopefully last) sphere-edge collision detection - * - * 20 10/19/97 9:42p Andsager - * add fvi_sphere_plane to header - * - * 19 10/19/97 9:27p Andsager - * fixed bug in sphere_plane. Improved control flow and comments in - * polyedge_sphereline - * - * 18 10/17/97 1:21a Andsager - * add new function to check sphere-polgon edge collision - * - * 17 10/11/97 1:42p Mike - * Remove warning message by deleting definition of plane_normal. - * - * 16 10/03/97 5:06p Andsager - * added sphere polygon intersection code - * - * 15 9/28/97 2:16p Andsager - * added fvi_moving_sphere_intersect_plane - * - * 14 8/22/97 11:42a John - * fixed bug in fvi_point_face that was failing near some vertices. - * - * 13 7/21/97 2:39p John - * fixed same thing as previous comment for fvi_ray_sphere. - * - * 12 7/21/97 2:24p John - * fixed bug with fvi_segment_sphere in case where p0 is in sphere and p1 - * is out, but p0 is past center, where the code would fail. - * - * 11 6/23/97 11:11a John - * made fvi_segment_sphere not get 0 length vector in normalize error. - * - * 10 4/01/97 1:03p John - * Changed fvi_ray_plane to take a dir, not two points. - * - * 9 3/27/97 11:36a Mike - * Fix fvi_ray_plane code. Enables using fvi_ray_plane to place objects - * arbitrarily far away from the viewer (in Fred). - * - * 8 3/26/97 10:48a Hoffoss - * JAS: Added fvi_ray_sphere - * - * 7 3/24/97 3:55p John - * renamed fvi functions so rays and segments aren't confusing. - * - * 6 3/24/97 3:26p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 5 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include // For FLT_MAX diff --git a/fs2_open/code/math/fvi.h b/fs2_open/code/math/fvi.h index b33180bb8f..e507ef0fed 100644 --- a/fs2_open/code/math/fvi.h +++ b/fs2_open/code/math/fvi.h @@ -7,92 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/Fvi.h $ - * $Revision: 2.6 $ - * $Date: 2006-02-25 21:47:00 $ - * $Author: Goober5000 $ - * - * Prototypes for fvi stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.3 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/12/07 01:37:41 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/16/99 8:19a Andsager - * Add project_point_onto_bbox() to fvi and include in aicode - * - * 4 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 3 11/13/98 11:10a Andsager - * Add fvi_two_lines_in_3space() - returns closest point of intersection - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 16 1/12/98 9:20p Andsager - * Modify calling procedure to fvi_sphere_plane. - * - * 15 10/19/97 9:42p Andsager - * add fvi_sphere_plane to header - * - * 14 10/19/97 9:28p Andsager - * removed local function from header - * - * 13 10/17/97 1:21a Andsager - * add new function to check sphere-polgon edge collision - * - * 12 10/03/97 5:06p Andsager - * added sphere polygon intersection code - * - * 11 9/28/97 2:16p Andsager - * added fvi_moving_sphere_intersect_plane - * - * 10 4/01/97 1:03p John - * Changed fvi_ray_plane to take a dir, not two points. - * - * 9 3/26/97 10:48a Hoffoss - * JAS: Added fvi_ray_sphere - * - * 8 3/24/97 3:55p John - * renamed fvi functions so rays and segments aren't confusing. - * - * 7 3/24/97 3:26p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 6 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _FVI_H #define _FVI_H diff --git a/fs2_open/code/math/spline.cpp b/fs2_open/code/math/spline.cpp index aaed84456a..813b0d6590 100644 --- a/fs2_open/code/math/spline.cpp +++ b/fs2_open/code/math/spline.cpp @@ -7,44 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/spline.cpp $ - * $Revision: 2.4 $ - * $Date: 2005-04-05 05:53:18 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 2 7/06/99 4:24p Dave - * Mid-level checkin. Starting on some potentially cool multiplayer - * smoothness crap. - * - * - * $NoKeywords: $ - */ + #include "math/vecmat.h" #include "graphics/2d.h" diff --git a/fs2_open/code/math/spline.h b/fs2_open/code/math/spline.h index ae9021d5bc..ed556e3eae 100644 --- a/fs2_open/code/math/spline.h +++ b/fs2_open/code/math/spline.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/spline.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 2 7/06/99 4:24p Dave - * Mid-level checkin. Starting on some potentially cool multiplayer - * smoothness crap. - * - * - * $NoKeywords: $ - */ + #ifndef __FS2_SPLINE_HEADER_FILE #define __FS2_SPLINE_HEADER_FILE diff --git a/fs2_open/code/math/staticrand.cpp b/fs2_open/code/math/staticrand.cpp index 16297a1ee6..f82f4d2907 100644 --- a/fs2_open/code/math/staticrand.cpp +++ b/fs2_open/code/math/staticrand.cpp @@ -7,53 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/StaticRand.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-04-05 05:53:18 $ - * $Author: taylor $ - * - * static random functions. Return "random" number based on integer inut - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/06/05 19:14:42 phreak - * added static_random_cone which is used for spawn angle features in multi - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 4 3/17/98 12:16a Allender - * asteroids in multiplayer -- minor problems with position being correct - * - * 3 12/30/97 5:46p Lawrance - * Rename rnd() to rand_alt(). - * - * 2 12/30/97 4:27p Lawrance - * Add new rnd() function that doesn't affect rand() sequence. - * - * 1 8/08/97 3:38p Allender - */ + #include "globalincs/pstypes.h" #include "math/staticrand.h" diff --git a/fs2_open/code/math/staticrand.h b/fs2_open/code/math/staticrand.h index 9b3417cb47..b3b665cc7b 100644 --- a/fs2_open/code/math/staticrand.h +++ b/fs2_open/code/math/staticrand.h @@ -7,56 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/StaticRand.h $ - * $Revision: 2.5.2.1 $ - * $Date: 2007-02-11 22:46:36 $ - * $Author: Goober5000 $ - * - * header for Static Random functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/08/31 06:25:27 Goober5000 - * fix a function prototype to match its counterpart in vecmat.h - * --Goober5000 - * - * Revision 2.4 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/06/05 19:14:42 phreak - * added static_random_cone which is used for spawn angle features in multi - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 4 3/17/98 12:16a Allender - * asteroids in multiplayer -- minor problems with position being correct - * - * 3 12/30/97 5:46p Lawrance - * Rename rnd() to rand_alt(). - * - * 2 12/30/97 4:27p Lawrance - * Add new rnd() function that doesn't affect rand() sequence. - * - * 1 8/08/97 3:38p Allender - * -*/ + #ifndef _STATIC_RAND_H diff --git a/fs2_open/code/math/vecmat.cpp b/fs2_open/code/math/vecmat.cpp index ce75b428d9..06deb9424d 100644 --- a/fs2_open/code/math/vecmat.cpp +++ b/fs2_open/code/math/vecmat.cpp @@ -7,367 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/VecMat.cpp $ - * $Revision: 2.30.2.3 $ - * $Date: 2007-02-26 01:47:14 $ - * $Author: Goober5000 $ - * - * C module containg functions for manipulating vectors and matricies - * - * $Log: not supported by cvs2svn $ - * Revision 2.30.2.2 2006/09/13 03:12:35 taylor - * might as well add this, just to be on the safe side (I haven't hit it anywhere, but it could be made into a warning if it starts getting hit) - * - * Revision 2.30.2.1 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.30 2006/05/24 05:09:25 wmcoolmon - * Fix for Mantis bug #0000922 - * - * Revision 2.29 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.28 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.27 2006/02/16 05:09:26 taylor - * NULL vec warning fix (I don't really like this one that much so it may get replaced later) - * - * Revision 2.26 2005/10/22 06:26:30 taylor - * couple of changes to NULL vec fixes which better match what Volition would have done (makes both Goober and myself happier :)) - * keep track of what was an error (even if erroneous) and why with "VECMAT-ERROR" comment - * - * Revision 2.25 2005/10/21 11:32:15 taylor - * fix main NULL vec errors, still at least one left but these were those that happened most often: - * modelinterp.cpp:parse_tmap() -> first IS_VEC_NULL() check would fail, wasn't a second on reassign - * aicode.cpp:ai_path() -> when (Pl_objp->pos == gcvp), fixed globally in vecmat.cpp:vm_vec_dot_to_point() - * - * Revision 2.24 2005/07/22 09:59:30 Goober5000 - * unhide null vector bug - * --Goober5000 - * - * Revision 2.23 2005/04/05 05:53:18 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.22 2005/03/25 06:57:35 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.21 2005/03/24 23:36:13 taylor - * fix compiler warnings with mismatched types and unused variables - * cleanup some debug messages so they can be turned off if needed - * get rid of extra strstr() check for thrusters since it should never get that far anyway - * page_in/page_out of model glows should be better now - * removed a bunch of unneeded casts and get type specific math functions right - * - * Revision 2.20 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.19 2005/03/08 03:50:25 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.18 2005/03/03 06:05:29 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.17 2005/01/28 11:06:23 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.16 2005/01/27 05:26:07 Goober5000 - * added a useful bit of information to vm_vec_rotate and vm_vec_unrotate - * --Goober5000 - * - * Revision 2.15 2005/01/06 00:39:34 Goober5000 - * gah - * --Goober5000 - * - * Revision 2.14 2005/01/06 00:37:32 Goober5000 - * changed argument from dist to dist_squared - * --Goober5000 - * - * Revision 2.13 2005/01/06 00:27:34 Goober5000 - * added vm_vec_dist_squared_to_line - * --Goober5000 - * - * Revision 2.12 2004/10/31 21:49:49 taylor - * fix math error that was hitting Assert()'s and making OGL models flip around for no reason - * - * Revision 2.11 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.10 2004/07/12 16:32:52 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.9 2004/05/03 09:27:16 randomtiger - * fl_abs(theta_goal.xyz.z) < 0.001f is reporting using mprintf now instead of assert - * - * Revision 2.8 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.7 2004/02/13 04:17:13 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.6 2003/10/14 16:27:01 Goober5000 - * commented back in null vector warning, because any code that flags this - * is buggy and should be fixed (and it only pops up in release builds anyway) - * --Goober5000 - * - * Revision 2.5 2003/10/13 05:57:48 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.4 2003/03/02 07:39:34 penguin - * Added type for static var - * - penguin - * - * Revision 2.3 2003/02/25 06:22:48 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.2 2002/12/07 01:37:41 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:08 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 9/08/99 3:36p Jefff - * Make sure argument of sqrt is positive in approach. - * - * 9 6/22/99 1:51p Danw - * Some sanity for vm_vec_dist_to_line(...) - * - * 8 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 7 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 6 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 5 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 4 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 3 11/18/98 4:10p Johnson - * Add assert in vm_interpolate_matrix - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 72 9/11/98 10:10a Andsager - * Optimize and rename matrix_decomp to vm_matrix_to_rot_axis_and_angle, - * rename quatern_rot to vm_quaternion_rotate - * - * 71 5/01/98 2:25p Andsager - * Fix bug in matrix interpolate (approach) when in rotvel is above limit. - * - * 70 4/07/98 3:10p Andsager - * Make vm_test_parallel based on absolute difference. Optimize matrix - * decomp. Fix potential bug in get_camera_limits with time = 0. - * Optimize vm_forward_interpolate. - * - * 69 4/06/98 8:54a Andsager - * Fix bug where matrix interpolate gets accel of 0 - * - * 68 4/03/98 5:34p Andsager - * Optimized approach and away (used in matrix interpolation) - * - * 67 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 66 3/23/98 1:12p Andsager - * Reformat matrix inerpolation code - * - * 65 3/23/98 12:53p Andsager - * - * 63 3/09/98 3:51p Mike - * More error checking. - * - * 62 2/26/98 3:28p John - * Changed all sqrt's to use fl_sqrt. Took out isqrt function - * - * 61 2/02/98 5:12p Mike - * Make vm_vec_rand_vec_quick() detect potential null vector condition and - * recover. - * - * 60 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 59 12/17/97 5:44p Andsager - * Change vm_matrix_interpolate so that it does not overshoot if optional - * last parameter is 1 - * - * 58 9/30/97 5:04p Andsager - * add vm_estimate_next_orientation - * - * 57 9/28/97 2:17p Andsager - * added vm_project_point_onto_plane - * - * 56 9/09/97 10:15p Andsager - * added vm_rotate_vec_to_body() and vm_rotate_vec_to_world() - * - * 55 8/20/97 5:33p Andsager - * added vm_vec_projection_parallel and vm_vec_projection_onto_surface - * - * 54 8/20/97 9:51a Lawrance - * swap x and y parameters in atan2_safe() to be consistent with library - * atan2() - * - * 53 8/20/97 9:40a Lawrance - * modified special case values in atan2_safe() - * - * 52 8/19/97 11:41p Lawrance - * use atan2_safe() instead of atan2() - * - * 51 8/18/97 4:46p Hoffoss - * Added global default axis vector constants. - * - * 50 8/03/97 3:54p Lawrance - * added vm_find_bounding_sphere() - * - * 49 7/28/97 3:40p Andsager - * remove duplicate vm_forwarad_interpolate - * - * 48 7/28/97 2:21p John - * changed vecmat functions to not return src. Started putting in code - * for inline vector math. Fixed some bugs with optimizer. - * - * 47 7/28/97 3:24p Andsager - * - * 46 7/28/97 2:41p Mike - * Replace vm_forward_interpolate(). - * - * 45 7/28/97 1:18p Andsager - * implement vm_fvec_matrix_interpolate(), which interpolates matrices on - * xy and then z - * - * 44 7/28/97 10:28a Mike - * Use forward_interpolate() to prevent weird banking behavior. - * - * Suppress a couple annoying mprints and clarify another. - * - * 43 7/24/97 5:24p Andsager - * implement forward vector interpolation - * - * 42 7/10/97 8:52a Andsager - * optimization and clarification of matrix_decomp() - * - * 41 7/09/97 2:54p Mike - * More matrix_decomp optimization. - * - * 40 7/09/97 2:52p Mike - * Optimize and error-prevent matrix_decomp(). - * - * 39 7/09/97 12:05a Mike - * Error prevention in matrix_interpolate(). - * - * 38 7/07/97 11:58p Lawrance - * add get_camera_limits() - * - * 37 7/03/97 11:22a Mike - * Fix bug in matrix_interpolate. Was doing result = goal instead of - * *result = *goal. - * - * 36 7/03/97 9:27a Mike - * Hook in Dave's latest version of matrix_interpolate which doesn't jerk. - * - * 35 7/02/97 4:25p Mike - * Add matrix_interpolate(), but don't call it. - * - * 34 7/01/97 3:27p Mike - * Improve skill level support. - * - * 33 6/25/97 12:27p Hoffoss - * Added some functions I needed for Fred. - * - * 32 5/21/97 8:49a Lawrance - * added vm_vec_same() - * - * 31 4/15/97 4:00p Mike - * Intermediate checkin caused by getting other files. Working on camera - * slewing system. - * - * 30 4/10/97 3:20p Mike - * Change hull damage to be like shields. - * - * 29 3/17/97 1:55p Hoffoss - * Added function for error checking matrices. - * - * 28 3/11/97 10:46p Mike - * Fix make_rand_vec_quick. Was generating values in -0.5..1.5 instead of - * -1.0..1.0. - * - * 27 3/06/97 5:36p Mike - * Change vec_normalize_safe() back to vec_normalize(). - * Spruce up docking a bit. - * - * 26 3/06/97 10:56a Mike - * Write error checking version of vm_vec_normalize(). - * Fix resultant problems. - * - * 25 3/04/97 3:30p John - * added function to interpolate an angle. - * - * 24 2/26/97 10:32a John - * changed debris collision to use vm_vec_dist_squared. Changed - * vm_vec_dist_squared to not int3 on bad values. - * - * 23 2/25/97 5:54p Hoffoss - * Improved vector and matrix compare functions. - * - * 22 2/25/97 5:28p Hoffoss - * added some commented out test code. - * - * 21 2/25/97 5:12p John - * Added functions to see if two matrices or vectors are close. - * - * $NoKeywords: $ - * -*/ + #include #include diff --git a/fs2_open/code/math/vecmat.h b/fs2_open/code/math/vecmat.h index 00aad2b510..243402fa13 100644 --- a/fs2_open/code/math/vecmat.h +++ b/fs2_open/code/math/vecmat.h @@ -7,227 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Math/VecMat.h $ - * $Revision: 2.15.2.1 $ - * $Date: 2007-02-26 01:47:14 $ - * $Author: Goober5000 $ - * - * Header file for functions that manipulate vectors and matricies - * - * $Log: not supported by cvs2svn $ - * Revision 2.15 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.14 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.13 2006/01/22 01:31:44 taylor - * no real need to cast these so just get it right in the first place - * - * Revision 2.12 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/07/07 16:36:57 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.10 2005/04/15 11:41:27 taylor - * stupid terminal, I !!! - * - * Revision 2.9 2005/04/15 11:36:54 taylor - * new GCC = new warning messages, yippeeee!! - * - * Revision 2.8 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.7 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.6 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.5 2005/01/06 00:37:32 Goober5000 - * changed argument from dist to dist_squared - * --Goober5000 - * - * Revision 2.4 2005/01/06 00:27:34 Goober5000 - * added vm_vec_dist_squared_to_line - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 5 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 4 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 3 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 43 9/11/98 10:10a Andsager - * Optimize and rename matrix_decomp to vm_matrix_to_rot_axis_and_angle, - * rename quatern_rot to vm_quaternion_rotate - * - * 42 3/09/98 3:51p Mike - * More error checking. - * - * 41 12/17/97 5:44p Andsager - * Change vm_matrix_interpolate so that it does not overshoot if optional - * last parameter is 1 - * - * 40 9/30/97 8:03p Lawrance - * add missing semi-colon to function prototype - * - * 39 9/30/97 5:04p Andsager - * add vm_estimate_next_orientation - * - * 38 9/28/97 2:17p Andsager - * added vm_project_point_onto_plane - * - * 37 9/25/97 5:57p Andsager - * improved function description for matrix interpolate - * - * 36 9/09/97 10:15p Andsager - * added vm_rotate_vec_to_body() and vm_rotate_vec_to_world() - * - * 35 8/20/97 5:33p Andsager - * added vm_vec_projection_parallel and vm_vec_projection_onto_surface - * - * 34 8/19/97 11:42p Lawrance - * use atan2_safe() instead of atan2() - * - * 33 8/18/97 4:46p Hoffoss - * Added global default axis vector constants. - * - * 32 8/03/97 3:54p Lawrance - * added vm_find_bounding_sphere() - * - * 31 7/30/97 2:20p Dan - * from allender: fixed vm_is_vec_nan to work properly with address-of - * operator by adding parens around macro variables - * - * 30 7/29/97 2:48p Hoffoss - * Added vm_is_vec_nan(). - * - * 29 7/28/97 2:21p John - * changed vecmat functions to not return src. Started putting in code - * for inline vector math. Fixed some bugs with optimizer. - * - * 28 7/28/97 3:25p Andsager - * - * 27 7/28/97 2:41p Mike - * Replace vm_forward_interpolate(). - * - * 26 7/28/97 1:18p Andsager - * implement vm_fvec_matrix_interpolate(), which interpolates matrices on - * xy and then z - * - * 25 7/24/97 5:24p Andsager - * implement forward vector interpolation - * - * 24 7/02/97 4:25p Mike - * Add matrix_interpolate(), but don't call it. - * - * 23 7/01/97 3:27p Mike - * Improve skill level support. - * - * 22 6/25/97 12:27p Hoffoss - * Added some functions I needed for Fred. - * - * 21 5/21/97 8:49a Lawrance - * added vm_vec_same() - * - * 20 4/15/97 4:00p Mike - * Intermediate checkin caused by getting other files. Working on camera - * slewing system. - * - * 19 3/17/97 1:55p Hoffoss - * Added function for error checking matrices. - * - * 18 3/06/97 10:56a Mike - * Write error checking version of vm_vec_normalize(). - * Fix resultant problems. - * - * 17 3/04/97 3:30p John - * added function to interpolate an angle. - * - * 16 2/25/97 5:12p John - * Added functions to see if two matrices or vectors are close. - * - * 15 2/03/97 1:30p John - * Put a clearer comment in for vm_vec_unrotate - * - * 14 2/03/97 1:14p John - * Added vm_vec_unrotate function - * - * 13 1/27/97 11:57a John - * added a function to rotate a point around an arbritary line. - * - * 12 11/26/96 12:18p Hoffoss - * Added the vm_vec_dist_squared() function. - * - * 11 11/16/96 2:38p Mike - * Waypoint code, under construction and a painful mess. - * - * 10 11/05/96 3:42p Mike - * Make AI use accuracy parameter, though not yet specified in ships.tbl - * or *.fsm. - * - * Add vm_vec_rand_vec_quick. - * - * Add frand() which returns a rand in 0.0..1.0. - * - * 9 10/30/96 2:35p Mike - * Docking behavior. - * Changed quick versions of vecmat routines to not return 1/mag. They - * return mag, just like non-quick versions. - * - * 8 10/24/96 10:17a Hoffoss - * Moved function 'compute_point_on_plane()' to vecmat. - * - * 7 10/23/96 10:32p Lawrance - * added function vm_vect_mag_squared() - * - * $NoKeywords: $ - * -*/ + #ifndef _VECMAT_H #define _VECMAT_H diff --git a/fs2_open/code/menuui/barracks.cpp b/fs2_open/code/menuui/barracks.cpp index 73c1350490..1dcf2e5f8f 100644 --- a/fs2_open/code/menuui/barracks.cpp +++ b/fs2_open/code/menuui/barracks.cpp @@ -7,201 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/Barracks.cpp $ - * $Revision: 2.29.2.1 $ - * $Date: 2006-08-27 18:11:37 $ - * $Author: taylor $ - * - * C file for implementing barracks section - * - * $Log: not supported by cvs2svn $ - * Revision 2.29 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.28 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.27 2005/09/22 19:16:48 taylor - * fix screen update of pilot list when you delete one of them - * - * Revision 2.26 2005/08/18 01:15:41 taylor - * Address a couple of pilot code issues - * - make the same MAX_PILOTS in the barracks that the playerselect screen has since it's a problem here too - * - add a -1 check for ship/weapon name lookups to avoid bounds issues. NOTE: this can empty the techroom of entries if ithits this check, but it won't crash :) - * - * Revision 2.25 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.24 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.23 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.22 2005/07/02 19:43:53 taylor - * ton of non-standard resolution fixes - * - * Revision 2.21 2005/06/03 06:41:37 taylor - * eek... fix wrong description of changes - * - * Revision 2.20 2005/06/03 06:39:26 taylor - * fix issue where, when in multi mode, loading a single player would overwrite the campaign savefile - * - * Revision 2.19 2005/05/26 04:28:45 taylor - * if we switch to a pilot who has a campaign that isn't available then abort the read and - * deselect all pilots, should prevent data loss or crashes due to the missing safety check - * - * Revision 2.18 2005/03/27 06:12:38 taylor - * some pilot file fixing when going between multi and single (partial fix) - * - * Revision 2.17 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.16 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.15 2005/02/04 23:29:32 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.14 2005/01/29 08:08:24 wmcoolmon - * Various updates; shader, assert, and clipping - * - * Revision 2.13 2005/01/10 04:44:03 wmcoolmon - * Small fix, so we don't try to delete the same thing twice - * - * Revision 2.12 2005/01/09 22:27:38 wmcoolmon - * Techroom and Barracks now allocate memory only when open, and only for the number of ships currently loaded - * - * Revision 2.11 2004/12/22 21:49:05 taylor - * add a popup to make sure people know about pilot upgrade - * - * Revision 2.10 2004/10/31 21:53:23 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.9 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.6 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.5 2004/02/10 21:47:47 Goober5000 - * fixed the barracks crash bug - * --Goober5000 - * - * Revision 2.4 2003/08/20 08:11:00 wmcoolmon - * Added error screens to the barracks and start screens when a pilot file can't be deleted - * - * Revision 2.3 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 42 10/25/99 5:47p Jefff - * reassigned some xstr ids - * - * 41 9/14/99 11:01p Jefff - * stats area coord fix - * - * 40 9/09/99 11:24a Jefff - * - * 39 9/02/99 11:26a Jefff - * fixed incorrect pilot list dimensions - * - * 38 8/17/99 2:24p Dave - * Fixed wacky squad color stuff. - * - * 37 8/16/99 4:27p Jefff - * fix button position on squad change error popup - * - * 36 8/11/99 3:58p Jefff - * fixed player list box coord bug - * - * 35 8/05/99 2:46p Jefff - * added popup to the disabled squad selection buttons in single player - * - * 34 8/02/99 11:02p Dave - * Fixed up squad filename and squad name copying when converting a pilot - * between single and multiplayer. - * - * 33 7/27/99 7:17p Jefff - * Replaced some art text with XSTR() text. - * - * 32 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 31 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 30 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 29 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 28 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 27 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 26 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 25 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 24 2/02/99 12:09p Neilk - * Fixed text coords, centered pilot and squad pics in 1024x768, added vss - * comment template - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/menuui/barracks.h b/fs2_open/code/menuui/barracks.h index db882814bf..5f494e689a 100644 --- a/fs2_open/code/menuui/barracks.h +++ b/fs2_open/code/menuui/barracks.h @@ -7,30 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/Barracks.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * C source file for implementing barracks - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 2/02/99 11:58a Neilk - * added vss revision/log comments - * - * $NoKeywords: $ - */ + #ifndef _BARRACKS_H #define _BARRACKS_H diff --git a/fs2_open/code/menuui/credits.cpp b/fs2_open/code/menuui/credits.cpp index 54be51e7f2..41965c40b0 100644 --- a/fs2_open/code/menuui/credits.cpp +++ b/fs2_open/code/menuui/credits.cpp @@ -7,283 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/Credits.cpp $ - * $Revision: 2.27.2.6 $ - * $Date: 2007-09-02 02:07:42 $ - * $Author: Goober5000 $ - * - * C source file for displaying game credits - * - * $Log: not supported by cvs2svn $ - * Revision 2.27.2.5 2007/03/22 20:35:44 taylor - * be sure to page in textures for change ship class sexp preload - * add a ASF_MENUMUSIC type for things that aren't mission-based event music (since that is handled differently now) - * make event music keep extension if it exists, so that the special data will be accurate - * bits of cleanup from old MS code that we don't need - * - * Revision 2.27.2.4 2007/02/10 00:17:40 taylor - * remove NO_SOUND - * - * Revision 2.27.2.3 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.27.2.2 2006/06/23 16:08:55 karajorma - * Was feeling left out :) - * - * Revision 2.27.2.1 2006/06/08 06:48:13 Goober5000 - * update credits - * - * Revision 2.27 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.26 2006/03/19 05:05:59 taylor - * make sure the mission log doesn't modify stuff in Cargo_names[], since it shouldn't - * have split_str_once() be sure to not split a word in half, it should end up on the second line instead - * - * Revision 2.25 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.24 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.23 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.22 2005/02/14 23:54:11 taylor - * make loading screen shader a bit taller - * add i.o to credits for Linux and OSX code - * add libjpeg and ogg stuff to credits for license compliance - * replace an Int3() with a debug message in the hud code - * - * Revision 2.21 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.20 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.19 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.18 2004/04/10 16:55:23 Goober5000 - * some formatting - * - * Revision 2.17 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.16 2004/02/28 14:14:57 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.15 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.14 2003/11/12 06:05:00 Goober5000 - * added Bobboau's real name to the credits, with his permission - * --Goober5000 - * - * Revision 2.13 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.12 2003/11/07 07:12:21 Goober5000 - * added some credit stuff - * --Goober5000 - * - * Revision 2.11 2003/11/06 20:22:09 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.10 2003/11/06 19:35:51 matt - * Added myself to the credits. -Sticks - * - * Revision 2.9 2003/05/05 19:29:24 phreak - * added my real name - * - * Revision 2.8 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.7 2002/12/03 22:14:06 Goober5000 - * added myself to the credits list :) - * ~Goober5000 - * - * Revision 2.6 2002/11/02 22:25:26 inquisitor - * Cleaned up the presentation a little, added HLP and VW, and, no offense to Kazan, removed Kazan. - * - * Revision 2.5 2002/11/02 22:11:35 DTP - * DOH forgot \n - * - * Revision 2.4 2002/11/02 22:10:48 DTP - * shameless self promotion - * - * Revision 2.3 2002/10/05 16:46:10 randomtiger - * Added us fs2_open people to the credits. Worth looking at just for that. - * Added timer bar code, by default its not compiled in. - * Use TIMEBAR_ACTIVE in project and dependancy code settings to activate. - * Added the new timebar files with the new code. - * - * Revision 2.2.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/17 03:05:08 mharris - * more porting tweaks - * - * Revision 1.3 2002/05/16 06:07:38 mharris - * more ifndef NO_SOUND - * - * Revision 1.2 2002/05/09 23:02:52 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 20 9/14/99 5:14a Dave - * Fixed credits drawing in Glide. - * - * 19 9/13/99 1:53p Dave - * Fixed completely brain dead code in credits_init(). - * - * 18 9/09/99 10:55a Jefff - * - * 17 9/03/99 11:45a Jefff - * - * 16 9/01/99 5:28p Jefff - * hi res art shows up now - * - * 15 9/01/99 4:20p Jefff - * mo' pictures - * - * 14 9/01/99 12:19p Jefff - * text splitting for long lines - * - * 13 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 12 2/03/99 6:06p Dave - * Groundwork for FS2 PXO usertracker support. Gametracker support next. - * - * 11 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 10 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 9 1/30/99 9:01p Dave - * Coord fixes. - * - * 8 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 7 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 6 1/28/99 1:46a Dave - * Updated coords and bitmaps. - * - * 5 1/14/99 5:15p Neilk - * changed credits, command debrief interfaces to high resolution support - * - * 4 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 18 6/19/98 3:51p Lawrance - * deal with foreign chars in the credits - * - * 17 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 16 5/24/98 9:01p Lawrance - * Add commit sounds when accept is pressed - * - * 15 5/20/98 1:04p Hoffoss - * Made credits screen use new artwork and removed rating field usage from - * Fred (a goal struct member). - * - * 14 5/12/98 4:17p Hoffoss - * Make ctrl-arrows (up/down) switch between tech room screens. - * - * 13 5/12/98 11:21a Hoffoss - * Disabled cutscene screen and simulator room. - * - * 12 5/11/98 8:04p Hoffoss - * Fixed minor bugs. - * - * 11 4/22/98 3:35p John - * String externalization marking - * - * 10 4/22/98 10:46a Hoffoss - * Added images to credits screen. - * - * 9 4/21/98 7:07p Hoffoss - * Fixed problem where when switching screens flashes old tab hilight once - * before switching to new state. - * - * 8 4/17/98 3:28p Hoffoss - * Added new credits screen code. - * - * 7 3/05/98 11:15p Hoffoss - * Changed non-game key checking to use game_check_key() instead of - * game_poll(). - * - * 6 2/22/98 12:19p John - * Externalized some strings - * - * 5 1/05/98 2:30p John - * made credits.tbl display - * - * 4 9/19/97 5:14p Lawrance - * use new naming convention for spooled music - * - * 3 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 2 4/22/97 11:06a Lawrance - * credits music playing, credits screen is a separate state - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/menuui/credits.h b/fs2_open/code/menuui/credits.h index 051f3e27e3..636ef593e8 100644 --- a/fs2_open/code/menuui/credits.h +++ b/fs2_open/code/menuui/credits.h @@ -7,38 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/Credits.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * C header file for displaying game credits - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 3 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 2 4/22/97 11:06a Lawrance - * credits music playing, credits screen is a separate state - * - * $NoKeywords: $ - */ + #ifndef __CREDITS_H__ #define __CREDITS_H__ diff --git a/fs2_open/code/menuui/fishtank.cpp b/fs2_open/code/menuui/fishtank.cpp index a73e147e9b..4f210659d1 100644 --- a/fs2_open/code/menuui/fishtank.cpp +++ b/fs2_open/code/menuui/fishtank.cpp @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/fishtank.cpp $ - * $Revision: 2.4 $ - * $Date: 2004-07-26 20:47:36 $ - * $Author: Kazan $ - * - * bloop - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 9/01/99 10:09a Dave - * Pirate bob. - * - * 2 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * - * $NoKeywords: $ - */ + #include "anim/animplay.h" #include "anim/packunpack.h" diff --git a/fs2_open/code/menuui/fishtank.h b/fs2_open/code/menuui/fishtank.h index 8a83119c24..d6f388d0a4 100644 --- a/fs2_open/code/menuui/fishtank.h +++ b/fs2_open/code/menuui/fishtank.h @@ -7,31 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/fishtank.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * bloop - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * - * $NoKeywords: $ - */ + #ifndef __FISHTANK_H__ #define __FISHTANK_H__ diff --git a/fs2_open/code/menuui/mainhallmenu.cpp b/fs2_open/code/menuui/mainhallmenu.cpp index 7cc135675c..670c545178 100644 --- a/fs2_open/code/menuui/mainhallmenu.cpp +++ b/fs2_open/code/menuui/mainhallmenu.cpp @@ -7,537 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $ - * $Revision: 2.44.2.12 $ - * $Date: 2007-11-22 05:23:44 $ - * $Author: taylor $ - * - * Header file for main-hall menu code - * - * $Log: not supported by cvs2svn $ - * Revision 2.44.2.11 2007/11/20 01:11:10 Goober5000 - * recognize a Vasudan main hall even when it isn't the second one; play the appropriate music as soon as the main hall switches - * - * Revision 2.44.2.10 2007/10/15 06:43:15 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.44.2.9 2007/09/02 02:07:42 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.44.2.8 2007/04/03 01:39:31 Goober5000 - * fixed up some error messages - * - * Revision 2.44.2.7 2007/03/22 20:35:44 taylor - * be sure to page in textures for change ship class sexp preload - * add a ASF_MENUMUSIC type for things that aren't mission-based event music (since that is handled differently now) - * make event music keep extension if it exists, so that the special data will be accurate - * bits of cleanup from old MS code that we don't need - * - * Revision 2.44.2.6 2007/02/10 00:17:40 taylor - * remove NO_SOUND - * - * Revision 2.44.2.5 2006/11/05 18:41:40 Goober5000 - * improve error message - * - * Revision 2.44.2.4 2006/10/01 08:34:43 karajorma - * Fixing some ugliness when the popup appears - * - * Revision 2.44.2.3 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.44.2.2 2006/08/29 21:32:25 taylor - * crap, there was supposed to be a multi check there - * - * Revision 2.44.2.1 2006/08/27 18:11:37 taylor - * quite a few fixes to handle missing campaigns better - * change load order for campaign loading to a full check: Player-specified -> BUILTIN_CAMPAIGN -> First Avaiable. - * clean up the getting of a list of available campaigns - * fix simroom issue where single missions, with the [V] icon, would display wrong (this was a retail bug, but it doesn't show normally) - * fix bug where, if a campaign failed to load, it would still appear available for savefile useage - * fix bug where, when resetting the campaign info, the num_missions var wasn't 0'd and it could cause a sexp Assert() during reset - * - * Revision 2.44 2006/05/21 22:57:30 Goober5000 - * fix for Mantis #750 - * --Goober5000 - * - * Revision 2.43 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.42 2006/04/14 18:44:16 taylor - * remove all of the *_ex() parsing functions added for use by EFFs - * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old - * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore - * (should work ok with FRED2, but I wasn't able to test it) - * - * Revision 2.41 2006/03/01 04:01:15 Goober5000 - * not needed... and just an annoyance with > 2 main halls - * - * Revision 2.40 2006/02/28 06:59:28 Goober5000 - * cool stuff with main hall music tracks - * - * Revision 2.39 2005/12/06 03:14:45 taylor - * fix for string overwrites with get_version_string() - * - * Revision 2.38 2005/12/04 19:06:01 wmcoolmon - * Slightly better main hall error handling - * - * Revision 2.37 2005/10/30 20:03:38 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.36 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.35 2005/09/06 17:26:39 taylor - * fix mouse position setting in non-standard resolutions - * - * Revision 2.34 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.33 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.32 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.31 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.30 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.29 2005/05/24 20:54:06 taylor - * couple of extra checks to make sure that we can't enter the barracks or the techroom - * if the currently selected campaign isn't available, fixes several pilot crash bugs - * - * Revision 2.28 2005/03/25 07:35:22 wmcoolmon - * Small change now that the storybook is in CVS - * - * Revision 2.27 2005/03/25 06:57:35 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.26 2005/03/03 06:05:29 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.25 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.24 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.23 2005/01/30 03:27:09 wmcoolmon - * This isn't needed anymore - * - * Revision 2.22 2005/01/29 08:08:24 wmcoolmon - * Various updates; shader, assert, and clipping - * - * Revision 2.21 2004/10/31 21:53:23 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.20 2004/07/26 20:47:36 Kazan - * remove MCD complete - * - * Revision 2.19 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.18 2004/07/01 01:12:32 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.17 2004/04/30 18:33:22 Kazan - * Lobby screen only shows when PXO_LOBBY is defined - * - * Revision 2.16 2004/03/08 22:02:39 Kazan - * Lobby GUI screen restored - * - * Revision 2.15 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.14 2004/02/28 14:14:57 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.13 2004/02/16 11:47:33 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.12 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.11 2004/01/24 15:52:26 randomtiger - * I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window. - * In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from. - * - * Revision 2.10 2003/11/06 21:10:26 randomtiger - * Added my batching solution for more efficient d3d_string. - * Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in. - * - * Revision 2.9 2003/10/27 23:04:22 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.8 2003/10/17 17:18:43 randomtiger - * Big restructure for D3D and new modules grd3dlight and grd3dsetup - * - * Revision 2.7 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.6 2003/01/15 21:29:04 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.5 2002/08/27 13:38:58 penguin - * Moved DirectX8 stuff to directx8 branch; reverted to previous - * - * Revision 2.3.2.4 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.3.2.2 2002/08/28 12:39:36 randomtiger - * OK, this should be a commit to the DX branch or Im going to be in a lot of trouble. - * The movie and dx8show files have been cleaned up big time. - * My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details. - * Aside from that a few changes to help the movie code work properly. - * Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2. - * Im going to leave this as a bug for now, serves you right for buying voodoo! - * - * Revision 2.3.2.1 2002/08/27 13:22:11 penguin - * Moved to directx8 branch - * - * Revision 2.4 2002/08/18 19:48:29 randomtiger - * Added new lib files: strmiids and ddraw to get dshow working - * Added new command line parameter to active direct show movie play: -dshowvid - * Uncommented movie_play calls and includes - * - * Revision 2.3 2002/08/04 05:12:10 penguin - * Change version display location - * - * Revision 2.2 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.1 2002/07/29 07:56:10 DTP - * FIX; Startgame arguement don't go ahead when a singleplayer pilot is selected - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.8 2002/05/17 03:05:08 mharris - * more porting tweaks - * - * Revision 1.7 2002/05/16 06:07:38 mharris - * more ifndef NO_SOUND - * - * Revision 1.6 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.5 2002/05/10 20:42:43 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.4 2002/05/09 23:02:52 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.3 2002/05/09 13:51:37 mharris - * Added ifndef NO_DIRECT3D; removed dead test code - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 62 10/28/99 2:04a Jefff - * fixed a string - * - * 61 9/15/99 6:28p Dave - * No load mission button in RELEASE_REAL - * - * 60 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 59 9/13/99 11:30a Dave - * Added checkboxes and functionality for disabling PXO banners as well as - * disabling d3d zbuffer biasing. - * - * 58 9/07/99 6:55p Jefff - * added jump-to-campaign-mission cheat - * - * 57 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 56 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 55 9/06/99 1:30a Dave - * Intermediate checkin. Started on enforcing CD-in-drive to play the - * game. - * - * 54 9/03/99 1:31a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 53 9/01/99 11:02p Dave - * Made head guy look right when not animating. - * - * 52 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 51 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 50 8/25/99 11:57a Jefff - * freespace -> freespace 2 in tooltip strings - * - * 49 8/25/99 10:50a Dave - * Added music to the mainhall.tbl - * - * 48 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 47 8/18/99 11:44a Jefff - * minor string fixes - * - * 46 8/10/99 4:45p Jefff - * changed a string - * - * 45 8/06/99 1:01p Andsager - * disable quick start (g) for demo - * - * 44 8/05/99 10:34a Jefff - * more mouseover sound fixes - * - * 43 8/04/99 9:12p Andsager - * Add campaign room popup allowing restart of campaign in demo. - * - * 42 8/04/99 5:36p Dave - * Make glide and D3D switch out properly. - * - * 41 8/04/99 4:35p Jefff - * fixed tech room & options sounds playing only once - * - * 40 8/03/99 5:41p Jefff - * made "f1 for help" draw after animations, and stop if help overlay - * active - * - * 39 8/03/99 4:42p Jefff - * small f1 text fix - * - * 38 8/03/99 3:48p Jefff - * - * 37 8/02/99 9:13p Dave - * Added popup tips. - * - * 36 8/02/99 2:26p Jefff - * "press f1.." text reworked - * - * 35 8/02/99 12:19p Andsager - * disable "L" load screen - * - * 34 8/02/99 11:12a Jefff - * adjusted tooltip shader stuff for more a more pleasing effect. - * - * 33 7/30/99 6:05p Jefff - * added shader behind tooltip text - * - * 32 7/30/99 4:20p Andsager - * Added user click sounds to main hall - * - * 31 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 30 7/27/99 6:53p Dave - * Hi-res main hall support. - * - * 29 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 28 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 27 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 26 6/25/99 2:51p Jasons - * Changed wording of network error message. - * - * 25 6/21/99 1:30p Alanl - * changed main menu music tag - * - * 24 6/19/99 3:56p Dave - * Moved main hall definitions into a table file. Whee! - * - * 23 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 22 5/09/99 8:57p Dave - * Final E3 build preparations. - * - * 21 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 20 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 19 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 18 3/25/99 5:47p Dave - * Removed the whee - * - * 17 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 16 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 15 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 14 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 13 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 12 12/31/98 11:23a Dave - * Put mini-indicators for status of ships.tbl and weapons.tbl in the - * lower left corner of the main hall. - * - * 11 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 10 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 9 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 8 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 7 11/19/98 4:57p Dave - * Ignore PXO option if IPX is selected. - * - * 6 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 103 10/02/98 3:22p Allender - * fix up the -connect option and fix the -port option - * - * 102 8/20/98 5:31p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 101 8/07/98 10:40a Allender - * new command line flags for starting netgames. Only starting currently - * works, and PXO isn't implemented yet - * - * 100 7/13/98 10:46a Lawrance - * Index another localized string - * - * 99 7/10/98 1:13a Allender - * lots of small multiplayer update changes. Code in launcher to specify - * connection speed. A couple of small fixes regarding empty mission - * files. Time out players after 10 second when they don't connect on - * their reliable socket. - * - * 98 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 97 6/05/98 9:50a Lawrance - * OEM changes - * - * 96 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 95 5/22/98 9:02p Allender - * remove G key from main hall - * - * 94 5/22/98 10:54a Allender - * new dialog information for networking to tell user if connection type - * doesn't match the setup specified type - * - * 93 5/15/98 5:15p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 92 5/13/98 12:23a Lawrance - * Don't init main hall if already inited... not needed now, but may be - * useful if we don't always want to call main_hall_close() when switching - * states - * - * 91 5/12/98 2:46a Dave - * Rudimentary communication between Parallax Online and freespace. Can - * get and store channel lists. - * - * 90 5/08/98 5:33p Lawrance - * check for CD when trying to enter ready room in single player - * - * - * $NoKeywords: $ - * - */ + #include "menuui/mainhallmenu.h" diff --git a/fs2_open/code/menuui/mainhallmenu.h b/fs2_open/code/menuui/mainhallmenu.h index 75b3eb2bca..4c3554e6c4 100644 --- a/fs2_open/code/menuui/mainhallmenu.h +++ b/fs2_open/code/menuui/mainhallmenu.h @@ -7,81 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2007-11-20 01:11:10 $ - * $Author: Goober5000 $ - * - * Header file for main-hall menu code - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/12/04 19:06:01 wmcoolmon - * Slightly better main hall error handling - * - * Revision 2.5 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.3 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2003/01/15 05:19:07 Goober5000 - * bumped main halls down to 10 - * --Goober5000 - * - * Revision 2.1 2003/01/14 04:00:15 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 3 6/03/99 10:15p Dave - * Put in temporary main hall screen. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 4/25/98 2:00p Dave - * Installed a bunch of multiplayer context help screens. Reworked ingame - * join ship select screen. Fix places where network timestamps get hosed. - * - * 6 3/31/98 7:09p Dave - * Changed around main hall code to make way for multiple different halls. - * - * 5 2/05/98 7:13p Dave - * Put in new misc animation sound triggers. - * - * 4 12/06/97 1:11a Lawrance - * make a general interface for help overlays - * - * 3 12/05/97 2:39p Lawrance - * added some different sounds to main hall, add support for looping - * ambient sounds - * - * 2 12/01/97 4:59p Dave - * Synchronized multiplayer debris objects. Put in pilot popup in main - * hall. Optimized simulated multiplayer lag module. Fixed a potential - * file_xfer bug. - * - * 1 11/19/97 8:30p Dave - * - * $NoKeywords: $ - * - */ + #ifndef _MAIN_HALL_MENU_HEADER_FILE #define _MAIN_HALL_MENU_HEADER_FILE diff --git a/fs2_open/code/menuui/mainhalltemp.cpp b/fs2_open/code/menuui/mainhalltemp.cpp index 7aac30c9a4..22ad7b203e 100644 --- a/fs2_open/code/menuui/mainhalltemp.cpp +++ b/fs2_open/code/menuui/mainhalltemp.cpp @@ -7,53 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/MainHallTemp.cpp $ - * $Revision: 2.6 $ - * $Date: 2005-07-02 19:43:54 $ - * $Author: taylor $ - * - * Header file for main-hall menu code - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 6/04/99 9:52a Dave - * Fixed some rendering problems. - * - * 2 6/03/99 10:15p Dave - * Put in temporary main hall screen. - * - * $NoKeywords: $ - * - */ + #include "menuui/mainhallmenu.h" #include "menuui/mainhalltemp.h" diff --git a/fs2_open/code/menuui/mainhalltemp.h b/fs2_open/code/menuui/mainhalltemp.h index 8b563c65bf..82e4c5ce45 100644 --- a/fs2_open/code/menuui/mainhalltemp.h +++ b/fs2_open/code/menuui/mainhalltemp.h @@ -7,31 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/MainHallTemp.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * Header file for main-hall menu code - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 6/03/99 10:15p Dave - * Put in temporary main hall screen. - * - * $NoKeywords: $ - * - */ + #ifndef __TEMP_MAIN_HALL_MENU_HEADER_FILE #define __TEMP_MAIN_HALL_MENU_HEADER_FILE diff --git a/fs2_open/code/menuui/optionsmenu.cpp b/fs2_open/code/menuui/optionsmenu.cpp index 0141018bdc..462d6a5a32 100644 --- a/fs2_open/code/menuui/optionsmenu.cpp +++ b/fs2_open/code/menuui/optionsmenu.cpp @@ -7,309 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/OptionsMenu.cpp $ - * $Revision: 2.20.2.2 $ - * $Date: 2007-02-10 00:17:40 $ - * $Author: taylor $ - * - * C module that contains functions to drive the Options user interface - * - * $Log: not supported by cvs2svn $ - * Revision 2.20.2.1 2006/06/22 14:59:44 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.20 2006/05/27 16:59:05 taylor - * comment out some code which used only if neither D3D nor OGL - * - * Revision 2.19 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.18 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.17 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.16 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.15 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.14 2005/04/17 05:38:29 taylor - * updated Linux joystick code that's a bit less insane speed wise - * remove ability to build without joystick support, no reason to keep it around - * fix unusable warning flag with libjpeg building - * - * Revision 2.13 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.12 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.11 2005/01/31 23:27:53 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.10 2004/12/02 11:18:15 taylor - * make OGL use same gamma reg setting as D3D since it's the same ramp - * have OGL respect the -no_set_gamma cmdline option - * reset gamma to default on OGL exit to make sure the desktop doesn't stay wrong - * - * Revision 2.9 2004/10/31 21:53:23 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.8 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/05/25 00:38:11 wmcoolmon - * Updated function calls for VC7 use - * - * Revision 2.5 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.3 2003/10/16 17:36:29 randomtiger - * D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything. - * Put in Bobs specular fog fix. - * - * Revision 2.2 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.7 2002/05/17 03:05:08 mharris - * more porting tweaks - * - * Revision 1.6 2002/05/16 06:06:23 mharris - * ifndef NO_JOYSTICK - * - * Revision 1.5 2002/05/14 21:56:40 mharris - * added more ifndef NO_SOUND - * - * Revision 1.4 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/07 02:58:44 mharris - * make Buttons[] static - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 31 10/25/99 5:47p Jefff - * reassigned some xstr ids - * - * 30 10/14/99 2:50p Jefff - * localization fixes - * - * 29 9/13/99 6:07p Jefff - * took out audiostream pausing to allow for correct volume adjustments - * - * 28 9/09/99 2:28p Jefff - * some detail slider #defines were switched around - * - * 27 9/08/99 2:38p Jefff - * sound pausing going to menu from game - * - * 26 8/05/99 3:40p Jefff - * hi-res text adjustments - * - * 25 8/04/99 4:06p Jefff - * fixed volume sliders blacking out at master volume of 1.0 - * - * 24 8/02/99 6:05p Jefff - * failure sound on skill slider when disabled in game - * - * 23 7/19/99 3:29p Dave - * Fixed gamma bitmap in the options screen. - * - * 22 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 21 7/18/99 9:54p Andsager - * Demo build clean up - * - * 20 7/15/99 7:15p Jefff - * Added sounds for skill select - * - * 19 7/15/99 4:10p Andsager - * Disable control_config hud_config in FS2_DEMO - * - * 18 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 17 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 16 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 15 6/25/99 11:59a Dave - * Multi options screen. - * - * 14 6/24/99 12:34a Dave - * Main options screen. - * - * 13 6/22/99 7:03p Dave - * New detail options screen. - * - * 12 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 11 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 10 4/02/99 4:44p Jasenw - * - * 9 2/05/99 7:22p Neilk - * Fixed gamma bitmap and converted coordinates for multiple resolutions - * - * 8 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 7 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 6 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 123 6/12/98 7:13p Hoffoss - * Fixed options screen problem where it wasn't showing tooltips. - * - * 122 6/12/98 4:52p Hoffoss - * Added support for special characters in in forgeign languages. - * - * 121 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 120 6/05/98 9:50a Lawrance - * OEM changes - * - * 119 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 118 5/24/98 4:42p Dan - * AL: Fix several bugs related to pausing and enabling/disabling event - * music - * - * 117 5/20/98 5:18p John - * Made the gamma box draw as a bitmap, not a bunch of pixels. Speeds up - * the menu dramatically. - * - * 116 5/19/98 1:21p Duncan - * Use 'InterfacePalette' instad of 'OptionsMainPalette' - * - * 115 5/18/98 9:14p Dave - * Put in network config files support. - * - * 114 5/18/98 5:16p Hoffoss - * Changed code to use new palette Jasen told me to use. - * - * 113 5/16/98 3:40p Lawrance - * Don't restore the original details unless they've been stored! - * - * 112 5/13/98 10:03a Mitri - * AL: Fix some bugs as a result of recent rearranging of code - * - * 111 5/13/98 12:24a Lawrance - * Only load required bitmaps and masks for the options screen - * - * 110 5/08/98 3:52p Hoffoss - * Fixed placement of gamma graphic. - * - * 109 5/07/98 12:41p Hoffoss - * Added joystick deadzone slider support and mouse on/off support. - * - * 108 5/06/98 8:06p Dave - * Made standalone reset properly under weird conditions. Tweak - * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch - * countdown anim. Minro ui fixes/tweaks. - * - * 107 5/05/98 8:38p Hoffoss - * Added sensitivity adjustment to options menu and made it save to pilot - * file. - * - * 106 4/27/98 9:00a Jasen - * Updated coords for button change. - * - * 105 4/25/98 3:33p Allender - * do exit confirmation - * - * 104 4/22/98 12:34a Dave - * Make sure hud config and control config buttons draw properly in all - * tab modes. Make small tab buttons light up correctly in multi options - * screen. - * - * 103 4/21/98 12:14a Allender - * disable skill level buttons for multiplayer games - * - * 102 4/20/98 6:04p Dave - * Implement multidata cache flushing and xferring mission files to - * multidata. Make sure observers can't change hud config. Fix pilot image - * viewing in popup. Put in game status field. Tweaked multi options. - * - * 101 4/18/98 12:45p Dave - * Aesthetic changes to multi options screen. Put in missing exit button. - * oops. - * - * 100 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * - * $NoKeywords: $ - * -*/ + #include "menuui/optionsmenu.h" diff --git a/fs2_open/code/menuui/optionsmenu.h b/fs2_open/code/menuui/optionsmenu.h index 33572d6ccb..695fb15fb9 100644 --- a/fs2_open/code/menuui/optionsmenu.h +++ b/fs2_open/code/menuui/optionsmenu.h @@ -7,66 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/OptionsMenu.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * Header file for code that controls the Options menu - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 6/25/99 11:59a Dave - * Multi options screen. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 10 1/28/98 6:21p Dave - * Made the standalone use ~8 megs less memory. Fixed multiplayer submenu - * endgame problem. - * - * 9 12/27/97 8:07p Lawrance - * remove old code - * - * 8 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 7 1/09/97 12:57p Lawrance - * supporting a new state where the player picks to either save or restore - * - * 6 11/21/96 7:14p Lawrance - * converted menu code to use a file (menu.tbl) to get the data for the - * menu - * - * 5 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 4 11/13/96 8:32a Lawrance - * streamlined menu code - * - * 3 11/06/96 8:54a Lawrance - * added revision templates, made more efficient - * - * $NoKeywords: $ - * -*/ + #ifndef _OPTIONSMENU_H #define _OPTIONSMENU_H diff --git a/fs2_open/code/menuui/optionsmenumulti.cpp b/fs2_open/code/menuui/optionsmenumulti.cpp index 4913cd736d..743303b9c6 100644 --- a/fs2_open/code/menuui/optionsmenumulti.cpp +++ b/fs2_open/code/menuui/optionsmenumulti.cpp @@ -7,242 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/OptionsMenuMulti.cpp $ - * $Revision: 2.10.2.1 $ - * $Date: 2007-02-10 00:17:40 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.9 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.8 2005/07/13 03:15:50 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/09/23 02:42:53 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 21 10/25/99 5:47p Jefff - * reassigned some xstr ids - * - * 20 8/02/99 2:44p Dave - * Disable IPX for demo build. - * - * 19 7/15/99 7:15p Jefff - * Added various sound FX - * - * 18 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 17 6/25/99 11:59a Dave - * Multi options screen. - * - * 16 6/22/99 7:03p Dave - * New detail options screen. - * - * 15 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 14 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 13 2/19/99 2:55p Dave - * Temporary checking to report the winner of a squad war match. - * - * 12 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 11 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 10 2/05/99 7:22p Neilk - * Fixed gamma bitmap and converted coordinates for multiple resolutions - * - * 9 2/02/99 11:36a Dave - * Removed obsolete data reference. - * - * 8 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 7 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 6 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 27 7/08/98 11:56a Dave - * Changed mic problem error message. - * - * 26 6/12/98 7:13p Hoffoss - * Fixed options screen problem where it wasn't showing tooltips. - * - * 25 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 24 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 23 5/21/98 9:45p Dave - * Lengthened tracker polling times. Put in initial support for PXO - * servers with channel filters. Fixed several small UI bugs. - * - * 22 5/20/98 2:24a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 21 5/19/98 1:35a Dave - * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer - * local options update dynamically in netgames. - * - * 20 5/18/98 12:03p Frank - * Make sure network changes made in options screen are loaded into any - * current Net_player as well as the Player. - * - * 19 5/11/98 11:39p Dave - * Stuff. - * - * 18 5/10/98 7:05p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - * 17 5/08/98 7:08p Dave - * Lots of UI tweaking. - * - * 16 5/08/98 5:04p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 15 5/07/98 12:57a Dave - * Fixed incorrect calls to free() from stats code. Put in new artwork for - * debrief and host options screens. Another modification to scoring - * system for secondary weapons. - * - * 14 5/06/98 8:06p Dave - * Made standalone reset properly under weird conditions. Tweak - * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch - * countdown anim. Minro ui fixes/tweaks. - * - * 13 5/02/98 5:38p Dave - * Put in new tracker API code. Put in ship information on mp team select - * screen. Make standalone server name permanent. Fixed standalone server - * text messages. - * - * 12 4/30/98 5:24p Adam - * JAS: Made multi config specify path. - * - * 11 4/28/98 5:13p Dave - * Remove references to old MT API - * - * 10 4/25/98 2:00p Dave - * Installed a bunch of multiplayer context help screens. Reworked ingame - * join ship select screen. Fix places where network timestamps get hosed. - * - * 9 4/22/98 4:09p John - * String externalization - * - * 8 4/22/98 12:34a Dave - * Make sure hud config and control config buttons draw properly in all - * tab modes. Make small tab buttons light up correctly in multi options - * screen. - * - * 7 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 6 4/20/98 6:04p Dave - * Implement multidata cache flushing and xferring mission files to - * multidata. Make sure observers can't change hud config. Fix pilot image - * viewing in popup. Put in game status field. Tweaked multi options. - * - * 5 4/18/98 12:45p Dave - * Aesthetic changes to multi options screen. Put in missing exit button. - * oops. - * - * 4 4/17/98 6:33p Dave - * Finished first run of the screen. About time. - * - * 3 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 2 4/17/98 12:42a Dave - * Worked on voice tab. Need to implement mic testing and player muting - * list thingie. - * - * 1 4/16/98 11:39p Dave - * - * - * $NoKeywords: $ - */ + #include "ui/ui.h" diff --git a/fs2_open/code/menuui/optionsmenumulti.h b/fs2_open/code/menuui/optionsmenumulti.h index 17c5f1d271..fadfd6036a 100644 --- a/fs2_open/code/menuui/optionsmenumulti.h +++ b/fs2_open/code/menuui/optionsmenumulti.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/OptionsMenuMulti.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:15:50 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 3 5/06/98 8:06p Dave - * Made standalone reset properly under weird conditions. Tweak - * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch - * countdown anim. Minro ui fixes/tweaks. - * - * 2 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 1 4/16/98 11:39p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _OPTIONS_MENU_MULTI_HEADER_FILE #define _OPTIONS_MENU_MULTI_HEADER_FILE diff --git a/fs2_open/code/menuui/playermenu.cpp b/fs2_open/code/menuui/playermenu.cpp index 5a3b24e4dc..4f77939085 100644 --- a/fs2_open/code/menuui/playermenu.cpp +++ b/fs2_open/code/menuui/playermenu.cpp @@ -7,299 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/PlayerMenu.cpp $ - * $Revision: 2.30.2.4 $ - * $Date: 2007-10-28 16:38:13 $ - * $Author: taylor $ - * - * Code to drive the Player Select initial screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.30.2.3 2007/09/02 02:07:43 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.30.2.2 2006/10/01 19:22:15 taylor - * re-fix this crap that I managed to break last time (was Mantis bug 1066 I think) - * - * Revision 2.30.2.1 2006/09/24 13:27:22 taylor - * fix for deletion of multiplayer pilots (Mantis bug #1066) - * - * Revision 2.30 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.29 2006/04/14 18:44:16 taylor - * remove all of the *_ex() parsing functions added for use by EFFs - * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old - * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore - * (should work ok with FRED2, but I wasn't able to test it) - * - * Revision 2.28 2005/12/06 03:14:45 taylor - * fix for string overwrites with get_version_string() - * - * Revision 2.27 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.26 2005/08/09 10:06:47 taylor - * well that was rather stupid of me, this would crash if old + new pilots went over MAX_PILOTS - * - * Revision 2.25 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.24 2005/07/13 03:26:00 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.23 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.22 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.21 2005/04/12 19:22:48 taylor - * more demo support (Jens Granseuer) - * - * Revision 2.20 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.19 2005/03/10 08:00:08 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.18 2005/03/02 21:24:44 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.17 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.16 2004/12/22 21:49:05 taylor - * add a popup to make sure people know about pilot upgrade - * - * Revision 2.15 2004/12/05 23:47:18 taylor - * fix old V bug when cancelling the pilot select screen - * - * Revision 2.14 2004/10/31 21:53:23 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.13 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/17 18:46:07 taylor - * various OGL and memory leak fixes - * - * Revision 2.11 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/03/28 17:49:55 taylor - * runtime language selection, mantis:0000133 - * - * Revision 2.9 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2004/02/20 04:29:55 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.7 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.6 2003/10/27 23:04:22 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.5 2003/08/20 08:11:00 wmcoolmon - * Added error screens to the barracks and start screens when a pilot file can't be deleted - * - * Revision 2.4 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2003/01/14 04:00:15 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.2.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/04 05:12:42 penguin - * Display fs2_open version instead of "FreeSpace 2" - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 43 11/02/99 11:42a Jefff - * fixed copyright symbol in german fonts - * - * 42 10/27/99 12:27a Jefff - * localized tips correctly - * - * 41 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 40 9/02/99 11:10a Jefff - * fixed 1024 list display bug - was only showing 8 pilots at a time - * - * 39 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 38 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 37 8/16/99 6:39p Jefff - * - * 36 8/16/99 6:37p Jefff - * minor string alterations - * - * 35 8/05/99 4:17p Dave - * Tweaks to client interpolation. - * - * 34 8/05/99 11:29a Mikek - * Jacked up number of comments from 20 to 40, thereby doubling the - * quality of our game. - * - * 33 8/04/99 10:53a Dave - * Added title to the user tips popup. - * - * 32 8/03/99 3:21p Jefff - * - * 31 8/03/99 10:32a Jefff - * raised location of bottom_text to not interfere w/ logo. changed - * "please enter callsign" to "type callsign and press enter" - * - * 30 8/02/99 9:13p Dave - * Added popup tips. - * - * 29 7/30/99 10:29a Jefff - * fixed colors of bottom display texts - * - * 28 7/27/99 7:17p Jefff - * Replaced some art text with XSTR() text. - * - * 27 7/19/99 2:06p Jasons - * Remove all palette stuff from player select menu. - * - * 26 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 25 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 24 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 23 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 22 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 21 3/25/99 2:31p Neilk - * Coordinate changes to handle new artwork - * - * 20 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 19 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 18 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 17 1/30/99 1:53a Dave - * Fix some harcoded coords. - * - * 16 1/30/99 1:28a Dave - * 1024x768 full support. - * - * 15 1/29/99 1:25p Dave - * New code for choose pilot screen. - * - * 14 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 13 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 12 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 11 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 10 12/01/98 6:20p Dave - * Removed tga test bitmap code. - * - * 9 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * 8 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 7 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 6 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 5 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * - * $NoKeywords: $ - * - */ + #include diff --git a/fs2_open/code/menuui/playermenu.h b/fs2_open/code/menuui/playermenu.h index d32ecaaa1d..f3a3efa2f8 100644 --- a/fs2_open/code/menuui/playermenu.h +++ b/fs2_open/code/menuui/playermenu.h @@ -7,73 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/PlayerMenu.h $ - * $Revision: 2.6 $Date: 2005/07/13 03:26:00 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/07/13 03:26:00 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/03/10 08:00:08 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.3 2005/02/04 10:12:30 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.2 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/07/17 18:46:07 taylor - * various OGL and memory leak fixes - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 8/02/99 9:13p Dave - * Added popup tips. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 12 2/12/98 4:40p Dave - * Seperated multiplayer kick functionality into its own module. Tweaked - * some main hall values. Added default help overlay when adding new - * pilots. - * - * 11 1/26/98 5:23p Andsager - * Fixed a compile bug caused by Dave B. - * - * 10 1/26/98 4:44p Dave - * Changed how multiplayer messaging, endgame, and pausing are handled. - * Tidied up player select dialog thingie. - * - * 9 11/12/97 4:40p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 8 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * $NoKeywords: $ - * - */ + #ifndef _PLAYER_SELECT_MENU_HEADER_FILE #define _PLAYER_SELECT_MENU_HEADER_FILE diff --git a/fs2_open/code/menuui/readyroom.cpp b/fs2_open/code/menuui/readyroom.cpp index 3e5e0931d9..2f60d3644b 100644 --- a/fs2_open/code/menuui/readyroom.cpp +++ b/fs2_open/code/menuui/readyroom.cpp @@ -7,210 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/ReadyRoom.cpp $ - * $Revision: 2.23.2.6 $ - * $Date: 2007-11-20 01:11:10 $ - * $Author: Goober5000 $ - * - * Ready Room code, which is the UI screen for selecting Campaign/mission to play next mainly. - * - * $Log: not supported by cvs2svn $ - * Revision 2.23.2.5 2007/02/11 09:09:55 taylor - * fix simroom crash bug from Goober's rencent change - * add NULL handling to make sure we don't crap out on sorting - * - * Revision 2.23.2.4 2006/10/01 19:27:28 taylor - * fix for the "branch" bug (still a minor usability issue however, see Mantis bug for details) - * add a popup to the loopbrief screen when you press ESC, so that we can either accept or decline the loop offer - * - * Revision 2.23.2.3 2006/08/28 17:14:52 taylor - * stupid, stupid, stupid... - * - fix AVI/MPG movie playback - * - fix missing campaign craziness - * - * Revision 2.23.2.2 2006/08/27 18:11:37 taylor - * quite a few fixes to handle missing campaigns better - * change load order for campaign loading to a full check: Player-specified -> BUILTIN_CAMPAIGN -> First Avaiable. - * clean up the getting of a list of available campaigns - * fix simroom issue where single missions, with the [V] icon, would display wrong (this was a retail bug, but it doesn't show normally) - * fix bug where, if a campaign failed to load, it would still appear available for savefile useage - * fix bug where, when resetting the campaign info, the num_missions var wasn't 0'd and it could cause a sexp Assert() during reset - * - * Revision 2.23.2.1 2006/07/08 18:09:41 taylor - * remove -allslev - * make CTRL-SHIFT-S hotkey work in mission simulator (it's a toggle, so you can turn it on or off while on the screen) - * fix a bug where blank lines would show up in the campaign list for branch/alternate type missions that are otherwise marked as not completed - * - * Revision 2.23 2006/04/14 18:44:16 taylor - * remove all of the *_ex() parsing functions added for use by EFFs - * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old - * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore - * (should work ok with FRED2, but I wasn't able to test it) - * - * Revision 2.22 2006/01/13 08:27:43 taylor - * swap order of pilot read and reset-to-defaults so that the various entries in the pilot file don't get clobbered needlessly - * - * Revision 2.21 2005/10/30 19:22:31 wmcoolmon - * Display a special dialog if the player tries to continue a campaign with no missions - * - * Revision 2.20 2005/09/16 02:51:54 taylor - * when changing a campaign in the campaign room make sure that the mainhall is properly set without having to play a mission first - * - * Revision 2.19 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.18 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.17 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.16 2005/04/25 06:36:01 taylor - * use full size of Campaign_missions[] for simroom filtering, fixes the problem of campaign - * missions still showing up in the single list even after filtering - * - * Revision 2.15 2005/03/27 06:12:38 taylor - * some pilot file fixing when going between multi and single (partial fix) - * - * Revision 2.14 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.13 2005/02/18 20:50:40 wmcoolmon - * Fixed line misalignment at nonstandard res in the campaign room - * - * Revision 2.12 2004/10/31 21:53:24 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.11 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.10 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.9 2004/04/10 16:55:45 Goober5000 - * quashed the slider bug! - * --Goober5000 - * - * Revision 2.8 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.6 2003/04/06 03:56:54 Goober5000 - * fixed some scrolling issues; added scroll bar to mission select - * --Goober5000 - * - * Revision 2.5 2003/04/05 11:09:22 Goober5000 - * fixed some fiddly bits with scrolling and ui stuff - * --Goober5000 - * - * Revision 2.4 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.2 2002/10/19 03:50:29 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.1.2.2 2002/11/04 21:25:00 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 20 9/30/99 5:59p Jefff - * fixed compile error in OEM ver - * - * 19 9/08/99 12:28p Jefff - * - * 18 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 17 9/02/99 2:33p Jefff - * column heading coordinate changes - * - * 16 8/22/99 4:16p Jefff - * scroll button coord fixes - * - * 15 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 14 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 13 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 12 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 11 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 10 1/30/99 9:01p Dave - * Coord fixes. - * - * 9 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 8 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 7 12/11/98 4:35p Andsager - * Fix sim room bug when no standalone missions - * - * 6 12/07/98 5:02p Dan - * Removed improper use of bitmap filename with extension, - * - * 5 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/menuui/readyroom.h b/fs2_open/code/menuui/readyroom.h index 8880994967..fb318bb1e5 100644 --- a/fs2_open/code/menuui/readyroom.h +++ b/fs2_open/code/menuui/readyroom.h @@ -7,46 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/ReadyRoom.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:26:00 $ - * $Author: Goober5000 $ - * - * Ready Room code, which is the UI screen for selecting Campaign/mission to play next mainly. - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 5 4/02/98 5:40p Hoffoss - * Added the Load Mission screen to FreeSpace. - * - * 4 3/02/98 5:22p Hoffoss - * Removed ready room and added campaign room. - * - * 3 3/02/98 3:39p Hoffoss - * Added new Campaign Room screen. - * - * 2 11/16/97 1:11p Hoffoss - * Coded up readyroom screen, first pass. - * - * 1 11/15/97 7:30p Hoffoss - * - * $NoKeywords: $ - */ + void sim_room_init(); void sim_room_close(); diff --git a/fs2_open/code/menuui/snazzyui.cpp b/fs2_open/code/menuui/snazzyui.cpp index c77a96fa6f..5575559a11 100644 --- a/fs2_open/code/menuui/snazzyui.cpp +++ b/fs2_open/code/menuui/snazzyui.cpp @@ -7,215 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/SnazzyUI.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-07-18 03:45:07 $ - * $Author: taylor $ - * - * Code to drive the Snazzy User Interface - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.6 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.2 2003/10/27 23:04:22 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 6 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 57 4/09/98 5:51p Lawrance - * Be able to disable sounds for certain menus - * - * 56 4/08/98 10:18a John - * Made version and snazzy info all render as white in all screen modes. - * - * 55 3/18/98 12:11p John - * redid some string externalization - * - * 54 3/05/98 11:15p Hoffoss - * Changed non-game key checking to use game_check_key() instead of - * game_poll(). - * - * 53 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 52 2/03/98 11:52p Lawrance - * call snazzy_flush() from game_flush() - * - * 51 1/20/98 2:23p Dave - * Removed optimized build warnings. 99% done with ingame join fixes. - * - * 50 1/10/98 12:47a Lawrance - * rip out hud config text drawing - * - * 49 12/23/97 5:28p Hoffoss - * Made enter key act the same as clicking the mouse button in main hall - * screen. - * - * 48 11/19/97 8:36p Dave - * Removed references to MainMenu.h - * - * 47 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * 46 9/07/97 10:06p Lawrance - * let snazzy code keep track of mouse status - * - * 45 8/11/97 9:48p Lawrance - * don't poll keyboard if not requested - * - * 44 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 43 6/05/97 10:19a Lawrance - * before playing a sound, ensure it is valid - * - * 42 6/05/97 1:07a Lawrance - * changes to support sound interface - * - * 41 4/23/97 5:19p Lawrance - * split up misc sounds into: gamewide, ingame, and interface - * - * 40 4/18/97 2:54p Lawrance - * sounds now have a default volume, when playing, pass a scaling factor - * not the actual volume - * - * 39 3/31/97 5:45p Lawrance - * supporting changes to allow multiple streamed audio files - * - * 38 3/19/97 5:53p Lawrance - * integrating new Misc_sounds[] array (replaces old Game_sounds - * structure) - * - * 37 3/01/97 2:13p Lawrance - * made to work with new cfile changes - * - * 36 2/25/97 11:11a Lawrance - * adding more functionality needed for ship selection screen - * - * 35 2/05/97 10:35a Lawrance - * supporting spooled music at menus, briefings, credits etc. - * - * 34 1/22/97 11:01a John - * Added code to stream wav files in during menus. - * - * 33 1/20/97 7:58p John - * Fixed some link errors with testcode. - * - * 32 1/13/97 5:36p Lawrance - * integrating new Game_sounds structure for general game sounds - * - * 31 1/07/97 6:56p Lawrance - * adding sound hooks - * - * 30 12/10/96 4:18p Lawrance - * added snazzy_menu_close() call and integrated with existing menus - * - * 29 12/09/96 2:53p Lawrance - * fixed bug where both the snazzy code and ui code were reading the - * keyboard, and the keypress from the snazzy code was being lost - * - * 28 12/08/96 1:57a Lawrance - * integrating hud configuration - * - * 27 11/26/96 10:13a Allender - * fixed code to properly get text from the region - * - * 26 11/21/96 7:14p Lawrance - * converted menu code to use a file (menu.tbl) to get the data for the - * menu - * - * 25 11/15/96 2:14p Lawrance - * improved comments, removed some unnecssary #includes and code - * - * 24 11/15/96 12:09p John - * Added new UI code. Made mouse not return Enter when you click it. - * Changed the doSnazzyUI function and names to be snazzy_menu_xxx. - * - * 23 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 22 11/13/96 10:30a John - * Added code to call game_poll instead of key_inkey. - * - * 21 11/13/96 8:32a Lawrance - * streamlined menu code - * - * 20 11/12/96 12:20p John - * - * 19 11/12/96 12:20p John - * added game pol - * - * 18 11/11/96 4:03p Lawrance - * - * 17 11/08/96 10:00a Lawrance - * - * 16 11/06/96 8:54a Lawrance - * added revision templates, made more efficient - * - * $NoKeywords: $ - * -*/ + #include "menuui/snazzyui.h" diff --git a/fs2_open/code/menuui/snazzyui.h b/fs2_open/code/menuui/snazzyui.h index f62ccd70d5..e25302b5ca 100644 --- a/fs2_open/code/menuui/snazzyui.h +++ b/fs2_open/code/menuui/snazzyui.h @@ -7,84 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/SnazzyUI.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:26:00 $ - * $Author: Goober5000 $ - * - * Header file for the Snazzy User Interface routines. - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 17 4/09/98 5:51p Lawrance - * Be able to disable sounds for certain menus - * - * 16 2/03/98 11:52p Lawrance - * call snazzy_flush() from game_flush() - * - * 15 12/23/97 5:28p Hoffoss - * Made enter key act the same as clicking the mouse button in main hall - * screen. - * - * 14 9/07/97 10:06p Lawrance - * let snazzy code keep track of mouse status - * - * 13 8/11/97 9:48p Lawrance - * don't poll keyboard if not requested - * - * 12 2/25/97 11:11a Lawrance - * adding more functionality needed for ship selection screen - * - * 11 12/10/96 4:18p Lawrance - * added snazzy_menu_close() call and integrated with existing menus - * - * 10 12/09/96 2:53p Lawrance - * fixed bug where both the snazzy code and ui code were reading the - * keyboard, and the keypress from the snazzy code was being lost - * - * 9 11/21/96 7:14p Lawrance - * converted menu code to use a file (menu.tbl) to get the data for the - * menu - * - * 8 11/15/96 12:09p John - * Added new UI code. Made mouse not return Enter when you click it. - * Changed the doSnazzyUI function and names to be snazzy_menu_xxx. - * - * 7 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 6 11/13/96 8:32a Lawrance - * streamlined menu code - * - * 5 11/06/96 8:54a Lawrance - * added revision templates, made more efficient - * - * $NoKeywords: $ - * -*/ + #ifndef _SNAZZYUI_H #define _SNAZZYUI_H diff --git a/fs2_open/code/menuui/techmenu.cpp b/fs2_open/code/menuui/techmenu.cpp index a030d2aa8c..19022cba53 100644 --- a/fs2_open/code/menuui/techmenu.cpp +++ b/fs2_open/code/menuui/techmenu.cpp @@ -7,387 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/TechMenu.cpp $ - * $Revision: 2.38.2.2 $ - * $Date: 2007-09-02 02:07:43 $ - * $Author: Goober5000 $ - * - * C module that contains functions to drive the Tech Menu user interface - * - * $Log: not supported by cvs2svn $ - * Revision 2.38.2.1 2006/09/11 01:03:23 taylor - * fixes for stuff_string() bounds checking - * make sure that default entries always get used in techroom if they don't otherwise have the techroom visibility flag - * fix crash bug where the first entry in the various lists wasn't ever initialized if there is no ship/weapon/intel info to show - * - * Revision 2.38 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.37 2006/02/25 21:47:00 Goober5000 - * spelling - * - * Revision 2.36 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.35 2005/12/21 08:24:51 taylor - * allow the show-all hotkey to work on all techroom tabs - * address a couple of possible memory leak issues that could have come up in the future - * - * Revision 2.34 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 2.33 2005/12/04 19:05:06 wmcoolmon - * Better weapon handling for techroom (more dynamic-limits friendly) - * - * Revision 2.32 2005/10/16 23:15:47 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.31 2005/09/20 04:37:01 wmcoolmon - * Fixed techroom crash if there are no entries to display; removed - * unneeded MULTIPLAYER_BETA_BUILD define that disallowed supercaps - * - * Revision 2.30 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.29 2005/06/19 02:37:43 taylor - * model_free_all() will unload textures so don't bother doing it twice - * - * Revision 2.28 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.27 2005/03/03 06:05:29 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.26 2005/02/23 04:51:56 taylor - * some bm_unload() -> bm_release() changes to save bmpman slots - * - * Revision 2.25 2005/01/29 08:08:24 wmcoolmon - * Various updates; shader, assert, and clipping - * - * Revision 2.24 2005/01/28 13:26:14 taylor - * less hacky and faster version... *hopes no one noticed the stupid mistake* - * - * Revision 2.23 2005/01/28 10:00:59 taylor - * little cleanup to get rid of compiler warnings - * add some memory management to help keep size of techroom down - * new hotkey Ctrl-Shift-S to show all ships rather than just viewable - * make Weapon_list allocate on load just like Ship_list - * unload all textures and models on techroom_close() - * - * Revision 2.22 2005/01/28 02:57:59 wmcoolmon - * Fixed crash bug in techroom - * - * Revision 2.21 2005/01/10 04:44:03 wmcoolmon - * Small fix, so we don't try to delete the same thing twice - * - * Revision 2.20 2005/01/09 22:27:38 wmcoolmon - * Techroom and Barracks now allocate memory only when open, and only for the number of ships currently loaded - * - * Revision 2.19 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.18 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.17 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.16 2003/12/16 20:47:21 phreak - * made gr_set_proj_matrix use the MIN/MAX_DRAW_DISTANCE constants - * - * Revision 2.15 2003/11/17 04:25:56 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.14 2003/11/16 04:09:21 Goober5000 - * language - * - * Revision 2.13 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.12 2003/11/11 02:15:43 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.11 2003/11/09 06:31:40 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.10 2003/11/06 22:46:26 phreak - * added gr_start_**_matrix() and gr_end_**_matrix() around where ships are rendered - * - * Revision 2.9 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.8 2003/09/07 18:14:53 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.7 2003/08/25 04:45:57 Goober5000 - * added replacement of $rank with the player's rank in any string that appears - * in-game (same as with $callsign); also bumped the limit on the length of text - * allowed per entry in species.tbl - * --Goober5000 - * - * Revision 2.6 2003/04/05 11:09:22 Goober5000 - * fixed some fiddly bits with scrolling and ui stuff - * --Goober5000 - * - * Revision 2.5 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.3 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.2 2002/11/27 01:20:51 sesquipedalian - * Added Phreak's fix for the weapons room bug. Can now view a modified weapons.tbl in the tech room without crashing - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:09 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 43 11/02/99 3:22p Jefff - * translate ship names in tech room - * - * 42 10/25/99 5:47p Jefff - * reassigned some xstr ids - * - * 41 10/12/99 4:50p Jefff - * - * 40 9/08/99 11:09a Dave - * Use stills for intel and weapon stuff in the techroom if animations - * aren't avaliable. - * - * 39 9/05/99 11:19p Dave - * Made d3d texture cache much more safe. Fixed training scoring bug where - * it would backout scores without ever having applied them in the first - * place. - * - * 38 9/03/99 11:19a Jefff - * fixed double render of intel descriptions - * - * 37 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 36 9/01/99 5:12p Jefff - * Fixed bad scroll bug - * - * 35 8/25/99 3:03p Jefff - * 'more' indicator, lotsa coord changes for new background, disabling of - * buttons in trackball mode, list follows selected item when prev/next - * buttons used. - * - * 34 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 33 8/24/99 10:47a Jefff - * tech room weapon anims. added tech anim field to weapons.tbl - * - * 32 8/10/99 5:29p Jefff - * use new tech_title field in weapons array - * - * 31 8/10/99 3:45p Jefff - * Put the smack down on the tech room. Its all new, but tastefully done. - * - * 30 8/09/99 5:53p Jefff - * - * 29 8/02/99 10:27a Jefff - * removed a warning for the time being - * - * 28 8/02/99 10:13a Jefff - * started scrubbing, waiting till after demo to continue - * - * 27 7/28/99 1:02p Jefff - * Changed "Species" to "Intelligence" -- also changed in strings.tbl. - * - * 26 7/26/99 4:33p Jordonr - * Don't need techroom palette - * - * 25 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 24 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 23 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 22 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 21 5/09/99 8:57p Dave - * Final E3 build preparations. - * - * 20 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 19 4/29/99 2:16p Neilk - * added a 2nd callback for slider so its model is not loaded on mouselock - * until mouse button is released - * - * 18 4/26/99 5:05p Neilk - * updated to new artwork, added slider support - * - * 17 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 16 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 15 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 14 4/08/99 2:10a Dave - * Numerous bug fixes for the beta. Added builtin mission info for the - * beta. - * - * 13 2/19/99 11:42a Dave - * Put in model rendering autocentering. - * - * 12 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 11 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 10 1/29/99 3:56p Neilk - * Converted tech_infos screens to multiresolution - * - * 9 1/29/99 3:54p Neilk - * - * 8 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 7 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 6 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 5 10/16/98 9:40a Andsager - * Remove ".h" files from model.h - * - * 4 10/13/98 2:47p Andsager - * Remove reference to Tech_shivan_species_avail - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 67 9/21/98 10:02p Dave - * Last minute changes to techroom weapon/ship/species stuff. - * - * 66 9/07/98 2:49p Dan - * Removed spurious Assert - * - * 65 7/06/98 2:42p Hoffoss - * Fixed bug with weapons shown in tech database. - * - * 64 6/10/98 11:48a Lawrance - * fix bug with trying to free NULL anims - * - * 63 6/05/98 9:54a Lawrance - * OEM changes - * - * 62 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 61 5/26/98 11:10a Lawrance - * Fix bug where window controls get disabled when F1 pressed twice - * - * 60 5/23/98 10:38p Lawrance - * Avoid doing a cfile refresh when running debug - * - * 59 5/23/98 6:49p Lawrance - * Fix problems with refreshing the file list when a CD is inserted - * - * 58 5/22/98 11:15a Lawrance - * Tweak how CD gets asked for - * - * 57 5/22/98 1:06a Hoffoss - * Made Fred not use OLE. - * - * 56 5/21/98 6:57p Lawrance - * Only ask for the CD once - * - * 55 5/21/98 12:46a Hoffoss - * Made text offset reset when new description is loaded. - * - * 54 5/20/98 9:46p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 53 5/20/98 3:28p Sandeep - * Fixed bug where in multi only discovered weapons show up, and in single - * all weapons showed up (backwards). - * - * 52 5/20/98 2:11p Hoffoss - * Fixed some species description problems. - * - * 51 5/18/98 6:45p Hoffoss - * Added species descriptions to species database in techroom. - * - * 50 5/17/98 6:13p Hoffoss - * Fixed scrolling of info text area. - * - * $NoKeywords: $ - * - */ + #include "gamesequence/gamesequence.h" #include "ui/ui.h" diff --git a/fs2_open/code/menuui/techmenu.h b/fs2_open/code/menuui/techmenu.h index 4e22e03243..cfa5b87ece 100644 --- a/fs2_open/code/menuui/techmenu.h +++ b/fs2_open/code/menuui/techmenu.h @@ -7,84 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/TechMenu.h $ - * $Revision: 2.4.2.1 $ - * $Date: 2006-09-11 01:16:31 $ - * $Author: taylor $ - * - * Header file for code that controls the Tech Room menu - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:26:00 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2003/08/22 07:24:07 Goober5000 - * bumped max intel entries to 30 - * --Goober5000 - * - * Revision 2.1 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/23/99 11:20a Jefff - * Increased TECH_INTEL_DESC_LEN - * - * 4 8/10/99 3:45p Jefff - * Put the smack down on the tech room. Its all new, but tastefully done. - * - * 3 10/13/98 2:47p Andsager - * Remove reference to Tech_shivan_species_avail - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 11 5/05/98 1:49a Lawrance - * Add in missing help overlays - * - * 10 4/23/98 10:42p Hoffoss - * Added species section to techroom. Still missing description text, - * because this hasn't been created yet. - * - * 9 4/14/98 10:24p Hoffoss - * Started on new tech room. - * - * 8 4/02/98 5:40p Hoffoss - * Added the Load Mission screen to FreeSpace. - * - * 7 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 6 11/21/96 7:14p Lawrance - * converted menu code to use a file (menu.tbl) to get the data for the - * menu - * - * 5 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 4 11/13/96 8:32a Lawrance - * streamlined menu code - * - * 3 11/06/96 8:54a Lawrance - * added revision templates, made more efficient - * - * $NoKeywords: $ - * -*/ + #ifndef _TECHMENU_H #define _TECHMENU_H diff --git a/fs2_open/code/menuui/trainingmenu.cpp b/fs2_open/code/menuui/trainingmenu.cpp index ff189e801d..932479bbfb 100644 --- a/fs2_open/code/menuui/trainingmenu.cpp +++ b/fs2_open/code/menuui/trainingmenu.cpp @@ -7,144 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/TrainingMenu.cpp $ - * $Revision: 2.7 $ - * $Date: 2006-02-25 21:47:00 $ - * $Author: Goober5000 $ - * - * C module that contains functions to drive the Training user interface - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.5 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 5 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 4 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 22 2/23/98 6:55p Lawrance - * Rip out obsolete code. - * - * 21 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 20 12/06/97 1:11a Lawrance - * make a general interface for help overlays - * - * 19 12/05/97 2:39p Lawrance - * added some different sounds to main hall, add support for looping - * ambient sounds - * - * 18 11/19/97 8:36p Dave - * Removed references to MainMenu.h - * - * 17 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 16 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 15 6/12/97 2:50a Lawrance - * bm_unlock() now passed bitmap number, not pointer - * - * 14 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 13 2/25/97 11:11a Lawrance - * adding more functionality needed for ship selection screen - * - * 12 12/10/96 4:18p Lawrance - * added snazzy_menu_close() call and integrated with existing menus - * - * 11 11/29/96 11:47a Lawrance - * removed out-dated comments - * - * 10 11/21/96 7:14p Lawrance - * converted menu code to use a file (menu.tbl) to get the data for the - * menu - * - * 9 11/20/96 12:33p Lawrance - * fixed problem when index for adding regions was not being initialized to - * 0 in the menu init() function - * - * 8 11/19/96 5:20p Lawrance - * fixed state problem that came up as a result of menu code re-work - * - * 7 11/15/96 12:09p John - * Added new UI code. Made mouse not return Enter when you click it. - * Changed the doSnazzyUI function and names to be snazzy_menu_xxx. - * - * 6 11/13/96 5:08p Lawrance - * fixed up close functions to only free stuff if it was actually - * allocated duh - * - * 5 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 4 11/13/96 8:32a Lawrance - * streamlined menu code - * - * 3 11/08/96 4:57p Lawrance - * integrated playing previous mission code with latest goal code - * - * 2 11/05/96 1:54p Lawrance - * - * 1 11/05/96 1:11p Lawrance - * files for different game menus - * - * $NoKeywords: $ - * -*/ + #include "gamesequence/gamesequence.h" #include "menuui/trainingmenu.h" diff --git a/fs2_open/code/menuui/trainingmenu.h b/fs2_open/code/menuui/trainingmenu.h index e64a98199e..b56deffccc 100644 --- a/fs2_open/code/menuui/trainingmenu.h +++ b/fs2_open/code/menuui/trainingmenu.h @@ -7,50 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MenuUI/TrainingMenu.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:26:00 $ - * $Author: Goober5000 $ - * - * Header file for code that controls the Training menu - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 6 11/21/96 7:14p Lawrance - * converted menu code to use a file (menu.tbl) to get the data for the - * menu - * - * 5 11/13/96 4:02p Lawrance - * complete over-haul of the menu system and the states associated with - * them - * - * 4 11/13/96 8:32a Lawrance - * streamlined menu code - * - * 3 11/06/96 8:54a Lawrance - * added revision templates, made more efficient - * - * $NoKeywords: $ - * -*/ + #ifndef _TRAININGMENU_H #define _TRAININGMENU_H diff --git a/fs2_open/code/mission/missionbriefcommon.cpp b/fs2_open/code/mission/missionbriefcommon.cpp index ede11bb98f..9ec0e723b6 100644 --- a/fs2_open/code/mission/missionbriefcommon.cpp +++ b/fs2_open/code/mission/missionbriefcommon.cpp @@ -7,359 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionBriefCommon.cpp $ - * $Revision: 2.49.2.6 $ - * $Date: 2007-09-02 02:07:43 $ - * $Author: Goober5000 $ - * - * C module for briefing code common to FreeSpace and FRED - * - * $Log: not supported by cvs2svn $ - * Revision 2.49.2.5 2007/06/30 23:32:21 Goober5000 - * fix an off-by-one error - * - * Revision 2.49.2.4 2007/02/10 00:10:13 taylor - * a quick debug test to catch an error and FRED doesn't catch on it's own yet - * - * Revision 2.49.2.3 2006/09/20 04:53:53 taylor - * properly fix the new_recommendation_text FRED problem, plus some real cleanup for that code in general, and some memory leak fixes - * - * Revision 2.49.2.2 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.49.2.1 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.49 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.48 2005/12/29 00:49:43 phreak - * Briefing icons can now be mirrored so one can point them in the opposite direction. - * - * Revision 2.47 2005/11/21 23:55:57 taylor - * move generic_* functions to their own file - * - * Revision 2.46 2005/11/08 01:04:00 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.45 2005/10/24 12:42:13 taylor - * init thruster stuff properly so that bmpman doesn't have a fit - * - * Revision 2.44 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.43 2005/09/26 06:00:58 Goober5000 - * this should fix the rest of the briefing icon bugs - * --Goober5000 - * - * Revision 2.42 2005/09/26 05:24:25 Goober5000 - * small fix - * --Goober5000 - * - * Revision 2.41 2005/09/26 04:53:19 Goober5000 - * moved these per taylor's recommendation - * --Goober5000 - * - * Revision 2.40 2005/09/26 04:51:00 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.39 2005/09/26 04:08:54 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.38 2005/09/26 02:15:03 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.37 2005/09/25 23:02:29 Goober5000 - * and again, gah - * --Goober5000 - * - * Revision 2.36 2005/09/25 22:24:22 Goober5000 - * more fiddly stuff - * --Goober5000 - * - * Revision 2.35 2005/09/25 21:00:40 taylor - * gah. - * - * Revision 2.34 2005/09/25 07:07:34 Goober5000 - * partial commit; hang on - * --Goober5000 - * - * Revision 2.33 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.32 2005/09/24 07:07:16 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.31 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.30 2005/07/15 03:48:40 Goober5000 - * fixed a typo of Kazan's dating all the way back to October 15, 2003 (!!) that - * created a nasty stealth bug - * --Goober5000 - * - * Revision 2.29 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.28 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.27 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.26 2005/06/03 06:39:27 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.25 2005/05/30 05:33:11 taylor - * if a briefing does have any stages (no text) then don't carry over text from a previous mission - * some generic cleanup to V code that isn't a real problem now but could easily have been a memleak - * - * Revision 2.24 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.23 2005/04/22 00:34:55 wmcoolmon - * Minor updates to the GUI, and added some code that will (hopefully) resize HUD images in nonstandard resolutions. I couldn't test it; got an out of memory error. - * - * Revision 2.22 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.21 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.20 2005/03/10 08:00:08 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.19 2005/03/06 11:23:45 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 2.18 2005/03/01 06:55:41 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.17 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.16 2005/02/21 09:00:17 wmcoolmon - * Multi-res support - * - * Revision 2.15 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.14 2004/07/31 08:53:46 et1 - * Make missing briefing icon message to tell the icon missing - * - * Revision 2.13 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.11 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/04/26 01:41:52 taylor - * s/idex/idx/ for brief_unload_anims() - * - * Revision 2.9 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2004/02/14 00:18:33 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.7 2004/02/13 04:17:13 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.6 2004/01/24 12:47:48 randomtiger - * Font and other small changes for Fred - * - * Revision 2.5 2003/11/16 04:08:47 Goober5000 - * fixed briefing scroll and display of "more" - * --Goober5000 - * - * Revision 2.4 2003/10/15 22:03:25 Kazan - * Da Species Update :D - * - * Revision 2.3 2003/09/07 18:14:53 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.2 2003/04/05 11:09:21 Goober5000 - * fixed some fiddly bits with scrolling and ui stuff - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/09 23:02:57 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 19 11/02/99 3:23p Jefff - * translate briefing icon names - * - * 18 9/09/99 9:44a Jefff - * doh, fixed reversed brief text color thingy. i am stoopid. - * - * 17 9/08/99 11:14a Jefff - * toned down hostile/friendly colors in briefing text - * - * 16 9/07/99 12:20p Mikeb - * return pos of briefing icon even it does not fit on screen. - * - * 15 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 14 8/10/99 7:28p Jefff - * shuffled some text around - * - * 13 7/30/99 3:05p Jefff - * Fixed briefing icon fades -- in and out were reversed. - * - * 12 7/26/99 1:52p Mikeb - * Fixed strange briefing bug where a NULL wasn't being checked for when - * copying briefing stage text. Odd. - * - * 11 7/24/99 6:15p Jefff - * moved "stage x of y" text in multiplayer mode so its not covered by the - * chatbox - * - * 10 7/20/99 7:09p Jefff - * briefing text occupies full window in 1024x768 - * - * 9 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 8 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 7 2/05/99 7:19p Neilk - * Removed black part from mission screen, fixed info text coords - * - * 6 1/29/99 4:17p Dave - * New interface screens. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 122 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 121 6/05/98 9:54a Lawrance - * OEM changes - * - * 120 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 119 5/23/98 10:38p Lawrance - * Avoid doing a cfile refresh when running debug - * - * 118 5/23/98 6:49p Lawrance - * Fix problems with refreshing the file list when a CD is inserted - * - * 117 5/21/98 6:57p Lawrance - * Don't prompt for the CD if voice not found - * - * 116 5/21/98 12:35a Lawrance - * Tweak how CD is checked for - * - * 115 5/12/98 11:46a John - * Changed the way the "glowing movement" type text draw. Use Hoffoss's - * gr_get_string_size optional length parameter to determine length of - * string which accounts for kerning on the last character and then I only - * draw each character only once. - * - * 114 5/08/98 5:32p Lawrance - * prompt for CD if can't load animations or voice - * - * 113 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 112 4/27/98 9:08p Allender - * fix the debriefing stage problems when clients get to screen long after - * server - * - * 111 4/25/98 3:49p Lawrance - * Save briefing auto-advance pref - * - * 110 4/20/98 3:53p Lawrance - * Fix various bugs with auto-advancing through briefings. - * - * $NoKeywords: $ - */ + #include "mission/missionbriefcommon.h" diff --git a/fs2_open/code/mission/missionbriefcommon.h b/fs2_open/code/mission/missionbriefcommon.h index f604cdea32..d33650e586 100644 --- a/fs2_open/code/mission/missionbriefcommon.h +++ b/fs2_open/code/mission/missionbriefcommon.h @@ -7,210 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionBriefCommon.h $ - * $Revision: 2.14.2.3 $ - * $Date: 2007-11-21 07:27:47 $ - * $Author: Goober5000 $ - * - * Header file for briefing stuff common to FreeSpace and FRED - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.2 2007/03/21 20:54:24 karajorma - * Bump the number of debriefing stages. - * Fix an annoying (and erroneous) warning in the campaign editor. - * - * Revision 2.14.2.1 2006/09/20 04:53:53 taylor - * properly fix the new_recommendation_text FRED problem, plus some real cleanup for that code in general, and some memory leak fixes - * - * Revision 2.14 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 2.13 2005/12/29 00:49:43 phreak - * Briefing icons can now be mirrored so one can point them in the opposite direction. - * - * Revision 2.12 2005/11/21 23:55:57 taylor - * move generic_* functions to their own file - * - * Revision 2.11 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.10 2005/09/26 04:53:19 Goober5000 - * moved these per taylor's recommendation - * --Goober5000 - * - * Revision 2.9 2005/09/26 02:15:03 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 2.8 2005/09/25 22:24:22 Goober5000 - * more fiddly stuff - * --Goober5000 - * - * Revision 2.7 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2005/02/21 09:00:17 wmcoolmon - * Multi-res support - * - * Revision 2.4 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.2 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 8/24/99 11:30a Jefff - * Increased number of debriefing lines - * - * 9 7/20/99 7:09p Jefff - * briefing text occupies full window in 1024x768 - * - * 8 7/19/99 3:01p Dave - * Fixed icons. Added single transport icon. - * - * 7 7/18/99 5:20p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 6 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 5 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 4 1/30/99 4:03p Johnson - * Include #defines for Fred - * - * 3 1/29/99 4:17p Dave - * New interface screens. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 71 6/10/98 6:47p Lawrance - * increase MAX_RECOMMENDATION_LEN to 1024, to accommodate other languages - * - * 70 4/25/98 3:49p Lawrance - * Save briefing auto-advance pref - * - * 69 4/20/98 3:53p Lawrance - * Fix various bugs with auto-advancing through briefings. - * - * 68 4/15/98 10:27a Sandeep - * - * 67 4/13/98 7:06p Lawrance - * implement auto advance of briefing stages - * - * 66 4/06/98 2:51p Hoffoss - * Added sexp for briefing to FreeSpace. - * - * 65 4/03/98 5:22p Hoffoss - * Changes: training missions don't show objectives anymore, text for - * objective stage is different than last briefing stage now, and - * objectives have a black background now. - * - * 64 4/03/98 10:31a John - * Made briefing and debriefing arrays be malloc'd - * - * 63 4/01/98 8:38p Lawrance - * Add support for jump node icons in the briefings. - * - * 62 3/26/98 5:47p Lawrance - * remove icon text functionality - * - * 61 3/17/98 4:13p Hoffoss - * finessed the coordinates of the text window in the briefing screen a - * little to improve visual quality. - * - * 60 3/12/98 4:04p Hoffoss - * Changed text window size and spaced text out an extra pixel. - * - * 59 3/09/98 12:13a Lawrance - * Add support for Red Alert missions - * - * 58 3/07/98 11:50a Lawrance - * Fix bug with displaying the closeup title - * - * 57 3/05/98 9:38p Hoffoss - * Finished up command brief screen. - * - * 56 3/05/98 10:39a Hoffoss - * Added command brief stuff. - * - * 55 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 54 2/24/98 6:21p Lawrance - * Fix up map grid region - * - * 53 2/24/98 12:22a Lawrance - * New coords for revamped briefing graphics - * - * 52 2/18/98 6:45p Hoffoss - * Added support for lines between icons in briefings for Fred. - * - * 51 2/13/98 5:16p Lawrance - * Add support for icon lines in the briefing. - * - * 50 2/09/98 9:25p Allender - * team v team support. multiple pools and briefings - * - * 49 2/06/98 4:32p Lawrance - * Allow briefing voices to be toggled on/off - * - * 48 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 47 1/28/98 7:22p Lawrance - * Put back in highlight member in brief_icon for FRED compatability. - * - * 46 1/28/98 7:19p Lawrance - * Get fading/highlighting animations working - * - * 45 10/19/97 5:14p Lawrance - * add flags member to brief_stage - * - * 44 10/15/97 4:45p Lawrance - * implement scene cut in debriefing - * - * 43 10/13/97 7:40p Lawrance - * implement new debriefing/recommendation format - * - * 42 10/04/97 12:00a Lawrance - * grey out background when help overlay is activated - * - * 41 10/03/97 8:25a Lawrance - * be able to pause brief narration - * - * 40 10/01/97 4:39p Lawrance - * move chat code into Chatbox.cpp, simplify interface - * - * $NoKeywords: $ - */ + #ifndef __MISSIONBRIEFCOMMON_H__ #define __MISSIONBRIEFCOMMON_H__ diff --git a/fs2_open/code/mission/missioncampaign.cpp b/fs2_open/code/mission/missioncampaign.cpp index f339fc48bc..6f9a68c6a2 100644 --- a/fs2_open/code/mission/missioncampaign.cpp +++ b/fs2_open/code/mission/missioncampaign.cpp @@ -7,397 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionCampaign.cpp $ - * $Revision: 2.40.2.14 $ - * $Date: 2007-11-19 19:50:12 $ - * $Author: Goober5000 $ - * - * source for dealing with campaigns - * - * $Log: not supported by cvs2svn $ - * Revision 2.40.2.13 2007/10/28 16:39:17 taylor - * fix a loadout bug where the current mission name would get substituted for the previous one by mistake - * - * Revision 2.40.2.12 2007/09/02 02:07:43 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.40.2.11 2007/03/21 20:54:24 karajorma - * Bump the number of debriefing stages. - * Fix an annoying (and erroneous) warning in the campaign editor. - * - * Revision 2.40.2.10 2007/02/11 09:09:55 taylor - * fix simroom crash bug from Goober's rencent change - * add NULL handling to make sure we don't crap out on sorting - * - * Revision 2.40.2.9 2007/02/11 06:38:56 Goober5000 - * when alphabetizing campaigns, ignore "the" at the beginning of a title - * - * Revision 2.40.2.8 2007/02/10 06:55:49 Goober5000 - * sort campaigns by title, not by file name - * - * Revision 2.40.2.7 2006/10/01 19:27:28 taylor - * fix for the "branch" bug (still a minor usability issue however, see Mantis bug for details) - * add a popup to the loopbrief screen when you press ESC, so that we can either accept or decline the loop offer - * - * Revision 2.40.2.6 2006/09/14 18:47:39 taylor - * prevent FRED from hitting an Assert() that it shouldn't have had to hit in the first place - * - * Revision 2.40.2.5 2006/09/11 01:04:20 taylor - * fixes for stuff_string() bounds checking - * compiler warning fixes - * - * Revision 2.40.2.4 2006/08/28 17:14:52 taylor - * stupid, stupid, stupid... - * - fix AVI/MPG movie playback - * - fix missing campaign craziness - * - * Revision 2.40.2.3 2006/08/27 18:11:37 taylor - * quite a few fixes to handle missing campaigns better - * change load order for campaign loading to a full check: Player-specified -> BUILTIN_CAMPAIGN -> First Avaiable. - * clean up the getting of a list of available campaigns - * fix simroom issue where single missions, with the [V] icon, would display wrong (this was a retail bug, but it doesn't show normally) - * fix bug where, if a campaign failed to load, it would still appear available for savefile useage - * fix bug where, when resetting the campaign info, the num_missions var wasn't 0'd and it could cause a sexp Assert() during reset - * - * Revision 2.40.2.2 2006/06/22 14:59:45 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.40.2.1 2006/06/10 18:35:05 Goober5000 - * fix parsing/handling of debriefing persona indexes - * --Goober5000 - * - * Revision 2.40 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.39 2006/02/16 05:15:48 taylor - * fix strangeness with persona index thingy (ubyte can't be -1, this needs to be left like this or make an int) - * address some pilot file corruption using non-linear campaigns, rather simple fix for something that took quite a while to track down - * - * Revision 2.38 2006/02/12 10:42:25 Goober5000 - * allow specification of debriefing personas - * --Goober5000 - * - * Revision 2.37 2006/01/18 17:45:01 taylor - * this is probably going to end up doing something bad again when switching mods, hopefully it's not still necessary though - * - * Revision 2.36 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.35 2005/10/30 20:03:39 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.34 2005/10/30 19:21:45 wmcoolmon - * Return an error if mission_campaign_next_mission() is called when the campaign has no missions - * - * Revision 2.33 2005/10/30 10:45:19 taylor - * fix a couple of campaign savefile bugs for WMC - * - * Revision 2.32 2005/10/29 12:25:49 taylor - * bullet-proof the loadout read a little bit (did this before and had it locally, must have missed CVS) - * - * Revision 2.31 2005/09/16 00:03:51 taylor - * didn't mean to leave that in there - * - * Revision 2.30 2005/08/22 22:24:22 Goober5000 - * some tweaks to parselo, plus ensure that Unicode files don't crash - * --Goober5000 - * - * Revision 2.29 2005/08/20 20:38:08 taylor - * more unix->SCP_UNIX define fixing - * - * Revision 2.28 2005/08/18 01:15:41 taylor - * Address a couple of pilot code issues - * - make the same MAX_PILOTS in the barracks that the playerselect screen has since it's a problem here too - * - add a -1 check for ship/weapon name lookups to avoid bounds issues. NOTE: this can empty the techroom of entries if ithits this check, but it won't crash :) - * - * Revision 2.27 2005/08/18 00:19:53 Kazan - * # FEATURE BREAK # This breaks a feature in pilot files temporarily to correct a [reproducable] crash - it is merely commenting out the trouble lines - bug report in mantis and assigned to taylor - * - * Revision 2.26 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.25 2005/05/08 20:26:00 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.24 2005/04/28 01:35:26 wmcoolmon - * stuff_byte to stuff_ubyte; does the same thing, but with a better name. - * - * Revision 2.23 2005/04/25 00:25:15 wmcoolmon - * MAX_SHIP_CLASSES > Num_ship_classes - * - * Revision 2.22 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.21 2005/04/03 08:48:30 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.20 2005/03/27 06:12:38 taylor - * some pilot file fixing when going between multi and single (partial fix) - * - * Revision 2.19 2005/03/13 23:07:35 taylor - * enable 32-bit to 16-bit TGA conversion with -tga16 cmdline option (experimental) - * fix crash when upgrading from original campaign stats file to current - * - * Revision 2.18 2005/03/10 08:00:08 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.17 2005/02/23 05:05:38 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 2.16 2004/10/31 21:53:24 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.15 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.14 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.13 2004/07/12 16:32:53 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.12 2004/03/27 22:27:07 randomtiger - * Committed possible fix to cutscene listing problem in techroom, as described in mantis. - * - * Revision 2.11 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2003/09/05 04:25:29 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.9 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.8 2003/03/03 04:28:36 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.7 2003/02/23 03:13:03 wmcoolmon - * Uncommented the sections of code that actually played a movie for a given mission. (Removed when daveb cleaned out the movie code for the release) - * - * Revision 2.6 2003/01/14 04:00:16 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.5 2002/08/27 13:38:58 penguin - * Moved DirectX8 stuff to directx8 branch; reverted to previous - * - * Revision 2.3.2.3 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.3.2.2 2002/08/28 12:39:36 randomtiger - * OK, this should be a commit to the DX branch or Im going to be in a lot of trouble. - * The movie and dx8show files have been cleaned up big time. - * My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details. - * Aside from that a few changes to help the movie code work properly. - * Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2. - * Im going to leave this as a bug for now, serves you right for buying voodoo! - * - * Revision 2.3.2.1 2002/08/27 13:22:28 penguin - * Moved to directx8 branch - * - * Revision 2.4 2002/08/18 19:48:29 randomtiger - * Added new lib files: strmiids and ddraw to get dshow working - * Added new command line parameter to active direct show movie play: -dshowvid - * Uncommented movie_play calls and includes - * - * Revision 2.3 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/17 06:45:53 mharris - * More porting tweaks. It links! but segfaults... - * - * Revision 1.3 2002/05/17 03:06:13 mharris - * more porting tweaks - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 23 9/14/99 4:35a Dave - * Argh. Added all kinds of code to handle potential crashes in debriefing - * code. - * - * 22 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 21 9/09/99 9:34a Jefff - * fixed a potential exit-loop bug - * - * 20 9/07/99 6:55p Jefff - * functionality to break out of a loop. hacked functionality to jump to - * a specific mission in a campaign -- doesn't grant ships/weapons from - * skipped missions tho. - * - * 19 9/07/99 2:19p Jefff - * clear skip mission player vars on mission skip - * - * 18 9/06/99 9:45p Jefff - * break out of loop and skip mission support - * - * 17 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 16 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 15 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 14 8/04/99 5:36p Andsager - * Show upsell screens at end of demo campaign before returning to main - * hall. - * - * 13 2/05/99 3:50p Anoop - * Removed dumb campaign mission stats saving from multiplayer. - * - * 12 12/17/98 2:43p Andsager - * Modify fred campaign save file to include optional mission loops - * - * 11 12/12/98 3:17p Andsager - * Clean up mission eval, goal, event and mission scoring. - * - * 10 12/10/98 9:59a Andsager - * Fix some bugs with mission loops - * - * 9 12/09/98 1:56p Andsager - * Initial checkin of mission loop - * - * 8 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 7 11/03/98 4:48p Johnson - * Fixed campaign file versioning bug left over from Silent Threat port. - * - * 6 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 5 10/13/98 2:47p Andsager - * Remove reference to Tech_shivan_species_avail - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 95 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 94 9/01/98 4:25p Dave - * Put in total (I think) backwards compatibility between mission disk - * freespace and non mission disk freespace, including pilot files and - * campaign savefiles. - * - * 93 7/06/98 4:10p Hoffoss - * Fixed some bugs that presented themselves when trying to use a pilot - * that has a no longer existent campaign active. Also expanded the - * campaign load code to actually return a proper error code, instead of - * always trapping errors internally and crashing, and always returning 0. - * - * 92 6/17/98 9:30a Allender - * fixed red alert replay stats clearing problem - * - * 91 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 90 5/25/98 1:29p Allender - * end mission sequencing - * - * 89 5/21/98 9:25p Allender - * endgame movie always viewable at end of campaign - * - * 88 5/13/98 5:14p Allender - * red alert support to go back to previous mission - * - * 87 5/12/98 4:16p Hoffoss - * Fixed bug where not all missions in all campaigns were being filtered - * out of stand alone mission listing in simulator room. - * - * 86 5/05/98 3:29p Hoffoss - * Changed code so description is BEFORE num players in campaign file. - * Other code is relying on this ordering. - * - * 85 5/05/98 12:19p Dave - * campaign description goes *after* num players - * - * 84 5/04/98 5:52p Comet - * Fixed bug with Galatea/Bastion selection when finishing missions. - * - * 83 5/01/98 2:46p Duncan - * fix a cfile problem with campaigns related to the new cfile stuff - * - * 82 5/01/98 12:34p John - * Added code to force FreeSpace to run in the same dir as exe and made - * all the parse error messages a little nicer. - * - * 81 4/30/98 7:01p Duncan - * AL: don't allow deletion of campaign files in multiplayer - * - * 80 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/mission/missioncampaign.h b/fs2_open/code/mission/missioncampaign.h index ee3d206409..88281e5a14 100644 --- a/fs2_open/code/mission/missioncampaign.h +++ b/fs2_open/code/mission/missioncampaign.h @@ -7,315 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionCampaign.h $ - * $Revision: 2.11.2.3 $ - * $Date: 2006-10-01 19:27:28 $ - * $Author: taylor $ - * - * header file for dealing with campaigns - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.2 2006/08/27 18:11:37 taylor - * quite a few fixes to handle missing campaigns better - * change load order for campaign loading to a full check: Player-specified -> BUILTIN_CAMPAIGN -> First Avaiable. - * clean up the getting of a list of available campaigns - * fix simroom issue where single missions, with the [V] icon, would display wrong (this was a retail bug, but it doesn't show normally) - * fix bug where, if a campaign failed to load, it would still appear available for savefile useage - * fix bug where, when resetting the campaign info, the num_missions var wasn't 0'd and it could cause a sexp Assert() during reset - * - * Revision 2.11.2.1 2006/06/10 18:35:05 Goober5000 - * fix parsing/handling of debriefing persona indexes - * --Goober5000 - * - * Revision 2.11 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.10 2006/02/12 10:42:25 Goober5000 - * allow specification of debriefing personas - * --Goober5000 - * - * Revision 2.9 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.8 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2004/10/31 21:53:24 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.6 2004/08/11 05:06:27 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/09/05 04:25:29 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.3 2003/03/03 04:28:36 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.2 2003/01/14 04:00:16 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 9/30/99 6:02p Jefff - * Changes for OEM - * - * 15 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 14 9/07/99 6:55p Jefff - * functionality to break out of a loop. hacked functionality to jump to - * a specific mission in a campaign -- doesn't grant ships/weapons from - * skipped missions tho. - * - * 13 9/06/99 9:45p Jefff - * break out of loop and skip mission support - * - * 12 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 11 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 10 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 9 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 8 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 7 12/12/98 3:17p Andsager - * Clean up mission eval, goal, event and mission scoring. - * - * 6 12/10/98 9:59a Andsager - * Fix some bugs with mission loops - * - * 5 12/09/98 1:56p Andsager - * Initial checkin of mission loop - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 47 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 46 6/05/98 9:54a Lawrance - * OEM changes - * - * 45 5/21/98 9:25p Allender - * endgame movie always viewable at end of campaign - * - * 44 5/13/98 5:14p Allender - * red alert support to go back to previous mission - * - * 43 5/12/98 4:16p Hoffoss - * Fixed bug where not all missions in all campaigns were being filtered - * out of stand alone mission listing in simulator room. - * - * 42 4/28/98 5:25p Sandeep - * - * 41 4/27/98 7:30p Hoffoss - * Added campaign descriptions to campaign files and changed campaign room - * to display them. - * - * 40 4/25/98 7:40p Allender - * fixd some small hotkey stuff. Worked on turret orientation being - * correct for multiplayer. new sexpression called end-campaign will will - * end the main campaign - * - * 39 4/13/98 10:25p Hoffoss - * Added a flag for subspace missions, and for aboard the Galatea or - * Bastion. - * - * 38 4/08/98 6:16p Hoffoss - * Added a description field to campaign structure, since the campaign - * room has a window for this. We'll need to add this in sometime. - * - * 37 4/06/98 6:37p Dave - * Put in max_observers netgame server option. Make sure host is always - * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS - * can always join but need to be kicked before commit can happen. Put in - * support for server ending a game and notifying clients of a special - * condition. - * - * 36 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 35 3/31/98 12:23a Allender - * changed macro names of campaign types to be more descriptive. Added - * "team" to objectives dialog for team v. team missions. Added two - * distinct multiplayer campaign types - * - * 34 3/30/98 10:37p Allender - * added demo.fsc as default campaign for demo. Delete obsolete pilots - * (including their campaign save games) - * - * 33 3/26/98 5:24p Allender - * put in respawn edit box into mission notes dialog. Made loading of - * missions/campaign happen when first entering the game setup screen. - * - * 32 3/17/98 4:17p Allender - * made Fred/FreeSpace use the same campaign loading code - * - * 31 3/02/98 5:22p Hoffoss - * Removed ready room and added campaign room. - * - * 30 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 29 2/23/98 11:08p Dave - * Finished up multiplayer campaign support. Seems bug-free. - * - * 28 2/10/98 5:51p Hoffoss - * Changed campaign stuff so new pilots start out with no active campaign - * (will get set in readyroom before user can move beyond the readyroom). - * - * 27 2/05/98 10:14p Lawrance - * Implement Save and Quit - * - * 26 12/19/97 2:59p Allender - * more stuff to get persistent ships/weapons across campaign missions - * - * 25 12/19/97 12:03p Allender - * Added GM_CAMPAIGN_MODE to indicate when player is in a campaign or not. - * Started adding FreeSpace support for carrying of ship/weapon types - * across missions in a campaign. - * - * 24 12/18/97 5:12p Allender - * initial support for ship/weapon persistence - * - * 23 12/05/97 1:55p Allender - * delete campaign save files when pilot is deleted - * - * 22 11/20/97 7:19p Hoffoss - * Renamed mission_campaign_do_new() to mission_campaign_load(). Changed - * readyroom to not lose campaign savefile until commiting to a different - * comapaign. - * - * 21 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 20 11/16/97 1:11p Hoffoss - * Coded up readyroom screen, first pass. - * - * 19 11/15/97 2:37p Dave - * More multiplayer campaign support. - * - * 18 11/13/97 5:03p Sandeep - * added CSFE support - * - * 17 11/12/97 4:40p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 16 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * 15 11/06/97 4:36p Allender - * campaign work to add a briefing cutscene to play before the briefing. - * - * 14 10/21/97 4:50p Allender - * goal/event sexpression support. Fixed campaign save file, sexpressions - * handling, sexpression editing, etc - * - * 13 10/20/97 5:13p Allender - * new subsystem sabotage/repair/set sexpressions. Added new event/goal - * status checking sexpressions (not fully implemented yet). Change - * campaign save files to save all events as well as goals - * - * 12 9/18/97 10:18p Lawrance - * add function to extract the mission names from a campaign file - * - * 11 8/21/97 10:58p Hoffoss - * Fixed bug in mission scanning for campaign editor, and added mission - * notes to sexp help window in campaign editor when mission is selected. - * - * 10 8/13/97 5:49p Hoffoss - * Fixed bugs, made additions. - * - * 9 8/08/97 5:18p Jasen - * Fixed bug with current campaign in pilot file has been deleted. Now it - * defaults back to default if current doesn't exist. - * - * 8 5/09/97 9:49a Hoffoss - * Added campaign loading for Fred and 2 new tokens to campaign file - * format. - * - * 7 4/25/97 1:55p Allender - * added close() routine to free memory at game shutdown - * - * 6 4/25/97 11:31a Allender - * Campaign state now saved in campaign save file in player directory. - * Made some global variables follow naming convention. Solidified - * continuing campaigns based on new structure - * - * 5 4/23/97 3:21p Allender - * more campaign stuff -- mission branching through campaign file now - * works!!!! - * - * 4 4/22/97 10:44a Allender - * more campaign stuff. Info about multiple campaigns now stored in - * player file -- not saving some player information in save games. - * - * 3 4/18/97 9:59a Allender - * more campaign stuff. All campaign related varaibles now stored in - * campaign structure - * - * 2 4/17/97 9:02p Allender - * campaign stuff. All campaign material stored in external file. - * Continuing campaign won't work at this point - * - * 1 4/15/97 2:11p Allender - * - * $NoKeywords: $ - */ + #ifndef _MISSION_CAMPAIGN_H #define _MISSION_CAMPAIGN_H diff --git a/fs2_open/code/mission/missiongoals.cpp b/fs2_open/code/mission/missiongoals.cpp index 7752ede961..36c4f2c836 100644 --- a/fs2_open/code/mission/missiongoals.cpp +++ b/fs2_open/code/mission/missiongoals.cpp @@ -7,404 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionGoals.cpp $ - * $Revision: 2.18.2.1 $ - * $Date: 2006-09-08 06:14:43 $ - * $Author: taylor $ - * - * Module for working with Mission goals - * - * $Log: not supported by cvs2svn $ - * Revision 2.18 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.17 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.16 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.15 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.14 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.13 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.12 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.11 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.10 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/28 17:49:55 taylor - * runtime language selection, mantis:0000133 - * - * Revision 2.7 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.6 2004/02/14 00:18:34 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.5 2003/10/08 06:32:06 argv - * Negative repeat count means repeat indefinitely. A trivial change, it should not break anything. - * - * Revision 2.4 2003/09/13 06:02:06 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 21:43:38 mharris - * A little more network and sound cleanup - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/07 03:00:17 mharris - * make Goal_text static - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 15 10/27/99 5:22p Jefff - * Some coord changes for german ver - * - * 14 9/06/99 9:46p Jefff - * skip mission support - * - * 13 8/28/99 4:54p Dave - * Fixed directives display for multiplayer clients for wings with - * multiple waves. Fixed hud threat indicator rendering color. - * - * 12 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 11 8/03/99 6:21p Jefff - * fixed stupid bug with objectives screen key - * - * 10 7/29/99 2:58p Jefff - * Ingame objective screen icon key now uses normal objective icons and - * text is drawn in code. - * - * 9 7/24/99 4:19p Dave - * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much - * better. Made model code use zbuffer more intelligently. - * - * 8 7/10/99 1:44p Andsager - * Modified directives listing so that current and recently - * satisfied/failed directives stay on screen. - * - * 7 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 6 2/02/99 4:35p Neilk - * fixed coordinate problem where primary goals was on top of interface in - * mission briefing - * - * 5 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 127 9/15/98 11:44a Dave - * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring - * scale factors. Fixed standalone filtering of MD missions to non-MD - * hosts. - * - * 126 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 125 5/21/98 2:47a Lawrance - * Fix some problems with event music - * - * 124 4/15/98 9:05a Allender - * fix skpping of training mission with branchs - * - * 123 4/08/98 10:34p Allender - * make threat indicators work in multiplayer. Fix socket problem (once - * and for all???) - * - * 122 4/03/98 2:47p Allender - * made directives act different when multiple waves of a wing take a long - * time to reappear - * - * 121 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 120 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 119 3/31/98 4:42p Allender - * mission objective support for team v. team mode. Chatbox changes to - * make input box be correct length when typing - * - * 118 3/23/98 1:39p Hoffoss - * Fixed bug where long objects weren't being split at the right point. - * - * 117 3/17/98 12:40a Lawrance - * Add missing struct members to state - * - * 116 3/09/98 4:24p Lawrance - * Don't play directive sound effect if gauge is disabled - * - * 115 3/04/98 5:51p Hoffoss - * Fixed warning - * - * 114 3/02/98 9:30p Allender - * make sexpression evaluation for arrivals/departures and goals happen - * every frame - * - * 113 3/02/98 10:08a Hoffoss - * Fixed bugs in saving/restoring state. - * - * 112 2/27/98 4:37p Hoffoss - * Combined Objectives screen into Mission Log screen. - * - * 111 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 110 2/23/98 3:06p Hoffoss - * Made objectives with only one target not show the [1] thing after it. - * - * 109 2/22/98 4:30p John - * More string externalization classification - * - * 108 2/22/98 12:19p John - * Externalized some strings - * - * 107 2/20/98 8:33p Lawrance - * Added mission_goals_incomplete() - * - * 106 2/06/98 12:12a Lawrance - * Play sound effect when continue is pressed. - * - * 105 2/05/98 10:14p Lawrance - * Implement Save and Quit - * - * 104 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 103 1/30/98 4:24p Hoffoss - * Added a 3 second delay for directives before they get displayed. - * - * 102 1/29/98 10:26a Hoffoss - * Made changes so arrow buttons repeat scrolling when held down. - * - * 101 1/28/98 6:19p Dave - * Reduced standalone memory usage ~8 megs. Put in support for handling - * multiplayer submenu handling for endgame, etc. - * - * 100 1/27/98 11:00a Lawrance - * Fix bug with showing number of resolved goals in the objective status - * popup. - * - * 99 1/27/98 10:56a Allender - * slight changes to scoring stuff. Added work for Baranec :-) - * - * 98 1/26/98 10:02p Allender - * some scoring stuff - * - * 97 1/20/98 2:26p Hoffoss - * Removed references to timestamp_ticker, used timestamp() instead. - * - * 96 1/19/98 9:37p Allender - * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple - * of places since I was unsure of what to do with code. - * - * 95 1/15/98 5:23p Lawrance - * Add HUD gauge to indicate completed objectives. - * - * 94 1/15/98 1:29p Hoffoss - * Made chained events only check next event if that event is also - * chained. - * - * 93 1/13/98 5:37p Dave - * Reworked a lot of standalone interface code. Put in single and - * multiplayer popups for death sequence. Solidified multiplayer kick - * code. - * - * 92 1/12/98 5:17p Allender - * fixed primary fired problem and ship warp out problem. Made new - * mission goal info packet to deal with goals more accurately. - * - * 91 1/11/98 10:02p Allender - * removed from headers which included it. Made psnet_socket - * type which is defined just as SOCKET type is. - * - * 90 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 89 1/08/98 10:26a Lawrance - * Delay directive success sound effect about 1/2 second. - * - * 88 1/07/98 6:46p Lawrance - * If a goal is invalid, ignore it when evaluating mission success. - * - * 87 1/07/98 11:09a Lawrance - * Add sound hook for when directive gets completed. - * - * 86 1/02/98 3:07p Hoffoss - * Changed sexp evaluation to every half second. - * - * 85 12/27/97 8:08p Lawrance - * get savegames working again - * - * 84 12/26/97 10:02p Lawrance - * Add event music for when goals fail. - * - * 83 12/22/97 6:07p Hoffoss - * Made directives flash when completed, fixed but with is-destroyed - * operator. - * - * 82 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 81 12/19/97 12:43p Hoffoss - * Changed code to allow counts in directives. - * - * 80 12/15/97 5:26p Allender - * temporary code to display for 5 second completion status of objectives - * - * 79 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * 78 12/03/97 11:35a Hoffoss - * Made changes to HUD messages send throughout the game. - * - * 77 12/02/97 10:47a Hoffoss - * Changed mention of goals to objectives. - * - * 76 12/01/97 12:26a Lawrance - * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music - * for certain goals - * - * 75 11/21/97 2:16p Allender - * debug keys to mark all goals (p/s/b) as satisfied - * - * 74 11/17/97 11:45a Johnson - * when marking goals false, add log entry. Be sure that "delay" function - * check for equal to delay as well - * - * 73 11/13/97 10:16p Hoffoss - * Added icons to mission log scrollback. - * - * 72 11/13/97 4:05p Hoffoss - * Added hiding code for mission log entries. - * - * 71 11/05/97 7:11p Hoffoss - * Made changed to the hud message system. Hud messages can now have - * sources so they can be color coded. - * - * 70 11/02/97 10:09p Lawrance - * add missing fields from mission_event to save/restore - * - * 69 10/31/97 4:28p Allender - * fail all incomplete mission goals when mission is over - * - * 68 10/29/97 11:06a Jasen - * eval goals/events every 1.75 seconds instead of every 2.5 seconds for - * slightly more accurate timing of events - * - * 67 10/28/97 10:05a Allender - * added function to mark all goals as failed - * - * 66 10/28/97 9:33a Lawrance - * change 'Alt-Q' in HUD message to use text for bound key - * - * 65 10/27/97 5:03p Hoffoss - * Fixed comment. - * - * 64 10/23/97 2:16p Johnson - * make pointers point to NULl after freeing to prevent problems when - * tried to free multiple times - * - * 63 10/16/97 2:35p Hoffoss - * Enhanced the mission goals screen a little. - * - * 62 10/16/97 1:28p Hoffoss - * New mission goals screen implemented. - * - * 61 10/10/97 6:15p Hoffoss - * Implemented a training objective list display. - * - * 60 10/09/97 4:44p Hoffoss - * Dimmed training window glass and made it less transparent, added flags - * to events, set he stage for detecting current events. - * - * 59 10/06/97 4:11p Lawrance - * add missing field from mission_events to save/restore - * - * 58 10/03/97 4:14p Hoffoss - * Augmented event debug view code. - * - * 57 9/30/97 10:01a Hoffoss - * Added event chaining support to Fred and FreeSpace. - * - * 56 9/29/97 1:58p Hoffoss - * Need to check in changes so I can get merged code to continue working - * on event chaining code. - * -*/ + #include "mission/missiongoals.h" diff --git a/fs2_open/code/mission/missiongoals.h b/fs2_open/code/mission/missiongoals.h index c417cef1f5..06a9c62fec 100644 --- a/fs2_open/code/mission/missiongoals.h +++ b/fs2_open/code/mission/missiongoals.h @@ -7,123 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionGoals.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * Header file for Mission support. Included detection of primary - * and secondary goals. - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/06/99 9:46p Jefff - * skip mission support - * - * 7 8/28/99 4:54p Dave - * Fixed directives display for multiplayer clients for wings with - * multiple waves. Fixed hud threat indicator rendering color. - * - * 6 7/29/99 3:06p Andsager - * Increase max number of events to 150 - * - * 5 7/29/99 2:58p Jefff - * Ingame objective screen icon key now uses normal objective icons and - * text is drawn in code. - * - * 4 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 51 5/21/98 2:47a Lawrance - * Fix some problems with event music - * - * 50 4/15/98 9:05a Allender - * fix skpping of training mission with branchs - * - * 49 4/03/98 2:47p Allender - * made directives act different when multiple waves of a wing take a long - * time to reappear - * - * 48 3/31/98 12:23a Allender - * changed macro names of campaign types to be more descriptive. Added - * "team" to objectives dialog for team v. team missions. Added two - * distinct multiplayer campaign types - * - * 47 2/27/98 4:37p Hoffoss - * Combined Objectives screen into Mission Log screen. - * - * 46 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 45 2/22/98 4:30p John - * More string externalization classification - * - * 44 2/20/98 8:33p Lawrance - * Added mission_goals_incomplete() - * - * 43 1/30/98 4:24p Hoffoss - * Added a 3 second delay for directives before they get displayed. - * - * 42 1/28/98 6:21p Dave - * Made the standalone use ~8 megs less memory. Fixed multiplayer submenu - * endgame problem. - * - * 41 1/27/98 11:00a Lawrance - * Fix bug with showing number of resolved goals in the objective status - * popup. - * - * 40 1/15/98 5:23p Lawrance - * Add HUD gauge to indicate completed objectives. - * - * 39 1/12/98 5:17p Allender - * fixed primary fired problem and ship warp out problem. Made new - * mission goal info packet to deal with goals more accurately. - * - * 38 12/29/97 12:16p Johnson - * Upped event max. - * - * 37 12/22/97 6:07p Hoffoss - * Made directives flash when completed, fixed but with is-destroyed - * operator. - * - * 36 12/19/97 12:43p Hoffoss - * Changed code to allow counts in directives. - * - * 35 12/01/97 12:26a Lawrance - * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music - * for certain goals - * - * 34 11/02/97 10:09p Lawrance - * add source control header - * - * $NoKeywords: $ - */ + #ifndef _MISSIONGOAL_H #define _MISSIONGOAL_H diff --git a/fs2_open/code/mission/missiongrid.cpp b/fs2_open/code/mission/missiongrid.cpp index b2e8c71ae5..5bbf680e84 100644 --- a/fs2_open/code/mission/missiongrid.cpp +++ b/fs2_open/code/mission/missiongrid.cpp @@ -7,77 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionGrid.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-05-12 17:49:13 $ - * $Author: taylor $ - * - * C module for grid specific functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/04/12 05:26:36 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.6 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2004/01/19 00:56:10 randomtiger - * Some more small changes for Fred OGL - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 10/03/97 8:55a John - * moved Fred's grid_render code out of MissionGrid and into Fred. Added - * code to turn background under overlays grey. - * - * 6 7/28/97 2:21p John - * changed vecmat functions to not return src. Started putting in code - * for inline vector math. Fixed some bugs with optimizer. - * - * 5 7/14/97 12:04a Lawrance - * added function that navmap calls to draw elevation lines - * - * 4 6/24/97 3:47p Hoffoss - * Changed the default grid elevation to 0 instead of -10. - * - * 3 6/18/97 11:36p Lawrance - * move grid rendering code to MissionGrid.cpp - * - * 2 6/12/97 11:25a Lawrance - * added grid_read_camera_controls() - * - * 1 6/12/97 10:17a Lawrance - * - * $NoKeywords: $ - */ + #include "io/key.h" #include "mission/missiongrid.h" diff --git a/fs2_open/code/mission/missiongrid.h b/fs2_open/code/mission/missiongrid.h index 577e2f9234..15b0130dd4 100644 --- a/fs2_open/code/mission/missiongrid.h +++ b/fs2_open/code/mission/missiongrid.h @@ -7,57 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionGrid.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * Type and defines for grids - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 6 10/03/97 8:55a John - * moved Fred's grid_render code out of MissionGrid and into Fred. Added - * code to turn background under overlays grey. - * - * 5 7/14/97 12:04a Lawrance - * added function that navmap calls to draw elevation lines - * - * 4 6/18/97 11:36p Lawrance - * move grid rendering code to MissionGrid.cpp - * - * 3 6/12/97 11:25a Lawrance - * added grid_read_camera_controls() - * - * 2 6/12/97 9:58a Lawrance - * holds grid specific types and #defines - * - * 1 6/12/97 9:51a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __MISSIONGRID_H__ #define __MISSIONGRID_H__ diff --git a/fs2_open/code/mission/missionhotkey.cpp b/fs2_open/code/mission/missionhotkey.cpp index 800c827bfc..5826b1b25f 100644 --- a/fs2_open/code/mission/missionhotkey.cpp +++ b/fs2_open/code/mission/missionhotkey.cpp @@ -7,211 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionHotKey.cpp $ - * $Revision: 2.14.2.2 $ - * $Date: 2007-11-09 01:28:36 $ - * $Author: taylor $ - * - * C module for the Hotkey selection screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.1 2006/11/15 00:33:16 taylor - * add some needed wing leader checks to prevent Assert()'s and out-of-bounds problems when the leader is dead/dying (Mantis bug #1134) - * - * Revision 2.14 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.13 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.12 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.11 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.10 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.9 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.8 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/31 05:42:28 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.5 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/04/05 11:09:21 Goober5000 - * fixed some fiddly bits with scrolling and ui stuff - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2 2002/12/02 23:24:35 Goober5000 - * fixed misspelling of "category" as "catagory" - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 10/14/99 2:50p Jefff - * localization fixes - * - * 4 8/17/99 3:00p Jefff - * updated for fs2 - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 54 6/09/98 5:15p Lawrance - * French/German localization - * - * 53 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 52 5/26/98 11:10a Lawrance - * Fix bug where window controls get disabled when F1 pressed twice - * - * 51 5/06/98 10:47a Allender - * allow escape pods to be shown on hotkey screen - * - * 50 5/05/98 1:49a Lawrance - * Add in missing help overlays - * - * 49 4/25/98 7:40p Allender - * fixd some small hotkey stuff. Worked on turret orientation being - * correct for multiplayer. new sexpression called end-campaign will will - * end the main campaign - * - * 48 4/20/98 12:36a Mike - * Make team vs. team work when player is hostile. Several targeting - * problems. - * - * 47 4/13/98 10:52a Jasen - * Updated coords for new Hotkey config screen. - * - * 46 3/11/98 10:33p Allender - * made a "hidden" hotkey which is the last hotkey in the set, which means - * to hide the ship/wing until the mission is entered. - * - * 45 3/11/98 11:20a Hoffoss - * Changed hotkey screen to only show friendly and hostile categories - * (everything non-friendly is hostile). - * - * 44 3/10/98 9:51a Allender - * minor fixups to hotkey stuff. - * - * 43 3/07/98 8:09p Allender - * maybe restore hotkeys when setting defaults - * - * 42 2/27/98 4:31p Allender - * don't show ships on hotkey screen which are hidden to sensors - * - * 41 2/23/98 8:14a John - * - * 40 2/23/98 8:06a John - * Externalized some strings - * - * 39 2/22/98 12:19p John - * Externalized some strings - * - * 38 2/10/98 2:06p Hoffoss - * Eliminated cargo (and NavBouys) from hotkey list. - * - * 37 1/29/98 10:26a Hoffoss - * Made changes so arrow buttons repeat scrolling when held down. - * - * 36 1/28/98 6:22p Dave - * Made standalone use ~8 megs less memory. Fixed multiplayer submenu - * sequencing bug. - * - * 35 1/26/98 4:42p Allender - * fixed restoration of hotkeys when replaying mission. Change the - * meaning of "departed wing" to mean anytime a wing "departs" (with any - * number of remaining wingmen). - * - * 34 1/19/98 9:37p Allender - * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple - * of places since I was unsure of what to do with code. - * - * 33 1/18/98 5:09p Lawrance - * Added support for TEAM_TRAITOR - * - * 32 1/14/98 5:22p Allender - * save/restore hotkey selections when replaying the same mission - * - * 31 12/15/97 12:13p Hoffoss - * Changed code to allow hotkey listing to repeat scroll when mouse held - * down on buttons. - * - * 30 12/10/97 2:30p Hoffoss - * Removed dead code that isn't being used anymore. - * - * 29 12/09/97 8:12a Allender - * changes to hotkey stuff. Don't allow mission defined hotkeys to - * override user defined ones once the mission starts - * - * 28 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * 27 12/01/97 3:39p Hoffoss - * Changed naming of headings. - * - * 26 12/01/97 3:29p Jasen - * Fixed button coordinates. - * - * 25 12/01/97 2:50p Hoffoss - * Improved hotkey screen. F keys are in seperate columns now, and - * Shift-F key adds that to item. - * - * 24 11/24/97 10:14p Allender - * fixed a couple of problem with assignments in the hotkey screen. alpha - * wing problems, num_ships problems - * - * 23 11/19/97 3:40p Allender - * don't allow player to get assigned by himself to a hotkey. Don't allow - * navbuoys to be assigned either - * - * 22 11/10/97 5:36p Hoffoss - * Fixed bug in last fix. :) - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "mission/missionhotkey.h" diff --git a/fs2_open/code/mission/missionhotkey.h b/fs2_open/code/mission/missionhotkey.h index 572b8ddb35..ae469bc1e2 100644 --- a/fs2_open/code/mission/missionhotkey.h +++ b/fs2_open/code/mission/missionhotkey.h @@ -7,60 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionHotKey.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * Header file for the Hotkey selection screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:24 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 9 1/28/98 6:23p Dave - * Made standalone use ~8 megs less memory. Fixed multiplayer submenu - * sequencing problem. - * - * 8 1/26/98 4:42p Allender - * fixed restoration of hotkeys when replaying mission. Change the - * meaning of "departed wing" to mean anytime a wing "departs" (with any - * number of remaining wingmen). - * - * 7 1/14/98 5:22p Allender - * save/restore hotkey selections when replaying the same mission - * - * 6 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 5 5/30/97 1:00p Allender - * aded F11 and F12 to hotkey selection -- F12 requies that - * UserDebuggerKey in registry be changed!!! - * - * 4 4/30/97 11:34a Lawrance - * making ship selection and hotkey assignment work in all cases - * - * 3 4/28/97 5:43p Lawrance - * allow hotkey assignment screen to work from ship selection - * - * 2 4/25/97 3:41p Lawrance - * added support for hotkey assignment screen - * - * $NoKeywords: $ - */ + #ifndef __MISSIONHOTKEY_H__ #define __MISSIONHOTKEY_H__ diff --git a/fs2_open/code/mission/missionload.cpp b/fs2_open/code/mission/missionload.cpp index 914e3adb84..3e5fb9cefe 100644 --- a/fs2_open/code/mission/missionload.cpp +++ b/fs2_open/code/mission/missionload.cpp @@ -7,217 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionLoad.cpp $ - * $Revision: 2.11.2.1 $ - * $Date: 2006-06-22 14:59:45 $ - * $Author: taylor $ - * - * C source module for mission loading - * - * $Log: not supported by cvs2svn $ - * Revision 2.11 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.10 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.9 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.8 2005/04/01 07:31:10 taylor - * *that blasted Enter key*, just fixing the log... nothing to see here... - * - * Revision 2.7 2005/04/01 07:27:32 taylor - * some minor Linux fixage - * - * Revision 2.6 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:03 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2 2002/12/02 23:53:49 Goober5000 - * fixed misspelling - * - * Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:06 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 4 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 102 5/19/98 1:19p Allender - * new low level reliable socket reading code. Make all missions/campaign - * load/save to data missions folder (i.e. we are rid of the player - * missions folder) - * - * 101 5/10/98 10:05p Allender - * only show cutscenes which have been seen before. Made Fred able to - * write missions anywhere, defaulting to player misison folder, not data - * mission folder. Fix FreeSpace code to properly read missions from - * correct locations - * - * 100 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 99 2/23/98 6:55p Lawrance - * Rip out obsolete code. - * - * 98 2/23/98 8:53a John - * String externalization - * - * 97 1/19/98 9:37p Allender - * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple - * of places since I was unsure of what to do with code. - * - * 96 1/17/98 8:49p Hoffoss - * Fixed mission_load() calls to handle failure correctly. - * - * 95 12/28/97 1:34p John - * Fixed yet another mission filename bug - * - * 94 12/28/97 12:42p John - * Put in support for reading archive files; Made missionload use the - * cf_get_file_list function. Moved demos directory out of data tree. - * - * 93 12/27/97 2:39p John - * Took out the outdated ui_getfilelist functions. Made the mission load - * screen use cf_get_filelist instead. Fixed a bug in mission load that - * crashed the program if there are no missions available. - * - * 92 12/23/97 12:00p Allender - * change write_pilot_file to *not* take is_single as a default parameter. - * causing multiplayer pilots to get written to the single player folder - * - * 91 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * 90 10/31/97 11:27a John - * appended path for j:\tmp missions - * - * 89 10/31/97 11:19a John - * added filter category for j:\tmp\*.fsm - * - * 88 10/12/97 5:22p Lawrance - * have ESC back out of mission load screen - * - * 87 9/18/97 10:19p Lawrance - * Add a mission campaign filter to the load screen - * - * 86 9/16/97 2:41p Allender - * beginning of code to change way player starts are handled. Reordered - * some code when missions loading since player ship is now created at - * mission load time instead of before misison load - * - * 85 8/25/97 5:47p Mike - * Increase number of missions supported in mission load list (outside - * campaign) to 256 and Assert() if there are more than 256. - * - * 84 8/20/97 5:19p Hoffoss - * Fixed bug where creating a new pilot causes the mission load mission - * list box to be empty. - * - * 83 7/28/97 10:53a Lawrance - * initialize a timestamp - * - * 82 7/17/97 4:25p John - * First, broken, stage of changing config stuff - * - * 81 7/05/97 1:47p Lawrance - * write pilot file when a mission is loaded - * - * 80 6/26/97 5:53p Lawrance - * save recently played missions, allow player to choose from list - * - * 79 6/12/97 12:39p John - * made ui use freespace colors - * - * 78 6/12/97 11:35a John - * more menu backgrounds - * - * 77 5/14/97 1:33p Allender - * remmoved extern declaration - * - * 76 5/12/97 4:59p Allender - * move the rest of the mission initialization functions into - * game_level_init(). All mission loading now going through this - * fucntion. - * - * 75 5/12/97 3:21p Allender - * re-ordered mission load code into single function in FreeSpace. - * Simulation part now runs as seperate thread - * - * 74 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 73 4/28/97 5:43p Lawrance - * allow hotkey assignment screen to work from ship selection - * - * 72 4/25/97 11:31a Allender - * Campaign state now saved in campaign save file in player directory. - * Made some global variables follow naming convention. Solidified - * continuing campaigns based on new structure - * - * 71 4/23/97 4:46p Allender - * remove unused code - * - * 70 4/23/97 3:21p Allender - * more campaign stuff -- mission branching through campaign file now - * works!!!! - * - * 69 4/22/97 10:44a Allender - * more campaign stuff. Info about multiple campaigns now stored in - * player file -- not saving some player information in save games. - * - * 68 4/18/97 9:59a Allender - * more campaign stuff. All campaign related varaibles now stored in - * campaign structure - * - * 67 4/17/97 9:02p Allender - * new campaign stuff. all campaign related material stored in external - * file. Continuing campaign won't work at this time - * - * 66 4/15/97 4:37p Lawrance - * removed unused variables - * -*/ + #include "mission/missionload.h" #include "mission/missionparse.h" diff --git a/fs2_open/code/mission/missionload.h b/fs2_open/code/mission/missionload.h index 6d5a44acde..031c803a58 100644 --- a/fs2_open/code/mission/missionload.h +++ b/fs2_open/code/mission/missionload.h @@ -7,56 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionLoad.h $ - * $Revision: 2.5 $ - * $Date: 2006-01-14 19:54:55 $ - * $Author: wmcoolmon $ - * - * Mission load header file - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 20 2/23/98 6:55p Lawrance - * Rip out obsolete code. - * - * 19 6/26/97 5:53p Lawrance - * save recently played missions, allow player to choose from list - * - * 18 4/25/97 11:31a Allender - * Campaign state now saved in campaign save file in player directory. - * Made some global variables follow naming convention. Solidified - * continuing campaigns based on new structure - * - * $NoKeywords: $ - */ + #ifndef _MISSIONLOAD_H #define _MISSIONLOAD_H diff --git a/fs2_open/code/mission/missionlog.cpp b/fs2_open/code/mission/missionlog.cpp index 01f8b5488b..977579dbaa 100644 --- a/fs2_open/code/mission/missionlog.cpp +++ b/fs2_open/code/mission/missionlog.cpp @@ -7,246 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionLog.cpp $ - * $Revision: 2.16.2.1 $ - * $Date: 2007-10-28 16:39:58 $ - * $Author: taylor $ - * - * File to deal with Mission logs - * - * $Log: not supported by cvs2svn $ - * Revision 2.16 2006/05/21 02:12:21 Goober5000 - * fix for Mantis #827 - * --Goober5000 - * - * Revision 2.15 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.14 2006/03/19 05:05:59 taylor - * make sure the mission log doesn't modify stuff in Cargo_names[], since it shouldn't - * have split_str_once() be sure to not split a word in half, it should end up on the second line instead - * - * Revision 2.13 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.12 2005/10/30 20:03:39 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.11 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.10 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.9 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/05/12 17:49:13 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.7 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2005/01/11 21:28:24 Goober5000 - * made a capitalization thing consistent - * --Goober500 - * - * Revision 2.4 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 11/01/99 2:13p Jefff - * some changes in how objective events are displayed in german - * - * 9 10/13/99 3:22p Jefff - * fixed unnumbered XSTRs - * - * 8 9/08/99 4:05p Dave - * Fixed string ID on self-destruxt message. - * - * 7 9/06/99 8:18p Andsager - * Make destroyed weapon subsystems display as turrets in event log. - * - * 6 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 5 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 4 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 57 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 56 5/07/98 1:11a Ed - * AL: fix bogus null pointer test in message_log_add_seg() - * - * 55 4/28/98 4:45p Allender - * fix mission log problems on clients - * - * 54 4/23/98 10:06a Allender - * don't use the word "player" in event log for rearm event. Send - * shipname instead (players only) - * - * 53 3/28/98 1:56p Allender - * clarify the destroyed mission log entry. - * - * 52 3/13/98 2:49p Allender - * put fix into debug code so that it doesn't trip when no ships have - * departed (i.e. wing was waxes before they actulaly left) - * - * 51 3/12/98 5:52p Hoffoss - * Moved stuff over so icons don't overlap frame. - * - * 50 3/09/98 6:22p Hoffoss - * Fixed text overrun problems in event log display. - * - * 49 2/25/98 4:44p Allender - * fix up mission log and wing/ship departed problems (hopefully). There - * was problem where wing was marked departed although all ships were - * destroyed (I think). - * - * 48 2/25/98 11:07a Allender - * added debug code to help trap problems with wing departure and ship - * departure weirdness - * - * 47 2/23/98 8:55a John - * More string externalization - * - * 46 2/22/98 4:30p John - * More string externalization classification - * - * 45 2/10/98 12:47p Allender - * clear log memeory before mission start to prevent entries from previous - * mission from being used incorrectly - * - * 44 2/05/98 10:33a Hoffoss - * Changed refernce go "goal" to "objective" instead. - * - * 43 1/30/98 11:16a Comet - * DOH! fix bug checking for exited ships - * - * 42 1/08/98 1:59p Allender - * fixed problem with some subsystems not getting recognized on - * is-subsystem-destroyed sexpressions - * - * 41 1/07/98 4:41p Allender - * minor modification to special messages. Fixed cargo_revealed problem - * for multiplayer and problem with is-cargo-known sexpression - * - * 40 11/21/97 10:31a Allender - * minor cosmetic changes - * - * 39 11/20/97 3:52p Hoffoss - * Fixed timestamp color in mission log scrollback. - * - * 38 11/19/97 2:30p Allender - * hide waypoints done log entries - * - * 37 11/13/97 4:25p Allender - * hide certain mission log entries - * - * 36 11/13/97 4:05p Hoffoss - * Added hiding code for mission log entries. - * - * 35 11/06/97 5:42p Hoffoss - * Added support for fixed size timstamp rendering. - * - * 34 11/03/97 10:12p Hoffoss - * Finished up work on the hud message/mission log scrollback screen. - * - * 33 10/09/97 5:21p Allender - * try to check for bogus secondary names on ship destroy. - * - * 32 10/07/97 3:09p Allender - * fix typo - * - * 31 9/26/97 3:47p Allender - * add code to keep track of ships which have left mission (departed or - * destroyed). Log who killed who in mission log - * - * 30 9/10/97 3:30p Allender - * ignore waypoints_done entry when determining teams for log actions - * - * 29 9/10/97 8:53a Allender - * made the mission log prettier. Added team info to log entries -- meant - * reordering some code - * - * 28 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 27 8/20/97 3:53p Allender - * minor fix to message log display - * - * 26 8/07/97 11:37a Allender - * made mission log cull non-essential entries when log starts getting - * full. More drastic action is taken as the log gets more full. - * - * 25 7/24/97 4:13p Mike - * Comment out check in mission_log_add_entry that prevented logging - * events when player is dead. - * - * 24 7/14/97 11:46a Lawrance - * allow log entries when in the navmap - * - * 23 7/10/97 1:40p Allender - * make dock/undock log entries work with either name (docker/dockee) - * coming first - * - * 22 7/07/97 9:23a Allender - * added code for valid/invalid goals. Invalid goals are eval'ed, - * counted, or otherwise used - * - * 21 7/01/97 2:52p Allender - * added packets for mission log stuff and for pregame chat stuff - * - * 20 7/01/97 1:23p Allender - * temp checkin - * -*/ + #include "mission/missionlog.h" diff --git a/fs2_open/code/mission/missionlog.h b/fs2_open/code/mission/missionlog.h index 591484efc5..c8bd152605 100644 --- a/fs2_open/code/mission/missionlog.h +++ b/fs2_open/code/mission/missionlog.h @@ -7,132 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionLog.h $ - * $Revision: 2.7 $ - * $Date: 2006-05-21 02:12:21 $ - * $Author: Goober5000 $ - * - * Header file to deal with Mission logs - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.5 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.4 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.3 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 3 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 21 4/28/98 4:45p Allender - * fix mission log problems on clients - * - * 20 1/07/98 4:41p Allender - * minor modification to special messages. Fixed cargo_revealed problem - * for multiplayer and problem with is-cargo-known sexpression - * - * 19 11/13/97 1:21p Hoffoss - * Added a hidden flag to entries can be hidden from being displayed to - * the user (but kept in log for checking things). - * - * 18 11/03/97 10:12p Hoffoss - * Finished up work on the hud message/mission log scrollback screen. - * - * 17 9/10/97 8:53a Allender - * made the mission log prettier. Added team info to log entries -- meant - * reordering some code - * - * 16 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 15 8/07/97 11:37a Allender - * made mission log cull non-essential entries when log starts getting - * full. More drastic action is taken as the log gets more full. - * - * 14 7/02/97 10:49p Allender - * added waypoints-done sexpressions - * - * 13 7/01/97 2:52p Allender - * added packets for mission log stuff and for pregame chat stuff - * - * 12 3/04/97 1:21p Mike - * Repair/Rearm aborting, code cleanup. - * - * 11 3/03/97 1:21p Allender - * mission log stuff -- display the log during/after game. Enhanced - * structure - * - * 10 2/20/97 5:05p Allender - * support for docking and undocking multiple times -- also able to - * specify dock points through sexpression - * - * 9 2/17/97 3:50p Allender - * change to allow ability to destroy single subsystem (through orders) or - * all engines (disable) or all turrets (disarm) - * - * 8 1/06/97 10:44p Lawrance - * Changes to make save/restore functional - * - * 7 1/06/97 11:29a Allender - * added define for logging a ship that undocks - * - * 6 1/01/97 4:18p Allender - * added new field in mission log entry -- secondary name. Used when - * there are two objects for a log entry (i.e. docking) - * - * 5 12/17/96 1:04p Allender - * added subtype field for mission messages -- not used yet and may be - * removed - * - * 4 11/08/96 9:06a Allender - * added LOG_SHIP_DOCK - * - * 3 10/24/96 8:36a Allender - * added a couple of new event types - * - * 2 10/23/96 12:48p Allender - * increased mission log functionality -- function to get the timestamp - * that a recorded event happened at - * - * 1 10/22/96 4:49p Allender - * Mission log files - * -*/ + #ifndef _MISSIONLOG_H #define _MISSIONLOG_H diff --git a/fs2_open/code/mission/missionmessage.cpp b/fs2_open/code/mission/missionmessage.cpp index f0ab89e061..c833985a65 100644 --- a/fs2_open/code/mission/missionmessage.cpp +++ b/fs2_open/code/mission/missionmessage.cpp @@ -7,628 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionMessage.cpp $ - * $Revision: 2.52.2.14 $ - * $Date: 2007-12-08 20:07:54 $ - * $Author: karajorma $ - * - * Controls messaging to player during the mission - * - * $Log: not supported by cvs2svn $ - * Revision 2.52.2.13 2007/09/02 02:07:44 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.52.2.12 2007/07/24 05:08:08 Goober5000 - * allow mission messages in dogfights (Mantis #1436) - * - * Revision 2.52.2.11 2007/07/23 16:08:26 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.52.2.10 2007/05/26 12:08:18 Goober5000 - * when importing FS1 missions, account for the shuffled Head-TP4 - * - * Revision 2.52.2.9 2007/04/13 00:36:11 taylor - * cleanup and initialize persona_index properly for general safety reasons - * slight change to karajorma's NO_BUILTIN_MESSAGES check, now it will be properly compiled away in release builds rather than an empty function - * - * Revision 2.52.2.8 2007/04/05 16:33:25 karajorma - * What was I thinking? Fixed - * - * Revision 2.52.2.7 2007/03/21 20:54:25 karajorma - * Bump the number of debriefing stages. - * Fix an annoying (and erroneous) warning in the campaign editor. - * - * Revision 2.52.2.6 2007/02/11 09:07:33 taylor - * little bit of debug message cleanup - * don't bother dealing with message wav file if sound is disabled - * - * Revision 2.52.2.5 2006/10/24 13:36:05 taylor - * fix Personas memory leak (not really an issue, I just got tired of seeing it in the Valgrind reports) - * - * Revision 2.52.2.4 2006/09/30 21:58:05 Goober5000 - * more flexible checking of generic messages - * - * Revision 2.52.2.3 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.52.2.2 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.52.2.1 2006/07/20 00:41:26 Goober5000 - * add WCS screaming stuff to RC branch - * --Goober5000 - * - * Revision 2.53 2006/07/06 20:46:39 Goober5000 - * WCS screaming stuff - * --Goober5000 - * - * Revision 2.52 2006/05/27 17:00:02 taylor - * only display that "no wavefile for voice" message if sound is enabled - * - * Revision 2.51 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.50 2006/04/05 16:12:41 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 2.49 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 2.48 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 2.47 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.46 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.45 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.44 2005/09/24 07:07:16 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.43 2005/08/25 22:40:03 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.42 2005/08/11 12:18:53 taylor - * handle rare cases where anims would get freaky if one happened to still be playing or otherwise queued - * - * Revision 2.41 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.40 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.39 2005/07/13 02:01:29 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.38 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.37 2005/06/30 02:36:16 Goober5000 - * the message queue now waits for simulated speech to finish - * --Goober5000 - * - * Revision 2.36 2005/06/30 01:48:52 Goober5000 - * * NOX'd none.wav - * * changed comparisons on none.wav to only look at the first four letters in case - * we don't have an extension or in case some weirdo decides to put none.ogg - * * simulated speech pre-empts "beeps" in in-game messages - * --Goober5000 - * - * Revision 2.35 2005/05/26 05:07:19 Goober5000 - * some bracket happiness, plus fixed the training message version of the crazy semicolon bug - * (thanks to taylor for fixing the regular message version) - * --Goober500 - * - * Revision 2.34 2005/05/26 04:29:23 taylor - * those crazy semi-colons - * - * Revision 2.33 2005/05/17 20:57:05 taylor - * more missed stuff from the vm_* macro change (thanks Alpha0) - * - * Revision 2.32 2005/05/13 02:47:58 taylor - * missed a strdup to vm_strdup conversion - * - * Revision 2.31 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.30 2005/05/12 03:50:10 Goober5000 - * repeating messages with variables should work properly now - * --Goober5000 - * - * Revision 2.29 2005/05/12 01:34:50 Goober5000 - * removed variables in messages for now - * --Goober5000 - * - * Revision 2.28 2005/05/11 08:10:20 Goober5000 - * variables should now work properly in messages that are sent multiple times - * --Goober5000 - * - * Revision 2.27 2005/03/24 23:38:49 taylor - * make sure we don't go one over the number of message avis - * - * Revision 2.26 2005/03/10 08:00:08 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.25 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.24 2004/12/23 15:58:55 phreak - * commits for scramble-messages and unscramble-messages - * -phreak - * - * Revision 2.23 2004/12/17 06:43:01 taylor - * fix crash from dynamically allocated Personas - * - * Revision 2.22 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.21 2004/12/10 17:21:00 taylor - * dymanic allocation of Personas - * - * Revision 2.20 2004/10/09 17:58:48 taylor - * one more try to fix the memory leak and end-of-mission crash for talking head anis - * - * Revision 2.19 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.18 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.17 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.16 2004/05/11 02:52:12 Goober5000 - * completed the FRED import conversion stuff that I started ages ago - * --Goober5000 - * - * Revision 2.15 2004/05/10 13:07:22 Goober5000 - * fixed the AWACS help message - * --Goober5000 - * - * Revision 2.14 2004/05/02 01:26:52 taylor - * comment out avi free code for now - * - * Revision 2.13 2004/04/26 01:40:53 taylor - * better anim free stuff, disable for now to prevent CTD - * - * Revision 2.12 2004/03/06 23:28:23 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.11 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2004/02/20 04:29:55 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.9 2004/02/13 04:17:13 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.8 2004/02/06 21:26:07 Goober5000 - * fixed a small compatibility bug - * --Goober5000 - * - * Revision 2.7 2004/02/05 14:29:33 Goober5000 - * fixed the talking head error - * --Goober5000 - * - * Revision 2.6 2004/01/14 21:12:24 Goober5000 - * I think this will fix the problem of the death head ani sometimes incorrectly playing - * --Goober5000 - * - * Revision 2.5 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.4 2003/10/16 16:38:16 Kazan - * couple more types in species_defs.cpp, also finished up "Da Species Upgrade" - * - * Revision 2.3 2003/09/07 18:14:53 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.2 2002/10/17 20:40:51 randomtiger - * Added ability to remove HUD ingame on keypress shift O - * So I've added a new key to the bind list and made use of already existing hud removal code. - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 32 9/12/99 8:09p Dave - * Fixed problem where skip-training button would cause mission messages - * not to get paged out for the current mission. - * - * 31 9/01/99 2:52p Andsager - * Add new heads to FRED and some debug code for playing heads - * - * 30 8/28/99 7:29p Dave - * Fixed wingmen persona messaging. Make sure locked turrets don't count - * towards the # attacking a player. - * - * 29 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 28 8/23/99 5:04p Jefff - * Added new mission flag to disable built-in messages from playing. - * Added fred support as well. - * - * 27 8/19/99 10:12a Alanl - * preload mission-specific messages on machines greater than 48MB - * - * 26 8/18/99 12:09p Andsager - * Add debug if message has no anim for message. Make messages come from - * wing leader. - * - * 25 7/31/99 2:30p Dave - * Added nifty mission message debug viewing keys. - * - * 24 7/24/99 2:19p Dave - * Fixed broken build. - * - * 23 7/23/99 5:44p Andsager - * make personas consistently choose same ship - * - * 22 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 21 7/14/99 4:27p Andsager - * Added multiple message debug check - * - * 20 7/06/99 10:41a Andsager - * Add AWACS need help messages - * - * 19 7/02/99 11:16a Andsager - * Removed mult message debug check. - * - * 18 7/02/99 11:13a Andsager - * max debug version - * - * 17 6/16/99 10:20a Dave - * Added send-message-list sexpression. - * - * 16 6/14/99 5:53p Dave - * Removed duplicate message check temporarily. - * - * 15 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 14 6/09/99 2:56p Andsager - * Check all messages for repeat. Allow multiple versions of same message - * if queued > 20 apart. - * - * 13 6/07/99 11:33a Anoop - * Get rid of erroneous Int3() in multiple message check. - * - * 12 6/07/99 10:31a Andsager - * Get rid of false multiplayer multiple messages catch. - * - * 11 6/03/99 2:56p Andsager - * DOH!! - * - * 10 6/03/99 2:44p Andsager - * Fix stupid bug in debug code. - * - * 9 6/03/99 2:08p Andsager - * Put in debug code to find multiple mission messages. - * - * 8 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 7 1/28/99 12:19a Dave - * Fixed a dumb debug build unhandled exception. - * - * 6 1/07/99 10:08a Jasen - * coords - * - * 5 1/07/99 9:24a Dave - * Put in hi-res coord support for head anim. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 127 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 126 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 125 5/24/98 12:55a Mike - * Fix bug with scream from Installation. Should also fix bug with double - * screams from some ships. - * - * 124 5/18/98 6:06p Lawrance - * Don't play messages or auto-target on first frame - * - * 123 5/15/98 8:36p Lawrance - * Add 'target ship that last sent transmission' target key - * - * 122 5/09/98 10:00p Allender - * make vasudan persona for support use terran support persona - * - * 121 5/08/98 11:21a Allender - * fix ingame join trouble. Small messaging fix. Enable collisions for - * friendlies again - * - * 120 5/06/98 12:19p Lawrance - * Fix typo for 'Stray Warning Final' - * - * 119 5/05/98 9:12p Allender - * fix large problem introduced last checkin when changiing Assert to if - * - * 118 5/05/98 4:12p Chad - * changed Assert info if statement when removing messages from queue when - * too old - * - * 117 5/01/98 12:34p John - * Added code to force FreeSpace to run in the same dir as exe and made - * all the parse error messages a little nicer. - * - * 116 4/27/98 9:00p Allender - * mission specific messages from # are now sourced to terran - * command - * - * 115 4/26/98 11:35a Allender - * make traitor message play by iteself in all cases - * - * 114 4/25/98 11:49p Lawrance - * Add Terran Command stray messages - * - * 113 4/22/98 9:17a Allender - * be sure that builtin command messages play with the correct hud source. - * Also be sure that messages which get converted to Terran command to the - * same - * - * 112 4/20/98 1:30a Lawrance - * Don't load head animations if talking head gauge is disabled. - * - * 111 4/17/98 11:03a Allender - * some rearm message being played too often and sent with incorrect - * 'who-from' - * - * 110 4/13/98 5:06p Lawrance - * Cut off talking head about 250ms before wave ends - * - * 109 4/10/98 9:14a Lawrance - * fix up persona code for the demo - * - * 108 4/09/98 2:15p Allender - * fixed compiler warnings - * - * 107 4/09/98 12:36p Allender - * don't allow the same ship to have messages overlapping. Put in code to - * check for ship's existence (wingman only) before actually playing - * message - * - * 106 4/09/98 12:32a Lawrance - * Fix bugs related to multiple screams from same ship, builtin messages - * playing after screams, or praising while severly damaged. - * - * 105 4/08/98 3:45p Allender - * mission message overhaul. Make message from any wingman mean any - * wingman with that persona. Terran command wave and ani's for dead - * ships now play correctly. - * - * 104 4/07/98 8:09p Lawrance - * don't play talking heads in the demo - * - * 103 4/07/98 5:30p Lawrance - * Player can't send/receive messages when comm is destroyed. Garble - * messages when comm is damaged. - * - * 102 4/07/98 5:26p Allender - * low priority mission specific messages won't interrupt anything. - * - * 101 4/07/98 10:51a Allender - * remove any allied from message senders. Make heads for mission - * specific messages play appropriately - * - * 100 4/07/98 12:04a Mike - * New system for instructor chastising player if he fires at instructor. - * - * 99 4/03/98 11:39a Lawrance - * only allow 1 wingman persona in demo - * - * 98 4/02/98 1:09p Allender - * don't process messages before player "enters" mission (i.e. due to - * player entry delay) - * - * 97 4/02/98 10:06a Allender - * wing arrival message for delta and epsilon wings - * - * 96 4/01/98 10:47p Lawrance - * Supporting builtin messages for rearm and repair requests - * - * 95 3/25/98 8:43p Hoffoss - * Changed anim_play() to not be so complex when you try and call it. - * - * 94 3/24/98 12:46p Allender - * save shipnum before killing currently playing message in preparation - * for playing death scream. - * - * 93 3/22/98 3:54p Andsager - * AL: Prevent -1 index into Ships[] array when playing a scream - * - * 92 3/18/98 10:20p Allender - * force wingman scream when he's talking and then dies - * - * 91 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 90 3/17/98 4:01p Hoffoss - * Added HUD_SOURCE_TERRAN_CMD and changed code to utilize it when a - * message is being sent from Terran Command. - * - * 89 3/05/98 10:18p Lawrance - * Play voice cue sound when there is no voice file present - * - * 88 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 87 3/02/98 9:34a Allender - * don't allow mission specific messages to timeout. Assert when trying - * to remove a mission specific messages from the queue. Print out in the - * log file if the voice didn't play. - * - * 86 2/23/98 8:45a John - * Externalized Strings - * - * 85 2/20/98 8:33p Lawrance - * Add the 'All Alone' message - * - * 84 2/16/98 2:20p Allender - * make death scream kill any other messages from that ship - * - * 83 2/12/98 4:58p Lawrance - * Add support for 'All Clear' radio message - * - * 82 2/11/98 9:44p Allender - * rearm repair code fixes. hud support view shows abort status. New - * support ship killed message. More network stats - * - * 81 2/04/98 10:44p Allender - * mark personas as not used between missions. Don't ever randomly - * choose a Vasudan persona - * - * 80 1/29/98 11:38a Allender - * support for Vasudan personas - * - * 79 1/25/98 10:04p Lawrance - * Fix nasty divide-by-zero bug in message_calc_anim_start_frame(). - * - * 78 1/24/98 4:46p Lawrance - * add in support for new voice messasges - * - * 77 1/22/98 5:13p Lawrance - * pick useful starting frame when playing animation - * - * 76 1/21/98 7:20p Lawrance - * Make subsystem locking only work with line-of-sight, cleaned up locking - * code, moved globals to player struct. - * - * 75 1/21/98 11:54a Duncan - * Commended out assert for the moment to allow Fred to run. Mark can fix - * this properly later, since he understands it. - * - * 74 1/21/98 10:33a Allender - * fixed up messaging code to play a random head when playing a builtin - * message - * - * 73 1/20/98 6:21p Lawrance - * Stop animation from playing when voice clip ends early. - * - * 72 1/20/98 3:43p Allender - * don't queue messages when player becomes traitor - * - * 71 1/20/98 12:52p Lawrance - * Draw talking head as alpha-color bitmap, black out region behind - * animation. - * - * 70 1/20/98 10:20a Lawrance - * Draw head animation as alpha-colored. - * - * 69 1/18/98 9:51p Lawrance - * Add support for 'Player Died' messages. - * - * 68 1/14/98 9:49p Allender - * removed 3'oclock and 9'oclock messages - * - * 67 1/13/98 3:11p Allender - * new messages for disable/disarm - * - * 66 1/12/98 11:16p Lawrance - * Wonderful HUD config. - * - * 65 1/07/98 4:41p Allender - * minor modification to special messages. Fixed cargo_revealed problem - * for multiplayer and problem with is-cargo-known sexpression - * - * 64 12/15/97 12:14p Allender - * implemented overlapping messages - * - * 63 12/12/97 4:58p Allender - * make messages interruptable. Put in code to support multiple messages - * at once, although this feature not fully implemented yet. - * - * 62 12/04/97 9:37p Dave - * Fixed a bunch of multiplayer messaging bugs. - * - * 61 12/02/97 2:37p Allender - * added asserts to be sure that an actual ship (i.e. not cargo or - * otherwise) is the ship sending a message to the player - * - * $NoKeywords: $ - */ + #include "mission/missionmessage.h" diff --git a/fs2_open/code/mission/missionmessage.h b/fs2_open/code/mission/missionmessage.h index 6ec8e6cc7b..db6ae3488b 100644 --- a/fs2_open/code/mission/missionmessage.h +++ b/fs2_open/code/mission/missionmessage.h @@ -7,258 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionMessage.h $ - * $Revision: 2.12.2.4 $ - * $Date: 2007-07-23 16:08:27 $ - * $Author: Kazan $ - * - * Header file for mission messaging - * - * $Log: not supported by cvs2svn $ - * Revision 2.12.2.3 2007/05/26 12:08:18 Goober5000 - * when importing FS1 missions, account for the shuffled Head-TP4 - * - * Revision 2.12.2.2 2007/01/07 03:10:05 Goober5000 - * fix bug where built-in lament messages were never played - * - * Revision 2.12.2.1 2006/09/30 21:58:06 Goober5000 - * more flexible checking of generic messages - * - * Revision 2.12 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.11 2005/08/25 22:40:03 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.10 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.8 2004/12/10 17:21:00 taylor - * dymanic allocation of Personas - * - * Revision 2.7 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.6 2004/06/15 21:05:30 wmcoolmon - * Bumped MAX_MISSION_MESSAGES to 500 - * - * Revision 2.5 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2004/02/12 22:29:55 phreak - * fixed a bug where the inferno build would get lower limits for MAX_PERSONAS if INF_BUILD was defined - * - * Revision 2.3 2004/01/21 17:34:31 phreak - * bumped MAX_PERSONAS to 25 if INF_BUILD is defined. - * - * Revision 2.2 2003/10/16 16:38:16 Kazan - * couple more types in species_defs.cpp, also finished up "Da Species Upgrade" - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/06/99 10:13a Jasons - * Bump up MAX_PERSONAS from 10 to 13 - * - * 7 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 6 8/19/99 10:12a Alanl - * preload mission-specific messages on machines greater than 48MB - * - * 5 7/31/99 2:30p Dave - * Added nifty mission message debug viewing keys. - * - * 4 7/06/99 10:41a Andsager - * Add AWACS need help messages - * - * 3 6/16/99 10:20a Dave - * Added send-message-list sexpression. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 46 4/25/98 11:49p Lawrance - * Add Terran Command stray messages - * - * 45 4/15/98 4:18p Allender - * Make Terran Command who_from be just Command - * - * 44 4/08/98 3:45p Allender - * mission message overhaul. Make message from any wingman mean any - * wingman with that persona. Terran command wave and ani's for dead - * ships now play correctly. - * - * 43 4/07/98 12:04a Mike - * New system for instructor chastising player if he fires at instructor. - * - * 42 4/02/98 10:07a Allender - * wing arrival message for delta and epsilon wings - * - * 41 4/01/98 10:47p Lawrance - * Supporting builtin messages for rearm and repair requests - * - * 40 2/20/98 8:33p Lawrance - * Add the 'All Alone' message - * - * 39 2/12/98 4:58p Lawrance - * Add support for 'All Clear' radio message - * - * 38 2/11/98 9:44p Allender - * rearm repair code fixes. hud support view shows abort status. New - * support ship killed message. More network stats - * - * 37 1/29/98 11:38a Allender - * support for Vasudan personas - * - * 36 1/28/98 11:38a Dan - * AL: bump up MAX_MISSION_MESSAGES to 300 from 200. - * - * 35 1/21/98 7:20p Lawrance - * Make subsystem locking only work with line-of-sight, cleaned up locking - * code, moved globals to player struct. - * - * 34 1/18/98 9:51p Lawrance - * Add support for 'Player Died' messages. - * - * 33 1/14/98 9:49p Allender - * removed 3'oclock and 9'oclock messages - * - * 32 1/13/98 3:11p Allender - * new messages for disable/disarm - * - * 31 1/07/98 4:41p Allender - * minor modification to special messages. Fixed cargo_revealed problem - * for multiplayer and problem with is-cargo-known sexpression - * - * 30 12/01/97 5:10p Lawrance - * - * 29 11/25/97 5:00p Allender - * big changed in the messaging code -- implemented "timouts" -- windows - * in which messages need to be played, or they are pitched - * - * 28 11/21/97 4:09p Allender - * added "Command" persona - * - * 27 11/20/97 5:06p Allender - * personas have types. personas should now correctly get assigned to the - * appropriate ship type. - * - * 26 11/17/97 6:38p Lawrance - * added message_anim_is_playing() - * - * 25 11/17/97 4:57p Allender - * persona support in FreeSpace - * - * 24 11/14/97 3:52p Allender - * removed '#' from TERRAN_COMMAND define - * - * 23 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * 22 11/07/97 11:50a Allender - * fixed ai_destroy_ship to know whether ship was actually destroyed or - * just departed. Fixed messages for making player hammer of light - * - * 21 11/05/97 7:11p Hoffoss - * Made changed to the hud message system. Hud messages can now have - * sources so they can be color coded. - * - * 20 10/29/97 9:31p Allender - * more rearm stuff. Give player more apprioriate message when ship - * already on way. Don't count arriving ship as in the mission yet (for - * find_support_ship() ). - * - * 19 10/23/97 9:40p Allender - * more repari/rearm stuff. Warped in support ships now go directly to - * ship who they warped in for. Player gets (hud only) message when - * support ship warping in - * - * 18 10/16/97 8:52p Duncan - * Raised limit on messages to 100. - * - * 17 10/13/97 7:40p Lawrance - * have received messages get distorted if comm subsystem is severely - * damaged - * - * 16 10/10/97 5:02p Allender - * started rudimentary work on personas - * - * 15 10/09/97 4:44p Hoffoss - * Dimmed training window glass and made it less transparent, added flags - * to events, set he stage for detecting current events. - * - * 14 10/02/97 9:53p Hoffoss - * Added event evaluation analysis debug screen so we can determine the - * state of events and their sexp trees to track down logic problems and - * such. - * - * 13 9/29/97 4:17p Duncan - * Raised limit on number of waves and avis a single mission can utilize. - * - * 12 9/22/97 4:55p Hoffoss - * Added a training message window display thingy. - * - * 11 8/04/97 11:17a Mike - * Make rearm process abort if speed gets too high. - * - * 10 5/15/97 11:46a Lawrance - * play wingmen heads as anim's - * - * 9 4/23/97 2:37p Lawrance - * added message_is_playing() function - * - * 8 4/08/97 10:55a Allender - * draw purple brackets on ship sending a message - * - * 7 3/13/97 10:57a Allender - * new mission messages - * - * 6 3/11/97 10:14a Allender - * added unions for wave/avi files in messages to make things easier for - * Fred. FreeSpace will use the avi/wave indexing system. Fred will use - * only names - * - * 5 3/10/97 4:16p Allender - * new messaging system. builtin5 fixed to support it. made new sound - * function to determine if sound is still playing. - * - * 4 3/09/97 2:23p Allender - * Major changes to player messaging system. Added messages.tbl. Made - * all currently player messages go through new system. Not done yet. - * - * 3 1/08/97 11:45p Lawrance - * moved some typedefs and defines to header file so visible for - * save/restore - * - * 2 12/17/96 1:02p Allender - * rudimentary messaging working - * - * 1 12/12/96 4:37p Allender - * - * $NoKeywords: $ - */ + #ifndef _MISSIONMESSAGE_H #define _MISSIONMESSAGE_H diff --git a/fs2_open/code/mission/missionparse.cpp b/fs2_open/code/mission/missionparse.cpp index f176b9d5fd..1e2fbef094 100644 --- a/fs2_open/code/mission/missionparse.cpp +++ b/fs2_open/code/mission/missionparse.cpp @@ -7,1204 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionParse.cpp $ - * $Revision: 2.178.2.47 $ - * $Date: 2008-01-17 07:43:23 $ - * $Author: Goober5000 $ - * - * main upper level code for parsing stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.178.2.46 2007/12/29 21:03:46 karajorma - * Since you can't actually save a mission without this entry and FS2 crashes without it this probably shouldn't be optional. - * - * Revision 2.178.2.45 2007/12/08 20:07:54 karajorma - * Add the use alt as callsign option. - * Add a few typo and comment fixes while I'm at it - * - * Revision 2.178.2.44 2007/11/28 21:00:34 karajorma - * Change the way that score is parsed from mission files to make it easier on developers. - * - * Revision 2.178.2.43 2007/11/24 04:33:49 wmcoolmon - * Various minor sign/casting fixes - * - * Revision 2.178.2.42 2007/11/21 07:27:47 Goober5000 - * add Wing Commander Saga's fiction viewer - * - * Revision 2.178.2.41 2007/11/20 04:58:22 Goober5000 - * fix ship-type-destroyed - * - * Revision 2.178.2.40 2007/11/19 18:11:01 Goober5000 - * remove warning... properly this time - * - * Revision 2.178.2.39 2007/11/18 06:57:06 Goober5000 - * gak -- stupid mistake - * - * Revision 2.178.2.38 2007/11/14 13:49:31 karajorma - * Fix peristent variables in missions played from the techroom - * - * Revision 2.178.2.37 2007/09/02 18:52:51 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 2.178.2.36 2007/09/02 02:07:44 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.178.2.35 2007/07/28 21:17:54 Goober5000 - * make the parse object array dynamic; also made the docking bitstrings dynamic - * - * Revision 2.178.2.34 2007/07/23 16:08:27 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.178.2.33 2007/05/26 12:08:19 Goober5000 - * when importing FS1 missions, account for the shuffled Head-TP4 - * - * Revision 2.178.2.32 2007/04/09 18:23:08 karajorma - * Fix for Mantis 1312 - * - * Revision 2.178.2.31 2007/03/23 06:25:31 karajorma - * That probably shouldn't be an assertion - * - * Revision 2.178.2.30 2007/02/25 03:58:06 Goober5000 - * use dynamic memory instead of a static buffer for ship-specific replacement textures - * - * Revision 2.178.2.29 2007/02/21 01:43:32 Goober5000 - * remove duplicate model texture replacement - * - * Revision 2.178.2.28 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.178.2.27 2007/02/13 01:45:56 Goober5000 - * fix a hideous bug with the knossos special warp stuff - * (how did this ever actually work correctly?) - * - * Revision 2.178.2.26 2007/02/09 04:53:27 Goober5000 - * merge the WCS screaming feature into the 3.6.9 (3.6.10?) branch - * - * Revision 2.178.2.25 2007/02/08 07:39:34 Goober5000 - * fix two bugs: - * --default ship flags in the iff_defs table were not correctly translated from parse flags to ship/object flags - * --ships were created with default allowed comm orders regardless of which team they were on - * - * Revision 2.178.2.24 2007/02/03 23:16:41 Goober5000 - * fix an old subtle bug - * - * Revision 2.178.2.23 2007/01/07 12:18:09 taylor - * safety check to make sure that we don't end up with non-player-usable weapons in the weaponselect pool (Mantis bug #1196) - * - * Revision 2.178.2.22 2006/11/25 06:36:59 Goober5000 - * holy crap, this had the potential to mark the locked-true sexp as known-false, which would seriously screw a lot of stuff up - * - * Revision 2.178.2.21 2006/11/15 04:02:28 Goober5000 - * a much better fix for built-in arrival messages... it needs a new feature to fully work for custom wings though - * - * Revision 2.178.2.20 2006/11/13 23:09:59 karajorma - * Dragoniz3r's fix for builtin messages not being sent when custom named wings arrive. - * - * Revision 2.178.2.19 2006/10/27 21:39:27 taylor - * updated/fixed modelanim code - * - * Revision 2.178.2.18 2006/10/24 13:34:33 taylor - * remove a basically useless debug message - * fix parse_init() so that it doesn't absolutely have to init sexps (doesn't need them when getting basic info, and causes memory fragmentation otherwise) - * fix multiplayer mission info getting to just get basic info (fixes a couple of minor multi issues that were already fixed in single) - * - * Revision 2.178.2.17 2006/10/09 20:50:02 Goober5000 - * betterized some things with mission arrivals and departures - * - * Revision 2.178.2.16 2006/10/09 05:25:07 Goober5000 - * make sexp nodes dynamic - * - * Revision 2.178.2.15 2006/09/11 01:06:20 taylor - * fixes for stuff_string() bounds checking - * compiler warning and stict compiling fixes - * - * Revision 2.178.2.14 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.178.2.13 2006/08/19 21:46:02 Goober5000 - * disable duplicate model texture replace - * - * Revision 2.178.2.12 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.178.2.11 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 2.178.2.10 2006/07/30 20:00:47 Kazan - * resolve 1018 and an interface problem in fred2's ship editor - * - * Revision 2.178.2.9 2006/07/20 00:41:26 Goober5000 - * add WCS screaming stuff to RC branch - * --Goober5000 - * - * Revision 2.178.2.8 2006/07/17 00:10:05 Goober5000 - * stage 2 of animation fix (add base frame time to each ship) - * --Goober5000 - * - * Revision 2.178.2.7 2006/07/13 06:11:48 Goober5000 - * * better formatting for substitute music options - * * better handling of all special FSO comment tags - * --Goober5000 - * - * Revision 2.178.2.6 2006/07/06 06:04:45 Goober5000 - * fix subtle change from retail... dunno if it's a bug, but best to stay on the safe side - * --Goober5000 - * - * Revision 2.178.2.5 2006/07/06 04:06:00 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.178.2.4 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.178.2.3 2006/07/01 00:30:51 Goober5000 - * fix the "Game of TAG" bug; hopefully this won't unfix something else - * --Goober5000 - * - * Revision 2.178.2.2 2006/06/07 20:47:53 karajorma - * Allow Change-Ship-Class to work with ships which haven't arrived yet (For BHX) - * - * Revision 2.178.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 2.178 2006/05/31 03:05:42 Goober5000 - * some cosmetic changes in preparation for bay arrival/departure code - * --Goober5000 - * - * Revision 2.177 2006/05/21 22:57:30 Goober5000 - * fix for Mantis #750 - * --Goober5000 - * - * Revision 2.176 2006/05/21 03:58:58 Goober5000 - * fix Mantis #834 - * --Goober5000 - * - * Revision 2.175 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.174 2006/05/19 04:47:40 Goober5000 - * formatting and clarification, plus fix for Mantis #911 - * --Goober5000 - * - * Revision 2.173 2006/05/14 15:54:16 karajorma - * Fixes for the Targetable-as-bomb error from Mantis 0000910 (amongst others) - * - * Revision 2.172 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.171 2006/04/20 06:32:07 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.170 2006/04/16 11:58:11 karajorma - * Some how managed to fail to commit the primary-locked and secondary-locked ship flags. - * No idea how. Oh well here they are. - * - * Revision 2.169 2006/04/05 16:12:41 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 2.168 2006/03/24 07:38:35 wmcoolmon - * New subobject animation stuff and Lua functions. - * - * Revision 2.167 2006/03/01 00:46:11 Goober5000 - * more FS1 import tweaks - * - * Revision 2.166 2006/02/26 23:23:30 wmcoolmon - * Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2. - * - * Revision 2.165 2006/02/26 08:06:57 taylor - * another non-linear campaign fix, this one affected PVs - * - * Revision 2.164 2006/02/26 05:32:38 Goober5000 - * guess this is still needed - * - * Revision 2.163 2006/02/25 22:06:57 Goober5000 - * import tweak - * - * Revision 2.162 2006/02/24 07:34:07 taylor - * fix custom loading screens that I manage to break yet again - * add a "MaxFPS" registry/ini option to specify a FPS cap, useful if you can't make use of v-sync for some reason - * - * Revision 2.161 2006/02/17 08:36:16 Goober5000 - * bother those variables - * - * Revision 2.160 2006/02/17 08:13:53 Goober5000 - * fix subtle bug - * --Goober5000 - * - * Revision 2.159 2006/02/16 05:18:48 taylor - * all just getting basic info in parse_mission_info(), this fixes several parsing/warning issues that can show up - * from going in the techroom and some similar FRED2 issues as this stuff doesn't get reset between get_mission_info() calls. - * this also should make the mission simulator screen load a bit faster - * - * Revision 2.158 2006/02/12 05:23:16 Goober5000 - * additional fixes and enhancements for substitute music - * --Goober5000 - * - * Revision 2.157 2006/02/12 01:27:47 Goober5000 - * more cool work on importing, music handling, etc. - * --Goober5000 - * - * Revision 2.156 2006/02/11 21:24:05 Goober5000 - * this isn't needed now - * --Goober5000 - * - * Revision 2.155 2006/02/11 07:31:55 Goober5000 - * two things I missed before - * --Goober5000 - * - * Revision 2.154 2006/02/11 02:58:23 Goober5000 - * yet more various and sundry fixes - * --Goober5000 - * - * Revision 2.153 2006/02/11 01:02:28 Goober5000 - * more fixage - * --Goober5000 - * - * Revision 2.152 2006/02/11 00:13:55 Goober5000 - * more FS1 import goodness - * --Goober5000 - * - * Revision 2.151 2006/02/10 23:33:39 Goober5000 - * fixed an old Volition bug unmasked by my parse changes - * --Goober5000 - * - * Revision 2.150 2006/02/06 02:06:01 wmcoolmon - * Various fixes; very beginnings of Directives scripting support - * - * Revision 2.149 2006/02/02 08:12:47 Goober5000 - * ugh, more ship/wing fixage - * --Goober5000 - * - * Revision 2.148 2006/02/02 05:48:17 Goober5000 - * fixed a FRED problem brought on by the parse reordering - * --Goober5000 - * - * Revision 2.147 2006/01/31 17:19:20 taylor - * oh the shame (/me imagines the big grin on Goober's face right now :p) - * - * Revision 2.146 2006/01/31 15:44:29 taylor - * we need to skip to the start of the string, not the end - * - * Revision 2.145 2006/01/31 04:24:25 Goober5000 - * stuff - * - * Revision 2.144 2006/01/31 02:02:33 Goober5000 - * fix a potential problem with replacement range - * --Goober5000 - * - * Revision 2.143 2006/01/31 01:53:37 Goober5000 - * update FSM import for FSPort v3.0 - * --Goober5000 - * - * Revision 2.142 2006/01/30 19:35:41 taylor - * fix parsing of reinforcements - * - * Revision 2.141 2006/01/30 06:30:03 taylor - * dynamic starfield bitmaps - * - * Revision 2.140 2006/01/28 02:59:55 Goober5000 - * fixed the bug where wings couldn't be initially docked to stuff - * --Goober5000 - * - * Revision 2.139 2006/01/26 04:01:58 Goober5000 - * spelling - * - * Revision 2.138 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.137 2006/01/14 06:25:11 taylor - * make sure rship gets initialized before use - * - * Revision 2.136 2006/01/14 05:36:06 Goober5000 - * tweaky tweak - * --Goober5000 - * - * Revision 2.135 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.134 2006/01/04 08:19:21 taylor - * fixes for regular texture replacement - * - * Revision 2.133 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.132 2005/12/29 00:56:45 phreak - * loading code for flipped briefing icons. - * - * Revision 2.131 2005/12/28 22:31:03 taylor - * unused variable (to make GCC shut up) - * - * Revision 2.130 2005/12/08 15:11:29 taylor - * a few game_busy() changes - * - * Revision 2.129 2005/12/06 02:57:57 taylor - * just to be on the safe side - * - * Revision 2.128 2005/11/24 08:46:10 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 2.127 2005/11/21 02:43:37 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.126 2005/11/21 00:46:12 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.125 2005/11/18 07:53:27 Goober5000 - * made arrival invalidation more efficient - * (probably only a small speedup, but meh) - * --Goober5000 - * - * Revision 2.124 2005/10/31 09:09:41 Goober5000 - * bit of tweakage - * --Goober5000 - * - * Revision 2.123 2005/10/30 20:42:45 Goober5000 - * fix the support ship spawning bug - * --Goober5000 - * - * Revision 2.122 2005/10/30 20:03:39 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.121 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.120 2005/10/22 22:25:23 Goober5000 - * made Cmdline_UseNewAI toggle the mission flag, plus fixed a few other flag-related potential bugs - * --Goober5000 - * - * Revision 2.119 2005/10/10 17:21:05 taylor - * remove NO_NETWORK - * - * Revision 2.118 2005/10/09 08:03:20 wmcoolmon - * New SEXP stuff - * - * Revision 2.117 2005/10/02 23:01:17 Goober5000 - * removed a redundant action - * --Goober5000 - * - * Revision 2.116 2005/09/29 04:26:08 Goober5000 - * parse fixage - * --Goober5000 - * - * Revision 2.115 2005/09/27 08:09:13 Goober5000 - * fix debug warning - * --Goober5000 - * - * Revision 2.114 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.113 2005/09/25 18:44:51 taylor - * fix Subsys_status leak, wasn't a problem in game but can be touchy on exit - * - * Revision 2.112 2005/09/25 08:25:15 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.111 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.110 2005/09/24 02:24:29 Goober5000 - * bah - * --Goober5000 - * - * Revision 2.109 2005/09/24 01:50:08 Goober5000 - * a bunch of support ship bulletproofing - * --Goober5000 - * - * Revision 2.108 2005/08/31 08:09:50 Goober5000 - * All wings will now form on their respective leaders, not just certain starting wings. - * If this breaks anything, the old code is commented out. You know who to yell at. ;) - * --Goober5000 - * - * Revision 2.107 2005/08/31 07:54:32 Goober5000 - * Wings will now form on their leader, not necessarily the player. This is to - * account for cases where the player is not the leader of his wing. It has the - * side effect of causing wings that arrive later in the mission to form on *their* - * leader rather than the player, but this is probably the preferred behavior (at - * least judging from Mike Kulas's comment of 5/9/98). This does create a - * difference from retail AI, but it should be only cosmetic, since ships only form - * on a wing until they are ordered (via comm or sexp) to do something else. - * --Goober5000 - * - * Revision 2.106 2005/08/26 00:56:17 taylor - * send out multi pings during level load to prevent timeouts on slower computers (does not break network compatibility with older, or retail, clients/servers) - * - * Revision 2.105 2005/08/23 09:18:07 Goober5000 - * ensure init/reset of goals works cleanly - * --Goober5000 - * - * Revision 2.104 2005/08/23 07:49:24 Goober5000 - * removed a thing I apparently forgot to remove on 2005/07/12 - * --Goober5000 - * - * Revision 2.103 2005/08/22 22:24:22 Goober5000 - * some tweaks to parselo, plus ensure that Unicode files don't crash - * --Goober5000 - * - * Revision 2.102 2005/08/21 06:19:31 Goober5000 - * clarified the comment on my original move of the wing departure information assignment - * --Goober5000 - * - * Revision 2.101 2005/07/25 08:22:00 Goober5000 - * more bugs and tweaks - * --Goober5000 - * - * Revision 2.100 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.99 2005/07/25 03:13:25 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.98 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.97 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.96 2005/07/13 02:32:22 Goober5000 - * this seems like it should be handled by the code already... - * let's remove it and see what happens :p - * --Goober5000 - * - * Revision 2.95 2005/07/13 02:30:53 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.94 2005/07/13 02:01:29 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.93 2005/07/13 00:44:22 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.92 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.91 2005/04/28 05:29:30 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.90 2005/04/28 01:35:26 wmcoolmon - * stuff_byte to stuff_ubyte; does the same thing, but with a better name. - * - * Revision 2.89 2005/04/21 15:59:41 taylor - * sexp to swap the skybox in mission, not tested in FRED, hopefully I didn't mess this up too much - * - * Revision 2.88 2005/04/12 02:07:00 phreak - * ambient_light_level added to the mission structure - * - * Revision 2.87 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.86 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.85 2005/03/25 06:57:35 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.84 2005/03/08 03:50:22 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.83 2005/03/03 06:05:29 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.82 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.81 2005/03/01 06:55:41 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.80 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.79 2005/01/26 21:42:19 Goober5000 - * important bugfix - * --Goober5000 - * - * Revision 2.78 2005/01/21 08:56:50 taylor - * make Subsys_status dynamic but allocate in blocks for speed and to help prevent memory fragmentation - * - * Revision 2.77 2005/01/18 00:14:37 Goober5000 - * clarified a bunch of sexp stuff and fixed a bug - * --Goober5000 - * - * Revision 2.76 2005/01/11 21:38:50 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.75 2005/01/03 01:05:08 phreak - * made custom loading screens work if only one resolution has been specified. - * - * Revision 2.74 2004/12/22 21:48:21 taylor - * safety check against very large missions - * - * Revision 2.73 2004/12/15 17:32:19 Goober5000 - * move wing name initialization to ship_level_init - * --Goober5000 - * - * Revision 2.72 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.71 2004/11/21 11:31:46 taylor - * newline fix (got tired of seeing this) - * - * Revision 2.70 2004/10/31 02:04:34 Goober5000 - * added Knossos_warp_ani_used flag for taylor - * --Goober5000 - * - * Revision 2.69 2004/10/15 09:21:55 Goober5000 - * cleaned up some sexp stuff and added wing capability to kamikaze sexp - * --Goober5000 - * - * Revision 2.68 2004/10/12 22:47:14 Goober5000 - * added toggle-subsystem-scanning ship flag - * --Goober5000 - * - * Revision 2.67 2004/10/12 07:34:45 Goober5000 - * added contrail speed threshold - * --Goober5000 - * - * Revision 2.66 2004/10/11 22:29:25 Goober5000 - * added the no-bank ship flag (which works) and the affected-by-gravity flag - * (which won't work until I implement gravity points) - * --Goober5000 - * - * Revision 2.65 2004/09/01 00:22:36 Goober5000 - * fixed a small bug in the custom hitpoints mod - * --Goober5000 - * - * Revision 2.64 2004/07/27 20:09:12 Kazan - * making another bug a little bit more dead inside :D - * - * Revision 2.63 2004/07/26 20:47:37 Kazan - * remove MCD complete - * - * Revision 2.62 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.61 2004/07/01 01:12:32 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.60 2004/05/11 02:52:12 Goober5000 - * completed the FRED import conversion stuff that I started ages ago - * --Goober5000 - * - * Revision 2.59 2004/05/10 10:51:53 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.58 2004/05/10 08:03:30 Goober5000 - * fixored the handling of no lasers and no engines... the tests should check the ship, - * not the object - * --Goober5000 - * - * Revision 2.57 2004/05/03 21:22:22 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.56 2004/04/13 05:42:45 Goober5000 - * fixed the custom hitpoints subsystem bug - * --Goober5000 - * - * Revision 2.55 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.54 2004/02/07 00:48:53 Goober5000 - * made FS2 able to account for subsystem mismatches between ships.tbl and the - * model file - e.g. communication vs. communications - * --Goober5000 - * - * Revision 2.53 2004/02/05 14:31:44 Goober5000 - * fixed a few random bugs - * --Goober5000 - * - * Revision 2.52 2004/02/04 08:41:04 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.51 2004/01/30 07:39:08 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.50 2004/01/14 06:34:07 Goober5000 - * made set-support-ship number align with general FS convention - * --Goober5000 - * - * Revision 2.49 2003/10/23 23:48:03 phreak - * added code for the mission parser to recognize user defined skyboxes - * - * Revision 2.48 2003/10/16 16:38:16 Kazan - * couple more types in species_defs.cpp, also finished up "Da Species Upgrade" - * - * Revision 2.47 2003/10/15 22:03:25 Kazan - * Da Species Update :D - * - * Revision 2.46 2003/10/08 06:32:06 argv - * Negative repeat count means repeat indefinitely. A trivial change, it should not break anything. - * - * Revision 2.45 2003/09/30 04:05:09 Goober5000 - * updated FRED to import FS1 default weapons loadouts as well as missions - * --Goober5000 - * - * Revision 2.44 2003/09/28 21:22:59 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 2.43 2003/09/13 06:02:06 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.40 2003/09/06 20:41:52 wmcoolmon - * Added "+Subsystem Repair Ceiling:" after "+Hull Repair Ceiling:" (formerly "+Support Repair Ceiling:" - * - * Revision 2.39 2003/09/06 19:09:24 wmcoolmon - * Added optional mission parameter "+Support Repair Ceiling", which sets what percentage a support ship can repair a ship's hull to. - * - * Revision 2.38 2003/09/05 10:41:48 Goober5000 - * bah - fixed a dumb bug - * --Goober5000 - * - * Revision 2.37 2003/09/05 04:25:29 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.36 2003/05/09 23:52:01 phreak - * changed around code in parse_mission_info() to support user-defined loading screens - * - * Revision 2.35 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.34 2003/03/25 07:03:30 Goober5000 - * added beginning functionality for $Texture Replace implementation in FRED - * --Goober5000 - * - * Revision 2.33 2003/01/27 07:46:33 Goober5000 - * finished up my fighterbay code - ships will not be able to arrive from or depart into - * fighterbays that have been destroyed (but you have to explicitly say in the tables - * that the fighterbay takes damage in order to enable this) - * --Goober5000 - * - * Revision 2.32 2003/01/26 00:20:01 Goober5000 - * oops - fixed the nebula bug that wasn't completely fixed :) - * --Goober5000 - * - * Revision 2.31 2003/01/19 22:20:23 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.30 2003/01/19 09:14:05 Goober5000 - * fixed fiddly code - * --Goober5000 - * - * Revision 2.29 2003/01/19 09:10:40 Goober5000 - * more tweaky bug fixes - * --Goober5000 - * - * Revision 2.28 2003/01/19 08:37:52 Goober5000 - * fixed two dumb bugs in the set-support-ship code - * --Goober5000 - * - * Revision 2.27 2003/01/19 07:45:38 Goober5000 - * actually added the set-support-ship sexp; much of the other commit was - * groundwork (data types and stuff) - * --Goober5000 - * - * Revision 2.26 2003/01/19 07:02:16 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.25 2003/01/18 23:25:39 Goober5000 - * made "no-subspace-drive" applicable to all ships and fixed a really *STUPID* - * bug that made FRED keep crashing (missing comma, bleagh!) - * --Goober5000 - * - * Revision 2.24 2003/01/18 09:25:41 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.23 2003/01/17 04:57:17 Goober5000 - * Allowed selection of either $Texture Replace, which keeps track of individual - * replacement textures for a ship, or $Duplicate Model Texture Replace, which - * duplicates a model and reskins it. Use $Duplicate Model Texture Replace - * if you want to substitute an animated texture or a transparent texture. - * --Goober5000 - * - * Revision 2.22 2003/01/17 01:48:50 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.21 2003/01/15 08:57:23 Goober5000 - * assigning duplicate models to ships now works; committing so I have a base - * to fall back to as I work on texture replacement - * --Goober5000 - * - * Revision 2.20 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.19 2003/01/15 05:24:23 Goober5000 - * added texture replacement parse - will be implemented later - * --Goober5000 - * - * Revision 2.18 2003/01/14 06:13:23 Goober5000 - * argh - fixed the stupid message persona bug with - * Bobboau, please check your code! - * --Goober5000 - * - * Revision 2.17 2003/01/13 02:09:12 wmcoolmon - * Change mission flag for nebula trails. Also changed code to set flags as necessary - * - * Revision 2.16 2003/01/11 01:00:25 wmcoolmon - * Added code for "Ship Trails override Nebula" - * - * Revision 2.15 2003/01/06 20:29:28 Goober5000 - * nasssty bugs, we hates them, yesss we do, preciousssss - * :) - * --Goober5000 - * - * Revision 2.14 2003/01/06 17:19:14 Goober5000 - * hmm... moved +Squad Logo to immediately beneath $Name - * --Goober5000 - * - * Revision 2.13 2003/01/06 17:14:52 Goober5000 - * added wing configurable squad logos - put +Squad Logo: filename.pcx as - * the last entry in each wing that you want (but the player's squad logo will - * still be the squad logo for the player's wing) - * --Goober5000 - * - * Revision 2.12 2003/01/03 21:58:08 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.11 2003/01/02 00:35:21 Goober5000 - * added don't-collide-invisible and collide-invisible sexps - * --Goober5000 - * - * Revision 2.10 2003/01/01 23:33:34 Goober5000 - * added ship-vaporize and ship-no-vaporize sexps - * --Goober5000 - * - * Revision 2.9 2002/12/27 02:57:51 Goober5000 - * removed the existing stealth sexps and replaced them with the following... - * ship-stealthy - * ship-unstealthy - * is-ship-stealthy - * friendly-stealth-invisible - * friendly-stealth-visible - * is-friendly-stealth-visible - * --Goober5000 - * - * Revision 2.8 2002/12/23 05:18:52 Goober5000 - * Squashed some Volition bugs! :O Some of the sexps for dealing with more than - * one ship would return after only dealing with the first ship. - * - * Also added the following sexps: - * is-ship-stealthed - * ship-force-stealth - * ship-force-nostealth - * ship-remove-stealth-forcing - * - * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even - * show up for friendly ships. - * --Goober5000 - * - * Revision 2.7 2002/12/22 22:59:04 Goober5000 - * hack: turn on ship trails if in nebula - restores backward compatibility - * --Goober5000 - * - * Revision 2.6 2002/12/13 08:13:29 Goober5000 - * small tweaks and bug fixes for the ballistic primary conversion - * ~Goober5000~ - * - * Revision 2.5 2002/12/10 05:43:34 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.4 2002/12/03 23:05:13 Goober5000 - * implemented beam-free-all-by-default mission flag - * - * Revision 2.3 2002/12/03 00:00:52 Goober5000 - * fixed player entry delay bug - * - * Revision 2.2 2002/11/14 06:15:02 bobboau - * added nameplate code - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 63 9/12/99 8:09p Dave - * Fixed problem where skip-training button would cause mission messages - * not to get paged out for the current mission. - * - * 62 9/09/99 3:53a Andsager - * Only reposition HUGE ships to center of knossos device on warp in - * - * 61 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 60 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 59 8/25/99 10:06a Jefff - * vasudan pilots get a vasudan support ship. - * - * 58 8/24/99 5:27p Andsager - * Make subsystems with zero strength before mission blown off. Protect - * red alert pilot against dying between orders and jump. - * - * 57 8/18/99 10:07p Johnson - * Fix Fred bug in positioning of Knossos device (when trying to warp in - * through self) - * - * 56 8/18/99 3:57p Andsager - * Add warning for invalid alt_name. - * - * 55 8/18/99 3:48p Andsager - * Make support ship take default name and not 0th alt_name. - * - * 54 8/16/99 3:53p Andsager - * Add special warp in interface in Fred and saving / reading. - * - * 53 8/16/99 2:01p Andsager - * Knossos warp-in warp-out. - * - * 52 8/03/99 5:35p Andsager - * Don't draw target dot for instructor in training mission - * - * 51 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 50 7/28/99 1:36p Andsager - * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp - * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack - * better. - * - * 49 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 48 7/19/99 3:01p Dave - * Fixed icons. Added single transport icon. - * - * 47 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 46 7/13/99 5:03p Alanl - * make sure object sounds get assigned to ships - * - * 45 7/11/99 2:14p Dave - * Added Fred names for the new icon types. - * - * 44 7/02/99 4:\31p Dave - * Much more sophisticated lightning support. - * - * 43 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 42 6/28/99 4:51p Andsager - * Add ship-guardian sexp (does not allow ship to be killed) - * - * 41 6/21/99 1:34p Alanl - * event music tweaks - * - * 40 6/16/99 10:20a Dave - * Added send-message-list sexpression. - * - * 39 6/14/99 2:06p Andsager - * Default load brown asteroids - * - * 38 6/10/99 11:06a Andsager - * Mission designed selection of asteroid types. - * - * 37 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 36 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 35 4/26/99 8:49p Dave - * Made all pof based nebula stuff full customizable through fred. - * - * 34 4/26/99 12:49p Andsager - * Add protect object from beam support to Fred - * - * 33 4/16/99 2:34p Andsager - * Second pass on debris fields - * - * 32 4/15/99 5:00p Andsager - * Frist pass on Debris field - * - * 31 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 30 3/31/99 9:52a Andsager - * generalization for debris field - * - * 29 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 28 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 27 3/24/99 6:23p Dave - * Make sure we only apply squadron changes to the player in single-player - * campaign mode. - * - * 26 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 25 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 24 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 23 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 22 2/23/99 8:11p Dave - * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing. - * Small pass over todolist items. - * - * 21 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 20 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 19 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 18 2/07/99 8:51p Andsager - * Add inner bound to asteroid field. Inner bound tries to stay astroid - * free. Wrap when within and don't throw at ships inside. - * - * 17 2/05/99 10:38a Johnson - * Fixed improper object array reference. - * - * 16 2/04/99 1:23p Andsager - * Apply max spark limit to ships created in mission parse - * - * 15 2/03/99 12:42p Andsager - * Add escort priority. Modify ship_flags_dlg to include field. Save and - * Load. Add escort priority field to ship. - * - * 14 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 13 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 12 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 11 1/07/99 1:52p Andsager - * Initial check in of Sexp_variables - * - * 10 11/14/98 5:32p Dave - * Lots of nebula work. Put in ship contrails. - * - * 9 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 8 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 7 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 6 10/29/98 9:23p Dave - * Removed minor bug concerning externalization of campaign files. - * - * 5 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 4 10/20/98 10:44a Andsager - * Add comment for creating sparks before mission starts - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 503 9/21/98 8:46p Dave - * Put in special check in fred for identifying unknown ships. - * - * 502 9/14/98 5:09p Dave - * Massive hack to always ignore m-clash - * - * 501 9/14/98 3:40p Allender - * better error checking for invalid number of waves for player wings in a - * multiplayer game. Better popup message in FreeSpace side. - * - * 500 9/11/98 2:05p Allender - * make reinforcements work correctly in multiplayer games. There still - * may be a team vs team issue that I haven't thought of yet :-( - * - * 499 8/07/98 9:48a Allender - * changed how SF_FROM_PLAYER_WING is assigned for team vs. team games - * - * 498 7/16/98 2:22p Allender - * don't do wave check in single player - * - * 497 7/13/98 5:19p Dave - * - * 496 7/13/98 3:15p Allender - * don't allow multiple waves for any player wings - * - * 495 7/10/98 12:11a Allender - * fixed problem where missions files of 0 length would cause game to - * crash - * - * 494 5/21/98 3:31p Allender - * fix bug where Ship_obj_list was getting overwritten by the exited ships - * list - * - * 493 5/20/98 1:04p Hoffoss - * Made credits screen use new artwork and removed rating field usage from - * Fred (a goal struct member). - * - * 492 5/18/98 4:41p Comet - * allender: fix problem where ships in wings were not deleted on clients - * when a new wing create packet came in. A serious hack of all hacks - * - * 491 5/18/98 3:37p Jasen - * move Int3() about too many ships in wing to before where ship actually - * gets created - * - * 490 5/18/98 1:58a Mike - * Make Phoenix not be fired at fighters (but yes bombers). - * Improve positioning of ships in guard mode. - * Make turrets on player ship not fire near end of support ship docking. - * - * 489 5/15/98 9:52a Allender - * added code to give Warning when orders accepted don't match the default - * orders - * - * 488 5/13/98 4:41p Mike - * Make big ships try a tiny bit to avoid collision with each other when - * attacking another big ship. Make ships a little less likely to collide - * into player when in formation, drop off if player flying wacky. - * - * 487 5/13/98 3:07p Mitri - * fixed problem with checking current count of the mission against max - * ships per wing - * - * 486 5/11/98 4:33p Allender - * fixed ingame join problems -- started to work on new object updating - * code (currently ifdef'ed out) - * - * 485 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/mission/missiontraining.cpp b/fs2_open/code/mission/missiontraining.cpp index a59993319a..44ade1c39b 100644 --- a/fs2_open/code/mission/missiontraining.cpp +++ b/fs2_open/code/mission/missiontraining.cpp @@ -7,359 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionTraining.cpp $ - * $Revision: 2.25.2.1 $ - * $Date: 2007-08-19 22:15:06 $ - * $Author: karajorma $ - * - * Special code for training missions. Stuff like displaying training messages in - * the special training window, listing the training objectives, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.25 2006/03/19 05:05:59 taylor - * make sure the mission log doesn't modify stuff in Cargo_names[], since it shouldn't - * have split_str_once() be sure to not split a word in half, it should end up on the second line instead - * - * Revision 2.24 2006/01/30 06:58:10 taylor - * try and handle things like $$ and ## a bit better (this worked for what I threw at it but please double-check me here Goober) - * - * Revision 2.23 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 2.22 2005/10/28 14:49:35 taylor - * some minor cleanup and compiler warning fixes - * - * Revision 2.21 2005/10/27 16:24:24 taylor - * some minor fixes to message_translate_tokens(), fixes a bug and adds some out-of-bounds checks - * - * Revision 2.20 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.19 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.18 2005/07/18 03:45:07 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.17 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.16 2005/06/30 01:48:52 Goober5000 - * * NOX'd none.wav - * * changed comparisons on none.wav to only look at the first four letters in case - * we don't have an extension or in case some weirdo decides to put none.ogg - * * simulated speech pre-empts "beeps" in in-game messages - * --Goober5000 - * - * Revision 2.15 2005/06/16 05:17:31 Goober5000 - * fixed a CVS log spelling error, plus fixed a tricky sexp allocation bug - * --Goober5000 - * - * Revision 2.14 2005/05/26 05:07:19 Goober5000 - * some bracket happiness, plus fixed the training message version of the crazy semicolon bug - * (thanks to taylor for fixing the regular message version) - * --Goober500 - * - * Revision 2.13 2005/05/23 05:55:13 taylor - * more from Jens... - * - make sure that a frame number doesn't get carried over to non-animated weapon glows - * - move the line splitting code in missiontraining.cpp so that we don't have to worry about EOS chars - * - * Revision 2.12 2005/05/13 02:56:34 taylor - * more malloc->vm_malloc, free->vm_free, strdup->vm_strdup fixage - * - * Revision 2.11 2005/05/12 03:50:10 Goober5000 - * repeating messages with variables should work properly now - * --Goober5000 - * - * Revision 2.10 2005/05/12 01:34:50 Goober5000 - * removed variables in messages for now - * --Goober5000 - * - * Revision 2.9 2005/05/11 08:10:20 Goober5000 - * variables should now work properly in messages that are sent multiple times - * --Goober5000 - * - * Revision 2.8 2005/04/24 03:01:56 wmcoolmon - * Might as well fix trainer messages too. - * - * Revision 2.7 2005/04/11 05:48:34 taylor - * make sure use an insensitive case check for Messages[] names (Jens Granseuer) - * little clarification of if-else block in message_training_queue() - * - * Revision 2.6 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.5 2004/07/26 20:47:38 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/12/23 01:47:17 Goober5000 - * removed stipulation that "Instructor" be present for training-message sexp to work - * --Goober5000 - * - * (This is fun! :)) - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/09 23:02:57 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 8/27/99 2:20p Andsager - * Sort directives by born on date - * - * 9 8/22/99 7:57p Alanl - * fix bug that was scaling down mission training voice twice - * - * 8 8/02/99 7:29p Jefff - * moved instructor text in hi res - * - * 7 8/02/99 3:49p Jefff - * moved directives window down in 1024 - * - * 6 7/10/99 1:44p Andsager - * Modified directives listing so that current and recently - * satisfied/failed directives stay on screen. - * - * 5 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 4 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 58 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 57 6/13/98 5:19p Hoffoss - * externalized control config texts. - * - * 56 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 55 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 54 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 53 5/16/98 9:13p Allender - * don't display the directive display in multiplayer - * - * 52 5/07/98 11:59p Mike - * Don't show training popup for unbound key unless in training mission. - * (Happens in demo01) - * - * 51 4/30/98 12:01a Lawrance - * using nprintf((Warning,...)) when audiostream can't be opened - * - * 50 4/27/98 11:20a Hoffoss - * Doubled TRAINING_MESSAGE_QUEUE_MAX. - * - * 49 4/22/98 3:21p Hoffoss - * Fixed slight training message problems with training_failure state. - * - * 48 4/16/98 4:33p Hoffoss - * Added support for detecting instructor terminating training due to - * player shooting at him. - * - * 47 4/15/98 10:16p Mike - * Training mission #5. - * Fix application of subsystem damage. - * - * 46 4/15/98 5:25p Lawrance - * only show damage gauge when training message not visible - * - * 45 4/03/98 2:52p Allender - * use Missiontime insteadof timestamp() for objective display - * - * 44 3/31/98 5:23p Hoffoss - * Fixed bug with training message token handling. - * - * 43 3/18/98 6:22p John - * Made directives display wiggle when afterburner is on - * - * 42 3/11/98 2:46p Hoffoss - * Shortened the width of the training message window so it doesn't - * overlap other hud objects. - * - * 41 2/23/98 8:31a John - * More string externalization - * - * 40 2/22/98 4:30p John - * More string externalization classification - * - * 39 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 38 1/30/98 4:24p Hoffoss - * Added a 3 second delay for directives before they get displayed. - * - * 37 1/26/98 6:27p Lawrance - * Change popups to use '&' meta-char for underlined hotkey. - * - * 36 1/22/98 11:46p Hoffoss - * Fixed linking problem with Fred. - * - * 35 1/22/98 11:00p Mike - * Fix Fred link error by commenting out line, email Hoffoss with info. - * - * 34 1/22/98 4:15p Hoffoss - * Added code to allow popup to tell player he needs to bind a key for the - * training mission. - * - * 33 1/20/98 2:26p Hoffoss - * Removed references to timestamp_ticker, used timestamp() instead. - * - * 32 1/19/98 9:37p Allender - * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple - * of places since I was unsure of what to do with code. - * - * 31 1/15/98 6:00p Hoffoss - * Added option to quit menu (in game) to restart the mission. Doesn't - * seem to quite work, though. Checking code in so someone else can look - * into it. - * - * 30 1/09/98 10:47a Lawrance - * Only clear auto-target, linking etc. when actually starting a training - * mission. - * - * 29 1/08/98 4:07p Hoffoss - * Made objective key text appear in Green. - * - * 28 1/06/98 2:07p Lawrance - * strip leading whitespace on training message lines - * - * 27 1/05/98 11:05p Lawrance - * Clear primary/secondary linking if playing a training mission. - * - * 26 1/05/98 10:03p Lawrance - * Fix HUD gauge flag that didn't get changed. - * - * 25 1/05/98 4:04p Hoffoss - * Changed training-message sexp operator to allow it to control the length of - * time a message is displayed for. - * - * 24 1/05/98 11:16a Mike - * Clear auto-targeting and auto-speed-matching in a training mission. - * - * 23 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 22 12/22/97 6:07p Hoffoss - * Made directives flash when completed, fixed but with is-destroyed - * operator. - * - * 21 12/19/97 12:43p Hoffoss - * Changed code to allow counts in directives. - * - * 20 12/18/97 11:53a Lawrance - * fix bug with displaying hud directives - * - * 19 12/16/97 9:13p Lawrance - * Integrate new gauges into HUD config. - * - * 18 12/15/97 5:26p Allender - * temporary code to display for 5 second completion status of objectives - * - * 17 11/20/97 1:10a Lawrance - * add support for voice volumes - * - * 16 11/17/97 6:38p Lawrance - * move directives window down - * - * 15 11/14/97 1:24p Lawrance - * draw 'directives' as the title - * - * 14 11/14/97 1:21p Lawrance - * split directives lines if they get too long - * - * 13 11/12/97 6:00p Hoffoss - * Added training messages to hud scrollback log. - * - * 12 11/11/97 10:27p Lawrance - * implement new HUD directives gauge - * - * 11 11/11/97 12:59a Lawrance - * move objective window up slightly - * - * 10 10/21/97 7:18p Hoffoss - * Overhauled the key/joystick control structure and usage throughout the - * entire FreeSpace code. The whole system is very different now. - * - * 9 10/21/97 3:35p Dan - * ALAN: if wave file doesn't exist, don't play it - * - * 8 10/17/97 6:39p Hoffoss - * Added delayability to key-pressed operator and training-message operator. - * - * 7 10/17/97 10:23a Hoffoss - * Added more comments. - * - * 6 10/14/97 11:35p Lawrance - * change snd_load parameters - * - * 5 10/13/97 4:33p Hoffoss - * Made training messages go away after time. - * - * 4 10/13/97 3:24p Hoffoss - * Made it so training message text can be arbitrarily bolded. - * - * 3 10/10/97 6:15p Hoffoss - * Implemented a training objective list display. - * - * 2 10/09/97 4:44p Hoffoss - * Dimmed training window glass and made it less transparent, added flags - * to events, set he stage for detecting current events. - * - * 1 10/09/97 2:41p Hoffoss - * - * $NoKeywords: $ - */ + #include "mission/missiontraining.h" diff --git a/fs2_open/code/mission/missiontraining.h b/fs2_open/code/mission/missiontraining.h index 4c1cdb1465..e69d5cbe7e 100644 --- a/fs2_open/code/mission/missiontraining.h +++ b/fs2_open/code/mission/missiontraining.h @@ -7,60 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Mission/MissionTraining.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * Special code for training missions. Stuff like displaying training messages in - * the special training window, listing the training objectives, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/05/12 03:50:10 Goober5000 - * repeating messages with variables should work properly now - * --Goober5000 - * - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 4/16/98 4:33p Hoffoss - * Added support for detecting instructor terminating training due to - * player shooting at him. - * - * 6 4/15/98 5:25p Lawrance - * extern Training_message_visible - * - * 5 1/05/98 4:04p Hoffoss - * Changed training-message sexp operator to allow it to control the length of - * time a message is displayed for. - * - * 4 10/17/97 6:39p Hoffoss - * Added delayability to key-pressed operator and training-message operator. - * - * 3 10/10/97 6:15p Hoffoss - * Implemented a training objective list display. - * - * 2 10/09/97 4:44p Hoffoss - * Dimmed training window glass and made it less transparent, added flags - * to events, set he stage for detecting current events. - * - * 1 10/09/97 2:41p Hoffoss - * - * $NoKeywords: $ - */ + extern int Training_message_method; extern int Training_num_lines; diff --git a/fs2_open/code/missionui/chatbox.cpp b/fs2_open/code/missionui/chatbox.cpp index 36a045820e..c4f30c4b74 100644 --- a/fs2_open/code/missionui/chatbox.cpp +++ b/fs2_open/code/missionui/chatbox.cpp @@ -7,320 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/Chatbox.cpp $ - * $Revision: 2.14 $ - * $Date: 2006-06-02 09:17:09 $ - * $Author: taylor $ - * - * C module to handle all code for multiplayer chat windows - * - * $Log: not supported by cvs2svn $ - * Revision 2.13 2006/03/26 08:25:05 taylor - * the bmpman release issues for the chatbox should be fixed now so we can go back to using bm_release() on the bitmaps - * Chatbox_p_coords (the multi-pause background) should be at 0,0 (even though this isn't used I thought it was a good idea to go ahead and fix it) - * - * Revision 2.12 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.11 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.10 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.9 2005/06/19 02:38:33 taylor - * fix possible crash from popups, especially in multi - * - * Revision 2.8 2005/04/21 15:53:24 taylor - * make sure we don't try to process chatbox_close() more than once - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.5 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.4 2004/07/26 20:47:38 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 8/05/99 4:05p Jefff - * fixed pause chatbox display coords - * - * 11 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 10 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 9 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 8 2/23/99 8:11p Dave - * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing. - * Small pass over todolist items. - * - * 7 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 6 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 5 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 4 1/28/99 7:09p Neilk - * Modified chatbox to use new interface graphics (only 640) - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 57 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 56 9/11/98 5:08p Dave - * More tweaks to kick notification system. - * - * 55 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 54 6/09/98 5:15p Lawrance - * French/German localization - * - * 53 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 52 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 51 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 50 5/17/98 6:32p Dave - * Make sure clients/servers aren't kicked out of the debriefing when team - * captains leave a game. Fixed chatbox off-by-one error. Fixed image - * xfer/pilot info popup stuff. - * - * 49 5/17/98 1:43a Dave - * Eradicated chatbox problems. Remove speed match for observers. Put in - * help screens for PXO. Fix messaging and end mission privelges. Fixed - * team select screen bugs. Misc UI fixes. - * - * 48 5/15/98 9:52p Dave - * Added new stats for freespace. Put in artwork for viewing stats on PXO. - * - * 47 5/15/98 5:15p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 46 5/08/98 7:08p Dave - * Lots of UI tweaking. - * - * 45 5/07/98 6:26p Dave - * Fix strange boundary conditions which arise when players die/respawn - * while the game is being ended. Spiff up the chatbox doskey thing a bit. - * - * 44 5/04/98 10:39p Dave - * Put in endgame sequencing. Need to check campaign situations. - * Realigned ship info on team select screen. - * - * 43 5/02/98 5:38p Dave - * Put in new tracker API code. Put in ship information on mp team select - * screen. Make standalone server name permanent. Fixed standalone server - * text messages. - * - * 42 4/29/98 6:00p Dave - * Fixed chatbox font colors. Made observer offscreen indicators work. - * Numerous small UI fixes. Fix rank limitations for mp games. - * - * 41 4/25/98 3:14p Dave - * Fixed chatbox clipping problem. - * - * 40 4/16/98 6:34p Dave - * Fixed reversed team vs. team colors. - * - * 39 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 38 4/13/98 7:48p Dave - * Fixed chatbox overrun errors. Put in line recall function (4 deep). - * - * 37 4/12/98 2:09p Dave - * Make main hall door text less stupid. Make sure inputbox focus in the - * multi host options screen is managed more intelligently. - * - * 36 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 35 3/31/98 4:42p Allender - * mission objective support for team v. team mode. Chatbox changes to - * make input box be correct length when typing - * - * 34 3/29/98 1:24p Dave - * Make chatbox not clear between multiplayer screens. Select player ship - * as default in mp team select and weapons select screens. Made create - * game mission list use 2 fixed size columns. - * - * 33 3/19/98 5:05p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 32 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 31 3/17/98 12:30a Dave - * Put in hud support for rtvoice. Several ui interface changes. - * - * 30 3/10/98 10:59p Dave - * Fixed single player pause screen. Put in temporary fix for multiplayer - * version. Fixed several chatbox display and text string bugs. - * - * 29 2/27/98 9:41a Dave - * Made "up/down" arrows flip direction when toggling chatbox sizes. - * - * 28 2/26/98 4:21p Dave - * More robust multiplayer voice. - * - * 27 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 26 2/22/98 12:19p John - * Externalized some strings - * - * 25 2/13/98 3:46p Dave - * Put in dynamic chatbox sizing. Made multiplayer file lookups use cfile - * functions. - * - * 24 2/04/98 10:50p Allender - * zero out chat line before storing text - * - * 23 1/29/98 5:23p Dave - * Made ingame join handle bad packets gracefully. - * - * 22 1/23/98 5:43p Dave - * Finished bringing standalone up to speed. Coded in new host options - * screen. - * - * 21 1/17/98 5:51p Dave - * Bug fixes for bugs generated by multiplayer testing. - * - * 20 1/16/98 5:23p Allender - * more chatbox changes - * - * 19 1/16/98 4:28p Allender - * automatically send line when close to end of chatbox. - * - * 18 1/16/98 2:34p Dave - * Made pause screen work properly (multiplayer). Changed how chat packets - * work. - * - * 17 1/15/98 6:12p Dave - * Fixed weapons loadout bugs with multiplayer respawning. Added - * multiplayer start screen. Fixed a few chatbox bugs. - * - * 16 1/15/98 5:10p Allender - * ton of interface changes. chatbox in multiplayer now behaves - * differently than before. It's always active in any screen that uses - * it. Only non-printatble characters will get passed back out from - * chatbox - * - * 15 1/12/98 5:17p Dave - * Put in a bunch of multiplayer sequencing code. Made weapon/ship select - * work through the standalone. - * - * 14 1/07/98 5:20p Dave - * Put in support for multiplayer campaigns with the new interface - * screens. - * - * 13 1/05/98 5:06p Dave - * Fixed a chat packet bug. Fixed a few state save/restore bugs. Updated a - * few things for multiplayer server transfer. - * - * 12 12/29/97 3:15p Dave - * Put in auto-indenting for multiplayer chatbox. Tweaked some multiplayer - * interface code. - * - * 11 12/22/97 9:13p Allender - * fixed up a few minor issues with chatbox - * - * 10 12/19/97 7:08p Jasen - * Updated coords for new ChatBox (small) - * - * 9 12/18/97 8:59p Dave - * Finished putting in basic support for weapon select and ship select in - * multiplayer. - * - * 8 12/06/97 4:27p Dave - * Another load of interface and multiplayer bug fixes. - * - * 7 12/03/97 4:16p Hoffoss - * Changed sound stuff used in interface screens for interface purposes. - * - * 6 11/12/97 4:40p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 5 10/24/97 10:59p Hoffoss - * Added in create pilot popup window and barracks screen. - * - * 4 10/08/97 5:08p Lawrance - * use mask region for chat box inputbox, so getting focus is easier - * - * 3 10/01/97 4:47p Lawrance - * move some #defines out of header file into .cpp file - * - * 2 10/01/97 4:39p Lawrance - * move chat code into Chatbox.cpp, simplify interface - * - * 1 10/01/97 10:54a Lawrance - * - * $NoKeywords: $ - */ + #include "ui/ui.h" diff --git a/fs2_open/code/missionui/chatbox.h b/fs2_open/code/missionui/chatbox.h index 9b5c125809..7f5dafc6ba 100644 --- a/fs2_open/code/missionui/chatbox.h +++ b/fs2_open/code/missionui/chatbox.h @@ -7,90 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/Chatbox.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:58 $ - * $Author: Goober5000 $ - * - * Header file for chat box code - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 14 9/11/98 5:08p Dave - * More tweaks to kick notification system. - * - * 13 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 12 5/15/98 5:15p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 11 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 10 4/12/98 2:09p Dave - * Make main hall door text less stupid. Make sure inputbox focus in the - * multi host options screen is managed more intelligently. - * - * 9 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 8 3/29/98 1:24p Dave - * Make chatbox not clear between multiplayer screens. Select player ship - * as default in mp team select and weapons select screens. Made create - * game mission list use 2 fixed size columns. - * - * 7 2/13/98 3:46p Dave - * Put in dynamic chatbox sizing. Made multiplayer file lookups use cfile - * functions. - * - * 6 1/16/98 2:34p Dave - * Made pause screen work properly (multiplayer). Changed how chat packets - * work. - * - * 5 1/07/98 5:20p Dave - * Put in support for multiplayer campaigns with the new interface - * screens. - * - * 4 12/18/97 8:59p Dave - * Finished putting in basic support for weapon select and ship select in - * multiplayer. - * - * 3 10/01/97 4:47p Lawrance - * move some #defines out of header file into .cpp file - * - * 2 10/01/97 4:39p Lawrance - * move chat code into Chatbox.cpp, simplify interface - * - * 1 10/01/97 10:54a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_CHATBOX_H__ #define __FREESPACE_CHATBOX_H__ diff --git a/fs2_open/code/missionui/fictionviewer.cpp b/fs2_open/code/missionui/fictionviewer.cpp index 341496afcd..507d6e07a5 100644 --- a/fs2_open/code/missionui/fictionviewer.cpp +++ b/fs2_open/code/missionui/fictionviewer.cpp @@ -4,21 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/MissionUI/FictionViewer.cpp $ - * $Revision: 1.1.2.2 $ - * $Date: 2007-11-22 05:25:22 $ - * $Author: taylor $ - * - * Fiction Viewer briefing screen - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.1 2007/11/21 07:27:48 Goober5000 - * add Wing Commander Saga's fiction viewer - * - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "mission/missionbriefcommon.h" diff --git a/fs2_open/code/missionui/fictionviewer.h b/fs2_open/code/missionui/fictionviewer.h index 3a4f889783..5a9cb1ce68 100644 --- a/fs2_open/code/missionui/fictionviewer.h +++ b/fs2_open/code/missionui/fictionviewer.h @@ -4,18 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/MissionUI/FictionViewer.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-11-21 07:27:48 $ - * $Author: Goober5000 $ - * - * Fiction Viewer briefing screen - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - */ + #ifndef __FICTION_VIEWER_H__ #define __FICTION_VIEWER_H__ diff --git a/fs2_open/code/missionui/missionbrief.cpp b/fs2_open/code/missionui/missionbrief.cpp index 36c27e3830..76537762d8 100644 --- a/fs2_open/code/missionui/missionbrief.cpp +++ b/fs2_open/code/missionui/missionbrief.cpp @@ -7,450 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionBrief.cpp $ - * $Revision: 2.42.2.3 $ - * $Date: 2007-11-19 20:24:37 $ - * $Author: Goober5000 $ - * - * C module that contains code to display the mission briefing to the player - * - * $Log: not supported by cvs2svn $ - * Revision 2.42.2.2 2007/03/22 20:35:44 taylor - * be sure to page in textures for change ship class sexp preload - * add a ASF_MENUMUSIC type for things that aren't mission-based event music (since that is handled differently now) - * make event music keep extension if it exists, so that the special data will be accurate - * bits of cleanup from old MS code that we don't need - * - * Revision 2.42.2.1 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.42 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.41 2006/02/19 00:32:47 Goober5000 - * additional error checking - * --Goober5000 - * - * Revision 2.40 2006/01/26 03:58:14 Goober5000 - * added variable replacement to command briefings, briefings, and debriefings - * --Goober5000 - * - * Revision 2.39 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.38 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.37 2005/09/26 04:08:54 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.36 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.35 2005/09/23 22:48:56 Goober5000 - * something for WCS - * --Goober5000 - * - * Revision 2.34 2005/09/09 05:11:20 Goober5000 - * braces for clarity - * - * Revision 2.33 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.32 2005/07/24 18:32:58 taylor - * various incarnations of freaky and stupid, need to do this everywhere eventually - * - * Revision 2.31 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.30 2005/07/18 03:45:08 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.29 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.28 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.27 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.26 2005/05/30 05:33:11 taylor - * if a briefing does have any stages (no text) then don't carry over text from a previous mission - * some generic cleanup to V code that isn't a real problem now but could easily have been a memleak - * - * Revision 2.25 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.24 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.23 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.22 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.21 2005/02/21 09:00:58 wmcoolmon - * Multi-res support - * - * Revision 2.20 2005/02/14 23:56:51 taylor - * fix mouse click issues in weapon/ship select screen - * skip real VCR controls for Closeup check rather than using hardcoded values - * - * Revision 2.19 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.18 2005/01/29 08:09:47 wmcoolmon - * Various updates; shader, clipping - * - * Revision 2.17 2004/11/24 20:12:25 taylor - * fix briefing related crash(es) (forgot I had this) - * - * Revision 2.16 2004/07/26 20:47:38 Kazan - * remove MCD complete - * - * Revision 2.15 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.14 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.13 2003/12/16 20:48:41 phreak - * made gr_set_proj_matrix use the MIN/MAX_DRAW_DISTANCE constants - * - * Revision 2.12 2003/11/17 04:25:57 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.11 2003/11/16 04:08:47 Goober5000 - * fixed briefing scroll and display of "more" - * --Goober5000 - * - * Revision 2.10 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.9 2003/11/09 06:31:40 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.8 2003/11/06 22:45:55 phreak - * added gr_start_**_matrix() and gr_end_**_matrix() around where ships are rendered - * - * Revision 2.7 2003/09/07 18:14:54 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.6 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.5 2003/03/30 21:16:21 Goober5000 - * fixed stupid spelling mistake - * --Goober5000 - * - * Revision 2.4 2003/03/20 07:15:37 Goober5000 - * implemented mission flags for no briefing or no debriefing - yay! - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2 2003/01/17 07:59:08 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.4 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.3 2002/05/09 23:02:59 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 48 10/14/99 2:51p Jefff - * localiztion fixes - * - * 47 10/13/99 3:23p Jefff - * fixed unnumbered XSTRs - * - * 46 9/12/99 8:09p Dave - * Fixed problem where skip-training button would cause mission messages - * not to get paged out for the current mission. - * - * 45 9/09/99 3:40p Jefff - * no exit loop outisde of campaign mode - * - * 44 9/07/99 6:53p Jefff - * functionality to break out of a loop - * - * 43 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 42 9/03/99 10:57a Jefff - * numbered an xstr - * - * 41 8/30/99 5:30p Jefff - * fixed "more" being cut off in d3d - * - * 40 8/30/99 10:29a Jefff - * added autocenter flag to closup rendering - * - * 39 8/19/99 11:33a Dave - * Fixed debug build. - * - * 38 8/19/99 10:59a Dave - * Packet loss detection. - * - * 37 8/16/99 4:05p Dave - * Big honking checkin. - * - * 36 8/16/99 9:48a Jefff - * all clicks on briefing icons should now register - * - * 35 8/10/99 7:29p Jefff - * added mission title to briefing screen - * - * 34 8/03/99 1:34a Andsager - * fix skip training mission (again) - * - * 33 8/02/99 12:01p Jefff - * fixed "skip training" text pos - * - * 32 7/30/99 5:42p Jasenw - * Fixed coords for skip training button. - * - * 31 7/29/99 10:50p Dave - * Oops. Accidentally blew away some interface text changes. - * - * 30 7/29/99 10:48p Dave - * - * 29 7/29/99 3:05p Andsager - * Add skip training text. and properly skip. - * - * 28 7/24/99 6:07p Jefff - * Added "lock" text to multiplayer lock button - * - * 27 7/21/99 10:51a Jefff - * added "more" indicator to briefing text box - * - * 26 7/19/99 3:01p Dave - * Fixed icons. Added single transport icon. - * - * 25 7/18/99 5:20p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 24 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 23 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 22 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 21 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 20 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 19 6/04/99 1:18p Dave - * Fixed briefing model rendering problems. Made show background option in - * fred toggle nebula rendering. - * - * 18 5/07/99 10:34a Andsager - * Make red alert work in FS2 - * - * 17 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 16 3/25/99 2:45p Neilk - * Fixed lock button - * - * 15 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 14 2/05/99 7:19p Neilk - * Removed black part from mission screen, fixed info text coords - * - * 13 2/02/99 4:35p Neilk - * fixed coordinate problem where primary goals was on top of interface in - * mission briefing - * - * 12 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 11 1/30/99 7:32p Neilk - * Fixed coords problems for mission briefing screens - * - * 10 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 9 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 8 1/29/99 4:17p Dave - * New interface screens. - * - * 7 1/13/99 7:19p Neilk - * Converted Mission Brief, Barracks, Synch to high res support - * - * 6 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 114 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 113 6/19/98 3:52p Lawrance - * Don't use large text in popup, since it is missing large foreign chars - * - * 112 6/09/98 5:17p Lawrance - * French/German localization - * - * 111 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 110 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 109 5/22/98 10:44a Lawrance - * put in case label to suppress warning - * - * 108 5/19/98 11:35p Lawrance - * Play sound for briefing control button presses - * - * 107 5/19/98 8:47p Lawrance - * Set proper distance for jump nodes - * - * 106 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 105 5/12/98 2:16p Hoffoss - * Added debug code to switch models of closeup icon to more easily check - * positions and zooms. - * - * 104 5/06/98 11:50p Lawrance - * Clean up help overlay code for loadout screens - * - * 103 5/06/98 8:03p Allender - * AL: only free pointers in brief_compact_stages if non-null - * - * 102 5/05/98 4:48p Lawrance - * Fix bug with launching closeup icon when pause button is pressed - * - * 101 4/29/98 1:45p Lawrance - * Print out mission filename if debug build, or if INTERPLAY QA defined - * - * 100 4/29/98 12:15a Lawrance - * reset demo trailer timer when briefing moves to a new stage - * - * 98 4/25/98 11:55p Lawrance - * fix bug with the auto-advance button - * - * 97 4/25/98 3:49p Lawrance - * Save briefing auto-advance pref - * - * 96 4/25/98 12:00p Lawrance - * disable advance keypress for 1/2 second after autoadvance - * - * 95 4/22/98 7:24p Dave - * Made sure the "player/ships" locked button for multiplayer appears on - * all briefing screens. - * - * 94 4/20/98 3:53p Lawrance - * Fix various bugs with auto-advancing through briefings. - * - * 93 4/19/98 12:11p Lawrance - * add new art for pause button in the briefing - * - * 92 4/17/98 10:39p Andsager - * AL: Fix bug with auto-advance of briefing stages. - * - * 91 4/16/98 8:05p Lawrance - * Don't show closeup icon for planets - * - * 90 4/15/98 5:17p Lawrance - * fix bug with skip training - * - * $NoKeywords: $ - * -*/ + #include "freespace2/freespace.h" diff --git a/fs2_open/code/missionui/missionbrief.h b/fs2_open/code/missionui/missionbrief.h index 7a4a4d658f..6295807ff8 100644 --- a/fs2_open/code/missionui/missionbrief.h +++ b/fs2_open/code/missionui/missionbrief.h @@ -7,150 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionBrief.h $ - * $Revision: 2.7 $ - * $Date: 2006-01-26 04:01:58 $ - * $Author: Goober5000 $ - * - * Header file for code to display the mission briefing to the player - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.4 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.3 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2003/03/30 21:16:21 Goober5000 - * fixed stupid spelling mistake - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 9/07/99 6:53p Jefff - * functionality to break out of a loop - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 6 4/20/98 3:53p Lawrance - * Fix various bugs with auto-advancing through briefings. - * - * 5 3/30/98 5:16p Lawrance - * centralize a check for disabled loadout screens - * - * 4 3/11/98 10:28a Lawrance - * Add 'skip training' button - * - * 3 1/13/98 5:35p Lawrance - * Added brief_turn_off_closeup_icon() - * - * 2 12/05/97 2:39p Lawrance - * added some different sounds to main hall, add support for looping - * ambient sounds - * - * 1 9/30/97 10:16a Lawrance - * move files from Mission lib to MissionUI lib - * - * 39 9/24/97 5:29p Lawrance - * add voice playback of briefing text - * - * 38 9/24/97 5:03p Dave - * Spliced a bunch of stuff into MissionScreenCommon.[h,cpp] - * - * 37 9/22/97 5:12p Dave - * Added stats transfer game _mode_. Started work on multiplayer chat - * screens for weapon and ship select - * - * 36 9/18/97 11:11p Lawrance - * extern Brief_background_bitmap - * - * 35 8/19/97 1:33p Dave - * Enhancements to multi brief chat screen (sounds, scrolling, etc.) - * - * 34 8/17/97 2:41p Lawrance - * improving interface - * - * 33 8/15/97 8:25p Lawrance - * fix bug with freeing input box on briefing screens - * - * 32 8/15/97 7:58p Lawrance - * integrate new art for the briefing screens - * - * 31 8/14/97 5:21p Dave - * Added multiplayer briefing chat system. - * - * 30 7/31/97 1:38p Lawrance - * show multiplayer chat window in all screens (blited from common_render) - * - * 29 7/20/97 6:59p Lawrance - * changed name of some anim functions to be more consistent - * - * 28 7/14/97 3:58p Lawrance - * limit frametime to 33 ms for animation timing - * - * 27 6/26/97 12:12a Lawrance - * supporting anti-aliased bitmap animations - * - * 26 6/24/97 11:46p Lawrance - * supporting icon text and rotating models - * - * 25 6/18/97 11:00a Lawrance - * add in ship icons, move briefing render code into MissionBriefCommon - * - * 24 6/12/97 11:09p Lawrance - * getting map and text integrated into briefing - * - * 23 6/12/97 5:15p Lawrance - * added hook for ambient sound in briefing/ship select - * - * 22 6/12/97 11:27a Lawrance - * separating FRED dependant briefing code - * - * 21 6/12/97 9:58a Lawrance - * Move grid header stuff to separate file - * - * 20 6/12/97 2:48a Lawrance - * integrating briefing into ship select / weapon loadout screen - * - * 19 6/11/97 11:55a Lawrance - * added new data structures to hold briefing/debriefing info - * - * 18 4/02/97 11:57a Lawrance - * pre-load buffer for briefing music so no delay when briefing starts - * - * 17 3/31/97 5:45p Lawrance - * supporting changes to allow multiple streamed audio files - * - * 16 2/05/97 10:35a Lawrance - * supporting spooled music at menus, briefings, credits etc. - * - * - * $NoKeywords: $ - * - */ + #ifndef _MISSIONBRIEF_H #define _MISSIONBRIEF_H diff --git a/fs2_open/code/missionui/missioncmdbrief.cpp b/fs2_open/code/missionui/missioncmdbrief.cpp index 3f38690c20..470f0a8002 100644 --- a/fs2_open/code/missionui/missioncmdbrief.cpp +++ b/fs2_open/code/missionui/missioncmdbrief.cpp @@ -7,312 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionCmdBrief.cpp $ - * $Revision: 2.19.2.2 $ - * $Date: 2007-11-19 20:24:37 $ - * $Author: Goober5000 $ - * - * Mission Command Briefing Screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.19.2.1 2007/02/11 09:07:33 taylor - * little bit of debug message cleanup - * don't bother dealing with message wav file if sound is disabled - * - * Revision 2.19 2006/02/19 00:32:47 Goober5000 - * additional error checking - * --Goober5000 - * - * Revision 2.18 2006/02/19 00:29:39 Goober5000 - * center cbanis - * --Goober5000 - * - * Revision 2.17 2006/01/26 03:58:14 Goober5000 - * added variable replacement to command briefings, briefings, and debriefings - * --Goober5000 - * - * Revision 2.16 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.15 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.14 2005/03/10 08:00:08 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.13 2005/02/23 05:05:38 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 2.12 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.11 2004/07/26 20:47:38 Kazan - * remove MCD complete - * - * Revision 2.10 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.9 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2003/11/16 04:08:47 Goober5000 - * fixed briefing scroll and display of "more" - * --Goober5000 - * - * Revision 2.7 2003/09/07 18:14:54 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.6 2003/04/05 11:09:22 Goober5000 - * fixed some fiddly bits with scrolling and ui stuff - * --Goober5000 - * - * Revision 2.5 2003/04/05 08:51:04 Goober5000 - * arg - forgot something - * --Goober5000 - * - * Revision 2.4 2003/04/05 08:46:51 Goober5000 - * command briefing scroll buttons implemented :) - * --Goober5000 - * - * Revision 2.3 2003/03/30 21:08:42 Goober5000 - * preliminary work on adding scroll buttons to command briefings - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/09 23:02:59 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 10/06/99 10:28a Jefff - * for OEM: cmd brief anim defaults to the default anim if load failure - * - * 13 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 12 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 11 8/19/99 6:28p Jefff - * move animation in 640 a bit - * - * 10 7/15/99 4:11p Andsager - * Leave command briefs in DEMO - * - * 9 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 8 7/09/99 10:32p Dave - * Command brief and red alert screens. - * - * 7 2/08/99 5:06p Johnson - * Removed reference to a now non-existent palette. - * - * 6 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 5 1/14/99 5:15p Neilk - * changed credits, command debrief interfaces to high resolution support - * - * 4 10/16/98 9:40a Andsager - * Remove ".h" files from model.h - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 42 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 41 6/05/98 9:54a Lawrance - * OEM changes - * - * 40 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 39 5/26/98 11:10a Lawrance - * Fix bug where window controls get disabled when F1 pressed twice - * - * 38 5/23/98 10:38p Lawrance - * Avoid doing a cfile refresh when running debug - * - * 37 5/23/98 6:49p Lawrance - * Fix problems with refreshing the file list when a CD is inserted - * - * 36 5/22/98 11:15a Lawrance - * Tweak how CD gets asked for - * - * 35 5/21/98 6:57p Lawrance - * Only ask for the CD once - * - * 34 5/20/98 9:46p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 33 5/20/98 6:41p Lawrance - * Add hook for command brief stage changes - * - * 32 5/18/98 5:59p Hoffoss - * Made command briefing advanced now once the speech stops and animation - * has fully played once, whichever is longer. - * - * 31 5/14/98 3:34p Hoffoss - * Made command brief screen wait until animation finishes before - * auto-advancing to the next state (in addition to the wait that was - * already implemented). - * - * 30 5/08/98 5:32p Lawrance - * prompt for CD if can't load animations or voice - * - * 29 5/06/98 11:49p Lawrance - * Add help overlay for command brief - * - * 28 5/05/98 2:44p Hoffoss - * Fixed bug where not having a valid command brief ani would crash the - * cmd brief screen. - * - * 27 4/28/98 4:16p Hoffoss - * Implemented auto-advancing functionality to command briefings. - * - * 26 4/27/98 11:01a Hoffoss - * Changed code to utilize proper palette. - * - * 25 4/26/98 5:11p Hoffoss - * Fixed bug where going to options screen and then returning to the cmd - * brief screen didn't start ani back up. - * - * 24 4/13/98 11:00a Hoffoss - * Made the ani in a cmd brief continue playing if it's the same as the - * new stage. - * - * 23 4/06/98 8:37p Hoffoss - * Fixed a few bugs with command brief screen. Now the voice starts after - * the text has printed, and options screen doesn't reset cmd brief. - * - * 22 4/06/98 11:24a Lawrance - * stop command brief music if returning to main menu - * - * 21 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 20 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 19 3/31/98 12:00p Hoffoss - * Fixed bug with setting palette using as filename. - * - * 18 3/30/98 3:22p Hoffoss - * Changed Command Brief screen to merge current ani's palette with - * interface palette for better overall color. - * - * 17 3/30/98 12:18a Lawrance - * change some DEMO_RELEASE code to not compile code rather than return - * early - * - * 16 3/29/98 12:55a Lawrance - * Get demo build working with limited set of data. - * - * 15 3/27/98 9:49a Lawrance - * AL: Ensure anim stops playing when leaving the command brief - * - * 14 3/26/98 5:24p Hoffoss - * Changed Command Brief to use memory mapped ani files instead, so we - * avoid the huge pauses for huge anis that play! - * - * 13 3/24/98 8:52a Jasen - * Updated coords for new button. - * - * 12 3/23/98 4:21p Hoffoss - * Fixed bug where command brief screen couldn't be re-entered unless - * mission was reloaded. - * - * 11 3/19/98 5:59p Hoffoss - * Added reset to cmd brief shutdown. - * - * 10 3/19/98 5:32p Lawrance - * Added music to the background of command brief screen. - * - * 9 3/19/98 4:25p Hoffoss - * Added remaining support for command brief screen (ANI and WAVE file - * playing). - * - * 8 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 7 3/17/98 6:24p Hoffoss - * Added ani playing to command brief screen, which defaults to - * CB_default.ani. - * - * 6 3/13/98 6:12p Frank - * AL: Fix bug caused by conflict with command brief and red alert - * missions - * - * 5 3/13/98 3:44p Hoffoss - * Added stage indication to Mission Command Briefing screen. - * - * 4 3/12/98 4:02p Hoffoss - * Added commit sound - * - * 3 3/05/98 9:38p Hoffoss - * Finished up command brief screen. - * - * 2 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * 1 3/02/98 6:13p Hoffoss - * - * $NoKeywords: $ - */ + #include "missionui/missioncmdbrief.h" #include "missionui/missionscreencommon.h" diff --git a/fs2_open/code/missionui/missioncmdbrief.h b/fs2_open/code/missionui/missioncmdbrief.h index 65e248326f..1a45e1cbe1 100644 --- a/fs2_open/code/missionui/missioncmdbrief.h +++ b/fs2_open/code/missionui/missioncmdbrief.h @@ -7,77 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionCmdBrief.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2007-11-19 20:24:38 $ - * $Author: Goober5000 $ - * - * Mission Command Briefing Screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.5 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.3 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.2 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 4/06/98 8:37p Hoffoss - * Fixed a few bugs with command brief screen. Now the voice starts after - * the text has printed, and options screen doesn't reset cmd brief. - * - * 6 3/26/98 5:24p Hoffoss - * Changed Command Brief to use memory mapped ani files instead, so we - * avoid the huge pauses for huge anis that play! - * - * 5 3/19/98 4:25p Hoffoss - * Added remaining support for command brief screen (ANI and WAVE file - * playing). - * - * 4 3/17/98 6:26p Hoffoss - * Added wave filename to command brief structure. - * - * 3 3/05/98 9:38p Hoffoss - * Finished up command brief screen. - * - * 2 3/05/98 3:59p Hoffoss - * Added a bunch of new command brief stuff, and asteroid initialization - * to Fred. - * - * 1 3/02/98 6:14p Hoffoss - * - * $NoKeywords: $ - */ + #ifndef __MISSIONCMDBRIEF_H__ #define __MISSIONCMDBRIEF_H__ diff --git a/fs2_open/code/missionui/missiondebrief.cpp b/fs2_open/code/missionui/missiondebrief.cpp index 9ce4cc1012..a1963b6acf 100644 --- a/fs2_open/code/missionui/missiondebrief.cpp +++ b/fs2_open/code/missionui/missiondebrief.cpp @@ -7,552 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionDebrief.cpp $ - * $Revision: 2.53.2.11 $ - * $Date: 2007-12-20 01:57:40 $ - * $Author: turey $ - * - * C module for running the debriefing - * - * $Log: not supported by cvs2svn $ - * Revision 2.53.2.10 2007/12/08 04:07:00 Goober5000 - * patch hole in the state machine fix - * - * Revision 2.53.2.9 2007/10/15 06:43:15 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.53.2.8 2007/09/02 02:07:44 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.53.2.7 2007/07/23 16:08:28 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.53.2.6 2007/04/13 03:23:12 Goober5000 - * fixed a silly speech bug (Mantis #1238) - * - * Revision 2.53.2.5 2006/10/01 19:27:28 taylor - * fix for the "branch" bug (still a minor usability issue however, see Mantis bug for details) - * add a popup to the loopbrief screen when you press ESC, so that we can either accept or decline the loop offer - * - * Revision 2.53.2.4 2006/09/20 05:01:36 taylor - * add some extra FS2NetD safety checks around to prevent the code from doing stupid crash-happy things - * - * Revision 2.53.2.3 2006/09/11 01:17:06 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.53.2.2 2006/09/08 06:07:59 taylor - * add support for a server name in fs2open_pxo.cfg, rather than just an IP address for the server - * - * Revision 2.53.2.1 2006/06/10 18:35:05 Goober5000 - * fix parsing/handling of debriefing persona indexes - * --Goober5000 - * - * Revision 2.53 2006/02/19 00:32:47 Goober5000 - * additional error checking - * --Goober5000 - * - * Revision 2.52 2006/02/16 05:15:48 taylor - * fix strangeness with persona index thingy (ubyte can't be -1, this needs to be left like this or make an int) - * address some pilot file corruption using non-linear campaigns, rather simple fix for something that took quite a while to track down - * - * Revision 2.51 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.50 2006/02/12 10:42:25 Goober5000 - * allow specification of debriefing personas - * --Goober5000 - * - * Revision 2.49 2006/01/30 22:09:52 taylor - * fix problem that made briefing voice repeat first second or two in OpenAL - * - * Revision 2.48 2006/01/26 03:58:14 Goober5000 - * added variable replacement to command briefings, briefings, and debriefings - * --Goober5000 - * - * Revision 2.47 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.46 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.45 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.44 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.43 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.42 2005/09/14 20:03:40 taylor - * fix ace badges not getting displayed in debriefing - * - * Revision 2.41 2005/08/27 00:21:27 Kazan - * potential fix for mantis bug 237 - * - * Revision 2.40 2005/08/21 21:05:53 taylor - * fix stats display in debriefing with non-standard resolutions - * - * Revision 2.39 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.38 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.37 2005/07/07 16:36:57 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.36 2005/07/02 20:57:48 taylor - * bah, forgot to ever check debriefings - * - * Revision 2.35 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.34 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.33 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.32 2005/05/08 20:25:04 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.31 2005/03/08 03:50:21 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.30 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.29 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.28 2005/02/18 21:14:03 wmcoolmon - * Fixes for debriefing window in nonstandard res - * - * Revision 2.27 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.26 2005/01/28 03:00:56 wmcoolmon - * Better debrief memory handling - * - * Revision 2.25 2005/01/10 04:45:09 wmcoolmon - * Debriefing screen updated to only use memory while open - * - * Revision 2.24 2004/07/26 20:47:38 Kazan - * remove MCD complete - * - * Revision 2.23 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.22 2004/07/12 16:32:54 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.21 2004/07/10 03:18:22 Kazan - * minor bugfixes - oh yeah reenabling a rule for multistats :P - * - * Revision 2.20 2004/07/09 22:05:32 Kazan - * fs2netd 1.0 RC5 full support - Rank and Medal updates - * - * Revision 2.19 2004/03/08 15:06:24 Kazan - * Did, undo - * - * Revision 2.18 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.17 2003/11/13 03:59:54 Kazan - * PXO_SID changed from unsigned to signed - * - * Revision 2.16 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.15 2003/10/30 15:30:23 Kazan - * lil update - * - * Revision 2.14 2003/10/04 22:42:22 Kazan - * fs2netd now TCP - * - * Revision 2.13 2003/09/26 15:34:26 Kazan - * ##Kazan## Quick little update of fs2netd stuff to resolve a few issues - * - * Revision 2.12 2003/09/24 19:35:58 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.11 2003/09/07 18:14:54 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.10 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.9 2003/06/25 03:13:48 phreak - * weapon energy cheat does not carry over from mission to mission - * - * Revision 2.8 2003/03/20 07:15:37 Goober5000 - * implemented mission flags for no briefing or no debriefing - yay! - * --Goober5000 - * - * Revision 2.7 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.6 2003/01/27 00:51:46 DTP - * Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still can't join. narrowing it down. - * - * Revision 2.5 2003/01/14 04:00:16 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.4 2003/01/08 19:49:15 Goober5000 - * fixed debriefing music in non-campaign missions - * --Goober5000 - * - * Revision 2.3 2002/12/09 08:37:31 Goober5000 - * fixed misspelling - * - * Revision 2.2.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.1 2002/07/20 23:50:53 DTP - * Fixed multiplayer music. succes music on all Primary goals complete, fail music - * if otherwise - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.4 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.3 2002/05/09 23:02:59 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.2 2002/05/07 02:59:29 mharris - * make Buttons[] static - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 57 10/29/99 10:40p Jefff - * hack to make german medal names display without actually changing them - * - * 56 10/13/99 3:26p Jefff - * fixed unnumbered XSTRs - * - * 55 10/06/99 10:28a Jefff - * updates for OEM - * - * 54 9/30/99 5:57p Jefff - * show upsell at end of campaign in OEM builds - * - * 53 9/15/99 3:42a Jefff - * badge voice fix - * - * 52 9/14/99 4:35a Dave - * Argh. Added all kinds of code to handle potential crashes in debriefing - * code. - * - * 51 9/14/99 3:26a Dave - * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer - * respawn-too-early problem. Made a few crash points safe. - * - * 50 9/14/99 12:51a Jefff - * - * 49 9/13/99 6:01p Jefff - * fixed wrong promotion voice mapping for sm1-08 - * - * 48 9/13/99 11:15a Jefff - * clear out award text bug fixed - * - * 47 9/13/99 12:17p Andsager - * Fix traitor debrief not playinf for FS2. Don't append _3 or _1 as in - * FS1. - * - * 46 9/07/99 9:35p Jefff - * fixed bug where award text was not getting cleared properly between - * debriefs. - * - * 45 9/07/99 6:56p Jefff - * a few adjustments to loop detection - * - * 44 9/07/99 1:54p Jefff - * skip mission cleanup - * - * 43 9/06/99 9:45p Jefff - * skip mission support - * - * 42 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 41 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 40 9/02/99 3:45p Jefff - * forgot to remove some debug code. doh. - * - * 39 9/02/99 3:41p Jefff - * changed badge voice handling to be similar to promotion voice handling - * - * 38 9/01/99 4:41p Jefff - * fixed stoopid text color bug - * - * 37 8/31/99 11:54a Jefff - * minor debrief music tweak - * - * 36 8/27/99 9:57a Dave - * Enabled standard cheat codes. Allow player to continue in a campaing - * after using cheat codes. - * - * 35 8/27/99 12:04a Dave - * Campaign loop screen. - * - * 34 8/26/99 8:49p Jefff - * Updated medals screen and about everything that ever touches medals in - * one way or another. Sheesh. - * - * 33 8/20/99 4:20p Jefff - * hack for choosing the correct promotion voice - * - * 32 8/16/99 4:05p Dave - * Big honking checkin. - * - * 31 8/16/99 9:49a Jefff - * mission title length fix in multi - * - * 30 8/11/99 5:33p Jefff - * added 3rd debrief music track - * - * 29 8/10/99 7:28p Jefff - * shuffled some text around - * - * 28 8/04/99 5:36p Andsager - * Show upsell screens at end of demo campaign before returning to main - * hall. - * - * 27 8/04/99 2:07p Jefff - * mission title no longer overwrites popup - * - * 26 8/02/99 5:37p Jefff - * - * 25 8/02/99 4:52p Jefff - * negative feedback sound when recommendations button pressed and - * disabled. - * - * 24 7/21/99 6:21p Jefff - * added hotkeys to the "you cannot accept" popup - * - * 23 6/15/99 12:04p Anoop - * Added a warning for running out of debrief text lines. - * - * 22 6/09/99 2:17p Dave - * Fixed up pleasewait bitmap rendering. - * - * 21 6/01/99 6:07p Dave - * New loading/pause/please wait bar. - * - * 20 5/22/99 6:05p Dave - * Fixed a few localization # problems. - * - * 19 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 18 3/20/99 3:47p Andsager - * Fix crash with no mission loop description. - * - * 17 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 16 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 15 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 14 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 13 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 12 1/14/99 5:15p Neilk - * changed credits, command debrief interfaces to high resolution support - * - * 11 1/13/99 2:11p Andsager - * change default debriefing string text - * - * 10 12/17/98 4:50p Andsager - * Added debrief_assemble_optional_mission_popup_text() for single and - * multiplayer - * - * 9 12/12/98 3:17p Andsager - * Clean up mission eval, goal, event and mission scoring. - * - * 8 12/10/98 10:19a Andsager - * Fix mission loop assert - * - * 7 12/10/98 9:59a Andsager - * Fix some bugs with mission loops - * - * 6 12/09/98 1:56p Andsager - * Initial checkin of mission loop - * - * 5 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 4 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 178 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 177 7/07/98 1:46p Dave - * Fixed nasty debriefing badge/promotion bug. Added extra physics info - * for capital ships. - * - * 175 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 174 6/07/98 3:26p Lawrance - * Fix bug with cut-off popup text - * - * 173 6/05/98 9:54a Lawrance - * OEM changes - * - * 172 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 171 5/27/98 1:24p Allender - * make targeting dots work (as well as other targeting features) properly - * in multiplayer. Don't query for CD when entering debrief in - * multiplayer - * - * 170 5/26/98 11:10a Lawrance - * Fix bug where window controls get disabled when F1 pressed twice - * - * 169 5/24/98 12:55a Mike - * Prevent Assert() when no debriefing text for a stage. - * - * 168 5/23/98 10:38p Lawrance - * Avoid doing a cfile refresh when running debug - * - * 167 5/23/98 6:49p Lawrance - * Fix problems with refreshing the file list when a CD is inserted - * - * 166 5/21/98 6:57p Lawrance - * Don't prompt for the CD if voice not found - * - * 165 5/20/98 2:24a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 164 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 163 5/19/98 11:13a Hoffoss - * Fixed bug where wrong wings award was being displayed in debriefing. - * - * 162 5/19/98 12:28a Mike - * Cheat stuff. - * - * 161 5/18/98 8:08p Hoffoss - * Moved placement of 'More' text. - * - * 160 5/18/98 3:50p Dan - * AL: Pick correct traitor debriefing voice file - * - * 159 5/17/98 6:32p Dave - * Make sure clients/servers aren't kicked out of the debriefing when team - * captains leave a game. Fixed chatbox off-by-one error. Fixed image - * xfer/pilot info popup stuff. - * - * 158 5/16/98 9:14p Allender - * fix scoring ckise fir training missions to actually count medals, but - * nothing else. Code used to Assert when wings were granted then taken - * away because they were actually never granted in scoring structure - * - * 157 5/15/98 5:15p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 156 5/15/98 4:36p Allender - * fixed minor bug with wings - * - * 155 5/15/98 4:12p Allender - * removed redbook code. Put back in ingame join timer. Major fixups for - * stats in multiplayer. Pass correct score, medals, etc when leaving - * game. Be sure clients display medals, badges, etc. - * - * 154 5/15/98 2:25p Jasen - * temporarily disable granting of promotion and badges for clients - * - * 153 5/15/98 10:57a Allender - * fixed client side debriefings - * - * 152 5/15/98 10:36a Dave - * Removed 2 bogus bitmap drawing Int3()'s - * - * 151 5/14/98 2:44p Hoffoss - * Added wings awarding to debrief screen. - * - * 150 5/13/98 9:11p Lawrance - * Make 'replay mission' popup warn users about the loss of mission stats. - * - * $NoKeywords: $ - */ + #include "missionui/missiondebrief.h" diff --git a/fs2_open/code/missionui/missiondebrief.h b/fs2_open/code/missionui/missiondebrief.h index 51372a04b4..3226a01161 100644 --- a/fs2_open/code/missionui/missiondebrief.h +++ b/fs2_open/code/missionui/missiondebrief.h @@ -7,73 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionDebrief.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:25:58 $ - * $Author: Goober5000 $ - * - * Header file for running the debriefing - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 12/17/98 4:50p Andsager - * Added debrief_assemble_optional_mission_popup_text() for single and - * multiplayer - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 7 5/13/98 5:14p Allender - * red alert support to go back to previous mission - * - * 6 4/27/98 9:08p Allender - * fix the debriefing stage problems when clients get to screen long after - * server - * - * 5 4/25/98 11:24a Allender - * finsihed multiplayer debriefing stuff. Work on object updates. - * External view shoudl work in multiplayer correctly - * - * 4 4/09/98 4:32p Hoffoss - * Fixed several bugs in debriefing. - * - * 3 12/30/97 6:42p Hoffoss - * New debriefing screen implemented. - * - * 2 10/24/97 6:19p Dave - * More standalone testing/fixing. Added reliable endgame sequencing. - * Added reliable ingame joining. Added reliable stats transfer (endgame). - * Added support for dropping players in debriefing. Removed a lot of old - * unused code. - * - * 1 9/30/97 10:16a Lawrance - * move files from Mission lib to MissionUI lib - * - * 3 8/31/97 6:38p Lawrance - * pass in frametime to do_frame loop - * - * 2 6/13/97 2:30p Lawrance - * Added debriefings - * - * 1 6/13/97 10:42a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __MISSIONDEBRIEF_H__ #define __MISSIONDEBRIEF_H__ diff --git a/fs2_open/code/missionui/missionloopbrief.cpp b/fs2_open/code/missionui/missionloopbrief.cpp index 458ed0ce6d..2a72b7158a 100644 --- a/fs2_open/code/missionui/missionloopbrief.cpp +++ b/fs2_open/code/missionui/missionloopbrief.cpp @@ -7,74 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionLoopBrief.cpp $ - * $Revision: 2.8.2.1 $ - * $Date: 2006-10-01 19:27:28 $ - * $Author: taylor $ - * - * Campaign Loop briefing screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.7 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.6 2004/07/26 20:47:40 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:55 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/09/07 18:14:54 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.2 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/09 23:02:59 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 9/06/99 9:44p Jefff - * break out of loop support - * - * 3 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 2 8/27/99 12:04a Dave - * Campaign loop screen. - * - * - * $NoKeywords: $ - */ + #include "missionui/missionloopbrief.h" #include "missionui/missionscreencommon.h" diff --git a/fs2_open/code/missionui/missionloopbrief.h b/fs2_open/code/missionui/missionloopbrief.h index ffccc8fae9..e31970cc6c 100644 --- a/fs2_open/code/missionui/missionloopbrief.h +++ b/fs2_open/code/missionui/missionloopbrief.h @@ -7,31 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionLoopBrief.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:58 $ - * $Author: Goober5000 $ - * - * Campaign Loop briefing screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 8/27/99 12:04a Dave - * Campaign loop screen. - * - * - * $NoKeywords: $ - */ + #ifndef __FS2_CAMPAIGN_LOOP_BRIEF_HEADER_FILE #define __FS2_CAMPAIGN_LOOP_BRIEF_HEADER_FILE diff --git a/fs2_open/code/missionui/missionpause.cpp b/fs2_open/code/missionui/missionpause.cpp index 2129a07816..19fdc1311d 100644 --- a/fs2_open/code/missionui/missionpause.cpp +++ b/fs2_open/code/missionui/missionpause.cpp @@ -7,98 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionPause.cpp $ - * $Revision: 2.18 $ - * $Date: 2006-03-26 08:23:06 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.17 2006/03/21 14:19:18 taylor - * add commands to view from and change target in viewer mode pause - * also add reset ability to both view mode and hud state to return to pre-pause settings - * - * Revision 2.16 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.15 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.14 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.13 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.12 2005/06/19 02:38:33 taylor - * fix possible crash from popups, especially in multi - * - * Revision 2.11 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.10 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.9 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.8 2005/02/21 09:00:58 wmcoolmon - * Multi-res support - * - * Revision 2.7 2004/07/26 20:47:40 Kazan - * remove MCD complete - * - * Revision 2.6 2004/07/12 16:32:55 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2002/10/22 17:42:09 randomtiger - * Fixed lighting bug that caused special pause to crash on debug build. - * Also added TAB functionality for special pause that toggles HUD. - RT - * - * Revision 2.2 2002/10/19 03:50:29 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/29/99 10:48p Dave - * Multiplayer pause screen. - * - * 6 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 5 6/09/99 2:17p Dave - * Fixed up pleasewait bitmap rendering. - * - * - * $NoKeywords: $ - */ + #include "missionui/missionpause.h" diff --git a/fs2_open/code/missionui/missionpause.h b/fs2_open/code/missionui/missionpause.h index 0e0e082cae..47a7d13b36 100644 --- a/fs2_open/code/missionui/missionpause.h +++ b/fs2_open/code/missionui/missionpause.h @@ -7,46 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionPause.h $ - * $Revision: 2.5.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2006/03/26 08:23:06 taylor - * split pause_*() and multi_pause_*() functions into individual single and multi versions (why it was hacked up like that I'll never know) - * fix screen save in multi pause mode - * address some bmpman issues from interface graphics getting released and then still used by something else - * - * Revision 2.4 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2002/10/19 03:50:29 randomtiger - * Added special pause mode for easier action screenshots. - * Added new command line parameter for accessing all single missions in tech room. - RT - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 6/09/99 2:17p Dave - * Fixed up pleasewait bitmap rendering. - * - * - * $NoKeywords: $ - */ + #ifndef _MISSION_PAUSE_HEADER_FILE #define _MISSION_PAUSE_HEADER_FILE diff --git a/fs2_open/code/missionui/missionrecommend.cpp b/fs2_open/code/missionui/missionrecommend.cpp index 56857a766e..4faa871fbc 100644 --- a/fs2_open/code/missionui/missionrecommend.cpp +++ b/fs2_open/code/missionui/missionrecommend.cpp @@ -7,25 +7,4 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionRecommend.cpp $ - * $Revision: 2.0 $ - * $Date: 2002-06-03 04:02:25 $ - * $Author: penguin $ - * - * C module for the post-mission recommendation interface - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:49a Dave - * - * 1 9/30/97 9:26a Lawrance - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/missionui/missionrecommend.h b/fs2_open/code/missionui/missionrecommend.h index f3b2be8a9c..3661c73869 100644 --- a/fs2_open/code/missionui/missionrecommend.h +++ b/fs2_open/code/missionui/missionrecommend.h @@ -7,37 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionRecommend.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:58 $ - * $Author: Goober5000 $ - * - * Header file for the post-mission recommendation interface - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 2 9/30/97 8:49p Lawrance - * implementing an integrated debriefing screen - * - * 1 9/30/97 9:26a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_MISSIONRECOMMEND_H__ #define __FREESPACE_MISSIONRECOMMEND_H__ diff --git a/fs2_open/code/missionui/missionscreencommon.cpp b/fs2_open/code/missionui/missionscreencommon.cpp index 2d7dd6a13a..e1e6e2363a 100644 --- a/fs2_open/code/missionui/missionscreencommon.cpp +++ b/fs2_open/code/missionui/missionscreencommon.cpp @@ -7,404 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionScreenCommon.cpp $ - * $Revision: 2.32.2.4 $ - * $Date: 2007-02-10 00:17:40 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.32.2.3 2006/10/24 13:31:32 taylor - * fix a memory leak that Valgrind was complaining about (happens mainly when you have a mission without a briefing) - * - * Revision 2.32.2.2 2006/08/19 04:38:46 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.32.2.1 2006/07/17 01:09:03 taylor - * fix some missile autocentering issues - * - use MR_AUTOCENTER and MR_IS_MISSILE flags to generate an autocenter for a missile if one doesn't already exist - * - don't try to autocenter loadout icons when rendered 3d - * - * Revision 2.32 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.31 2006/04/20 06:32:14 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.30 2006/02/18 00:42:51 wmcoolmon - * Introducing draw_model_rotating; many improvements to weapon selection missile rendering - * - * Revision 2.29 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.28 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.27 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.26 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.25 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.24 2005/09/05 09:38:18 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.23 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.22 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.21 2005/04/11 05:50:36 taylor - * some limits.h fixes to make GCC happier - * revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem - * - * Revision 2.20 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.19 2005/04/03 08:48:30 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.18 2005/03/31 11:11:56 Goober5000 - * changed a bunch of literal constants to their #define'd keywords - * --Goober5000 - * - * Revision 2.17 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.16 2005/03/12 04:44:24 wmcoolmon - * Fixx0red odd drag problems - * - * Revision 2.15 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.14 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.13 2005/02/14 23:56:51 taylor - * fix mouse click issues in weapon/ship select screen - * skip real VCR controls for Closeup check rather than using hardcoded values - * - * Revision 2.12 2005/02/13 08:42:41 wmcoolmon - * More explicit calculation handling - * - * Revision 2.11 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.10 2005/01/29 08:09:47 wmcoolmon - * Various updates; shader, clipping - * - * Revision 2.9 2005/01/15 05:53:18 wmcoolmon - * Current version of the new techroom code -C - * - * Revision 2.8 2004/07/26 20:47:40 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.6 2004/07/12 16:32:55 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.3 2003/09/13 06:02:06 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/16 06:07:38 mharris - * more ifndef NO_SOUND - * - * Revision 1.4 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 10/14/99 2:51p Jefff - * localiztion fixes - * - * 12 8/05/99 3:40p Jefff - * hi-res text adjustments - * - * 11 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 10 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 9 1/30/99 7:33p Neilk - * Fixed coords problems for mission briefing screens - * - * 8 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 7 1/29/99 4:17p Dave - * New interface screens. - * - * 6 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 10/16/98 9:40a Andsager - * Remove ".h" files from model.h - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 85 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 84 5/08/98 7:52p Lawrance - * fix bug where wing slot icons were not getting loaded - * - * 83 5/08/98 10:17a Lawrance - * don't play briefing slide-in animation if detail level is below high - * - * 82 5/06/98 11:50p Lawrance - * Clean up help overlay code for loadout screens - * - * 81 5/03/98 1:55a Lawrance - * Fix some sound problems with loadout screens - * - * 80 4/30/98 6:03p Lawrance - * Make drag and drop work better. - * - * 79 4/22/98 5:52p Dave - * Large reworking of endgame sequencing. Updated host options screen for - * new artwork. Put in checks to end game if host leaves or if team - * captains leave mid-game. - * - * 78 4/07/98 7:51p Hoffoss - * Implemented changed to options screen due to artwork changes. - * - * 77 4/07/98 5:42p Dave - * Put in support for ui display of voice system status (recording, - * playing back, etc). Make sure main hall music is stopped before - * entering a multiplayer game via ingame join. - * - * 76 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 75 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 74 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 73 3/31/98 11:47p Lawrance - * Fix some bugs related to wingmen selection when doing a quick mission - * restart. - * - * 72 3/31/98 5:31p Lawrance - * Fix sound bug that happenned when entering briefing - * - * 71 3/30/98 5:16p Lawrance - * centralize a check for disabled loadout screens - * - * 70 3/30/98 12:18a Lawrance - * change some DEMO_RELEASE code to not compile code rather than return - * early - * - * 69 3/29/98 10:16p Allender - * scramble missions need to have ship/weapon selection disabled (this - * code was somehow lost) - * - * 68 3/29/98 1:24p Dave - * Make chatbox not clear between multiplayer screens. Select player ship - * as default in mp team select and weapons select screens. Made create - * game mission list use 2 fixed size columns. - * - * 67 3/29/98 12:55a Lawrance - * Get demo build working with limited set of data. - * - * 66 3/25/98 8:43p Hoffoss - * Changed anim_play() to not be so complex when you try and call it. - * - * 65 3/24/98 4:59p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 64 3/19/98 5:32p Lawrance - * Added music to the background of command brief screen. - * - * 63 3/05/98 5:02p Dave - * More work on team vs. team support for multiplayer. Need to fix bugs in - * weapon select. - * - * 62 3/03/98 8:55p Dave - * Finished pre-briefing team vs. team support. - * - * 61 3/03/98 8:12p Lawrance - * Double timeout before flashing buttons - * - * 60 3/02/98 3:27p Lawrance - * Don't call muti_ts_init() in single player - * - * 59 3/01/98 3:26p Dave - * Fixed a few team select bugs. Put in multiplayer intertface sounds. - * Corrected how ships are disabled/enabled in team select/weapon select - * screens. - * - * 58 2/27/98 4:55p Sandeep - * Fixed a signed/unsigned bug in the wss packet type - * - * 57 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 56 2/25/98 10:24a Lawrance - * Don't ask for confirmation when ESC is pressed. - * - * 55 2/24/98 12:22a Lawrance - * New coords for revamped briefing graphics - * - * 54 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 53 2/22/98 12:19p John - * Externalized some strings - * - * 52 2/21/98 2:50p Lawrance - * Tell players that their campaign position will get saved if they return - * to main hall from loadout screens. - * - * 51 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 50 2/18/98 3:56p Dave - * Several bugs fixed for mp team select screen. Put in standalone packet - * routing for team select. - * - * 49 2/17/98 6:07p Dave - * Tore out old multiplayer team select screen, installed new one. - * - * 48 2/13/98 3:46p Dave - * Put in dynamic chatbox sizing. Made multiplayer file lookups use cfile - * functions. - * - * 47 2/10/98 8:40p Dave - * Fixed some debriefing bugs. - * - * 46 2/04/98 11:06p Lawrance - * Fix a couple of bugs with save/restore of player weapon loadout. - * - * 45 2/04/98 4:32p Allender - * support for multiple briefings and debriefings. Changes to mission - * type (now a bitfield). Bitfield defs for multiplayer modes - * - * 44 1/30/98 10:40a Lawrance - * remove any binding references to hotkey screen - * - * 43 1/20/98 5:52p Lawrance - * prompt user before returning to main hall (in single player) - * - * 42 1/17/98 5:51p Dave - * Bug fixes for bugs generated by multiplayer testing. - * - * 41 1/14/98 11:39a Dave - * Polished up a bunch of popup support items. - * - * 40 1/13/98 5:35p Lawrance - * Show popup when trying to go to weapons loadout without any ships - * selected. - * - * 39 1/10/98 5:48p Lawrance - * Don't allow Tab to go to ship/weapon loadout screen in training, play - * negative feedback sounds if user tries to. - * - * 38 1/10/98 12:45a Lawrance - * Don't restore loadout if mission was modified. - * - * 37 1/09/98 6:06p Dave - * Put in network sound support for multiplayer ship/weapon select - * screens. Made clients exit game correctly through warp effect. Fixed - * main hall menu help overlay bug. - * - * 36 1/09/98 11:04a Lawrance - * Fix bug that prevented buttons from flashing in the loadout screens. - * - * 35 1/07/98 6:45p Lawrance - * Play first briefing music if none specified. - * - * 34 1/05/98 4:57p Lawrance - * reset flash timers when a button is pressed or a key is pressed - * - * 33 12/30/97 5:46p Lawrance - * Rename rnd() to rand_alt(). - * - * 32 12/30/97 4:27p Lawrance - * Add new rnd() function that doesn't affect rand() sequence. - * - * 31 12/29/97 4:21p Lawrance - * Flash buttons on briefing/ship select/weapons loadout when enough time - * has elapsed without activity. - * - * 30 12/28/97 5:52p Lawrance - * Add support for debriefing success/fail music. - * - * 29 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * 28 12/24/97 1:19p Lawrance - * fix some bugs with the multiplayer ship/weapons loadout - * - * 27 12/23/97 11:58a Allender - * changes to ship/wespon selection for multplayer. added sounds to some - * interface screens. Update and modiied end-of-briefing packets -- yet - * to be tested. - * - * $NoKeywords: $ - * - */ + #include // this is need even when not building debug!! diff --git a/fs2_open/code/missionui/missionscreencommon.h b/fs2_open/code/missionui/missionscreencommon.h index 851585571d..84d39a4356 100644 --- a/fs2_open/code/missionui/missionscreencommon.h +++ b/fs2_open/code/missionui/missionscreencommon.h @@ -7,15 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionScreenCommon.h $ - * $Revision: 2.13 $ - * $Date: 2006-02-18 00:42:51 $ - * $Author: wmcoolmon $ - * - * $NoKeywords: $ - * - */ + #ifndef _MISSION_SCREEN_COMMON_HEADER_FILE #define _MISSION_SCREEN_COMMON_HEADER_FILE diff --git a/fs2_open/code/missionui/missionshipchoice.cpp b/fs2_open/code/missionui/missionshipchoice.cpp index 094600c9fa..e72ea6691b 100644 --- a/fs2_open/code/missionui/missionshipchoice.cpp +++ b/fs2_open/code/missionui/missionshipchoice.cpp @@ -7,627 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionShipChoice.cpp $ - * $Revision: 2.62.2.9 $ - * $Date: 2007-11-22 05:49:36 $ - * $Author: taylor $ - * - * C module to allow player ship selection for the mission - * - * $Log: not supported by cvs2svn $ - * Revision 2.62.2.8 2007/11/22 05:31:39 taylor - * make sure that a missing ship anim doesn't lead us to a horrible death - * minor cleanup - * - * Revision 2.62.2.7 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.62.2.6 2007/02/12 00:23:39 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 2.62.2.5 2006/10/24 13:31:32 taylor - * fix a memory leak that Valgrind was complaining about (happens mainly when you have a mission without a briefing) - * - * Revision 2.62.2.4 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.62.2.3 2006/08/05 10:37:51 karajorma - * Remove common_select_close(). This should be handled in freespace.cpp - * - * Revision 2.62.2.2 2006/08/04 19:13:38 karajorma - * Fix a multiplayer crash if the server committed before the 2nd team captain unlocked. - * - * Revision 2.62.2.1 2006/08/02 22:31:10 Goober5000 - * fix display of ship copy class names in ship loadout screen - * --Goober5000 - * - * Revision 2.62 2006/04/20 06:32:14 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.61 2006/02/24 04:45:00 wmcoolmon - * I love it when bugs are this easy to fix. ;) - * - * Revision 2.60 2006/02/18 00:42:51 wmcoolmon - * Introducing draw_model_rotating; many improvements to weapon selection missile rendering - * - * Revision 2.59 2006/02/16 05:19:46 taylor - * I would say this is another selling point for the boozer-svn plugin, but I would have needed it too as I've missed this stuff several times - * - * Revision 2.58 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.57 2006/01/30 06:37:49 taylor - * account for a freaky wing issue (saw this in Derelict, or somewhere) - * - * Revision 2.56 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.55 2005/12/16 06:51:31 taylor - * fix a NULL pointer crash from shipselect screen - * make sure to reset "display_type" for weapon select since it would only render one ship correctly - * (still something wrong here WMC, try using models without -ship_choice_3d, everything is positioned too high on screen) - * - * Revision 2.54 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.53 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.52 2005/10/29 22:09:29 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.51 2005/10/29 09:06:52 wmcoolmon - * Safeguard against saved loadout and loadout changes. - * - * Revision 2.50 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.49 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.48 2005/09/25 05:13:06 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.47 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.46 2005/07/18 03:45:08 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.45 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.44 2005/07/02 19:43:54 taylor - * ton of non-standard resolution fixes - * - * Revision 2.43 2005/04/05 05:53:19 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.42 2005/04/03 08:48:30 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.41 2005/03/31 11:11:56 Goober5000 - * changed a bunch of literal constants to their #define'd keywords - * --Goober5000 - * - * Revision 2.40 2005/03/27 12:28:33 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.39 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.38 2005/03/14 06:38:06 wmcoolmon - * Commented out now-unneccessary Int3() - * - * Revision 2.37 2005/03/12 04:44:24 wmcoolmon - * Fixx0red odd drag problems - * - * Revision 2.36 2005/03/03 06:05:29 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.35 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.34 2005/02/23 04:55:07 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.33 2005/02/13 08:41:25 wmcoolmon - * 3D models in weapons selection screen and nonstandard resolution fixes for ship selection screen. - * - * Revision 2.32 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.31 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.30 2005/01/29 08:09:47 wmcoolmon - * Various updates; shader, clipping - * - * Revision 2.29 2005/01/28 11:39:17 Goober5000 - * cleaned up some build warnings - * --Goober5000 - * - * Revision 2.28 2005/01/15 05:53:18 wmcoolmon - * Current version of the new techroom code -C - * - * Revision 2.27 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.26 2004/10/10 22:12:57 taylor - * warp mouse to center screen on mission start - * - * Revision 1.25 2004/07/26 20:47:40 Kazan - * remove MCD complete - * - * Revision 2.24 2004/07/12 16:32:55 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.23 2004/07/08 22:06:56 wmcoolmon - * Moving set_current_hud, to ensure compatibility with multiplayer. - * - * Revision 2.22 2004/05/30 08:04:49 wmcoolmon - * Final draft of the HUD parsing system structure. May change how individual coord positions are specified in the TBL. -C - * - * Revision 2.21 2004/04/14 00:37:36 taylor - * fix extra large model with -ship_choice_3d in OGL - * - * Revision 2.20 2004/04/01 15:29:39 taylor - * close out briefing menu bitmaps before entering mission - * - * Revision 2.19 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.18 2004/02/04 09:02:43 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.17 2004/01/21 17:37:04 phreak - * added MAX_DRAW_DISTANCE to the ship selection display. This will only take effect if the ani isn't there - * - * Revision 2.16 2003/12/05 18:17:06 randomtiger - * D3D now supports loading for DXT1-5 into the texture itself, defaults to on same as OGL. - * Fixed bug in old ship choice screen that stopped ani repeating. - * Changed all builds (demo, OEM) to use retail reg path, this means launcher can set all them up successfully. - * - * Revision 2.15 2003/12/04 20:39:10 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.14 2003/11/17 04:25:57 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.13 2003/11/16 04:09:22 Goober5000 - * language - * - * Revision 2.12 2003/11/11 03:56:11 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.11 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.10 2003/11/09 06:31:40 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.9 2003/11/06 22:45:55 phreak - * added gr_start_**_matrix() and gr_end_**_matrix() around where ships are rendered - * - * Revision 2.8 2003/09/16 13:30:16 unknownplayer - * Minor bugfix to the 3D ship code. There still may be some cases where it will - * fail to load the model file it needs, but I'm at present mystified as to why. - * - * Revision 2.7 2003/09/16 11:56:46 unknownplayer - * Changed the ship selection window to load the 3D FS2 ship models instead - * of the custom *.ani files. It just does a techroom rotation for now, but I'll add - * more features later - tell me of any problems or weirdness caused by it, or if - * you don't like it and want it as an option only. - * - * Revision 2.6 2003/03/20 07:15:37 Goober5000 - * implemented mission flags for no briefing or no debriefing - yay! - * --Goober5000 - * - * Revision 2.5 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4 2003/03/05 09:17:14 Goober5000 - * cleaned out Bobboau's buggy code - about to rewrite with new, bug-free code :) - * --Goober5000 - * - * Revision 2.3 2003/02/25 06:22:48 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.2 2002/12/15 06:50:49 DTP - * FIX; player can now have all ships set in FRED2 as allowed playerships in singleplayer - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 26 11/02/99 3:23p Jefff - * "x Meters" to "x Meter" in German - * - * 25 8/05/99 3:40p Jefff - * hi-res text adjustments - * - * 24 8/04/99 11:56a Jefff - * fixed gamma wing hi-res coordinate error. fixed - * ss_load_individual_animation to load anis from a packfile. - * - * 23 7/30/99 4:22p Andsager - * restored ship and weapon anim sounds for demo. Added sound for - * changing ship in weapon loadout screen. - * - * 22 7/28/99 12:23p Jefff - * updated hi-res wing icon coords - * - * 21 7/21/99 3:24p Andsager - * Modify demo to use 2 frame ship and weapon select anis and cut sounds - * associated with ani - * - * 20 7/16/99 2:23p Anoop - * Fixed build error. - * - * 19 7/16/99 1:49p Dave - * 8 bit aabitmaps. yay. - * - * 18 7/15/99 6:36p Jamesa - * Moved default ship name into the ships.tbl - * - * 17 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 16 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 15 6/04/99 11:32a Dave - * Added reset text to ship select screen. Fixed minor xstr bug in ui - * window - * - * 14 3/23/99 9:26p Neilk - * fixed various multiplayer lock button problems - * - * 13 3/23/99 11:55a Neilk - * new support for ship anis - * - * 14 3/15/99 6:27p Neilk - * Added hires support for the ship animations - * - * 13 3/15/99 11:18a Neilk - * Modified animation code so ship animations loop back to frame 51 - * - * 12 3/12/99 12:02p Davidg - * Modified coordinates for low res ship animations for new artwork - * - * 11 3/10/99 6:21p Neilk - * Added new artwork for hires - * - * 10 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 9 2/18/99 11:46a Neilk - * hires interface coord support - * - * 8 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 7 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 6 1/29/99 4:17p Dave - * New interface screens. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 3 10/13/98 9:28a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 102 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 101 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 100 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 99 5/23/98 5:50p Lawrance - * Don't reset scroll offset when rebuilding the list - * - * 98 5/06/98 11:50p Lawrance - * Clean up help overlay code for loadout screens - * - * 97 4/30/98 6:03p Lawrance - * Make drag and drop work better. - * - * 96 4/29/98 3:31p Lawrance - * draw disabled frames for icons when appropriate - * - * 95 4/28/98 9:35a Dave - * Remove bogus assert in create_wings() for ships which arrive late and - * haven't been created yet. - * - * 94 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 93 4/14/98 12:57a Dave - * Made weapon select screen show netplayer names above ships. Fixed pilot - * info popup to show the status of pilot images more correctly. - * - * 92 4/13/98 3:27p Lawrance - * fix coords for ship selection pool numbers - * - * 91 4/13/98 3:11p Andsager - * Fixed bug when there is no description for a ship. - * - * 90 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 89 4/05/98 7:43p Lawrance - * fix up saving/restoring of link status and auto-target/match-speed. - * - * 88 4/03/98 4:16p Adam - * changed coord's and skip frame for new SS animations - * - * 87 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 86 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 85 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 84 3/31/98 11:47p Lawrance - * Fix some bugs related to wingmen selection when doing a quick mission - * restart. - * - * 83 3/31/98 1:50p Duncan - * ALAN: fix bugs with selecting alternate weapons - * - * 82 3/30/98 12:18a Lawrance - * change some DEMO_RELEASE code to not compile code rather than return - * early - * - * 81 3/29/98 12:55a Lawrance - * Get demo build working with limited set of data. - * - * 80 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 79 3/25/98 8:43p Hoffoss - * Changed anim_play() to not be so complex when you try and call it. - * - * 78 3/12/98 4:03p Lawrance - * don't press buttons when icon dropped on them - * - * 77 3/09/98 11:13a Lawrance - * Fix up drop sound effects used in loadout screens. - * - * 76 3/06/98 5:36p Dave - * Finished up first rev of team vs team. Probably needs to be debugged - * thoroughly. - * - * 75 3/05/98 6:48p Lawrance - * reposition commit_pressed() to ensure popup gets called after clear but - * before flip - * - * 74 3/05/98 5:03p Dave - * More work on team vs. team support for multiplayer. Need to fix bugs in - * weapon select. - * - * 73 3/05/98 12:38a Lawrance - * Fix bug with flashing buttons showing over help overlay - * - * 72 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 71 3/01/98 3:26p Dave - * Fixed a few team select bugs. Put in multiplayer intertface sounds. - * Corrected how ships are disabled/enabled in team select/weapon select - * screens. - * - * 70 2/28/98 7:04p Lawrance - * Don't show reset button in multiplayer - * - * 69 2/26/98 8:21p Allender - * fix compiler warning - * - * 68 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 67 2/24/98 6:21p Lawrance - * Integrate new reset button into loadout screens - * - * 66 2/22/98 4:30p John - * More string externalization classification - * - * 65 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 64 2/22/98 12:19p John - * Externalized some strings - * - * 63 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 62 2/18/98 3:56p Dave - * Several bugs fixed for mp team select screen. Put in standalone packet - * routing for team select. - * - * 61 2/17/98 6:07p Dave - * Tore out old multiplayer team select screen, installed new one. - * - * 60 2/13/98 3:46p Dave - * Put in dynamic chatbox sizing. Made multiplayer file lookups use cfile - * functions. - * - * 59 2/12/98 2:38p Allender - * fix multiplayer primary/secondary weapon problems when ships are - * outfitted with less than max number - * - * 58 2/07/98 5:47p Lawrance - * reset flashing if a button gets highlighted - * - * 57 2/05/98 11:21p Lawrance - * When flashing buttons, use highlight frame - * - * 56 1/30/98 10:00a Allender - * made large ships able to attack other ships. Made goal code recognize - * when ships removed from wings during ship select - * - * 55 1/22/98 5:26p Dave - * Modified some pregame sequencing packets. Starting to repair broken - * standalone stuff. - * - * 54 1/17/98 2:46a Dave - * Reworked multiplayer join/accept process. Ingame join still needs to be - * integrated. - * - * 53 1/15/98 4:11p Lawrance - * Add call to check if slot is player occupied. - * - * 52 1/13/98 4:47p Allender - * change default terran ship to reflect new ship class name - * - * 51 1/12/98 5:17p Dave - * Put in a bunch of multiplayer sequencing code. Made weapon/ship select - * work through the standalone. - * - * 50 1/10/98 12:46a Lawrance - * Store last_modified time for mission into player loadout struct. - * - * 49 1/09/98 6:06p Dave - * Put in network sound support for multiplayer ship/weapon select - * screens. Made clients exit game correctly through warp effect. Fixed - * main hall menu help overlay bug. - * - * 48 1/08/98 11:38a Lawrance - * correct typo - * - * 47 1/08/98 11:36a Lawrance - * Get ship select and weapons loadout icon dropping sound effects working - * for single and multiplayer - * - * 46 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 45 12/29/97 4:21p Lawrance - * Flash buttons on briefing/ship select/weapons loadout when enough time - * has elapsed without activity. - * - * 44 12/29/97 9:42a Lawrance - * Ensure that WING_SLOT_IS_PLAYER gets set correctly in multiplayer. - * - * 43 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * 42 12/24/97 1:19p Lawrance - * fix some bugs with the multiplayer ship/weapons loadout - * - * 41 12/23/97 5:25p Allender - * more fixes to multiplayer ship selection. Fixed strange reentrant - * problem with cf_callback when loading freespace data - * - * 40 12/23/97 11:59a Allender - * changes to ship/wespon selection for multplayer. added sounds to some - * interface screens. Update and modiied end-of-briefing packets -- yet - * to be tested. - * - * 39 12/23/97 11:04a Lawrance - * fix bug in ss_swap_slot_slot() - * - * 38 12/23/97 10:57a Lawrance - * move player_set_weapon_prefs() to when commit is pressed in briefing - * (from entering gameplay) - * - * 37 12/23/97 10:54a Lawrance - * fix some bugs in multiplayer ship selection - * - * 36 12/22/97 6:18p Lawrance - * Get save/restore of player loadout working with new code - * - * 35 12/22/97 1:40a Lawrance - * Re-write ship select/weapons loadout to be multiplayer friendly - * - * 34 12/19/97 1:23p Dave - * Put in multiplayer groundwork for new weapon/ship select screens. - * - * $NoKeywords: $ - * -*/ + #include "missionui/missionscreencommon.h" diff --git a/fs2_open/code/missionui/missionshipchoice.h b/fs2_open/code/missionui/missionshipchoice.h index 9e40ff2b88..76f567367b 100644 --- a/fs2_open/code/missionui/missionshipchoice.h +++ b/fs2_open/code/missionui/missionshipchoice.h @@ -7,240 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionShipChoice.h $ - * $Revision: 2.8.2.1 $ - * $Date: 2006-10-24 13:31:32 $ - * $Author: taylor $ - * - * Header file to support functions that allow player ship selection for the mission - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.7 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/03/31 11:11:56 Goober5000 - * changed a bunch of literal constants to their #define'd keywords - * --Goober5000 - * - * Revision 2.5 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/09/16 13:30:16 unknownplayer - * Minor bugfix to the 3D ship code. There still may be some cases where it will - * fail to load the model file it needs, but I'm at present mystified as to why. - * - * Revision 2.2 2003/09/16 11:56:46 unknownplayer - * Changed the ship selection window to load the 3D FS2 ship models instead - * of the custom *.ani files. It just does a techroom rotation for now, but I'll add - * more features later - tell me of any problems or weirdness caused by it, or if - * you don't like it and want it as an option only. - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 7/15/99 6:36p Jamesa - * Moved default ship name into the ships.tbl - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 21 3/05/98 5:03p Dave - * More work on team vs. team support for multiplayer. Need to fix bugs in - * weapon select. - * - * 20 2/24/98 6:21p Lawrance - * Integrate new reset button into loadout screens - * - * 19 2/18/98 3:56p Dave - * Several bugs fixed for mp team select screen. Put in standalone packet - * routing for team select. - * - * 18 2/17/98 6:07p Dave - * Tore out old multiplayer team select screen, installed new one. - * - * 17 1/15/98 4:11p Lawrance - * Add call to check if slot is player occupied. - * - * 16 1/09/98 6:06p Dave - * Put in network sound support for multiplayer ship/weapon select - * screens. Made clients exit game correctly through warp effect. Fixed - * main hall menu help overlay bug. - * - * 15 12/29/97 4:21p Lawrance - * Flash buttons on briefing/ship select/weapons loadout when enough time - * has elapsed without activity. - * - * 14 12/24/97 1:19p Lawrance - * fix some bugs with the multiplayer ship/weapons loadout - * - * 13 12/23/97 5:25p Allender - * more fixes to multiplayer ship selection. Fixed strange reentrant - * problem with cf_callback when loading freespace data - * - * 12 12/22/97 6:18p Lawrance - * Get save/restore of player loadout working with new code - * - * 11 12/22/97 1:40a Lawrance - * Re-write ship select/weapons loadout to be multiplayer friendly - * - * 10 12/19/97 1:23p Dave - * Put in multiplayer groundwork for new weapon/ship select screens. - * - * 9 12/18/97 8:59p Dave - * Finished putting in basic support for weapon select and ship select in - * multiplayer. - * - * 8 12/18/97 10:24a Lawrance - * Fix problem with ships having no weapons due to bogus weapons pools. - * - * 7 12/08/97 9:37p Lawrance - * fix up auto-restore of player ship selection and weapons - * - * 6 12/03/97 1:22p Lawrance - * implement saving/restoring of ship selection and weapons loadout - * - * 5 12/02/97 10:51p Lawrance - * implement save/restore of ship selection and weapon loadouts - * - * 4 11/27/97 10:03a Lawrance - * supporting SF_LOCKED flag - * - * 3 10/04/97 5:56p Lawrance - * keep track of original ship class in ship selection - * - * 2 10/04/97 12:00a Lawrance - * grey out background when help overlay is activated - * - * 1 9/30/97 10:16a Lawrance - * move files from Mission lib to MissionUI lib - * - * 34 9/25/97 3:49p Lawrance - * add a disabled icon to ship icon frame list - * - * 33 9/24/97 11:43p Hoffoss - * Changed Parse_player to Team_data, removed the fields we don't want in - * it anymore, and fixed some code that had problems with that. - * - * 32 9/24/97 5:03p Dave - * Spliced a bunch of stuff into MissionScreenCommon.[h,cpp] - * - * 31 9/23/97 11:55p Lawrance - * add ss_return_name() function - * - * 30 9/19/97 4:22p Allender - * externed some functions that multi team selection screen will use - * - * 29 9/18/97 7:58a Lawrance - * fix some bugs associated with the player ship being created early on - * - * 28 9/16/97 5:15p Allender - * fixed link problem with Fred - * - * 27 9/07/97 10:04p Lawrance - * make drag/drop and selection work as Windows does with mouse-button up - * for selection - * - * 26 8/30/97 12:24p Lawrance - * supporting animations in the weapons loadout screen, fixed some bugs - * - * 25 8/29/97 7:33p Lawrance - * further work on weapons loadout - * - * 24 8/24/97 5:24p Lawrance - * improve drawing of buttons - * - * 23 8/18/97 5:28p Lawrance - * integrating sounds for when mouse goes over an active control - * - * 22 8/17/97 2:41p Lawrance - * improving interface - * - * 21 8/15/97 8:00p Lawrance - * integrating new art for the briefing screens - * - * 20 8/11/97 9:47p Lawrance - * get multiplayer chat window hooks working - * - * 19 7/23/97 11:36a Lawrance - * support common buttons through the briefing/ship select/weapons - * loadout, be able to hide buttons when necessary - * - * 18 7/21/97 11:41a Lawrance - * make playback time of .ani files keyed of frametime - * - * 17 7/20/97 6:59p Lawrance - * changed name of some anim functions to be more consistent - * - * 16 7/14/97 3:58p Lawrance - * limit frametime to 33 ms for animation timing - * - * 15 6/26/97 12:12a Lawrance - * supporting anti-aliased bitmap animations - * - * 14 6/24/97 11:46p Lawrance - * supporting icon text and rotating models - * - * 13 6/12/97 11:09p Lawrance - * getting map and text integrated into briefing - * - * 12 6/12/97 11:28a Lawrance - * separating FRED dependant code - * - * 11 6/12/97 2:48a Lawrance - * integrating briefing into ship select / weapon loadout screen - * - * 10 5/23/97 2:01p Lawrance - * added update_player_weapons() - * - * 9 5/20/97 2:44p Allender - * move player ship creation into player_level_init which is done before - * most other things when a level loads - * - * 8 3/28/97 12:09p Lawrance - * change create_default_player_ship() to allow the default to be the last - * ship the player has flown - * - * 7 3/20/97 3:01p Lawrance - * made scroll buttons repeat action when held down, don't do button - * actions until down and release - * - * 6 3/07/97 8:14p Lawrance - * added code to drag and drop to wing formations - * - * 5 2/26/97 10:05a Lawrance - * move ship_create() to end of loop when commit pressed, so don't skip on - * animation - * - * 4 2/25/97 11:11a Lawrance - * ship selection and weapon loadout interfaces working at basic level - * - * 3 12/30/96 1:58a Lawrance - * supporting ship choice in multiplayer - * - * 2 11/19/96 1:21p Lawrance - * got ship selection working inside out - * - * $NoKeywords: $ - * -*/ + #ifndef __MISSIONSHIPCHOICE_H__ #define __MISSIONSHIPCHOICE_H__ diff --git a/fs2_open/code/missionui/missionstats.cpp b/fs2_open/code/missionui/missionstats.cpp index 78a2ba40ee..4faa871fbc 100644 --- a/fs2_open/code/missionui/missionstats.cpp +++ b/fs2_open/code/missionui/missionstats.cpp @@ -7,25 +7,4 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionStats.cpp $ - * $Revision: 2.0 $ - * $Date: 2002-06-03 04:02:25 $ - * $Author: penguin $ - * - * C module for the post-mission stats interface - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 1 9/30/97 9:25a Lawrance - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/missionui/missionstats.h b/fs2_open/code/missionui/missionstats.h index c73492f67c..10954eca05 100644 --- a/fs2_open/code/missionui/missionstats.h +++ b/fs2_open/code/missionui/missionstats.h @@ -7,34 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionStats.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:58 $ - * $Author: Goober5000 $ - * - * Header file for the post-mission stats interface - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 1 9/30/97 9:25a Lawrance - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_MISSIONSTATS_H__ #define __FREESPACE_MISSIONSTATS_H__ diff --git a/fs2_open/code/missionui/missionweaponchoice.cpp b/fs2_open/code/missionui/missionweaponchoice.cpp index 8a3d8c7495..c5236bfa9a 100644 --- a/fs2_open/code/missionui/missionweaponchoice.cpp +++ b/fs2_open/code/missionui/missionweaponchoice.cpp @@ -7,734 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionWeaponChoice.cpp $ - * $Revision: 2.72.2.6 $ - * $Date: 2007-11-18 07:43:15 $ - * $Author: Goober5000 $ - * - * C module for the weapon loadout screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.72.2.5 2007/03/22 20:50:28 taylor - * some generic code cleanup - * - * Revision 2.72.2.4 2007/02/12 00:45:23 taylor - * bit of cleanup and minor performance tweaks - * sync up with new generic_anim/bitmap and weapon delayed loading changes - * with generic_anim, use Goober's animation timing for beam section and glow animations - * make trail render list dynamic (as well as it can be) - * - * Revision 2.72.2.3 2007/01/07 12:12:46 taylor - * fix NULL ptr reference when a weapon doesn't have a tech description - * - * Revision 2.72.2.2 2006/12/28 22:47:15 Goober5000 - * fix spelling... *twitch* - * - * Revision 2.72.2.1 2006/07/17 01:09:03 taylor - * fix some missile autocentering issues - * - use MR_AUTOCENTER and MR_IS_MISSILE flags to generate an autocenter for a missile if one doesn't already exist - * - don't try to autocenter loadout icons when rendered 3d - * - * Revision 2.72 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.71 2006/02/23 06:21:56 taylor - * attempt to fix bad out-of-bounds (and related) issues when weaponchoice icon is missing - * be sure to always initialize frame count and FPS with bm_load_animation() calls in case caller got lazy - * - * Revision 2.70 2006/02/18 00:42:51 wmcoolmon - * Introducing draw_model_rotating; many improvements to weapon selection missile rendering - * - * Revision 2.69 2006/02/16 05:24:35 taylor - * should fix some of the model/bmpman errors off of the weaponchoice screen - * - * Revision 2.68 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.67 2006/01/18 06:13:18 wmcoolmon - * Various scripting updates - * - * Revision 2.66 2006/01/03 06:02:00 taylor - * fix freaky nan error on line drawing where model would get loaded on second entry into WS screen when it should be animation - * - * Revision 2.65 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.64 2005/12/16 06:51:31 taylor - * fix a NULL pointer crash from shipselect screen - * make sure to reset "display_type" for weapon select since it would only render one ship correctly - * (still something wrong here WMC, try using models without -ship_choice_3d, everything is positioned too high on screen) - * - * Revision 2.63 2005/12/04 18:55:42 wmcoolmon - * Better overhead-view handling - * - * Revision 2.62 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.61 2005/10/29 22:09:30 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.60 2005/10/29 12:26:58 taylor - * Add some error checking and handling to better deal with possible problems, and to let us know what/where they are - * - * Revision 2.59 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.58 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.57 2005/09/16 17:02:50 Goober5000 - * roll back taylor's loadout fix and do it this way: it saves memory - * (but thanks to taylor for drawing attention to the difference between wing slots and wss slots!) - * --Goober5000 - * - * Revision 2.55 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.54 2005/07/18 03:45:08 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.53 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.52 2005/07/02 19:43:55 taylor - * ton of non-standard resolution fixes - * - * Revision 2.51 2005/04/25 00:25:46 wmcoolmon - * MAX_SHIP_CLASSES > Num_ship_classes - * - * Revision 2.50 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.49 2005/04/03 11:47:01 Goober5000 - * tweaks - * --Goober5000 - * - * Revision 2.48 2005/04/03 08:48:30 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.47 2005/04/01 08:50:25 Goober5000 - * fixed a few errors in apply-to-all - * --Goober5000 - * - * Revision 2.46 2005/03/31 12:45:22 Goober5000 - * whoops - * --Goober5000 - * - * Revision 2.45 2005/03/31 12:43:51 Goober5000 - * implemented the apply-to-all wing loadout button - * --Goober5000 - * - * Revision 2.44 2005/03/31 11:11:56 Goober5000 - * changed a bunch of literal constants to their #define'd keywords - * --Goober5000 - * - * Revision 2.43 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.42 2005/03/12 04:44:24 wmcoolmon - * Fixx0red odd drag problems - * - * Revision 2.41 2005/03/10 08:00:09 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.40 2005/03/03 08:41:53 Goober5000 - * AUGH! Stupid hidden bugs... this one is V's fault - * --Goober5000 - * - * Revision 2.39 2005/03/02 21:24:45 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.38 2005/02/27 14:09:27 Goober5000 - * First stage of "apply to all ships in this wing" weapon loadout button code. - * Button hooks only, pending interface art. The "apply-to-all" code itself - * still has to be written. - * --Goober5000 - * - * Revision 2.37 2005/02/18 09:03:34 Goober5000 - * really fixed the build warning - * --Goober5000 - * - * Revision 2.36 2005/02/18 05:24:26 wmcoolmon - * Attempt to get rid of compiler warnings - * - * Revision 2.35 2005/02/13 08:41:25 wmcoolmon - * 3D models in weapons selection screen and nonstandard resolution fixes for ship selection screen. - * - * Revision 2.34 2005/02/08 23:49:59 taylor - * update/add .cvsignore files for project file changes - * silence warning about deprecated strings.h stuff for MSVC 2005 - * final model_unload() stuff for WMCoolmon, put in missionweaponchoice.cpp - * remove really old project files - * - * Revision 2.33 2005/02/02 15:09:06 taylor - * only model_load() if we using a ship other than the current one - * - * Revision 2.32 2005/01/31 23:27:54 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.31 2005/01/29 09:19:45 argv - * Fixed compile errors due to several source files not having been updated to - * reference "Min/Max_draw_distance" instead of "MIN/MAX_DRAW_DISTANCE". - * - * -- _argv[-1] - * - * Revision 2.30 2005/01/18 01:14:17 wmcoolmon - * OGG fixes, ship selection fixes - * - * Revision 2.29 2005/01/16 23:18:03 wmcoolmon - * Added "show ship" ship flag - * - * Revision 2.28 2005/01/15 05:53:18 wmcoolmon - * Current version of the new techroom code -C - * - * Revision 2.27 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.26 2004/07/31 08:52:45 et1 - * If weapon loadout anim is missing, warn instead of int3 - * - * Revision 2.25 2004/07/26 20:47:40 Kazan - * remove MCD complete - * - * Revision 2.24 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.23 2004/07/12 16:32:55 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.22 2004/05/10 10:51:53 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.21 2004/03/06 00:19:23 Goober5000 - * weapons now display counts up to 9999, instead of just 999 - * --Goober5000 - * - * Revision 2.20 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.19 2004/02/04 09:02:43 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.18 2003/11/11 02:15:44 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.17 2003/09/13 06:02:06 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.15 2003/08/16 03:52:24 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.14 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.13 2003/03/06 09:13:42 Goober5000 - * fixed what should be the last bug with bank-specific loadouts - * --Goober5000 - * - * Revision 2.12 2003/03/05 12:38:01 Goober5000 - * rewrote the restricted bank loadout code; it should work now - * --Goober5000 - * - * Revision 2.11 2003/03/05 09:17:14 Goober5000 - * cleaned out Bobboau's buggy code - about to rewrite with new, bug-free code :) - * --Goober5000 - * - * Revision 2.6 2003/01/15 21:29:05 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.5 2002/12/31 18:59:43 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.3 2002/12/13 08:13:28 Goober5000 - * small tweaks and bug fixes for the ballistic primary conversion - * ~Goober5000~ - * - * Revision 2.2 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/21 15:45:18 mharris - * Fixed bug (introduced when NO_NETWORK was added) preventing weapons from - * being initialized in single-player - * - * Revision 1.4 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 40 11/01/99 11:22a Jefff - * some weapon name translations - * - * 39 9/10/99 10:26a Jefff - * default weapon anim selection fix - * - * 38 9/06/99 3:30p Mikek - * Added system for restricting weapon choices based on ship class for - * dogfight missions. - * - * 37 8/27/99 11:59a Jefff - * fixed unnecessary sound playing - * - * 36 8/05/99 3:40p Jefff - * hi-res text adjustments - * - * 35 8/05/99 11:32a Jefff - * fixed hi-res weapon anims not loading from packfile - * - * 34 7/30/99 4:35p Andsager - * Clean up change ship sound - * - * 33 7/30/99 4:22p Andsager - * restored ship and weapon anim sounds for demo. Added sound for - * changing ship in weapon loadout screen. - * - * 32 7/27/99 7:34p Jefff - * Lotsa clean up, moving stuff around, generally making the whole - * thing work right. - * - * 31 7/27/99 3:01p Jefff - * crippled wl_start_slot_animation to prevent loading of overhead ship - * .anis. also began modifications for multiplayer interface. - * - * 30 7/25/99 5:49p Jefff - * initial weapon ani is now one of the ship's weapons. this will fall - * back to the original search if the ship should be weaponless. - * - * 29 7/24/99 6:03p Jefff - * Added "lock" text to multiplayer lock button - * - * 28 7/21/99 6:02p Jefff - * fixed weapon counts running into weapon icons - * - * 27 7/21/99 3:24p Andsager - * Modify demo to use 2 frame ship and weapon select anis and cut sounds - * associated with ani - * - * 26 7/20/99 7:07p Jefff - * added "reset" text above reset button - * - * 25 7/20/99 1:48p Jefff - * Long weapon titles now wrap to next line - * - * 24 7/20/99 10:44a Jefff - * increased WEAPON_DESC_MAX_LINES to 6 - * - * 23 7/20/99 12:26a Jefff - * text wipe sound FX - * - * 22 7/19/99 5:08p Jefff - * Added text descriptions for selected weapons, complete with wipe - * effect. - * - * 21 7/16/99 1:50p Dave - * 8 bit aabitmaps. yay. - * - * 20 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 19 7/11/99 3:20p Kellys - * Make sure we load high-res weapon rotations in 1024 - * - * 18 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 17 7/09/99 12:21a Dave - * Change weapon loop anim frame. - * - * 16 3/25/99 2:45p Neilk - * Fixed lock button - * - * 15 3/23/99 9:23p Neilk - * fixed various multiplayer lock button problems - * - * 14 3/10/99 6:21p Neilk - * Added new artwork for hires - * - * 13 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 12 2/18/99 11:46a Neilk - * hires interface coord support - * - * 11 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 10 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 9 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 8 1/29/99 4:17p Dave - * New interface screens. - * - * 7 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 6 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 119 6/17/98 11:06a Lawrance - * put in weapon description tooltip - * - * 118 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 117 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 116 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 115 5/18/98 2:49p Lawrance - * Put in weapon animation sound hook - * - * 114 5/08/98 7:52p Lawrance - * Add code to loop new weapon animations - * - * 113 5/06/98 11:50p Lawrance - * Clean up help overlay code for loadout screens - * - * 112 5/04/98 5:27p Johnson - * Fixed a team vs. team weapons loadout bug. - * - * 111 5/03/98 1:55a Lawrance - * Fix some sound problems with loadout screens - * - * 110 4/30/98 6:03p Lawrance - * Make drag and drop work better. - * - * 109 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 108 4/24/98 2:17a Lawrance - * repositioin ship name in weapons loadout - * - * 107 4/22/98 7:24p Dave - * Made sure the "player/ships" locked button for multiplayer appears on - * all briefing screens. - * - * 106 4/21/98 6:45p Dave - * AL: Fix bug with replacement weapons on ships - * - * 105 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 104 4/16/98 8:05p Lawrance - * fix some bugs with numbers over-writing weapon icons - * - * 103 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 102 4/08/98 1:18a Lawrance - * Fix bug that could occur when picking alternate weapons (ie count could - * have been wrong due to missile size) - * - * 101 4/07/98 5:42p Dave - * Put in support for ui display of voice system status (recording, - * playing back, etc). Make sure main hall music is stopped before - * entering a multiplayer game via ingame join. - * - * 100 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 99 3/31/98 1:50p Duncan - * ALAN: fix bugs with selecting alternate weapons - * - * 98 3/30/98 12:18a Lawrance - * change some DEMO_RELEASE code to not compile code rather than return - * early - * - * 97 3/29/98 1:24p Dave - * Make chatbox not clear between multiplayer screens. Select player ship - * as default in mp team select and weapons select screens. Made create - * game mission list use 2 fixed size columns. - * - * 96 3/29/98 12:55a Lawrance - * Get demo build working with limited set of data. - * - * 95 3/26/98 5:47p Lawrance - * Implement default weapon picking if default weapons not available in - * pool - * - * 94 3/25/98 8:43p Hoffoss - * Changed anim_play() to not be so complex when you try and call it. - * - * 93 3/25/98 11:23a Mike - * Fix stack overwrite due to async between MAX_SECONDARY_WEAPONS and - * MAX_WL_SECONDARY. - * - * 92 3/21/98 2:47p Dave - * Fixed chat packet routing problem on standalone. Fixed wss_request - * packet routing on standalone. - * - * 91 3/19/98 5:34p Lawrance - * Tweak drag/drop behavior in weapons loadout - * - * 90 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 89 3/12/98 4:03p Lawrance - * don't press buttons when icon dropped on them - * - * 88 3/10/98 1:35p Lawrance - * Fix default selected weapon bug - * - * 87 3/09/98 9:55p Lawrance - * Move secondary icons to the right to avoid overlap with numbers - * - * 86 3/09/98 11:13a Lawrance - * Fix up drop sound effects used in loadout screens. - * - * 85 3/06/98 5:36p Dave - * Finished up first rev of team vs team. Probably needs to be debugged - * thoroughly. - * - * 84 3/05/98 5:03p Dave - * More work on team vs. team support for multiplayer. Need to fix bugs in - * weapon select. - * - * 83 3/01/98 3:26p Dave - * Fixed a few team select bugs. Put in multiplayer intertface sounds. - * Corrected how ships are disabled/enabled in team select/weapon select - * screens. - * - * 82 2/28/98 7:04p Lawrance - * Don't show reset button in multiplayer - * - * 81 2/27/98 11:32a Andsager - * AL: Fix bug with showing valid weapon slots for ships that arrive late. - * - * 80 2/26/98 4:59p Allender - * groundwork for team vs team briefings. Moved weaponry pool into the - * Team_data structure. Added team field into the p_info structure. - * Allow for mutliple structures in the briefing code. - * - * 79 2/24/98 6:21p Lawrance - * Integrate new reset button into loadout screens - * - * 78 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 77 2/22/98 12:19p John - * Externalized some strings - * - * 76 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 75 2/18/98 10:37p Dave - * Fixed a mp team select bug which allowed players to commit at - * inappropriate times. - * - * 74 2/18/98 3:56p Dave - * Several bugs fixed for mp team select screen. Put in standalone packet - * routing for team select. - * - * 73 2/16/98 10:27a Lawrance - * Fix bug in wl_cull_illegal_weapons() - * - * 72 2/15/98 11:28p Allender - * allow increase in MAX_WEAPON_TYPES by chaning all bitfield references - * - * 71 2/13/98 5:15p Lawrance - * Fix help overlay bug in weapons loadout. - * - * 70 2/13/98 3:46p Dave - * Put in dynamic chatbox sizing. Made multiplayer file lookups use cfile - * functions. - * - * 69 2/09/98 11:24p Lawrance - * Allow player to click on disallowed weapons, but don't let them drag - * them away from the list. - * - * 68 2/07/98 5:47p Lawrance - * reset flashing if a button gets highlighted - * - * 67 2/06/98 5:15p Jasen - * AL: Allow up to 10000 of any given missile in the pool - * - * 66 2/05/98 11:21p Lawrance - * When flashing buttons, use highlight frame - * - * 65 2/02/98 3:36p Jasen - * AL: remove weapon debug name, and allow for 2 frame weapon anis - * - * 64 2/02/98 3:21p Jasen - * Updated coords for weapon anim location. - * - * 63 1/20/98 5:52p Lawrance - * account for no player ship when moving to weapons loadout - * - * 62 1/20/98 2:23p Dave - * Removed optimized build warnings. 99% done with ingame join fixes. - * - * 61 1/20/98 11:08a Lawrance - * Fix sound error when clicking on a weapon. - * - * 60 1/19/98 2:17p Lawrance - * Fix bug that was not recognizing non-default weapons on late-arriving - * wings. - * - * 59 1/15/98 4:09p Lawrance - * fix weapon scrolling bug - * - * 58 1/14/98 6:44p Lawrance - * Take out unnecessary instance checking when freeing anims. - * - * 57 1/12/98 5:17p Dave - * Put in a bunch of multiplayer sequencing code. Made weapon/ship select - * work through the standalone. - * - * 56 1/10/98 12:47a Lawrance - * update some comments - * - * 55 1/09/98 6:06p Dave - * Put in network sound support for multiplayer ship/weapon select - * screens. Made clients exit game correctly through warp effect. Fixed - * main hall menu help overlay bug. - * - * 54 1/09/98 4:08p John - * Fixed a bug loading too many icon frames - * - * 53 1/08/98 10:55p Lawrance - * Fix bug where forbidden weapons were not updated when a ship was - * changed before weapons loadout is entered. - * - * 52 1/08/98 5:19p Sandeep - * Alan made a change which fixed missions with more than 4 types of - * secondary weapons. - * - * 51 1/08/98 11:38a Lawrance - * correct typo - * - * 50 1/08/98 11:36a Lawrance - * Get ship select and weapons loadout icon dropping sound effects working - * for single and multiplayer - * - * 49 1/02/98 9:10p Lawrance - * Big changes to how colors get set on the HUD. - * - * 48 12/30/97 6:08p Lawrance - * Fix bug where player discarded ship before entering weapon select - * - * 47 12/29/97 4:21p Lawrance - * Flash buttons on briefing/ship select/weapons loadout when enough time - * has elapsed without activity. - * - * 46 12/29/97 10:11a Lawrance - * Don't play drop sound when a weapon is clicked on in a slot. - * - * 45 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * 44 12/24/97 1:19p Lawrance - * fix some bugs with the multiplayer ship/weapons loadout - * - * 43 12/23/97 5:25p Allender - * more fixes to multiplayer ship selection. Fixed strange reentrant - * problem with cf_callback when loading freespace data - * - * 42 12/23/97 11:59a Allender - * changes to ship/wespon selection for multplayer. added sounds to some - * interface screens. Update and modiied end-of-briefing packets -- yet - * to be tested. - * - * 41 12/23/97 11:48a Lawrance - * fix bug that could cause assert when swapping secondary weapons - * - * 40 12/22/97 6:18p Lawrance - * Get save/restore of player loadout working with new code - * - * 39 12/22/97 1:40a Lawrance - * Re-write ship select/weapons loadout to be multiplayer friendly - * - * 38 12/19/97 1:23p Dave - * Put in multiplayer groundwork for new weapon/ship select screens. - * - * 37 12/19/97 12:44p Dave - * Put in final touches on ship/weapon select. However, this is all going - * to be rewritten. - * - * $NoKeywords: $ - */ + #include "missionui/missionscreencommon.h" diff --git a/fs2_open/code/missionui/missionweaponchoice.h b/fs2_open/code/missionui/missionweaponchoice.h index ca535c17a6..f61b6c8894 100644 --- a/fs2_open/code/missionui/missionweaponchoice.h +++ b/fs2_open/code/missionui/missionweaponchoice.h @@ -7,152 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/MissionWeaponChoice.h $ - * $Revision: 2.9 $ - * $Date: 2005-07-13 03:25:58 $ - * $Author: Goober5000 $ - * - * Header file for the weapon loadout screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/03/31 11:11:56 Goober5000 - * changed a bunch of literal constants to their #define'd keywords - * --Goober5000 - * - * Revision 2.7 2005/02/27 14:09:27 Goober5000 - * First stage of "apply to all ships in this wing" weapon loadout button code. - * Button hooks only, pending interface art. The "apply-to-all" code itself - * still has to be written. - * --Goober5000 - * - * Revision 2.6 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.5 2004/07/17 18:46:08 taylor - * various OGL and memory leak fixes - * - * Revision 2.4 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/03/05 09:17:14 Goober5000 - * cleaned out Bobboau's buggy code - about to rewrite with new, bug-free code :) - * --Goober5000 - * - * Revision 2.2 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 21 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 20 3/31/98 1:50p Duncan - * ALAN: fix bugs with selecting alternate weapons - * - * 19 2/28/98 7:04p Lawrance - * Don't show reset button in multiplayer - * - * 18 2/24/98 6:21p Lawrance - * Integrate new reset button into loadout screens - * - * 17 1/17/98 4:14p Lawrance - * fix mask problem with primary weapon scrolling - * - * 16 1/17/98 1:32a Lawrance - * fix mask problem that was mixing up scroll up and scroll down on - * weapons loadout - * - * 15 1/09/98 6:06p Dave - * Put in network sound support for multiplayer ship/weapon select - * screens. Made clients exit game correctly through warp effect. Fixed - * main hall menu help overlay bug. - * - * 14 12/24/97 1:19p Lawrance - * fix some bugs with the multiplayer ship/weapons loadout - * - * 13 12/23/97 5:25p Allender - * more fixes to multiplayer ship selection. Fixed strange reentrant - * problem with cf_callback when loading freespace data - * - * 12 12/22/97 6:18p Lawrance - * Get save/restore of player loadout working with new code - * - * 11 12/22/97 1:40a Lawrance - * Re-write ship select/weapons loadout to be multiplayer friendly - * - * 10 12/19/97 1:23p Dave - * Put in multiplayer groundwork for new weapon/ship select screens. - * - * 9 12/18/97 8:59p Dave - * Finished putting in basic support for weapon select and ship select in - * multiplayer. - * - * 8 12/17/97 7:42p Lawrance - * re-work how weapons are re-set when ships change in ship select - * - * 7 12/17/97 4:53p Lawrance - * changes to support multiplayer - * - * 6 12/17/97 2:33p Dave - * Finished up basic weapon select support for multiplayer. - * - * 5 12/16/97 6:17p Dave - * Put in primary weapon support for multiplayer weapon select screen. - * - * 4 12/03/97 1:22p Lawrance - * implement saving/restoring of ship selection and weapons loadout - * - * 3 12/02/97 10:51p Lawrance - * implement save/restore of ship selection and weapon loadouts - * - * 2 11/15/97 6:12p Lawrance - * don't allow Player ship to have all weapons removed - * - * 1 9/30/97 10:16a Lawrance - * move files from Mission lib to MissionUI lib - * - * 8 9/18/97 7:58a Lawrance - * fix some bugs associated with the player ship being created early on - * - * 7 8/30/97 12:24p Lawrance - * supporting animations in the weapons loadout screen, fixed some bugs - * - * 6 8/29/97 7:33p Lawrance - * further work on weapons loadout - * - * 5 8/15/97 8:00p Lawrance - * integrating new art for the briefing screens - * - * 4 7/23/97 11:36a Lawrance - * support common buttons through the briefing/ship select/weapons - * loadout, be able to hide buttons when necessary - * - * 3 7/14/97 3:58p Lawrance - * limit frametime to 33 ms for animation timing - * - * 2 2/25/97 11:11a Lawrance - * ship selection and weapon loadout interfaces working at basic level - * - * $NoKeywords: $ - */ + #ifndef __MISSION_WEAPON_CHOICE_H__ #define __MISSION_WEAPON_CHOICE_H__ diff --git a/fs2_open/code/missionui/redalert.cpp b/fs2_open/code/missionui/redalert.cpp index d7aba3ed3b..a56ffd3a4b 100644 --- a/fs2_open/code/missionui/redalert.cpp +++ b/fs2_open/code/missionui/redalert.cpp @@ -7,242 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/RedAlert.cpp $ - * $Revision: 2.21.2.3 $ - * $Date: 2007-03-22 20:47:49 $ - * $Author: taylor $ - * - * Module for Red Alert mission interface and code - * - * $Log: not supported by cvs2svn $ - * Revision 2.21.2.2 2006/10/06 09:47:10 taylor - * For redalert stored data be sure that dead ships don't come back, and departed ships come back just as they left (Mantis bug #810) - * - * Revision 2.21.2.1 2006/09/13 03:11:09 taylor - * be sure to setup/reset ship team data too when moving to a red-alert mission (Mantis bug 1042) - * (this will hopefully fix Mantis bug 860 as well, which is a separate but related issue) - * - * Revision 2.21 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.20 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.19 2005/09/26 04:08:54 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.18 2005/09/09 05:12:44 Goober5000 - * "no briefing" flag now works for red-alert missions too - * --Goober5000 - * - * Revision 2.17 2005/07/25 05:24:16 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.16 2005/07/02 19:43:55 taylor - * ton of non-standard resolution fixes - * - * Revision 2.15 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.14 2005/04/03 08:48:30 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.13 2005/03/27 12:28:34 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.12 2005/03/24 23:29:33 taylor - * (re)move some uneeded variables to fix compiler warnings - * - * Revision 2.11 2005/02/23 04:55:08 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.10 2004/10/31 21:53:24 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.9 2004/07/26 20:47:40 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:32:56 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.6 2004/02/04 09:02:43 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.5 2003/09/07 18:14:54 randomtiger - * Checked in new speech code and calls from relevent modules to make it play. - * Should all work now if setup properly with version 2.4 of the launcher. - * FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed. - * Otherwise the compile flag should not be set and it should all compile OK. - * - * - RT - * - * Revision 2.4 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/09 23:02:59 mharris - * Not using default values for audiostream functions, since they may - * be macros (if NO_SOUND is defined) - * - * Revision 1.2 2002/05/07 02:59:29 mharris - * make Buttons[] static - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 9/11/99 12:31a Mikek - * Bumped up max red alert status ships and status subsystems. - * - * 15 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 14 8/24/99 5:27p Andsager - * Make subsystems with zero strength before mission blown off. Protect - * red alert pilot against dying between orders and jump. - * - * 13 8/11/99 2:17p Jefff - * changed a string - * - * 12 7/19/99 8:56p Andsager - * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT - * carry over of Exited_ships - * - * 11 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 10 7/16/99 12:22p Jefff - * Added sound FX to red alert popup - * - * 9 7/09/99 10:32p Dave - * Command brief and red alert screens. - * - * 8 5/07/99 10:34a Andsager - * Make red alert work in FS2 - * - * 7 2/16/99 5:07p Neilk - * Added hires support - * - * 6 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 5 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 4 11/18/98 11:15a Andsager - * Removed old version or red_alert_read_wingman_status - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 21 5/14/98 11:26a Lawrance - * ESC will return to the main hall - * - * 20 5/13/98 5:14p Allender - * red alert support to go back to previous mission - * - * 19 5/05/98 6:19p Lawrance - * Fix problems with "retry mission" for red alerts - * - * 18 5/05/98 3:14p Comet - * AL: Fix bug with restoring secondary weapons in red alert mode - * - * 17 5/04/98 10:49p Lawrance - * Make sure old pilot files don't cause problems with the new RedAlert - * data format - * - * 16 5/04/98 6:06p Lawrance - * Make red alert mode work! - * - * 15 5/02/98 4:10p Lawrance - * Only use first stage of briefing for red alerts - * - * 14 5/01/98 9:18p Ed - * mark all goals and events as failed when red alert moves ahead to next - * mission - * - * 13 4/22/98 10:13a John - * added assert to trap a bug - * - * 12 4/21/98 12:08a Allender - * only make red alert move to next mission in campaign mode - * - * 11 4/03/98 10:31a John - * Made briefing and debriefing arrays be malloc'd - * - * 10 3/28/98 2:53p Allender - * added hud gauge when entering a red alert mission - * - * 9 3/12/98 10:28p Lawrance - * Deal with situation where wingman status may not have been properly - * saved - * - * 8 3/12/98 9:44p Allender - * go to debrief in red alert when not in campaign mode - * - * 6 3/09/98 9:55p Lawrance - * improve some comments - * - * 5 3/09/98 4:41p Lawrance - * Fix up some merge problems. - * - * 4 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 3 3/09/98 4:23p Lawrance - * Replay mission, full save/restore of wingman status - * - * 2 3/09/98 12:13a Lawrance - * Add support for Red Alert missions - * - * 1 3/08/98 4:54p Lawrance - * - * $NoKeywords: $ - */ + #include "missionui/redalert.h" #include "model/model.h" diff --git a/fs2_open/code/missionui/redalert.h b/fs2_open/code/missionui/redalert.h index c8da19753a..59f447e5fb 100644 --- a/fs2_open/code/missionui/redalert.h +++ b/fs2_open/code/missionui/redalert.h @@ -7,73 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/MissionUI/RedAlert.h $ - * $Revision: 2.7 $ - * $Date: 2005-07-25 05:24:16 $ - * $Author: Goober5000 $ - * - * Header file for Red Alert mission interface and code - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/06/03 06:39:26 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.4 2004/10/31 21:53:24 taylor - * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions - * - * Revision 2.3 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:55 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 9/06/99 6:38p Dave - * Improved CD detection code. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 7 5/05/98 6:19p Lawrance - * Fix problems with "retry mission" for red alerts - * - * 6 5/04/98 6:06p Lawrance - * Make red alert mode work! - * - * 5 3/28/98 2:53p Allender - * added hud gauge when entering a red alert mission - * - * 4 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 3 3/09/98 4:23p Lawrance - * Replay mission, full save/restore of wingman status - * - * 2 3/09/98 12:13a Lawrance - * Add support for Red Alert missions - * - * 1 3/08/98 4:54p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __REDALERT_H__ #define __REDALERT_H__ diff --git a/fs2_open/code/model/model.h b/fs2_open/code/model/model.h index 3f35a0b0b4..c898a8fa8f 100644 --- a/fs2_open/code/model/model.h +++ b/fs2_open/code/model/model.h @@ -7,676 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Model/MODEL.H $ - * $Revision: 2.80.2.16 $ - * $Date: 2007-02-21 01:43:32 $ - * $Author: Goober5000 $ - * - * header file for information about polygon models - * - * $Log: not supported by cvs2svn $ - * Revision 2.80.2.15 2007/02/12 00:19:48 taylor - * IBX version 2 support (includes Bobboau's earlier D3D fixes for it) - * - * Revision 2.80.2.14 2006/12/28 22:47:15 Goober5000 - * fix spelling... *twitch* - * - * Revision 2.80.2.13 2006/11/28 05:48:21 Goober5000 - * the grammar nazi strikes again! - * (and sneaks an extra #define in there while he's at it!) - * - * Revision 2.80.2.12 2006/11/01 18:35:57 taylor - * make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43) - * - * Revision 2.80.2.11 2006/10/28 04:00:09 taylor - * ok, so apparently that did actually do something ;) - * - * Revision 2.80.2.10 2006/10/27 21:39:27 taylor - * updated/fixed modelanim code - * - * Revision 2.80.2.9 2006/10/27 06:42:29 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 2.80.2.8 2006/10/24 13:24:11 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 2.80.2.7 2006/07/17 01:09:45 taylor - * make glow point banks dynamic - * - * Revision 2.80.2.6 2006/07/17 00:10:05 Goober5000 - * stage 2 of animation fix (add base frame time to each ship) - * --Goober5000 - * - * Revision 2.80.2.5 2006/07/13 22:11:36 taylor - * fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues - * - * Revision 2.80.2.4 2006/07/06 21:53:58 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.80.2.3 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.80.2.2 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.80.2.1 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.80 2006/05/31 03:05:42 Goober5000 - * some cosmetic changes in preparation for bay arrival/departure code - * --Goober5000 - * - * Revision 2.79 2006/05/27 16:57:12 taylor - * comment out the model cache stuff, it's old and not actually used anyway - * minor cleanup of some modelinterp.cpp code, to make it more readable - * fix tertiary thruster batcher which had the radius value swapped - * comment out a couple places where we were doing a D3D or OGL check (it's always true so why bother) - * add more support for NO_DIRECT3D so that it can be used on Windows to build without D3D - * - * Revision 2.78 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.77 2006/04/18 00:56:28 bobboau - * bugfix for the animation system - * - * Revision 2.76 2006/03/24 07:38:35 wmcoolmon - * New subobject animation stuff and Lua functions. - * - * Revision 2.75 2006/03/18 07:12:07 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.74 2006/02/27 00:51:03 wmcoolmon - * Bump MAX_TFP to 10 - * - * Revision 2.73 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.72 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.71 2006/01/11 21:23:43 wmcoolmon - * Made turret handling code more descriptive - * - * Revision 2.70 2006/01/04 08:19:22 taylor - * fixes for regular texture replacement - * - * Revision 2.69 2005/12/29 08:08:36 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.68 2005/12/15 04:31:05 phreak - * [V] can't spell 'turret' - * - * Revision 2.67 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.66 2005/10/24 07:13:04 Goober5000 - * merge Bobboau's thruster code back in; hopefully this covers everything - * --Goober5000 - * - * Revision 2.65 2005/09/24 07:45:31 Goober5000 - * cleaned up some more thruster stuff; honestly, the thruster code is such a - * mess that it should probably be reverted to the retail version - * --Goober5000 - * - * Revision 2.64 2005/07/13 03:26:00 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.63 2005/07/12 22:14:40 Goober5000 - * removed DECALS_ENABLED - * --Goober5000 - * - * Revision 2.62 2005/06/21 00:20:24 taylor - * in the model _render functions change "light_ignore_id" to "objnum" since that's what it really is - * and this makes it so much easier to realize that - * properly deal with the fact that objnum can be -1 in model_really_render() - * add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL - * small compiler warning fix for neb code - * - * Revision 2.61 2005/04/25 00:26:53 wmcoolmon - * Dynamically allocated engine washes; subsystem sounds - * - * Revision 2.60 2005/04/21 15:49:20 taylor - * update of bmpman and model bitmap management, well tested but things may get a bit bumpy - * - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary) - * - a little "stupid" fix for dds bitmap reading - * - fix it so that memory is released properly on bitmap read errors - * - some cleanup to model texture loading - * - allow model textures to get released rather than just unloaded, saves bitmap slots - * - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code - * - * Revision 2.59 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.58 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.57 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.56 2005/03/01 06:55:41 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.55 2005/02/23 05:05:38 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 2.54 2005/02/15 00:06:27 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 2.53 2005/02/08 23:49:59 taylor - * update/add .cvsignore files for project file changes - * silence warning about deprecated strings.h stuff for MSVC 2005 - * final model_unload() stuff for WMCoolmon, put in missionweaponchoice.cpp - * remove really old project files - * - * Revision 2.52 2005/02/04 23:29:32 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.51 2005/01/28 11:57:36 Goober5000 - * fixed Bobboau's spelling of 'relative' - * --Goober5000 - * - * Revision 2.50 2005/01/28 09:56:44 taylor - * add model_page_out_textures() for use in techroom - * make model_page_in_textures() load more textures - * - * Revision 2.49 2005/01/27 11:26:23 Goober5000 - * dock points on rotating submodels is *almost* working - * --Goober5000 - * - * Revision 2.48 2005/01/11 21:38:50 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.47 2005/01/01 19:45:32 taylor - * add MR_NO_FOGGING flag to easily render models without fog (warp model, targetbox models) - * - * Revision 2.46 2004/12/05 22:01:11 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.45 2004/10/09 17:45:08 taylor - * da simple IBX code - * - * Revision 2.44 2004/08/11 05:06:28 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.43 2004/07/11 03:22:50 bobboau - * added the working decal code - * - * Revision 2.42 2004/07/01 01:12:32 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.41 2004/06/28 02:13:08 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.40 2004/05/10 10:51:52 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.39 2004/03/20 21:17:13 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.38 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.37 2004/01/21 17:37:48 phreak - * bumped MAX_POLYGON_MODELS to 300 if INF_BUILD is defined. - * - * Revision 2.36 2003/12/17 23:24:24 phreak - * added a MAX_BUFFERS_PER_SUBMODEL define so it can be easily changed if we ever want to change the 16 texture limit - * - * Revision 2.35 2003/11/17 04:25:57 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.34 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.33 2003/10/10 03:59:41 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.32 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.31 2003/09/13 06:02:06 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.28 2003/08/28 20:42:18 Goober5000 - * implemented rotating barrels for firing primary weapons - * --Goober5000 - * - * Revision 2.27 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.26 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.25 2003/07/15 02:36:54 phreak - * changed the model_setup_cloak() function to allow an alpha value - * - * Revision 2.24 2003/07/04 02:28:37 phreak - * changes for cloaking implemented - * - * Revision 2.23 2003/04/29 01:03:23 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.22 2003/03/18 01:44:31 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.21 2003/03/02 05:54:23 penguin - * ANSI C++ - namespace clash on ai_rotation; renamed type to ai_rotation_t - * - penguin - * - * Revision 2.20 2003/01/20 05:40:49 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.19 2003/01/19 06:44:39 Goober5000 - * got rid of nameplate stuff (superceded by texture replacement) - * --Goober5000 - * - * Revision 2.18 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.17 2003/01/17 04:57:17 Goober5000 - * Allowed selection of either $Texture Replace, which keeps track of individual - * replacement textures for a ship, or $Duplicate Model Texture Replace, which - * duplicates a model and reskins it. Use $Duplicate Model Texture Replace - * if you want to substitute an animated texture or a transparent texture. - * --Goober5000 - * - * Revision 2.16 2003/01/17 01:48:49 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.15 2003/01/16 06:49:11 Goober5000 - * yay! got texture replacement to work!!! - * --Goober5000 - * - * Revision 2.14 2003/01/15 08:57:23 Goober5000 - * assigning duplicate models to ships now works; committing so I have a base - * to fall back to as I work on texture replacement - * --Goober5000 - * - * Revision 2.13 2003/01/15 05:18:13 Goober5000 - * moved texture loading around a bit; added Texture_replace in preparation - * for some cool stuff - * --Goober5000 - * - * Revision 2.12 2003/01/06 19:33:22 Goober5000 - * cleaned up some stuff with model_set_thrust and a commented Assert that - * shouldn't have been - * --Goober5000 - * - * Revision 2.11 2002/12/10 05:43:34 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.10 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.9 2002/12/04 09:44:34 DTP - * lowered MAX_POLYGON_MODELS FROM 198 to 128 for safety reasons since we bumped back MAX_SHIP_CLASSES to 130 - * - * Revision 2.8 2002/12/02 23:55:31 Goober5000 - * fixed misspelling - * - * Revision 2.7 2002/12/02 23:14:17 Goober5000 - * fixed misspelling of "category" as "catagory" - * - * Revision 2.6 2002/11/14 04:18:16 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.5 2002/10/19 19:29:27 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.4 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.3 2002/07/29 08:31:52 DTP - * Forgot to Bump MAX_MODEL_SUBSYSTEMS from 128 to 200 - * - * Revision 2.2 2002/07/29 08:28:00 DTP - * BUMPED MAX_POLYGON_MODELS TO 198 , MAX_SHIP_CLASSES - 2 = 198 - * - * Revision 2.1 2002/07/10 18:42:14 wmcoolmon - * Added Bobboau's glow code; all comments include "-Bobboau" - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 38 9/13/99 10:09a Andsager - * Add debug console commands to lower model render detail and fireball - * LOD for big ship explosiosns. - * - * 37 9/01/99 10:09a Dave - * Pirate bob. - * - * 36 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 35 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 34 7/15/99 2:13p Dave - * Added 32 bit detection. - * - * 33 7/06/99 10:45a Andsager - * Modify engine wash to work on any ship that is not small. Add AWACS - * ask for help. - * - * 32 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 31 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 30 5/26/99 9:09a Andsager - * Increase number of live debris and MAX_MODEL_TEXTURES (for rebel base) - * - * 29 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 28 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 27 4/26/99 8:49p Dave - * Made all pof based nebula stuff full customizable through fred. - * - * 26 4/23/99 5:53p Dave - * Started putting in new pof nebula support into Fred. - * - * 25 4/19/99 12:51p Andsager - * Add function to find the nearest point on extneded bounding box and - * check if inside bounding box. - * - * 24 4/06/99 9:50a Enricco - * Bump up max live_debris from 4 to 5 - * - * 23 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 22 3/23/99 5:17p Dave - * Changed model file format somewhat to account for LOD's on insignias - * - * 21 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 20 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 19 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 18 2/19/99 11:42a Dave - * Put in model rendering autocentering. - * - * 17 2/19/99 11:09a Jasen - * Upped MAX_MODEL_SUBSYSTEMS to 128 (for the souper cap - * - * 16 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 15 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 14 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 13 1/11/99 12:56p Andsager - * stupid merge error - * - * 12 1/11/99 12:42p Andsager - * Add live debris - debris which is created from a destroyed subsystem, - * when the ship is still alive - * - * 11 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 10 12/23/98 2:53p Andsager - * Added stepped rotation support - * - * 9 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 8 12/04/98 3:34p Andsager - * Handle norotating submodels - * - * 7 12/03/98 3:14p Andsager - * Check in code that checks rotating submodel actually has ship subsystem - * - * 6 11/19/98 11:07p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 5 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 4 10/23/98 3:03p Andsager - * Initial support for changing rotation rate. - * - * 3 10/16/98 9:40a Andsager - * Remove ".h" files from model.h - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 159 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 158 5/19/98 8:31p Andsager - * Added split planes (for big ship explosions) - * - * 157 5/07/98 5:39p Andsager - * Changes to model to hold cross section info - * - * 156 4/22/98 9:58p John - * Added code to view invisible faces. - * - * 155 4/22/98 9:43p John - * Added code to allow checking of invisible faces, flagged by any texture - * name with invisible in it. - * - * 154 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 153 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 152 3/31/98 11:19a Allender - * upped MAX_MODEL_SUBSYSTEMS to a resonable value - * - * 151 3/31/98 11:02a Adam - * upped MAX_MODEL_SUBSYSTEMS to 33 - * - * 150 3/25/98 11:23a Mike - * Fix stack overwrite due to async between MAX_SECONDARY_WEAPONS and - * MAX_WL_SECONDARY. - * - * 149 3/24/98 10:11p Sandeep - * - * 148 3/24/98 4:03p Lawrance - * JOHN: Fix up outline drawing code to support different colors - * - * 147 3/22/98 10:19a Adam - * upped subsystem & secondary weapon constants for Frank's new capital - * ship. - * - * 146 3/21/98 3:33p Lawrance - * Allow model outline color to be set directly - * - * 145 3/19/98 5:24p John - * Added code to find the closest point on a model to another point. Used - * this for detail levels and for targetting info. - * - * 144 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 143 3/13/98 9:06a John - * Made missile thrusters use a different min dist for scaling. Made - * missilies not use lighting. - * - * 142 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 141 2/24/98 5:04p Allender - * allow different ship classes to use the same model. Lot's of subsystem - * stuff to deal with - * - * 140 2/24/98 1:58p John - * Made asteroids use model_caching. Made asteroids darken with distance. - * - * 139 1/29/98 5:50p John - * Made electrical arcing on debris pieces be persistent from frame to - * frame - * - * 138 1/27/98 11:02a John - * Added first rev of sparks. Made all code that calls model_render call - * clear_instance first. Made debris pieces not render by default when - * clear_instance is called. - * - * 137 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 136 1/15/98 3:28p John - * Took out the unused ptnorms array. Saved a measly 8MB of RAM, so it - * might not have been worth ripping out. :-) - * - * 135 1/09/98 11:25a John - * Took the thruster animation stuff out of the model. - * - * 134 12/31/97 2:35p John - * Added code for core_radius - * - * 133 12/22/97 8:55a John - * added parameters for checking models. - * - * 132 12/17/97 5:11p John - * Added brightening back into fade table. Added code for doing the fast - * dynamic gun flashes and thruster flashes. - * - * 131 12/17/97 9:54a John - * added code for precalculated weapon flash lighting. - * - * 130 12/05/97 3:46p John - * made ship thruster glow scale instead of being an animation. - * - * - * $NoKeywords: $ - */ + #ifndef _MODEL_H #define _MODEL_H diff --git a/fs2_open/code/model/modelanim.cpp b/fs2_open/code/model/modelanim.cpp index 282822a971..81251700ad 100644 --- a/fs2_open/code/model/modelanim.cpp +++ b/fs2_open/code/model/modelanim.cpp @@ -4,27 +4,7 @@ * create based on the source. */ -/* - * $Logfile: $ - * $Revision: 1.2.2.3 $ - * $Date: 2007-05-11 03:10:48 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.2.2.2 2006/12/07 18:19:23 taylor - * try and keep angles within PI2 (Bobboau's advice, since he knows more than I do about this stuff :)) - * - * Revision 1.2.2.1 2006/10/27 21:41:22 taylor - * updated/fixed modelanim code - * - * Revision 1.2 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.1 2006/04/20 05:42:05 Goober5000 - * change animation.cpp to modelanim.cpp, add CVS info, and add the file to the VC6 project - * --Goober5000 - * - */ + #include "ship/ship.h" diff --git a/fs2_open/code/model/modelanim.h b/fs2_open/code/model/modelanim.h index 0a6eb7fe45..d99996d166 100644 --- a/fs2_open/code/model/modelanim.h +++ b/fs2_open/code/model/modelanim.h @@ -7,18 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/model/modelanim.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2006-10-27 21:41:22 $ - * $Author: taylor $ - * - * header file for information about polygon models - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - */ + #ifndef _MODELANIM_H #define _MODELANIM_H diff --git a/fs2_open/code/model/modelcollide.cpp b/fs2_open/code/model/modelcollide.cpp index fdd960256f..6c515feee1 100644 --- a/fs2_open/code/model/modelcollide.cpp +++ b/fs2_open/code/model/modelcollide.cpp @@ -7,337 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Model/ModelCollide.cpp $ - * $Revision: 2.14.2.3 $ - * $Date: 2006-09-11 01:00:28 $ - * $Author: taylor $ - * - * Routines for detecting collisions of models. - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.2 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.14.2.1 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.14 2006/03/05 18:00:55 taylor - * remove WMC's "speed increase" ;) (the math isn't right yet so the collision checks won't be correct, and fixing it to work right wouldn't be any faster) - * - * Revision 2.13 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.12 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.11 2005/10/28 14:45:55 taylor - * more TMAP_MAX_VERTS overflow protection for non-HTL usage (these are the things that need to be addressed to fix non-HTL) - * fix some compiler warning messages - * don't do any decal processing if decals are disabled, the math was a waste of CPU cycles in that case - * - * Revision 2.10 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.9 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.8 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.7 2004/10/03 21:41:10 Kazan - * Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot - * - * Revision 2.6 2004/07/26 20:47:41 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:56 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2004/01/30 07:39:08 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.2 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 4 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 3 11/19/98 11:07p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 82 4/22/98 9:43p John - * Added code to allow checking of invisible faces, flagged by any texture - * name with invisible in it. - * - * 81 4/02/98 8:16a John - * Fixed Assert in model_collide with large ships - * - * 80 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 79 3/25/98 1:36p Andsager - * comment out assert - * - * 78 3/18/98 3:04p Andsager - * Increase collision error warning distance - * - * 77 3/09/98 12:08a Andsager - * Remove assert - * - * 76 2/12/98 3:47p Hoffoss - * Added MC_CHECK_RAY support in model_collide(), since Fred would be - * better using rays instead of line segments for intersection tests. - * - * 75 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 74 1/27/98 11:02a John - * Added first rev of sparks. Made all code that calls model_render call - * clear_instance first. Made debris pieces not render by default when - * clear_instance is called. - * - * 73 1/19/98 11:30a Sandeep - * Remove Int3() in sphere poly collision - * - * 72 1/16/98 5:30p Andsager - * Added debug code for bad collisions. - * - * 71 1/12/98 9:21p Andsager - * Modify calling procedure to fvi_sphere_plane. - * - * 70 12/22/97 9:17a John - * added functions for Dave that check only one submodel. - * - * 69 12/18/97 9:26a John - * put back in some critical "debug" code DaveA deleted. - * - * 68 12/16/97 5:25p Andsager - * Get best collision info. Comment out some debug info. - * - * 67 11/14/97 5:29p Andsager - * Improve bounding box test for sphere:polygon. Set higher tolerance for - * collision alert. - * - * 66 11/12/97 11:09p Jasen - * Comment out another Int3() that causes grief, but seems to do little - * good. - * - * 65 11/12/97 12:13p Mike - * Suppress disruptive, but apparently harmless, Int3(). - * - * 64 11/05/97 5:48p Andsager - * Added debug code to check_sphereline_face. Expected radius separation - * can be off by up to .003 for 1 m sphere. - * - * 63 10/31/97 4:01p John - * added face_Radius to call to check_face - * - * 62 10/31/97 3:19p John - * changed id field in face to be radius - * - * 61 10/30/97 3:41p Andsager - * fixed bug in check_sphereline_face that allowed collisions at negative - * times - * - * 60 10/28/97 4:57p John - * Put Andsager's new sphereline collide code officially into the code - * base and did a little restructuring. Fixed a few little bugs with it - * and added some simple bounding box elimination and did some timings. - * - * - * 59 10/25/97 10:14a Andsager - * Moved SPHERE_POLY_CHECK to ObjCollide.h - * - * 58 10/22/97 10:26p Andsager - * modify (slightly) mc_check_shield to allow sphere-polygon collisions - * - * 57 10/19/97 9:32p Andsager - * Using model_collide with 2nd parameter radius (default = 0) - * - * 56 10/17/97 2:06a Andsager - * moved assert - * - * 55 10/17/97 1:26a Andsager - * added radius to mc_info struct. add sphere_face collisions - * - * 54 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 53 9/15/97 5:45p John - * took out chunk stuff. - * made pofview display thrusters as blue polies. - * - * 52 9/12/97 8:54a John - * made model_collide fill in mc_info even if invalid model passed - * through. - * - * 51 9/03/97 12:02a Andsager - * implement sphere_sphere collision detection. Use debug console - * CHECK_SPHERE - * - * 50 8/25/97 11:27a John - * took out the USE_OCTANTS define, since we want to always use them. - * - * 49 8/15/97 4:10p John - * new code to use the new octrees style bsp trees - * - * 48 8/11/97 10:43a Mike - * Enable octant checking by defining USE_OCTANTS - * - * 47 8/11/97 10:19a John - * fixed a bug that was setting the wrong triangle for shield hit with new - * octant stuff. - * - * 46 8/10/97 3:04p Lawrance - * get rid of warning if USE_OCTANTS no defined - * - * 45 8/08/97 3:58p Mike - * Shield hit system. - * Shield damage handled/managed-by-AI on a quadrant basis. - * - * 44 8/06/97 5:40p Mike - * Add hit_normal field to mc_info so we can have ships react to the - * object they hit. - * - * 43 7/22/97 9:41a John - * Made flat faces appear in octant list, so collision detection now - * works. Made them do smoothing if needed. - * - * 42 7/21/97 2:29p John - * moved the bounding sphere check into the model collide code - * - * - * 41 7/03/97 9:14a John - * fixed incorrect octant vertices. - * - * 40 6/27/97 12:15p John - * added support for only checking model's bounding box... made hud_target - * use it. - * - * 39 6/26/97 11:44a John - * made model_collide require that you specifically tell it to check the - * model to avoid unnecessary checks. - * - * 38 6/26/97 11:19a John - * Made model face & shield collisions look only at octants it needs to. - * Shield sped up 4x, faces sped up about 2x. - * - * 37 6/23/97 1:42p John - * updated sphere checking code - * - * 36 5/30/97 3:42p Mike - * Shield mesh and hit system. - * - * 35 5/28/97 12:52p John - * Added code in to check shield mesh. - * - * 34 4/17/97 6:06p John - * New code/data for v19 of BSPGEN with smoothing and zbuffer - * optimizations. - * - * 33 4/07/97 3:08p John - * added flag to model_collide to allow collision checks with rays not - * just segments. - * - * 32 4/07/97 10:37a John - * Took out limits on number of children a submodel can have. (So now - * capital ships can have tons of children on them). - * - * 31 4/01/97 1:05p John - * took out debug printf - * - * 30 4/01/97 1:03p John - * Changed fvi_ray_plane to take a dir, not two points. - * - * 29 3/24/97 4:43p John - * speed up chunked collision detection by only checking cubes the vector - * goes through. - * - * 28 3/24/97 3:55p John - * renamed fvi functions so rays and segments aren't confusing. - * - * 27 3/24/97 3:26p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 26 3/20/97 5:19p John - * began adding a fast bounding box checks for collision detection. - * - * - * 25 2/26/97 5:28p John - * Fixed a bunch of chunked model bugs. Basically they almost work better - * than non-chunked objects! - * - * 24 2/07/97 10:45a John - * Initial bare bones implementation of blowing off turrets. - * - * 23 2/04/97 7:37p John - * Finally!!! Turret stuff working! - * - * 22 1/31/97 11:36a John - * - * 21 1/28/97 10:07a John - * More turret stuff, still not working, though. - * - * 20 1/27/97 2:35p Adam - * (John) One of the models is getting a subcall with model 10 billion or - * something so I just made it return when it gets something that big. - * - * 19 1/27/97 10:25a Mike - * Fix AVI file load error message. - * Hack physics to allow weapons to pass through a destroyed shield - * triangle. Need to have something cleaner (and faster). - * - * 18 1/24/97 4:55p John - * Started adding code for turning turrets. - * Had to change POF format to 18.0 - * - * $NoKeywords: $ - */ + #define MODEL_LIB diff --git a/fs2_open/code/model/modelinterp.cpp b/fs2_open/code/model/modelinterp.cpp index b015175a6b..b51440c328 100644 --- a/fs2_open/code/model/modelinterp.cpp +++ b/fs2_open/code/model/modelinterp.cpp @@ -7,1030 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Model/ModelInterp.cpp $ - * $Revision: 2.157.2.27 $ - * $Date: 2007-05-25 13:49:37 $ - * $Author: taylor $ - * - * Rendering models, I think. - * - * $Log: not supported by cvs2svn $ - * Revision 2.157.2.26 2007/02/20 04:53:11 Goober5000 - * wups - * - * Revision 2.157.2.25 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.157.2.24 2007/02/16 22:09:03 Goober5000 - * remove obsolete and misleading comments which should have been edited when the code was upgraded - * - * Revision 2.157.2.23 2007/02/12 00:41:37 taylor - * bit of cleanup and minor performance tweaks - * render ship insignia with a bit of alpha to help with blending/lighting - * dynamic thruster particle limits - * update for generic_bitmap/anim changes - * make use of flag_def_list for ship flags rather than a ton of if-else statements - * use generic_bitmap and generic_anim where possible to faciliate delayed graphics loading (after all ship related tbls are parsed) - * use VALID_FNAME() - * - * Revision 2.157.2.22 2007/02/12 00:19:48 taylor - * IBX version 2 support (includes Bobboau's earlier D3D fixes for it) - * - * Revision 2.157.2.21 2007/02/11 18:46:30 taylor - * fix a break from an earlier partial commit - * - * Revision 2.157.2.20 2007/01/07 12:13:57 taylor - * fix model vertex normal data that was being read/written incorrectly under OS X (still don't know why this was a problem, but this fixes it) - * - * Revision 2.157.2.19 2006/12/26 05:27:54 taylor - * remove unneeded header - * - * Revision 2.157.2.18 2006/12/07 18:21:25 taylor - * unbreak the breakage that I broke when I tried to fix breakage that wasn't broken the second time but initialy broke instead - * (yeah, this one confused me ;)) (Mantis bug #1165) - * - * Revision 2.157.2.17 2006/11/01 18:35:57 taylor - * make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43) - * - * Revision 2.157.2.16 2006/10/28 17:58:42 taylor - * forgot to reset default value for Interp_warp_alpha when it was changed earlier - * be sure that we are using the proper zbuffer setting when rendering thruster glows - * - * Revision 2.157.2.15 2006/10/28 04:00:09 taylor - * ok, so apparently that did actually do something ;) - * - * Revision 2.157.2.14 2006/10/27 21:37:11 taylor - * more cleanup of warp_global crap - * scale render/detail box limits with detail level setting - * make sure that we reset culling and zbuffer after each model buffer that gets rendered - * - * Revision 2.157.2.13 2006/10/27 06:42:29 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 2.157.2.12 2006/10/24 13:29:16 taylor - * a LOT of cleanup: - * * remove a bunch of old/dead code - * * some reformatting to help with readability - * * rearrange/rename some code so that it is a little clearer - * * move thruster glow code to it's own function (model_render_thrusters()) - * make HTL model buffers dynamic - * fix detail boxes so that they actually work for the first time - * - * Revision 2.157.2.11 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.157.2.10 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.157.2.9 2006/07/17 01:09:03 taylor - * fix some missile autocentering issues - * - use MR_AUTOCENTER and MR_IS_MISSILE flags to generate an autocenter for a missile if one doesn't already exist - * - don't try to autocenter loadout icons when rendered 3d - * - * Revision 2.157.2.8 2006/07/17 00:10:05 Goober5000 - * stage 2 of animation fix (add base frame time to each ship) - * --Goober5000 - * - * Revision 2.157.2.7 2006/07/13 22:11:37 taylor - * fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues - * - * Revision 2.157.2.6 2006/07/07 16:25:58 taylor - * make sure to reset the optional maps after each buffer render (little scary that this wasn't noticed a long time ago) - * - * Revision 2.157.2.5 2006/07/06 21:53:58 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.157.2.4 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.157.2.3 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.157.2.2 2006/07/04 07:42:09 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.157.2.1 2006/06/03 05:06:38 taylor - * be sure that we properly apply light to submodels (mainly for debris), looks *really* bad otherwise - * - * Revision 2.157 2006/05/27 16:57:13 taylor - * comment out the model cache stuff, it's old and not actually used anyway - * minor cleanup of some modelinterp.cpp code, to make it more readable - * fix tertiary thruster batcher which had the radius value swapped - * comment out a couple places where we were doing a D3D or OGL check (it's always true so why bother) - * add more support for NO_DIRECT3D so that it can be used on Windows to build without D3D - * - * Revision 2.156 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.155 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.154 2006/04/18 00:56:28 bobboau - * bugfix for the animation system - * - * Revision 2.153 2006/04/16 05:24:58 taylor - * compiler warning fix, missed this one previously - * - * Revision 2.152 2006/04/12 01:02:59 taylor - * more s/colour/color/ changes - * throw in a couple of safety checks for some neb2 functions - * - * Revision 2.151 2006/03/25 10:41:44 taylor - * modelinterp.cpp: that little bit really isn't needed - * popup.cpp: GCC 4.1 warning fixes - * - * Revision 2.150 2006/03/24 07:38:35 wmcoolmon - * New subobject animation stuff and Lua functions. - * - * Revision 2.149 2006/03/18 10:23:46 taylor - * make the main vital TMAP_MAX_VERTS stuff dynamic, should handle the major non-HTL related crashes - * - * Revision 2.148 2006/03/16 14:23:35 taylor - * beyond some possible out-of-bounds issues, I think this stuff was messing up non-HTL lighting too - * - * Revision 2.147 2006/02/28 05:16:54 Goober5000 - * fix the animation type triggers - * - * Revision 2.146 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.145 2006/02/16 05:31:00 taylor - * NULL vec warning fix (basically just setup as if it were NULL and skip the extra work if needed) - * more bmpman related fixes, mainly addresses the condition where it would try to render textures that have been released - * have model_unload() run through Ship_info[] and clear out modelnum's when they are free'd (makes more sense here than doing it on level load to keep counts right) - * fix missing subsystem warning messages - * - * Revision 2.144 2006/01/19 14:06:33 taylor - * don't attempt to draw glowpoints or engine glows when in wireframe mode (this may need to be a flag or something, but I'm not sure) - * - * Revision 2.143 2006/01/18 16:36:32 taylor - * oops! :) - * - * Revision 2.142 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.141 2006/01/17 01:31:43 taylor - * well that was super smart of me - * - * Revision 2.140 2006/01/16 20:57:03 taylor - * some minor changes to model_should_render_engine_glow(), better safety checks, support for disrupted engines - * check to see if a particular engine is disabled/destroyed/disrupted before making engine wash for it - * - * Revision 2.139 2006/01/04 08:19:22 taylor - * fixes for regular texture replacement - * - * Revision 2.138 2005/12/29 20:12:51 taylor - * we are using gouraud lighting here so be sure to set the proper tmap flag (fixes D3D, corrects OGL) - * - * Revision 2.137 2005/12/29 08:08:37 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.136 2005/12/16 06:54:10 taylor - * apply at least some lighting to ship insignias rather than them being full bright - * - * Revision 2.135 2005/12/15 16:31:03 taylor - * fix limits checking messages to actually be useful and hit sooner (wireframe view of some hi-poly models was going out-of-bounds from normals) - * - * Revision 2.134 2005/12/12 22:04:19 taylor - * make sure that the value of model_current_LOD stays with the detail_level value so that it's properly capped when used latter - * undo the locked detail level change, all of the LOD textures are cached (or should be) so that really only hurt speed rather than helping - * - * Revision 2.133 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.132 2005/10/28 14:45:55 taylor - * more TMAP_MAX_VERTS overflow protection for non-HTL usage (these are the things that need to be addressed to fix non-HTL) - * fix some compiler warning messages - * don't do any decal processing if decals are disabled, the math was a waste of CPU cycles in that case - * - * Revision 2.131 2005/10/24 07:13:04 Goober5000 - * merge Bobboau's thruster code back in; hopefully this covers everything - * --Goober5000 - * - * Revision 2.130 2005/10/22 06:26:30 taylor - * couple of changes to NULL vec fixes which better match what Volition would have done (makes both Goober and myself happier :)) - * keep track of what was an error (even if erroneous) and why with "VECMAT-ERROR" comment - * - * Revision 2.129 2005/10/21 11:32:15 taylor - * fix main NULL vec errors, still at least one left but these were those that happened most often: - * modelinterp.cpp:parse_tmap() -> first IS_VEC_NULL() check would fail, wasn't a second on reassign - * aicode.cpp:ai_path() -> when (Pl_objp->pos == gcvp), fixed globally in vecmat.cpp:vm_vec_dot_to_point() - * - * Revision 2.128 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 2.127 2005/10/15 20:28:26 taylor - * add error message in case the number of verts on a submodel is in excess of SHRT_MAX - * - * Revision 2.126 2005/09/24 07:45:31 Goober5000 - * cleaned up some more thruster stuff; honestly, the thruster code is such a - * mess that it should probably be reverted to the retail version - * --Goober5000 - * - * Revision 2.125 2005/08/05 15:33:45 taylor - * fix 3-D shockwave frame detection so that it will use the proper number of frames for the animation (not less, not more) - * - * Revision 2.124 2005/07/24 00:32:44 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.123 2005/07/18 03:45:08 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.122 2005/07/07 16:35:11 taylor - * make double sure that we actually need to render thruster glows instead of doing it regardless - * - * Revision 2.121 2005/06/21 00:25:34 taylor - * probably be a good idea to make the valid objnum check here too - * - * Revision 2.120 2005/06/21 00:20:24 taylor - * in the model _render functions change "light_ignore_id" to "objnum" since that's what it really is - * and this makes it so much easier to realize that - * properly deal with the fact that objnum can be -1 in model_really_render() - * add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL - * small compiler warning fix for neb code - * - * Revision 2.119 2005/06/19 09:03:05 taylor - * check_values() shouldn't be inline anymore - * remove useless neb2_get_fog_intensity() call - * s/alocate/allocate/g - * - * Revision 2.118 2005/06/19 02:42:21 taylor - * really needed to mention those two things as well given the types of changes those are - * - * Revision 2.117 2005/06/19 02:28:55 taylor - * add a _fast version of bm_unload() to be used in modelinterp and future graphics API code - * clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer) - * NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer) - * fix jumpnode code to catch model errors and close a memory leak - * make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise - * don't show hardware sound RAM when using OpenAL build, it will always be 0 - * print top-right memory figures in debug builds slighly further over when 1024+ res - * IBX checks for size and make sure we don't try to use a zero byte file - * don't replicate base textures to specular textures since it screws up bmpman accounting - * - * Revision 2.116 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.115 2005/04/21 15:49:20 taylor - * update of bmpman and model bitmap management, well tested but things may get a bit bumpy - * - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary) - * - a little "stupid" fix for dds bitmap reading - * - fix it so that memory is released properly on bitmap read errors - * - some cleanup to model texture loading - * - allow model textures to get released rather than just unloaded, saves bitmap slots - * - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code - * - * Revision 2.114 2005/04/12 05:26:37 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.113 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.112 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.111 2005/03/25 01:10:51 taylor - * I think I deserve a medal or something for that one :) - * - * Revision 2.110 2005/03/24 23:36:13 taylor - * fix compiler warnings with mismatched types and unused variables - * cleanup some debug messages so they can be turned off if needed - * get rid of extra strstr() check for thrusters since it should never get that far anyway - * page_in/page_out of model glows should be better now - * removed a bunch of unneeded casts and get type specific math functions right - * - * Revision 2.109 2005/03/20 20:01:15 phreak - * draw paths and docking points using HTL - * - * Revision 2.108 2005/03/16 01:35:58 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.107 2005/03/10 08:00:10 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.106 2005/03/08 03:50:23 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.105 2005/03/07 13:10:22 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.104 2005/03/01 06:55:41 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.103 2005/02/27 23:42:07 wmcoolmon - * Added a white component to lightning so it isn't just a big blue block - * - * Revision 2.102 2005/02/15 00:06:27 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 2.101 2005/02/12 12:17:54 taylor - * fix Error() check so that it doesn't hit on MAX_BUFFERS_PER_SUBMODEL-1 - * - * Revision 2.100 2005/02/04 23:29:32 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.99 2005/01/30 10:49:26 Goober5000 - * bah - rolled back the HTL fix that doesn't really work - * --Goober5000 - * - * Revision 2.98 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.97 2005/01/30 03:23:22 wmcoolmon - * Improved user-friendliness - give an Error instead of a CTD - * - * Revision 2.96 2005/01/29 15:40:22 phreak - * fixed error message again :) - * -p - * - * Revision 2.95 2005/01/28 23:45:23 wmcoolmon - * Added better too-many-textures error message - * - * Revision 2.94 2005/01/28 11:39:17 Goober5000 - * cleaned up some build warnings - * --Goober5000 - * - * Revision 2.93 2005/01/28 09:56:44 taylor - * add model_page_out_textures() for use in techroom - * make model_page_in_textures() load more textures - * - * Revision 2.92 2005/01/01 19:45:32 taylor - * add MR_NO_FOGGING flag to easily render models without fog (warp model, targetbox models) - * - * Revision 2.91 2004/12/05 22:01:11 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.90 2004/10/31 21:55:00 taylor - * s/fisrt/first/g - * - * Revision 2.89 2004/10/09 17:48:58 taylor - * da simple IBX code, back to old line rendering for models since it should be faster for OGL now - * - * Revision 2.88 2004/09/05 19:23:24 Goober5000 - * fixed a few warnings - * --Goober5000 - * - * Revision 2.87 2004/07/26 20:47:41 Kazan - * remove MCD complete - * - * Revision 2.86 2004/07/12 16:32:56 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.85 2004/07/11 03:22:50 bobboau - * added the working decal code - * - * Revision 2.84 2004/07/05 05:09:20 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.83 2004/07/01 01:12:32 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.82 2004/06/28 02:13:08 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.81 2004/05/12 22:50:31 phreak - * don't fog the warp model if its being rendered - * - * Revision 2.80 2004/05/01 17:37:09 Goober5000 - * added an assert - * --Goober5000 - * - * Revision 2.79 2004/04/26 12:38:35 taylor - * use d3_draw_rod() for lightning arcs (for OGL fix), fix debris making HUD in OGL disappear - * - * Revision 2.78 2004/04/03 06:22:33 Goober5000 - * fixed some stub functions and a bunch of compile warnings - * --Goober5000 - * - * Revision 2.77 2004/03/20 21:17:13 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.76 2004/03/17 04:07:30 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.75 2004/03/06 23:28:23 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.74 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.73 2004/03/05 04:16:20 phreak - * made OpenGl use the matrix api if called by g3_start_**** or g3_done_instance - * - * Revision 2.72 2004/02/27 04:09:55 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.71 2004/02/20 21:45:41 randomtiger - * Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func. - * Changed -htl param to -nohtl. Fixed some badly named functions to match convention. - * Fixed setup of center_alpha in OGL which was causing crash. - * - * Revision 2.70 2004/02/15 06:02:32 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.69 2004/02/15 03:04:25 bobboau - * fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version, - * you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it - * - * Revision 2.68 2004/02/14 00:18:34 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.67 2004/02/13 04:17:14 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.66 2004/02/06 23:00:29 Goober5000 - * commented my tmap_num Asserts - * --Goober5000 - * - * Revision 2.65 2004/02/06 05:55:46 matt - * Fix for bad ambient lighting in non-htl -Sticks - * - * Revision 2.64 2004/02/04 10:14:58 Goober5000 - * commented a decal function that someone missed - * --Goober5000 - * - * Revision 2.63 2004/01/30 07:39:08 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.62 2004/01/24 12:47:48 randomtiger - * Font and other small changes for Fred - * - * Revision 2.61 2004/01/20 22:39:06 Goober5000 - * commented the variables in a commented function - * --Goober5000 - * - * Revision 2.60 2004/01/12 21:12:41 randomtiger - * Added fix for fogging debris in D3D htl. - * - * Revision 2.59 2003/12/04 20:39:10 randomtiger - * Added DDS image support for D3D - * Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default - * Hopefully have fixed D3D text batching bug that caused old values to appear - * Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target - * Fixed jump nodes not showing - * - * Revision 2.58 2003/12/03 19:27:01 randomtiger - * Changed -t32 flag to -jpgtga - * Added -query_flag to identify builds with speech not compiled and other problems - * Now loads up launcher if videocard reg entry not found - * Now offers to go online to download launcher if its not present - * Changed target view not to use lower res texture, hi res one is already chached so might as well use it - * - * Revision 2.57 2003/11/29 17:13:54 randomtiger - * Undid my node fix, it introduced a lot of bugs, update again if you have that version. - * - * Revision 2.56 2003/11/29 16:11:46 fryday - * Fixed normal loading in OpenGL HT&L. - * Fixed lighting in OpenGL HT&L, hopefully for the last time. - * Added a test if a normal is valid during model load, if not, replaced with face normal - * - * Revision 2.55 2003/11/29 14:54:35 randomtiger - * Rendering jumpnodes in htl via the old system to make them display again, appears to be so cheap it wouldnt be worth the effort to convert it to true htl. - * - * Revision 2.54 2003/11/25 15:04:46 fryday - * Got lasers to work in HT&L OpenGL - * Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl - * - * Revision 2.53 2003/11/17 04:25:57 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.52 2003/11/16 04:09:22 Goober5000 - * language - * - * Revision 2.51 2003/11/11 18:12:41 phreak - * changed g3_done_instance() calls to take a parameter to pop the T&L matrices - * - * Revision 2.50 2003/11/11 03:56:12 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.49 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.48 2003/11/07 18:31:02 randomtiger - * Fixed a nohtl call to htl funcs (crash with NULL pointer) - * Fixed a bug with 32bit PCX code. - * Fixed a bug in the d3d_string batch system that was messing up screen shaking. - * Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system. - * Put in a higher res icon until we get something better sorted out. - * - * Revision 2.47 2003/11/06 20:22:11 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.46 2003/11/02 05:50:08 bobboau - * modified trails to render with tristrips now rather than with stinky old trifans, - * MUCH faster now, at least one order of magnatude. - * - * Revision 2.45 2003/11/01 21:59:22 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.44 2003/10/27 23:04:22 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.43 2003/10/26 00:31:59 randomtiger - * Fixed hulls not drawing (with Phreaks advise). - * Put my 32bit PCX loading under PCX_32 compile flag until its working. - * Fixed a bug with res 640x480 I introduced with my non standard mode code. - * Changed JPG and TGA loading command line param to "-t32" - * - * Revision 2.42 2003/10/25 06:56:06 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.41 2003/10/25 03:27:50 phreak - * fixed some old bugs that reappeared after RT committed his texture code - * - * Revision 2.40 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.39 2003/10/23 13:53:36 fryday - * Simplified model rendering, and it fixed up a serious bug on my system in which models with submodels didn't get their hull rendered - * - * Revision 2.38 2003/10/18 02:43:59 phreak - * oops! forgot to bracket something off with an if :rolleyes: - * - * Revision 2.37 2003/10/18 01:59:02 phreak - * switched around positions of gr_start_instance_matrix and gr_end_instance_matrix - * - * Revision 2.36 2003/10/14 17:39:15 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.35 2003/10/13 05:57:48 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.34 2003/10/10 03:59:41 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.33 2003/10/04 22:42:22 Kazan - * fs2netd now TCP - * - * Revision 2.32 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.31 2003/09/14 19:02:06 wmcoolmon - * Changed "cell" to "Cmdline_cell" -C - * - * Revision 2.30 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.29 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.28 2003/08/16 03:52:24 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.27 2003/08/12 03:18:33 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.26 2003/08/06 17:24:57 phreak - * optimized the way cloaking is handled - * - * Revision 2.25 2003/07/15 16:09:46 phreak - * lighting in the render functions now work for opengl as they do in d3d - * - * Revision 2.24 2003/07/15 02:37:59 phreak - * models that are fully cloaked draw front-to-back - * - * Revision 2.23 2003/07/04 02:28:37 phreak - * changes for cloaking implemented - * - * Revision 2.22 2003/06/08 17:31:37 phreak - * debris is now properly fogged - * - * Revision 2.21 2003/06/04 15:28:24 phreak - * added some code that took advantage of opengl fogging stuff - * - * Revision 2.20 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.19 2003/03/18 01:44:31 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.18 2003/03/02 05:55:51 penguin - * Moved Gr_scaler_zbuffering definition to top of file - * - penguin - * - * Revision 2.17 2003/01/30 23:19:14 phreak - * enabled RGB lighting for OpenGL - * - * Revision 2.16 2003/01/21 17:24:16 Goober5000 - * fixed a few bugs in Bobboau's implementation of the glow sexps; also added - * help for the sexps in sexp_tree - * --Goober5000 - * - * Revision 2.15 2003/01/20 05:40:49 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.14 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.13 2003/01/17 01:48:49 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.12 2003/01/16 06:49:11 Goober5000 - * yay! got texture replacement to work!!! - * --Goober5000 - * - * Revision 2.11 2003/01/09 05:55:55 Goober5000 - * fixed the giant thruster glow bug - * --Goober5000 - * - * Revision 2.10 2003/01/06 19:33:22 Goober5000 - * cleaned up some stuff with model_set_thrust and a commented Assert that - * shouldn't have been - * --Goober5000 - * - * Revision 2.9 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.8 2002/12/02 23:16:45 Goober5000 - * commented out an unneeded variable (ship *shipp) in model_really_render - * - * Revision 2.7 2002/11/14 06:15:03 bobboau - * added nameplate code - * - * Revision 2.6 2002/11/14 04:18:16 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.5 2002/10/22 23:02:40 randomtiger - * Made Phreaks alternative scanning style optional under the command line tag "-phreak" - * Fixed bug that changes HUD colour when targetting debris in a full nebula. - RT - * - * Revision 2.4 2002/10/19 19:29:27 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.3.2.1 2002/10/30 22:57:21 randomtiger - * - * Changed DX8 code to not use set render and texture states if they are already set to that value. - * Disabled buffer saving and restoring code when windowed to stop DX8 debug runs from crashing. - RT - * - * Revision 2.3 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.2 2002/07/10 18:42:14 wmcoolmon - * Added Bobboau's glow code; all comments include "-Bobboau" - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/09 13:49:30 mharris - * Added ifndef NO_DIRECT3D - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 37 9/13/99 11:25p Dave - * Fixed problem with mode-switching and D3D movies. - * - * 36 9/13/99 10:09a Andsager - * Add debug console commands to lower model render detail and fireball - * LOD for big ship explosiosns. - * - * 35 9/08/99 12:03a Dave - * Make squad logos render properly in D3D all the time. Added intel anim - * directory. - * - * 34 9/01/99 10:09a Dave - * Pirate bob. - * - * 33 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 32 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 31 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 30 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 29 7/27/99 3:09p Dave - * Made g400 work. Whee. - * - * 28 7/24/99 4:19p Dave - * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much - * better. Made model code use zbuffer more intelligently. - * - * 27 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 26 7/18/99 5:20p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 25 7/15/99 2:13p Dave - * Added 32 bit detection. - * - * 24 6/22/99 7:03p Dave - * New detail options screen. - * - * 23 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 22 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 21 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 20 5/12/99 10:05a Johnson - * DKA: Fix fred bug from engine wash - * - * 19 5/08/99 8:25p Dave - * Upped object pairs. First run of nebula lightning. - * - * 18 4/26/99 8:49p Dave - * Made all pof based nebula stuff full customizable through fred. - * - * 17 4/23/99 5:53p Dave - * Started putting in new pof nebula support into Fred. - * - * 16 4/20/99 3:30p Andsager - * Let get_model_closest_box_point_with_delta() take NULL as pointer to - * is_inside - * - * 15 4/19/99 12:51p Andsager - * Add function to find the nearest point on extneded bounding box and - * check if inside bounding box. - * - * 14 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 13 3/24/99 6:14p Dave - * Added position and orientation checksumming for multiplayer. Fixed LOD - * rendering bugs for squad insignias - * - * 12 3/23/99 5:17p Dave - * Changed model file format somewhat to account for LOD's on insignias - * - * 11 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 10 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 9 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 8 2/19/99 11:42a Dave - * Put in model rendering autocentering. - * - * 7 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 6 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 5 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 4 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 3 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 193 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 192 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 191 5/24/98 4:53p John - * changed rounding for model caching to get rid of some empty lines in - * cached bitmap. - * - * 190 5/16/98 4:47p John - * Put back in my version 188 changes that someone so rudely (but - * hopefully unintentionally) deleted. - * - * 189 5/13/98 11:34p Mike - * Model caching system. - * - * 187 5/12/98 11:32a Mike - * Support for weapon pof detail levels. - * - * 186 5/08/98 1:32p John - * Added code for using two layered subspace effects. - * - * 185 4/29/98 11:03a John - * Added code to show octants. - * - * 184 4/22/98 9:58p John - * Added code to view invisible faces. - * - * 183 4/22/98 9:43p John - * Added code to allow checking of invisible faces, flagged by any texture - * name with invisible in it. - * - * 182 4/20/98 4:44p John - * Fixed problems with black being xparent on model cache rneders. Made - * model cache key off of detail level setting and framerate. - * - * 181 4/18/98 4:00p John - * Made highest model caching detail level disable model caching. - * - * 180 4/14/98 11:11p John - * Made ships with < 50% hull left show electrical damage arcs. - * - * 179 4/13/98 4:54p John - * Made uv rotate independently on subspace effect. Put in DCF function - * for setting subspace speeds. - * - * 178 4/12/98 5:54p John - * Made models work with subspace. Made subspace rotate also. - * - * 177 4/12/98 9:56a John - * Made lighting detail flags work. Made explosions cast light on - * highest. - * - * 176 4/11/98 6:53p John - * Added first rev of subspace effect. - * - * 175 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 174 4/09/98 11:40p John - * Fixed some bugs with hardware lighting. - * - * 173 4/09/98 4:38p John - * Made non-darkening and transparent textures work under Glide. Fixed - * bug with Jim's computer not drawing any bitmaps. - * - * $NoKeywords: $ - */ + #define MODEL_LIB diff --git a/fs2_open/code/model/modeloctant.cpp b/fs2_open/code/model/modeloctant.cpp index 03d73215eb..74d1178096 100644 --- a/fs2_open/code/model/modeloctant.cpp +++ b/fs2_open/code/model/modeloctant.cpp @@ -7,127 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Model/ModelOctant.cpp $ - * $Revision: 2.11 $ - * $Date: 2006-03-18 10:23:46 $ - * $Author: taylor $ - * - * Routines for model octants - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2006/01/30 06:36:35 taylor - * handle Interp data allocation a little better - * - * Revision 2.9 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.8 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.7 2005/04/19 06:25:23 taylor - * don't try to allocate 0 bytes of memory when there are no shield tris, weird memory stuff frightens me - * - * Revision 2.6 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2004/07/26 20:47:41 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:56 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/20 21:17:13 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.2 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 16 4/29/98 5:01p Mike - * Large overhaul in how turrets fire. - * - * 15 4/02/98 8:16a John - * Fixed Assert in model_collide with large ships - * - * 14 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 13 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 12 10/31/97 3:19p John - * changed id field in face to be radius - * - * 11 9/10/97 11:40a John - * took out unused parts of model_octant, like faces and submodels. Made - * the vertices actually be face center points. Made the find_faces code - * save the poly center as the normal_point in the face structure. - * - * 10 8/15/97 4:10p John - * new code to use the new octrees style bsp trees - * - * 9 7/22/97 9:41a John - * Made flat faces appear in octant list, so collision detection now - * works. Made them do smoothing if needed. - * - * 8 7/03/97 9:14a John - * fixed incorrect octant vertices. - * - * 7 6/26/97 12:37p John - * fixed bug with octant submodels. disabled octant submodels correctly, - * since they aren't yet implemented. - * - * 6 6/26/97 11:19a John - * Made model face & shield collisions look only at octants it needs to. - * Shield sped up 4x, faces sped up about 2x. - * - * 5 6/26/97 9:02a Mike - * Comment out frequent mprintf(). - * - * 4 6/25/97 6:08p John - * made which_octant functions also return a pointer to the octant data. - * - * 3 6/25/97 5:34p John - * Added functions to tell which octant a point is in. - * - * 2 6/25/97 5:11p John - * added foundation for model octants. - * - * 1 6/25/97 4:07p John - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/model/modelread.cpp b/fs2_open/code/model/modelread.cpp index 220408b8ae..67a3ed88fd 100644 --- a/fs2_open/code/model/modelread.cpp +++ b/fs2_open/code/model/modelread.cpp @@ -7,1212 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Model/ModelRead.cpp $ - * $Revision: 2.105.2.21 $ - * $Date: 2007-12-03 04:47:02 $ - * $Author: Goober5000 $ - * - * file which reads and deciphers POF information - * - * $Log: not supported by cvs2svn $ - * Revision 2.105.2.20 2007/12/02 08:21:46 Goober5000 - * watch out for bad MOI values - * - * Revision 2.105.2.19 2007/10/21 22:11:17 Goober5000 - * fix a minor bug in the dockpoint system (affects sm2-07a in the Port) - * - * Revision 2.105.2.18 2007/02/21 01:43:32 Goober5000 - * remove duplicate model texture replacement - * - * Revision 2.105.2.17 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.105.2.16 2007/02/12 00:19:48 taylor - * IBX version 2 support (includes Bobboau's earlier D3D fixes for it) - * - * Revision 2.105.2.15 2006/12/28 22:47:15 Goober5000 - * fix spelling... *twitch* - * - * Revision 2.105.2.14 2006/11/04 17:22:54 Goober5000 - * improve error message - * - * Revision 2.105.2.13 2006/11/01 18:35:57 taylor - * make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43) - * - * Revision 2.105.2.12 2006/10/28 04:01:33 taylor - * forgot this part of the render box fix (obviously no one ever really tried to use this feature, since it has never worked) - * - * Revision 2.105.2.11 2006/10/24 13:24:11 taylor - * various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) - * deal with a index_buffer memory leak that Valgrind has always complained about - * make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) - * get rid of MAX_BUFFERS - * make D3D vertex buffers dynamic, like OGL has already done - * - * Revision 2.105.2.10 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.105.2.9 2006/07/21 16:08:32 taylor - * minor changes to game_busy() debug text - * - don't alloc it for bmpman, and make sure to only call on textures that we are loading - * - add text for model loading, gets rid of the long-wait issue when it appears to not be doing anything early on - * - * Revision 2.105.2.8 2006/07/17 01:09:45 taylor - * make glow point banks dynamic - * - * Revision 2.105.2.7 2006/07/13 22:11:37 taylor - * fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues - * - * Revision 2.105.2.6 2006/07/06 21:53:58 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.105.2.5 2006/07/06 04:20:34 Goober5000 - * GAH - repair a borked commit (plus a couple of typos) - * --Goober5000 - * - * Revision 2.105.2.4 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.105.2.3 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.105.2.2 2006/07/04 07:42:10 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.105.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 2.105 2006/05/31 03:05:42 Goober5000 - * some cosmetic changes in preparation for bay arrival/departure code - * --Goober5000 - * - * Revision 2.104 2006/05/27 16:57:13 taylor - * comment out the model cache stuff, it's old and not actually used anyway - * minor cleanup of some modelinterp.cpp code, to make it more readable - * fix tertiary thruster batcher which had the radius value swapped - * comment out a couple places where we were doing a D3D or OGL check (it's always true so why bother) - * add more support for NO_DIRECT3D so that it can be used on Windows to build without D3D - * - * Revision 2.103 2006/05/16 15:54:39 Goober5000 - * fix for Mantis #875 - * --Goober5000 - * - * Revision 2.102 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.101 2006/04/18 00:56:28 bobboau - * bugfix for the animation system - * - * Revision 2.100 2006/04/14 18:37:06 taylor - * more checking to make sure that the malloc calls are actually needed - * - * Revision 2.99 2006/04/13 12:19:33 taylor - * make sure we don't allocate any memory for turrets unless there are some, was causing a few various memory issues, mainly for debug builds - * (there is more of this same checking on the way for the other malloc() calls during model loading, and vm_malloc() will be set to - * Assert() on a 0 or less size as well) - * - * Revision 2.98 2006/03/25 22:44:52 taylor - * fix model_allocate_interp_data() extern for OSX - * - * Revision 2.97 2006/03/18 10:25:05 taylor - * never try and load glow or shine maps if we don't have a base map for it - * but WMC's bumpmap block in a BUMPMAPPING define since it useless most of the time - * - * Revision 2.96 2006/03/08 05:15:20 taylor - * add model_allocate_interp_data() extern for PPC machines - * - * Revision 2.95 2006/02/27 00:40:34 wmcoolmon - * Consistency in Lua 2D funcs; fix FRED2 loading screen images dialog boxes. - * - * Revision 2.94 2006/02/26 11:09:31 taylor - * one friggin line, should have been able to notice that sooner - * - * Revision 2.93 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.92 2006/02/24 07:32:11 taylor - * vm_extract_angles_vector() doesn't do the same thing that this code used to so don't use it - * - * Revision 2.91 2006/02/16 05:31:00 taylor - * NULL vec warning fix (basically just setup as if it were NULL and skip the extra work if needed) - * more bmpman related fixes, mainly addresses the condition where it would try to render textures that have been released - * have model_unload() run through Ship_info[] and clear out modelnum's when they are free'd (makes more sense here than doing it on level load to keep counts right) - * fix missing subsystem warning messages - * - * Revision 2.90 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.89 2006/01/18 16:14:04 taylor - * allow gr_render_buffer() to take TMAP flags - * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) - * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views - * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions - * - * Revision 2.88 2006/01/16 07:46:03 phreak - * Only display the capped normal message in debug builds - * - * Revision 2.87 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.86 2006/01/11 21:23:43 wmcoolmon - * Made turret handling code more descriptive - * - * Revision 2.85 2005/12/29 08:08:37 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.84 2005/12/15 04:31:05 phreak - * [V] can't spell 'turret' - * - * Revision 2.83 2005/11/13 06:47:26 taylor - * make sure that we don't get "-transport" in with the transparent filename check (TBP bug) - * - * Revision 2.82 2005/11/08 01:04:00 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.81 2005/10/29 09:00:41 wmcoolmon - * Minor change to an assert - * - * Revision 2.80 2005/10/22 22:22:41 Goober5000 - * rolled back UnknownPlayer's commit - * --Goober5000 - * - * Revision 2.78 2005/10/20 15:33:44 taylor - * minor readability fix - * plug a memmory leak and possible Polygon_models[] madness if a POF can't be found or is otherwise invalid - * - * Revision 2.77 2005/10/17 14:23:21 taylor - * lowercase filenames in model_load_textures() - * turn texture loading debug messages back on but under "Maps" so they are easy to turn off if not wanted - * - * Revision 2.76 2005/10/17 01:51:01 wmcoolmon - * Weapon models now shown in lab - * - * Revision 2.75 2005/10/02 23:00:39 Goober5000 - * juxtaposition for clarity - * --Goober5000 - * - * Revision 2.74 2005/09/15 23:54:58 Kazan - * comment out superfluous debug message - * - * Revision 2.73 2005/07/07 16:32:33 taylor - * compiler warning fixes - * add -noibx troubleshooting cmdline option to disable use of IBX files - * don't try to set thuster object number is only one thruster bank is specified (default method should go into affect) - * - * Revision 2.72 2005/06/22 15:25:41 taylor - * compiler warning fix (dizzy) and make sure that it's safe to continue after that switch statement - * - * Revision 2.71 2005/06/19 02:42:21 taylor - * really needed to mention those two things as well given the types of changes those are - * - * Revision 2.70 2005/06/19 02:28:56 taylor - * add a _fast version of bm_unload() to be used in modelinterp and future graphics API code - * clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer) - * NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer) - * fix jumpnode code to catch model errors and close a memory leak - * make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise - * don't show hardware sound RAM when using OpenAL build, it will always be 0 - * print top-right memory figures in debug builds slighly further over when 1024+ res - * IBX checks for size and make sure we don't try to use a zero byte file - * don't replicate base textures to specular textures since it screws up bmpman accounting - * - * Revision 2.69 2005/06/03 18:18:02 taylor - * some IBX debugging info to help determine if an IBX is corrupt post-mortem - * - * Revision 2.68 2005/05/28 19:41:56 taylor - * add a NULL check to model_get() for better error detection over an outright CTD - * - * Revision 2.67 2005/05/12 17:49:14 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.66 2005/05/11 00:25:42 phreak - * reverted a change that WMC made. It made Goober mad and delayed the release of - * 3.6.6 by two months. - * - * Revision 2.65 2005/04/25 00:26:53 wmcoolmon - * Dynamically allocated engine washes; subsystem sounds - * - * Revision 2.64 2005/04/21 15:49:21 taylor - * update of bmpman and model bitmap management, well tested but things may get a bit bumpy - * - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary) - * - a little "stupid" fix for dds bitmap reading - * - fix it so that memory is released properly on bitmap read errors - * - some cleanup to model texture loading - * - allow model textures to get released rather than just unloaded, saves bitmap slots - * - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code - * - * Revision 2.63 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.62 2005/03/24 23:36:14 taylor - * fix compiler warnings with mismatched types and unused variables - * cleanup some debug messages so they can be turned off if needed - * get rid of extra strstr() check for thrusters since it should never get that far anyway - * page_in/page_out of model glows should be better now - * removed a bunch of unneeded casts and get type specific math functions right - * - * Revision 2.61 2005/03/10 08:00:10 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.60 2005/03/06 17:16:08 taylor - * can't believe I missed something that obvious. *hides in shame* - * - * Revision 2.59 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.58 2005/03/01 23:08:24 taylor - * make sure starfield bitmaps render when not in HTL mode - * slight header fix for osapi.h - * add some string overflow protection to modelread and bmpman - * s/NO_NETWORKING/NO_NETWORK/g (Inferno builds) - * - * Revision 2.57 2005/03/01 06:55:41 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.56 2005/02/15 00:06:27 taylor - * clean up some model related globals - * code to disable individual thruster glows - * fix issue where 1 extra OGL light pass didn't render - * - * Revision 2.55 2005/02/08 23:49:59 taylor - * update/add .cvsignore files for project file changes - * silence warning about deprecated strings.h stuff for MSVC 2005 - * final model_unload() stuff for WMCoolmon, put in missionweaponchoice.cpp - * remove really old project files - * - * Revision 2.54 2005/02/05 04:15:35 taylor - * more post merge happiness - * - * Revision 2.53 2005/02/04 23:29:32 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.52 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.51 2005/01/28 11:06:23 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.50 2005/01/27 11:26:23 Goober5000 - * dock points on rotating submodels is *almost* working - * --Goober5000 - * - * Revision 2.49 2005/01/21 08:58:32 taylor - * cleanup debug messages for texture loading making the output more readable and useful - * - * Revision 2.48 2005/01/11 21:38:50 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.47 2004/12/05 22:01:12 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.46 2004/10/09 17:45:45 taylor - * da simple IBX code - * - * Revision 2.45 2004/07/26 20:47:41 Kazan - * remove MCD complete - * - * Revision 2.44 2004/07/12 16:32:56 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.43 2004/06/28 02:13:08 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.42 2004/06/06 20:04:28 randomtiger - * Commented out mprintf, it was swamping debug console. - * Uncommented some code which I hope has plugged the memory leak. - * - * Revision 2.41 2004/05/09 15:02:00 taylor - * prefer ani over pcx for ship textures - * - * Revision 2.40 2004/04/26 12:37:10 taylor - * don't try to load glow maps if they are disabled - * - * Revision 2.39 2004/04/03 02:55:49 bobboau - * commiting recent minor bug fixes - * - * Revision 2.38 2004/04/01 15:31:22 taylor - * don't use interface anis as ship textures - * - * Revision 2.37 2004/03/31 05:42:28 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.36 2004/03/21 10:34:05 bobboau - * fixed a texture loading bug - * - * Revision 2.35 2004/03/20 21:17:13 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.34 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.33 2004/02/27 04:09:56 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.32 2004/02/20 04:29:55 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.31 2004/02/15 06:02:32 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.30 2004/02/13 04:17:14 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.29 2004/02/07 01:25:15 Goober5000 - * hehe, fixed the subsystem compare so it's not destructive :-p - * and also fixed the model checking routine - * --Goober5000 - * - * Revision 2.28 2004/02/07 00:48:52 Goober5000 - * made FS2 able to account for subsystem mismatches between ships.tbl and the - * model file - e.g. communication vs. communications - * --Goober5000 - * - * Revision 2.27 2003/11/11 18:06:49 phreak - * made some functions that are there for 2d drawing not modify T&L matrices - * - * Revision 2.26 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.25 2003/10/14 17:39:15 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.24 2003/10/12 03:41:37 Kazan - * #Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now) - * - * Revision 2.23 2003/10/10 03:59:41 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.22 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.21 2003/08/28 20:42:18 Goober5000 - * implemented rotating barrels for firing primary weapons - * --Goober5000 - * - * Revision 2.20 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.19 2003/08/12 03:18:34 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.18 2003/03/02 05:56:56 penguin - * Added #ifdef WIN32 around non-standard header file io.h - * - penguin - * - * Revision 2.17 2003/02/25 16:46:01 bobboau - * fixing my bug fix for the warp model, and not being able to find it - * - * Revision 2.16 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.15 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.14 2003/01/17 01:48:49 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.13 2003/01/16 06:49:11 Goober5000 - * yay! got texture replacement to work!!! - * --Goober5000 - * - * Revision 2.12 2003/01/15 23:23:30 Goober5000 - * NOW the model duplicates work! :p - * still gotta do the textures, but it shouldn't be hard now - * --Goober5000 - * - * Revision 2.11 2003/01/15 08:57:23 Goober5000 - * assigning duplicate models to ships now works; committing so I have a base - * to fall back to as I work on texture replacement - * --Goober5000 - * - * Revision 2.10 2003/01/15 05:18:13 Goober5000 - * moved texture loading around a bit; added Texture_replace in preparation - * for some cool stuff - * --Goober5000 - * - * Revision 2.9 2003/01/09 21:22:36 phreak - * fixed a small error in bob's glowmap code - * - * Revision 2.8 2003/01/09 05:52:25 Goober5000 - * snagged a potential bug - * --Goober5000 - * - * Revision 2.7 2003/01/05 23:41:51 bobboau - * disabled decals (for now), removed the warp ray thingys, - * made some better error mesages while parseing weapons and ships tbls, - * and... oh ya, added glow mapping - * - * Revision 2.6 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.5 2002/11/14 04:18:16 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.4 2002/10/19 19:29:27 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.3 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.2 2002/07/10 18:42:14 wmcoolmon - * Added Bobboau's glow code; all comments include "-Bobboau" - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/16 00:42:54 mharris - * Use hex values instead of multi-chars for section IDs -- fewer - * compiler complaints and more portable to big-endian architectures. - * - * Revision 1.3 2002/05/15 15:00:23 mharris - * Don't use _splitpath() in non-Win32 -- it's only used for - * debugging anyway - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 36 7/22/99 2:26p Mattk - * DA: don't show engine wash error if no subsystems. (ie, Pofview...) - * - * 35 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 34 7/07/99 5:00p Andsager - * Fixed bug in stepped rotation - * - * 33 7/06/99 4:42p Anoop - * Add MiniCap hack for engine wash - * - * 32 7/06/99 3:52p Andsager - * That wacky model_subsystem name vs. subobj_name thing bites us in the - * ass again. - * - * 31 7/06/99 3:15p Anoop - * Better debug info for engine wash error. - * - * 30 7/06/99 11:37a Andsager - * Fix warning message. - * - * 29 7/06/99 10:45a Andsager - * Modify engine wash to work on any ship that is not small. Add AWACS - * ask for help. - * - * 28 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 27 6/08/99 2:33p Dave - * Fixed release build warning. Put in hud config stuff. - * - * 26 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 25 5/28/99 1:51p Andsager - * Allow models to rotate in both direction on an axis, specifying a - * negative rotation time in submodel properties. - * - * 24 5/27/99 3:48p Andsager - * Add assert to model_read code to not allow overwrite of memory - * - * 23 5/27/99 12:11p Andsager - * Allow more than 1 subsystem to have live debris on any ship - * - * 22 5/27/99 10:57a Mattk - * Put in a warning about too many firing points per turret. - * - * 21 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 20 5/19/99 11:09a Andsager - * Turn on engine wash. Check every 1/4 sec. - * - * 19 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 18 4/09/99 11:38a Andsager - * Change POF format for FreeSpace2 - * - * 17 3/23/99 5:17p Dave - * Changed model file format somewhat to account for LOD's on insignias - * - * 16 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 15 3/19/99 6:15p Dave - * Put in checks for insignia bitmaps for having too many faces or - * vertices - * - * 14 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 13 2/19/99 11:42a Dave - * Put in model rendering autocentering. - * - * 12 2/10/99 3:52p Enricco - * Fix stupid assert - * - * 11 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 10 1/11/99 12:42p Andsager - * Add live debris - debris which is created from a destroyed subsystem, - * when the ship is still alive - * - * 9 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 8 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 7 12/23/98 2:53p Andsager - * Added stepped rotation support - * - * 6 12/04/98 3:34p Andsager - * Handle norotating submodels - * - * 5 12/03/98 3:14p Andsager - * Check in code that checks rotating submodel actually has ship subsystem - * - * 4 11/19/98 11:07p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 3 10/23/98 3:03p Andsager - * Initial support for changing rotation rate. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 177 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 176 5/19/98 8:31p Andsager - * Added split planes (for big ship explosions) - * - * 175 5/07/98 5:39p Andsager - * Changes to model to hold cross section info - * - * 174 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 173 4/22/98 9:43p John - * Added code to allow checking of invisible faces, flagged by any texture - * name with invisible in it. - * - * 172 4/14/98 11:11p John - * Made ships with < 50% hull left show electrical damage arcs. - * - * 171 4/01/98 5:34p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 170 4/01/98 9:14a Mike - * Fixed free bug - * - * 169 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 168 3/17/98 2:46p Allender - * Copy subsystem name when copying model subsystems - * - * 167 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 166 2/24/98 5:04p Allender - * allow different ship classes to use the same model. Lot's of subsystem - * stuff to deal with - * - * 165 2/16/98 3:46p John - * Made mass be proportional to area in newer pofs - * - * 164 2/13/98 5:19p John - * First rev of new model caching system. Needs to be ripped out and - * moved into ship stuff. - * - * 163 1/29/98 5:52p John - * new version of electrical arcing code - * - * 162 1/29/98 8:39a Andsager - * Changed mass and moment of intertia based area vs. volume - * - * 161 1/28/98 2:15p Mike - * Convert volume to surface area at runtime. Write note to John to - * cleanup if he modifies bspgen. - * - * 160 1/27/98 11:02a John - * Added first rev of sparks. Made all code that calls model_render call - * clear_instance first. Made debris pieces not render by default when - * clear_instance is called. - * - * 159 1/19/98 6:15p John - * Fixed all my Optimized Build compiler warnings - * - * 158 1/09/98 11:25a John - * Took the thruster animation stuff out of the model. - * - * 157 12/31/97 4:47p John - * Made all the eye points fit inside core radius - * - * 156 12/31/97 2:35p John - * Added code for core_radius - * - * 155 12/17/97 2:41p John - * made target bounding box be on hull only. - * - * 154 12/17/97 9:54a John - * added code for precalculated weapon flash lighting. - * - * 153 11/29/97 2:05p John - * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2, - * like they used to incorrectly assume. Added code to model to read in - * thruster radius's. - * - * 152 11/25/97 11:41a John - * added code to read in pof v20.05, which adds radius to thrusters. - * - * 151 10/28/97 12:34a Mike - * Set useful values of mass and inertia matrix if values not otherwise - * set. Generate Warnings for unexpected ones. - * - * 150 10/22/97 5:54p Lawrance - * get rid of leading '$' when storing parent_name for paths - * - * 149 10/20/97 5:57p Lawrance - * have index to polymodel->paths[] within the model_subsystem struct. - * - * 148 9/15/97 5:45p John - * took out chunk stuff. - * made pofview display thrusters as blue polies. - * - * 147 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 146 9/04/97 5:09p Andsager - * implement physics using moment of inertia and mass (from BSPgen). - * Added to phys_info struct. Updated ship_info, polymodel structs. - * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables - * - * 145 9/03/97 5:57p Lawrance - * take out warning - * - * 144 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 143 8/19/97 11:49p Lawrance - * using atan2_safe() in place of atan2() - * - * 142 8/19/97 8:44a John - * Initial hooks for thruster stuff. - * - * 141 8/15/97 4:10p John - * new code to use the new octrees style bsp trees - * - * 140 8/14/97 5:46p John - * added code to read in mass,center of mass, and moment of interia from - * the pof. Also added code to display green center of mass dot when Show - * debug points is on in pofview. - * - * 139 7/10/97 8:34a John - * Added code to read TGA files. - * - * 138 6/26/97 3:18p Mike - * Recognize "turret", etc. in a subsystem field anywhere in name. - * Generate warning for bogus subsystem names. - * - * 137 6/25/97 5:11p John - * added foundation for model octants. - * - * 136 6/25/97 10:28a John - * Made debris chunks radius be set correctly to the submodel size, not - * hardcoded to 10.0f. - * - * 135 6/06/97 11:55a Mike - * Fix firing direction for zero piece turrets. - * - * 134 5/31/97 2:36p Mike - * Comment out mprintfs pertaining to debris. - * - * 133 5/30/97 4:41p Hoffoss - * Made some additions required for Fred. - * - * 132 5/30/97 3:42p Mike - * Shield mesh and hit system. - * - * 131 5/30/97 10:40a Hoffoss - * Added a function for Fred to get docking point names. - * - * 130 5/29/97 4:34p Allender - * removed Int3 from model_find_dock_index. - * - * 129 4/30/97 10:41a Allender - * don't dump out token 'none' when dumping out subsystem information - * - * 128 4/17/97 6:06p John - * New code/data for v19 of BSPGEN with smoothing and zbuffer - * optimizations. - * - * 127 4/09/97 3:31p Lawrance - * if any points of bounding box don't project, return project fail code - * in model_find_2d_bound_min() - * - * 126 4/07/97 10:37a John - * Took out limits on number of children a submodel can have. (So now - * capital ships can have tons of children on them). - * - * 125 4/03/97 3:18p Allender - * - * 124 4/03/97 1:29p Allender - * subsystem enhancement. Initial work on making subsystem status - * meaningful - * - * 123 3/28/97 2:49p John - * added code to fix targetting of debris chunks to draw bounding boxes - * right. - * - * 122 3/28/97 1:19p John - * Made TestCode not show damaged submodels. - * - * 121 3/28/97 11:17a John - * added code for linking lower detail submodels to the highest one; added - * code to pofview to view these. - * - * 120 3/17/97 11:24a John - * - * 119 3/15/97 5:06p John - * added bounding boxes for each subobject and code to display them. - * - * 118 3/13/97 10:32a John - * Added code for tiled 256x256 textures in certain models. - * - * 117 3/06/97 5:36p Mike - * Change vec_normalize_safe() back to vec_normalize(). - * Spruce up docking a bit. - * - * 116 3/06/97 1:06p Allender - * more docking stuff. docking points now specified by strings in mission - * file. Changes to builtin missions and code to reflect this change. - * - * 115 3/06/97 10:56a Mike - * Write error checking version of vm_vec_normalize(). - * Fix resultant problems. - * - * 114 3/06/97 10:05a Lawrance - * added missing cfclose's - * - * 113 3/05/97 5:27p John - * more work with turret stuff - * - * 112 3/05/97 12:49p John - * added Viewer_obj. Took out the interp_??? variables for turning - * outline,etc on and put them in flags you pass to model_render. - * Cleaned up model_interp code to fit new coding styles. - * - * 111 3/05/97 12:42p Adam - * john: fixed bug while model transversel code that assumed the root - * subobject was 0. - * - * 110 3/05/97 11:09a Allender - * DOH! MAX_SLOTS just way too low. Upped to 25 and Asserts put in to - * check bounds. - * - * 109 3/04/97 5:08p John - * Started adding debug code to make it so you can view from a turret's - * view. - * - * 108 3/04/97 3:36p John - * took out old debug "h' key. Made zbuffer flag bit bit field so you - * can turn on/off each value. Fixed a bug with turret rotation where - * different handedness turrets wouldn't work. Fixed a bug with two - * large ships within each other's radius not rendering correctly. - * - * 107 3/04/97 12:52p Allender - * docking styff. Added dock type to docking structure in model code. - * Renamed structure member in ai_goals. Temporary checkin. (i.e. - * rearming will use rearm dock points) - * - * 106 3/03/97 5:47p John - * fixed some rotating object discrepencies. Took out the gun firing - * point average beause it was inconsitent and wsn't as correct as using - * the pivot point. - * - * 105 3/03/97 4:20p Hoffoss - * Fixed bug in bug I just fixed. :) - * - * 104 3/03/97 4:00p Hoffoss - * fixed bug that caused docking bays without a name to be garbage when - * loaded. - * - * 103 3/03/97 8:58a Lawrance - * replaced a fprintf() with a cfputs() - * - * 102 3/01/97 2:12p Lawrance - * made to work with new cfile changes - * - * 101 2/28/97 10:57a John - * Made so you can blow off any subsystems, not just radars. - * - * - * 100 2/27/97 3:45p John - * Added a tree dialog to pofview that shows a model's tree. - * - * 99 2/27/97 12:07p John - * Added code to suppord debris chunks after a ship is exploded.. - * - * 98 2/26/97 5:28p John - * Fixed a bunch of chunked model bugs. Basically they almost work better - * than non-chunked objects! - * - * 97 2/24/97 1:13p Allender - * support for multiple eye positions. Still some kinks to be worked out - * though.... - * - * 96 2/20/97 4:06p Allender - * allow for multiple spline paths to lead to a docking bay - * - * 95 2/20/97 3:25p Allender - * change to docking bay structure -- added a name (for use in Fred - * mainly), and index into spline paths to reach this docking point - * - * 94 2/19/97 4:03p Allender - * dump a 0.0 instead of a 0 when dumping out missing subsystem - * information - * - * 93 2/19/97 2:52p Allender - * added crewspot name to subsystems (used only with turrets). Will be - * used by fred for ai class stuff for turrets - * - * 92 2/17/97 4:30p John - * Added code to automatically rotate any subsystems with the $rotate - * value set (except for turrets) - * - * 91 2/17/97 12:03p John - * Added code to set the angles of a subobject. - * - * 90 2/14/97 4:02p John - * changed a vector being passed as value to reference. - * - * 89 2/14/97 3:16p Mike - * Start on AI path garbage collection - * - * 88 2/14/97 1:06p John - * upped bspgen version number. - * - * 87 2/13/97 10:17a John - * INCORPORATED THE FOLLOWING CHANGES: - * ??? 2/13/97 9:49a John - * added code for geometric centers of objects. - * ??? 2/12/97 6:30p John - * upped model version number. - * - * - * 86 2/13/97 9:49a John - * ROLLEDBACK TO ALLENDER'S 85 - * - * 85 2/12/97 5:34p Allender - * added a ton of debug code to help recify the subsystems in ships.tbl - * with subsystems in the models. Fixed a bug with subsystems not being - * given the correct type. - * - * 84 2/11/97 4:10p Allender - * major change of subsystem stuff. obj_subsystem renamed to - * model_subsystem. Dyamically allocate space in ship_info for - * subsystems. - * - * 83 2/10/97 4:20p Allender - * added distance to closest geometry to spline points - * - * 82 2/10/97 10:58a John - * Added back in sparks for where laser bolts hit. - * Added code to red damaged objects and replace then. - * - * 81 2/07/97 1:24p Allender - * added turret lists for spline points - * - * 80 2/06/97 2:56p John - * Added a "blown-off" field to the instance of a model. Also took out - * the model_set_angles functions and replaced with the more general - * model_set_instance functions. - * - * 79 2/04/97 7:37p John - * Finally!!! Turret stuff working! - * - * 78 1/31/97 12:51p John - * Added turret_fov and turret_fov_cos - * - * 77 1/31/97 12:43p John - * Turrets working nicely, finally! - * - * 76 1/31/97 11:36a John - * - * 75 1/29/97 4:46p John - * Code to read $crewpoint flag on turrets and store it in obj_subsystem - * info. - * - * 74 1/29/97 3:14p John - * Added field to ships.tbl to control how fast turret rotates. - * - * 73 1/28/97 11:23a John - * added functions to get/set model angles. - * - * 72 1/28/97 10:07a John - * More turret stuff, still not working, though. - * - * 71 1/27/97 2:46p John - * more turret stuff - * - * 70 1/27/97 11:35a Allender - * upped compatible object version - * - * 69 1/24/97 5:25p John - * More turret stuff. Not working yet, though. - * - * 68 1/24/97 4:55p John - * Started adding code for turning turrets. - * Had to change POF format to 18.0 - * - * 67 1/20/97 2:16p Allender - * new shield structures being used - * - * 66 1/15/97 5:19p Allender - * new POF version. old version obsolete. Added shield and eye stuff. - * New format for gun/missile/docking points - * - * 65 1/10/97 5:15p Mike - * Moved ship-specific parameters from obj_subsystem to ship_subsys. - * - * Added turret code to AI system. - * - * 64 1/10/97 2:25p John - * Added code to support detail level distances. - * - * 63 1/02/97 11:45a Allender - * changed turret code to have > 1 firing point as well as fixing the - * problems of turrets being multiple subobjects. Turret norms should be - * getting stuffed correctly now. - * - * 62 12/31/96 4:14p Mike - * Turret firing. - * Correct bug in HUDtarget.cpp, showing wrong target. - * - * 61 12/27/96 4:09p Mike - * Integrate John's new model code. - * - * 60 12/26/96 1:42p John - * Changed function ordering to put model_init at top. - * - * 59 12/23/96 3:56p John - * Changed POF code to support pof 15.0. - * - * 58 12/23/96 11:00a John - * Restructured POF stuff to support LOD in one pof. - * - * 57 12/20/96 11:55a Allender - * removed debug code - * - * 56 12/20/96 11:40a Allender - * modifed subsystem stuff to do correct hit percentages and other cool - * stuff - * - * 55 12/18/96 4:04p Allender - * added "unknown" subsystem type for subsystems which aren't recognized. - * - * 54 12/17/96 11:37a Mike - * Big ship AI. - * - * 53 12/17/96 8:59a Mike - * Path-extraction-from-mdoel test code. - * - * 52 12/13/96 5:27p John - * fixed my sloppy code that didn't free model data. - * - * 51 12/13/96 3:54p Mike - * Major improvement to model_draw_paths -- connect the dots! Uses - * sophisticated connect-to-next algorithm. - * - * 50 12/13/96 2:59p John - * Added some code to test spline paths. - * - * 49 12/13/96 2:41p John - * Added code to read in spline paths on models. - * - * 48 12/13/96 10:29a Adam - * from allender: fixed up linked list walking when checking for turrets - * in subsystems - * - * 47 12/12/96 3:38p Allender - * fix up docking special object names. Added $thruster stuff to model - * and code - * - * 46 12/12/96 2:35p Mike - * Subsystem support - * - * 45 12/12/96 12:29p Lawrance - * added function to find the 2d bound for a subobject - * - * 44 12/11/96 5:35p John - * Added variables for viewer eye. - * - * 43 12/11/96 5:15p John - * Made the dist for detail level be calculated before the object is - * instanced. - * - * 42 12/11/96 4:50p John - * Added detail levels to the non-chunky ships. - * - * 41 12/11/96 4:33p Mike - * Temporary version so other people can build. - * - * 40 12/11/96 4:24p Mike - * Fix broken code...oops! clumsy in editor! - * - * 39 12/11/96 4:17p Adam - * - * 38 12/11/96 12:57p Mike - * Support for "Big Ship" AI behavior. - * More turret stuff. - * - * 37 12/11/96 12:43p Allender - * $gun and $missile don't get appended to models gun/missile list if the - * gun/missile belongs to a turret. Turrets are special instances of - * these - * - * 36 12/11/96 11:57a Allender - * added objnum reference to obj_subsystems so that $gun and $missile - * special polygons can refernce a particular subsystem if needed (i.e. to - * get the norms, etc). - * - * 35 12/11/96 10:33a Allender - * added stuff for FOV for turrets - * - * 34 12/10/96 3:27p Allender - * - * 33 12/09/96 5:05p Allender - * made subsystem lists and model_special lists as seperate entities. - * - * 32 12/09/96 1:16p Allender - * made seperate lists for guns/missiles/subsystems, etc - * - * 31 12/09/96 11:01a Allender - * added special polygon information to models. Linked list contains - * gun/missile/docking/subsystem/etc information. - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/nebula/neb.cpp b/fs2_open/code/nebula/neb.cpp index 05896fcfcd..68683c4674 100644 --- a/fs2_open/code/nebula/neb.cpp +++ b/fs2_open/code/nebula/neb.cpp @@ -7,336 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Nebula/Neb.cpp $ - * $Revision: 2.50.2.4 $ - * $Date: 2007-09-02 02:07:45 $ - * $Author: Goober5000 $ - * - * Nebula effect - * - * $Log: not supported by cvs2svn $ - * Revision 2.50.2.3 2007/02/10 20:23:24 taylor - * make sure that we don't set the 2d view matrix and then not reset it (Mantis #1269) - * clean up some of the fullneb mess that was causing some initial setup issues (colors wrong, etc.) - * - * Revision 2.50.2.2 2006/11/06 05:26:38 taylor - * fix some of the envmap issues - * - use proper hand-ness for OGL - * - fix distortion - * - get rid of extra index buffer requirement - * change starfield bitmaps to use an instance matrix rather than going through all the trouble of resetting the view matrix - * basic cleanup and get rid of a couple of struct/variable naming issues (compiler sanity) - * make double sure that we aren't using culling of z-buffering when rendering starfield bitmaps - * - * Revision 2.50.2.1 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.50 2006/04/12 01:03:00 taylor - * more s/colour/color/ changes - * throw in a couple of safety checks for some neb2 functions - * - * Revision 2.49 2006/03/18 10:25:45 taylor - * some cleanup to the nebula debug console help messages - * - * Revision 2.48 2006/01/30 19:37:33 taylor - * and after all of my recent work fixing div-by-0 zero bugs, ya had to know this was coming :) - * - * Revision 2.47 2006/01/30 06:36:01 taylor - * minor warning fixage - * - * Revision 2.46 2006/01/26 03:59:59 taylor - * first version of this sucked, this should be a bit better while working with both new and retail data - * - get an average color from the palette rather than picking first (unoptimized palettes could have unused pixels in first entry) - * - slight cleanup, and s/colour/color/ (yeah, stupid American, deal with it! :)) - * - * Revision 2.45 2006/01/18 16:01:14 taylor - * support only PCX for the nebula background graphics (given how it works that's the fastest and easiest way to get it done) - * - * Revision 2.44 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.43 2005/12/08 15:17:34 taylor - * fix several bad crash related problems from WMC's commits on the 4th - * - * Revision 2.42 2005/12/04 19:07:48 wmcoolmon - * Final commit of codebase - * - * Revision 2.41 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.40 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.39 2005/10/09 08:03:20 wmcoolmon - * New SEXP stuff - * - * Revision 2.38 2005/06/21 00:20:24 taylor - * in the model _render functions change "light_ignore_id" to "objnum" since that's what it really is - * and this makes it so much easier to realize that - * properly deal with the fact that objnum can be -1 in model_really_render() - * add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL - * small compiler warning fix for neb code - * - * Revision 2.37 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.36 2005/04/25 00:27:32 wmcoolmon - * Commented out unneeded array (Glide) - * - * Revision 2.35 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.34 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.33 2005/02/23 04:55:08 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.32 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.31 2005/01/22 22:53:07 wmcoolmon - * Instead of trying to allocate a ridiculously large buffer if the file is defined but doesn't exist, give a warning. Someone with nebula-code experience should probably double-check this; also added jpg and TGA support. - * - * Revision 2.30 2005/01/10 06:58:12 wmcoolmon - * Bug-guard - * - * Revision 2.29 2004/10/31 21:56:09 taylor - * new bmpman support, new OGL fixes don't need the freaky neb lighting fix anymore - * - * Revision 2.28 2004/07/26 20:47:41 Kazan - * remove MCD complete - * - * Revision 2.27 2004/07/12 16:32:56 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.26 2004/07/01 01:12:33 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.25 2004/04/18 19:39:13 randomtiger - * Added -2d_poof command which allows access to 2D poof rendering - * Added -radar_reduce to launcher flag description structure - * - * Revision 2.24 2004/04/14 10:25:50 taylor - * don't page in neb poofs unless in a neb2 mission, fix OGL whiteout issue - * - * Revision 2.23 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.22 2004/04/03 02:55:49 bobboau - * commiting recent minor bug fixes - * - * Revision 2.21 2004/03/17 04:07:30 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.20 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.19 2004/02/28 14:14:57 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.18 2004/02/14 00:18:34 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.17 2004/02/13 04:17:14 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.16 2004/02/04 04:28:15 Goober5000 - * fixed Asserts in two places and commented out an unneeded variable - * --Goober5000 - * - * Revision 2.15 2004/01/12 21:12:42 randomtiger - * Added fix for fogging debris in D3D htl. - * - * Revision 2.14 2003/11/29 10:52:10 randomtiger - * Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit. - * Added stats command for ingame stats on memory usage. - * Trys to play intro.mve and intro.avi, just to be safe since its not set by table. - * Added fix for fonts wrapping round in non standard hi res modes. - * Changed D3D mipmapping to a good value to suit htl mode. - * Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again. - * - * Revision 2.13 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.12 2003/11/17 04:25:57 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.11 2003/11/16 04:09:21 Goober5000 - * language - * - * Revision 2.10 2003/11/11 03:56:12 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.9 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.8 2003/10/14 17:39:16 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.7 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.6 2003/03/19 23:06:40 Goober5000 - * bit o' housecleaning - * --Goober5000 - * - * Revision 2.5 2003/03/19 09:05:26 Goober5000 - * more housecleaning, this time for debug warnings - * --Goober5000 - * - * Revision 2.4 2003/03/19 06:22:58 Goober5000 - * added typecasting to get rid of some build warnings - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2 2002/11/18 21:32:48 phreak - * added some lines that makes ogl work in windowed mode for fullneb - phreak - * - * Revision 2.1.2.3 2002/11/11 21:26:04 randomtiger - * - * Tided up D3DX8 calls, did some documentation and add new file: grd3dcalls.cpp. - RT - * - * Revision 2.1.2.2 2002/11/10 02:44:43 randomtiger - * - * Have put in a hack to get fog working in D3D8 but the method V has used is frowned - * on in D3D8 and will likely be a lot slower than the same thing in D3D5. - RT - * - * Revision 2.1.2.1 2002/10/26 09:55:42 unknownplayer - * - * Fixed the nebula flicker bug. Check the NO_DIRECT3D conditional compile - * sections in the future for bits of code which may cause problems due to hacks - * correcting for DirectX5 that no longer apply. - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/09 13:49:30 mharris - * Added ifndef NO_DIRECT3D - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 50 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 49 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 48 8/05/99 2:05a Dave - * Whee. - * - * 47 7/30/99 10:55a Anoop - * Hmm. Fixed release build problem again, with area-rotated bitmaps. - * - * 46 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 44 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 43 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 42 7/18/99 5:20p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 41 7/13/99 1:15p Dave - * 32 bit support. Whee! - * - * 40 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 39 7/07/99 10:44a Jamesa - * Make sure the nebula regens properly after loading a mission. - * - * 38 6/11/99 2:32p Dave - * Toned down nebula brightness a bit. - * - * 37 5/26/99 3:39p Dave - * Fixed nebula regeneration problem. Removed optimizations from - * neblightning.cpp - * - * 36 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 35 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * $NoKeywords: $ - */ + #include "nebula/neb.h" #include "render/3d.h" diff --git a/fs2_open/code/nebula/neb.h b/fs2_open/code/nebula/neb.h index 076578f5bb..9c5bf63a41 100644 --- a/fs2_open/code/nebula/neb.h +++ b/fs2_open/code/nebula/neb.h @@ -7,82 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Nebula/Neb.h $ - * $Revision: 2.9 $ - * $Date: 2006-04-12 01:03:00 $ - * $Author: taylor $ - * - * Nebula effect - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/10/09 08:03:20 wmcoolmon - * New SEXP stuff - * - * Revision 2.7 2005/07/13 03:26:00 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/06/21 00:20:24 taylor - * in the model _render functions change "light_ignore_id" to "objnum" since that's what it really is - * and this makes it so much easier to realize that - * properly deal with the fact that objnum can be -1 in model_really_render() - * add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL - * small compiler warning fix for neb code - * - * Revision 2.5 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/10/14 17:39:16 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.1 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 15 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 14 7/26/99 10:12a Dave - * Upped the max # of nebula backgrounds. - * - * 13 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * $NoKeywords: $ - */ + #ifndef _FS2_NEB2_EFFECT_HEADER_FILE #define _FS2_NEB2_EFFECT_HEADER_FILE diff --git a/fs2_open/code/nebula/neblightning.cpp b/fs2_open/code/nebula/neblightning.cpp index 75ce99b5a7..0e4baea565 100644 --- a/fs2_open/code/nebula/neblightning.cpp +++ b/fs2_open/code/nebula/neblightning.cpp @@ -7,107 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Nebula/NebLightning.cpp $ - * $Revision: 2.13.2.2 $ - * $Date: 2007-09-02 02:07:45 $ - * $Author: Goober5000 $ - * - * Nebula effect - * - * $Log: not supported by cvs2svn $ - * Revision 2.13.2.1 2006/09/11 01:16:31 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.13 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.12 2005/10/30 20:03:39 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.11 2005/10/10 17:21:06 taylor - * remove NO_NETWORK - * - * Revision 2.10 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.9 2005/07/13 03:26:00 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/03/02 21:24:42 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.6 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.5 2004/07/26 20:47:41 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/04/14 10:27:24 taylor - * render lightning unlit so that it works in OGL - * - * Revision 2.2 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 8/15/99 3:50p Dave - * Don't process lightning at the very beginning of a mission. - * - * 9 8/12/99 10:38a Anoop - * Removed unnecessary Int3(). - * - * 8 8/05/99 2:06a Dave - * Whee. - * - * 7 7/27/99 9:51p Andsager - * make mprintf's into nprintf's - * - * 6 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 5 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 4 6/09/99 10:32a Dave - * Made random lighting bolts behave more like the E3 demo. Generally more - * active. - * - * 3 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 2 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * $NoKeywords: $ - */ + #include "parse/parselo.h" diff --git a/fs2_open/code/nebula/neblightning.h b/fs2_open/code/nebula/neblightning.h index af7cb827f7..81daee3329 100644 --- a/fs2_open/code/nebula/neblightning.h +++ b/fs2_open/code/nebula/neblightning.h @@ -7,45 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Nebula/NebLightning.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:26:00 $ - * $Author: Goober5000 $ - * - * Nebula effect - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/05 05:53:20 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 3 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 2 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * $NoKeywords: $ - */ + #ifndef __FS2_NEBULA_LIGHTNING_HEADER_FILE #define __FS2_NEBULA_LIGHTNING_HEADER_FILE diff --git a/fs2_open/code/network/multi.cpp b/fs2_open/code/network/multi.cpp index 0cbfeb3a47..1f1ba509c4 100644 --- a/fs2_open/code/network/multi.cpp +++ b/fs2_open/code/network/multi.cpp @@ -7,336 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/Multi.cpp $ - * $Revision: 2.35.2.6 $ - * $Date: 2007-10-15 06:43:16 $ - * $Author: taylor $ - * - * C file that contains high-level multiplayer functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.35.2.5 2006/11/21 23:06:57 karajorma - * Fix ammo and weapon SEXP changes not being passed on to the clients - * - * Revision 2.35.2.4 2006/09/24 22:53:22 taylor - * more standalone server fixes: - * - add some basic bmpman functionality to grstub, since it needs to do something at least - * - add missing gr_* function ptrs to grstrub - * - (re-)enable radar and hud setup functions that used to crash (problems are fixed now) - * - deal with default pilot file properly (also caused a bmpman headache) - * - don't bother with Multi_common_icons[] in standalone mode (they don't load, so don't let them unload either) - * - * Revision 2.35.2.3 2006/08/25 21:15:31 karajorma - * Fix TvT problem with scores appearing incorrectly. - * Fix a CVS issue - * - * Revision 2.35 2006/06/02 09:10:01 karajorma - * Added the VARIABLE_UPDATE packet to send sexp variable value changes to client machines. - * - * Revision 2.34 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.33 2006/03/30 04:18:40 Goober5000 - * those were some bugs just waiting to happen - * - * Revision 2.32 2006/03/30 04:15:20 Goober5000 - * hehe, grammar - * --Goober5000 - * - * Revision 2.31 2006/02/16 05:39:13 taylor - * some FS2NetD fixes - * - timer/timeout issues - * - keep server heartbeats to a minimum in order to save some bandwidth - * - clean up some debug message a little - * - * Revision 2.30 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.29 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.28 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.27 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.26 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.25 2004/11/18 00:05:37 Goober5000 - * #pragma'd a bunch of warnings - * --Goober5000 - * - * Revision 2.24 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.23 2004/07/18 04:07:26 Kazan - * nothing major - * - * Revision 2.22 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.21 2004/07/07 23:34:08 Kazan - * fixed a typo in one of the fs2netd strings - * played with WMCoolmon's hacked up escort list - * - * Revision 2.20 2004/07/07 21:00:08 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 2.19 2004/07/06 19:59:37 Kazan - * small multifix - * - * Revision 2.18 2004/03/31 05:42:27 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.17 2004/03/09 17:59:01 Kazan - * Disabled multithreaded TCP_Socket in favor of safer single threaded - * FS2NetD doesn't kill the game on connection failure now - just gives warning message and effectively dsiables itself until they try to connect again - * - * Revision 2.16 2004/03/09 00:02:16 Kazan - * more fs2netd stuff - * - * Revision 2.15 2004/03/08 22:02:39 Kazan - * Lobby GUI screen restored - * - * Revision 2.14 2004/03/08 15:06:24 Kazan - * Did, undo - * - * Revision 2.13 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.12 2003/11/13 03:59:54 Kazan - * PXO_SID changed from unsigned to signed - * - * Revision 2.11 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.10 2003/11/06 20:22:13 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.9 2003/10/04 22:42:22 Kazan - * fs2netd now TCP - * - * Revision 2.8 2003/09/25 21:12:24 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.7 2003/09/24 19:35:58 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.6 2003/09/23 02:42:54 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.5 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.4 2002/12/24 07:42:29 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.3 2002/12/17 02:18:40 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:25 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 47 9/15/99 1:45a Dave - * Don't init joystick on standalone. Fixed campaign mode on standalone. - * Fixed no-score-report problem in TvT - * - * 46 8/24/99 1:49a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 45 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 44 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 43 8/19/99 10:59a Dave - * Packet loss detection. - * - * 42 8/16/99 4:05p Dave - * Big honking checkin. - * - * 41 8/06/99 12:34a Dave - * Be more careful about resetting timestamps. - * - * 40 8/04/99 2:24a Dave - * Fixed escort gauge ordering for dogfight. - * - * 39 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 38 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 37 7/06/99 4:24p Dave - * Mid-level checkin. Starting on some potentially cool multiplayer - * smoothness crap. - * - * 36 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 35 6/21/99 7:24p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 34 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 33 6/04/99 9:52a Dave - * Fixed some rendering problems. - * - * 32 5/22/99 6:05p Dave - * Fixed a few localization # problems. - * - * 31 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 30 5/14/99 1:59p Andsager - * Multiplayer message for subsystem cargo revealed. - * - * 29 4/29/99 2:29p Dave - * Made flak work much better in multiplayer. - * - * 28 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 27 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 26 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 25 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 24 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 23 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 23 3/11/99 5:53p Dave - * More network optimization. Spliced in Dell OEM planet bitmap crap. - * - * 22 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 21 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 20 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 19 3/02/99 4:40p Jasons - * Be more careful when calling server-lost-contact popup (make sure other - * popups aren't active) - * - * 18 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 17 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 16 2/19/99 2:55p Dave - * Temporary checking to report the winner of a squad war match. - * - * 15 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 14 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 13 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 12 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 11 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 10 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 9 12/03/98 5:22p Dave - * Ported over FreeSpace 1 multiplayer ships.tbl and weapons.tbl - * checksumming. - * - * 8 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 7 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 6 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 5 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * - * $NoKeywords: $ - */ + #include "network/multi.h" diff --git a/fs2_open/code/network/multi.h b/fs2_open/code/network/multi.h index e9c2cee5fb..8616806a95 100644 --- a/fs2_open/code/network/multi.h +++ b/fs2_open/code/network/multi.h @@ -7,333 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/Multi.h $ - * $Revision: 2.13.2.6 $ - * $Date: 2007-10-15 06:43:16 $ - * $Author: taylor $ - * - * Header file which contains type definitions for multiplayer, and support for high-level - * multiplayer functions. - * - * $Log: not supported by cvs2svn $ - * Revision 2.13.2.5 2006/11/21 23:06:57 karajorma - * Fix ammo and weapon SEXP changes not being passed on to the clients - * - * Revision 2.13.2.4 2006/09/08 06:09:05 taylor - * lower client/server version back to retail level, there was no reason to bump it in the first place - * - * Revision 2.13.2.3 2006/08/25 21:15:31 karajorma - * Fix TvT problem with scores appearing incorrectly. - * Fix a CVS issue - * - * Revision 2.13 2006/06/02 09:10:01 karajorma - * Added the VARIABLE_UPDATE packet to send sexp variable value changes to client machines. - * - * Revision 2.12 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.11 2005/07/13 03:25:58 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.10 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.9 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.8 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.7 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.6 2003/11/12 00:31:45 Kazan - * A few multi tweaks - fixed a couple warning-killing collisions between goober and me (kazan) - * - * Revision 2.5 2003/09/23 02:42:54 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.4 2002/12/24 07:42:29 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.3 2002/12/17 02:18:40 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 47 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 46 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 45 8/24/99 10:11a Dave - * New server version. - * - * 44 8/24/99 1:49a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 43 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 42 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 41 8/19/99 10:59a Dave - * Packet loss detection. - * - * 40 8/04/99 2:24a Dave - * Fixed escort gauge ordering for dogfight. - * - * 39 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 38 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 37 7/22/99 7:17p Dave - * Fixed excessive whacks in multiplayer. - * - * 36 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 35 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 34 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 33 5/17/99 9:32a Dave - * Bumped up server version. - * - * 32 5/14/99 1:59p Andsager - * Multiplayer message for subsystem cargo revealed. - * - * 31 4/29/99 3:02p Dave - * - * 30 4/29/99 2:29p Dave - * Made flak work much better in multiplayer. - * - * 29 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 28 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 27 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 26 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 25 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 24 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 23 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 22 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 21 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 20 2/19/99 11:42a Dave - * Put in model rendering autocentering. - * - * 19 2/17/99 2:10p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 18 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 17 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 16 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 15 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 14 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 13 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 12 1/12/99 4:07a Dave - * Put in barracks code support for selecting squad logos. Properly - * distribute squad logos in a multiplayer game. - * - * 11 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 10 12/03/98 5:22p Dave - * Ported over FreeSpace 1 multiplayer ships.tbl and weapons.tbl - * checksumming. - * - * 9 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 8 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 7 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 6 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 10/19/98 11:15a Dave - * Changed requirements for stats storing in PXO mode. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 257 9/20/98 7:19p Dave - * Added CHANGE_IFF packet. - * - * 256 9/16/98 6:54p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 255 9/15/98 7:24p Dave - * Minor UI changes. Localized bunch of new text. - * - * 254 9/15/98 4:03p Dave - * Changed readyroom and multi screens to display "st" icon for all - * missions with mission disk content (not necessarily just those that - * come with Silent Threat). - * - * 253 9/11/98 5:08p Dave - * More tweaks to kick notification system. - * - * 252 9/11/98 2:05p Allender - * make reinforcements work correctly in multiplayer games. There still - * may be a team vs team issue that I haven't thought of yet :-( - * - * 251 9/04/98 3:51p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 250 8/31/98 2:06p Dave - * Make cfile sort the ordering or vp files. Added support/checks for - * recognizing "mission disk" players. - * - * 249 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 248 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 247 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 246 7/10/98 5:04p Dave - * Fix connection speed bug on standalone server. - * - * 245 7/10/98 11:52a Allender - * changes to the connection type - * - * 244 7/10/98 1:13a Allender - * lots of small multiplayer update changes. Code in launcher to specify - * connection speed. A couple of small fixes regarding empty mission - * files. Time out players after 10 second when they don't connect on - * their reliable socket. - * - * 243 7/07/98 2:56p Dave - * - * 242 7/02/98 6:16p Dave - * Make rear facing prediction much better. Tweak update levels and - * viewcone values. Make sure observers send targeting info correctly. - * - * 241 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 240 6/22/98 8:36a Allender - * revamping of homing weapon system. don't send as object updates - * anymore - * - * 239 6/17/98 10:56a Dave - * Put in debug code for detecting potential tracker stats update - * problems. - * - * 238 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 237 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 236 6/04/98 10:06p Allender - * upped packet version - * - * 235 6/04/98 11:46a Dave - * Drastically reduce size/rate of client control info update packets. Put - * in rate limiting for object updating from server. - * - * - * $NoKeywords: $ - */ + #ifndef _MULTI_H #define _MULTI_H diff --git a/fs2_open/code/network/multi_campaign.cpp b/fs2_open/code/network/multi_campaign.cpp index 0a5464b58d..4dc74ff722 100644 --- a/fs2_open/code/network/multi_campaign.cpp +++ b/fs2_open/code/network/multi_campaign.cpp @@ -7,216 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_campaign.cpp $ - * $Revision: 2.14.2.3 $ - * $Date: 2007-10-15 06:43:16 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.2 2006/07/15 18:15:35 taylor - * missed the extern apparently - * - * Revision 2.14.2.1 2006/07/15 15:50:49 taylor - * we probably need to be processing the number of weapons here rather than the number of ships ;) (Mantis bug #988) - * - * Revision 2.14 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.13 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.12 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.10 2005/04/25 00:28:17 wmcoolmon - * MAX_SHIP_CLASSES > Num_ship_classes - * - * Revision 2.9 2005/04/11 05:50:36 taylor - * some limits.h fixes to make GCC happier - * revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem - * - * Revision 2.8 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:10 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 5 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 4 12/12/98 3:17p Andsager - * Clean up mission eval, goal, event and mission scoring. - * - * 3 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 31 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 30 5/23/98 7:09p Dave - * Fixed a potentially serious ingame join campaign bug. - * - * 29 5/23/98 4:28p Jasen - * Insure goals pointer is not null. - * - * 28 5/22/98 11:11a Allender - * more ingame join campaign fixes - * - * 27 5/21/98 11:34p Allender - * ingame join fixes - * - * 26 5/21/98 2:03a Allender - * fix for campaign misison names - * - * 25 5/21/98 12:14a Allender - * fix ingame join problems - * - * 24 5/20/98 3:25p Allender - * ingame join changes (which probably won't make the final version). - * Added RAS code into psnet - * - * 23 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 22 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 21 5/06/98 12:36p Dave - * Make sure clients can leave the debrief screen easily at all times. Fix - * respawn count problem. - * - * 20 5/05/98 7:25p Adam - * Fixed a few potential sequencing problems (packets getting lost or - * ignored when doing state transitions) - * - * 19 5/05/98 5:02p Dave - * Fix end-of-campaign sequencing to work right. Make all individual - * missions of a campaign replayable. - * - * 18 5/05/98 2:10p Dave - * Verify campaign support for testing. More new tracker code. - * - * 17 5/04/98 10:39p Dave - * Put in endgame sequencing. Need to check campaign situations. - * Realigned ship info on team select screen. - * - * 16 4/22/98 5:52p Dave - * Large reworking of endgame sequencing. Updated host options screen for - * new artwork. Put in checks to end game if host leaves or if team - * captains leave mid-game. - * - * 15 4/20/98 4:56p Allender - * allow AI ships to respawn as many times as there are respawns in the - * mission. - * - * 14 4/06/98 10:24p Dave - * Fixed up Netgame.respawn for the standalone case. - * - * 13 4/06/98 6:37p Dave - * Put in max_observers netgame server option. Make sure host is always - * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS - * can always join but need to be kicked before commit can happen. Put in - * support for server ending a game and notifying clients of a special - * condition. - * - * 12 3/24/98 4:59p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 11 3/17/98 12:16a Allender - * asteroids in multiplayer -- minor problems with position being correct - * - * 10 3/16/98 2:35p Dave - * Numerous bug fixes. Made the "cue sound" sound play before incoming - * voice. - * - * 9 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 8 3/12/98 10:45p Allender - * more ingame join stuff. Mission events are not evaluated during - * critical ingame portion. Wings/ships appear to work great. Support - * ships still has a few problems I think - * - * 7 3/12/98 5:45p Dave - * Put in new observer HUD. Made it possible for observers to join at the - * beginning of a game and follow it around as an observer full-time. - * - * 6 3/05/98 5:03p Dave - * More work on team vs. team support for multiplayer. Need to fix bugs in - * weapon select. - * - * 5 3/03/98 5:12p Dave - * 50% done with team vs. team interface issues. Added statskeeping to - * secondary weapon blasts. Numerous multiplayer ui bug fixes. - * - * 4 2/23/98 11:09p Dave - * Finished up multiplayer campaign support. Seems bug-free. - * - * 3 2/23/98 5:08p Allender - * made net_signature an unsigned short. Now using permanent and - * non-permanent object "pools". - * - * 2 2/22/98 2:53p Dave - * Put in groundwork for advanced multiplayer campaign options. - * - * 1 2/20/98 4:39p Dave - * Split up mp campaign functionality into its own module. - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/network/multi_campaign.h b/fs2_open/code/network/multi_campaign.h index 32d131b6fb..1496ce9bd5 100644 --- a/fs2_open/code/network/multi_campaign.h +++ b/fs2_open/code/network/multi_campaign.h @@ -7,60 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_campaign.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 7 5/21/98 12:14a Allender - * fix ingame join problems - * - * 6 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 5 5/05/98 5:02p Dave - * Fix end-of-campaign sequencing to work right. Make all individual - * missions of a campaign replayable. - * - * 4 5/05/98 2:10p Dave - * Verify campaign support for testing. More new tracker code. - * - * 3 2/23/98 11:09p Dave - * Finished up multiplayer campaign support. Seems bug-free. - * - * 2 2/22/98 2:53p Dave - * Put in groundwork for advanced multiplayer campaign options. - * - * 1 2/20/98 4:39p Dave - * Split up mp campaign functionality into its own module. - * - * $NoKeywords: $ - */ + #ifndef _MULTIPLAYER_CAMPAIGN_HEADER_FILE #define _MULTIPLAYER_CAMPAIGN_HEADER_FILE diff --git a/fs2_open/code/network/multi_data.cpp b/fs2_open/code/network/multi_data.cpp index ca84d95b95..9b47ece0d8 100644 --- a/fs2_open/code/network/multi_data.cpp +++ b/fs2_open/code/network/multi_data.cpp @@ -7,158 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_data.cpp $ - * $Revision: 2.11 $ - * $Date: 2006-02-13 00:20:45 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.9 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.2 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 7 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 6 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 5 12/18/98 12:31p Johnson - * Fixed a bug where the server would not properly redistribute a data - * file that he already had to other players. - * - * 4 12/14/98 4:01p Dave - * Got multi_data stuff working well with new xfer stuff. - * - * 3 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 19 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 18 5/21/98 3:45a Sandeep - * Make sure file xfer sender side uses correct directory type. - * - * 17 5/17/98 6:32p Dave - * Make sure clients/servers aren't kicked out of the debriefing when team - * captains leave a game. Fixed chatbox off-by-one error. Fixed image - * xfer/pilot info popup stuff. - * - * 16 5/13/98 6:54p Dave - * More sophistication to PXO interface. Changed respawn checking so - * there's no window for desynchronization between the server and the - * clients. - * - * 15 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 14 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 13 4/16/98 1:55p Dave - * Removed unneeded Assert when processing chat packets. Fixed standalone - * sequencing bugs. Laid groundwork for join screen server status - * icons/text. - * - * 12 4/14/98 12:19p Dave - * Revised the pause system yet again. Seperated into its own module. - * - * 11 4/08/98 2:51p Dave - * Fixed pilot image xfer once again. Solidify team selection process in - * pre-briefing multiplayer. - * - * 10 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 9 3/30/98 6:27p Dave - * Put in a more official set of multiplayer options, including a system - * for distributing netplayer and netgame settings. - * - * 8 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 7 3/23/98 5:42p Dave - * Put in automatic xfer of pilot pic files. Changed multi_xfer system so - * that it can support multiplayer sends/received between client and - * server simultaneously. - * - * 6 3/21/98 7:14p Dave - * Fixed up standalone player slot switching. Made training missions not - * count towards player stats. - * - * 5 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 4 3/11/98 2:04p Dave - * Removed optimized build warnings. - * - * 3 2/20/98 4:43p Dave - * Finished support for multiplayer player data files. Split off - * multiplayer campaign functionality. - * - * 2 2/19/98 6:44p Dave - * Finished server getting data from players. Now need to rebroadcast the - * data. - * - * 1 2/19/98 6:21p Dave - * Player data file xfer module. - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/network/multi_data.h b/fs2_open/code/network/multi_data.h index 91ff098dcd..b8ea03fbc9 100644 --- a/fs2_open/code/network/multi_data.h +++ b/fs2_open/code/network/multi_data.h @@ -7,54 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_data.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 4 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 3 3/23/98 5:42p Dave - * Put in automatic xfer of pilot pic files. Changed multi_xfer system so - * that it can support multiplayer sends/received between client and - * server simultaneously. - * - * 2 3/21/98 7:14p Dave - * Fixed up standalone player slot switching. Made training missions not - * count towards player stats. - * - * 1 2/19/98 6:21p Dave - * Player data file xfer module. - * - * $NoKeywords: $ - */ + #ifndef _MULTI_PLAYER_DATA_HEADER_FILE #define _MULTI_PLAYER_DATA_HEADER_FILE diff --git a/fs2_open/code/network/multi_dogfight.cpp b/fs2_open/code/network/multi_dogfight.cpp index 4f0a5d7615..a6f942deb3 100644 --- a/fs2_open/code/network/multi_dogfight.cpp +++ b/fs2_open/code/network/multi_dogfight.cpp @@ -7,113 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_dogfight.cpp $ - * $Revision: 2.14.2.3 $ - * $Date: 2007-10-15 06:43:16 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.2 2007/07/23 16:08:29 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.14.2.1 2006/09/20 05:01:36 taylor - * add some extra FS2NetD safety checks around to prevent the code from doing stupid crash-happy things - * - * Revision 2.14 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.13 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.12 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.11 2005/08/27 00:21:27 Kazan - * potential fix for mantis bug 237 - * - * Revision 2.10 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/07/02 19:45:00 taylor - * ton of non-standard resolution fixes - * - * Revision 2.8 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/08 15:06:24 Kazan - * Did, undo - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 8/18/99 11:31a Jefff - * mission title on kill matrix - * - * 10 8/17/99 9:55a Dave - * Fixed dogfight scoring problem. - * - * 9 8/06/99 12:29a Dave - * Multiple bug fixes. - * - * 8 5/03/99 8:32p Dave - * New version of multi host options screen. - * - * 7 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 6 4/12/99 2:22p Dave - * More checks for dogfight stats. - * - * 5 2/24/99 3:40p Dave - * Fixed problem where ships were becoming traitor all the time. - * - * 4 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 3 2/23/99 8:11p Dave - * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing. - * Small pass over todolist items. - * - * 2 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * $NoKeywords: $ - */ + #include "network/multi_dogfight.h" diff --git a/fs2_open/code/network/multi_dogfight.h b/fs2_open/code/network/multi_dogfight.h index d26c10b4e8..c26ed50b78 100644 --- a/fs2_open/code/network/multi_dogfight.h +++ b/fs2_open/code/network/multi_dogfight.h @@ -7,28 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_dogfight.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * $NoKeywords: $ - */ + #ifndef __FS2_MULTIPLAYER_DOGFIGHT_HEADER_FILE #define __FS2_MULTIPLAYER_DOGFIGHT_HEADER_FILE diff --git a/fs2_open/code/network/multi_endgame.cpp b/fs2_open/code/network/multi_endgame.cpp index c7f2766e34..563767a94c 100644 --- a/fs2_open/code/network/multi_endgame.cpp +++ b/fs2_open/code/network/multi_endgame.cpp @@ -7,240 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_endgame.cpp $ - * $Revision: 2.10.2.3 $ - * $Date: 2007-10-15 06:43:17 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.10.2.2 2007/10/12 19:10:07 karajorma - * Partial (?) fix for Mantis 1084. At least it shouldn't Int3() when the server exits any more. - * - * Revision 2.10.2.1 2007/04/24 12:07:33 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.10 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.9 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.6 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 8/22/99 1:55p Dave - * Cleaned up host/team-captain leaving code. - * - * 9 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 8 4/08/99 1:05p Dave - * Fixed some leave game packet problems. Updated builtin mission list for - * multiplayer. - * - * 7 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 6 11/19/98 4:57p Dave - * Ignore PXO option if IPX is selected. - * - * 5 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 4 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 36 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 35 9/15/98 7:24p Dave - * Minor UI changes. Localized bunch of new text. - * - * 34 9/14/98 3:40p Allender - * better error checking for invalid number of waves for player wings in a - * multiplayer game. Better popup message in FreeSpace side. - * - * 33 9/11/98 5:53p Dave - * Final revisions to kick system changes. - * - * 32 9/11/98 5:08p Dave - * More tweaks to kick notification system. - * - * 31 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 30 8/07/98 10:15a Allender - * changed the way the endgame sequencing timer works so that timer wrap - * doesn't hurt. Also use the obj_set_flags for the COULD_BE_PLAYER flag - * - * 29 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 28 7/13/98 5:34p Lawrance - * index a localized string in multi_endgame.cpp - * - * 27 7/13/98 5:19p Dave - * - * 26 6/30/98 4:53p Allender - * fixed endgame problems where standalone wasn't properly dropping - * everyone out of a game. Be sure that timestamp for endgame processing - * gets reset - * - * 25 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * 24 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 23 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 22 5/24/98 8:15p Dave - * Tweaked pxo some more. - * - * 21 5/21/98 10:09a Dave - * Enable DNS checking for PXO and both trackers. - * Fixed problem with leaving the mission from the pause state. Fixed - * build errors in multimsgs.cpp - * - * 20 5/20/98 9:01p Allender - * change RELEASE to NDEBUG. Fix reentryancy problem in process_endgame - * for multiplayer - * - * 19 5/17/98 11:54p Allender - * only clear flying controls when in mission - * - * 18 5/17/98 11:34p Allender - * deal with resetting player controls better - * - * 17 5/17/98 6:32p Dave - * Make sure clients/servers aren't kicked out of the debriefing when team - * captains leave a game. Fixed chatbox off-by-one error. Fixed image - * xfer/pilot info popup stuff. - * - * 16 5/15/98 5:15p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 15 5/15/98 12:09a Dave - * New tracker api code. New game tracker code. Finished up first run of - * the PXO screen. Fixed a few game server list exceptions. - * - * 14 5/14/98 12:40a Dave - * Still more additions to the PXO screen. Updated tracker code. - * - * 13 5/09/98 7:16p Dave - * Put in CD checking. Put in standalone host password. Made pilot into - * popup scrollable. - * - * 12 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 11 5/07/98 6:26p Dave - * Fix strange boundary conditions which arise when players die/respawn - * while the game is being ended. Spiff up the chatbox doskey thing a bit. - * - * 10 5/07/98 3:29p Jim - * Make sure standalone doesn't display a popup when ending a game. - * - * 9 5/05/98 5:02p Dave - * Fix end-of-campaign sequencing to work right. Make all individual - * missions of a campaign replayable. - * - * 8 5/04/98 10:39p Dave - * Put in endgame sequencing. Need to check campaign situations. - * Realigned ship info on team select screen. - * - * 7 5/04/98 1:43p Dave - * Fixed up a standalone resetting problem. Fixed multiplayer stats - * collection for clients. Make sure all multiplayer ui screens have the - * correct palette at all times. - * - * 6 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 5 4/30/98 5:12p Dave - * Fixed game polling code for joining clients. Reworked some file xfer - * stuff. - * - * 4 4/30/98 12:13a Allender - * reset control info and afterburner when entering the quit game code. - * Prevents odd things from happening while the popup is up. - * - * 3 4/28/98 5:10p Dave - * Fixed multi_quit_game() client side sequencing problem. Turn off - * afterburners when ending multiplayer mission. Begin integration of mt - * API from Kevin Bentley. - * - * 2 4/23/98 1:28a Dave - * Seemingly nailed the current_primary_bank and current_secondary_bank -1 - * problem. Made sure non-critical button presses are _never_ sent to the - * server. - * - * 1 4/22/98 5:50p Dave - * - * - * $NoKeywords: $ - */ + #include "network/multi.h" diff --git a/fs2_open/code/network/multi_endgame.h b/fs2_open/code/network/multi_endgame.h index 66f9d6da83..a6aeb0f08b 100644 --- a/fs2_open/code/network/multi_endgame.h +++ b/fs2_open/code/network/multi_endgame.h @@ -7,65 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_endgame.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 8/22/99 1:55p Dave - * Cleaned up host/team-captain leaving code. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 8 9/14/98 3:40p Allender - * better error checking for invalid number of waves for player wings in a - * multiplayer game. Better popup message in FreeSpace side. - * - * 7 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 6 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 5 7/13/98 5:19p Dave - * - * 4 5/17/98 6:32p Dave - * Make sure clients/servers aren't kicked out of the debriefing when team - * captains leave a game. Fixed chatbox off-by-one error. Fixed image - * xfer/pilot info popup stuff. - * - * 3 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 2 4/30/98 5:12p Dave - * Fixed game polling code for joining clients. Reworked some file xfer - * stuff. - * - * 1 4/22/98 5:50p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _MULTI_ENDGAME_HEADER_FILE #define _MULTI_ENDGAME_HEADER_FILE diff --git a/fs2_open/code/network/multi_ingame.cpp b/fs2_open/code/network/multi_ingame.cpp index 272265245d..73b703dc21 100644 --- a/fs2_open/code/network/multi_ingame.cpp +++ b/fs2_open/code/network/multi_ingame.cpp @@ -7,397 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_ingame.cpp $ - * $Revision: 2.28 $ - * $Date: 2005-12-29 08:08:39 $ - * $Author: wmcoolmon $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.27 2005/10/30 20:20:43 Goober5000 - * comment fixage - * - * Revision 2.26 2005/10/29 22:09:30 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.25 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.24 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.23 2005/07/07 16:36:58 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.22 2005/07/02 19:45:00 taylor - * ton of non-standard resolution fixes - * - * Revision 2.21 2005/04/25 00:28:17 wmcoolmon - * MAX_SHIP_CLASSES > Num_ship_classes - * - * Revision 2.20 2005/04/11 05:50:36 taylor - * some limits.h fixes to make GCC happier - * revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem - * - * Revision 2.19 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.18 2005/02/04 20:06:04 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.17 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.16 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.15 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.14 2004/07/12 14:38:12 Kazan - * fix a small multibug in tables validation (I had added this once before.. where did it go) - * - * Revision 2.13 2004/07/12 03:26:03 wmcoolmon - * Only send ships on the player's team - * - * Revision 2.12 2004/07/12 03:19:16 Kazan - * removed a couple pointless useless messages from the debug console - * - * Revision 2.11 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.10 2004/02/04 09:02:44 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.9 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.8 2003/09/24 19:35:59 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.7 2003/04/29 01:03:24 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.6 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.5 2003/01/03 21:58:08 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.4 2002/12/31 18:59:43 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.2 2002/12/10 05:43:34 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 20 8/03/99 11:02p Dave - * Maybe fixed sync problems in multiplayer. - * - * 19 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 18 7/28/99 5:33p Dave - * Nailed the missing stats bug to the wall. Problem was optimized build - * and using GET_DATA() with array elements. BLECH. - * - * 17 7/26/99 6:07p Dave - * Removed some warnings. - * - * 16 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 15 7/24/99 5:48p Jefff - * converted to new UI stuff -- added 1024 support - * - * 14 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 13 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 12 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 11 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 10 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 9 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 8 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 7 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 6 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 5 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 83 9/18/98 4:54p Dave - * Fixed ingame ship select icon problem. - * - * 82 9/18/98 4:23p Dave - * Reversed the logic on a bogus assert. - * - * 81 9/18/98 3:13p Allender - * actually delete ships from wings when ingame joining. Shoudl get over - * problem were too many ships are presend in the mission since we don't - * delete unused ships until after ingame join is completed - * - * 80 9/15/98 1:59p Dave - * Fixed bonehead mistake calling multi_endgame_ending() - * - * 79 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 78 9/11/98 2:10p Allender - * base temporary parse object's ai_goals to -1 so that we don't try and - * free sexpressions that shouldn't be freed - * - * 77 8/07/98 10:16a Allender - * use obj_set_flags for the COULD_BE_PLAYER flag - * - * 76 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 75 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 74 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 73 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 72 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 71 6/04/98 11:46a Dave - * Drastically reduce size/rate of client control info update packets. Put - * in rate limiting for object updating from server. - * - * 70 5/26/98 11:54a Allender - * fix multiplayer problems and sexpression crash - * - * 69 5/25/98 1:33a Allender - * fixed timestamp problem for client update packets, small fix for ingame - * validation code - * - * 68 5/24/98 9:17p Allender - * commented out test code to help rectify bogus player objects when - * ingame joining - * - * 67 5/23/98 3:16p Allender - * work on object update packet optimizations (a new updating system). - * Don't allow medals/promotions/badges when playing singple player - * missions through the simulator - * - * 66 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 65 5/21/98 10:03p Allender - * add secondary ammo counts to ingame join packets - * - * 64 5/21/98 1:52a Dave - * Remove obsolete command line functions. Reduce shield explosion packets - * drastically. Tweak PXO screen even more. Fix file xfer system so that - * we can guarantee file uniqueness. - * - * 63 5/21/98 12:14a Allender - * fix ingame join problems - * - * 62 5/20/98 3:25p Allender - * ingame join changes (which probably won't make the final version). - * Added RAS code into psnet - * - * 61 5/19/98 11:36p Allender - * fixed very nasty mask problem with ingame joiner marking player objects - * incorrectly. Named ingame joiner ship and observer ship unique names - * - * 60 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 59 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 58 5/15/98 4:12p Allender - * removed redbook code. Put back in ingame join timer. Major fixups for - * stats in multiplayer. Pass correct score, medals, etc when leaving - * game. Be sure clients display medals, badges, etc. - * - * 57 5/15/98 1:44p Allender - * initialize hotkeys when entering the mission ingame joining - * - * 56 5/11/98 4:33p Allender - * fixed ingame join problems -- started to work on new object updating - * code (currently ifdef'ed out) - * - * 55 5/09/98 4:31p Chad - * Fixed weapon recharge rate problem and fixed weapon link status problem - * for ingame joiners. - * - * 54 5/08/98 11:21a Allender - * fix ingame join trouble. Small messaging fix. Enable collisions for - * friendlies again - * - * 53 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 52 5/03/98 2:52p Dave - * Removed multiplayer furball mode. - * - * 51 5/02/98 1:47a Dave - * Make sure ingame joiners know how many respawns they have left. Tidy up - * some multiui stuff. - * - * 50 5/01/98 4:11p Comet - * Fixed ship_ets bug. I think. - * - * 49 4/30/98 12:49a Allender - * change ship type and weapons of any player wing ship, not just ones - * that players currently occupy - * - * 48 4/29/98 9:36p Allender - * ingame join tweaks. added network message for countermeasures - * - * 47 4/29/98 12:28p Chad - * set packet size when selecting a player's ingame choice - * - * 46 4/25/98 2:02p Dave - * Put in multiplayer context help screens. Reworked ingame join ship - * select screen. Fixed places where network timestamps get hosed. - * - * 45 4/23/98 11:52p Allender - * make homing weapons send their homing object. Fixed ingame joiners so - * they bash ship types and weapons correctly when joining - * - * 44 4/23/98 1:49a Allender - * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships - * to not respawn until 5 seconds after they die. Send escort information - * to ingame joiners - * - * 43 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 42 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 41 4/21/98 11:56p Dave - * Put in player deaths statskeeping. Use arrow keys in the ingame join - * ship select screen. Don't quit the game if in the debriefing and server - * leaves. - * - * 40 4/20/98 12:40a Allender - * fixed nasty problem where network read code was not reentrant. minor - * UI tweaks. ingame joiners now get netgame info correctly. - * - * 39 4/07/98 5:42p Dave - * Put in support for ui display of voice system status (recording, - * playing back, etc). Make sure main hall music is stopped before - * entering a multiplayer game via ingame join. - * - * 38 4/06/98 6:47p Allender - * be sure that ingame joiner has reasonable current primary and secondary - * banks - * - * 37 4/06/98 12:33a Allender - * ingame joiners need to unmark all player ships as could be players - * before getting ship information from host. Don't send count with - * countermeasure fired packet - * - * 36 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 35 4/04/98 3:55p Allender - * made ingame join send packet to all other clients in the game when in - * game joiner selects his ship - * - * 34 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 33 4/02/98 5:36p John - * Made the level paging occur at the same time as the level is read in. - * - * 32 3/31/98 4:03p Allender - * some ingame join fixed -- make sure ingame joiners have parse objects - * for all other players - * - * 31 3/24/98 5:12p Allender - * ingame join packet sequencing - * - * $NoKeywords: $ - */ + #include // this is need even when not building debug!! diff --git a/fs2_open/code/network/multi_ingame.h b/fs2_open/code/network/multi_ingame.h index ce38546b94..fccd84a434 100644 --- a/fs2_open/code/network/multi_ingame.h +++ b/fs2_open/code/network/multi_ingame.h @@ -7,77 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_ingame.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 12 5/20/98 3:25p Allender - * ingame join changes (which probably won't make the final version). - * Added RAS code into psnet - * - * 11 3/24/98 5:12p Allender - * ingame join packet sequencing - * - * 10 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 9 3/13/98 2:51p Dave - * Put in support for observers to join ingame. - * - * 8 3/11/98 11:42p Allender - * more ingame join stuff. Fix to networking code to possibly - * reinitialize reliable socket when entering join screen - * - * 7 3/06/98 9:33a Allender - * more ingame join stuff. Wing packets are done. - * - * 6 3/03/98 8:23p Allender - * first pass of getting ingame join to a better state. Started rewriting - * the ship/wing list code - * - * 5 2/05/98 11:10a Dave - * Fixed an ingame join bug. Fixed a read-only file problem with - * multiplayer file xfer. - * - * 4 1/29/98 5:24p Dave - * Made ingame join handle bad packets gracefully - * - * 3 1/22/98 5:26p Dave - * Modified some pregame sequencing packets. Starting to repair broken - * standalone stuff. - * - * 2 1/21/98 5:58p Dave - * Finished ingame join. Coded in multiplayer interface artwork changes. - * - * 1 1/20/98 5:41p Dave - * Seperated ingame join functionality into its own module. - * - * $NoKeywords: $ - */ + #ifndef _MULTI_INGAME_JOIN_HEADER_FILE #define _MULTI_INGAME_JOIN_HEADER_FILE diff --git a/fs2_open/code/network/multi_kick.cpp b/fs2_open/code/network/multi_kick.cpp index cd7adc21b1..9da0679be9 100644 --- a/fs2_open/code/network/multi_kick.cpp +++ b/fs2_open/code/network/multi_kick.cpp @@ -7,134 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_kick.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-10-10 17:21:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.5 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.4 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:07 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 10/13/99 3:51p Jefff - * fixed unnumbered XSTRs - * - * 7 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 6 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 5 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 16 9/15/98 7:24p Dave - * Minor UI changes. Localized bunch of new text. - * - * 15 9/11/98 5:53p Dave - * Final revisions to kick system changes. - * - * 14 9/11/98 5:08p Dave - * More tweaks to kick notification system. - * - * 13 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 12 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * 11 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 10 4/23/98 6:18p Dave - * Store ETS values between respawns. Put kick feature in the text - * messaging system. Fixed text messaging system so that it doesn't - * process or trigger ship controls. Other UI fixes. - * - * 9 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 8 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 7 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 6 3/30/98 6:27p Dave - * Put in a more official set of multiplayer options, including a system - * for distributing netplayer and netgame settings. - * - * 5 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 4 3/18/98 5:52p Dave - * Put in netgame password popup. Numerous ui changes. Laid groundwork for - * streamed multi_voice data. - * - * 3 3/17/98 5:29p Dave - * Minor bug fixes in player select menu. Solidified mp joining process. - * Made furball mode support ingame joiners and dropped players correctly. - * - * 2 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 1 2/12/98 4:38p Dave - * Multiplayer kick functionality - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/network/multi_kick.h b/fs2_open/code/network/multi_kick.h index 8a5d3445dc..153e3e69b1 100644 --- a/fs2_open/code/network/multi_kick.h +++ b/fs2_open/code/network/multi_kick.h @@ -7,45 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_kick.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 3 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 2 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 1 2/12/98 4:38p Dave - * Multiplayer kick functionality - * - * $NoKeywords: $ - */ + #ifndef _MULTIPLAYER_KICK_HEADER_FILE #define _MULTIPLAYER_KICK_HEADER_FILE diff --git a/fs2_open/code/network/multi_log.cpp b/fs2_open/code/network/multi_log.cpp index 09cf9d3456..b3be7b6dd8 100644 --- a/fs2_open/code/network/multi_log.cpp +++ b/fs2_open/code/network/multi_log.cpp @@ -7,90 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_log.cpp $ - * $Revision: 2.10 $ - * $Date: 2006-04-20 06:32:15 $ - * $Author: Goober5000 $ - * - * Header file to support multiplayer logging functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/12/06 02:59:10 taylor - * sorry but the extra messages are somewhat annoying and already exist in another log anyway, disable by default - * - * Revision 2.8 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.7 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 8/17/99 2:24p Dave - * Fixed wacky squad color stuff. - * - * 7 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 6 4/27/99 2:59p Dave - * Potential fix for reliable socket connection problem. - * - * 5 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 4 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 3 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 3 8/21/98 1:14p Dave - * Put in log system hooks in useful places. - * - * 2 8/20/98 5:31p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 1 8/20/98 2:00p Dave - * - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/network/multi_log.h b/fs2_open/code/network/multi_log.h index c42d330a23..2619feb980 100644 --- a/fs2_open/code/network/multi_log.h +++ b/fs2_open/code/network/multi_log.h @@ -7,39 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_log.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * Header file to support multiplayer logging functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 2 8/20/98 5:31p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 1 8/20/98 2:00p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE_MULTIPLAYER_LOGFILE_HEADER_FILE #define _FREESPACE_MULTIPLAYER_LOGFILE_HEADER_FILE diff --git a/fs2_open/code/network/multi_observer.cpp b/fs2_open/code/network/multi_observer.cpp index 84faf90953..1277143827 100644 --- a/fs2_open/code/network/multi_observer.cpp +++ b/fs2_open/code/network/multi_observer.cpp @@ -7,121 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_observer.cpp $ - * $Revision: 2.10 $ - * $Date: 2005-10-10 17:21:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/07/13 03:25:59 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 9/14/99 2:21p Dave - * Fixed observer mode joining and ingame stuff. - * - * 5 8/19/99 10:59a Dave - * Packet loss detection. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 13 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 12 6/04/98 11:04a Allender - * object update level stuff. Don't reset to high when becoming an - * observer of any type. default to low when guy is a dialup customer - * - * 11 5/22/98 9:49p Allender - * make observers Player_ship hidden from sensors so that he cannot target - * his "ship". - * - * 10 5/19/98 11:36p Allender - * fixed very nasty mask problem with ingame joiner marking player objects - * incorrectly. Named ingame joiner ship and observer ship unique names - * - * 9 4/18/98 5:00p Dave - * Put in observer zoom key. Made mission sync screen more informative. - * - * 8 4/03/98 3:13p Dave - * More work on udp reliable transport. Fixed observer hud offset problem. - * Made observer join and ingame join work again. Put subnet broadcasting - * in for TCP. - * - * 7 3/30/98 6:27p Dave - * Put in a more official set of multiplayer options, including a system - * for distributing netplayer and netgame settings. - * - * 6 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 5 3/23/98 5:42p Dave - * Put in automatic xfer of pilot pic files. Changed multi_xfer system so - * that it can support multiplayer sends/received between client and - * server simultaneously. - * - * 4 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 3 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 2 3/13/98 2:51p Dave - * Put in support for observers to join ingame. - * - * 1 3/12/98 5:44p Dave - * - * $NoKeywords: $ - */ + #include "network/multi_observer.h" diff --git a/fs2_open/code/network/multi_observer.h b/fs2_open/code/network/multi_observer.h index 1ffcd6944d..3755dba52c 100644 --- a/fs2_open/code/network/multi_observer.h +++ b/fs2_open/code/network/multi_observer.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_observer.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:25:59 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 3 4/18/98 5:00p Dave - * Put in observer zoom key. Made mission sync screen more informative. - * - * 2 3/13/98 2:51p Dave - * Put in support for observers to join ingame. - * - * 1 3/12/98 5:44p Dave - * - * $NoKeywords: $ - */ + #ifndef _MULTI_OBSERVER_HEADER_FILE #define _MULTI_OBSERVER_HEADER_FILE diff --git a/fs2_open/code/network/multi_options.cpp b/fs2_open/code/network/multi_options.cpp index 8d1e6e2285..a31f59ec70 100644 --- a/fs2_open/code/network/multi_options.cpp +++ b/fs2_open/code/network/multi_options.cpp @@ -7,222 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_options.cpp $ - * $Revision: 2.10.2.2 $ - * $Date: 2007-10-15 06:43:17 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.10.2.1 2007/04/06 12:55:57 karajorma - * Add the -cap_object_update command line to force multiplayer clients to a more server friendly object update setting. - * - * Revision 2.10 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.9 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.8 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 22 8/27/99 12:32a Dave - * Allow the user to specify a local port through the launcher. - * - * 21 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 20 8/04/99 6:01p Dave - * Oops. Make sure standalones log in. - * - * 19 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 18 5/03/99 8:32p Dave - * New version of multi host options screen. - * - * 17 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 16 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 15 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 14 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 13 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 12 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 11 2/19/99 2:55p Dave - * Temporary checking to report the winner of a squad war match. - * - * 10 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 9 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 8 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 7 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 6 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 5 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 4 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 20 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 19 7/07/98 2:49p Dave - * UI bug fixes. - * - * 18 6/04/98 11:04a Allender - * object update level stuff. Don't reset to high when becoming an - * observer of any type. default to low when guy is a dialup customer - * - * 17 5/24/98 3:45a Dave - * Minor object update fixes. Justify channel information on PXO. Add a - * bunch of configuration stuff for the standalone. - * - * 16 5/19/98 1:35a Dave - * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer - * local options update dynamically in netgames. - * - * 15 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 14 5/06/98 12:36p Dave - * Make sure clients can leave the debrief screen easily at all times. Fix - * respawn count problem. - * - * 13 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 12 5/03/98 2:52p Dave - * Removed multiplayer furball mode. - * - * 11 4/23/98 6:18p Dave - * Store ETS values between respawns. Put kick feature in the text - * messaging system. Fixed text messaging system so that it doesn't - * process or trigger ship controls. Other UI fixes. - * - * 10 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 9 4/16/98 11:39p Dave - * Put in first run of new multiplayer options screen. Still need to - * complete final tab. - * - * 8 4/13/98 4:50p Dave - * Maintain status of weapon bank/links through respawns. Put # players on - * create game mission list. Make observer not have engine sounds. Make - * oberver pivot point correct. Fixed respawn value getting reset every - * time host options screen started. - * - * 7 4/09/98 11:01p Dave - * Put in new multi host options screen. Tweaked multiplayer options a - * bit. - * - * 6 4/09/98 5:43p Dave - * Remove all command line processing from the demo. Began work fixing up - * the new multi host options screen. - * - * 5 4/06/98 6:37p Dave - * Put in max_observers netgame server option. Make sure host is always - * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS - * can always join but need to be kicked before commit can happen. Put in - * support for server ending a game and notifying clients of a special - * condition. - * - * 4 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 3 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 2 3/31/98 4:51p Dave - * Removed medals screen and multiplayer buttons from demo version. Put in - * new pilot popup screen. Make ships in mp team vs. team have proper team - * ids. Make mp respawns a permanent option saved in the player file. - * - * 1 3/30/98 6:24p Dave - * - * - * $NoKeywords: $ - */ + #include "cmdline/cmdline.h" diff --git a/fs2_open/code/network/multi_options.h b/fs2_open/code/network/multi_options.h index c3c32c1a8a..19db549fc6 100644 --- a/fs2_open/code/network/multi_options.h +++ b/fs2_open/code/network/multi_options.h @@ -7,106 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_options.h $ - * $Revision: 2.4.2.1 $ - * $Date: 2007-10-15 06:43:17 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2003/09/23 02:42:54 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 5 2/19/99 2:55p Dave - * Temporary checking to report the winner of a squad war match. - * - * 4 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 3 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 12 7/07/98 2:49p Dave - * UI bug fixes. - * - * 11 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 10 5/03/98 2:52p Dave - * Removed multiplayer furball mode. - * - * 9 4/30/98 12:57a Dave - * Put in new mode for ship/weapon selection. Rearranged how game querying - * is done a bit. - * - * 8 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 7 4/16/98 11:39p Dave - * Put in first run of new multiplayer options screen. Still need to - * complete final tab. - * - * 6 4/09/98 11:01p Dave - * Put in new multi host options screen. Tweaked multiplayer options a - * bit. - * - * 5 4/09/98 5:43p Dave - * Remove all command line processing from the demo. Began work fixing up - * the new multi host options screen. - * - * 4 4/06/98 10:24p Dave - * Fixed up Netgame.respawn for the standalone case. - * - * 3 4/06/98 6:37p Dave - * Put in max_observers netgame server option. Make sure host is always - * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS - * can always join but need to be kicked before commit can happen. Put in - * support for server ending a game and notifying clients of a special - * condition. - * - * 2 3/31/98 4:51p Dave - * Removed medals screen and multiplayer buttons from demo version. Put in - * new pilot popup screen. Make ships in mp team vs. team have proper team - * ids. Make mp respawns a permanent option saved in the player file. - * - * 1 3/30/98 6:24p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _MULTI_NETGAME_OPTIONS_HEADER_FILE #define _MULTI_NETGAME_OPTIONS_HEADER_FILE diff --git a/fs2_open/code/network/multi_pause.cpp b/fs2_open/code/network/multi_pause.cpp index a0a34e68bb..9d80d881c3 100644 --- a/fs2_open/code/network/multi_pause.cpp +++ b/fs2_open/code/network/multi_pause.cpp @@ -7,146 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pause.cpp $ - * $Revision: 2.10.2.1 $ - * $Date: 2007-10-15 06:43:17 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2006/03/26 08:23:06 taylor - * split pause_*() and multi_pause_*() functions into individual single and multi versions (why it was hacked up like that I'll never know) - * fix screen save in multi pause mode - * address some bmpman issues from interface graphics getting released and then still used by something else - * - * Revision 2.9 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.8 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 6 8/04/99 3:33p Jefff - * fixed hi-res text - * - * 5 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 15 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 14 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 13 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 12 5/20/98 2:24a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 11 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 10 5/10/98 7:06p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - * 9 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 8 5/07/98 6:26p Dave - * Fix strange boundary conditions which arise when players die/respawn - * while the game is being ended. Spiff up the chatbox doskey thing a bit. - * - * 7 5/04/98 10:39p Dave - * Put in endgame sequencing. Need to check campaign situations. - * Realigned ship info on team select screen. - * - * 6 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 5 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 4 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 3 4/16/98 1:55p Dave - * Removed unneeded Assert when processing chat packets. Fixed standalone - * sequencing bugs. Laid groundwork for join screen server status - * icons/text. - * - * 2 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 1 4/14/98 12:18p Dave - * - * - * $NoKeywords: $ - */ + #include "network/multi_pause.h" diff --git a/fs2_open/code/network/multi_pause.h b/fs2_open/code/network/multi_pause.h index cfc0960759..e93e510ffe 100644 --- a/fs2_open/code/network/multi_pause.h +++ b/fs2_open/code/network/multi_pause.h @@ -7,45 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pause.h $ - * $Revision: 2.3 $ - * $Date: 2006-03-26 08:23:06 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 2 5/07/98 6:26p Dave - * Fix strange boundary conditions which arise when players die/respawn - * while the game is being ended. Spiff up the chatbox doskey thing a bit. - * - * 1 4/14/98 12:18p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _MULTI_PAUSE_HEADER_FILE diff --git a/fs2_open/code/network/multi_pinfo.cpp b/fs2_open/code/network/multi_pinfo.cpp index c991bfa6e2..d01ee79cbe 100644 --- a/fs2_open/code/network/multi_pinfo.cpp +++ b/fs2_open/code/network/multi_pinfo.cpp @@ -7,140 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pinfo.cpp $ - * $Revision: 2.14 $ - * $Date: 2005-12-29 08:08:39 $ - * $Author: wmcoolmon $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.13 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.12 2005/07/18 03:45:08 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.11 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.10 2005/07/02 19:45:00 taylor - * ton of non-standard resolution fixes - * - * Revision 2.9 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.8 2005/04/24 12:56:43 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 15 9/10/99 9:44p Dave - * Bumped version # up. Make server reliable connects not have such a huge - * timeout. - * - * 14 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 13 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 12 8/03/99 11:43a Dave - * Don't allow medals button in demo. - * - * 11 7/26/99 11:14a Andsager - * Disable medals in demo multiplayer - * - * 10 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 9 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 8 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 7 1/12/99 4:07a Dave - * Put in barracks code support for selecting squad logos. Properly - * distribute squad logos in a multiplayer game. - * - * 6 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * - * $NoKeywords: $ - */ + #include "network/multi_pinfo.h" diff --git a/fs2_open/code/network/multi_pinfo.h b/fs2_open/code/network/multi_pinfo.h index 73fe22a0be..cb33e4da06 100644 --- a/fs2_open/code/network/multi_pinfo.h +++ b/fs2_open/code/network/multi_pinfo.h @@ -7,41 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pinfo.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:32 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 2 4/20/98 6:04p Dave - * Implement multidata cache flushing and xferring mission files to - * multidata. Make sure observers can't change hud config. Fix pilot image - * viewing in popup. Put in game status field. Tweaked multi options. - * - * 1 3/05/98 8:20p Dave - * - * $NoKeywords: $ - */ + #ifndef _MULTI_PLAYER_INFO_HEADER_FILE #define _MULTI_PLAYER_INFO_HEADER_FILE diff --git a/fs2_open/code/network/multi_ping.cpp b/fs2_open/code/network/multi_ping.cpp index 1a50e28a03..2b92fd0845 100644 --- a/fs2_open/code/network/multi_ping.cpp +++ b/fs2_open/code/network/multi_ping.cpp @@ -7,67 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_ping.cpp $ - * $Revision: 2.6 $ - * $Date: 2005-10-10 17:21:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.3 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/19/99 10:59a Dave - * Packet loss detection. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 4 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 3 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 2 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 1 3/03/98 5:09p Dave - * - * $NoKeywords: $ - */ + #include "network/multi.h" diff --git a/fs2_open/code/network/multi_ping.h b/fs2_open/code/network/multi_ping.h index c6e5c982ce..0777074257 100644 --- a/fs2_open/code/network/multi_ping.h +++ b/fs2_open/code/network/multi_ping.h @@ -7,39 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_ping.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:32 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 3 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 2 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 1 3/03/98 5:09p Dave - * - * $NoKeywords: $ - */ + #ifndef _MULTIPLAYER_PING_HEADER_FILE #define _MULTIPLAYER_PING_HEADER_FILE diff --git a/fs2_open/code/network/multi_pmsg.cpp b/fs2_open/code/network/multi_pmsg.cpp index 62d0ed244a..9a7fa5abe8 100644 --- a/fs2_open/code/network/multi_pmsg.cpp +++ b/fs2_open/code/network/multi_pmsg.cpp @@ -7,159 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pmsg.cpp $ - * $Revision: 2.11.2.1 $ - * $Date: 2006-10-24 13:18:35 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.11 2006/03/30 04:15:20 Goober5000 - * hehe, grammar - * --Goober5000 - * - * Revision 2.10 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.9 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.2 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 6 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 5 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 4 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 3 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 18 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * 17 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 16 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 15 5/13/98 6:54p Dave - * More sophistication to PXO interface. Changed respawn checking so - * there's no window for desynchronization between the server and the - * clients. - * - * 14 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 13 5/02/98 5:38p Dave - * Put in new tracker API code. Put in ship information on mp team select - * screen. Make standalone server name permanent. Fixed standalone server - * text messages. - * - * 12 4/23/98 6:18p Dave - * Store ETS values between respawns. Put kick feature in the text - * messaging system. Fixed text messaging system so that it doesn't - * process or trigger ship controls. Other UI fixes. - * - * 11 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 10 4/16/98 6:35p Dave - * Display more informative prompt when typing in a text message. - * - * 9 4/06/98 10:24p Dave - * Fixed up Netgame.respawn for the standalone case. - * - * 8 4/05/98 3:30p Dave - * Print netplayer messages in brighter green on the hud, with - * accompanying sound. Echo netplayer messages on sending machine. Fixed - * standalone sequencing bug where host never get the "enter mission" - * button. - * - * 7 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 6 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 5 4/02/98 5:50p Dave - * Put in support for standard comm messages to get sent to netplayers as - * well as ai ships. Make critical button presses not get evaluated on the - * observer. - * - * 4 4/01/98 5:56p Dave - * Fixed a messaging bug which caused msg_all mode in multiplayer not to - * work. Compile out a host of multiplayer options not available in the - * demo. - * - * 3 3/27/98 11:57a Dave - * Put in expression checking for text messages. - * - * 2 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 1 3/19/98 5:04p Dave - * - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/network/multi_pmsg.h b/fs2_open/code/network/multi_pmsg.h index 04ce7e070e..2a67c1f60b 100644 --- a/fs2_open/code/network/multi_pmsg.h +++ b/fs2_open/code/network/multi_pmsg.h @@ -7,56 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pmsg.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:32 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 6 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 5 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 4 4/02/98 5:50p Dave - * Put in support for standard comm messages to get sent to netplayers as - * well as ai ships. Make critical button presses not get evaluated on the - * observer. - * - * 3 3/27/98 11:57a Dave - * Put in expression checking for text messages. - * - * 2 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 1 3/19/98 5:04p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _MULTIPLAYER_MESSAGING_HEADER_FILE #define _MULTIPLAYER_MESSAGING_HEADER_FILE diff --git a/fs2_open/code/network/multi_pxo.cpp b/fs2_open/code/network/multi_pxo.cpp index c539965544..15be578c55 100644 --- a/fs2_open/code/network/multi_pxo.cpp +++ b/fs2_open/code/network/multi_pxo.cpp @@ -7,304 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pxo.cpp $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:17 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * - * 42 10/25/99 5:52p Jefff - * fixed some non-localized text - * - * 41 10/14/99 2:51p Jefff - * localization fixes - * - * 40 10/13/99 3:29p Jefff - * fixed unnumbered XSTRs - * - * 39 9/13/99 11:30a Dave - * Added checkboxes and functionality for disabling PXO banners as well as - * disabling d3d zbuffer biasing. - * - * 38 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 37 8/20/99 2:09p Dave - * PXO banner cycling. - * - * 36 8/17/99 3:31p Jefff - * fixed too-big chat area in 640 - * - * 35 8/16/99 9:51a Jefff - * webcursor over html links - * - * 34 8/11/99 12:19p Jefff - * no longer force pxo chatbox to snap to bottom when new text is added - * - * 33 8/10/99 5:53p Jefff - * fixed 640 chatbox width - * - * 32 8/06/99 1:49p Jefff - * added hi-res pxo logo - * - * 31 8/06/99 12:29a Dave - * Multiple bug fixes. - * - * 30 8/05/99 4:17p Dave - * Tweaks to client interpolation. - * - * 29 8/05/99 4:11p Jefff - * - * 28 8/04/99 10:59a Dave - * Removed "squad" text. - * - * 27 8/03/99 5:55p Jefff - * column headings in channel window, some general scrubbing - * - * 26 7/26/99 11:14a Andsager - * Disable medals in demo multiplayer - * - * 25 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 24 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 23 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 22 6/16/99 4:55p Dave - * New pxo pilot info popup. - * - * 21 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 20 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 19 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 18 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 17 5/17/99 9:25a Dave - * Updated PXO screen. Still needs popups. - * - * 16 4/30/99 12:18p Dave - * Several minor bug fixes. - * - * 15 4/24/99 8:03p Dave - * Finalized banner code on PXO screen. - * - * 14 4/21/99 11:29p Dave - * Improved the banner stuff. Will display bitmaps, launcher URLs and - * highlight the banner bitmap. - * - * 13 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 12 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 11 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 10 2/04/99 6:29p Dave - * First full working rev of FS2 PXO support. Fixed Glide lighting - * problems. - * - * 9 2/03/99 6:06p Dave - * Groundwork for FS2 PXO usertracker support. Gametracker support next. - * - * 8 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 7 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 6 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 5 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 43 9/18/98 2:22a Dave - * Fixed freespace-side PXO api to correctly handle length 10 id strings. - * Fixed team select screen to handle alpha/beta/gamma ships which are not - * marked as OF_PLAYER_SHIP - * - * 42 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 41 9/09/98 5:53p Dave - * Put in new tracker packets in API. Change cfile to be able to checksum - * portions of a file. - * - * 40 7/13/98 10:30a Lawrance - * add index numbers for newly localized strings - * - * 39 7/13/98 10:12a Dave - * Remove improperly localized strings. - * - * 38 7/10/98 2:03p Dave - * Additional PXO changes. - * - * 37 7/09/98 6:01p Dave - * Firsts full version of PXO updater. Put in stub for displaying - * connection status. - * - * 36 7/09/98 4:51p Dave - * First revision of PXO autoupdate check system. - * - * 35 7/08/98 8:15p Dave - * Fixed bandwidth capping for new system, and fixed pxo join button bug. - * - * 34 7/08/98 5:28p Dave - * Display channel name when returning to previous PXO channel from - * another screen. - * - * 33 7/08/98 4:54p Dave - * Join last used channel when returning from the games list. - * - * 32 6/17/98 10:56a Dave - * Put in debug code for detecting potential tracker stats update - * problems. - * - * 31 6/16/98 10:39a Allender - * channel changes - * - * 30 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 29 6/13/98 4:42p Hoffoss - * Fixed code to work properly with the XSTR program. - * - * 28 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 27 6/13/98 1:45p Sandeep - * - * 26 6/05/98 3:08p Dave - * Fixed broken version checking. Fixed pxo chat scroll-down bug. - * - * 25 6/04/98 3:52p Dave - * Fixed pxo chat bug. Used physics compression code to compress observer - * updates. Put in rate limiting for observer updates. - * - * 24 5/27/98 1:15p Dave - * Change pxo login failure popup text. Put in message display of player - * who is currently doing voice. - * - * 23 5/26/98 11:25a Dave - * Check for NULL when scroll chat area up. - * - * 22 5/24/98 8:15p Dave - * Tweaked pxo some more. - * - * 21 5/24/98 3:45a Dave - * Minor object update fixes. Justify channel information on PXO. Add a - * bunch of configuration stuff for the standalone. - * - * 20 5/24/98 12:14a Dave - * Yet more tweaking. - * - * 19 5/23/98 3:31p Dave - * Tweaked pxo code. Fixed observer HUD stuff. - * - * 18 5/23/98 3:02a Dave - * Pxo tweaks. - * - * 17 5/21/98 9:45p Dave - * Lengthened tracker polling times. Put in initial support for PXO - * servers with channel filters. Fixed several small UI bugs. - * - * 16 5/21/98 1:52a Dave - * Remove obsolete command line functions. Reduce shield explosion packets - * drastically. Tweak PXO screen even more. Fix file xfer system so that - * we can guarantee file uniqueness. - * - * 15 5/20/98 12:12p Dave - * Channel name fixes. - * - * 14 5/20/98 2:24a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 13 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 12 5/19/98 1:35a Dave - * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer - * local options update dynamically in netgames. - * - * 11 5/18/98 9:15p Dave - * Put in network config file support. - * - * 10 5/17/98 1:43a Dave - * Eradicated chatbox problems. Remove speed match for observers. Put in - * help screens for PXO. Fix messaging and end mission privelges. Fixed - * team select screen bugs. Misc UI fixes. - * - * 9 5/15/98 9:52p Dave - * Added new stats for freespace. Put in artwork for viewing stats on PXO. - * - * 8 5/15/98 1:41p Dave - * Update api so everyone can test. - * - * 7 5/15/98 12:09a Dave - * New tracker api code. New game tracker code. Finished up first run of - * the PXO screen. Fixed a few game server list exceptions. - * - * 6 5/14/98 2:41p Johnson - * Fixed a nick switching bug. - * - * 5 5/14/98 12:40a Dave - * Still more additions to the PXO screen. Updated tracker code. - * - * 4 5/13/98 6:54p Dave - * More sophistication to PXO interface. Changed respawn checking so - * there's no window for desynchronization between the server and the - * clients. - * - * 3 5/12/98 11:59p Dave - * Put in some more functionality for Parallax Online. - * - * 2 5/12/98 2:46a Dave - * Rudimentary communication between Parallax Online and freespace. Can - * get and store channel lists. - * - * 1 5/11/98 11:47p Dave - * - * - * $NoKeywords: $ - */ + #ifdef _WIN32 #include diff --git a/fs2_open/code/network/multi_pxo.h b/fs2_open/code/network/multi_pxo.h index e38cfb718b..4316c49426 100644 --- a/fs2_open/code/network/multi_pxo.h +++ b/fs2_open/code/network/multi_pxo.h @@ -7,63 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_pxo.h $ - * $Revision: 1.1.2.1 $ - * $Date: 2007-10-15 06:43:17 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * - * 5 11/02/99 2:32p Jefff - * updated some URLs - * - * 4 10/06/99 10:31a Jefff - * url open fuction available to all - * - * 3 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 9 7/08/98 4:54p Dave - * Join last used channel when returning from the games list. - * - * 8 5/23/98 3:02a Dave - * Pxo tweaks. - * - * 7 5/21/98 9:45p Dave - * Lengthened tracker polling times. Put in initial support for PXO - * servers with channel filters. Fixed several small UI bugs. - * - * 6 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 5 5/19/98 1:35a Dave - * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer - * local options update dynamically in netgames. - * - * 4 5/18/98 9:15p Dave - * Put in network config file support. - * - * 3 5/15/98 12:09a Dave - * New tracker api code. New game tracker code. Finished up first run of - * the PXO screen. Fixed a few game server list exceptions. - * - * 2 5/12/98 2:46a Dave - * Rudimentary communication between Parallax Online and freespace. Can - * get and store channel lists. - * - * 1 5/11/98 11:47p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _PARALLAX_ONLINE_HEADER_FILE #define _PARALLAX_ONLINE_HEADER_FILE diff --git a/fs2_open/code/network/multi_rate.cpp b/fs2_open/code/network/multi_rate.cpp index 78b026aae6..05c5c10346 100644 --- a/fs2_open/code/network/multi_rate.cpp +++ b/fs2_open/code/network/multi_rate.cpp @@ -7,65 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_rate.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-10-10 17:21:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/04/03 06:22:32 Goober5000 - * fixed some stub functions and a bunch of compile warnings - * --Goober5000 - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 5 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 4 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 3 3/20/99 5:09p Dave - * Fixed release build fred warnings and unhandled exception. - * - * 2 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * - * $NoKeywords: $ - */ + // ----------------------------------------------------------------------------------------------------------------------- diff --git a/fs2_open/code/network/multi_rate.h b/fs2_open/code/network/multi_rate.h index f81359e3b6..eb96d12db2 100644 --- a/fs2_open/code/network/multi_rate.h +++ b/fs2_open/code/network/multi_rate.h @@ -7,45 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_rate.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2006-06-18 16:54:36 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/07/13 02:00:44 Goober5000 - * rolled this back because it causes a syntax error in MSVC - * --Goober5000 - * - * Revision 2.3 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/04/03 06:22:32 Goober5000 - * fixed some stub functions and a bunch of compile warnings - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * - * $NoKeywords: $ - */ + #ifndef _FS2_MULTI_DATA_RATE_HEADER_FILE #define _FS2_MULTI_DATA_RATE_HEADER_FILE diff --git a/fs2_open/code/network/multi_respawn.cpp b/fs2_open/code/network/multi_respawn.cpp index 8a2435af5e..cb2e3906f2 100644 --- a/fs2_open/code/network/multi_respawn.cpp +++ b/fs2_open/code/network/multi_respawn.cpp @@ -7,151 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_respawn.cpp $ - * $Revision: 2.12.2.3 $ - * $Date: 2007-09-29 13:58:45 $ - * $Author: karajorma $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.12.2.2 2007/08/13 04:54:30 Goober5000 - * some improvements to the pirate ship - * - * Revision 2.12.2.1 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.12 2006/02/06 02:06:02 wmcoolmon - * Various fixes; very beginnings of Directives scripting support - * - * Revision 2.11 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.10 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.9 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/03/02 21:18:19 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 24 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 23 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 22 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 21 8/06/99 9:46p Dave - * Hopefully final changes for the demo. - * - * 20 8/06/99 2:44a Dave - * Make sure dead players who leave respawn AI. - * - * 19 8/03/99 11:02p Dave - * Maybe fixed sync problems in multiplayer. - * - * 18 6/16/99 6:33p Dave - * Fixed HUD text problem in multiplayer respawns. - * - * 17 4/02/99 4:11p Anoop - * Temporary fix for RFC code. - * - * 16 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 16 3/12/99 3:13p Anoop - * Temporary fix to get by dumb TvT respawning problem. - * - * 15 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 14 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 13 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 12 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 11 2/24/99 4:12p Anoop - * Switched TEAM_TRAITOR on respawn from TvT to dogfight mode. - * - * 10 2/24/99 3:57p Dave - * Fixed yet another TEAM_TRAITOR problem in non-dogfight multiplayer. - * - * 9 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 8 2/23/99 8:11p Dave - * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing. - * Small pass over todolist items. - * - * 7 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 6 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 5 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * $NoKeywords: $ - */ + #include "network/multi_respawn.h" diff --git a/fs2_open/code/network/multi_respawn.h b/fs2_open/code/network/multi_respawn.h index d842807480..03319f049e 100644 --- a/fs2_open/code/network/multi_respawn.h +++ b/fs2_open/code/network/multi_respawn.h @@ -7,52 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_respawn.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 8/06/99 2:44a Dave - * Make sure dead players who leave respawn AI. - * - * 3 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 3 4/23/98 1:49a Allender - * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships - * to not respawn until 5 seconds after they die. Send escort information - * to ingame joiners - * - * 2 3/11/98 10:22p Dave - * Laid groundwork for new observer HUD. Split up multi respawning into - * its own module. - * - * 1 3/11/98 5:07p Dave - * - * $NoKeywords: $ - */ + #ifndef _MULTIPLAYER_RESPAWN_HEADER_FILE #define _MULTIPLAYER_RESPAWN_HEADER_FILE diff --git a/fs2_open/code/network/multi_sexp.cpp b/fs2_open/code/network/multi_sexp.cpp index 0269bbb7ea..e0551502f3 100644 --- a/fs2_open/code/network/multi_sexp.cpp +++ b/fs2_open/code/network/multi_sexp.cpp @@ -1,477 +1,477 @@ -/* - * Created by Hassan "Karajorma" Kazmi for the FreeSpace2 Source Code Project. - * You may not sell or otherwise commercially exploit the source or things you - * create based on the source. - */ - -#include "network/multi_sexp.h" -#include "network/psnet2.h" -#include "network/multimsgs.h" -#include "parse/sexp.h" -#include "network/multi.h" -#include "network/multiutil.h" - -#define SEND_PACKET_NOW 384 // (MAX_PACKET_SIZE/4)*3 used to tell when a packet is 3/4 full. -#define PACKET_TERMINATOR 255 -int TEMP_DATA_SIZE = -1; - -#define TYPE_NOT_DATA -1 -#define TYPE_SEXP_OPERATOR 0 -#define TYPE_ARGUMENT_COUNT 1 -#define TYPE_DATA_TERMINATES 2 -#define TYPE_INT 3 -#define TYPE_SHIP 4 -#define TYPE_STRING 5 -#define TYPE_PARSE_OBJECT 6 -#define TYPE_BOOLEAN 7 -#define TYPE_FLOAT 8 - -// the type array holds information on the type of date held at the same index of the data array -// types are not sent to the client and the entire array could be replaced with a couple of variables indexing the end of -// the previous SEXP. However it is much more helpful when debugging to have the array -int type[MAX_PACKET_SIZE]; -int argument_count_index = -1; // index in the type and data arrays for the argument count -int current_argument_count = 0; // number of bytes the data for this SEXP currently takes up - -// these 3 variable names must remain the same as those used in multimsgs.h in order for the macros to work -ubyte data[MAX_PACKET_SIZE]; -int packet_size = 0; -int offset = 0; - -int Multi_sexp_bytes_left = 0; // number of bytes in incoming packet that still require processing - -int op_num = -1; - -//forward declarations -void multi_sexp_maybe_send_packet(); - - -/************************** - HOST SIDE PACKET FUNCTIONS - *************************/ - -void initalise_sexp_packet() -{ - memset(data, 0, MAX_PACKET_SIZE); - memset(type, -1, MAX_PACKET_SIZE); - - packet_size = 0; - argument_count_index = -1; - current_argument_count = 0; -} - -void multi_start_packet() -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //Write OP into the Type buffer. - type[packet_size] = TYPE_SEXP_OPERATOR; - //Write the SEXP_Operator number into the data buffer. - Assert (!Current_sexp_operator.empty()); - ADD_INT(Current_sexp_operator.back()); - - //Store the next data index as we'll need it later to write the COUNT. - argument_count_index = packet_size; - // store an invalid count, we'll come back and store the correct value once we know what it is. - type[packet_size] = TYPE_ARGUMENT_COUNT; - ADD_INT(TEMP_DATA_SIZE); -} - -void multi_end_packet() -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //write TERMINATOR into the Type and data buffers - type[packet_size] = TYPE_DATA_TERMINATES; - ubyte b = PACKET_TERMINATOR; - ADD_DATA(b); - - //Write the COUNT into the data buffer at the index we saved earlier. - int temp_packet_size = packet_size; - packet_size = argument_count_index; - ADD_INT(current_argument_count); - packet_size = temp_packet_size; - - current_argument_count = 0; - - multi_sexp_maybe_send_packet(); -} - -void multi_sexp_maybe_send_packet() -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - int packet_end = 0; - int sub_packet_size = 0; - int i, j; - - //If the index of the data buffer isn't high enough yet, bail - if (packet_size < SEND_PACKET_NOW) { - return; - } - //iterate back through the types array until we find a TERMINATOR and store the corresponding data index - for (i = packet_size-1; i > 0; i--) { - if ( type[i] == TYPE_DATA_TERMINATES) { - packet_end = i; - break; - } - } - - // we want the number of bytes not the index of the last one - sub_packet_size = packet_end + 1; - - Assert (packet_end > 8); // At very least must include OP, COUNT, TERMINATOR - // in the case of a corrupt packet, wipe everything and start again - if (packet_end < 9) { - initalise_sexp_packet(); - return; - } - - send_sexp_packet(data, packet_end + 1); - - j = 0; - //Slide down any entries after the stored index to the start of the array. - for (i = sub_packet_size; i < packet_size; i++) { - data[j] = data[i]; - type[j] = type[i]; - j++; - } - - // if we have an existing argument count we need to update where to put it too - if (current_argument_count) { - argument_count_index -= sub_packet_size; - } - - packet_size = j; -} - -// flushes out the packet and sends any data still in there -void multi_sexp_flush_packet() -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - // possible to get here when there is nothing in the packet to send - if (packet_size == 0){ - return; - } - Assert (type[packet_size -1] == TYPE_DATA_TERMINATES); - - send_sexp_packet(data, packet_size); - - initalise_sexp_packet(); -} - - -/******************************** - HOST SIDE DATA WRAPPER FUNCTIONS - *******************************/ - -void multi_send_int(int value) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //Write INT into the Type buffer. - type[packet_size] = TYPE_INT; - //Write the int into the data buffer - ADD_INT(value); - //Increment the COUNT by 4 (i.e the size of an int). - current_argument_count += sizeof(int); - - multi_sexp_maybe_send_packet(); -} - -void multi_send_ship(int shipnum) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - multi_send_ship(&Ships[shipnum]); -} - -void multi_send_ship(ship *shipp) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //write into the Type buffer. - type[packet_size] = TYPE_SHIP; - //write the into the data buffer - ADD_USHORT(Objects[shipp->objnum].net_signature); - current_argument_count += sizeof(ushort); - - multi_sexp_maybe_send_packet(); -} - -void multi_send_parse_object(p_object *pobjp) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //write into the Type buffer. - type[packet_size] = TYPE_PARSE_OBJECT; - //write the into the data buffer - ADD_USHORT(pobjp->net_signature); - current_argument_count += sizeof(ushort); - - multi_sexp_maybe_send_packet(); -} - -void multi_send_string(char *string) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - int start_size = packet_size; - //write into the Type buffer. - type[packet_size] = TYPE_STRING; - //write the into the data buffer - ADD_STRING(string); - current_argument_count += packet_size - start_size; - - multi_sexp_maybe_send_packet(); -} - -void multi_send_bool(bool value) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //Write INT into the Type buffer. - type[packet_size] = TYPE_BOOLEAN; - //Write the value into the data buffer - ADD_DATA(value); - //Increment the COUNT - current_argument_count += sizeof(value); - - multi_sexp_maybe_send_packet(); -} - -void multi_send_float(float value) -{ - if (!MULTIPLAYER_MASTER) { - return; - } - - //Write INT into the Type buffer. - type[packet_size] = TYPE_FLOAT; - //Write the value into the data buffer - ADD_FLOAT(value); - //Increment the COUNT - current_argument_count += sizeof(float); - - multi_sexp_maybe_send_packet(); -} - - -/**************************** - CLIENT SIDE PACKET FUNCTIONS - ***************************/ - -void sexp_packet_received(ubyte *received_packet, int num_ubytes) -{ - int i; - - offset = 0; - op_num = -1; - - for (i=0; i < MAX_PACKET_SIZE; i++) { - data[i] = received_packet[i]; - } - - Multi_sexp_bytes_left = num_ubytes; - // start working through the packet - multi_sexp_eval(); -} - -int multi_sexp_get_next_operator() -{ - GET_INT(op_num); - Multi_sexp_bytes_left -= sizeof(int); - GET_INT(current_argument_count); - Multi_sexp_bytes_left -= sizeof(int); - - Assert (Multi_sexp_bytes_left); - return op_num; -} - -int multi_sexp_get_operator() -{ - return op_num; -} - -void multi_reduce_counts(int amount) -{ - ubyte terminator; - - Multi_sexp_bytes_left -= amount; - current_argument_count -= amount; - - if (Multi_sexp_bytes_left < 0 || current_argument_count < 0) { - Warning(LOCATION, "multi_get_x function call has read an invalid amount of data. Trace out and fix this!"); - } - - if (current_argument_count == 0) { - // read in the terminator - GET_DATA(terminator); - if (terminator != PACKET_TERMINATOR) { - Warning(LOCATION, "multi_get_x function call has been called on an improperly terminated packet. Trace out and fix this!"); - // discard remainder of packet - Multi_sexp_bytes_left = 0; - return; - } - Multi_sexp_bytes_left--; - op_num = -1; - } -} - -bool multi_sexp_discard_operator() -{ - int i; - ubyte dummy; - ubyte terminator; - - // read in a number of bytes equal to the count - for (i=0; itype == OBJ_SHIP) && (objp->instance >=0)){ - value = objp->instance; - return true; - } - - Warning(LOCATION, "multi_get_ship called for object %d even though it is not a ship", objp->instance); - return false; -} - -bool multi_get_ship(ship* &shipp) -{ - int shipnum; - - if (multi_get_ship(shipnum)) { - shipp = &Ships[shipnum]; - return true; - } - - return false; -} - -bool multi_get_parse_object(p_object*& pobjp) -{ - ushort netsig; - - if (!Multi_sexp_bytes_left || !current_argument_count) { - return false; - } - - // get the net signature of the ship - GET_USHORT(netsig); - multi_reduce_counts(sizeof(ushort)); - - // lookup the object - pobjp = mission_parse_get_arrival_ship(netsig); - if(pobjp != NULL){ - return true; - } - - return false; -} - -bool multi_get_string(char *buffer) -{ - int starting_offset = offset; - - if (!Multi_sexp_bytes_left || !current_argument_count) { - return false; - } - - GET_STRING(buffer); - multi_reduce_counts(offset - starting_offset); - - return true; -} - -bool multi_get_bool(bool &value) -{ - if (!Multi_sexp_bytes_left || !current_argument_count) { - return false; - } - - GET_DATA(value); - multi_reduce_counts(sizeof(value)); - - return true; -} - -bool multi_get_float(float &value) -{ - if (!Multi_sexp_bytes_left || !current_argument_count) { - return false; - } - - GET_FLOAT(value); - multi_reduce_counts(sizeof(float)); - - return true; -} \ No newline at end of file +/* + * Created by Hassan "Karajorma" Kazmi for the FreeSpace2 Source Code Project. + * You may not sell or otherwise commercially exploit the source or things you + * create based on the source. + */ + +#include "network/multi_sexp.h" +#include "network/psnet2.h" +#include "network/multimsgs.h" +#include "parse/sexp.h" +#include "network/multi.h" +#include "network/multiutil.h" + +#define SEND_PACKET_NOW 384 // (MAX_PACKET_SIZE/4)*3 used to tell when a packet is 3/4 full. +#define PACKET_TERMINATOR 255 +int TEMP_DATA_SIZE = -1; + +#define TYPE_NOT_DATA -1 +#define TYPE_SEXP_OPERATOR 0 +#define TYPE_ARGUMENT_COUNT 1 +#define TYPE_DATA_TERMINATES 2 +#define TYPE_INT 3 +#define TYPE_SHIP 4 +#define TYPE_STRING 5 +#define TYPE_PARSE_OBJECT 6 +#define TYPE_BOOLEAN 7 +#define TYPE_FLOAT 8 + +// the type array holds information on the type of date held at the same index of the data array +// types are not sent to the client and the entire array could be replaced with a couple of variables indexing the end of +// the previous SEXP. However it is much more helpful when debugging to have the array +int type[MAX_PACKET_SIZE]; +int argument_count_index = -1; // index in the type and data arrays for the argument count +int current_argument_count = 0; // number of bytes the data for this SEXP currently takes up + +// these 3 variable names must remain the same as those used in multimsgs.h in order for the macros to work +ubyte data[MAX_PACKET_SIZE]; +int packet_size = 0; +int offset = 0; + +int Multi_sexp_bytes_left = 0; // number of bytes in incoming packet that still require processing + +int op_num = -1; + +//forward declarations +void multi_sexp_maybe_send_packet(); + + +/************************** + HOST SIDE PACKET FUNCTIONS + *************************/ + +void initalise_sexp_packet() +{ + memset(data, 0, MAX_PACKET_SIZE); + memset(type, -1, MAX_PACKET_SIZE); + + packet_size = 0; + argument_count_index = -1; + current_argument_count = 0; +} + +void multi_start_packet() +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //Write OP into the Type buffer. + type[packet_size] = TYPE_SEXP_OPERATOR; + //Write the SEXP_Operator number into the data buffer. + Assert (!Current_sexp_operator.empty()); + ADD_INT(Current_sexp_operator.back()); + + //Store the next data index as we'll need it later to write the COUNT. + argument_count_index = packet_size; + // store an invalid count, we'll come back and store the correct value once we know what it is. + type[packet_size] = TYPE_ARGUMENT_COUNT; + ADD_INT(TEMP_DATA_SIZE); +} + +void multi_end_packet() +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //write TERMINATOR into the Type and data buffers + type[packet_size] = TYPE_DATA_TERMINATES; + ubyte b = PACKET_TERMINATOR; + ADD_DATA(b); + + //Write the COUNT into the data buffer at the index we saved earlier. + int temp_packet_size = packet_size; + packet_size = argument_count_index; + ADD_INT(current_argument_count); + packet_size = temp_packet_size; + + current_argument_count = 0; + + multi_sexp_maybe_send_packet(); +} + +void multi_sexp_maybe_send_packet() +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + int packet_end = 0; + int sub_packet_size = 0; + int i, j; + + //If the index of the data buffer isn't high enough yet, bail + if (packet_size < SEND_PACKET_NOW) { + return; + } + //iterate back through the types array until we find a TERMINATOR and store the corresponding data index + for (i = packet_size-1; i > 0; i--) { + if ( type[i] == TYPE_DATA_TERMINATES) { + packet_end = i; + break; + } + } + + // we want the number of bytes not the index of the last one + sub_packet_size = packet_end + 1; + + Assert (packet_end > 8); // At very least must include OP, COUNT, TERMINATOR + // in the case of a corrupt packet, wipe everything and start again + if (packet_end < 9) { + initalise_sexp_packet(); + return; + } + + send_sexp_packet(data, packet_end + 1); + + j = 0; + //Slide down any entries after the stored index to the start of the array. + for (i = sub_packet_size; i < packet_size; i++) { + data[j] = data[i]; + type[j] = type[i]; + j++; + } + + // if we have an existing argument count we need to update where to put it too + if (current_argument_count) { + argument_count_index -= sub_packet_size; + } + + packet_size = j; +} + +// flushes out the packet and sends any data still in there +void multi_sexp_flush_packet() +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + // possible to get here when there is nothing in the packet to send + if (packet_size == 0){ + return; + } + Assert (type[packet_size -1] == TYPE_DATA_TERMINATES); + + send_sexp_packet(data, packet_size); + + initalise_sexp_packet(); +} + + +/******************************** + HOST SIDE DATA WRAPPER FUNCTIONS + *******************************/ + +void multi_send_int(int value) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //Write INT into the Type buffer. + type[packet_size] = TYPE_INT; + //Write the int into the data buffer + ADD_INT(value); + //Increment the COUNT by 4 (i.e the size of an int). + current_argument_count += sizeof(int); + + multi_sexp_maybe_send_packet(); +} + +void multi_send_ship(int shipnum) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + multi_send_ship(&Ships[shipnum]); +} + +void multi_send_ship(ship *shipp) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //write into the Type buffer. + type[packet_size] = TYPE_SHIP; + //write the into the data buffer + ADD_USHORT(Objects[shipp->objnum].net_signature); + current_argument_count += sizeof(ushort); + + multi_sexp_maybe_send_packet(); +} + +void multi_send_parse_object(p_object *pobjp) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //write into the Type buffer. + type[packet_size] = TYPE_PARSE_OBJECT; + //write the into the data buffer + ADD_USHORT(pobjp->net_signature); + current_argument_count += sizeof(ushort); + + multi_sexp_maybe_send_packet(); +} + +void multi_send_string(char *string) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + int start_size = packet_size; + //write into the Type buffer. + type[packet_size] = TYPE_STRING; + //write the into the data buffer + ADD_STRING(string); + current_argument_count += packet_size - start_size; + + multi_sexp_maybe_send_packet(); +} + +void multi_send_bool(bool value) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //Write INT into the Type buffer. + type[packet_size] = TYPE_BOOLEAN; + //Write the value into the data buffer + ADD_DATA(value); + //Increment the COUNT + current_argument_count += sizeof(value); + + multi_sexp_maybe_send_packet(); +} + +void multi_send_float(float value) +{ + if (!MULTIPLAYER_MASTER) { + return; + } + + //Write INT into the Type buffer. + type[packet_size] = TYPE_FLOAT; + //Write the value into the data buffer + ADD_FLOAT(value); + //Increment the COUNT + current_argument_count += sizeof(float); + + multi_sexp_maybe_send_packet(); +} + + +/**************************** + CLIENT SIDE PACKET FUNCTIONS + ***************************/ + +void sexp_packet_received(ubyte *received_packet, int num_ubytes) +{ + int i; + + offset = 0; + op_num = -1; + + for (i=0; i < MAX_PACKET_SIZE; i++) { + data[i] = received_packet[i]; + } + + Multi_sexp_bytes_left = num_ubytes; + // start working through the packet + multi_sexp_eval(); +} + +int multi_sexp_get_next_operator() +{ + GET_INT(op_num); + Multi_sexp_bytes_left -= sizeof(int); + GET_INT(current_argument_count); + Multi_sexp_bytes_left -= sizeof(int); + + Assert (Multi_sexp_bytes_left); + return op_num; +} + +int multi_sexp_get_operator() +{ + return op_num; +} + +void multi_reduce_counts(int amount) +{ + ubyte terminator; + + Multi_sexp_bytes_left -= amount; + current_argument_count -= amount; + + if (Multi_sexp_bytes_left < 0 || current_argument_count < 0) { + Warning(LOCATION, "multi_get_x function call has read an invalid amount of data. Trace out and fix this!"); + } + + if (current_argument_count == 0) { + // read in the terminator + GET_DATA(terminator); + if (terminator != PACKET_TERMINATOR) { + Warning(LOCATION, "multi_get_x function call has been called on an improperly terminated packet. Trace out and fix this!"); + // discard remainder of packet + Multi_sexp_bytes_left = 0; + return; + } + Multi_sexp_bytes_left--; + op_num = -1; + } +} + +bool multi_sexp_discard_operator() +{ + int i; + ubyte dummy; + ubyte terminator; + + // read in a number of bytes equal to the count + for (i=0; itype == OBJ_SHIP) && (objp->instance >=0)){ + value = objp->instance; + return true; + } + + Warning(LOCATION, "multi_get_ship called for object %d even though it is not a ship", objp->instance); + return false; +} + +bool multi_get_ship(ship* &shipp) +{ + int shipnum; + + if (multi_get_ship(shipnum)) { + shipp = &Ships[shipnum]; + return true; + } + + return false; +} + +bool multi_get_parse_object(p_object*& pobjp) +{ + ushort netsig; + + if (!Multi_sexp_bytes_left || !current_argument_count) { + return false; + } + + // get the net signature of the ship + GET_USHORT(netsig); + multi_reduce_counts(sizeof(ushort)); + + // lookup the object + pobjp = mission_parse_get_arrival_ship(netsig); + if(pobjp != NULL){ + return true; + } + + return false; +} + +bool multi_get_string(char *buffer) +{ + int starting_offset = offset; + + if (!Multi_sexp_bytes_left || !current_argument_count) { + return false; + } + + GET_STRING(buffer); + multi_reduce_counts(offset - starting_offset); + + return true; +} + +bool multi_get_bool(bool &value) +{ + if (!Multi_sexp_bytes_left || !current_argument_count) { + return false; + } + + GET_DATA(value); + multi_reduce_counts(sizeof(value)); + + return true; +} + +bool multi_get_float(float &value) +{ + if (!Multi_sexp_bytes_left || !current_argument_count) { + return false; + } + + GET_FLOAT(value); + multi_reduce_counts(sizeof(float)); + + return true; +} diff --git a/fs2_open/code/network/multi_sexp.h b/fs2_open/code/network/multi_sexp.h index dfab6575e6..ec83080fea 100644 --- a/fs2_open/code/network/multi_sexp.h +++ b/fs2_open/code/network/multi_sexp.h @@ -1,37 +1,37 @@ -/* - * Created by Hassan "Karajorma" Kazmi for the FreeSpace2 Source Code Project. - * You may not sell or otherwise commercially exploit the source or things you - * create based on the source. - */ - -#include "globalincs/pstypes.h" -#include "ship/ship.h" - -extern int Multi_sexp_bytes_left; - -void initalise_sexp_packet(); -void multi_start_packet(); -void multi_end_packet(); -void multi_sexp_flush_packet(); - -// data fillers -void multi_send_int(int value); -void multi_send_ship(ship *shipp); -void multi_send_ship(int shipnum); -void multi_send_parse_object(p_object *pobjp); -void multi_send_string(char *string); -void multi_send_bool(bool value); -void multi_send_float(float value); - -void sexp_packet_received(ubyte *received_packet, int num_ubytes); -int multi_sexp_get_next_operator(); -int multi_sexp_get_operator(); -bool multi_sexp_discard_operator(); - -bool multi_get_int(int &value); -bool multi_get_ship(int &value); -bool multi_get_ship(ship*& shipp); -bool multi_get_parse_object(p_object*& pobjp); -bool multi_get_string(char *buffer); -bool multi_get_bool(bool &value); -bool multi_get_float(float &value); \ No newline at end of file +/* + * Created by Hassan "Karajorma" Kazmi for the FreeSpace2 Source Code Project. + * You may not sell or otherwise commercially exploit the source or things you + * create based on the source. + */ + +#include "globalincs/pstypes.h" +#include "ship/ship.h" + +extern int Multi_sexp_bytes_left; + +void initalise_sexp_packet(); +void multi_start_packet(); +void multi_end_packet(); +void multi_sexp_flush_packet(); + +// data fillers +void multi_send_int(int value); +void multi_send_ship(ship *shipp); +void multi_send_ship(int shipnum); +void multi_send_parse_object(p_object *pobjp); +void multi_send_string(char *string); +void multi_send_bool(bool value); +void multi_send_float(float value); + +void sexp_packet_received(ubyte *received_packet, int num_ubytes); +int multi_sexp_get_next_operator(); +int multi_sexp_get_operator(); +bool multi_sexp_discard_operator(); + +bool multi_get_int(int &value); +bool multi_get_ship(int &value); +bool multi_get_ship(ship*& shipp); +bool multi_get_parse_object(p_object*& pobjp); +bool multi_get_string(char *buffer); +bool multi_get_bool(bool &value); +bool multi_get_float(float &value); diff --git a/fs2_open/code/network/multi_team.cpp b/fs2_open/code/network/multi_team.cpp index 8a8bcfc20f..dcc1423e65 100644 --- a/fs2_open/code/network/multi_team.cpp +++ b/fs2_open/code/network/multi_team.cpp @@ -7,181 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_team.cpp $ - * $Revision: 2.12.2.1 $ - * $Date: 2006-08-25 21:15:31 $ - * $Author: karajorma $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.12 2006/01/31 06:44:48 wmcoolmon - * Compiler warning fix - * - * Revision 2.11 2006/01/13 04:12:23 Goober5000 - * oops - * --Goober5000 - * - * Revision 2.10 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.9 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.8 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.4 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 9/08/99 1:59p Dave - * Nailed the problem with assigning teams improperly in TvT. Basic - * problem was that clients were sending team update packets with bogus - * info that the server was willingly accepting, thereby blowing away his - * own info. - * - * 12 8/22/99 1:55p Dave - * Cleaned up host/team-captain leaving code. - * - * 11 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 10 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 9 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 8 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 7 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 6 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 5 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 18 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 17 5/26/98 7:33p Dave - * Once extra check for TvT oktocommit. Tested against all cases. - * - * 16 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 15 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 14 5/03/98 7:04p Dave - * Make team vs. team work mores smoothly with standalone. Change how host - * interacts with standalone for picking missions. Put in a time limit for - * ingame join ship select. Fix ingame join ship select screen for Vasudan - * ship icons. - * - * 13 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 12 4/15/98 5:03p Dave - * Put in a rough countdown to mission start on final sync screen. Fixed - * several team vs. team bugs on the ship/team select screen. - * - * 11 4/14/98 12:57a Dave - * Made weapon select screen show netplayer names above ships. Fixed pilot - * info popup to show the status of pilot images more correctly. - * - * 10 4/08/98 2:51p Dave - * Fixed pilot image xfer once again. Solidify team selection process in - * pre-briefing multiplayer. - * - * 9 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 8 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 7 3/31/98 4:51p Dave - * Removed medals screen and multiplayer buttons from demo version. Put in - * new pilot popup screen. Make ships in mp team vs. team have proper team - * ids. Make mp respawns a permanent option saved in the player file. - * - * 6 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 5 3/12/98 5:45p Dave - * Put in new observer HUD. Made it possible for observers to join at the - * beginning of a game and follow it around as an observer full-time. - * - * 4 3/10/98 4:26p Dave - * Second pass at furball mode. Fixed several team vs. team bugs. - * - * 3 3/09/98 5:54p Dave - * Fixed stats to take asteroid hits into account. Polished up UI stuff in - * team select. Finished up pilot info popup. Tracked down and fixed - * double click bug. - * - * 2 3/03/98 8:55p Dave - * Finished pre-briefing team vs. team support. - * - * 1 3/03/98 5:09p Dave - * - * $NoKeywords: $ - */ + #include "network/multi_team.h" diff --git a/fs2_open/code/network/multi_team.h b/fs2_open/code/network/multi_team.h index 6fce8776aa..bf364a8acd 100644 --- a/fs2_open/code/network/multi_team.h +++ b/fs2_open/code/network/multi_team.h @@ -7,75 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_team.h $ - * $Revision: 2.3 $ - * $Date: 2006-01-13 03:31:09 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 9/04/99 1:54p Dave - * externed team scores. - * - * 4 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 3 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 8 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 7 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 6 4/08/98 2:51p Dave - * Fixed pilot image xfer once again. Solidify team selection process in - * pre-briefing multiplayer. - * - * 5 3/31/98 4:51p Dave - * Removed medals screen and multiplayer buttons from demo version. Put in - * new pilot popup screen. Make ships in mp team vs. team have proper team - * ids. Make mp respawns a permanent option saved in the player file. - * - * 4 3/10/98 4:26p Dave - * Second pass at furball mode. Fixed several team vs. team bugs. - * - * 3 3/09/98 5:54p Dave - * Fixed stats to take asteroid hits into account. Polished up UI stuff in - * team select. Finished up pilot info popup. Tracked down and fixed - * double click bug. - * - * 2 3/03/98 8:55p Dave - * Finished pre-briefing team vs. team support. - * - * 1 3/03/98 5:09p Dave - * - * $NoKeywords: $ - */ + #ifndef _MULTI_TEAMPLAY_HEADER_FILE #define _MULTI_TEAMPLAY_HEADER_FILE diff --git a/fs2_open/code/network/multi_update.cpp b/fs2_open/code/network/multi_update.cpp index 104baf1948..a881b54d09 100644 --- a/fs2_open/code/network/multi_update.cpp +++ b/fs2_open/code/network/multi_update.cpp @@ -7,145 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_update.cpp $ - * $Revision: 2.10.2.2 $ - * $Date: 2007-11-24 04:33:49 $ - * $Author: wmcoolmon $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.10.2.1 2007/10/15 06:43:18 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.10 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.9 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.8 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/04/01 07:31:10 taylor - * *that blasted Enter key*, just fixing the log... nothing to see here... - * - * Revision 2.6 2005/04/01 07:27:32 taylor - * some minor Linux fixage - * - * Revision 2.5 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.4 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 10/14/99 3:35p Jefff - * new xstrs - * - * 8 8/24/99 1:50a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 7 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 6 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 5 2/04/99 6:29p Dave - * First full working rev of FS2 PXO support. Fixed Glide lighting - * problems. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 15 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 14 9/09/98 5:53p Dave - * Put in new tracker packets in API. Change cfile to be able to checksum - * portions of a file. - * - * 13 7/24/98 11:13a Allender - * change way that the version.nfo file is parsed so that bogus returns - * from the HTTP server are accurately caught - * - * 12 7/20/98 12:51p Allender - * don't remove the version.nfo file if we are exiting to launcher for - * update. The launcher asssumes that the file is already present. - * - * 11 7/15/98 10:50a Allender - * changed web site to get version.nfo from - * - * 10 7/15/98 10:17a Dave - * Made the website address lookup more robust. - * - * 9 7/15/98 10:04a Dave - * Change connect() procedure so that it uses non blocking sockets and - * freespace doesn't "hang" - * - * 8 7/13/98 10:30a Lawrance - * add index numbers for newly localized strings - * - * 7 7/13/98 10:12a Dave - * Remove improperly localized strings. - * - * 6 7/10/98 5:04p Dave - * Fix connection speed bug on standalone server. - * - * 5 7/10/98 11:33a Dave - * Give the user extra options when the need for updating is detected on - * PXO screen. Send special command line arg to fslauncher. - * - * 4 7/09/98 6:07p Dave - * Format the text in the error dialog better. - * - * 3 7/09/98 6:01p Dave - * Firsts full version of PXO updater. Put in stub for displaying - * connection status. - * - * 2 7/09/98 4:51p Dave - * First revision of PXO autoupdate check system. - * - * 1 7/09/98 2:09p Dave - * - * - * $NoKeywords: $ - */ + #include "network/multi_update.h" diff --git a/fs2_open/code/network/multi_update.h b/fs2_open/code/network/multi_update.h index 757a878898..97f0ebd0f0 100644 --- a/fs2_open/code/network/multi_update.h +++ b/fs2_open/code/network/multi_update.h @@ -7,36 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_update.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 2 7/09/98 4:51p Dave - * First revision of PXO autoupdate check system. - * - * 1 7/09/98 2:09p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE_AUTOUPDATE_THINGIE_HEADER_FILE #define _FREESPACE_AUTOUPDATE_THINGIE_HEADER_FILE diff --git a/fs2_open/code/network/multi_voice.cpp b/fs2_open/code/network/multi_voice.cpp index ae77f8b030..b58dd29c43 100644 --- a/fs2_open/code/network/multi_voice.cpp +++ b/fs2_open/code/network/multi_voice.cpp @@ -7,239 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_voice.cpp $ - * $Revision: 2.10 $ - * $Date: 2005-10-10 17:21:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.7 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 8 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 7 1/08/99 4:42p Anoop - * Fixed memory overwrite problem. - * - * 6 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 5 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 43 6/16/98 4:22p Allender - * fix Net_player reference problem - * - * 42 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * 41 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 40 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 39 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 38 5/27/98 4:14p Dave - * Spiffed up text display for voice status. - * - * 37 5/27/98 1:15p Dave - * Change pxo login failure popup text. Put in message display of player - * who is currently doing voice. - * - * 36 5/24/98 3:45a Dave - * Minor object update fixes. Justify channel information on PXO. Add a - * bunch of configuration stuff for the standalone. - * - * 35 5/24/98 12:12a Frank - * Make sure recording clients don't ever send/store/handle packets past - * the limit of the accum buffer. - * - * 34 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 33 5/20/98 2:24a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 32 4/25/98 2:02p Dave - * Put in multiplayer context help screens. Reworked ingame join ship - * select screen. Fixed places where network timestamps get hosed. - * - * 31 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 30 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 29 4/09/98 11:01p Dave - * Put in new multi host options screen. Tweaked multiplayer options a - * bit. - * - * 28 4/08/98 10:11a Dave - * Fixed a voice packet indexing problem. - * - * 27 4/07/98 5:42p Dave - * Put in support for ui display of voice system status (recording, - * playing back, etc). Make sure main hall music is stopped before - * entering a multiplayer game via ingame join. - * - * 26 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 25 4/03/98 4:22p Allender - * Fixed a bug where voice recording was not cut off after MAX_TIME. - * - * 24 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 23 3/30/98 6:27p Dave - * Put in a more official set of multiplayer options, including a system - * for distributing netplayer and settings. - * - * 22 3/27/98 9:46a Dave - * Made default quality of sound 10. - * - * 21 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 20 3/25/98 8:36p Dave - * Removed potential bug spots from voice code. - * - * 19 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 18 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 17 3/23/98 7:18p Dave - * Converted voice to use streaming of packets as they are recorded. - * - * 16 3/22/98 7:13p Lawrance - * Get streaming of recording voice working - * - * 15 3/20/98 1:01p Dave - * Made the token system for multi_voice more reliable. Fixed a bug where - * standalones and other server who can't play sound don't route - * multi_voice correctly. - * - * 14 3/19/98 5:05p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 13 3/18/98 5:52p Dave - * Put in netgame password popup. Numerous ui changes. Laid groundwork for - * streamed multi_voice data. - * - * 12 3/18/98 3:32p Dave - * Put in a hook for streamed rtvoice data from the rtvoice system. - * - * 11 3/18/98 9:43a Dave - * Removed an uninitialized data warning. - * - * 10 3/17/98 12:30a Dave - * Put in hud support for rtvoice. Several ui interface changes. - * - * 9 3/16/98 2:35p Dave - * Numerous bug fixes. Made the "cue sound" sound play before incoming - * voice. - * - * 8 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 7 3/04/98 4:36p Dave - * Fixed a compiler warning. - * - * 6 2/26/98 6:01p Dave - * Made voice playback work correctly under NT. - * - * 5 2/26/98 5:01p Dave - * Fixed a multi_voice_reset() bug. - * - * 4 2/26/98 4:21p Dave - * More robust multiplayer voice. - * - * 3 2/25/98 8:58p Dave - * Got first full implementation of multi voice done. - * - * 2 2/24/98 11:56p Lawrance - * Change real-time voice code to provide the uncompressed size on decode. - * - * 1 2/24/98 10:12p Dave - * Initial pass at multiplayer voice streaming. - * - * $NoKeywords: $ - */ + #include "network/multi_voice.h" diff --git a/fs2_open/code/network/multi_voice.h b/fs2_open/code/network/multi_voice.h index b6513f4df5..db4471d771 100644 --- a/fs2_open/code/network/multi_voice.h +++ b/fs2_open/code/network/multi_voice.h @@ -7,74 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_voice.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 12 4/25/98 2:02p Dave - * Put in multiplayer context help screens. Reworked ingame join ship - * select screen. Fixed places where network timestamps get hosed. - * - * 11 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 10 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 9 4/09/98 11:01p Dave - * Put in new multi host options screen. Tweaked multiplayer options a - * bit. - * - * 8 4/07/98 5:42p Dave - * Put in support for ui display of voice system status (recording, - * playing back, etc). Make sure main hall music is stopped before - * entering a multiplayer game via ingame join. - * - * 7 3/30/98 6:27p Dave - * Put in a more official set of multiplayer options, including a system - * for distributing netplayer and netgame settings. - * - * 6 3/23/98 12:59a Lawrance - * remove obsolete parameters from multi_voice_process_next_chunk() - * - * 5 3/18/98 3:32p Dave - * Put in a hook for streamed rtvoice data from the rtvoice system. - * - * 4 3/17/98 12:30a Dave - * Put in hud support for rtvoice. Several ui interface changes. - * - * 3 3/16/98 2:35p Dave - * Numerous bug fixes. Made the "cue sound" sound play before incoming - * voice. - * - * 2 2/26/98 4:21p Dave - * More robust multiplayer voice. - * - * 1 2/24/98 10:12p Dave - * Initial pass at multiplayer voice streaming. - * - * $NoKeywords: $ - */ + #ifndef _MULTIPLAYER_VOICE_STREAMING_HEADER_FILE #define _MULTIPLAYER_VOICE_STREAMING_HEADER_FILE diff --git a/fs2_open/code/network/multi_xfer.cpp b/fs2_open/code/network/multi_xfer.cpp index 445453efb6..a75eef1735 100644 --- a/fs2_open/code/network/multi_xfer.cpp +++ b/fs2_open/code/network/multi_xfer.cpp @@ -7,200 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_xfer.cpp $ - * $Revision: 2.9 $ - * $Date: 2005-10-10 17:21:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.6 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 10 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 9 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 8 12/16/98 11:17a Dave - * Fixed potential situation where a send and receive to the same player - * with the same sig might get confused with each other. - * - * 7 12/14/98 4:01p Dave - * Got multi_data stuff working well with new xfer stuff. - * - * 6 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 5 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 56 9/11/98 9:31a Dave - * Fixed file xfer bug regarding checksums. - * - * 55 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 54 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * 53 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 52 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 51 5/21/98 1:52a Dave - * Remove obsolete command line functions. Reduce shield explosion packets - * drastically. Tweak PXO screen even more. Fix file xfer system so that - * we can guarantee file uniqueness. - * - * 50 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 49 4/23/98 6:18p Dave - * Store ETS values between respawns. Put kick feature in the text - * messaging system. Fixed text messaging system so that it doesn't - * process or trigger ship controls. Other UI fixes. - * - * 48 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 47 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 46 4/20/98 6:04p Dave - * Implement multidata cache flushing and xferring mission files to - * multidata. Make sure observers can't change hud config. Fix pilot image - * viewing in popup. Put in game status field. Tweaked multi options. - * - * 45 4/08/98 2:51p Dave - * Fixed pilot image xfer once again. Solidify team selection process in - * pre-briefing multiplayer. - * - * 44 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 43 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 42 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 41 3/31/98 4:51p Dave - * Removed medals screen and multiplayer buttons from demo version. Put in - * new pilot popup screen. Make ships in mp team vs. team have proper team - * ids. Make mp respawns a permanent option saved in the player file. - * - * 40 3/30/98 8:46a Allender - * fix an optimized build compiler warning - * - * 39 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 38 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 37 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 36 3/23/98 5:42p Dave - * Put in automatic xfer of pilot pic files. Changed multi_xfer system so - * that it can support multiplayer sends/received between client and - * server simultaneously. - * - * 35 3/21/98 7:14p Dave - * Fixed up standalone player slot switching. Made training missions not - * count towards player stats. - * - * 34 3/16/98 11:52p Allender - * Put in timestamp updates when processing data on both sender and - * receiver sides. - * - * 33 2/22/98 2:53p Dave - * Put in groundwork for advanced multiplayer campaign options. - * - * 32 2/20/98 4:43p Dave - * Finished support for multiplayer player data files. Split off - * multiplayer campaign functionality. - * - * 31 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 30 2/18/98 10:21p Dave - * Ripped out old file xfer system. Put in brand new xfer system. - * - * $NoKeywords: $ - */ + #include "network/multi_xfer.h" diff --git a/fs2_open/code/network/multi_xfer.h b/fs2_open/code/network/multi_xfer.h index f4643441a0..7b50796cb4 100644 --- a/fs2_open/code/network/multi_xfer.h +++ b/fs2_open/code/network/multi_xfer.h @@ -7,80 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multi_xfer.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 12/14/98 4:01p Dave - * Got multi_data stuff working well with new xfer stuff. - * - * 4 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 21 5/21/98 3:45a Sandeep - * Make sure file xfer sender side uses correct directory type. - * - * 20 4/23/98 6:18p Dave - * Store ETS values between respawns. Put kick feature in the text - * messaging system. Fixed text messaging system so that it doesn't - * process or trigger ship controls. Other UI fixes. - * - * 19 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 18 3/23/98 5:42p Dave - * Put in automatic xfer of pilot pic files. Changed multi_xfer system so - * that it can support multiplayer sends/received between client and - * server simultaneously. - * - * 17 3/21/98 7:14p Dave - * Fixed up standalone player slot switching. Made training missions not - * count towards player stats. - * - * 16 2/22/98 2:53p Dave - * Put in groundwork for advanced multiplayer campaign options. - * - * 15 2/20/98 4:43p Dave - * Finished support for multiplayer player data files. Split off - * multiplayer campaign functionality. - * - * 14 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 13 2/18/98 10:21p Dave - * Ripped out old file xfer system. Put in brand new xfer system. - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE_FILE_TRANSFER_HEADER #define _FREESPACE_FILE_TRANSFER_HEADER diff --git a/fs2_open/code/network/multilag.cpp b/fs2_open/code/network/multilag.cpp index 2166015bf2..3c7f438f31 100644 --- a/fs2_open/code/network/multilag.cpp +++ b/fs2_open/code/network/multilag.cpp @@ -7,116 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multilag.cpp $ - * $Revision: 2.9 $ - * $Date: 2005-10-27 16:21:19 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.7 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.5 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.4 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 3 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 15 6/05/98 9:54a Lawrance - * OEM changes - * - * 14 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 13 4/18/98 5:00p Dave - * Put in observer zoom key. Made mission sync screen more informative. - * - * 12 4/06/98 12:37a Lawrance - * fix compile bug with demo - * - * 11 4/04/98 8:42p Dave - * Tested and debugged UDP reliable socket layer. Modified lag system to - * take this into account. - * - * 10 4/02/98 6:29p Lawrance - * compile out multilag code for demo - * - * 9 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 8 1/11/98 10:03p Allender - * removed from headers which included it. Made psnet_socket - * type which is defined just as SOCKET type is. - * - * 7 12/29/97 5:21p Dave - * Put in object update sequencing for multiplayer. - * - * 6 12/16/97 6:17p Dave - * Put in primary weapon support for multiplayer weapon select screen. - * - * 5 12/10/97 4:45p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 4 12/01/97 4:59p Dave - * Synchronized multiplayer debris objects. Put in pilot popup in main - * hall. Optimized simulated multiplayer lag module. Fixed a potential - * file_xfer bug. - * - * 3 11/28/97 7:04p Dave - * Emergency checkin due to big system crash. - * - * 2 11/28/97 5:06p Dave - * Put in facilities for simulating multiplayer lag. - * - * 1 11/28/97 4:38p Dave - * Initial Revision - * - * $NoKeywords: $ - */ + #ifndef SCP_UNIX diff --git a/fs2_open/code/network/multilag.h b/fs2_open/code/network/multilag.h index d3bd673de3..826489a5d0 100644 --- a/fs2_open/code/network/multilag.h +++ b/fs2_open/code/network/multilag.h @@ -7,100 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multilag.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/07 03:02:07 mharris - * #ifndef WINDOWS should be #ifdef - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 4 11/19/98 8:03a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 12 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 11 4/04/98 8:42p Dave - * Tested and debugged UDP reliable socket layer. Modified lag system to - * take this into account. - * - * 10 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 9 3/14/98 2:48p Dave - * Cleaned up observer joining code. Put in support for file xfers to - * ingame joiners (observers or not). Revamped and reinstalled pseudo - * lag/loss system. - * - * 8 1/15/98 6:12p Dave - * Fixed weapons loadout bugs with multiplayer respawning. Added - * multiplayer start screen. Fixed a few chatbox bugs. - * - * 7 1/11/98 10:03p Allender - * removed from headers which included it. Made psnet_socket - * type which is defined just as SOCKET type is. - * - * 6 12/29/97 5:21p Dave - * Put in object update sequencing for multiplayer. - * - * 5 12/16/97 6:17p Dave - * Put in primary weapon support for multiplayer weapon select screen. - * - * 4 12/10/97 4:46p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 3 12/01/97 4:59p Dave - * Synchronized multiplayer debris objects. Put in pilot popup in main - * hall. Optimized simulated multiplayer lag module. Fixed a potential - * file_xfer bug. - * - * 2 11/28/97 5:06p Dave - * Put in facilities for simulating multiplayer lag. - * - * 1 11/28/97 4:38p Dave - * Initial Revision - * - * $NoKeywords: $ - */ + #ifndef _MULTI_LAG_HEADER_FILE #define _MULTI_LAG_HEADER_FILE diff --git a/fs2_open/code/network/multimsgs.cpp b/fs2_open/code/network/multimsgs.cpp index 92b4c5360a..caa33874b8 100644 --- a/fs2_open/code/network/multimsgs.cpp +++ b/fs2_open/code/network/multimsgs.cpp @@ -7,580 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiMsgs.cpp $ - * $Revision: 2.57.2.11 $ - * $Date: 2007-10-15 06:43:18 $ - * $Author: taylor $ - * - * C file that holds functions for the building and processing of multiplayer packets - * - * $Log: not supported by cvs2svn $ - * Revision 2.57.2.10 2007/09/29 13:58:45 karajorma - * Fix the double respawn bug (Mantis 788) and hopefully the corresponding server Int3 (Mantis 1213) - * - * Revision 2.57.2.9 2007/09/02 18:52:51 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 2.57.2.8 2007/04/24 12:07:33 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.57.2.7 2007/02/20 04:19:22 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.57.2.6 2006/12/01 18:53:55 karajorma - * Fix for Stream weapons not appearing for clients when fired by AI ships in multiplayer. Actual work mostly done by Juke not me - * - * Revision 2.57.2.5 2006/11/21 23:06:57 karajorma - * Fix ammo and weapon SEXP changes not being passed on to the clients - * - * Revision 2.57.2.4 2006/11/12 17:52:21 karajorma - * Doh! - * - * Revision 2.57.2.3 2006/08/25 21:15:31 karajorma - * Fix TvT problem with scores appearing incorrectly. - * Fix a CVS issue - * - * Revision 2.57 2006/06/02 09:10:01 karajorma - * Added the VARIABLE_UPDATE packet to send sexp variable value changes to client machines. - * - * Revision 2.56 2006/02/03 22:25:18 taylor - * I don't like this being considered a fix without retail compatibility testing, but it should at the very least compile... - * - * Revision 2.55 2006/02/01 23:43:34 phreak - * Allow weapons to home in on countermeasures as well. The multiplayer code was only allowing bombs to be homed in on. - * - * Revision 2.54 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.53 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.52 2005/12/22 04:35:04 taylor - * more big-endian fixes - * fix the totally retarded check I made for multi fighter beams (they really don't work right yet anyway) since it broke normal beams for clients - * - * Revision 2.51 2005/12/04 19:07:49 wmcoolmon - * Final commit of codebase - * - * Revision 2.50 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.49 2005/11/08 01:04:00 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.48 2005/10/30 06:44:57 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.47 2005/10/29 22:09:30 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.46 2005/10/14 07:22:24 Goober5000 - * removed an unneeded parameter and renamed some stuff - * --Goober5000 - * - * Revision 2.45 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.44 2005/09/27 02:36:58 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.43 2005/09/25 22:23:39 Kazan - * correct an error - * - * Revision 2.42 2005/09/05 09:38:19 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.41 2005/07/31 01:32:21 taylor - * few data type fixes, was only a problem for big-endian systems as little-endian doesn't really care about this - * - * Revision 2.40 2005/07/24 18:35:43 taylor - * proper multi support for fighter beams, already has code to break protocol commented out if we need it, - * decided to skip and beam type checks and let beam_fire() reassign it (should work ok) - * - * Revision 2.39 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.38 2005/07/13 00:44:23 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.37 2005/07/07 16:36:58 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.36 2005/06/29 18:54:02 taylor - * should fix perpetually damaged subsystems on ships for multi clients - * - * Revision 2.35 2005/06/21 00:15:06 taylor - * unbreak network compatibility with 3.6.5 and earlier builds - * fix crashing with turret weapons - * - * Revision 2.34 2005/05/08 20:38:32 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.33 2005/04/19 06:26:56 taylor - * small compiler warning fixes, more 'always true' stuff - * - * Revision 2.32 2005/04/12 05:26:37 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.31 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.30 2005/04/03 08:48:31 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.29 2005/03/27 12:28:34 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.28 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.27 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.26 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.25 2005/01/11 21:38:50 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.24 2004/10/03 21:41:11 Kazan - * Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot - * - * Revision 2.23 2004/07/26 20:47:42 Kazan - * remove MCD complete - * - * Revision 2.22 2004/07/15 00:16:46 wmcoolmon - * I though I fixed this... - * - * Revision 2.21 2004/07/12 16:32:57 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.20 2004/07/12 03:34:55 wmcoolmon - * More in-game stuff, mostly for restricted games - * - * Revision 2.19 2004/07/12 03:19:16 Kazan - * removed a couple pointless useless messages from the debug console - * - * Revision 2.18 2004/05/10 10:51:52 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.17 2004/03/31 05:42:27 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.16 2004/03/17 04:07:30 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.15 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.14 2004/02/04 08:41:03 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.13 2003/11/13 03:59:54 Kazan - * PXO_SID changed from unsigned to signed - * - * Revision 2.12 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.11 2003/11/06 20:22:13 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.10 2003/10/04 22:42:22 Kazan - * fs2netd now TCP - * - * Revision 2.9 2003/09/24 19:35:59 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.8 2003/04/29 01:03:24 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.7 2003/02/16 18:55:35 phreak - * fixed typecasting warnings - * - * Revision 2.6 2003/01/19 07:02:16 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.5 2002/12/24 07:42:29 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.4 2002/12/17 02:18:40 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned commit - * --Goober5000 - * - * Revision 2.3 2002/12/09 08:26:24 Goober5000 - * fixed misspelling - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/09 23:01:24 mharris - * porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 83 9/14/99 2:21p Dave - * Fixed observer mode joining and ingame stuff. - * - * 82 9/14/99 3:26a Dave - * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer - * respawn-too-early problem. Made a few crash points safe. - * - * 81 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 80 9/08/99 10:01p Dave - * Make sure game won't run in a drive's root directory. Make sure - * standalone routes suqad war messages properly to the host. - * - * 79 8/28/99 4:54p Dave - * Fixed directives display for multiplayer clients for wings with - * multiple waves. Fixed hud threat indicator rendering color. - * - * 78 8/27/99 12:32a Dave - * Allow the user to specify a local port through the launcher. - * - * 77 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 76 8/25/99 4:38p Dave - * Updated PXO stuff. Make squad war report stuff much more nicely. - * - * 75 8/24/99 1:50a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 74 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 73 8/22/99 1:55p Dave - * Cleaned up host/team-captain leaving code. - * - * 72 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 71 8/19/99 10:59a Dave - * Packet loss detection. - * - * 70 8/17/99 1:12p Dave - * Send TvT update when a client has finished joining so he stays nice and - * synched. - * - * 69 8/16/99 4:05p Dave - * Big honking checkin. - * - * 68 8/11/99 5:54p Dave - * Fixed collision problem. Fixed standalone ghost problem. - * - * 67 8/06/99 9:46p Dave - * Hopefully final changes for the demo. - * - * 66 8/05/99 2:06a Dave - * Whee. - * - * 65 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 64 7/29/99 5:41p Jefff - * Sound hooks for cmeasure success - * - * 63 7/28/99 5:34p Dave - * Nailed the missing stats bug to the wall. Problem was optimized build - * and using GET_DATA() with array elements. BLECH. - * - * 62 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 61 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 60 7/22/99 7:17p Dave - * Fixed excessive whacks in multiplayer. - * - * 59 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 58 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 57 7/03/99 4:08p Dave - * Fixed wss_slots size issues. Fixed potentially nasty bug in low level - * reliable code. - * - * 56 6/21/99 7:24p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 55 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 54 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 53 6/16/99 10:20a Dave - * Added send-message-list sexpression. - * - * 52 6/04/99 3:52p Anoop - * Removed bogus assert. - * - * 51 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 50 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 49 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 48 5/14/99 1:59p Andsager - * Multiplayer message for subsystem cargo revealed. - * - * 47 5/14/99 12:15p Andsager - * Add vaporized to kill packet - * - * 46 5/03/99 8:32p Dave - * New version of multi host options screen. - * - * 45 4/30/99 12:18p Dave - * Several minor bug fixes. - * - * 44 4/29/99 2:29p Dave - * Made flak work much better in multiplayer. - * - * 43 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 42 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 41 4/12/99 2:22p Dave - * More checks for dogfight stats. - * - * 40 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 39 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 38 4/01/99 3:41p Anoop - * Removed bogus Int3(). - * - * 37 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 38 3/12/99 2:32p Anoop - * Removed bogus asserts. - * - * 37 3/11/99 11:41a Neilk - * Don't do multi_io_* operations in single-player - * - * 36 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 35 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 34 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 33 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 32 3/01/99 10:00a Dave - * Fxied several dogfight related stats bugs. - * - * 31 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 30 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 29 2/21/99 6:01p Dave - * Fixed standalone WSS packets. - * - * 28 2/21/99 1:48p Dave - * Some code for monitoring datarate for multiplayer in detail. - * - * 27 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 26 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 25 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 24 1/29/99 5:07p Dave - * Fixed multiplayer stuff. Put in multiplayer support for rapid fire - * missiles. - * - * 23 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 22 1/26/99 6:33p Anoop - * Fixed multiplayer slot switching problem (be sure to remember that - * hinfo->id is player id# _not_ player index #) - * - * 21 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 20 1/15/99 4:37p Dave - * Potential fix for weapon pair problem. - * - * 19 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 18 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 17 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 16 1/08/99 4:56p Anoop - * Fixed a problem with wss request packets. - * - * 15 12/18/98 12:24p Markm - * Fixed a dumb bug where player image_filenames were not being passed - * properly in new players packet. - * - * 14 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 13 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 12 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 11 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 10 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 9 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 8 11/12/98 11:50a Dave - * Multiplayer clients set flak range to be very long. - * - * 7 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 6 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 5 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 4 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 506 10/02/98 3:22p Allender - * fix up the -connect option and fix the -port option - * - * 505 10/02/98 11:45a Dave - * Fixed stupid chat message bug. - * - * 504 9/29/98 1:33p Dave - * Remove standalone only conditional compiles for pre 1.04 stuff. - * - * 503 9/28/98 1:54p Dave - * Make sure French and German don't xfer builtin files they don't have - * (to themselves) - * - * 502 9/20/98 7:19p Dave - * Added CHANGE_IFF packet. - * - * 501 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * - * $NoKeywords: $ - */ + #include @@ -9312,4 +8739,4 @@ void process_sexp_packet(ubyte *data, header *hinfo) PACKET_SET_SIZE(); sexp_packet_received(received_packet, num_ubytes); -} \ No newline at end of file +} diff --git a/fs2_open/code/network/multimsgs.h b/fs2_open/code/network/multimsgs.h index fcea634d1c..bf23cbac56 100644 --- a/fs2_open/code/network/multimsgs.h +++ b/fs2_open/code/network/multimsgs.h @@ -7,248 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/multimsgs.h $ - * $Revision: 2.9.2.4 $ - * $Date: 2006-11-21 23:06:57 $ - * $Author: karajorma $ - * - * Header file for the building and sending of multiplayer packets - * - * $Log: not supported by cvs2svn $ - * Revision 2.9.2.3 2006/08/25 21:15:31 karajorma - * Fix TvT problem with scores appearing incorrectly. - * Fix a CVS issue - * - * Revision 2.9 2006/06/02 09:10:02 karajorma - * Added the VARIABLE_UPDATE packet to send sexp variable value changes to client machines. - * - * Revision 2.8 2005/07/24 18:35:44 taylor - * proper multi support for fighter beams, already has code to break protocol commented out if we need it, - * decided to skip and beam type checks and let beam_fire() reassign it (should work ok) - * - * Revision 2.7 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.4 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/12/24 07:42:29 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.1 2002/12/17 02:18:40 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 31 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 30 8/25/99 4:38p Dave - * Updated PXO stuff. Make squad war report stuff much more nicely. - * - * 29 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 28 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 27 8/19/99 10:59a Dave - * Packet loss detection. - * - * 26 8/16/99 4:05p Dave - * Big honking checkin. - * - * 25 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 24 7/22/99 7:17p Dave - * Fixed excessive whacks in multiplayer. - * - * 23 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 22 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 21 6/21/99 7:24p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 20 5/14/99 1:59p Andsager - * Multiplayer message for subsystem cargo revealed. - * - * 19 4/29/99 2:29p Dave - * Made flak work much better in multiplayer. - * - * 18 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 17 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 16 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 15 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 14 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 13 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 12 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 11 2/21/99 6:02p Dave - * Fixed standalone WSS packets. - * - * 10 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 9 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 8 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 7 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 6 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 5 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 169 9/20/98 7:20p Dave - * Added CHANGE_IFF packet. - * - * 168 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 167 9/11/98 2:05p Allender - * make reinforcements work correctly in multiplayer games. There still - * may be a team vs team issue that I haven't thought of yet :-( - * - * 166 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 165 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 164 6/22/98 8:36a Allender - * revamping of homing weapon system. don't send as object updates - * anymore - * - * 163 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 162 5/25/98 10:58a Allender - * more object update stuff -- fix duplicate repair ship messages - * - * 161 5/20/98 2:24a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 160 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 159 5/13/98 6:54p Dave - * More sophistication to PXO interface. Changed respawn checking so - * there's no window for desynchronization between the server and the - * clients. - * - * 158 5/11/98 11:40p Dave - * Stuff. - * - * 157 5/08/98 11:22a Allender - * fix ingame join trouble. Small messaging fix. Enable collisions for - * friendlies again - * - * 156 5/04/98 1:46p Allender - * new join procedure which should allow > 10 players accurately. Fixed a - * minor UI problem on join screen - * - * 155 4/30/98 12:49a Allender - * deal with asteroid problems in multiplayer - * - * 154 4/25/98 7:40p Allender - * fixd some small hotkey stuff. Worked on turret orientation being - * correct for multiplayer. new sexpression called end-campaign will will - * end the main campaign - * - * 153 4/22/98 5:53p Dave - * Large reworking of endgame sequencing. Updated multi host options - * screen for new artwork. Put in checks for host or team captains leaving - * midgame. - * - * 152 4/22/98 5:00p Allender - * new multiplayer dead popup. big changes to the comm menu system for * - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority - * orders - * - * 151 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 150 4/20/98 12:40a Allender - * fixed nasty problem where network read code was not reentrant. minor - * UI tweaks. ingame joiners now get netgame info correctly. - * - * $NoKeywords: $ - */ + #ifndef MULTI_MSGS_H diff --git a/fs2_open/code/network/multiteamselect.cpp b/fs2_open/code/network/multiteamselect.cpp index 97169fb817..9b519a9e2d 100644 --- a/fs2_open/code/network/multiteamselect.cpp +++ b/fs2_open/code/network/multiteamselect.cpp @@ -7,254 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiTeamSelect.cpp $ - * $Revision: 2.20.2.3 $ - * $Date: 2006-08-14 22:02:43 $ - * $Author: Goober5000 $ - * - * Multiplayer Team Selection Code - * - * $Log: not supported by cvs2svn $ - * Revision 2.20.2.2 2006/08/14 19:57:42 karajorma - * Fix a Multiplayer bug where anything that included the name of a player wing was automatically considered to be a part of that wing. - * - * Revision 2.20.2.1 2006/08/02 22:47:38 Goober5000 - * fix display of ship copy class names in ship loadout screen - * --Goober5000 - * - * Revision 2.20 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.19 2005/11/16 05:46:27 taylor - * bunch of error checking and code cleanup for the team stuff in ship/weapon select - * - * Revision 2.18 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.17 2005/09/27 02:36:58 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.16 2005/09/05 09:38:19 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.15 2005/07/22 03:53:31 taylor - * fix crash on commit in the multi ship selection screen - * mask_data in the UI code is always cast to ubyte so why it was a ushort type I'll never know - * fix unsized text in input boxes (fixed the real problem earlier but forgot to remove this old fix) - * - * Revision 2.14 2005/07/18 03:45:08 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.13 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.12 2005/07/02 19:45:00 taylor - * ton of non-standard resolution fixes - * - * Revision 2.11 2005/04/25 00:28:17 wmcoolmon - * MAX_SHIP_CLASSES > Num_ship_classes - * - * Revision 2.10 2005/04/03 08:48:31 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.9 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.8 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.7 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.6 2004/07/26 20:47:43 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:58 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 27 9/13/99 12:54p Jefff - * coord fix - * - * 26 9/12/99 3:21p Jefff - * commit button coord fix in 640 - * - * 25 8/05/99 9:57p Jefff - * fixed some button wierdness - * - * 24 8/05/99 5:08p Jefff - * fixed some location probs - * - * 23 7/28/99 5:34p Dave - * Nailed the missing stats bug to the wall. Problem was optimized build - * and using GET_DATA() with array elements. BLECH. - * - * 22 7/24/99 6:02p Jefff - * Added "lock" text to lock button - * - * 21 5/03/99 8:32p Dave - * New version of multi host options screen. - * - * 20 3/25/99 6:36p Neilk - * more hires coord fixes - * - * 19 3/25/99 2:44p Neilk - * Fixed lock button - * - * 18 3/23/99 11:56a Neilk - * new source safe checkin - * - * 17 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 16 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 15 2/21/99 6:02p Dave - * Fixed standalone WSS packets. - * - * 14 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 13 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 12 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 11 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 10 1/29/99 5:07p Dave - * Fixed multiplayer stuff. Put in multiplayer support for rapid fire - * missiles. - * - * 9 1/13/99 7:19p Neilk - * Converted Mission Brief, Barracks, Synch to high res support - * - * 8 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 7 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 6 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 5 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 112 9/18/98 2:22a Dave - * Fixed freespace-side PXO api to correctly handle length 10 id strings. - * Fixed team select screen to handle alpha/beta/gamma ships which are not - * marked as OF_PLAYER_SHIP - * - * 111 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 110 8/20/98 5:31p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 109 8/07/98 10:17a Allender - * use obj_set_flags for setting COULD_BE_PLAYER flag to trap bugs - * - * 108 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 107 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 106 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 105 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 104 5/19/98 11:23a Dave - * Change mask value for "lock" button. - * - * 103 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 102 5/17/98 1:43a Dave - * Eradicated chatbox problems. Remove speed match for observers. Put in - * help screens for PXO. Fix messaging and end mission privelges. Fixed - * team select screen bugs. Misc UI fixes. - * - * 101 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 100 5/10/98 7:06p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - */ + #include "network/multiteamselect.h" diff --git a/fs2_open/code/network/multiteamselect.h b/fs2_open/code/network/multiteamselect.h index b362be21bb..d7dbbec568 100644 --- a/fs2_open/code/network/multiteamselect.h +++ b/fs2_open/code/network/multiteamselect.h @@ -7,133 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiTeamSelect.h $ - * $Revision: 2.5 $ - * $Date: 2005-09-27 02:36:58 $ - * $Author: Goober5000 $ - * - * Multiplayer Team Selection Code header - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 22 5/19/98 8:35p Dave - * Revamp PXO channel listing system. Send campaign goals/events to - * clients for evaluation. Made lock button pressable on all screens. - * - * 21 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 20 5/10/98 7:06p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - * 19 5/06/98 8:06p Dave - * Made standalone reset properly under weird conditions. Tweak - * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch - * countdown anim. Minro ui fixes/tweaks. - * - * 18 4/22/98 7:24p Dave - * Made sure the "player/ships" locked button for multiplayer appears on - * all briefing screens. - * - * 17 4/20/98 4:56p Allender - * allow AI ships to respawn as many times as there are respawns in the - * mission. - * - * 16 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 15 3/26/98 6:01p Dave - * Put in file checksumming routine in cfile. Made pilot pic xferring more - * robust. Cut header size of voice data packets in half. Put in - * restricted game host query system. - * - * 14 3/10/98 10:56a Dave - * Put support for deleting ships from starting wings back in. - * - * 13 3/09/98 5:55p Dave - * Fixed stats to take asteroid hits into account. Polished up UI stuff in - * team select. Finished up pilot info popup. Tracked down and fixed - * double click bug. - * - * 12 3/05/98 5:03p Dave - * More work on team vs. team support for multiplayer. Need to fix bugs in - * weapon select. - * - * 11 3/01/98 3:26p Dave - * Fixed a few team select bugs. Put in multiplayer intertface sounds. - * Corrected how ships are disabled/enabled in team select/weapon select - * screens. - * - * 10 2/23/98 11:09p Dave - * Finished up multiplayer campaign support. Seems bug-free. - * - * 9 2/19/98 6:26p Dave - * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in - * initial support for player data uploading. - * - * 8 2/18/98 3:56p Dave - * Several bugs fixed for mp team select screen. Put in standalone packet - * routing for team select. - * - * 7 2/17/98 6:08p Dave - * Tore out old multiplayer team select screen, installed new one. - * - * 6 10/16/97 4:58p Dave - * Finsihed up server side respawning issues. Knocked off a bunch of - * sequencing issues. - * - * 5 10/10/97 4:42p Dave - * Fixed up server transfer bugs. - * - * 4 10/09/97 4:58p Lawrance - * get short_callsign from player struct - * - * 3 10/03/97 4:58p Dave - * Put in client-side mimicing of host team selection changes. Some more - * stanalone hooks. - * - * 2 9/19/97 4:24p Allender - * start of team selection screen. - * - * 1 9/18/97 11:45a Allender - * - */ + #ifndef _MULTITEAMSELECT_H #define _MULTITEAMSELECT_H diff --git a/fs2_open/code/network/multiui.cpp b/fs2_open/code/network/multiui.cpp index cfa9667603..e29f9260ab 100644 --- a/fs2_open/code/network/multiui.cpp +++ b/fs2_open/code/network/multiui.cpp @@ -7,627 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiUI.cpp $ - * $Revision: 2.47.2.6 $ - * $Date: 2007-10-15 06:43:18 $ - * $Author: taylor $ - * - * C file for all the UI controls of the mulitiplayer screens - * - * $Log: not supported by cvs2svn $ - * Revision 2.47.2.5 2007/09/29 13:58:45 karajorma - * Fix the double respawn bug (Mantis 788) and hopefully the corresponding server Int3 (Mantis 1213) - * - * Revision 2.47.2.4 2006/10/01 19:28:28 taylor - * make sure Multi_create_bitmap is initialized properly since it might not be otherwise in standalone - * - * Revision 2.47.2.3 2006/09/24 22:53:22 taylor - * more standalone server fixes: - * - add some basic bmpman functionality to grstub, since it needs to do something at least - * - add missing gr_* function ptrs to grstrub - * - (re-)enable radar and hud setup functions that used to crash (problems are fixed now) - * - deal with default pilot file properly (also caused a bmpman headache) - * - don't bother with Multi_common_icons[] in standalone mode (they don't load, so don't let them unload either) - * - * Revision 2.47.2.2 2006/09/08 06:07:59 taylor - * add support for a server name in fs2open_pxo.cfg, rather than just an IP address for the server - * - * Revision 2.47.2.1 2006/08/03 17:55:01 karajorma - * Stop multiplayer campaigns crashing if the campaign lacks a description - * - * Revision 2.47 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.46 2006/02/24 07:31:18 taylor - * clean up some of that FS2OpenPXO crap (can't wait to rip all this out for official PXO :)) - * - * Revision 2.45 2006/02/16 05:39:13 taylor - * some FS2NetD fixes - * - timer/timeout issues - * - keep server heartbeats to a minimum in order to save some bandwidth - * - clean up some debug message a little - * - * Revision 2.44 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.43 2006/02/03 22:28:10 taylor - * a couple of mvalid.cfg and tvalid.cfg file format changes to give them at least some readability - * some cleanup, extra logging, and very slight speedup with mission and table validation checking - * fix memory leak from mission and table validation checking - * - * Revision 2.42 2005/10/10 17:21:07 taylor - * remove NO_NETWORK - * - * Revision 2.41 2005/07/18 03:45:09 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.40 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.39 2005/07/02 19:45:00 taylor - * ton of non-standard resolution fixes - * - * Revision 2.38 2005/06/21 00:13:47 taylor - * add some better error checking/handling for when GetServerList messes up - * - * Revision 2.37 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.36 2005/03/08 03:50:23 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.35 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.34 2005/02/23 04:55:09 taylor - * more bm_unload() -> bm_release() changes - * - * Revision 2.33 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.32 2004/07/26 20:47:43 Kazan - * remove MCD complete - * - * Revision 2.31 2004/07/12 16:32:58 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.30 2004/07/10 03:18:23 Kazan - * minor bugfixes - oh yeah reenabling a rule for multistats :P - * - * Revision 2.29 2004/07/07 21:00:08 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 2.28 2004/04/30 18:32:51 Kazan - * Lobby screen only shows when PXO_LOBBY is defined - * - * Revision 2.27 2004/04/27 20:43:32 taylor - * fix create game buttons - * - * Revision 2.26 2004/04/24 15:44:22 Kazan - * Fixed Lobby screen showing up while exiting from non-tracker games - * Time dialiation up to 1/4 - * - * Revision 2.25 2004/04/03 06:22:32 Goober5000 - * fixed some stub functions and a bunch of compile warnings - * --Goober5000 - * - * Revision 2.24 2004/03/10 20:51:16 Kazan - * irc - * - * Revision 2.23 2004/03/09 17:59:01 Kazan - * Disabled multithreaded TCP_Socket in favor of safer single threaded - * FS2NetD doesn't kill the game on connection failure now - just gives warning message and effectively dsiables itself until they try to connect again - * - * Revision 2.22 2004/03/09 00:02:16 Kazan - * more fs2netd stuff - * - * Revision 2.21 2004/03/08 22:02:39 Kazan - * Lobby GUI screen restored - * - * Revision 2.20 2004/03/08 15:06:24 Kazan - * Did, undo - * - * Revision 2.19 2004/03/05 21:19:39 Kazan - * Fixed mission validation (was returning false positives) - * - * Revision 2.18 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.17 2004/03/04 05:57:45 Kazan - * LAN works A1 Supar! - * - * Revision 2.16 2004/02/04 09:02:44 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.15 2003/11/13 03:59:54 Kazan - * PXO_SID changed from unsigned to signed - * - * Revision 2.14 2003/11/12 00:44:52 Kazan - * (Kazan) /me slaps forehead... make sure things compile before committing.. sorry guys - * - * Revision 2.13 2003/11/12 00:31:45 Kazan - * A few multi tweaks - fixed a couple warning-killing collisions between goober and me (kazan) - * - * Revision 2.12 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.11 2003/11/06 20:22:13 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.10 2003/10/13 05:57:49 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.9 2003/10/04 22:42:23 Kazan - * fs2netd now TCP - * - * Revision 2.8 2003/09/25 21:12:24 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.7 2003/09/24 19:35:59 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.6 2003/09/23 02:42:54 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.5 2003/03/18 10:07:04 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.4 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.3 2002/07/29 08:05:20 DTP - * -almission(autoload mission) commandline arguement handling implemented - * - * Revision 2.2 2002/07/28 15:07:43 DTP - * FIX -stargame commandline arguement will now let you quit, a thing not possible before when using the startgame arguement - * - * Revision 2.1 2002/07/22 01:22:25 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 94 6/16/00 3:16p Jefff - * sim of the year dvd version changes, a few german soty localization - * fixes - * - * 93 10/14/99 2:51p Jefff - * localization fixes - * - * 92 10/13/99 3:50p Jefff - * fixed unnumbered XSTRs - * - * 91 9/15/99 1:45a Dave - * Don't init joystick on standalone. Fixed campaign mode on standalone. - * Fixed no-score-report problem in TvT - * - * 90 9/14/99 12:51a Jefff - * small text nudge - * - * 89 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 88 9/13/99 11:30a Dave - * Added checkboxes and functionality for disabling PXO banners as well as - * disabling d3d zbuffer biasing. - * - * 87 9/12/99 10:06p Jefff - * changed instances of "Squad War" to "SquadWar" - * - * 86 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 85 9/01/99 10:49p Dave - * Added nice SquadWar checkbox to the client join wait screen. - * - * 84 8/30/99 2:49p Jefff - * - * 83 8/26/99 8:49p Jefff - * Updated medals screen and about everything that ever touches medals in - * one way or another. Sheesh. - * - * 82 8/25/99 4:38p Dave - * Updated PXO stuff. Make squad war report stuff much more nicely. - * - * 81 8/20/99 2:09p Dave - * PXO banner cycling. - * - * 80 8/20/99 10:06a Jefff - * removed closed/rstricted buttons from multi start screen - * - * 79 8/18/99 11:30a Jefff - * - * 78 8/18/99 10:38a Jefff - * - * 77 8/16/99 4:06p Dave - * Big honking checkin. - * - * 76 8/16/99 1:08p Jefff - * added sounds to a few controls, made input boxes lose focus on ENTER - * - * 75 8/16/99 9:52a Jefff - * fixed bitmap loading on buttons in multi-sync screen - * - * 74 8/11/99 5:54p Dave - * Fixed collision problem. Fixed standalone ghost problem. - * - * 73 8/10/99 4:35p Jefff - * fixed hi-res coords - * - * 72 8/06/99 12:29a Dave - * Multiple bug fixes. - * - * 71 8/05/99 3:13p Jasenw - * tweaked some text placement coords. - * - * 70 8/04/99 1:38p Jefff - * moved some text in multi join wait - * - * 69 8/03/99 12:45p Dave - * Update checksums. - * - * 68 7/25/99 5:17p Jefff - * campaign descriptions show up on multicreate screen - * - * 67 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 66 7/19/99 2:13p Dave - * Added some new strings for Heiko. - * - * 65 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 64 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 63 6/30/99 10:49a Jasenw - * Fixed coords for new launch countdown ani - * - * 62 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 61 6/25/99 11:59a Dave - * Multi options screen. - * - * 60 6/09/99 2:17p Dave - * Fixed up pleasewait bitmap rendering. - * - * 59 6/05/99 3:42p Dave - * New multi sync screen. - * - * 58 6/01/99 6:07p Dave - * New loading/pause/please wait bar. - * - * 57 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 56 5/06/99 11:10a Dave - * Fixed coord on multi create screen. - * - * 55 5/04/99 6:38p Dave - * Finished multi join-wait screen. - * - * 54 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 53 5/03/99 11:04p Dave - * Most of the way done with the multi join screen. - * - * 52 5/03/99 8:32p Dave - * New version of multi host options screen. - * - * 51 4/29/99 2:15p Neilk - * slider2 code got modified; changed parameters for create - * - * 50 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 49 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 48 4/16/99 5:27p Neilk - * added slider support and hir res for multi_create - * 0 - * 47 4/14/99 6:37p Dave - * Fixed scroll button bug on host create screen. - * - * 46 4/14/99 5:28p Dave - * Minor bug fixes. - * - * 45 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 44 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 43 4/08/99 1:28p Dave - * Small bug fixes for refresh button on the multi create screen. - * - * 42 4/08/99 11:55a Neilk - * Converted Multi_Create to new artwork (just lowres) - * - * 41 4/08/99 2:10a Dave - * Numerous bug fixes for the beta. Added builtin mission info for the - * beta. - * - * 40 3/20/99 3:48p Andsager - * Do mission_loop stuff for PXO - * - * 39 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 38 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 37 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 36 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 35 2/24/99 3:26p Anoop - * Make sure the host is the only guy who bashes skill level for TvT. - * - * 34 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 33 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 32 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 31 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 30 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 29 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 28 2/04/99 6:29p Dave - * First full working rev of FS2 PXO support. Fixed Glide lighting - * problems. - * - * 27 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 26 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 25 1/15/99 2:36p Neilk - * fixed multi_jw coordinates - * - * 24 1/13/99 7:19p Neilk - * Converted Mission Brief, Barracks, Synch to high res support - * - * 23 1/12/99 7:17p Neilk - * - * 22 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 21 1/12/99 4:07a Dave - * Put in barracks code support for selecting squad logos. Properly - * distribute squad logos in a multiplayer game. - * - * 20 1/11/99 7:19p Neilk - * Converted multi_join interface to support multiple resolutions - * - * 19 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 18 12/17/98 4:50p Andsager - * Added debrief_assemble_optional_mission_popup_text() for single and - * multiplayer - * - * 17 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 16 12/10/98 10:19a Andsager - * Fix mission loop assert - * - * 15 12/10/98 9:59a Andsager - * Fix some bugs with mission loops - * - * 14 12/09/98 1:56p Andsager - * Initial checkin of mission loop - * - * 13 12/03/98 5:22p Dave - * Ported over FreeSpace 1 multiplayer ships.tbl and weapons.tbl - * checksumming. - * - * 12 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 11 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 10 11/19/98 4:57p Dave - * Ignore PXO option if IPX is selected. - * - * 9 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 8 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 7 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 6 10/19/98 11:15a Dave - * Changed requirements for stats storing in PXO mode. - * - * 5 10/16/98 9:40a Andsager - * Remove ".h" files from model.h - * - * 4 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 333 10/02/98 3:22p Allender - * fix up the -connect option and fix the -port option - * - * 332 9/17/98 9:26p Dave - * Externalized new string. - * - * 331 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 330 9/17/98 9:43a Allender - * removed an Assert that Dave called bogus. - * - * 329 9/16/98 6:54p Dave - * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort - * the ship list box. Added code so that tracker stats are not stored with - * only 1 player. - * - * 328 9/15/98 7:24p Dave - * Minor UI changes. Localized bunch of new text. - * - * 327 9/15/98 4:03p Dave - * Changed readyroom and multi screens to display "st" icon for all - * missions with mission disk content (not necessarily just those that - * come with Silent Threat). - * - * 326 9/15/98 11:44a Dave - * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring - * scale factors. Fixed standalone filtering of MD missions to non-MD - * hosts. - * - * 325 9/13/98 9:36p Dave - * Support for new info icons for multiplayer missions (from-volition, - * valid, mission disk, etc). - * - * 324 9/11/98 4:14p Dave - * Fixed file checksumming of < file_size. Put in more verbose kicking and - * PXO stats store reporting. - * - * 323 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 322 9/04/98 3:51p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 321 8/31/98 2:06p Dave - * Make cfile sort the ordering or vp files. Added support/checks for - * recognizing "mission disk" players. - * - * 320 8/21/98 1:15p Dave - * Put in log system hooks in useful places. - * - * 319 8/20/98 5:31p Dave - * Put in handy multiplayer logfile system. Now need to put in useful - * applications of it all over the code. - * - * 318 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 317 8/07/98 10:40a Allender - * new command line flags for starting netgames. Only starting currently - * works, and PXO isn't implemented yet - * - * 316 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 315 7/14/98 10:04a Allender - * fixed the countdown code to not be reliant on timer_get_fixed_seconds - * - * 314 7/10/98 5:04p Dave - * Fix connection speed bug on standalone server. - * - * 313 7/09/98 6:01p Dave - * Firsts full version of PXO updater. Put in stub for displaying - * connection status. - * - * 312 7/07/98 2:49p Dave - * UI bug fixes. - * - * 311 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 310 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * $NoKeywords: $ - */ + #ifdef _WIN32 diff --git a/fs2_open/code/network/multiui.h b/fs2_open/code/network/multiui.h index 8331c009a1..3c482a8e8b 100644 --- a/fs2_open/code/network/multiui.h +++ b/fs2_open/code/network/multiui.h @@ -7,327 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiUI.h $ - * $Revision: 2.6.2.1 $ - * $Date: 2007-10-15 06:43:19 $ - * $Author: taylor $ - * - * Header file for the UI of the various multiplayer screens - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.5 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/09 00:02:16 Kazan - * more fs2netd stuff - * - * Revision 2.2 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 7 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 6 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 5 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 4 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 68 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 67 9/10/98 1:17p Dave - * Put in code to flag missions and campaigns as being MD or not in Fred - * and FreeSpace. Put in multiplayer support for filtering out MD - * missions. Put in multiplayer popups for warning of non-valid missions. - * - * 66 9/04/98 3:51p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 65 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 64 6/05/98 9:54a Lawrance - * OEM changes - * - * 63 5/23/98 3:31p Dave - * Tweaked pxo code. Fixed observer HUD stuff. - * - * 62 5/20/98 2:25a Dave - * Fixed server side voice muting. Tweaked multi debrief/endgame - * sequencing a bit. Much friendlier for stats tossing/accepting now. - * - * 61 5/15/98 12:09a Dave - * New tracker api code. New game tracker code. Finished up first run of - * the PXO screen. Fixed a few game server list exceptions. - * - * 60 5/11/98 11:40p Dave - * Stuff. - * - * 59 5/09/98 7:16p Dave - * Put in CD checking. Put in standalone host password. Made pilot into - * popup scrollable. - * - * 58 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 57 5/04/98 10:39p Dave - * Put in endgame sequencing. Need to check campaign situations. - * Realigned ship info on team select screen. - * - * 56 5/04/98 1:44p Dave - * Fixed up a standalone resetting problem. Fixed multiplayer stats - * collection for clients. Make sure all multiplayer ui screens have the - * correct palette at all times. - * - * 55 4/30/98 12:57a Dave - * Put in new mode for ship/weapon selection. Rearranged how game querying - * is done a bit. - * - * 54 4/23/98 6:19p Dave - * Store ETS values between respawns. Put kick feature in the text - * messaging system. Fixed text messaging system so that it doesn't - * process or trigger ship controls. Other UI fixes. - * - * 53 4/23/98 1:28a Dave - * Seemingly nailed the current_primary_bank and current_secondary_bank -1 - * problem. Made sure non-critical button presses are _never_ sent to the - * server. - * - * 52 4/21/98 11:56p Dave - * Put in player deaths statskeeping. Use arrow keys in the ingame join - * ship select screen. Don't quit the game if in the debriefing and server - * leaves. - * - * 51 4/15/98 5:03p Dave - * Put in a rough countdown to mission start on final sync screen. Fixed - * several team vs. team bugs on the ship/team select screen. - * - * 50 4/14/98 12:19p Dave - * Revised the pause system yet again. Seperated into its own module. - * - * 49 4/13/98 4:50p Dave - * Maintain status of weapon bank/links through respawns. Put # players on - * create game mission list. Make observer not have engine sounds. Make - * oberver pivot point correct. Fixed respawn value getting reset every - * time host options screen started. - * - * 48 4/07/98 5:42p Dave - * Put in support for ui display of voice system status (recording, - * playing back, etc). Make sure main hall music is stopped before - * entering a multiplayer game via ingame join. - * - * 47 4/06/98 10:25p Dave - * Fixed up Netgame.respawn for the standalone case. - * - * 46 4/02/98 6:29p Lawrance - * compile out multilag code for demo - * - * 45 4/01/98 11:19p Dave - * Put in auto-loading of xferred pilot pic files. Grey out background - * behind pinfo popup. Put a chatbox message in when players are kicked. - * Moved mission title down in briefing. Other ui fixes. - * - * 44 3/28/98 3:20p Dave - * Made pilot select popup handle large #'s of pilots correctly. Made - * create game screen display/select missions correctly. Made temp - * observers get stats after a mission. Numerous small ui fixes. - * - * 43 3/26/98 5:24p Allender - * put in respawn edit box into mission notes dialog. Made loading of - * missions/campaign happen when first entering the game setup screen. - * - * 42 3/18/98 5:52p Dave - * Put in netgame password popup. Numerous ui changes. Laid groundwork for - * streamed multi_voice data. - * - * 41 2/23/98 11:09p Dave - * Finished up multiplayer campaign support. Seems bug-free. - * - * 40 2/20/98 4:47p Allender - * beefed up the multiplayer host interface when selection missions. - * Don't reload all the missions everytime a new filter is set - * - * 39 2/15/98 4:28p Dave - * Made multiplayer mission lists display mission titles and descriptions - * as well as filename. Removed some unneeded code in main hall. - * - * 38 2/11/98 5:35p Dave - * Standalone debugging. Changed how support ships warping in are handled. - * Some UI code tidying up. - * - * 37 2/10/98 8:39p Dave - * Fixed bugs. Made endgame sequencing more clear. - * - * 36 1/31/98 4:32p Dave - * Put in new support for VMT player validation, game logging in, and game - * logging out. Need to finish stats transfer. - * - * 35 1/23/98 5:43p Dave - * Finished bringing standalone up to speed. Coded in new host options - * screen. - * - * 34 1/22/98 5:26p Dave - * Modified some pregame sequencing packets. Starting to repair broken - * standalone stuff. - * - * 33 1/21/98 5:58p Dave - * Finished ingame join. Coded in multiplayer interface artwork changes. - * - * 32 1/20/98 5:42p Dave - * Moved ingame join to its own module. Improved it a bit. - * - * 31 1/16/98 2:34p Dave - * Made pause screen work properly (multiplayer). Changed how chat packets - * work. - * - * 30 1/15/98 6:12p Dave - * Fixed weapons loadout bugs with multiplayer respawning. Added - * multiplayer start screen. Fixed a few chatbox bugs. - * - * 29 12/18/97 8:59p Dave - * Finished putting in basic support for weapon select and ship select in - * multiplayer. - * - * 28 12/13/97 8:01p Dave - * Installed multiplayer create game screen. - * - * 27 12/13/97 3:01p Dave - * Finished polishing up multiplayer join screen. - * - * 26 12/13/97 1:59a Dave - * Installed multiplayer join screen - * - * 25 12/03/97 5:04p Sandeep - * Fixed TCP/IP connections and you can play games off master tracker now - * - * 24 11/15/97 2:37p Dave - * More multiplayer campaign support. - * - * 23 11/12/97 4:43p Hoffoss - * Implemented new pause screens, moved old pause to debug pause. - * - * 22 11/04/97 3:37p Dave - * More sequencing overhauls. Respawning, and server transfer. - * - * 21 10/30/97 5:47p Dave - * Smoothed transition between multiple multiplayer missions. Nailed a few - * timestamp problems. - * - * 20 10/29/97 5:18p Dave - * More debugging of server transfer. Put in debrief/brief - * transition for multiplayer (w/standalone) - * - * 19 10/22/97 6:26p Dave - * Cleanup up yet more pregame sequencing. Got standalone up to working - * condition. - * - * 18 10/21/97 5:21p Dave - * Fixed pregame mission load/file verify debacle. Added single vs. - * multiplayer stats system. - * - * 17 10/20/97 5:00p Dave - * Installed new de-luxe ack system. Fixed a few potential chat/stats - * bugs. Cleaned out some old code. - * - * 16 10/09/97 5:24p Allender - * fix misison time display. Pass frametime into UI menus - * - * 15 10/02/97 4:53p Dave - * Finished all leave/join problems. Fixed file xfer with new ingame and - * non-ingame situations. Fixed oddball timestamp problem. - * - * 14 9/30/97 5:07p Dave - * Finished up client-server remote commands. Finished up client-server - * squadmate messaging. Added periodic auto-subsystem updates. Began work - * on adapting ingame join to new player start system - * - * 13 9/30/97 4:58p Allender - * object updates on client side now happen according to different levels. - * prediction code needs to be put in still - * - * 12 9/15/97 4:43p Dave - * Got basic observer mode working. Seems bug free so far. - * - * 11 8/29/97 5:01p Dave - * Put in multiplayer pause screen/feartures. - * - * 10 8/20/97 4:21p Dave - * Spliced out busy ACCEPT wait loop to work within the existing state - * loop. Fixed display of mission description. - * - * 9 7/24/97 10:06a Dave - * Added scrollable game server list into multi_join_tracker_* - * - * 8 7/23/97 4:54p Dave - * Added multi_join_tracker_* functions for dealing with the tracker. - * - * 7 7/02/97 12:59p Allender - * chat hooks -- fixed a couple of chat bugs and reformetted the screen - * slightly - * - * 6 6/12/97 9:13a Allender - * added sequencing state to the end of ship selection. Changed some - * packet names and host sequencing - * - * 5 6/10/97 9:56p Allender - * get multiplayer mission selection working. Host can select mission and - * have himself and clients load the mission -- no sequencing past this - * point however - * - * 4 6/06/97 10:40a Allender - * added 'type' to mission (single/multi/etc). Added a couple of new game - * states for allowing to choose mission for multiplayer game - * - * 3 1/01/97 6:45p Lawrance - * added more multiplayer messages, improved code - * - * 2 12/30/96 10:18a Lawrance - * split up multiplayer code into manageable files - * - * $NoKeywords: $ - */ + #ifndef MULTI_UI_H #define MULTI_UI_H diff --git a/fs2_open/code/network/multiutil.cpp b/fs2_open/code/network/multiutil.cpp index 454500450c..ed43825f04 100644 --- a/fs2_open/code/network/multiutil.cpp +++ b/fs2_open/code/network/multiutil.cpp @@ -7,396 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $ - * $Revision: 2.45.2.8 $ - * $Date: 2007-10-15 06:43:19 $ - * $Author: taylor $ - * - * C file that contains misc. functions to support multiplayer - * - * $Log: not supported by cvs2svn $ - * Revision 2.45.2.7 2007/04/24 12:07:33 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.45.2.6 2007/04/24 09:52:26 karajorma - * Add the knock feature from Tom's build. - * - * Revision 2.45.2.5 2007/04/05 16:49:21 karajorma - * Fix bug whereby clients who were gliding can't jump out at the end of the mission. Remove a couple of magic numbers that looked at me the wrong way. - * - * Revision 2.45.2.4 2006/09/24 22:53:22 taylor - * more standalone server fixes: - * - add some basic bmpman functionality to grstub, since it needs to do something at least - * - add missing gr_* function ptrs to grstrub - * - (re-)enable radar and hud setup functions that used to crash (problems are fixed now) - * - deal with default pilot file properly (also caused a bmpman headache) - * - don't bother with Multi_common_icons[] in standalone mode (they don't load, so don't let them unload either) - * - * Revision 2.45.2.3 2006/09/24 13:29:20 taylor - * move FS2NetD connection checks to *after* it tries to connect ;) (Mantis bug #1065) - * - * Revision 2.45.2.2 2006/09/20 05:01:36 taylor - * add some extra FS2NetD safety checks around to prevent the code from doing stupid crash-happy things - * - * Revision 2.45.2.1 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.45 2006/02/06 02:06:02 wmcoolmon - * Various fixes; very beginnings of Directives scripting support - * - * Revision 2.44 2006/02/03 22:28:10 taylor - * a couple of mvalid.cfg and tvalid.cfg file format changes to give them at least some readability - * some cleanup, extra logging, and very slight speedup with mission and table validation checking - * fix memory leak from mission and table validation checking - * - * Revision 2.43 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.42 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.41 2005/12/22 04:35:04 taylor - * more big-endian fixes - * fix the totally retarded check I made for multi fighter beams (they really don't work right yet anyway) since it broke normal beams for clients - * - * Revision 2.40 2005/10/10 17:21:08 taylor - * remove NO_NETWORK - * - * Revision 2.39 2005/09/27 02:36:58 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.38 2005/08/20 20:29:47 taylor - * Fix an old unix define, should be SCP_UNIX - * - * Revision 2.37 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.36 2005/07/02 19:45:00 taylor - * ton of non-standard resolution fixes - * - * Revision 2.35 2005/05/13 23:10:17 taylor - * unbreak joining (when forming, not in-game) (Jens Granseuer) - * - * Revision 2.34 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.33 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.32 2005/03/11 14:14:05 taylor - * forgot to remove this with the MIN/MAX change - * - * Revision 2.31 2005/03/10 08:00:11 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.30 2005/03/08 03:50:23 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.29 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.28 2005/02/16 10:00:40 wmcoolmon - * "-ingame" command line option - * - * Revision 2.27 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.26 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.25 2004/11/26 08:41:11 taylor - * couple of LAN game vs. FS2NetD fixes - * - * Revision 2.24 2004/08/26 18:19:36 Kazan - * small standalone-related multibug fix - * prohibited execution of process_debug_keys(int) while Game_mode & GM_MULTIPLAYER - * - * Revision 2.23 2004/07/26 20:47:43 Kazan - * remove MCD complete - * - * Revision 2.22 2004/07/12 16:32:58 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.21 2004/07/12 14:38:13 Kazan - * fix a small multibug in tables validation (I had added this once before.. where did it go) - * - * Revision 2.20 2004/07/12 03:04:33 wmcoolmon - * ... - * - * Revision 2.19 2004/07/12 03:04:03 wmcoolmon - * Oops. :p - * - * Revision 2.18 2004/07/12 02:50:48 wmcoolmon - * Ingame joining stuff - use -rt to enabled/disable - * - * Revision 2.17 2004/07/07 21:00:08 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 2.16 2004/03/31 05:42:27 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.15 2004/03/05 21:19:39 Kazan - * Fixed mission validation (was returning false positives) - * - * Revision 2.14 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.13 2003/11/11 02:15:45 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.12 2003/11/09 04:09:18 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.11 2003/11/06 20:22:13 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.10 2003/10/30 15:30:23 Kazan - * lil update - * - * Revision 2.9 2003/10/15 22:03:26 Kazan - * Da Species Update :D - * - * Revision 2.8 2003/10/13 05:57:50 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.7 2003/10/04 22:42:23 Kazan - * fs2netd now TCP - * - * Revision 2.6 2003/09/25 21:12:24 Kazan - * ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs) - * Also D3D8 Screenshots work now. - * - * Revision 2.5 2003/09/24 19:35:59 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.4 2003/09/23 02:42:54 Kazan - * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] - * - * Revision 2.3 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.2 2002/07/22 01:22:26 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 47 9/15/99 1:45a Dave - * Don't init joystick on standalone. Fixed campaign mode on standalone. - * Fixed no-score-report problem in TvT - * - * 46 9/09/99 8:53p Dave - * Fixed multiplayer degenerate orientation case problem. Make sure warp - * effect never goes lower than LOD 1. - * - * 45 8/24/99 1:50a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 44 8/23/99 10:30a Dave - * Make sure a kill limit of 0 really means "no kill limit" - * - * 43 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 42 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 41 8/19/99 10:59a Dave - * Packet loss detection. - * - * 40 8/06/99 2:44a Dave - * Make sure dead players who leave respawn AI. - * - * 39 8/06/99 12:29a Dave - * Multiple bug fixes. - * - * 38 8/03/99 11:02p Dave - * Maybe fixed sync problems in multiplayer. - * - * 37 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 36 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 35 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 34 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 33 6/25/99 5:04p Jasenw - * Added some debug line stuff. - * - * 32 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 31 5/18/99 11:50a Andsager - * Remove unused object type OBJ_GHOST_SAVE - * - * 30 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 29 5/03/99 8:33p Dave - * New version of multi host options screen. - * - * 28 4/27/99 12:16a Dave - * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the - * pxo server list screen. Fixed secondary firing for hosts on a - * standalone. Fixed wacky multiplayer weapon "shuddering" problem. - * - * 27 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 26 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 25 4/09/99 2:21p Dave - * Multiplayer beta stuff. CD checking. - * - * 24 4/08/99 2:10a Dave - * Numerous bug fixes for the beta. Added builtin mission info for the - * beta. - * - * 23 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 22 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 21 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 20 3/01/99 10:00a Dave - * Fxied several dogfight related stats bugs. - * - * 19 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 18 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 17 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 16 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 15 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 14 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 13 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 12 1/12/99 4:07a Dave - * Put in barracks code support for selecting squad logos. Properly - * distribute squad logos in a multiplayer game. - * - * 11 12/14/98 4:01p Dave - * Got multi_data stuff working well with new xfer stuff. - * - * 10 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 9 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 8 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 7 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 6 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 5 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 4 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 283 9/28/98 1:54p Dave - * Make sure French and German don't xfer builtin files they don't have - * (to themselves) - * - * 282 9/28/98 1:41p Dave - * Properly detect "builtin" missions. - * - * 281 9/21/98 11:46p Dave - * Flag mission disk players in the right spot. - * - * 280 9/15/98 7:24p Dave - * Minor UI changes. Localized bunch of new text. - * - * $NoKeywords: $ - */ + #if defined _WIN32 diff --git a/fs2_open/code/network/multiutil.h b/fs2_open/code/network/multiutil.h index bb7c0111f1..fb8553c56a 100644 --- a/fs2_open/code/network/multiutil.h +++ b/fs2_open/code/network/multiutil.h @@ -7,158 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/MultiUtil.h $ - * $Revision: 2.6.2.2 $ - * $Date: 2007-10-15 06:43:19 $ - * $Author: taylor $ - * - * Header file to support misc. multiplayer support functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.6.2.1 2007/04/24 12:07:34 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.6 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2005/02/04 10:12:31 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.3 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/07/07 21:00:08 Kazan - * FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 9/15/99 1:45a Dave - * Don't init joystick on standalone. Fixed campaign mode on standalone. - * Fixed no-score-report problem in TvT - * - * 12 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 11 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 10 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 9 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 8 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 7 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 6 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 5 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 121 9/11/98 5:08p Dave - * More tweaks to kick notification system. - * - * 120 9/04/98 3:52p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 119 8/12/98 4:53p Dave - * Put in 32 bit checksumming for PXO missions. No validation on the - * actual tracker yet, though. - * - * 118 7/24/98 11:15a Allender - * added 32bit checksumming stuff for validated missions - * - * 117 7/10/98 1:13a Allender - * lots of small multiplayer update changes. Code in launcher to specify - * connection speed. A couple of small fixes regarding empty mission - * files. Time out players after 10 second when they don't connect on - * their reliable socket. - * - * 116 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 115 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 114 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 113 6/04/98 11:46a Dave - * Drastically reduce size/rate of client control info update packets. Put - * in rate limiting for object updating from server. - * - * 112 6/03/98 2:15p Dave - * Added special code from john to drastically reduce physics info packet - * fields. (30-50% reduction in bandwidth) - * - * 111 5/21/98 1:52a Dave - * Remove obsolete command line functions. Reduce shield explosion packets - * drastically. Tweak PXO screen even more. Fix file xfer system so that - * we can guarantee file uniqueness. - * - * 110 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 109 5/11/98 11:40p Dave - * Stuff. - * - * 108 5/10/98 7:06p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - * 107 5/07/98 6:31p Dave - * Fix sticky situations where players are dying/respawning when the game - * is ended. - * - * 106 5/04/98 10:39p Dave - * Put in endgame sequencing. Need to check campaign situations. - * Realigned ship info on team select screen. - * - * 105 4/30/98 12:57a Dave - * Put in new mode for ship/weapon selection. Rearranged how game querying - * is done a bit. - * - * $NoKeywords: $ - */ + #ifndef MULTI_UTIL_H #define MULTI_UTIL_H diff --git a/fs2_open/code/network/psnet.cpp b/fs2_open/code/network/psnet.cpp index d8ab121dab..246bb0d39a 100644 --- a/fs2_open/code/network/psnet.cpp +++ b/fs2_open/code/network/psnet.cpp @@ -7,148 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/PsNet.cpp $ - * $Revision: 2.11 $ - * $Date: 2005-10-10 17:21:08 $ - * $Author: taylor $ - * - * C file containing application level network-interface. - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.8 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.6 2004/07/26 20:47:44 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:58 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.3 2003/11/09 04:09:18 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:26 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:26 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 6 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 5 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 4 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 107 9/15/98 4:04p Allender - * added back in the -ip_addr command line switch because it needs to be - * in the standalone server only executable - * - * 106 9/14/98 11:28a Allender - * support for server bashing of address when received from client. Added - * a cmdline.cfg file to process command line arguments from a file - * - * 105 9/08/98 2:20p Allender - * temporary code to force IP address to a specific value. - * - * 104 8/21/98 1:15p Dave - * Put in log system hooks in useful places. - * - * 103 8/12/98 4:50p Allender - * fix error with new write socket code - * - * 102 8/11/98 11:45a Allender - * fix major problem in psnet_send where select() would block until ready - * to send, which for slow modems could be a long time. Doesn't block, - * and now correctly returns when socket is not set for writing - * - * 101 8/07/98 10:40a Allender - * new command line flags for starting netgames. Only starting currently - * works, and PXO isn't implemented yet - * - * 100 7/28/98 4:43p Allender - * fix bug where error on receiving of reliable data would sometimes - * infinate loop - * - * 99 7/06/98 5:05p Allender - * don't use default port to send UDP data to. Use port stored in address - * - * 98 6/13/98 9:32p Mike - * Kill last character in file which caused "Find in Files" to report the - * file as "not a text file." - * - * 97 6/13/98 6:01p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 96 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 95 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 94 6/05/98 9:55a Lawrance - * OEM changes - * - * 93 5/24/98 2:17p Allender - * make reliable socket read all data before returning - * - * 92 5/22/98 10:54a Allender - * new dialog information for networking to tell user if connection type - * doesn't match the setup specified type - * - * 91 5/21/98 3:31p Allender - * more RAS stuff -- fix possible problem when unable to read data on - * reliable socket - * - * 90 5/20/98 4:34p John - * fixed some bugs with rasenum connections. HAd to specify ansi versions - * in dll. Also, my pc returned 0 connections, before that still said - * there was a connection. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 diff --git a/fs2_open/code/network/psnet.h b/fs2_open/code/network/psnet.h index c912b4719e..a684bc6b85 100644 --- a/fs2_open/code/network/psnet.h +++ b/fs2_open/code/network/psnet.h @@ -7,183 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/PsNet.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * Header file for the application level network-interface. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/09 00:02:16 Kazan - * more fs2netd stuff - * - * Revision 2.2 2003/11/14 22:47:37 Kazan - * *WARNING* Multi Compatability with previous versions now in question *WARNING* - * [But that's ok, i incremented the multi version number the other day so that it will say "you don't have a compatable version"] - * - * I upped the MAX_PACKET_SIZE from 512 to 4096 -- try and bust multi with more than ?130? ships now :D - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 4 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * 3 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 41 10/02/98 3:22p Allender - * fix up the -connect option and fix the -port option - * - * 40 9/14/98 11:28a Allender - * support for server bashing of address when received from client. Added - * a cmdline.cfg file to process command line arguments from a file - * - * 39 8/07/98 10:40a Allender - * new command line flags for starting netgames. Only starting currently - * works, and PXO isn't implemented yet - * - * 38 6/30/98 2:17p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 37 6/04/98 11:04a Allender - * object update level stuff. Don't reset to high when becoming an - * observer of any type. default to low when guy is a dialup customer - * - * 36 5/22/98 10:54a Allender - * new dialog information for networking to tell user if connection type - * doesn't match the setup specified type - * - * 35 5/21/98 3:31p Allender - * more RAS stuff -- fix possible problem when unable to read data on - * reliable socket - * - * 34 5/18/98 4:10p Allender - * ditch any reference to IPX initialziation. put in (butt comment out) - * the RAS code - * - * 33 5/01/98 3:15a Dave - * Tweaked object update system. Put in new packet buffering system. - * - * 32 4/04/98 4:22p Dave - * First rev of UDP reliable sockets is done. Seems to work well if not - * overly burdened. - * - * 31 4/03/98 1:03a Dave - * First pass at unreliable guaranteed delivery packets. - * - * 30 3/11/98 11:42p Allender - * more ingame join stuff. Fix to networking code to possibly - * reinitialize reliable socket when entering join screen - * - * 29 2/05/98 11:44a Allender - * enhcanced network statistic collection. Made callback in debug console - * to do networking if player is in the console - * - * 28 2/04/98 6:35p Dave - * Changed psnet to use raw data with no headers. Started putting in - * support for master tracker security measures. - * - * 27 1/11/98 10:03p Allender - * removed from headers which included it. Made psnet_socket - * type which is defined just as SOCKET type is. - * - * 26 12/16/97 6:19p Dave - * Put in primary weapon support for multiplayer weapon select. - * - * 25 12/16/97 5:24p Allender - * changed to options menu to allow FQDN's. changes to player booting - * code (due to timeout). more work still needs to be done though. - * - * 24 12/11/97 8:15p Dave - * Put in network options screen. Xed out olf protocol selection screen. - * - * 23 12/03/97 11:48a Allender - * overhaul on reliable socket code. Made reliable sockets non-blocking - * (listen socket still blocks). Made player timeouts work correctly with - * certain winsock errors on the reliable sockets - * - * 22 11/11/97 11:55a Allender - * initialize network at beginning of application. create new call to set - * which network protocol to use - * - * 21 11/04/97 3:50p Allender - * more reliable socket stuff. Removed admin port. Cleaner sequencing, - * etc. - * - * 20 11/03/97 8:25p Dave - * Got client side reliable sockets working. Got reliable/unreliable - * pakcet interleaving done. - * - * 19 11/03/97 5:09p Allender - * added reliable transport system -- still in infancy. Each netplayer - * has reliable socket to server (and server to clients). - * - * 18 10/24/97 6:22p Sandeep - * added checknet - * - * 17 9/17/97 9:09a Dave - * Observer mode work, put in standalone controls. Fixed up some stuff for - * ingame join broken by recent code checkins. - * - * 16 8/26/97 5:02p Dave - * Put in admin socket handling thread. Modified all functions to support - * this. - * - * 15 8/20/97 4:34p Dave - * Added admin socket init to psnet_init() - * - * 14 8/13/97 4:55p Dave - * Moved PSNET_FLAG_CHECKSUM bit #define into psnet.h - * - * 13 8/11/97 3:18p Dave - * Added administration client socket. - * - * 12 8/04/97 9:41p Allender - * revamped packet structure for netgames. No more magic number. psnet* - * functions can now do checksumming at it's level. - * - * 11 7/30/97 9:39a Allender - * network debug stuff -- showing net read/write stats on hud - * - * 10 6/11/97 1:38p Allender - * added basic sequencing through ship selection. Put My_addr structure - * into psnet.cpp where it should be - * - * 9 1/03/97 12:01p Lawrance - * Now getting return address and port from the network layer header. - * - * 8 1/02/97 2:07p Lawrance - * fixed problem with reading socket data - * - * 7 1/01/97 6:45p Lawrance - * added support for IPX - * - * $NoKeywords: $ - */ + #ifndef _PSNET_H diff --git a/fs2_open/code/network/psnet2.cpp b/fs2_open/code/network/psnet2.cpp index 4d397d1607..9d6cf58925 100644 --- a/fs2_open/code/network/psnet2.cpp +++ b/fs2_open/code/network/psnet2.cpp @@ -7,163 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/Psnet2.cpp $ - * $Revision: 2.14.2.3 $ - * $Date: 2007-10-15 06:43:19 $ - * $Author: taylor $ - * - * C file containing application level network-interface. - * - * $Log: not supported by cvs2svn $ - * Revision 2.14.2.2 2006/08/19 04:28:22 taylor - * add custom IP option to maybe help get around NAT issues (I haven't heard whether this actually works or not yet though, but it's been out for testing all week) - * - * Revision 2.14.2.1 2006/06/12 03:38:15 taylor - * try to allow RAS VPN connects since they probably aren't dial-up and shouldn't be seen as such - * - * Revision 2.14 2005/10/10 17:21:08 taylor - * remove NO_NETWORK - * - * Revision 2.13 2005/09/05 09:38:19 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.12 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/07/07 16:36:58 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 2.10 2005/05/12 17:49:15 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.9 2005/03/24 23:29:33 taylor - * (re)move some uneeded variables to fix compiler warnings - * - * Revision 2.8 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.7 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.6 2004/07/26 20:47:44 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:58 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2002/12/02 23:18:53 Goober5000 - * commented out an unneeded variable (int ret) in psnet_socket_options - * - * Revision 2.3 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.2 2002/07/30 14:29:15 unknownplayer - * - * Started work on DX8.1 implementation. Updated the project files to encompass - * the new files. Disable the compiler tag to use old DX code (THERE IS NO - * NEW CODE YET!) - * - * Revision 2.1 2002/07/22 01:22:26 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 25 9/14/99 2:21p Dave - * Fixed observer mode joining and ingame stuff. - * - * 24 9/10/99 9:44p Dave - * Bumped version # up. Make server reliable connects not have such a huge - * timeout. - * - * 23 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 22 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 21 8/16/99 4:06p Dave - * Big honking checkin. - * - * 20 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 19 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 18 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 17 7/03/99 4:08p Dave - * Fixed wss_slots size issues. Fixed potentially nasty bug in low level - * reliable code. - * - * 16 6/25/99 5:02p Jasenw - * Removed old debug code. - * - * 15 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 14 4/30/99 12:18p Dave - * Several minor bug fixes. - * - * 13 4/27/99 5:55p Dave - * Fixed Ras_connected bug with VSDK code. - * - * 12 4/27/99 2:59p Dave - * Potential fix for reliable socket connection problem. - * - * 11 4/23/99 11:07a Dave - * Added lots of debug multi.log output to psnet2 - * - * 10 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 9 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 8 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 7 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 6 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 5 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 4 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 3 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 2 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * $NoKeywords: $ - */ + #ifdef _WIN32 diff --git a/fs2_open/code/network/psnet2.h b/fs2_open/code/network/psnet2.h index dc2b88bb75..28d95de5d6 100644 --- a/fs2_open/code/network/psnet2.h +++ b/fs2_open/code/network/psnet2.h @@ -7,78 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/Psnet2.h $ - * $Revision: 2.9 $ - * $Date: 2005-07-13 03:35:33 $ - * $Author: Goober5000 $ - * - * Header file for the application level network-interface. - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.7 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.6 2004/03/08 22:02:39 Kazan - * Lobby GUI screen restored - * - * Revision 2.5 2003/11/14 22:47:37 Kazan - * *WARNING* Multi Compatability with previous versions now in question *WARNING* - * [But that's ok, i incremented the multi version number the other day so that it will say "you don't have a compatable version"] - * - * I upped the MAX_PACKET_SIZE from 512 to 4096 -- try and bust multi with more than ?130? ships now :D - * - * Revision 2.4 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.3 2002/07/26 16:12:05 penguin - * fixed bug where winsock.h wasn't defined - * - * Revision 2.2 2002/07/22 01:22:26 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 8/16/99 4:06p Dave - * Big honking checkin. - * - * 8 7/28/99 11:46a Dave - * Put in FS2_DEMO defines for port stuff. - * - * 7 6/25/99 11:59a Dave - * Multi options screen. - * - * 6 6/07/99 9:51p Dave - * Consolidated all multiplayer ports into one. - * - * 5 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 4 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 3 11/19/98 8:04a Dave - * Full support for D3-style reliable sockets. Revamped packet lag/loss - * system, made it receiver side and at the lowest possible level. - * - * $NoKeywords: $ - */ + #ifndef _PSNET2_H #define _PSNET2_H diff --git a/fs2_open/code/network/stand_gui.cpp b/fs2_open/code/network/stand_gui.cpp index c7b2455768..6a22250cee 100644 --- a/fs2_open/code/network/stand_gui.cpp +++ b/fs2_open/code/network/stand_gui.cpp @@ -7,396 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/stand_gui.cpp $ - * $Revision: 2.19.2.4 $ - * $Date: 2007-10-15 06:43:19 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.19.2.3 2006/11/15 00:36:07 taylor - * various bits of little cleanup - * get rid of some more compiler warnings - * - * Revision 2.19.2.2 2006/10/27 06:44:35 taylor - * grrr ... fix dos EOL chars - * - * Revision 2.19.2.1 2006/10/26 15:46:35 taylor - * give the standalone chat box a horizontal scroll capability, not terribly accurate but it's good enough for the purpose (Mantis bug #1095) - * - * Revision 2.19 2006/04/20 06:32:15 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.18 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.17 2005/10/27 16:21:19 taylor - * fix some automake errors with OSX 10.4's crappy AutoMake and a couple of other OS X related terminal compile fixage - * - * Revision 2.16 2005/10/10 17:21:08 taylor - * remove NO_NETWORK - * - * Revision 2.15 2005/07/13 03:35:33 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.14 2005/03/02 21:18:20 taylor - * better support for Inferno builds (in PreProcDefines.h now, no networking support) - * make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX - * revert a timeout in Client.h back to the original value before Linux merge - * - * Revision 2.13 2005/02/04 20:06:05 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.12 2004/07/26 20:47:44 Kazan - * remove MCD complete - * - * Revision 2.11 2004/07/12 16:32:58 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/03/31 05:42:27 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.9 2004/03/05 09:02:02 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2004/03/04 05:57:45 Kazan - * LAN works A1 Supar! - * - * Revision 2.7 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.6 2003/11/06 20:22:14 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 2.5 2003/10/04 22:42:23 Kazan - * fs2netd now TCP - * - * Revision 2.4 2003/09/24 19:35:59 Kazan - * ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed! - * - * Revision 2.3 2002/08/04 05:13:00 penguin - * Change version display - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/22 01:22:26 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 16 8/16/99 4:06p Dave - * Big honking checkin. - * - * 15 8/11/99 5:54p Dave - * Fixed collision problem. Fixed standalone ghost problem. - * - * 14 8/04/99 5:45p Dave - * Upped default standalone server framerate to 60. - * - * 13 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 12 5/19/99 4:07p Dave - * Moved versioning code into a nice isolated common place. Fixed up - * updating code on the pxo screen. Fixed several stub problems. - * - * 11 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 10 2/24/99 2:25p Dave - * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn - * bug for dogfight more. - * - * 9 2/18/99 11:46a Neilk - * hires interface coord support - * - * 8 2/12/99 6:16p Dave - * Pre-mission Squad War code is 95% done. - * - * 7 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 6 11/17/98 11:12a Dave - * Removed player identification by address. Now assign explicit id #'s. - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 3 10/08/98 4:29p Dave - * Removed reference to osdefs.h - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 63 9/17/98 11:56a Allender - * allow use of return key in edit box - * - * 62 9/04/98 3:52p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 61 7/24/98 9:27a Dave - * Tidied up endgame sequencing by removing several old flags and - * standardizing _all_ endgame stuff with a single function call. - * - * 60 7/10/98 5:04p Dave - * Fix connection speed bug on standalone server. - * - * 59 6/18/98 4:46p Allender - * removed test code that I previously forgot to remove - * - * 58 6/18/98 3:52p Allender - * make close button actually close down property sheet - * - * 57 6/13/98 6:02p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 56 6/13/98 3:19p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 55 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 54 5/24/98 3:45a Dave - * Minor object update fixes. Justify channel information on PXO. Add a - * bunch of configuration stuff for the standalone. - * - * 53 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 52 5/21/98 9:45p Dave - * Lengthened tracker polling times. Put in initial support for PXO - * servers with channel filters. Fixed several small UI bugs. - * - * 51 5/18/98 9:15p Dave - * Put in network config file support. - * - * 50 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 49 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 48 5/10/98 7:06p Dave - * Fix endgame sequencing ESC key. Changed how host options warning popups - * are done. Fixed pause/message scrollback/options screen problems in mp. - * Make sure observer HUD doesn't try to lock weapons. - * - * 47 5/09/98 7:16p Dave - * Put in CD checking. Put in standalone host password. Made pilot into - * popup scrollable. - * - * 46 5/08/98 7:09p Dave - * Lots of UI tweaking. - * - * 45 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 44 5/04/98 1:44p Dave - * Fixed up a standalone resetting problem. Fixed multiplayer stats - * collection for clients. Make sure all multiplayer ui screens have the - * correct palette at all times. - * - * 43 5/02/98 5:38p Dave - * Put in new tracker API code. Put in ship information on mp team select - * screen. Make standalone server name permanent. Fixed standalone server - * text messages. - * - * 42 5/02/98 1:45a Dave - * Make standalone goal tree not flicker. - * - * 41 5/01/98 10:57a Jim - * from Dave: fixed mission goal problems - * - * 40 4/29/98 12:11a Dave - * Put in first rev of full API support for new master tracker. - * - * 39 4/28/98 5:11p Dave - * Fixed multi_quit_game() client side sequencing problem. Turn off - * afterburners when ending multiplayer mission. Begin integration of mt - * API from Kevin Bentley. - * - * 38 4/25/98 2:02p Dave - * Put in multiplayer context help screens. Reworked ingame join ship - * select screen. Fixed places where network timestamps get hosed. - * - * 37 4/06/98 6:37p Dave - * Put in max_observers netgame server option. Make sure host is always - * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS - * can always join but need to be kicked before commit can happen. Put in - * support for server ending a game and notifying clients of a special - * condition. - * - * 36 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 35 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 34 3/19/98 5:05p Dave - * Put in support for targeted multiplayer text and voice messaging (all, - * friendly, hostile, individual). - * - * 33 3/17/98 5:29p Dave - * Minor bug fixes in player select menu. Solidified mp joining process. - * Made furball mode support ingame joiners and dropped players correctly. - * - * 32 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 31 3/03/98 5:12p Dave - * 50% done with team vs. team interface issues. Added statskeeping to - * secondary weapon blasts. Numerous multiplayer ui bug fixes. - * - * 30 2/12/98 4:41p Dave - * Seperated multiplayer kick functionality into its own module. Ui - * tweaking - * - * 29 2/05/98 10:24a Hoffoss - * Changed "goal" text to "objective", which is the correct term nowadays. - * - * 28 1/31/98 4:32p Dave - * Put in new support for VMT player validation, game logging in, and game - * logging out. Need to finish stats transfer. - * - * 27 1/28/98 6:24p Dave - * Made standalone use ~8 megs less memory. Fixed multiplayer submenu - * sequencing problem. - * - * 26 1/24/98 3:39p Dave - * Fixed numerous multiplayer bugs (last frame quit problem, weapon bank - * changing, deny packets). Add several controls to standalone server. - * - * 25 1/20/98 2:23p Dave - * Removed optimized build warnings. 99% done with ingame join fixes. - * - * 24 1/17/98 2:46a Dave - * Reworked multiplayer join/accept process. Ingame join still needs to be - * integrated. - * - * 23 1/16/98 2:34p Dave - * Made pause screen work properly (multiplayer). Changed how chat packets - * work. - * - * 22 1/13/98 5:37p Dave - * Reworked a lot of standalone interface code. Put in single and - * multiplayer popups for death sequence. Solidified multiplayer kick - * code. - * - * 21 1/11/98 10:03p Allender - * removed from headers which included it. Made psnet_socket - * type which is defined just as SOCKET type is. - * - * 20 1/05/98 5:07p Dave - * Fixed a chat packet bug. Fixed a few state save/restore bugs. Updated a - * few things for multiplayer server transfer. - * - * 19 12/10/97 4:46p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 18 12/03/97 11:50p Dave - * Fixed a bunch of multiplayer bugs (standalone and non) - * - * 17 12/03/97 11:59a Dave - * Dependant merge checkin - * - * 16 12/02/97 10:05p Dave - * Began some large-scale multiplayer debugging work (mostly standalone) - * - * 15 11/15/97 2:37p Dave - * More multiplayer campaign support. - * - * 14 10/29/97 5:18p Dave - * More debugging of server transfer. Put in debrief/brief - * transition for multiplayer (w/standalone) - * - * 13 10/25/97 7:23p Dave - * Moved back to single set stats storing. Put in better respawning - * locations system. - * - * 12 10/24/97 6:19p Dave - * More standalone testing/fixing. Added reliable endgame sequencing. - * Added reliable ingame joining. Added reliable stats transfer (endgame). - * Added support for dropping players in debriefing. Removed a lot of old - * unused code. - * - * 11 10/21/97 5:21p Dave - * Fixed pregame mission load/file verify debacle. Added single vs. - * multiplayer stats system. - * - * 10 10/14/97 5:38p Dave - * Player respawns 99.9% done. Only need to check cases for server/host - * getting killed. - * - * 9 10/03/97 4:57p Dave - * Added functions for new text controls. Added some more reset controls. - * Put in checks for all-players-gone. - * - * 8 9/17/97 9:09a Dave - * Observer mode works, put in standalone controls. Fixed up some stuff for - * ingame join broken by recent code checkins. - * - * 7 8/29/97 5:03p Dave - * Added a ton of new gui controls/features. - * - * 6 8/26/97 5:03p Dave - * Added bunch of informational controls. Standardized some functions for - * external use. Put in godview mode (conditionaled out though). - * - * 5 8/23/97 11:31a Dave - * Put in new gui calls. Added a bunch of display controls. - * - * 4 8/20/97 4:19p Dave - * Moved some functions around. Added the standalone state text box. - * - * 3 8/18/97 11:46a Dave - * Moved definition of STANDALONE_FRAME_CAP tp multi.h - * - * 2 8/11/97 4:52p Dave - * Spliced out standalone GUI stuff from OsApi and WinMain.cpp to its own - * module. - * - * 1 8/11/97 4:21p Dave - * - * $NoKeywords: $ - */ + #ifndef SCP_UNIX diff --git a/fs2_open/code/network/stand_gui.h b/fs2_open/code/network/stand_gui.h index a3e8f04528..4046105834 100644 --- a/fs2_open/code/network/stand_gui.h +++ b/fs2_open/code/network/stand_gui.h @@ -7,134 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Network/stand_gui.h $ - * $Revision: 2.3.2.1 $ - * $Date: 2007-10-15 06:43:20 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/07/13 03:35:34 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/07/22 01:22:26 penguin - * Linux port -- added NO_STANDALONE ifdefs - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 24 9/04/98 3:52p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 23 6/10/98 2:56p Dave - * Substantial changes to reduce bandwidth and latency problems. - * - * 22 5/24/98 3:45a Dave - * Minor object update fixes. Justify channel information on PXO. Add a - * bunch of configuration stuff for the standalone. - * - * 21 5/22/98 9:35p Dave - * Put in channel based support for PXO. Put in "shutdown" button for - * standalone. UI tweaks for TvT - * - * 20 5/18/98 9:15p Dave - * Put in network config file support. - * - * 19 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 18 5/09/98 7:16p Dave - * Put in CD checking. Put in standalone host password. Made pilot into - * popup scrollable. - * - * 17 5/08/98 5:05p Dave - * Go to the join game screen when quitting multiplayer. Fixed mission - * text chat bugs. Put mission type symbols on the create game list. - * Started updating standalone gui controls. - * - * 16 3/24/98 5:00p Dave - * Fixed several ui bugs. Put in pre and post voice stream playback sound - * fx. Put in error specific popups for clients getting dropped from games - * through actions other than their own. - * - * 15 1/31/98 4:32p Dave - * Put in new support for VMT player validation, game logging in, and game - * logging out. Need to finish stats transfer. - * - * 14 1/24/98 3:39p Dave - * Fixed numerous multiplayer bugs (last frame quit problem, weapon bank - * changing, deny packets). Add several controls to standalone server. - * - * 13 1/17/98 5:51p Dave - * Bug fixes for bugs generated by multiplayer testing. - * - * 12 1/13/98 5:37p Dave - * Reworked a lot of standalone interface code. Put in single and - * multiplayer popups for death sequence. Solidified multiplayer kick - * code. - * - * 11 1/11/98 10:03p Allender - * removed from headers which included it. Made psnet_socket - * type which is defined just as SOCKET type is. - * - * 10 12/10/97 4:46p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 9 12/03/97 11:59a Dave - * Dependant merge checkin - * - * 8 10/03/97 4:57p Dave - * Added functions for new text controls. Added some more reset controls. - * Put in checks for all-players-gone. - * - * 7 9/24/97 5:04p Dave - * Removed an unnecessary function prototype. - * - * 6 8/29/97 5:03p Dave - * Added a ton of new gui controls/features. - * - * 5 8/26/97 5:03p Dave - * Added bunch of informational controls. Standardized some functions for - * external use. Put in godview mode (conditionaled out though). - * - * 4 8/23/97 11:31a Dave - * Put in new gui calls. Added a bunch of display controls. - * - * 3 8/20/97 4:20p Dave - * Added standalone state text box. - * - * 2 8/11/97 4:52p Dave - * Spliced out standalone GUI stuff from OsApi and WinMain.cpp to its own - * module. - * - * 1 8/11/97 4:21p Dave - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE_STANDALONE_GUI_HEADER_FILE #define _FREESPACE_STANDALONE_GUI_HEADER_FILE diff --git a/fs2_open/code/object/collidedebrisship.cpp b/fs2_open/code/object/collidedebrisship.cpp index 5a83cf86cd..684681face 100644 --- a/fs2_open/code/object/collidedebrisship.cpp +++ b/fs2_open/code/object/collidedebrisship.cpp @@ -7,199 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/CollideDebrisShip.cpp $ - * $Revision: 2.10.2.1 $ - * $Date: 2007-02-11 09:06:13 $ - * $Author: taylor $ - * - * Routines to detect collisions and do physics, damage, etc for ships and debris - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2005/10/09 09:13:29 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 2.9 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.8 2005/03/27 12:28:32 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.7 2005/03/10 08:00:11 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.6 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/11/11 02:15:42 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.2 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 9/14/99 2:59a Andsager - * Limit amount of damage done by debris colliding with ship for SUPERCAP - * - * 11 8/31/99 11:43p Andsager - * No ship:debris damage to ship if debris' parent is ship itself - * - * 10 8/10/99 5:49p Andsager - * Fix bug - no damage collision against debris. - * - * 9 8/09/99 4:45p Andsager - * Add HUD "collision " waring when colliding with asteroids and debris. - * - * 8 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 7 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 6 1/12/99 10:24a Andsager - * Fix asteroid-ship collision bug, with negative collision - * - * 5 10/23/98 1:11p Andsager - * Make ship sparks emit correctly from rotating structures. - * - * 4 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 27 4/24/98 5:35p Andsager - * Fix sparks sometimes drawing not on model. If ship is sphere in - * collision, don't draw sparks. Modify ship_apply_local_damage() to take - * parameter no_spark. - * - * 26 4/02/98 6:29p Lawrance - * compile out asteroid references for demo - * - * 25 4/02/98 5:10p Mike - * Decrease damage yet more (by 3x) when an asteroid collides with a ship - * during warp out. - * - * 24 4/02/98 4:25p Andsager - * fix bug calculating max_ship_impulse - * - * 23 3/30/98 10:35a Andsager - * Attempt to optimize ship:asteroid collisions. Maybe return if time. - * - * 22 3/25/98 2:37p Andsager - * Modify maximum damage done by asteroids, depends on ship's max_vel, not - * vel when warping out. - * - * 21 3/25/98 2:15p Andsager - * - * 20 3/25/98 1:36p Mike - * Balancing of sm1-06a, Galatea mission. - * - * 19 3/23/98 11:14a Andsager - * Modified collide_asteroid_ship to calculate next possible collision - * time based on ship afterburner speed. - * - * 18 3/20/98 12:02a Mike - * Cap damage done by an asteroid on a huge ship to 1/8 ship strength if a - * large ship. If <4000 hull, can do more than 1/8. - * - * 17 3/05/98 3:12p Mike - * Fix bugs in asteroid collisions. Throw asteroids at Galataea (needs to - * be made general). Add skill level support for asteroid throwing. - * - * 16 3/04/98 11:21p Mike - * Less rotation on huge ships in death roll. - * Less damage done to huge ships when hit an asteroid at high speed. - * - * 15 3/02/98 2:58p Mike - * Make "asteroids" in debug console turn asteroids on/off. - * - * 14 2/19/98 12:46a Lawrance - * Further work on asteroids. - * - * 13 2/07/98 2:14p Mike - * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp - * ship:debris collisions. - * - * 12 2/06/98 7:29p John - * Added code to cull out some future asteroid-ship collisions. - * - * 11 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 10 2/04/98 8:57p Lawrance - * remove unused variable - * - * 9 2/04/98 6:08p Lawrance - * Add a light collision sound, overlay a shield collide sound if - * applicable. - * - * 8 1/05/98 9:07p Andsager - * Changed ship_shipor_debris_hit_info struct to more meaninful names - * - * 7 1/02/98 9:08a Andsager - * Changed ship:ship and ship:debris collision detection to ignore shields - * and collide only against hull. Also, significantly reduced radius of - * sphere. - * - * 6 12/22/97 9:56p Andsager - * Implement ship:debris collisions. Generalize and move - * ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h - * - * 5 11/03/97 11:08p Lawrance - * play correct collision sounds. - * - * 4 10/27/97 8:35a John - * code for new player warpout sequence - * - * 3 10/01/97 5:55p Lawrance - * change call to snd_play_3d() to allow for arbitrary listening position - * - * 2 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #include "object/objcollide.h" diff --git a/fs2_open/code/object/collidedebrisweapon.cpp b/fs2_open/code/object/collidedebrisweapon.cpp index 3009ed2c66..ef1ae947b0 100644 --- a/fs2_open/code/object/collidedebrisweapon.cpp +++ b/fs2_open/code/object/collidedebrisweapon.cpp @@ -7,70 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/CollideDebrisWeapon.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-04-05 05:53:21 $ - * $Author: taylor $ - * - * Routines to detect collisions and do physics, damage, etc for weapons and debris - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 7 4/02/98 6:29p Lawrance - * compile out asteroid references for demo - * - * 6 3/02/98 2:58p Mike - * Make "asteroids" in debug console turn asteroids on/off. - * - * 5 2/19/98 12:46a Lawrance - * Further work on asteroids. - * - * 4 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 3 1/13/98 8:09p John - * Removed the old collision system that checked all pairs. Added code - * to disable collisions and particles. - * - * 2 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #include "object/objcollide.h" #include "object/object.h" diff --git a/fs2_open/code/object/collideshipship.cpp b/fs2_open/code/object/collideshipship.cpp index 29fef153e5..a10672751f 100644 --- a/fs2_open/code/object/collideshipship.cpp +++ b/fs2_open/code/object/collideshipship.cpp @@ -7,574 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/CollideShipShip.cpp $ - * $Revision: 2.17.2.2 $ - * $Date: 2007-02-20 04:19:34 $ - * $Author: Goober5000 $ - * - * Routines to detect collisions and do physics, damage, etc for ships and ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.17.2.1 2007/02/11 06:19:08 Goober5000 - * invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug - * - * Revision 2.17 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.16 2005/10/09 09:13:29 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 2.15 2005/09/25 08:25:14 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.14 2005/07/12 21:10:57 Goober5000 - * fixed "warpout sequence aborted" bug - * --Goober5000 - * - * Revision 2.13 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/03/27 12:28:32 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.11 2005/03/10 08:00:11 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.10 2005/01/26 05:42:37 Goober5000 - * fixed a nitpicky thing - * --Goober5000 - * - * Revision 2.9 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.8 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.4 2003/01/24 03:48:11 Goober5000 - * aw, nuts - fixed a dumb bug with my new don't-collide-invisible code :p - * --Goober5000 - * - * Revision 2.3 2003/01/18 09:25:42 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.1 2002/07/26 16:17:46 penguin - * renamed 'big' and 'small' (conflict w/ MS include file) - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 31 9/01/99 5:40p Andsager - * Collision resolution between small and CAP during warp - * - * 30 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 29 7/29/99 12:11a Andsager - * comment fix - * - * 28 7/28/99 11:23p Andsager - * Try a different strategy to resolve collisions between ships on same - * team. - * - * 27 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 26 7/15/99 5:41p Andsager - * Clean up demo build - * - * 25 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 24 7/12/99 11:49a Andsager - * Really fix collision warp-in bug. - * - * 23 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 22 7/08/99 5:49p Andsager - * Fixed bug colliding with just warped in Cap ship - * - * 21 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 20 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 19 4/20/99 3:45p Andsager - * Modify ship_apply_local_damage to take a collision normal - * - * 18 4/19/99 12:21p Johnson - * Allow ships with invisible polygons which do not collide - * - * 17 3/20/99 2:54p Andsager - * Fix collision for cap ships warping in - speed is much greater than - * expected. - * - * 16 2/05/99 11:07a Andsager - * Make cap ships not get shoved around with asteroid collisions - * - * 15 2/02/99 1:18p Andsager - * Modify asteroid/cruiser collisions so cruisers don't get bashed so - * much. - * - * 14 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 13 1/11/99 12:42p Andsager - * Add live debris - debris which is created from a destroyed subsystem, - * when the ship is still alive - * - * 12 12/03/98 3:14p Andsager - * Check in code that checks rotating submodel actually has ship subsystem - * - * 11 11/20/98 2:22p Andsager - * Change collision separation h2l_vec - * - * 10 11/19/98 11:47p Andsager - * Fix possible divide by zero bug. - * - * 9 11/19/98 11:08p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 8 11/13/98 5:06p Johnson - * Fix Kulas collision bug - * - * 7 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 6 10/23/98 1:11p Andsager - * Make ship sparks emit correctly from rotating structures. - * - * 5 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 4 10/16/98 1:22p Andsager - * clean up header files - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 105 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 104 5/24/98 11:36p Mike - * Comment out no-optimize pragmas. - * - * 103 5/24/98 10:50p Mike - * Fix problem with ships with propagating explosions not being able to - * kamikaze. - * - * 102 5/21/98 3:48p Lawrance - * prevent player from entering friendly ship docking bays - * - * 101 5/19/98 2:19p Mike - * Don't do collision detection between small ship emerging or departing - * and its parent. - * - * 100 5/18/98 4:53p Hoffoss - * Some force feedback tweaks and pilot initializations there should have - * been happening, but weren't, and not are! - * - * 99 5/13/98 11:34p Mike - * Model caching system. - * - * 98 5/10/98 11:11p Lawrance - * Allow ships to collide if in second stage of arrival - * - * 97 5/08/98 5:25p Lawrance - * Don't allow collision sounds too play over each so much - * - * 96 5/08/98 3:51p Allender - * temporary fix for support ships on clients in multiplayer - * - * 95 5/08/98 11:22a Allender - * fix ingame join trouble. Small messaging fix. Enable collisions for - * friendlies again - * - * 94 5/07/98 12:24a Hoffoss - * Finished up sidewinder force feedback support. - * - * 93 5/03/98 5:40p Mike - * Debug info for trapping player collisions. - * - * 92 4/28/98 2:28p Allender - * temporarily put back in collision out for multiplayers for ships on the - * same team since that broke rearm/repair - * - * 91 4/28/98 1:00a Andsager - * Add collision sanity check - * - * 90 4/28/98 12:23a Chad - * removed call which prevented same team coliisions from happening in - * multiplayer - * - * 89 4/24/98 5:35p Andsager - * Fix sparks sometimes drawing not on model. If ship is sphere in - * collision, don't draw sparks. Modify ship_apply_local_damage() to take - * parameter no_spark. - * - * 88 4/23/98 4:42p Mike - * Support invisible polygons that only enemy ships bump into. - * - * 87 4/20/98 12:36a Mike - * Make team vs. team work when player is hostile. Several targeting - * problems. - * - * 86 4/12/98 2:02p Mike - * Make small ships avoid big ships. - * Turn on Collide_friendly flag. - * - * 85 4/08/98 4:01p Andsager - * Removed assert in calculate_ship_ship_collisions_physics() - * - * 84 4/06/98 1:39a Mike - * NDEBUG out some debugt code. - * Make ships find a new target if their target is on the same team. - * - * 83 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 82 3/25/98 2:43p Andsager - * comment out asserts - * - * 81 3/25/98 1:19p Mike - * Comment out unimportant assert. - * - * 80 3/25/98 10:43a Andsager - * Hack for ship_asteroid collisions when erroneous relative_vel >150 - * - * 79 3/25/98 12:05a Mike - * Comment out line to make sm1-06a playable. Reported to DaveA. - * - * 78 3/23/98 9:20a Andsager - * Remove all velocity updates in object code. - * - * 77 3/17/98 12:49a Mike - * Improved kamikaze behavior. - * - * 76 3/16/98 12:02a Mike - * Add support for kamikaze mode. Add AIF_NO_DYNAMIC which means - * relentlessly pursue current goal. - * - * 75 3/13/98 12:57p Mike - * Remove an Assert that was easy to trip with time compressed 8x. - * - * 74 3/09/98 12:58a Andsager - * Don't check asteroids very large displacements in collisions, since - * they may wrap. - * - * 73 3/09/98 12:16a Andsager - * - * 72 2/22/98 2:48p John - * More String Externalization Classification - * - * 71 2/20/98 8:32p Lawrance - * Add radius parm to sound_play_3d() - * - * 70 2/12/98 2:16p Andsager - * Better ship:ship collision pair next check time estimate - * - * 69 2/09/98 1:45p Andsager - * Fix bug in finding earliest possilble ship:ship collision. Used - * max_vel, not afterburner_max_vel. - * - * 68 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 67 2/04/98 6:08p Lawrance - * Add a light collision sound, overlay a shield collide sound if - * applicable. - * - * 66 2/02/98 4:36p Mike - * Prevent damage from occurring between two ships during very last frame - * of warpout if docked and on opposite sides. - * - * 65 1/28/98 2:15p Mike - * Make collision damage affect shield, not just hull. - * - * 64 1/28/98 11:06a Andsager - * Remove some collision pairs. Add debug code for displaying collision - * pair info. - * - * 63 1/23/98 5:08p Andsager - * Collision from rotation is turned on for all ship:ship colliisons. - * - * 62 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 61 1/19/98 11:56a Sandeep - * DA: remove warning in calculate ship_ship_physics from ship_debris - * collision when debris is spawned next to chasing ship. - * - * 60 1/14/98 2:30p Andsager - * Change warning for bad relative velocity - * - * 59 1/12/98 9:26p Andsager - * Implement collisions from rotation. - * - * 58 1/09/98 9:29a Mike - * Enable docked ships to warp out. Make damage done to a ship not - * proportional to its own mass. - * - * 57 1/08/98 12:12a Mike - * Make ships turn before warping out, if necessary, to avoid a collision. - * Warn player if his warpout will collide. Abort if in stage1. - * - * 56 1/05/98 9:08p Andsager - * Changed ship_shipor_debris_hit_info struct to more meaninful names. - * Begin implementation of collision from rotation. - * - * 55 1/02/98 9:08a Andsager - * Changed ship:ship and ship:debris collision detection to ignore shields - * and collide only against hull. Also, significantly reduced radius of - * sphere. - * - * 54 12/23/97 5:34p Andsager - * Fixed bug colliding against edge of ships without shields. - * - * 53 12/22/97 9:56p Andsager - * Implement ship:debris collisions. Generalize and move - * ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h - * - * 52 12/17/97 9:39p Lawrance - * Always play collide sound when player collides with another ship. - * - * 51 12/17/97 3:55p Andsager - * Added separation velocity in ship:ship collision when both ships on - * same team. - * - * 50 12/16/97 5:24p Andsager - * Modify collision detection criterion. Somewhat of a hack, but it keeps - * ships from getting stuci on each other. Comment out debug info. - * - * 49 12/08/97 6:23p Lawrance - * fix collision sounds (broken since hit pos was changed to local coords) - * - * 48 12/04/97 5:34p Lawrance - * let player collide with friendly ships (no damage though) by default - * - * 47 12/04/97 4:05p Allender - * comment out hud printf for ship ship collisions - * - * 46 12/03/97 5:44p Andsager - * Implement relative velocity collisions in the reference frame of the - * heavier object. - * - * 45 12/03/97 12:04p Hoffoss - * Made changes so the 8 %'s aren't needed anymore. Can just use 2 again - * now. - * - * 44 12/03/97 11:35a Hoffoss - * Made changes to HUD messages send throughout the game. - * - * 43 11/28/97 3:51p Mike - * Get blasted % symbol to display through HUD_printf. Had to enter - * %%%%%%%% (yes, that's 8x %) - * - * 42 11/26/97 3:25p Mike - * Decrease large quantities of damage. If > 5.0f, cut out half of amount - * over 5.0f. - * - * 41 11/16/97 8:45p Mike - * Add SM_ATTACK_FOREVER submode (of AIM_CHASE) and ships better dealing - * with their engines being blown out. - * - * 40 11/14/97 9:27a Andsager - * Changed debug print statements - * - * 39 11/13/97 6:12p Lawrance - * uncomment code that was commented out for build reasons - * - * 38 11/13/97 6:11p Lawrance - * call hud_start_collision_flash() when player ship hits another ship - * - * 37 11/13/97 4:59p Mike - * Add new chase submode: SM_FLY_AWAY. Deals with a ship colliding with - * its target. Ships were getting hung up on each other because the avoid - * code was used to deal with collisions. It was very bad. - * - * 36 11/12/97 11:53p Mike - * Fix code that shows damage taken due to collision to only work for - * player. - * - * 35 11/12/97 12:14p Mike - * Cut ship:ship collision damage by half again and put in a HUD message - * for large damage. - * - * 34 11/12/97 10:03a Mike - * Cut damage done due to ship:ship collisions by half. - * - * 33 11/10/97 10:50p Mike - * Fix bug preventing ships in sm1-03a from warping out together as a - * docked pair. Only worked for support ships and cargo, not a pair of - * transports. - * - * 32 11/09/97 11:24p Andsager - * Set small bounce in ship-ship collision. coeffic restitution 0.2 - * - * 31 11/09/97 4:39p Lawrance - * make 'Collide_friendly' make friendly collisions behave the same way as - * hostile collisions - * - * 30 11/07/97 4:36p Mike - * Change how ships determine they're under attack by dumbfire weapons. - * - * 29 11/06/97 12:27a Mike - * Better avoid behavior. - * Modify ai_turn_towards_vector() to take a flag parameter. - * - * 28 11/05/97 10:32p Mike - * Convert Assert() to nprintf when point of collisions is farther apart - * than sum of object radii. - * - * 27 11/05/97 9:28p Mike - * Add ships_are_docking() to allow ships of different teams to dock. - * - * 26 11/05/97 5:50p Andsager - * Added hit_time to ship_ship_hit_info to prevent hit_time from getting - * overwritten. - * - * 25 11/03/97 11:21p Andsager - * Fixed bug getting shield quad. Reduced damage in ship-ship. Collision - * normal from sphere center to hit_pos - * - * 24 11/03/97 11:08p Lawrance - * play correct collision sounds. - * - * 23 11/03/97 2:07p Lawrance - * add ship-to-ship collision sound - * - * 22 11/02/97 10:54p Lawrance - * add Collide_friendly, which is changed through debug console to - * enable/disable friend-friend collisions - * - * 21 11/01/97 3:58p Mike - * Zero damage caused by ship:ship collisions until it gets balanced. - * - * 20 10/29/97 5:19p Dave - * More debugging of server transfer. Put in debrief/brief - * transition for multiplayer (w/standalone) - * - * 19 10/29/97 4:56p Andsager - * Fixed bugs in collision physics involving normals. Collided objects - * now back up in the direction they came in. - * - * 18 10/28/97 4:57p John - * Put Andsager's new sphereline collide code officially into the code - * base and did a little restructuring. Fixed a few little bugs with it - * and added some simple bounding box elimination and did some timings. - * - * - * 17 10/27/97 6:12p Dave - * Changed host/server transfer around. Added some multiplayer data to - * state save/restore. Made multiplayer quitting more intelligent. - * - * 16 10/27/97 8:35a John - * code for new player warpout sequence - * - * 15 10/25/97 10:12a Andsager - * Cleaned up ship_ship_check_collision. Moved SHIP_SPHERE_CHECK to - * objCollide.h. Added some debug code for shield/hull collisions - * - * 14 10/22/97 10:29p Andsager - * modify ship_ship_check_collision to allow sphere-polygon collisions - * - * 13 10/19/97 11:45p Mike - * Hacked in damage due to gravity well of a planet. - * - * 12 10/19/97 9:41p Andsager - * undefine SPHERE_POLY_CHECK - * - * 11 10/19/97 9:34p Andsager - * Changed model_collide to take 2nd parameter radius with (default = 0) - * - * 10 10/17/97 1:32a Andsager - * add sphere-polygon collision detection - * - * 9 10/01/97 5:55p Lawrance - * change call to snd_play_3d() to allow for arbitrary listening position - * - * 8 9/30/97 5:06p Andsager - * rename vm_project_point_onto_surface() -> vm_project_name_onto_plane() - * - * 7 9/28/97 2:19p Andsager - * fixed bug in getting shield point in ray model collisions - * - * 6 9/25/97 2:54p Andsager - * added small bounce to collisions - * - * 5 9/19/97 5:00p Andsager - * modify collisions so that damage is first applied to shield and then to - * hull - * - * 4 9/18/97 4:08p John - * Cleaned up & restructured ship damage stuff. - * - * 3 9/18/97 3:58p Andsager - * fix bugs in sphere_sphere collision (sets r and hit_pos) - * - * 2 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #include "object/objcollide.h" #include "object/object.h" diff --git a/fs2_open/code/object/collideshipweapon.cpp b/fs2_open/code/object/collideshipweapon.cpp index db536d0888..d8fb9e49c7 100644 --- a/fs2_open/code/object/collideshipweapon.cpp +++ b/fs2_open/code/object/collideshipweapon.cpp @@ -7,271 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/CollideShipWeapon.cpp $ - * $Revision: 2.27.2.8 $ - * $Date: 2007-02-20 04:19:34 $ - * $Author: Goober5000 $ - * - * Routines to detect collisions and do physics, damage, etc for weapons and ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.27.2.7 2007/02/12 02:19:45 taylor - * fix a couple of things that I missed earlier - * - * Revision 2.27.2.6 2007/02/11 06:19:08 Goober5000 - * invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug - * - * Revision 2.27.2.5 2007/02/07 07:35:01 Goober5000 - * Clean up the ship-weapon collision code for both conventional weapons and beams. Improved readability and clarity; untangled program flow; cleaned up sloppy enhancements. Fixed a few bugs too. - * - * Revision 2.27.2.4 2007/02/06 01:27:33 Goober5000 - * remove obsolete and unused shield flag - * - * Revision 2.27.2.3 2006/10/08 02:05:33 Goober5000 - * fix forum links - * - * Revision 2.27.2.2 2006/08/22 05:45:39 taylor - * compiler warning fixes - * - * Revision 2.27.2.1 2006/06/07 03:52:21 wmcoolmon - * Scripting system prep for 3.6.9 - * - * Revision 2.27 2006/03/05 21:45:12 taylor - * various small cleanups, fixes, error checks - * - * Revision 2.26 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.25 2006/02/15 07:19:49 wmcoolmon - * Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks - * - * Revision 2.24 2005/11/08 01:04:00 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.23 2005/10/30 06:44:58 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.22 2005/10/28 14:48:26 taylor - * don't do any decal processing if decals are not enabled - * - * Revision 2.21 2005/10/10 17:21:08 taylor - * remove NO_NETWORK - * - * Revision 2.20 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.19 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.18 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.17 2005/03/19 20:45:23 Goober5000 - * corrected misinformation in comment about surface shields (implicit surface - * shields were removed for meshed ships) - * --Goober5000 - * - * Revision 2.16 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.15 2005/01/26 03:40:43 argv - * Removed the implicit surface shield on mesh-shielded ships. - * - * -- _argv[-1] - * - * Revision 2.14 2005/01/17 23:35:44 argv - * Surface shields. - * - * See forum thread: - * http://www.hard-light.net/forums/index.php/topic,29643.0.html - * - * -- _argv[-1] - * - * Revision 2.13 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.11 2004/07/11 03:22:51 bobboau - * added the working decal code - * - * Revision 2.10 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.9 2004/01/31 03:54:50 phreak - * commented out decal references - * - * Revision 2.8 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.6 2003/03/29 09:42:05 Goober5000 - * made beams default shield piercing again - * also added a beam no pierce command line flag - * and fixed something else which I forgot :P - * --Goober5000 - * - * Revision 2.5 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.4 2003/01/24 03:48:11 Goober5000 - * aw, nuts - fixed a dumb bug with my new don't-collide-invisible code :p - * --Goober5000 - * - * Revision 2.3 2003/01/18 09:25:42 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.2 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 8/30/99 11:06a Andsager - * Fix bug preventing ship_apply_whack() - * - * 12 8/16/99 11:58p Andsager - * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS - * hulls. - * - * 11 7/22/99 7:18p Dave - * Fixed excessive multiplayer collision whacks. - * - * 10 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 9 6/25/99 3:37p Jasons - * Whoops. Only send pain packet for WP_LASER subtypes. - * - * 8 6/21/99 7:24p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 7 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 6 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 5 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 4 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 3 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 21 4/13/98 2:14p Mike - * Countermeasure balance testing for Jim. - * - * 20 4/01/98 1:48p Allender - * major changes to ship collision in multiplayer. Clients now do own - * ship/ship collisions (with their own ship only) Modifed the hull - * update packet to be sent quicker when object is target of player. - * - * 19 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 18 3/25/98 1:33p Andsager - * Comment out assert - * - * 17 3/16/98 5:17p Mike - * Fix arm time. Make missiles not explode in first second. - * - * 16 3/14/98 5:02p Lawrance - * Support arbitrary wings in the wingman status gauge - * - * 15 2/23/98 4:30p Mike - * Make homing missiles detonate after they pass up their target. Make - * countermeasures less effective. - * - * 14 2/10/98 5:02p Andsager - * Big ship:weapon collision use flag SIF_BIG_SHIP or SIF_CAPITAL - * - * 13 2/10/98 2:57p Jasen - * Andsager: predict speed when big ship has zero acceleration (ie, - * instalation) - * - * 12 2/09/98 1:19p Andsager - * - * 11 2/01/98 2:53p Mike - * Much better time returned by hud_ai_get_dock_time or whatever it's - * called. - * - * 10 1/24/98 3:21p Lawrance - * Add flashing when hit, and correct association with the wingman status - * gauge. - * - * 9 1/14/98 1:43p Lawrance - * Puncture weapons don't pass through shields any more. - * - * 8 1/13/98 8:09p John - * Removed the old collision system that checked all pairs. Added code - * to disable collisions and particles. - * - * 7 11/18/97 6:00p Lawrance - * modify how hud_shield_quadrant_hit() gets called - * - * 6 11/08/97 11:08p Lawrance - * implement new "mini-shield" view that sits near bottom of reticle - * - * 5 11/07/97 4:36p Mike - * Change how ships determine they're under attack by dumbfire weapons. - * - * 4 10/27/97 8:35a John - * code for new player warpout sequence - * - * 3 9/18/97 4:08p John - * Cleaned up & restructured ship damage stuff. - * - * 2 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #include "object/objcollide.h" diff --git a/fs2_open/code/object/collideweaponweapon.cpp b/fs2_open/code/object/collideweaponweapon.cpp index 8e8dc216cb..c5c603019d 100644 --- a/fs2_open/code/object/collideweaponweapon.cpp +++ b/fs2_open/code/object/collideweaponweapon.cpp @@ -7,109 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/CollideWeaponWeapon.cpp $ - * $Revision: 2.10.2.2 $ - * $Date: 2006-08-22 05:45:39 $ - * $Author: taylor $ - * - * Routines to detect collisions and do physics, damage, etc for weapons and weapons - * - * $Log: not supported by cvs2svn $ - * Revision 2.10.2.1 2006/06/07 20:25:10 karajorma - * Limbo flag support; further scripting 3.6.9 update - * - * Revision 2.11 2006/06/07 04:42:22 wmcoolmon - * Limbo flag support; further scripting 3.6.9 update - * - * Revision 2.10 2006/05/24 05:08:28 wmcoolmon - * Fix for Mantis bug #0000922 - * - * Revision 2.9 2006/02/15 07:19:49 wmcoolmon - * Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks - * - * Revision 2.8 2006/01/15 01:02:01 Goober5000 - * fix some tweaky thing that isn't even used :p - * --Goober5000 - * - * Revision 2.7 2005/10/30 06:44:58 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.6 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.5 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/09/16 11:56:46 unknownplayer - * Changed the ship selection window to load the 3D FS2 ship models instead - * of the custom *.ani files. It just does a techroom rotation for now, but I'll add - * more features later - tell me of any problems or weirdness caused by it, or if - * you don't like it and want it as an option only. - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/27/99 9:32a Andsager - * Debug info for shooting down bombs - * - * 4 8/27/99 1:34a Andsager - * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge - * when weapon blows up. - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 8 5/22/98 11:00a Mike - * Balance sm3-09a. - * - * 7 4/15/98 11:30p Mike - * Make bombs not drop for first half second and increase arm time from - * 1.0 to 1.5 seconds. - * - * 6 3/05/98 5:48p Lawrance - * Double radius of bombs when doing weapon-weapon collisions - * - * 5 2/22/98 12:19p John - * Externalized some strings - * - * 4 2/14/98 3:38p Mike - * Make bombs have arm time, drop for 1/2 second, have hull_strength. - * Make them not fired until closer to target. - * - * 3 10/24/97 2:14p Adam - * removed nprintf() call whose string is too long - * - * 2 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #include "object/objcollide.h" diff --git a/fs2_open/code/object/deadobjectdock.cpp b/fs2_open/code/object/deadobjectdock.cpp index 976309e688..22bbfbfb57 100644 --- a/fs2_open/code/object/deadobjectdock.cpp +++ b/fs2_open/code/object/deadobjectdock.cpp @@ -4,20 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Object/DeadObjectDock.cpp $ - * $Revision: 1.1.2.2 $ - * $Date: 2006-06-27 04:08:42 $ - * $Author: Goober5000 $ - * - * Implementation of new docking system for dead objects - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.1 2006/06/27 04:07:10 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - */ + #include "globalincs/pstypes.h" #include "object/deadobjectdock.h" diff --git a/fs2_open/code/object/deadobjectdock.h b/fs2_open/code/object/deadobjectdock.h index 9339498437..3c9fb58a40 100644 --- a/fs2_open/code/object/deadobjectdock.h +++ b/fs2_open/code/object/deadobjectdock.h @@ -4,24 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Object/DeadObjectDock.h $ - * $Revision: 1.1.2.3 $ - * $Date: 2006-06-27 04:10:23 $ - * $Author: Goober5000 $ - * - * New docking system for dead objects, used only for death rolls - * - * $Log: not supported by cvs2svn $ - * Revision 1.1.2.2 2006/06/27 04:08:42 Goober5000 - * cvs header tweak - * --Goober5000 - * - * Revision 1.1.2.1 2006/06/27 04:07:10 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - */ + #ifndef _DEAD_OBJECT_DOCK_H #define _DEAD_OBJECT_DOCK_H diff --git a/fs2_open/code/object/objcollide.cpp b/fs2_open/code/object/objcollide.cpp index 2fb8d1dbda..c177a7a182 100644 --- a/fs2_open/code/object/objcollide.cpp +++ b/fs2_open/code/object/objcollide.cpp @@ -7,291 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/ObjCollide.cpp $ - * $Revision: 2.11.2.6 $ - * $Date: 2007-09-30 22:37:05 $ - * $Author: Goober5000 $ - * - * Helper routines for all the collision detection functions - * Also keeps track of all the object pairs. - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.5 2007/07/28 21:31:05 Goober5000 - * this should really be capitalized - * - * Revision 2.11.2.4 2007/07/24 13:03:15 Kazan - * Resolve Mantis 1281 - * - * Revision 2.11.2.3 2007/02/20 04:19:34 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.11.2.2 2007/02/10 00:08:40 taylor - * performance optimizations: - * - fvi_ray_boundingbox() is faster and should be less prone to compiler/optimization/platform specific issues - * - clean up or obj_check_all_collisions() which is a good bit faster now - * - * Revision 2.11.2.1 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.11 2005/10/17 05:48:18 taylor - * dynamically allocate object collision pairs - * - * Revision 2.10 2005/10/09 01:50:04 wmcoolmon - * Bumped MAX_PAIRS to prevent objects flying through other objects - * - * Revision 2.9 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.8 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.7 2005/03/10 08:00:11 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.6 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.5 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/06/11 03:00:50 phreak - * changed around collision code to handle the possible variance in speeds when using local ssms - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 18 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 17 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 16 5/08/99 8:25p Dave - * Upped object pairs. First run of nebula lightning. - * - * 15 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 14 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 13 4/20/99 3:41p Andsager - * Modify objects_will_collide to use endpoints - * - * 12 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 11 3/05/99 3:32p Dan - * Make out of collision pars message npirntf with "collision" - * - * 10 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 9 1/21/99 10:44a Dave - * More beam weapon stuff. Put in warmdown time. - * - * 8 1/15/99 5:01p Dave - * Fix for object collision problem. - * - * 7 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 6 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 5 11/19/98 11:08p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/26/98 9:42a Dave - * Early flak gun support. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 38 7/29/98 3:24p Allender - * don't call collision code when either of the object pairs is NULL. - * - * 37 4/08/98 8:38a Mike - * Make ships avoid player when attacking or guarding a faraway object. - * - * 36 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 35 4/01/98 1:48p Allender - * major changes to ship collision in multiplayer. Clients now do own - * ship/ship collisions (with their own ship only) Modifed the hull - * update packet to be sent quicker when object is target of player. - * - * 34 4/01/98 10:57a Mike - * Reduce array sizes to save memory. - * - * 33 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 32 3/06/98 12:45a Lawrance - * Rmove a bogus assert in the object pair save/restore - * - * 31 3/05/98 3:12p Mike - * Fix bugs in asteroid collisions. Throw asteroids at Galataea (needs to - * be made general). Add skill level support for asteroid throwing. - * - * 30 3/05/98 12:12a Mike - * Make an asteroid in the way prevent player warpout. - * - * 29 2/27/98 4:48p John - * Made objects keep track of number of pairs they have associated with - * them. Then, I can early out of the obj_remove_all which was 2.5% of - * frametime at beginning of sm2-2 which then is 0% after this. - * - * 28 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 27 2/23/98 9:00a Andsager - * improved back face culling of object:laser pairs to check relative - * velocity dot laser forward < 0 vs. v_other dot v_laser < 0 - * - * 26 2/19/98 4:34p Lawrance - * Allow weapon-asteroid collisions - * - * 25 2/19/98 10:52a Sandeep - * AL: Have asteroids collide with all ships - * - * 24 2/12/98 11:45a Andsager - * Try to cull debris:weapon collisions before they collisoin pair is - * created. Look at movement in lifetime and whether debris is behind - * laser. - * - * 23 2/07/98 3:54p John - * Added FVI to show_game_resources - * - * 22 2/06/98 7:29p John - * Made only players ships and player ship weapons do collisions with - * asteroids. - * - * 21 2/05/98 11:49p Andsager - * Don't check laser:ship collisions on same team for small ships if laser - * source not player - * - * 20 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 19 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 18 2/03/98 9:40a Andsager - * Modify collision object pair creation code so that pairs between debris - * and weapons (other than player) are not created. - * - * 17 1/28/98 11:06a Andsager - * Remove some collision pairs. Add debug code for displaying collision - * pair info. - * - * 16 1/24/98 11:16a Andsager - * Remove debug info. - * - * 15 1/24/98 11:09a Andsager - * Fixed bug that was removing collision pairs when weapon within the - * radius of object. - * - * 14 1/23/98 5:07p Andsager - * Added tests for object pairs. (1) for weapons that do not turn, find - * the soonest hit time. (2) Check if soonest hit time if after end of - * weapon lifetime. - * - * 13 1/22/98 6:43p John - * Took out debug code. - * - * 12 1/22/98 6:42p John - * Move game_flush out of debug console into freespace. Made object - * pair code throw out some weapons that turn. Added stats for how many - * object pair are actually checked. - * - * 11 1/17/98 10:06p Lawrance - * For missiles, only collide if WIF_BOMB flag set. - * - * 10 1/14/98 5:21p Allender - * system to delete object when buffer is nearly full. System in place to - * delete weapons when nearly out of weapons slots - * - * 9 1/13/98 8:09p John - * Removed the old collision system that checked all pairs. Added code - * to disable collisions and particles. - * - * 8 1/13/98 3:11p Allender - * new code to remove old weapons when no more weapon slots available. - * Currently not called anywhere pending further testing - * - * 7 1/10/98 3:22p Allender - * temporary check in to get new code - * - * 6 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 5 1/09/98 9:29a Mike - * Enable docked ships to warp out. Make damage done to a ship not - * proportional to its own mass. - * - * 4 1/08/98 12:12a Mike - * Make ships turn before warping out, if necessary, to avoid a collision. - * Warn player if his warpout will collide. Abort if in stage1. - * - * 3 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 2 12/16/97 5:23p Allender - * don't deal with object collision paris on multiplayer clients - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #include "object/objcollide.h" #include "object/object.h" diff --git a/fs2_open/code/object/objcollide.h b/fs2_open/code/object/objcollide.h index 3c2dcc523e..87e7a4fa04 100644 --- a/fs2_open/code/object/objcollide.h +++ b/fs2_open/code/object/objcollide.h @@ -7,124 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/ObjCollide.h $ - * $Revision: 2.5.2.1 $ - * $Date: 2007-07-24 13:03:15 $ - * $Author: Kazan $ - * - * Header file for all the Collide????.cpp modules - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/10/17 05:48:18 taylor - * dynamically allocate object collision pairs - * - * Revision 2.4 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 8 11/19/98 11:08p Andsager - * Check in of physics and collision detection of rotating submodels - * - * 7 11/17/98 4:33p Andsager - * add submodel_rot_hit to collision_info struct - * - * 6 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 5 10/23/98 1:11p Andsager - * Make ship sparks emit correctly from rotating structures. - * - * 4 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 14 5/08/98 5:25p Lawrance - * Don't allow collision sounds too play over each so much - * - * 13 4/24/98 5:35p Andsager - * Fix sparks sometimes drawing not on model. If ship is sphere in - * collision, don't draw sparks. Modify ship_apply_local_damage() to take - * parameter no_spark. - * - * 12 4/01/98 1:48p Allender - * major changes to ship collision in multiplayer. Clients now do own - * ship/ship collisions (with their own ship only) Modifed the hull - * update packet to be sent quicker when object is target of player. - * - * 11 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 10 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 9 2/04/98 6:08p Lawrance - * Add a light collision sound, overlay a shield collide sound if - * applicable. - * - * 8 1/13/98 3:11p Allender - * new code to remove old weapons when no more weapon slots available. - * Currently not called anywhere pending further testing - * - * 7 1/12/98 9:26p Andsager - * Implement collisions from rotation. - * - * 6 1/08/98 12:12a Mike - * Make ships turn before warping out, if necessary, to avoid a collision. - * Warn player if his warpout will collide. Abort if in stage1. - * - * 5 1/05/98 9:07p Andsager - * Changed ship_shipor_debris_hit_info struct to more meaninful names - * - * 4 12/22/97 9:56p Andsager - * Implement ship:debris collisions. Generalize and move - * ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h - * - * 3 10/28/97 4:57p John - * Put Andsager's new sphereline collide code officially into the code - * base and did a little restructuring. Fixed a few little bugs with it - * and added some simple bounding box elimination and did some timings. - * - * - * 2 10/25/97 10:13a Andsager - * Added SPHERE_POLY_CHECK to central location used by ModelCollide.cpp - * and Collide_ship_ship.cpp - * - * 1 9/17/97 2:14p John - * Initial revision - * - * $NoKeywords: $ - */ + #ifndef _COLLIDESTUFF_H #define _COLLIDESTUFF_H diff --git a/fs2_open/code/object/object.cpp b/fs2_open/code/object/object.cpp index da97c471f5..caf95b89f2 100644 --- a/fs2_open/code/object/object.cpp +++ b/fs2_open/code/object/object.cpp @@ -7,679 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/Object.cpp $ - * $Revision: 2.63.2.12 $ - * $Date: 2007-12-20 01:57:41 $ - * $Author: turey $ - * - * Code to manage objects - * - * $Log: not supported by cvs2svn $ - * Revision 2.63.2.11 2007/10/28 16:42:16 taylor - * slighly cleaner/faster version of object secondary fire control - * - * Revision 2.63.2.10 2007/09/30 22:28:25 Goober5000 - * another patch by razorjack -- remove something that never worked - * - * Revision 2.63.2.9 2007/07/28 21:31:05 Goober5000 - * this should really be capitalized - * - * Revision 2.63.2.8 2007/06/04 03:09:51 Backslash - * Another Gliding fix for 3_6_9: Makes it so switching gliding back off doesn't make your ship instantly switch direction. - * - * Revision 2.63.2.7 2007/02/20 04:19:34 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.63.2.6 2007/02/16 07:06:45 Goober5000 - * uhh... wrong? - * - * Revision 2.63.2.5 2007/02/11 10:04:46 taylor - * cleanup and minor performance improvements - * add support for new fireball specific lighting values from tbl - * remove NO_SOUND - * - * Revision 2.63.2.4 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.63.2.3 2006/08/19 04:29:08 taylor - * very slight speed optimization to avoid math that we really don't need to do anyway - * - * Revision 2.63.2.2 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.63.2.1 2006/06/27 04:06:17 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - * Revision 2.63 2006/05/27 16:59:05 taylor - * comment out some code which used only if neither D3D nor OGL - * - * Revision 2.62 2006/04/20 06:32:22 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.61 2006/03/20 06:16:45 taylor - * fix D3D/OGL test for asteroid rotations (I was far too excited about the result of this :() - * - * Revision 2.60 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.59 2006/02/21 07:12:59 taylor - * make changed object type debug message a bit more useful - * - * Revision 2.58 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.57 2006/01/22 01:32:07 taylor - * newline fixage - * - * Revision 2.56 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.55 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.54 2006/01/12 17:42:56 wmcoolmon - * Even more scripting stuff. - * - * Revision 2.53 2005/12/04 19:07:49 wmcoolmon - * Final commit of codebase - * - * Revision 2.52 2005/11/21 02:43:37 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.51 2005/11/21 00:46:12 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.50 2005/11/05 08:39:10 wmcoolmon - * Forgot the breathalyzer - * - * Revision 2.49 2005/11/05 08:38:36 wmcoolmon - * Fix for this old and silly bug. - * - * Revision 2.48 2005/10/28 06:10:06 Goober5000 - * nitpicked a rather dumb non-bug - * --Goober5000 - * - * Revision 2.47 2005/10/19 04:23:05 wmcoolmon - * Don't need this anymore - * - * Revision 2.46 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.45 2005/10/10 17:21:08 taylor - * remove NO_NETWORK - * - * Revision 2.44 2005/09/10 21:10:19 taylor - * make sure smart shields can't send the strength of a quadrant over the max - * - * Revision 2.43 2005/07/31 01:34:03 taylor - * fix a NULL pointer reference if there are no secondary banks on a ship - * - * Revision 2.42 2005/07/24 19:59:24 Goober5000 - * fixed a minor docking bug - * --Goober5000 - * - * Revision 2.41 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.40 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.39 2005/06/19 02:43:14 taylor - * jumpnodes can get deleted outside of FRED now so allow for that - * - * Revision 2.38 2005/04/25 00:28:58 wmcoolmon - * subsystem sounds - * - * Revision 2.37 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.36 2005/03/27 12:28:32 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.35 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.34 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.33 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.32 2005/03/01 06:55:42 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.31 2005/02/04 20:06:06 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.30 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.29 2005/01/29 16:31:55 phreak - * smart shield stuff. enabled by command line for now, but this will be changed in the future, i just want people to test it. - * -phreak - * - * Revision 2.28 2005/01/29 05:34:30 Goober5000 - * docking fixes for FRED - * --Goober5000 - * - * Revision 2.27 2005/01/16 22:39:09 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.26 2005/01/12 00:52:42 Goober5000 - * two minor but important bugfixes to the multiple ship docking - * --Goober5000 - * - * Revision 2.25 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.24 2004/10/31 22:02:47 taylor - * little cleanup - * - * Revision 2.23 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.22 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.21 2004/07/01 01:53:51 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.20 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.19 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.18 2004/02/06 22:58:18 Goober5000 - * fixed a small HUD bug I introduced - * --Goober5000 - * - * Revision 2.17 2004/02/05 14:31:44 Goober5000 - * fixed a few random bugs - * --Goober5000 - * - * Revision 2.16 2004/02/04 08:41:02 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.15 2003/11/11 02:15:42 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.14 2003/09/13 06:02:05 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.12 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.11 2003/08/22 03:39:35 phreak - * warp effects and fireballs have their own distinct colors - * - * Revision 2.10 2003/08/16 03:52:24 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.9 2003/07/15 16:05:33 phreak - * the game handles colored laser lighting for opengl now. - * this used to be exclusive to d3d - * - * Revision 2.8 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.7 2003/03/20 23:30:03 Goober5000 - * comments - * --Goober500 - * - * Revision 2.6 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.5 2003/02/16 05:14:29 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.4 2003/01/19 01:07:41 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.3 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.2 2002/10/19 19:29:27 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 21:43:38 mharris - * A little more network and sound cleanup - * - * Revision 1.3 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 33 8/27/99 10:36a Dave - * Impose a 2% penalty for hitting the shield balance key. - * - * 32 8/24/99 8:55p Dave - * Make sure nondimming pixels work properly in tech menu. - * - * 31 7/26/99 10:24p Anoop - * Oops. Don't do anything to checkobjects in a release build. - * - * 30 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 29 7/22/99 3:58p Jefff - * Temporarily remove object checking for multiplayer clients. - * - * 28 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 27 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 26 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 25 5/27/99 6:17p Dave - * Added in laser glows. - * - * 24 5/18/99 12:08p Andsager - * Added observer_process_post to handle observer too far away - * - * 23 5/18/99 11:50a Andsager - * Remove unused object type OBJ_GHOST_SAVE - * - * 22 4/23/99 5:53p Dave - * Started putting in new pof nebula support into Fred. - * - * 21 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 20 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 19 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 18 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 17 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 16 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 15 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 14 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 13 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 12 1/29/99 2:25p Andsager - * Added turret_swarm_missiles - * - * 11 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 10 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 9 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 8 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 7 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 6 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 5 11/14/98 5:32p Dave - * Lots of nebula work. Put in ship contrails. - * - * 4 11/09/98 2:11p Dave - * Nebula optimizations. - * - * 3 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 242 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 241 8/07/98 10:13a Allender - * new object flag setting code for OF_COULD_BE_PLAYER since it was - * getting set incorrectly - * - * 240 7/02/98 6:16p Dave - * Make rear facing prediction much better. Tweak update levels and - * viewcone values. Make sure observers send targeting info correctly. - * - * 239 6/30/98 2:43p Dave - * Fixed merge problems. - * - * 238 6/30/98 2:25p Dave - * Revamped object update system - * - * 237 6/22/98 8:36a Allender - * revamping of homing weapon system. don't send as object updates - * anymore - * - * 236 5/25/98 10:58a Allender - * more object update stuff -- fix duplicate repair ship messages - * - * 235 5/24/98 10:38a Allender - * make docked objects move properly on multiplayer clients - * - * 234 5/20/98 4:32p Allender - * changed RELEASE to NDEBUG - * - * 233 5/20/98 10:07a John - * put back in object flag checking for DEBUG. - * - * 232 5/18/98 4:21p Frank - * AL: fix problem with same vectors in obj_visible_from_eye() - * - * 231 5/18/98 10:05a Lawrance - * use old client prediction code for player ships - * - * 230 5/18/98 12:52a Lawrance - * Client-side prediction improvements - * - * 229 5/15/98 3:54p John - * Added code so that only "perishable" fireballs get removed. - * - * 228 5/15/98 9:59a John - * Removed OBJECT_CHECKING. This should be on DEBUG only, but we need to - * verify it. - * - * 227 5/11/98 4:33p Allender - * fixed ingame join problems -- started to work on new object updating - * code (currently ifdef'ed out) - * - * 226 5/01/98 12:59a Dave - * Put in some test code for a new object update system. Found the problem - * with the current system (low-level packet buffering). Gonna fix it :) - * - * 225 4/16/98 3:06p Adam - * reset net_signature when creating a new object so that the multi code - * doesn't see two objects with the same signature - * - * 224 4/14/98 11:11p John - * Made ships with < 50% hull left show electrical damage arcs. - * - * 223 4/12/98 9:56a John - * Made lighting detail flags work. Made explosions cast light on - * highest. - * - * 222 4/03/98 12:24a Mike - * Comment out nprintfs. - * - * 221 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 220 4/01/98 1:48p Allender - * major changes to ship collision in multiplayer. Clients now do own - * ship/ship collisions (with their own ship only) Modifed the hull - * update packet to be sent quicker when object is target of player. - * - * 219 4/01/98 9:20a Mike - * Reduce MAX_SHIPS, MAX_OBJECTS and make MAX_AI_INFO same as MAX_SHIPS - * - * 217 3/26/98 10:36p Andsager - * - * 216 3/26/98 5:43p Lawrance - * rename ship_team_from_obj(), obj_team() and move to object lib - * - * 215 3/23/98 9:20a Andsager - * Remove all velocity updates in object code. - * - * 214 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 213 3/17/98 1:09p Andsager - * Don't update debris velocity in object code. was leading to - * fluctuating and increasing debris velocity (from numerical imprecision) - * - * 212 3/11/98 5:33p Lawrance - * Support rendering and targeting of jump nodes - * - * 211 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 210 3/08/98 12:03p Allender - * changed how ship network signatures are handed out. Done at mission - * load time. Space reserved in wings for all waves/counts for their - * signatures. Fixed some secondary firing issues - * - * 209 3/06/98 10:35a Mike - * Make ships ramp up their warpout speed. - * - * 208 3/05/98 2:38p Mike - * Fix bug in obj_set_flags which didn't properly add collision pairs. - * - * 207 3/04/98 4:38p Mike - * Make weapon firing less framerate dependent. Also support cycling - * backwards through weapons with debug key. - * - * 206 3/03/98 1:00p John - * Fixed bug where asteroids weren't rotating for Glide. - * - * 205 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 204 2/27/98 4:48p John - * Made objects keep track of number of pairs they have associated with - * them. Then, I can early out of the obj_remove_all which was 2.5% of - * frametime at beginning of sm2-2 which then is 0% after this. - * - * 203 2/23/98 8:59p Allender - * fixed two docking bugs: 1) don't move cargo when ship it's docked with - * is undocking. 2) aigoal code was clearing dock goals when it shouldn't - * have been - * - * 202 2/22/98 12:19p John - * Externalized some strings - * - * 201 2/19/98 11:18p Mike - * Make ships not come to an immediate stop when they have been disabled - * while awaiting repair. - * - * 200 2/19/98 10:51p John - * Enabled colored lighting for hardware (Glide) - * - * 199 2/19/98 12:46a Lawrance - * Further work on asteroids. - * - * 198 2/15/98 10:12p Allender - * fix up problems where ship flies away from repair ship too soon after - * getting repaired. - * - * 197 2/13/98 5:15p Allender - * - * 196 2/12/98 2:41p John - * Fixed bug I added the other day that caused all object created on the - * same frame to have two pairs. - * - * 195 2/09/98 10:44a John - * Made object pairs get created when they get added to the used_list, not - * when they get created. - * - * 194 2/06/98 12:00p Allender - * fixed some pretty darn embarassing code! - * - * 193 2/06/98 12:25a Mike - * More asteroid stuff. - * - * 192 2/05/98 9:41p Mike - * Asteroid work, intermediate checkin to resolve compile errors. - * - * 191 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 190 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 189 2/02/98 4:36p Mike - * Prevent damage from occurring between two ships during very last frame - * of warpout if docked and on opposite sides. - * - * 188 1/30/98 11:48a John - * Made debris arcs cast light. Added sound effects for them. - * - * 187 1/29/98 8:18a John - * Put in some commented out hooks for RGB lighting - * - * 186 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 185 1/20/98 3:09p Dave - * Fixed a bug in observer movement caused by uninitialized data fix. - * - * 184 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 183 1/19/98 10:01p Lawrance - * Implement "Electronics" missiles - * - * 182 1/17/98 4:45p Mike - * Better support for AI selection of secondary weapons. - * - * 181 1/16/98 11:43a Mike - * Fix countermeasures. - * - * 180 1/14/98 5:21p Allender - * system to delete object when buffer is nearly full. System in place to - * delete weapons when nearly out of weapons slots - * - * 179 1/13/98 8:09p John - * Removed the old collision system that checked all pairs. Added code - * to disable collisions and particles. - * - * 178 1/13/98 5:50p Andsager - * Deathroll rotvel is now ramped up to using standard physics code. - * After death, controls are no longer read and deathroll_rotvel is set in - * ship\ship_dying_frame.cpp - * - * 177 1/12/98 5:21p Dave - * Put in a bunch of multiplayer sequencing code. Made weapon/ship select - * work through the standalone. - * - * 176 12/29/97 9:48p Mike - * When two ships of equivalent class are docked together, move according - * to the faster moving one. - * - * 175 12/22/97 9:14p Allender - * fix up some code relating to afterburners in multiplayer. Clients now - * control their own afterburners - * - * 174 12/22/97 1:42a Lawrance - * Change in set_shield_strength() avoid weird rounding error - * - * 173 12/12/97 1:43p John - * took out old debug light code - * - * 172 12/11/97 5:46p Hoffoss - * Changed Fred to not display weapons that are not available to various - * ships. - * - * 171 12/09/97 11:36p Allender - * made clients determine their own positions - * - * 170 12/04/97 9:20a John - * - * 169 12/03/97 3:17p Andsager - * Reset of physics flags for engine moved to rearm and repair. - * - * $NoKeywords: $ - */ + #include "object/object.h" @@ -2658,4 +1986,4 @@ int object_get_model(object *objp) } return -1; -} \ No newline at end of file +} diff --git a/fs2_open/code/object/object.h b/fs2_open/code/object/object.h index 7320bb2dfe..12f28563bd 100644 --- a/fs2_open/code/object/object.h +++ b/fs2_open/code/object/object.h @@ -7,397 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/Object.h $ - * $Revision: 2.21.2.5 $ - * $Date: 2007-12-20 01:57:41 $ - * $Author: turey $ - * - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.21.2.4 2007/09/30 22:28:26 Goober5000 - * another patch by razorjack -- remove something that never worked - * - * Revision 2.21.2.3 2007/07/28 21:31:05 Goober5000 - * this should really be capitalized - * - * Revision 2.21.2.2 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.21.2.1 2006/06/27 04:06:17 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - * Revision 2.21 2006/04/20 06:32:22 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.20 2006/02/26 23:23:30 wmcoolmon - * Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2. - * - * Revision 2.19 2006/01/17 04:11:26 wmcoolmon - * Removed #ifdef around Object_type_names extern - * - * Revision 2.18 2006/01/12 17:42:56 wmcoolmon - * Even more scripting stuff. - * - * Revision 2.17 2005/12/04 19:07:49 wmcoolmon - * Final commit of codebase - * - * Revision 2.16 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.15 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.14 2005/04/25 00:28:58 wmcoolmon - * subsystem sounds - * - * Revision 2.13 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/03/27 12:28:32 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.11 2005/03/25 06:57:36 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.10 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.9 2005/02/04 10:12:32 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.8 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.7 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.6 2004/05/10 08:03:30 Goober5000 - * fixored the handling of no lasers and no engines... the tests should check the ship, - * not the object - * --Goober5000 - * - * Revision 2.5 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2004/02/04 08:41:02 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.3 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.2 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.1 2002/08/01 01:41:08 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 17 8/16/99 3:53p Andsager - * Add special warp in interface in Fred and saving / reading. - * - * 16 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 15 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 14 6/28/99 4:51p Andsager - * Add ship-guardian sexp (does not allow ship to be killed) - * - * 13 5/18/99 11:50a Andsager - * Remove unused object type OBJ_GHOST_SAVE - * - * 12 4/26/99 10:58a Andsager - * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing. - * - * 11 4/23/99 5:53p Dave - * Started putting in new pof nebula support into Fred. - * - * 10 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 9 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 8 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 7 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 6 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 5 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/16/98 3:42p Andsager - * increase MAX_WEAPONS and MAX_SHIPS and som header files - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 96 6/30/98 2:25p Dave - * Revamped object update system - * - * 95 6/30/98 2:23p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 94 5/11/98 4:33p Allender - * fixed ingame join problems -- started to work on new object updating - * code (currently ifdef'ed out) - * - * 93 5/01/98 12:59a Dave - * Put in some test code for a new object update system. Found the problem - * with the current system (low-level packet buffering). Gonna fix it :) - * - * 92 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 91 4/01/98 9:20a Mike - * Reduce MAX_SHIPS, MAX_OBJECTS and make MAX_AI_INFO same as MAX_SHIPS - * - * 90 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 89 3/26/98 5:43p Lawrance - * rename ship_team_from_obj(), obj_team() and move to object lib - * - * 88 3/12/98 1:24p Mike - * When weapons linked, increase firing delay. - * Free up weapon slots for AI ships, if necessary. - * Backside render shield effect. - * Remove shield hit triangle if offscreen. - * - * 87 3/09/98 10:56a Hoffoss - * Added jump node objects to Fred. - * - * 86 3/07/98 2:34p Allender - * more ingame join stuff. Works in a basic fashion in this new system. - * - * 85 2/27/98 4:48p John - * Made objects keep track of number of pairs they have associated with - * them. Then, I can early out of the obj_remove_all which was 2.5% of - * frametime at beginning of sm2-2 which then is 0% after this. - * - * 84 2/26/98 3:46p Hoffoss - * Externed object_inited variable for use in state restore. - * - * 83 2/23/98 5:08p Allender - * made net_signature an unsigned short. Now using permanent and - * non-permanent object "pools". - * - * 82 2/05/98 12:51a Mike - * Early asteroid stuff. - * - * 81 1/18/98 5:09p Lawrance - * Added support for TEAM_TRAITOR - * - * 80 12/12/97 5:23p Lawrance - * add TEAM_ANY #define... used for some targeting functions - * - * 79 12/11/97 5:46p Hoffoss - * Changed Fred to not display weapons that are not available to various - * ships. - * - * 78 11/03/97 5:38p Dave - * Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type. - * Restructured HUD_config structs/flags. - * - * 77 10/23/97 4:41p Allender - * lots of new rearm/repair code. Rearm requests now queue as goals for - * support ship. Warp in of new support ships functional. Support for - * stay-still and play-dead. - * - * 76 10/16/97 4:40p Allender - * removed object structure member (for multiplayer) -- moved to ship - * structure - * - * 75 9/30/97 5:05p Dave - * Added OF_COULD_BE_PLAYER flag for objects which ingame joiners can - * grab. - * - * 74 9/25/97 4:50p Mike - * Support ignoring wings. - * - * 73 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 72 9/15/97 4:43p Dave - * Got basic observer mode working. Seems bug free so far. - * - * 71 9/11/97 5:01p Dave - * Minor changes to handle ingame joining/dropping for multiplayer. - * - * 70 9/09/97 12:01a Mike - * Further support for new team numbering, switched from 0, 1, 2, 3 to 1, - * 2, 4, 8 to allow attacking of two simultaneous teams. - * - * 69 9/08/97 10:24p Mike - * Working on attacking multiple simultaneous teams. - * - * 68 9/08/97 5:20p Dave - * Added OF_IS_ORIGINAL flag - * - * 67 9/06/97 2:13p Mike - * Replace support for TEAM_NEUTRAL - * - * 66 9/05/97 5:02p Lawrance - * save/restore object pairs - * - * 65 8/29/97 10:13a Allender - * work on server/client prediction code -- doesn't work too well. Made - * all clients simulate their own orientation with the server giving - * corrections every so often. - * - * 64 8/20/97 7:54p Lawrance - * make obj_reset_pairs() external - * - * 63 8/16/97 3:53p Hoffoss - * Added OF_NO_SHIELDS define and support in Fred and mission load/save. - * - * 62 8/11/97 8:46p Hoffoss - * Added a new object type for Fred usage. - * - * 61 8/11/97 10:36a John - * added new function that you should call when changing object flags. - * - * 60 8/04/97 11:45a Lawrance - * split off initialization of CheckObject[] elements into separate - * function - * - * 59 7/31/97 5:55p John - * made so you pass flags to obj_create. - * Added new collision code that ignores any pairs that will never - * collide. - * - * 58 7/30/97 9:40a Allender - * added last_orient to object structure in anticipation of use for - * multiplayer - * - * 57 7/28/97 5:10p Hoffoss - * Removed all occurances of neutral team from Fred. - * - * 56 7/24/97 10:24a Mike - * Restore support for Unknown team - * - * 55 7/16/97 2:52p Lawrance - * make shockwaves objects - * - * 54 6/24/97 10:04a Allender - * major multiplayer improvements. Better sequencing before game. - * Dealing with weapon/fireball/counter measure objects between - * client/host. - * - * 53 6/23/97 10:12a Hoffoss - * Added new object type for Fred. - * - * 52 6/19/97 1:43p Allender - * basic object syncing when a mission loads. basic object update packets - * every frame - * - * 51 6/13/97 1:15p Allender - * use player positions for multiplayer games. No real error checking - * yet, but you can get people into a mutiplayer mission now. - * - * 50 6/06/97 4:13p Lawrance - * use an index instead of a pointer for object-linked sounds - * - * 49 6/05/97 6:08p Hoffoss - * Added an object flag, and rearranged them to make it more organized. - * - * 48 5/19/97 1:07p Mike - * Add OBJ_GHOST and deal with a dead player better. - * - * 47 5/14/97 4:08p Lawrance - * removing my_index from game arrays - * - * 46 5/12/97 6:00p Mike - * Add countermeasures. - * - * 45 5/09/97 4:34p Lawrance - * move out obj_snd typedef - * - * 44 5/08/97 4:30p Lawrance - * split off object sound stuff into separate file - * - * 43 5/06/97 9:36a Lawrance - * added object-linked persistant sounds - * - * 42 4/25/97 3:29p Mike - * Making shield multi-part. - * - * 41 4/24/97 4:39p Hoffoss - * Waypoint navbouys are now objects of type OBJ_WAYPOINT and displaying - * of them can be toggled on and off through DCF. - * - * 40 4/10/97 3:20p Mike - * Change hull damage to be like shields. - * - * 39 3/07/97 4:37p Mike - * Make rockeye missile home. - * Remove UNKNOWN and NEUTRAL teams. - * - * 38 3/05/97 12:49p John - * added Viewer_obj. Took out the interp_??? variables for turning - * outline,etc on and put them in flags you pass to model_render. - * Cleaned up model_interp code to fit new coding styles. - * - * 37 2/07/97 9:09a John - * Added new debris objects - * - * 36 2/04/97 8:31a Adam - * - * 35 1/21/97 1:37p Hoffoss - * Added an object flag for Fred. - * - * 34 1/20/97 7:58p John - * Fixed some link errors with testcode. - * - * 33 1/10/97 5:15p Mike - * Moved ship-specific parameters from obj_subsystem to ship_subsys. - * - * Added turret code to AI system. - * - * $NoKeywords: $ - */ + #ifndef _OBJECT_H #define _OBJECT_H diff --git a/fs2_open/code/object/objectdock.cpp b/fs2_open/code/object/objectdock.cpp index c2a094aa31..d28c89fff3 100644 --- a/fs2_open/code/object/objectdock.cpp +++ b/fs2_open/code/object/objectdock.cpp @@ -4,69 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Object/ObjectDock.cpp $ - * $Revision: 2.11.2.4 $ - * $Date: 2007-07-28 21:31:06 $ - * $Author: Goober5000 $ - * - * Implementation of new docking system - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.3 2007/07/28 21:17:55 Goober5000 - * make the parse object array dynamic; also made the docking bitstrings dynamic - * - * Revision 2.11.2.2 2007/02/20 04:19:34 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.11.2.1 2006/07/21 05:41:07 Goober5000 - * add another method for calculating dimensions of docked objects, plus improve an existing one - * --Goober5000 - * - * Revision 2.11 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.10 2005/10/30 20:20:44 Goober5000 - * comment fixage - * - * Revision 2.9 2005/10/28 06:10:07 Goober5000 - * nitpicked a rather dumb non-bug - * --Goober5000 - * - * Revision 2.8 2005/05/27 03:37:53 Goober5000 - * moved some prototypes that WMC put in the header file back to the implementation file - * --Goober5000 - * - * Revision 2.7 2005/05/12 17:49:16 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.6 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.4 2005/02/10 04:05:42 wmcoolmon - * Got rid of a couple annoying compiler warnings - * - * Revision 2.3 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.2 2005/01/29 05:34:30 Goober5000 - * docking fixes for FRED - * --Goober5000 - * - * Revision 2.1 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 1.0 2004/12/30 16:35:00 Goober5000 - * Addition to CVS repository - * - */ + #include "globalincs/pstypes.h" #include "object/objectdock.h" diff --git a/fs2_open/code/object/objectdock.h b/fs2_open/code/object/objectdock.h index 6f27acfe72..6b5ab47d93 100644 --- a/fs2_open/code/object/objectdock.h +++ b/fs2_open/code/object/objectdock.h @@ -4,49 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Object/ObjectDock.h $ - * $Revision: 2.8.2.2 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * New docking system - * - * $Log: not supported by cvs2svn $ - * Revision 2.8.2.1 2006/07/21 05:41:07 Goober5000 - * add another method for calculating dimensions of docked objects, plus improve an existing one - * --Goober5000 - * - * Revision 2.8 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.7 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/05/27 03:37:53 Goober5000 - * moved some prototypes that WMC put in the header file back to the implementation file - * --Goober5000 - * - * Revision 2.5 2005/05/27 03:36:20 Goober5000 - * hmm, rolled back to 2.3 - * --Goober5000 - * - * Revision 2.3 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.1 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 1.0 2004/12/30 16:35:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _OBJECT_DOCK_H #define _OBJECT_DOCK_H diff --git a/fs2_open/code/object/objectshield.cpp b/fs2_open/code/object/objectshield.cpp index 2cfe2b6cec..fe63511cb5 100644 --- a/fs2_open/code/object/objectshield.cpp +++ b/fs2_open/code/object/objectshield.cpp @@ -1,354 +1,332 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - */ - -/* - * $Logfile: /Freespace2/code/Object/ObjectShield.cpp $ - * $Revision: 2.5 $ - * $Date: 2007-11-23 23:49:34 $ - * $Author: wmcoolmon $ - * - * Shield-specific functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2007/09/03 01:02:50 Goober5000 - * fix for 1376 - * - * Revision 2.3 2007/02/12 01:33:46 Goober5000 - * ack - * - * Revision 2.2 2007/02/12 01:24:18 Goober5000 - * scale shield strength according to generator damage - * - * Revision 2.1 2007/02/11 21:26:35 Goober5000 - * massive shield infrastructure commit - * - * - */ - -#include "math/staticrand.h" -#include "network/multi.h" -#include "object/object.h" -#include "object/objectshield.h" -#include "ship/ship.h" -#include "ship/subsysdamage.h" - -#include - - -float shield_get_strength(object *objp) -{ - // no shield system, no strength! - if (objp->flags & OF_NO_SHIELDS) - return 0.0f; - - int i; - float strength = 0.0f; - - for (i = 0; i < MAX_SHIELD_SECTIONS; i++) - strength += shield_get_quad(objp, i); - - return strength; -} - -void shield_set_strength(object *objp, float strength) -{ - int i; - - for (i = 0; i < MAX_SHIELD_SECTIONS; i++) - shield_set_quad(objp, i, strength / MAX_SHIELD_SECTIONS); -} - -// Recharge whole shield. -// Apply delta/MAX_SHIELD_SECTIONS to each shield section. -void shield_add_strength(object *objp, float delta) -{ - // if we aren't going to change anything anyway then just bail - if (delta == 0.0f) - return; - - if (!(The_mission.ai_profile->flags & AIPF_SMART_SHIELD_MANAGEMENT)) - { - for (int i = 0; i < MAX_SHIELD_SECTIONS; i++) - shield_add_quad(objp, i, delta / MAX_SHIELD_SECTIONS); - } - else - { - float section_max = shield_get_max_quad(objp); - - // smart shield repair - while (delta > 0.0f) - { - //WMC - Set to INT_MAX so that this is set to something - float weakest = i2fl(INT_MAX); - int weakest_idx = -1; - - // find weakest shield quadrant - for (int i = 0; i < MAX_SHIELD_SECTIONS; i++) - { - float quad = shield_get_quad(objp, i); - if (weakest_idx < 0 || quad < weakest) - { - weakest = quad; - weakest_idx = i; - } - } - - // all quads are at full strength - if (weakest >= section_max) - break; - - // throw all possible shield power at this quadrant - // if there's any left over then apply it to the next weakest on the next pass - float xfer_amount; - if (weakest + delta > section_max) - xfer_amount = section_max - weakest; - else - xfer_amount = delta; - - shield_add_quad(objp, weakest_idx, xfer_amount); - delta -= xfer_amount; - } - } -} - -static double factor = 1.0 / (log(50.0) - log(1.0)); - -// Goober5000 -float scale_quad(float generator_fraction, float quad_strength) -{ - // the following formula makes a nice logarithmic curve between 1 and 50, - // when x goes from 0 to 100: - // - // ln(x) * (100 - 0) - // ----------------- - // ln(50) - ln(1) - // - float effective_strength = quad_strength * ((float)log(generator_fraction) * (float)factor); - - // ensure not negative, which may happen if the shield gets below 1 percent - // (since we're dealing with logs) - if (effective_strength < 0.0f) - return 0.0f; - else - return effective_strength; -} - -// Goober5000 -float shield_get_quad(object *objp, int quadrant_num) -{ - // no shield system, no strength! - if (objp->flags & OF_NO_SHIELDS) - return 0.0f; - - // check array bounds - Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); - if (quadrant_num < 0 || quadrant_num >= MAX_SHIELD_SECTIONS) - return 0.0f; - - if (objp->type != OBJ_SHIP && objp->type != OBJ_START) - return 0.0f; - - //WMC - I removed SUBSYSTEM_SHIELD_GENERATOR to prevent pilot file - // corruption, so comment all this out... - /* - // yarr! - ship_subsys_info *ssip = &Ships[objp->instance].subsys_info[SUBSYSTEM_SHIELD_GENERATOR]; - - // do we have a shield generator? - if (ssip->num > 0 && !Fred_running) - { - // rules for shield generator affecting coverage: - // 1. if generator above 50%, effective strength = actual strength - // 2. if generator below 50%, effective strength uses the scale_quad formula - // 3. if generator below 30%, shields only have a sqrt(generator strength) - // chance of working, in addition to #2 - float generator_fraction = ssip->current_hits / ssip->total_hits; - - if (generator_fraction > MIN_SHIELDS_FOR_FULL_STRENGTH) - { - return objp->shield_quadrant[quadrant_num]; - } - else if (generator_fraction > MIN_SHIELDS_FOR_FULL_COVERAGE) - { - return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]); - } - else - { - // randomize according to this object and the current time - // (Missiontime >> 13 is eighths of a second) - float rand_num = static_randf(OBJ_INDEX(objp) ^ (Missiontime >> 13)); - - // maybe flicker the shield - if (rand_num < sqrt(generator_fraction)) - return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]); - else - return 0.0f; - } - } - // no shield generator, so behave as normal - else - */ - return objp->shield_quadrant[quadrant_num]; -} - -// Goober5000 -void shield_set_quad(object *objp, int quadrant_num, float strength) -{ - // check array bounds - Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); - if (quadrant_num < 0 || quadrant_num >= MAX_SHIELD_SECTIONS) - return; - - // check range - if (strength < 0.0f) - strength = 0.0f; - float max_quad = shield_get_max_quad(objp); - if (strength > max_quad) - strength = max_quad; - - objp->shield_quadrant[quadrant_num] = strength; -} - -// Goober5000 -void shield_add_quad(object *objp, int quadrant_num, float delta) -{ - // if we aren't going to change anything anyway then just bail - if (delta == 0.0f) - return; - - // check array bounds - Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); - if (quadrant_num < 0 || quadrant_num >= MAX_SHIELD_SECTIONS) - return; - - // important: don't use shield_get_quad here - float strength = objp->shield_quadrant[quadrant_num] + delta; - - // check range - if (strength < 0.0f) - strength = 0.0f; - float max_quad = shield_get_max_quad(objp); - if (strength > max_quad) - strength = max_quad; - - objp->shield_quadrant[quadrant_num] = strength; -} - -// Goober5000 -float shield_get_max_strength(object *objp) -{ - if (objp->type != OBJ_SHIP && objp->type != OBJ_START) - return 0.0f; - - return Ships[objp->instance].ship_max_shield_strength; -} - -void shield_set_max_strength(object *objp, float newmax) -{ - if(objp->type != OBJ_SHIP) - return; - - Ships[objp->instance].ship_max_shield_strength = newmax; -} - -// Goober5000 -float shield_get_max_quad(object *objp) -{ - return shield_get_max_strength(objp) / MAX_SHIELD_SECTIONS; -} - -// ***** This is the version that works on a quadrant basis. -// Return absolute amount of damage not applied. -float shield_apply_damage(object *objp, int quadrant_num, float damage) -{ - float remaining_damage; - - // multiplayer clients bail here if nodamage - // if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){ - if (MULTIPLAYER_CLIENT) - return damage; - - // check array bounds - Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); - if ((quadrant_num < 0) || (quadrant_num >= MAX_SHIELD_SECTIONS)) - return damage; - - if (objp->type != OBJ_SHIP && objp->type != OBJ_START) - return damage; - - Ai_info[Ships[objp->instance].ai_index].last_hit_quadrant = quadrant_num; - - remaining_damage = damage - shield_get_quad(objp, quadrant_num); - if (remaining_damage > 0.0f) - { - shield_set_quad(objp, quadrant_num, 0.0f); - return remaining_damage; - } - else - { - shield_add_quad(objp, quadrant_num, -damage); - return 0.0f; - } -} - -// Returns true if the shield presents any opposition to something -// trying to force through it. -// If quadrant is -1, looks at entire shield, otherwise -// just one quadrant -int shield_is_up(object *objp, int quadrant_num) -{ - if ((quadrant_num >= 0) && (quadrant_num < MAX_SHIELD_SECTIONS)) - { - // Just check one quadrant - float quad = shield_get_quad(objp, quadrant_num); - - if (quad > MAX(2.0f, 0.1f * shield_get_max_quad(objp))) - return 1; - } - else - { - // Check all quadrants - float strength = shield_get_strength(objp); - - if (strength > MAX(2.0f * MAX_SHIELD_SECTIONS, 0.1f * shield_get_max_strength(objp))) - return 1; - } - - return 0; // no shield strength -} - -// return quadrant containing hit_pnt. -// \ 1 /. -// 3 \ / 0 -// / \. -// / 2 \. -// Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame. -int shield_get_quadrant(vec3d *hit_pnt) -{ - int result = 0; - - if (hit_pnt->xyz.x < hit_pnt->xyz.z) - result |= 1; - - if (hit_pnt->xyz.x < -hit_pnt->xyz.z) - result |= 2; - - return result; -} - -// Given a global point and an object, get the quadrant number the point belongs to. -int shield_get_quadrant_global(object *objp, vec3d *global_pos) -{ - vec3d tpos; - vec3d rotpos; - - vm_vec_sub(&tpos, global_pos, &objp->pos); - vm_vec_rotate(&rotpos, &tpos, &objp->orient); - - return shield_get_quadrant(&rotpos); -} +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + */ + + + +#include "math/staticrand.h" +#include "network/multi.h" +#include "object/object.h" +#include "object/objectshield.h" +#include "ship/ship.h" +#include "ship/subsysdamage.h" + +#include + + +float shield_get_strength(object *objp) +{ + // no shield system, no strength! + if (objp->flags & OF_NO_SHIELDS) + return 0.0f; + + int i; + float strength = 0.0f; + + for (i = 0; i < MAX_SHIELD_SECTIONS; i++) + strength += shield_get_quad(objp, i); + + return strength; +} + +void shield_set_strength(object *objp, float strength) +{ + int i; + + for (i = 0; i < MAX_SHIELD_SECTIONS; i++) + shield_set_quad(objp, i, strength / MAX_SHIELD_SECTIONS); +} + +// Recharge whole shield. +// Apply delta/MAX_SHIELD_SECTIONS to each shield section. +void shield_add_strength(object *objp, float delta) +{ + // if we aren't going to change anything anyway then just bail + if (delta == 0.0f) + return; + + if (!(The_mission.ai_profile->flags & AIPF_SMART_SHIELD_MANAGEMENT)) + { + for (int i = 0; i < MAX_SHIELD_SECTIONS; i++) + shield_add_quad(objp, i, delta / MAX_SHIELD_SECTIONS); + } + else + { + float section_max = shield_get_max_quad(objp); + + // smart shield repair + while (delta > 0.0f) + { + //WMC - Set to INT_MAX so that this is set to something + float weakest = i2fl(INT_MAX); + int weakest_idx = -1; + + // find weakest shield quadrant + for (int i = 0; i < MAX_SHIELD_SECTIONS; i++) + { + float quad = shield_get_quad(objp, i); + if (weakest_idx < 0 || quad < weakest) + { + weakest = quad; + weakest_idx = i; + } + } + + // all quads are at full strength + if (weakest >= section_max) + break; + + // throw all possible shield power at this quadrant + // if there's any left over then apply it to the next weakest on the next pass + float xfer_amount; + if (weakest + delta > section_max) + xfer_amount = section_max - weakest; + else + xfer_amount = delta; + + shield_add_quad(objp, weakest_idx, xfer_amount); + delta -= xfer_amount; + } + } +} + +static double factor = 1.0 / (log(50.0) - log(1.0)); + +// Goober5000 +float scale_quad(float generator_fraction, float quad_strength) +{ + // the following formula makes a nice logarithmic curve between 1 and 50, + // when x goes from 0 to 100: + // + // ln(x) * (100 - 0) + // ----------------- + // ln(50) - ln(1) + // + float effective_strength = quad_strength * ((float)log(generator_fraction) * (float)factor); + + // ensure not negative, which may happen if the shield gets below 1 percent + // (since we're dealing with logs) + if (effective_strength < 0.0f) + return 0.0f; + else + return effective_strength; +} + +// Goober5000 +float shield_get_quad(object *objp, int quadrant_num) +{ + // no shield system, no strength! + if (objp->flags & OF_NO_SHIELDS) + return 0.0f; + + // check array bounds + Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); + if (quadrant_num < 0 || quadrant_num >= MAX_SHIELD_SECTIONS) + return 0.0f; + + if (objp->type != OBJ_SHIP && objp->type != OBJ_START) + return 0.0f; + + //WMC - I removed SUBSYSTEM_SHIELD_GENERATOR to prevent pilot file + // corruption, so comment all this out... + /* + // yarr! + ship_subsys_info *ssip = &Ships[objp->instance].subsys_info[SUBSYSTEM_SHIELD_GENERATOR]; + + // do we have a shield generator? + if (ssip->num > 0 && !Fred_running) + { + // rules for shield generator affecting coverage: + // 1. if generator above 50%, effective strength = actual strength + // 2. if generator below 50%, effective strength uses the scale_quad formula + // 3. if generator below 30%, shields only have a sqrt(generator strength) + // chance of working, in addition to #2 + float generator_fraction = ssip->current_hits / ssip->total_hits; + + if (generator_fraction > MIN_SHIELDS_FOR_FULL_STRENGTH) + { + return objp->shield_quadrant[quadrant_num]; + } + else if (generator_fraction > MIN_SHIELDS_FOR_FULL_COVERAGE) + { + return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]); + } + else + { + // randomize according to this object and the current time + // (Missiontime >> 13 is eighths of a second) + float rand_num = static_randf(OBJ_INDEX(objp) ^ (Missiontime >> 13)); + + // maybe flicker the shield + if (rand_num < sqrt(generator_fraction)) + return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]); + else + return 0.0f; + } + } + // no shield generator, so behave as normal + else + */ + return objp->shield_quadrant[quadrant_num]; +} + +// Goober5000 +void shield_set_quad(object *objp, int quadrant_num, float strength) +{ + // check array bounds + Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); + if (quadrant_num < 0 || quadrant_num >= MAX_SHIELD_SECTIONS) + return; + + // check range + if (strength < 0.0f) + strength = 0.0f; + float max_quad = shield_get_max_quad(objp); + if (strength > max_quad) + strength = max_quad; + + objp->shield_quadrant[quadrant_num] = strength; +} + +// Goober5000 +void shield_add_quad(object *objp, int quadrant_num, float delta) +{ + // if we aren't going to change anything anyway then just bail + if (delta == 0.0f) + return; + + // check array bounds + Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); + if (quadrant_num < 0 || quadrant_num >= MAX_SHIELD_SECTIONS) + return; + + // important: don't use shield_get_quad here + float strength = objp->shield_quadrant[quadrant_num] + delta; + + // check range + if (strength < 0.0f) + strength = 0.0f; + float max_quad = shield_get_max_quad(objp); + if (strength > max_quad) + strength = max_quad; + + objp->shield_quadrant[quadrant_num] = strength; +} + +// Goober5000 +float shield_get_max_strength(object *objp) +{ + if (objp->type != OBJ_SHIP && objp->type != OBJ_START) + return 0.0f; + + return Ships[objp->instance].ship_max_shield_strength; +} + +void shield_set_max_strength(object *objp, float newmax) +{ + if(objp->type != OBJ_SHIP) + return; + + Ships[objp->instance].ship_max_shield_strength = newmax; +} + +// Goober5000 +float shield_get_max_quad(object *objp) +{ + return shield_get_max_strength(objp) / MAX_SHIELD_SECTIONS; +} + +// ***** This is the version that works on a quadrant basis. +// Return absolute amount of damage not applied. +float shield_apply_damage(object *objp, int quadrant_num, float damage) +{ + float remaining_damage; + + // multiplayer clients bail here if nodamage + // if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){ + if (MULTIPLAYER_CLIENT) + return damage; + + // check array bounds + Assert(quadrant_num >= 0 && quadrant_num < MAX_SHIELD_SECTIONS); + if ((quadrant_num < 0) || (quadrant_num >= MAX_SHIELD_SECTIONS)) + return damage; + + if (objp->type != OBJ_SHIP && objp->type != OBJ_START) + return damage; + + Ai_info[Ships[objp->instance].ai_index].last_hit_quadrant = quadrant_num; + + remaining_damage = damage - shield_get_quad(objp, quadrant_num); + if (remaining_damage > 0.0f) + { + shield_set_quad(objp, quadrant_num, 0.0f); + return remaining_damage; + } + else + { + shield_add_quad(objp, quadrant_num, -damage); + return 0.0f; + } +} + +// Returns true if the shield presents any opposition to something +// trying to force through it. +// If quadrant is -1, looks at entire shield, otherwise +// just one quadrant +int shield_is_up(object *objp, int quadrant_num) +{ + if ((quadrant_num >= 0) && (quadrant_num < MAX_SHIELD_SECTIONS)) + { + // Just check one quadrant + float quad = shield_get_quad(objp, quadrant_num); + + if (quad > MAX(2.0f, 0.1f * shield_get_max_quad(objp))) + return 1; + } + else + { + // Check all quadrants + float strength = shield_get_strength(objp); + + if (strength > MAX(2.0f * MAX_SHIELD_SECTIONS, 0.1f * shield_get_max_strength(objp))) + return 1; + } + + return 0; // no shield strength +} + +// return quadrant containing hit_pnt. +// \ 1 /. +// 3 \ / 0 +// / \. +// / 2 \. +// Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame. +int shield_get_quadrant(vec3d *hit_pnt) +{ + int result = 0; + + if (hit_pnt->xyz.x < hit_pnt->xyz.z) + result |= 1; + + if (hit_pnt->xyz.x < -hit_pnt->xyz.z) + result |= 2; + + return result; +} + +// Given a global point and an object, get the quadrant number the point belongs to. +int shield_get_quadrant_global(object *objp, vec3d *global_pos) +{ + vec3d tpos; + vec3d rotpos; + + vm_vec_sub(&tpos, global_pos, &objp->pos); + vm_vec_rotate(&rotpos, &tpos, &objp->orient); + + return shield_get_quadrant(&rotpos); +} diff --git a/fs2_open/code/object/objectshield.h b/fs2_open/code/object/objectshield.h index 21d3df7590..67f200acd0 100644 --- a/fs2_open/code/object/objectshield.h +++ b/fs2_open/code/object/objectshield.h @@ -1,37 +1,37 @@ -/* - * Copyright (C) Volition, Inc. 1999. All rights reserved. - * - * All source code herein is the property of Volition, Inc. You may not sell - * or otherwise commercially exploit the source or things you created based on the - * source. - * -*/ - -#ifndef _OBJECTSHIELD_H -#define _OBJECTSHIELD_H - -#include "globalincs/globals.h" -#include "globalincs/pstypes.h" - -#define FRONT_QUAD 1 -#define REAR_QUAD 2 -#define LEFT_QUAD 3 -#define RIGHT_QUAD 0 - -float shield_get_strength(object *objp); -void shield_set_strength(object *objp, float strength); -void shield_add_strength(object *objp, float delta); -float shield_get_quad(object *objp, int quadrant_num); -void shield_set_quad(object *objp, int quadrant_num, float strength); -void shield_add_quad(object *objp, int quadrant_num, float strength); - -float shield_get_max_strength(object *objp); -void shield_set_max_strength(object *objp, float newmax); -float shield_get_max_quad(object *objp); - -float shield_apply_damage(object *objp, int quadrant, float damage); -int shield_is_up(object *objp, int quadrant_num); -int shield_get_quadrant(vec3d *hit_pnt); -int shield_get_quadrant_global(object *objp, vec3d *global_pos); - -#endif //_OBJECTSHIELD_H +/* + * Copyright (C) Volition, Inc. 1999. All rights reserved. + * + * All source code herein is the property of Volition, Inc. You may not sell + * or otherwise commercially exploit the source or things you created based on the + * source. + * +*/ + +#ifndef _OBJECTSHIELD_H +#define _OBJECTSHIELD_H + +#include "globalincs/globals.h" +#include "globalincs/pstypes.h" + +#define FRONT_QUAD 1 +#define REAR_QUAD 2 +#define LEFT_QUAD 3 +#define RIGHT_QUAD 0 + +float shield_get_strength(object *objp); +void shield_set_strength(object *objp, float strength); +void shield_add_strength(object *objp, float delta); +float shield_get_quad(object *objp, int quadrant_num); +void shield_set_quad(object *objp, int quadrant_num, float strength); +void shield_add_quad(object *objp, int quadrant_num, float strength); + +float shield_get_max_strength(object *objp); +void shield_set_max_strength(object *objp, float newmax); +float shield_get_max_quad(object *objp); + +float shield_apply_damage(object *objp, int quadrant, float damage); +int shield_is_up(object *objp, int quadrant_num); +int shield_get_quadrant(vec3d *hit_pnt); +int shield_get_quadrant_global(object *objp, vec3d *global_pos); + +#endif //_OBJECTSHIELD_H diff --git a/fs2_open/code/object/objectsnd.cpp b/fs2_open/code/object/objectsnd.cpp index 54ddb1ef66..819b483654 100644 --- a/fs2_open/code/object/objectsnd.cpp +++ b/fs2_open/code/object/objectsnd.cpp @@ -7,284 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/ObjectSnd.cpp $ - * $Revision: 2.13 $ - * $Date: 2006-04-03 07:48:03 $ - * $Author: wmcoolmon $ - * - * C module for managing object-linked persistant sounds - * - * $Log: not supported by cvs2svn $ - * Revision 2.12 2005/10/23 19:08:01 taylor - * fix crashes and minor slowdowns when sound is disabled (-nosound) - * - * Revision 2.11 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.10 2005/07/13 02:01:30 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.9 2005/07/13 00:44:23 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.8 2005/04/25 00:28:58 wmcoolmon - * subsystem sounds - * - * Revision 2.7 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.6 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/03/18 01:44:31 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 9/08/99 8:56a Mikek - * Blast. Suppress a debug warning. - * - * 10 9/08/99 8:56a Mikek - * Whoops, broke the build with debug code. - * - * 9 9/08/99 8:42a Mikek - * Make flyby sounds a lot easier to trigger. Decrease some thresholds - * and remove the dot product check. This is handled by the delta - * velocity check. - * - * 8 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 7 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 6 6/25/99 3:08p Dave - * Multiple flyby sounds. - * - * 5 5/23/99 8:11p Alanl - * Added support for EAX - * - * 4 5/18/99 11:50a Andsager - * Remove unused object type OBJ_GHOST_SAVE - * - * 3 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 59 5/15/98 5:16p Dave - * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy - * status for team vs. team. Put in asserts to check for invalid team vs. - * team situations. - * - * 58 5/07/98 12:24a Hoffoss - * Finished up sidewinder force feedback support. - * - * 57 5/06/98 1:29p Dan - * AL: allow engine sounds to play polyphonically - * - * 56 5/06/98 10:27a Dan - * AL: Fix bug with object sounds and Aureal - * - * 55 4/19/98 9:32p Lawrance - * Add support for Shivan flyby sound - * - * 54 4/18/98 9:12p Lawrance - * Added Aureal support. - * - * 53 4/12/98 5:31p Lawrance - * use timer_get_milliseconds() instead of gettime() - * - * 52 4/08/98 8:33p Lawrance - * increase distance at which flyby sound is heard - * - * 51 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 50 3/21/98 3:36p Lawrance - * Don't change frequency unless a threshold change has been reached. - * - * 49 3/19/98 5:34p Lawrance - * Only play flyby sound if both ships involved are above a minimum speed - * - * 48 3/18/98 9:49a Lawrance - * fix uninitialized data bug - * - * 47 3/17/98 5:55p Lawrance - * Support object-linked sounds for asteroids. - * - * 46 3/14/98 4:59p Lawrance - * Fix bug with object sounds not getting cleared - * - * 45 2/22/98 2:48p John - * More String Externalization Classification - * - * 44 2/20/98 8:32p Lawrance - * Add radius parm to sound_play_3d() - * - * 43 2/12/98 11:53p Lawrance - * move engine pos closer to center of ship, ensure flyby sounds only play - * when flying past a small ship - * - * 42 2/11/98 5:38p Dave - * Put in a global inited flag for objsound. - * - * 41 2/11/98 11:30a Dan - * AL: fix DirectSound3D bug - * - * 40 2/11/98 10:28a Lawrance - * Fix attenuation problems related to engine position. - * - * 39 2/09/98 9:09p Lawrance - * ensure we don't get two flyby sounds too close together - * - * 38 2/02/98 8:23p Lawrance - * double distance at which a flyby sound is played - * - * 37 1/29/98 10:31a Lawrance - * Don't play doppler effect for cruisers and capital ships - * - * 36 1/20/98 10:04a Lawrance - * fix volume bug, do obj_snd_do_frame at 10Hz - * - * 35 1/20/98 9:47a Mike - * Suppress optimized compiler warnings. - * Some secondary weapon work. - * - * 34 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 33 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 32 11/20/97 6:45p Lawrance - * allow two looping debris sounds to play - * - * 31 11/04/97 10:18a Dan - * initialize closest_obj to NULL - * - * 30 11/03/97 11:09p Lawrance - * Only play flyby sound for ships (ie not debris). - * - * 29 10/26/97 3:22p Lawrance - * use volume and not distance when deciding which engine sounds to play - * - * 28 10/22/97 10:37a Johnson - * ALAN: ensure that object sounds are only deleted once - * - * 27 10/10/97 7:43p Lawrance - * use SF_ENGINES_ON flag - * - * 26 10/06/97 4:13p Lawrance - * use engine pos when updating volume for object sounds - * - * 25 10/01/97 5:55p Lawrance - * change call to snd_play_3d() to allow for arbitrary listening position - * - * 24 9/18/97 7:58a Lawrance - * use rear of ship when deciding where to play the engine sound - * - * 23 9/11/97 5:01p Dave - * Minor changes to handle ingame joining/dropping for multiplayer. - * - * 22 9/03/97 5:02p Lawrance - * add engine stuttering when a ship is dying - * - * 21 8/29/97 5:04p Dave - * Made sure ghost objects are handled correctly. - * - * 20 7/28/97 11:38a Lawrance - * let ship engine scale with speed for DirectSound3D engine sounds too - * - * 19 7/27/97 5:14p Lawrance - * add afterburners to the player control info - * - * 18 7/14/97 12:04a Lawrance - * make Obj_snd_enabled visible - * - * 17 7/09/97 12:07a Mike - * Changes in ship_info struct. - * - * 16 7/08/97 11:38a Lawrance - * added SIF_BIG_SHIP flag (used for object-linked engine sounds) - * - * 15 6/23/97 10:15a Lawrance - * fix bug with object linked sounds not stopping playing sounds - * - * 14 6/19/97 2:05p Lawrance - * when stopping a linked sound, stop it right away - * - * 13 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 12 6/08/97 5:59p Lawrance - * comment out ds3d stuff for now - * - * 11 6/06/97 4:13p Lawrance - * use an index instead of a pointer for object-linked sounds - * - * 10 6/05/97 1:37a Lawrance - * change to support snd_get_vol_and_pan() - * - * 9 6/05/97 1:07a Lawrance - * changes to support sound interface - * - * 8 6/02/97 1:50p Lawrance - * supporting integration with Direct3D - * - * 7 5/18/97 2:40p Lawrance - * added debug function to toggle doppler effect - * - * 6 5/15/97 9:05a Lawrance - * comment out some debugging nprintf()'s - * - * 5 5/14/97 10:47a Lawrance - * only play external engine sound for loudest ship - * - * 4 5/09/97 4:33p Lawrance - * doppler effects - * - * 3 5/09/97 9:41a Lawrance - * modified comments - * - * 2 5/08/97 4:30p Lawrance - * split off object sound stuff into separate file - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/object/objectsnd.h b/fs2_open/code/object/objectsnd.h index 11d7fb083a..0223f67ee8 100644 --- a/fs2_open/code/object/objectsnd.h +++ b/fs2_open/code/object/objectsnd.h @@ -7,80 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/ObjectSnd.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:35:31 $ - * $Author: Goober5000 $ - * - * Header file for managing object-linked persistant sounds - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/04/25 00:28:58 wmcoolmon - * subsystem sounds - * - * Revision 2.3 2005/04/05 05:53:21 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:29 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 3 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 11 3/17/98 5:55p Lawrance - * Support object-linked sounds for asteroids. - * - * 10 9/03/97 5:02p Lawrance - * add engine stuttering when a ship is dying - * - * 9 7/14/97 12:04a Lawrance - * make Obj_snd_enabled visible - * - * 8 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 7 6/06/97 4:13p Lawrance - * use an index instead of a pointer for object-linked sounds - * - * 6 6/05/97 1:07a Lawrance - * changes to support sound interface - * - * 5 6/02/97 1:50p Lawrance - * supporting integration with Direct3D - * - * 4 5/09/97 4:33p Lawrance - * doppler effects - * - * 3 5/09/97 9:41a Lawrance - * added #ifndef to avoid multiple inclusions - * - * 2 5/08/97 4:30p Lawrance - * split off object sound stuff into separate file - * - * $NoKeywords: $ - */ + #ifndef __OBJECTSND_H__ #define __OBJECTSND_H__ diff --git a/fs2_open/code/object/objectsort.cpp b/fs2_open/code/object/objectsort.cpp index 05ccecb283..6e3d2d5009 100644 --- a/fs2_open/code/object/objectsort.cpp +++ b/fs2_open/code/object/objectsort.cpp @@ -7,198 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Object/ObjectSort.cpp $ - * $Revision: 2.14 $ - * $Date: 2006-05-27 16:59:05 $ - * $Author: taylor $ - * - * Sorting code for objects. - * - * $Log: not supported by cvs2svn $ - * Revision 2.13 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.12 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.11 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.10 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.9 2005/05/24 20:55:21 taylor - * make sure batch rendering of lasers happens after fog is disabled in nebula missions - * - * Revision 2.8 2005/04/05 05:53:22 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/03/25 06:57:37 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.6 2005/03/16 01:35:59 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.5 2004/07/26 20:47:45 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:32:59 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:57 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/10/14 17:39:17 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:11 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 11 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 10 2/08/99 5:07p Dave - * FS2 chat server support. FS2 specific validated missions. - * - * 9 12/10/98 1:25p Dan - * Fixed fogging in fred. - * - * 8 12/10/98 11:16a Dan - * Fixed problem where Fred tries to fog objects (which it can't because - * it runs in the software renderer). - * - * 7 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 6 12/08/98 9:36a Dave - * Almost done nebula effect for D3D. Looks 85% as good as Glide. - * - * 5 12/07/98 5:51p Dave - * Finally got d3d fog working! Now we just need to tweak values. - * - * 4 12/06/98 6:53p Dave - * - * 3 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 39 3/12/98 1:24p Mike - * When weapons linked, increase firing delay. - * Free up weapon slots for AI ships, if necessary. - * Backside render shield effect. - * Remove shield hit triangle if offscreen. - * - * 38 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 37 2/13/98 2:48p Lawrance - * Don't modify max_z position for shockwaves - * - * 36 1/15/98 2:16p John - * Made bitmaps zbuffer at center minus radius. - * Made fireballs sort after objects they are around. - * - * 35 10/24/97 7:53p John - * added new code to detect if object is in view cone to fix clipping - * problems once and for all. - * - * 34 9/09/97 4:52p John - * Almost done ship warp in code - * - * 33 8/05/97 1:46p Mike - * Comment out code that shows spheres where wingmen should be. - * - * 32 7/16/97 5:51p Lawrance - * make shockwaves translucent - * - * 31 6/30/97 1:58p John - * made obj_render_all only sort objects in view cone. Made physics_pause - * pause movement. - * - * 30 6/27/97 4:44p John - * changed sorting to be faster and sort by the real z depth (not the - * rotated z) in preparation for speeding up collision detection by using - * this. - * - * 29 6/24/97 6:22p John - * added detail flags. - * sped up motion debris system a bit. - * - * 28 6/20/97 4:54p John - * added detail levels. Started adding some code framework to optimize - * many objects. - * - * 27 6/19/97 6:21p John - * optimized object sorting. - * - * 26 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 25 5/02/97 10:57a John - * moved non-ships zcheck out by radius. - * - * 24 5/02/97 10:56a John - * put back in code that draws smaller objects that are within a larger - * object's radius after the large object. - * - * 23 5/02/97 10:26a John - * made non-ship objects use minimum z for z testing. - * - * 22 3/26/97 12:38p Hoffoss - * JAS: made object sorting look at gr_zbuffering instead of - * gr_zbufferinging - * - * 21 3/12/97 9:25a John - * fixed a bug with zbuffering. Reenabled it by default. - * - * 20 3/10/97 6:21p John - * Simplified rendering code a bit. - * - * 19 3/06/97 5:07p Mike - * turned in full zbuffering for now - * - * 18 3/04/97 12:09a Mike - * Clean up code. Make External_view_mode well-behaved. Add - * aip->repair_objnum to save/restore. Add restore_int_if() in state.cpp. - * - * $NoKeywords: $ - */ + #include "object/object.h" diff --git a/fs2_open/code/object/parseobjectdock.cpp b/fs2_open/code/object/parseobjectdock.cpp index c7f132918a..f6b2c9799d 100644 --- a/fs2_open/code/object/parseobjectdock.cpp +++ b/fs2_open/code/object/parseobjectdock.cpp @@ -4,27 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Object/ParseObjectDock.cpp $ - * $Revision: 1.3.2.1 $ - * $Date: 2007-07-28 21:17:55 $ - * $Author: Goober5000 $ - * - * Implementation of new docking system for parse objects - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 1.2 2005/10/31 09:12:16 Goober5000 - * remove unused commented stuff - * --Goober5000 - * - * Revision 1.1 2005/10/29 22:09:30 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - */ + #include "globalincs/pstypes.h" #include "object/parseobjectdock.h" diff --git a/fs2_open/code/object/parseobjectdock.h b/fs2_open/code/object/parseobjectdock.h index 0926a8db36..a423206c39 100644 --- a/fs2_open/code/object/parseobjectdock.h +++ b/fs2_open/code/object/parseobjectdock.h @@ -4,24 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/Object/ParseObjectDock.h $ - * $Revision: 1.3 $ - * $Date: 2006-04-20 06:32:23 $ - * $Author: Goober5000 $ - * - * New docking system for parse objects, used only on mission load - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2005/10/31 09:12:16 Goober5000 - * remove unused commented stuff - * --Goober5000 - * - * Revision 1.1 2005/10/29 22:09:30 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - */ + #ifndef _PARSE_OBJECT_DOCK_H #define _PARSE_OBJECT_DOCK_H diff --git a/fs2_open/code/observer/observer.cpp b/fs2_open/code/observer/observer.cpp index 0dfe1e871e..06a5acd05c 100644 --- a/fs2_open/code/observer/observer.cpp +++ b/fs2_open/code/observer/observer.cpp @@ -7,14 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Observer/Observer.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-04-05 05:53:22 $ - * $Author: taylor $ - * - * $NoKeywords: $ - */ + #include "observer/observer.h" #include "object/object.h" diff --git a/fs2_open/code/observer/observer.h b/fs2_open/code/observer/observer.h index 204b2e9380..35e37f4890 100644 --- a/fs2_open/code/observer/observer.h +++ b/fs2_open/code/observer/observer.h @@ -7,14 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Observer/Observer.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:35:34 $ - * $Author: Goober5000 $ - * - * $NoKeywords: $ - */ + #ifndef _OBSERVER_HEADER_FILE #define _OBSERVER_HEADER_FILE diff --git a/fs2_open/code/osapi/osapi.cpp b/fs2_open/code/osapi/osapi.cpp index f78de342b6..892690c4a5 100644 --- a/fs2_open/code/osapi/osapi.cpp +++ b/fs2_open/code/osapi/osapi.cpp @@ -7,242 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/OsApi/OsApi.cpp $ - * $Revision: 2.33.2.5 $ - * $Date: 2007-09-03 22:19:56 $ - * $Author: Goober5000 $ - * - * Low level Windows code - * - * $Log: not supported by cvs2svn $ - * Revision 2.33.2.4 2006/12/07 18:04:03 taylor - * clean up warning code for Windows - * handle messagebox popups better (until I done with even cooler code for handling that) - * cleanup window state code a bit, and deal with activation and cursor handling better - * handle WM_ERASEBKGND msg ourselves, prevents some flickering issues and gets rid of the need to self-paint the window to clear it - * slightly better Win9x/WinME compatibility for the main window - * - * Revision 2.33.2.3 2006/11/15 00:44:44 taylor - * new window creation code for Windows (gets rid of some stupid :V: voodoo for the software/glide stuff) - * use detect_home() on Windows too (needed for now outwnd code) - * some bits of minor cleanup - * - * Revision 2.33.2.2 2006/10/27 06:44:35 taylor - * grrr ... fix dos EOL chars - * - * Revision 2.33.2.1 2006/07/13 22:06:38 taylor - * handle non-MVE movies a bit better in OpenGL (don't get freaky with the window, don't lose input, etc.) - * some cleanup to OpenGL window handling, to fix min/max/full issues, and try to make shutdown a little nicer - * - * Revision 2.33 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.32 2006/01/10 18:37:46 randomtiger - * Improvements to voice recognition system. - * Also function put on -voicer launcher option. - * - * Revision 2.31 2006/01/03 17:07:11 randomtiger - * Added voice recognition functionality for Visual C6 project only. - * Currently still a work in progress. - * - * Revision 2.30 2005/07/31 01:30:48 taylor - * print file and line info for Int3() calls to the logfile so that they are easier to debug with basic error reports - * - * Revision 2.29 2005/06/03 06:39:27 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.28 2005/05/01 23:17:46 phreak - * when creating the window take into account the top border - * - * Revision 2.27 2005/04/24 03:06:29 phreak - * centered the window on the desktop if the -window command line is used. - * - * Revision 2.26 2005/03/08 03:50:24 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.25 2005/03/03 16:18:19 taylor - * lockup fixes, and it's Linux friendly too :) - * - * Revision 2.24 2005/03/01 06:55:42 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.23 2005/02/04 20:06:06 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.22 2004/07/26 20:47:46 Kazan - * remove MCD complete - * - * Revision 2.21 2004/07/25 00:31:29 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.20 2004/07/12 16:33:00 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.19 2004/04/07 03:32:45 righteous1 - * Updated to call alt_tab_pause() function to draw pause screen and discontinue sounds when the game is minimized. -R1 - * - * Revision 2.18 2004/03/31 05:42:28 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.17 2004/03/05 09:02:08 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.16 2004/02/16 16:15:04 phreak - * grr fixed a warning message i didn't see - * - * Revision 2.15 2004/02/16 16:09:59 phreak - * made the window command line tag recognize non-standard resolutions - * - * Revision 2.14 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.13 2004/01/24 15:52:26 randomtiger - * I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window. - * In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from. - * - * Revision 2.12 2004/01/17 21:59:54 randomtiger - * Some small changes to the main codebase that allow Fred_open OGL to compile. - * - * Revision 2.11 2003/10/26 00:31:59 randomtiger - * Fixed hulls not drawing (with Phreaks advise). - * Put my 32bit PCX loading under PCX_32 compile flag until its working. - * Fixed a bug with res 640x480 I introduced with my non standard mode code. - * Changed JPG and TGA loading command line param to "-t32" - * - * Revision 2.10 2003/10/16 00:17:18 randomtiger - * Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher). - * As well as initialised in a different mode, bitmaps are stretched and for these modes - * previously point filtered textures now use linear to keep them smooth. - * I also had to shuffle some of the GR_1024 a bit. - * Put my HT&L flags in ready for my work to sort out some of the render order issues. - * Tided some other stuff up. - * - * Revision 2.9 2003/08/21 20:54:38 randomtiger - * Fixed switching - RT - * - * Revision 2.8 2003/07/06 00:19:25 randomtiger - * Random Tiger 6/7/2003 - * - * fs2_open now uses the registry entry 'VideocardFs2open' instead of 'Videocard' to store its video settings. To run fs2_open now you MUST use the launcher I have provided. - * - * Launcher binary: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher.rar - * Launcher source code: http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher_code.rar - * - * I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier. - * - * The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted. - * - * I have also removed the internal launcher from the D3D8 module. - * Please contact me if you have any problems. - * - * When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out. - * - * Revision 2.7 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.6 2003/03/02 06:01:55 penguin - * Added #ifdef WIN32 and #ifdef MSC_VER - * - penguin - * Revision 2.2.2.2 2002/10/03 08:32:08 unknownplayer - * - * Hacked in a windowed mode so we can properly debug this without using - * monitors (although I drool at the concept of having that!) - * - * Revision 2.2.2.1 2002/08/28 12:39:36 randomtiger - * OK, this should be a commit to the DX branch or Im going to be in a lot of trouble. - * The movie and dx8show files have been cleaned up big time. - * My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details. - * Aside from that a few changes to help the movie code work properly. - * Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2. - * Im going to leave this as a bug for now, serves you right for buying voodoo! - * - * Revision 2.2 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.5 2003/02/22 04:14:21 wmcoolmon - * Added "os_app_activate_set" - * - * Revision 2.4 2003/01/07 00:02:08 phreak - * fixed problem in win32_create_window() that disabled OpenGL from running in windowed mode - * - * Revision 2.3 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * - * 7 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 6 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 5 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 4 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/08/98 2:38p Dave - * Cleanup up OsAPI code significantly. Removed old functions, centralized - * registry functions. - * - * 118 7/10/98 5:04p Dave - * Fix connection speed bug on standalone server. - * - * 117 5/24/98 2:28p Hoffoss - * Because we never really care about if the left or the right shift or - * alt key was used, but rather than either shift or alt was used, made - * both map to the left one. Solves some problems, causes none. - * - * 116 5/18/98 9:22p John - * Took out the annoying tab check. - * - * 115 5/18/98 11:17a John - * Fixed some bugs with software window and output window. - * - * 114 5/16/98 2:20p John - * Changed the os_suspend and resume to use a critical section to prevent - * threads from executing rather than just suspending the thread. Had to - * make sure gr_close was called before os_close. - * - * 113 5/15/98 4:49p John - * - * 112 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 111 5/14/98 5:42p John - * Revamped the whole window position/mouse code for the graphics windows. - * - * 110 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/osapi/osapi_unix.cpp b/fs2_open/code/osapi/osapi_unix.cpp index c1310e40e6..ea25ddc9e7 100644 --- a/fs2_open/code/osapi/osapi_unix.cpp +++ b/fs2_open/code/osapi/osapi_unix.cpp @@ -7,136 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/OsApi/OsApi.cpp $ - * $Revision: 2.12.2.1 $ - * $Date: 2007-02-10 00:12:17 $ - * $Author: taylor $ - * - * Low level Windows code - * - * $Log: not supported by cvs2svn $ - * Revision 2.12 2005/10/27 16:23:03 taylor - * go back to using abort() over exit() for Assert's and Int3's but close out SDL first this time, makes debugging much easier - * - * Revision 2.11 2005/09/06 05:32:12 taylor - * use exit(EXIT_FAILURE) rather than abort() so that all atexit() calls will actually get executed - * - * Revision 2.10 2005/07/31 01:30:48 taylor - * print file and line info for Int3() calls to the logfile so that they are easier to debug with basic error reports - * - * Revision 2.9 2005/06/03 06:39:27 taylor - * better audio pause/unpause support when game window loses focus or is minimized - * - * Revision 2.8 2005/04/17 05:38:29 taylor - * updated Linux joystick code that's a bit less insane speed wise - * remove ability to build without joystick support, no reason to keep it around - * fix unusable warning flag with libjpeg building - * - * Revision 2.7 2005/03/11 14:16:02 taylor - * was causing strange hangs due to really large values, don't know if this will help but SDL should take care of error checking this way - * - * Revision 2.6 2005/03/10 08:00:11 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.5 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.4 2004/07/26 16:11:41 Goober5000 - * fixored a problem when using the command-line compiler to compile everything under Windows - * --Goober5000 - * - * Revision 2.3 2004/03/05 09:02:08 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:10:40 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/06/03 03:42:13 mharris - * fAppActive is now set correctly; translate some keyboard scancodes - * that appear to be different between SDL and Win32; combine KEYDOWN - * and KEYUP events. - * - * Revision 1.2 2002/05/21 15:45:58 mharris - * init outwnd in debug mode; added SDL support - * - * Revision 1.1 2002/05/16 00:47:21 mharris - * New version of OsApi files for Unix variants. - * - * Revision 1.2 2002/05/09 13:52:01 mharris - * debug_int3() calls abort() - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 6 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 5 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 4 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 3 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 2 10/08/98 2:38p Dave - * Cleanup up OsAPI code significantly. Removed old functions, centralized - * registry functions. - * - * 118 7/10/98 5:04p Dave - * Fix connection speed bug on standalone server. - * - * 117 5/24/98 2:28p Hoffoss - * Because we never really care about if the left or the right shift or - * alt key was used, but rather than either shift or alt was used, made - * both map to the left one. Solves some problems, causes none. - * - * 116 5/18/98 9:22p John - * Took out the annoying tab check. - * - * 115 5/18/98 11:17a John - * Fixed some bugs with software window and output window. - * - * 114 5/16/98 2:20p John - * Changed the os_suspend and resume to use a critical section to prevent - * threads from executing rather than just suspending the thread. Had to - * make sure gr_close was called before os_close. - * - * 113 5/15/98 4:49p John - * - * 112 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 111 5/14/98 5:42p John - * Revamped the whole window position/mouse code for the graphics windows. - * - * 110 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * $NoKeywords: $ - */ + #ifndef WIN32 // Goober5000 diff --git a/fs2_open/code/osapi/outwnd.cpp b/fs2_open/code/osapi/outwnd.cpp index f9d2b25c3d..928a8d2101 100644 --- a/fs2_open/code/osapi/outwnd.cpp +++ b/fs2_open/code/osapi/outwnd.cpp @@ -7,210 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/OsApi/OutWnd.cpp $ - * $Revision: 2.16.2.5 $ - * $Date: 2007-11-24 04:33:50 $ - * $Author: wmcoolmon $ - * - * Routines for debugging output - * - * $Log: not supported by cvs2svn $ - * Revision 2.16.2.4 2007/07/23 16:08:29 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.16.2.3 2007/05/11 03:16:01 taylor - * add session open/close times to debug log - * - * Revision 2.16.2.2 2007/02/11 09:39:09 taylor - * some minor performance improvements - * remove NO_SOUND - * - * Revision 2.16.2.1 2006/11/15 00:54:33 taylor - * updated outwnd code for both Windows and non-Windows: - * - make print filters dynamic - * - fix various little bugs and issues - * - cleanup some non-used variables (non-Windows) - * - put everything under NDEBUG like it was, or should be - * - change to using data/fs2_open.log for log file (Windows) - * - change to using data/debug_filter.cfg (Windows) - * - make the extra debug window optional, and disabled by default (Windows) - * - fix some possible NULL references - * - clean up the SAFEPOINT() crap - * - * Revision 2.16 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.15 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.14 2005/04/20 04:34:42 phreak - * NMONO should not interfere with the debug window - * - * Revision 2.13 2005/03/03 06:05:30 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.12 2004/07/26 20:47:46 Kazan - * remove MCD complete - * - * Revision 2.11 2004/07/12 16:33:01 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/03/31 05:42:28 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 2.9 2004/03/06 23:28:23 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.8 2004/03/05 09:02:08 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.6 2004/02/04 09:02:44 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.5 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4 2003/03/02 06:04:00 penguin - * Added versions of _outp() and _inp() for gcc. - * Revision 2.1.2.3 2002/11/09 19:28:15 randomtiger - * - * Fixed small gfx initialisation bug that wasnt actually causing any problems. - * Tided DX code, shifted stuff around, removed some stuff and documented some stuff. - * - * Revision 2.1.2.2 2002/11/04 21:25:00 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.1.2.1 2002/10/08 14:33:27 randomtiger - * OK, I've fixed the z-buffer problem. - * However I have abandoned using w-buffer for now because of problems. - * I think I know how to solve it but Im not sure it would make much difference given the way FS2 engine works. - * I have left code in there of use if anyone wants to turn their hand to it. However for now - * we just need to crack of the alpha problem then we will have FS2 fully wokring in DX8 on GF4 in 32 bit. - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.3 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * - * 6 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 5 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 4 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 3 10/08/98 2:38p Dave - * Cleanup up OsAPI code significantly. Removed old functions, centralized - * registry functions. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 49 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 48 5/14/98 5:42p John - * Revamped the whole window position/mouse code for the graphics windows. - * - * 47 5/14/98 11:24a Allender - * throw mprints to outtext regardless of gr mode - * - * 46 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 45 4/16/98 6:31p Dave - * Doubled MAX_FILTERS to 48 - * - * 44 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 43 3/11/98 12:06p John - * Made it so output window never gets focus upon startup - * - * 42 2/16/98 9:47a John - * Made so only error, general, and warning are shown if no - * debug_filter.cfg and .cfg file isn't saved if so. - * - * 41 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 40 1/15/98 9:14p John - * Made it so general, error and warning can't be turned off. - * - * 39 9/13/97 10:44a Lawrance - * allow logging of nprintf output to file - * - * 38 8/23/97 11:32a Dave - * Made debug window size correctly in standalone mode. - * - * 37 8/22/97 3:42p Hoffoss - * Lowered the filter limit to 24, and added support for filter recycling, - * instead of the rather nasty Assert if we should happen to exceed this - * limit. - * - * 36 8/05/97 4:29p Dave - * Futzed with window sizes/placements for standalone mode. - * - * 35 8/04/97 3:15p Dave - * Added an include for systemvars.h - * - * 34 5/20/97 1:13p Allender - * fixes to make outwnd work better under Win95 - * - * 33 5/14/97 11:08a John - * fixed bug under 95 that occasionally hung program. - * - * 32 5/07/97 3:01p Lawrance - * check for NT in mono_init - * - * 31 5/07/97 3:06p John - * disabled new mono direct stuff under NT. - * - * 30 5/07/97 2:59p John - * Made so mono driver works under '95. - * - * 29 4/22/97 10:56a John - * fixed some resource leaks. - * - * $NoKeywords: $ - */ + #ifndef NDEBUG diff --git a/fs2_open/code/osapi/outwnd_unix.cpp b/fs2_open/code/osapi/outwnd_unix.cpp index efdb2bb713..08c350355c 100644 --- a/fs2_open/code/osapi/outwnd_unix.cpp +++ b/fs2_open/code/osapi/outwnd_unix.cpp @@ -7,167 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/OsApi/OutWnd.cpp $ - * $Revision: 2.7.2.2 $ - * $Date: 2007-05-11 03:16:01 $ - * $Author: taylor $ - * - * Routines for debugging output - * - * $Log: not supported by cvs2svn $ - * Revision 2.7.2.1 2006/11/15 00:54:33 taylor - * updated outwnd code for both Windows and non-Windows: - * - make print filters dynamic - * - fix various little bugs and issues - * - cleanup some non-used variables (non-Windows) - * - put everything under NDEBUG like it was, or should be - * - change to using data/fs2_open.log for log file (Windows) - * - change to using data/debug_filter.cfg (Windows) - * - make the extra debug window optional, and disabled by default (Windows) - * - fix some possible NULL references - * - clean up the SAFEPOINT() crap - * - * Revision 2.7 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.6 2005/10/23 20:34:30 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 2.5 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.4 2004/07/26 17:50:02 Goober5000 - * last bit of Unix fixorage - * --Goober5000 - * - * Revision 2.3 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2.2.1 2002/11/04 21:25:00 randomtiger - * - * When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates. - * Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory. - * Cleaned up some more texture stuff enabled console debug for D3D. - * - * Revision 2.2 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.1 2002/07/29 20:12:02 penguin - * removed bogus #include windows.h - * - * Revision 2.0 2002/06/03 04:10:40 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/21 15:46:27 mharris - * Turned on debug logging to file - * - * Revision 1.2 2002/05/17 23:41:41 mharris - * We can print even if not inited... also flush after print - * - * Revision 1.1 2002/05/16 00:47:21 mharris - * New version of OsApi files for Unix variants. - * - * Revision 1.2 2002/05/09 13:52:26 mharris - * Removed dead test code - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 5 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 4 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 3 10/08/98 2:38p Dave - * Cleanup up OsAPI code significantly. Removed old functions, centralized - * registry functions. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 49 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 48 5/14/98 5:42p John - * Revamped the whole window position/mouse code for the graphics windows. - * - * 47 5/14/98 11:24a Allender - * throw mprints to outtext regardless of gr mode - * - * 46 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 45 4/16/98 6:31p Dave - * Doubled MAX_FILTERS to 48 - * - * 44 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 43 3/11/98 12:06p John - * Made it so output window never gets focus upon startup - * - * 42 2/16/98 9:47a John - * Made so only error, general, and warning are shown if no - * debug_filter.cfg and .cfg file isn't saved if so. - * - * 41 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 40 1/15/98 9:14p John - * Made it so general, error and warning can't be turned off. - * - * 39 9/13/97 10:44a Lawrance - * allow logging of nprintf output to file - * - * 38 8/23/97 11:32a Dave - * Made debug window size correctly in standalone mode. - * - * 37 8/22/97 3:42p Hoffoss - * Lowered the filter limit to 24, and added support for filter recycling, - * instead of the rather nasty Assert if we should happen to exceed this - * limit. - * - * 36 8/05/97 4:29p Dave - * Futzed with window sizes/placements for standalone mode. - * - * 35 8/04/97 3:15p Dave - * Added an include for systemvars.h - * - * 34 5/20/97 1:13p Allender - * fixes to make outwnd work better under Win95 - * - * 33 5/14/97 11:08a John - * fixed bug under 95 that occasionally hung program. - * - * 32 5/07/97 3:01p Lawrance - * check for NT in mono_init - * - * 31 5/07/97 3:06p John - * disabled new mono direct stuff under NT. - * - * 30 5/07/97 2:59p John - * Made so mono driver works under '95. - * - * 29 4/22/97 10:56a John - * fixed some resource leaks. - * - * $NoKeywords: $ - */ + #ifndef WIN32 // Goober5000 diff --git a/fs2_open/code/palman/palman.cpp b/fs2_open/code/palman/palman.cpp index 09bb8f3ca8..bfcb3b0875 100644 --- a/fs2_open/code/palman/palman.cpp +++ b/fs2_open/code/palman/palman.cpp @@ -7,225 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Palman/PalMan.cpp $ - * $Revision: 2.8.2.1 $ - * $Date: 2007-09-02 02:07:45 $ - * $Author: Goober5000 $ - * - * Palette manager routines - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/04/28 01:36:09 wmcoolmon - * stuff_byte to stuff_ubyte; does the same thing, but with a better name. - * - * Revision 2.7 2005/02/04 10:12:32 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2004/10/31 22:00:57 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 2.5 2004/07/26 20:47:46 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:01 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:08 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/10/20 22:21:48 randomtiger - * Some incomplete code to handle background drawing when message boxes are drawn. - * It doesn't work but it's a good base for someone to start from. - RT - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 4 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 3 2/03/99 6:06p Dave - * Groundwork for FS2 PXO usertracker support. Gametracker support next. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 55 5/20/98 9:46p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 54 5/16/98 4:37p John - * - * 53 5/16/98 4:34p John - * fixed bug where only colors divisible by 4 would work. - * - * 52 5/15/98 3:28p John - * fixed bug with blue nondarkening colors - * - * 51 5/14/98 3:38p John - * Added in more non-darkening colors for Adam. Had to fix some bugs in - * BmpMan and Ani stuff to get this to work. - * - * 50 5/13/98 10:22p John - * Added cfile functions to read/write rle compressed blocks of data. - * Made palman use it for .clr files. Made alphacolors calculate on the - * fly rather than caching to/from disk. - * - * 49 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 48 4/20/98 4:44p John - * Fixed problems with black being xparent on model cache rneders. Made - * model cache key off of detail level setting and framerate. - * - * 47 4/15/98 5:44p John - * Made no colors except green map to 0,255,0 - * - * 46 4/09/98 11:04p John - * Changed ID's in output files to make more sense. - * - * 45 4/01/98 5:35p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 44 3/25/98 8:08p John - * Restructured software rendering into two modules; One for windowed - * debug mode and one for DirectX fullscreen. - * - * 43 3/24/98 3:58p John - * Put in (hopefully) final gamma setting code. - * - * 42 2/24/98 1:59p John - * Made fade table use a gamma - * - * 41 1/29/98 8:18a John - * Put in some commented out hooks for RGB lighting - * - * 40 1/19/98 6:15p John - * Fixed all my Optimized Build compiler warnings - * - * 39 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 38 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 37 12/17/97 5:11p John - * Added brightening back into fade table. Added code for doing the fast - * dynamic gun flashes and thruster flashes. - * - * 36 12/17/97 1:16p John - * Made bright white not fade. - * - * 35 12/03/97 4:48p Adam - * JOHN: Made engine glow scale, made thrust blend be additive. - * - * 34 12/02/97 4:00p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 33 11/22/97 1:05p John - * added back in reverse palette lookup table. - * - * 32 11/21/97 1:32p John - * made palette caching work on game palette better. - * - * 31 11/21/97 11:32a John - * Added nebulas. Fixed some warpout bugs. - * - * 30 11/14/97 12:31p John - * Fixed some DirectX bugs. Moved the 8-16 xlat tables into Graphics - * libs. Made 16-bpp DirectX modes know what bitmap format they're in. - * - * 29 10/31/97 10:48a John - * upped clr version to force rebuild after changing palette code. - * - * 28 10/14/97 8:08a John - * added a bunch more 16 bit support - * - * 27 10/03/97 9:10a John - * added better antialiased line drawer - * - * 26 9/20/97 8:16a John - * Made .clr files go into the Cache directory. Replaced cfopen(name,NULL) - * to delete a file with cf_delete. - * - * 25 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 24 7/28/97 5:08p John - * changed the color blending calculations. - * - * 23 7/17/97 11:37a John - * made the fullscreen and windowed use separate palette cache files. - * - * 22 7/16/97 5:29p John - * added palette table caching and made scaler and liner no light tmapper - * do alpha blending in 8 bpp mode. - * - * 21 7/16/97 3:07p John - * - * 20 7/10/97 2:06p John - * added code to specify alphablending type for bitmaps. - * - * 19 6/11/97 6:00p John - * sped up alpha matching a bit. - * - * 18 6/11/97 5:49p John - * Changed palette code to only recalculate alphacolors when needed, not - * when palette changes. - * - * 17 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 16 5/21/97 11:06a Lawrance - * added user_palette_find() - * - * 15 5/14/97 10:53a John - * fixed some discrepencies between d3d and software palette setting. - * - * 14 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 13 4/10/97 4:47p John - * used .3R .5G .1B for color matching. Made palette brightening not be - * quite so much. - * - * 12 4/08/97 5:18p John - * First rev of decent (dynamic, correct) lighting in FreeSpace. - * - * 11 11/26/96 6:50p John - * Added some more hicolor primitives. Made windowed mode run as current - * bpp, if bpp is 8,16,or 32. - * - * 10 11/26/96 2:53p Allender - * simplify restore palette code - * - * 9 11/26/96 9:44a Allender - * allow for use of different bitmap palettes - * - * $NoKeywords: $ - */ + #include "palman/palman.h" #include "bmpman/bmpman.h" diff --git a/fs2_open/code/palman/palman.h b/fs2_open/code/palman/palman.h index 864b326e07..7e3ce3017c 100644 --- a/fs2_open/code/palman/palman.h +++ b/fs2_open/code/palman/palman.h @@ -7,77 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Palman/PalMan.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:34 $ - * $Author: Goober5000 $ - * - * Palette Manager header file - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:30 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:08 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 3 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 14 5/20/98 9:46p John - * added code so the places in code that change half the palette don't - * have to clear the screen. - * - * 13 12/02/97 4:00p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 12 11/21/97 11:32a John - * Added nebulas. Fixed some warpout bugs. - * - * 11 11/14/97 12:31p John - * Fixed some DirectX bugs. Moved the 8-16 xlat tables into Graphics - * libs. Made 16-bpp DirectX modes know what bitmap format they're in. - * - * 10 7/16/97 5:29p John - * added palette table caching and made scaler and liner no light tmapper - * do alpha blending in 8 bpp mode. - * - * 9 7/16/97 3:07p John - * - * 8 5/21/97 11:06a Lawrance - * added user_palette_find() - * - * 7 5/12/97 12:27p John - * Restructured Graphics Library to add support for multiple renderers. - * - * 6 11/26/96 6:50p John - * Added some more hicolor primitives. Made windowed mode run as current - * bpp, if bpp is 8,16,or 32. - * - * 5 11/26/96 9:44a Allender - * allow for use of different bitmap palettes - * - * $NoKeywords: $ - */ + #ifndef _PALMAN_H #define _PALMAN_H diff --git a/fs2_open/code/parse/encrypt.cpp b/fs2_open/code/parse/encrypt.cpp index 09f9568a14..3479771df8 100644 --- a/fs2_open/code/parse/encrypt.cpp +++ b/fs2_open/code/parse/encrypt.cpp @@ -7,78 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/parse/Encrypt.cpp $ - * $Revision: 2.8 $ - * $Date: 2006-04-20 06:32:23 $ - * $Author: Goober5000 $ - * - * Module for encryption code common to FreeSpace and related tools - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/04/15 11:35:18 taylor - * add scramble port - * support both FS1 (8bit and 7bit) and FS2 style encryption - * - * Revision 2.6 2005/01/31 10:34:38 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.5 2004/07/26 20:47:47 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:01 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2003/11/09 04:09:18 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.2 2003/09/28 21:22:59 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 4/07/99 5:41p Anoop - * Fixed encryption in the launcher. - * - * 4 3/25/99 11:55a Dave - * Fixed up encrypt a bit. - * - * 3 3/25/99 11:26a Dave - * Beefed up encryption scheme so that even someone viewing the - * disassembly would have a hard time cracking it. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 5 8/09/98 4:44p Lawrance - * support alternate encryption scheme (doesn't pack chars into 7 bits) - * - * 4 4/01/98 2:21p Lawrance - * check for wacky apostrophe char - * - * 3 3/31/98 4:57p Lawrance - * Add signature at the beginning of encrypted files - * - * 2 3/31/98 1:14a Lawrance - * Get .tbl and mission file encryption working. - * - * 1 3/30/98 11:02p Lawrance - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/parse/encrypt.h b/fs2_open/code/parse/encrypt.h index a1e7557bcc..33a855eee1 100644 --- a/fs2_open/code/parse/encrypt.h +++ b/fs2_open/code/parse/encrypt.h @@ -7,56 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/parse/Encrypt.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:31 $ - * $Author: Goober5000 $ - * - * Header for encryption code common to FreeSpace and related tools - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/15 11:35:18 taylor - * add scramble port - * support both FS1 (8bit and 7bit) and FS2 style encryption - * - * Revision 2.2 2004/08/11 05:06:31 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2003/09/28 21:22:58 Goober5000 - * added the option to import FSM missions, added a replace function, spruced - * up my $player, $rank, etc. code, and fixed encrypt being misspelled as 'encrpyt' - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 3/25/99 11:26a Dave - * Beefed up encryption scheme so that even someone viewing the - * disassembly would have a hard time cracking it. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 4 8/09/98 4:44p Lawrance - * support alternate encryption scheme (doesn't pack chars into 7 bits) - * - * 3 3/31/98 4:57p Lawrance - * Add signature at the beginning of encrypted files - * - * 2 3/31/98 1:14a Lawrance - * Get .tbl and mission file encryption working. - * - * 1 3/30/98 11:02p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __ENCRYPT_H__ #define __ENCRYPT_H__ diff --git a/fs2_open/code/parse/python.h b/fs2_open/code/parse/python.h index 5e61f7d20a..47bb98841f 100644 --- a/fs2_open/code/parse/python.h +++ b/fs2_open/code/parse/python.h @@ -68,4 +68,4 @@ PyBytecode python_parse(); PyResult py_session_evaluate(PySession* session, PyBytecode* code); #endif //_PYTHON_H -#endif //USE_PYTHON \ No newline at end of file +#endif //USE_PYTHON diff --git a/fs2_open/code/parse/sexp.cpp b/fs2_open/code/parse/sexp.cpp index 60137cf5d4..b62b4998e7 100644 --- a/fs2_open/code/parse/sexp.cpp +++ b/fs2_open/code/parse/sexp.cpp @@ -7,1550 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/parse/SEXP.CPP $ - * $Revision: 2.259.2.71 $ - * $Date: 2008-01-19 01:23:18 $ - * $Author: Goober5000 $ - * - * main sexpression generator - * - * $Log: not supported by cvs2svn $ - * Revision 2.259.2.70 2008/01/19 00:27:08 Goober5000 - * we all got led down the garden path there! revert all radar range modifications - * - * Revision 2.259.2.69 2008/01/16 10:12:00 Backslash - * Fixed set-object-speed sexps. Thanks for the inspiration, Keldor! - * - * Revision 2.259.2.68 2008/01/12 08:44:32 karajorma - * Add SEXPs for determining the players score and how many respawns they've used. Add num-assists to this branch too. - * - * Revision 2.259.2.67 2008/01/08 17:24:23 Kazan - * Apply KeldorKatarn's no autopilot mission flag patch (And a sexp to toggle it as it is a flag that can be dynamically toggled safely) "use-autopilot" is the SEXP [Applied KK's patch by hand] - * Had to move things around and resize the mission specs editor - lots of MSVC2005 autogenerated garbage changes in this diff. - * - * Revision 2.259.2.66 2007/12/20 01:57:42 turey - * Bunch of stuff already in HEAD. Shouldn't break anything. - * - * Revision 2.259.2.65 2007/11/22 05:36:06 taylor - * bump node allocation increment (when you are regularly realloc'ing 20-30 times, the increment is too low :)) - * - * Revision 2.259.2.64 2007/10/29 11:32:21 karajorma - * This is better than the other way. - * - * Revision 2.259.2.63 2007/10/28 18:10:45 karajorma - * Add the hits-left-singe-subsystem SEXP - * - * Revision 2.259.2.62 2007/10/28 16:44:33 taylor - * cleanup and bug fixes for ship-guardian-threshold and ship-subsys-guardian-threshold (Mantis #1473) - * - * Revision 2.259.2.61 2007/10/04 16:26:17 taylor - * fix bugs in beam-*-all and turret-*-all that made them always trigger an Int3() - * - * Revision 2.259.2.60 2007/09/29 21:51:30 karajorma - * Fix x-builtin-messages so that the Any Wingman option works - * - * Revision 2.259.2.59 2007/09/29 15:21:33 karajorma - * Upgrade the beam-x-all and turret-x-all SEXPs to accept more than one ship. - * - * Revision 2.259.2.58 2007/09/04 00:08:51 Goober5000 - * fix the factoring on the shudder parameters (Mantis #1419) - * - * Revision 2.259.2.57 2007/09/02 18:52:52 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 2.259.2.56 2007/08/26 16:00:11 phreak - * destroyed-or-departed-delay needs to check for ships that have self destructed - * - * Revision 2.259.2.55 2007/08/17 03:29:50 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 2.259.2.54 2007/08/04 22:29:59 Goober5000 - * fix case-sensitive #include (Linux) - * - * Revision 2.259.2.53 2007/07/25 00:32:39 Kazan - * small tweak - * - * Revision 2.259.2.52 2007/07/24 20:08:30 Kazan - * Make asteroid/debris fields interrupt autopilot, add "hazards near" message to autopilot.tbl, add use-nav-cinematics sexp, fix mantis #1441 - * - * Revision 2.259.2.51 2007/07/24 13:03:15 Kazan - * Resolve Mantis 1281 - * - * Revision 2.259.2.50 2007/07/23 16:08:29 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.259.2.49 2007/05/14 23:13:41 Goober5000 - * --grouped the shake/shudder code together a bit better - * --added a sexp to generate shudder - * --fixed a minor bug in lock-perspective - * - * Revision 2.259.2.48 2007/04/26 18:58:49 karajorma - * Doh! Missed the return type. - * - * Revision 2.259.2.47 2007/04/24 12:07:34 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.259.2.46 2007/04/05 16:43:44 karajorma - * A few minor fixes - * - * Revision 2.259.2.45 2007/03/22 20:35:44 taylor - * be sure to page in textures for change ship class sexp preload - * add a ASF_MENUMUSIC type for things that aren't mission-based event music (since that is handled differently now) - * make event music keep extension if it exists, so that the special data will be accurate - * bits of cleanup from old MS code that we don't need - * - * Revision 2.259.2.44 2007/02/20 04:19:34 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.259.2.42 2007/02/13 01:45:56 Goober5000 - * fix a hideous bug with the knossos special warp stuff - * (how did this ever actually work correctly?) - * - * Revision 2.259.2.41 2007/02/12 00:23:39 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 2.259.2.40 2007/02/10 00:14:40 taylor - * remove NO_SOUND - * fix glow bank sexp bug (Mantis #1250) - * - * Revision 2.259.2.39 2007/02/08 07:39:35 Goober5000 - * fix two bugs: - * --default ship flags in the iff_defs table were not correctly translated from parse flags to ship/object flags - * --ships were created with default allowed comm orders regardless of which team they were on - * - * Revision 2.259.2.38 2007/01/27 18:39:09 karajorma - * Fix add-remove-escort to actually use a priority. - * - * Revision 2.259.2.37 2007/01/15 11:57:02 karajorma - * Add the reset-orders SEXP - * Some general houskeeping to keep 3.6.9 and HEAD throwing up lots of annoying diffs that are just spacing issues. - * - * Revision 2.259.2.36 2006/12/28 02:07:43 Goober5000 - * assume ships-with-bays which haven't yet entered the mission are valid for syntax checking - * - * Revision 2.259.2.35 2006/12/26 18:14:37 Goober5000 - * allow parsing of similar ship copy names properly (Mantis #1178) - * - * Revision 2.259.2.34 2006/11/26 03:22:38 Goober5000 - * prevent false positive while error checking - * - * Revision 2.259.2.33 2006/11/25 06:33:22 Goober5000 - * this may have been an oversight - * - * Revision 2.259.2.32 2006/11/21 23:07:26 karajorma - * Fix ammo and weapon SEXP changes not being passed on to the clients - * - * Revision 2.259.2.31 2006/11/15 00:33:15 taylor - * add some needed wing leader checks to prevent Assert()'s and out-of-bounds problems when the leader is dead/dying (Mantis bug #1134) - * - * Revision 2.259.2.30 2006/11/05 18:42:25 Goober5000 - * fix is-event-x-delay optional argument type - * - * Revision 2.259.2.29 2006/10/28 21:17:04 karajorma - * Adding the network-variable option to SEXP variables. This change will revert variables to the same behaviour they displayed in retail (i.e they don't update for clients) unless a variable is set to be a network-variable. - * - * Revision 2.259.2.28 2006/10/25 01:01:55 Goober5000 - * moved some stuff around in the sexp menus - * - * Revision 2.259.2.27 2006/10/24 23:28:56 Goober5000 - * make sure to only add the sexp callback once - * - * Revision 2.259.2.26 2006/10/24 13:17:24 taylor - * various bits of cleanup (warning messages, things that Valgrind complained about, etc.) - * fix an out-of-bounds issue on Sexp_nodes[] which was leading to stack corruption - * - * Revision 2.259.2.25 2006/10/21 21:57:07 karajorma - * Fix Int3() with Set primary and Secondary ammo\weapons - * - * Revision 2.259.2.24 2006/10/11 03:10:53 wmcoolmon - * Fix Freecamera forcing HUD draw bug. - * - * Revision 2.259.2.23 2006/10/09 05:25:08 Goober5000 - * make sexp nodes dynamic - * - * Revision 2.259.2.22 2006/09/11 01:09:33 taylor - * fix bug where set-object-speed-* could set speed subjectively if left to default - * - * Revision 2.259.2.21 2006/09/08 06:10:34 taylor - * fix for Mantis bug #617 (with a very big assist from Shade who did most of the initial work on this) - * - * Revision 2.259.2.20 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.259.2.19 2006/08/16 16:43:07 karajorma - * Doh! Minor fix - * - * Revision 2.259.2.18 2006/08/15 19:24:09 karajorma - * Fixed a silly typo which breaks team-score - * - * Revision 2.259.2.17 2006/08/06 19:27:12 Goober5000 - * deprecate change-ship-model - * - * Revision 2.259.2.16 2006/08/06 19:06:42 Goober5000 - * make these consistent (pitch-bank-heading is the established order) - * --Goober5000 - * - * Revision 2.259.2.15 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 2.259.2.14 2006/08/03 16:24:23 karajorma - * Added new packed to deal with a bug in multiplayer where using end-mission would only end the mission for the server and then force the clients to jump out. - * - * Revision 2.259.2.13 2006/07/26 15:01:07 Kazan - * small optimization - * - * Revision 2.259.2.12 2006/07/21 05:38:41 Goober5000 - * fix help text - * --Goober5000 - * - * Revision 2.259.2.11 2006/07/17 01:09:45 taylor - * make glow point banks dynamic - * - * Revision 2.259.2.10 2006/07/17 00:49:54 Goober5000 - * move WMC's preload stuff into main preloader routine - * - * Revision 2.259.2.9 2006/07/06 21:53:59 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.259.2.8 2006/07/06 05:35:04 Goober5000 - * fix for Mantis #856 - * --Goober5000 - * - * Revision 2.259.2.7 2006/07/04 07:42:10 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.259.2.6 2006/06/27 03:55:22 Goober5000 - * fix comment in preparation for code commit - * --Goober5000 - * - * Revision 2.259.2.5 2006/06/24 01:53:53 Goober5000 - * make ai-chase-any-except revert to ai-chase-any - * (since it never really worked properly in the first place) - * --Goober5000 - * - * Revision 2.259.2.4 2006/06/15 01:36:01 Goober5000 - * this is kinda superfluous - * - * Revision 2.259.2.3 2006/06/07 20:50:56 karajorma - * Allow Change-Ship-Class to affect ships which haven't arrived yet (For BHX) - * - * Revision 2.259.2.2 2006/06/04 00:01:44 Goober5000 - * add capability for preloading special arguments - * NB: it's disabled for now, and it needs to be moved after sexps are parsed to work - * --Goober5000 - * - * Revision 2.259.2.1 2006/06/03 04:46:39 Goober5000 - * add karajorma's multi callback - * --Goober5000 - * - * Revision 2.259 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.258 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.257 2006/04/07 20:16:30 karajorma - * Added SEXPs to lock and unlock the primary and secondary weapons - * - * Revision 2.256 2006/04/06 20:44:14 karajorma - * Damn spelling mistakes. And in the only place where it would be visible too! - * - * Revision 2.255 2006/04/06 18:53:28 Goober5000 - * small fix - * - * Revision 2.254 2006/04/05 16:56:57 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 2.253 2006/04/04 11:38:07 wmcoolmon - * Maneuvering thruster scaling, gun convergence - * - * Revision 2.252 2006/04/03 09:05:37 wmcoolmon - * show-subtitle's got its groove back - * - * Revision 2.251 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.250 2006/03/28 11:41:57 karajorma - * Added the set-primary-weapon and the set-secondary-weapon SEXPs. Updated the corresponding - * set-x-ammo SEXPs to also accept a rearm limit. - * - * Revision 2.249 2006/03/26 06:42:01 Goober5000 - * this should fix random-of - * --Goober5000 - * - * Revision 2.248 2006/03/24 18:40:13 Goober5000 - * hopefully fix this :( - * - * Revision 2.247 2006/03/24 05:08:19 Goober5000 - * tweak karajorma's fixes... these should work exactly the same but are closer to my original intent - * - * Revision 2.246 2006/03/22 16:24:20 karajorma - * Fixed Random-Of so that it finally works properly. and doesn't ignore the last items on the list. - * Fixed Rand-Multiple so that when seeded it works the way I originally designed it to. Previously it was - * working exactly the same as rand when seeded. - * - * Revision 2.245 2006/03/22 01:36:21 karajorma - * Bah. More errors fixed. This time in in-sequence - * - * Revision 2.244 2006/03/21 17:19:01 karajorma - * Added the In-Sequence conditional. - * - * Revision 2.243 2006/03/18 22:43:16 Goober5000 - * added set-death-message sexp - * --Goober5000 - * - * Revision 2.242 2006/03/18 10:26:42 taylor - * make sure errors in rand_sexp() and rand_internal() are properly handled - * - * Revision 2.241 2006/03/18 07:12:07 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.240 2006/03/04 11:05:47 karajorma - * Bah. Error in secondary and primary ammo SEXPs fixed - * - * Revision 2.239 2006/03/03 06:14:41 Goober5000 - * fix the random-of sexps to only choose valid arguments - * - * Revision 2.238 2006/03/02 04:05:27 Goober5000 - * took care of (hopefully) the rest of Karajorma's SEXP node handle conflicts, plus merged the random sexps with their multiple variants - * - * Revision 2.237 2006/03/01 23:22:25 karajorma - * Fixed a bunch of bugs with Set-x-ammo and Rand SEXPs. - * - * Revision 2.236 2006/03/01 20:54:35 karajorma - * Added the random-multiple-of SEXP and fixed random-of to work as designed - * - * Revision 2.235 2006/03/01 14:53:15 karajorma - * Changed text FRED displays for Fade-In and Fade-Out SEXPs - * - * Revision 2.234 2006/03/01 03:14:22 Goober5000 - * oswpt wing fix - * - * Revision 2.233 2006/02/28 07:52:04 wmcoolmon - * Silly mistake - * - * Revision 2.232 2006/02/26 23:23:30 wmcoolmon - * Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2. - * - * Revision 2.231 2006/02/26 22:47:11 Goober5000 - * wow, over a year later and I'm still finding docking bugs :p - * - * Revision 2.230 2006/02/26 01:32:23 Goober5000 - * bah - * - * Revision 2.229 2006/02/26 00:43:09 Goober5000 - * fix subsystems for get-object-* - * - * Revision 2.228 2006/02/26 00:22:15 Goober5000 - * some paring down of sexps - * - * Revision 2.227 2006/02/25 20:18:14 Goober5000 - * added function for retrieving a ship, wing, waypoint, or team from a sexp argument - * --Goober5000 - * - * Revision 2.226 2006/02/25 17:34:23 karajorma - * Added Seeding functions to Rand and Rand-Multiple SEXPs - * - * Revision 2.225 2006/02/24 07:30:23 taylor - * compiler warning fixage - * - * Revision 2.224 2006/02/23 01:37:51 karajorma - * Added the String-to-int SEXP. - * - * Revision 2.223 2006/02/22 18:32:18 taylor - * fix subsystem distance check from single ship to subsystem (this has been broken since day 1, over 3 years ago, so there could be other Mantis bugs relating to this) - * - * Revision 2.222 2006/02/22 00:04:04 karajorma - * Changed the set-secondary-ammo and set-primary-ammo SEXPs to use the banks - * capacity rather than starting ammo. - * - * Revision 2.221 2006/02/21 22:20:04 karajorma - * Fixed the problems with set-primary-ammo and set-secondary-ammo SEXPs - * - * Revision 2.220 2006/02/21 21:40:25 karajorma - * Added the get and set-primary-ammo SEXPs. The set-primary-ammo - * and set-secondary-ammo SEXPs appear to be broken at the moment though - * - * Revision 2.219 2006/02/21 09:08:10 Goober5000 - * more true/false tweaks and redid the get-object-* and set-object-speed-* sexps to be more flexible and extensible - * - * this will break compatibility with certain uses of these sexps in existing missions; I don't think there are any released campaigns - * with the old versions so hopefully mission designers can simply update unreleased missions... however if it gets to be a problem - * I will code in some reverse compatibility - * - * --Goober5000 - * - * Revision 2.218 2006/02/21 07:58:01 Goober5000 - * add a bunch of tweaks to hopefully lessen the possibility of misinterpreting special return values (such as nan) as true or false - * --Goober5000 - * - * Revision 2.217 2006/02/20 20:53:11 karajorma - * Added the num-ships-in-wing, get-secondary-ammo and set-secondary-ammo SEXPs - * - * Revision 2.216 2006/02/20 07:30:14 taylor - * updated to newest dynamic starfield code - * - this mainly is to just better support SEXP based starfield bitmap changes (preloading, better in-mission stuff loading) - * - also fixes index_buffer related double-free() - * - done waste memory for env index buffer if env is not enabled - * - address a couple of bm load/release issues and comment a little to tell why - * - * Revision 2.215 2006/02/20 02:13:08 Goober5000 - * added ai-ignore-new which hopefully should fix the ignore bug - * --Goober5000 - * - * Revision 2.214 2006/02/19 22:00:10 Goober5000 - * restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except - * --Goober5000 - * - * Revision 2.213 2006/02/19 02:04:40 wmcoolmon - * Oops - * - * Revision 2.212 2006/02/19 00:32:47 Goober5000 - * additional error checking - * --Goober5000 - * - * Revision 2.211 2006/02/16 05:40:58 taylor - * please stop modifying the passed node value in sexp functions, it makes it very difficult to debug problems - * - * Revision 2.210 2006/01/30 06:30:03 taylor - * dynamic starfield bitmaps - * - * Revision 2.209 2006/01/29 07:41:57 wmcoolmon - * Minor warning update - * - * Revision 2.208 2006/01/27 06:21:10 Goober5000 - * replace quick sort with insertion sort in many places - * --Goober5000 - * - * Revision 2.207 2006/01/22 01:35:23 taylor - * oops, didn't notice that was out of the wrong diff - * - * Revision 2.206 2006/01/22 01:33:39 taylor - * warning fixage - * don't Int3() when trying to set ship speed via sexp if ship is not in mission yet, this shouldn't be fatal - * - * Revision 2.205 2006/01/21 09:36:58 wmcoolmon - * Texture replacement stuff - * - * Revision 2.204 2006/01/20 04:33:21 Goober5000 - * fixed a sexp help message - * --Goober5000 - * - * Revision 2.203 2006/01/19 03:17:12 phreak - * give repair-subsystem and set-subsystem-strength a fourth optional parameter used to possibly regenerate the submodel of a given subsystem - * sabotage-subsystem should make the subsystems explode - * - * Revision 2.202 2006/01/13 03:31:20 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.201 2006/01/13 02:56:01 Goober5000 - * formatting, meh - * --Goober5000 - * - * Revision 2.200 2006/01/10 00:12:08 phreak - * Add the argument for alpha color when using set-jumpnode-color. This was defaulting to some junk value and making the jumpnode disappear. - * - * Revision 2.199 2006/01/09 04:52:34 phreak - * fix compile warnings. - * - * Revision 2.198 2006/01/06 04:18:55 wmcoolmon - * turret-target-order SEXPs, ship thrusters - * - * Revision 2.197 2006/01/02 21:28:52 taylor - * can't overwrite node var here, it's original value is needed later and was throwing out NULL chars in the Warning()s - * - * Revision 2.196 2006/01/02 07:12:24 taylor - * those blasted Windows programmers! ;) - * - * Revision 2.195 2005/12/31 01:49:53 wmcoolmon - * Changed num-within-box wing function - * - * Revision 2.194 2005/12/31 01:47:35 wmcoolmon - * num-within-box - * - * Revision 2.193 2005/12/29 08:08:39 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.192 2005/12/06 03:01:25 taylor - * add a nomusic check to not get an error when eval on the change soundtrack sexp - * - * Revision 2.191 2005/11/23 06:55:47 taylor - * make sure all weapons that will get used later in a mission get preloaded - * - * Revision 2.190 2005/11/08 01:04:00 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.189 2005/11/05 11:00:50 wmcoolmon - * Fixed capitalization - * - * Revision 2.188 2005/11/05 07:42:09 phreak - * add/remove-sun-bitmap. Also changed "Ship_arrival_list" to "Ship_arrival_list" since the former technically doesn't exist due to the capital 'S'. - * - * Revision 2.187 2005/11/05 05:06:13 wmcoolmon - * turret-change-weapon - * - * Revision 2.186 2005/10/30 20:03:39 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.185 2005/10/29 22:09:30 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.184 2005/10/28 14:49:35 taylor - * some minor cleanup and compiler warning fixes - * - * Revision 2.183 2005/10/28 05:48:55 phreak - * Added extra documentation for add-background-bitmap and add-sun-bitmap - * - * Revision 2.182 2005/10/28 05:25:27 phreak - * added implementation for add-background-bitmap and remove-background-bitmap - * - * Revision 2.181 2005/10/24 23:28:37 phreak - * implementation for nebula-change-storm and nebula-toggle-poof. looks like they're working - * - * Revision 2.180 2005/10/24 02:53:48 phreak - * Get the new nebula argument types working in fred. - * - * Revision 2.179 2005/10/23 04:48:26 phreak - * add-background-bitmap and add-sun-bitmap needed scale values added - * also their sexp functions should not return integers. - * - * Revision 2.178 2005/10/23 04:18:23 phreak - * various background and nebula sexps - * - * add-background-bitmap - * add-sun-bitmap - * remove-background-bitmap - * remove-sun-bitmap - * nebula-change-storm - * nebula-toggle-poofs - * - * All of these sexps are just stubs for now. - * Just want to get in the commit before someone - * else commits and i'll make a mess trying to merge. - * Everything is compiling fine, so it shouldn't mess up anything. But you know that murphy guy.... - * - * I've put these sexps in a new fred subcategory called "Backgrounds and Nebula" - * along with the sexps "change-skybox-model" and "mission-set-nebula" - * - * Revision 2.177 2005/10/22 20:17:19 wmcoolmon - * mission-set-nebula fixage; remainder of python code - * - * Revision 2.176 2005/10/16 10:12:14 taylor - * clean up a couple of things - * - * Revision 2.175 2005/10/16 00:32:30 Goober5000 - * ship-create now generates a default name if you specify "" for the ship name - * --Goober5000 - * - * Revision 2.174 2005/10/14 09:29:56 Goober5000 - * add weapon-create sexp - * --Goober5000 - * - * Revision 2.173 2005/10/14 07:06:58 Goober5000 - * stuff for WMC: fix sexp description and three warnings; plus add some - * bulletproofing to name-specified ship_create - * --Goober5000 - * - * Revision 2.172 2005/10/13 23:23:32 wmcoolmon - * Make ship_create not return a value - * - * Revision 2.171 2005/10/10 17:21:08 taylor - * remove NO_NETWORK - * - * Revision 2.170 2005/10/09 08:10:03 wmcoolmon - * Minor update to ship-create description - * - * Revision 2.169 2005/10/09 08:03:21 wmcoolmon - * New SEXP stuff - * - * Revision 2.168 2005/10/09 06:10:59 wmcoolmon - * Added sexps set-object-speed-x, set-object-speed-y, set-object-speed-z, - * and ship-create - * - * Revision 2.167 2005/09/24 01:50:09 Goober5000 - * a bunch of support ship bulletproofing - * --Goober5000 - * - * Revision 2.166 2005/09/17 01:41:49 Goober5000 - * better tweak - * - * Revision 2.164 2005/07/25 03:13:25 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.163 2005/07/24 00:32:44 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.162 2005/07/23 22:52:44 wmcoolmon - * Fixed formatting FTW - * - * Revision 2.160 2005/07/22 10:18:41 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.159 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.158 2005/07/13 02:30:54 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.157 2005/07/02 19:36:04 taylor - * some supernova fixing - * - * Revision 2.156 2005/06/29 18:54:59 taylor - * set-skybox-model only takes one argument so don't advertise more - * add set-skybox-model help text for FRED2 - * - * Revision 2.155 2005/06/16 05:17:32 Goober5000 - * fixed a CVS log spelling error, plus fixed a tricky sexp allocation bug - * --Goober5000 - * - * Revision 2.154 2005/05/12 03:50:09 Goober5000 - * repeating messages with variables should work properly now - * --Goober5000 - * - * Revision 2.153 2005/05/11 09:28:32 Goober5000 - * fixed a few of karajorma's bugs - * --Goober5000 - * - * Revision 2.152 2005/05/11 08:10:20 Goober5000 - * variables should now work properly in messages that are sent multiple times - * --Goober5000 - * - * Revision 2.151 2005/05/01 06:18:58 wmcoolmon - * Added (up-to-date) SEXP description info. - * - * Revision 2.150 2005/04/24 02:10:53 Goober5000 - * subsystem fix - * --Goober5000 - * - * Revision 2.149 2005/04/21 15:59:41 taylor - * sexp to swap the skybox in mission, not tested in FRED, hopefully I didn't mess this up too much - * - * Revision 2.148 2005/04/18 08:35:28 Goober5000 - * model and class changes should be all set now - * --Goober5000 - * - * Revision 2.147 2005/04/18 05:27:26 Goober5000 - * removed ship->alt_modelnum as it was essentially duplicates of ship->modelnum; changed the alt modelnum stuff accordingly - * fixes for ship_model_change and change_ship_type - * --Goober5000 - * - * Revision 2.146 2005/04/18 03:16:57 Goober5000 - * more sexp goodness - * --Goober5000 - * - * Revision 2.145 2005/04/11 05:48:33 taylor - * make sure use an insensitive case check for Messages[] names (Jens Granseuer) - * little clarification of if-else block in message_training_que() - * - * Revision 2.144 2005/04/05 05:53:22 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.143 2005/03/27 13:00:40 Goober5000 - * two new sexps - * --Goober5000 - * - * Revision 2.142 2005/03/27 12:28:34 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.141 2005/03/25 06:57:37 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.140 2005/03/15 07:26:52 Goober5000 - * *fixed some sexp declaration formatting - * *implemented string comparison sexps - * *simplified numeric comparison sexps - * *fixed numeric comparison (especially equals) sexps to actually work on all their arguments like they were designed to - * --Goober5000 - * - * Revision 2.139 2005/03/14 23:34:59 Goober5000 - * properly fixed the out-of-bounds error, as well as a few other errors of the same kind - * --Goober5000 - * - * Revision 2.138 2005/03/14 23:33:22 Goober5000 - * rolled back Phreak's commit - * --Goober5000 - * - * Revision 2.136 2005/03/03 06:05:31 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.135 2005/03/02 21:24:42 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.134 2005/02/04 23:29:32 taylor - * merge with Linux/OSX tree - p0204-3 - * - * Revision 2.133 2005/01/26 06:58:37 Goober5000 - * hm... added a necessary bugfix for something very badly designed - * --Goober5000 - * - * Revision 2.132 2005/01/26 06:49:50 Goober5000 - * whoops... need to free variable blocks for special hitpoints - * --Goober5000 - * - * Revision 2.131 2005/01/26 01:52:21 Goober5000 - * Bah - I am a moron. :) I see the reason why rand shouldn't work - * multiple times. It's been fixed thus. - * - * I also added a rand-multiple sexp for any times when people do - * want multiple random numbers. - * - * --Goober5000 - * - * Revision 2.130 2005/01/18 06:15:33 Goober5000 - * fixed a crazy error - * --Goober5000 - * - * Revision 2.129 2005/01/18 01:20:03 Goober5000 - * variables can be specified in training messages too now - * --Goober5000 - * - * Revision 2.128 2005/01/18 00:14:37 Goober5000 - * clarified a bunch of sexp stuff and fixed a bug - * --Goober5000 - * - * Revision 2.127 2005/01/17 22:46:32 Goober5000 - * variables can now be displayed in messages - * --Goober5000 - * - * Revision 2.126 2005/01/11 21:38:51 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.125 2005/01/01 07:18:48 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.124 2004/12/23 15:57:42 phreak - * commits for scramble-messages and unscramble-messages - * -phreak - * - * Revision 2.123 2004/11/17 22:23:13 Goober5000 - * added two new sexps - * --Goober5000 - * - * Revision 2.122 2004/10/31 02:04:34 Goober5000 - * added Knossos_warp_ani_used flag for taylor - * --Goober5000 - * - * Revision 2.121 2004/10/18 09:27:47 Goober5000 - * fixed FRED bug that changed special arguments to (null) - * --Goober5000 - * - * Revision 2.120 2004/10/15 10:03:08 Goober5000 - * added change-alt-name - * --Goober5000 - * - * Revision 2.119 2004/10/15 09:21:55 Goober5000 - * cleaned up some sexp stuff and added wing capability to kamikaze sexp - * --Goober5000 - * - * Revision 2.118 2004/10/15 08:14:07 Goober5000 - * extra coding insurance - * --Goober5000 - * - * Revision 2.117 2004/10/14 23:03:37 Goober5000 - * tweakage - * --Goober5000 - * - * Revision 2.116 2004/10/14 22:28:27 Goober5000 - * added ability for variable names to be used as special arguments - * --Goober5000 - * - * Revision 2.115 2004/10/14 01:19:17 Goober5000 - * more ubersexp bugfixing - * --Goober5000 - * - * Revision 2.114 2004/10/13 10:46:49 Goober5000 - * fixed a few when-argument bugs - * --Goober5000 - * - * Revision 2.113 2004/09/24 02:12:59 Goober5000 - * some ubersexp fixes - * --Goober5000 - * - * Revision 2.112 2004/09/23 23:52:58 Goober5000 - * fixed two bugs... still more bugs to be found :p - * --Goober5000 - * - * Revision 2.111 2004/09/23 22:51:07 Goober5000 - * ubersexp implementation complete - * --Goober5000 - * - * Revision 2.110 2004/09/23 05:53:00 Goober5000 - * a bunch of work on the actual implementation of when-argument - * --Goober5000 - * - * Revision 2.109 2004/09/22 21:52:22 Goober5000 - * further work on ubersexp framework - * --Goober5000 - * - * Revision 2.108 2004/09/22 08:32:05 Goober5000 - * fixed some small problems in the framework - should be working nicely now; - * next step is the actual sexp implementation :-P - * --Goober5000 - * - * Revision 2.107 2004/09/22 06:56:44 Goober5000 - * checking in framework for when-argument special ubersexp - * --Goober5000 - * - * Revision 2.106 2004/09/17 08:07:52 Goober5000 - * a bit of reordering - * --Goober5000 - * - * Revision 2.105 2004/09/17 07:12:23 Goober5000 - * changed around the logic for the 3D warp effect - * --Goober5000 - * - * Revision 2.104 2004/09/17 00:28:31 Goober5000 - * removed player-not-use-ai and changed player-use-ai to take an argument - * --Goober5000 - * - * Revision 2.103 2004/09/17 00:18:18 Goober5000 - * changed toggle-hud to hud-disable; added hud-disable-except-messages - * --Goober5000 - * - * Revision 2.102 2004/09/02 04:02:44 Goober5000 - * fixed a warning - * --Goober5000 - * - * Revision 2.101 2004/08/23 04:32:05 Goober5000 - * ship-tag and ship-untag sexps - * --Goober5000 - * - * Revision 2.100 2004/08/23 04:00:15 Goober5000 - * ship-tag and ship-untag - * --Goober5000 - * - * Revision 2.99 2004/07/29 23:41:21 Kazan - * bugfixes - * - * Revision 2.98 2004/07/27 18:52:10 Kazan - * squished another - * - * Revision 2.97 2004/07/26 21:26:45 Goober5000 - * outline of ship-tag and ship-untag sexps - * --Goober5000 - * - * Revision 2.96 2004/07/26 20:47:47 Kazan - * remove MCD complete - * - * Revision 2.95 2004/07/26 17:54:05 Kazan - * Autopilot system completed -- i am dropping plans for GUI nav map - * Fixed FPS counter during time compression - * - * Revision 2.94 2004/07/12 16:33:01 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.93 2004/07/03 08:23:00 wmcoolmon - * Replaced some more Int3s with Warnings and Errors. - * - * Revision 2.92 2004/07/03 07:55:22 wmcoolmon - * Error handling for fire_beam instead of just calling Int3() - * - * Revision 2.91 2004/06/15 20:49:22 wmcoolmon - * Added hud-set-color and get-current-speed - * - * Revision 2.90 2004/06/09 00:18:50 wmcoolmon - * hud-set-color SEXP - * - * Revision 2.89 2004/06/01 07:31:56 wmcoolmon - * Lotsa stuff. Custom gauges w/ ANIs support added, SEXPs to set gauge text, gauge image frames, and gauge coords. These SEXPs and toggle-hud reside in the Hud/change category. - * - * Revision 2.88 2004/05/10 10:51:52 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.87 2004/05/03 21:22:22 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.86 2004/03/17 04:07:31 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.85 2004/03/05 09:02:08 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.84 2004/02/14 04:26:58 Goober5000 - * hmph... fixed some bugs - * --Goober5000 - * - * Revision 2.83 2004/02/07 00:48:52 Goober5000 - * made FS2 able to account for subsystem mismatches between ships.tbl and the - * model file - e.g. communication vs. communications - * --Goober5000 - * - * Revision 2.82 2004/02/04 08:41:02 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.81 2004/01/30 07:39:09 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.80 2003/11/24 18:18:00 Goober5000 - * fixed bug in tech-reset-to-default - * --Goober5000 - * - * Revision 2.79 2003/11/09 04:09:18 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.78 2003/11/08 04:31:02 Goober5000 - * fixed a bug in my sexp code - * --Goober5000 - * - * Revision 2.77 2003/10/28 23:59:02 Goober5000 - * tweakage - * --Goober5000 - * - * Revision 2.76 2003/10/20 11:49:18 Goober5000 - * added min, max, and avg sexps - * --Goober5000 - * - * Revision 2.75 2003/09/13 06:02:07 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.72 2003/09/05 05:06:32 Goober5000 - * merged num-ships-in-battle and num-ships-in-battle-team, making the - * team argument optional - * --Goober5000 - * - * Revision 2.71 2003/09/05 04:48:03 Goober5000 - * merge of Phreak's and my sexp.cpp - * --Goober5000 - * - * Revision 2.70 2003/09/05 02:15:34 phreak - * fixed a small bug in num-ships-in-battle-team - * added an option to loop sounds played by play-sound-from-file - * - * Revision 2.69 2003/08/30 21:59:48 phreak - * added num-ships-in-battle and num-ships-in-battle-team sexp - * - * Revision 2.68 2003/08/28 06:17:29 Goober5000 - * trying to commit - * --Goober5000 - * - * Revision 2.67 2003/08/27 02:04:54 Goober5000 - * added percent-ships-disarmed and percent-ships-disabled - * --Goober5000 - * - * Revision 2.66 2003/08/27 01:38:00 Goober5000 - * added is-ship-type, is-ship-class, lock-rotating-subsystem, and free-rotating-subsystem; - * also fixed the argument and return values for various sexps so that they work - * properly for negative numbers - * --Goober5000 - * - * Revision 2.65 2003/08/21 09:00:19 Goober5000 - * fixed set-support-ship sexp - * --Goober5000 - * - * Revision 2.64 2003/06/19 18:12:12 phreak - * added turret-tagged-specific and turret-tagged-clear-specific sexps - * - * Revision 2.63 2003/05/24 16:47:58 phreak - * added Sesquipedalian's kamikaze and not-kamikaze sexps - * - * Revision 2.62 2003/04/29 01:03:24 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.61 2003/04/05 20:47:58 Goober5000 - * gotta love those compiler errors ;) - * fixed those and cleaned up conflicts with the missile-locked sexp - * --Goober5000 - * - * Revision 2.60 2003/04/05 20:17:23 sesquipedalian - * Recommit of is-missile-locked. - * I changed the sexp's category from non-campaign to training, so you may get a conflict with that. - * - * Revision 2.59 2003/03/30 07:27:33 Goober5000 - * resolved a nasty bug that caused some missions to crash - * --Goober5000 - * - * Revision 2.58 2003/03/30 04:34:38 Goober5000 - * preliminary work on ai facing sexp - * --Goober5000 - * - * Revision 2.57 2003/03/29 11:23:46 sesquipedalian - * Aaaand nevermind... - * - * Revision 2.56 2003/03/29 08:52:59 sesquipedalian - * Added is-missile-locked sexp - * - * Revision 2.55 2003/03/28 19:56:02 Goober5000 - * got rid of an annoying compile warning - * --Goober5000 - * - * Revision 2.54 2003/03/22 08:17:34 Goober5000 - * argh - lol - * --Goober5000 - * - * Revision 2.53 2003/03/22 07:24:53 Goober5000 - * bleah - * --Goober5000 - * - * Revision 2.52 2003/03/22 06:35:37 Goober5000 - * bugs are bad, mmkay? - * --Goober5000 - * - * Revision 2.51 2003/03/22 06:11:51 Goober5000 - * added play-sound-from-table, play-sound-from-file, and close-sound-from-file - * --Goober5000 - * - * Revision 2.50 2003/03/21 08:33:33 Goober5000 - * yuck - fixed a nasty error when FRED provides a default value for warp-effect - * and explosion-effect - * --Goober5000 - * - * Revision 2.49 2003/03/21 04:51:32 Goober5000 - * added get-relative-object-*, where * = x, y, and z; these sexps return the - * world coordinates of a set of relative coordinates to an object; also, fixed many - * places in sexp.cpp so that now sexps can accept other sexps as parameters, - * wherease before they weren't able to - * --Goober5000 - * - * Revision 2.48 2003/03/20 09:17:16 Goober5000 - * implemented EMP as part of weapon-effect sexp - * --Goober5000 - * - * Revision 2.47 2003/03/20 04:27:10 Goober5000 - * extended sexps - * --Goober5000 - * - * Revision 2.46 2003/03/20 00:08:08 Goober5000 - * making sexps better - * --Goober5000 - * - * Revision 2.45 2003/03/19 06:23:27 Goober5000 - * added warp-effect sexp - * --Goober5000 - * - * Revision 2.44 2003/03/18 13:38:07 unknownplayer - * Fixed up a bug in the code which was causing all mission loads to crash. - * As of this update, the DX merge is officially functional and complete within the CVS main branch. Tell Inquisitor we won't need to roll back at all, but Goober5000 needs to go and look at his SEXP code since he messed up a bunch of checking functions with it - * - * Revision 2.43 2003/03/18 08:44:04 Goober5000 - * added explosion-effect sexp and did some other minor housekeeping - * --Goober5000 - * - * Revision 2.42 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.41 2003/03/01 01:15:38 Goober5000 - * fixed the initial status bug - * - * Revision 2.40 2003/01/26 18:37:19 Goober5000 - * changed change-music to change-soundtrack - * --Goober5000 - * - * Revision 2.39 2003/01/25 04:54:36 Goober5000 - * added preloader to change-ship-model and change-ship-class so that the game - * doesn't hesitate when switching models in the middle of missions - * --Goober5000 - * - * Revision 2.38 2003/01/25 04:17:39 Goober5000 - * added change-music sexp and bumped MAX_SOUNDTRACKS from 10 to 25 - * --Goober5000 - * - * Revision 2.37 2003/01/21 17:24:16 Goober5000 - * fixed a few bugs in Bobboau's implementation of the glow sexps; also added - * help for the sexps in sexp_tree - * --Goober5000 - * - * Revision 2.36 2003/01/20 05:40:50 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.35 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.34 2003/01/19 07:45:38 Goober5000 - * actually added the set-support-ship sexp; much of the other commit was - * groundwork (data types and stuff) - * --Goober5000 - * - * Revision 2.33 2003/01/19 07:02:16 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.32 2003/01/18 09:25:41 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.31 2003/01/15 21:29:05 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.30 2003/01/13 23:20:00 Goober5000 - * bug hunting; fixed the beam whack effect bug - * --Goober5000 - * - * Revision 2.29 2003/01/10 04:14:19 Goober5000 - * I found these two beautiful functions in ship.cpp - ship_change_model - * and change_ship_type - so I made them into sexps :) - * --Goober5000 - * - * Revision 2.28 2003/01/07 20:06:44 Goober5000 - * added ai-chase-any-except sexp - * --Goober5000 - * - * Revision 2.27 2003/01/05 01:26:35 Goober5000 - * added capability of is-iff and change-iff to have wings as well as ships - * as their arguments; also allowed a bunch of sexps to accept the player - * as an argument where they would previously display a parse error - * --Goober5000 - * - * Revision 2.26 2003/01/04 23:15:39 Goober5000 - * fixed the order sexp - * --Goober5000 - * - * Revision 2.25 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.24 2003/01/02 03:09:01 Goober5000 - * this is the way we squash the bugs, squash the bugs, squash the bugs - * this is the way we squash the bugs, so early in the morning :p - * --Goober5000 - * - * Revision 2.23 2003/01/02 00:35:20 Goober5000 - * added don't-collide-invisible and collide-invisible sexps - * --Goober5000 - * - * Revision 2.22 2003/01/01 23:33:33 Goober5000 - * added ship-vaporize and ship-no-vaporize sexps - * --Goober5000 - * - * Revision 2.21 2002/12/31 18:59:43 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.20 2002/12/31 07:26:40 Goober5000 - * added damaged-escort-priority-all sexp - * --Goober5000 - * - * Revision 2.19 2002/12/27 20:16:18 phreak - * added damage-escort-list as a new sexp - * - * Revision 2.18 2002/12/27 02:57:51 Goober5000 - * removed the existing stealth sexps and replaced them with the following... - * ship-stealthy - * ship-unstealthy - * is-ship-stealthy - * friendly-stealth-invisible - * friendly-stealth-visible - * is-friendly-stealth-visible - * --Goober5000 - * - * Revision 2.17 2002/12/25 01:22:23 Goober5000 - * meh - changed is-cargo-x to is-cargo - * --Goober5000 - * - * Revision 2.16 2002/12/24 07:42:29 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.15 2002/12/23 23:01:27 Goober5000 - * added set-cargo and is-cargo-x sexps - * --Goober5000 - * - * Revision 2.14 2002/12/23 05:41:08 Goober5000 - * Bah - Andsager is a moron. :) I see no reason why rand shouldn't work - * multiple times. It's been fixed thus. - * --Goober5000 - * - * Revision 2.13 2002/12/23 05:18:52 Goober5000 - * Squashed some Volition bugs! :O Some of the sexps for dealing with more than - * one ship would return after only dealing with the first ship. - * - * Also added the following sexps: - * is-ship-stealthed - * ship-force-stealth - * ship-force-nostealth - * ship-remove-stealth-forcing - * - * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even - * show up for friendly ships. - * --Goober5000 - * - * Revision 2.12 2002/12/22 21:12:22 Goober5000 - * added primaries-depleted and primary-ammo-pct sexps -- useful for ships with - * ballistic primaries - * --Goober5000 - * - * Revision 2.11 2002/12/22 17:22:47 Goober5000 - * Subcategories implemented. :) So far all that's been done is the Change menu, but other - * subcategorizations are possible. Here are the instructions from sexp.h... - * "Adding more subcategories is possible with the new code. All that needs to be done is - * to add a #define here (a number from 0x0000 to 0x00ff ORred with the category that it - * goes under), some appropriate case statements in get_subcategory() (in sexp.cpp) that - * will return the subcategory for each sexp that uses it, and the submenu name in the - * op_submenu[] array in sexp.cpp." - * - * Please note that I rearranged a whole bunch of sexps in the Operators[] array in sexp.cpp - * in order to make the subcategories work better, so if you get a whole bunch of differences - * or even conflicts, just ignore them. :) - * --Goober5000 - * - * Revision 2.10 2002/12/21 17:58:11 Goober5000 - * rearranged the sexp list and got the preliminary subcategories working - still need to work on the actual submenu - * --Goober5000 - * - * Revision 2.9 2002/12/20 07:17:23 Goober5000 - * Updated the cargo-known-delay and cap-subsys-cargo-known-delay sexps to work correctly if set-scanned and set-unscanned are used repeatedly with the same ship or ship subsystem. In most cases, this functionality will never be needed, but it's nice to know that it's here. :) However, I should point out that cap-subsys-cargo-known-delay will recognize only the first instance of a subsystem being revealed once the ship is no longer in the mission. Here is the relevant bit I put into the sexp handling routine... - * "Since there is no way to keep track of subsystem status once a ship has departed or has been destroyed, check the mission log. This will work in 99.9999999% of all cases; however, if the mission designer repeatedly sets and resets the scanned status of the subsystem, the mission log will only return the first occurrence of the subsystem cargo being revealed (regardless of whether it was first hidden using set-unscanned). Normally, ships keep track of cargo data in the subsystem struct, but once/ the ship has left the mission, the subsystem linked list is purged, causing the loss of this information. I judged the significant rework of the subsystem code not worth the rare instance that this sexp may be required to work in this way, especially since this problem only occurs after the ship departs. If the mission designer really needs this functionality, he or she can achieve the same result with creative combinations of event chaining and is-event-true." - * - * Please note that this problem only occurs with cap-subsys-cargo-known-delay, only if the subsystem scanned status is revealed more than once, and then only after the ship is no longer in the mission. Sufficiently rare, I figured, that I could afford to not worry about it. - * --Goober5000 - * - * Revision 2.8 2002/12/17 03:25:30 Goober5000 - * added set-scanned and set-unscanned sexps - * - * PLEASE NOTE: These sexps will cause cargo-known-delay and cap-subsys-cargo-known-delay to not work correctly if set-scanned and set-unscanned are used more than once. I'll fix this later. - * - * --Goober5000 - * - * Revision 2.7 2002/12/12 08:01:57 Goober5000 - * added distance-ship-subsystem sexp - * ~Goober5000~ - * - * Revision 2.6 2002/11/28 00:00:37 sesquipedalian - * end-mission sexp added - * - * Revision 2.5 2002/11/20 21:22:31 DTP - * DTP; fix at line 6785 in parse/SEXP.cpp, a forgotten "{", when the is tagged thing was Fixed - * - * Revision 2.4 2002/11/19 02:15:50 sesquipedalian - * Adding in EdrickV's fix to the is-tagged sexp. - * - * Revision 2.3 2002/10/29 22:41:48 sesquipedalian - * no message - * - * Revision 2.2 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.1 2002/07/13 09:16:18 wmcoolmon - * Added initial code for "ship-lights-on" and "ship-lights-off" SEXPs - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 66 9/13/99 11:38a Andsager - * Stupid switch for sexp_team_score. Don't forget *break* - * - * 65 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 64 9/07/99 1:05a Andsager - * Added team-score sexp for multi team vs team missions - * - * 63 9/06/99 9:46p Jefff - * skip mission support - * - * 62 8/29/99 2:33p Andsager - * Fix bug in sexp_is_ship_visible() - * - * 61 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 60 8/27/99 4:07p Andsager - * Add is-ship-visible sexp. Make ship-vanish sexp SINGLE player only - * - * 59 8/26/99 4:21p Mikek - * Add new special-check for JimB, zeroing front shield quadrant. - * - * 58 8/24/99 4:25p Andsager - * Add ship-vanish sexp - * - * 57 8/23/99 6:05p Johnson - * Oops. Self destruct log should also go into the is-destroyed - * sexpression. - * - * 56 8/23/99 3:23p Johnson - * Fix bug in sexp_facing2 when Player_obj does not yet existl - * - * 55 8/19/99 3:30p Andsager - * Make sexp_special_warp_dist check if ship if facing knossos device - * - * 54 8/19/99 9:20a Andsager - * Enable flashing for all guages - * - * 53 8/19/99 12:31a Andsager - * Add support guage as one that can flash - * - * 52 8/18/99 12:09p Andsager - * Add debug if message has no anim for message. Make messages come from - * wing leader. - * - * 51 8/16/99 10:04p Andsager - * Add special-warp-dist and special-warpout-name sexp for Knossos device - * warpout. - * - * 50 8/09/99 3:32p Andsager - * Make has_time_elapsed work with arithmatic args. - * - * 49 8/09/99 2:00p Dave - * 2 new sexpressions. - * - * 48 8/02/99 4:26p Dave - * Added 2 new sexpressions. - * - * 47 7/31/99 2:30p Dave - * Added nifty mission message debug viewing keys. - * - * 46 7/28/99 1:36p Andsager - * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp - * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack - * better. - * - * 45 7/24/99 4:56p Dave - * Added 3 new sexpressions. - * - * 44 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 43 7/20/99 9:19p Andsager - * Added facing waypoint sexp - * - * 42 7/20/99 9:54a Andsager - * Add subsys-set-random sexp - * - * 41 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 40 7/15/99 9:22p Andsager - * modify secondaries_depleted sexp to report true only when all - * secondaries gone - * - * 39 7/13/99 3:37p Andsager - * Add secondaries-depleted sexp - * - * 38 7/08/99 12:06p Andsager - * Add turret-tagged-only and turret-tagged-clear sexp. - * - * 37 6/28/99 4:51p Andsager - * Add ship-guardian sexp (does not allow ship to be killed) - * - * 36 6/25/99 2:51p Andsager - * Make event_delay, goal_delay, and subsys strength work with sexp_rand - * - * 35 6/23/99 5:51p Andsager - * Add waypoint-cap-speed. Checkin stealth ai - inactive. - * - * 34 6/16/99 10:21a Dave - * Added send-message-list sexpression. - * - * 33 6/15/99 2:53p Andsager - * Fixed subsystem checking for AWACS type subsystems. - * - * 32 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 31 5/27/99 12:14p Andsager - * Some fixes for live debris when more than one subsys on ship with live - * debris. Set subsys strength (when 0) blows off subsystem. - * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN. - * - * 30 5/24/99 11:28a Dave - * Sexpression for adding/removing ships from the hud escort list. - * - * 29 4/28/99 9:33a Andsager - * Add turret-free and turret-lock (and -all) sexp. Stargger start time - * of beam weapons beam-free and beam-free-all. - * - * 28 4/26/99 2:14p Andsager - * Add beam-protect-ship and beam-unprotect-ship sexp. - * - * 27 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 26 4/23/99 9:45a Andsager - * Modify rand_sexp to return the same value each time it is called on a - * particular node. This prevents random time delay defaulting to min. - * - * 25 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 24 4/19/99 2:28p Johnson - * DA: Use ship_info flags, not ship_flags for ship type. DOH!! - * - * 23 4/19/99 11:46a Johnson - * DA: DOH! - * - * 22 4/19/99 11:36a Johnson - * Don't display multiple warning messges when large ship gets more than 1 - * cargo transfer. - * - * 21 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 20 3/31/99 2:22p Johnson - * Fix sexp_repair_subsystem() to accept sexp increments - * - * 19 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 18 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 17 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 16 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 15 3/04/99 9:22a Andsager - * Make escort list work with ship-is-visible. When not visible, dump, - * when becoming visible, maybe add. - * - * 14 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 13 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 12 2/11/99 5:22p Andsager - * Fixed bugs, generalized block Sexp_variables - * - * 11 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 10 1/25/99 4:29p Andsager - * Modify sexp_modify_variable() to handle type string. added quick out - * for multiplayer_client - * - * 9 1/25/99 8:11a Andsager - * Add sexp_modify_variable(). Changed syntax checking to allow, adding - * operator return type ambiguous - * - * 8 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 7 1/20/99 9:37a Andsager - * - * 6 1/19/99 3:57p Andsager - * Round 2 of variables - * - * 5 1/07/99 1:52p Andsager - * Initial check in of Sexp_variables - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 321 9/20/98 7:20p Dave - * Added CHANGE_IFF packet. - * - * 320 9/16/98 10:42a Hoffoss - * Added sexp node counting to fsm files for end user designers. - * - * 319 7/06/98 4:31p Hoffoss - * Fixed bug in sexp parsing when formula is ( ). - * - * 318 6/09/98 5:15p Lawrance - * French/German localization - * - * 317 5/26/98 11:54a Allender - * fix multiplayer problems and sexpression crash - * - * 316 5/23/98 3:16p Allender - * work on object update packet optimizations (a new updating system). - * Don't allow medals/promotions/badges when playing singple player - * missions through the simulator - * - * 315 5/20/98 1:34a Allender - * fixed observer problems. Removed some code offending BoundsCheccker. - * Fixed medals for multiplayer - * - * 314 5/17/98 12:46p Mike - * Change special-check functions for cueing rearm suggestion. - * - * 313 5/14/98 6:29p Hoffoss - * Fixed some warnings a release rebuild all turned up. - * - * 312 5/14/98 10:15a Allender - * add optional argument to prevous-goal/event operators to specify what - * sexpression should return when being played as a single mission - * - * 311 5/08/98 10:16a Lawrance - * Add new "ship attacking count" gauge - * - * 310 4/29/98 11:39p Allender - * fixed nasty problem with is-event-false always returning true right - * away - * - * - */ + // Parse a symbolic expression. // These are identical to Lisp functions. diff --git a/fs2_open/code/particle/particle.cpp b/fs2_open/code/particle/particle.cpp index a971227efb..78a7aaa51f 100644 --- a/fs2_open/code/particle/particle.cpp +++ b/fs2_open/code/particle/particle.cpp @@ -7,240 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Particle/Particle.cpp $ - * $Revision: 2.18.2.3 $ - * $Date: 2007-02-11 09:39:09 $ - * $Author: taylor $ - * - * Code for particle system - * - * $Log: not supported by cvs2svn $ - * Revision 2.18.2.2 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.18.2.1 2006/09/08 06:11:06 taylor - * small optimization - * - * Revision 2.18 2006/05/27 16:52:50 taylor - * lots of little cleanup and minor fixage - * make Particles[] dynamic (appears to improve processing speed of two particle functions by about 30%) - * move to completely using Bobboau's geometry batcher instead of the stale one that RandomTiger did - * little change to PARTICLE_SMOKE to flip UV orient differently, may add some realism, or just look kinda neat - * get rid of particle_emit() stuff what was hardcoded for MAX_DETAIL_LEVEL value - * - * Revision 2.17 2006/01/21 09:36:58 wmcoolmon - * Texture replacement stuff - * - * Revision 2.16 2005/09/24 02:43:33 Goober5000 - * whoops - * --Goober5000 - * - * Revision 2.14 2005/06/19 09:00:09 taylor - * minor sanity checking for geometry_batcher - * make particle batchers allocate dynamically - * handle cases where a particle graphic couldn't be loaded - * - * Revision 2.13 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/03/24 23:37:25 taylor - * fix GCC building - * - * Revision 2.11 2005/03/16 01:35:59 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.10 2005/02/04 20:06:06 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.9 2004/11/21 11:33:23 taylor - * page in all frames at once rather than separately (old code that wasn't updated) - * - * Revision 2.8 2004/07/26 20:47:47 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:33:02 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/21 09:41:54 randomtiger - * Fixed a bug that was causing windowed movie playback and a crash. - * Added some batching redirection. - * - * Revision 2.5 2004/03/20 14:47:13 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.4 2004/03/05 09:02:09 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2004/01/24 14:31:27 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.2 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 10 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 9 7/07/99 3:11p Dave - * Fix for uninitialized particle system data. - * - * 8 4/22/99 11:06p Dave - * Final pass at beam weapons. Solidified a lot of stuff. All that remains - * now is to tweak and fix bugs as they come up. No new beam weapon - * features. - * - * 7 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 6 1/28/99 9:10a Andsager - * Particles increased in width, life, number. Max particles increased - * - * 5 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 4 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 3 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 28 5/13/98 3:25p John - * Added code to make explosion impacts not get removed by other - * particles. - * - * 27 5/11/98 10:06a John - * Added new particle for Adam - * - * 26 4/30/98 11:31a Andsager - * Added particles to big ship explosions. Modified particle_emit() to - * take optional range to increase range at which pariticles are created. - * - * 25 4/17/98 1:42p Allender - * fixed NDEBUG build problems - * - * 24 4/17/98 6:58a John - * Made particles not reduce in low mem conditions. - * - * 23 4/15/98 4:21p John - * Made particles drop off with distance smoothly. Made old particles get - * deleted by new ones. - * - * 22 4/15/98 11:15a Adam - * upped MAX_PARTICLES to 1500 (from 800). Primary weapon hit sparks were - * not finding slots. - * - * 21 4/12/98 10:24a John - * Made particle drop off distance larger for larger detail levels. - * - * 20 4/09/98 7:58p John - * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff. - * Took out XPARENT flag settings in all the alpha-blended texture stuff. - * - * 19 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 18 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 17 4/01/98 10:57a Mike - * Reduce array sizes to save memory. - * - * 16 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 15 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 14 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 13 3/22/98 11:02a John - * Made a bunch of the detail levels actually do something - * - * 12 2/13/98 5:01p John - * Made particles behind you not render - * - * 11 2/06/98 7:28p John - * Made debris and particles not get created if > 200 m from eye. Added - * max_velocity to asteroid's physics info for aiding in throwing out - * collision pairs. - * - * 10 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 9 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 8 1/26/98 5:10p John - * Took particle use out of registry. - * - * 7 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 6 1/13/98 8:09p John - * Removed the old collision system that checked all pairs. Added code - * to disable collisions and particles. - * - * 5 1/02/98 5:04p John - * Several explosion related changes. Made fireballs not be used as - * ani's. Made ship spark system expell particles. Took away impact - * explosion for weapon hitting ship... this needs to get added to weapon - * info and makes shield hit more obvious. Only make sparks when hit - * hull, not shields. - * - * 4 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 3 12/26/97 5:42p Adam - * - * 2 12/23/97 3:58p John - * Second rev of particles - * - * 1 12/23/97 8:26a John - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/particle/particle.h b/fs2_open/code/particle/particle.h index 2e922408c6..012e2a643d 100644 --- a/fs2_open/code/particle/particle.h +++ b/fs2_open/code/particle/particle.h @@ -7,98 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Particle/Particle.h $ - * $Revision: 2.8 $ - * $Date: 2006-05-27 16:52:50 $ - * $Author: taylor $ - * - * Includes for particle system - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2006/01/21 09:36:58 wmcoolmon - * Texture replacement stuff - * - * Revision 2.6 2005/07/13 03:35:34 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/06/19 09:00:09 taylor - * minor sanity checking for geometry_batcher - * make particle batchers allocate dynamically - * handle cases where a particle graphic couldn't be loaded - * - * Revision 2.4 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.3 2004/08/11 05:06:32 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:09 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2004/01/24 14:31:27 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 6 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 5 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 4 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 3 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 6 5/13/98 3:25p John - * Added code to make explosion impacts not get removed by other - * particles. - * - * 5 5/11/98 10:06a John - * Added new particle for Adam - * - * 4 4/30/98 11:31a Andsager - * Added particles to big ship explosions. Modified particle_emit() to - * take optional range to increase range at which pariticles are created. - * - * 3 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 2 1/02/98 5:04p John - * Several explosion related changes. Made fireballs not be used as - * ani's. Made ship spark system expell particles. Took away impact - * explosion for weapon hitting ship... this needs to get added to weapon - * info and makes shield hit more obvious. Only make sparks when hit - * hull, not shields. - * - * 1 12/23/97 8:26a John - * - * $NoKeywords: $ - */ + #ifndef _PARTICLE_H #define _PARTICLE_H diff --git a/fs2_open/code/pcxutils/pcxutils.cpp b/fs2_open/code/pcxutils/pcxutils.cpp index 97a30f6a6d..c3f47c68b1 100644 --- a/fs2_open/code/pcxutils/pcxutils.cpp +++ b/fs2_open/code/pcxutils/pcxutils.cpp @@ -7,155 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/PcxUtils/pcxutils.cpp $ - * $Revision: 2.10.2.1 $ - * $Date: 2006-06-18 23:32:29 $ - * $Author: taylor $ - * - * code to deal with pcx files - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2005/11/13 06:44:18 taylor - * small bit of EFF cleanup - * add -img2dds support - * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) - * some minor OGL cleanup and small performance changes - * converge the various pcx_read_bitmap* functions into one - * cleanup/rename/remove some cmdline options - * - * Revision 2.9 2005/09/06 02:40:24 taylor - * fix for -pcx32 on big-endian - * - * Revision 2.8 2005/02/04 10:12:32 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.7 2004/10/31 22:00:57 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 2.6 2004/07/26 20:47:48 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:33:02 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:09 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.2 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.2 2002/10/02 11:40:19 randomtiger - * Bmpmap has been reverted to an old non d3d8 version. - * All d3d8 code is now in the proper place. - * PCX code is now working to an extent. Problems with alpha though. - * Ani's work slowly with alpha problems. - * Also I have done a bit of tidying - RT - * - * Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 10 7/13/99 1:16p Dave - * 32 bit support. Whee! - * - * 9 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 8 2/03/99 6:06p Dave - * Groundwork for FS2 PXO usertracker support. Gametracker support next. - * - * 7 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 6 12/01/98 5:54p Dave - * Simplified the way pixel data is swizzled. Fixed tga bitmaps to work - * properly in D3D and Glide. - * - * 5 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * 4 12/01/98 8:06a Dave - * Temporary checkin to fix some texture transparency problems in d3d. - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 16 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 15 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 14 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 13 7/20/97 6:59p Lawrance - * fixed bug that was writing out PCX files with an extra bogus line - * - * 12 6/05/97 6:07p John - * fixed warning - * - * 11 6/05/97 3:59p John - * Fixed a bug in PCX reader - * - * 10 2/25/97 12:06p John - * fixed a pcx potential bug. - * - * 9 2/25/97 12:03p John - * fixed a pcx reading bug. - * - * 8 2/20/97 4:18p John - * fixed bug reading odd-width pcx files - * - * 7 11/26/96 9:28a Allender - * get palette info when getting pcx info - * - * 6 11/18/96 12:36p John - * Added code to dump screen to a PCX file. - * - * 5 11/13/96 4:51p Allender - * started overhaul of bitmap manager. bm_load no longer actually load - * the data, only the info for the bitmap. Locking the bitmap now forces - * load when no data present (or will if bpp changes) - * - * $NoKeywords: $ - */ + #include "cfile/cfile.h" #include "pcxutils/pcxutils.h" diff --git a/fs2_open/code/pcxutils/pcxutils.h b/fs2_open/code/pcxutils/pcxutils.h index d73c39daa2..a330198fe8 100644 --- a/fs2_open/code/pcxutils/pcxutils.h +++ b/fs2_open/code/pcxutils/pcxutils.h @@ -7,85 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/PcxUtils/pcxutils.h $ - * $Revision: 2.7 $ - * $Date: 2005-11-13 06:44:18 $ - * $Author: taylor $ - * - * header file for PCX utilities - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 03:35:34 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/02/04 10:12:32 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.4 2004/10/31 22:00:57 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 2.3 2004/08/11 05:06:32 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2003/11/19 20:37:24 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 5 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 4 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 7 9/03/97 4:32p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 6 11/26/96 9:28a Allender - * get palette info when getting pcx info - * - * 5 11/18/96 12:36p John - * Added code to dump screen to a PCX file. - * - * 4 11/13/96 4:51p Allender - * started overhaul of bitmap manager. bm_load no longer actually load - * the data, only the info for the bitmap. Locking the bitmap now forces - * load when no data present (or will if bpp changes) - * - * $NoKeywords: $ - */ + #ifndef _PCXUTILS_H #define _PCXUTILS_H diff --git a/fs2_open/code/physics/physics.cpp b/fs2_open/code/physics/physics.cpp index a2154ae80e..2cde729b80 100644 --- a/fs2_open/code/physics/physics.cpp +++ b/fs2_open/code/physics/physics.cpp @@ -7,422 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Physics/Physics.cpp $ - * $Revision: 2.16.2.4 $ - * $Date: 2007-12-28 02:10:34 $ - * $Author: Backslash $ - * - * Physics stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.16.2.3 2007/07/28 22:04:14 Goober5000 - * apply some of Turey's changes to stable branch - * - * Revision 2.16.2.2 2007/05/26 15:36:38 Backslash - * Now that I've figured out how to commit to the 3_6_9 branch, here's a cleanup and update to bring physics as close to HEAD as possible without breaking anything or adding my uberglide changes yet. This fixes: - * -the reverse-thusters-not-working-at-full-throttle bug - * -the fishtail-way-too-fast-sideslip at high Damp values problem - * -the slide accel/decel damp inconsistency - * Some of these fixes will be particularly noticable to the BtRL people, hopefully all in good ways. - * Also fixed a bunch of typos and whitespace just to get it consistent with HEAD. - * - * Revision 2.16.2.1 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.16 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.15 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.14 2006/02/08 02:10:39 wmcoolmon - * Maybe fix gliding insta-turn problem - * - * Revision 2.13 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.12 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.11 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.10 2005/01/11 21:25:58 Goober5000 - * fixed two small things with physics - * --Goober500 - * - * Revision 2.9 2004/07/26 20:47:48 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:33:03 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/03/05 09:02:10 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.6 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.5 2003/09/13 06:02:07 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.3 2003/08/06 17:39:49 phreak - * since the afterburners are routed through the physics engine, i needed to route the boost pod through here too - * - * Revision 2.2 2002/10/19 19:29:28 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/13/99 10:49a Andsager - * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search - * modes don't collide big ships. - * - * 4 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 3 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 125 8/26/98 4:00p Johnson - * Removed max velocity assert so the new huge cap ship can warp in - * safely. - * - * 124 5/18/98 5:01p Comet - * don't do displacement checks in multiplayer - * - * 123 4/06/98 2:38p Duncan - * AL: Fix potential negative sqrt due to numerical inaccuracy - * - * 122 3/25/98 1:30p Andsager - * comment out physics assert - * - * 121 3/23/98 9:48a Andsager - * comment out printf - * - * 120 3/22/98 4:11p Andsager - * Remove global FreeSpace_running - * - * 119 3/20/98 5:15p Andsager - * Revised calculation of rotation, shake, and velocity in response to - * shockwave since capital ships were seen to shake. - * - * 118 3/19/98 1:06p Andsager - * Fix bug checking excessive velocity with accelerated time. - * - * 117 3/17/98 5:43p Andsager - * Modify physics checks for very slow frame rates. - * - * 116 3/17/98 9:54a Andsager - * Temporary take out Int3()s in velocity checks - * - * 115 3/17/98 9:51a Allender - * temporarily commented out Int3 that was causing pain - * - * 114 3/16/98 6:07p Johnson - * DA: check that ship velocity does not get too high from collisons - * - * 113 3/16/98 4:39p Adam - * change Dave's asserts so that displacement checks don't get used when - * not "in mission" - * - * 112 3/16/98 1:11p Andsager - * Turn on velocity, displacement limit checks - * - * 111 3/12/98 5:21p Andsager - * Optimize physics for lasers and dumbfire missiles - * - * 110 3/09/98 2:10p Andsager - * Put in checks for debris (other) with excessive velocity. - * - * 109 3/09/98 12:59p Mike - * Put error checking in physics code to detect NANs. - * - * 108 3/09/98 12:13a Andsager - * Add code to help find jumps in position. - * - * 107 3/03/98 10:39a Andsager - * Fixed erroneous mprintf for log term in physics_apply_shock - * - * 106 2/11/98 4:52p Mike - * Better attacking by ships. - * Fix stupidity in AI classes, which were in backward order! - * - * 105 2/03/98 6:01p Andsager - * Fix excessive rotvel in debris_create. Check using physics function - * check_rotvel_limit. - * - * 104 2/03/98 10:45a Mike - * Comment out mprintf that could occur very often. - * - * 103 1/29/98 2:38p Andsager - * Fix bug in physics_apply_shock so that large ships have a smaller - * effect from shockwaves. - * - * 102 1/23/98 11:31a Andsager - * Added I_body_inv to phys_init. Needed for shockwaves hitting ships in - * descent style physics. - * - * 101 1/23/98 9:02a John - * Took out Dave's debugging Int3 since they aren't finding what he - * thought they would and they broke Testcode and pofview. - * - * 100 1/22/98 5:10p Mike - * Fix bug with player's damp getting stuck off. - * - * 99 1/20/98 3:13p Allender - * check for Player_obj being valid before doing some other andsager - * sanity check in physics_sim_vel - * - * 98 1/20/98 10:08a Andsager - * Remove uninitialized viariable warnings. - * - * 97 1/19/98 3:46p Allender - * fixed problem where a previous changed caused optimized builds to - * break. Don't do a quick out on velcoity_ramp() anymore - * - * 96 1/19/98 12:00p Dave - * DA: Revise instantaneous velocity debug check to work with - * multiplayer. - * - * 95 1/16/98 3:03p Andsager - * Fix debug info from int3() on player death. - * - * 94 1/16/98 2:54p Andsager - * Fix debug info. - * - * 93 1/16/98 2:34p Andsager - * Added debug code to find instantaneous acceleration. - * - * 92 1/16/98 12:14p Andsager - * Add error checking for the current brief stage - * - * 91 12/29/97 5:10p Allender - * fixed problems with speed not being reported properly in multiplayer - * games. Made read_flying_controls take frametime as a parameter. More - * ship/weapon select stuff - * - * 90 12/29/97 12:58p Johnson - * don't debug rotational velocity when Fred is running - * - * 89 12/08/97 10:29a Andsager - * Remove shockwave physics parameters from weapon_area_apply_blast and - * move into physics - * - * 88 12/05/97 3:31p Andsager - * Added view shake if hit by a weapon or collisoin. - * - * 87 12/03/97 5:47p Andsager - * Changed reduced damping following collision or weapon to run off time - * stamp. - * - * 86 11/24/97 1:54p Dan - * Mike: Comment out Assert() in physics, debug_rotvel(). - * - * 85 11/24/97 8:46a Andsager - * Added rotational velocity caps and debug info. - * - * 84 11/20/97 4:01p Mike - * Prevent divide overflow. - * - * 83 11/20/97 12:34a Mike - * Make ships coast to a stop when their engines have been destroyed. - * Tricky because code doesn't use damp in forward dimension. - * - * 82 11/19/97 5:57p Mike - * Hmm, undid all my changes, except for the crucial removal of a blank - * between "physics_sim" and the open paren. - * - * 81 11/19/97 1:26a Andsager - * Made shockwaves work again, including shake. - * - * 80 11/17/97 5:15p Andsager - * - * 79 11/13/97 6:01p Andsager - * Improve comment in physic_collide_whack - * - * 78 11/13/97 5:41p Andsager - * Decreased the rotational whack after getting hit by lasers and - * missiles. - * - * 77 10/29/97 5:01p Andsager - * fixed bug in collision physics (physics_collide_whack) - * - * 76 9/16/97 5:28p Andsager - * calculate velocity in physics_sim_vel - * - * 75 9/11/97 5:25p Mike - * Fix ! vs. & precedence bug in physics_sim_vel(). - * - * 74 9/09/97 10:14p Andsager - * - * 73 9/04/97 5:09p Andsager - * implement physics using moment of inertia and mass (from BSPgen). - * Added to phys_info struct. Updated ship_info, polymodel structs. - * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables - * - * 72 9/03/97 5:43p Andsager - * fixed bug calculating ramp velocity after getting whacked - * - * 71 9/02/97 4:19p Mike - * Comment out code at end of physics_apply_whack() that made ships nearly - * stop. - * - * 70 8/29/97 10:13a Allender - * work on server/client prediction code -- doesn't work too well. Made - * all clients simulate their own orientation with the server giving - * corrections every so often. - * - * 69 8/25/97 2:41p Andsager - * collision code also changes ramp velocity to take account of collison. - * some optimization of collision physics. - * - * 68 8/19/97 9:56a John - * new thruster effect fairly functional - * - * 67 8/18/97 6:26p Andsager - * preliminary version of collision physics - * - * 66 8/17/97 9:19p Andsager - * improvement to collision physics - * - * 65 8/13/97 12:16p Andsager - * intermediate level checkin for use with collision with extended objects - * - * 64 8/05/97 3:13p Andsager - * improved comments to apply_whack - * - * 63 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 62 7/31/97 12:44p Andsager - * - * 61 7/25/97 5:05p John - * fixed a potential bug in ramp_velocity when delta dist becomes 0, a - * bunch of sideways 8 thingys appear :-) - * - * - * 60 7/25/97 1:04p Andsager - * Modified physics flag PF_REDUCED_DAMP for damping when object is hit. - * Flag is now set in physics_apply_whack/shock and turned off in - * physics_sim_vel. Weapons should not directly set this flag. - * - * 59 7/25/97 9:07a Andsager - * modified apply_whack - * - * 58 7/23/97 5:10p Andsager - * Enhanced shockwave effect with shake based on blast force. - * - * 57 7/22/97 2:40p Andsager - * shockwaves now cause proper rotation of ships - * - * 56 7/21/97 4:12p Mike - * Two ships move as one while docked, including physics whacks. Spin of - * objects when killed based on speed. - * - * 55 7/21/97 2:19p John - * made descent-style physics work for testcode. fixed bug in the - * velocity_ramp code with t==0.0f - * - * 54 7/17/97 8:02p Lawrance - * improve comments to physics_apply_whack() - * - * 53 7/16/97 4:42p Mike - * Make afterburner shake viewer, not ship. - * Shake for limited time. - * Add timestamp_until() function to timer library. - * - * 52 7/16/97 11:53a Andsager - * - * 51 7/16/97 11:06a Andsager - * Allow damping on z to support shockwaves - * - * 50 7/15/97 12:28p Andsager - * commented out some debug code. - * - * 49 7/15/97 12:25p Andsager - * More integration with new physics. - * - * 48 7/15/97 12:03p Andsager - * New physics stuff - * - * 47 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 46 6/25/97 12:22p Mike - * Diminish bashing into of objects. Make ships flying waypoints fly in - * formation. - * - * 45 6/17/97 10:59p Mike - * Comment out irritating mprintf(). - * - * 44 6/11/97 4:27p Mike - * Balance the whack ships take when they get hit. - * - * 43 4/17/97 10:02a Lawrance - * allow ship shaking for ABURN_DECAY_TIME after afterburners cut out - * - * 42 4/16/97 10:48p Mike - * Afterburner shake. - * Made afterburner engagement a bit in physics flags, removed from ship - * flags, removed a parameter to physics_read_flying_controls(). - * - * 41 4/11/97 3:17p Mike - * Modify physics_sim() to use non quick version of vm_vec_mag(). Quick - * version was causing cumulative errors in velocity of homing missiles. - * - * 40 4/10/97 3:20p Mike - * Change hull damage to be like shields. - * - * 39 4/04/97 11:08a Adam - * played with banking values - * - * 38 4/04/97 12:19a Mike - * Make ships bank when they turn. - * - * 37 3/04/97 3:10p Mike - * Intermediate checkin: Had to resolve some build errors. Working on two - * docked ships moving as one. - * - * 36 2/25/97 7:39p Lawrance - * added afterburner_on flag to physics_read_flying_controls() to account - * for afterburner effects - * - * 35 2/05/97 6:02p Hoffoss - * Added heading rotation around universal Y axis to Fred when controlling - * the camera. - * - * 34 2/05/97 9:15a Mike - * Partial implementation of new docking system, integrated so I could - * update on John's new turret code. - * - * 33 1/20/97 7:58p John - * Fixed some link errors with testcode. - * - * $NoKeywords: $ - */ + #include #include diff --git a/fs2_open/code/physics/physics.h b/fs2_open/code/physics/physics.h index 5bf0417a4a..5341640d1f 100644 --- a/fs2_open/code/physics/physics.h +++ b/fs2_open/code/physics/physics.h @@ -7,177 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Physics/Physics.h $ - * $Revision: 2.13.2.1 $ - * $Date: 2007-12-28 02:10:34 $ - * $Author: Backslash $ - * - * Clues to the meaning of life on Shivan planet Sphlighesphlaightseh - * - * $Log: not supported by cvs2svn $ - * Revision 2.13 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.12 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.11 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.10 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.8 2005/01/11 21:25:58 Goober5000 - * fixed two small things with physics - * --Goober500 - * - * Revision 2.7 2004/08/11 05:06:32 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.6 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.5 2003/09/13 06:02:07 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.3 2003/08/06 17:39:49 phreak - * since the afterburners are routed through the physics engine, i needed to route the boost pod through here too - * - * Revision 2.2 2002/10/19 19:29:28 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 8/13/99 10:49a Andsager - * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search - * modes don't collide big ships. - * - * 5 7/03/99 5:50p Dave - * Make rotated bitmaps draw properly in padlock views. - * - * 4 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 3 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 49 6/30/98 2:23p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 48 3/12/98 5:21p Andsager - * Optimize physics for lasers and dumbfire missiles - * - * 47 2/03/98 6:01p Andsager - * Fix excessive rotvel in debris_create. Check using physics function - * check_rotvel_limit. - * - * 46 12/29/97 5:10p Allender - * fixed problems with speed not being reported properly in multiplayer - * games. Made read_flying_controls take frametime as a parameter. More - * ship/weapon select stuff - * - * 45 12/02/97 11:17p Andsager - * Added reduced_damp_decay timestamp. - * - * 44 11/17/97 5:15p Andsager - * - * 43 9/09/97 10:14p Andsager - * - * 42 9/04/97 5:09p Andsager - * implement physics using moment of inertia and mass (from BSPgen). - * Added to phys_info struct. Updated ship_info, polymodel structs. - * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables - * - * 41 8/29/97 10:13a Allender - * work on server/client prediction code -- doesn't work too well. Made - * all clients simulate their own orientation with the server giving - * corrections every so often. - * - * 40 8/19/97 9:56a John - * new thruster effect fairly functional - * - * 39 8/11/97 9:50a Allender - * fixed afterburner snafu - * - * 38 8/08/97 9:59a Allender - * added afterburner code into multiplayer. Required adding a new physics - * info flag to indicate afterburners ready to fire. (needed for - * multiplayer). Removed some now unused variables in afterburner.cpp - * - * 37 7/31/97 12:44p Andsager - * - * 36 7/27/97 5:14p Lawrance - * add afterburners to the player control info - * - * 35 7/25/97 9:07a Andsager - * modified apply_whack - * - * 34 7/23/97 5:10p Andsager - * Enhanced shockwave effect with shake based on blast force. - * - * 33 7/22/97 2:40p Andsager - * shockwaves now cause proper rotation of ships - * - * 32 7/21/97 4:12p Mike - * Two ships move as one while docked, including physics whacks. Spin of - * objects when killed based on speed. - * - * 31 7/16/97 11:53a Andsager - * - * 30 7/15/97 12:03p Andsager - * New physics stuff - * - * 29 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 28 6/26/97 12:37p Allender - * added debug laser back in - * - * 27 5/08/97 11:42a Allender - * re-ordered game loop (again). Player weapons now created in simulation - * loop of code, not immediately. - * - * 26 4/17/97 10:02a Lawrance - * allow ship shaking for ABURN_DECAY_TIME after afterburners cut out - * - * 25 4/16/97 10:48p Mike - * Afterburner shake. - * Made afterburner engagement a bit in physics flags, removed from ship - * flags, removed a parameter to physics_read_flying_controls(). - * - * 24 4/10/97 3:20p Mike - * Change hull damage to be like shields. - * - * 23 3/04/97 3:10p Mike - * Intermediate checkin: Had to resolve some build errors. Working on two - * docked ships moving as one. - * - * $NoKeywords: $ - */ + #ifndef _PHYSICS_H #define _PHYSICS_H diff --git a/fs2_open/code/playerman/managepilot.cpp b/fs2_open/code/playerman/managepilot.cpp index bcbb651396..193e3d6ca2 100644 --- a/fs2_open/code/playerman/managepilot.cpp +++ b/fs2_open/code/playerman/managepilot.cpp @@ -7,336 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Playerman/ManagePilot.cpp $ - * $Revision: 2.26.2.5 $ - * $Date: 2007-12-20 01:57:43 $ - * $Author: turey $ - * - * ManagePilot.cpp has code to load and save pilot files, and to select and - * manage the pilot - * - * $Log: not supported by cvs2svn $ - * Revision 2.26.2.4 2007/10/28 16:45:05 taylor - * fix anothing something that Valgrind complained about - * - * Revision 2.26.2.3 2007/04/11 14:59:16 taylor - * get rid of stale NO_JOYSTICK define - * - * Revision 2.26.2.2 2007/02/11 09:25:42 taylor - * some CFILE cleanup and slight directory order reorg - * add cfopen_special() for quickly opening files that have already been found with cf_find_file_location_ext() - * remove NO_SOUND - * - * Revision 2.26.2.1 2006/09/24 22:53:22 taylor - * more standalone server fixes: - * - add some basic bmpman functionality to grstub, since it needs to do something at least - * - add missing gr_* function ptrs to grstrub - * - (re-)enable radar and hud setup functions that used to crash (problems are fixed now) - * - deal with default pilot file properly (also caused a bmpman headache) - * - don't bother with Multi_common_icons[] in standalone mode (they don't load, so don't let them unload either) - * - * Revision 2.26 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.25 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.24 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.23 2005/10/10 17:21:09 taylor - * remove NO_NETWORK - * - * Revision 2.22 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.21 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.20 2005/05/08 20:22:38 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.19 2005/04/21 15:51:40 taylor - * fix source/dest memory overwrite that Valgrind was complaining about - * - * Revision 2.18 2005/04/17 05:38:29 taylor - * updated Linux joystick code that's a bit less insane speed wise - * remove ability to build without joystick support, no reason to keep it around - * fix unusable warning flag with libjpeg building - * - * Revision 2.17 2005/04/03 08:48:30 Goober5000 - * brought weapon loadout banks into agreement with ship info banks - * improved error reporting on apply-to-all - * --Goober5000 - * - * Revision 2.16 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.15 2005/02/23 04:57:28 taylor - * even more bm_unload() -> bm_release() changes - * - * Revision 2.14 2004/12/30 16:25:22 taylor - * don't use cfopen() for upgrade check, it was giving strange results - * - * Revision 2.13 2004/12/28 16:20:33 taylor - * make sure the file gets closed in pilot_file_upgrade_check() - * - * Revision 2.12 2004/12/22 21:49:05 taylor - * add a popup to make sure people know about pilot upgrade - * - * Revision 2.11 2004/10/31 22:07:27 taylor - * new pilot code - * - * Revision 2.10 2004/07/26 20:47:49 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:33:03 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.6 2003/08/20 08:11:28 wmcoolmon - * Added error screens to the barracks and start screens when a pilot file can't be deleted - * - * Revision 2.5 2003/03/03 04:28:36 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.4 2003/02/16 18:55:12 phreak - * fixed typecasting warnings - * - * Revision 2.3 2003/01/14 04:00:15 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:55:59 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.9 2002/05/17 03:06:13 mharris - * more porting tweaks - * - * Revision 1.8 2002/05/16 06:06:23 mharris - * ifndef NO_JOYSTICK - * - * Revision 1.7 2002/05/15 15:02:24 mharris - * TEMP PORT FIX: ifdef out the "delete pilot file" code in non-Win32 - * - * Revision 1.6 2002/05/14 21:56:40 mharris - * added more ifndef NO_SOUND - * - * Revision 1.5 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.4 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 41 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 40 9/01/99 10:09a Dave - * Pirate bob. - * - * 39 8/26/99 8:49p Jefff - * old player file compatibility with new medal stuff - * - * 38 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 37 8/16/99 4:06p Dave - * Big honking checkin. - * - * 36 8/11/99 11:36a Jefff - * added compatibility w/ fs2 demo plr version - * - * 35 8/10/99 3:46p Jefff - * changes for Intelligence section of new tech room - * - * 34 8/04/99 11:38p Andsager - * make new pilot detail level match registry info. - * - * 33 8/02/99 9:55p Dave - * Hardcode a nice hud color config for the demo. - * - * 32 8/02/99 9:13p Dave - * Added popup tips. - * - * 31 8/01/99 12:39p Dave - * Added HUD contrast control key (for nebula). - * - * 30 7/30/99 10:31p Dave - * Added comm menu to the configurable hud files. - * - * 29 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 28 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 27 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 26 6/22/99 7:03p Dave - * New detail options screen. - * - * 25 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 24 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 23 6/08/99 1:14a Dave - * Multi colored hud test. - * - * 22 5/03/99 8:33p Dave - * New version of multi host options screen. - * - * 21 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 20 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 19 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 18 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 17 1/15/99 2:49p Dave - * Fixed creation of pilots. - * - * 16 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 15 1/12/99 3:15a Dave - * Barracks screen support for selecting squad logos. We need real artwork - * :) - * - * 14 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 13 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 12 11/20/98 11:16a Dave - * Fixed up IPX support a bit. Making sure that switching modes and - * loading/saving pilot files maintains proper state. - * - * 11 11/19/98 4:51p Dave - * Ignore multiplayer protocol settings in the pilot file for now. - * - * 10 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 9 10/13/98 2:47p Andsager - * Remove reference to Tech_shivan_species_avail - * - * 8 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 7 10/12/98 9:30a Andsager - * Clean up barracks.cpp. Remove unneeded ".h" files from ManagePilot - * - * 6 10/09/98 5:17p Andsager - * move barracks screen into barracks.cpp - * - * 5 10/09/98 2:57p Dave - * Starting splitting up OS stuff. - * - * 4 10/08/98 9:19a Andsager - * Clean up pilot player read and write, starting with new version. - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 279 9/21/98 10:02p Dave - * Last minute changes to techroom weapon/ship/species stuff. - * - * 278 9/08/98 12:10p Andsager - * Fixed a bug with saving ship and weapon info techroom flags. - * - * 277 9/01/98 4:25p Dave - * Put in total (I think) backwards compatibility between mission disk - * freespace and non mission disk freespace, including pilot files and - * campaign savefiles. - * - * 276 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 275 6/05/98 9:49a Lawrance - * OEM changes - * - * 274 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 273 5/26/98 11:53a Allender - * fix multiplayer problems and sexpression crash - * - * 272 5/24/98 2:46p Lawrance - * Fix bug where skill level would be reset to default when switching - * between pilots - * - * 271 5/23/98 4:02p Allender - * version change - * - * 270 5/23/98 2:41p Mike - * Make Easy the default skill level and prevent old pilot's skill level - * from carrying into new pilot. - * -*/ + #include diff --git a/fs2_open/code/playerman/managepilot.h b/fs2_open/code/playerman/managepilot.h index 446c864f27..8afefaecac 100644 --- a/fs2_open/code/playerman/managepilot.h +++ b/fs2_open/code/playerman/managepilot.h @@ -7,121 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Playerman/ManagePilot.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:35:32 $ - * $Author: Goober5000 $ - * - * ManagePilot.h is a header file for code to load and save pilot files, and - * to select and manage the pilot - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2004/12/22 21:49:05 taylor - * add a popup to make sure people know about pilot upgrade - * - * Revision 2.3 2004/08/11 05:06:32 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 1/12/99 3:15a Dave - * Barracks screen support for selecting squad logos. We need real artwork - * :) - * - * 4 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 3 10/09/98 5:17p Andsager - * move barracks screen into barracks.cpp - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 19 4/27/98 4:56p Hoffoss - * Added 'rank pips' to pilot names in barracks screen. - * - * 18 4/19/98 4:05p Dave - * Changed main hall region selection. Put an overwrite request in for new - * pilots with same callsign as existing pilots. Highlight local player by - * default in multi debriefing. - * - * 17 4/09/98 5:43p Dave - * Remove all command line processing from the demo. Began work fixing up - * the new multi host options screen. - * - * 16 3/25/98 2:16p Dave - * Select random default image for newly created pilots. Fixed several - * multi-pause messaging bugs. Begin work on online help for multiplayer - * keys. - * - * 15 12/23/97 12:00p Allender - * change write_pilot_file to *not* take is_single as a default parameter. - * causing multiplayer pilots to get written to the single player folder - * - * 14 12/22/97 5:08p Hoffoss - * Changed inputbox class to be able to accept only certain keys, changed - * pilot screens to utilize this feature. Added to assert with pilot file - * saving. - * - * 13 11/18/97 10:53a Hoffoss - * - * 12 11/12/97 4:40p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 11 11/11/97 4:57p Dave - * Put in support for single vs. multiplayer pilots. Began work on - * multiplayer campaign saving. Put in initial player select screen - * - * 10 10/24/97 10:59p Hoffoss - * Added in create pilot popup window and barracks screen. - * - * 9 10/21/97 7:18p Hoffoss - * Overhauled the key/joystick control structure and usage throughout the - * entire FreeSpace code. The whole system is very different now. - * - * 8 10/09/97 4:57p Lawrance - * store short_callsign in the player struct - * - * 7 12/18/96 10:18a Lawrance - * integrating joystick axis configuration - * - * 6 11/13/96 9:03a Lawrance - * Capitalized various global varibles - * - * 5 11/13/96 8:40a Lawrance - * fixed bug when a new campaign would not clear out the missions played - * from the previous campaign - * - * 4 11/05/96 8:30a Lawrance - * made backspace work while entering pilots names - * - * 3 11/04/96 2:56p Lawrance - * changed the way missions completed are read and written from .PLR file. - * - * 2 11/01/96 3:22p Lawrance - * implemented pilot selection, and pilot file save and restore - * - * $NoKeywords: $ - * - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/playerman/player.h b/fs2_open/code/playerman/player.h index f6b9059129..8c2d7e2366 100644 --- a/fs2_open/code/playerman/player.h +++ b/fs2_open/code/playerman/player.h @@ -7,194 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Playerman/Player.h $ - * $Revision: 2.10 $ - * $Date: 2006-04-20 06:32:23 $ - * $Author: Goober5000 $ - * - * Header file for player information - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2006/03/18 22:43:16 Goober5000 - * added set-death-message sexp - * --Goober5000 - * - * Revision 2.8 2005/10/20 06:38:18 wmcoolmon - * More player warpout speed stuff - * - * Revision 2.7 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2004/08/11 05:06:32 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.2 2003/01/14 04:00:15 Goober5000 - * allowed for up to 256 main halls - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/03 22:07:09 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 18 9/12/99 1:27p Jefff - * upped debug player_mission_failure_limit to 5 - * - * 17 9/07/99 10:50a Jefff - * - * 16 9/06/99 9:43p Jefff - * skip mission support - * - * 15 8/29/99 4:18p Andsager - * New "burst" limit for friendly damage. Also credit more damage done - * against large friendly ships. - * - * 14 8/27/99 10:36a Dave - * Impose a 2% penalty for hitting the shield balance key. - * - * 13 8/02/99 9:13p Dave - * Added popup tips. - * - * 12 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 11 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 10 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 9 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 8 5/18/99 10:08a Andsager - * Modified single maximum range before blown up to also be multi - * friendly. - * - * 7 3/28/99 12:37p Dave - * Tentative beginnings to warpin effect. - * - * 6 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 5 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 4 12/14/98 12:13p Dave - * Spiffed up xfer system a bit. Put in support for squad logo file xfer. - * Need to test now. - * - * 3 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 96 9/17/98 3:08p Dave - * PXO to non-pxo game warning popup. Player icon stuff in create and join - * game screens. Upped server count refresh time in PXO to 35 secs (from - * 20). - * - * 95 5/19/98 12:19p Mike - * Cheat codes! - * - * 94 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 93 5/04/98 5:52p Comet - * Fixed bug with Galatea/Bastion selection when finishing missions. - * - * 92 4/25/98 3:49p Lawrance - * Save briefing auto-advance pref - * - * 91 4/21/98 11:55p Dave - * Put in player deaths statskeeping. Use arrow keys in the ingame join - * ship select screen. Don't quit the game if in the debriefing and server - * leaves. - * - * 90 4/20/98 6:07p Hoffoss - * Added code to track if player is stationed on the galatea or the - * bastion. - * - * 89 4/08/98 10:34p Allender - * make threat indicators work in multiplayer. Fix socket problem (once - * and for all???) - * - * 88 4/05/98 7:43p Lawrance - * fix up saving/restoring of link status and auto-target/match-speed. - * - * 87 4/01/98 7:42p Lawrance - * Enable auto-targeting by default when a new pilot is created. - * - * 86 3/31/98 4:42p Allender - * mission objective support for team v. team mode. Chatbox changes to - * make input box be correct length when typing - * - * 85 3/30/98 6:27p Dave - * Put in a more official set of multiplayer options, including a system - * for distributing netplayer and netgame settings. - * - * 84 3/27/98 3:59p Hoffoss - * Due to everyone using different assumptions about what a length define - * means, changed code to account for safest assumption. - * - * 83 3/24/98 4:25p Lawrance - * Make finding out if player killed self easier and more reliable - * - * 82 3/19/98 5:35p Lawrance - * Correctly inform player if killed by ship explosion. - * - * 81 3/16/98 5:54p Lawrance - * Play cargo scanning sound - * - * 80 3/10/98 5:08p Allender - * fixed up multiplayer death messages (I hope). changes in object update - * packets - * - * 79 3/07/98 3:49p Lawrance - * store killer species in player struct - * - * 78 3/05/98 10:16p Lawrance - * Add 'save_flags' to player struct to save/restore certain player flags - * cleanly. - * - * $NoKeywords: $ - */ + #ifndef _PLAYER_H #define _PLAYER_H diff --git a/fs2_open/code/playerman/playercontrol.cpp b/fs2_open/code/playerman/playercontrol.cpp index 0e7919809e..60f1352397 100644 --- a/fs2_open/code/playerman/playercontrol.cpp +++ b/fs2_open/code/playerman/playercontrol.cpp @@ -7,606 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Playerman/PlayerControl.cpp $ - * $Revision: 2.43.2.5 $ - * $Date: 2007-12-28 02:10:37 $ - * $Author: Backslash $ - * - * Routines to deal with player ship movement - * - * $Log: not supported by cvs2svn $ - * Revision 2.43.2.4 2007/03/11 22:54:02 karajorma - * Turn off afterburner controls when player isn't in control - * - * Revision 2.43.2.3 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.43.2.2 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.43.2.1 2006/07/28 02:45:34 taylor - * when in external (non-control) view be sure to not include time compression speed in camera movement - * - * Revision 2.43 2006/04/05 16:14:04 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 2.42 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.41 2006/03/18 22:43:16 Goober5000 - * added set-death-message sexp - * --Goober5000 - * - * Revision 2.40 2006/03/18 07:12:07 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.39 2006/02/25 21:47:07 Goober5000 - * spelling - * - * Revision 2.38 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.37 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.36 2005/10/24 02:15:41 wmcoolmon - * Removed max_overclock restriction related to warpout - * - * Revision 2.35 2005/10/20 17:50:00 taylor - * fix player warpout - * basic code cleanup (that previous braces change did nothing for readability) - * spell "plyr" correctly - * tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink - * - * Revision 2.34 2005/10/20 06:38:18 wmcoolmon - * More player warpout speed stuff - * - * Revision 2.33 2005/10/10 17:21:09 taylor - * remove NO_NETWORK - * - * Revision 2.32 2005/07/22 10:18:39 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.31 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.30 2005/07/13 02:30:53 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.29 2005/07/13 02:01:30 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.28 2005/07/13 00:44:23 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.27 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.26 2005/03/27 12:28:34 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.25 2005/03/25 06:57:37 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.24 2005/03/10 08:00:13 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.23 2005/03/03 06:05:31 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.22 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.21 2005/02/04 20:06:06 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.20 2005/01/11 21:38:50 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.19 2004/12/14 14:46:13 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.18 2004/10/12 22:47:14 Goober5000 - * added toggle-subsystem-scanning ship flag - * --Goober5000 - * - * Revision 2.17 2004/07/26 20:47:49 Kazan - * remove MCD complete - * - * Revision 2.16 2004/07/25 18:46:29 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.15 2004/07/25 00:31:30 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.14 2004/07/12 16:33:03 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.13 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.12 2003/12/16 21:01:14 phreak - * disabled tertiary weapons support pending a rewrite of critical code - * - * Revision 2.11 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.10 2003/09/13 08:27:28 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.9 2003/09/13 06:02:07 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.6 2003/09/05 04:25:28 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.5 2003/08/06 17:39:04 phreak - * added a thing to set max thrust when tertiary boost pod is engaged - * - * Revision 2.4 2003/04/29 01:03:24 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.3 2002/12/17 02:18:40 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit - * --Goober5000 - * - * Revision 2.2 2002/10/19 19:29:28 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.3 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 33 10/13/99 3:42p Jefff - * fixed unnumbered XSTRs - * - * 32 9/06/99 9:43p Jefff - * skip mission support - * - * 31 8/30/99 10:39a Mikeb - * Fixed can't-warpout problem. - * - * 30 8/29/99 4:52p Andsager - * Don't rotate from engine wash when warping out. - * - * 29 8/26/99 8:51p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 28 8/03/99 12:06p Dave - * Fixed player death messages when a player has killed himself in - * multiplayer. - * - * 27 7/28/99 1:36p Andsager - * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp - * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack - * better. - * - * 26 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 25 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 24 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 23 7/02/99 3:48p Mikeb - * Remove semi-bogus assert. Handle properly. - * - * 22 6/16/99 10:21a Dave - * Added send-message-list sexpression. - * - * 21 6/14/99 5:19p Dave - * - * 20 6/09/99 3:26p Dave - * Changed zing message for beam weapon deaths. - * - * 19 6/04/99 4:13p Johne - * Made a potentially unsafe normalize safe. - * - * 18 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 17 5/18/99 10:08a Andsager - * Modified single maximum range before blown up to also be multi - * friendly. - * - * 16 5/17/99 6:03p Dave - * Added new timing code. Put in code to allow camera speed zooming. - * - * 15 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 14 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 13 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 12 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 11 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 10 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 9 2/21/99 6:02p Dave - * Fixed standalone WSS packets. - * - * 8 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 7 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 6 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 5 12/10/98 10:54a Dave - * Fixed problem where a mission ended in multiplayer and a player was - * dead. There was an Int3() when getting player eye-point. - * - * 4 11/12/98 12:13a Dave - * Tidied code up for multiplayer test. Put in network support for flak - * guns. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:50a Dave - * - * 219 6/30/98 2:16p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 218 6/09/98 5:17p Lawrance - * French/German localization - * - * 217 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 216 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 215 5/22/98 11:27a Hoffoss - * Fixed the bank when pressed bug where you continue to turn while using - * it. - * - * 214 5/19/98 8:19p Lawrance - * Make mouse invert work - * - * 213 5/19/98 12:19p Mike - * Cheat codes! - * - * 212 5/18/98 2:50p Lawrance - * Change text for when warp drive is inoperable - * - * 211 5/18/98 1:58a Mike - * Make Phoenix not be fired at fighters (but yes bombers). - * Improve positioning of ships in guard mode. - * Make turrets on player ship not fire near end of support ship docking. - * - * 210 5/17/98 1:43a Dave - * Eradicated chatbox problems. Remove speed match for observers. Put in - * help screens for PXO. Fix messaging and end mission privelges. Fixed - * team select screen bugs. Misc UI fixes. - * - * 209 5/15/98 2:41p Hoffoss - * Made mouse default to off (for flying ship) and fixed some new pilot - * init bugs. - * - * 208 5/15/98 1:14p Hoffoss - * Added a deadzone to ends of abs throttle range. - * - * 207 5/14/98 5:32p Hoffoss - * Improved axis binding code some more. - * - * 206 5/13/98 11:55a Frank - * Fixed bug with axis 2 and 3 not working correctly. - * - * 205 5/13/98 1:17a Hoffoss - * Added joystick axes configurability. - * - * 204 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 203 5/11/98 12:01p Hoffoss - * Changed mouse sensitivity code to approx. double top limit while - * keeping low limit the same. - * - * 202 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 201 5/08/98 5:35p Lawrance - * only allow cargo inspection if sensors are ok - * - * 200 5/08/98 5:31p Hoffoss - * Isolated the joystick force feedback code more from dependence on other - * libraries. - * - * 199 5/07/98 6:58p Hoffoss - * Made changes to mouse code to fix a number of problems. - * - * 198 5/06/98 12:02a Hoffoss - * Fixed throttle problems with joysticks. - * - * 197 5/05/98 8:38p Hoffoss - * Added sensitivity adjustment to options menu and made it save to pilot - * file. - * - * 196 5/05/98 1:33p Hoffoss - * Changed mouse formula around a little. - * - * 195 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * 194 5/01/98 5:45p Hoffoss - * Made further improvements to the mouse code. - * - * 193 5/01/98 4:24p Lawrance - * Play error sound if player tries to engage afterburner when none are on - * ship - * - * 192 5/01/98 1:14p Hoffoss - * Changed mouse usage so directInput is only used for release version. - * - * 191 4/30/98 9:12p Hoffoss - * Fixed a questionable precidence issue to be known. - * - * 190 4/30/98 5:40p Hoffoss - * Added mouse as a supported control to fly the ship. - * - * 189 4/29/98 1:44p Lawrance - * Fix bug that would cause primaries to be linked when returning from a - * menu in-game (if primaries were linked at mission start) - * - * 188 4/25/98 4:36p Lawrance - * init auto_advance field when pilot is created - * - * 187 4/25/98 3:49p Lawrance - * Save briefing auto-advance pref - * - * 186 4/18/98 9:52p Mike - * Don't restore player flags from save file in training mission, as it - * enables auto-target to persist. - * - * 185 4/17/98 11:16a Allender - * use short callsign when showing player name in cargo area of target - * info box - * - * 184 4/09/98 12:32a Lawrance - * Fix bugs related to multiple screams from same ship, builtin messages - * playing after screams, or praising while severly damaged. - * - * 183 4/08/98 7:11p Dave - * Fix auto-targeting and auto-matching reset after player respawn. - * Removed incorrect call to furball update if in a non-furball game. - * - * 182 4/08/98 11:11a Hoffoss - * Fixed some bugs that showed up due to fixing other bugs the other day - * with controls. - * - * 181 4/08/98 10:46a Lawrance - * fix uninitialized data warning - * - * 180 4/06/98 11:00a Hoffoss - * Fixed bank when pressed key to also be usable with keyboard yaw - * controls. - * - * 179 4/05/98 7:43p Lawrance - * fix up saving/restoring of link status and auto-target/match-speed. - * - * 178 4/01/98 7:42p Lawrance - * Enable auto-targeting by default when a new pilot is created. - * - * 177 4/01/98 1:31p Allender - * don't play all alone message in multiplayer - * - * 176 3/31/98 11:47p Lawrance - * - * 175 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 174 3/30/98 12:19a Lawrance - * Make scan time a property of a ship - * - * 173 3/24/98 4:25p Lawrance - * Make finding out if player killed self easier and more reliable - * - * 172 3/23/98 12:28p Hoffoss - * Fixed +/-5% throttle controls to actually do 5%, rather than whatever - * the heck it was doing before. - * - * 171 3/21/98 3:35p Lawrance - * Fix joystick turning in external view - * - * 170 3/19/98 5:35p Lawrance - * Correctly inform player if killed by ship explosion. - * - * 169 3/18/98 6:04p Lawrance - * change text for warp destroyed message - * - * 168 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 167 3/16/98 5:54p Lawrance - * Play cargo scanning sound - * - * 166 3/14/98 4:58p Lawrance - * surpress HUD messages for auto-match speed - * - * 165 3/11/98 12:11p Mike - * Increase max speed to enable warpout even if ship has little energy - * directed towards engines. - * - * 164 3/11/98 11:19a Mike - * Quick fix since I completely broke warping out. - * - * 163 3/11/98 9:08a Mike - * Intermediate checkin to resolve link errors. Working on forcing - * player's engine energy high enough to enable warpout. - * - * 162 3/10/98 5:08p Allender - * fixed up multiplayer death messages (I hope). changes in object update - * packets - * - * 161 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 160 3/07/98 3:49p Lawrance - * store killer species in player struct - * - * 159 3/05/98 10:16p Lawrance - * Add 'save_flags' to player struct to save/restore certain player flags - * cleanly. - * - * 158 2/28/98 7:03p Lawrance - * get slew working in any view - * - * 157 2/26/98 12:33a Lawrance - * Added back slew mode, lots of changes to external and chase views. - * - * 156 2/23/98 6:54p Lawrance - * Make interface to real-time voice more generic and useful. - * - * 155 2/22/98 4:30p John - * More string externalization classification - * - * 154 2/22/98 3:56p Lawrance - * Make external view a toggle like chase view. Allow extenal view to - * override chase view. - * - * 153 2/22/98 2:48p John - * More String Externalization Classification - * - * 152 2/20/98 8:30p Lawrance - * Play 'all alone' message when player is last ship left and primary - * objective is incomplete. - * - * 151 2/19/98 5:30p Lawrance - * Allow player turrets to fire automatically. - * - * 150 2/16/98 7:33p Lawrance - * add function to determine range of current secondary weapon - * - * 149 2/15/98 9:51p Sandeep - * AL: Check for 'Player 1' as a ship name when displaying the death - * message - * - * 148 2/14/98 4:41p Lawrance - * Add some new fields to keep track of how the player died. - * - * 147 2/11/98 9:53a John - * Put in a real fix to the bug with not resetting joystick time between - * missions - * - * 146 2/10/98 9:29p Mike - * Hack-fix bug with joystick reading not being allowed in 2nd playthrough - * of a mission until time exceeds duration of previous mission. - * - * 145 2/10/98 1:15p John - * Made the joystick only read at 10Hz max - * - * 144 2/06/98 4:31p Lawrance - * revamp radar code, allow dim radar dots - * - * 143 2/06/98 3:48p Allender - * added code to clear out control info for multiplayer clients so they - * don't accidentally start firing all the time - * - * 142 2/06/98 12:13a Lawrance - * Don't play throttle sounds when using analog throttle. - * - * 141 2/05/98 10:41a Lawrance - * Scale frequency of 'good kill' messages by skill level. - * - * 140 2/02/98 4:24p Lawrance - * Only inspect cargo and transport in single player. - * - * 139 2/02/98 4:12p Allender - * fixed bug I introduced with multiplayer callsigns displaying in cargo - * spot - * - * $NoKeywords: $ -*/ + #include "playerman/player.h" diff --git a/fs2_open/code/popup/popup.cpp b/fs2_open/code/popup/popup.cpp index c3fe862d57..9adc565e1f 100644 --- a/fs2_open/code/popup/popup.cpp +++ b/fs2_open/code/popup/popup.cpp @@ -7,210 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Popup/Popup.cpp $ - * $Revision: 2.8 $ - * $Date: 2006-03-25 10:41:44 $ - * $Author: taylor $ - * - * Code for displaying pop-up dialog boxes - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/05/12 17:49:16 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.6 2005/01/31 10:34:39 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.5 2004/07/26 20:47:49 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:03 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:11 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:45 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 10/14/99 2:00p Jefff - * added include for os_poll to fix build error - * - * 11 10/14/99 10:18a Daveb - * Fixed incorrect CD checking problem on standalone server. - * - * 10 8/16/99 9:50a Jefff - * added mouseover webcursor options to user-defined popup buttons. - * - * 9 8/11/99 5:47p Jefff - * fixed button bitmap loading - * - * 8 8/04/99 10:53a Dave - * Added title to the user tips popup. - * - * 7 8/02/99 9:13p Dave - * Added popup tips. - * - * 6 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 5 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 4 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 36 5/11/98 11:39p Dave - * Stuff. - * - * 35 3/22/98 10:59p Allender - * don't stop time in multiplayer when "in mission" - * - * 34 3/17/98 12:41a Lawrance - * Support \n's between title and body - * - * 33 3/12/98 4:11p Dave - * AL: Check that max popup lines isn't exceeded - * - * 32 2/22/98 12:19p John - * Externalized some strings - * - * 31 2/10/98 3:26p Hoffoss - * Don't check for 'dead key set' unless in the mission. - * - * 30 2/05/98 11:21p Lawrance - * move death popup to below letterbox view - * - * 29 2/05/98 11:09a Dave - * Fixed an ingame join bug. Fixed a read-only file problem with - * multiplauer file xfer. - * - * 28 2/03/98 11:52p Lawrance - * Don't highlight default choice if there is only one. - * - * 27 2/03/98 8:18p Dave - * More MT stats transfer stuff - * - * 26 1/30/98 3:05p Lawrance - * reposition text on death popup - * - * 25 1/29/98 6:55p Lawrance - * Integrate new art for the death popup - * - * 24 1/28/98 6:24p Dave - * Made standalone use ~8 megs less memory. Fixed multiplayer submenu - * sequencing problem. - * - * 23 1/27/98 5:52p Lawrance - * support new "tiny" popups - * - * 22 1/27/98 5:01p Dave - * Put in support for leaving multiplayer games in the pause state. Fixed - * a popup bug which freed saved screens incorrectly. Reworked scoring - * kill and assist evaluation. - * - * 21 1/27/98 3:25p Hoffoss - * Made popups use the correct button icons for default positive and - * negative buttons. - * - * 20 1/26/98 6:28p Lawrance - * Use '&' meta char for underlining, change how keyboard usage works so - * fits better with mouse usage. - * - * 19 1/23/98 12:01a Lawrance - * Fix bug when in single-choice popups. - * - * 18 1/22/98 10:45p Lawrance - * Implment default selections and arrow key navigation. - * - * 17 1/20/98 5:52p Lawrance - * center popup text in X and Y directions. Support single affirmative - * icon special placement. - * - * 16 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 15 1/17/98 10:04p Lawrance - * fix errors in popup comments - * - * 14 1/15/98 2:52p Lawrance - * Fix problem with reading bogus buttons. - * - * 13 1/14/98 6:55p Dave - * Fixed a slew of multiplayer bugs. Made certain important popups ignore - * the escape character. - * - * 12 1/14/98 6:42p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 11 1/14/98 12:23p Lawrance - * Support for three choice popups. - * - * 10 1/13/98 5:37p Dave - * Reworked a lot of standalone interface code. Put in single and - * multiplayer popups for death sequence. Solidified multiplayer kick - * code. - * - * 9 1/13/98 4:06p Lawrance - * Add underline char for shortcuts. - * - * 8 1/11/98 11:14p Lawrance - * Don't grey out background when popup is active. - * - * 7 1/08/98 10:32a Lawrance - * Grey out screen when a popup appears. - * - * 6 1/02/98 9:08p Lawrance - * Integrated art for popups, expanded options. - * - * 5 12/30/97 4:30p Sandeep - * Added conditional popups - * - * 4 12/26/97 10:01p Lawrance - * Allow keyboard shortcuts for popup buttons - * - * 3 12/24/97 9:49p Lawrance - * ensure mouse gets drawn when popup menu is up - * - * 2 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * 1 12/24/97 3:51p Lawrance - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/popup/popup.h b/fs2_open/code/popup/popup.h index 45f679f114..2b56c0f883 100644 --- a/fs2_open/code/popup/popup.h +++ b/fs2_open/code/popup/popup.h @@ -7,102 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Popup/Popup.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:35 $ - * $Author: Goober5000 $ - * - * Code for displaying pop-up dialog boxes - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 8/16/99 9:50a Jefff - * added mouseover webcursor options to user-defined popup buttons. - * - * 6 8/04/99 10:53a Dave - * Added title to the user tips popup. - * - * 5 8/02/99 9:13p Dave - * Added popup tips. - * - * 4 6/01/99 4:03p Dave - * Changed some popup flag #defines. Upped string count to 1336 - * - * 3 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 17 6/12/98 4:48p Hoffoss - * Externalized default popup choices. - * - * 16 2/05/98 11:09a Dave - * Fixed an ingame join bug. Fixed a read-only file problem with - * multiplauer file xfer. - * - * 15 2/03/98 8:18p Dave - * More MT stats transfer stuff - * - * 14 1/28/98 6:24p Dave - * Made standalone use ~8 megs less memory. Fixed multiplayer submenu - * sequencing problem. - * - * 13 1/27/98 5:52p Lawrance - * support new "tiny" popups - * - * 12 1/27/98 3:25p Hoffoss - * Made popups use the correct button icons for default positive and - * negative buttons. - * - * 11 1/26/98 6:28p Lawrance - * Use '&' meta char for underlining, change how keyboard usage works so - * fits better with mouse usage. - * - * 10 1/17/98 10:04p Lawrance - * fix errors in popup comments - * - * 9 1/14/98 6:55p Dave - * Fixed a slew of multiplayer bugs. Made certain important popups ignore - * the escape character. - * - * 8 1/13/98 5:37p Dave - * Reworked a lot of standalone interface code. Put in single and - * multiplayer popups for death sequence. Solidified multiplayer kick - * code. - * - * 7 1/13/98 4:06p Lawrance - * Add underline char for shortcuts. - * - * 6 1/02/98 9:08p Lawrance - * Integrated art for popups, expanded options. - * - * 5 12/30/97 4:30p Sandeep - * Added conditional popups - * - * 4 12/26/97 10:01p Lawrance - * Allow keyboard shortcuts for popup buttons - * - * 3 12/24/97 9:49p Lawrance - * ensure mouse gets drawn when popup menu is up - * - * 2 12/24/97 8:54p Lawrance - * Integrating new popup code - * - * $NoKeywords: $ - */ + #ifndef __POPUP_H__ #define __POPUP_H__ diff --git a/fs2_open/code/popup/popupdead.cpp b/fs2_open/code/popup/popupdead.cpp index 4a263ad90f..0adb619122 100644 --- a/fs2_open/code/popup/popupdead.cpp +++ b/fs2_open/code/popup/popupdead.cpp @@ -7,142 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Popup/PopupDead.cpp $ - * $Revision: 2.10 $ - * $Date: 2005-10-10 17:21:09 $ - * $Author: taylor $ - * - * C module for the death popup - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/07/25 05:24:17 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.8 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.7 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/03/02 21:24:42 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.5 2004/12/11 09:37:50 wmcoolmon - * Apparently I never commited -mpnoreturn... - * - * Revision 2.4 2004/07/26 20:47:49 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:03 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:11 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 20:42:44 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 9/14/99 4:35a Dave - * Argh. Added all kinds of code to handle potential crashes in debriefing - * code. - * - * 13 9/14/99 12:51a Jefff - * sm3-09 no skip hack. - * - * 12 9/11/99 1:09a Mikek - * Removed semi-bogus Int3() in popupdead code which seemed to get tripped - * by the supernova. - * - * 11 9/10/99 6:49p Jefff - * changed skip popup to normal type popup - * - * 10 9/09/99 7:17p Jefff - * - * 9 9/07/99 4:44p Jefff - * fixed double counting of mission failures - * - * 8 9/07/99 1:54p Jefff - * skip mission cleanup - * - * 7 9/06/99 9:46p Jefff - * skip mission support - * - * 6 8/11/99 5:47p Jefff - * fixed button bitmap loading - * - * 5 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 4 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 11 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 10 5/17/98 1:43a Dave - * Eradicated chatbox problems. Remove speed match for observers. Put in - * help screens for PXO. Fix messaging and end mission privelges. Fixed - * team select screen bugs. Misc UI fixes. - * - * 9 5/01/98 4:24p Lawrance - * Change "Main Hall" to "Flight Deck" - * - * 8 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 7 3/12/98 4:02p Lawrance - * Cleanup how pause works, fix couple pause-related bugs. - * - * 6 3/05/98 12:35p Lawrance - * Fix bug where two options could be highlighted at once. - * - * 5 2/22/98 4:30p John - * More string externalization classification - * - * 4 2/22/98 2:48p John - * More String Externalization Classification - * - * 3 2/22/98 12:19p John - * Externalized some strings - * - * 2 2/10/98 11:20p Lawrance - * Implement separate dead popup system - * - * 1 2/10/98 6:02p Lawrance - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/popup/popupdead.h b/fs2_open/code/popup/popupdead.h index af04f0cff4..b0cf2549a7 100644 --- a/fs2_open/code/popup/popupdead.h +++ b/fs2_open/code/popup/popupdead.h @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Popup/PopupDead.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:35 $ - * $Author: Goober5000 $ - * - * Header for the death popup - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 4/22/98 4:59p Allender - * new multiplayer dead popup. big changes to the comm menu system for - * team vs. team. Start of debriefing stuff for team vs. team Make form - * on my wing work with individual ships who have high priority orders - * - * 2 2/10/98 11:20p Lawrance - * Implement separate dead popup system - * - * 1 2/10/98 6:02p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __POPUPDEAD_H__ #define __POPUPDEAD_H__ diff --git a/fs2_open/code/radar/radar.cpp b/fs2_open/code/radar/radar.cpp index 1c19d6d013..9fc3069887 100644 --- a/fs2_open/code/radar/radar.cpp +++ b/fs2_open/code/radar/radar.cpp @@ -7,236 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Radar/Radar.cpp $ - * $Revision: 2.22.2.3 $ - * $Date: 2008-01-19 00:27:10 $ - * $Author: Goober5000 $ - * - * C module containg functions to display and manage the radar - * - * $Log: not supported by cvs2svn $ - * Revision 2.22.2.2 2007/08/17 03:29:51 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 2.22.2.1 2007/02/11 09:12:12 taylor - * little bit of cleanup - * more fixage for hidden jumpnodes (Mantis #1149) - * - * Revision 2.22 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.21 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.20 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.19 2005/10/10 17:21:09 taylor - * remove NO_NETWORK - * - * Revision 2.18 2005/07/25 03:13:25 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.17 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.16 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.15 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.14 2005/03/24 23:29:33 taylor - * (re)move some uneeded variables to fix compiler warnings - * - * Revision 2.13 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.12 2005/02/04 20:06:07 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.11 2004/08/02 22:54:07 phreak - * orb radar rendering style - * - * Revision 2.10 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:33:03 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/07/03 06:08:54 wmcoolmon - * Removed function pointer w/ default arguments for compatibility with .NET Sorry, you'll just have to add that "0" by hand. :p - * - * Revision 2.7 2004/07/01 01:51:54 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.6 2004/03/05 09:02:12 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.4 2003/06/11 03:15:17 phreak - * i hate to update again so soon, but i forgot to mark hostile local ssms that - * were in stages 2 or 4 as warping so their blip color would then be blue - * - * Revision 2.3 2003/06/11 03:01:27 phreak - * the radar will not show stage 3 local ssms - * - * Revision 2.2 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 8/23/99 8:38p Andsager - * Added see_all debug console command for turning radar range infinite in - * nebula (but not targeting). - * - * 13 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 12 6/07/99 4:21p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 11 6/02/99 12:52p Andsager - * Added team-wide ship visibility. Implemented for player. - * - * 10 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 9 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 8 12/30/98 9:34a Jasen - * updated coords for hi res - * - * 7 12/29/98 7:29p Dave - * Added some missing hi-res hud coord globalizations. - * - * 6 12/29/98 2:30p Jasen - * added some new coords for 1024 HUD stuff - * - * 5 12/28/98 3:17p Dave - * Support for multiple hud bitmap filenames for hi-res mode. - * - * 4 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 90 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 89 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 88 6/12/98 4:52p Hoffoss - * Added support for special characters in in forgeign languages. - * - * 87 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 86 5/19/98 10:26a John - * Fixed bug with radar blips not drawing in hardware. - * - * 85 5/19/98 9:12a John - * Made radar blips render as font characters 132 and 133. Needs a new - * font01.vf in the data tree. - * - * 84 5/08/98 11:22a Allender - * fix ingame join trouble. Small messaging fix. Enable collisions for - * friendlies again - * - * 83 5/01/98 12:24p Jim - * don't process radar_plot_obj on the standalone server - * - * 82 4/07/98 4:05p Lawrance - * Only show hostile bombs on radar. - * - * 81 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 80 3/15/98 3:11p Lawrance - * Always draw target radar blip bright. - * - * 79 3/11/98 5:33p Lawrance - * Support rendering and targeting of jump nodes - * - * 78 3/03/98 8:12p Lawrance - * Draw cargo as gray dots - * - * 77 2/22/98 4:30p John - * More string externalization classification - * - * 76 2/22/98 2:48p John - * More String Externalization Classification - * - * 75 2/21/98 3:26p Lawrance - * Improve how blips get drawn for ships immune to sensors. - * - * 74 2/16/98 11:58p Lawrance - * Add support for SF_HIDDEN_FROM_SENSORS flag. - * - * 73 2/13/98 4:08p Lawrance - * Use more accurate distance formula when plotting radar dots... fixes - * "dead zone" black spot. - * - * 72 2/12/98 4:58p Lawrance - * Change to new flashing method. - * - * 71 2/11/98 12:04a Lawrance - * Only show bombs on radar, change code to use much less data. - * - * 70 2/10/98 11:46a Lawrance - * Ensure TEAM_TRAITOR views other TEAM_TRAITOR ships as hostile. - * - * - * $NoKeywords: $ - * - */ + diff --git a/fs2_open/code/radar/radar.h b/fs2_open/code/radar/radar.h index a4bf21af2c..10af2cb265 100644 --- a/fs2_open/code/radar/radar.h +++ b/fs2_open/code/radar/radar.h @@ -7,67 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Radar/Radar.h $ - * $Revision: 2.6 $ - * $Date: 2006-01-13 03:31:09 $ - * $Author: Goober5000 $ - * - * Prototypes for radar code - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/08/02 22:43:03 phreak - * orb radar rendering style - * - * Revision 2.2 2004/07/01 01:51:54 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.1 2004/03/05 09:02:12 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 10 12/29/97 4:22p Lawrance - * Draw NEUTRAL radar dots after FRIENDLY.. clean up some radar code. - * - * 9 11/06/97 5:02p Dave - * Finished reworking standalone multiplayer sequencing. Added - * configurable observer-mode HUD - * - * 8 11/05/97 11:21p Lawrance - * implement new radar gauge - * - * 7 10/11/97 6:38p Lawrance - * implementing damage effects to radar - * - * 6 3/25/97 3:55p Lawrance - * allowing debris to be targeted and shown on radar - * - * 5 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _RADAR_H #define _RADAR_H diff --git a/fs2_open/code/radar/radarorb.cpp b/fs2_open/code/radar/radarorb.cpp index 4cc81b552d..26045281e9 100644 --- a/fs2_open/code/radar/radarorb.cpp +++ b/fs2_open/code/radar/radarorb.cpp @@ -7,118 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Radar/Radarorb.cpp $ - * $Revision: 1.23.2.4 $ - * $Date: 2008-01-19 00:27:10 $ - * $Author: Goober5000 $ - * - * C module containg functions to display and manage the "orb" radar mode - * - * $Log: not supported by cvs2svn $ - * Revision 1.23.2.3 2007/08/17 03:29:51 Goober5000 - * generalize the way radar ranges are handled (inspired by Shade's fix) - * - * Revision 1.23.2.2 2007/02/11 09:12:12 taylor - * little bit of cleanup - * more fixage for hidden jumpnodes (Mantis #1149) - * - * Revision 1.23.2.1 2007/02/10 00:16:57 taylor - * phreak missed fixing this here when he fixed it in unstable - * - * Revision 1.23 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 1.22 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 1.21 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 1.20 2006/01/14 04:44:29 phreak - * Tried to make the sphere size more uniform on opposite ends of the orb - * Modified the radar disruption angle scale a bit. Went from 200 degree to 20 degree disruption. Otherwise, it was very confusing to find hidden objects. - * - * Revision 1.19 2006/01/14 03:28:29 phreak - * Make orb radar mode drawing again. - * Clarify "fudge" variable used for viewing transformations - * - * Revision 1.18 2006/01/13 03:31:09 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 1.17 2005/10/10 17:21:09 taylor - * remove NO_NETWORK - * - * Revision 1.16 2005/09/17 19:12:37 phreak - * radar bitmap should render the correct color using -orbradar - * - * Revision 1.15 2005/07/25 03:13:25 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 1.14 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 1.13 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.12 2005/07/07 16:36:58 taylor - * various compiler warning fixes (some of these from dizzy) - * - * Revision 1.11 2005/04/24 12:56:43 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 1.10 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 1.9 2005/03/25 06:57:37 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 1.8 2005/03/24 23:29:33 taylor - * (re)move some uneeded variables to fix compiler warnings - * - * Revision 1.7 2005/03/21 23:19:55 phreak - * Orb correctly displays in 640x480 - * - * Revision 1.6 2005/03/13 08:33:55 taylor - * gotta use MIN/MAX and not min/max now - * - * Revision 1.5 2005/03/12 06:03:07 phreak - * Fixed a bug where the orb would incorrectly render under alternate FOVs. - * Updated the functions that scramble the contacts so the blips show up - * somewhat near where they should be. - * - * Revision 1.4 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 1.3 2005/02/04 20:06:07 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 1.2 2004/08/23 07:48:09 Goober5000 - * fix0red some warnings - * --Goober5000 - * - * Revision 1.1 2004/08/02 22:42:45 phreak - * orb radar rendering style - * - * - * $NoKeywords: $ - * - */ + #include "radar/radarorb.h" diff --git a/fs2_open/code/radar/radarorb.h b/fs2_open/code/radar/radarorb.h index 129cff51b7..7ac222c0a7 100644 --- a/fs2_open/code/radar/radarorb.h +++ b/fs2_open/code/radar/radarorb.h @@ -7,28 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Radar/Radarorb.h $ - * $Revision: 1.4 $ - * $Date: 2006-01-13 03:31:09 $ - * $Author: Goober5000 $ - * - * Prototypes for radar orb code - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.2 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.1 2004/08/02 22:42:45 phreak - * orb radar rendering style - * - - * $NoKeywords: $ - */ + #ifndef _RADARORB_H #define _RADARORB_H diff --git a/fs2_open/code/radar/radarsetup.cpp b/fs2_open/code/radar/radarsetup.cpp index f90e9affbc..58393ca247 100644 --- a/fs2_open/code/radar/radarsetup.cpp +++ b/fs2_open/code/radar/radarsetup.cpp @@ -7,26 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Radar/radarsetup.cpp $ - * $Revision: 2.7 $ - * $Date: 2006-01-13 03:31:09 $ - * $Author: Goober5000 $ - * - * C module containg functions to manage different radar modes - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/02/19 07:52:56 wmcoolmon - * linklist isn't needed for this - * - * Revision 2.5 2005/02/04 20:06:07 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.4 2004/08/02 22:54:07 phreak - * orb radar rendering style - * - * $NoKeywords: $ - */ + #include "radar/radar.h" #include "radar/radarorb.h" diff --git a/fs2_open/code/radar/radarsetup.h b/fs2_open/code/radar/radarsetup.h index 4c881ce140..d9e861ae5d 100644 --- a/fs2_open/code/radar/radarsetup.h +++ b/fs2_open/code/radar/radarsetup.h @@ -7,39 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Radar/radarsetup.h $ - * $Revision: 2.7 $ - * $Date: 2006-01-13 03:31:09 $ - * $Author: Goober5000 $ - * - * C module containg functions switch between radar modes - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/08/02 22:43:03 phreak - * orb radar rendering style - * - * Revision 2.2 2004/07/03 06:08:54 wmcoolmon - * Removed function pointer w/ default arguments for compatibility with .NET Sorry, you'll just have to add that "0" by hand. :p - * - * Revision 2.1 2004/07/01 01:51:54 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * - * $NoKeywords: $ - * - */ + #ifndef _FS2OPEN_RADARSETUP_H #define _FS2OPEN_RADARSETUP_H diff --git a/fs2_open/code/render/3d.h b/fs2_open/code/render/3d.h index 5004c273a1..6cdc3befc1 100644 --- a/fs2_open/code/render/3d.h +++ b/fs2_open/code/render/3d.h @@ -7,181 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3D.H $ - * $Revision: 2.22 $ - * $Date: 2006-05-27 16:47:12 $ - * $Author: taylor $ - * - * Include file for 3d rendering functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.21 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.20 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.19 2006/04/12 01:00:58 taylor - * some small optimizations and cleanup - * use floats for gr_bitmap() size and positions, mainly for non-standard resolutions since this allows proper resizing and positioning - * (the cast to float was happening later anyway so there should be not additional slowdown from that with standard resolutions) - * change g3_draw_2d_poly_bitmap() to use floats instead of ints, gets rid of the extra cast and allows better resize values - * - * Revision 2.18 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.17 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.16 2005/05/12 17:49:16 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.15 2005/04/24 02:40:40 wmcoolmon - * Lowlevel (ie vertex buffer-mapping) functions for _rect and _shade - * - * Revision 2.14 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.13 2005/03/20 00:11:27 phreak - * high-level implementation for gr_draw_htl_line and gr_draw_htl_sphere - * - * Revision 2.12 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.11 2005/03/09 03:23:32 bobboau - * added a new interface render funtion - * - * Revision 2.10 2005/03/03 06:05:31 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.9 2005/03/03 02:39:14 bobboau - * added trilist suport to the poly rendering functions - * and a gr_bitmap_list function that uses it - * - * Revision 2.8 2004/10/09 17:54:32 taylor - * better debugging for g3_end_frame() - mostly for FRED2 - * - * Revision 2.7 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.6 2003/11/16 04:09:27 Goober5000 - * language - * - * Revision 2.5 2003/11/11 18:04:06 phreak - * made g3_done_instance take a parameter that decides wether to pop the matrix stack. - * without it, underflows would have been caused - * - * Revision 2.4 2003/11/11 03:56:12 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.3 2003/11/01 21:59:22 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.2 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 9/06/99 3:23p Andsager - * Make fireball and weapon expl ani LOD choice look at resolution of the - * bitmap - * - * 9 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 8 7/09/99 9:51a Dave - * Added thick polyline code. - * - * 7 7/02/99 3:05p Anoop - * Oops. Fixed g3_draw_2d_poly() so that it properly handles poly bitmap - * and LFB bitmap calls. - * - * 6 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 5 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 4 5/27/99 6:17p Dave - * Added in laser glows. - * - * 3 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 28 5/05/98 11:15p Lawrance - * Optimize weapon flyby sound determination - * - * 27 3/16/98 5:02p John - * Better comments - * - * 26 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 25 1/29/98 9:46a John - * Capped debris length - * - * 24 1/06/98 6:18p John - * Made debris render as a blur. Had to make g3_draw_laser take tmap - * flags. - * - * 23 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 22 12/15/97 11:32a John - * New Laser Code - * - * 21 10/20/97 4:49p John - * added weapon trails. - * added facing bitmap code to 3d lib. - * - * 20 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 19 4/29/97 12:24p Adam - * JAS: Added code for delayed point to vec. Fixed some FRED - * sequencing problems with g3_start_frame / g3_end_frame. - * - * 18 4/29/97 9:55a John - * - * 17 4/08/97 5:18p John - * First rev of decent (dynamic, correct) lighting in FreeSpace. - * - * 16 3/05/97 12:49p John - * added Viewer_obj. Took out the interp_??? variables for turning - * outline,etc on and put them in flags you pass to model_render. - * Cleaned up model_interp code to fit new coding styles. - * - * 15 2/26/97 5:24p John - * Added g3_draw_sphere_ez - * - * 14 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _3D_H #define _3D_H diff --git a/fs2_open/code/render/3dclipper.cpp b/fs2_open/code/render/3dclipper.cpp index a860f23199..448bc33716 100644 --- a/fs2_open/code/render/3dclipper.cpp +++ b/fs2_open/code/render/3dclipper.cpp @@ -7,117 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3dClipper.cpp $ - * $Revision: 2.9 $ - * $Date: 2005-04-05 05:53:23 $ - * $Author: taylor $ - * - * Polygon clipping functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/07/05 05:09:21 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.5 2003/08/30 14:49:01 phreak - * fixed some random specular lighting bugs - * - * Revision 2.4 2003/08/16 03:52:24 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.3 2003/08/12 03:18:34 bobboau - * Specular 'shine' mapping; - * useing a phong lighting model I have made specular highlights - * that are mapped to the model, - * rendering them is still slow, but they look real purdy - * - * also 4 new (untested) comand lines, the XX is a floating point value - * -spec_exp XX - * the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there - * -spec_point XX - * -spec_static XX - * -spec_tube XX - * these are factors for the three diferent types of lights that FS uses, defalt is 1.0, - * static is the local stars, - * point is weapons/explosions/warp in/outs, - * tube is beam weapons, - * for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction - * - * Revision 2.2 2002/08/06 01:49:08 penguin - * Renamed ccode members to cc_or and cc_and - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 13 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 12 3/23/98 5:00p John - * Improved missile trails. Made smooth alpha under hardware. Made end - * taper. Made trail touch weapon. - * - * 11 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 10 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 9 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 8 3/10/97 5:20p John - * Differentiated between Gouraud and Flat shading. Since we only do flat - * shading as of now, we don't need to interpolate L in the outer loop. - * This should save a few percent. - * - * 7 3/10/97 2:25p John - * Made pofview zbuffer. Made textest work with new model code. Took - * out some unnecessary Asserts in the 3d clipper. - * - * - * 6 12/23/96 11:00a John - * Restructured POF stuff to support LOD in one pof. - * - * 5 11/06/96 2:33p John - * Added more asserts for checking that non-tiled UV's are between 0 and - * 1.0. Put code in the model_init code that checks for polys that have - * a vertex duplicated and throws them out. - * - * $NoKeywords: $ - */ + #include "render/3dinternal.h" #include "graphics/tmapper.h" diff --git a/fs2_open/code/render/3ddraw.cpp b/fs2_open/code/render/3ddraw.cpp index a5249ec1ae..7bd8336494 100644 --- a/fs2_open/code/render/3ddraw.cpp +++ b/fs2_open/code/render/3ddraw.cpp @@ -7,394 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3ddraw.cpp $ - * $Revision: 2.52.2.2 $ - * $Date: 2006-10-06 10:03:02 $ - * $Author: taylor $ - * - * 3D rendering primitives - * - * $Log: not supported by cvs2svn $ - * Revision 2.52.2.1 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.52 2006/05/27 16:47:12 taylor - * remove some of the old batcher functions, nothing is using them now anyway - * minor cleanup - * add orient UV flipping to HTL drawing functions, like retail/non-HTL has support for - * - * Revision 2.51 2006/04/20 06:32:23 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.50 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.49 2006/04/12 01:00:58 taylor - * some small optimizations and cleanup - * use floats for gr_bitmap() size and positions, mainly for non-standard resolutions since this allows proper resizing and positioning - * (the cast to float was happening later anyway so there should be not additional slowdown from that with standard resolutions) - * change g3_draw_2d_poly_bitmap() to use floats instead of ints, gets rid of the extra cast and allows better resize values - * - * Revision 2.48 2006/03/18 10:23:46 taylor - * make the main vital TMAP_MAX_VERTS stuff dynamic, should handle the major non-HTL related crashes - * - * Revision 2.47 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.46 2005/10/28 14:45:55 taylor - * more TMAP_MAX_VERTS overflow protection for non-HTL usage (these are the things that need to be addressed to fix non-HTL) - * fix some compiler warning messages - * don't do any decal processing if decals are disabled, the math was a waste of CPU cycles in that case - * - * Revision 2.45 2005/08/25 22:32:55 taylor - * since the geomtry_batcher can send more verts than non-HTL code can handle, avoid drawing in that case to avoid crashing - * - * Revision 2.44 2005/07/18 03:45:09 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.43 2005/05/12 17:49:16 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.42 2005/04/24 12:56:43 taylor - * really are too many changes here: - * - remove all bitmap section support and fix problems with previous attempt - * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, - * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, - * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, - * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, - * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, - * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp - * code/render/3ddraw.cpp ) - * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function - * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp - * - * Revision 2.41 2005/04/24 02:40:40 wmcoolmon - * Lowlevel (ie vertex buffer-mapping) functions for _rect and _shade - * - * Revision 2.40 2005/04/12 05:26:37 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.39 2005/04/05 05:53:23 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.38 2005/03/25 22:36:01 Goober5000 - * removed unreferenced variable - * --Goober5000 - * - * Revision 2.37 2005/03/23 20:08:33 phreak - * Some specular values in g3_draw_perspective_bitmap() were being incorrectly set. fixed that - * - * Revision 2.36 2005/03/20 00:11:27 phreak - * high-level implementation for gr_draw_htl_line and gr_draw_htl_sphere - * - * Revision 2.35 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.34 2005/03/16 01:35:59 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.33 2005/03/13 08:38:05 wmcoolmon - * Commented out unneeded variables - * - * Revision 2.32 2005/03/10 15:35:21 bobboau - * fixed a local/global conflict - * - * Revision 2.31 2005/03/10 08:00:13 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.30 2005/03/09 03:23:32 bobboau - * added a new interface render funtion - * - * Revision 2.29 2005/03/03 14:29:39 bobboau - * fixed a small error from my earlier commit. - * - * Revision 2.28 2005/03/03 02:39:14 bobboau - * added trilist suport to the poly rendering functions - * and a gr_bitmap_list function that uses it - * - * Revision 2.27 2005/03/01 06:55:43 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.26 2005/02/18 09:58:40 wmcoolmon - * More nonstandard res fixing - * - * Revision 2.25 2005/02/04 20:06:07 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.24 2005/01/28 11:06:22 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.23 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.22 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.21 2004/04/26 12:36:10 taylor - * add color and HTL support for g3_draw_rod() - * - * Revision 2.20 2004/04/11 13:56:33 randomtiger - * Adding batching functions here and there and into gr_screen for use with OGL when its ready. - * - * Revision 2.19 2004/04/08 20:13:17 phreak - * got rid of some compile warnings - * - * Revision 2.18 2004/03/06 23:28:24 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.17 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.16 2004/02/27 04:09:56 bobboau - * fixed a Z buffer error in HTL submodel rendering, - * and glow points, - * and other stuff - * - * Revision 2.15 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.14 2004/02/13 04:17:14 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.13 2004/01/24 14:31:27 randomtiger - * Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate. - * Its optional and off by default, use -d3d_particle to activiate. - * Also bumped up D3D ambient light setting, it was way too dark. - * Its now set to something similar to the original game. - * - * Revision 2.12 2004/01/19 00:56:10 randomtiger - * Some more small changes for Fred OGL - * - * Revision 2.11 2003/11/25 15:04:46 fryday - * Got lasers to work in HT&L OpenGL - * Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl - * - * Revision 2.10 2003/11/17 04:25:57 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.9 2003/11/16 04:09:27 Goober5000 - * language - * - * Revision 2.8 2003/11/11 03:56:12 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.7 2003/10/29 18:18:52 randomtiger - * D3D particle flicker fix, also fixes explosions and thruster glows - * - * Revision 2.6 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.5 2003/08/30 14:49:01 phreak - * fixed some random specular lighting bugs - * - * Revision 2.4 2003/08/21 15:03:43 phreak - * zeroed out the specular fields since they caused some flickering - * - * Revision 2.3 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.2.2.1 2002/09/24 18:56:45 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/06 01:49:08 penguin - * Renamed ccode members to cc_or and cc_and - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 18 9/06/99 3:23p Andsager - * Make fireball and weapon expl ani LOD choice look at resolution of the - * bitmap - * - * 17 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 16 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 15 7/13/99 1:16p Dave - * 32 bit support. Whee! - * - * 14 7/02/99 3:05p Anoop - * Oops. Fixed g3_draw_2d_poly() so that it properly handles poly bitmap - * and LFB bitmap calls. - * - * 13 6/29/99 10:35a Dave - * Interface polygon bitmaps! Whee! - * - * 12 6/22/99 7:03p Dave - * New detail options screen. - * - * 11 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 10 6/08/99 5:17p Dave - * Fixed up perspective bitmap drawing. - * - * 9 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 8 5/28/99 1:58p Dave - * Fixed problem with overwriting bank value drawing perspective bitmaps. - * - * 7 5/28/99 1:45p Dave - * Fixed up perspective bitmap drawing. - * - * 6 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 5 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 4 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 3 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 37 3/22/98 2:34p John - * If alpha effects is on lowest detail level, draw rotated bitmaps as - * scaled bitmaps. - * - * 36 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 35 3/04/98 9:29a John - * Made rotated bitmaps force all sw's to the same value after clipping. - * - * 34 3/03/98 6:59p John - * - * 33 1/26/98 5:12p John - * Added in code for Pentium Pro specific optimizations. Speed up - * zbuffered correct tmapper about 35%. Speed up non-zbuffered scalers - * by about 25%. - * - * 32 1/15/98 2:16p John - * Made bitmaps zbuffer at center minus radius. - * Made fireballs sort after objects they are around. - * - * 31 1/06/98 2:11p John - * Made g3_draw_rotated bitmap draw the same orientation as g3_draw_bitmap - * (orient=0) and made it be the same size (it was 2x too big before). - * - * 30 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 29 12/04/97 12:09p John - * Made glows use scaler instead of tmapper so they don't rotate. Had to - * add a zbuffered scaler. - * - * 28 12/02/97 4:00p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 27 11/29/97 2:05p John - * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2, - * like they used to incorrectly assume. Added code to model to read in - * thruster radius's. - * - * 26 10/20/97 4:49p John - * added weapon trails. - * added facing bitmap code to 3d lib. - * - * 25 10/03/97 9:10a John - * added better antialiased line drawer - * - * 24 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 23 7/11/97 11:54a John - * added rotated 3d bitmaps. - * - * 22 5/07/97 2:59p John - * Initial rev of D3D texturing. - * - * 21 4/29/97 9:55a John - * - * 20 3/10/97 2:25p John - * Made pofview zbuffer. Made textest work with new model code. Took - * out some unnecessary Asserts in the 3d clipper. - * - * - * 19 3/06/97 5:36p Mike - * Change vec_normalize_safe() back to vec_normalize(). - * Spruce up docking a bit. - * - * 18 3/06/97 10:56a Mike - * Write error checking version of vm_vec_normalize(). - * Fix resultant problems. - * - * 17 2/26/97 5:24p John - * Added g3_draw_sphere_ez - * - * 16 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include "render/3dinternal.h" #include "graphics/tmapper.h" diff --git a/fs2_open/code/render/3dinternal.h b/fs2_open/code/render/3dinternal.h index b3d42ca814..0b1921f3dc 100644 --- a/fs2_open/code/render/3dinternal.h +++ b/fs2_open/code/render/3dinternal.h @@ -7,52 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3dInternal.h $ - * $Revision: 2.5 $ - * $Date: 2006-03-18 10:23:46 $ - * $Author: taylor $ - * - * Used internally by the 3d renderer lib - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:27 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 5 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 4 4/29/97 9:55a John - * - * 3 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #ifndef _3DINTERNAL_H #define _3DINTERNAL_H diff --git a/fs2_open/code/render/3dlaser.cpp b/fs2_open/code/render/3dlaser.cpp index 9d106926f5..359d35d382 100644 --- a/fs2_open/code/render/3dlaser.cpp +++ b/fs2_open/code/render/3dlaser.cpp @@ -7,206 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3dLaser.cpp $ - * $Revision: 2.16.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code to draw 3d looking lasers - * - * $Log: not supported by cvs2svn $ - * Revision 2.16 2006/05/27 16:47:12 taylor - * remove some of the old batcher functions, nothing is using them now anyway - * minor cleanup - * add orient UV flipping to HTL drawing functions, like retail/non-HTL has support for - * - * Revision 2.15 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.14 2005/03/16 01:35:59 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.13 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.12 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.11 2004/03/21 09:41:54 randomtiger - * Fixed a bug that was causing windowed movie playback and a crash. - * Added some batching redirection. - * - * Revision 2.10 2004/03/17 04:07:31 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.9 2004/03/06 23:28:24 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.8 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2004/02/28 14:14:57 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.6 2004/02/20 04:29:56 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.5 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.4 2004/02/03 18:29:30 randomtiger - * Fixed OGL fogging in HTL - * Changed htl laser function to work in D3D, commented out until function flat bug is fixed - * - * Revision 2.3 2003/11/25 15:04:46 fryday - * Got lasers to work in HT&L OpenGL - * Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl - * - * Revision 2.2 2003/08/21 15:03:43 phreak - * zeroed out the specular fields since they caused some flickering - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 4 7/27/99 3:09p Dave - * Made g400 work. Whee. - * - * 3 5/27/99 6:17p Dave - * Added in laser glows. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 26 5/13/98 3:10p John - * made detail slider for weapon rendering change the distance that lasers - * become non-textured. The lowest setting turns off missile trail - * rendering. - * - * 25 5/05/98 11:15p Lawrance - * Optimize weapon flyby sound determination - * - * 24 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 23 3/17/98 3:02p John - * made lasers draw as non-textured only on software. - * - * 22 3/17/98 3:01p John - * Make thicker lasers not render as polys further away. - * - * 21 2/26/98 3:26p John - * Added code to turn off laser rendering - * - * 20 1/29/98 9:46a John - * Capped debris length - * - * 19 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 18 1/19/98 8:51a John - * Did a quick out if both points of laser off same side of view pyramid. - * - * 17 1/06/98 6:18p John - * Made debris render as a blur. Had to make g3_draw_laser take tmap - * flags. - * - * 16 12/15/97 10:09p John - * put in some debug laser code. - * - * 15 12/15/97 11:32a John - * New Laser Code - * - * 14 10/23/97 8:32p John - * Increased laser to dot distance - * - * 13 9/20/97 9:45a John - * made lasers not draw as pixels as fast as before if viewing from the - * side. - * - * - * 12 8/19/97 11:42p Lawrance - * use atan2_safe() instead of atan2() - * - * 11 8/19/97 12:54p Sandeep - * Fixed lasers to work in optimized build - * - * 10 6/24/97 6:22p John - * added detail flags. - * sped up motion debris system a bit. - * - * 9 5/29/97 3:10p John - * Took out debug menu. - * Made software scaler draw larger bitmaps. - * Optimized Direct3D some. - * - * 8 4/29/97 9:55a John - * - * 7 4/22/97 4:11p John - * New debug var stuff - * - * 6 3/28/97 6:10p Lawrance - * draw lasers so end appears at gun mount tip on first frame - * - * 5 3/06/97 8:48a John - * fixed bug with lasers drawing too close. - * - * 4 2/07/97 9:07a John - * made lasers not fade by default. - * - * 3 2/03/97 8:01p John - * Added debug code to fade lasers out with distance. - * - * 2 12/11/96 12:41p John - * Added new code to draw 3d laser using 2d ellipses. - * - * 1 12/11/96 12:13p John - * - * $NoKeywords: $ - */ + #include "graphics/2d.h" #include "render/3dinternal.h" diff --git a/fs2_open/code/render/3dmath.cpp b/fs2_open/code/render/3dmath.cpp index 2014de7798..5604e5fd59 100644 --- a/fs2_open/code/render/3dmath.cpp +++ b/fs2_open/code/render/3dmath.cpp @@ -7,124 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3dMath.cpp $ - * $Revision: 2.8.2.1 $ - * $Date: 2006-09-11 01:00:28 $ - * $Author: taylor $ - * - * 3d Math routines used by the Renderer lib - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/01/28 11:06:22 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.6 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.3 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.2 2003/06/08 17:39:35 phreak - * the real position is now copied in g3_rotate_vertex - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/24/99 4:19p Dave - * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much - * better. Made model code use zbuffer more intelligently. - * - * 6 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 6 3/15/99 6:45p Daveb - * Put in rough nebula bitmap support. - * - * 5 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 4 12/07/98 5:51p Dave - * Finally got d3d fog working! Now we just need to tweak values. - * - * 3 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 21 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 20 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 19 7/28/97 2:21p John - * changed vecmat functions to not return src. Started putting in code - * for inline vector math. Fixed some bugs with optimizer. - * - * 18 7/03/97 1:32p John - * took out wacky warp. Tried to make rotation faster by inlining all its - * functions and using temp variables to help the optimizer - * - * 17 4/29/97 12:24p Adam - * JAS: Added code for delayed point to vec. Fixed some FRED - * sequencing problems with g3_start_frame / g3_end_frame. - * - * 16 4/29/97 9:55a John - * - * 15 3/24/97 3:26p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 14 3/06/97 5:36p Mike - * Change vec_normalize_safe() back to vec_normalize(). - * Spruce up docking a bit. - * - * 13 3/06/97 10:56a Mike - * Write error checking version of vm_vec_normalize(). - * Fix resultant problems. - * - * 12 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include "graphics/2d.h" #include "hud/hud.h" //For HUD_offset_* diff --git a/fs2_open/code/render/3dsetup.cpp b/fs2_open/code/render/3dsetup.cpp index c3e185257a..3d7889ae82 100644 --- a/fs2_open/code/render/3dsetup.cpp +++ b/fs2_open/code/render/3dsetup.cpp @@ -7,188 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Render/3dSetup.cpp $ - * $Revision: 2.22.2.1 $ - * $Date: 2006-10-01 19:31:19 $ - * $Author: taylor $ - * - * Code to setup matrix instancing and viewers - * - * $Log: not supported by cvs2svn $ - * Revision 2.22 2006/05/13 07:09:25 taylor - * minor cleanup and a couple extra error checks - * get rid of some wasteful math from the gr_set_proj_matrix() calls - * - * Revision 2.21 2006/03/18 10:23:46 taylor - * make the main vital TMAP_MAX_VERTS stuff dynamic, should handle the major non-HTL related crashes - * - * Revision 2.20 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.19 2005/01/28 11:06:22 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.18 2004/10/09 17:54:32 taylor - * better debugging for g3_end_frame() - mostly for FRED2 - * - * Revision 2.17 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.16 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.15 2004/02/13 04:17:14 randomtiger - * Turned off fog in OGL for Fred. - * Simulated speech doesn't say tags marked by $ now. - * The following are fixes to issues that came up testing TBP in fs2_open and fred2_open: - * Changed vm_vec_mag and parse_tmap to fail gracefully on bad data. - * Error now given on missing briefing icon and bad ship normal data. - * Solved more species divide by zero error. - * Fixed neb cube crash. - * - * Revision 2.14 2004/01/17 21:59:54 randomtiger - * Some small changes to the main codebase that allow Fred_open OGL to compile. - * - * Revision 2.13 2003/11/16 04:09:27 Goober5000 - * language - * - * Revision 2.12 2003/11/11 18:04:06 phreak - * made g3_done_instance take a parameter that decides wether to pop the matrix stack. - * without it, underflows would have been caused - * - * Revision 2.11 2003/11/11 03:56:12 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.10 2003/11/06 22:49:22 phreak - * fixed up some of the matrix functions that were causing problems - * bob: i there is an important change here. i don't know if its going to cause any d3d problems - * - * Revision 2.9 2003/11/01 21:59:22 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.8 2003/10/25 06:56:06 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.7 2003/10/25 03:27:21 phreak - * fixed some old bugs that reappeared after RT committed his texture code - * - * Revision 2.6 2003/10/23 18:03:24 randomtiger - * Bobs changes (take 2) - * - * Revision 2.5 2003/10/14 17:39:18 randomtiger - * Implemented hardware fog for the HT&L code path. - * It doesn't use the backgrounds anymore but it's still an improvement. - * Currently it fogs to a brighter colour than it should because of Bob specular code. - * I will fix this after discussing it with Bob. - * - * Also tided up some D3D stuff, a cmdline variable name and changed a small bit of - * the htl code to use the existing D3D engine instead of work around it. - * And added extra information in version number on bottom left of frontend screen. - * - * Revision 2.4 2003/10/10 03:59:41 matt - * Added -nohtl command line param to disable HT&L, nothing is IFDEFd - * out now. -Sticks - * - * Revision 2.3 2003/09/26 14:37:15 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.2 2003/08/09 06:07:24 bobboau - * slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 23 5/24/98 11:32a John - * safely handled null vector being passed to start_user_clip_plane. - * - * 22 3/18/98 4:53p John - * Fixed some bugs with docked ships warping out - * - * 21 3/18/98 4:33p John - * Called vm_vec_normalize_safe to prevent assert from bogus docked - * objects. - * - * 20 3/16/98 5:02p John - * Better comments - * - * 19 3/16/98 4:51p John - * Added low-level code to clip all polygons against an arbritary plane. - * Took out all old model_interp_zclip and used this new method instead. - * - * 18 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 17 1/19/98 6:15p John - * Fixed all my Optimized Build compiler warnings - * - * 16 11/24/97 12:04p John - * - * 15 11/07/97 7:24p John - * changed lighting to take two ranges. - * In textest, added test code to draw nebulas - * - * 14 10/29/97 5:05p John - * Changed dynamic lighting to only rotate and calculate lighting for - * point lights that are close to an object. Changed lower framerate cap - * from 4 to .5. - * - * 13 4/29/97 12:24p Adam - * JAS: Added code for delayed point to vec. Fixed some FRED - * sequencing problems with g3_start_frame / g3_end_frame. - * - * 12 4/29/97 9:55a John - * - * 11 4/08/97 5:18p John - * First rev of decent (dynamic, correct) lighting in FreeSpace. - * - * 10 3/24/97 3:26p John - * Cleaned up and restructured model_collide code and fvi code. In fvi - * made code that finds uvs work.. Added bm_get_pixel to BmpMan. - * - * 9 3/10/97 2:25p John - * Made pofview zbuffer. Made textest work with new model code. Took - * out some unnecessary Asserts in the 3d clipper. - * - * - * 8 2/17/97 5:18p John - * Added a bunch of RCS headers to a bunch of old files that don't have - * them. - * - * $NoKeywords: $ - */ + #include "render/3dinternal.h" diff --git a/fs2_open/code/scramble/scramble.cpp b/fs2_open/code/scramble/scramble.cpp index 35e0ba0196..6b5cb06f9b 100644 --- a/fs2_open/code/scramble/scramble.cpp +++ b/fs2_open/code/scramble/scramble.cpp @@ -7,66 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/scramble/scramble.cpp $ - * $Revision: 2.5 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Module for file scrambler - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/09/08 00:09:32 taylor - * fix building/linking of command line tools under Linux/OSX - * add tools as targets to OSX project file - * - * Revision 2.3 2005/05/12 17:49:16 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.2 2005/04/15 11:35:18 taylor - * add scramble port - * support both FS1 (8bit and 7bit) and FS2 style encryption - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 3/25/99 11:26a Dave - * Beefed up encryption scheme so that even someone viewing the - * disassembly would have a hard time cracking it. - * - * 2 10/24/98 11:41p Dave - * - * 1 10/24/98 11:31p Dave - * - * 7 8/09/98 4:44p Lawrance - * support alternate encryption scheme (doesn't pack chars into 7 bits) - * - * 6 4/14/98 4:14p Lawrance - * fix bug with ships and weapons tbl preprocessing - * - * 5 4/14/98 1:39p Lawrance - * Add command line switches to preprocess ship and weapon tables - * - * 4 3/31/98 1:14a Lawrance - * Get .tbl and mission file encryption working. - * - * 3 3/30/98 5:57p Lawrance - * add some comments - * - * 2 3/30/98 5:51p Lawrance - * file encryption and decryption - * - * $NoKeywords: $ - * -*/ + #include #include diff --git a/fs2_open/code/scramble/scramble.h b/fs2_open/code/scramble/scramble.h index 0f3beb3d0a..be91067ee5 100644 --- a/fs2_open/code/scramble/scramble.h +++ b/fs2_open/code/scramble/scramble.h @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /freespace2/code/Scramble/scramble.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:35 $ - * $Author: Goober5000 $ - * - * Header file for file scrambler - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/24/98 11:41p Dave - * - * 1 10/24/98 11:31p Dave - * - * 4 4/14/98 1:39p Lawrance - * Add command line switches to preprocess ship and weapon tables - * - * 3 3/31/98 1:14a Lawrance - * Get .tbl and mission file encryption working. - * - * 2 3/30/98 5:51p Lawrance - * file encryption and decryption - * - * 1 3/30/98 5:19p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __SCRAMBLE_H__ #define __SCRAMBLE_H__ diff --git a/fs2_open/code/ship/afterburner.cpp b/fs2_open/code/ship/afterburner.cpp index 0a067db4e0..ce0ce842ff 100644 --- a/fs2_open/code/ship/afterburner.cpp +++ b/fs2_open/code/ship/afterburner.cpp @@ -7,209 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/Afterburner.cpp $ - * $Revision: 2.21.2.1 $ - * $Date: 2006-10-27 21:39:27 $ - * $Author: taylor $ - * - * C file for managing the afterburners - * - * $Log: not supported by cvs2svn $ - * Revision 2.21 2006/03/18 20:24:54 wmcoolmon - * Nitpicketiness - * - * Revision 2.20 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.19 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.18 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.17 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.16 2005/07/22 10:18:35 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.15 2005/07/16 04:41:04 Goober5000 - * cleanup and clarification of phreak's fix of a bug propagated by me and penguin - * --Goober5000 - * - * Revision 2.14 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.13 2005/07/05 17:04:08 phreak - * fixed an afterburner bug where AI ships would have infinite AB fuel if NO_NETWORK - * was defined. - * - * Revision 2.12 2005/04/25 00:31:14 wmcoolmon - * Dynamically allocated engine washes; subsystem sounds; armor fixes. Line 4268 of ship.cpp, apparently, works properly; bears further looking into. - * - * Revision 2.11 2005/03/02 21:24:46 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.10 2004/07/26 20:47:50 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:33:04 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2004/01/31 03:56:46 phreak - * changed "now" to unsigned int - * - * Revision 2.6 2003/11/23 00:59:01 Goober5000 - * fixed a bug introduced by Penguin for running with NO_NETWORK defined - * --Goober5000 - * - * Revision 2.5 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.3 2003/08/21 06:11:32 Goober5000 - * removed an extraneous thingy - * --Goober5000 - * - * Revision 2.2 2003/08/06 17:37:08 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 21:09:28 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 9/05/99 11:24p Jimb - * changed recharge rate for afterburners based on skill setting. - * - * 6 8/24/99 1:50a Dave - * Fixed client-side afterburner stuttering. Added checkbox for no version - * checking on PXO join. Made button info passing more friendly between - * client and server. - * - * 5 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 25 5/23/98 2:41p Mike - * Make Easy the default skill level and prevent old pilot's skill level - * from carrying into new pilot. - * - * 24 5/07/98 11:01a Lawrance - * Play afterburner fail sound once energy runs out (and key is still - * down) - * - * 23 5/04/98 11:08p Hoffoss - * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. - * Updated references everywhere to it. - * - * 22 4/18/98 9:12p Lawrance - * Added Aureal support. - * - * 21 4/13/98 2:11p Lawrance - * Change afterburners so they can't be activated any faster than once - * every 1.2 seconds - * - * 20 4/07/98 1:53p Lawrance - * Make energy system matter more. - * - * 19 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 18 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 17 2/20/98 8:32p Lawrance - * Add radius parm to sound_play_3d() - * - * 16 12/28/97 5:52p Lawrance - * fix volume discontinuity bug when afterburners ran out - * - * 15 12/22/97 9:14p Allender - * fix up some code relating to afterburners in multiplayer. Clients now - * control their own afterburners - * - * 14 11/06/97 5:02p Dave - * Finished reworking standalone multiplayer sequencing. Added - * configurable observer-mode HUD - * - * 13 10/17/97 9:49a Lawrance - * remove debug output - * - * 12 10/16/97 5:37p Lawrance - * fix sound bug where AI afterburner was affecting player afterburner - * sounds - * - * 11 10/01/97 5:55p Lawrance - * change call to snd_play_3d() to allow for arbitrary listening position - * - * 10 9/16/97 2:27p Allender - * Removed unused Assert that will cause problems in the future - * - * 9 8/11/97 9:50a Allender - * fixed afterburner snafu - * - * 8 8/08/97 9:59a Allender - * added afterburner code into multiplayer. Required adding a new physics - * info flag to indicate afterburners ready to fire. (needed for - * multiplayer). Removed some now unused variables in afterburner.cpp - * - * 7 8/05/97 10:48a Lawrance - * save afterburner data for the player - * - * 6 7/27/97 5:14p Lawrance - * add afterburners to the player control info - * - * 5 7/25/97 5:02p Lawrance - * fix bug with afterburner sound - * - * 4 7/23/97 4:30p Lawrance - * improve how disengage of afterburner works - * - * 3 7/16/97 4:42p Mike - * Make afterburner shake viewer, not ship. - * Shake for limited time. - * Add timestamp_until() function to timer library. - * - * 2 7/11/97 8:57a Lawrance - * make afterburner work same for player and AI ships - * - * 1 7/10/97 2:24p Lawrance - * - * $NoKeywords: $ - */ + #include "ship/afterburner.h" diff --git a/fs2_open/code/ship/afterburner.h b/fs2_open/code/ship/afterburner.h index 6560db30c8..883f7f15e2 100644 --- a/fs2_open/code/ship/afterburner.h +++ b/fs2_open/code/ship/afterburner.h @@ -7,61 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/Afterburner.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:30 $ - * $Author: Goober5000 $ - * - * Header file for managing the afterburners - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:33 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:51 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:09 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 6 2/26/98 10:07p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 5 8/05/97 10:48a Lawrance - * save afterburner data for the player - * - * 4 7/27/97 5:14p Lawrance - * add afterburners to the player control info - * - * 3 7/16/97 4:42p Mike - * Make afterburner shake viewer, not ship. - * Shake for limited time. - * Add timestamp_until() function to timer library. - * - * 2 7/11/97 8:57a Lawrance - * make afterburner work same for player and AI ships - * - * 1 7/10/97 2:24p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __AFTERBURNER_H__ #define __AFTERBURNER_H__ diff --git a/fs2_open/code/ship/awacs.cpp b/fs2_open/code/ship/awacs.cpp index 5009ead521..c8027abdbd 100644 --- a/fs2_open/code/ship/awacs.cpp +++ b/fs2_open/code/ship/awacs.cpp @@ -7,197 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AWACS.cpp $ - * $Revision: 2.23.2.6 $ - * $Date: 2008-01-19 01:23:19 $ - * $Author: Goober5000 $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.23.2.5 2006/09/11 01:10:00 taylor - * compiler warning fixes - * - * Revision 2.23.2.4 2006/07/06 21:53:59 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.23.2.3 2006/06/26 17:31:49 Goober5000 - * change back to ubyte - * --Goober5000 - * - * Revision 2.23.2.2 2006/06/24 04:48:08 Goober5000 - * cosmetics, plus revert an unnecessary if - * - * Revision 2.23.2.1 2006/06/20 20:04:42 taylor - * make sure we only do ship related setup on actual ships - * - * Revision 2.23 2006/03/18 10:28:25 taylor - * fix out-of-bounds problem in awacs checking (full neb missions may have been a bit freaky from this) - * - * Revision 2.22 2006/02/19 03:17:01 Goober5000 - * fix stealth - * --Goober5000 - * - * Revision 2.21 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.20 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.19 2005/10/09 08:03:21 wmcoolmon - * New SEXP stuff - * - * Revision 2.18 2005/09/27 02:36:56 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.17 2005/09/25 05:13:04 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.16 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.15 2005/07/22 10:18:35 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.14 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.13 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.12 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.11 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.10 2004/07/26 20:47:51 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:33:05 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.6 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.5 2003/01/18 09:25:40 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.4 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.3 2002/12/27 02:57:50 Goober5000 - * removed the existing stealth sexps and replaced them with the following... - * ship-stealthy - * ship-unstealthy - * is-ship-stealthy - * friendly-stealth-invisible - * friendly-stealth-visible - * is-friendly-stealth-visible - * --Goober5000 - * - * Revision 2.2 2002/12/23 05:18:52 Goober5000 - * Squashed some Volition bugs! :O Some of the sexps for dealing with more than - * one ship would return after only dealing with the first ship. - * - * Also added the following sexps: - * is-ship-stealthed - * ship-force-stealth - * ship-force-nostealth - * ship-remove-stealth-forcing - * - * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even - * show up for friendly ships. - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 13 8/25/99 10:50a Dave - * Added music to the mainhall.tbl - * - * 12 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 11 7/06/99 10:45a Andsager - * Modify engine wash to work on any ship that is not small. Add AWACS - * ask for help. - * - * 10 6/17/99 1:41p Andsager - * Added comments to team_visibility_update - * - * 9 6/15/99 4:01p Jamesa - * Don't count navbuoys and cargo containers towards team visibilitiy. - * - * 8 6/02/99 12:52p Andsager - * Added team-wide ship visibility. Implemented for player. - * - * 7 5/28/99 3:14p Andsager - * Modify nebula scan range by species. - * - * 6 5/28/99 9:39a Andsager - * Modify awacs to take account for huge ships. - * - * 5 5/12/99 2:55p Andsager - * Implemented level 2 tag as priority in turret object selection - * - * 4 1/25/99 2:49p Anoop - * Put in more sanity checks when checking for AWACS sources. - * - * 3 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 2 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * - * $NoKeywords: $ - */ + #include "ship/awacs.h" diff --git a/fs2_open/code/ship/awacs.h b/fs2_open/code/ship/awacs.h index 24cd064efd..a4f820d0f1 100644 --- a/fs2_open/code/ship/awacs.h +++ b/fs2_open/code/ship/awacs.h @@ -7,64 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/AWACS.h $ - * $Revision: 2.7 $ - * $Date: 2006-02-19 03:17:01 $ - * $Author: Goober5000 $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/09/27 02:36:57 Goober5000 - * clarification - * --Goober5000 - * - * Revision 2.5 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.4 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2003/01/03 21:58:07 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 6/02/99 12:52p Andsager - * Added team-wide ship visibility. Implemented for player. - * - * 3 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 2 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * - * $NoKeywords: $ - */ + #ifndef __FS2_AWACS_HEADER_FILE #define __FS2_AWACS_HEADER_FILE diff --git a/fs2_open/code/ship/shield.cpp b/fs2_open/code/ship/shield.cpp index 7a05855e60..5fb089ffac 100644 --- a/fs2_open/code/ship/shield.cpp +++ b/fs2_open/code/ship/shield.cpp @@ -7,316 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/Shield.cpp $ - * $Revision: 2.41.2.4 $ - * $Date: 2007-02-20 04:19:34 $ - * $Author: Goober5000 $ - * - * Stuff pertaining to shield graphical effects, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.41.2.3 2007/02/06 01:27:33 Goober5000 - * remove obsolete and unused shield flag - * - * Revision 2.41.2.2 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.41.2.1 2006/08/27 18:12:41 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.41 2006/05/27 16:49:05 taylor - * comment out some pointless checks which look for not using either D3D or OGL - * don't run through ships on level load setting up the sound environment if sound is disabled - * minor cleanup - * - * Revision 2.40 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.39 2006/03/05 21:45:12 taylor - * various small cleanups, fixes, error checks - * - * Revision 2.38 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.37 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.36 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.35 2005/09/24 07:07:16 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.34 2005/09/18 23:06:17 taylor - * gah, revert that since it was never going to work (not sure what I was drinking that day) - * - * Revision 2.33 2005/08/25 22:40:03 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.32 2005/07/22 10:18:35 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.31 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.30 2005/07/13 02:01:30 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.29 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.28 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.27 2005/03/27 12:28:35 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.26 2005/03/10 08:00:15 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.25 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.24 2005/01/28 11:06:23 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.23 2004/10/31 22:05:30 taylor - * s/OGL_inited/OGL_enabled/g - * - * Revision 2.22 2004/10/09 17:51:23 taylor - * safer handling of missing shield ani - * - * Revision 2.21 2004/08/20 05:13:08 Kazan - * wakka wakka - fix minor booboo - * - * Revision 2.20 2004/07/31 08:51:47 et1 - * Disabled ship shield load check for TBP - * - * Revision 2.19 2004/07/26 20:47:51 Kazan - * remove MCD complete - * - * Revision 2.18 2004/07/12 16:33:05 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.17 2004/03/16 17:41:12 phreak - * really fixed opengl shields this time - * - * Revision 2.16 2004/03/16 11:52:17 randomtiger - * Commented out shield fix that broke shield rendering for D3D. - * Fix didnt appear to work for OGL so I didnt bother to if(OGL) it. - * - * Revision 2.15 2004/03/08 22:01:29 phreak - * fixed a bug so that shields now render in Opengl HT&L - * - * Revision 2.14 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.13 2004/02/04 08:41:02 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.12 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.11 2003/11/11 02:15:40 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.10 2003/10/23 18:03:25 randomtiger - * Bobs changes (take 2) - * - * Revision 2.9 2003/10/15 22:03:26 Kazan - * Da Species Update :D - * - * Revision 2.8 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.6 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.5 2003/03/20 09:48:25 unknownplayer - * Fixed the bug with shields where it would consistently display the low detail - * shield regardless of what the setting was. Turns out some OGL person was - * quite thoughtless in their use of || instead of the correct && for the situation - * so the game would always go for low detail shields because OGL and D3D - * can't both be active at the same time! - * - * Revision 2.4 2002/11/22 20:52:29 phreak - * added some opengl defines for shield detail -phreak - * - * Revision 2.3 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.2 2002/07/25 04:50:07 wmcoolmon - * Added Bobboau's fighter-beam code. - * - * Revision 2.1 2002/07/18 03:26:35 unknownplayer - * - * Added some commentry to the low detail shield function. - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/03 22:07:10 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 8/03/99 1:46p Dave - * Make opacity higher. - * - * 10 8/03/99 11:28a Dave - * Fixed shield problem. - * - * 9 8/02/99 10:42p Dave - * Make shields less opaque in the nebula. - * - * 8 8/02/99 10:39p Dave - * Added colored shields. OoOoOoooOoo - * - * 7 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 6 3/10/99 6:50p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 5 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 4 12/01/98 8:06a Dave - * Temporary checkin to fix some texture transparency problems in d3d. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 65 5/25/98 12:12a Mike - * Make shield effect less CPU-intensive in software. Always use lower - * detail versions. - * - * 64 4/22/98 8:37p Mike - * Recover gracefully from exhausted MAX_GLOBAL_TRIS asserts. - * - * 63 4/09/98 7:58p John - * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff. - * Took out XPARENT flag settings in all the alpha-blended texture stuff. - * - * 62 4/02/98 6:28p Lawrance - * remove shield code from demo build - * - * 61 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 60 3/31/98 5:32p Mike - * Reduce size of some buffers. - * - * 59 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 58 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 57 3/30/98 12:18a Lawrance - * change some DEMO_RELEASE code to not compile code rather than return - * early - * - * 56 3/29/98 11:33p Mike - * Speedup sheidl hit effect at detail levels 1, 3 (in 0..4). - * - * 55 3/29/98 5:02p Adam - * changed ANIs referenced for shieldhit effect to all be - * shieldhit01a.ani. There won't be different ones for different species - * like I once thought. - * - * 54 3/29/98 4:05p John - * New paging code that loads everything necessary at level startup. - * - * 53 3/27/98 9:06p Mike - * Make shield effect larger in lower detail levels (to match size in - * higher detail level) and handle changing detail level whiel shield - * effect playing. - * - * 52 3/27/98 8:35p Mike - * Detail level support in shield effect system. - * - * 51 3/16/98 4:07p Sandeep - * - * 50 3/12/98 1:24p Mike - * When weapons linked, increase firing delay. - * Free up weapon slots for AI ships, if necessary. - * Backside render shield effect. - * Remove shield hit triangle if offscreen. - * - * 49 3/02/98 5:42p John - * Removed WinAVI stuff from FreeSpace. Made all HUD gauges wriggle from - * afterburner. Made gr_set_clip work good with negative x &y. Made - * model_caching be on by default. Made each cached model have it's own - * bitmap id. Made asteroids not rotate when model_caching is on. - * - * 48 2/22/98 4:17p John - * More string externalization classification... 190 left to go! - * - * 47 2/14/98 11:13p Mike - * Optimize a bit by making old ones go away if Poly_count high. - * - * 46 2/06/98 9:10a Allender - * removed an Assert for multiplayer clients - * - * 45 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 44 1/28/98 11:15p Allender - * work on getting shield effect to show correctly in client side - * multiplayer - * - * 43 12/30/97 4:26p Lawrance - * Remove .ani from shield animations, avoids bmpman warning - * - * $NoKeywords: $ - */ + // Detail level effects (Detail.shield_effects) // 0 Nothing rendered diff --git a/fs2_open/code/ship/ship.cpp b/fs2_open/code/ship/ship.cpp index cebc39bb21..0cb237b67a 100644 --- a/fs2_open/code/ship/ship.cpp +++ b/fs2_open/code/ship/ship.cpp @@ -8,2286 +8,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/Ship.cpp $ - * $Revision: 2.336.2.86 $ - * $Date: 2008-01-18 17:59:49 $ - * $Author: Goober5000 $ - * - * Ship (and other object) handling functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.336.2.85 2007/12/31 06:44:21 wmcoolmon - * Fix lighting and possibly clipping issues with separate-model cockpits - * - * Revision 2.336.2.84 2007/12/31 01:29:40 wmcoolmon - * Move cockpit model rendering to prevent unneeded projection matrix switching - * - * Revision 2.336.2.83 2007/12/30 15:29:22 wmcoolmon - * Separate cockpit model support - * - * Revision 2.336.2.82 2007/12/28 02:10:35 Backslash - * Backslash's "let's get this stuff into 3_6_9 as well" commit. - * -gliding with thruster adjustments and speed cap - * -glide_when_pressed control (right above bank_when_pressed) - * -fixes to the thrusters sound and visuals while gliding - * -don't show muzzle flashes in 1st person - * -quick reticle for multitarget and asteroids - * - * Revision 2.336.2.81 2007/12/20 01:57:44 turey - * Bunch of stuff already in HEAD. Shouldn't break anything. - * - * Revision 2.336.2.80 2007/12/02 08:21:47 Goober5000 - * watch out for bad MOI values - * - * Revision 2.336.2.79 2007/11/20 04:58:23 Goober5000 - * fix ship-type-destroyed - * - * Revision 2.336.2.78 2007/10/15 06:43:20 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.336.2.77 2007/09/04 00:08:51 Goober5000 - * fix the factoring on the shudder parameters (Mantis #1419) - * - * Revision 2.336.2.76 2007/09/02 18:52:53 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 2.336.2.75 2007/09/02 02:07:46 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.336.2.74 2007/08/11 16:51:56 Goober5000 - * some tweaks for a field that's mostly unused anyway - * - * Revision 2.336.2.73 2007/08/03 19:10:06 karajorma - * Reinforcements Editor bug fixed Sucka! - * - * Revision 2.336.2.72 2007/07/28 22:04:14 Goober5000 - * apply some of Turey's changes to stable branch - * - * Revision 2.336.2.71 2007/07/15 08:20:05 Goober5000 - * fix and clean up the warpout conditions - * - * Revision 2.336.2.70 2007/07/15 06:29:51 Goober5000 - * restore WMC's ship flag - * - * Revision 2.336.2.69 2007/07/15 04:19:33 Goober5000 - * partial commit of aldo's eyepoint feature - * it will need a keystroke to be complete - * - * Revision 2.336.2.68 2007/07/15 02:45:49 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 2.336.2.67 2007/05/28 18:27:33 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 2.336.2.66 2007/05/26 15:12:07 Goober5000 - * add placeholder stuff for parsing ship-class texture replacements - * - * Revision 2.336.2.65 2007/05/25 13:49:38 taylor - * add the rest of the texture page-in code changes that I skipped before (should fix Mantis #1389) - * - * Revision 2.336.2.64 2007/05/17 14:58:40 taylor - * fix armor_parse_table() so that it will parse multiple entries properly - * fix bug introduced from not closing down lcl_ext after parsing armor.tbl - * - * Revision 2.336.2.63 2007/05/14 23:13:42 Goober5000 - * --grouped the shake/shudder code together a bit better - * --added a sexp to generate shudder - * --fixed a minor bug in lock-perspective - * - * Revision 2.336.2.62 2007/04/13 00:26:43 taylor - * clean out some old code we no longer use/need - * change warning messages to not print out current tbl name, since at the point those messages show the tbl has long since been parsed - * add an extra quick-check to ship_get_subsystem_strength() to avoid div if we don't need it - * make Ship_subsystems[] dynamic (sort of), it's allocated in sized sets now, so we can easily change size while still working with the existing linked-list code - * - * Revision 2.336.2.61 2007/03/22 20:45:22 taylor - * cleanup and fix for weapon cycling (Mantis #1298) - * - * Revision 2.336.2.60 2007/02/27 01:44:44 Goober5000 - * add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty - * - * Revision 2.336.2.59 2007/02/25 03:58:06 Goober5000 - * use dynamic memory instead of a static buffer for ship-specific replacement textures - * - * Revision 2.336.2.58 2007/02/21 01:43:32 Goober5000 - * remove duplicate model texture replacement - * - * Revision 2.336.2.57 2007/02/20 04:19:34 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.336.2.56 2007/02/12 00:41:37 taylor - * bit of cleanup and minor performance tweaks - * render ship insignia with a bit of alpha to help with blending/lighting - * dynamic thruster particle limits - * update for generic_bitmap/anim changes - * make use of flag_def_list for ship flags rather than a ton of if-else statements - * use generic_bitmap and generic_anim where possible to faciliate delayed graphics loading (after all ship related tbls are parsed) - * use VALID_FNAME() - * - * Revision 2.336.2.55 2007/02/11 06:19:08 Goober5000 - * invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug - * - * Revision 2.336.2.54 2007/02/10 03:20:43 Goober5000 - * small tweak - * - * Revision 2.336.2.53 2007/02/09 04:53:27 Goober5000 - * merge the WCS screaming feature into the 3.6.9 (3.6.10?) branch - * - * Revision 2.336.2.52 2007/01/07 03:10:05 Goober5000 - * fix bug where built-in lament messages were never played - * - * Revision 2.336.2.51 2006/12/28 22:47:15 Goober5000 - * fix spelling... *twitch* - * - * Revision 2.336.2.50 2006/12/28 01:19:14 Goober5000 - * removed obsolete limits - * - * Revision 2.336.2.49 2006/12/27 10:27:10 karajorma - * Altered the Warpin and Warpout types flag to match those in HEAD. - * - * Revision 2.336.2.48 2006/12/26 18:14:38 Goober5000 - * allow parsing of similar ship copy names properly (Mantis #1178) - * - * Revision 2.336.2.47 2006/12/26 05:30:00 taylor - * minor spelling fixage - * make deprecated subsystem flag syntax be a debug log warning instead a popup warning (FOR 3.6.9 ONLY!) - * - * Revision 2.336.2.46 2006/12/07 18:23:37 taylor - * fix secondary thruster length stuff - * - change thruster_glow_len_factor to thruster02_glow_len_factor so it's a bit more obvious - * - fix tbl entry so that it makes sense what you are setting :) - * - * Revision 2.336.2.45 2006/11/28 05:51:03 Goober5000 - * make an error message more descriptive, and allow the new method of parsing subsystem flags - * - * Revision 2.336.2.44 2006/11/15 00:40:59 taylor - * fix some "stupid-windows-coder-mistakes" (otherwise known as "putting-more-than-you-should-into-header-files") - * (gets rid of some/many compiler warnings, C++ language violations, and strange little bugs/errors) - * - * Revision 2.336.2.43 2006/11/13 23:29:11 phreak - * two fixes: - * - * 1) Fix for mantis #1099, part 2. - * - * 2) when changing the player's ship using debug_cycle_player_ship(), initialize the - * primary bank starting capacity so the support ship will rearm it. - * - * Revision 2.336.2.42 2006/11/06 05:19:59 taylor - * if a submodel anim fails to start then move directly to ready position flag (set it up to do this, just forgot to do it ;)) (fix for Mantis bug #1133) - * - * Revision 2.336.2.41 2006/11/06 02:20:00 Goober5000 - * minor bugfixes - * - * Revision 2.336.2.40 2006/11/01 18:35:57 taylor - * make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43) - * - * Revision 2.336.2.39 2006/10/27 21:33:06 taylor - * updated/fixed modelanim code - * add ships.tbl subsystem flag ("+fire-down-normals") which will force a turret to fire down it's barrel line (Mantis bug #591) - * - * Revision 2.336.2.38 2006/10/27 06:42:29 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 2.336.2.37 2006/10/24 23:56:56 Goober5000 - * clarified this; it was confusing before - * - * Revision 2.336.2.36 2006/10/08 02:05:33 Goober5000 - * fix forum links - * - * Revision 2.336.2.35 2006/10/06 15:12:55 karajorma - * Fix for Mantis 1092 - (Support ships damage hull) - * - * Revision 2.336.2.34 2006/10/06 09:47:10 taylor - * For redalert stored data be sure that dead ships don't come back, and departed ships come back just as they left (Mantis bug #810) - * - * Revision 2.336.2.33 2006/10/01 18:53:50 Goober5000 - * check that targetview model files exist as well - * - * Revision 2.336.2.32 2006/09/11 01:12:50 taylor - * fixes for stuff_string() bounds checking - * stict compiler build fixes - * - * Revision 2.336.2.31 2006/09/08 06:13:29 taylor - * fix for Mantis bug #1038 (glow point bank storage being wrong after changing ships in shipselect) - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.336.2.30 2006/09/04 18:05:09 Goober5000 - * fix macros - * - * Revision 2.336.2.29 2006/09/02 20:24:15 Goober5000 - * fix waypoint time to goal - * - * Revision 2.336.2.28 2006/08/27 18:12:42 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 2.336.2.27 2006/08/25 21:09:59 karajorma - * Fix lack of Wingman Status indicator for Zeta wing in TvT games. - * - * Revision 2.336.2.26 2006/08/19 21:45:20 Goober5000 - * if a modular table ship pof cannot be found, use the original one - * - * Revision 2.336.2.25 2006/08/18 17:21:10 karajorma - * More cut & paste errors fixed and removal of the hardcoded warp out animation. Will now actually use the one specified in the table. - * - * Revision 2.336.2.24 2006/08/18 04:34:59 Goober5000 - * better handling of ballistic rearm sounds - * --Goober5000 - * - * Revision 2.336.2.23 2006/08/15 19:58:34 karajorma - * Another typo - * - * Revision 2.336.2.22 2006/08/09 17:39:46 karajorma - * Fix Mantis 1009 - A problem with using the Change-ship-model SEXP - * - * Revision 2.336.2.21 2006/08/03 01:33:25 Goober5000 - * add a second method for specifying ship copies, plus allow the parser to recognize ship class copy names that aren't consistent with the table - * --Goober5000 - * - * Revision 2.336.2.20 2006/07/28 02:46:10 taylor - * check first stage warp arrival against all docked objects so we can not render them all if even one is 1st stage - * - * Revision 2.336.2.19 2006/07/27 10:37:43 karajorma - * Fixed an error in ballistic weapons where only the server got the correct number of bullets in multiplayer. - * Fixed a rounding up error in get_max_ammo_count_for_primary_bank() - * - * Revision 2.336.2.18 2006/07/24 02:09:29 Goober5000 - * fix a subtle and nasty bug - * --Goober5000 - * - * Revision 2.336.2.17 2006/07/20 00:41:26 Goober5000 - * add WCS screaming stuff to RC branch - * --Goober5000 - * - * Revision 2.336.2.16 2006/07/17 01:09:45 taylor - * make glow point banks dynamic - * - * Revision 2.336.2.15 2006/07/17 00:10:05 Goober5000 - * stage 2 of animation fix (add base frame time to each ship) - * --Goober5000 - * - * Revision 2.336.2.14 2006/07/09 06:12:37 Goober5000 - * bah, make sure we're in the correct mode - * - * Revision 2.336.2.13 2006/07/09 06:07:20 Goober5000 - * tweak max speed function - * --Goober5000 - * - * Revision 2.336.2.12 2006/07/08 04:53:26 Goober5000 - * fix for Mantis #967 - * --Goober5000 - * - * Revision 2.336.2.11 2006/07/06 21:53:59 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.336.2.10 2006/07/06 21:24:34 Goober5000 - * fix ship type bug that Taylor mentioned - * --Goober5000 - * - * Revision 2.336.2.9 2006/07/06 04:20:34 Goober5000 - * GAH - repair a borked commit (plus a couple of typos) - * --Goober5000 - * - * Revision 2.336.2.8 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.336.2.7 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.336.2.6 2006/07/04 07:42:10 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.336.2.5 2006/06/27 04:06:17 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - * Revision 2.336.2.4 2006/06/24 20:39:57 wmcoolmon - * New function for scripting - * - * Revision 2.336.2.3 2006/06/07 20:45:11 karajorma - * Fix bug with multiple uses of change-ship-class SEXP - * - * Revision 2.336.2.2 2006/06/06 00:00:00 taylor - * properly initialize a few entries that were left zero'd by mistake - * - * Revision 2.336.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 2.336 2006/05/31 03:05:42 Goober5000 - * some cosmetic changes in preparation for bay arrival/departure code - * --Goober5000 - * - * Revision 2.335 2006/05/27 16:49:05 taylor - * comment out some pointless checks which look for not using either D3D or OGL - * don't run through ships on level load setting up the sound environment if sound is disabled - * minor cleanup - * - * Revision 2.334 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.333 2006/05/13 07:15:51 taylor - * get rid of some wasteful math for gr_set_proj_matrix() calls - * fix check that broke praise of kills for player - * fix knossos warpin effect that always seems to get rendered backwards (I couldn't find anything that broke with this but I suppose it's a mod could have an issue) - * - * Revision 2.332 2006/04/18 00:56:28 bobboau - * bugfix for the animation system - * - * Revision 2.331 2006/04/14 18:39:06 taylor - * giving a tbl name in this warning message is basically useless since there we can't tell which tbl this particular ship is in - * - * Revision 2.330 2006/04/07 20:17:33 karajorma - * Added SEXPs to lock and unlock the primary and secondary weapons - * - * Revision 2.329 2006/04/05 16:46:40 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 2.327 2006/04/05 13:45:08 taylor - * correct some coding mistakes - * - * Revision 2.326 2006/04/04 11:38:07 wmcoolmon - * Maneuvering hruster scaling, gun convergence - * - * Revision 2.325 2006/04/03 08:09:32 wmcoolmon - * Maneuvering thruster fixes - * - * Revision 2.324 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.323 2006/04/01 01:21:58 wmcoolmon - * $Warp time and $Warp speed vars - * - * Revision 2.322 2006/03/31 10:20:01 wmcoolmon - * Prelim. BSG warpin effect stuff - * - * Revision 2.321 2006/03/24 07:38:36 wmcoolmon - * New subobject animation stuff and Lua functions. - * - * Revision 2.320 2006/03/18 07:12:08 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.319 2006/02/28 05:16:55 Goober5000 - * fix the animation type triggers - * - * Revision 2.318 2006/02/27 04:17:11 Goober5000 - * add log entry for jettison-cargo - * - * Revision 2.317 2006/02/26 18:49:07 Goober5000 - * some more WCSaga stuff - * - * Revision 2.316 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.315 2006/02/24 05:13:26 wmcoolmon - * Maybe fix ships-limit bug - * - * Revision 2.314 2006/02/24 05:02:34 Goober5000 - * remove my old anti-frustration thing since it's not what retail does - * --Goober5000 - * - * Revision 2.313 2006/02/20 07:26:07 taylor - * div-by-0 bug fixage - * - * Revision 2.312 2006/02/17 21:47:47 wmcoolmon - * Fix a silly bug - * - * Revision 2.311 2006/02/16 05:44:53 taylor - * remove reset of modelnums on level start (more properly moved to model_unload()) - * minor change ship class fixage to clear out old model - * take better care to make sure that a ship model has the proper refcount (this needs further work, I don't like :V:'s crap here) - * add to includes in ship.h, fixes a compile issue that I forgot to fix properly before (thanks Jens) - * - * Revision 2.310 2006/02/13 00:20:45 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.309 2006/02/11 02:58:23 Goober5000 - * yet more various and sundry fixes - * --Goober5000 - * - * Revision 2.308 2006/02/06 02:06:02 wmcoolmon - * Various fixes; very beginnings of Directives scripting support - * - * Revision 2.307 2006/02/02 07:13:42 Goober5000 - * bah and double bah - * - * Revision 2.306 2006/02/02 07:01:16 Goober5000 - * fixed what I broke for ship types :p - * --Goober5000 - * - * Revision 2.305 2006/02/01 05:11:25 Goober5000 - * bettered the ballistic primary check - * --Goober5000 - * - * Revision 2.303 2006/01/30 06:34:06 taylor - * try and detect some bad path info - * - * Revision 2.302 2006/01/29 18:01:04 wmcoolmon - * Apologies, don't know how I missed this... - * - * Revision 2.301 2006/01/29 07:42:49 wmcoolmon - * Make sure stuff is set up properly for ship kills - * - * Revision 2.300 2006/01/21 09:36:58 wmcoolmon - * Texture replacement stuff - * - * Revision 2.299 2006/01/17 03:45:32 phreak - * Rearranged the rearming code so it doesn't potentially take 2 minutes to reload a single bomb. - * - * Revision 2.298 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.297 2006/01/15 18:55:27 taylor - * fix compile issues from bad constructor - * make sure ai_actively_pursues gets filled for modular tables too - * fix NULL ptr reference when parsing ship type which doesn't exist and is set to not create - * - * Revision 2.296 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.295 2006/01/13 13:06:15 taylor - * hmm, didn't put much thought in that the first time, this should work closer to the original but still be cleaner - * - * Revision 2.294 2006/01/13 11:09:45 taylor - * fix hud comm message screwups (missing support ship, no coverme, etc) that was part :V: bug and (bigger) part Ship_types related bug - * - * Revision 2.293 2006/01/13 03:30:59 Goober5000 - * bercommit of custom IFF stuff :) - * - * Revision 2.292 2006/01/09 04:54:14 phreak - * Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. - * - * Revision 2.291 2006/01/06 04:18:55 wmcoolmon - * turret-target-order SEXPs, ship thrusters - * - * Revision 2.290 2006/01/05 05:12:11 taylor - * allow both +Pri style and original style (+Normal, etc) for species_defs TBMs - * allow for "" as a bitmap/anim name, to have no effect - * fix ship/weapon thruster rendering to handle missing primary animation and/or glow graphics - * - * Revision 2.289 2006/01/02 07:16:43 taylor - * use cf_find_file_location() for objecttypes.tbl rather than a cfopen() - * fix a few compiler warning messages - * - * Revision 2.288 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.287 2005/12/28 22:21:04 taylor - * Oops, bit of debug stuff I didn't mean to commit (but something similar is needed so you'll it again) - * - * Revision 2.286 2005/12/28 22:17:01 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.285 2005/12/21 08:27:37 taylor - * add the name of the modular table about to be parsed to the debug log - * a missing weapon_expl table should just be a note in the debug log rather than a popup warning - * - * Revision 2.284 2005/12/16 03:36:21 wmcoolmon - * Keep a crash from happening if POF file isn't initially specified - * - * Revision 2.283 2005/12/13 22:32:30 wmcoolmon - * Ability to disable damage particle spew on ships - * - * Revision 2.282 2005/12/13 20:20:20 wmcoolmon - * Minor XMT-engine wash fix - * - * Revision 2.281 2005/12/13 18:15:26 taylor - * Hmm, .triggers isn't ever malloc'd for the Ships[] copy so don't try to free it since it's actully trying to free the Ship_info[] memory instead, which is bad :) - * (newer glibc just starting going monkey over this, not sure why it didn't screw up before) - * - * Revision 2.280 2005/12/12 21:32:14 taylor - * allow use of a specific LOD for ship and weapon rendering in the hud targetbox - * - * Revision 2.279 2005/12/12 05:29:59 taylor - * double free and invalid ptr reference fixage - * - * Revision 2.278 2005/12/08 15:17:35 taylor - * fix several bad crash related problems from WMC's commits on the 4th - * - * Revision 2.277 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 2.276 2005/12/05 09:09:53 wmcoolmon - * Oops, arand should only be generated if it isn't passed to the function as well. - * - * Revision 2.275 2005/12/04 22:44:00 Goober5000 - * fix compiler error - * --Goober5000 - * - * Revision 2.274 2005/12/04 18:58:07 wmcoolmon - * subsystem + shockwave armor support; countermeasures as weapons - * - * Revision 2.273 2005/11/24 08:46:10 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 2.272 2005/11/24 03:07:35 phreak - * Forgot to add in the part where the rearm timer actually counts down. Minor oversight - * - * Revision 2.271 2005/11/23 06:59:09 taylor - * yeah I know, I should have noticed that little jewel *before* the commit - * - * Revision 2.270 2005/11/23 06:54:28 taylor - * crash fix for using flak without having something targetted - * - * Revision 2.269 2005/11/23 01:06:58 phreak - * Added the function to estimate rearm and repair time. - * - * Revision 2.268 2005/11/21 23:57:26 taylor - * some minor thruster cleanup, if you could actually use the term "clean" - * - * Revision 2.267 2005/11/21 13:04:08 taylor - * i minus u ;) (should fix overzealous directives list) - * - * Revision 2.266 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.265 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.264 2005/11/17 20:52:02 taylor - * fix for thruster glows (affecting TBP mainly but OC as well): - * - thruster glows should always come from ship entry rather than species (it will be initted by the species entry at first) - * - this obviously needs some work done on it but that gets dangerously close to a rewrite and that isn't something I have time for - * - * Revision 2.263 2005/11/17 02:31:36 taylor - * fix crash on kamikaze deaths - * - * Revision 2.262 2005/11/13 06:49:04 taylor - * -loadonlyused in on by default now, can be turned off with -loadallweps - * - * Revision 2.261 2005/11/08 01:04:02 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.260 2005/11/05 05:11:29 wmcoolmon - * Slight optimization - * - * Revision 2.259 2005/10/30 23:45:45 Goober5000 - * stuff for comparing ship classes - * --Goober5000 - * - * Revision 2.258 2005/10/30 20:03:40 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.257 2005/10/30 06:44:58 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.256 2005/10/29 22:09:31 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.255 2005/10/26 00:43:05 taylor - * make sure that XMTs don't try to still create an invalid entry when +nocreate is used - * - * Revision 2.254 2005/10/24 12:42:14 taylor - * init thruster stuff properly so that bmpman doesn't have a fit - * - * Revision 2.253 2005/10/24 07:13:04 Goober5000 - * merge Bobboau's thruster code back in; hopefully this covers everything - * --Goober5000 - * - * Revision 2.252 2005/10/20 17:50:02 taylor - * fix player warpout - * basic code cleanup (that previous braces change did nothing for readability) - * spell "plyr" correctly - * tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink - * - * Revision 2.251 2005/10/20 06:37:33 wmcoolmon - * Oops, guess I didn't commit this stuff - * - * Revision 2.250 2005/10/17 01:51:01 wmcoolmon - * Weapon models now shown in lab - * - * Revision 2.249 2005/10/16 23:15:13 wmcoolmon - * Small fix for amor code - * - * Revision 2.248 2005/10/16 18:54:12 Goober5000 - * I need to bone up on my bulletproofing - * --Goober5000 - * - * Revision 2.247 2005/10/14 07:22:24 Goober5000 - * removed an unneeded parameter and renamed some stuff - * --Goober5000 - * - * Revision 2.246 2005/10/14 07:06:59 Goober5000 - * stuff for WMC: fix sexp description and three warnings; plus add some - * bulletproofing to name-specified ship_create - * --Goober5000 - * - * Revision 2.245 2005/10/14 02:13:52 wmcoolmon - * armor.tbl work - * - * Revision 2.244 2005/10/13 18:47:45 wmcoolmon - * Fixage for ship_create - * - * Revision 2.243 2005/10/11 07:43:10 wmcoolmon - * Topdown updates - * - * Revision 2.242 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.241 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.240 2005/10/10 01:14:11 wmcoolmon - * Tidied up code a bit - * - * Revision 2.239 2005/10/09 17:38:49 wmcoolmon - * Added names to the 'limits reached' dialogs in ship/weapons.tbl - * - * Revision 2.238 2005/10/09 09:13:29 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 2.237 2005/10/09 00:43:09 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 2.236 2005/10/08 05:41:09 wmcoolmon - * Fix Int3() from ship-vanish - * - * Revision 2.235 2005/10/02 23:12:44 Goober5000 - * fixed the CTD when support is called for a ship lacking a rearming dockpoint - * --Goober5000 - * - * Revision 2.234 2005/09/29 04:26:08 Goober5000 - * parse fixage - * --Goober5000 - * - * Revision 2.233 2005/09/26 06:00:59 Goober5000 - * this should fix the rest of the briefing icon bugs - * --Goober5000 - * - * Revision 2.232 2005/09/26 04:08:54 Goober5000 - * some more cleanup - * --Goober5000 - * - * Revision 2.231 2005/09/25 20:42:57 Goober5000 - * taylor forgot something ;) - * --Goober5000 - * - * Revision 2.230 2005/09/25 08:21:54 Goober5000 - * remove duplicate #include - * --Goober5000 - * - * Revision 2.229 2005/09/25 05:13:04 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.228 2005/09/24 07:45:31 Goober5000 - * cleaned up some more thruster stuff; honestly, the thruster code is such a - * mess that it should probably be reverted to the retail version - * --Goober5000 - * - * Revision 2.227 2005/09/24 07:07:16 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.226 2005/09/24 01:50:09 Goober5000 - * a bunch of support ship bulletproofing - * --Goober5000 - * - * Revision 2.225 2005/09/20 02:48:06 taylor - * make sure that any extra ship textures get loaded on a class change (that Ares bug which wasn't actually Ares specific) - * - * Revision 2.224 2005/09/06 00:32:19 Kazan - * fixed a bug related to multiplayer table validation and modular tables - * - * Revision 2.223 2005/09/05 09:02:08 wmcoolmon - * Fix the ship vanishing in TOPDOWN mode error - * - * Revision 2.222 2005/09/01 04:14:04 taylor - * various weapon_range cap fixes for primary, secondary weapons and hud targetting info - * - * Revision 2.221 2005/08/31 07:01:40 Goober5000 - * remove a redundant function - * --Goober5000 - * - * Revision 2.220 2005/08/25 22:40:03 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.219 2005/08/08 03:13:53 taylor - * be sure to remove ships from a wing when that ship gets vanished - * - * Revision 2.218 2005/08/03 22:02:38 Goober5000 - * made "stealth" tag more user-friendly, and fixed a bit of punctuation - * --Goober5000 - * - * Revision 2.217 2005/07/30 22:34:42 wmcoolmon - * Removed turret thing, added some more armor type calculations - * - * Revision 2.216 2005/07/25 03:13:24 Goober5000 - * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI - * should now be added to all places where it is needed (except the turret code, which I still - * have to to review) - * --Goober5000 - * - * Revision 2.215 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.214 2005/07/24 00:32:45 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.213 2005/07/23 08:17:04 wmcoolmon - * Another try at fixing gun turrets sticking straight up - * - * Revision 2.212 2005/07/22 10:18:35 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.211 2005/07/22 04:31:12 Goober5000 - * fixed another bug when changing ship classes - * --Goober5000 - * - * Revision 2.210 2005/07/22 03:54:46 taylor - * better error checking/handling for when you fire primary/beam weapons without a target selected - * - * Revision 2.209 2005/07/21 07:53:13 wmcoolmon - * Changed $Hull Repair Rate and $Subsystem Repair Rate to be percentages, - * as well as making them accept all values between -1 and 1 - * - * Revision 2.208 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.207 2005/07/13 02:01:30 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 2.206 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.205 2005/07/12 22:14:40 Goober5000 - * removed DECALS_ENABLED - * --Goober5000 - * - * Revision 2.204 2005/07/12 21:58:45 Goober5000 - * removed NO_LINKED_PRIMARY_PENALTY as it's better suited for difficulty.tbl or something similar - * --Goober5000 - * - * Revision 2.203 2005/07/12 07:03:18 Goober5000 - * remove all restrictions on which ship types can dock with each other - * --Goober5000 - * - * Revision 2.202 2005/06/20 04:10:35 taylor - * little cleaner ship_get_random_targetable_ship(), for Goober's sake ;) - * - * Revision 2.201 2005/06/07 06:10:51 wmcoolmon - * This may stop targeting not-targetable ships in EMP - * - * Revision 2.200 2005/05/26 04:30:48 taylor - * don't page out textures in ship_delete() since it causes some slowdown which can make - * the explosion effects skip/stutter - * - * Revision 2.199 2005/05/12 17:45:53 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * reallocate sp->triggers with the real vm_realloc() rather than that manual method - * - * Revision 2.198 2005/05/08 20:21:48 wmcoolmon - * armor.tbl revamp - * - * Revision 2.197 2005/04/30 18:18:46 phreak - * ABbitmap should default to -1 - * - * Revision 2.196 2005/04/28 05:29:30 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.195 2005/04/28 01:38:32 wmcoolmon - * parse_ship uses stuff_bool_list; stuff_byte to stuff_ubyte - * - * Revision 2.194 2005/04/25 00:31:14 wmcoolmon - * Dynamically allocated engine washes; subsystem sounds; armor fixes. Line 4268 of ship.cpp, apparently, works properly; bears further looking into. - * - * Revision 2.193 2005/04/20 08:26:49 wmcoolmon - * Fix silly armor.tbl parse error. - * - * Revision 2.192 2005/04/19 06:27:54 taylor - * we might actually be needing to load a model here ;) - * - * Revision 2.191 2005/04/18 08:35:27 Goober5000 - * model and class changes should be all set now - * --Goober5000 - * - * Revision 2.190 2005/04/18 05:27:26 Goober5000 - * removed ship->alt_modelnum as it was essentially duplicates of ship->modelnum; changed the alt modelnum stuff accordingly - * fixes for ship_model_change and change_ship_type - * --Goober5000 - * - * Revision 2.189 2005/04/16 04:19:21 wmcoolmon - * Eh, what the hey. Maybe I should've taken the breathalyzer test. :) - * - * Revision 2.188 2005/04/16 04:16:57 wmcoolmon - * More optional tag-making for ships.tbl - * - * Revision 2.187 2005/04/16 03:36:13 wmcoolmon - * Minor changes; made even more fields in ships.tbl optional. - * - * Revision 2.186 2005/04/15 23:19:13 wmcoolmon - * Added type "exponential base"; equation is 'final_damage = (x^damage)' - * - * Revision 2.185 2005/04/15 11:32:26 taylor - * proposes that WMC be subject to a breathalyzer test before commit ;) - * - * Revision 2.184 2005/04/15 07:19:29 wmcoolmon - * It's amazing how many possible bugs you can catch simply by doing something completely different than coding - * - * Revision 2.183 2005/04/15 06:40:54 wmcoolmon - * Er, oops - * - * Revision 2.182 2005/04/15 06:23:17 wmcoolmon - * Local codebase commit; adds armor system. - * - * Revision 2.181 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.180 2005/04/01 07:29:40 taylor - * some minor Linux fixage - * - * Revision 2.179 2005/03/31 12:38:24 Goober5000 - * fix type mismatch - * --Goober5000 - * - * Revision 2.178 2005/03/30 05:37:22 wmcoolmon - * Whoops. - * - * Revision 2.177 2005/03/30 02:32:41 wmcoolmon - * Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name - * as well as its index (ie "L_sidearm.wav" instead of "76") - * - * Revision 2.176 2005/03/27 13:37:15 Goober5000 - * bah - * - * Revision 2.175 2005/03/27 12:28:35 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.174 2005/03/25 06:57:37 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.173 2005/03/24 23:27:26 taylor - * make sounds.tbl dynamic - * have snd_time_remaining() be less stupid - * some OpenAL error fixerage - * be able to turn off some typically useless debug messages - * - * Revision 2.172 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.171 2005/03/16 00:18:31 wmcoolmon - * Commited placeholder turret funcs. - * - * Revision 2.170 2005/03/10 08:00:15 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.169 2005/03/08 02:31:51 bobboau - * minor change to high level render target code - * - * Revision 2.168 2005/03/03 07:13:17 wmcoolmon - * Made HUD shield icon auto-generation off unless "generate icon" ship flag is specified for the ship. - * - * Revision 2.167 2005/03/03 06:05:31 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.166 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.165 2005/03/01 23:05:38 taylor - * unbreak Linux build (not valid C/C++ anyway, block scope) - * - * Revision 2.164 2005/03/01 06:55:45 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.163 2005/02/19 07:57:02 wmcoolmon - * Removed trails limit - * - * Revision 2.162 2005/02/15 00:03:35 taylor - * don't try and draw starfield bitmaps if they aren't valid - * make AB thruster stuff in ship_create() a little less weird - * replace an Int3() with debug warning and fix crash in docking code - * make D3D Textures[] allocate on use like OGL does, can only use one anyway - * - * Revision 2.161 2005/02/10 14:38:50 taylor - * fix an issue with bm_set_components() - * abs is for ints fabsf is for floats (camera.cpp) - * make the in-cockpit stuff OGL friendly - * - * Revision 2.160 2005/02/04 20:06:08 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.159 2005/01/30 09:36:19 Goober5000 - * optional flags default to false I should think - * --Goober5000 - * - * Revision 2.158 2005/01/30 01:34:39 wmcoolmon - * Made a bunch of ship.tbl variables optional - * - * Revision 2.157 2005/01/29 08:11:41 wmcoolmon - * When drawing the viewer_obj, temporarily clip less close up for in-cockpit models. - * - * Revision 2.156 2005/01/28 11:57:36 Goober5000 - * fixed Bobboau's spelling of 'relative' - * --Goober5000 - * - * Revision 2.155 2005/01/28 11:06:23 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.154 2005/01/27 04:23:17 wmcoolmon - * Ship autorepair, requested by TBP - * - * Revision 2.153 2005/01/17 23:35:45 argv - * Surface shields. - * - * See forum thread: - * http://www.hard-light.net/forums/index.php/topic,29643.0.html - * - * -- _argv[-1] - * - * Revision 2.152 2005/01/16 23:18:03 wmcoolmon - * Added "show ship" ship flag - * - * Revision 2.151 2005/01/16 22:39:10 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.150 2005/01/12 04:45:33 Goober5000 - * fixed a nasty bug where dock pointers would run off a cliff and crash - * --Goober5000 - * - * Revision 2.149 2005/01/11 21:38:48 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.148 2005/01/11 04:05:22 taylor - * fully working (??) -loadonlyused, allocate used_weapons[] and ship_class_used[] only when needed - * - * Revision 2.147 2005/01/03 18:47:06 taylor - * more -loadonlyused fixes - * - * Revision 2.146 2005/01/01 07:18:48 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.144 2004/12/25 09:23:10 wmcoolmon - * Fix to modular tables workaround with Fs2NetD - * - * Revision 2.143 2004/12/15 17:32:19 Goober5000 - * move wing name initialization to ship_level_init - * --Goober5000 - * - * Revision 2.142 2004/12/14 14:46:12 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.141 2004/12/05 22:01:12 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.140 2004/11/21 11:35:17 taylor - * some weapon-only-used loading fixes and general page-in cleanup - * page in all ship textures from one function rather than two - * - * Revision 2.139 2004/11/01 20:57:04 taylor - * make use of Knossos_warp_ani_used flag - thanks Goober5000 - * - * Revision 2.138 2004/10/31 22:04:33 taylor - * be sure to initialize splodeing_texture, fix issue that would cause loading problems for glows - * - * Revision 2.137 2004/10/15 09:21:55 Goober5000 - * cleaned up some sexp stuff and added wing capability to kamikaze sexp - * --Goober5000 - * - * Revision 2.136 2004/08/20 05:13:08 Kazan - * wakka wakka - fix minor booboo - * - * Revision 2.135 2004/07/26 20:47:51 Kazan - * remove MCD complete - * - * Revision 2.134 2004/07/25 00:31:31 Kazan - * i have absolutely nothing to say about that subject - * - * Revision 2.133 2004/07/17 18:46:09 taylor - * various OGL and memory leak fixes - * - * Revision 2.132 2004/07/17 09:25:59 taylor - * add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again - * - * Revision 2.131 2004/07/14 01:26:10 wmcoolmon - * Better -load_only_used handling - * - * Revision 2.130 2004/07/12 16:33:05 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.129 2004/07/11 03:22:52 bobboau - * added the working decal code - * - * Revision 2.128 2004/07/10 08:03:13 wmcoolmon - * Fixed bug with the base ship flag I unwittingly introduced. - * - * Revision 2.127 2004/07/01 01:54:32 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.126 2004/06/18 04:59:54 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.125 2004/06/07 07:36:08 wmcoolmon - * Warpout failure bug fixingness - * - * Revision 2.124 2004/05/26 21:02:27 wmcoolmon - * Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages - * - * Revision 2.123 2004/05/26 03:52:07 wmcoolmon - * Ship & weapon modular table files - * - * Revision 2.122 2004/05/26 02:31:39 wmcoolmon - * Modular ship table support. Uses *-shp.tbm , with the same structure as a normal ships.tbl. Individual sections are optional and entries with the same name will override previous settings. -C - * - * Revision 2.121 2004/05/10 13:07:22 Goober5000 - * fixed the AWACS help message - * --Goober5000 - * - * Revision 2.120 2004/05/10 10:51:51 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.119 2004/05/10 08:03:31 Goober5000 - * fixored the handling of no lasers and no engines... the tests should check the ship, - * not the object - * --Goober5000 - * - * Revision 2.118 2004/05/02 03:05:23 Goober5000 - * added a comment - * --Goober5000 - * - * Revision 2.117 2004/04/30 22:20:27 Goober5000 - * extra insurance - * --Goober5000 - * - * Revision 2.116 2004/04/13 05:42:44 Goober5000 - * fixed the custom hitpoints subsystem bug - * --Goober5000 - * - * Revision 2.115 2004/04/03 02:55:50 bobboau - * commiting recent minor bug fixes - * - * Revision 2.114 2004/03/21 10:34:05 bobboau - * fixed a texture loading bug - * - * Revision 2.113 2004/03/20 21:17:13 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.112 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.111 2004/03/05 23:54:48 Goober5000 - * d'oh! - * --Goober5000 - * - * Revision 2.110 2004/03/05 23:41:04 Goober5000 - * made awacs only ask for help in the main fs2 campaign - * --Goober5000 - * - * Revision 2.109 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.108 2004/02/20 04:29:56 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.107 2004/02/16 11:47:34 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.106 2004/02/14 00:18:35 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.105 2004/02/07 00:48:52 Goober5000 - * made FS2 able to account for subsystem mismatches between ships.tbl and the - * model file - e.g. communication vs. communications - * --Goober5000 - * - * Revision 2.104 2004/02/05 14:31:44 Goober5000 - * fixed a few random bugs - * --Goober5000 - * - * Revision 2.103 2004/02/04 08:41:01 Goober5000 - * made code more uniform and simplified some things, - * specifically shield percentage and quadrant stuff - * --Goober5000 - * - * Revision 2.102 2004/02/04 04:28:15 Goober5000 - * fixed Asserts in two places and commented out an unneeded variable - * --Goober5000 - * - * Revision 2.101 2004/01/31 04:06:29 phreak - * commented out decal references - * - * Revision 2.100 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.99 2004/01/14 07:07:14 Goober5000 - * added error checking for an annoying crash when running an out-of-range - * sound; also, Phreak misspelled "tertiary" - * --Goober5000 - * - * Revision 2.98 2004/01/14 06:34:07 Goober5000 - * made set-support-ship number align with general FS convention - * --Goober5000 - * - * Revision 2.97 2003/12/18 15:35:52 phreak - * oops switched the signs in a comparison. thats what was causing debug builds to go haywire - * - * Revision 2.96 2003/12/16 20:55:13 phreak - * disabled tertiary weapons support pending a rewrite of critical code - * - * Revision 2.95 2003/12/15 21:36:42 phreak - * replaced asserts in parse_ship with more descriptive warnings - * - * Revision 2.94 2003/11/21 22:30:45 phreak - * changed PLAYER_MAX_DIST_WARNING to 700000 (700km) - * changed PLAYER_MAX_DIST_END to 750000 (750km) - * - * this makes the playing field much bigger - * this way you don't get the "return to the field of battle messages" - * in the future we should have the mission designer set this limit - * - * Revision 2.93 2003/11/19 20:37:25 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.92 2003/11/17 06:52:52 bobboau - * got assert to work again - * - * Revision 2.91 2003/11/16 09:42:36 Goober5000 - * clarified and pruned debug spew messages - * --Goober5000 - * - * Revision 2.90 2003/11/11 02:15:40 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.89 2003/11/09 04:09:17 Goober5000 - * edited for language - * --Goober5000 - * - * Revision 2.88 2003/11/01 21:59:22 bobboau - * new matrix handeling code, and fixed some problems with 3D lit verts, - * several other small fixes - * - * Revision 2.87 2003/10/25 06:56:06 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.86 2003/10/23 18:03:25 randomtiger - * Bobs changes (take 2) - * - * Revision 2.85 2003/10/15 22:03:26 Kazan - * Da Species Update :D - * - * Revision 2.84 2003/10/12 03:46:23 Kazan - * #Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now) - * - * Revision 2.83 2003/10/07 03:43:21 Goober5000 - * fixed some warnings - * --Goober5000 - * - * Revision 2.82 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.81 2003/09/13 20:59:54 Goober5000 - * fixed case-sensitivity bugs and possibly that Zeta wing bug - * --Goober5000 - * - * Revision 2.80 2003/09/13 08:27:28 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.79 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.75 2003/09/06 20:40:01 wmcoolmon - * Added ability to limit subsystem repairs - * - * Revision 2.74 2003/09/06 19:14:50 wmcoolmon - * Minor bugfix (changed an == to >=) - * - * Revision 2.73 2003/09/06 19:07:31 wmcoolmon - * Made it possible to limit how much support ships repair a ship's hull. - * - * Revision 2.72 2003/09/05 04:25:27 Goober5000 - * well, let's see here... - * - * * persistent variables - * * rotating gun barrels - * * positive/negative numbers fixed - * * sexps to trigger whether the player is controlled by AI - * * sexp for force a subspace jump - * - * I think that's it :) - * --Goober5000 - * - * Revision 2.71 2003/08/28 20:42:18 Goober5000 - * implemented rotating barrels for firing primary weapons - * --Goober5000 - * - * Revision 2.70 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.69 2003/08/21 06:11:09 Goober5000 - * Ballistic primaries will now deplete ammo correctly - that is, ammo will be - * reduced by the number of firing points, not necessarily 1. - * --Goober5000 - * - * Revision 2.68 2003/08/21 05:50:00 Goober5000 - * "Fixed" the ballistic primary rearm bug. I have no idea how... I have to assume - * it's a bug in MSVC. - * --Goober5000 - * - * Revision 2.67 2003/08/06 17:37:08 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.66 2003/07/15 02:52:40 phreak - * ships now decloak when firing - * - * Revision 2.65 2003/07/04 02:30:54 phreak - * support for cloaking added. needs a cloakmap.pcx - * to cloak the players ship, activate cheats and press tilde + x - * some more work can be done to smooth out the animation. - * - * Revision 2.64 2003/06/25 03:19:40 phreak - * added support for weapons that only fire when tagged - * - * Revision 2.63 2003/06/16 03:36:08 phreak - * fixed a small bug where rotating subobjects wouldn't work on a player ship - * also changed "+PBank Capacity:" to "$PBank Capacity:" when parsing - * ballistic primaries. goob knows about this - * - * Revision 2.62 2003/06/04 15:32:54 phreak - * final fix (hopefully) to zero mass value bug - * - * Revision 2.61 2003/05/15 19:08:24 phreak - * clarified an error message in subsys_set - * - * Revision 2.60 2003/05/09 23:53:32 phreak - * possible fix to ships with no mass values - * - * Revision 2.59 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.58 2003/03/30 07:27:34 Goober5000 - * resolved a nasty bug that caused some missions to crash - * --Goober5000 - * - * Revision 2.57 2003/03/18 10:07:05 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.56 2003/03/18 01:44:30 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.55 2003/03/06 09:13:43 Goober5000 - * fixed what should be the last bug with bank-specific loadouts - * --Goober5000 - * - * Revision 2.54 2003/03/05 12:38:01 Goober5000 - * rewrote the restricted bank loadout code; it should work now - * --Goober5000 - * - * Revision 2.53 2003/03/05 09:17:15 Goober5000 - * cleaned out Bobboau's buggy code - about to rewrite with new, bug-free code :) - * --Goober5000 - * - * Revision 2.52 2003/03/03 17:15:16 Goober5000 - * fixed custom banks so that they no longer need the ":" between each entry - * --Goober5000 - * - * Revision 2.51 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.50 2003/03/01 01:15:38 Goober5000 - * fixed the initial status bug - * - * Revision 2.49 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.48 2003/02/16 05:14:29 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.47 2003/02/05 06:57:56 Goober5000 - * made my fighterbay code more forgiving of eccentric modeling hacks... - * ships can now use the Faustus hangar again :) - * --Goober5000 - * - * Revision 2.46 2003/01/27 07:46:32 Goober5000 - * finished up my fighterbay code - ships will not be able to arrive from or depart into - * fighterbays that have been destroyed (but you have to explicitly say in the tables - * that the fighterbay takes damage in order to enable this) - * --Goober5000 - * - * Revision 2.45 2003/01/20 05:40:50 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.44 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.43 2003/01/19 08:37:52 Goober5000 - * fixed two dumb bugs in the set-support-ship code - * --Goober5000 - * - * Revision 2.42 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.41 2003/01/19 01:07:42 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.40 2003/01/18 09:25:40 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.39 2003/01/17 07:59:08 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.38 2003/01/17 01:48:49 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.37 2003/01/16 06:49:11 Goober5000 - * yay! got texture replacement to work!!! - * --Goober5000 - * - * Revision 2.36 2003/01/15 23:23:30 Goober5000 - * NOW the model duplicates work! :p - * still gotta do the textures, but it shouldn't be hard now - * --Goober5000 - * - * Revision 2.35 2003/01/15 08:57:23 Goober5000 - * assigning duplicate models to ships now works; committing so I have a base - * to fall back to as I work on texture replacement - * --Goober5000 - * - * Revision 2.34 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.33 2003/01/13 23:20:00 Goober5000 - * bug hunting; fixed the beam whack effect bug - * --Goober5000 - * - * Revision 2.32 2003/01/10 04:14:18 Goober5000 - * I found these two beautiful functions in ship.cpp - ship_change_model - * and change_ship_type - so I made them into sexps :) - * --Goober5000 - * - * Revision 2.31 2003/01/06 19:33:21 Goober5000 - * cleaned up some stuff with model_set_thrust and a commented Assert that - * shouldn't have been - * --Goober5000 - * - * Revision 2.30 2003/01/06 18:50:37 Goober5000 - * a wee failsafe added - * --Goober5000 - * - * Revision 2.29 2003/01/06 17:14:52 Goober5000 - * added wing configurable squad logos - put +Squad Logo: filename.pcx as - * the last entry in each wing that you want (but the player's squad logo will - * still be the squad logo for the player's wing) - * --Goober5000 - * - * Revision 2.28 2003/01/05 23:41:51 bobboau - * disabled decals (for now), removed the warp ray thingys, - * made some better error mesages while parseing weapons and ships tbls, - * and... oh ya, added glow mapping - * - * Revision 2.27 2003/01/05 01:26:35 Goober5000 - * added capability of is-iff and change-iff to have wings as well as ships - * as their arguments; also allowed a bunch of sexps to accept the player - * as an argument where they would previously display a parse error - * --Goober5000 - * - * Revision 2.26 2003/01/03 21:58:06 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.25 2003/01/02 03:09:00 Goober5000 - * this is the way we squash the bugs, squash the bugs, squash the bugs - * this is the way we squash the bugs, so early in the morning :p - * --Goober5000 - * - * Revision 2.24 2002/12/31 19:35:14 Goober5000 - * tweaked stuff - * --Goober5000 - * - * Revision 2.23 2002/12/31 18:59:42 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.21 2002/12/30 06:16:09 Goober5000 - * made force feedback stronger when firing ballistic primaries - * --Goober5000 - * - * Revision 2.20 2002/12/27 02:57:50 Goober5000 - * removed the existing stealth sexps and replaced them with the following... - * ship-stealthy - * ship-unstealthy - * is-ship-stealthy - * friendly-stealth-invisible - * friendly-stealth-visible - * is-friendly-stealth-visible - * --Goober5000 - * - * Revision 2.19 2002/12/24 07:42:28 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.18 2002/12/23 05:18:52 Goober5000 - * Squashed some Volition bugs! :O Some of the sexps for dealing with more than - * one ship would return after only dealing with the first ship. - * - * Also added the following sexps: - * is-ship-stealthed - * ship-force-stealth - * ship-force-nostealth - * ship-remove-stealth-forcing - * - * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even - * show up for friendly ships. - * --Goober5000 - * - * Revision 2.17 2002/12/20 07:09:03 Goober5000 - * added capability of storing time_subsys_cargo_revealed - * --Goober5000 - * - * Revision 2.16 2002/12/17 02:18:39 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit - * --Goober5000 - * - * Revision 2.15 2002/12/15 06:29:24 DTP - * Bumped fire_dealy on_empty_secondary to 1000 - * - * Revision 2.14 2002/12/14 17:09:27 Goober5000 - * removed mission flag for fighterbay damage; instead made damage display contingent on whether the fighterbay subsystem is assigned a damage percentage in ships.tbl - * --Goober5000 - * - * Revision 2.13 2002/12/10 05:41:38 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Preliminary support added for selecting additional primaries (more than 2) and secondaries (more than 3) if this is implemented later. - * Transports can now dock with fighters, bombers, & stealth ships. - * - * Revision 2.12 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code, its only references are in - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in pretty good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.11 2002/11/14 06:15:03 bobboau - * added nameplate code - * - * Revision 2.10 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.9 2002/11/11 20:05:52 phreak - * changed a line in ship_fire_secondary to allow for custom - * amounts of corkscrew missiles fired - * - * Revision 2.8 2002/11/06 23:21:06 phreak - * Fighter flak code, it doesn't blow up in your face anymore! - * - * Revision 2.7 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.6.2.1 2002/09/24 18:56:45 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.6 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.5 2002/07/30 18:11:25 wmcoolmon - * Fixed a bug I added in ship_do_rearm_frame - * - * Revision 2.4 2002/07/30 17:57:40 wmcoolmon - * Modified to add hull repair capabilities and toggling of them via a mission flag, MISSION_FLAG_SUPPORT_REPAIRS_HULL - * - * Revision 2.3 2002/07/29 08:22:42 DTP - * Bumped MAX_SHIP_SUBOBJECTS to 2100(2100 /(average fighter has 7 subsystems) = 400 fighters - * - * Revision 2.2 2002/07/25 04:50:07 wmcoolmon - * Added Bobboau's fighter-beam code. - * - * Revision 2.1 2002/07/20 23:49:46 DTP - * Fixed Secondary bank bug, where next valid secondary bank inherits current - * valid banks FULL fire delay - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.6 2002/05/16 00:43:32 mharris - * More ifndef NO_NETWORK - * - * Revision 1.5 2002/05/13 21:43:38 mharris - * A little more network and sound cleanup - * - * Revision 1.4 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.3 2002/05/10 20:42:45 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/03 22:07:10 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 144 10/13/99 3:43p Jefff - * fixed unnumbered XSTRs - * - * 143 9/14/99 3:26a Dave - * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer - * respawn-too-early problem. Made a few crash points safe. - * - * 142 9/11/99 4:02p Dave - * Don't page in model textures when doing ship_model_change() in fred. - * - * 141 9/10/99 9:44p Dave - * Bumped version # up. Make server reliable connects not have such a huge - * timeout. - * - * 140 9/06/99 3:30p Mikek - * Added system to restrict weapon choices for dogfight missions. - * - * 139 9/01/99 10:15a Dave - * - * 138 9/01/99 8:43a Andsager - * supress WARNING from no_fred ships flag - * - * 137 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 136 8/26/99 6:08p Andsager - * Add debug code for lethality and number of turrets targeting player. - * - * 135 8/26/99 5:14p Andsager - * - * 134 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 133 8/24/99 4:25p Andsager - * Add ship-vanish sexp - * - * 132 8/23/99 11:59a Andsager - * Force choice of big fireball when Knossos destroyed. Allow logging of - * ship destroyed when no killer_name (ie, from debug). - * - * 131 8/23/99 11:09a Andsager - * Round 2 of Knossos explosion - * - * 130 8/20/99 5:09p Andsager - * Second pass on Knossos device explosion - * - * 129 8/18/99 10:59p Andsager - * Enable "b" key to target bombers. - * - * 128 8/18/99 12:09p Andsager - * Add debug if message has no anim for message. Make messages come from - * wing leader. - * - * 127 8/16/99 10:04p Andsager - * Add special-warp-dist and special-warpout-name sexp for Knossos device - * warpout. - * - * 126 8/16/99 4:06p Dave - * Big honking checkin. - * - * 125 8/16/99 2:01p Andsager - * Knossos warp-in warp-out. - * - * 124 8/13/99 10:49a Andsager - * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search - * modes don't collide big ships. - * - * 123 8/05/99 6:19p Dave - * New demo checksums. - * - * 122 8/05/99 12:57a Andsager - * the insanity of it all! - * - * 121 8/03/99 11:13a Andsager - * Bump up number of ship_subsystems for demo - * - * 120 8/02/99 10:39p Dave - * Added colored shields. OoOoOoooOoo - * - * 119 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 118 7/29/99 12:05a Dave - * Nebula speed optimizations. - * - * 117 7/28/99 1:36p Andsager - * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp - * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack - * better. - * - * 116 7/26/99 5:50p Dave - * Revised ingame join. Better? We'll see.... - * - * 115 7/26/99 8:06a Andsager - * Consistent personas - * - * 114 7/24/99 5:22p Jefff - * Removed debug rendering of interpolated ships in multiplayer. - * - * 113 7/19/99 8:57p Andsager - * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT - * carry over of Exited_ships - * - * 112 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 111 7/19/99 12:02p Andsager - * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to - * only blow up subsystem if its strength is > 0 - * - * 110 7/18/99 9:56p Andsager - * Make max_ship_subsys 300 again! - * - * 109 7/18/99 5:20p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 108 7/18/99 12:32p Dave - * Randomly oriented shockwaves. - * - * 107 7/15/99 6:36p Jamesa - * Moved default ship name into the ships.tbl - * - * 104 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 103 7/13/99 5:03p Alanl - * make sure object sounds get assigned to ships - * - * 102 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 101 7/08/99 5:49p Andsager - * Fixed bug colliding with just warped in Cap ship - * - * 100 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 99 7/06/99 4:24p Dave - * Mid-level checkin. Starting on some potentially cool multiplayer - * smoothness crap. - * - * 98 7/06/99 10:45a Andsager - * Modify engine wash to work on any ship that is not small. Add AWACS - * ask for help. - * - * 97 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 96 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 95 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 94 6/20/99 12:06a Alanl - * new event music changes - * - * 93 6/16/99 4:06p Dave - * New pilot info popup. Added new draw-bitmap-as-poly function. - * - * 92 6/16/99 10:21a Dave - * Added send-message-list sexpression. - * - * 91 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 90 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 89 6/07/99 4:21p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 88 6/04/99 5:08p Andsager - * Sort of hack to allow minicap and supercap tat the same time. - * - * 87 6/03/99 9:29p Andsager - * Remove special case for Asteroid ship LOD warning - * - * 86 6/03/99 11:43a Dave - * Added the ability to use a different model when rendering to the HUD - * target box. - * - * 85 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 84 5/28/99 9:26a Andsager - * Added check_world_pt_in_expanded_ship_bbox() function - * - * 83 5/26/99 4:00p Dave - * Fixed small lighting bug, - * - * 82 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 81 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 80 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 79 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 78 5/19/99 11:09a Andsager - * Turn on engine wash. Check every 1/4 sec. - * - * 77 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 76 5/18/99 12:08p Andsager - * Added observer_process_post to handle observer too far away - * - * 75 5/18/99 11:15a Andsager - * Fix bug in mulitplayer max rangel - * - * 74 5/18/99 10:08a Andsager - * Modified single maximum range before blown up to also be multi - * friendly. - * - * 73 5/14/99 3:01p Andsager - * Fix bug in ship_do_cap_subsys_cargo_revealed - * - * 72 5/14/99 1:59p Andsager - * Multiplayer message for subsystem cargo revealed. - * - * 71 5/14/99 11:50a Andsager - * Added vaporize for SMALL ships hit by HUGE beams. Modified dying - * frame. Enlarged debris shards and range at which visible. - * - * 70 5/12/99 2:55p Andsager - * Implemented level 2 tag as priority in turret object selection - * - * 69 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 68 5/10/99 4:54p Dave - * Fixed particularly hideous subsystem bug related to multiple ship types - * using the same model. - * - * 67 4/30/99 12:18p Dave - * Several minor bug fixes. - * - * 66 4/29/99 2:29p Dave - * Made flak work much better in multiplayer. - * - * 65 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 64 4/28/99 3:11p Andsager - * Stagger turret weapon fire times. Make turrets smarter when target is - * protected or beam protected. Add weaopn range to weapon info struct. - * - * 63 4/27/99 12:16a Dave - * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the - * pxo server list screen. Fixed secondary firing for hosts on a - * standalone. Fixed wacky multiplayer weapon "shuddering" problem. - * - * 62 4/23/99 12:30p Andsager - * Add debug code for showing attack point against big ships. - * - * 61 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 60 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 59 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 58 4/19/99 12:21p Johnson - * Allow ships with invisible polygons which do not collide - * - * 57 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 56 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 55 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 54 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 53 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 52 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 51 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 50 3/26/99 5:23p Andsager - * Fix bug with special explostions sometimes not generating shockwaves. - * - * 49 3/26/99 4:49p Dave - * Made cruisers able to dock with stuff. Made docking points and paths - * visible in fred. - * - * 48 3/25/99 4:47p Johnson - * HACK allow Mycernus to dock with Enif - * - * 47 3/25/99 2:38p Johnson - * Give brad special mission docking stuff - * - * 46 3/25/99 1:30p Johnson - * Allow Arcadia/Mentu docking - * - * 45 3/24/99 4:05p Dave - * Put in support for assigning the player to a specific squadron with a - * specific logo. Preliminary work for doing pos/orient checksumming in - * multiplayer to reduce bandwidth. - * - * 44 3/23/99 2:29p Andsager - * Fix shockwaves for kamikazi and Fred defined. Collect together - * shockwave_create_info struct. - * - * 43 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 42 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 43 3/12/99 4:30p Anoop - * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons - * - * 42 3/11/99 2:22p Dave - * Fixed a countermeasure firing assert for multiplayer. - * - * 41 3/10/99 6:51p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 40 3/10/99 2:29p Dan - * disable lod warning for asteroid ships - * - * 39 3/09/99 6:24p Dave - * More work on object update revamping. Identified several sources of - * unnecessary bandwidth. - * - * 38 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 37 3/05/99 1:33p Dave - * Upped subsystem max to 700 - * - * 36 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 35 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 34 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 33 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 32 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 31 2/21/99 1:48p Dave - * Some code for monitoring datarate for multiplayer in detail. - * - * 30 2/19/99 3:52p Neilk - * Put in some proper handling code for undocking dying objects (handle - * wacky object types like OBJ_GHOST). - * - * 29 2/11/99 5:22p Andsager - * Fixed bugs, generalized block Sexp_variables - * - * 28 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 27 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 26 2/03/99 12:42p Andsager - * Add escort priority. Modify ship_flags_dlg to include field. Save and - * Load. Add escort priority field to ship. - * - * 25 2/02/99 9:36a Andsager - * Bash hull strength to zero when ship is killed (by sexp) - * - * 24 1/29/99 2:25p Andsager - * Added turret_swarm_missiles - * - * 23 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 22 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 21 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 20 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 19 1/14/99 6:06p Dave - * 100% full squad logo support for single player and multiplayer. - * - * 18 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 17 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 16 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 15 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 14 12/23/98 2:53p Andsager - * Added ship activation and gas collection subsystems, removed bridge - * - * 13 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 12 12/08/98 9:36a Dave - * Almost done nebula effect for D3D. Looks 85% as good as Glide. - * - * 11 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 10 11/19/98 4:19p Dave - * Put IPX sockets back in psnet. Consolidated all multiplayer config - * files into one. - * - * 9 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 8 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 7 10/26/98 9:42a Dave - * Early flak gun support. - * - * 6 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 5 10/23/98 3:03p Andsager - * Initial support for changing rotation rate. - * - * 4 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 915 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 914 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 913 8/17/98 5:07p Dave - * First rev of corkscrewing missiles. - * - * 912 7/15/98 11:29a Allender - * quick error dialog to prevent the > 50 ships per mission problem - * - * 911 7/06/98 6:11p Dave - * More object update stuff. - * - * 910 6/30/98 2:23p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 909 6/12/98 2:49p Dave - * Patch 1.02 changes. - * - * 908 6/10/98 6:46p Lawrance - * increase SHIP_MULTITEXT_LENGTH to 1500 - * - * 906 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 905 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 904 5/24/98 10:50p Mike - * Fix problem with ships with propagating explosions not being able to - * kamikaze. - * - * 903 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 902 5/23/98 12:05a Adam - * change ship_is_getting_locked() to take weapon range into account - * - * 901 5/22/98 5:32p Andsager - * Make big ship explosion sounds play all the way through. remove - * cur_snd from ship struct. - * - * 900 5/21/98 7:11p Sandeep - * Increased the buffer size a bit during parse ships.tbl to account for - * slightly lengthy descriptions - * - * 899 5/21/98 3:31p Allender - * fix bug where Ship_obj_list was getting overwritten by the exited ships - * list - * - * 898 5/21/98 1:44p Lawrance - * add ship_obj list validation - * - * 897 5/21/98 11:33a Lawrance - * Check aspect_locked_time when determining if another ship is seeking - * lock - * - * 896 5/19/98 8:42p Andsager - * Add cur_snd (used for sound management of big ship explosions) - * - * 895 5/18/98 2:50p Peter - * AL: Check to make sure we don't overflow support_ships[] array in - * ship_find_repair_ship - * - * 894 5/15/98 11:11p Mike - * Make game a bit easier based on skill level, mainly at Easy and, to a - * lesser extent, Medium. - * - * 893 5/15/98 6:45p Hoffoss - * Made some things not appear in the release version of Fred. - * - * 892 5/15/98 5:37p Hoffoss - * Added new 'tech description' fields to ship and weapon tables, and - * added usage of it in tech room. - * - * 891 5/15/98 12:07p Allender - * make messaging come from proper ships when in team vs. team games. - * - * 890 5/14/98 9:38p Andsager - * Fixed bug in dying_undock_physics when both ships have ovelapping dying - * times. - * - * 889 5/13/98 6:54p Dave - * More sophistication to PXO interface. Changed respawn checking so - * there's no window for desynchronization between the server and the - * clients. - * - * 888 5/12/98 10:54p Andsager - * Add new sound manager for big ship sub-explosion sounds - * - * 887 5/12/98 2:34p Adam - * re-instated the old nicer particle ANI's for ship explosions. - * - * 886 5/12/98 9:15a Andsager - * Clean up big ship sub-explosion sound. Make single instance of sounds. - * Choose random sounds. Add timestamp to post split sounds. Make - * explosion flash depend on wheth ship was visible if within ~1.5 radii. - * - * 885 5/11/98 4:33p Allender - * fixed ingame join problems -- started to work on new object updating - * code (currently ifdef'ed out) - * - * 884 5/11/98 4:05p Lawrance - * Increase sanity timestamp for next_fire_time to 60 seconds - * - * 883 5/10/98 11:30p Mike - * Better firing of bombs, less likely to go into strafe mode. - * - * 882 5/09/98 4:52p Lawrance - * Implement padlock view (up/rear/left/right) - * - * 881 5/08/98 5:31p Hoffoss - * Isolated the joystick force feedback code more from dependence on other - * libraries. - * - * 880 5/08/98 4:39p Mike - * Comment out two Asserts that trap a condition that is actually legal. - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/ship/ship.h b/fs2_open/code/ship/ship.h index bdd272d2c1..43cfa11701 100644 --- a/fs2_open/code/ship/ship.h +++ b/fs2_open/code/ship/ship.h @@ -7,956 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/Ship.h $ - * $Revision: 2.150.2.34 $ - * $Date: 2007-12-31 06:44:23 $ - * $Author: wmcoolmon $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.150.2.33 2007/12/30 15:29:24 wmcoolmon - * Separate cockpit model support - * - * Revision 2.150.2.32 2007/12/28 02:10:35 Backslash - * Backslash's "let's get this stuff into 3_6_9 as well" commit. - * -gliding with thruster adjustments and speed cap - * -glide_when_pressed control (right above bank_when_pressed) - * -fixes to the thrusters sound and visuals while gliding - * -don't show muzzle flashes in 1st person - * -quick reticle for multitarget and asteroids - * - * Revision 2.150.2.31 2007/12/08 20:07:55 karajorma - * Add the use alt as callsign option. - * Add a few typo and comment fixes while I'm at it - * - * Revision 2.150.2.30 2007/11/20 04:58:25 Goober5000 - * fix ship-type-destroyed - * - * Revision 2.150.2.29 2007/09/02 18:52:54 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 2.150.2.28 2007/07/23 16:08:32 Kazan - * Autopilot updates, minor misc fixes, working MSVC2005 project files - * - * Revision 2.150.2.27 2007/07/15 06:29:53 Goober5000 - * restore WMC's ship flag - * - * Revision 2.150.2.26 2007/07/15 04:19:34 Goober5000 - * partial commit of aldo's eyepoint feature - * it will need a keystroke to be complete - * - * Revision 2.150.2.25 2007/07/15 02:45:50 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 2.150.2.24 2007/05/28 18:27:35 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 2.150.2.23 2007/05/25 13:49:39 taylor - * add the rest of the texture page-in code changes that I skipped before (should fix Mantis #1389) - * - * Revision 2.150.2.22 2007/04/13 00:26:45 taylor - * clean out some old code we no longer use/need - * change warning messages to not print out current tbl name, since at the point those messages show the tbl has long since been parsed - * add an extra quick-check to ship_get_subsystem_strength() to avoid div if we don't need it - * make Ship_subsystems[] dynamic (sort of), it's allocated in sized sets now, so we can easily change size while still working with the existing linked-list code - * - * Revision 2.150.2.21 2007/02/27 01:44:45 Goober5000 - * add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty - * - * Revision 2.150.2.20 2007/02/25 03:58:07 Goober5000 - * use dynamic memory instead of a static buffer for ship-specific replacement textures - * - * Revision 2.150.2.19 2007/02/20 04:19:35 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.150.2.18 2007/02/12 00:41:38 taylor - * bit of cleanup and minor performance tweaks - * render ship insignia with a bit of alpha to help with blending/lighting - * dynamic thruster particle limits - * update for generic_bitmap/anim changes - * make use of flag_def_list for ship flags rather than a ton of if-else statements - * use generic_bitmap and generic_anim where possible to faciliate delayed graphics loading (after all ship related tbls are parsed) - * use VALID_FNAME() - * - * Revision 2.150.2.17 2007/02/11 06:19:08 Goober5000 - * invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug - * - * Revision 2.150.2.16 2007/02/09 04:53:28 Goober5000 - * merge the WCS screaming feature into the 3.6.9 (3.6.10?) branch - * - * Revision 2.150.2.15 2007/02/06 01:27:33 Goober5000 - * remove obsolete and unused shield flag - * - * Revision 2.150.2.14 2006/12/07 18:23:38 taylor - * fix secondary thruster length stuff - * - change thruster_glow_len_factor to thruster02_glow_len_factor so it's a bit more obvious - * - fix tbl entry so that it makes sense what you are setting :) - * - * Revision 2.150.2.13 2006/11/15 00:40:59 taylor - * fix some "stupid-windows-coder-mistakes" (otherwise known as "putting-more-than-you-should-into-header-files") - * (gets rid of some/many compiler warnings, C++ language violations, and strange little bugs/errors) - * - * Revision 2.150.2.12 2006/10/27 21:33:06 taylor - * updated/fixed modelanim code - * add ships.tbl subsystem flag ("+fire-down-normals") which will force a turret to fire down it's barrel line (Mantis bug #591) - * - * Revision 2.150.2.11 2006/10/08 02:05:34 Goober5000 - * fix forum links - * - * Revision 2.150.2.10 2006/10/06 09:47:11 taylor - * For redalert stored data be sure that dead ships don't come back, and departed ships come back just as they left (Mantis bug #810) - * - * Revision 2.150.2.9 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.150.2.8 2006/08/03 01:33:26 Goober5000 - * add a second method for specifying ship copies, plus allow the parser to recognize ship class copy names that aren't consistent with the table - * --Goober5000 - * - * Revision 2.150.2.7 2006/07/20 00:41:26 Goober5000 - * add WCS screaming stuff to RC branch - * --Goober5000 - * - * Revision 2.150.2.6 2006/07/17 01:09:45 taylor - * make glow point banks dynamic - * - * Revision 2.150.2.5 2006/07/17 00:10:05 Goober5000 - * stage 2 of animation fix (add base frame time to each ship) - * --Goober5000 - * - * Revision 2.150.2.4 2006/07/06 21:53:59 taylor - * rest of the map/glow changes - * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - * - same for glowpoints, back on a per-ship basis - * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - * - fix glowmaps for shockwaves again - * - add support for animated specmaps (mainly for TBP and Starfox mods) - * some minor code cleanup and compiler warning fixes - * - * Revision 2.150.2.3 2006/07/04 07:42:10 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.150.2.2 2006/06/24 20:39:57 wmcoolmon - * New function for scripting - * - * Revision 2.150.2.1 2006/06/04 01:03:13 Goober5000 - * add fighterbay restriction code - * --Goober5000 - * - * Revision 2.150 2006/05/21 03:58:58 Goober5000 - * fix Mantis #834 - * --Goober5000 - * - * Revision 2.149 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.148 2006/04/18 00:56:28 bobboau - * bugfix for the animation system - * - * Revision 2.147 2006/04/07 20:17:33 karajorma - * Added SEXPs to lock and unlock the primary and secondary weapons - * - * Revision 2.146 2006/04/05 16:46:40 karajorma - * Changes to support the new Enable/Disable-Builtin-Messages SEXP - * - * Revision 2.144 2006/04/04 11:38:07 wmcoolmon - * Maneuvering hruster scaling, gun convergence - * - * Revision 2.143 2006/04/03 07:48:03 wmcoolmon - * Miscellaneous minor changes, mostly related to addition of Current_camera variable - * - * Revision 2.142 2006/04/01 01:21:58 wmcoolmon - * $Warp time and $Warp speed vars - * - * Revision 2.141 2006/03/31 10:20:01 wmcoolmon - * Prelim. BSG warpin effect stuff - * - * Revision 2.140 2006/03/24 07:38:36 wmcoolmon - * New subobject animation stuff and Lua functions. - * - * Revision 2.139 2006/03/18 07:12:08 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.138 2006/02/26 23:23:31 wmcoolmon - * Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2. - * - * Revision 2.137 2006/02/26 22:23:01 wmcoolmon - * SF2_TARGETABLE_AS_BOMBER flag, Lua gr_bitmap_ex fix - * - * Revision 2.136 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.135 2006/02/16 05:44:53 taylor - * remove reset of modelnums on level start (more properly moved to model_unload()) - * minor change ship class fixage to clear out old model - * take better care to make sure that a ship model has the proper refcount (this needs further work, I don't like :V:'s crap here) - * add to includes in ship.h, fixes a compile issue that I forgot to fix properly before (thanks Jens) - * - * Revision 2.134 2006/01/20 07:10:34 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 2.133 2006/01/16 11:02:23 wmcoolmon - * Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting. - * - * Revision 2.132 2006/01/15 18:55:27 taylor - * fix compile issues from bad constructor - * make sure ai_actively_pursues gets filled for modular tables too - * fix NULL ptr reference when parsing ship type which doesn't exist and is set to not create - * - * Revision 2.131 2006/01/14 19:54:55 wmcoolmon - * Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. - * - * Revision 2.130 2006/01/14 09:21:27 wmcoolmon - * New Lua feature - globals control. - * - * Revision 2.129 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.128 2006/01/09 04:54:14 phreak - * Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. - * - * Revision 2.127 2006/01/06 04:18:55 wmcoolmon - * turret-target-order SEXPs, ship thrusters - * - * Revision 2.126 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.125 2005/12/13 22:32:30 wmcoolmon - * Ability to disable damage particle spew on ships - * - * Revision 2.124 2005/12/12 21:32:14 taylor - * allow use of a specific LOD for ship and weapon rendering in the hud targetbox - * - * Revision 2.123 2005/12/04 18:58:07 wmcoolmon - * subsystem + shockwave armor support; countermeasures as weapons - * - * Revision 2.122 2005/11/24 08:46:10 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 2.121 2005/11/23 01:06:58 phreak - * Added the function to estimate rearm and repair time. - * - * Revision 2.120 2005/11/21 23:57:26 taylor - * some minor thruster cleanup, if you could actually use the term "clean" - * - * Revision 2.119 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.118 2005/10/30 23:45:45 Goober5000 - * stuff for comparing ship classes - * --Goober5000 - * - * Revision 2.117 2005/10/29 22:09:31 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.116 2005/10/24 07:13:05 Goober5000 - * merge Bobboau's thruster code back in; hopefully this covers everything - * --Goober5000 - * - * Revision 2.115 2005/10/20 17:50:02 taylor - * fix player warpout - * basic code cleanup (that previous braces change did nothing for readability) - * spell "plyr" correctly - * tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink - * - * Revision 2.114 2005/10/20 06:37:34 wmcoolmon - * Oops, guess I didn't commit this stuff - * - * Revision 2.113 2005/10/11 07:43:10 wmcoolmon - * Topdown updates - * - * Revision 2.112 2005/10/11 05:24:34 wmcoolmon - * Gliding - * - * Revision 2.111 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.110 2005/10/09 09:13:29 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 2.109 2005/10/09 00:43:09 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 2.108 2005/10/08 05:41:09 wmcoolmon - * Fix Int3() from ship-vanish - * - * Revision 2.107 2005/09/25 05:13:05 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 2.106 2005/09/24 07:45:31 Goober5000 - * cleaned up some more thruster stuff; honestly, the thruster code is such a - * mess that it should probably be reverted to the retail version - * --Goober5000 - * - * Revision 2.105 2005/09/24 07:07:17 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 2.104 2005/09/24 02:40:10 Goober5000 - * get rid of a whole bunch of Microsoft warnings - * --Goober5000 - * - * Revision 2.103 2005/09/20 02:48:37 taylor - * fix a couple of things that Valgrind complained about - * - * Revision 2.102 2005/08/25 22:40:04 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.101 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.100 2005/07/21 07:53:14 wmcoolmon - * Changed $Hull Repair Rate and $Subsystem Repair Rate to be percentages, - * as well as making them accept all values between -1 and 1 - * - * Revision 2.99 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.98 2005/07/13 02:30:54 Goober5000 - * removed autopilot #define - * --Goober5000 - * - * Revision 2.97 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.96 2005/07/12 22:14:40 Goober5000 - * removed DECALS_ENABLED - * --Goober5000 - * - * Revision 2.95 2005/06/19 02:43:49 taylor - * WMC's build fix, part deux - * - * Revision 2.94 2005/06/07 06:10:51 wmcoolmon - * This may stop targeting not-targetable ships in EMP - * - * Revision 2.93 2005/05/08 20:21:48 wmcoolmon - * armor.tbl revamp - * - * Revision 2.92 2005/04/25 00:31:14 wmcoolmon - * Dynamically allocated engine washes; subsystem sounds; armor fixes. Line 4268 of ship.cpp, apparently, works properly; bears further looking into. - * - * Revision 2.91 2005/04/18 08:35:27 Goober5000 - * model and class changes should be all set now - * --Goober5000 - * - * Revision 2.90 2005/04/18 05:27:26 Goober5000 - * removed ship->alt_modelnum as it was essentially duplicates of ship->modelnum; changed the alt modelnum stuff accordingly - * fixes for ship_model_change and change_ship_type - * --Goober5000 - * - * Revision 2.89 2005/04/15 11:32:26 taylor - * proposes that WMC be subject to a breathalyzer test before commit ;) - * - * Revision 2.88 2005/04/15 06:59:05 wmcoolmon - * One final oops (hopefully). - * - * Revision 2.87 2005/04/15 06:23:17 wmcoolmon - * Local codebase commit; adds armor system. - * - * Revision 2.86 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.85 2005/03/27 12:28:35 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.84 2005/03/25 06:57:38 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.83 2005/03/19 18:02:34 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.82 2005/03/03 07:13:17 wmcoolmon - * Made HUD shield icon auto-generation off unless "generate icon" ship flag is specified for the ship. - * - * Revision 2.81 2005/03/01 06:55:45 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.80 2005/02/19 07:57:03 wmcoolmon - * Removed trails limit - * - * Revision 2.79 2005/02/04 20:06:08 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.78 2005/01/27 04:23:18 wmcoolmon - * Ship autorepair, requested by TBP - * - * Revision 2.77 2005/01/17 23:35:45 argv - * Surface shields. - * - * See forum thread: - * http://www.hard-light.net/forums/index.php/topic,29643.0.html - * - * -- _argv[-1] - * - * Revision 2.76 2005/01/16 23:18:04 wmcoolmon - * Added "show ship" ship flag - * - * Revision 2.75 2005/01/16 22:39:10 wmcoolmon - * Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. - * - * Revision 2.74 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.73 2005/01/01 07:18:48 wmcoolmon - * NEW_HUD stuff, turned off this time. :) It's in a state of disrepair at the moment, doesn't show anything. - * - * Revision 2.72 2004/12/25 09:28:09 wmcoolmon - * Sync to current NEW_HUD code - * - * Revision 2.71 2004/12/14 14:46:12 Goober5000 - * allow different wing names than ABGDEZ - * --Goober5000 - * - * Revision 2.70 2004/12/05 22:01:12 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.69 2004/11/21 11:35:17 taylor - * some weapon-only-used loading fixes and general page-in cleanup - * page in all ship textures from one function rather than two - * - * Revision 2.68 2004/10/15 09:21:55 Goober5000 - * cleaned up some sexp stuff and added wing capability to kamikaze sexp - * --Goober5000 - * - * Revision 2.67 2004/10/12 22:47:15 Goober5000 - * added toggle-subsystem-scanning ship flag - * --Goober5000 - * - * Revision 2.66 2004/10/11 22:29:24 Goober5000 - * added the no-bank ship flag (which works) and the affected-by-gravity flag - * (which won't work until I implement gravity points) - * --Goober5000 - * - * Revision 2.65 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.64 2004/07/11 03:22:53 bobboau - * added the working decal code - * - * Revision 2.63 2004/05/10 10:51:51 Goober5000 - * made primary and secondary banks quite a bit more friendly... added error-checking - * and reorganized a bunch of code - * --Goober5000 - * - * Revision 2.62 2004/05/10 08:03:31 Goober5000 - * fixored the handling of no lasers and no engines... the tests should check the ship, - * not the object - * --Goober5000 - * - * Revision 2.61 2004/05/03 21:22:23 Kazan - * Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free() - * Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug) - * Nav Point / Auto Pilot code (All disabled via #ifdefs) - * - * Revision 2.60 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.59 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.58 2004/02/20 04:29:56 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.57 2004/01/31 04:06:29 phreak - * commented out decal references - * - * Revision 2.56 2004/01/29 01:34:02 randomtiger - * Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage. - * Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage. - * - * Revision 2.55 2004/01/14 07:07:14 Goober5000 - * added error checking for an annoying crash when running an out-of-range - * sound; also, Phreak misspelled "tertiary" - * --Goober5000 - * - * Revision 2.54 2003/12/16 20:55:13 phreak - * disabled tertiary weapons support pending a rewrite of critical code - * - * Revision 2.53 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.52 2003/10/25 06:56:06 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.51 2003/10/15 22:03:26 Kazan - * Da Species Update :D - * - * Revision 2.50 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.49 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.45 2003/08/28 20:42:18 Goober5000 - * implemented rotating barrels for firing primary weapons - * --Goober5000 - * - * Revision 2.44 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.43 2003/08/06 17:37:08 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.42 2003/07/15 02:52:40 phreak - * ships now decloak when firing - * - * Revision 2.41 2003/07/04 02:30:54 phreak - * support for cloaking added. needs a cloakmap.pcx - * to cloak the players ship, activate cheats and press tilde + x - * some more work can be done to smooth out the animation. - * - * Revision 2.40 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.39 2003/03/30 07:27:34 Goober5000 - * resolved a nasty bug that caused some missions to crash - * --Goober5000 - * - * Revision 2.38 2003/03/18 08:44:05 Goober5000 - * added explosion-effect sexp and did some other minor housekeeping - * --Goober5000 - * - * Revision 2.37 2003/03/06 09:13:43 Goober5000 - * fixed what should be the last bug with bank-specific loadouts - * --Goober5000 - * - * Revision 2.36 2003/03/05 12:38:01 Goober5000 - * rewrote the restricted bank loadout code; it should work now - * --Goober5000 - * - * Revision 2.35 2003/03/05 09:17:15 Goober5000 - * cleaned out Bobboau's buggy code - about to rewrite with new, bug-free code :) - * --Goober5000 - * - * Revision 2.34 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.33 2003/03/01 01:15:38 Goober5000 - * fixed the initial status bug - * - * Revision 2.32 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.31 2003/01/27 07:46:32 Goober5000 - * finished up my fighterbay code - ships will not be able to arrive from or depart into - * fighterbays that have been destroyed (but you have to explicitly say in the tables - * that the fighterbay takes damage in order to enable this) - * --Goober5000 - * - * Revision 2.30 2003/01/21 17:24:16 Goober5000 - * fixed a few bugs in Bobboau's implementation of the glow sexps; also added - * help for the sexps in sexp_tree - * --Goober5000 - * - * Revision 2.29 2003/01/20 05:40:50 bobboau - * added several sExps for turning glow points and glow maps on and off - * - * Revision 2.28 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.27 2003/01/19 07:02:15 Goober5000 - * fixed a bunch of bugs - "no-subspace-drive" should now work properly for - * all ships, and all ships who have their departure anchor set to a capital ship - * should exit to that ship when told to depart - * --Goober5000 - * - * Revision 2.26 2003/01/18 09:25:40 Goober5000 - * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather - * than SF_ flags - * --Goober5000 - * - * Revision 2.25 2003/01/17 01:48:49 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.24 2003/01/16 06:49:11 Goober5000 - * yay! got texture replacement to work!!! - * --Goober5000 - * - * Revision 2.23 2003/01/15 23:23:30 Goober5000 - * NOW the model duplicates work! :p - * still gotta do the textures, but it shouldn't be hard now - * --Goober5000 - * - * Revision 2.22 2003/01/15 08:57:23 Goober5000 - * assigning duplicate models to ships now works; committing so I have a base - * to fall back to as I work on texture replacement - * --Goober5000 - * - * Revision 2.21 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.20 2003/01/06 17:14:52 Goober5000 - * added wing configurable squad logos - put +Squad Logo: filename.pcx as - * the last entry in each wing that you want (but the player's squad logo will - * still be the squad logo for the player's wing) - * --Goober5000 - * - * Revision 2.19 2003/01/05 01:26:35 Goober5000 - * added capability of is-iff and change-iff to have wings as well as ships - * as their arguments; also allowed a bunch of sexps to accept the player - * as an argument where they would previously display a parse error - * --Goober5000 - * - * Revision 2.18 2003/01/03 21:58:06 Goober5000 - * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship - * has primitive sensors it can't target anything and objects don't appear - * on radar if they're outside a certain range. This range can be modified - * via the sexp primitive-sensors-set-range. - * --Goober5000 - * - * Revision 2.17 2002/12/31 18:59:42 Goober5000 - * if it ain't broke, don't fix it - * --Goober5000 - * - * Revision 2.15 2002/12/27 02:57:50 Goober5000 - * removed the existing stealth sexps and replaced them with the following... - * ship-stealthy - * ship-unstealthy - * is-ship-stealthy - * friendly-stealth-invisible - * friendly-stealth-visible - * is-friendly-stealth-visible - * --Goober5000 - * - * Revision 2.14 2002/12/24 07:42:28 Goober5000 - * added change-ai-class and is-ai-class, and I think I may also have nailed the - * is-iff bug; did some other bug hunting as well - * --Goober5000 - * - * Revision 2.13 2002/12/23 05:18:52 Goober5000 - * Squashed some Volition bugs! :O Some of the sexps for dealing with more than - * one ship would return after only dealing with the first ship. - * - * Also added the following sexps: - * is-ship-stealthed - * ship-force-stealth - * ship-force-nostealth - * ship-remove-stealth-forcing - * - * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even - * show up for friendly ships. - * --Goober5000 - * - * Revision 2.12 2002/12/20 07:09:03 Goober5000 - * added capability of storing time_subsys_cargo_revealed - * --Goober5000 - * - * Revision 2.11 2002/12/17 02:18:39 Goober5000 - * added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit - * --Goober5000 - * - * Revision 2.10 2002/12/14 17:09:27 Goober5000 - * removed mission flag for fighterbay damage; instead made damage display contingent on whether the fighterbay subsystem is assigned a damage percentage in ships.tbl - * --Goober5000 - * - * Revision 2.9 2002/12/13 08:13:28 Goober5000 - * small tweaks and bug fixes for the ballistic primary conversion - * ~Goober5000~ - * - * Revision 2.8 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.7 2002/12/07 01:37:42 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.6 2002/11/10 19:57:36 DTP - * DTP bumped back MAX_SHIP_CLASSES to 130 - * - * Revision 2.5 2002/10/31 21:56:44 DTP - * DTP Bumped Max_exited_ships from 200 to double that of MAX_SHIPS = 800 . make sense ehh. for logging effect. - * - * Revision 2.4 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.3 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.2 2002/07/29 08:24:42 DTP - * Bumped all MAX_SHIPS, and SHIP_LIMIT to 400.(let the mission designers decide what is good, and what is bad - * - * Revision 2.1 2002/07/12 16:59:04 penguin - * Added flags2 (ran out of bits in flags!) to ship struct; bit 0 will be used - * to toggle Bobboau's lights. - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/10 20:42:45 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 73 9/01/99 10:15a Dave - * - * 72 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 71 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 70 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 69 8/18/99 12:09p Andsager - * Add debug if message has no anim for message. Make messages come from - * wing leader. - * - * 68 8/16/99 10:04p Andsager - * Add special-warp-dist and special-warpout-name sexp for Knossos device - * warpout. - * - * 67 8/16/99 2:01p Andsager - * Knossos warp-in warp-out. - * - * 66 8/13/99 10:49a Andsager - * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search - * modes don't collide big ships. - * - * 65 8/02/99 10:39p Dave - * Added colored shields. OoOoOoooOoo - * - * 64 7/28/99 1:36p Andsager - * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp - * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack - * better. - * - * 63 7/26/99 8:06a Andsager - * Consistent personas - * - * 62 7/19/99 8:56p Andsager - * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT - * carry over of Exited_ships - * - * 61 7/18/99 5:20p Dave - * Jump node icon. Fixed debris fogging. Framerate warning stuff. - * - * 60 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 59 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 58 7/08/99 12:06p Andsager - * Add turret-tagged-only and turret-tagged-clear sexp. - * - * 57 7/08/99 11:45a Dave - * Bumped up max ship types. - * - * 56 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 55 7/06/99 10:45a Andsager - * Modify engine wash to work on any ship that is not small. Add AWACS - * ask for help. - * - * 54 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 53 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 52 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 51 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 50 6/07/99 4:21p Andsager - * Add HUD color for tagged object. Apply to target and radar. - * - * 49 6/03/99 11:43a Dave - * Added the ability to use a different model when rendering to the HUD - * target box. - * - * 48 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 47 5/28/99 9:26a Andsager - * Added check_world_pt_in_expanded_ship_bbox() function - * - * 46 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 45 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 44 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 43 5/14/99 11:50a Andsager - * Added vaporize for SMALL ships hit by HUGE beams. Modified dying - * frame. Enlarged debris shards and range at which visible. - * - * 42 5/12/99 2:55p Andsager - * Implemented level 2 tag as priority in turret object selection - * - * 41 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 40 4/28/99 3:11p Andsager - * Stagger turret weapon fire times. Make turrets smarter when target is - * protected or beam protected. Add weaopn range to weapon info struct. - * - * 39 4/28/99 9:39a Andsager - * flag for ship_weapon turret lock - * - * 38 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 37 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 36 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 35 4/19/99 12:21p Johnson - * Allow ships with invisible polygons which do not collide - * - * 34 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 33 4/12/99 10:07p Dave - * Made network startup more forgiving. Added checkmarks to dogfight - * screen for players who hit commit. - * - * 32 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 31 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 30 3/30/99 5:40p Dave - * Fixed reinforcements for TvT in multiplayer. - * - * 29 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 28 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 27 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 26 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 25 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 24 3/01/99 7:39p Dave - * Added prioritizing ship respawns. Also fixed respawns in TvT so teams - * don't mix respawn points. - * - * 23 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 22 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 21 2/11/99 5:22p Andsager - * Fixed bugs, generalized block Sexp_variables - * - * 20 2/11/99 2:15p Andsager - * Add ship explosion modification to FRED - * - * 19 2/03/99 6:06p Dave - * Groundwork for FS2 PXO usertracker support. Gametracker support next. - * - * $NoKeywords: $ - */ + #ifndef _SHIP_H #define _SHIP_H diff --git a/fs2_open/code/ship/shipcontrails.cpp b/fs2_open/code/ship/shipcontrails.cpp index 30f3d1f431..61deae7107 100644 --- a/fs2_open/code/ship/shipcontrails.cpp +++ b/fs2_open/code/ship/shipcontrails.cpp @@ -7,125 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ShipContrails.cpp $ - * $Revision: 2.26.2.1 $ - * $Date: 2007-02-12 00:41:38 $ - * $Author: taylor $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.26 2006/05/27 16:49:05 taylor - * comment out some pointless checks which look for not using either D3D or OGL - * don't run through ships on level load setting up the sound environment if sound is disabled - * minor cleanup - * - * Revision 2.25 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.24 2005/07/25 05:24:17 Goober5000 - * cleaned up some command line and mission flag stuff - * --Goober5000 - * - * Revision 2.23 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.22 2005/03/03 03:53:18 wmcoolmon - * This should really be like this to prevent crashing - * - * Revision 2.21 2005/03/01 06:55:45 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.20 2005/02/20 23:13:01 wmcoolmon - * Trails stuff, moved ship docking func declaration so FRED could get to it. - * - * Revision 2.19 2005/02/20 08:22:48 wmcoolmon - * Smartified shipcontrails - * - * Revision 2.18 2005/02/20 07:39:34 wmcoolmon - * Trails update: Better, faster, stronger, but not much more reliable - * - * Revision 2.17 2005/02/19 07:57:03 wmcoolmon - * Removed trails limit - * - * Revision 2.16 2005/01/31 10:34:39 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.15 2005/01/28 11:39:18 Goober5000 - * cleaned up some build warnings - * --Goober5000 - * - * Revision 2.14 2005/01/28 11:06:23 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.13 2004/10/12 07:34:45 Goober5000 - * added contrail speed threshold - * --Goober5000 - * - * Revision 2.12 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.11 2004/07/12 16:33:05 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.10 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.9 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.8 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.7 2003/05/04 20:51:14 phreak - * ABtrails are only processed if they are using a bitmap. - * - * this should be the end of the "missiles without trails" bug - * - * Revision 2.6 2003/01/24 03:15:11 Goober5000 - * fixed a small nebula ship trail bug - * --Goober5000 - * - * Revision 2.5 2003/01/12 03:26:41 wmcoolmon - * Very slightly optimized code - * - * Revision 2.4 2003/01/12 00:19:55 wmcoolmon - * It turns out the version in the CVS did not toggle the ship trails with the flag...fixed this. - * - * Revision 2.3 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * - * 5 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 4 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 3 4/12/99 11:03p Dave - * Removed contrails and muzzle flashes from MULTIPLAYER_BETA builds. - * - * 2 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 1 11/14/98 3:40p Dave - * - * 1 11/13/98 3:28p Dave - * - * - * $NoKeywords: $ - */ + #include "ship/shipcontrails.h" #include "ship/ship.h" diff --git a/fs2_open/code/ship/shipcontrails.h b/fs2_open/code/ship/shipcontrails.h index f3d043b3d8..730720d06c 100644 --- a/fs2_open/code/ship/shipcontrails.h +++ b/fs2_open/code/ship/shipcontrails.h @@ -7,47 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ShipContrails.h $ - * $Revision: 2.5 $ - * $Date: 2006-02-25 21:47:08 $ - * $Author: Goober5000 $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.1 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 1 11/14/98 3:40p Dave - * - * 1 11/13/98 3:28p Dave - * - * - * $NoKeywords: $ - */ + #ifndef _FREESPACE2_SHIP_CONTRAIL_HEADER_FILE #define _FREESPACE2_SHIP_CONTRAIL_HEADER_FILE diff --git a/fs2_open/code/ship/shipfx.cpp b/fs2_open/code/ship/shipfx.cpp index a25c8b45bc..0df5750a9b 100644 --- a/fs2_open/code/ship/shipfx.cpp +++ b/fs2_open/code/ship/shipfx.cpp @@ -7,535 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ShipFX.cpp $ - * $Revision: 2.66.2.15 $ - * $Date: 2007-11-24 04:33:50 $ - * $Author: wmcoolmon $ - * - * Routines for ship effects (as in special) - * - * $Log: not supported by cvs2svn $ - * Revision 2.66.2.14 2007/09/02 18:52:55 Goober5000 - * fix for #1455 plus a bit of cleanup - * - * Revision 2.66.2.13 2007/04/24 12:07:35 karajorma - * Fix a number of places where the player of a dogfight game could end up in the standard debrief. - * - * Revision 2.66.2.12 2007/02/20 04:19:35 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.66.2.11 2007/02/16 18:48:42 karajorma - * Thought I'd caught all of these months ago! Thanks to Wanderer for the heads up. - * - * Revision 2.66.2.10 2007/02/11 09:39:09 taylor - * some minor performance improvements - * remove NO_SOUND - * - * Revision 2.66.2.9 2006/11/16 01:09:00 taylor - * handle knossos warp effect flip in a slightly better, slighter safer way (Mantis bug #1048, plus a couple that weren't filed) - * - * Revision 2.66.2.8 2006/11/01 18:46:22 taylor - * Ooopps! ;) - * - * Revision 2.66.2.7 2006/11/01 18:35:58 taylor - * make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43) - * - * Revision 2.66.2.6 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.66.2.5 2006/08/18 17:48:39 karajorma - * More typos revealed while trying to merge changes to the HEAD branch! - * - * Revision 2.66.2.4 2006/08/18 17:21:10 karajorma - * More cut & paste errors fixed and removal of the hardcoded warp out animation. Will now actually use the one specified in the table. - * - * Revision 2.66.2.3 2006/07/21 05:41:07 Goober5000 - * add another method for calculating dimensions of docked objects, plus improve an existing one - * --Goober5000 - * - * Revision 2.66.2.2 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.66.2.1 2006/06/15 06:18:43 Goober5000 - * make warpout work properly even if the player is docked to something - * --Goober5000 - * - * Revision 2.66 2006/05/13 07:15:51 taylor - * get rid of some wasteful math for gr_set_proj_matrix() calls - * fix check that broke praise of kills for player - * fix knossos warpin effect that always seems to get rendered backwards (I couldn't find anything that broke with this but I suppose it's a mod could have an issue) - * - * Revision 2.65 2006/04/12 22:23:41 taylor - * compiler warning fixes to make GCC 4.1 shut the hell up - * - * Revision 2.64 2006/04/01 01:21:58 wmcoolmon - * $Warp time and $Warp speed vars - * - * Revision 2.63 2006/03/31 10:20:01 wmcoolmon - * Prelim. BSG warpin effect stuff - * - * Revision 2.62 2006/01/16 20:57:03 taylor - * some minor changes to model_should_render_engine_glow(), better safety checks, support for disrupted engines - * check to see if a particular engine is disabled/destroyed/disrupted before making engine wash for it - * - * Revision 2.61 2006/01/09 04:54:14 phreak - * Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. - * - * Revision 2.60 2006/01/05 11:34:44 taylor - * make Split_ships[] dynamic (wouldn't have been a big deal to just bump the limit, but what the hell) - * - * Revision 2.59 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.58 2005/12/13 22:32:30 wmcoolmon - * Ability to disable damage particle spew on ships - * - * Revision 2.57 2005/12/04 18:58:07 wmcoolmon - * subsystem + shockwave armor support; countermeasures as weapons - * - * Revision 2.56 2005/11/13 22:27:17 Goober5000 - * this should fix the no-warp-effect bug - * --Goober5000 - * - * Revision 2.55 2005/10/30 06:44:58 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.54 2005/10/29 22:09:31 Goober5000 - * multiple ship docking implemented for initially docked ships - * --Goober5000 - * - * Revision 2.53 2005/10/20 17:50:03 taylor - * fix player warpout - * basic code cleanup (that previous braces change did nothing for readability) - * spell "plyr" correctly - * tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink - * - * Revision 2.52 2005/10/20 06:37:34 wmcoolmon - * Oops, guess I didn't commit this stuff - * - * Revision 2.51 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.50 2005/10/09 09:13:29 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 2.49 2005/09/21 03:55:31 Goober5000 - * add option for warp flash; mess with the cmdlines a bit - * --Goober5000 - * - * Revision 2.48 2005/08/25 22:40:04 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.47 2005/08/11 12:16:23 taylor - * little safety check, a couple of strange cases allow this to happen so we should look for it - * - * Revision 2.46 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.45 2005/07/24 00:32:45 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.44 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.43 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.42 2005/04/25 00:31:14 wmcoolmon - * Dynamically allocated engine washes; subsystem sounds; armor fixes. Line 4268 of ship.cpp, apparently, works properly; bears further looking into. - * - * Revision 2.41 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.40 2005/03/27 12:28:35 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.39 2005/03/24 23:27:26 taylor - * make sounds.tbl dynamic - * have snd_time_remaining() be less stupid - * some OpenAL error fixerage - * be able to turn off some typically useless debug messages - * - * Revision 2.38 2005/03/15 01:40:07 phreak - * Awesome 2-for-1 deal!!! - * Firstly, the Colossus should now warp out correctly. No more warphole forming inside of it - * Secondly, muzzleflashes now are generated at the gunmounts of the firing ship. - * - * Revision 2.37 2005/03/10 08:00:16 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.36 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.35 2005/02/23 04:57:28 taylor - * even more bm_unload() -> bm_release() changes - * - * Revision 2.34 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.33 2004/12/05 22:01:12 bobboau - * sevral feature additions that WCS wanted, - * and the foundations of a submodel animation system, - * the calls to the animation triggering code (exept the procesing code, - * wich shouldn't do anything without the triggering code) - * have been commented out. - * - * Revision 2.32 2004/10/31 22:02:47 taylor - * little cleanup - * - * Revision 2.31 2004/09/10 13:55:49 et1 - * Use yellow warp anim when doing exit jump with "-tbpwarpeffects" - * - * Revision 2.30 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.29 2004/07/25 18:46:30 Kazan - * -fred_no_warn has become -no_warn and applies to both fred and fs2 - * added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP - * fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed - * made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug) - * - * Revision 2.28 2004/07/12 16:33:05 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.27 2004/03/20 21:17:13 bobboau - * fixed -spec comand line option, - * probly some other stuf - * - * Revision 2.26 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.25 2004/02/14 00:18:36 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.24 2004/02/07 00:48:52 Goober5000 - * made FS2 able to account for subsystem mismatches between ships.tbl and the - * model file - e.g. communication vs. communications - * --Goober5000 - * - * Revision 2.23 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.22 2003/12/16 20:55:13 phreak - * disabled tertiary weapons support pending a rewrite of critical code - * - * Revision 2.21 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.20 2003/09/13 08:27:28 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.19 2003/09/13 06:02:03 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.17 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.16 2003/08/06 17:37:08 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.15 2003/07/15 16:06:24 phreak - * higher particle limits for opengl. now matched d3d - * - * Revision 2.14 2003/07/15 02:51:43 phreak - * cloaked ships will reduce brightness with distance - * - * Revision 2.13 2003/07/04 02:30:54 phreak - * support for cloaking added. needs a cloakmap.pcx - * to cloak the players ship, activate cheats and press tilde + x - * some more work can be done to smooth out the animation. - * - * Revision 2.12 2003/05/21 21:07:31 phreak - * fixed *minor* problem where ships that were disabled during warpout were not - * registering on sensors - * - * Revision 2.11 2003/05/21 20:28:53 phreak - * fixed disappearing ship bug when a ship is disabled during warpout - * - * Revision 2.10 2003/05/04 20:08:04 phreak - * ships that are disrupted now have arcs around them much like the emp effect - * - * Revision 2.9 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.8 2003/03/19 12:29:02 unknownplayer - * Woohoo! Killed two birds with one stone! - * Fixed the 'black screen around dialog boxes' problem and also the much more serious freezing problem experienced by Goober5000. It wasn't a crash, just an infinite loop. DX8 merge is GO! once again :) - * - * Revision 2.7 2003/03/18 01:44:30 Goober5000 - * fixed some misspellings - * --Goober5000 - * - * Revision 2.6 2003/03/03 09:53:32 Goober5000 - * fixed the warp effect from always being the knossos type - * --Goober5000 - * - * Revision 2.5 2003/03/03 09:31:59 Goober5000 - * changed "Subspace node activated" message to "Subspace drive activated" - * --Goober5000 - * - * Revision 2.4 2003/01/19 01:07:42 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.3 2003/01/17 01:48:49 Goober5000 - * added capability to the $Texture replace code to substitute the textures - * without needing and extra model, however, this way you can't substitute - * transparent or animated textures - * --Goober5000 - * - * Revision 2.2 2003/01/15 07:09:09 Goober5000 - * changed most references to modelnum to use ship instead of ship_info -- - * this will help with the change-model sexp and any other instances of model - * changing - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/13 21:43:38 mharris - * A little more network and sound cleanup - * - * Revision 1.4 2002/05/10 20:42:45 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/03 22:07:10 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:12 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 51 9/13/99 4:53p Andsager - * - * 50 9/13/99 10:09a Andsager - * Add debug console commands to lower model render detail and fireball - * LOD for big ship explosiosns. - * - * 49 9/08/99 10:44p Andsager - * Make HUGE ships not die when warping out, after warp effect started. - * - * 48 9/06/99 10:16p Andsager - * Modify big ship explosions. Less frequent fireballs, fewer particles, - * larger fireballs - * - * 47 9/05/99 11:10a Andsager - * Fix up which split ship get debris pieces. Don't render debris pieces - * for split ships until they are near clip plane. - * - * 46 9/02/99 12:55a Mikek - * Scale engine wash by speed. - * - * 45 9/01/99 10:15a Dave - * - * 44 8/31/99 10:13p Andsager - * Add Knossos warp effect fireball - * - * 43 8/23/99 11:09a Andsager - * Round 2 of Knossos explosion - * - * 42 8/20/99 2:16p Andsager - * Make only supercaps slow down extra fast after warping in. - * - * 41 8/20/99 1:42p Andsager - * Frist pass on Knossos explosion. - * - * 40 8/19/99 4:36p Andsager - * Cleaned up special_warpout - * - * 39 8/16/99 10:04p Andsager - * Add special-warp-dist and special-warpout-name sexp for Knossos device - * warpout. - * - * 38 8/16/99 2:01p Andsager - * Knossos warp-in warp-out. - * - * 37 8/13/99 10:49a Andsager - * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search - * modes don't collide big ships. - * - * 36 8/05/99 2:06a Dave - * Whee. - * - * 35 7/18/99 12:32p Dave - * Randomly oriented shockwaves. - * - * 34 7/09/99 12:52a Andsager - * Modify engine wash (1) less damage (2) only at a closer range (3) no - * damage when engine is disabled - * - * 33 7/06/99 10:45a Andsager - * Modify engine wash to work on any ship that is not small. Add AWACS - * ask for help. - * - * 32 7/02/99 9:55p Dave - * Player engine wash sound. - * - * 31 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 30 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 29 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 28 6/17/99 12:06p Andsager - * Add a fireball for each live debris piece. - * - * 27 6/14/99 3:21p Andsager - * Allow collisions between ship and its debris. Fix up collision pairs - * when large ship is warping out. - * - * 26 5/27/99 12:14p Andsager - * Some fixes for live debris when more than one subsys on ship with live - * debris. Set subsys strength (when 0) blows off subsystem. - * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN. - * - * 25 5/26/99 11:46a Dave - * Added ship-blasting lighting and made the randomization of lighting - * much more customizable. - * - * 24 5/25/99 10:05a Andsager - * Fix assert with wing warping out with no warp effect. - * - * 23 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 22 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 21 5/19/99 11:09a Andsager - * Turn on engine wash. Check every 1/4 sec. - * - * 20 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 19 5/17/99 10:33a Dave - * Fixed warning. - * - * 18 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 17 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 16 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 15 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 14 3/28/99 5:58p Dave - * Added early demo code. Make objects move. Nice and framerate - * independant, but not much else. Don't use yet unless you're me :) - * - * 13 3/23/99 2:29p Andsager - * Fix shockwaves for kamikazi and Fred defined. Collect together - * shockwave_create_info struct. - * - * 12 3/20/99 3:03p Andsager - * Fix get_model_cross_section_at_z() from getting invalid index . - * - * 11 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 10 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 9 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 8 1/28/99 9:10a Andsager - * Particles increased in width, life, number. Max particles increased - * - * 7 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 6 1/11/99 12:42p Andsager - * Add live debris - debris which is created from a destroyed subsystem, - * when the ship is still alive - * - * 5 11/18/98 10:29a Johnson - * fix assert in shipfx_remove_submodel_ship_sparks. submodel may not - * have spark and be destroyed. - * - * 4 11/17/98 4:27p Andsager - * Stop sparks from emitting from destroyed subobjects - * - * 3 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * - * $NoKeywords: $ - */ + #include "ship/shipfx.h" diff --git a/fs2_open/code/ship/shipfx.h b/fs2_open/code/ship/shipfx.h index 44d11fa612..251e71f5d7 100644 --- a/fs2_open/code/ship/shipfx.h +++ b/fs2_open/code/ship/shipfx.h @@ -7,160 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ShipFX.h $ - * $Revision: 2.10.2.1 $ - * $Date: 2007-02-20 04:19:35 $ - * $Author: Goober5000 $ - * - * Routines for ship effects (as in special) - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2006/03/31 10:20:01 wmcoolmon - * Prelim. BSG warpin effect stuff - * - * Revision 2.9 2005/10/09 09:13:29 wmcoolmon - * Added warpin/warpout speed override values to ships.tbl - * - * Revision 2.8 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.6 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.5 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/08/06 17:37:08 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.2 2003/07/15 02:51:43 phreak - * cloaked ships will reduce brightness with distance - * - * Revision 2.1 2003/07/04 02:30:54 phreak - * support for cloaking added. needs a cloakmap.pcx - * to cloak the players ship, activate cheats and press tilde + x - * some more work can be done to smooth out the animation. - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 10 7/02/99 9:55p Dave - * Player engine wash sound. - * - * 9 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * 8 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 7 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 6 3/23/99 2:29p Andsager - * Fix shockwaves for kamikazi and Fred defined. Collect together - * shockwave_create_info struct. - * - * 5 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 4 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 3 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 19 5/22/98 5:32p Andsager - * Make big ship explosion sounds play all the way through. remove - * cur_snd from ship struct. - * - * 18 5/19/98 8:43p Andsager - * Modify sound management (of big ship explosions). Turn on big ship - * explosions for release build. - * - * 17 5/12/98 10:54p Andsager - * Add new sound manager for big ship sub-explosion sounds - * - * 16 4/14/98 11:11p John - * Made ships with < 50% hull left show electrical damage arcs. - * - * 15 4/14/98 5:43p John - * Made large ship blowup system reinit between levels. - * - * 14 4/14/98 4:56p John - * Hooked in Andsager's large ship exploding code, but it is temporarily - * disabled. - * - * 13 4/10/98 12:16p Allender - * fix ship hit kill and debris packets - * - * 12 4/05/98 2:37p John - * Made sun on by default. Fixed some other sun tweaks. - * - * 11 1/02/98 5:04p John - * Several explosion related changes. Made fireballs not be used as - * ani's. Made ship spark system expell particles. Took away impact - * explosion for weapon hitting ship... this needs to get added to weapon - * info and makes shield hit more obvious. Only make sparks when hit - * hull, not shields. - * - * 10 12/17/97 7:53p John - * Fixed a bug where gunpoint for flashes were in world coordinates, - * should have been object. - * - * 9 12/17/97 5:11p John - * Added brightening back into fade table. Added code for doing the fast - * dynamic gun flashes and thruster flashes. - * - * 8 12/12/97 3:02p John - * First Rev of Ship Shadows - * - * 7 9/12/97 4:06p John - * put in ship warp out effect. - * put in dynamic lighting for warp in/out - * - * 6 9/09/97 4:52p John - * Almost done ship warp in code - * - * 5 2/28/97 11:07a John - * more fx - * - * 4 2/28/97 10:57a John - * Made so you can blow off any subsystems, not just radars. - * - * - * 3 2/10/97 12:38p John - * made all ships blow up into debris pieces when exploded. - * - * 2 2/07/97 11:49a John - * Some not-final explosions for turrets. - * - * 1 2/07/97 10:53a John - * - * $NoKeywords: $ - */ + #ifndef _SHIPFX_H #define _SHIPFX_H diff --git a/fs2_open/code/ship/shiphit.cpp b/fs2_open/code/ship/shiphit.cpp index a05ddc0a59..2399c3a9d6 100644 --- a/fs2_open/code/ship/shiphit.cpp +++ b/fs2_open/code/ship/shiphit.cpp @@ -7,705 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ShipHit.cpp $ - * $Revision: 2.63.2.10 $ - * $Date: 2007-12-20 01:57:45 $ - * $Author: turey $ - * - * Code to deal with a ship getting hit by something, be it a missile, dog, or ship. - * - * $Log: not supported by cvs2svn $ - * Revision 2.63.2.9 2007/07/15 02:45:51 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 2.63.2.8 2007/05/28 18:27:35 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 2.63.2.7 2007/02/20 04:19:35 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.63.2.6 2007/02/10 00:17:40 taylor - * remove NO_SOUND - * - * Revision 2.63.2.5 2007/02/09 04:53:28 Goober5000 - * merge the WCS screaming feature into the 3.6.9 (3.6.10?) branch - * - * Revision 2.63.2.4 2006/12/07 18:30:20 taylor - * cleanup shockwave code a bit - * make Shockwave_info dynamic - * lot of fixage to allow 2D and 3D shockwaves to work better - * fix for Mantis bug #1148 - * properly handle both "none" and "" for 2D and 3D shockwave names - * better handling, preloading wise, of 3D shockwaves and their textures - * - * Revision 2.63.2.3 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.63.2.2 2006/07/05 23:36:56 Goober5000 - * cvs comment tweaks - * - * Revision 2.63.2.1 2006/06/27 04:06:17 Goober5000 - * handle docked objects during death roll - * --Goober5000 - * - * Revision 2.63 2006/05/20 02:03:01 Goober5000 - * fix for Mantis #755, plus make the missionlog #defines uniform - * --Goober5000 - * - * Revision 2.62 2006/03/18 07:12:08 Goober5000 - * add ship-subsys-targetable and ship-subsys-untargetable - * --Goober5000 - * - * Revision 2.61 2006/02/25 21:47:08 Goober5000 - * spelling - * - * Revision 2.60 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.59 2005/12/08 15:17:35 taylor - * fix several bad crash related problems from WMC's commits on the 4th - * - * Revision 2.58 2005/12/04 18:58:07 wmcoolmon - * subsystem + shockwave armor support; countermeasures as weapons - * - * Revision 2.57 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.56 2005/11/21 01:53:57 Goober5000 - * add a flag to re-enable shockwaves damaging subsystems (from FS1) - * --Goober5000 - * - * Revision 2.55 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.54 2005/11/13 06:49:05 taylor - * -loadonlyused in on by default now, can be turned off with -loadallweps - * - * Revision 2.53 2005/10/10 17:17:45 taylor - * remove NO_NETWORK - * clean out some old debug messages that were littered about - * - * Revision 2.52 2005/10/06 07:53:01 taylor - * make sure player death message works when using a NO_NETWORK build - * - * Revision 2.51 2005/08/20 20:32:28 taylor - * Make sure to always use world pos for shockwaves in HTL mode, avoids the distance check Error() - * (if someone can find a better explanation of why this one thing was different please make a better fix) - * - * Revision 2.50 2005/07/24 18:33:47 taylor - * hehehe, fix the check to allow fighter beams to count for kills - * - * Revision 2.49 2005/07/22 10:18:36 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.48 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.47 2005/07/13 00:44:21 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 2.46 2005/05/11 09:32:03 Goober5000 - * grr - * --Goober5000 - * - * Revision 2.45 2005/05/11 09:27:35 Goober5000 - * changed an Assert() to an Error() - * --Goober5000 - * - * Revision 2.44 2005/05/08 20:21:48 wmcoolmon - * armor.tbl revamp - * - * Revision 2.43 2005/04/18 05:27:26 Goober5000 - * removed ship->alt_modelnum as it was essentially duplicates of ship->modelnum; changed the alt modelnum stuff accordingly - * fixes for ship_model_change and change_ship_type - * --Goober5000 - * - * Revision 2.42 2005/04/15 11:32:26 taylor - * proposes that WMC be subject to a breathalyzer test before commit ;) - * - * Revision 2.41 2005/04/15 06:56:02 wmcoolmon - * Another oops. - * - * Revision 2.40 2005/04/15 06:23:17 wmcoolmon - * Local codebase commit; adds armor system. - * - * Revision 2.39 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.38 2005/03/27 12:28:35 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.37 2005/03/10 08:00:16 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.36 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.35 2005/02/04 10:12:33 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.34 2005/01/28 11:06:23 Goober5000 - * changed a bunch of transpose-rotate sequences to use unrotate instead - * --Goober5000 - * - * Revision 2.33 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.32 2004/08/31 23:36:28 Goober5000 - * when calculating damage for scoring, don't count beams unless they're fired by a fighter or bomber - * --Goober5000 - * - * Revision 2.31 2004/08/23 03:34:34 Goober5000 - * modularized tag stuff in preparation for sexp - * --Goober5000 - * - * Revision 2.30 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.29 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.28 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.27 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.26 2004/02/04 09:02:43 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.25 2004/01/30 07:39:06 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.24 2003/11/25 02:32:16 Goober5000 - * fixed an old omission - * --Goober5000 - * - * Revision 2.23 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.22 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.21 2003/09/13 08:27:28 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.20 2003/09/13 06:02:04 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.16 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.15 2003/03/20 23:30:03 Goober5000 - * comments - * --Goober500 - * - * Revision 2.14 2003/03/18 08:44:05 Goober5000 - * added explosion-effect sexp and did some other minor housekeeping - * --Goober5000 - * - * Revision 2.13 2003/03/02 06:20:16 penguin - * Tweaked for gcc - * - penguin - * - * Revision 2.12 2003/02/26 02:56:55 bobboau - * fixed the bug with fighter beams not giveing you kills - * - * Revision 2.11 2003/02/25 06:22:49 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.10 2003/02/16 05:14:29 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.9 2003/01/19 22:20:22 Goober5000 - * fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag, - * and departure into hangars should now all work properly - * --Goober5000 - * - * Revision 2.8 2003/01/19 01:07:42 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.7 2003/01/15 23:23:30 Goober5000 - * NOW the model duplicates work! :p - * still gotta do the textures, but it shouldn't be hard now - * --Goober5000 - * - * Revision 2.6 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.5 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.4 2002/07/29 20:48:51 penguin - * Moved extern declaration of ssm_create outside of block (it wouldn't compile w/ gcc) - * - * Revision 2.3 2002/07/29 08:19:41 DTP - * Bumped MAX_SUBSYS_LIST from 32 to 200 - * - * Revision 2.2 2002/07/18 03:25:10 unknownplayer - * no message - * - * Revision 2.1 2002/07/17 20:04:00 wmcoolmon - * Added SSM code for Tag C from Bobboau. Note that strings.tbl may need to be updated. - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.5 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.4 2002/05/10 20:42:45 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.3 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.2 2002/05/03 22:07:10 mharris - * got some stuff to compile - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 61 9/14/99 3:26a Dave - * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer - * respawn-too-early problem. Made a few crash points safe. - * - * 60 9/13/99 4:52p Dave - * RESPAWN FIX - * - * 59 9/09/99 11:17a Jimb - * Removed bogus Int3() in do_subobj_hit_stuff(). - * - * 58 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 57 9/03/99 11:39p Mikek - * Fix problem in sm3-01 of dual-fired Helios bombs only doing 1/4 damage. - * - * 56 9/03/99 2:24p Mikek - * Decrease overall damage done to player at Medium and Hard. I believe - * this was the major culprit in Flak cannons being so nasty. The firing - * rate seems to not have been an issue. - * - * 55 9/02/99 11:55a Mikek - * Zero damage to small ship subsystems from shockwaves. - * - * 54 9/01/99 10:15a Dave - * - * 53 8/27/99 10:42a Andsager - * Don't reposition shockwave for BIG only HUGE ships - * - * 52 8/27/99 1:34a Andsager - * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge - * when weapon blows up. - * - * 51 8/26/99 10:46p Andsager - * Apply shockwave damage to lethality. - * - * 50 8/26/99 8:52p Dave - * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. - * - * 49 8/26/99 5:14p Andsager - * - * 48 8/26/99 9:45a Dave - * First pass at easter eggs and cheats. - * - * 47 8/23/99 11:59a Andsager - * Force choice of big fireball when Knossos destroyed. Allow logging of - * ship destroyed when no killer_name (ie, from debug). - * - * 46 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 45 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 44 8/20/99 5:09p Andsager - * Second pass on Knossos device explosion - * - * 43 8/20/99 1:42p Andsager - * Frist pass on Knossos explosion. - * - * 42 8/06/99 9:46p Dave - * Hopefully final changes for the demo. - * - * 41 8/03/99 11:02p Dave - * Maybe fixed sync problems in multiplayer. - * - * 40 8/02/99 1:59p Dave - * Fixed improper damage application to subobjects on a "big damage" ship. - * - * 39 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 38 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 37 7/09/99 12:51a Andsager - * Modify engine wash (1) less damage (2) only at a closer range (3) no - * damage when engine is disabled - * - * 36 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 35 6/28/99 4:51p Andsager - * Add ship-guardian sexp (does not allow ship to be killed) - * - * 34 6/21/99 7:25p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 33 6/10/99 3:43p Dave - * Do a better job of syncing text colors to HUD gauges. - * - * 32 5/27/99 12:14p Andsager - * Some fixes for live debris when more than one subsys on ship with live - * debris. Set subsys strength (when 0) blows off subsystem. - * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN. - * - * 31 5/21/99 5:03p Andsager - * Add code to display engine wash death. Modify ship_kill_packet - * - * 30 5/21/99 1:44p Andsager - * Add engine wash gauge - * - * 29 5/14/99 11:50a Andsager - * Added vaporize for SMALL ships hit by HUGE beams. Modified dying - * frame. Enlarged debris shards and range at which visible. - * - * 28 5/12/99 2:55p Andsager - * Implemented level 2 tag as priority in turret object selection - * - * 27 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 26 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 25 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 24 4/20/99 3:43p Andsager - * Added normal parameter to ship_apply_local_damage for case of ship_ship - * collision. - * - * 23 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 22 3/29/99 6:17p Dave - * More work on demo system. Got just about everything in except for - * blowing ships up, secondary weapons and player death/warpout. - * - * 21 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 21 3/15/99 6:45p Daveb - * Put in rough nebula bitmap support. - * - * 20 3/10/99 6:51p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 19 2/26/99 6:01p Andsager - * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay - * - * 18 2/26/99 5:39p Johnson - * Put in some handling code for an assert(). - * - * 17 2/11/99 5:22p Andsager - * Fixed bugs, generalized block Sexp_variables - * - * 16 2/05/99 10:38a Johnson - * Fixed improper object array reference. - * - * 15 2/04/99 1:23p Andsager - * Apply max spark limit to ships created in mission parse - * - * 14 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 13 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 12 1/27/99 10:25p Andsager - * Added OEM sparks - make intelligent choice of next spark location for - * cruiser and cap ships - * - * 11 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 10 1/21/99 4:22p Anoop - * Removed bogus Int3() from show_dead_message(...) - * - * 9 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 8 12/23/98 2:53p Andsager - * Added ship activation and gas collection subsystems, removed bridge - * - * 7 11/17/98 4:27p Andsager - * Stop sparks from emitting from destroyed subobjects - * - * 6 11/09/98 2:11p Dave - * Nebula optimizations. - * - * 5 10/26/98 9:42a Dave - * Early flak gun support. - * - * 4 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 145 9/01/98 6:48p Dave - * Energy suck weapon. Removed a couple of now-bogus asserts in tracker - * code. - * - * 144 8/25/98 1:48p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 143 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 142 5/24/98 8:49p Allender - * put in Int3() to try and trap nasty error in multiplayer - * - * 141 5/22/98 12:08p Mike - * Don't create "Disarmed" event for small ships. - * - * 140 5/22/98 11:00a Mike - * Balance sm3-09a. - * - * 139 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 138 5/13/98 6:54p Dave - * More sophistication to PXO interface. Changed respawn checking so - * there's no window for desynchronization between the server and the - * clients. - * - * 137 5/11/98 11:37a Mike - * Don't allow deathroll duration for large ships to be shortened by - * excess damage. - * - * 136 5/10/98 11:30p Mike - * Better firing of bombs, less likely to go into strafe mode. - * - * 135 5/07/98 12:24a Hoffoss - * Finished up sidewinder force feedback support. - * - * 134 5/06/98 8:47a Andsager - * Initial check in, allow ship sparks to turn on and off depending on - * damage. - * - * 133 5/06/98 1:12a Allender - * fix sequencing names, added nprintf to help respawn debugging - * - * 132 5/04/98 4:07p Andsager - * Reduce deathroll rotvel cap and average by 25%. - * - * 131 5/04/98 11:12a Mike - * Make kamikaze ships detonate on impact -- no death roll. - * - * 130 4/30/98 12:17a Andsager - * Increase deathroll time for big ships and decrease max rotvel for big - * ships - * - * 129 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 128 4/27/98 2:23p Andsager - * Create fireballs on destroying subsystems of big ships. Limit number - * of sparks on small ships. - * - * 127 4/24/98 5:35p Andsager - * Fix sparks sometimes drawing not on model. If ship is sphere in - * collision, don't draw sparks. Modify ship_apply_local_damage() to take - * parameter no_spark. - * - * 126 4/23/98 4:47p Andsager - * Make deathroll rotvel have z component largest. - * - * 125 4/22/98 9:10a Andsager - * Resrore z component of deathroll rotvel, as before. - * - * 124 4/21/98 11:20p Andsager - * Modify deatroll rotvel. Fix bug getting only positive values. Add - * random to current rotvel, make z rotvel always larger than x or y. - * Move call to shipfx_large_blowup_init into Ship.cpp. - * - * 123 4/21/98 10:38a Mike - * Don't allow player to take _any_ kind of damage past stage 2 of - * warpout. - * - * 122 4/20/98 5:10p John - * Took out cap of number of shards using num_particles. - * - * 121 4/17/98 1:17p Mike - * Fix bug with uninitialized damage_to_apply. - * - * 120 4/17/98 11:05a Mike - * Make number of pieces of small debris created by subsystem hits be - * based on detail level. - * Fix location of turret subsystem. Was doubly globalizing, very bad on - * large ships! - * - * 119 4/16/98 3:40p Mike - * Make subsys destroyed messages only get sent once. - * - * 118 4/15/98 11:06p Mike - * Better balance of damage done to subsystems by shockwaves. - * - * 117 4/15/98 10:13p Mike - * Fix application of damage to subsystems. - * - * 116 4/14/98 9:15p John - * Added flag to specify which ships get the new large ship exploding - * effect. - * - * 115 4/14/98 4:56p John - * Hooked in Andsager's large ship exploding code, but it is temporarily - * disabled. - * - * 114 4/12/98 11:16a John - * Made palette red hit effect more proportional to damage. - * - * 113 4/10/98 12:16p Allender - * fix ship hit kill and debris packets - * - * 112 4/10/98 1:38a Allender - * fix bug with -1 vs 255 (for current secondary bank). Undid previous - * code for ship_kill packets. - * - * 111 4/09/98 5:44p Allender - * multiplayer network object fixes. debris and self destructed ships - * should all sync up. Fix problem where debris pieces (hull pieces) were - * not getting a net signature - * - * 110 4/09/98 5:27p Mike - * Speed up deathrolls for smaller ships a bit. - * - * 109 4/06/98 7:13p Allender - * generate the death text - * - * 108 4/01/98 1:48p Allender - * major changes to ship collision in multiplayer. Clients now do own - * ship/ship collisions (with their own ship only) Modifed the hull - * update packet to be sent quicker when object is target of player. - * - * 107 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 106 3/30/98 2:38p Mike - * Add asteroid_density to detail level support. - * No force explosion damage in training missions. - * Make cargo deathrolls shorter. - * - * 105 3/30/98 1:08a Lawrance - * Implement "blast" icon. Blink HUD icon when player ship is hit by a - * blast. - * - * 104 3/24/98 4:26p Lawrance - * Make finding out if player killed self easier and more reliable - * - * 103 3/24/98 2:16p Mike - * Fix bug with variation in death roll rotational velocity. It wasn't - * getting initialized! - * - * 102 3/21/98 3:36p Lawrance - * Let damage gauge know when player has taken damage. - * - * 101 3/21/98 3:37p Mike - * Fix/optimize attacking of big ships. - * - * 100 3/19/98 5:35p Lawrance - * Correctly inform player if killed by ship explosion. - * - * $NoKeywords: $ - */ + #include "ship/shiphit.h" diff --git a/fs2_open/code/ship/shiphit.h b/fs2_open/code/ship/shiphit.h index 0deed5ccd8..e1b3ff70da 100644 --- a/fs2_open/code/ship/shiphit.h +++ b/fs2_open/code/ship/shiphit.h @@ -7,107 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/ShipHit.h $ - * $Revision: 2.7 $ - * $Date: 2005-07-13 03:35:30 $ - * $Author: Goober5000 $ - * - * Code to deal with a ship getting hit by something, be it a missile, dog, or ship. - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/04/05 05:53:24 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.4 2004/08/23 03:34:34 Goober5000 - * modularized tag stuff in preparation for sexp - * --Goober5000 - * - * Revision 2.3 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:52 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2003/04/29 01:03:21 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:28 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 8 6/21/99 7:25p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 7 5/11/99 10:16p Andsager - * First pass on engine wash effect. Rotation (control input), damage, - * shake. - * - * 6 4/20/99 3:43p Andsager - * Added normal parameter to ship_apply_local_damage for case of ship_ship - * collision. - * - * 5 2/04/99 1:23p Andsager - * Apply max spark limit to ships created in mission parse - * - * 4 10/20/98 1:39p Andsager - * Make so sparks follow animated ship submodels. Modify - * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add - * submodel_num. Add submodel_num to multiplayer hit packet. - * - * 3 10/16/98 1:22p Andsager - * clean up header files - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 8 5/18/98 12:41a Allender - * fixed subsystem problems on clients (i.e. not reporting properly on - * damage indicator). Fixed ingame join problem with respawns. minor - * comm menu stuff - * - * 7 4/24/98 5:35p Andsager - * Fix sparks sometimes drawing not on model. If ship is sphere in - * collision, don't draw sparks. Modify ship_apply_local_damage() to take - * parameter no_spark. - * - * 6 4/09/98 5:44p Allender - * multiplayer network object fixes. debris and self destructed ships - * should all sync up. Fix problem where debris pieces (hull pieces) were - * not getting a net signature - * - * 5 2/13/98 2:22p Allender - * make ships spark when entering mission with < 100% hull - * - * 4 10/16/97 4:41p Allender - * new packet to tell clients when subsystem has been destroyed - * - * 3 9/18/97 4:08p John - * Cleaned up & restructured ship damage stuff. - * - * 2 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 1 9/17/97 3:42p John - * - * $NoKeywords: $ - */ + #ifndef _SHIPHIT_H #define _SHIPHIT_H diff --git a/fs2_open/code/ship/subsysdamage.h b/fs2_open/code/ship/subsysdamage.h index f0cc893951..c2389a5410 100644 --- a/fs2_open/code/ship/subsysdamage.h +++ b/fs2_open/code/ship/subsysdamage.h @@ -7,57 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ship/SubsysDamage.h $ - * $Revision: 2.3.2.1 $ - * $Date: 2007-02-11 21:42:39 $ - * $Author: Goober5000 $ - * - * Header file for various subystem damage defines - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/11/24 08:46:10 Goober5000 - * * cleaned up mission_do_departure - * * fixed a hidden crash (array index being -1; would only - * be triggered for ships w/o subspace drives under certain conditions) - * * removed finding a new fighterbay target because it might screw up missions - * * improved clarity, code flow, and readability :) - * * added custom AI flag for disabling warpouts if navigation subsystem fails - * --Goober5000 - * - * Revision 2.2 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 4 4/07/98 5:30p Lawrance - * Player can't send/receive messages when comm is destroyed. Garble - * messages when comm is damaged. - * - * 3 10/13/97 7:42p Lawrance - * added MIN_COMM_STR_RECEIVE_OK - * - * 2 10/11/97 6:38p Lawrance - * move subsys damage #defines to SubsysDamage.h - * - * 1 10/10/97 7:57p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __SUBSYS_DAMAGE_H__ #define __SUBSYS_DAMAGE_H__ diff --git a/fs2_open/code/sound/acm-openal.cpp b/fs2_open/code/sound/acm-openal.cpp index 664718f0e2..d2e96f63ce 100644 --- a/fs2_open/code/sound/acm-openal.cpp +++ b/fs2_open/code/sound/acm-openal.cpp @@ -2,29 +2,7 @@ * Portions of this file are Copyright (c) Ryan C. Gordon ***********************************************************/ -/* - * $Logfile: /Freespace2/code/sound/acm-openal.cpp $ - * $Revision: 2.3 $ - * $Date: 2005-11-16 09:16:24 $ - * $Author: taylor $ - * - * OS independant ADPCM decoder - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.1 2005/04/05 11:48:22 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * - * $NoKeywords: $ - */ + #ifdef USE_OPENAL // to end of file... diff --git a/fs2_open/code/sound/acm.cpp b/fs2_open/code/sound/acm.cpp index a4b61a055b..fcfd963f03 100644 --- a/fs2_open/code/sound/acm.cpp +++ b/fs2_open/code/sound/acm.cpp @@ -7,72 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/acm.cpp $ - * $Revision: 2.7 $ - * $Date: 2006-05-27 16:39:40 $ - * $Author: taylor $ - * - * C file for interface to Audio Compression Manager functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.5 2005/03/27 06:14:30 taylor - * update for streaming support and platform independance - * - * Revision 2.4 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 8 6/13/98 1:45p Sandeep - * - * 7 2/18/98 5:49p Lawrance - * Even if the ADPCM codec is unavailable, allow game to continue. - * - * 6 11/28/97 2:09p Lawrance - * Overhaul how ADPCM conversion works... use much less memory... safer - * too. - * - * 5 11/22/97 11:32p Lawrance - * decompress ADPCM data into 8 bit (not 16bit) for regular sounds (ie not - * music) - * - * 4 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 3 8/05/97 1:39p Lawrance - * support compressed stereo playback - * - * 2 5/29/97 12:03p Lawrance - * creation of file to hold AudioCompressionManager specific code - * - * $NoKeywords: $ - * - */ + #ifndef USE_OPENAL // to end of file... diff --git a/fs2_open/code/sound/acm.h b/fs2_open/code/sound/acm.h index 29c77219c7..b1d782dd56 100644 --- a/fs2_open/code/sound/acm.h +++ b/fs2_open/code/sound/acm.h @@ -7,63 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/acm.h $ - * $Revision: 2.6 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * Header file for interface to Audio Compression Manager functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/04/05 11:48:22 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 2.4 2005/01/31 10:34:39 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.3 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 5 2/18/98 5:49p Lawrance - * Even if the ADPCM codec is unavailable, allow game to continue. - * - * 4 11/28/97 2:09p Lawrance - * Overhaul how ADPCM conversion works... use much less memory... safer - * too. - * - * 3 11/22/97 11:32p Lawrance - * decompress ADPCM data into 8 bit (not 16bit) for regular sounds (ie not - * music) - * - * 2 5/29/97 12:03p Lawrance - * creation of file to hold AudioCompressionManager specific code - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_ACM_H__ #define __FREESPACE_ACM_H__ diff --git a/fs2_open/code/sound/audiostr-openal.cpp b/fs2_open/code/sound/audiostr-openal.cpp index e83c868627..79c3477c39 100644 --- a/fs2_open/code/sound/audiostr-openal.cpp +++ b/fs2_open/code/sound/audiostr-openal.cpp @@ -1,162 +1,4 @@ -/* - * $Logfile: $ - * $Revision: 1.29.2.9 $ - * $Date: 2007-10-28 16:45:56 $ - * $Author: taylor $ - * - * OpenAL based audio streaming - * - * $Log: not supported by cvs2svn $ - * Revision 1.29.2.8 2007/03/22 20:35:45 taylor - * be sure to page in textures for change ship class sexp preload - * add a ASF_MENUMUSIC type for things that aren't mission-based event music (since that is handled differently now) - * make event music keep extension if it exists, so that the special data will be accurate - * bits of cleanup from old MS code that we don't need - * - * Revision 1.29.2.7 2007/02/18 08:59:03 taylor - * fix super-stupid bug :) - * - * Revision 1.29.2.6 2007/02/12 07:31:03 taylor - * a little cleanup - * handle issue where we don't deal with an error condition properly and hit a NULL ptr - * - * Revision 1.29.2.5 2007/01/07 12:15:09 taylor - * allow loading of ogg or wav based on which is found first rather than tbl filename (fixes crash when Theora movies end up in wav code by mistake) - * - * Revision 1.29.2.4 2006/12/26 05:31:22 taylor - * fix some sound state stuff that was leading to crashes in OS X and undefined behavior in Windows (this isn't all that pretty, but will handled properly in post-3.6.9 revised code) - * - * Revision 1.29.2.3 2006/12/07 18:24:43 taylor - * various sound fixes/changes, mainly for OS X fixage - * - * Revision 1.29.2.2 2006/08/19 04:31:24 taylor - * cleanup - * bugfixes - * error-handling - * (lots of crap got fixed to work better, and lets leave it at that, the commit log would be too long otherwise :)) - * - * Revision 1.29.2.1 2006/06/18 16:50:19 taylor - * we don't use alc functions here so no real need for the header - * - * Revision 1.29 2006/06/02 08:05:33 taylor - * some more buffer size strangeness (which I still don't understand) that makes certain sound formats not work properly - * - * Revision 1.28 2006/06/01 04:45:19 taylor - * a little change to the order here, this should be safer in the long run and avoid some memory issues too - * - * Revision 1.27 2006/05/29 02:02:17 Goober5000 - * add Taylor's compile fix - * --Goober5000 - * - * Revision 1.26 2006/05/27 16:39:40 taylor - * remove non-Windows timeSetEvent() functions - * make PDWORD and LPDWORD int instead of long (64-bit issue) (thanks Spike) - * fix 64-bit ptr issue with OpenAL audio streaming code (thanks Spike) - * add start of device enumberation for OpenAL 1.1 (it just lists available devices now) - * make sure we open the default OpenAL 1.1 device under Windows - * comment out blank listener stuff, this may have been crashing under OS X - * add support for AL_BYTE_OFFSET in OpenAL 1.1 for buffer positioning under Windows - * - * Revision 1.25 2006/05/13 07:11:46 taylor - * make sure sound buffers are valid before trying to delete them (was causing crash issues on Windows and OS X) - * - * Revision 1.24 2006/03/15 17:30:46 taylor - * remove alut headers, since we don't use any alut functions anyway (didn't I already do this a couple of months ago??) - * - * Revision 1.23 2006/02/20 07:25:14 taylor - * handle badly encoded (has short reads due to strange block/data size ratio) ADPCM files a little better in debug builds - * - * Revision 1.22 2006/02/16 05:47:32 taylor - * I never did really like the old audiostr OpenAL change here, this just seems safer - * initialize si->data and si->size before loading sound buffer (fixes OGG issue for plats that don't zero-initialize , this will be handled differently in the new code) - * - * Revision 1.21 2006/01/30 22:08:59 taylor - * some minor fixage - * - * Revision 1.20 2006/01/30 06:35:02 taylor - * (possibly) better fix for some static/stuttering in certain wav files - * - * Revision 1.19 2006/01/19 11:49:12 taylor - * better error handling for OGG Voris files - * - * Revision 1.18 2006/01/15 21:22:22 taylor - * correct get/set sample math, it expects 8-bit sizes so we have to convert to/from actual - * - * Revision 1.17 2006/01/06 11:25:29 taylor - * I refuse to comment on my own stupidity! (fixes music interruption) - * - * Revision 1.16 2005/12/28 22:17:02 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 1.15 2005/10/17 00:02:09 wmcoolmon - * CFile stuff - * - * Revision 1.14 2005/09/05 09:38:19 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 1.13 2005/08/26 17:05:13 taylor - * fix strange static issue experienced with TBP briefing voices - * - * Revision 1.12 2005/06/24 19:36:49 taylor - * we only want to have m_data_offset be 0 for oggs since the seeking callback will account for the true offset - * only extern the one int we need for the -nosound speech fix rather than including the entire header - * - * Revision 1.11 2005/06/19 02:45:55 taylor - * OGG streaming fixes to get data reading right and avoid skipping - * properly handle seeking in OGG streams - * compiler warning fix in OpenAL builds - * - * Revision 1.10 2005/06/01 09:41:14 taylor - * bit of cleanup for audiostr-openal and fix a Windows-only enum error - * bunch of OGG related fixes for Linux and Windows (DirectSound and OpenAL), fixes audio related TBP 3.2 crashes - * gracefully handle OGG logical bitstream changes, shouldn't even load if there is more than 1 - * - * Revision 1.9 2005/05/28 19:43:28 taylor - * debug message fixing - * a little bit of code clarity - * - * Revision 1.8 2005/05/24 03:11:38 taylor - * an extra bounds check in sound.cpp - * fix audiostr error when filename is !NULL but 0 in len might hit on SDL debug code - * - * Revision 1.7 2005/05/15 06:47:57 taylor - * don't let the ogg callbacks close the file handle on us, let us do it ourselves to keep things straight - * - * Revision 1.6 2005/05/13 23:09:28 taylor - * Ooops! Added the wrong version of the streaming patch from Jens - * - * Revision 1.5 2005/05/12 17:47:57 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * fix a few streaming errors in OpenAL code (Jens Granseuer) - * temporary change to help deal with missing music in OpenAL Windows builds - * don't assert when si->data is NULL unless we really need to check (OpenAL only) - * - * Revision 1.4 2005/04/05 11:48:22 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 1.3 2005/04/01 07:33:08 taylor - * fix hanging on exit with OpenAL - * some better error handling on OpenAL init and make it more Windows friendly too - * basic 3d sound stuff for OpenAL, not working right yet - * - * Revision 1.2 2005/03/27 08:51:24 taylor - * this is what coding on an empty stomach will get you - * - * Revision 1.1 2005/03/27 05:48:58 taylor - * initial import of OpenAL streaming (many thanks to Pierre Willenbrock for the missing parts) - * - * - * $NoKeywords: $ - */ + #ifdef USE_OPENAL // to end of file... diff --git a/fs2_open/code/sound/audiostr.cpp b/fs2_open/code/sound/audiostr.cpp index 58c60a7693..d1f4ed10fe 100644 --- a/fs2_open/code/sound/audiostr.cpp +++ b/fs2_open/code/sound/audiostr.cpp @@ -7,261 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/AudioStr.cpp $ - * $Revision: 2.26 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Routines to stream large WAV files from disk - * - * $Log: not supported by cvs2svn $ - * Revision 2.25 2005/12/28 22:17:02 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.24 2005/10/16 23:15:47 wmcoolmon - * Hardened cfile against array overflows - * - * Revision 2.23 2005/08/25 22:33:48 taylor - * fix crash from oversized buffer data requests with OGGs - * - * Revision 2.22 2005/08/25 06:32:42 taylor - * fix Int3() when we are an OGG and need silence data - * - * Revision 2.21 2005/06/24 19:36:49 taylor - * we only want to have m_data_offset be 0 for oggs since the seeking callback will account for the true offset - * only extern the one int we need for the -nosound speech fix rather than including the entire header - * - * Revision 2.20 2005/06/19 02:45:55 taylor - * OGG streaming fixes to get data reading right and avoid skipping - * properly handle seeking in OGG streams - * compiler warning fix in OpenAL builds - * - * Revision 2.19 2005/05/28 19:43:28 taylor - * debug message fixing - * a little bit of code clarity - * - * Revision 2.18 2005/05/15 06:47:57 taylor - * don't let the ogg callbacks close the file handle on us, let us do it ourselves to keep things straight - * - * Revision 2.17 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.16 2005/03/27 06:14:30 taylor - * update for streaming support and platform independance - * - * Revision 2.15 2005/03/10 08:00:16 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.14 2005/03/06 11:23:45 wmcoolmon - * RE-fixed stuff. Ogg support. Briefings. - * - * Revision 2.13 2005/03/03 07:30:15 wmcoolmon - * Removed my Assert(true)s :p - * - * Revision 2.12 2005/02/28 01:24:02 taylor - * uugh, missed the initial tree move (WMC: probable locking problem) - * - * Revision 2.11 2005/02/23 13:17:05 taylor - * few more compiler warning fixes (didn't mean to commit iostream.h change) - * lower warning level to 3 to stop MSVC6 from complaining about C++ headers - * - * Revision 2.10 2005/02/05 04:15:36 taylor - * more post merge happiness - * - * Revision 2.9 2005/02/04 20:06:09 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.8 2005/02/01 06:54:20 taylor - * OGG fix for streams - * - * Revision 2.7 2005/01/18 01:14:17 wmcoolmon - * OGG fixes, ship selection fixes - * - * Revision 2.6 2005/01/08 09:59:10 wmcoolmon - * Sound quality in FreeSpace 2 is now controlled by SoundSampleBits, and SoundSampleRate. Also, some sounds will use hardware rather than software buffers if available. - * - * Revision 2.5 2004/12/25 00:23:46 wmcoolmon - * Ogg support for WIN32 - * - * Revision 2.4 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 9/14/99 1:32a Jimb - * Commented out Int3() that was hanging Jim's machine. Happens before - * sm2-07 command brief. - * - * 4 7/14/99 12:09p Jefff - * Make sure we're not servicing a bogus audiostream. Check for "used" - * after the critical section lock. - * - * 3 12/17/98 4:01p Andsager - * up wavedata buffer size to 180000 to allow stereo 16b/22KHz streaming - * - * 2 10/07/98 10:53a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 53 6/28/98 6:35p Lawrance - * move re-entrancy semaphore into audiostream class - * - * 52 5/24/98 4:42p Dan - * AL: Fix several bugs related to pausing and enabling/disabling event - * music - * - * 51 5/21/98 11:57a Lawrance - * fix potential bug with transitions for music when in packfiles - * - * 50 5/15/98 9:09p Lawrance - * The last of the multi-threading fixes - * - * 49 5/15/98 7:57p Duncan - * AL: Fix race condition with music streaming - * - * 48 5/15/98 10:13a Lawrance - * remove unused audiostream member - * - * 47 5/14/98 5:45p Lawrance2 - * Put critical section around audiostream destroying - * - * 46 5/12/98 5:40p Lawrance - * Add critical section code to the service buffer call.. since it is - * possible to release buffers while in this call - * - * 45 5/10/98 3:49p Sandeep - * Fix problem with having the audio streaming while trying to close down - * sound - * - * 44 4/30/98 4:53p John - * Restructured and cleaned up cfile code. Added capability to read off - * of CD-ROM drive and out of multiple pack files. - * - * 43 4/26/98 3:30a Lawrance - * Fix a couple of potential bugs - * - * 42 4/21/98 10:18a Dan - * - * 41 4/17/98 6:59a John - * Changed code the used 'new' and 'delete' to use 'malloc' and 'free' - * instead. Had to manually can constructors/destructors. - * - * 40 4/13/98 10:18a John - * fixed warnings - * - * 39 4/13/98 10:16a John - * Switched gettime back to timer_get_milliseconds, which is now thread - * safe. - * - * 38 4/12/98 11:08p Lawrance - * switch back to using gettime() in separate threads - * - * 37 4/12/98 5:31p Lawrance - * use timer_get_milliseconds() instead of gettime() - * - * 36 4/06/98 12:36a Lawrance - * Ensure all non-music ADPCM files get decompressed to 8 bit. - * - * 35 4/03/98 4:56p Lawrance - * Upu the max audio streams to 30 - * - * 34 3/31/98 4:50p Dan - * AL: Clean up all audio streams if necessary in - * event_music_level_close() - * - * 33 3/23/98 4:12p Lawrance - * Fix subtle bug with looping and fading out songs - * - * 32 2/18/98 5:49p Lawrance - * Even if the ADPCM codec is unavailable, allow game to continue. - * - * 31 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 30 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 29 1/17/98 4:41p Lawrance - * Fix problem with multiple audio streams using the same buffers - * - * 28 1/16/98 11:49a Lawrance - * Use own internal timer for fading. - * - * 27 12/28/97 12:43p John - * Put in support for reading archive files; Made missionload use the - * cf_get_file_list function. Moved demos directory out of data tree. - * - * 26 12/27/97 8:08p Lawrance - * If an audiostream doesn't exists, it can't be playing - * - * 25 12/18/97 3:30p Lawrance - * Fix bug that sometimes caused music with no volume to not get stopped - * properly. - * - * 24 12/17/97 10:17p Allender - * redid streadming code to use mmio* functions instead of cf* functions. - * Our functions are not reentrant! - * - * 23 12/10/97 10:04p Lawrance - * modify what happens in Audio_stream constructor - * - * 22 12/09/97 6:14p Lawrance - * add -nomusic flag - * - * 21 12/08/97 6:21p Lawrance - * fix problems with signaling that end-of-file has been reached - * - * 20 12/05/97 10:50a Lawrance - * improve how silence bytes are written on transitions - * - * 19 12/04/97 5:35p Lawrance - * fix bug that may have caused errors when writing silence - * - * 18 11/28/97 2:09p Lawrance - * Overhaul how ADPCM conversion works... use much less memory... safer - * too. - * - * 17 10/03/97 8:24a Lawrance - * When unpausing, be sure to retain looping status - * - * 16 9/24/97 5:30p Lawrance - * fix bug that was messing up streaming of 8 bit audio - * - * 15 9/18/97 10:31p Lawrance - * add functions to pause and unpause all audio streams - * - * 14 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * $NoKeywords: $ - */ + #ifndef USE_OPENAL // to end of file... diff --git a/fs2_open/code/sound/audiostr.h b/fs2_open/code/sound/audiostr.h index 6c74543a5a..d19e97d11a 100644 --- a/fs2_open/code/sound/audiostr.h +++ b/fs2_open/code/sound/audiostr.h @@ -7,110 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/AudioStr.h $ - * $Revision: 2.5.2.2 $ - * $Date: 2007-03-22 20:35:45 $ - * $Author: taylor $ - * - * Routines to stream large WAV files from disk - * - * $Log: not supported by cvs2svn $ - * Revision 2.5.2.1 2007/02/10 00:17:40 taylor - * remove NO_SOUND - * - * Revision 2.5 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.4 2005/06/19 04:59:04 taylor - * woorps! - * - * Revision 2.3 2005/06/19 02:45:55 taylor - * OGG streaming fixes to get data reading right and avoid skipping - * properly handle seeking in OGG streams - * compiler warning fix in OpenAL builds - * - * Revision 2.2 2005/01/18 01:14:17 wmcoolmon - * OGG fixes, ship selection fixes - * - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/24 15:38:55 mharris - * Fixed boneheaded mistake in #defines for NO_JOYSTICK and NO_SOUND - * - * Revision 1.2 2002/05/09 22:56:41 mharris - * audiostream functions are do-nothing macros if NO_SOUND is defined - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 9 5/24/98 4:42p Dan - * AL: Fix several bugs related to pausing and enabling/disabling event - * music - * - * 8 3/31/98 4:50p Dan - * AL: Clean up all audio streams if necessary in - * event_music_level_close() - * - * 7 12/10/97 10:04p Lawrance - * modify what happens in Audio_stream constructor - * - * 6 12/09/97 6:14p Lawrance - * add -nomusic flag - * - * 5 11/20/97 1:06a Lawrance - * Add Master_voice_volume, make voices play back at correctly scaled - * volumes - * - * 4 10/03/97 8:24a Lawrance - * When unpausing, be sure to retain looping status - * - * 3 9/18/97 10:31p Lawrance - * add functions to pause and unpause all audio streams - * - * 2 6/04/97 1:19p Lawrance - * added function to check if system is initialized - * - * 1 4/28/97 4:45p John - * Initial version of ripping sound & movie out of OsAPI. - * - * 8 4/14/97 1:52p Lawrance - * making transitions happen on measure boundries - * - * 7 4/09/97 11:14a Lawrance - * working on event music transitions - * - * 6 4/07/97 3:15p Lawrance - * allowing event music to pause - * - * 5 4/03/97 4:27p Lawrance - * expanding functionality to support event driven music - * - * 4 4/01/97 1:31p Lawrance - * make music fade quickly out when stopping. Delay onset of new music to - * allow old music to fade out. - * - * 3 3/31/97 5:45p Lawrance - * supporting changes to allow multiple streamed audio files - * - * 2 3/31/97 3:56p Lawrance - * decompress ADPCM->PCM for streaming sounds working - * - * 1 1/22/97 10:43a John - * - * $NoKeywords: $ - */ + #ifndef _AUDIOSTR_H #define _AUDIOSTR_H diff --git a/fs2_open/code/sound/channel.h b/fs2_open/code/sound/channel.h index a407ad7eaa..b0b0a90df4 100644 --- a/fs2_open/code/sound/channel.h +++ b/fs2_open/code/sound/channel.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/channel.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * Common types for the sound channels shared by the DirectSound modules - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 10/25/99 5:56p Jefff - * increase num software channels to the number the users hardware can - * handle. not less than 16, tho. - * - * 3 8/27/99 6:38p Alanl - * crush the blasted repeating messages bug - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 6 12/05/97 5:19p Lawrance - * re-do sound priorities to make more general and extensible - * - * 5 7/17/97 9:32a John - * made all directX header files name start with a v - * - * 4 7/15/97 11:15a Lawrance - * limit the max instances of simultaneous sound effects, implement - * priorities to force critical sounds - * - * 3 6/09/97 8:53a Lawrance - * add #ifndef ... #endif to avoid multiple inclusion - * - * 2 6/08/97 6:00p Lawrance - * created to share channel defs between ds.cpp and ds3d.cpp - * - * $NoKeywords: $ - */ + #include #include "directx/vdsound.h" diff --git a/fs2_open/code/sound/ds.cpp b/fs2_open/code/sound/ds.cpp index f29d0d7e14..bdd9c855c0 100644 --- a/fs2_open/code/sound/ds.cpp +++ b/fs2_open/code/sound/ds.cpp @@ -7,520 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/ds.cpp $ - * $Revision: 2.46.2.11 $ - * $Date: 2007-10-29 15:32:19 $ - * $Author: taylor $ - * - * C file for interface to DirectSound - * - * $Log: not supported by cvs2svn $ - * Revision 2.46.2.10 2007/02/11 09:56:25 taylor - * support for new finding/loading of sound files - * add support for automatically figuring out samples-per-measure based on Goober's explanation in the Wiki (not sure if it's actually right though) - * remove NO_SOUND - * - * Revision 2.46.2.9 2006/12/26 05:31:22 taylor - * fix some sound state stuff that was leading to crashes in OS X and undefined behavior in Windows (this isn't all that pretty, but will handled properly in post-3.6.9 revised code) - * - * Revision 2.46.2.8 2006/12/07 18:24:43 taylor - * various sound fixes/changes, mainly for OS X fixage - * - * Revision 2.46.2.7 2006/10/06 04:58:25 wmcoolmon - * Fix OGG bug where sound files were always allocated 16 seconds of wavedata - * - * Revision 2.46.2.6 2006/08/19 04:31:24 taylor - * cleanup - * bugfixes - * error-handling - * (lots of crap got fixed to work better, and lets leave it at that, the commit log would be too long otherwise :)) - * - * Revision 2.46.2.5 2006/07/08 18:07:31 taylor - * require OpenAL 1.1 under Windows, I think it's causing problems for us to mix users with 1.0 and builds for 1.1 - * (having 1.0 is fatal to sound, but the game should still work, a corresponding Launcher change goes with this too) - * clean up some of the error messages to not say "DirectSound" is doing this or that, just say "Audio" instead - * - * Revision 2.46.2.4 2006/07/06 21:56:18 taylor - * some better handling of OpenAL errors during init - * - * Revision 2.46.2.3 2006/06/22 14:59:45 taylor - * fix various things that Valgrind has been complaining about - * - * Revision 2.46.2.2 2006/06/18 16:52:04 taylor - * make sure we can report both AL and ALC errors - * fix for ds_get_free_channel(), it shouldn't return -1 on an AL error - * - * Revision 2.46.2.1 2006/06/12 03:40:26 taylor - * sync up current OpenAL changes - * - "SoundDeviceOAL" reg option for user specified sound device (used instead of "Soundcard" for OpenAL) - * - reset current context when we are leaving, may be leaving drivers in a bad state, and it hasn't hung up in quite a while - * - if sound card (which DS or OAL) is set to "no sound" then be sure to disable both sound and music - * - * Revision 2.46 2006/06/01 07:33:00 taylor - * make sure to use software device rather than hardware since we don't currently handle source rotation/reuse properly between ds and audiostr code - * - * Revision 2.45 2006/06/01 04:46:18 taylor - * put back listener setup for each sound, doesn't make a difference under Linux but it may be hurting Windows for some reason - * - * Revision 2.44 2006/05/31 04:01:13 taylor - * bah! this thing is crashing. disable for now until I can figure out what's going on - * - * Revision 2.43 2006/05/31 03:27:19 Goober5000 - * whoops, didn't mean to commit that - * - * Revision 2.41 2006/05/27 16:39:40 taylor - * remove non-Windows timeSetEvent() functions - * make PDWORD and LPDWORD int instead of long (64-bit issue) (thanks Spike) - * fix 64-bit ptr issue with OpenAL audio streaming code (thanks Spike) - * add start of device enumberation for OpenAL 1.1 (it just lists available devices now) - * make sure we open the default OpenAL 1.1 device under Windows - * comment out blank listener stuff, this may have been crashing under OS X - * add support for AL_BYTE_OFFSET in OpenAL 1.1 for buffer positioning under Windows - * - * Revision 2.40 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.39 2006/04/14 18:39:38 taylor - * something that Valgrind complained about - * - * Revision 2.38 2006/03/15 17:30:47 taylor - * remove alut headers, since we don't use any alut functions anyway (didn't I already do this a couple of months ago??) - * - * Revision 2.37 2006/01/30 07:14:32 taylor - * make sure to init dest and dest_size for any calling functions that don't - * - * Revision 2.36 2005/12/06 03:17:48 taylor - * cleanup some debug log messages: - * note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf() - * make sure that OpenAL init failures always get to the debug log - * - * Revision 2.35 2005/11/14 05:12:01 taylor - * now able to build with OpenAL 1.0 and 1.1 thanks to newer OpenAL CVS changes (patch from icculus.org FS2 mailing list) - * - * Revision 2.34 2005/10/17 02:09:29 wmcoolmon - * Fix redmenace's compile problem - * - * Revision 2.33 2005/10/17 00:02:46 wmcoolmon - * Change this back for MSVC.NET? - * - * Revision 2.32 2005/09/20 02:48:37 taylor - * fix a couple of things that Valgrind complained about - * - * Revision 2.31 2005/07/31 01:35:43 taylor - * we only care about fmt and data tags so once we have them bail out, fixes some really bad seek errors in crappy wav files - * - * Revision 2.30 2005/06/19 02:45:55 taylor - * OGG streaming fixes to get data reading right and avoid skipping - * properly handle seeking in OGG streams - * compiler warning fix in OpenAL builds - * - * Revision 2.29 2005/06/02 01:56:32 wmcoolmon - * Cast to quiet error - * - * Revision 2.28 2005/06/01 09:41:14 taylor - * bit of cleanup for audiostr-openal and fix a Windows-only enum error - * bunch of OGG related fixes for Linux and Windows (DirectSound and OpenAL), fixes audio related TBP 3.2 crashes - * gracefully handle OGG logical bitstream changes, shouldn't even load if there is more than 1 - * - * Revision 2.27 2005/05/26 04:32:31 taylor - * the Loki extensions are Linux only so don't even bother checking under Windows, the - * new spec has a cross-platform way of getting the same thing so this isn't a big deal - * - * Revision 2.26 2005/05/12 17:47:57 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * fix a few streaming errors in OpenAL code (Jens Granseuer) - * temporary change to help deal with missing music in OpenAL Windows builds - * don't assert when si->data is NULL unless we really need to check (OpenAL only) - * - * Revision 2.25 2005/04/28 05:12:26 wmcoolmon - * Cleared up some ambiguity that made MSVC 2003 go on strike - * - * Revision 2.24 2005/04/24 12:45:14 taylor - * possible dev/0 bug fix (Jens Granseuer) - * - * Revision 2.23 2005/04/18 03:30:05 taylor - * more accurate play position for OpenAL when AL_BYTE_LOKI is used (Jens Granseuer) - * - * Revision 2.22 2005/04/13 22:31:53 Goober5000 - * fixed the compile errors (thanks Phreak) - * --Goober5000 - * - * Revision 2.21 2005/04/05 11:48:22 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 2.20 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.19 2005/04/01 07:33:08 taylor - * fix hanging on exit with OpenAL - * some better error handling on OpenAL init and make it more Windows friendly too - * basic 3d sound stuff for OpenAL, not working right yet - * - * Revision 2.18 2005/03/28 00:40:09 taylor - * fix to snd_time_remaining() to make sure we are getting the correct index into Sounds[] - * - * Revision 2.17 2005/03/27 06:16:46 taylor - * don't use a platform specific ifdef since the OpenAL code may work under Windows now too - * - * Revision 2.16 2005/03/24 23:27:25 taylor - * make sounds.tbl dynamic - * have snd_time_remaining() be less stupid - * some OpenAL error fixerage - * be able to turn off some typically useless debug messages - * - * Revision 2.15 2005/02/02 10:36:23 taylor - * merge with Linux/OSX tree - p0202 - * - * Revision 2.14 2005/01/18 01:14:17 wmcoolmon - * OGG fixes, ship selection fixes - * - * Revision 2.13 2005/01/08 09:59:10 wmcoolmon - * Sound quality in FreeSpace 2 is now controlled by SoundSampleBits, and SoundSampleRate. Also, some sounds will use hardware rather than software buffers if available. - * - * Revision 2.12 2004/12/25 17:45:38 wmcoolmon - * Quick update to tempfix possible bug. - * - * Revision 2.11 2004/12/25 00:23:46 wmcoolmon - * Ogg support for WIN32 - * - * Revision 2.10 2004/09/05 19:23:24 Goober5000 - * fixed a few warnings - * --Goober5000 - * - * Revision 2.9 2004/08/23 07:48:08 Goober5000 - * fix0red some warnings - * --Goober5000 - * - * Revision 2.8 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/06/22 23:14:10 wmcoolmon - * Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code. - * OGG code has been commented out, so you don't need the SDK yet. - * - * Revision 2.5 2004/06/18 04:59:55 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.4 2003/11/16 09:42:37 Goober5000 - * clarified and pruned debug spew messages - * --Goober5000 - * - * Revision 2.3 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.2 2003/01/19 22:45:35 Goober5000 - * cleaned up build output a bit - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 18 10/25/99 5:56p Jefff - * increase num software channels to the number the users hardware can - * handle. not less than 16, tho. - * - * 17 9/08/99 3:22p Dave - * Updated builtin mission list. - * - * 16 8/27/99 6:38p Alanl - * crush the blasted repeating messages bug - * - * 15 8/23/99 11:16p Danw - * Allow stereo waves - * - * 14 8/22/99 11:06p Alanl - * fix small bug in ds_close_channel - * - * 13 8/19/99 11:25a Alanl - * change format of secondary buffer from 44100 to 22050 - * - * 12 8/17/99 4:11p Danw - * AL: temp fix for solving A3D crash - * - * 11 8/06/99 2:20p Jasonh - * AL: free 3D portion of buffer first - * - * 10 8/04/99 9:48p Alanl - * fix bug with setting 3D properties on a 2D sound buffer - * - * 9 8/04/99 11:42a Danw - * tone down EAX reverb - * - * 8 8/01/99 2:06p Alanl - * increase the rolloff for A3D - * - * 7 7/20/99 5:28p Dave - * Fixed debug build error. - * - * 6 7/20/99 1:49p Dave - * Peter Drake build. Fixed some release build warnings. - * - * 5 7/14/99 11:32a Danw - * AL: add some debug code to catch nefarious A3D problem - * - * 4 5/23/99 8:11p Alanl - * Added support for EAX - * - * 3 10/08/98 4:29p Dave - * Removed reference to osdefs.h - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 72 6/28/98 6:34p Lawrance - * add sanity check in while() loop for releasing channels - * - * 71 6/13/98 1:45p Sandeep - * - * 70 6/10/98 2:29p Lawrance - * don't use COM for initializing DirectSound... appears some machines - * don't like it - * - * 69 5/26/98 2:10a Lawrance - * make sure DirectSound pointer gets freed if Aureal resource manager - * fails - * - * 68 5/21/98 9:14p Lawrance - * remove obsolete registry setting - * - * 67 5/20/98 4:28p Allender - * upped sound buffers as per alan's request - * - * 66 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 65 5/06/98 3:37p Lawrance - * allow panned sounds geesh - * - * 64 5/05/98 4:49p Lawrance - * Put in code to authenticate A3D, improve A3D support - * - * 63 4/20/98 11:17p Lawrance - * fix bug with releasing channels - * - * 62 4/20/98 7:34p Lawrance - * take out obsolete directsound3d debug command - * - * 61 4/20/98 11:10a Lawrance - * put correct flags when creating sound buffer - * - * 60 4/20/98 12:03a Lawrance - * Allow prioritizing of CTRL3D buffers - * - * 59 4/19/98 9:31p Lawrance - * Use Aureal_enabled flag - * - * 58 4/19/98 9:39a Lawrance - * use DYNAMIC_LOOPERS for Aureal resource manager - * - * 57 4/19/98 4:13a Lawrance - * Improve how dsound is initialized - * - * 56 4/18/98 9:13p Lawrance - * Added Aureal support. - * - * 55 4/13/98 5:04p Lawrance - * Write functions to determine how many milliseconds are left in a sound - * - * 54 4/09/98 5:53p Lawrance - * Make DirectSound init more robust - * - * 53 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 52 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 51 3/29/98 12:56a Lawrance - * preload the warp in and explosions sounds before a mission. - * - * 50 3/25/98 6:10p Lawrance - * Work on DirectSound3D - * - * 49 3/24/98 4:28p Lawrance - * Make DirectSound3D support more robust - * - * 48 3/24/98 11:49a Dave - * AL: Change way buffer gets locked. - * - * 47 3/24/98 11:27a Lawrance - * Use buffer_size for memcpy when locking buffer - * - * 46 3/23/98 10:32a Lawrance - * Add functions for extracting raw sound data - * - * 45 3/19/98 5:36p Lawrance - * Add some sound debug functions to see how many sounds are playing, and - * to start/stop random looping sounds. - * - * 44 3/07/98 3:35p Dave - * AL: check for ds being initialized in ds_create_buffer() - * - * 43 2/18/98 5:49p Lawrance - * Even if the ADPCM codec is unavailable, allow game to continue. - * - * 42 2/16/98 7:31p Lawrance - * get compression/decompression of voice working - * - * 41 2/15/98 11:10p Lawrance - * more work on real-time voice system - * - * 40 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 39 2/06/98 7:30p John - * Added code to monitor the number of channels of sound actually playing. - * - * 38 2/06/98 8:56a Allender - * fixed calling convention problem with DLL handles - * - * 37 2/04/98 6:08p Lawrance - * Read function pointers from dsound.dll, further work on - * DirectSoundCapture. - * - * 36 2/03/98 11:53p Lawrance - * Adding support for DirectSoundCapture - * - * 35 1/31/98 5:48p Lawrance - * Start on real-time voice recording - * - * 34 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 33 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 32 12/08/97 12:24a Lawrance - * Allow duplicate sounds to be stopped if less than OR equal to new sound - * volume. - * - * 31 12/05/97 5:19p Lawrance - * re-do sound priorities to make more general and extensible - * - * 30 11/28/97 2:09p Lawrance - * Overhaul how ADPCM conversion works... use much less memory... safer - * too. - * - * 29 11/22/97 11:32p Lawrance - * decompress ADPCM data into 8 bit (not 16bit) for regular sounds (ie not - * music) - * - * 28 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 27 10/13/97 7:41p Lawrance - * store duration of sound - * - * 26 10/11/97 6:39p Lawrance - * start playing primary buffer, to reduce latency on sounds starting - * - * 25 10/08/97 5:09p Lawrance - * limit player impact sounds so only one plays at a time - * - * 24 9/26/97 5:43p Lawrance - * fix a bug that was freeing memory early when playing compressed sound - * data - * - * 23 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 22 8/16/97 4:05p Lawrance - * don't load sounds into hardware if running Lean_and_mean - * - * 21 8/05/97 1:39p Lawrance - * support compressed stereo playback - * - * 20 7/31/97 10:38a Lawrance - * return old debug function for toggling DirectSound3D - * - * 19 7/29/97 3:27p Lawrance - * make console toggle for directsound3d work right - * - * 18 7/28/97 11:39a Lawrance - * allow individual volume scaling on 3D buffers - * - * 17 7/18/97 8:18p Lawrance - * fix bug in ds_get_free_channel() that caused sounds to not play when - * they should have - * - * 16 7/17/97 8:04p Lawrance - * allow priority sounds to play if free channel, otherwise stop lowest - * volume priority sound of same type - * - * 15 7/17/97 5:57p John - * made directsound3d config value work - * - * 14 7/17/97 5:43p John - * added new config stuff - * - * 13 7/17/97 4:25p John - * First, broken, stage of changing config stuff - * - * 12 7/15/97 12:13p Lawrance - * don't stop sounds that have highest priority - * - * 11 7/15/97 11:15a Lawrance - * limit the max instances of simultaneous sound effects, implement - * priorities to force critical sounds - * - * 10 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 9 6/08/97 5:59p Lawrance - * integrate DirectSound3D into sound system - * - * 8 6/04/97 1:19p Lawrance - * made hardware mixing robust - * - * 7 6/03/97 1:56p Hoffoss - * Return correct error code when direct sound init fails. - * - * 6 6/03/97 12:07p Lawrance - * don't enable 3D sounds in Primary buffer - * - * 5 6/02/97 3:45p Dan - * temp disable of hardware mixing until problem solved with - * CreateBuffer() failing - * - * 4 6/02/97 1:45p Lawrance - * implementing hardware mixing - * - * 3 5/29/97 4:01p Lawrance - * let snd_init() have final say on initialization - * - * 2 5/29/97 12:04p Lawrance - * creation of file to hold DirectSound specific portions - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #ifdef _WIN32 diff --git a/fs2_open/code/sound/ds.h b/fs2_open/code/sound/ds.h index 3b235d3738..9da70e489f 100644 --- a/fs2_open/code/sound/ds.h +++ b/fs2_open/code/sound/ds.h @@ -7,175 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/ds.h $ - * $Revision: 2.18.2.3 $ - * $Date: 2007-02-11 09:56:25 $ - * $Author: taylor $ - * - * Header file for interface to DirectSound - * - * $Log: not supported by cvs2svn $ - * Revision 2.18.2.2 2006/07/06 21:56:18 taylor - * some better handling of OpenAL errors during init - * - * Revision 2.18.2.1 2006/06/18 16:52:04 taylor - * make sure we can report both AL and ALC errors - * fix for ds_get_free_channel(), it shouldn't return -1 on an AL error - * - * Revision 2.18 2006/05/14 05:22:43 taylor - * forgot to remove STRICT define before commit, gets rid of a Windows compiler warning - * - * Revision 2.17 2006/05/13 07:10:37 taylor - * some Windows specific OpenAL changes - * add MVE files to MSVC6 project - * - * Revision 2.16 2006/01/02 07:26:43 taylor - * remove ALUT headers, we don't it anyway and it's not included with OpenAL anymore - * - * Revision 2.15 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.14 2005/04/05 11:48:23 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 2.13 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.12 2005/04/01 07:33:08 taylor - * fix hanging on exit with OpenAL - * some better error handling on OpenAL init and make it more Windows friendly too - * basic 3d sound stuff for OpenAL, not working right yet - * - * Revision 2.11 2005/03/28 00:40:09 taylor - * fix to snd_time_remaining() to make sure we are getting the correct index into Sounds[] - * - * Revision 2.10 2005/02/02 10:36:23 taylor - * merge with Linux/OSX tree - p0202 - * - * Revision 2.9 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.8 2004/12/25 00:23:46 wmcoolmon - * Ogg support for WIN32 - * - * Revision 2.7 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.6 2004/06/28 02:13:08 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.5 2004/06/27 01:45:23 wmcoolmon - * Commented out ogg header - * - * Revision 2.4 2004/06/22 23:14:10 wmcoolmon - * Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code. - * OGG code has been commented out, so you don't need the SDK yet. - * - * Revision 2.3 2004/06/18 04:59:55 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.2 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 8/27/99 6:38p Alanl - * crush the blasted repeating messages bug - * - * 4 8/01/99 2:06p Alanl - * increase the rolloff for A3D - * - * 3 5/23/99 8:11p Alanl - * Added support for EAX - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 21 5/05/98 4:49p Lawrance - * Put in code to authenticate A3D, improve A3D support - * - * 20 4/20/98 12:03a Lawrance - * Allow prioritizing of CTRL3D buffers - * - * 19 4/18/98 9:12p Lawrance - * Added Aureal support. - * - * 18 4/13/98 5:04p Lawrance - * Write functions to determine how many milliseconds are left in a sound - * - * 17 3/23/98 10:32a Lawrance - * Add functions for extracting raw sound data - * - * 16 2/15/98 11:10p Lawrance - * more work on real-time voice system - * - * 15 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 14 2/06/98 7:30p John - * Added code to monitor the number of channels of sound actually playing. - * - * 13 2/06/98 8:56a Allender - * fixed calling convention problem with DLL handles - * - * 12 2/04/98 6:08p Lawrance - * Read function pointers from dsound.dll, further work on - * DirectSoundCapture. - * - * 11 1/31/98 5:48p Lawrance - * Start on real-time voice recording - * - * 10 12/05/97 5:19p Lawrance - * re-do sound priorities to make more general and extensible - * - * 9 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 8 10/13/97 7:41p Lawrance - * store duration of sound - * - * 7 7/28/97 11:39a Lawrance - * allow individual volume scaling on 3D buffers - * - * 6 7/17/97 9:32a John - * made all directX header files name start with a v - * - * 5 7/15/97 11:15a Lawrance - * limit the max instances of simultaneous sound effects, implement - * priorities to force critical sounds - * - * 4 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 3 6/02/97 1:45p Lawrance - * implementing hardware mixing - * - * 2 5/29/97 12:04p Lawrance - * creation of file to hold DirectSound specific portions - * - * $NoKeywords: $ - */ + #ifndef __DS_H__ #define __DS_H__ diff --git a/fs2_open/code/sound/ds3d.cpp b/fs2_open/code/sound/ds3d.cpp index 76e915715c..faff574613 100644 --- a/fs2_open/code/sound/ds3d.cpp +++ b/fs2_open/code/sound/ds3d.cpp @@ -7,133 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/ds3d.cpp $ - * $Revision: 2.11 $ - * $Date: 2006-03-15 17:30:47 $ - * $Author: taylor $ - * - * C file for interface to DirectSound3D - * - * $Log: not supported by cvs2svn $ - * Revision 2.10 2006/02/25 21:47:19 Goober5000 - * spelling - * - * Revision 2.9 2005/04/05 11:48:23 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 2.8 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/04/01 07:33:08 taylor - * fix hanging on exit with OpenAL - * some better error handling on OpenAL init and make it more Windows friendly too - * basic 3d sound stuff for OpenAL, not working right yet - * - * Revision 2.6 2005/03/27 06:14:30 taylor - * update for streaming support and platform independance - * - * Revision 2.5 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.2 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:56:00 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 8/05/99 4:45p Alanl - * the FINAL tweak to rolloffs! - * - * 11 8/05/99 4:34p Alanl - * change rolloff factors again - * - * 10 8/05/99 4:27p Danw - * would you believe we're still tweaking the EAX?? :) - * - * 9 8/05/99 4:04p Danw - * tweak rolloffs for EAX - * 8 8/05/99 2:54p Danw - * tweak rolloffs for A3D and EAX - * 7 8/05/99 10:54a Alanl - * change EAX rolloff to 3.0 - * - * 6 8/04/99 11:51a Danw - * tweak rolloffs for A3D and EAX - * 5 8/04/99 11:42a Danw - * tweak rolloffs for A3D and EAX - * - * 4 8/01/99 2:06p Alanl - * increase the rolloff for A3D - * - * 3 5/23/99 8:11p Alanl - * Added support for EAX - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 15 5/06/98 2:16p Dan - * - * 14 5/05/98 4:49p Lawrance - * Put in code to authenticate A3D, improve A3D support - * - * 13 4/19/98 9:30p Lawrance - * Use Aureal_enabled flag - * - * 12 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 11 8/01/97 10:40a Lawrance - * decrease rolloff for DirectSound3D sounds - * - * 10 7/29/97 2:54p Lawrance - * - * 9 7/28/97 11:39a Lawrance - * allow individual volume scaling on 3D buffers - * - * 8 7/17/97 9:32a John - * made all directX header files name start with a v - * - * 7 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 6 6/09/97 8:53a Lawrance - * remove warning - * - * 5 6/08/97 5:59p Lawrance - * integrate DirectSound3D into sound system - * - * 4 6/02/97 1:45p Lawrance - * implementing hardware mixing - * - * 3 5/29/97 4:02p Lawrance - * listener interface in place - * - * 2 5/29/97 12:03p Lawrance - * creation of file to hold DirectSound3D specific code - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" diff --git a/fs2_open/code/sound/ds3d.h b/fs2_open/code/sound/ds3d.h index df8e4e357b..9b41420590 100644 --- a/fs2_open/code/sound/ds3d.h +++ b/fs2_open/code/sound/ds3d.h @@ -7,59 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/ds3d.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * Header file for interface to DirectSound3D - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 5/23/99 8:11p Alanl - * Added support for EAX - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 8 4/19/98 9:31p Lawrance - * Use Aureal_enabled flag - * - * 7 7/28/97 11:39a Lawrance - * allow individual volume scaling on 3D buffers - * - * 6 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 5 6/08/97 5:59p Lawrance - * integrate DirectSound3D into sound system - * - * 4 6/02/97 1:45p Lawrance - * implementing hardware mixing - * - * 3 5/29/97 4:02p Lawrance - * listener interface in place - * - * 2 5/29/97 12:03p Lawrance - * creation of file to hold DirectSound3D specific code - * - * $NoKeywords: $ - */ + #ifndef __DS3D_H__ #define __DS3D_H__ diff --git a/fs2_open/code/sound/dscap.cpp b/fs2_open/code/sound/dscap.cpp index 071b9f470a..4e63f0c0a2 100644 --- a/fs2_open/code/sound/dscap.cpp +++ b/fs2_open/code/sound/dscap.cpp @@ -7,85 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/dscap.cpp $ - * $Revision: 2.6.2.1 $ - * $Date: 2007-10-29 15:32:19 $ - * $Author: taylor $ - * - * C module for DirectSoundCapture code - * - * $Log: not supported by cvs2svn $ - * Revision 2.6 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.5 2005/04/05 11:48:23 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 2.4 2005/01/08 09:59:10 wmcoolmon - * Sound quality in FreeSpace 2 is now controlled by SoundSampleBits, and SoundSampleRate. Also, some sounds will use hardware rather than software buffers if available. - * - * Revision 2.3 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 11 5/05/98 4:49p Lawrance - * Put in code to authenticate A3D, improve A3D support - * - * 10 4/24/98 2:17a Lawrance - * Clear out record buffer when recording begins - * - * 9 3/24/98 9:37a Lawrance - * Only read up to a safe offset in the capture buffer. - * - * 8 3/22/98 7:13p Lawrance - * Get streaming of recording voice working - * - * 7 2/26/98 2:54p Lawrance - * Don't recreate capture buffer each time recording starts... just use - * one. - * - * 6 2/15/98 11:10p Lawrance - * more work on real-time voice system - * - * 5 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 4 2/09/98 8:07p Lawrance - * get buffer create working - * - * 3 2/04/98 6:08p Lawrance - * Read function pointers from dsound.dll, further work on - * DirectSoundCapture. - * - * 2 2/03/98 11:53p Lawrance - * Adding support for DirectSoundCapture - * - * 1 2/03/98 4:48p Lawrance - * - * $NoKeywords: $ - */ + #ifndef SCP_UNIX diff --git a/fs2_open/code/sound/dscap.h b/fs2_open/code/sound/dscap.h index 220b06c1db..a1a6d43636 100644 --- a/fs2_open/code/sound/dscap.h +++ b/fs2_open/code/sound/dscap.h @@ -7,43 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/dscap.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * Header file for DirectSoundCapture code - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 4 2/15/98 11:10p Lawrance - * more work on real-time voice system - * - * 3 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 2 2/03/98 11:53p Lawrance - * Adding support for DirectSoundCapture - * - * 1 2/03/98 4:48p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __DSCAP_H__ #define __DSCAP_H__ diff --git a/fs2_open/code/sound/fsspeech.cpp b/fs2_open/code/sound/fsspeech.cpp index a8fe05c120..9954222fed 100644 --- a/fs2_open/code/sound/fsspeech.cpp +++ b/fs2_open/code/sound/fsspeech.cpp @@ -6,43 +6,7 @@ * */ -/* - * $Logfile: /Freespace2/code/sound/fsspeech.cpp $ - * $Revision: 1.20 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * This module contains freespace specific stuff leaving the speech module to handle generic stuff. - * - * $Log: not supported by cvs2svn $ - * Revision 1.19 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 1.18 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.17 2005/06/30 02:35:00 Goober5000 - * added functions to check if speech is playing - * --Goober5000 - * - * Revision 1.16 2005/06/30 01:35:52 Goober5000 - * tweaked the stubs and added a function - * --Goober5000 - * - * Revision 1.15 2005/06/24 19:36:49 taylor - * we only want to have m_data_offset be 0 for oggs since the seeking callback will account for the true offset - * only extern the one int we need for the -nosound speech fix rather than including the entire header - * - * Revision 1.14 2005/06/20 15:54:58 phreak - * added cmdline.h include so the compiler would see the no sound command line option - * also added CVS header information. - * - * - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/sound/midifile.cpp b/fs2_open/code/sound/midifile.cpp index b3653f5dad..55f37119c1 100644 --- a/fs2_open/code/sound/midifile.cpp +++ b/fs2_open/code/sound/midifile.cpp @@ -7,28 +7,5 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/midifile.cpp $ - * $Revision: 2.0 $ - * $Date: 2002-06-03 04:02:29 $ - * $Author: penguin $ - * - * C module to handle MIDI file reading and manipulation - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 4 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/sound/midifile.h b/fs2_open/code/sound/midifile.h index c794793232..60f126afe3 100644 --- a/fs2_open/code/sound/midifile.h +++ b/fs2_open/code/sound/midifile.h @@ -7,37 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/midifile.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * Header file to support MIDI file reading and manipulation - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 2 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * - * $NoKeywords: $ - */ #ifndef __MSTREAM_H__ #define __MSTREAM_H__ diff --git a/fs2_open/code/sound/midiseq.h b/fs2_open/code/sound/midiseq.h index 5ca443e214..133f149e3e 100644 --- a/fs2_open/code/sound/midiseq.h +++ b/fs2_open/code/sound/midiseq.h @@ -7,40 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/midiseq.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * Header file with MIDI parsing constants and data structures - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 1 4/28/97 4:45p John - * Initial version of ripping sound & movie out of OsAPI. - * - * 4 2/10/97 9:26a Lawrance - * - * 3 1/31/97 2:40p Lawrance - * MIDI playback working - * - * $NoKeywords: $ - */ + #ifndef __MIDIBASE_H__ #define __MIDIBASE_H__ diff --git a/fs2_open/code/sound/ogg/ogg.cpp b/fs2_open/code/sound/ogg/ogg.cpp index 797f993557..0d56e5f96d 100644 --- a/fs2_open/code/sound/ogg/ogg.cpp +++ b/fs2_open/code/sound/ogg/ogg.cpp @@ -1,15 +1,4 @@ -/* - * $Logfile: /Freespace2/code/sound/ogg/ogg.cpp $ - * $Revision: 1.9 $ - * $Date: 2005-06-19 02:45:56 $ - * $Author: taylor $ - * - * Functions used to handle OGG Vorbis files - * - * $Log: not supported by cvs2svn $ - * - * $NoKeywords: $ - */ + #ifdef WIN32 #define WIN32_LEAN_AND_MEAN diff --git a/fs2_open/code/sound/rbaudio.cpp b/fs2_open/code/sound/rbaudio.cpp index 992534d625..94cc65defa 100644 --- a/fs2_open/code/sound/rbaudio.cpp +++ b/fs2_open/code/sound/rbaudio.cpp @@ -7,62 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/RBAudio.cpp $ - * $Revision: 2.3 $ - * $Date: 2004-07-26 20:47:52 $ - * $Author: Kazan $ - * - * source file for redbook audio playback - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 6 6/13/98 1:45p Sandeep - * - * 5 5/15/98 4:12p Allender - * removed redbook code. Put back in ingame join timer. Major fixups for - * stats in multiplayer. Pass correct score, medals, etc when leaving - * game. Be sure clients display medals, badges, etc. - * - * 4 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 3 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 2 4/28/97 5:13p John - * more moving sound/movie code out of osapi. - * - * 1 4/28/97 4:45p John - * Initial version of ripping sound & movie out of OsAPI. - * - * 3 2/03/97 2:05p Allender - * don't stop playing redbook when exiting - * - * 2 1/30/97 9:57a Allender - * basic Redbook audio implemented. - * - * 1 1/28/97 9:54a Allender - * - * $NoKeywords: $ -*/ + #if 0 #include "globalincs/pstypes.h" diff --git a/fs2_open/code/sound/rbaudio.h b/fs2_open/code/sound/rbaudio.h index e69bb678f6..f1557b8b24 100644 --- a/fs2_open/code/sound/rbaudio.h +++ b/fs2_open/code/sound/rbaudio.h @@ -7,40 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/RBAudio.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:29 $ - * $Author: Goober5000 $ - * - * header for redbook audio playback - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 1 4/28/97 4:45p John - * Initial version of ripping sound & movie out of OsAPI. - * - * 2 1/30/97 9:57a Allender - * basic Redbook audio implemented. - * - * 1 1/28/97 9:54a Allender - * - * $NoKeywords: $ -*/ + #ifndef _RBAUDIO_H #define _RBAUDIO_H diff --git a/fs2_open/code/sound/rtvoice.cpp b/fs2_open/code/sound/rtvoice.cpp index 77a8c002da..2d48727f05 100644 --- a/fs2_open/code/sound/rtvoice.cpp +++ b/fs2_open/code/sound/rtvoice.cpp @@ -7,114 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/rtvoice.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-05-12 17:49:17 $ - * $Author: taylor $ - * - * C module file for real-time voice - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/02/02 10:36:23 taylor - * merge with Linux/OSX tree - p0202 - * - * Revision 2.3 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 24 4/24/98 2:17a Lawrance - * Clear out record buffer when recording begins - * - * 23 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 22 4/21/98 10:30a Dave - * allocate 8 second buffers for rtvoice - * - * 21 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 20 4/17/98 10:38a Lawrance - * reduce num output streams to 1 - * - * 19 3/25/98 9:56a Dave - * Increase buffer size to handle 8 seconds of voice data. - * - * 18 3/22/98 7:13p Lawrance - * Get streaming of recording voice working - * - * 17 3/09/98 5:22p Dave - * Fixed a rtvoice bug which caused bogus output when given size 0 input. - * - * 16 2/26/98 2:54p Lawrance - * Don't recreate capture buffer each time recording starts... just use - * one. - * - * 15 2/24/98 11:56p Lawrance - * Change real-time voice code to provide the uncompressed size on decode. - * - * 14 2/24/98 10:13p Dave - * Put in initial support for multiplayer voice streaming. - * - * 13 2/24/98 10:47a Lawrance - * Play voice through normal channels - * - * 12 2/23/98 6:54p Lawrance - * Make interface to real-time voice more generic and useful. - * - * 11 2/19/98 12:47a Lawrance - * Use a global code_info - * - * 10 2/16/98 7:31p Lawrance - * get compression/decompression of voice working - * - * 9 2/15/98 11:59p Lawrance - * Change the order of some code when opening a stream - * - * 8 2/15/98 11:10p Lawrance - * more work on real-time voice system - * - * 7 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 6 2/09/98 8:07p Lawrance - * get buffer create working - * - * 5 2/04/98 6:08p Lawrance - * Read function pointers from dsound.dll, further work on - * DirectSoundCapture. - * - * 4 2/03/98 11:53p Lawrance - * Adding support for DirectSoundCapture - * - * 3 2/03/98 4:07p Lawrance - * check return codes from waveIn calls - * - * 2 1/31/98 5:48p Lawrance - * Start on real-time voice recording - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "sound/sound.h" diff --git a/fs2_open/code/sound/rtvoice.h b/fs2_open/code/sound/rtvoice.h index cfedf646ca..4e16b043a9 100644 --- a/fs2_open/code/sound/rtvoice.h +++ b/fs2_open/code/sound/rtvoice.h @@ -7,74 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/rtvoice.h $ - * $Revision: 2.3.2.1 $ - * $Date: 2007-02-10 00:17:40 $ - * $Author: taylor $ - * - * Header file for real-time voice code - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.2 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2002/07/22 01:37:24 penguin - * Stub defines for NO_SOUND - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 12 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 11 4/17/98 5:27p Dave - * More work on the multi options screen. Fixed many minor ui todo bugs. - * - * 10 3/25/98 9:56a Dave - * Increase buffer size to handle 8 seconds of voice data. - * - * 9 3/22/98 7:13p Lawrance - * Get streaming of recording voice working - * - * 8 2/24/98 11:56p Lawrance - * Change real-time voice code to provide the uncompressed size on decode. - * - * 7 2/24/98 10:13p Dave - * Put in initial support for multiplayer voice streaming. - * - * 6 2/23/98 6:54p Lawrance - * Make interface to real-time voice more generic and useful. - * - * 5 2/16/98 7:31p Lawrance - * get compression/decompression of voice working - * - * 4 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 3 2/03/98 11:53p Lawrance - * Adding support for DirectSoundCapture - * - * 2 1/31/98 5:48p Lawrance - * Start on real-time voice recording - * - * $NoKeywords: $ - */ + #ifndef __RTVOICE_H__ #define __RTVOICE_H__ diff --git a/fs2_open/code/sound/sound.cpp b/fs2_open/code/sound/sound.cpp index 73038049f7..76f02ce758 100644 --- a/fs2_open/code/sound/sound.cpp +++ b/fs2_open/code/sound/sound.cpp @@ -7,435 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/Sound.cpp $ - * $Revision: 2.34.2.5 $ - * $Date: 2007-05-11 03:14:02 $ - * $Author: taylor $ - * - * Low-level sound code - * - * $Log: not supported by cvs2svn $ - * Revision 2.34.2.4 2007/02/11 09:56:25 taylor - * support for new finding/loading of sound files - * add support for automatically figuring out samples-per-measure based on Goober's explanation in the Wiki (not sure if it's actually right though) - * remove NO_SOUND - * - * Revision 2.34.2.3 2006/10/06 04:58:25 wmcoolmon - * Fix OGG bug where sound files were always allocated 16 seconds of wavedata - * - * Revision 2.34.2.2 2006/09/11 01:00:28 taylor - * various small compiler warning and strict compiling fixes - * - * Revision 2.34.2.1 2006/07/08 18:07:32 taylor - * require OpenAL 1.1 under Windows, I think it's causing problems for us to mix users with 1.0 and builds for 1.1 - * (having 1.0 is fatal to sound, but the game should still work, a corresponding Launcher change goes with this too) - * clean up some of the error messages to not say "DirectSound" is doing this or that, just say "Audio" instead - * - * Revision 2.34 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.33 2006/03/22 21:42:55 taylor - * address out-of-bounds issues for Sounds[] when unloading - * - * Revision 2.32 2006/02/16 05:47:32 taylor - * I never did really like the old audiostr OpenAL change here, this just seems safer - * initialize si->data and si->size before loading sound buffer (fixes OGG issue for plats that don't zero-initialize , this will be handled differently in the new code) - * - * Revision 2.31 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 2.30 2005/10/23 19:08:01 taylor - * fix crashes and minor slowdowns when sound is disabled (-nosound) - * - * Revision 2.29 2005/09/24 02:40:09 Goober5000 - * get rid of a whole bunch of Microsoft warnings - * --Goober5000 - * - * Revision 2.28 2005/05/24 03:11:38 taylor - * an extra bounds check in sound.cpp - * fix audiostr error when filename is !NULL but 0 in len might hit on SDL debug code - * - * Revision 2.27 2005/05/23 04:58:43 phreak - * fix out of bounds error - * - * Revision 2.26 2005/05/15 06:47:57 taylor - * don't let the ogg callbacks close the file handle on us, let us do it ourselves to keep things straight - * - * Revision 2.25 2005/05/14 21:34:17 phreak - * fixed an out-of-bounds array bug - * - * Revision 2.24 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.23 2005/04/18 03:31:27 taylor - * some extra checks to make sure we don't act on invalid gamesnds (fix for WCS) - * - * Revision 2.22 2005/04/15 11:28:41 taylor - * div-by-zero fix for snd_time_remaining() - * - * Revision 2.21 2005/04/05 11:48:23 taylor - * remove acm-unix.cpp, replaced by acm-openal.cpp since it's properly cross-platform now - * better error handling for OpenAL functions - * Windows can now build properly with OpenAL - * extra check to make sure we don't try and use too many hardware bases sources - * fix memory error from OpenAL extension list in certain instances - * - * Revision 2.20 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.19 2005/04/01 07:33:08 taylor - * fix hanging on exit with OpenAL - * some better error handling on OpenAL init and make it more Windows friendly too - * basic 3d sound stuff for OpenAL, not working right yet - * - * Revision 2.18 2005/03/28 00:40:09 taylor - * fix to snd_time_remaining() to make sure we are getting the correct index into Sounds[] - * - * Revision 2.17 2005/03/24 23:27:25 taylor - * make sounds.tbl dynamic - * have snd_time_remaining() be less stupid - * some OpenAL error fixerage - * be able to turn off some typically useless debug messages - * - * Revision 2.16 2005/03/14 23:31:54 wmcoolmon - * Hopefully this will fixx0r Num_sounds - * - * Revision 2.15 2005/03/14 06:38:31 wmcoolmon - * Whoops, this isn't needed. - * - * Revision 2.14 2005/03/14 06:33:38 wmcoolmon - * Made sounds dynamically allocated - * - * Revision 2.13 2005/03/03 06:05:32 wmcoolmon - * Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" - * - * Revision 2.12 2005/02/02 10:36:23 taylor - * merge with Linux/OSX tree - p0202 - * - * Revision 2.11 2005/01/08 09:59:10 wmcoolmon - * Sound quality in FreeSpace 2 is now controlled by SoundSampleBits, and SoundSampleRate. Also, some sounds will use hardware rather than software buffers if available. - * - * Revision 2.10 2004/12/25 00:23:46 wmcoolmon - * Ogg support for WIN32 - * - * Revision 2.9 2004/07/26 20:47:52 Kazan - * remove MCD complete - * - * Revision 2.8 2004/07/12 16:33:06 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.7 2004/06/28 02:13:08 bobboau - * high level index buffer suport and d3d implementation, - * OGL people need to get this working on your end as it's broke now - * - * Revision 2.6 2004/06/22 23:14:10 wmcoolmon - * Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code. - * OGG code has been commented out, so you don't need the SDK yet. - * - * Revision 2.5 2004/06/18 04:59:55 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.4 2004/03/05 09:01:59 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2003/03/02 06:37:24 penguin - * Use multimedia headers in local dir, not system's (headers are not present in MinGW distribution) - * - penguin - * - * Revision 2.2 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:56:00 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 9/12/99 8:09p Dave - * Fixed problem where skip-training button would cause mission messages - * not to get paged out for the current mission. - * - * 8 8/27/99 6:38p Alanl - * crush the blasted repeating messages bug - * - * 7 8/22/99 11:06p Alanl - * don't convert priority in snd_play_3d - * - * 6 8/04/99 9:48p Alanl - * fix bug with setting 3D properties on a 2D sound buffer - * - * 5 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 4 5/23/99 8:11p Alanl - * Added support for EAX - * - * 3 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 77 6/13/98 6:02p Hoffoss - * Externalized all new (or forgot to be added) strings to all the code. - * - * 76 5/23/98 9:27p Lawrance - * Change ACM failure message to use a message box, not a Warning() - * - * 75 5/15/98 3:36p John - * Fixed bug with new graphics window code and standalone server. Made - * hwndApp not be a global anymore. - * - * 74 5/12/98 5:39p Lawrance - * Increase MAX_SOUNDS to 175.. to account for missions with lots of voice - * - * 73 5/12/98 2:43p Lawrance - * Make snd_time_remaining() work for arbitrary format - * - * 72 5/11/98 2:02p Andsager - * doh! - * - * 71 5/11/98 1:56p Andsager - * increase min_range in snd_play_3d when range_factor is not 1.0 - * - * 70 5/10/98 3:49p Sandeep - * Fix problem with having the audio streaming while trying to close down - * sound - * - * 69 5/09/98 10:48p Lawrance - * Default voice volume to 0.7 - * - * 68 5/05/98 4:49p Lawrance - * Put in code to authenticate A3D, improve A3D support - * - * 67 4/25/98 12:01p Lawrance - * try to init sound for 5 seconds... to overcome conflicts with launch - * app sounds - * - * 66 4/20/98 12:03a Lawrance - * Allow prioritizing of CTRL3D buffers - * - * 65 4/19/98 9:30p Lawrance - * Use Aureal_enabled flag - * - * 64 4/18/98 9:12p Lawrance - * Added Aureal support. - * - * 63 4/14/98 3:29p John - * took out mprintf - * - * 62 4/13/98 5:04p Lawrance - * Write functions to determine how many milliseconds are left in a sound - * - * 61 4/09/98 5:53p Lawrance - * Make DirectSound init more robust - * - * 60 4/01/98 9:21p John - * Made NDEBUG, optimized build with no warnings or errors. - * - * 59 3/29/98 12:56a Lawrance - * preload the warp in and explosions sounds before a mission. - * - * 58 3/25/98 6:10p Lawrance - * Work on DirectSound3D - * - * 57 3/24/98 4:28p Lawrance - * Make DirectSound3D support more robust - * - * 56 3/23/98 10:32a Lawrance - * Add functions for extracting raw sound data - * - * 55 3/21/98 3:34p Lawrance - * Allow 3d sounds to have their ranges modified dynamically - * - * 54 3/19/98 5:36p Lawrance - * Add some sound debug functions to see how many sounds are playing, and - * to start/stop random looping sounds. - * - * 53 3/17/98 5:55p Lawrance - * Support object-linked sounds for asteroids. - * - * 52 2/20/98 8:32p Lawrance - * Add radius parm to sound_play_3d() - * - * 51 2/18/98 5:49p Lawrance - * Even if the ADPCM codec is unavailable, allow game to continue. - * - * 50 2/15/98 4:43p Lawrance - * work on real-time voice - * - * 49 2/06/98 7:30p John - * Added code to monitor the number of channels of sound actually playing. - * - * 48 2/05/98 9:21p John - * Some new Direct3D code. Added code to monitor a ton of stuff in the - * game. - * - * 47 1/31/98 5:57p Lawrance - * remove debug code that was stopping any sounds from playing - * - * 46 1/31/98 5:48p Lawrance - * Start on real-time voice recording - * - * 45 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * 44 1/13/98 5:36p Lawrance - * Reduce default sound volume to 0.9. - * - * 43 1/11/98 11:14p Lawrance - * Preload sounds that we expect will get played. - * - * 42 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 41 1/07/98 11:08a Lawrance - * pass priority to snd_play_raw() - * - * 40 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 39 12/05/97 5:19p Lawrance - * re-do sound priorities to make more general and extensible - * - * 38 12/04/97 10:21a Lawrance - * if a 3D sound has priority, only play if above a minimum volume level - * - * 37 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 36 11/20/97 1:06a Lawrance - * Add Master_voice_volume, make voices play back at correctly scaled - * volumes - * - * 35 11/12/97 4:40p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 34 10/14/97 11:33p Lawrance - * get RSX implemented - * - * 33 10/13/97 7:41p Lawrance - * store duration of sound - * - * 32 10/06/97 4:12p Lawrance - * fix volume bug with 3d sounds - * - * 31 10/01/97 5:55p Lawrance - * change call to snd_play_3d() to allow for arbitrary listening position - * - * 30 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 29 9/03/97 5:03p Lawrance - * add support for -nosound command line parm - * - * 28 7/31/97 11:16a Dan - * Add some Asserts() to check validity of vectors send to DirectSound3D - * - * 27 7/28/97 11:39a Lawrance - * allow individual volume scaling on 3D buffers - * - * 26 7/17/97 9:53a Lawrance - * if a sound is supposed to use DirectSound3D, ensure it does when - * reloading it - * - * 25 7/17/97 9:32a John - * made all directX header files name start with a v - * - * 24 7/15/97 11:15a Lawrance - * limit the max instances of simultaneous sound effects, implement - * priorities to force critical sounds - * - * 23 7/13/97 5:52p Lawrance - * allow snd_set_volume() to set volume at any level - * - * 22 6/13/97 4:44p Lawrance - * added another sound hook in ship selection - * - * 21 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 20 6/05/97 11:25a Lawrance - * use sound signatures to ensure correct sound is loaded - * - * 19 6/05/97 1:36a Lawrance - * using a new interface to play sounds - * - * 18 6/05/97 1:08a Lawrance - * new sound play interface - * - * 17 6/03/97 9:23a Lawrance - * fix bug that caused when sound not found - * - * 16 6/02/97 1:45p Lawrance - * implementing hardware mixing - * - * 15 5/29/97 4:01p Lawrance - * don't fail sound init if dsound3d fails init - * - * 14 5/29/97 3:32p Lawrance - * added call to snd_do_frame() - * - * 13 5/29/97 12:04p Lawrance - * split off acm, direct sound, and direct sound 3d portions to separate - * files - * - * 12 5/21/97 3:55p Lawrance - * when reclaiming sound channels, never stop a looping sound - * - * 11 5/19/97 4:32p Lawrance - * remove misleading nprintf - * - * 10 5/15/97 9:05a Lawrance - * If no sound channels, take away the lowest volume sound (if that volume - * is less than requested sound fx volume) - * - * 9 5/12/97 10:32a Lawrance - * take out nprintf - * - * 8 5/09/97 4:51p Lawrance - * improve pan sound - * - * 7 5/09/97 4:34p Lawrance - * improve comments - * - * 6 5/07/97 3:29p Lawrance - * make volume conversion use a lookup table, fix errors in volume - * conversion - * - * 5 5/07/97 11:33a Lawrance - * improve snd_chg_loop_status() - * - * 4 5/06/97 9:36a Lawrance - * added support for min and max distances for 3d sounds - * - * 3 5/02/97 4:36p Lawrance - * send correct volume scaling when playing a 3D sound - * - * 2 4/28/97 5:13p John - * more moving sound/movie code out of osapi. - * - * $NoKeywords: $ - */ + #include "render/3d.h" #include "sound/sound.h" diff --git a/fs2_open/code/sound/sound.h b/fs2_open/code/sound/sound.h index 0477e4a847..96cb1eb46b 100644 --- a/fs2_open/code/sound/sound.h +++ b/fs2_open/code/sound/sound.h @@ -7,252 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/Sound.h $ - * $Revision: 2.13.2.2 $ - * $Date: 2007-02-11 09:56:25 $ - * $Author: taylor $ - * - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.13.2.1 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.13 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.12 2005/10/08 18:25:41 wmcoolmon - * These are no longer needed... - * - * Revision 2.11 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.10 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.9 2005/03/28 00:40:09 taylor - * fix to snd_time_remaining() to make sure we are getting the correct index into Sounds[] - * - * Revision 2.8 2005/03/24 23:27:25 taylor - * make sounds.tbl dynamic - * have snd_time_remaining() be less stupid - * some OpenAL error fixerage - * be able to turn off some typically useless debug messages - * - * Revision 2.7 2005/03/14 06:33:38 wmcoolmon - * Made sounds dynamically allocated - * - * Revision 2.6 2005/01/08 09:59:10 wmcoolmon - * Sound quality in FreeSpace 2 is now controlled by SoundSampleBits, and SoundSampleRate. Also, some sounds will use hardware rather than software buffers if available. - * - * Revision 2.5 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.4 2004/06/18 04:59:55 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.3 2004/03/12 16:26:39 phreak - * bumped MAX_SOUNDS to 450 if INF_BUILD is defined - * - * Revision 2.2 2004/03/05 09:01:59 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2003/10/25 20:42:19 phreak - * added an INF_BUILD option to bump max sounds to 400 if INF_BUILD is defined - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/24 15:38:55 mharris - * Fixed boneheaded mistake in #defines for NO_JOYSTICK and NO_SOUND - * - * Revision 1.2 2002/05/10 06:08:08 mharris - * Porting... added ifndef NO_SOUND - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 9/08/99 3:22p Dave - * Updated builtin mission list. - * - * 5 8/27/99 6:38p Alanl - * crush the blasted repeating messages bug - * - * 4 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 3 5/23/99 8:11p Alanl - * Added support for EAX - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 30 5/12/98 5:39p Lawrance - * Increase MAX_SOUNDS to 175.. to account for missions with lots of voice - * - * 29 5/12/98 2:43p Lawrance - * Make snd_time_remaining() work for arbitrary format - * - * 28 4/13/98 5:04p Lawrance - * Write functions to determine how many milliseconds are left in a sound - * - * 27 3/29/98 12:56a Lawrance - * preload the warp in and explosions sounds before a mission. - * - * 26 3/25/98 6:10p Lawrance - * Work on DirectSound3D - * - * 25 3/23/98 10:34a Lawrance - * fix parameter in snd_size() - * - * 24 3/23/98 10:32a Lawrance - * Add functions for extracting raw sound data - * - * 23 3/21/98 3:34p Lawrance - * Allow 3d sounds to have their ranges modified dynamically - * - * 22 3/19/98 5:36p Lawrance - * Add some sound debug functions to see how many sounds are playing, and - * to start/stop random looping sounds. - * - * 21 3/17/98 5:55p Lawrance - * Support object-linked sounds for asteroids. - * - * 20 2/20/98 8:32p Lawrance - * Add radius parm to sound_play_3d() - * - * 19 1/07/98 11:08a Lawrance - * pass priority to snd_play_raw() - * - * 18 12/05/97 5:19p Lawrance - * re-do sound priorities to make more general and extensible - * - * 17 11/20/97 5:36p Dave - * Hooked in a bunch of main hall changes (including sound). Made it - * possible to reposition (rewind/ffwd) - * sound buffer pointers. Fixed animation direction change framerate - * problem. - * - * 16 11/20/97 1:06a Lawrance - * Add Master_voice_volume, make voices play back at correctly scaled - * volumes - * - * 15 10/14/97 11:33p Lawrance - * get RSX implemented - * - * 14 10/13/97 7:41p Lawrance - * store duration of sound - * - * 13 10/01/97 5:55p Lawrance - * change call to snd_play_3d() to allow for arbitrary listening position - * - * 12 7/15/97 11:15a Lawrance - * limit the max instances of simultaneous sound effects, implement - * priorities to force critical sounds - * - * 11 6/12/97 5:16p Lawrance - * allow snd_play_looping to take just one parm - * - * 10 6/09/97 11:50p Lawrance - * integrating DirectSound3D - * - * 9 6/05/97 11:25a Lawrance - * use sound signatures to ensure correct sound is loaded - * - * 8 6/05/97 1:36a Lawrance - * using a new interface to play sounds - * - * 7 6/05/97 1:08a Lawrance - * new sound play interface - * - * 6 6/02/97 1:45p Lawrance - * implementing hardware mixing - * - * 5 5/29/97 3:32p Lawrance - * added call to snd_do_frame() - * - * 4 5/29/97 12:04p Lawrance - * split off acm, direct sound, and direct sound 3d portions to separate - * files - * - * 3 5/26/97 10:25a Lawrance - * extern ds_convert_volume() - * - * 2 5/06/97 9:36a Lawrance - * added support for min and max distances for 3d sounds - * - * 1 4/28/97 4:45p John - * Initial version of ripping sound & movie out of OsAPI. - * - * 18 4/24/97 4:14p Lawrance - * make ds_initialized extern - * - * 17 4/21/97 8:58a Lawrance - * keep track of how much mem is used for sounds - * - * 16 4/20/97 11:19a Lawrance - * sndman_ interface obsolete. Using snd_ functions to load, play, and - * manage static sound fx - * - * 15 4/18/97 2:54p Lawrance - * sounds now have a default volume, when playing, pass a scaling factor - * not the actual volume - * - * 14 4/09/97 4:34p Lawrance - * allow looped sounds to be cut off after they complete the full sample - * duration - * - * 13 4/03/97 4:27p Lawrance - * expanding functionality to support event driven music - * - * 12 3/25/97 10:49a Lawrance - * ADPCM -> PCM conversion working - * - * 11 3/24/97 5:50p Lawrance - * added code to convert from ADPCM -> PCM using Audio Compression Manager - * - * 10 3/19/97 11:48a Lawrance - * make each sound effect have a DirectSound secondary buffer - * - * 9 3/10/97 4:16p Allender - * new messaging system. builtin5 fixed to support it. made new sound - * function to determine if sound is still playing. - * - * 8 2/25/97 11:13a Lawrance - * added Master_sound_volume to scale volume passed to snd_play() - * - * 7 1/10/97 10:44a John - * added functions to dynamically set volume/pan - * - * 6 12/03/96 3:50p John - * Added some initial support for looping sounds. - * - * 5 11/05/96 11:02a Mike - * Add sound toggle to Delete-D menu. - * Make some global variables look global - ie, capitalize them. - * Fix bug in collision code to make ship:ship collision detection work. - * Fix setting of parent_obj in obj_create(). - * - * 4 11/04/96 3:16p John - * First rev of working sound. - * - * 3 11/04/96 10:37a John - * Closed the DirectSound object on program termination. - * - * 2 10/30/96 5:27p John - * some hacked in sound stuff so i can experiment with directsound. - * - * 1 10/28/96 11:36a John - * - * $NoKeywords: $ - */ + #ifndef __SOUND_H__ #define __SOUND_H__ diff --git a/fs2_open/code/sound/speech.cpp b/fs2_open/code/sound/speech.cpp index 37d4b62061..0689d62381 100644 --- a/fs2_open/code/sound/speech.cpp +++ b/fs2_open/code/sound/speech.cpp @@ -6,49 +6,7 @@ * */ -/* - * $Logfile: /Freespace2/code/sound/speech.cpp $ - * $Revision: 1.25 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Platform specific text-to-speech functions - * - * $Log: not supported by cvs2svn $ - * Revision 1.24 2006/01/21 02:22:05 wmcoolmon - * Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling. - * - * Revision 1.23 2006/01/20 07:10:33 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 1.22 2005/07/13 03:35:29 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.21 2005/07/02 19:39:23 taylor - * fix compiler warnings introduced by recent stub changes (defining an empty stub as something is wrong, it should be nothing) - * assuming that GetStatus thing wasn't tested since it would never have worked - * - * Revision 1.20 2005/06/30 02:35:00 Goober5000 - * added functions to check if speech is playing - * --Goober5000 - * - * Revision 1.19 2005/04/19 06:29:28 taylor - * try not to buffer output to the speech dev so that the text doesn't just show up some time in the future - * - * Revision 1.18 2005/03/29 06:36:37 wmcoolmon - * Added some comments to #defines to make reading easier - * - * Revision 1.17 2005/03/27 08:12:53 wmcoolmon - * Bizarre combo of fopen() and close() - * - * Revision 1.16 2005/02/02 10:36:23 taylor - * merge with Linux/OSX tree - p0202 - * - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/sound/winmidi.cpp b/fs2_open/code/sound/winmidi.cpp index e5c89feb2c..dbf570c6d5 100644 --- a/fs2_open/code/sound/winmidi.cpp +++ b/fs2_open/code/sound/winmidi.cpp @@ -7,27 +7,4 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/WinMIDI.cpp $ - * $Revision: 2.0 $ - * $Date: 2002-06-03 04:02:29 $ - * $Author: penguin $ - * - * C module for playing and managing MIDI files - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/sound/winmidi.h b/fs2_open/code/sound/winmidi.h index 2a8c2341be..1b0fe3764d 100644 --- a/fs2_open/code/sound/winmidi.h +++ b/fs2_open/code/sound/winmidi.h @@ -7,36 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/WinMIDI.h $ - * $Revision: 2.2 $ - * $Date: 2005-07-13 03:35:30 $ - * $Author: Goober5000 $ - * - * Header file for playing and managing MIDI files - * - * $Log: not supported by cvs2svn $ - * Revision 2.1 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * - * $NoKeywords: $ - */ + #ifndef __WINMIDI_H__ #define __WINMIDI_H__ diff --git a/fs2_open/code/sound/winmidi_base.cpp b/fs2_open/code/sound/winmidi_base.cpp index 0a73bad686..dbf570c6d5 100644 --- a/fs2_open/code/sound/winmidi_base.cpp +++ b/fs2_open/code/sound/winmidi_base.cpp @@ -7,27 +7,4 @@ * */ -/* - * $Logfile: /Freespace2/code/Sound/winmidi_base.cpp $ - * $Revision: 2.0 $ - * $Date: 2002-06-03 04:02:29 $ - * $Author: penguin $ - * - * C module that contains mid-level MIDI functions for streaming data - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 1/19/98 11:37p Lawrance - * Fixing Optimization build warnings - * - * - * $NoKeywords: $ - */ + diff --git a/fs2_open/code/species_defs/species_defs.cpp b/fs2_open/code/species_defs/species_defs.cpp index 2efee5006c..d99f329f1b 100644 --- a/fs2_open/code/species_defs/species_defs.cpp +++ b/fs2_open/code/species_defs/species_defs.cpp @@ -7,153 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/species_defs/species_defs.cpp $ - * $Revision: 1.32.2.6 $ - * $Date: 2007-10-17 20:58:25 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.32.2.5 2007/10/15 06:43:22 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 1.32.2.4 2007/09/02 02:07:47 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 1.32.2.3 2007/07/28 04:43:43 Goober5000 - * a couple of tweaks - * - * Revision 1.32.2.2 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 1.32.2.1 2006/08/27 18:12:42 taylor - * make Species_info[] and Asteroid_info[] dynamic - * - * Revision 1.32 2006/02/13 03:11:19 Goober5000 - * nitpick - * - * Revision 1.31 2006/02/13 00:20:46 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 1.30 2006/02/06 02:29:17 wmcoolmon - * WMC-Since we're abusing species_defs.tbl anyways, remove $NumSpecies - * - * Revision 1.29 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 1.28 2006/01/05 05:12:11 taylor - * allow both +Pri style and original style (+Normal, etc) for species_defs TBMs - * allow for "" as a bitmap/anim name, to have no effect - * fix ship/weapon thruster rendering to handle missing primary animation and/or glow graphics - * - * Revision 1.27 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 1.26 2005/12/29 00:01:29 taylor - * add support for a species_defs modular table with XMT support (*-sdf.tbm) - * - * Revision 1.25 2005/11/21 23:57:26 taylor - * some minor thruster cleanup, if you could actually use the term "clean" - * - * Revision 1.24 2005/10/24 12:42:14 taylor - * init thruster stuff properly so that bmpman doesn't have a fit - * - * Revision 1.23 2005/10/24 07:13:05 Goober5000 - * merge Bobboau's thruster code back in; hopefully this covers everything - * --Goober5000 - * - * Revision 1.22 2005/09/27 05:25:19 Goober5000 - * initial commit of basic IFF code - * --Goober5000 - * - * Revision 1.21 2005/09/27 05:01:52 Goober5000 - * betterizing - * --Goober5000 - * - * Revision 1.20 2005/09/25 08:25:16 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 1.19 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 1.18 2005/09/24 07:18:15 Goober5000 - * fixage - * --Goober5000 - * - * Revision 1.17 2005/09/24 07:07:17 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 1.16 2005/09/18 02:28:18 Goober5000 - * a small fix - * --Goober5000 - * - * Revision 1.15 2005/08/20 18:23:02 Goober5000 - * made AwacsMultiplier more user-friendly - * --Goober5000 - * - * Revision 1.14 2005/07/13 02:01:30 Goober5000 - * fixed a bunch of "issues" caused by me with the species stuff - * --Goober5000 - * - * Revision 1.13 2005/07/13 00:44:24 Goober5000 - * improved species support and removed need for #define - * --Goober5000 - * - * Revision 1.12 2005/01/25 23:32:46 Goober5000 - * species will now load from a default table instead of being initialized via code - * --Goober5000 - * - * Revision 1.11 2004/11/22 06:17:57 taylor - * make sure species_defs.tbl can be found outside of root[0] and in VPs - * - * Revision 1.10 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 1.9 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 1.8 2004/03/31 05:42:29 Goober5000 - * got rid of all those nasty warnings from xlocale and so forth; also added comments - * to indicate which warnings were being disabled - * --Goober5000 - * - * Revision 1.7 2004/03/05 09:02:13 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 1.6 2004/02/20 04:29:56 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 1.5 2003/11/11 02:15:46 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 1.4 2003/11/06 20:22:18 Kazan - * slight change to .dsp - leave the release target as fs2_open_r.exe already - * added myself to credit - * killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules) - * Release builds should have warning level set no higher than 2 (default is 1) - * Why are we getting warning's about function selected for inline expansion... (killing them with warning disables) - * FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either) - * - * Revision 1.3 2003/10/16 16:38:17 Kazan - * couple more types in species_defs.cpp, also finished up "Da Species Upgrade" - * - * Revision 1.2 2003/10/16 01:55:26 Kazan - * fixed typo in fallback code array index - * - * Revision 1.1 2003/10/15 22:03:27 Kazan - * Da Species Update :D - * - */ + #include diff --git a/fs2_open/code/species_defs/species_defs.h b/fs2_open/code/species_defs/species_defs.h index 8e29031f96..86b03d2123 100644 --- a/fs2_open/code/species_defs/species_defs.h +++ b/fs2_open/code/species_defs/species_defs.h @@ -7,73 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/species_defs/species_defs.h $ - * $Revision: 1.16.2.1 $ - * $Date: 2006-08-27 18:12:42 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 1.16 2005/11/21 23:57:26 taylor - * some minor thruster cleanup, if you could actually use the term "clean" - * - * Revision 1.15 2005/10/24 07:13:05 Goober5000 - * merge Bobboau's thruster code back in; hopefully this covers everything - * --Goober5000 - * - * Revision 1.14 2005/09/27 05:25:19 Goober5000 - * initial commit of basic IFF code - * --Goober5000 - * - * Revision 1.13 2005/09/27 05:01:52 Goober5000 - * betterizing - * --Goober5000 - * - * Revision 1.12 2005/09/26 02:15:03 Goober5000 - * okay, this should all be working :) - * --Goober5000 - * - * Revision 1.11 2005/09/25 20:31:42 Goober5000 - * okay; everything should be good to go - * --Goober5000 - * - * Revision 1.10 2005/09/25 18:48:25 taylor - * GCC fixage, my Whiffle Bat that was saved for Bobboau's constant breaking is currently getting "Goober5000" etched into it :) - * - * Revision 1.9 2005/09/25 08:25:16 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 1.8 2005/09/25 07:07:34 Goober5000 - * partial commit; hang on - * --Goober5000 - * - * Revision 1.7 2005/09/25 05:13:07 Goober5000 - * hopefully complete species upgrade - * --Goober5000 - * - * Revision 1.6 2005/09/25 02:15:02 Goober5000 - * meh for consistency - * --Goober5000 - * - * Revision 1.5 2005/09/24 07:07:17 Goober5000 - * another species overhaul - * --Goober5000 - * - * Revision 1.4 2005/07/13 03:35:35 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 1.3 2005/01/31 10:34:39 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 1.2 2004/08/11 05:06:34 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 1.1 2003/10/15 22:03:27 Kazan - * Da Species Update :D - * - */ + #ifndef _SPECIES_DEFS_H_ #define _SPECIES_DEFS_H_ diff --git a/fs2_open/code/starfield/nebula.cpp b/fs2_open/code/starfield/nebula.cpp index 8b8e53f79b..d2a2432d02 100644 --- a/fs2_open/code/starfield/nebula.cpp +++ b/fs2_open/code/starfield/nebula.cpp @@ -7,149 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Starfield/Nebula.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-04-05 05:53:25 $ - * $Author: taylor $ - * - * Code to load & display nebulas - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/01/31 10:34:39 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.6 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2004/02/15 06:02:32 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.2 2003/11/11 17:59:27 phreak - * made some g3_start_instance_matrix calls not affect any of the HT&L graphics - * calls since they were called for internal calculations for 2D stuff - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 14 9/01/99 11:26p Dave - * Fixed release build warnings. - * - * 13 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 12 7/29/99 10:47p Dave - * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs. - * - * 11 7/14/99 9:42a Dave - * Put in clear_color debug function. Put in base for 3dnow stuff / P3 - * stuff - * - * 10 6/22/99 7:03p Dave - * New detail options screen. - * - * 9 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 8 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 7 12/08/98 9:36a Dave - * Almost done nebula effect for D3D. Looks 85% as good as Glide. - * - * 6 12/07/98 5:51p Dave - * Finally got d3d fog working! Now we just need to tweak values. - * - * 5 12/06/98 2:36p Dave - * Drastically improved nebula fogging. - * - * 4 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 3 11/11/98 5:37p Dave - * Checkin for multiplayer testing. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 15 5/13/98 2:53p John - * Made subspace effect work under software. Had to add new inner loop to - * tmapper. Added glows to end of subspace effect. Made subspace effect - * levels use gamepalette-subspace palette. - * - * 14 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 13 3/22/98 11:02a John - * Made a bunch of the detail levels actually do something - * - * 12 2/22/98 12:19p John - * Externalized some strings - * - * 11 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 10 1/10/98 1:14p John - * Added explanation to debug console commands - * - * 9 12/21/97 4:33p John - * Made debug console functions a class that registers itself - * automatically, so you don't need to add the function to - * debugfunctions.cpp. - * - * 8 11/25/97 11:40a Hoffoss - * Added support for nebula placement editing. - * - * 7 11/24/97 12:04p John - * - * 6 11/21/97 2:55p Hoffoss - * Added Nebula support to Fred. Implemented loading and saving nebula - * info to/from mission files. - * - * 5 11/21/97 11:32a John - * Added nebulas. Fixed some warpout bugs. - * - * 4 11/19/97 10:47p Adam - * upped MAX_TRIS to 200. Whaddya think this is, I-War? - * - * 3 11/16/97 2:41p John - * added a debug function to load a nebula into the game. - * - * 2 11/16/97 2:29p John - * added versioning to nebulas; put nebula code into freespace. - * - * 1 11/16/97 1:14p John - * - * $NoKeywords: $ - */ + #include "starfield/nebula.h" #include "math/vecmat.h" diff --git a/fs2_open/code/starfield/nebula.h b/fs2_open/code/starfield/nebula.h index c0b38592b6..7344522dfa 100644 --- a/fs2_open/code/starfield/nebula.h +++ b/fs2_open/code/starfield/nebula.h @@ -7,46 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Starfield/Nebula.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:34 $ - * $Author: Goober5000 $ - * - * Include file for nebula stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 4 11/25/97 11:40a Hoffoss - * Added support for nebula placement editing. - * - * 3 11/24/97 12:04p John - * - * 2 11/16/97 2:29p John - * added versioning to nebulas; put nebula code into freespace. - * - * 1 11/16/97 1:14p John - * - * $NoKeywords: $ - */ + #ifndef _NEBULA_H #define _NEBULA_H diff --git a/fs2_open/code/starfield/starfield.cpp b/fs2_open/code/starfield/starfield.cpp index 96ed85ac5c..115f10fcbb 100644 --- a/fs2_open/code/starfield/starfield.cpp +++ b/fs2_open/code/starfield/starfield.cpp @@ -7,583 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Starfield/StarField.cpp $ - * $Revision: 2.72.2.22 $ - * $Date: 2007-09-02 19:05:59 $ - * $Author: Goober5000 $ - * - * Code to handle and draw starfields, background space image bitmaps, floating - * debris, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.72.2.21 2007/09/02 02:07:47 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.72.2.20 2007/05/28 20:04:49 taylor - * more resilient checking of stars.tbl and it's modular versions - * - * Revision 2.72.2.19 2007/03/22 20:06:56 taylor - * when parsing a modular tbl, allow a duplicate sun entry to overwrite an existing one - * - * Revision 2.72.2.18 2007/02/11 09:39:09 taylor - * some minor performance improvements - * remove NO_SOUND - * - * Revision 2.72.2.17 2007/01/07 12:16:01 taylor - * be sure to page in skybox textures properly - * - * Revision 2.72.2.16 2007/01/07 03:44:47 Goober5000 - * don't display any error messages when there are no background bitmaps to load - * - * Revision 2.72.2.15 2006/12/26 05:32:18 taylor - * be sure to reset our skybox model properly, it can lead to a bad model unload bug on level load otherwise - * - * Revision 2.72.2.14 2006/12/07 18:26:03 taylor - * stupid of me to use a case-sensitive comparison there, but then it wasn't really a problem until Goober's bitmap list support ;) - * - * Revision 2.72.2.13 2006/11/24 22:40:15 Goober5000 - * FRED again updates backgrounds while the user is editing them - * - * Revision 2.72.2.12 2006/11/15 00:30:10 taylor - * clean up skybox model selection and usage to work better with FRED - * make sure to go ahead and set the skybox model when it's set/changed in FRED - * go ahead and load/set the envmap when it's set/changed in FRED - * get rid of extra envmap image types, only DDS is actually supported (not sure what the hell I was thinking there) - * - * Revision 2.72.2.11 2006/11/06 05:26:38 taylor - * fix some of the envmap issues - * - use proper hand-ness for OGL - * - fix distortion - * - get rid of extra index buffer requirement - * change starfield bitmaps to use an instance matrix rather than going through all the trouble of resetting the view matrix - * basic cleanup and get rid of a couple of struct/variable naming issues (compiler sanity) - * make double sure that we aren't using culling of z-buffering when rendering starfield bitmaps - * - * Revision 2.72.2.10 2006/10/27 06:42:30 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 2.72.2.9 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.72.2.8 2006/08/19 04:33:00 taylor - * slight optimizations - * compiler warning fixes - * - * Revision 2.72.2.7 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 2.72.2.6 2006/07/30 02:20:01 Goober5000 - * bah, revert - * - * Revision 2.72.2.4 2006/07/06 05:29:57 Goober5000 - * commented annoying redundant warnings - * --Goober5000 - * - * Revision 2.72.2.3 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.72.2.2 2006/07/05 23:37:13 Goober5000 - * cvs comment tweaks - * - * Revision 2.72.2.1 2006/07/04 07:42:19 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.72 2006/05/27 16:42:16 taylor - * fix slight freakiness with debris vclips (un)loading - * comment out some code which was only used if neither D3D or OGL - * fix dumb particle_emit() calls - * - * Revision 2.71 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.70 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.69 2006/04/14 18:40:44 taylor - * make sure that modular star tables actually work without going into an endless loop, or constantly complaining on you - * - * Revision 2.68 2006/03/20 06:13:35 taylor - * might as well do star antialiasing for OGL too - * - * Revision 2.67 2006/02/25 21:47:19 Goober5000 - * spelling - * - * Revision 2.66 2006/02/20 07:30:15 taylor - * updated to newest dynamic starfield code - * - this mainly is to just better support SEXP based starfield bitmap changes (preloading, better in-mission stuff loading) - * - also fixes index_buffer related double-free() - * - done waste memory for env index buffer if env is not enabled - * - address a couple of bm load/release issues and comment a little to tell why - * - * Revision 2.65 2006/02/13 00:20:46 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.64 2006/02/03 22:29:01 taylor - * fix sun flares that I had broken previously - * - * Revision 2.63 2006/01/30 06:31:30 taylor - * dynamic starfield bitmaps (if the thought it was freaky before, just take a look at the new and "improved" version ;)) - * - * Revision 2.62 2006/01/19 16:00:04 wmcoolmon - * Lua debugging stuff; gr_bitmap_ex stuff for taylor - * - * Revision 2.61 2006/01/02 07:13:38 taylor - * make sure we clear out the vertex used to render a sun (just to be on the safe side) - * use parse_modular_table() for -str.tbm - * - * Revision 2.60 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.59 2005/11/13 06:50:57 taylor - * don't fail if not a starfield pof to load, regular starfield bitmaps don't hard fail so this shouldn't either - * - * Revision 2.58 2005/10/30 20:03:40 taylor - * add a bunch of Assert()'s and NULL checks to either help debug or avoid errors - * fix Mantis bug #381 - * fix a small issue with the starfield bitmap removal sexp since it would read one past the array size - * - * Revision 2.57 2005/10/16 11:20:43 taylor - * use unsigned index buffers - * - * Revision 2.56 2005/10/09 08:03:21 wmcoolmon - * New SEXP stuff - * - * Revision 2.55 2005/07/18 03:45:09 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.54 2005/06/19 09:03:05 taylor - * check_values() shouldn't be inline anymore - * remove useless neb2_get_fog_intensity() call - * s/alocate/allocate/g - * - * Revision 2.53 2005/04/12 05:26:37 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.52 2005/04/11 05:50:36 taylor - * some limits.h fixes to make GCC happier - * revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem - * - * Revision 2.51 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.50 2005/03/23 20:09:23 phreak - * Starfield bitmaps should now draw in non-htl mode - * - * Revision 2.49 2005/03/20 20:02:29 phreak - * export the functions that deal with the creation and destruction of the starfield buffer. - * FRED needs them - * - * Revision 2.48 2005/03/12 19:28:47 taylor - * helps to get the stupid check right - * - * Revision 2.47 2005/03/10 21:16:16 taylor - * fix screwed up stars coloring in OGL - * - * Revision 2.46 2005/03/10 08:00:17 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.45 2005/03/07 13:10:22 bobboau - * commit of render target code, d3d should be totaly functional, - * OGL still needs implementation. - * - * Revision 2.44 2005/03/01 23:08:23 taylor - * make sure starfield bitmaps render when not in HTL mode - * slight header fix for osapi.h - * add some string overflow protection to modelread and bmpman - * s/NO_NETWORKING/NO_NETWORK/g (Inferno builds) - * - * Revision 2.43 2005/03/01 06:55:45 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.42 2005/02/23 04:57:29 taylor - * even more bm_unload() -> bm_release() changes - * - * Revision 2.41 2005/02/15 00:03:34 taylor - * don't try and draw starfield bitmaps if they aren't valid - * make AB thruster stuff in ship_create() a little less weird - * replace an Int3() with debug warning and fix crash in docking code - * make D3D Textures[] allocate on use like OGL does, can only use one anyway - * - * Revision 2.40 2005/02/04 20:06:09 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.39 2005/01/30 09:27:40 Goober5000 - * nitpicked some boolean tests, and fixed two small bugs - * --Goober5000 - * - * Revision 2.38 2005/01/29 08:12:20 wmcoolmon - * Clipping stuff - * - * Revision 2.37 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.36 2004/07/17 19:01:15 taylor - * stupid braces... - * - * Revision 2.35 2004/07/17 18:59:01 taylor - * fix set_*_matrix overcompensation, makes OGL work again - * - * Revision 2.34 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.33 2004/07/09 05:52:19 wmcoolmon - * Re-implemented nomotiondebris, as Bobb overwrote it when he commited his changes. - * - * Revision 2.32 2004/07/05 05:09:21 bobboau - * FVF code, only the data that is needed is sent off to the card,, - * OGL can take advantage of this if they want but it won't break - * anything if they don't. also state block code has been implemented, - * that's totaly internal to D3D no high level code is involved. - * - * Revision 2.31 2004/07/01 01:12:33 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.30 2004/06/19 22:16:20 wmcoolmon - * Added support for -nomotiondebris - * - * Revision 2.29 2004/04/01 15:28:42 taylor - * don't load all starfield bitmaps on level load - * - * Revision 2.28 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.27 2004/03/08 21:55:20 phreak - * split the star and space debris rendering loops into their own separate functions - * this makes it easier to edit them if we ever need to and it also increases readability - * i also brought some variable declarations outside of the rendering loops - * - * Revision 2.26 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.25 2004/02/15 06:02:32 bobboau - * fixed sevral asorted matrix errors, - * OGL people make sure I didn't break anything, - * most of what I did was replaceing falses with (if graphicts_mode == D3D) - * - * Revision 2.24 2004/02/14 00:18:36 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.23 2004/01/19 00:56:10 randomtiger - * Some more small changes for Fred OGL - * - * Revision 2.22 2004/01/18 14:03:23 randomtiger - * A couple of FRED_OGL changes. - * - * Revision 2.21 2004/01/17 21:59:56 randomtiger - * Some small changes to the main codebase that allow Fred_open OGL to compile. - * - * Revision 2.20 2003/11/11 02:15:47 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.19 2003/10/23 23:49:12 phreak - * added code to render the user-defined skybox - * - * Revision 2.18 2003/09/15 12:34:09 fryday - * Rollback killed my lens-flare. D'oh. - * - * Revision 2.17 2003/09/13 06:02:08 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.13 2003/09/09 17:18:25 matt - * Broke stars last commit, fixed -Sticks - * - * Revision 2.12 2003/09/09 17:10:55 matt - * Added -nospec cmd line param to disable specular -Sticks - * - * Revision 2.11 2003/09/05 22:35:33 matt - * Minor d3d star popping fix - * - * Revision 2.10 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.9 2003/08/16 03:52:24 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.8 2003/05/05 21:27:46 phreak - * if "Show Background" is not set it FRED, - * it used to show background bitmaps and suns - * not anymore - * - * Revision 2.7 2003/05/05 20:13:07 phreak - * minor fred bug fixed - * - * Revision 2.6 2003/05/03 16:58:40 phreak - * background stars are now somewhat colored, just here as a sort of useless feature test - * - * Revision 2.5 2003/01/19 01:07:42 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.4 2003/01/06 19:33:21 Goober5000 - * cleaned up some stuff with model_set_thrust and a commented Assert that - * shouldn't have been - * --Goober5000 - * - * Revision 2.3 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.2 2002/09/20 20:05:29 phreak - * glare parser stuff in stars_init() - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/21 15:48:21 mharris - * Changed "char *name" to "char name[]" since we modify the string (and - * modifying a constant string breaks unix) - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 34 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 33 9/01/99 10:14a Dave - * Pirate bob. - * - * 32 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 31 8/19/99 10:59a Dave - * Packet loss detection. - * - * 30 7/27/99 3:52p Dave - * Make star drawing a bit more robust to help lame D3D cards. - * - * 29 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 28 7/13/99 2:01p Dave - * Don't draw background bitmaps in the nebula. - * - * 27 6/08/99 2:34p Jasenw - * Made perspective bitmaps render in Fred. - * - * 26 6/04/99 1:18p Dave - * Fixed briefing model rendering problems. Made show background option in - * fred toggle nebula rendering. - * - * 25 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 24 5/28/99 1:45p Dave - * Fixed up perspective bitmap drawing. - * - * 23 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 22 5/11/99 10:03a Dave - * Put a bunch of stuff into tables. - * - * 21 5/11/99 9:10a Dave - * Move default sun position. - * - * 20 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 19 4/26/99 8:49p Dave - * Made all pof based nebula stuff full customizable through fred. - * - * 18 4/25/99 7:43p Dave - * Misc small bug fixes. Made sun draw properly. - * - * 17 4/23/99 5:53p Dave - * Started putting in new pof nebula support into Fred. - * - * 16 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 15 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 14 3/20/99 5:09p Dave - * Fixed release build fred warnings and unhandled exception. - * - * 13 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 12 3/20/99 2:04p Dave - * Removed unnecessary planet rendering. - * - * 11 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 12 3/15/99 6:45p Daveb - * Put in rough nebula bitmap support. - * - * 11 3/11/99 5:53p Dave - * More network optimization. Spliced in Dell OEM planet bitmap crap. - * - * 10 2/03/99 11:44a Dave - * Fixed d3d transparent textures. - * - * 9 12/09/98 7:34p Dave - * Cleanup up nebula effect. Tweaked many values. - * - * 8 12/01/98 10:32a Johnson - * Fixed direct3d font problems. Fixed sun bitmap problem. Fixed direct3d - * starfield problem. - * - * 7 12/01/98 8:06a Dave - * Temporary checkin to fix some texture transparency problems in d3d. - * - * 6 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 5 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 4 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 11:16a Dave - * Remove warning. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 106 5/23/98 4:14p John - * Added code to preload textures to video card for AGP. Added in code - * to page in some bitmaps that weren't getting paged in at level start. - * - * 105 5/13/98 2:53p John - * Made subspace effect work under software. Had to add new inner loop to - * tmapper. Added glows to end of subspace effect. Made subspace effect - * levels use gamepalette-subspace palette. - * - * 104 5/13/98 10:28a John - * made subpsace forward sliding 40% faster. - * - * 103 5/10/98 4:18p John - * Reversed the subspace effect direction - * - * 102 5/08/98 8:38p John - * Subspace tweaks. Made two layers rotate independentyl. - * - * 101 5/08/98 1:32p John - * Added code for using two layered subspace effects. - * - * 100 5/06/98 5:30p John - * Removed unused cfilearchiver. Removed/replaced some unused/little used - * graphics functions, namely gradient_h and _v and pixel_sp. Put in new - * DirectX header files and libs that fixed the Direct3D alpha blending - * problems. - * - * 99 4/22/98 4:09p John - * String externalization - * - * 98 4/22/98 3:28p John - * Fixed XSTR bug - * - * 97 4/13/98 4:54p John - * Made uv rotate independently on subspace effect. Put in DCF function - * for setting subspace speeds. - * - * 96 4/12/98 5:55p John - * Made models work with subspace. Made subspace rotate also. - * - * 95 4/11/98 6:53p John - * Added first rev of subspace effect. - * - * 94 4/08/98 11:31a Dave - * AL: Fix syntax error for non-demo - * - * 93 4/08/98 10:46a Lawrance - * #ifdef out asteroid check for demo - * - * 92 4/08/98 9:25a John - * Made asteroid missions not show suns - * - * 91 4/07/98 4:17p John - * Made Fred be able to move suns. Made suns actually affect the lighting - * in the game. - * - * 90 4/07/98 11:19a Hoffoss - * Changed code to only use Sun01 for a bitmap by default, as John - * requested. - * - * $NoKeywords: $ - */ + #include @@ -3520,4 +2944,4 @@ void stars_pack_backgrounds() DCF(sgbib, "") { starfield_generate_bitmap_instance_buffers(); -} \ No newline at end of file +} diff --git a/fs2_open/code/starfield/starfield.h b/fs2_open/code/starfield/starfield.h index 1f0157d883..dd551b7017 100644 --- a/fs2_open/code/starfield/starfield.h +++ b/fs2_open/code/starfield/starfield.h @@ -7,196 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Starfield/StarField.h $ - * $Revision: 2.16.2.4 $ - * $Date: 2006-11-24 22:40:16 $ - * $Author: Goober5000 $ - * - * Code to handle and draw starfields, background space image bitmaps, floating - * debris, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.16.2.3 2006/11/15 00:36:07 taylor - * various bits of little cleanup - * get rid of some more compiler warnings - * - * Revision 2.16.2.2 2006/11/06 05:26:38 taylor - * fix some of the envmap issues - * - use proper hand-ness for OGL - * - fix distortion - * - get rid of extra index buffer requirement - * change starfield bitmaps to use an instance matrix rather than going through all the trouble of resetting the view matrix - * basic cleanup and get rid of a couple of struct/variable naming issues (compiler sanity) - * make double sure that we aren't using culling of z-buffering when rendering starfield bitmaps - * - * Revision 2.16.2.1 2006/08/06 18:47:12 Goober5000 - * add the multiple background feature - * --Goober5000 - * - * Revision 2.16 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.15 2006/02/20 07:30:15 taylor - * updated to newest dynamic starfield code - * - this mainly is to just better support SEXP based starfield bitmap changes (preloading, better in-mission stuff loading) - * - also fixes index_buffer related double-free() - * - done waste memory for env index buffer if env is not enabled - * - address a couple of bm load/release issues and comment a little to tell why - * - * Revision 2.14 2006/01/30 06:31:30 taylor - * dynamic starfield bitmaps (if the thought it was freaky before, just take a look at the new and "improved" version ;)) - * - * Revision 2.13 2005/10/09 08:03:21 wmcoolmon - * New SEXP stuff - * - * Revision 2.12 2005/07/13 03:35:34 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.10 2005/03/20 20:02:29 phreak - * export the functions that deal with the creation and destruction of the starfield buffer. - * FRED needs them - * - * Revision 2.9 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.8 2004/07/01 01:12:33 bobboau - * implemented index buffered background bitmaps, - * OGL people you realy should get this implemented - * - * Revision 2.7 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.6 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/09/10 11:38:31 fryday - * Added Lens Flares, enabled by optional table entry in stars.tbl on a per-sun basis - * - * Revision 2.4 2003/08/31 06:00:41 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.3 2003/08/16 03:52:24 bobboau - * update for the specmapping code includeing - * suport for seperate specular levels on lights and - * optional strings for the stars table - * code has been made more organised, - * though there seems to be a bug in the state selecting code - * resulting in the HUD being rendered incorectly - * and specmapping failing ocasionaly - * - * Revision 2.2 2002/09/20 20:04:54 phreak - * added glare variable for ambient suns - * if glare is 0 then the sun glare whiteout is not shown when looking at the sun - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 11 7/21/99 8:10p Dave - * First run of supernova effect. - * - * 10 6/03/99 6:37p Dave - * More TNT fun. Made perspective bitmaps more flexible. - * - * 9 5/09/99 6:00p Dave - * Lots of cool new effects. E3 build tweaks. - * - * 8 5/07/99 1:59p Johnson - * Tweaked background bitmaps a bit. - * - * 7 4/23/99 5:53p Dave - * Started putting in new pof nebula support into Fred. - * - * 6 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 5 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 4 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 21 4/11/98 6:53p John - * Added first rev of subspace effect. - * - * 20 4/07/98 4:17p John - * Made Fred be able to move suns. Made suns actually affect the lighting - * in the game. - * - * 19 3/21/98 7:36p Lawrance - * Move jump nodes to own lib. - * - * 18 3/19/98 12:29p Lawrance - * Fix jumpnode targeting bug on the target monitor - * - * 17 3/15/98 3:41p Allender - * new sexpression to gauge whether a ship warped out in proximity of jump - * node - * - * 16 3/11/98 5:33p Lawrance - * Support rendering and targeting of jump nodes - * - * 15 3/10/98 4:26p Hoffoss - * Changed jump node structure to include a name. Position is now taken - * from the object (each jump node has an associated object now). - * - * 14 3/06/98 5:30p Hoffoss - * Added jump node rendering code to FreeSpace. - * - * 13 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 12 2/06/98 3:08p Mike - * More asteroid stuff, including resolving conflicts between the two - * asteroid_field structs! - * - * 11 1/18/98 4:24p John - * Detect when view camera "cuts" and tell the star code about it so it - * won't blur stars and debris between the last frame and this frame. - * - * 10 8/25/97 5:56p Hoffoss - * Added multiple asteroid field support, loading and saving of asteroid - * fields, and ship score field to Fred. - * - * 9 8/05/97 10:18a Lawrance - * my_rand() being used temporarily instead of rand() - * - * 8 2/17/97 3:06p Hoffoss - * Changed header description. - * - * 7 2/14/97 3:29p Hoffoss - * Added header for MSDEV to fill in. - * - * $NoKeywords: $ - */ + #ifndef _STARFIELD_H #define _STARFIELD_H diff --git a/fs2_open/code/starfield/supernova.cpp b/fs2_open/code/starfield/supernova.cpp index 02e58e6809..549ed1e0c4 100644 --- a/fs2_open/code/starfield/supernova.cpp +++ b/fs2_open/code/starfield/supernova.cpp @@ -7,83 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Starfield/Supernova.cpp $ - * $Revision: 2.8.2.4 $ - * $Date: 2007-09-02 19:05:59 $ - * $Author: Goober5000 $ - * - * Include file for nebula stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.8.2.3 2007/05/14 23:13:43 Goober5000 - * --grouped the shake/shudder code together a bit better - * --added a sexp to generate shudder - * --fixed a minor bug in lock-perspective - * - * Revision 2.8.2.2 2007/02/20 04:19:42 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.8.2.1 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.8 2006/05/27 16:42:16 taylor - * fix slight freakiness with debris vclips (un)loading - * comment out some code which was only used if neither D3D or OGL - * fix dumb particle_emit() calls - * - * Revision 2.7 2006/01/30 06:31:30 taylor - * dynamic starfield bitmaps (if the thought it was freaky before, just take a look at the new and "improved" version ;)) - * - * Revision 2.6 2005/07/02 19:36:04 taylor - * some supernova fixing - * - * Revision 2.5 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:02:07 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 4 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 3 7/31/99 4:15p Dave - * Fixed supernova particle velocities. Handle OBJ_NONE in target - * monitoring view. Properly use objectives notify gauge colors. - * - * 2 7/21/99 8:10p Dave - * First run of supernova effect. - * - * - * $NoKeywords: $ - */ + #include "starfield/supernova.h" #include "freespace2/freespace.h" diff --git a/fs2_open/code/starfield/supernova.h b/fs2_open/code/starfield/supernova.h index 7a21e6eb8a..561313c438 100644 --- a/fs2_open/code/starfield/supernova.h +++ b/fs2_open/code/starfield/supernova.h @@ -7,44 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Starfield/Supernova.h $ - * $Revision: 2.3 $ - * $Date: 2005-07-13 03:35:34 $ - * $Author: Goober5000 $ - * - * Include file for nebula stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.1 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 3 9/03/99 1:32a Dave - * CD checking by act. Added support to play 2 cutscenes in a row - * seamlessly. Fixed super low level cfile bug related to files in the - * root directory of a CD. Added cheat code to set campaign mission # in - * main hall. - * - * 2 7/21/99 8:10p Dave - * First run of supernova effect. - * - * - * $NoKeywords: $ - */ + #ifndef __FS2_SUPERNOVA_FUN_HEADER_FILE #define __FS2_SUPERNOVA_FUN_HEADER_FILE diff --git a/fs2_open/code/stats/medals.cpp b/fs2_open/code/stats/medals.cpp index 88391c43ff..4d543c0d45 100644 --- a/fs2_open/code/stats/medals.cpp +++ b/fs2_open/code/stats/medals.cpp @@ -7,200 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Stats/Medals.cpp $ - * $Revision: 2.16.2.2 $ - * $Date: 2007-09-02 02:07:47 $ - * $Author: Goober5000 $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.16.2.1 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.16 2005/09/14 20:03:40 taylor - * fix ace badges not getting displayed in debriefing - * - * Revision 2.15 2005/07/24 00:32:45 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.14 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.13 2005/05/18 14:03:27 taylor - * a medals crash fix that isn't influenced by the evil Java empire (Jens Granseuer) - * - * Revision 2.12 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.11 2005/05/08 20:20:46 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.10 2005/02/23 04:57:29 taylor - * even more bm_unload() -> bm_release() changes - * - * Revision 2.9 2005/01/31 10:34:40 taylor - * merge with Linux/OSX tree - p0131 - * - * Revision 2.8 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2004/02/20 04:29:56 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.4 2003/03/18 10:07:06 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.3 2003/01/15 21:29:04 anonymous - * fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory. - * - * Revision 2.2.2.1 2002/09/24 18:56:45 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.2 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.1 2002/07/07 19:56:00 penguin - * Back-port to MSVC - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/15 15:06:11 mharris - * TEMP PORT FIX: for non-Win32, ifdef out code to assign multiple - * levels of a medal to remove _splitpath() reference. - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 12 10/29/99 10:40p Jefff - * hack to make german medal names display without actually changing them - * - * 11 9/02/99 3:41p Jefff - * changed badge voice handling to be similar to promotion voice handling - * - * 10 8/26/99 8:49p Jefff - * Updated medals screen and about everything that ever touches medals in - * one way or another. Sheesh. - * - * 9 7/16/99 1:50p Dave - * 8 bit aabitmaps. yay. - * - * 8 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 8 3/15/99 10:29a Neilk - * - * 7 1/30/99 5:08p Dave - * More new hi-res stuff.Support for nice D3D textures. - * - * 6 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 5 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 4 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 26 6/13/98 3:18p Hoffoss - * NOX()ed out a bunch of strings that shouldn't be translated. - * - * 25 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 24 5/01/98 12:34p John - * Added code to force FreeSpace to run in the same dir as exe and made - * all the parse error messages a little nicer. - * - * 23 4/27/98 3:13p Allender - * make ctrl-enter work on medals screen - * - * 22 4/23/98 8:27p Allender - * basic support for cutscene playback. Into movie code in place. Tech - * room can view cutscenes stored in CDROM_dir variable - * - * 21 4/12/98 8:30p Allender - * minor medal changes to show number of medals if > 1 - * - * 20 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 19 3/18/98 12:03p John - * Marked all the new strings as externalized or not. - * - * 18 3/11/98 5:02p Dave - * Put in code to support new medals artwork. Assorted multiplayer bug - * fixes. - * - * 17 3/07/98 5:44p Dave - * Finished player info popup. Ironed out a few todo bugs. - * - * 16 3/05/98 5:11p Allender - * fix up medals screen (again). Don't do state transition when viewing - * medals from debriefing screen. - * - * 15 3/05/98 2:32p Hoffoss - * Renamed Rank_bitmap to Rank_bm so it isn't named the same as the - * variable in the debrief screen which confuses the debugger. - * - * 14 2/22/98 2:48p John - * More String Externalization Classification - * - * 13 2/09/98 5:21p Hoffoss - * Made exit from medals screen to previous screen (instead of assuming - * it's the barracks) work. - * - * 12 1/27/98 4:23p Allender - * enhanced internal scoring mechanisms. - * - * 11 11/12/97 4:40p Dave - * Put in multiplayer campaign support parsing, loading and saving. Made - * command-line variables better named. Changed some things on the initial - * pilot select screen. - * - * 10 11/12/97 9:30a Dave - * Fixed rank insignia tooltip not showing up. - * - * 9 11/06/97 4:39p Allender - * a ton of medal work. Removed an uneeded elemen in the scoring - * structure. Fix up medals screen to apprioriate display medals (after - * mask was changed). Fix Fred to only display medals which may actually - * be granted. Added image_filename to player struct for Jason Hoffoss - * - * 8 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * $NoKeywords: $ - */ + #include "stats/medals.h" diff --git a/fs2_open/code/stats/medals.h b/fs2_open/code/stats/medals.h index 198deffa27..b982def4a6 100644 --- a/fs2_open/code/stats/medals.h +++ b/fs2_open/code/stats/medals.h @@ -7,95 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Stats/Medals.h $ - * $Revision: 2.11.2.1 $ - * $Date: 2006-09-11 01:17:07 $ - * $Author: taylor $ - * - * $Log: not supported by cvs2svn $ - * Revision 2.11 2006/01/20 07:10:34 Goober5000 - * reordered #include files to quash Microsoft warnings - * --Goober5000 - * - * Revision 2.10 2005/09/24 02:40:10 Goober5000 - * get rid of a whole bunch of Microsoft warnings - * --Goober5000 - * - * Revision 2.9 2005/09/14 20:03:40 taylor - * fix ace badges not getting displayed in debriefing - * - * Revision 2.8 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.7 2005/05/18 14:03:27 taylor - * a medals crash fix that isn't influenced by the evil Java empire (Jens Granseuer) - * - * Revision 2.6 2005/05/14 16:16:48 phreak - * medal_stuff needed a copy constructor and an overloaded assignment operator. - * - * Revision 2.5 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.4 2005/05/08 20:20:46 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.3 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 10/29/99 10:40p Jefff - * hack to make german medal names display without actually changing them - * - * 4 9/02/99 3:41p Jefff - * changed badge voice handling to be similar to promotion voice handling - * - * 3 8/26/99 8:49p Jefff - * Updated medals screen and about everything that ever touches medals in - * one way or another. Sheesh. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 8 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 7 3/07/98 5:44p Dave - * Finished player info popup. Ironed out a few todo bugs. - * - * 6 1/27/98 4:23p Allender - * enhanced internal scoring mechanisms. - * - * 5 11/06/97 4:39p Allender - * a ton of medal work. Removed an uneeded elemen in the scoring - * structure. Fix up medals screen to apprioriate display medals (after - * mask was changed). Fix Fred to only display medals which may actually - * be granted. Added image_filename to player struct for Jason Hoffoss - * - * 4 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * $NoKeywords: $ - */ + #ifndef FREESPACE_MEDAL_HEADER_FILE #define FREESPACE_MEDAL_HEADER_FILE diff --git a/fs2_open/code/stats/scoring.cpp b/fs2_open/code/stats/scoring.cpp index 76e0160194..a015a94c1a 100644 --- a/fs2_open/code/stats/scoring.cpp +++ b/fs2_open/code/stats/scoring.cpp @@ -7,256 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Stats/Scoring.cpp $ - * $Revision: 2.16.2.4 $ - * $Date: 2007-09-30 19:01:18 $ - * $Author: Goober5000 $ - * - * Scoring system code, medals, rank, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.16.2.3 2007/09/02 02:07:47 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.16.2.2 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.16.2.1 2006/08/03 01:33:26 Goober5000 - * add a second method for specifying ship copies, plus allow the parser to recognize ship class copy names that aren't consistent with the table - * --Goober5000 - * - * Revision 2.16 2006/01/13 03:31:20 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.15 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.14 2005/10/10 17:21:10 taylor - * remove NO_NETWORK - * - * Revision 2.13 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.12 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.11 2005/06/19 02:47:00 taylor - * never "promote" to a lower rank than current - * - * Revision 2.10 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.9 2005/05/08 20:20:46 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.8 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.7 2005/02/04 20:06:09 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.6 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.3 2004/02/20 04:29:56 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.2 2003/01/27 01:12:15 DTP - * Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still can't join. narrowing it down. - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 23 10/25/99 5:51p Jefff - * commented some scoring debug code - * - * 22 10/15/99 3:01p Jefff - * scoring change in coop and tvt. for big ships, killer gets 100% of - * score, but teammates also get 50%. - * - * 21 9/12/99 9:56p Jefff - * fixed another cause of the - * medals-in-training-missions-not-getting-recorded bug - * - * 20 9/10/99 9:44p Dave - * Bumped version # up. Make server reliable connects not have such a huge - * timeout. - * - * 19 9/05/99 11:19p Dave - * Made d3d texture cache much more safe. Fixed training scoring bug where - * it would backout scores without ever having applied them in the first - * place. - * - * 18 8/26/99 8:49p Jefff - * Updated medals screen and about everything that ever touches medals in - * one way or another. Sheesh. - * - * 17 8/22/99 5:53p Dave - * Scoring fixes. Added self destruct key. Put callsigns in the logfile - * instead of ship designations for multiplayer players. - * - * 16 8/22/99 1:19p Dave - * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in - * which d3d cards are detected. - * - * 15 8/17/99 1:12p Dave - * Send TvT update when a client has finished joining so he stays nice and - * synched. - * - * 14 8/06/99 9:46p Dave - * Hopefully final changes for the demo. - * - * 13 7/30/99 7:01p Dave - * Dogfight escort gauge. Fixed up laser rendering in Glide. - * - * 12 4/30/99 12:18p Dave - * Several minor bug fixes. - * - * 11 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 10 3/01/99 10:00a Dave - * Fxied several dogfight related stats bugs. - * - * 9 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 8 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 7 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 6 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 5 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 4 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 84 9/15/98 11:44a Dave - * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring - * scale factors. Fixed standalone filtering of MD missions to non-MD - * hosts. - * - * 83 9/10/98 6:14p Dave - * Removed bogus assert. - * - * 82 7/14/98 2:37p Allender - * fixed bug where two scoring variables were not getting properly reset - * between levels in multiplayer game - * - * 81 6/01/98 11:43a John - * JAS & MK: Classified all strings for localization. - * - * 80 5/23/98 3:16p Allender - * work on object update packet optimizations (a new updating system). - * Don't allow medals/promotions/badges when playing singple player - * missions through the simulator - * - * 79 5/18/98 9:14p Dave - * Put in network config files support. - * - * 78 5/16/98 9:14p Allender - * fix scoring ckise fir training missions to actually count medals, but - * nothing else. Code used to Assert when wings were granted then taken - * away because they were actually never granted in scoring structure - * - * 77 5/15/98 9:52p Dave - * Added new stats for freespace. Put in artwork for viewing stats on PXO. - * - * 76 5/15/98 4:12p Allender - * removed redbook code. Put back in ingame join timer. Major fixups for - * stats in multiplayer. Pass correct score, medals, etc when leaving - * game. Be sure clients display medals, badges, etc. - * - * 75 5/13/98 5:13p Allender - * red alert support to go back to previous mission - * - * 74 5/07/98 12:56a Dave - * Fixed incorrect calls to free() from stats code. Put in new artwork for - * debrief and host options screens. Another modification to scoring - * system for secondary weapons. - * - * 73 5/06/98 3:15p Allender - * fixed some ranking problems. Made vasudan support ship available in - * multiplayer mode. - * - * 72 5/04/98 1:43p Dave - * Fixed up a standalone resetting problem. Fixed multiplayer stats - * collection for clients. Make sure all multiplayer ui screens have the - * correct palette at all times. - * - * 71 5/03/98 2:52p Dave - * Removed multiplayer furball mode. - * - * 70 5/01/98 12:34p John - * Added code to force FreeSpace to run in the same dir as exe and made - * all the parse error messages a little nicer. - * - * 69 4/28/98 5:27p Hoffoss - * Added kills by type stats to barracks, and fixed some bugs this turned - * up but no one knew about yet apparently. - * - * 68 4/27/98 6:01p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 67 4/25/98 3:54p Dave - * Fixed a scoring bug where hidden ships had improper return values from - * scoring_eval_kill(...) - * - * 66 4/21/98 11:55p Dave - * Put in player deaths statskeeping. Use arrow keys in the ingame join - * ship select screen. Don't quit the game if in the debriefing and server - * leaves. - * - * 65 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * $NoKeywords: $ - */ + #include "stats/scoring.h" diff --git a/fs2_open/code/stats/scoring.h b/fs2_open/code/stats/scoring.h index 7ea4c272bd..dae8fe4762 100644 --- a/fs2_open/code/stats/scoring.h +++ b/fs2_open/code/stats/scoring.h @@ -7,196 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Stats/Scoring.h $ - * $Revision: 2.8.2.1 $ - * $Date: 2006-09-11 01:17:07 $ - * $Author: taylor $ - * - * Scoring system structures, medals, rank, etc. - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.7 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.6 2005/05/08 20:20:46 wmcoolmon - * Dynamically allocated medals - * - * Revision 2.5 2005/02/04 10:12:33 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.4 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/01/27 00:51:08 DTP - * Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still can't join. narrowing it down. - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 5 8/26/99 8:49p Jefff - * Updated medals screen and about everything that ever touches medals in - * one way or another. Sheesh. - * - * 4 2/23/99 2:29p Dave - * First run of oldschool dogfight mode. - * - * 3 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 32 9/15/98 11:44a Dave - * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring - * scale factors. Fixed standalone filtering of MD missions to non-MD - * hosts. - * - * 31 5/15/98 9:52p Dave - * Added new stats for freespace. Put in artwork for viewing stats on PXO. - * - * 30 5/15/98 4:12p Allender - * removed redbook code. Put back in ingame join timer. Major fixups for - * stats in multiplayer. Pass correct score, medals, etc when leaving - * game. Be sure clients display medals, badges, etc. - * - * 29 5/06/98 3:15p Allender - * fixed some ranking problems. Made vasudan support ship available in - * multiplayer mode. - * - * 28 5/05/98 2:10p Dave - * Verify campaign support for testing. More new tracker code. - * - * 27 4/27/98 6:02p Dave - * Modify how missile scoring works. Fixed a team select ui bug. Speed up - * multi_lag system. Put in new main hall. - * - * 26 4/21/98 11:55p Dave - * Put in player deaths statskeeping. Use arrow keys in the ingame join - * ship select screen. Don't quit the game if in the debriefing and server - * leaves. - * - * 25 4/21/98 4:44p Dave - * Implement Vasudan ships in multiplayer. Added a debug function to bash - * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui - * problem in options screen. - * - * 24 4/13/98 4:19p Hoffoss - * Added rank voice file support. - * - * 23 3/09/98 5:54p Dave - * Fixed stats to take asteroid hits into account. Polished up UI stuff in - * team select. Finished up pilot info popup. Tracked down and fixed - * double click bug. - * - * 22 3/09/98 4:30p Allender - * multiplayer secondary weapon changes. red-alert and cargo-known-delay - * sexpressions. Add time cargo revealed to ship structure - * - * 21 3/02/98 4:24p Allender - * change how scoring works. Call scoring level close when debriefing is - * initialized. Made a "backout" function when mission is not accepted. - * - * 20 2/05/98 5:34p Hoffoss - * Changed code to allow each rank promotion to have it's own specific - * debriefing text. - * - * 19 2/04/98 6:36p Dave - * Changed how stats are handled for net players. - * - * 18 2/02/98 4:59p Hoffoss - * Added a promotion text field to rank.tbl and code to support it in - * FreeSpace. - * - * 17 1/27/98 5:01p Dave - * Put in support for leaving multiplayer games in the pause state. Fixed - * a popup bug which freed saved screens incorrectly. Reworked scoring - * kill and assist evaluation. - * - * 16 1/27/98 4:23p Allender - * enhanced internal scoring mechanisms. - * - * 15 12/31/97 2:52p Hoffoss - * Added award window stuff to debriefing screen. - * - * 14 12/10/97 4:45p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 13 11/18/97 5:30p Dave - * Reorganized some stats code. Made sure that mission stats (single and - * multi) are only merged with alltime stats at the proper times. - * - * 12 11/06/97 4:39p Allender - * a ton of medal work. Removed an uneeded elemen in the scoring - * structure. Fix up medals screen to apprioriate display medals (after - * mask was changed). Fix Fred to only display medals which may actually - * be granted. Added image_filename to player struct for Jason Hoffoss - * - * 11 11/06/97 9:54a Dave - * Dependant checkin - * - * 10 11/05/97 4:43p Allender - * reworked medal/rank system to read all data from tables. Made Fred - * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require - * waypoint for activation - * - * 9 11/04/97 11:21p Allender - * added gramt-promotion and grant-medal sexpressions. Changed MAX_MEDALS - * to NUM_MEDALS and made it be the correct number. Temporaritly move - * medal names to missionparse.cpp so Fred could get at them - * - * 8 9/25/97 4:57p Dave - * Finished up work on assigning kills and assists in player (and - * multiplayer) stats. - * - * 7 9/24/97 5:03p Dave - * Beginning changes on how kills/assists are evaluated in both single and - * multiplayer - * - * 6 9/18/97 10:14p Dave - * Updated the scoring system struct. Added rank.tbl. Modified how medal - * names are displayed. - * - * 5 9/18/97 9:21a Dave - * Added view medals state. Changed pilot scoring struct to reflect. - * - * 4 7/25/97 4:32p Dave - * Added bonehead stats management. - * - * 3 7/24/97 2:59p Dave - * modified the scoring_struct type, and its corresponding init function - * - * 2 5/01/97 10:24a Hoffoss - * Created new scoring structure, and added code to save/restore it - * to/from pilot file. - * - * 1 4/30/97 10:19a Hoffoss - * - * $NoKeywords: $ - */ + #ifndef _SCORING_HEADER_FILE #define _SCORING_HEADER_FILE diff --git a/fs2_open/code/stats/stats.cpp b/fs2_open/code/stats/stats.cpp index 314f8f1060..5625a1038b 100644 --- a/fs2_open/code/stats/stats.cpp +++ b/fs2_open/code/stats/stats.cpp @@ -7,221 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Stats/Stats.cpp $ - * $Revision: 2.12 $ - * $Date: 2005-10-10 17:21:10 $ - * $Author: taylor $ - * - * module for running the stats screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.11 2005/07/22 10:18:40 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.10 2005/07/13 03:35:32 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.8 2005/04/12 05:26:38 taylor - * many, many compiler warning and header fixes (Jens Granseuer) - * fix free on possible NULL in modelinterp.cpp (Jens Granseuer) - * - * Revision 2.7 2005/03/02 21:24:47 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.6 2005/02/04 10:12:33 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.5 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:07 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:02:05 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.1 2002/07/29 20:12:31 penguin - * added #ifdef _WIN32 around windows-specific system headers - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 10/15/99 3:56p Jefff - * lifetime score to alltime stats printout (multi debrief screen) - * - * 4 10/15/99 3:01p Jefff - * mission score shows up in multiplayer debrief - * - * 3 3/19/99 9:51a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 3 3/15/99 10:30a Neilk - * Add hires support - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 38 6/09/98 10:31a Hoffoss - * Created index numbers for all xstr() references. Any new xstr() stuff - * added from here on out should be added to the end if the list. The - * current list count can be found in FreeSpace.cpp (search for - * XSTR_SIZE). - * - * 37 5/18/98 5:25p Chad - * Removed old-ass stats display code. - * - * 36 5/18/98 12:52a Allender - * make initialization of multiplayer stats initialize all players, not - * just connected players (fixed ingame join stats problems) - * - * 35 5/15/98 4:12p Allender - * removed redbook code. Put back in ingame join timer. Major fixups for - * stats in multiplayer. Pass correct score, medals, etc when leaving - * game. Be sure clients display medals, badges, etc. - * - * 34 5/07/98 12:57a Dave - * Fixed incorrect calls to free() from stats code. Put in new artwork for - * debrief and host options screens. Another modification to scoring - * system for secondary weapons. - * - * 33 4/21/98 11:56p Dave - * Put in player deaths statskeeping. Use arrow keys in the ingame join - * ship select screen. Don't quit the game if in the debriefing and server - * leaves. - * - * 32 4/09/98 10:31a Dave - * Don't display player deaths statistic under single player (doesn't make - * sense). - * - * 31 3/31/98 5:18p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 30 3/27/98 3:59p Hoffoss - * Due to everyone using different assumptions about what a length define - * means, changed code to account for safest assumption. - * - * 29 3/17/98 12:29a Dave - * Put in hud support for rtvoice. Several ui interface changes. - * - * 28 3/15/98 4:17p Dave - * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size - * of network orientation matrices. - * - * 27 2/22/98 2:48p John - * More String Externalization Classification - * - * 26 2/12/98 5:00p Lawrance - * underline kills in the stats section - * - * 25 1/06/98 5:08p Dave - * Put in stats display change to show alltime+mission stats during - * debriefing. Fixed a object update sequencing bug. - * - * 24 12/10/97 4:45p Dave - * Added in more detailed support for multiplayer packet lag/loss. Fixed - * some multiplayer stuff. Added some controls to the standalone. - * - * 23 11/06/97 9:53a Dave - * - * 22 10/25/97 7:23p Dave - * Moved back to single set stats storing. Put in better respawning - * locations system. - * - * 21 10/24/97 6:19p Dave - * More standalone testing/fixing. Added reliable endgame sequencing. - * Added reliable ingame joining. Added reliable stats transfer (endgame). - * Added support for dropping players in debriefing. Removed a lot of old - * unused code. - * - * 20 10/23/97 7:44p Hoffoss - * Added 2 defines to replace hard-coded values in the code. - * - * 19 10/21/97 5:21p Dave - * Fixed pregame mission load/file verify debacle. Added single vs. - * multiplayer stats system. - * - * 18 10/14/97 5:37p Dave - * Fixed a memory allocation bug - * - * 17 10/08/97 4:47p Dave - * Fixed bugs turned up in testing. Added some brief comments. - * - * 16 9/30/97 8:48p Lawrance - * generalize some functions for displaying stats info - * - * 15 9/24/97 5:03p Dave - * Beginning changes on how kills/assists are evaluated in both single and - * multiplayer - * - * 14 9/18/97 10:14p Dave - * Updated the scoring system struct. Added rank.tbl. Modified how medal - * names are displayed. - * - * 13 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 12 9/09/97 4:31p Dave - * Put in multiplayer post-game stats stuff. - * - * 11 8/26/97 4:59p Dave - * Changed display from bonehead hits to friendly hits. - * - * 10 8/23/97 11:31a Dave - * Changed the definition of bonehead hit % - * - * 9 8/20/97 12:31p Dave - * Added a death count for auto ressurected players. - * Made it easier to reorganize the stats page - * - * 8 8/19/97 5:14p Dave - * Added a sucker check. :) - * - * 7 8/15/97 2:20p Allender - * fix stats code to properly get connected players - * - * 6 8/15/97 9:28a Dave - * Fixed minor bug in multiplayer stats init. - * - * 5 8/14/97 5:20p Dave - * Made initialization/clearing of players stats more thorough. - * - * 4 7/25/97 5:23p Dave - * Made text displayed in antialiased font. - * - * 3 7/25/97 4:33p Dave - * Spiffed up statistics screen considerably. Currently reports all - * statistics in the game (except mission/campaign related scores) - * - * 2 7/24/97 2:31p Dave - * Added basic screen, no interaction yet. - * - * 1 7/24/97 1:50p Dave - * - * $NoKeywords: $ - */ + #ifdef _WIN32 diff --git a/fs2_open/code/stats/stats.h b/fs2_open/code/stats/stats.h index 0e9a293b18..4b425ce6dd 100644 --- a/fs2_open/code/stats/stats.h +++ b/fs2_open/code/stats/stats.h @@ -7,82 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Stats/Stats.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:32 $ - * $Author: Goober5000 $ - * - * module for running the stats screen - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:06 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 13 5/18/98 5:25p Chad - * Removed old-ass stats display code. - * - * 12 1/06/98 5:08p Dave - * Put in stats display change to show alltime+mission stats during - * debriefing. Fixed a object update sequencing bug. - * - * 11 10/24/97 6:19p Dave - * More standalone testing/fixing. Added reliable endgame sequencing. - * Added reliable ingame joining. Added reliable stats transfer (endgame). - * Added support for dropping players in debriefing. Removed a lot of old - * unused code. - * - * 10 10/23/97 7:44p Hoffoss - * Added 2 defines to replace hard-coded values in the code. - * - * 9 10/08/97 4:47p Dave - * Fixed bugs turned up in testing. Added some brief comments. - * - * 8 9/30/97 8:48p Lawrance - * generalize some functions for displaying stats info - * - * 7 9/09/97 4:31p Dave - * Put in multiplayer post-game stats stuff. - * - * 6 8/15/97 2:20p Allender - * fix stats code to properly get connected players - * - * 5 8/15/97 9:28a Dave - * Fixed minor bug in multiplayer stats init. - * - * 4 8/14/97 5:20p Dave - * Made initialization/clearing of players stats more thorough. - * - * 3 7/25/97 4:33p Dave - * Spiffed up statistics screen considerably. Currently reports all - * statistics in the game (except mission/campaign related scores) - * - * 2 7/24/97 2:31p Dave - * Added basic screen, no interaction yet. - * - * 1 7/24/97 1:50p Dave - * - * $NoKeywords: $ - */ + #ifndef _FS_STATISTICS_STATE_HEADER #define _FS_STATISTICS_STATE_HEADER diff --git a/fs2_open/code/tgautils/tgautils.cpp b/fs2_open/code/tgautils/tgautils.cpp index a05eda3c92..2f3decff56 100644 --- a/fs2_open/code/tgautils/tgautils.cpp +++ b/fs2_open/code/tgautils/tgautils.cpp @@ -7,138 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/TgaUtils/TgaUtils.cpp $ - * $Revision: 2.20.2.2 $ - * $Date: 2007-03-22 20:14:17 $ - * $Author: taylor $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.20.2.1 2007/02/11 09:24:08 taylor - * remove -pcx32 and -jpgtga - * - * Revision 2.20 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.19 2006/04/05 13:47:01 taylor - * remove -tga16, it's obsolete now - * add a temporary -no_emissive_light option to not use emission type light in OGL - * - * Revision 2.18 2005/12/28 22:32:37 taylor - * properly deal with post-89 TGA images which have extra extension and developer info in the file - * - * Revision 2.17 2005/11/13 06:49:32 taylor - * small big-endian fix - * - * Revision 2.16 2005/09/05 09:38:19 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.15 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.14 2005/03/15 17:10:58 taylor - * make sure w,h,bpp are useable before trying to assign values to them - * - * Revision 2.13 2005/03/13 23:07:36 taylor - * enable 32-bit to 16-bit TGA conversion with -tga16 cmdline option (experimental) - * fix crash when upgrading from original campaign stats file to current - * - * Revision 2.12 2005/02/23 05:05:38 taylor - * compiler warning fixes (for MSVC++ 6) - * have the warp effect only load as many LODs as will get used - * head off strange bug in release when corrupt soundtrack number gets used - * (will still Assert in debug) - * don't ever try and save a campaign savefile in multi or standalone modes - * first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures) - * - * Revision 2.11 2005/02/04 10:12:33 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.10 2004/10/31 22:00:57 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 2.9 2004/10/09 17:44:10 taylor - * don't use DevIL to read the header, slightly more sane error checking - * - * Revision 2.8 2004/09/28 19:54:32 Kazan - * | is binary or, || is boolean or - please use the right one - * autopilot velocity ramping biasing - * made debugged+k kill guardianed ships - * - * Revision 2.7 2004/09/22 03:50:13 tbird - * Modified the image loading to accept 24 and 32 bit images - * - * Revision 2.6 2004/07/26 20:47:53 Kazan - * remove MCD complete - * - * Revision 2.5 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.4 2004/04/26 02:14:38 taylor - * 32-bit support with DevIL - * - * Revision 2.3 2004/02/28 14:14:57 randomtiger - * Removed a few uneeded if DIRECT3D's. - * Set laser function to only render the effect one sided. - * Added some stuff to the credits. - * Set D3D fogging to fall back to vertex fog if table fog not supported. - * - * Revision 2.2 2003/03/18 10:07:06 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/11/04 03:02:29 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/13/99 1:16p Dave - * 32 bit support. Whee! - * - * 6 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 5 12/03/98 9:39a Dave - * Removed bogus tga code assert? - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 12/01/98 5:54p Dave - * Simplified the way pixel data is swizzled. Fixed tga bitmaps to work - * properly in D3D and Glide. - * - * 2 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/tgautils/tgautils.h b/fs2_open/code/tgautils/tgautils.h index b3fd1c80a5..5740b33b54 100644 --- a/fs2_open/code/tgautils/tgautils.h +++ b/fs2_open/code/tgautils/tgautils.h @@ -7,42 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/TgaUtils/TgaUtils.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:35:35 $ - * $Author: Goober5000 $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/02/04 10:12:33 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.3 2004/10/31 22:00:57 taylor - * new bmpman merge support, add PreProcDefines.h a few new places - * - * Revision 2.2 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/04/26 02:14:38 taylor - * 32-bit support with DevIL - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 3/20/99 3:46p Dave - * Added support for model-based background nebulae. Added 3 new - * sexpressions. - * - * 2 12/01/98 4:46p Dave - * Put in targa bitmap support (16 bit). - * - * $NoKeywords: $ - */ + #ifndef __TARGA_H #define __TARGA_H diff --git a/fs2_open/code/ui/button.cpp b/fs2_open/code/ui/button.cpp index 6f2585b9b7..a1bec17876 100644 --- a/fs2_open/code/ui/button.cpp +++ b/fs2_open/code/ui/button.cpp @@ -7,204 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/BUTTON.cpp $ - * $Revision: 2.4.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code for pushbuttons - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.3 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.2 2003/11/11 02:15:42 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 8/16/99 9:45a Jefff - * changes to cursor management to allow a 2nd temporary cursor - * - * 8 8/05/99 2:44p Jefff - * added disabled callback to UI_BUTTON - * - * 7 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 6 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 5 12/21/98 9:05a Dave - * Changed UI code so it doesn't require 3 bitmaps for a 3 state button. - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 42 5/12/98 11:59p Dave - * Put in some more functionality for Parallax Online. - * - * 41 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 40 5/03/98 1:55a Lawrance - * Add function call that forces button code to skip first callback for - * highlighing - * - * 39 4/22/98 5:19p Lawrance - * only strdup strings that are not zero length - * - * 38 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 37 4/13/98 4:30p Hoffoss - * Fixed a bunch of stupid little bugs in options screen. Also changed - * forced_draw() to work like it used to. - * - * 36 4/11/98 7:59p Lawrance - * Add support for help overlays - * - * 35 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 34 3/12/98 4:03p Lawrance - * Only allow one pressed button at a time - * - * 33 2/11/98 6:24p Hoffoss - * Fixed bug where disabled and hidden buttons give failed sound when - * pressed. Shouldn't happen when they are hidden. - * - * 32 2/06/98 3:36p Hoffoss - * Made disabled buttons play failed sound if clicked on. This is now - * standard behavior for all UI buttons everywhere. - * - * 31 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 30 1/26/98 6:28p Lawrance - * Add ability to for a button press event externally. - * - * 29 1/16/98 4:36p Hoffoss - * Fixed hotkey so it doesn't register twice if mouse is also over button. - * - * 28 1/15/98 3:07p Hoffoss - * Fixed bug where button couldn't be pressed by the mouse now. Argh. - * - * 27 1/15/98 2:59p Hoffoss - * Fixed bug with hotkeys not working unless mouse was actually over - * button as well. - * - * 26 1/15/98 1:58p Hoffoss - * Made buttons that don't repeat only trigger when the mouse button goes - * up while over the button. - * - * 25 1/15/98 11:09a Hoffoss - * Embelished this file with nifty comments. - * - * 24 1/15/98 10:28a Hoffoss - * Fixed ui buttons to handle modified hotkeys (like Shift-arrow) and - * fixed bug in debriefing. - * - * 23 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 22 1/02/98 9:11p Lawrance - * Add button_hot() function - * - * 21 11/19/97 8:32p Hoffoss - * Changed UI buttons so they go back to unpressed when they are disabled. - * - * 20 11/16/97 3:19p Hoffoss - * Fixed the code style so I could read the stuff. - * - * 19 10/29/97 7:25p Hoffoss - * Added crude support for UI button double click checking. - * - * 18 10/01/97 4:39p Lawrance - * null out text when free'ed - * - * 17 9/30/97 8:50p Lawrance - * don't eat keypress when a hotkey is used - * - * 16 9/18/97 10:32p Lawrance - * fix a bug that was wiping out some flags when reset was called - * - * 15 9/07/97 10:05p Lawrance - * remove sound refrences in code, use callbacks instead - * - * 14 8/30/97 12:23p Lawrance - * add button function to reset the status of a button - * - * 13 8/26/97 9:23a Lawrance - * fix bug with repeatable buttons - * - * 12 8/24/97 5:24p Lawrance - * improve drawing of buttons - * - * 11 8/18/97 5:28p Lawrance - * integrating sounds for when mouse goes over an active control - * - * 10 8/17/97 2:42p Lawrance - * add code to have selected bitmap for buttons linger for a certain time - * - * 9 6/13/97 5:51p Lawrance - * add in support for repeating buttons - * - * 8 6/12/97 11:09p Lawrance - * getting map and text integrated into briefing - * - * 7 6/12/97 12:39p John - * made ui use freespace colors - * - * 6 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 5 5/22/97 5:36p Lawrance - * allowing custom art for scrollbars - * - * 4 5/21/97 11:07a Lawrance - * integrate masks and custom bitmaps - * - * 3 1/28/97 4:58p Lawrance - * allowing hidden UI components - * - * 2 12/03/96 11:29a John - * Made scroll buttons on listbox scroll once, then delay, then repeat - * when the buttons are held down. - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/checkbox.cpp b/fs2_open/code/ui/checkbox.cpp index fa90f9c5ab..98949870fe 100644 --- a/fs2_open/code/ui/checkbox.cpp +++ b/fs2_open/code/ui/checkbox.cpp @@ -7,75 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/CHECKBOX.cpp $ - * $Revision: 2.2.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code to handle checkboxes. - * - * $Log: not supported by cvs2svn $ - * Revision 2.2 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 9 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 8 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 7 9/07/97 10:05p Lawrance - * don't set hotspot_num, done in gadget constructor - * - * 6 6/12/97 12:39p John - * made ui use freespace colors - * - * 5 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 4 5/22/97 5:36p Lawrance - * allowing custom art for scrollbars - * - * 3 12/08/96 1:58a Lawrance - * changed text color for check-box from black to green - * - * 2 11/29/96 6:08p Lawrance - * enabled check-boxes to be set to a specific value outside of the - * create() function - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/gadget.cpp b/fs2_open/code/ui/gadget.cpp index 14b2fde67e..af0d00dc1b 100644 --- a/fs2_open/code/ui/gadget.cpp +++ b/fs2_open/code/ui/gadget.cpp @@ -7,197 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ui/GADGET.cpp $ - * $Revision: 2.9.2.1 $ - * $Date: 2007-02-12 00:23:40 $ - * $Author: taylor $ - * - * Functions for the base gadget class - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.8 2005/02/15 02:15:04 taylor - * fix cleanup to avoid breaking the slider when it's still needed - * - * Revision 2.7 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.6 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.5 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.4 2004/02/14 00:18:36 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.3 2003/10/27 23:04:23 randomtiger - * Added -no_set_gamma flags - * Fixed up some more non standard res stuff - * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D - * Made fade in credits work - * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level - * Deleted directx8 directory content, has never been needed. - * - * Revision 2.2 2003/03/18 10:07:06 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/09/24 18:56:45 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 18 8/11/99 3:21p Jefff - * set_bmaps clarification by daveb - * - * 17 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 16 7/16/99 1:50p Dave - * 8 bit aabitmaps. yay. - * - * 15 6/25/99 11:59a Dave - * Multi options screen. - * - * 14 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 13 5/03/99 8:33p Dave - * New version of multi host options screen. - * - * 12 4/16/99 5:23p Neilk - * Removed bitmap mprintf's to make debugging faster - * - * 11 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 10 2/05/99 4:09p Anoop - * Hopefully the last fix for this file :) - * - * 9 2/05/99 3:26p Enricco - * Oops. Some .ani's can have 4 frames. - * - * 8 2/05/99 3:07p Davidg - * Fixed braindead bmap setting code. - * - * 7 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 6 12/21/98 9:05a Dave - * Changed UI code so it doesn't require 3 bitmaps for a 3 state button. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 22 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 21 4/12/98 2:09p Dave - * Make main hall door text less stupid. Make sure inputbox focus in the - * multi host options screen is managed more intelligently. - * - * 20 4/09/98 7:14p Hoffoss - * Did some cool changes for tooltips. - * - * 19 2/11/98 6:24p Hoffoss - * Fixed bug where disabled and hidden buttons give failed sound when - * pressed. Shouldn't happen when they are hidden. - * - * 18 1/15/98 11:54a Hoffoss - * Embelished file with nifty comments. - * - * 17 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 16 12/30/97 4:26p Lawrance - * Disable right-click movement of ui controls - * - * 15 10/24/97 10:58p Hoffoss - * Made some changes to the UI code to do some things I need it to do. - * - * 14 10/12/97 3:45p Lawrance - * only allow movement of UI controls in debug - * - * 13 10/09/97 4:56p Lawrance - * init GADGET stuff in base_create(), not the constructor - * - * 12 9/07/97 10:05p Lawrance - * don't set hotspot_num, done in gadget constructor - * - * 11 8/29/97 7:34p Lawrance - * use bmpman for storing bitmaps for ui controls - * - * 10 8/18/97 5:28p Lawrance - * integrating sounds for when mouse goes over an active control - * - * 9 7/20/97 7:00p Lawrance - * changed name of some anim_ functions to be more consistent - * - * 8 5/26/97 10:26a Lawrance - * get slider control working 100% - * - * 7 5/22/97 5:36p Lawrance - * allowing custom art for scrollbars - * - * 6 5/21/97 11:07a Lawrance - * integrate masks and custom bitmaps - * - * 5 4/28/97 2:19p Lawrance - * added clear_focus() function - * - * 4 1/28/97 4:58p Lawrance - * allowing hidden UI components - * - * 3 12/02/96 2:17p John - * Made right button drag UI gadgets around and - * Ctrl+Shift+Alt+F12 dumps out where they are. - * - * 2 11/21/96 10:58a John - * Started adding code to drag buttons. - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/icon.cpp b/fs2_open/code/ui/icon.cpp index ccd467ac76..1a7dc499d1 100644 --- a/fs2_open/code/ui/icon.cpp +++ b/fs2_open/code/ui/icon.cpp @@ -7,61 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/icon.cpp $ - * $Revision: 2.4 $ - * $Date: 2005-05-12 17:49:17 $ - * $Author: taylor $ - * - * C++ class implementation for icon UI element - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 5 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 4 1/20/98 10:36a Hoffoss - * Fixed optimized warnings. - * - * 3 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 2 9/07/97 10:05p Lawrance - * add icon class - * - * 1 9/06/97 11:22p Lawrance - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/inputbox.cpp b/fs2_open/code/ui/inputbox.cpp index d2bf01a28b..1bf429bbaf 100644 --- a/fs2_open/code/ui/inputbox.cpp +++ b/fs2_open/code/ui/inputbox.cpp @@ -7,231 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ui/INPUTBOX.cpp $ - * $Revision: 2.9.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code to implement input boxes - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/07/22 03:53:31 taylor - * fix crash on commit in the multi ship selection screen - * mask_data in the UI code is always cast to ubyte so why it was a ushort type I'll never know - * fix unsized text in input boxes (fixed the real problem earlier but forgot to remove this old fix) - * - * Revision 2.8 2005/07/18 03:45:10 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.7 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.6 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.5 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.4 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/07/12 03:19:17 Kazan - * removed a couple pointless useless messages from the debug console - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/21 15:49:28 mharris - * Added debug mprintf - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 9/07/99 4:01p Dave - * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX - * does everything properly (setting up address when binding). Remove - * black rectangle background from UI_INPUTBOX. - * - * 7 7/15/99 7:14p Jefff - * - * 6 6/25/99 11:59a Dave - * Multi options screen. - * - * 5 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 43 5/14/98 6:29p Hoffoss - * Fixed some warnings a release rebuild all turned up. - * - * 42 4/14/98 5:06p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 41 4/12/98 5:31p Lawrance - * use timer_get_milliseconds() instead of gettime() - * - * 40 4/10/98 5:36p Dave - * Put in user notification of illegal values in multi host options - * screen. Fixed server respawn ship class problem. - * - * 39 4/09/98 3:10p Mike - * Fix shockingly stupid typo. - * - * 38 4/09/98 2:46p Mike - * Fix bug preventing first letter in pilot name being capitalized. - * - * 37 4/09/98 12:12p Mike - * Separate versioning for demo and full versions. - * Fix inputbox bugs. - * - * 36 4/06/98 5:14p Hoffoss - * Added some needed asserts. - * - * 35 4/06/98 4:25p Allender - * Fix strncpy bug in inputbox - * - * 34 4/06/98 3:58p Frank - * added initialization to try and fix a bug. - * - * 33 4/01/98 10:26a Hoffoss - * Changed input box code to not draw a cursor if the input box is - * disabled. - * - * 32 3/27/98 4:01p Hoffoss - * Fixed bug where input box text wsn't being null terminated! Bad! - * - * 31 3/27/98 3:04p Mitri - * Fixed bug in set_text(). 'length' is the number of characters allowed, - * EXCLUDING the null terminator. - * - * 30 3/27/98 11:20a Hoffoss - * Changed input to use bright white text instead of bright green. - * - * 29 3/10/98 11:29a Hoffoss - * Make first_time ignored and text not disappear after a return is - * pressed. - * - * 28 2/26/98 4:21p Dave - * More robust multiplayer voice. - * - * 27 1/23/98 5:43p Dave - * Finished bringing standalone up to speed. Coded in new host options - * screen. - * - * 26 1/20/98 10:36a Hoffoss - * Fixed optimized warnings. - * - * 25 1/17/98 5:51p Dave - * Bug fixes for bugs generated by multiplayer testing. - * - * 24 1/16/98 7:57p Lawrance - * support animating input box cursor - * - * 23 1/15/98 5:12p Hoffoss - * Fixed inputbox so clicking on it gives it focus. - * - * 22 1/15/98 5:10p Allender - * ton of interface changes. chatbox in multiplayer now behaves - * differently than before. It's always active in any screen that uses - * it. Only non-printatble characters will get passed back out from - * chatbox - * - * 21 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 20 1/05/98 1:15p John - * Made inputbox skip the initial "selected" phase when you first tab to - * it. - * - * 19 12/22/97 5:08p Hoffoss - * Changed inputbox class to be able to accept only certain keys, changed - * pilot screens to utilize this feature. Added to assert with pilot file - * saving. - * - * 18 12/11/97 8:15p Dave - * Put in network options screen. Xed out olf protocol selection screen. - * - * 17 12/08/97 6:22p Lawrance - * blink cursor on inputbox - * - * 16 12/06/97 4:27p Dave - * Another load of interface and multiplayer bug fixes. - * - * 15 11/25/97 3:51p Hoffoss - * Changed edit background rect position slightly. - * - * 14 10/24/97 10:58p Hoffoss - * Made some changes to the UI code to do some things I need it to do. - * - * 13 10/09/97 11:05a Allender - * ignore controled and alted keys in input box - * - * 12 10/01/97 4:39p Lawrance - * null out text when free'ed - * - * 11 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 10 8/21/97 12:13p Dave - * Made it possible for input box to ignore esc to lose focus. - * - * 9 8/19/97 1:28p Dave - * Made it possible to limit characters by pixel width. - * - * 8 8/15/97 8:21p Dave - * Modified UI_INPUTBOX so that it is possible to draw it invisibly. That - * is, only the text is displayed. - * - * 7 8/11/97 9:48p Lawrance - * reset clip after drawing - * - * 6 7/01/97 2:10p Dave - * Fixed bug which caused the box to stop responding after user called - * set_text(...) with a 0 length string. - * - * 5 6/12/97 12:39p John - * made ui use freespace colors - * - * 4 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 3 12/03/96 3:46p Lawrance - * added ability to set contents of input box - * - * 2 11/15/96 11:43a John - * - * 1 11/15/96 8:21a John - * - * $NoKeywords: $ - */ + #include #include "ui/uidefs.h" diff --git a/fs2_open/code/ui/keytrap.cpp b/fs2_open/code/ui/keytrap.cpp index 688a5c52f1..750c786f57 100644 --- a/fs2_open/code/ui/keytrap.cpp +++ b/fs2_open/code/ui/keytrap.cpp @@ -7,45 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/KEYTRAP.cpp $ - * $Revision: 2.3.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Routines for gadgets that trap keypresses. - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 2 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/listbox.cpp b/fs2_open/code/ui/listbox.cpp index a5a47c567d..21c7cea1aa 100644 --- a/fs2_open/code/ui/listbox.cpp +++ b/fs2_open/code/ui/listbox.cpp @@ -7,125 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/LISTBOX.cpp $ - * $Revision: 2.7.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code to implement a listbox gadget. - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/07/18 03:45:10 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.6 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.5 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.4 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/10 18:45:09 Kazan - * partially complete IRC - so i can work on it on my laptop - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 20 3/23/98 5:48p Hoffoss - * Improved listbox handling. Most notibly the scrollbar arrows work now. - * - * 19 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 18 1/20/98 10:36a Hoffoss - * Fixed optimized warnings. - * - * 17 1/14/98 6:43p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 16 9/18/97 10:31p Lawrance - * allow listbox to change text - * - * 15 9/09/97 4:32p Dave - * Added sel_changed() function to UI_LISTBOX to check is the selection - * has changed. - * - * 14 9/09/97 3:39p Sandeep - * warning level 4 bugs - * - * 13 8/19/97 1:27p Dave - * Made it possible to create an empty list box and summarily add items. - * - * 12 8/14/97 5:23p Dave - * Added clear_all_items() to the UI_LISTBOX - * - * 11 6/26/97 5:53p Lawrance - * change code slightly, so current_item is not forced to 0 when was -1 - * - * 10 6/12/97 12:39p John - * made ui use freespace colors - * - * 9 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 8 5/26/97 10:26a Lawrance - * get slider control working 100% - * - * 7 4/22/97 10:11a John - * Added checkbox lists to listboxes - * - * 6 4/15/97 3:47p Allender - * moved type selection of list box items into actual UI code. Made it - * behave more like windows listboxes do - * - * 5 12/23/96 2:42p Lawrance - * allowing keys to select list box items in the mission load screen - * - * 4 12/02/96 2:17p John - * Made right button drag UI gadgets around and - * Ctrl+Shift+Alt+F12 dumps out where they are. - * - * 3 12/01/96 3:48a Lawrance - * added function set_current to UI_LISTBOX - * - * 2 11/15/96 11:43a John - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/radio.cpp b/fs2_open/code/ui/radio.cpp index 80ddc3a360..2a5383cfd8 100644 --- a/fs2_open/code/ui/radio.cpp +++ b/fs2_open/code/ui/radio.cpp @@ -7,80 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/RADIO.cpp $ - * $Revision: 2.4.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code to handle radio buttons. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 9 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 8 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 7 1/14/98 6:44p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 6 6/12/97 12:39p John - * made ui use freespace colors - * - * 5 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 4 5/26/97 10:26a Lawrance - * get slider control working 100% - * - * 3 1/01/97 6:46p Lawrance - * changed text color of radio button to green from black - * - * 2 11/15/96 11:43a John - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/scroll.cpp b/fs2_open/code/ui/scroll.cpp index b18dfd189e..efde721418 100644 --- a/fs2_open/code/ui/scroll.cpp +++ b/fs2_open/code/ui/scroll.cpp @@ -7,93 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/SCROLL.cpp $ - * $Revision: 2.3.2.1 $ - * $Date: 2006-09-08 06:14:44 $ - * $Author: taylor $ - * - * Code for vertical scrollbars. - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 15 3/23/98 5:48p Hoffoss - * Improved listbox handling. Most notibly the scrollbar arrows work now. - * - * 14 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 13 1/14/98 6:44p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 12 8/24/97 5:24p Lawrance - * improve drawing of buttons - * - * 11 6/12/97 12:39p John - * made ui use freespace colors - * - * 10 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 9 5/26/97 10:26a Lawrance - * get slider control working 100% - * - * 8 5/22/97 5:36p Lawrance - * allowing custom art for scrollbars - * - * 7 1/28/97 4:58p Lawrance - * allowing hidden UI components - * - * 6 12/04/96 3:00p John - * Added code to allow adjusting of HUD colors and saved it to the player - * config file. - * - * 5 12/03/96 11:29a John - * Made scroll buttons on listbox scroll once, then delay, then repeat - * when the buttons are held down. - * - * 4 12/02/96 2:50p John - * Made list box not scroll instantly. - * - * 3 12/02/96 2:17p John - * Made right button drag UI gadgets around and - * Ctrl+Shift+Alt+F12 dumps out where they are. - * - * 2 11/15/96 11:43a John - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/slider.cpp b/fs2_open/code/ui/slider.cpp index d8a0f79cfe..8679c56a36 100644 --- a/fs2_open/code/ui/slider.cpp +++ b/fs2_open/code/ui/slider.cpp @@ -7,113 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ui/slider.cpp $ - * $Revision: 2.8 $ - * $Date: 2005-07-18 12:42:10 $ - * $Author: taylor $ - * - * C++ file for controlling and displaying a horizontal slider - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/02/23 13:17:05 taylor - * few more compiler warning fixes (didn't mean to commit iostream.h change) - * lower warning level to 3 to stop MSVC6 from complaining about C++ headers - * - * Revision 2.6 2005/02/23 04:57:29 taylor - * even more bm_unload() -> bm_release() changes - * - * Revision 2.5 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.4 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/02/14 00:18:36 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 7 8/02/99 6:04p Jefff - * use_hack_to_get_around_stupid_problem_flag extended to sliders - * - * 6 5/03/99 8:33p Dave - * New version of multi host options screen. - * - * 5 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 12 4/17/98 10:34a Hoffoss - * Fixed dot slider positionings. - * - * 11 3/22/98 10:50p Lawrance - * Allow sliders to not have end-buttons. - * - * 10 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 9 1/30/98 11:59a Hoffoss - * changed offset of slider child button. - * - * 8 1/27/98 7:02p Lawrance - * Don't play the "mouse over" sound for the volume circles. - * - * 7 1/15/98 12:00p Hoffoss - * Embelished file with nifty comments. - * - * 6 1/14/98 6:44p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 5 8/24/97 5:25p Lawrance - * improve drawing of buttons - * - * 4 6/12/97 12:39p John - * made ui use freespace colors - * - * 3 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 2 5/26/97 10:26a Lawrance - * get slider control working 100% - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" diff --git a/fs2_open/code/ui/slider2.cpp b/fs2_open/code/ui/slider2.cpp index 8c0a52bbd4..dc25eeab0f 100644 --- a/fs2_open/code/ui/slider2.cpp +++ b/fs2_open/code/ui/slider2.cpp @@ -7,59 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ui/SLIDER2.cpp $ - * $Revision: 2.4 $ - * $Date: 2005-01-31 23:27:55 $ - * $Author: taylor $ - * - * Implements UI_SLIDER2 control - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 8/16/99 4:06p Dave - * Big honking checkin. - * - * 8 8/11/99 12:18p Jefff - * added option to slider2 class to not force slider reset on - * set_numberItems - * - * 7 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 6 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 5 5/03/99 11:04p Dave - * Most of the way done with the multi join screen. - * - * 4 4/29/99 2:15p Neilk - * fixed slider so there is an extra callback for mouse locks - * - * 3 4/26/99 5:05p Neilk - * removed some excess debug output - * - * 2 4/16/99 5:22p Neilk - * First implementation of UI_SLIDER2 - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/ui.h b/fs2_open/code/ui/ui.h index 15bfa584f0..25cd326857 100644 --- a/fs2_open/code/ui/ui.h +++ b/fs2_open/code/ui/ui.h @@ -7,354 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ui/UI.H $ - * $Revision: 2.8.2.1 $ - * $Date: 2006-08-22 05:48:46 $ - * $Author: taylor $ - * - * Include file for our user interface. - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.7 2005/07/22 03:53:32 taylor - * fix crash on commit in the multi ship selection screen - * mask_data in the UI code is always cast to ubyte so why it was a ushort type I'll never know - * fix unsized text in input boxes (fixed the real problem earlier but forgot to remove this old fix) - * - * Revision 2.6 2005/07/13 03:35:36 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.4 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/10 18:45:09 Kazan - * partially complete IRC - so i can work on it on my laptop - * - * Revision 2.2 2002/08/06 03:50:48 penguin - * inserted "class" keyword on "friend" definitions (ANSI C++ ) - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 20 8/16/99 9:45a Jefff - * changes to cursor management to allow a 2nd temporary cursor - * - * 19 8/11/99 3:21p Jefff - * set_bmaps clarification by daveb - * - * 18 8/11/99 12:18p Jefff - * added option to slider2 class to not force slider reset on - * set_numberItems - * - * 17 8/10/99 6:54p Dave - * Mad optimizations. Added paging to the nebula effect. - * - * 16 8/05/99 2:44p Jefff - * added disabled callback to UI_BUTTON - * - * 15 6/25/99 11:59a Dave - * Multi options screen. - * - * 14 6/22/99 7:03p Dave - * New detail options screen. - * - * 13 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 12 5/04/99 5:20p Dave - * Fixed up multiplayer join screen and host options screen. Should both - * be at 100% now. - * - * 11 5/03/99 8:33p Dave - * New version of multi host options screen. - * - * 10 4/29/99 2:15p Neilk - * fixed slider so there is an extra callback for mouse locks - * - * 9 4/16/99 5:22p Neilk - * Added UI_SLIDER2 class - * - * 8 2/21/99 6:02p Dave - * Fixed standalone WSS packets. - * - * 7 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 6 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 5 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 4 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 3 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 71 5/12/98 11:59p Dave - * Put in some more functionality for Parallax Online. - * - * 70 5/11/98 5:29p Hoffoss - * Added mouse button mapped to joystick button support. - * - * 69 5/05/98 1:49a Lawrance - * Add member function to disable processing for all gadgets in a window - * - * 68 5/03/98 1:55a Lawrance - * Add function call that forces button code to skip first callback for - * highlighing - * - * 67 4/17/98 12:22a Dave - * Bumped up MAX_TOOLTIPS from 350 to 500 so FreeSpace will start. - * - * 66 4/14/98 5:07p Dave - * Don't load or send invalid pilot pics. Fixed chatbox graphic errors. - * Made chatbox display team icons in a team vs. team game. Fixed up pause - * and endgame sequencing issues. - * - * 65 4/14/98 4:27p Hoffoss - * Changed the way tooltips render as requested. - * - * 64 4/13/98 4:30p Hoffoss - * Fixed a bunch of stupid little bugs in options screen. Also changed - * forced_draw() to work like it used to. - * - * 63 4/12/98 2:09p Dave - * Make main hall door text less stupid. Make sure inputbox focus in the - * multi host options screen is managed more intelligently. - * - * 62 4/10/98 5:36p Dave - * Put in user notification of illegal values in multi host options - * screen. Fixed server respawn ship class problem. - * - * 61 4/10/98 4:51p Hoffoss - * Made several changes related to tooltips. - * - * 60 4/09/98 7:14p Hoffoss - * Did some cool changes for tooltips. - * - * 59 4/09/98 5:57p Hoffoss - * Added custom tooltip handler functionality for callback. - * - * 58 4/09/98 12:12p Mike - * Separate versioning for demo and full versions. - * Fix inputbox bugs. - * - * 57 3/30/98 6:24p Hoffoss - * Added the tooltip (foreign language translation of text) system. - * - * 56 3/23/98 5:48p Hoffoss - * Improved listbox handling. Most notibly the scrollbar arrows work now. - * - * 55 3/22/98 10:50p Lawrance - * Allow sliders to not have end-buttons. - * - * 54 3/10/98 4:06p Hoffoss - * Removed unused variables. - * - * 53 3/09/98 5:55p Dave - * Fixed stats to take asteroid hits into account. Polished up UI stuff in - * team select. Finished up pilot info popup. Tracked down and fixed - * double click bug. - * - * 52 3/02/98 3:54p Lawrance - * make button draw function public - * - * 51 2/26/98 4:21p Dave - * More robust multiplayer voice. - * - * 50 2/11/98 6:24p Hoffoss - * Fixed bug where disabled and hidden buttons give failed sound when - * pressed. Shouldn't happen when they are hidden. - * - * 49 2/09/98 10:03a Hoffoss - * Made first_time variable public so I can clear the stupid thing in code - * that I want it to be cleared in. - * - * 48 1/26/98 6:28p Lawrance - * Add ability to for a button press event externally. - * - * 47 1/23/98 5:43p Dave - * Finished bringing standalone up to speed. Coded in new host options - * screen. - * - * 46 1/16/98 7:57p Lawrance - * support animating input box cursor - * - * 45 1/15/98 5:10p Allender - * ton of interface changes. chatbox in multiplayer now behaves - * differently than before. It's always active in any screen that uses - * it. Only non-printatble characters will get passed back out from - * chatbox - * - * 44 1/14/98 6:44p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 43 1/02/98 9:11p Lawrance - * Add button_hot() function - * - * 42 12/22/97 5:08p Hoffoss - * Changed inputbox class to be able to accept only certain keys, changed - * pilot screens to utilize this feature. Added to assert with pilot file - * saving. - * - * 41 12/11/97 8:15p Dave - * Put in network options screen. Xed out olf protocol selection screen. - * - * 40 12/10/97 3:14p Dave - * Added an overloaded set_mask_bmap(int) function for the UI_WINDOW - * - * 39 12/08/97 6:22p Lawrance - * blink cursor on inputbox - * - * 38 12/06/97 4:27p Dave - * Another load of interface and multiplayer bug fixes. - * - * 37 11/25/97 3:51p Hoffoss - * Changed edit background rect position slightly. - * - * 36 11/19/97 8:32p Hoffoss - * Changed UI buttons so they go back to unpressed when they are disabled. - * - * 35 10/29/97 7:25p Hoffoss - * Added crude support for UI button double click checking. - * - * 34 10/24/97 10:58p Hoffoss - * Made some changes to the UI code to do some things I need it to do. - * - * 33 10/01/97 4:40p Lawrance - * allow process() to have key input - * - * 32 9/18/97 10:31p Lawrance - * allow listbox to change text - * - * 31 9/09/97 4:32p Dave - * Added sel_changed() function to UI_LISTBOX to check is the selection - * has changed. - * - * 30 9/07/97 10:05p Lawrance - * add icon class - * - * 29 8/30/97 12:23p Lawrance - * add button function to reset the status of a button - * - * 28 8/29/97 7:33p Lawrance - * move cleanup code from destructor to destroy() method - * - * 27 8/24/97 5:25p Lawrance - * improve drawing of buttons - * - * 26 8/21/97 12:13p Dave - * Made it possible for input box to ignore esc to lose focus. - * - * 25 8/19/97 1:27p Dave - * Modified input box to allow character limitation by pixel width. - * Changed list box so that you can create an empty box and add items as - * you need to. - * - * 24 8/18/97 5:28p Lawrance - * integrating sounds for when mouse goes over an active control - * - * 23 8/17/97 2:42p Lawrance - * add code to have selected bitmap for buttons linger for a certain time - * - * 22 8/15/97 8:21p Dave - * Modified UI_INPUTBOX so that it is possible to draw it invisibly. That - * is, only the text is displayed. - * - * 21 8/14/97 5:23p Dave - * Added clear_all_items() to the UI_LISTBOX - * - * 20 6/13/97 5:51p Lawrance - * add in support for repeating buttons - * - * 19 6/11/97 1:32p Allender - * externed sort_filelist - * - * 18 5/26/97 10:26a Lawrance - * get slider control working 100% - * - * 17 5/22/97 5:36p Lawrance - * allowing custom art for scrollbars - * - * 16 5/21/97 11:07a Lawrance - * integrate masks and custom bitmaps - * - * 15 4/28/97 2:19p Lawrance - * added clear_focus() function - * - * 14 4/22/97 10:11a John - * Added checkbox lists to listboxes - * - * 13 4/15/97 3:47p Allender - * moved type selection of list box items into actual UI code. Made it - * behave more like windows listboxes do - * - * 12 1/28/97 4:58p Lawrance - * allowing hidden UI components - * - * 11 12/23/96 2:42p Lawrance - * allowing keys to select list box items in the mission load screen - * - * 10 12/04/96 3:00p John - * Added code to allow adjusting of HUD colors and saved it to the player - * config file. - * - * 9 12/03/96 3:46p Lawrance - * added ability to set contents of input box - * - * 8 12/03/96 11:29a John - * Made scroll buttons on listbox scroll once, then delay, then repeat - * when the buttons are held down. - * - * 7 12/02/96 2:17p John - * Made right button drag UI gadgets around and - * Ctrl+Shift+Alt+F12 dumps out where they are. - * - * 6 12/01/96 3:48a Lawrance - * added function set_current to UI_LISTBOX - * - * 5 11/29/96 6:08p Lawrance - * enabled check-boxes to be set to a specific value outside of the - * create() function - * - * 4 11/21/96 10:58a John - * Started adding code to drag buttons. - * - * 3 11/18/96 4:28p Jasen - * making class member process return an int - * - * 2 11/15/96 11:42a John - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #ifndef _UI_H #define _UI_H diff --git a/fs2_open/code/ui/uidefs.h b/fs2_open/code/ui/uidefs.h index bb806ed769..44a549b2ee 100644 --- a/fs2_open/code/ui/uidefs.h +++ b/fs2_open/code/ui/uidefs.h @@ -7,63 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/UiDefs.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:36 $ - * $Author: Goober5000 $ - * - * Include file for stuff used internally by the UI code. - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2004/08/11 05:06:35 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:02:03 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 8 4/01/98 5:07p Hoffoss - * Changed mouse button handling for UI in order to track fast events - * (like button going down and released all between frames). - * - * 7 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 6 6/12/97 12:39p John - * made ui use freespace colors - * - * 5 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 4 12/08/96 1:58a Lawrance - * added some additional colors - * - * 3 12/02/96 2:17p John - * Made right button drag UI gadgets around and - * Ctrl+Shift+Alt+F12 dumps out where they are. - * - * 2 11/15/96 11:43a John - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #ifndef _UIDEFS_H #define _UIDEFS_H diff --git a/fs2_open/code/ui/uidraw.cpp b/fs2_open/code/ui/uidraw.cpp index 3ab6df978d..5feb70e1e8 100644 --- a/fs2_open/code/ui/uidraw.cpp +++ b/fs2_open/code/ui/uidraw.cpp @@ -7,60 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/UIDRAW.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-07-18 03:45:10 $ - * $Author: taylor $ - * - * Routines to draw UI sort of stuff. - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 4 3/10/98 4:19p John - * Cleaned up graphics lib. Took out most unused gr functions. Made D3D - * & Glide have popups and print screen. Took out all >8bpp software - * support. Made Fred zbuffer. Made zbuffer allocate dynamically to - * support Fred. Made zbuffering key off of functions rather than one - * global variable. - * - * 3 2/03/98 4:21p Hoffoss - * Made UI controls draw white text when disabled. - * - * 2 6/11/97 1:13p John - * Started fixing all the text colors in the game. - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/uimouse.cpp b/fs2_open/code/ui/uimouse.cpp index 924bd29adc..728056589d 100644 --- a/fs2_open/code/ui/uimouse.cpp +++ b/fs2_open/code/ui/uimouse.cpp @@ -7,76 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/UI/UIMOUSE.cpp $ - * $Revision: 2.5 $ - * $Date: 2005-07-18 03:45:10 $ - * $Author: taylor $ - * - * Code for dealing with the mouse - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 10 4/12/98 5:31p Lawrance - * use timer_get_milliseconds() instead of gettime() - * - * 9 4/02/98 5:27p John - * Removed the mouse_count stuff that Hoffoss added. - * Still some problems with mose_up_count being used twice, but that is - * easily fixed. - * - * 8 4/02/98 5:05p Hoffoss - * Fixed a timestamp() I missed. - * - * 7 4/02/98 10:04a Adam - * Fixed UI mouse problems with buttons not registering correctly. - * - * 6 4/01/98 5:07p Hoffoss - * Changed mouse button handling for UI in order to track fast events - * (like button going down and released all between frames). - * - * 5 2/06/98 3:36p Hoffoss - * Made disabled buttons play failed sound if clicked on. This is now - * standard behavior for all UI buttons everywhere. - * - * 4 1/14/98 6:44p Hoffoss - * Massive changes to UI code. A lot cleaner and better now. Did all - * this to get the new UI_DOT_SLIDER to work properly, which the old code - * wasn't flexible enough to handle. - * - * 3 12/02/96 2:17p John - * Made right button drag UI gadgets around and - * Ctrl+Shift+Alt+F12 dumps out where they are. - * - * 2 11/15/96 11:43a John - * - * 1 11/14/96 6:55p John - * - * $NoKeywords: $ - */ + #include "ui/uidefs.h" #include "ui/ui.h" diff --git a/fs2_open/code/ui/window.cpp b/fs2_open/code/ui/window.cpp index 59f2f2774e..403c729769 100644 --- a/fs2_open/code/ui/window.cpp +++ b/fs2_open/code/ui/window.cpp @@ -7,159 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Ui/WINDOW.cpp $ - * $Revision: 2.8.2.1 $ - * $Date: 2007-09-02 02:07:48 $ - * $Author: Goober5000 $ - * - * Routines to handle UI windows. - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/07/22 03:53:32 taylor - * fix crash on commit in the multi ship selection screen - * mask_data in the UI code is always cast to ubyte so why it was a ushort type I'll never know - * fix unsized text in input boxes (fixed the real problem earlier but forgot to remove this old fix) - * - * Revision 2.7 2005/07/18 03:45:10 taylor - * more non-standard res fixing - * - I think everything should default to resize now (much easier than having to figure that crap out) - * - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later - * - lots of little cleanups which fix several strange offset/size problems - * - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down) - * - * Revision 2.6 2005/07/02 19:45:02 taylor - * ton of non-standard resolution fixes - * - * Revision 2.5 2005/05/12 17:49:17 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.4 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.3 2004/07/26 20:47:55 Kazan - * remove MCD complete - * - * Revision 2.2 2004/07/12 16:33:08 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.1 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 30 10/14/99 2:52p Jefff - * localization fixes. added support for hi-res specific xstr offsets - * - * 29 8/16/99 4:06p Dave - * Big honking checkin. - * - * 28 7/16/99 1:50p Dave - * 8 bit aabitmaps. yay. - * - * 27 7/15/99 3:07p Dave - * 32 bit detection support. Mouse coord commandline. - * - * 26 7/13/99 5:38p Jefff - * Added support for x offsets when drawing strings - * - * 25 6/25/99 11:59a Dave - * Multi options screen. - * - * 24 6/22/99 7:03p Dave - * New detail options screen. - * - * 23 6/19/99 2:46p Dave - * New control config screen. - * - * 22 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 21 6/04/99 11:32a Dave - * Added reset text to ship select screen. Fixed minor xstr bug in ui - * window - * - * 20 6/02/99 6:18p Dave - * Fixed TNT lockup problems! Wheeeee! - * - * 19 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 18 5/22/99 5:35p Dave - * Debrief and chatbox screens. Fixed small hi-res HUD bug. - * - * 17 5/21/99 6:45p Dave - * Sped up ui loading a bit. Sped up localization disk access stuff. Multi - * start game screen, multi password, and multi pxo-help screen. - * - * 16 5/17/99 11:28a Dave - * - * 15 5/17/99 9:25a Dave - * Updated PXO screen. Still needs popups. - * - * 14 5/03/99 8:33p Dave - * New version of multi host options screen. - * - * 13 4/16/99 5:22p Neilk - * Fixed UI_SLIDER2 bug - * - * 12 2/21/99 6:02p Dave - * Fixed standalone WSS packets. - * - * 11 2/01/99 5:55p Dave - * Removed the idea of explicit bitmaps for buttons. Fixed text - * highlighting for disabled gadgets. - * - * 10 1/29/99 2:08a Dave - * Fixed beam weapon collisions with players. Reduced size of scoring - * struct for multiplayer. Disabled PXO. - * - * 9 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 8 12/18/98 1:13a Dave - * Rough 1024x768 support for Direct3D. Proper detection and usage through - * the launcher. - * - * 7 12/02/98 5:47p Dave - * Put in interface xstr code. Converted barracks screen to new format. - * - * 6 11/30/98 1:07p Dave - * 16 bit conversion, first run. - * - * 5 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 4 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * - * $NoKeywords: $ - */ + #include "globalincs/pstypes.h" #include "osapi/osapi.h" diff --git a/fs2_open/code/variables/variables.h b/fs2_open/code/variables/variables.h index 743229e19f..59a406fe76 100644 --- a/fs2_open/code/variables/variables.h +++ b/fs2_open/code/variables/variables.h @@ -304,4 +304,4 @@ public: } }; -#endif \ No newline at end of file +#endif diff --git a/fs2_open/code/weapon/beam.cpp b/fs2_open/code/weapon/beam.cpp index 59791e2910..e7307e8048 100644 --- a/fs2_open/code/weapon/beam.cpp +++ b/fs2_open/code/weapon/beam.cpp @@ -7,566 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Beam.cpp $ - * $Revision: 2.67.2.12 $ - * $Date: 2007-05-28 19:41:32 $ - * $Author: taylor $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.67.2.11 2007/05/28 18:27:36 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 2.67.2.10 2007/04/11 18:15:01 taylor - * cleanup error message - * allow launch_snd from tbl to be used for beam weapon shot sound (Mantis #1263) - * - * Revision 2.67.2.9 2007/03/22 19:30:00 taylor - * fix strange bug where a beams parent will die and the object reset before the beam gets the chance to fire - * - * Revision 2.67.2.8 2007/02/20 04:19:43 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.67.2.7 2007/02/12 00:45:23 taylor - * bit of cleanup and minor performance tweaks - * sync up with new generic_anim/bitmap and weapon delayed loading changes - * with generic_anim, use Goober's animation timing for beam section and glow animations - * make trail render list dynamic (as well as it can be) - * - * Revision 2.67.2.6 2007/02/07 07:35:01 Goober5000 - * Clean up the ship-weapon collision code for both conventional weapons and beams. Improved readability and clarity; untangled program flow; cleaned up sloppy enhancements. Fixed a few bugs too. - * - * Revision 2.67.2.5 2006/10/27 21:39:27 taylor - * updated/fixed modelanim code - * - * Revision 2.67.2.4 2006/10/08 02:05:34 Goober5000 - * fix forum links - * - * Revision 2.67.2.3 2006/08/22 05:47:51 taylor - * don't try to draw beam sections if there is no valid texture for it, or if there is no width - * - * Revision 2.67.2.2 2006/07/24 07:38:00 taylor - * minor cleanup/optimization to beam warmup glow rendering function - * various lighting code cleanups - * - try to always make sure beam origin lights occur outside of model - * - make Static_lights[] dynamic - * - be sure to reset to first 8 lights when moving on to render spec related texture passes - * - add ambient color to point lights (helps warp effects) - * - sort lights to try and get more important and/or visible lights to always happen in initial render pass - * - * Revision 2.67.2.1 2006/07/05 23:37:13 Goober5000 - * cvs comment tweaks - * - * Revision 2.67 2006/05/27 16:45:11 taylor - * some minor cleanup - * remove -nobeampierce - * update for geometry batcher changes - * - * Revision 2.66 2006/02/25 21:47:19 Goober5000 - * spelling - * - * Revision 2.65 2006/01/15 18:56:45 taylor - * another NULL VEC3D warning fix - * - * Revision 2.64 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.63 2005/12/14 08:07:33 phreak - * Handling of exit explosions for beams when a ship is about to get destroyed, or according to the code: "tooled". - * Bumped beam frame collisions to 10 to compensate. - * - * Revision 2.62 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.61 2005/11/21 00:46:05 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.60 2005/11/08 01:04:02 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.59 2005/10/10 17:21:11 taylor - * remove NO_NETWORK - * - * Revision 2.58 2005/09/25 08:25:14 Goober5000 - * Okay, everything should now work again. :p Still have to do a little more with the asteroids. - * --Goober5000 - * - * Revision 2.57 2005/09/03 17:48:21 phreak - * don't wrap the U_offset variable since it causes the beam to jump once it gets reset. - * - * Revision 2.56 2005/07/24 18:35:44 taylor - * proper multi support for fighter beams, already has code to break protocol commented out if we need it, - * decided to skip and beam type checks and let beam_fire() reassign it (should work ok) - * - * Revision 2.55 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.54 2005/07/22 03:54:46 taylor - * better error checking/handling for when you fire primary/beam weapons without a target selected - * - * Revision 2.53 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.52 2005/07/12 21:01:40 Goober5000 - * properly fixed beam_apply_whack() - * --Goober5000 - * - * Revision 2.50 2005/04/28 05:29:30 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.49 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.48 2005/03/08 03:50:17 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.47 2005/03/03 16:40:28 taylor - * animated beam muzzle glows - * - * Revision 2.46 2005/03/02 21:24:48 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.45 2005/01/17 23:35:45 argv - * Surface shields. - * - * See forum thread: - * http://www.hard-light.net/forums/index.php/topic,29643.0.html - * - * -- _argv[-1] - * - * Revision 2.44 2005/01/14 23:08:17 argv - * Revision 2.42 (Goober's fixes) broke "no pierce shields". Fixed. - * - * -- _argv[-1] - * - * Revision 2.43 2005/01/11 21:38:49 Goober5000 - * multiple ship docking :) - * don't tell anyone yet... check the SCP internal - * --Goober500 - * - * Revision 2.42 2005/01/02 23:22:22 Goober5000 - * got rid of a nasty nasty bug in the beam collision function, and cleaned up some of Bobboau's old comments - * --Goober5000 - * - * Revision 2.41 2004/11/21 11:38:17 taylor - * support for animated beam sections - * various weapon-only-used fixes - * remove the -1 frame fix since it was fixed elsewhere - * - * Revision 2.40 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.39 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.38 2004/04/06 05:42:49 Goober5000 - * ugh - added back in something that Bobboau removed - * -Goober5000 - * - * Revision 2.37 2004/04/03 02:55:50 bobboau - * commiting recent minor bug fixes - * - * Revision 2.36 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.35 2004/03/05 09:01:53 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.34 2004/02/07 00:48:53 Goober5000 - * made FS2 able to account for subsystem mismatches between ships.tbl and the - * model file - e.g. communication vs. communications - * --Goober5000 - * - * Revision 2.33 2003/11/17 04:25:58 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.32 2003/11/16 04:09:20 Goober5000 - * language - * - * Revision 2.31 2003/11/11 03:56:13 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.30 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.29 2003/11/09 07:36:52 Goober5000 - * fixed spelling - * --Goober5000 - * - * Revision 2.28 2003/10/23 18:03:25 randomtiger - * Bobs changes (take 2) - * - * Revision 2.27 2003/10/22 23:10:14 phreak - * commented out some mprintfs that kazan missed - * - * Revision 2.26 2003/10/13 05:57:50 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.25 2003/09/13 06:02:04 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.23 2003/08/21 15:04:17 phreak - * zeroed out the specular fields since they caused some flickering - * - * Revision 2.22 2003/07/16 23:12:44 phreak - * fixed a dumb bug - * - * Revision 2.21 2003/07/15 02:39:59 phreak - * fixed problem where beams that ignore shields do not fully damage the target - * disabled attenuation for beams, pending rework - * - * Revision 2.20 2003/05/04 20:21:00 phreak - * beams can't fire when disrupted. - * cycle ends if the beam is firing and shooting ship is disrupted - * - * Revision 2.19 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.18 2003/03/29 09:42:05 Goober5000 - * made beams default shield piercing again - * also added a beam no pierce command line flag - * and fixed something else which I forgot :P - * --Goober5000 - * - * Revision 2.17 2003/03/20 23:20:46 Goober5000 - * comments - * --Goober500 - * - * Revision 2.16 2003/03/02 17:19:45 Goober5000 - * commented an unneeded variable - * -- Goober5000 - * - * Revision 2.15 2003/02/26 02:56:55 bobboau - * fixed the bug with fighter beams not giveing you kills - * - * Revision 2.14 2003/02/25 07:15:07 bobboau - * doh... forgot something in the beam rendering code - * - * Revision 2.13 2003/02/25 06:22:50 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.12 2003/02/16 18:55:59 phreak - * fixed typecasting warnings - * - * Revision 2.11 2003/02/16 05:14:29 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.10 2003/01/19 01:07:43 bobboau - * redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it - * fixed a few other misc bugs too - * - * Revision 2.9 2003/01/13 23:20:01 Goober5000 - * bug hunting; fixed the beam whack effect bug - * --Goober5000 - * - * Revision 2.8 2002/12/27 17:58:11 Goober5000 - * the insidious beam bug is now squashed AND committed! - * --Goober5000 - * - * Revision 2.7 2002/12/20 00:50:41 DTP - * DTP FIX, fast fix to the beam/shield bug problem. will maybe commit later when i find out why this is getting triggered when it should not - * - * Revision 2.6 2002/12/07 01:37:43 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.5 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.4 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.3 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.2 2002/07/26 03:11:24 wmcoolmon - * Added Bobboau's beam tiling code - * - * Revision 2.1 2002/07/25 04:50:48 wmcoolmon - * Added Bobboau's fighter-beam code. - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 68 9/09/99 11:40p Dave - * Handle an Assert() in beam code. Added supernova sounds. Play the right - * 2 end movies properly, based upon what the player did in the mission. - * - * 67 9/09/99 2:36p Mikek - * Put back in the "1.0f +" in BEAM_TYPE_A aiming. Not the best way to - * correct this. - * - * 65 9/08/99 10:29p Dave - * Make beam sound pausing and unpausing much safer. - * - * 64 9/06/99 12:46a Andsager - * Add weapon_explosion_ani LOD - * - * 63 9/03/99 5:12p Mikek - * Change miss_factor code, making it a lot more likely for beams to miss - * and also making them increasingly likely to miss with each subsequent - * shot in the multi-shot burst. - * - * 62 8/30/99 5:01p Dave - * Made d3d do less state changing in the nebula. Use new chat server for - * PXO. - * - * 61 8/28/99 7:29p Dave - * Fixed wingmen persona messaging. Make sure locked turrets don't count - * towards the # attacking a player. - * - * 60 8/27/99 9:07p Dave - * LOD explosions. Improved beam weapon accuracy. - * - * 59 8/26/99 10:15a Dave - * Don't apply beam whacks to docked ships. - * - * 58 7/31/99 1:16p Dave - * Use larger font for 1024 HUD flash text box. Make beam weapons aware of - * weapon subsystem damage on firing ship. - * - * 57 7/22/99 4:00p Dave - * Fixed beam weapon muzzle glow rendering. Externalized hud shield info. - * - * 56 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 55 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 54 7/09/99 5:54p Dave - * Seperated cruiser types into individual types. Added tons of new - * briefing icons. Campaign screen. - * - * 53 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 52 7/02/99 10:51p Dave - * Limit friendly beam fire damage. :( - * - * 51 7/01/99 11:44a Dave - * Updated object sound system to allow multiple obj sounds per ship. - * Added hit-by-beam sound. Added killed by beam sound. - * - * 50 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 49 6/29/99 2:53p Dave - * Re-enabled beam lighting. - * - * 48 6/25/99 3:04p Dave - * Removed Int3(). - * - * 47 6/24/99 3:00p Dave - * Stupid bug. - * - * 46 6/23/99 4:49p Dave - * Temporarily removed beam lighting. - * - * 45 6/21/99 7:25p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 44 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 43 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 42 6/09/99 2:55p Andsager - * Allow multiple asteroid subtypes (of large, medium, small) and follow - * family. - * - * 41 6/08/99 6:02p Jamesa - * Handle case where type B beam start and end directions are really - * close. - * - * 40 6/04/99 2:16p Dave - * Put in shrink effect for beam weapons. - * - * 39 5/14/99 11:47a Andsager - * Added beam_get_weapon_info_index(object *bm) - * - * 38 5/12/99 10:43a Andsager - * Increase max beam length - * - * 37 5/08/99 8:25p Dave - * Upped object pairs. First run of nebula lightning. - * - * 36 5/05/99 9:02p Dave - * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added - * rotations, tweaked values, made bitmap selection more random). Fixed - * D3D beam weapon clipping problem. Added D3d frame dumping. - * - * 35 5/03/99 9:07a Dave - * Pirate Bob. Changed beam test code a bit. - * - * 34 4/27/99 12:16a Dave - * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the - * pxo server list screen. Fixed secondary firing for hosts on a - * standalone. Fixed wacky multiplayer weapon "shuddering" problem. - * - * 33 4/25/99 6:12p Johnson - * Fixed bug where multi-shot beams were getting the shot count from the - * wrong place. - * - * 32 4/25/99 3:36p Dave - * Fixed nebula table code. Tweaked beam weapon explosion stuff. - * - * 31 4/23/99 2:33p Johnson - * Allow beams to shoot at missiles properly. - * - * 30 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 29 4/22/99 11:06p Dave - * Final pass at beam weapons. Solidified a lot of stuff. All that remains - * now is to tweak and fix bugs as they come up. No new beam weapon - * features. - * - * 28 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 27 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 26 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 25 4/19/99 4:54p Johnson - * Removed infinite loop from beam_render_all() oops :) - * - * 24 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 23 4/04/99 2:13p Dave - * Put in area effect beam weapons. May be a bit too expensive though. - * Dave - * 22 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 21 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 20 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 19 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 18 3/02/99 9:25p Dave - * Added a bunch of model rendering debug code. Started work on fixing - * beam weapon wacky firing. - * - * 17 2/21/99 1:48p Dave - * Some code for monitoring datarate for multiplayer in detail. - * - * 16 2/11/99 3:08p Dave - * PXO refresh button. Very preliminary squad war support. - * - * 15 2/05/99 3:23p Mattf - * Made beams a little more forgiving when checking object types. - * - * 14 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 13 2/04/99 6:29p Dave - * First full working rev of FS2 PXO support. Fixed Glide lighting - * problems. - * - * 12 1/30/99 9:02p Dave - * Fixed neb stuff. - * - * 11 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 10 1/29/99 7:08p Johnson - * Put in fix for beam weapons which are on dying ships. - * - * 9 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 8 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 7 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 6 1/21/99 2:06p Dave - * Final checkin for multiplayer testing. - * - * 5 1/21/99 10:45a Dave - * More beam weapon stuff. Put in warmdown time. - * - * 4 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 3 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 2 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * - * $NoKeywords: $ - */ + #include "weapon/beam.h" diff --git a/fs2_open/code/weapon/beam.h b/fs2_open/code/weapon/beam.h index 832581c157..ea5359b581 100644 --- a/fs2_open/code/weapon/beam.h +++ b/fs2_open/code/weapon/beam.h @@ -7,153 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Beam.h $ - * $Revision: 2.12.2.2 $ - * $Date: 2007-05-28 18:27:36 $ - * $Author: wmcoolmon $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.12.2.1 2007/02/12 00:45:24 taylor - * bit of cleanup and minor performance tweaks - * sync up with new generic_anim/bitmap and weapon delayed loading changes - * with generic_anim, use Goober's animation timing for beam section and glow animations - * make trail render list dynamic (as well as it can be) - * - * Revision 2.12 2006/02/25 21:47:19 Goober5000 - * spelling - * - * Revision 2.11 2005/12/14 08:07:33 phreak - * Handling of exit explosions for beams when a ship is about to get destroyed, or according to the code: "tooled". - * Bumped beam frame collisions to 10 to compensate. - * - * Revision 2.10 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.8 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.7 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.6 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.4 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.3 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.2 2002/08/01 01:41:10 penguin - * The big include file move - * - * Revision 2.1 2002/07/25 04:50:48 wmcoolmon - * Added Bobboau's fighter-beam code. - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 21 9/08/99 10:29p Dave - * Make beam sound pausing and unpausing much safer. - * - * 20 6/29/99 7:39p Dave - * Lots of small bug fixes. - * - * 19 6/21/99 7:25p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 18 6/18/99 5:16p Dave - * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD - * dialog to PXO screen. - * - * 17 6/04/99 2:16p Dave - * Put in shrink effect for beam weapons. - * - * 16 5/14/99 11:47a Andsager - * Added beam_get_weapon_info_index(object *bm) - * - * 15 5/08/99 8:25p Dave - * Upped object pairs. First run of nebula lightning. - * - * 14 4/22/99 11:06p Dave - * Final pass at beam weapons. Solidified a lot of stuff. All that remains - * now is to tweak and fix bugs as they come up. No new beam weapon - * features. - * - * 13 4/21/99 6:15p Dave - * Did some serious housecleaning in the beam code. Made it ready to go - * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added - * a handy macro for recalculating collision pairs for a given object. - * - * 12 4/20/99 6:39p Dave - * Almost done with artillery targeting. Added support for downloading - * images on the PXO screen. - * - * 11 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 10 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 9 3/08/99 7:03p Dave - * First run of new object update system. Looks very promising. - * - * 8 3/04/99 6:09p Dave - * Added in sexpressions for firing beams and checking for if a ship is - * tagged. - * - * 7 1/30/99 1:29a Dave - * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot - * screen. Fixed beam weapon death messages. - * - * 6 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 5 1/21/99 10:45a Dave - * More beam weapon stuff. Put in warmdown time. - * - * 4 1/14/99 12:48a Dave - * Todo list bug fixes. Made a pass at putting briefing icons back into - * FRED. Sort of works :( - * - * 3 1/12/99 12:53a Dave - * More work on beam weapons - made collision detection very efficient - - * collide against all object types properly - made 3 movement types - * smooth. Put in test code to check for possible non-darkening pixels on - * object textures. - * - * 2 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * - * $NoKeywords: $ - */ + #ifndef __FS2_BEAM_WEAPON_HEADER_FILE #define __FS2_BEAM_WEAPON_HEADER_FILE diff --git a/fs2_open/code/weapon/corkscrew.cpp b/fs2_open/code/weapon/corkscrew.cpp index cc22fdcc85..18f007c85b 100644 --- a/fs2_open/code/weapon/corkscrew.cpp +++ b/fs2_open/code/weapon/corkscrew.cpp @@ -7,16 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Corkscrew.cpp $ - * $Revision: 2.7 $ - * $Date: 2005-04-05 05:53:25 $ - * $Author: taylor $ - * - * C module for managing corkscrew missiles - * - * $NoKeywords: $ - */ + #include "weapon/corkscrew.h" #include "weapon/weapon.h" diff --git a/fs2_open/code/weapon/corkscrew.h b/fs2_open/code/weapon/corkscrew.h index 4fcb829b1d..cdfee98736 100644 --- a/fs2_open/code/weapon/corkscrew.h +++ b/fs2_open/code/weapon/corkscrew.h @@ -7,16 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Corkscrew.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:30 $ - * $Author: Goober5000 $ - * - * Header file for managing corkscrew missiles - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_CORKSCREW_H__ #define __FREESPACE_CORKSCREW_H__ diff --git a/fs2_open/code/weapon/emp.cpp b/fs2_open/code/weapon/emp.cpp index f3d305816b..4e9f8b6516 100644 --- a/fs2_open/code/weapon/emp.cpp +++ b/fs2_open/code/weapon/emp.cpp @@ -7,118 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Emp.cpp $ - * $Revision: 2.16 $ - * $Date: 2006-01-13 03:30:59 $ - * $Author: Goober5000 $ - * - * Header file for managing corkscrew missiles - * - * $Log: not supported by cvs2svn $ - * Revision 2.15 2005/10/10 17:21:11 taylor - * remove NO_NETWORK - * - * Revision 2.14 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.13 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.12 2005/06/07 06:10:51 wmcoolmon - * This may stop targeting not-targetable ships in EMP - * - * Revision 2.11 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.10 2005/03/02 21:24:48 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.9 2005/01/31 23:27:55 taylor - * merge with Linux/OSX tree - p0131-2 - * - * Revision 2.8 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.7 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.6 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.5 2003/09/13 06:02:04 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.3 2003/01/17 07:59:09 Goober5000 - * fixed some really strange behavior with strings not being truncated at the - * # symbol - * --Goober5000 - * - * Revision 2.2 2003/01/14 04:01:33 Goober5000 - * fixed minor potential bug - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.3 2002/05/13 21:09:29 mharris - * I think the last of the networking code has ifndef NO_NETWORK... - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 8 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 7 4/23/99 12:01p Johnson - * Added SIF_HUGE_SHIP - * - * 6 2/08/99 9:34a Dave - * Put in a little insurance code to make sure EMP effect truly dies when - * a player dies (to prevent wacky dead cam action). - * - * 5 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 4 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 3 10/13/98 9:29a Dave - * Started neatening up freespace.h. Many variables renamed and - * reorganized. Added AlphaColors.[h,cpp] - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 2 8/25/98 1:49p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 1 8/24/98 9:29a Dave - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/weapon/emp.h b/fs2_open/code/weapon/emp.h index 0fbf295abb..688ea1ec9e 100644 --- a/fs2_open/code/weapon/emp.h +++ b/fs2_open/code/weapon/emp.h @@ -7,55 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Emp.h $ - * $Revision: 2.4 $ - * $Date: 2005-07-13 03:35:30 $ - * $Author: Goober5000 $ - * - * Header file for managing corkscrew missiles - * - * $Log: not supported by cvs2svn $ - * Revision 2.3 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 3 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 2 8/25/98 1:49p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 1 8/24/98 9:29a Dave - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_EMP_MISSILE_HEADER_FILE_ #define __FREESPACE_EMP_MISSILE_HEADER_FILE_ diff --git a/fs2_open/code/weapon/flak.cpp b/fs2_open/code/weapon/flak.cpp index b9d5d6070a..a9c3aae4d6 100644 --- a/fs2_open/code/weapon/flak.cpp +++ b/fs2_open/code/weapon/flak.cpp @@ -7,56 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Flak.cpp $ - * $Revision: 2.8 $ - * $Date: 2006-01-04 21:48:36 $ - * $Author: wmcoolmon $ - * - * flak functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.7 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.6 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.5 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.3 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.2 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 9 7/31/99 2:57p Dave - * Scaled flak aim and jitter by weapon subsystem strength. - * - * 8 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * $NoKeywords: $ - */ + #include "weapon/flak.h" #include "weapon/weapon.h" diff --git a/fs2_open/code/weapon/flak.h b/fs2_open/code/weapon/flak.h index 799a36bb19..55c5d68bbf 100644 --- a/fs2_open/code/weapon/flak.h +++ b/fs2_open/code/weapon/flak.h @@ -7,48 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Flak.h $ - * $Revision: 2.6 $ - * $Date: 2005-12-29 08:08:42 $ - * $Author: wmcoolmon $ - * - * flak functions - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.4 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 6 7/31/99 2:57p Dave - * Scaled flak aim and jitter by weapon subsystem strength. - * - * 5 5/24/99 5:45p Dave - * Added detail levels to the nebula, with a decent speedup. Split nebula - * lightning into its own section. - * - * $NoKeywords: $ - */ + #ifndef _FLAK_WEAPONS_HEADER_FILE #define _FLAK_WEAPONS_HEADER_FILE diff --git a/fs2_open/code/weapon/muzzleflash.cpp b/fs2_open/code/weapon/muzzleflash.cpp index d6f7a3ce48..c7384453fb 100644 --- a/fs2_open/code/weapon/muzzleflash.cpp +++ b/fs2_open/code/weapon/muzzleflash.cpp @@ -7,90 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/MuzzleFlash.cpp $ - * $Revision: 2.7.2.3 $ - * $Date: 2007-09-02 02:07:48 $ - * $Author: Goober5000 $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.7.2.2 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.7.2.1 2006/08/22 05:50:12 taylor - * make muzzle flash info dynamic - * add support for modular mflash tables (*-mfl.tbm) - * - * Revision 2.7 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.6 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.5 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/18 10:07:06 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.1.2.1 2002/11/04 03:02:29 randomtiger - * - * I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant. - * This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without - * turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays. - * - * I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions. - * I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code. - * - * Rolled back to an old version of bumpman and made a few changes. - * Added new files: grd3dbumpman.cpp and .h - * Moved the bitmap init function to after the 3D engine is initialised - * Added includes where needed - * Disabled (for now) the D3D8 TGA loading - RT - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 6 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 5 4/25/99 3:02p Dave - * Build defines for the E3 build. - * - * 4 4/12/99 11:03p Dave - * Removed contrails and muzzle flashes from MULTIPLAYER_BETA builds. - * - * 3 3/19/99 9:52a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 2 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * - * $NoKeywords: $ - */ + #include diff --git a/fs2_open/code/weapon/muzzleflash.h b/fs2_open/code/weapon/muzzleflash.h index a8bd943da8..e99b7fdb8d 100644 --- a/fs2_open/code/weapon/muzzleflash.h +++ b/fs2_open/code/weapon/muzzleflash.h @@ -7,53 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/MuzzleFlash.h $ - * $Revision: 2.5.2.1 $ - * $Date: 2006-08-22 05:50:12 $ - * $Author: taylor $ - * - * all sorts of cool stuff about ships - * - * $Log: not supported by cvs2svn $ - * Revision 2.5 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.4 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.3 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.2 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.1 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 4 5/18/99 1:30p Dave - * Added muzzle flash table stuff. - * - * 3 3/19/99 9:52a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 2 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * - * $NoKeywords: $ - */ + #ifndef __FS2_MUZZLEFLASH_HEADER_FILE #define __FS2_MUZZLEFLASH_HEADER_FILE diff --git a/fs2_open/code/weapon/shockwave.cpp b/fs2_open/code/weapon/shockwave.cpp index a0107db047..236626673f 100644 --- a/fs2_open/code/weapon/shockwave.cpp +++ b/fs2_open/code/weapon/shockwave.cpp @@ -7,357 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Shockwave.cpp $ - * $Revision: 2.26.2.8 $ - * $Date: 2007-02-11 09:35:11 $ - * $Author: taylor $ - * - * C file for creating and managing shockwaves - * - * $Log: not supported by cvs2svn $ - * Revision 2.26.2.7 2006/12/07 18:30:20 taylor - * cleanup shockwave code a bit - * make Shockwave_info dynamic - * lot of fixage to allow 2D and 3D shockwaves to work better - * fix for Mantis bug #1148 - * properly handle both "none" and "" for 2D and 3D shockwave names - * better handling, preloading wise, of 3D shockwaves and their textures - * - * Revision 2.26.2.6 2006/10/27 21:37:11 taylor - * more cleanup of warp_global crap - * scale render/detail box limits with detail level setting - * make sure that we reset culling and zbuffer after each model buffer that gets rendered - * - * Revision 2.26.2.5 2006/10/27 06:42:30 taylor - * rename set_warp_globals() to model_set_warp_globals() - * remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) - * add MR_FULL_DETAIL to render an object regardless of render/detail box setting - * change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive - * minor bits of cleanup - * change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway - * - * Revision 2.26.2.4 2006/10/01 19:29:35 taylor - * if shockwaves weren't loaded then don't try to unload them (fixes standalone crash) - * - * Revision 2.26.2.3 2006/08/22 05:47:00 taylor - * make sure that we properly page in textures for 3d shockwave models - * - * Revision 2.26.2.2 2006/08/19 04:38:47 taylor - * maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit - * - * Revision 2.26.2.1 2006/07/06 21:55:38 taylor - * add some minor error catches for invalid values - * - * Revision 2.26 2006/05/27 16:45:11 taylor - * some minor cleanup - * remove -nobeampierce - * update for geometry batcher changes - * - * Revision 2.25 2006/03/18 09:25:55 wmcoolmon - * Allow "none" in $Shockwave Model to disable shockwave - * - * Revision 2.24 2006/02/13 00:20:46 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.23 2005/12/28 22:17:02 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.22 2005/12/04 19:02:36 wmcoolmon - * Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons - * - * Revision 2.21 2005/12/01 07:45:21 Goober5000 - * bypass annoying warnings when loading optional models - * --Goober5000 - * - * Revision 2.20 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.19 2005/08/25 22:40:04 taylor - * basic cleaning, removing old/useless code, sanity stuff, etc: - * - very minor performance boost from not doing stupid things :) - * - minor change to 3d shockwave sizing to better approximate 2d effect movements - * - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues - * - removed extra tcache_set on OGL spec map code, not sure how that slipped in - * - * Revision 2.18 2005/08/07 09:25:55 taylor - * some minor cleanup - * don't load the default 2d shockwave graphics if we have a default 3d shockwave, they won't get used and only take up memory - * - * Revision 2.17 2005/08/05 15:33:45 taylor - * fix 3-D shockwave frame detection so that it will use the proper number of frames for the animation (not less, not more) - * - * Revision 2.16 2005/07/31 20:31:41 wmcoolmon - * MR_NO_FOGGING for shockwaves - * - * Revision 2.15 2005/07/25 08:22:00 Goober5000 - * more bugs and tweaks - * --Goober5000 - * - * Revision 2.14 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.13 2005/07/24 00:32:45 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.12 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.11 2005/03/10 08:00:17 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.10 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.9 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.8 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.7 2004/01/30 07:39:09 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.6 2003/10/23 18:03:25 randomtiger - * Bobs changes (take 2) - * - * Revision 2.5 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.4 2003/08/31 06:00:42 bobboau - * an asortment of bugfixes, mostly with the specular code, - * HUD flickering should be completly gone now - * - * Revision 2.3 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.2 2003/03/18 08:44:06 Goober5000 - * added explosion-effect sexp and did some other minor housekeeping - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 9/01/99 10:15a Dave - * - * 6 7/18/99 12:32p Dave - * Randomly oriented shockwaves. - * - * 5 3/23/99 2:29p Andsager - * Fix shockwaves for kamikazi and Fred defined. Collect together - * shockwave_create_info struct. - * - * 4 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 49 5/18/98 3:04p Lawrance - * Play shockwave impact sound - * - * 48 5/18/98 12:59a Lawrance - * Replace shockwave impact sound with a new "whoosh" sound that - * originates from the shockwave center - * - * 47 4/15/98 10:17p Mike - * Training mission #5. - * Fix application of subsystem damage. - * - * 46 4/09/98 7:58p John - * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff. - * Took out XPARENT flag settings in all the alpha-blended texture stuff. - * - * 45 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 44 3/30/98 4:02p John - * Made machines with < 32 MB of RAM use every other frame of certain - * bitmaps. Put in code to keep track of how much RAM we've malloc'd. - * - * 43 3/26/98 5:26p John - * added new paging code. nonfunctional. - * - * 42 3/04/98 4:11p Lawrance - * Have area effects affect asteroids, have asteroids cast an area effect, - * fix ship shockwaves - * - * 41 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 40 2/22/98 12:19p John - * Externalized some strings - * - * 39 2/20/98 8:32p Lawrance - * Make shockwaves affect subsystems more realistically. - * - * 38 2/16/98 11:26a Lawrance - * ensure shockwave lasts full duration - * - * 37 2/16/98 10:04a Lawrance - * Fix broken shockwave damage. - * - * 36 2/14/98 4:42p Lawrance - * pass shockwave object (not parent) to ship_apply_global_damage() - * - * 35 2/12/98 11:54p Lawrance - * restructure rendering code to use an animation - * - * 34 2/11/98 5:38p Dave - * Put in a global inited flag for shockwaves. - * - * 33 2/02/98 8:47a Andsager - * Ship death area damage applied as instantaneous damage for small ships - * and shockwaves for large (>50 radius) ships. - * - * 32 1/26/98 11:54a Lawrance - * Don't allow Navbuoys to be affected by area-effect damage and blasts. - * - * 31 1/22/98 11:43p Lawrance - * Play sound effect when player is hit by shockwave. - * - * 30 1/14/98 4:31p Dave - * Made shockwaves apply damage correctly. - * - * 29 1/14/98 2:59p Allender - * if shockwave came from a weapon, make the shockwave's parent be the - * weapons parent. - * - * 28 12/30/97 6:44p John - * Made g3_Draw_bitmap functions account for aspect of bitmap. - * - * 27 12/02/97 4:00p John - * Added first rev of thruster glow, along with variable levels of - * translucency, which retquired some restructing of palman. - * - * 26 11/29/97 2:06p John - * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2, - * like they used to incorrectly assume. Added code to model to read in - * thruster radius's. - * - * 25 11/19/97 10:20p Lawrance - * remove ship_shockwave from ship struct, handled in physics now - * - * 24 11/16/97 8:52p Andsager - * For shockwaves, update physics damping info in physics code. - * - * 23 9/18/97 10:48p Lawrance - * comment out unused struct member - * - * 22 9/18/97 4:08p John - * Cleaned up & restructured ship damage stuff. - * - * 21 9/17/97 5:12p John - * Restructured collision routines. Probably broke a lot of stuff. - * - * 20 9/04/97 5:10p Andsager - * implement physics using moment of inertia and mass (from BSPgen). - * Added to phys_info struct. Updated ship_info, polymodel structs. - * Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables - * - * 19 9/03/97 4:33p John - * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani - * to bm_load functions not needed. Made bmpman keep track of palettes - * for bitmaps not mapped into game palettes. - * - * 18 8/26/97 3:31p Andsager - * scaled shockwave shake duration according to damage - * - * 17 8/05/97 1:25a Mike - * Make ship death roll be shortened by more damage. - * - * 16 7/31/97 5:55p John - * made so you pass flags to obj_create. - * Added new collision code that ignores any pairs that will never - * collide. - * - * 15 7/25/97 4:30p Andsager - * Save shockwave info - * - * 14 7/25/97 1:04p Andsager - * Modified physics flag PF_REDUCED_DAMP for damping when object is hit. - * Flag is now set in physics_apply_whack/shock and turned off in - * physics_sim_vel. Weapons should not directly set this flag. - * - * 13 7/22/97 2:40p Andsager - * shockwaves now cause proper rotation of ships - * - * 12 7/20/97 7:01p Lawrance - * changed names of anim_ files to be more consistent - * - * 11 7/18/97 10:52a Lawrance - * let player have some control when shockwave hits - * - * 10 7/17/97 8:02p Lawrance - * tweaking shockwave effect - * - * 9 7/16/97 5:51p Lawrance - * make shockwaves translucent - * - * 8 7/16/97 4:00p Lawrance - * render shockwaves by default - * - * 7 7/16/97 3:50p Lawrance - * render shockwaves first, to fake transparency - * - * 6 7/16/97 2:52p Lawrance - * make shockwaves objects - * - * 5 7/15/97 7:26p Lawrance - * make shockwave blast persist over time - * - * 4 7/09/97 1:56p Lawrance - * add savegame support for shockwaves - * - * 3 7/09/97 10:33a Lawrance - * make area-effect spheres translucent - * - * 2 7/08/97 6:00p Lawrance - * implementing shockwaves - * - * 1 7/08/97 1:30p Lawrance - * - * $NoKeywords: $ - */ + #include "weapon/shockwave.h" #include "render/3d.h" diff --git a/fs2_open/code/weapon/shockwave.h b/fs2_open/code/weapon/shockwave.h index ad5dde0cea..134e78107f 100644 --- a/fs2_open/code/weapon/shockwave.h +++ b/fs2_open/code/weapon/shockwave.h @@ -7,121 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Shockwave.h $ - * $Revision: 2.11.2.2 $ - * $Date: 2006-12-07 18:30:20 $ - * $Author: taylor $ - * - * Header file for creating and managing shockwaves - * - * $Log: not supported by cvs2svn $ - * Revision 2.11.2.1 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.11 2005/12/04 19:02:36 wmcoolmon - * Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons - * - * Revision 2.10 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.9 2005/08/05 15:33:45 taylor - * fix 3-D shockwave frame detection so that it will use the proper number of frames for the animation (not less, not more) - * - * Revision 2.8 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.7 2005/07/24 00:32:45 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.6 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.5 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.4 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 8/27/99 1:34a Andsager - * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge - * when weapon blows up. - * - * 6 7/18/99 12:32p Dave - * Randomly oriented shockwaves. - * - * 5 3/23/99 2:29p Andsager - * Fix shockwaves for kamikazi and Fred defined. Collect together - * shockwave_create_info struct. - * - * 4 2/26/99 4:14p Dave - * Put in the ability to have multiple shockwaves for ships. - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 11 4/15/98 10:17p Mike - * Training mission #5. - * Fix application of subsystem damage. - * - * 10 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 9 2/20/98 8:33p Lawrance - * Add function to query shockwave max radius - * - * 8 2/14/98 4:43p Lawrance - * add shockwave_weapon_index() to interface - * - * 7 2/02/98 8:47a Andsager - * Ship death area damage applied as instantaneous damage for small ships - * and shockwaves for large (>50 radius) ships. - * - * 6 7/16/97 3:50p Lawrance - * render shockwaves first, to fake transparency - * - * 5 7/16/97 2:52p Lawrance - * make shockwaves objects - * - * 4 7/15/97 7:26p Lawrance - * make shockwave blast persist over time - * - * 3 7/09/97 1:56p Lawrance - * add savegame support for shockwaves - * - * 2 7/08/97 6:00p Lawrance - * implementing shockwaves - * - * 1 7/08/97 1:30p Lawrance - * - * $NoKeywords: $ - */ + #ifndef __SHOCKWAVE_H__ #define __SHOCKWAVE_H__ diff --git a/fs2_open/code/weapon/swarm.cpp b/fs2_open/code/weapon/swarm.cpp index db33a42800..bf4479ff34 100644 --- a/fs2_open/code/weapon/swarm.cpp +++ b/fs2_open/code/weapon/swarm.cpp @@ -7,127 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Swarm.cpp $ - * $Revision: 2.8.2.1 $ - * $Date: 2006-10-27 21:39:27 $ - * $Author: taylor $ - * - * C module for managing swarm missiles - * - * $Log: not supported by cvs2svn $ - * Revision 2.8 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/03/25 06:57:38 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.6 2004/07/31 08:56:47 et1 - * Implemented "+SwarmWait:"-token - * - * Revision 2.5 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.4 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.3 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.2 2003/03/30 04:34:38 Goober5000 - * preliminary work on ai facing sexp - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 8 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 7 2/25/99 4:19p Dave - * Added multiplayer_beta defines. Added cd_check define. Fixed a few - * release build warnings. Added more data to the squad war request and - * response packets. - * - * 6 1/30/99 1:46p Andsager - * Clean up code. Remove int3, replace warning. - * - * 5 1/29/99 2:47p Andsager - * Put asset back in for turret_swarm_missiles - * - * 4 1/29/99 2:25p Andsager - * Added turret_swarm_missiles - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 14 5/03/98 5:52p Chad - * AL: Fix bug with WIF_SWARM flag getting cleared from weapon info - * - * 13 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 12 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 11 2/13/98 3:36p Jim - * AL: Fix problem with swarm missiles that occurred at low framerates - * - * 10 1/14/98 3:02p Sandeep - * Fix bug where parent ship dies in the same frame where swarm missiles - * are launched. - * - * 9 11/06/97 12:27a Mike - * Better avoid behavior. - * Modify ai_turn_towards_vector() to take a flag parameter. - * - * 8 11/03/97 9:42p Lawrance - * make swarm paths more random, fix bug with wild swarmers after homing - * target dies - * - * 7 8/24/97 10:26p Lawrance - * implemented homing swarm missiles - * - * 6 8/14/97 12:27a Mike - * Changed ai_turn_towards_vector() to take bank_override, had to change - * numerous calls to it. - * - * 5 8/13/97 4:45p Allender - * fixed ship_fire_primary and fire_secondary to not take parameter for - * determining whether to count ammo or not. Fixed countermeasure firing - * for multiplayer - * - * 4 8/13/97 12:06p Lawrance - * make swarm bursts more random - * - * 3 8/11/97 9:50a Lawrance - * make swarmers more erratic - * - * 2 8/10/97 6:16p Lawrance - * split off swarm missile code into a separate file - * - * $NoKeywords: $ - */ + #include "weapon/swarm.h" #include "weapon/weapon.h" diff --git a/fs2_open/code/weapon/swarm.h b/fs2_open/code/weapon/swarm.h index 79019ca9cd..ddb424f07a 100644 --- a/fs2_open/code/weapon/swarm.h +++ b/fs2_open/code/weapon/swarm.h @@ -7,58 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Swarm.h $ - * $Revision: 2.5 $ - * $Date: 2005-07-13 03:35:30 $ - * $Author: Goober5000 $ - * - * Header file for managing swarm missiles - * - * $Log: not supported by cvs2svn $ - * Revision 2.4 2005/03/25 06:57:38 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.3 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.2 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 5 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 4 1/29/99 2:25p Andsager - * Added turret_swarm_missiles - * - * 3 11/05/98 5:55p Dave - * Big pass at reducing #includes - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 2/26/98 10:08p Hoffoss - * Rewrote state saving and restoring to fix bugs and simplify the code. - * - * 2 8/10/97 6:16p Lawrance - * split off swarm missile code into a separate file - * - * $NoKeywords: $ - */ + #ifndef __FREESPACE_SWARM_H__ #define __FREESPACE_SWARM_H__ diff --git a/fs2_open/code/weapon/trails.cpp b/fs2_open/code/weapon/trails.cpp index 1321935e23..8017e01c78 100644 --- a/fs2_open/code/weapon/trails.cpp +++ b/fs2_open/code/weapon/trails.cpp @@ -7,218 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Trails.cpp $ - * $Revision: 2.27.2.4 $ - * $Date: 2007-05-11 03:12:28 $ - * $Author: taylor $ - * - * Code for missile trails - * - * $Log: not supported by cvs2svn $ - * Revision 2.27.2.3 2007/04/14 23:42:02 taylor - * little cleanup - * fix memory size fubar on trail vlist ptr - * - * Revision 2.27.2.2 2007/02/12 00:48:43 taylor - * oops, forgot this bit - * - * Revision 2.27.2.1 2007/02/12 00:45:24 taylor - * bit of cleanup and minor performance tweaks - * sync up with new generic_anim/bitmap and weapon delayed loading changes - * with generic_anim, use Goober's animation timing for beam section and glow animations - * make trail render list dynamic (as well as it can be) - * - * Revision 2.27 2006/05/27 16:45:11 taylor - * some minor cleanup - * remove -nobeampierce - * update for geometry batcher changes - * - * Revision 2.26 2006/03/18 10:28:58 taylor - * meh. - * - * Revision 2.25 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.24 2005/02/20 23:11:51 wmcoolmon - * Fix0r3d trails - * - * Revision 2.23 2005/02/20 08:24:19 wmcoolmon - * More trails updating goodness - * - * Revision 2.22 2005/02/20 07:39:14 wmcoolmon - * Trails update: Better, faster, stronger, but not much more reliable - * - * Revision 2.21 2005/02/19 07:54:33 wmcoolmon - * Removed trails limit - * - * Revision 2.20 2004/10/31 22:02:47 taylor - * little cleanup - * - * Revision 2.19 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.18 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.17 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.16 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.15 2004/02/20 04:29:57 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.14 2004/02/16 11:47:34 randomtiger - * Removed a lot of files that we don't need anymore. - * Changed htl to be on by default, command now -nohtl - * Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system. - * Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing. - * Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now. - * - * Revision 2.13 2004/02/14 00:18:37 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.12 2004/02/04 09:02:42 Goober5000 - * got rid of unnecessary double semicolons - * --Goober5000 - * - * Revision 2.11 2003/11/19 20:37:25 randomtiger - * Almost fully working 32 bit pcx, use -pcx32 flag to activate. - * Made some commandline variables fit the naming standard. - * Changed timerbar system not to run pushes and pops if its not in use. - * Put in a note about not uncommenting asserts. - * Fixed up a lot of missing POP's on early returns? - * Perhaps the motivation for Assert functionality getting commented out? - * Fixed up some bad asserts. - * Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248) - * Before the poofs were creating a nasty stripe effect where they intersected with ships hulls. - * Put in a special check for the signs of that D3D init bug I need to lock down. - * - * Revision 2.10 2003/11/17 04:25:58 bobboau - * made the poly list dynamicly alocated, - * started work on fixing the node model not rendering, - * but most of that got commented out so I wouldn't have to deal with it - * while mucking about with the polylist - * - * Revision 2.9 2003/11/16 04:09:20 Goober5000 - * language - * - * Revision 2.8 2003/11/11 03:56:13 bobboau - * lots of bug fixing, much of it in nebula and bitmap drawing - * - * Revision 2.7 2003/11/09 06:31:40 Kazan - * a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed - * conflicts in cmdline and timerbar.h log entries - * cvs stopped acting like it was on crack obviously - * - * Revision 2.6 2003/11/02 05:50:08 bobboau - * modified trails to render with tristrips now rather than with stinky old trifans, - * MUCH faster now, at least one order of magnatude. - * - * Revision 2.5 2003/10/23 18:03:25 randomtiger - * Bobs changes (take 2) - * - * Revision 2.4 2003/08/21 15:04:17 phreak - * zeroed out the specular fields since they caused some flickering - * - * Revision 2.3 2003/07/15 16:07:12 phreak - * trails now properly alphablend in ogl as it does in d3d - * - * Revision 2.2 2003/05/04 20:50:06 phreak - * bumped MAX_TRAILS to 500 because of afterburner trails - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 7 6/23/99 2:23p Mattk - * Fixed detail level trail rendering problem. - * - * 6 6/22/99 7:03p Dave - * New detail options screen. - * - * 5 2/23/99 8:11p Dave - * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing. - * Small pass over todolist items. - * - * 4 2/17/99 2:11p Dave - * First full run of squad war. All freespace and tracker side stuff - * works. - * - * 3 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 9 5/13/98 3:10p John - * made detail slider for weapon rendering change the distance that lasers - * become non-textured. The lowest setting turns off missile trail - * rendering. - * - * 8 5/08/98 7:09p Dave - * Lots of UI tweaking. - * - * 7 4/10/98 5:20p John - * Changed RGB in lighting structure to be ubytes. Removed old - * not-necessary 24 bpp software stuff. - * - * 6 3/31/98 5:19p John - * Removed demo/save/restore. Made NDEBUG defined compile. Removed a - * bunch of debug stuff out of player file. Made model code be able to - * unload models and malloc out only however many models are needed. - * - * - * 5 3/23/98 5:00p John - * Improved missile trails. Made smooth alpha under hardware. Made end - * taper. Made trail touch weapon. - * - * 4 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 3 1/15/98 11:13a John - * Added code for specifying weapon trail bitmaps in weapons.tbl - * - * 2 12/21/97 6:15p John - * Made a seperate system for missile trails - * - * 1 12/21/97 5:30p John - * Initial version - * - * $NoKeywords: $ - */ + #include "weapon/trails.h" #include "globalincs/systemvars.h" diff --git a/fs2_open/code/weapon/trails.h b/fs2_open/code/weapon/trails.h index fd531b554a..d03d756d65 100644 --- a/fs2_open/code/weapon/trails.h +++ b/fs2_open/code/weapon/trails.h @@ -7,75 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Trails.h $ - * $Revision: 2.9.2.1 $ - * $Date: 2007-02-12 00:45:24 $ - * $Author: taylor $ - * - * External defs for missile trail stuff - * - * $Log: not supported by cvs2svn $ - * Revision 2.9 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.8 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.7 2005/02/20 23:11:51 wmcoolmon - * Fix0r3d trails - * - * Revision 2.6 2005/02/20 07:39:14 wmcoolmon - * Trails update: Better, faster, stronger, but not much more reliable - * - * Revision 2.5 2005/02/19 07:54:33 wmcoolmon - * Removed trails limit - * - * Revision 2.4 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.2 2003/11/02 05:50:08 bobboau - * modified trails to render with tristrips now rather than with stinky old trifans, - * MUCH faster now, at least one order of magnatude. - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 3 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 3 3/23/98 5:00p John - * Improved missile trails. Made smooth alpha under hardware. Made end - * taper. Made trail touch weapon. - * - * 2 12/21/97 6:15p John - * Made a seperate system for missile trails - * - * 1 12/21/97 5:30p John - * Initial version - * - * $NoKeywords: $ - */ + #ifndef _TRAILS_H #define _TRAILS_H diff --git a/fs2_open/code/weapon/weapon.h b/fs2_open/code/weapon/weapon.h index 28c7194468..5c05c73667 100644 --- a/fs2_open/code/weapon/weapon.h +++ b/fs2_open/code/weapon/weapon.h @@ -7,555 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Weapon.h $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.69.2.3 2007/02/12 00:54:31 taylor - * make use of generic_anim and generic_bitmap where possible - * bunch of cleanup and little optimizations - * add "+remove" tbl option to completely get rid of particular beam sections - * delayed loading of bitmaps, will only do it after all tbl/tbm have been parsed - * if we are using a POF missile which isn't loaded yet, try and load it before going crazy - * bug fix and optimization for laser color setting - * - * Revision 2.69.2.2 2006/12/26 05:32:59 taylor - * make weapon_expl info dynamic - * - * Revision 2.69.2.1 2006/09/11 01:17:07 taylor - * fixes for stuff_string() bounds checking - * - * Revision 2.69 2006/02/25 21:47:19 Goober5000 - * spelling - * - * Revision 2.68 2006/02/15 07:19:50 wmcoolmon - * Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks - * - * Revision 2.67 2006/01/30 06:33:19 taylor - * add transparent, cycling alpha, and no-light options for weapons - * - * Revision 2.66 2006/01/09 04:53:41 phreak - * Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. - * - * Revision 2.65 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.64 2005/12/15 06:03:50 phreak - * Countermeasres parameters. Lets users specify how easily missiles are spoofed by countermeasures - * - * A missile is given a seeker strength. Aspect default of 2. Heat default of 3. This is a missile's resistance to spoofage - * A countermesaure is given an effectiveness for each type. The defaults for countermeasure heat and aspect effectiveness are both 1. - * Also gave the countermeasure an effective range. Default is 300 meters. - * - * A missiles chance of being spoofed is calculated by / - * So by default, 1/2 of aspect seekers will be fooled by a countermeasures, while 1/3 of heat seekers would be spoofed by default. - * - * Also i gave the option of aspect missiles having a view cone different from 180 degrees. This parameter is optional and doesn't effect anything already there. - * - * Revision 2.63 2005/12/12 21:32:14 taylor - * allow use of a specific LOD for ship and weapon rendering in the hud targetbox - * - * Revision 2.62 2005/12/04 19:02:36 wmcoolmon - * Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons - * - * Revision 2.61 2005/11/22 00:01:11 taylor - * combine weapon_info_close() and weapon_close() - * changes to allow use of weapon_expl.tbl and the modular table versions once more - * - the tables aren't required (but a warning will be produced if weapon_expl.tbl doesn't exist) - * - don't back load LODs, if it's not there then don't use it - * - handle a couple of error conditions a bit better - * - * Revision 2.60 2005/11/08 01:04:02 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.59 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.58 2005/10/14 07:22:24 Goober5000 - * removed an unneeded parameter and renamed some stuff - * --Goober5000 - * - * Revision 2.57 2005/10/11 08:30:37 taylor - * fix memory freakage from dynamic spawn weapon types - * - * Revision 2.56 2005/10/09 03:13:13 wmcoolmon - * Much better laser weapon/pof handling, removed a couple unneccessary - * warnings (used to try and track down a bug) - * - * Revision 2.55 2005/10/09 00:43:09 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 2.54 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.53 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.52 2005/06/30 00:36:10 Goober5000 - * Removed "beam no whack" as setting the beam's mass to 0 achieves the same effect. - * --Goober5000 - * - * Revision 2.51 2005/06/02 02:41:52 wmcoolmon - * Protected ships are safe from spawning weapons. :) - * - * Revision 2.50 2005/05/08 20:20:06 wmcoolmon - * armor.tbl revamp - * - * Revision 2.49 2005/04/24 12:47:36 taylor - * little cleanup of laser rendering - * - fix animated glows - * - proper alpha modification (still messed up somewhere though, shows in neb missions) - * - remove excess batch_render() - * - * Revision 2.48 2005/04/15 06:23:18 wmcoolmon - * Local codebase commit; adds armor system. - * - * Revision 2.47 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.46 2005/04/02 21:34:08 phreak - * put First_secondary_index back in so FRED can compile. - * The weapons list is also sorted whenever all loading is done so lasers and beams always - * come before missiles. FRED's loadout code needs this behavior to stick. - * - * Revision 2.45 2005/03/25 06:57:38 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.44 2005/03/08 03:50:19 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.43 2005/03/03 16:40:29 taylor - * animated beam muzzle glows - * - * Revision 2.42 2005/03/01 06:55:45 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.41 2005/02/19 07:54:33 wmcoolmon - * Removed trails limit - * - * Revision 2.40 2005/02/18 04:54:44 wmcoolmon - * Added $Tech Model (after +Tech Description) - * - * Revision 2.39 2005/02/04 20:06:10 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.38 2005/02/03 01:26:45 phreak - * revert to default d-missile behavior if the electroinics parameters aren't specified. - * added an option to customize the old-style disruption calculation as well. - * - * Revision 2.37 2005/01/28 04:05:05 phreak - * shockwave weapons now work properly with the electronics (d-missible) tag - * added in a "randomness factor" for electronics parameters. This adds or subtracts - * a random value between 0 and this factor to the disruption time. This was hard coded - * to be 4 seconds in retail. - * - * Revision 2.36 2004/12/23 23:35:02 wmcoolmon - * Added +Hud Image: for weapons, which replaces the weapon name in the list with an image. - * - * Revision 2.35 2004/11/21 11:38:17 taylor - * support for animated beam sections - * various weapon-only-used fixes - * remove the -1 frame fix since it was fixed elsewhere - * - * Revision 2.34 2004/09/10 13:50:09 et1 - * Implemented "+WeaponMinRange" token - * - * Revision 2.33 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.32 2004/07/31 08:57:22 et1 - * Implemented "+SwarmWait:"-token - * - * Revision 2.31 2004/07/14 01:27:01 wmcoolmon - * Better -load_only_used handling; added mark_weapon_used(weapon ID), which does check for IDs of -1. - * - * Revision 2.30 2004/07/11 03:22:54 bobboau - * added the working decal code - * - * Revision 2.29 2004/06/05 19:15:39 phreak - * spawn weapons can now be specified to be spawned at different angles other than - * the sphere thats used in retail - * - * Revision 2.28 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.27 2003/12/17 16:41:25 phreak - * "small only" weapons flag added. weapon shoots at small ships like fighters - * - * Revision 2.26 2003/12/15 21:30:24 phreak - * upped MAX_WEAPON_TYPES to 300 when INF_BUILD is defined - * - * Revision 2.25 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.24 2003/11/09 07:36:52 Goober5000 - * fixed spelling - * --Goober5000 - * - * Revision 2.23 2003/10/25 06:56:07 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.22 2003/10/13 05:57:50 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.21 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.20 2003/09/13 06:02:04 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.17 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.16 2003/08/06 17:36:17 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.15 2003/06/25 03:21:03 phreak - * added support for weapons that only fire when tagged - * also added limited firing range for local ssms - * - * Revision 2.14 2003/06/12 17:45:54 phreak - * local ssm warpin is now handled better than what i committed earlier - * - * Revision 2.13 2003/06/11 03:06:07 phreak - * local subspace missiles are now in game. yay - * - * Revision 2.12 2003/05/03 23:47:04 phreak - * added multipliers for beam turrets and sensors for disruptor missiles - * - * Revision 2.11 2003/05/03 16:44:18 phreak - * changed around the way disruptor weapons work - * - * Revision 2.10 2003/03/29 09:42:05 Goober5000 - * made beams default shield piercing again - * also added a beam no pierce command line flag - * and fixed something else which I forgot :P - * --Goober5000 - * - * Revision 2.9 2003/03/03 04:28:37 Goober5000 - * fixed the tech room bug! yay! - * --Goober5000 - * - * Revision 2.8 2003/02/25 06:22:50 bobboau - * fixed a bunch of fighter beam bugs, - * most notabley the sound now works corectly, - * and they have limeted range with atenuated damage (table option) - * added bank specific compatabilities - * - * Revision 2.7 2003/02/16 05:14:29 bobboau - * added glow map nebula bug fix for d3d, someone should add a fix for glide too - * more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality - * - * Revision 2.6 2002/12/10 05:43:33 Goober5000 - * Full-fledged ballistic primary support added! Try it and see! :) - * - * Revision 2.5 2002/12/07 01:37:43 bobboau - * initial decals code, if you are worried a bug is being caused by the decals code it's only references are in, - * collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949. - * it needs a better renderer, but is in prety good shape for now, - * I also (think) I squashed a bug in the warpmodel code - * - * Revision 2.4 2002/11/14 04:18:17 bobboau - * added warp model and type 1 glow points - * and well as made the new glow file type, - * some general improvement to fighter beams, - * - * Revision 2.3 2002/11/11 20:11:02 phreak - * changed around the 'weapon_info' struct to allow for custom corkscrew missiles - * - * Revision 2.2 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 34 9/06/99 12:46a Andsager - * Add weapon_explosion_ani LOD - * - * 33 8/27/99 1:34a Andsager - * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge - * when weapon blows up. - * - * 32 8/24/99 10:47a Jefff - * tech room weapon anims. added tech anim field to weapons.tbl - * - * 31 8/10/99 5:30p Jefff - * Added tech_title string to weapon_info. Changed parser accordingly. - * - * 30 8/02/99 5:16p Dave - * Bumped up weapon title string length from 32 to 48 - * - * 29 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 28 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 27 6/21/99 7:25p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 26 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 25 6/04/99 2:16p Dave - * Put in shrink effect for beam weapons. - * - * 24 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 23 5/27/99 6:17p Dave - * Added in laser glows. - * - * 22 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 21 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 20 4/28/99 3:11p Andsager - * Stagger turret weapon fire times. Make turrets smarter when target is - * protected or beam protected. Add weaopn range to weapon info struct. - * - * 19 4/22/99 11:06p Dave - * Final pass at beam weapons. Solidified a lot of stuff. All that remains - * now is to tweak and fix bugs as they come up. No new beam weapon - * features. - * - * 18 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 17 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 16 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 15 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 14 3/23/99 11:03a Dave - * Added a few new fields and fixed parsing code for new weapon stuff. - * - * 13 3/19/99 9:52a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 12 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 11 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 10 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 9 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 8 1/21/99 10:45a Dave - * More beam weapon stuff. Put in warmdown time. - * - * 7 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 6 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 5 10/26/98 9:42a Dave - * Early flak gun support. - * - * 4 10/16/98 3:42p Andsager - * increase MAX_WEAPONS and MAX_SHIPS and som header files - * - * 3 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 100 9/04/98 3:52p Dave - * Put in validated mission updating and application during stats - * updating. - * - * 99 9/01/98 4:25p Dave - * Put in total (I think) backwards compatibility between mission disk - * freespace and non mission disk freespace, including pilot files and - * campaign savefiles. - * - * 98 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 97 8/25/98 1:49p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 96 8/18/98 10:15a Dave - * Touchups on the corkscrew missiles. Added particle spewing weapons. - * - * 95 8/17/98 5:07p Dave - * First rev of corkscrewing missiles. - * - * 94 5/18/98 1:58a Mike - * Make Phoenix not be fired at fighters (but yes bombers). - * Improve positioning of ships in guard mode. - * Make turrets on player ship not fire near end of support ship docking. - * - * 93 5/15/98 5:37p Hoffoss - * Added new 'tech description' fields to ship and weapon tables, and - * added usage of it in tech room. - * - * 92 5/06/98 8:06p Dave - * Made standalone reset properly under weird conditions. Tweak - * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch - * countdown anim. Minro ui fixes/tweaks. - * - * 91 5/05/98 11:15p Lawrance - * Optimize weapon flyby sound determination - * - * 90 5/05/98 4:08p Hoffoss - * Added WIF_PLAYER_ALLOWED to check what is valid for the weaponry pool - * in Fred. - * - * 89 4/23/98 5:50p Hoffoss - * Added tracking of techroom database list info in pilot files, added - * sexp to add more to list, made mouse usable on ship listing in tech - * room. - * - * 88 4/19/98 9:21p Sandeep - * - * 87 4/13/98 5:11p Mike - * More improvement to countermeasure code. - * - * 86 4/10/98 11:02p Mike - * Make countermeasures less effective against aspect seekers than against - * heat seekers. - * Make AI ships match bank with each other when attacking a faraway - * target. - * Make ships not do silly loop-de-loop sometimes when attacking a faraway - * target. - * - * 85 4/10/98 4:52p Hoffoss - * Made several changes related to tooltips. - * - * 84 4/02/98 11:40a Lawrance - * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE - * - * 83 4/01/98 5:35p John - * Made only the used POFs page in for a level. Reduced some interp - * arrays. Made custom detail level work differently. - * - * 82 3/21/98 3:37p Mike - * Fix/optimize attacking of big ships. - * - * 81 3/15/98 9:44p Lawrance - * Get secondary weapons for turrets working - * - * 79 3/12/98 1:24p Mike - * When weapons linked, increase firing delay. - * Free up weapon slots for AI ships, if necessary. - * Backside render shield effect. - * Remove shield hit triangle if offscreen. - * - * 78 3/11/98 4:34p John - * Made weapons have glow & thrusters. - * - * 77 3/04/98 8:51a Mike - * Working on making ships better about firing Synaptic. - * - * 76 3/03/98 5:12p Dave - * 50% done with team vs. team interface issues. Added statskeeping to - * secondary weapon blasts. Numerous multiplayer ui bug fixes. - * - * 75 3/02/98 10:00a Sandeep - * - * 74 2/15/98 11:28p Allender - * allow increase in MAX_WEAPON_TYPES by chaning all bitfield references - * - * 73 2/11/98 1:52p Sandeep - * - * 72 2/02/98 8:47a Andsager - * Ship death area damage applied as instantaneous damage for small ships - * and shockwaves for large (>50 radius) ships. - * - * 71 1/29/98 11:48a John - * Added new counter measure rendering as model code. Made weapons be - * able to have impact explosion. - * - * 70 1/23/98 5:08p John - * Took L out of vertex structure used B (blue) instead. Took all small - * fireballs out of fireball types and used particles instead. Fixed some - * debris explosion things. Restructured fireball code. Restructured - * some lighting code. Made dynamic lighting on by default. Made groups - * of lasers only cast one light. Made fireballs not cast light. - * - * 69 1/21/98 7:20p Lawrance - * removed unused mount_size member - * - * 68 1/19/98 10:01p Lawrance - * Implement "Electronics" missiles - * - * 67 1/17/98 10:04p Lawrance - * Implementing "must lock to fire" missiles. Fix couple bugs with rearm - * time display. - * - * 66 1/17/98 4:45p Mike - * Better support for AI selection of secondary weapons. - * - * 65 1/16/98 11:43a Mike - * Fix countermeasures. - * - * 64 1/15/98 11:13a John - * Added code for specifying weapon trail bitmaps in weapons.tbl - * - * 63 1/06/98 6:58p Lawrance - * Add wp->turret_subsys, which gets set when a turret fires a weapon. - * - * $NoKeywords: $ - */ + #ifndef _WEAPON_H #define _WEAPON_H diff --git a/fs2_open/code/weapon/weapons.cpp b/fs2_open/code/weapon/weapons.cpp index 947e3a9579..b803efa76c 100644 --- a/fs2_open/code/weapon/weapons.cpp +++ b/fs2_open/code/weapon/weapons.cpp @@ -7,1075 +7,7 @@ * */ -/* - * $Logfile: /Freespace2/code/Weapon/Weapons.cpp $ - * - * - * $Log: not supported by cvs2svn $ - * Revision 2.180.2.24 2007/10/21 03:40:41 taylor - * fix bug with +remove that made a beam section still appear partially valid - * fix temp-var snaffu that hendered debugging - * - * Revision 2.180.2.23 2007/10/15 06:43:22 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.180.2.22 2007/09/02 02:07:48 Goober5000 - * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable - * - * Revision 2.180.2.21 2007/08/16 00:45:37 phreak - * Local SSMs shouldn't jump into subspace if they're not homing. - * - * Revision 2.180.2.20 2007/07/15 06:29:53 Goober5000 - * restore WMC's ship flag - * - * Revision 2.180.2.19 2007/07/15 02:45:51 Goober5000 - * fixed a small bug in the lab - * moved WMC's no damage scaling flag to ai_profiles and made it work correctly - * removed my old supercap damage scaling change - * moved Turey's truefire flag to ai_profiles - * - * Revision 2.180.2.18 2007/05/28 19:37:55 taylor - * fix armor index bug for shockwaves - * - * Revision 2.180.2.17 2007/05/28 18:27:36 wmcoolmon - * Added armor support for asteroid, debris, ship, and beam damage - * - * Revision 2.180.2.16 2007/04/14 23:43:40 taylor - * only add player-allowed flag on #Weak weapons when their non-weak versions also have the flag (Goober #73) - * - * Revision 2.180.2.15 2007/03/22 19:31:25 taylor - * little bit of cleanup - * set "#Weak" weapons to always get the "player allowed" flag (Mantis #1301) - * - * Revision 2.180.2.14 2007/02/20 04:27:23 Goober5000 - * revert to retail behavior - * - * Revision 2.180.2.13 2007/02/20 04:19:44 Goober5000 - * the great big duplicate model removal commit - * - * Revision 2.180.2.12 2007/02/12 00:54:31 taylor - * make use of generic_anim and generic_bitmap where possible - * bunch of cleanup and little optimizations - * add "+remove" tbl option to completely get rid of particular beam sections - * delayed loading of bitmaps, will only do it after all tbl/tbm have been parsed - * if we are using a POF missile which isn't loaded yet, try and load it before going crazy - * bug fix and optimization for laser color setting - * - * Revision 2.180.2.11 2007/01/12 04:33:50 Goober5000 - * hmm... I guess when I fixed this back in 2004, I fixed it the wrong way :D - * - * Revision 2.180.2.10 2007/01/07 12:16:31 taylor - * fix a couple of memory leaks with modular tables - * - * Revision 2.180.2.9 2006/12/26 05:32:59 taylor - * make weapon_expl info dynamic - * - * Revision 2.180.2.8 2006/12/07 18:30:20 taylor - * cleanup shockwave code a bit - * make Shockwave_info dynamic - * lot of fixage to allow 2D and 3D shockwaves to work better - * fix for Mantis bug #1148 - * properly handle both "none" and "" for 2D and 3D shockwave names - * better handling, preloading wise, of 3D shockwaves and their textures - * - * Revision 2.180.2.7 2006/09/11 01:12:50 taylor - * fixes for stuff_string() bounds checking - * stict compiler build fixes - * - * Revision 2.180.2.6 2006/08/22 05:50:12 taylor - * make muzzle flash info dynamic - * add support for modular mflash tables (*-mfl.tbm) - * - * Revision 2.180.2.5 2006/07/08 11:29:14 taylor - * debug-build-only issue, make sure that thrusters are properly enabled if needed for POF based weapons when using cheat keys - * - * Revision 2.180.2.4 2006/07/06 04:06:01 Goober5000 - * 1) complete (almost) changeover to reorganized texture mapping system - * 2) finally fix texture animation; textures now animate at the correct speed - * --Goober5000 - * - * Revision 2.180.2.3 2006/07/04 07:42:20 Goober5000 - * --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P - * --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly - * --Goober5000 - * - * Revision 2.180.2.2 2006/06/18 16:53:59 taylor - * make sure we don't process cmeasure homing more than once (this should also fix the incompatible network packet) - * fix flag check to be sure that we properly detonate missiles tracking cmeasures - * - * Revision 2.180.2.1 2006/06/04 17:57:00 wmcoolmon - * Remove $Collide Ship and $Collide Weapon options from 3.6.9, as these are not finalized - * - * Revision 2.180 2006/05/27 16:45:11 taylor - * some minor cleanup - * remove -nobeampierce - * update for geometry batcher changes - * - * Revision 2.179 2006/04/20 06:32:30 Goober5000 - * proper capitalization according to Volition - * - * Revision 2.178 2006/02/25 21:47:19 Goober5000 - * spelling - * - * Revision 2.177 2006/02/16 05:48:48 taylor - * keep weapon model refcount correct (this is admittedly strange, but safer than before) - * - * Revision 2.176 2006/02/15 07:26:52 wmcoolmon - * Blah, pulled a Goober. - * - * Revision 2.175 2006/02/15 07:19:50 wmcoolmon - * Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks - * - * Revision 2.174 2006/02/13 00:20:46 Goober5000 - * more tweaks, plus clarification of checks for the existence of files - * --Goober5000 - * - * Revision 2.173 2006/02/12 17:54:35 wmcoolmon - * Remove initial corkscrew values from parse_weapon - * - * Revision 2.172 2006/01/30 07:00:14 taylor - * fix endless loop when we've got too many weapons - * - * Revision 2.171 2006/01/30 06:33:19 taylor - * add transparent, cycling alpha, and no-light options for weapons - * - * Revision 2.170 2006/01/18 16:02:26 taylor - * if a weapon model isn't loaded then be sure to load it in weapon_create() (catches a few weird weapon setups) - * - * Revision 2.169 2006/01/13 03:30:59 Goober5000 - * übercommit of custom IFF stuff :) - * - * Revision 2.168 2006/01/09 04:53:41 phreak - * Remove tertiary weapons in their current form, I want something more flexable instead of what I had there. - * - * Revision 2.167 2006/01/07 12:48:04 taylor - * make sure that thrusters will still render with a missing primary bitmap if they have a primary glow - * - * Revision 2.166 2006/01/03 06:02:59 taylor - * weapon precedence wasn't getting read in on normal weapon.tbl parse, should fix the missing primary weapons in early retail missions - * - * Revision 2.165 2005/12/29 08:08:42 wmcoolmon - * Codebase commit, most notably including objecttypes.tbl - * - * Revision 2.164 2005/12/28 22:17:02 taylor - * deal with cf_find_file_location() changes - * add a central parse_modular_table() function which anything can use - * fix up weapon_expl so that it can properly handle modular tables and LOD count changes - * add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds) - * - * Revision 2.163 2005/12/24 04:18:57 taylor - * fix a couple of beam section issues when using modular tables - * - * Revision 2.162 2005/12/21 08:27:37 taylor - * add the name of the modular table about to be parsed to the debug log - * a missing weapon_expl table should just be a note in the debug log rather than a popup warning - * - * Revision 2.161 2005/12/18 20:13:26 wmcoolmon - * Swap beam fixed/animation image loading order - * - * Revision 2.160 2005/12/17 00:59:48 wmcoolmon - * Added +nocreate and more verbose index handling for beam sections - * - * Revision 2.159 2005/12/17 00:50:55 wmcoolmon - * Better handling of beam overrides (bm_unload textures as they are replaced) - * - * Revision 2.158 2005/12/15 06:03:50 phreak - * Countermeasres parameters. Lets users specify how easily missiles are spoofed by countermeasures - * - * A missile is given a seeker strength. Aspect default of 2. Heat default of 3. This is a missile's resistance to spoofage - * A countermesaure is given an effectiveness for each type. The defaults for countermeasure heat and aspect effectiveness are both 1. - * Also gave the countermeasure an effective range. Default is 300 meters. - * - * A missiles chance of being spoofed is calculated by / - * So by default, 1/2 of aspect seekers will be fooled by a countermeasures, while 1/3 of heat seekers would be spoofed by default. - * - * Also i gave the option of aspect missiles having a view cone different from 180 degrees. This parameter is optional and doesn't effect anything already there. - * - * Revision 2.157 2005/12/13 05:27:36 phreak - * various countermeasures related fixes. Special cases needed to be handled. - * - * Revision 2.156 2005/12/12 21:32:14 taylor - * allow use of a specific LOD for ship and weapon rendering in the hud targetbox - * - * Revision 2.155 2005/12/08 15:33:39 taylor - * switch the shockwave pof and normal names back to the correct spots, this was probably causing some - * 3-D shockwave usage issues since they wouldn't have rendered - * - * Revision 2.154 2005/12/05 01:54:16 wmcoolmon - * "laser" and "missile" to "primary" and "secondary" - * - * Revision 2.153 2005/12/04 19:02:36 wmcoolmon - * Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons - * - * Revision 2.152 2005/11/24 06:37:17 phreak - * Apply lighting to missiles if -missile_lighting command line is set. - * - * Revision 2.151 2005/11/23 06:53:22 taylor - * when using cheats be sure to properly load up all weapons that aren't already paged in - * - * Revision 2.150 2005/11/22 04:50:52 taylor - * yuck, ugly mistake on my part (thanks Goober!) - * - * Revision 2.149 2005/11/22 00:01:11 taylor - * combine weapon_info_close() and weapon_close() - * changes to allow use of weapon_expl.tbl and the modular table versions once more - * - the tables aren't required (but a warning will be produced if weapon_expl.tbl doesn't exist) - * - don't back load LODs, if it's not there then don't use it - * - handle a couple of error conditions a bit better - * - * Revision 2.148 2005/11/21 02:43:30 Goober5000 - * change from "setting" to "profile"; this way makes more sense - * --Goober5000 - * - * Revision 2.147 2005/11/21 00:46:06 Goober5000 - * add ai_settings.tbl - * --Goober5000 - * - * Revision 2.146 2005/11/16 21:27:31 taylor - * don't try to apply a shockwave force if there is no actual force to apply, avoids needless math and fixes a NULL vec3d warning - * - * Revision 2.145 2005/11/13 06:49:05 taylor - * -loadonlyused in on by default now, can be turned off with -loadallweps - * - * Revision 2.144 2005/11/08 01:04:02 wmcoolmon - * More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix - * - * Revision 2.143 2005/11/05 05:12:21 wmcoolmon - * Fix(?) for checking whether a weapon is armed or not - * - * Revision 2.142 2005/10/30 06:44:59 wmcoolmon - * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes - * - * Revision 2.141 2005/10/26 00:43:06 taylor - * make sure that XMTs don't try to still create an invalid entry when +nocreate is used - * - * Revision 2.140 2005/10/23 20:34:30 taylor - * some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about - * - * Revision 2.139 2005/10/19 20:54:06 taylor - * fix some bugs with spawn type weapon assignments, particularly with TBMs - * - * Revision 2.138 2005/10/14 07:22:24 Goober5000 - * removed an unneeded parameter and renamed some stuff - * --Goober5000 - * - * Revision 2.137 2005/10/11 08:30:37 taylor - * fix memory freakage from dynamic spawn weapon types - * - * Revision 2.136 2005/10/10 17:32:59 taylor - * actual cmeasure fix, don't know why the hell it didn't end up other commit - * - * Revision 2.135 2005/10/10 17:19:07 taylor - * remove NO_NETWORK - * little sanity on model_load() calls - * fix cmeasure bug where a blank entry was getting added - * - * Revision 2.134 2005/10/09 23:56:22 Kazan - * some weird character was on the head of weapons.cpp - * - * Revision 2.133 2005/10/09 17:38:49 wmcoolmon - * Added names to the 'limits reached' dialogs in ship/weapons.tbl - * - * Revision 2.132 2005/10/09 03:13:13 wmcoolmon - * Much better laser weapon/pof handling, removed a couple unneccessary - * warnings (used to try and track down a bug) - * - * Revision 2.131 2005/10/09 00:43:09 wmcoolmon - * Extendable modular tables (XMTs); added weapon dialogs to the Lab - * - * Revision 2.130 2005/09/29 04:26:09 Goober5000 - * parse fixage - * --Goober5000 - * - * Revision 2.129 2005/09/11 03:50:42 phreak - * sort_weapons_by_type() now also subsorts primaries by whether its supposed to only - * be used on big ships or not. - * - * Revision 2.128 2005/09/08 23:20:54 phreak - * sort_weapons_by_type() now subsorts missiles and places fighter-sized weapons ahead of capital weapons and child weapons - * its also alot less memory intensive too. - * - * Revision 2.127 2005/09/06 00:32:20 Kazan - * fixed a bug related to multiplayer table validation and modular tables - * - * Revision 2.126 2005/08/31 06:12:41 Goober5000 - * roll back and recommit the minimally invasive version of phreak's fix... - * this removes a bit of redundant code - * --Goober5000 - * - * Revision 2.123 2005/07/29 10:18:26 taylor - * safety check for TYPE_D beam weapons, the +Shots: count needs to be at least 1 to avoid various errors - * - * Revision 2.122 2005/07/24 06:01:37 wmcoolmon - * Multiple shockwaves support. - * - * Revision 2.121 2005/07/24 00:32:45 wmcoolmon - * Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl - * support for the demo/FS1 - * - * Revision 2.120 2005/07/22 10:18:37 Goober5000 - * CVS header tweaks - * --Goober5000 - * - * Revision 2.119 2005/07/13 03:35:30 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.118 2005/06/30 00:36:10 Goober5000 - * Removed "beam no whack" as setting the beam's mass to 0 achieves the same effect. - * --Goober5000 - * - * Revision 2.117 2005/06/02 02:41:52 wmcoolmon - * Protected ships are safe from spawning weapons. :) - * - * Revision 2.116 2005/05/23 05:55:12 taylor - * more from Jens... - * - make sure that a frame number doesn't get carried over to non-animated weapon glows - * - move the line splitting code in missiontraining.cpp so that we don't have to worry about EOS chars - * - * Revision 2.115 2005/05/12 17:49:18 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.114 2005/05/08 20:20:06 wmcoolmon - * armor.tbl revamp - * - * Revision 2.113 2005/05/01 23:40:44 phreak - * bumped MAX_SPAWN_WEAPONS to 30 for inferno builds - * - * Revision 2.112 2005/04/30 18:20:57 phreak - * buckets in sort_weapons_by_type() allocated on the heap instead of the stack. - * - * Revision 2.111 2005/04/28 05:29:30 wmcoolmon - * Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse - * - * Revision 2.110 2005/04/28 01:39:14 wmcoolmon - * stuff_byte to stuff_ubyte - * - * Revision 2.109 2005/04/25 00:34:00 wmcoolmon - * Use parse_sound instead of code chunks - * - * Revision 2.108 2005/04/24 12:47:36 taylor - * little cleanup of laser rendering - * - fix animated glows - * - proper alpha modification (still messed up somewhere though, shows in neb missions) - * - remove excess batch_render() - * - * Revision 2.107 2005/04/24 07:31:34 Goober5000 - * made swarm/corkscrew/flak conflict more friendly - * --Goober5000 - * - * Revision 2.106 2005/04/15 06:23:18 wmcoolmon - * Local codebase commit; adds armor system. - * - * Revision 2.105 2005/04/05 05:53:25 taylor - * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) - * - * Revision 2.104 2005/04/02 21:34:08 phreak - * put First_secondary_index back in so FRED can compile. - * The weapons list is also sorted whenever all loading is done so lasers and beams always - * come before missiles. FRED's loadout code needs this behavior to stick. - * - * Revision 2.103 2005/03/30 02:32:41 wmcoolmon - * Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name - * as well as its index (ie "L_sidearm.wav" instead of "76") - * - * Revision 2.102 2005/03/27 12:28:35 Goober5000 - * clarified max hull/shield strength names and added ship guardian thresholds - * --Goober5000 - * - * Revision 2.101 2005/03/25 06:57:38 wmcoolmon - * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) - * - * Revision 2.100 2005/03/24 23:24:01 taylor - * use SWARM_MISSILE_DELAY again so that it's easier to keep up with - * fix compiler warnings - * - * Revision 2.99 2005/03/19 18:02:35 bobboau - * added new graphic functions for state blocks - * also added a class formanageing a new effect - * - * Revision 2.98 2005/03/16 01:35:59 bobboau - * added a geometry batcher and implemented it in sevral places - * namely: lasers, thrusters, and particles, - * these have been the primary botle necks for some time, - * and this seems to have smoothed them out quite a bit. - * - * Revision 2.97 2005/03/12 21:08:01 phreak - * doubled default spawn angle from 180 to 360 since it seems to track better - * - * Revision 2.96 2005/03/10 08:00:17 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.95 2005/03/08 04:41:39 Goober5000 - * whoops - * - * Revision 2.94 2005/03/08 03:50:18 Goober5000 - * edited for language ;) - * --Goober5000 - * - * Revision 2.93 2005/03/03 16:40:29 taylor - * animated beam muzzle glows - * - * Revision 2.92 2005/03/02 21:24:48 taylor - * more network/inferno goodness for Windows, takes care of a few warnings too - * - * Revision 2.91 2005/03/01 06:55:45 bobboau - * oh, hey look I've commited something :D - * animation system, weapon models detail box alt-tab bug, probly other stuff - * - * Revision 2.90 2005/02/20 23:11:51 wmcoolmon - * Fix0r3d trails - * - * Revision 2.89 2005/02/20 07:39:14 wmcoolmon - * Trails update: Better, faster, stronger, but not much more reliable - * - * Revision 2.88 2005/02/19 07:54:33 wmcoolmon - * Removed trails limit - * - * Revision 2.87 2005/02/18 04:54:44 wmcoolmon - * Added $Tech Model (after +Tech Description) - * - * Revision 2.86 2005/02/14 23:59:23 taylor - * make hudparse GCC 3.4 friendly (WMCoolmon way want to check this with tbl) - * fix OSX compile problem - * debug message in weapons_page_in() should have been real debug message - * - * Revision 2.85 2005/02/04 20:06:10 taylor - * merge with Linux/OSX tree - p0204-2 - * - * Revision 2.84 2005/02/03 01:26:45 phreak - * revert to default d-missile behavior if the electroinics parameters aren't specified. - * added an option to customize the old-style disruption calculation as well. - * - * Revision 2.83 2005/01/28 04:05:05 phreak - * shockwave weapons now work properly with the electronics (d-missible) tag - * added in a "randomness factor" for electronics parameters. This adds or subtracts - * a random value between 0 and this factor to the disruption time. This was hard coded - * to be 4 seconds in retail. - * - * Revision 2.82 2005/01/11 04:05:23 taylor - * fully working (??) -loadonlyused, allocate used_weapons[] and ship_class_used[] only when needed - * - * Revision 2.81 2005/01/05 23:17:38 taylor - * make sure we're not loading weapons that are left over from larger missions - * - * Revision 2.80 2005/01/03 18:46:03 taylor - * stupid mistake - * - * Revision 2.79 2004/12/25 09:25:41 wmcoolmon - * Fix to modular tables workaround with Fs2NetD - * - * Revision 2.78 2004/12/23 23:35:02 wmcoolmon - * Added +Hud Image: for weapons, which replaces the weapon name in the list with an image. - * - * Revision 2.77 2004/11/21 11:38:17 taylor - * support for animated beam sections - * various weapon-only-used fixes - * remove the -1 frame fix since it was fixed elsewhere - * - * Revision 2.76 2004/11/02 08:32:38 taylor - * animate weapon glow/bitmaps properly while in flight, make sure - * we don't exceed bitmap frame numbers, don't try to calculate - * frame for particle spew animations since particle_render_all() - * does that for us already - * - * Revision 2.75 2004/09/10 13:48:34 et1 - * Implemented "+WeaponMinRange" token - * - * Revision 2.74 2004/07/31 08:58:07 et1 - * Implemented "+SwarmWait:"-token and fixed weapon glow tails - * - * Revision 2.73 2004/07/26 20:47:56 Kazan - * remove MCD complete - * - * Revision 2.72 2004/07/17 09:25:59 taylor - * add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again - * - * Revision 2.71 2004/07/14 01:27:01 wmcoolmon - * Better -load_only_used handling; added mark_weapon_used(weapon ID), which does check for IDs of -1. - * - * Revision 2.70 2004/07/12 16:33:09 Kazan - * MCD - define _MCD_CHECK to use memory tracking - * - * Revision 2.69 2004/07/11 03:22:54 bobboau - * added the working decal code - * - * Revision 2.68 2004/07/01 01:54:59 phreak - * function pointer radar update. - * will enable us to make different radar styles that we can switch between - * - * Revision 2.67 2004/06/29 06:02:34 wmcoolmon - * Support as well as the extern for "-load_only_used"; this way everything that includes cmdline.h doesn't have to be recompiled. - * - * Revision 2.66 2004/06/22 23:14:10 wmcoolmon - * Nonworking OGG support for sound (not music) added, disabled load-only-used-weapons code, modification to sound system registry code. - * OGG code has been commented out, so you don't need the SDK yet. - * - * Revision 2.65 2004/06/18 04:59:55 wmcoolmon - * Only used weapons paged in instead of all, fixed music box in FRED, sound quality settable with SoundSampleRate and SoundSampleBits registry values - * - * Revision 2.64 2004/06/05 19:15:39 phreak - * spawn weapons can now be specified to be spawned at different angles other than - * the sphere thats used in retail - * - * Revision 2.63 2004/05/26 21:02:27 wmcoolmon - * Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages - * - * Revision 2.62 2004/05/26 03:52:08 wmcoolmon - * Ship & weapon modular table files - * - * Revision 2.61 2004/04/06 05:28:07 phreak - * oops, hanging ')' - * - * Revision 2.60 2004/04/06 05:26:59 phreak - * properly commented Local SSM code. - * put in some estimation code so the Local SSMs warp in closer to moving ships - * - * Revision 2.59 2004/04/06 04:53:21 phreak - * Local SSMs now working again after the code for setting the jumpout/jumpin - * times for the missile were removed. - * - * Revision 2.58 2004/03/20 14:47:14 randomtiger - * Added base for a general dynamic batching solution. - * Fixed NO_DSHOW_CODE code path bug. - * - * Revision 2.57 2004/03/17 04:07:32 bobboau - * new fighter beam code - * fixed old after burner trails - * had to bump a few limits, working on some dynamic solutions - * a few fixed to background POF rendering - * fixing asorted bugs - * - * Revision 2.56 2004/03/06 23:28:24 bobboau - * fixed motion debris - * animated laser textures - * and added a new error check called a safepoint, mostly for tracking the 'Y bug' - * - * Revision 2.55 2004/03/05 09:01:54 Goober5000 - * Uber pass at reducing #includes - * --Goober5000 - * - * Revision 2.54 2004/02/20 04:29:57 bobboau - * pluged memory leaks, - * 3D HTL lasers (they work perfictly) - * and posably fixed Turnsky's shinemap bug - * - * Revision 2.53 2004/02/14 00:18:37 randomtiger - * Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details. - * OK, these changes effect a lot of file, I suggest everyone updates ASAP: - * Removal of many files from project. - * Removal of meanless Gr_bitmap_poly variable. - * Removal of glide, directdraw, software modules all links to them, and all code specific to those paths. - * Removal of redundant Fred paths that arent needed for Fred OGL. - * Have seriously tidied the graphics initialisation code and added generic non standard mode functionality. - * Fixed many D3D non standard mode bugs and brought OGL up to the same level. - * Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024. - * - * Revision 2.52 2004/02/05 14:31:45 Goober5000 - * fixed a few random bugs - * --Goober5000 - * - * Revision 2.51 2004/02/04 04:28:14 Goober5000 - * fixed Asserts in two places and commented out an unneeded variable - * --Goober5000 - * - * Revision 2.50 2004/01/30 07:39:09 Goober5000 - * whew - I just went through all the code I ever added (or at least, that I could - * find that I commented with a Goober5000 tag) and added a bunch of Asserts - * and error-checking - * --Goober5000 - * - * Revision 2.49 2004/01/20 22:10:01 Goober5000 - * heat-seekers now home in on hidden ships - * --Goober5000 - * - * Revision 2.48 2003/12/17 20:38:26 phreak - * fixed some logic when dealing with parsing local ssms - * - * Revision 2.47 2003/12/17 16:41:25 phreak - * "small only" weapons flag added. weapon shoots at small ships like fighters - * - * Revision 2.46 2003/12/02 03:16:16 Goober5000 - * fixed CVS log header so that changes would update more cleanly - * --Goober5000 - * - * Revision 2.45 2003/11/22 10:36:31 fryday - * Changed default alpha value for lasers in OpenGL to be like in D3D - * Fixed Glowmaps being rendered with GL_NEAREST instead of GL_LINEAR. - * Dynamic Lighting almost there. It looks like some normals are fudged or something. - * - * Revision 2.44 2003/11/11 02:15:41 Goober5000 - * ubercommit - basically spelling and language fixes with some additional - * warnings disabled - * --Goober5000 - * - * Revision 2.43 2003/11/09 07:36:51 Goober5000 - * fixed spelling - * --Goober5000 - * - * Revision 2.42 2003/10/25 06:56:07 bobboau - * adding FOF stuff, - * and fixed a small error in the matrix code, - * I told you it was indeed suposed to be gr_start_instance_matrix - * in g3_done_instance, - * g3_start_instance_angles needs to have an gr_ API abstraction version of it made - * - * Revision 2.41 2003/10/13 05:57:50 Kazan - * Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down - * Commented out the "warning null vector in vector normalize" crap - * Added "beam no whack" flag for beams - said beams NEVER whack - * Some reliability updates in FS2NetD - * - * Revision 2.40 2003/09/26 14:37:16 bobboau - * commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL - * still needs a lot of work, ubt the frame rates were getting with it are incredable - * the biggest problem it still has is a bad lightmanegment system, and the zbuffer - * doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters, - * and weapons, I think these should be modifyed to be sent through hardware, - * it would be slightly faster and it would likely fix the problem - * - * also the thruster glow/particle stuff I did is now in. - * - * Revision 2.39 2003/09/13 08:27:27 Goober5000 - * added some minor things, such as code cleanup and the following: - * --turrets will not fire at cargo - * --MAX_SHIELD_SECTIONS substituted for the number 4 in many places - * --supercaps have their own default message bitfields (distinguished from capships) - * --turrets are allowed on fighters - * --jump speed capped at 65m/s, to avoid ship travelling too far - * --non-huge weapons now scale their damage, instead of arbitrarily cutting off - * ----Goober5000 - * - * Revision 2.38 2003/09/13 06:02:04 Goober5000 - * clean rollback of all of argv's stuff - * --Goober5000 - * - * Revision 2.35 2003/08/22 07:35:09 bobboau - * specular code should be bugless now, - * cell shadeing has been added activated via the comand line '-cell', - * 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details - * - * Revision 2.34 2003/08/06 17:36:17 phreak - * preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed - * - * Revision 2.33 2003/06/25 03:21:03 phreak - * added support for weapons that only fire when tagged - * also added limited firing range for local ssms - * - * Revision 2.32 2003/06/14 22:56:17 phreak - * fixed a bug where local ssms may miss the warphole when entering subspace - * - * Revision 2.31 2003/06/13 15:33:57 phreak - * added a warning that will display if a modder puts in a local ssm that: - * is a laser or beam - * doesn't home - * - * Revision 2.30 2003/06/12 21:21:26 phreak - * local ssms fired without lock will not enter subspace at all - * - * Revision 2.29 2003/06/12 17:45:54 phreak - * local ssm warpin is now handled better than what i committed earlier - * - * Revision 2.28 2003/06/12 16:54:06 phreak - * fixed a minor bug where local ssms will warpin at 0,0,0 if their target was destroyed while in subspace - * - * Revision 2.27 2003/06/11 03:13:39 phreak - * i hate to update again so soon, but there was a compile warning that i accidently passed over - * - * Revision 2.26 2003/06/11 03:06:07 phreak - * local subspace missiles are now in game. yay - * - * Revision 2.25 2003/05/05 20:55:44 Goober5000 - * fixed small bug inadvertently added by Phreak affecting the custom hitpoints - * mod; also fixed a small bug in the new disruption mod (disrupting all subsystems, - * as opposed to only those within the weapon radius) - * --Goober5000 - * - * Revision 2.24 2003/05/04 19:51:28 phreak - * fixed mispelling - * - * Revision 2.23 2003/05/03 23:47:04 phreak - * added multipliers for beam turrets and sensors for disruptor missiles - * - * Revision 2.22 2003/05/03 16:48:08 phreak - * changed around the way disruptor weapons work - * - * Revision 2.21 2003/04/29 01:03:22 Goober5000 - * implemented the custom hitpoints mod - * --Goober5000 - * - * Revision 2.20 2003/03/29 09:42:05 Goober5000 - * made beams default shield piercing again - * also added a beam no pierce command line flag - * and fixed something else which I forgot :P - * --Goober5000 - * - * Revision 2.19 2003/03/19 09:05:26 Goober5000 - * more housecleaning, this time for debug warnings - * --Goober5000 - * - * Revision 2.18 2003/03/18 10:07:06 unknownplayer - * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. - * - * Revision 2.4 2002/11/11 20:18:30 phreak - * updated parse_weapon to parse custom corkscrew missiles - * - * Revision 2.3 2002/11/06 23:22:05 phreak - * Parser error handling for fighter flak, it didn't want flak on player weapons, now it doesn't care - * - * Revision 2.2 2002/10/19 19:29:29 bobboau - * initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry - * Revision 2.1.2.2 2002/09/28 22:13:43 randomtiger - * Sorted out some bits and pieces. The background nebula blends now which is nice. RT - * - * Revision 2.1.2.1 2002/09/24 18:56:46 randomtiger - * DX8 branch commit - * - * This is the scub of UP's previous code with the more up to date RT code. - * For full details check previous dev e-mails - * - * Revision 2.1 2002/08/01 01:41:11 penguin - * The big include file move - * - * Revision 2.0 2002/06/03 04:02:29 penguin - * Warpcore CVS sync - * - * Revision 1.4 2002/05/13 15:11:03 mharris - * More NO_NETWORK ifndefs added - * - * Revision 1.3 2002/05/10 20:42:45 mharris - * use "ifndef NO_NETWORK" all over the place - * - * Revision 1.2 2002/05/04 04:52:22 mharris - * 1st draft at porting - * - * Revision 1.1 2002/05/02 18:03:13 mharris - * Initial checkin - converted filenames and includes to lower case - * - * - * 69 9/14/99 3:26a Dave - * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer - * respawn-too-early problem. Made a few crash points safe. - * - * 68 9/14/99 1:32a Andsager - * Better LOD for weapon explosions when behind. Move point ahead to get - * vertex and then find size. - * - * 67 9/07/99 1:10p Mikek - * Fix code I busted due to adding lifeleft to missiles. - * - * 66 9/07/99 12:20a Andsager - * LOD less agressive at lower hardware detail level - * - * 65 9/06/99 7:21p Dave - * Commented out bad lifeleft scaling code in weapon_set_tracking_info() - * - * 64 9/06/99 3:23p Andsager - * Make fireball and weapon expl ani LOD choice look at resolution of the - * bitmap - * - * 63 9/06/99 12:46a Andsager - * Add weapon_explosion_ani LOD - * - * 62 9/05/99 11:24p Mikek - * Fixed problems caused by earlier checkin (that was rolled back). - * Problem was wp->target_pos was not set for swarmers. - * - * More tweaking of missile behavior. Also add 20% to lifetime of a - * locked missile. - * - * [Rolled back -- MK] 63 9/05/99 2:23p Mikek - * Make aspect seekers a little less likely to miss their target. - * Mysterious why they do it so often. Maybe fix for FS3... - * - * [Rolled back -- MK] 62 9/04/99 12:09p Mikek - * Limit number of spawned weapons that can home on player based on skill - * level. Works same as for non-spawned weapons. Only do in single - * player. - * - * 61 8/27/99 1:34a Andsager - * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge - * when weapon blows up. - * - * 60 8/24/99 10:47a Jefff - * tech room weapon anims. added tech anim field to weapons.tbl - * - * 59 8/16/99 11:58p Andsager - * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS - * hulls. - * - * 58 8/10/99 5:30p Jefff - * Added tech_title string to weapon_info. Changed parser accordingly. - * - * 57 8/05/99 2:06a Dave - * Whee. - * - * 56 8/02/99 5:16p Dave - * Bumped up weapon title string length from 32 to 48 - * - * 55 7/29/99 5:41p Jefff - * Sound hooks for cmeasure success - * - * 54 7/24/99 1:54p Dave - * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert - * missions. - * - * 53 7/19/99 7:20p Dave - * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula - * pre-rendering. - * - * 52 7/18/99 12:32p Dave - * Randomly oriented shockwaves. - * - * 51 7/16/99 1:50p Dave - * 8 bit aabitmaps. yay. - * - * 50 7/15/99 9:20a Andsager - * FS2_DEMO initial checkin - * - * 49 7/08/99 10:53a Dave - * New multiplayer interpolation scheme. Not 100% done yet, but still - * better than the old way. - * - * 48 7/02/99 4:31p Dave - * Much more sophisticated lightning support. - * - * 47 7/01/99 5:57p Johnson - * Oops. Fixed big ship damage. - * - * 46 7/01/99 4:23p Dave - * Full support for multiple linked ambient engine sounds. Added "big - * damage" flag. - * - * 45 6/30/99 5:53p Dave - * Put in new anti-camper code. - * - * 44 6/22/99 3:24p Danw - * Fixed incorrect weapon hit sound culling. - * - * 43 6/21/99 7:25p Dave - * netplayer pain packet. Added type E unmoving beams. - * - * 42 6/14/99 10:45a Dave - * Made beam weapons specify accuracy by skill level in the weapons.tbl - * - * 41 6/11/99 11:13a Dave - * last minute changes before press tour build. - * - * 40 6/04/99 2:16p Dave - * Put in shrink effect for beam weapons. - * - * 39 6/01/99 8:35p Dave - * Finished lockarm weapons. Added proper supercap weapons/damage. Added - * awacs-set-radius sexpression. - * - * 38 6/01/99 3:52p Dave - * View footage screen. Fixed xstrings to not display the & symbol. Popup, - * dead popup, pxo find player popup, pxo private room popup. - * - * 37 5/27/99 6:17p Dave - * Added in laser glows. - * - * 36 5/20/99 7:00p Dave - * Added alternate type names for ships. Changed swarm missile table - * entries. - * - * 35 5/08/99 8:25p Dave - * Upped object pairs. First run of nebula lightning. - * - * 34 4/28/99 11:13p Dave - * Temporary checkin of artillery code. - * - * 33 4/28/99 3:11p Andsager - * Stagger turret weapon fire times. Make turrets smarter when target is - * protected or beam protected. Add weaopn range to weapon info struct. - * - * 32 4/22/99 11:06p Dave - * Final pass at beam weapons. Solidified a lot of stuff. All that remains - * now is to tweak and fix bugs as they come up. No new beam weapon - * features. - * - * 31 4/19/99 11:01p Dave - * More sophisticated targeting laser support. Temporary checkin. - * - * 30 4/16/99 5:54p Dave - * Support for on/off style "stream" weapons. Real early support for - * target-painting lasers. - * - * 29 4/07/99 6:22p Dave - * Fred and FreeSpace support for multiple background bitmaps and suns. - * Fixed link errors on all subprojects. Moved encrypt_init() to - * cfile_init() and lcl_init(), since its safe to call twice. - * - * 28 4/02/99 1:35p Dave - * Removed weapon hit packet. No good for causing pain. - * - * 27 4/02/99 9:55a Dave - * Added a few more options in the weapons.tbl for beam weapons. Attempt - * at putting "pain" packets into multiplayer. - * - * 26 3/31/99 9:26p Dave - * Don't load beam textures when in Fred. - * - * 25 3/31/99 8:24p Dave - * Beefed up all kinds of stuff, incluging beam weapons, nebula effects - * and background nebulae. Added per-ship non-dimming pixel colors. - * - * 24 3/23/99 2:29p Andsager - * Fix shockwaves for kamikazi and Fred defined. Collect together - * shockwave_create_info struct. - * - * 23 3/23/99 11:03a Dave - * Added a few new fields and fixed parsing code for new weapon stuff. - * - * 22 3/19/99 9:52a Dave - * Checkin to repair massive source safe crash. Also added support for - * pof-style nebulae, and some new weapons code. - * - * 24 3/15/99 6:45p Daveb - * Put in rough nebula bitmap support. - * - * 23 3/12/99 3:19p Enricco - * Remove spurious Int3() - * - * 22 3/11/99 5:53p Dave - * More network optimization. Spliced in Dell OEM planet bitmap crap. - * - * 21 3/10/99 6:51p Dave - * Changed the way we buffer packets for all clients. Optimized turret - * fired packets. Did some weapon firing optimizations. - * - * 20 2/24/99 4:02p Dave - * Fixed weapon locking and homing problems for multiplayer dogfight mode. - * - * 19 2/05/99 12:52p Dave - * Fixed Glide nondarkening textures. - * - * 18 1/29/99 12:47a Dave - * Put in sounds for beam weapon. A bunch of interface screens (tech - * database stuff). - * - * 17 1/27/99 9:56a Dave - * Temporary checkin of beam weapons for Dan to make cool sounds. - * - * 16 1/25/99 5:03a Dave - * First run of stealth, AWACS and TAG missile support. New mission type - * :) - * - * 15 1/24/99 11:37p Dave - * First full rev of beam weapons. Very customizable. Removed some bogus - * Int3()'s in low level net code. - * - * 14 1/21/99 10:45a Dave - * More beam weapon stuff. Put in warmdown time. - * - * 13 1/12/99 5:45p Dave - * Moved weapon pipeline in multiplayer to almost exclusively client side. - * Very good results. Bandwidth goes down, playability goes up for crappy - * connections. Fixed object update problem for ship subsystems. - * - * 12 1/08/99 2:08p Dave - * Fixed software rendering for pofview. Super early support for AWACS and - * beam weapons. - * - * 11 1/06/99 2:24p Dave - * Stubs and release build fixes. - * - * 10 12/01/98 6:12p Johnson - * Make sure to page in weapon impact animations as xparent textures. - * - * 9 11/20/98 4:08p Dave - * Fixed flak effect in multiplayer. - * - * 8 11/14/98 5:33p Dave - * Lots of nebula work. Put in ship contrails. - * - * 7 11/05/98 4:18p Dave - * First run nebula support. Beefed up localization a bit. Removed all - * conditional compiles for foreign versions. Modified mission file - * format. - * - * 6 10/26/98 9:42a Dave - * Early flak gun support. - * - * 5 10/23/98 3:51p Dave - * Full support for tstrings.tbl and foreign languages. All that remains - * is to make it active in Fred. - * - * 4 10/07/98 6:27p Dave - * Globalized mission and campaign file extensions. Removed Silent Threat - * special code. Moved \cache \players and \multidata into the \data - * directory. - * - * 3 10/07/98 4:49p Andsager - * don't do weapon swap (was needed for mission disk) - * - * 2 10/07/98 10:54a Dave - * Initial checkin. - * - * 1 10/07/98 10:51a Dave - * - * 314 9/21/98 11:19p Dave - * Weapon name fix. - * - * 313 9/19/98 4:33p Adam - * Changed default values for particle spew (used on Leech Cannon) - * - * 312 9/13/98 10:51p Dave - * Put in newfangled icons for mission simulator room. New mdisk.vp - * checksum and file length. - * - * 311 9/13/98 4:29p Andsager - * Maintain Weapon_info compataiblity with mission disk - * - * 310 9/13/98 4:26p Andsager - * - * 309 9/01/98 4:25p Dave - * Put in total (I think) backwards compatibility between mission disk - * freespace and non mission disk freespace, including pilot files and - * campaign savefiles. - * - * 308 8/28/98 3:29p Dave - * EMP effect done. AI effects may need some tweaking as required. - * - * 307 8/25/98 1:49p Dave - * First rev of EMP effect. Player side stuff basically done. Next comes - * AI code. - * - * 306 8/18/98 10:15a Dave - * Touchups on the corkscrew missiles. Added particle spewing weapons. - * - * 305 8/17/98 5:07p Dave - * First rev of corkscrewing missiles. - * - * 304 6/30/98 2:23p Dave - * Revised object update system. Removed updates for all weapons. Put - * button info back into control info packet. - * - * 303 6/22/98 8:36a Allender - * revamping of homing weapon system. don't send as object updates - * anymore - * - * 302 5/24/98 2:25p Allender - * be sure that homing missiles die on client when lifeleft gets too - * negative (lost packets) - * - * 301 5/20/98 5:47p Sandeep - * - * 300 5/18/98 1:58a Mike - * Make Phoenix not be fired at fighters (but yes bombers). - * Improve positioning of ships in guard mode. - * Make turrets on player ship not fire near end of support ship docking. - * - * $NoKeywords: $ - */ + //#include diff --git a/fs2_open/code/windows_stub/config.h b/fs2_open/code/windows_stub/config.h index a701454ded..aa9bae0b7b 100644 --- a/fs2_open/code/windows_stub/config.h +++ b/fs2_open/code/windows_stub/config.h @@ -1,112 +1,6 @@ // config.h -/* - * $Logfile: $ - * $Revision: 2.17.2.7 $ - * $Date: 2007-10-17 20:59:30 $ - * $Author: taylor $ - * - * OS-dependent definitions. - * - * $Log: not supported by cvs2svn $ - * Revision 2.17.2.6 2007/10/15 06:43:23 taylor - * FS2NetD v.2 (still a work in progress, but is ~98% complete) - * - * Revision 2.17.2.5 2007/02/12 00:23:40 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 2.17.2.4 2006/12/28 22:47:16 Goober5000 - * fix spelling... *twitch* - * - * Revision 2.17.2.3 2006/09/13 03:50:07 taylor - * bah! stupid. - * - * Revision 2.17.2.2 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.17.2.1 2006/08/19 04:32:11 taylor - * clean out some crap that we don't really need - * - * Revision 2.17 2006/05/27 16:39:40 taylor - * remove non-Windows timeSetEvent() functions - * make PDWORD and LPDWORD int instead of long (64-bit issue) (thanks Spike) - * fix 64-bit ptr issue with OpenAL audio streaming code (thanks Spike) - * add start of device enumberation for OpenAL 1.1 (it just lists available devices now) - * make sure we open the default OpenAL 1.1 device under Windows - * comment out blank listener stuff, this may have been crashing under OS X - * add support for AL_BYTE_OFFSET in OpenAL 1.1 for buffer positioning under Windows - * - * Revision 2.16 2006/05/13 07:29:52 taylor - * OpenGL envmap support - * newer OpenGL extension support - * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics - * add cubemap reading and writing support to DDS loader - * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required - * add support for a default envmap named "cubemap.dds" - * new mission flag "$Environment Map:" to use a pre-existing envmap - * minor cleanup of compiler warning messages - * get rid of wasteful math from gr_set_proj_matrix() - * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there - * clean up bmpman flags in reguards to cubemaps and render targets - * disable D3D envmap code until it can be upgraded to current level of code - * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) - * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call - * - * Revision 2.15 2006/01/26 03:23:30 Goober5000 - * pare down the pragmas some more - * --Goober5000 - * - * Revision 2.14 2006/01/20 06:24:01 Goober5000 - * hopefully fix the Microsoft warnings - * --Goober5000 - * - * Revision 2.13 2006/01/02 07:11:41 taylor - * start of DDS volume/cube map support (rest of this needs code not ready for CVS but this will be needed later) - * - * Revision 2.12 2005/12/28 22:34:01 taylor - * getting tired of having to ifdef the snprintf/_snprintf thing that Microsoft can't do right - * - * Revision 2.11 2005/12/06 03:02:28 taylor - * move the pragma warnings here from pstypes.h for Windows - * add indexed palette support for DDS images - * - * Revision 2.10 2005/07/13 03:35:31 Goober5000 - * remove PreProcDefine #includes in FS2 - * --Goober5000 - * - * Revision 2.9 2005/05/30 05:27:30 taylor - * me is a moron, this broke audio streaming - * - * Revision 2.8 2005/04/11 05:45:38 taylor - * _endthread() doesn't take an argument so do support one (Jens Granseuer) - * debug variable fixes in freespace.cpp (Jens Granseuer) - * as a safety catch we should Assert() on future usage of things we don't yet support in *nix _splitpath() - * - * Revision 2.7 2005/03/27 08:51:25 taylor - * this is what coding on an empty stomach will get you - * - * Revision 2.6 2005/03/27 06:17:54 taylor - * fill in some stuff for timer and mmio calls, not 100% but it works ok - * - * Revision 2.5 2005/01/30 18:32:42 taylor - * merge with Linux/OSX tree - p0130 - * remove extra brace in cfile.cpp - * - * Revision 2.4 2004/08/11 05:06:36 Kazan - * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this - * - * Revision 2.3 2003/03/02 06:25:31 penguin - * Tweaked for gcc - * - penguin - * - * Revision 2.2 2002/07/22 01:06:04 penguin - * More defines for winsock compatibility - * - * Revision 2.1 2002/07/07 19:56:00 penguin - * Back-port to MSVC - * - * $NoKeywords: $ - */ + #ifndef _CONFIG_H #define _CONFIG_H diff --git a/fs2_open/code/windows_stub/stubs.cpp b/fs2_open/code/windows_stub/stubs.cpp index 2cf517479f..084181fdc2 100644 --- a/fs2_open/code/windows_stub/stubs.cpp +++ b/fs2_open/code/windows_stub/stubs.cpp @@ -1,132 +1,5 @@ -/* - * $Logfile: $ - * $Revision: 2.32.2.5 $ - * $Date: 2007-10-28 16:46:36 $ - * $Author: taylor $ - * - * OS-dependent functions. - * - * $Log: not supported by cvs2svn $ - * Revision 2.32.2.4 2007/10/17 21:03:06 taylor - * change Warning() and Error() to use const format variables (can't remember who said to do this) - * fix memory error when zero'ing buffers for error messages on non-Windows platforms - * - * Revision 2.32.2.3 2007/02/12 00:23:40 taylor - * get rid of non-standard itoa(), make use of the proper sprintf() instead - * - * Revision 2.32.2.2 2006/12/07 18:26:48 taylor - * fix for new GCC versions (Fedora Core 6) - * - * Revision 2.32.2.1 2006/09/08 06:14:44 taylor - * fix things that strict compiling balked at (from compiling with -ansi and -pedantic) - * - * Revision 2.32 2006/05/27 16:39:40 taylor - * remove non-Windows timeSetEvent() functions - * make PDWORD and LPDWORD int instead of long (64-bit issue) (thanks Spike) - * fix 64-bit ptr issue with OpenAL audio streaming code (thanks Spike) - * add start of device enumberation for OpenAL 1.1 (it just lists available devices now) - * make sure we open the default OpenAL 1.1 device under Windows - * comment out blank listener stuff, this may have been crashing under OS X - * add support for AL_BYTE_OFFSET in OpenAL 1.1 for buffer positioning under Windows - * - * Revision 2.31 2006/04/16 05:24:16 taylor - * probably doesn't need to be world readable, but certainly doesn't need to be world writeable - * add Assert() to can when we are stupidly trying to allocate 0 or less size bytes in vm_malloc() - * - * Revision 2.30 2006/03/15 17:32:13 taylor - * bump error msg buffer size a little (I'll probably just go dynamic with this since you hopefully won't get this too much anyway) - * - * Revision 2.29 2006/03/08 05:22:14 taylor - * remove asm from MulDiv() since Intel Mac doesn't like it very much, and it doesn't do exactly what it should anyway - * - * Revision 2.28 2006/01/31 15:44:55 taylor - * remove USE_LUA - * - * Revision 2.27 2006/01/21 00:11:51 taylor - * fix for LuaError change, *again* ;) - * - * Revision 2.26 2006/01/13 14:19:34 taylor - * move SDL autoconf checks up so we get the defines earlier - * fix some Lua build problems on Linux (enabled by default now, but with configure option) - * newline fixage - * comment fixage - * - * Revision 2.25 2005/10/27 16:23:03 taylor - * go back to using abort() over exit() for Assert's and Int3's but close out SDL first this time, makes debugging much easier - * - * Revision 2.24 2005/10/17 05:48:18 taylor - * dynamically allocate object collision pairs - * - * Revision 2.23 2005/10/11 08:30:38 taylor - * fix memory freakage from dynamic spawn weapon types - * - * Revision 2.22 2005/09/22 11:21:22 taylor - * delay for fox OS X, SDL messes up for some reason and though I don't like this, even Apple does it - * - * Revision 2.21 2005/09/14 20:38:12 taylor - * some vm_* fixage for Windows - * - * Revision 2.20 2005/09/06 05:32:12 taylor - * use exit(EXIT_FAILURE) rather than abort() so that all atexit() calls will actually get executed - * - * Revision 2.19 2005/09/05 09:38:19 taylor - * merge of OSX tree - * a lot of byte swaps were still missing, will hopefully be fully network compatible now - * - * Revision 2.18 2005/08/14 21:01:59 Kazan - * I'm stupid, sorry - fixed release-build-crash - * - * Revision 2.17 2005/06/22 15:18:58 taylor - * make sure that _mkdir() will return an error if the path is invalid - * - * Revision 2.16 2005/05/28 19:44:17 taylor - * haven't got a clue what I was thinking with that crap - * - * Revision 2.15 2005/05/24 20:52:10 taylor - * make sure that we recursively create directories for Linux/OSX - * replace older recursive mkdir method in cfileextractor with new method - * - * Revision 2.14 2005/05/12 17:49:18 taylor - * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros - * fixes various problems and is past time to make the switch - * - * Revision 2.13 2005/04/21 15:52:24 taylor - * stupid little comment fix, no big deal - * - * Revision 2.12 2005/04/11 05:45:38 taylor - * _endthread() doesn't take an argument so do support one (Jens Granseuer) - * debug variable fixes in freespace.cpp (Jens Granseuer) - * as a safety catch we should Assert() on future usage of things we don't yet support in *nix _splitpath() - * - * Revision 2.11 2005/03/27 08:51:25 taylor - * this is what coding on an empty stomach will get you - * - * Revision 2.10 2005/03/27 06:17:54 taylor - * fill in some stuff for timer and mmio calls, not 100% but it works ok - * - * Revision 2.9 2005/03/24 23:22:59 taylor - * make sure we will get the right error message - * - * Revision 2.8 2005/03/10 08:00:18 taylor - * change min/max to MIN/MAX to fix GCC problems - * add lab stuff to Makefile - * build unbreakage for everything that's not MSVC++ 6 - * lots of warning fixes - * fix OpenGL rendering problem with ship insignias - * no Warnings() in non-debug mode for Linux (like Windows) - * some campaign savefile fixage to stop reverting everyones data - * - * Revision 2.7 2005/02/04 10:12:33 taylor - * merge with Linux/OSX tree - p0204 - * - * Revision 2.6 2005/01/30 18:32:42 taylor - * merge with Linux/OSX tree - p0130 - * remove extra brace in cfile.cpp - * - * - * $NoKeywords: $ - */ + #ifdef SCP_UNIX diff --git a/fs2_open/code/wxfred2/aboutbox.cpp b/fs2_open/code/wxfred2/aboutbox.cpp index 2a88990d0e..bbd5f8ca60 100644 --- a/fs2_open/code/wxfred2/aboutbox.cpp +++ b/fs2_open/code/wxfred2/aboutbox.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/AboutBox.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * About box - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/aboutbox.h b/fs2_open/code/wxfred2/aboutbox.h index 5640a1cd4b..151a4cd884 100644 --- a/fs2_open/code/wxfred2/aboutbox.h +++ b/fs2_open/code/wxfred2/aboutbox.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/AboutBox.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * About box - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _ABOUT_BOX_H #define _ABOUT_BOX_H diff --git a/fs2_open/code/wxfred2/asteroidfieldeditor.cpp b/fs2_open/code/wxfred2/asteroidfieldeditor.cpp index 0616714b98..d4d5758f92 100644 --- a/fs2_open/code/wxfred2/asteroidfieldeditor.cpp +++ b/fs2_open/code/wxfred2/asteroidfieldeditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/AsteroidFieldEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Asteroid field editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/asteroidfieldeditor.h b/fs2_open/code/wxfred2/asteroidfieldeditor.h index 2dab72d75b..26aecb8b35 100644 --- a/fs2_open/code/wxfred2/asteroidfieldeditor.h +++ b/fs2_open/code/wxfred2/asteroidfieldeditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/AsteroidFieldEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Asteroid field editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _ASTEROID_FIELD_EDITOR_H #define _ASTEROID_FIELD_EDITOR_H diff --git a/fs2_open/code/wxfred2/campaigneditor.cpp b/fs2_open/code/wxfred2/campaigneditor.cpp index 740c1d0dd2..31989bc3a0 100644 --- a/fs2_open/code/wxfred2/campaigneditor.cpp +++ b/fs2_open/code/wxfred2/campaigneditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/CampaignEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Campaign editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/campaigneditor.h b/fs2_open/code/wxfred2/campaigneditor.h index 9aba8a5355..56fcb185d7 100644 --- a/fs2_open/code/wxfred2/campaigneditor.h +++ b/fs2_open/code/wxfred2/campaigneditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/CampaignEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Campaign editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _CAMPAIGN_EDITOR_H #define _CAMPAIGN_EDITOR_H diff --git a/fs2_open/code/wxfred2/commandbriefingeditor.cpp b/fs2_open/code/wxfred2/commandbriefingeditor.cpp index 035e176d9c..1fb9120cd1 100644 --- a/fs2_open/code/wxfred2/commandbriefingeditor.cpp +++ b/fs2_open/code/wxfred2/commandbriefingeditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/CommandBriefingEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Command briefing editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/commandbriefingeditor.h b/fs2_open/code/wxfred2/commandbriefingeditor.h index f1e3f6c59e..34b787b896 100644 --- a/fs2_open/code/wxfred2/commandbriefingeditor.h +++ b/fs2_open/code/wxfred2/commandbriefingeditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/CommandBriefingEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Command briefing editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _COMMAND_BRIEFING_EDITOR_H #define _COMMAND_BRIEFING_EDITOR_H diff --git a/fs2_open/code/wxfred2/debriefingeditor.cpp b/fs2_open/code/wxfred2/debriefingeditor.cpp index 7bf3e0731a..45743edefa 100644 --- a/fs2_open/code/wxfred2/debriefingeditor.cpp +++ b/fs2_open/code/wxfred2/debriefingeditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/DebriefingEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Debriefing editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/debriefingeditor.h b/fs2_open/code/wxfred2/debriefingeditor.h index b871e83c79..d942464e75 100644 --- a/fs2_open/code/wxfred2/debriefingeditor.h +++ b/fs2_open/code/wxfred2/debriefingeditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/DebriefingEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Debriefing editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _DEBRIEFING_EDITOR_H #define _DEBRIEFING_EDITOR_H diff --git a/fs2_open/code/wxfred2/fredframe.cpp b/fs2_open/code/wxfred2/fredframe.cpp index fbdf6b8850..0850ac5e4a 100644 --- a/fs2_open/code/wxfred2/fredframe.cpp +++ b/fs2_open/code/wxfred2/fredframe.cpp @@ -4,40 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/FREDFrame.cpp $ - * $Revision: 1.6 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * FRED app frame - * - * $Log: not supported by cvs2svn $ - * Revision 1.5 2006/01/28 00:23:36 Goober5000 - * fixed a small incompatibility - * --Goober5000 - * - * Revision 1.4 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.3 2005/04/25 12:14:21 Goober5000 - * -made the XRC file parsed on load instead of embedded - * -migrated wxFRED to wxWidgets 2.6.0 - * --Goober5000 - * - * Revision 1.2 2005/04/24 14:42:27 Goober5000 - * wxFRED now uses XRC-based resources - * --Goober5000 - * - * Revision 1.1 2005/03/29 13:35:53 Goober5000 - * set up the main menu options - * --Goober5000 - * - * Revision 1.0 2005/03/29 07:55:19 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/fredframe.h b/fs2_open/code/wxfred2/fredframe.h index 8b21b98ece..4e6bc9b8fd 100644 --- a/fs2_open/code/wxfred2/fredframe.h +++ b/fs2_open/code/wxfred2/fredframe.h @@ -4,34 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/FREDFrame.h $ - * $Revision: 1.5 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * FRED app frame - * - * $Log: not supported by cvs2svn $ - * Revision 1.4 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.3 2005/04/25 06:36:25 taylor - * newline fix - * - * Revision 1.2 2005/04/24 14:42:27 Goober5000 - * wxFRED now uses XRC-based resources - * --Goober5000 - * - * Revision 1.1 2005/03/29 13:35:53 Goober5000 - * set up the main menu options - * --Goober5000 - * - * Revision 1.0 2005/03/29 07:55:19 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _FREDFRAME_H #define _FREDFRAME_H diff --git a/fs2_open/code/wxfred2/missionspecseditor.cpp b/fs2_open/code/wxfred2/missionspecseditor.cpp index 12552308af..e638552260 100644 --- a/fs2_open/code/wxfred2/missionspecseditor.cpp +++ b/fs2_open/code/wxfred2/missionspecseditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/MissionSpecsEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Mission specs editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/missionspecseditor.h b/fs2_open/code/wxfred2/missionspecseditor.h index 4c7921e3ad..00a491a44d 100644 --- a/fs2_open/code/wxfred2/missionspecseditor.h +++ b/fs2_open/code/wxfred2/missionspecseditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/MissionSpecsEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Mission specs editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _MISSION_SPECS_EDITOR_H #define _MISSION_SPECS_EDITOR_H diff --git a/fs2_open/code/wxfred2/setglobalshipflagseditor.cpp b/fs2_open/code/wxfred2/setglobalshipflagseditor.cpp index bc1e64b14c..9933534593 100644 --- a/fs2_open/code/wxfred2/setglobalshipflagseditor.cpp +++ b/fs2_open/code/wxfred2/setglobalshipflagseditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/SetGlobalShipFlagsEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Set global ship flags editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/setglobalshipflagseditor.h b/fs2_open/code/wxfred2/setglobalshipflagseditor.h index f994bd3bfc..219633cc6e 100644 --- a/fs2_open/code/wxfred2/setglobalshipflagseditor.h +++ b/fs2_open/code/wxfred2/setglobalshipflagseditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/SetGlobalShipFlagsEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Set global ship flags editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _SET_GLOBAL_SHIP_FLAGS_EDITOR_H #define _SET_GLOBAL_SHIP_FLAGS_EDITOR_H diff --git a/fs2_open/code/wxfred2/shieldsystemeditor.cpp b/fs2_open/code/wxfred2/shieldsystemeditor.cpp index 8140bb9cbc..49b4e1faa5 100644 --- a/fs2_open/code/wxfred2/shieldsystemeditor.cpp +++ b/fs2_open/code/wxfred2/shieldsystemeditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/ShieldSystemEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Shield system editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/shieldsystemeditor.h b/fs2_open/code/wxfred2/shieldsystemeditor.h index fb4b71b49d..c7b9245cd0 100644 --- a/fs2_open/code/wxfred2/shieldsystemeditor.h +++ b/fs2_open/code/wxfred2/shieldsystemeditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/ShieldSystemEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Shield system editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _SHIELD_SYSTEM_EDITOR_H #define _SHIELD_SYSTEM_EDITOR_H diff --git a/fs2_open/code/wxfred2/voiceactingmanagereditor.cpp b/fs2_open/code/wxfred2/voiceactingmanagereditor.cpp index 70ac8e839f..c6ffc18d06 100644 --- a/fs2_open/code/wxfred2/voiceactingmanagereditor.cpp +++ b/fs2_open/code/wxfred2/voiceactingmanagereditor.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/VoiceActingManagerEditor.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Voice acting manager editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/voiceactingmanagereditor.h b/fs2_open/code/wxfred2/voiceactingmanagereditor.h index 3fca0b1188..d12dc8c540 100644 --- a/fs2_open/code/wxfred2/voiceactingmanagereditor.h +++ b/fs2_open/code/wxfred2/voiceactingmanagereditor.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/VoiceActingManagerEditor.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Voice acting manager editor - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:14 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _VOICE_ACTING_MANAGER_EDITOR_H #define _VOICE_ACTING_MANAGER_EDITOR_H diff --git a/fs2_open/code/wxfred2/voicefilemanager.cpp b/fs2_open/code/wxfred2/voicefilemanager.cpp index 0488a81e36..0b4f4fa895 100644 --- a/fs2_open/code/wxfred2/voicefilemanager.cpp +++ b/fs2_open/code/wxfred2/voicefilemanager.cpp @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/VoiceFileManager.cpp $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Voice file manager - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:15 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + // precompiled header for compilers that support it #include diff --git a/fs2_open/code/wxfred2/voicefilemanager.h b/fs2_open/code/wxfred2/voicefilemanager.h index 8c07a4c208..5e2c92bd2d 100644 --- a/fs2_open/code/wxfred2/voicefilemanager.h +++ b/fs2_open/code/wxfred2/voicefilemanager.h @@ -4,23 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/VoiceFileManager.h $ - * $Revision: 1.2 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * Voice file manager - * - * $Log: not supported by cvs2svn $ - * Revision 1.1 2005/05/12 14:00:15 Goober5000 - * added a bunch of dialogs to wxFRED... thanks, taylor, for the GUI development :) - * --Goober5000 - * - * Revision 1.0 2005/05/12 07:30:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _VOICE_FILE_MANAGER_H #define _VOICE_FILE_MANAGER_H diff --git a/fs2_open/code/wxfred2/wxfred2.cpp b/fs2_open/code/wxfred2/wxfred2.cpp index f35b146f5d..181460f6fc 100644 --- a/fs2_open/code/wxfred2/wxfred2.cpp +++ b/fs2_open/code/wxfred2/wxfred2.cpp @@ -4,47 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/wxFRED2.cpp $ - * $Revision: 1.8 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * New cross-platform version of FRED2 - * - * $Log: not supported by cvs2svn $ - * Revision 1.7 2005/04/25 12:14:21 Goober5000 - * -made the XRC file parsed on load instead of embedded - * -migrated wxFRED to wxWidgets 2.6.0 - * --Goober5000 - * - * Revision 1.6 2005/04/24 14:42:27 Goober5000 - * wxFRED now uses XRC-based resources - * --Goober5000 - * - * Revision 1.5 2005/04/13 22:17:27 Goober5000 - * removed spurious folder - * --Goober5000 - * - * Revision 1.4 2005/03/30 16:06:26 taylor - * a little Linux happiness - * - * Revision 1.3 2005/03/30 01:23:32 Goober5000 - * added header back in, with a small tweak for the .cpp - * --Goober5000 - * - * Revision 1.2 2005/03/29 13:35:53 Goober5000 - * set up the main menu options - * --Goober5000 - * - * Revision 1.1 2005/03/29 07:55:19 Goober5000 - * whew... bare-bones "hello world" wxFRED base finally implemented! - * --Goober5000 - * - * Revision 1.0 2005/03/28 22:15:00 Goober5000 - * Addition to CVS repository - * - */ + #include diff --git a/fs2_open/code/wxfred2/wxfred2.h b/fs2_open/code/wxfred2/wxfred2.h index 16cba81e93..9b90bd5706 100644 --- a/fs2_open/code/wxfred2/wxfred2.h +++ b/fs2_open/code/wxfred2/wxfred2.h @@ -4,30 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/wxFRED2.h $ - * $Revision: 1.4 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * New cross-platform version of FRED2 - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/04/25 06:36:25 taylor - * newline fix - * - * Revision 1.2 2005/03/30 01:27:49 Goober5000 - * fixed version log - * --Goober5000 - * - * Revision 1.1 2005/03/30 01:23:32 Goober5000 - * added header back in, with a small tweak for the .cpp - * --Goober5000 - * - * Revision 1.0 2005/03/28 22:15:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _WXFRED2_H #define _WXFRED2_H diff --git a/fs2_open/code/wxfred2/wxfred_xrc.cpp b/fs2_open/code/wxfred2/wxfred_xrc.cpp index 7cf991826e..46c3f0e045 100644 --- a/fs2_open/code/wxfred2/wxfred_xrc.cpp +++ b/fs2_open/code/wxfred2/wxfred_xrc.cpp @@ -4,31 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/wxFREDXRC.cpp $ - * $Revision: 1.4 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * New cross-platform version of FRED2 - * - * $Log: not supported by cvs2svn $ - * Revision 1.3 2005/04/25 12:14:21 Goober5000 - * -made the XRC file parsed on load instead of embedded - * -migrated wxFRED to wxWidgets 2.6.0 - * --Goober5000 - * - * Revision 1.2 2005/04/25 06:36:25 taylor - * newline fix - * - * Revision 1.1 2005/04/24 14:42:27 Goober5000 - * wxFRED now uses XRC-based resources - * --Goober5000 - * - * Revision 1.0 2005/04/24 08:41:00 Goober5000 - * Addition to CVS repository - * - */ + #include diff --git a/fs2_open/code/wxfred2/wxfred_xrc.h b/fs2_open/code/wxfred2/wxfred_xrc.h index 2a148d8e9d..d97ddb3cf9 100644 --- a/fs2_open/code/wxfred2/wxfred_xrc.h +++ b/fs2_open/code/wxfred2/wxfred_xrc.h @@ -4,26 +4,7 @@ * create based on the source. */ -/* - * $Logfile: /Freespace2/code/wxFRED2/wxFREDXRC.h $ - * $Revision: 1.3 $ - * $Date: 2006-04-20 06:32:30 $ - * $Author: Goober5000 $ - * - * New cross-platform version of FRED2 - * - * $Log: not supported by cvs2svn $ - * Revision 1.2 2005/04/25 06:36:25 taylor - * newline fix - * - * Revision 1.1 2005/04/24 14:42:27 Goober5000 - * wxFRED now uses XRC-based resources - * --Goober5000 - * - * Revision 1.0 2005/04/24 08:41:00 Goober5000 - * Addition to CVS repository - * - */ + #ifndef _WXFRED_XRC_H #define _WXFRED_XRC_H