Compare commits

..
Author SHA1 Message Date
penguin af3b97aae5 Change version display 2002-08-04 05:13:00 +00:00
penguin c3c0b0e1f4 Display fs2_open version instead of "Freespace 2" 2002-08-04 05:12:42 +00:00
penguin 9d5863bc76 Change version display location 2002-08-04 05:12:10 +00:00
penguin 4b2d436b04 Update version number to 3.1 2002-08-04 05:11:36 +00:00
penguin 404195d389 Don't write version to registry; change way version string is formatted 2002-08-04 05:11:05 +00:00
randomtiger df29aad213 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
2002-08-03 19:42:17 +00:00
wmcoolmon 026601e350 Fixed Win32 debug configuration 2002-08-03 18:35:21 +00:00
wmcoolmon 05a48addc6 Sync with makefile 1.4 2002-08-03 17:42:40 +00:00
penguin a1e9e62b6e updated 2002-08-01 04:04:01 +00:00
penguin 64ea61c93a The big include file move 2002-08-01 02:00:46 +00:00
penguin a0bbf8fd54 The big include file move 2002-08-01 01:41:11 +00:00
wmcoolmon 15e9872bb5 Fixed a bug I added in ship_do_rearm_frame 2002-07-30 18:11:25 +00:00
wmcoolmon a1f592ffef Modified to add hull repair capabilities and toggling of them via a mission flag, MISSION_FLAG_SUPPORT_REPAIRS_HULL 2002-07-30 17:57:40 +00:00
wmcoolmon 07de43ffc4 Added mission flag "MISSION_FLAG_SUPPORT_REPAIRS_HULL" for toggling Support Ship hull repair on and off 2002-07-30 17:35:22 +00:00
unknownplayer 522fa4c906 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!)
2002-07-30 14:29:15 +00:00
penguin 7611e0a2d2 Added Network/fs2ox.cpp 2002-07-29 22:24:57 +00:00
penguin 9290659edf First attempt at "fs2_open exchange" (PXO substitute) screen 2002-07-29 22:24:26 +00:00
penguin 3a88c2f9e3 We finally have a ChangeLog 2002-07-29 22:14:48 +00:00
penguin a732686bf6 Moved extern declaration of ssm_create outside of block (it wouldn't compile w/ gcc) 2002-07-29 20:48:51 +00:00
penguin 2ede27a557 added #ifdef _WIN32 around windows-specific system headers 2002-07-29 20:12:31 +00:00
penguin 8300b018f0 removed bogus #include windows.h 2002-07-29 20:12:02 +00:00
penguin 93aed25251 added #ifdef _WIN32 around windows-specific system headers 2002-07-29 19:52:48 +00:00
penguin 591563118c added #ifdef _WIN32 around windows-specific system headers 2002-07-29 19:37:21 +00:00
penguin b59b5dd5d8 added #ifdef _WIN32 around windows-specific system headers 2002-07-29 19:17:21 +00:00
penguin bb0bde6409 added #ifdef _WIN32 around windows-specific system headers 2002-07-29 19:04:48 +00:00
DTP 66a392ddae Forgot to Bump MAX_MODEL_SUBSYSTEMS from 128 to 200 2002-07-29 08:31:52 +00:00
DTP 8bfc9fa709 BUMPED MAX_POLYGON_MODELS TO 198 , MAX_SHIP_TYPES - 2 = 198 2002-07-29 08:28:00 +00:00
DTP ccbdeeff67 Bumped all MAX_SHIPS, and SHIP_LIMIT to 400.(let the mission designers decide what is good, and what is bad 2002-07-29 08:24:42 +00:00
DTP 0f1176adaf Bumped MAX_SHIP_SUBOBJECTS to 2100(2100 /(average fighter has 7 subsystems) = 400 fighters 2002-07-29 08:22:42 +00:00
DTP b75fce3d5c Bumped MAX_SUBSYS_LIST from 32 to 200 2002-07-29 08:19:41 +00:00
DTP ab68ad4855 -almission(autoload mission) commandline arguement handling implemented 2002-07-29 08:05:20 +00:00
DTP 426cf0b969 FIX; Startgame arguement dont go ahead when a singleplayer pilot is selected 2002-07-29 07:56:10 +00:00
DTP 2d1f7ba50f added -almission commandline arguement, will autoload mission i.e fs2_open.exe -almission kickass will autoload kickass.fs2 which should be a multiplayer mission. 2002-07-29 06:35:15 +00:00
DTP 69145e65f1 FIX -stargame commandline arguement will now let you quit, a thing not possible before when using the startgame arguement 2002-07-28 15:07:43 +00:00
penguin 3dcb4b380a Testing commit as penguin 2002-07-26 18:02:33 +00:00
drevil 8e996fdf67 Updated password file 2002-07-26 17:59:31 +00:00
penguin 7367d8a31f renamed 'big' and 'small' (conflict w/ MS include file) 2002-07-26 16:17:46 +00:00
penguin d5fcfc773c fixed bug where winsock.h wasn't defined 2002-07-26 16:12:05 +00:00
wmcoolmon 5cdd3a676d Added Bobboau's beam tiling code 2002-07-26 03:11:24 +00:00
wmcoolmon fd95da4c0a Added Bobboau's fighter-beam code. 2002-07-25 04:50:48 +00:00
penguin 1aa613e0f5 Added ifndef NO_STANDALONE 2002-07-22 01:39:24 +00:00
penguin 7d91a35878 Stub defines for NO_SOUND 2002-07-22 01:37:24 +00:00
penguin fa2c566b3f Linux port -- added NO_STANDALONE ifdefs 2002-07-22 01:22:26 +00:00
penguin f2b7f9718a Made more compatible w/ Win32; defines for NO_SOUND, NO_JOYSTICK, NO_NETWORK 2002-07-22 01:14:09 +00:00
penguin 08c0bd3aee Moved the dummy "sound" definitions to main program (freespace.cpp) 2002-07-22 01:10:10 +00:00
penguin 3a39133e04 More defines for winsock compatibility 2002-07-22 01:06:04 +00:00
penguin c3ec5825a4 took out GAME_CD_CHECK define 2002-07-22 01:04:37 +00:00
DTP baddd6703d Bumped Max Shield Icons to 80 2002-07-20 23:51:59 +00:00
DTP 0c3733d2cd Fixed multiplayer music. succes music on all Primary goals complete, fail music
if otherwise
2002-07-20 23:50:53 +00:00
DTP c536d49afd Fixed Secondary bank bug, where next valid secondary bank inherits current
valid banks FULL fire delay
2002-07-20 23:49:46 +00:00
DTP b031aee73a bumped MAX_MISSION_TEXT to 1000000 in code/parse/parselo.h 2002-07-20 19:21:13 +00:00
penguin c480e2c944 Fixed bug (potential access of unitialized pointer) in hud_config_render_gauges() -- thanks to DTP for finding it! 2002-07-18 20:07:49 +00:00
unknownplayer c7cd913df4 no message 2002-07-18 14:36:53 +00:00
unknownplayer 58a465e805 Revised AI primary selection code again to be more intelligent. 2002-07-18 09:55:26 +00:00
unknownplayer cf08ff0cd5 Rewrote my original algorithm to search by proportional hull damage.
Does the same thing a little better.
2002-07-18 05:38:28 +00:00
unknownplayer c839e8168a Fixed AI problems with using the maxim on fighters. 2002-07-18 03:27:38 +00:00
unknownplayer 3257777c18 Added some commentry to the low detail shield function. 2002-07-18 03:26:35 +00:00
unknownplayer 1028e14398 no message 2002-07-18 03:25:10 +00:00
unknownplayer b733679875 Altered project files to properly build debug info. Should save you all some time. 2002-07-17 23:59:56 +00:00
unknownplayer 723cbd5938 Minor commenting added to two functions. 2002-07-17 23:58:46 +00:00
wmcoolmon 0e48ea11ac Added SSM code for Tag C from Bobboau. Note that strings.tbl may need to be updated. 2002-07-17 20:04:00 +00:00
unknownplayer 57ab92645c Added a custom build step to copy to c:\games\freespace2\fs2_open.exe
when you build.
2002-07-17 12:52:01 +00:00
unknownplayer 2431f5db2c Updated to enable compilation under MSVC++ - all changes are marked
with my name ##UnknownPlayer##
2002-07-16 14:39:16 +00:00
unknownplayer 34d960638a This is the code project file. Use the workspace file I included to get at this. 2002-07-16 14:37:51 +00:00
unknownplayer 3bb26b10a3 This is the workspace for freespace2.dsp - it contains everything needed to
compile fs2_open.exe
2002-07-16 14:37:09 +00:00
unknownplayer 3cdc511b2d This is the project file to compile fs2_open. It's a real project file - use the
workspace though
2002-07-16 14:36:30 +00:00
penguin 4543d0c80c Changed so that debug make debug and release makes release :) 2002-07-16 01:15:59 +00:00
penguin 2a740ad2c8 Commented out "fs2_open.dep" stuff 2002-07-16 01:15:15 +00:00
inquisitor 7187da0233 Visual Studio files
compiles fs2_open.exe - 0 error(s), 7 warning(s)
2002-07-15 22:36:08 +00:00
wmcoolmon ab43e4d987 Added support for toggling ship trails 2002-07-15 02:11:00 +00:00
wmcoolmon 8056476db1 Added initial code for "ship-lights-on" and "ship-lights-off" SEXPs 2002-07-13 09:16:18 +00:00
penguin 4b471d6045 Added flags2 (ran out of bits in flags!) to ship struct; bit 0 will be used
to toggle Bobboau's lights.
2002-07-12 16:59:04 +00:00
penguin 8b19d7c8eb Removed dummy include file 2002-07-12 02:56:07 +00:00
penguin 90c6679f03 Fixed endian-ness of new "GLOW" IDs 2002-07-12 02:44:18 +00:00
wmcoolmon 4c73e5fe20 Added Bobboau's glow code; all comments include "-Bobboau" 2002-07-10 18:42:14 +00:00
penguin dd3a3138a7 Back-port to MSVC 2002-07-07 19:56:00 +00:00
penguin 9e8a091172 Makefile for Microsoft Visual C++ 2002-07-07 19:49:42 +00:00
drevil 5d72560a30 Adding mysterial and penguin to CVS's admin files 2002-06-08 19:21:16 +00:00
drevil 2a9c65bd3f Changing my password 2002-06-08 19:10:16 +00:00
drevil 6b4cca55be Changing my password 2002-06-08 19:04:53 +00:00
penguin c18139e73f Added machine-independent version of MulDiv (in case we don't know
the processor type)
2002-06-04 06:38:21 +00:00
penguin be6ee814c2 Minor changes 2002-06-03 05:03:45 +00:00
penguin ea6130e542 Initial revision 2002-06-03 04:34:38 +00:00
penguin 48a566a2d5 Warpcore CVS sync 2002-06-03 04:10:40 +00:00
penguin dab5b293d4 Dummy include file 2002-06-03 04:08:13 +00:00
penguin 2a2cd3c873 Warpcore CVS sync 2002-06-03 03:55:40 +00:00
penguin 51ffb56b16 Volition sources -- warpcore CVS import 2002-06-03 03:26:03 +00:00
fs2source 211e7a4284 Commited initial passwd/writers files,
inquisitor
drevil
anonymous

added

anonymous has no write access
2002-06-02 00:39:17 +00:00
fs2source 24643586f1 initial checkin 2002-06-01 21:21:20 +00:00
fs2source 08986cb47e initial checkin 2002-06-01 21:21:19 +00:00
(no author) c3d878b1b3 New repository initialized by cvs2svn. 2002-06-01 21:21:19 +00:00
1664 changed files with 285994 additions and 587743 deletions

No files matched your search

-4
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@@ -1,4 +0,0 @@
root = true
[*.{h,cpp}]
indent_style = tab
-283
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@@ -1,283 +0,0 @@
*.o
*.a
.dirstamp
libtool
ltmain.sh
m4/libtool.m4
m4/ltoptions.m4
m4/ltsugar.m4
m4/ltversion.m4
m4/lt~obsolete.m4
compile
.deps/
code/.deps/
Makefile
Makefile.in
aclocal.m4
autom4te.cache/
config.*
code/fs2_open_*
code/wxFRED2_*
configure
depcomp
install-sh
missing
.svn
*.layout
projects/Xcode/Frameworks/
#========
#OS junk files
[Tt]humbs.db
*.DS_Store
#Visual Studio files
*.[Oo]bj
*.user
*.aps
*.pch
*.vspscc
*.vssscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.[Cc]ache
*.ilk
*.log
*.lib
*.sbr
*.sdf
*.opensdf
*.unsuccessfulbuild
ipch/
[Oo]bj/
[Bb]in
[Dd]ebug*/
[Rr]elease*/
Ankh.NoLoad
*.VC.db
*.VC.VC.opendb
#MonoDevelop
*.pidb
*.userprefs
#Tooling
_ReSharper*/
*.resharper
[Tt]est[Rr]esult*
*.sass-cache
#Project files
[Bb]uild/
#Subversion files
.svn
# Office Temp Files
~$*
# vim Temp Files
*~
#NuGet
packages/
*.nupkg
#ncrunch
*ncrunch*
*crunch*.local.xml
# visual studio database projects
*.dbmdl
#Test files
*.testsettings
#===========
#########################
# .gitignore file for Xcode4 and Xcode5 Source projects
#
# Apple bugs, waiting for Apple to fix/respond:
#
# 15564624 - what does the xccheckout file in Xcode5 do? Where's the documentation?
#
# Version 2.1
# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects
#
# 2013 updates:
# - fixed the broken "save personal Schemes"
# - added line-by-line explanations for EVERYTHING (some were missing)
#
# NB: if you are storing "built" products, this WILL NOT WORK,
# and you should use a different .gitignore (or none at all)
# This file is for SOURCE projects, where there are many extra
# files that we want to exclude
#
#########################
#####
# OS X temporary files that should never be committed
#
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.DS_Store
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.Trashes
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
*.swp
# *.lock - this is used and abused by many editors for many different things.
# For the main ones I use (e.g. Eclipse), it should be excluded
# from source-control, but YMMV
*.lock
#
# profile - REMOVED temporarily (on double-checking, this seems incorrect; I can't find it in OS X docs?)
#profile
####
# Xcode temporary files that should never be committed
#
# NB: NIB/XIB files still exist even on Storyboard projects, so we want this...
*~.nib
####
# Xcode build files -
#
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "DerivedData"
DerivedData/
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "build"
build/
#####
# Xcode private settings (window sizes, bookmarks, breakpoints, custom executables, smart groups)
#
# This is complicated:
#
# SOMETIMES you need to put this file in version control.
# Apple designed it poorly - if you use "custom executables", they are
# saved in this file.
# 99% of projects do NOT use those, so they do NOT want to version control this file.
# ..but if you're in the 1%, comment out the line "*.pbxuser"
# .pbxuser: http://lists.apple.com/archives/xcode-users/2004/Jan/msg00193.html
*.pbxuser
# .mode1v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode1v3
# .mode2v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode2v3
# .perspectivev3: http://stackoverflow.com/questions/5223297/xcode-projects-what-is-a-perspectivev3-file
*.perspectivev3
# NB: also, whitelist the default ones, some projects need to use these
!default.pbxuser
!default.mode1v3
!default.mode2v3
!default.perspectivev3
####
# Xcode 4 - semi-personal settings
#
#
# OPTION 1: ---------------------------------
# throw away ALL personal settings (including custom schemes!
# - unless they are "shared")
#
# NB: this is exclusive with OPTION 2 below
xcuserdata
# OPTION 2: ---------------------------------
# get rid of ALL personal settings, but KEEP SOME OF THEM
# - NB: you must manually uncomment the bits you want to keep
#
# NB: this *requires* git v1.8.2 or above; you may need to upgrade to latest OS X,
# or manually install git over the top of the OS X version
# NB: this is exclusive with OPTION 1 above
#
#xcuserdata/**/*
# (requires option 2 above): Personal Schemes
#
#!xcuserdata/**/xcschemes/*
####
# XCode 4 workspaces - more detailed
#
# Workspaces are important! They are a core feature of Xcode - don't exclude them :)
#
# Workspace layout is quite spammy. For reference:
#
# /(root)/
# /(project-name).xcodeproj/
# project.pbxproj
# /project.xcworkspace/
# contents.xcworkspacedata
# /xcuserdata/
# /(your name)/xcuserdatad/
# UserInterfaceState.xcuserstate
# /xcsshareddata/
# /xcschemes/
# (shared scheme name).xcscheme
# /xcuserdata/
# /(your name)/xcuserdatad/
# (private scheme).xcscheme
# xcschememanagement.plist
#
#
####
# Xcode 4 - Deprecated classes
#
# Allegedly, if you manually "deprecate" your classes, they get moved here.
#
# We're using source-control, so this is a "feature" that we do not want!
*.moved-aside
# .xccheckout
#
# Per http://stackoverflow.com/questions/18340453/should-xccheckout-files-in-xcode5-be-ignored-under-vcs
#
*.xccheckout
####
# Visual Studio Code
.vscode
####
# Documentation
#
documentation/doxygen/*
!documentation/doxygen/.gitkeep
.idea/*
projects/*
-6
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@@ -1,6 +0,0 @@
[submodule "cmake/external/cotire"]
path = cmake/external/cotire
url = https://github.com/sakra/cotire.git
[submodule "cmake/external/rpavlik-cmake-modules"]
path = cmake/external/rpavlik-cmake-modules
url = https://github.com/asarium/cmake-modules.git
-93
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@@ -1,93 +0,0 @@
language: generic
sudo: required
dist: trusty
cache:
directories:
- $HOME/cmake
addons:
apt:
packages:
- ninja-build
- libopenal-dev
- libogg-dev
- libvorbis-dev
- libtheora-dev
- libreadline6-dev
- libpng12-dev
- libjpeg62-dev
- liblua5.1-0-dev
- libjansson-dev
- libsdl2-dev
coverity_scan:
project:
name: "scp-fs2open/fs2open.github.com"
description: "Coverity via Travis CI"
notification_email: [email protected]
build_command_prepend: "./autogen.sh --enable-debug"
build_command: "make -j2"
# must match TRAVIS_BRANCH check below
branch_pattern: coverity_scan
deploy:
- provider: releases
api_key:
secure: "bBWEBF+r4p7kea+Lj/vHD0CCW4AsxqlLri8gT3HbsdPuKwdSNU4QLLFk9yAXmmBF2T/fe45Zk+WQrdQJjSydkpG06M7sFD22RKOYv3cLF0Bq0nEG4CpuXoGqo77oFGkA5hdU6D8W2nQTMhPuiqlvhgt3zeD/6fiyfdAztbtKNRs="
skip_cleanup: true
file_glob: true
file: "/tmp/builds/*"
on:
condition: '"$RELEASE_BUILD" == true'
tags: true
- provider: bintray
user: asarium
key:
secure: "JyJIsJFxCvNjmdyG9eDIvkzXFqsJQVzXKp5BeJcn5WSdMA2Vs7dCvarJXomdwe3F3RCrdmrFYCaimiCDD6LqImrcDLzxlevzGlNUv381iFna612SJj672d8iQCgtMibIJ3HzYmgZlsaJ9YcaOuccRyQIV/TNUcwgzbsW27CPEcM="
file: ci/bintray.json
on:
condition: '"$NIGHTLY_BUILD" == true'
tags: true
env:
global:
# The next declaration is the encrypted COVERITY_SCAN_TOKEN, created
# via the "travis encrypt" command using the project repo's public key
- secure: "C3wF967ZeliwwP1vC12EMIBOaC568n26Z/cPnwzn317ve59DWH3YSfPZVgvt08GzmaXITGGsJvPB+qxfGoKvQzYE4O1B73q81RpUe5pB3IhF+ThQ91VfQZIRJR5xEGJaLINUlHTTZGX5jxlkVO9wAcauVj/s3b8sQ3dvUZauPvk="
matrix:
include:
# note that gcc Debug MUST be 1st for Coverity
- os: linux
compiler: gcc
env: CONFIGURATION="Debug"
- os: linux
compiler: clang
env: CONFIGURATION="Debug" CC=clang CXX=clang++
- os: osx
compiler: clang
env: CONFIGURATION="Debug"
- os: linux
compiler: gcc
env: CONFIGURATION="Release"
- os: linux
compiler: clang
env: CONFIGURATION="Release" CC=clang CXX=clang++
- os: osx
compiler: clang
env: CONFIGURATION="Release"
before_install:
# ugly hack; if running a coverity scan abort all except the 1st build
# see note re gcc compiler above needing to be 1st
# also note that branch_pattern & the TRAVIS_BRANCH check must match
# unfortunately COVERITY_SCAN_BRANCH isn't defined until later in the
# build process
- if ([[ "${TRAVIS_JOB_NUMBER##*.}" != "1" ]] && [[ "${TRAVIS_BRANCH}" == "coverity_scan" ]]); then false ; fi
- source "./ci/travis/check_release.sh"
- "./ci/travis/before_install.sh"
install:
- "./ci/travis/install.sh"
- export PATH=$HOME/cmake/bin:$PATH
before_script:
- "./ci/travis/before_script.sh"
script:
- if [ "$BUILD_DEPLOYMENT" = true ] ; then ./ci/travis/release.sh ; else ./ci/travis/script.sh ; fi
before_deploy:
- "./ci/travis/before_deploy.sh"
-29
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Original source (Freespace 2) by Volition, Inc.; see "credits.tbl"
Modifications by the FreeSpace Source Code Project (FSSCP)
http://fs2source.warpcore.org
FS2_OPEN STAFF:
Project leader:
Edward "Inquisitor" Gardner
Programmers:
"Bobboau"
Dennis "DTP" Pedersen
Ian "Goober5000" Warfield
Joe "Righteous1" Dowd
Mike "penguin" Harris
"Mysterial"
"PhReAk"
Thomas "Random Tiger" Whittaker
Will "Unknown PLayer" Rousnel
"WMCoolmon"
Web support:
Icefire and the staff at Volitionwatch.com
Alex "Thunder" Avery and the staff at Hard Light Productions
Special thanks to:
Volition for making FS2 such a great game
Dave Baranec for giving us the code and keeping us sanity checked
-167
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@@ -1,167 +0,0 @@
CMAKE_MINIMUM_REQUIRED(VERSION 3.4)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
include(cmake/util.cmake)
# Set a few policies
set_policy(CMP0051 OLD)
set_policy(CMP0053 NEW)
set_policy(CMP0054 NEW)
SET(FSO_PROJECT_DESCRIPTION "Open source project based on the original FreeSpace 2 source code.")
SET(EXECUTABLE_OUTPUT_PATH ${CMAKE_BINARY_DIR}/bin CACHE PATH "Executable output path")
SET(LIBRARY_OUTPUT_PATH ${CMAKE_BINARY_DIR}/bin CACHE PATH "Library output path")
# CMAKE_INSTALL_PREFIX is defined but also overwritten by the PROJECT command so we need to set it later
IF(NOT DEFINED CMAKE_INSTALL_PREFIX)
SET(RESET_INSTALL_PREFIX TRUE)
ENDIF(NOT DEFINED CMAKE_INSTALL_PREFIX)
# Reset this variable
SET(TARGET_COPY_FILES "" CACHE INTERNAL "" FORCE)
SET(TARGET_COPY_DIRS "" CACHE INTERNAL "" FORCE)
# Override standard CMake configurations
set(CMAKE_CONFIGURATION_TYPES Debug Release FastDebug CACHE STRING "Available configurations" FORCE)
PROJECT(FS2_Open)
IF(CMAKE_CROSSCOMPILING)
SET(IMPORT_EXE_DIR "IMPORT_EXE_DIR-NOTFOUND" CACHE FILEPATH "Required for a cross compiling build, point to binary directory of a cmake build for the real OS")
INCLUDE(${IMPORT_EXE_DIR}/ImportExecutables.cmake)
ENDIF(CMAKE_CROSSCOMPILING)
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/finder")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/rpavlik-cmake-modules")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/cotire/CMake")
IF(RESET_INSTALL_PREFIX)
IF(NOT $ENV{FS2PATH} STREQUAL "")
IF(NOT IS_DIRECTORY $ENV{FS2PATH})
MESSAGE(WARNING "The path '$ENV{FS2PATH}' of the environment variable FS2PATH does not point to a directory! Install prefix wasn't set.")
ELSE(NOT IS_DIRECTORY $ENV{FS2PATH})
SET(CMAKE_INSTALL_PREFIX "$ENV{FS2PATH}" CACHE FILEPATH "Install path" FORCE)
FILE(TO_CMAKE_PATH ${CMAKE_INSTALL_PREFIX} CMAKE_INSTALL_PREFIX)
ENDIF(NOT IS_DIRECTORY $ENV{FS2PATH})
ELSE(NOT $ENV{FS2PATH} STREQUAL "")
MESSAGE(STATUS "NO FS2PATH environment variable found, you can define this to point to your freespace install but it is not required.")
ENDIF(NOT $ENV{FS2PATH} STREQUAL "")
ENDIF(RESET_INSTALL_PREFIX)
### Define options and editable variables in the section below:
# This is only needed for single configuration generators so don't annoy others
if(NOT CMAKE_BUILD_TYPE AND NOT DEFINED CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Default build configuration used." FORCE)
message(WARNING "CMAKE_BUILD_TYPE was not specified, defaulting to Release configuration.")
endif(NOT CMAKE_BUILD_TYPE AND NOT DEFINED CMAKE_CONFIGURATION_TYPES)
IF (WIN32)
OPTION(FSO_USE_SPEECH "Use Windows specific text-to-speach libraries" ON)
OPTION(FSO_USE_VOICEREC "Enable voice recognition support" ON)
OPTION(FSO_BUILD_FRED2 "Build FRED2 binary" ON)
ENDIF(WIN32)
OPTION(FSO_BUILD_TOOLS "Build tools related to FSO" OFF)
OPTION(FSO_DEVELOPMENT_MODE "Generate binaries in development mode, only use if you know what you're doing!" OFF)
OPTION(FSO_BUILD_WXFRED2 "Build wxFRED2 binary" OFF)
IF(WIN32 OR APPLE)
# On windows and mac the default should be to always build the included libraries
SET(FSO_BUILD_INCLUDED_LIBS_DEFAULT ON)
ELSE()
SET(FSO_BUILD_INCLUDED_LIBS_DEFAULT OFF)
ENDIF()
OPTION(FSO_BUILD_INCLUDED_LIBS "Build and use the included libraries istead of using the system headers and libraries" ${FSO_BUILD_INCLUDED_LIBS_DEFAULT})
OPTION(FSO_USE_LUAJIT "Use LuaJIT for Lua scripting, needs a working internet connection!" OFF)
OPTION(FSO_USE_OPENALSOFT "Download and build OpenAL Soft instead of using the system libraries" OFF)
OPTION(FSO_FATAL_WARNINGS "Determines if warnings in the build are considered fatal errors, primarily used for CI" OFF)
SET(FSO_FREESPACE_PATH "${CMAKE_INSTALL_PREFIX}" CACHE FILEPATH "The path of the FreeSpace directory you want to use. Please note that you will have to change CMAKE_INSTALL_PREFIX if you change this at some point.")
SET(FSO_RUN_ARGUMENTS "" CACHE STRING "Additional arguments passed to a generated executable when run with the generated build files.")
option(FSO_INSTALL_DEBUG_FILES "Install some debug files (currently only PDB files on windows)" OFF)
OPTION(COTIRE_ENABLE "Enable cotire, this speeds up builds but may cause issues while developing (default = OFF)" OFF)
MARK_AS_ADVANCED(FORCE FSO_CMAKE_DEBUG)
MARK_AS_ADVANCED(FORCE FSO_BUILD_INCLUDED_LIBS)
MARK_AS_ADVANCED(FORCE FSO_USE_OPENALSOFT)
MARK_AS_ADVANCED(FORCE FSO_USE_LUAJIT)
MARK_AS_ADVANCED(FORCE FSO_DEVELOPMENT_MODE)
MARK_AS_ADVANCED(FORCE FSO_FATAL_WARNINGS)
MARK_AS_ADVANCED(FORCE COTIRE_ENABLE)
mark_as_advanced(FORCE FSO_INSTALL_DEBUG_FILES)
IF(COTIRE_ENABLE)
# Include cotire file from https://github.com/sakra/cotire/
include(cotire)
ENDIF(COTIRE_ENABLE)
INCLUDE(globals)
INCLUDE(toolchain)
INCLUDE(platforms)
include(version)
INCLUDE(headers)
SET(GENERATED_SOURCE_DIR ${CMAKE_CURRENT_BINARY_DIR}/generated_source)
include(generateHeaders)
# This includes source code for some tools, either used in the build or also for something else
ADD_SUBDIRECTORY(tools)
ADD_SUBDIRECTORY(lib)
ADD_SUBDIRECTORY(code)
ADD_SUBDIRECTORY(freespace2)
IF(FSO_BUILD_FRED2)
ADD_SUBDIRECTORY(fred2)
ENDIF(FSO_BUILD_FRED2)
IF(FSO_BUILD_WXFRED2)
ADD_SUBDIRECTORY(wxfred2)
ENDIF(FSO_BUILD_WXFRED2)
if ("${CMAKE_VERSION}" VERSION_GREATER "3.5")
# Default to using Freespace2 as startup project if CMake supports it.
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT Freespace2)
endif()
IF(MSVC_USE_RUNTIME_DLL)
SET(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION "${BINARY_DESTINATION}")
IF(FSO_BUILD_FRED2)
SET(CMAKE_INSTALL_MFC_LIBRARIES ON)
ENDIF(FSO_BUILD_FRED2)
INCLUDE(InstallRequiredSystemLibraries)
ENDIF(MSVC_USE_RUNTIME_DLL)
include(package)
include(doxygen)
# Print used options to log
IF (WIN32)
message(STATUS "Building FRED2: ${FSO_BUILD_FRED2}")
message(STATUS "Using text to speech: ${FSO_USE_SPEECH}")
message(STATUS "Using voice recogition: ${FSO_USE_VOICEREC}")
ENDIF(WIN32)
message(STATUS "Building FSO tools: ${FSO_BUILD_TOOLS}")
message(STATUS "Building wxFRED: ${FSO_BUILD_WXFRED2}")
message(STATUS "Fatal warnings: ${FSO_FATAL_WARNINGS}")
-14
View File
@@ -1,14 +0,0 @@
Volition Copyright (applies to original FreeSpace2 source code
developed and released by Volition):
"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."
Modifications by members of the FreeSpace Source Code Project are
released under whatever terms the individual authors choose, but the
above notice continues to apply to all fs2_open code.
+13
View File
@@ -0,0 +1,13 @@
# The "checkoutlist" file is used to support additional version controlled
# administrative files in $CVSROOT/CVSROOT, such as template files.
#
# The first entry on a line is a filename which will be checked out from
# the corresponding RCS file in the $CVSROOT/CVSROOT directory.
# The remainder of the line is an error message to use if the file cannot
# be checked out.
#
# File format:
#
# [<whitespace>]<filename><whitespace><error message><end-of-line>
#
# comment lines begin with '#'
+15
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@@ -0,0 +1,15 @@
# The "commitinfo" file is used to control pre-commit checks.
# The filter on the right is invoked with the repository and a list
# of files to check. A non-zero exit of the filter program will
# cause the commit to be aborted.
#
# The first entry on a line is a regular expression which is tested
# against the directory that the change is being committed to, relative
# to the $CVSROOT. For the first match that is found, then the remainder
# of the line is the name of the filter to run.
#
# If the repository name does not match any of the regular expressions in this
# file, the "DEFAULT" line is used, if it is specified.
#
# If the name "ALL" appears as a regular expression it is always used
# in addition to the first matching regex or "DEFAULT".
+14
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@@ -0,0 +1,14 @@
# Set this to "no" if pserver shouldn't check system users/passwords
#SystemAuth=no
# Put CVS lock files in this directory rather than directly in the repository.
#LockDir=/var/lock/cvs
# Set `TopLevelAdmin' to `yes' to create a CVS directory at the top
# level of the new working directory when using the `cvs checkout'
# command.
#TopLevelAdmin=no
# Set `LogHistory' to `all' or `TOFEWGCMAR' to log all transactions to the
# history file, or a subset as needed (ie `TMAR' logs all write operations)
#LogHistory=TOFEWGCMAR
+23
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@@ -0,0 +1,23 @@
# This file affects handling of files based on their names.
#
# The -t/-f options allow one to treat directories of files
# as a single file, or to transform a file in other ways on
# its way in and out of CVS.
#
# The -m option specifies whether CVS attempts to merge files.
#
# The -k option specifies keyword expansion (e.g. -kb for binary).
#
# Format of wrapper file ($CVSROOT/CVSROOT/cvswrappers or .cvswrappers)
#
# wildcard [option value][option value]...
#
# where option is one of
# -f from cvs filter value: path to filter
# -t to cvs filter value: path to filter
# -m update methodology value: MERGE or COPY
# -k expansion mode value: b, o, kkv, &c
#
# and value is a single-quote delimited value.
# For example:
#*.gif -k 'b'
+21
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@@ -0,0 +1,21 @@
# The "editinfo" file is used to allow verification of logging
# information. It works best when a template (as specified in the
# rcsinfo file) is provided for the logging procedure. Given a
# template with locations for, a bug-id number, a list of people who
# reviewed the code before it can be checked in, and an external
# process to catalog the differences that were code reviewed, the
# following test can be applied to the code:
#
# Making sure that the entered bug-id number is correct.
# Validating that the code that was reviewed is indeed the code being
# checked in (using the bug-id number or a seperate review
# number to identify this particular code set.).
#
# If any of the above test failed, then the commit would be aborted.
#
# Actions such as mailing a copy of the report to each reviewer are
# better handled by an entry in the loginfo file.
#
# One thing that should be noted is the the ALL keyword is not
# supported. There can be only one entry that matches a given
# repository.
+26
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@@ -0,0 +1,26 @@
# The "loginfo" file controls where "cvs commit" log information
# is sent. The first entry on a line is a regular expression which must match
# the directory that the change is being made to, relative to the
# $CVSROOT. If a match is found, then the remainder of the line is a filter
# program that should expect log information on its standard input.
#
# If the repository name does not match any of the regular expressions in this
# file, the "DEFAULT" line is used, if it is specified.
#
# If the name ALL appears as a regular expression it is always used
# in addition to the first matching regex or DEFAULT.
#
# You may specify a format string as part of the
# filter. The string is composed of a `%' followed
# by a single format character, or followed by a set of format
# characters surrounded by `{' and `}' as separators. The format
# characters are:
#
# s = file name
# V = old version number (pre-checkin)
# v = new version number (post-checkin)
#
# For example:
#DEFAULT (echo ""; id; echo %s; date; cat) >> $CVSROOT/CVSROOT/commitlog
# or
#DEFAULT (echo ""; id; echo %{sVv}; date; cat) >> $CVSROOT/CVSROOT/commitlog
+26
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@@ -0,0 +1,26 @@
# Three different line formats are valid:
# key -a aliases...
# key [options] directory
# key [options] directory files...
#
# Where "options" are composed of:
# -i prog Run "prog" on "cvs commit" from top-level of module.
# -o prog Run "prog" on "cvs checkout" of module.
# -e prog Run "prog" on "cvs export" of module.
# -t prog Run "prog" on "cvs rtag" of module.
# -u prog Run "prog" on "cvs update" of module.
# -d dir Place module in directory "dir" instead of module name.
# -l Top-level directory only -- do not recurse.
#
# NOTE: If you change any of the "Run" options above, you'll have to
# release and re-checkout any working directories of these modules.
#
# And "directory" is a path to a directory relative to $CVSROOT.
#
# The "-a" option specifies an alias. An alias is interpreted as if
# everything on the right of the "-a" had been typed on the command line.
#
# You can encode a module within a module by using the special '&'
# character to interpose another module into the current module. This
# can be useful for creating a module that consists of many directories
# spread out over the entire source repository.
+12
View File
@@ -0,0 +1,12 @@
# The "notify" file controls where notifications from watches set by
# "cvs watch add" or "cvs edit" are sent. The first entry on a line is
# a regular expression which is tested against the directory that the
# change is being made to, relative to the $CVSROOT. If it matches,
# then the remainder of the line is a filter program that should contain
# one occurrence of %s for the user to notify, and information on its
# standard input.
#
# "ALL" or "DEFAULT" can be used in place of the regular expression.
#
# For example:
#ALL mail %s -s "CVS notification"
+9
View File
@@ -0,0 +1,9 @@
drevil:f76FWdDTUBG5c:fs2source
mysterial:f7nJUwoIhmSrg:fs2source
wmcoolmon:f7JRB.js9Q1sE:fs2source
inquisitor:f7BVkOvwjDlWk:fs2source
penguin:Jh.dOjaiO2jHk:fs2source
DTP:f7M92Z/6/uep.:fs2source
unknownplayer:f79BgAn.IzJs6:fs2source
phreak:f7WQyGiT/jzlM:fs2source
anonymous:oIKtWP1q6GDt6:fs2source
+13
View File
@@ -0,0 +1,13 @@
# The "rcsinfo" file is used to control templates with which the editor
# is invoked on commit and import.
#
# The first entry on a line is a regular expression which is tested
# against the directory that the change is being made to, relative to the
# $CVSROOT. For the first match that is found, then the remainder of the
# line is the name of the file that contains the template.
#
# If the repository name does not match any of the regular expressions in this
# file, the "DEFAULT" line is used, if it is specified.
#
# If the name "ALL" appears as a regular expression it is always used
# in addition to the first matching regex or "DEFAULT".
+20
View File
@@ -0,0 +1,20 @@
# The "taginfo" file is used to control pre-tag checks.
# The filter on the right is invoked with the following arguments:
#
# $1 -- tagname
# $2 -- operation "add" for tag, "mov" for tag -F, and "del" for tag -d
# $3 -- repository
# $4-> file revision [file revision ...]
#
# A non-zero exit of the filter program will cause the tag to be aborted.
#
# The first entry on a line is a regular expression which is tested
# against the directory that the change is being committed to, relative
# to the $CVSROOT. For the first match that is found, then the remainder
# of the line is the name of the filter to run.
#
# If the repository name does not match any of the regular expressions in this
# file, the "DEFAULT" line is used, if it is specified.
#
# If the name "ALL" appears as a regular expression it is always used
# in addition to the first matching regex or "DEFAULT".
+21
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@@ -0,0 +1,21 @@
# The "verifymsg" file is used to allow verification of logging
# information. It works best when a template (as specified in the
# rcsinfo file) is provided for the logging procedure. Given a
# template with locations for, a bug-id number, a list of people who
# reviewed the code before it can be checked in, and an external
# process to catalog the differences that were code reviewed, the
# following test can be applied to the code:
#
# Making sure that the entered bug-id number is correct.
# Validating that the code that was reviewed is indeed the code being
# checked in (using the bug-id number or a seperate review
# number to identify this particular code set.).
#
# If any of the above test failed, then the commit would be aborted.
#
# Actions such as mailing a copy of the report to each reviewer are
# better handled by an entry in the loginfo file.
#
# One thing that should be noted is the the ALL keyword is not
# supported. There can be only one entry that matches a given
# repository.
+4
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@@ -0,0 +1,4 @@
drevil
inquisitor
mysterial
penguin
Binary file not shown.
-29
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@@ -1,29 +0,0 @@
This is still in pretty rough form.
=== for people building fs2_open:
Win32-MSVC:
Use the Freespace2.dsw workspace and build within the IDE.
Win32-MinGW:
make
Linux and other unix variants (NOT YET COMPLETE)
./configure [options]
make
=== for the project maintainers (people who need to
=== keep the makefiles up to date) and those building
=== from CVS:
./autogen.sh (should only has to be done once)
./configure [options]
make
automake v1.6.1+ and
autoconf v2.54+ are required
-3
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@@ -1,3 +0,0 @@
This file is required to keep autoconf/automake from complaining.
See the ChangeLog for what's new.
-35
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@@ -1,35 +0,0 @@
FreeSpace2 *S*ource *C*ode *P*roject
==
Building
--
For building you will need [CMake](http://www.cmake.org/cmake/resources/software.html). Only version 2.8.12 has been tested extensively but older version may still work. Once you have installed CMake you should create a build directory where the project/make files should be created, **do not create them inside the source tree!**<br>
<br>
On Windows you can use the `cmake-gui` executable to get a nice GUI, on Unix just use `cmake`. Use the newly created directory as build directory (change to this directory on Unix) and run cmake. On Windows this can be done by clicking the `Configure` button. Choose your compiler version and hit `Generate` when configuring is done. <br>
Depending on the makefile generator used build the `all` or `ALL_BUILD` target to compile the project.<br>
### Available variables to control the build
* `FSO_BUILD_WXFRED2`: Build the wxfred2 project, requires wxWidgets
* `FSO_FREESPACE_PATH`: Sets the path of your FreeSpace install, can be used to automatically run the generated executables with the correct working directory, this is an optional variable. By default this will use the value of the `FS2PATH` environment variable.
* `FSO_BUILD_TOOLS`: Build some tools related to FSO
#### Windows only variables
* `FSO_BUILD_FRED2`: Build FRED2, requires a Visual Studio version that ships with MFC
* `FSO_USE_SPEECH`: Build a binary with text-to-speech support
* `FSO_USE_VOICEREC`: Build a binary with voice recognition support
#### Advanced variables
You should only use these variables if you know what you're doing
* `FSO_CMAKE_DEBUG`: Print CMake debugging informations
* `FSO_BUILD_INCLUDED_LIBS`: Build libraries from the included source
* `FSO_USE_OPENALSOFT`: Use [OpenALSoft](http://kcat.strangesoft.net/openal.html) for OpenAL support
* `FSO_USE_LUAJIT`: Use [luajit](http://luajit.org/) as a replacement for lua
* `FSO_DEVELOPMENT_MODE`: Toggles some development behavior, only use if you really need it.
* `FSO_RUN_ARGUMENTS`: If you run an executable from within the project, these arguments will also be passed to the executable
* `FSO_BUILD_POSTFIX`: Sets a postfix to be added to the executable name, may be useful for release candidates.
#### Visual Studio specific variables
* `MSVC_USE_RUNTIME_DLL`: Use the DLL version of the runtime, experimental and not well tested.
* `MSVC_SIMD_INSTRUCTIONS`: The instruction set the executables will be optimized for.
### Generating an installation package
CMake can automaticall generate installation packages of the project. To do this you will just need to run the `package` target of the build system and the package will be placed inside your build directory. On Windows you will have to install [NSIS](http://nsis.sourceforge.net/Main_Page) to use this.
-40
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@@ -1,40 +0,0 @@
version: 1.0.0.{build}
configuration:
- Debug
- Release
clone_depth: 10
environment:
matrix:
- VS_VERSION: 10
CMAKE_GENERATOR: Visual Studio 10 2010
PlatformToolset: v100
- VS_VERSION: 14
CMAKE_GENERATOR: Visual Studio 14 2015
PlatformToolset: v140_xp
before_build:
- git submodule update --init --recursive
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/check_release.ps1
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/before_build.ps1
build_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/build.ps1
deploy:
- provider: GitHub
auth_token:
secure: RWe6hwCcgBdklaYvjB62kzhKn7yDBJdqoDDKYViShaEV9HkJ75HbawsBcGBimRUu
on:
ReleaseBuild: true # deploy on release push only
- provider: BinTray
username: asarium
api_key:
secure: 2lHma1ZreuB4CCE5hSdp+gqFjCMzUDj3tVJhP+D6EyF5wIVMLlwXFrISwnYu1kJi
subject: scp-fs2open
repo: FSO
package: nightly
version: $(VersionName)
publish: true
override: true
on:
NightlyBuild: true # deploy on nightly push only
-10
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@@ -1,10 +0,0 @@
New-Item build -type directory
Set-Location -Path build
$AdditionalFeatures="ON"
if ($Env:VS_VERSION -eq "10") {
$AdditionalFeatures="OFF"
}
cmake -DCMAKE_INSTALL_PREFIX="$env:APPVEYOR_BUILD_FOLDER/../install" -DFSO_USE_SPEECH="${AdditionalFeatures}" `
-DFSO_USE_VOICEREC="${AdditionalFeatures}" -DMSVC_SIMD_INSTRUCTIONS=SSE2 -G "$Env:CMAKE_GENERATOR" -T "$Env:PlatformToolset" ..
-28
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@@ -1,28 +0,0 @@
write "$env:DeployBuild"
write "$env:DeployConfig"
if ([System.Convert]::ToBoolean($env:DeployBuild)) {
# Release build
if (![System.Convert]::ToBoolean($env:DeployConfig)) {
exit 0 # End the build
}
$Configs = @("Release", "FastDebug")
foreach ($config in $Configs) {
cmake --build . --config "$config" --target INSTALL -- /verbosity:minimal
if (! ($?)) {
Add-AppveyorMessage "A release build failed!"
exit 1
}
}
7z a "$($env:PackageName)-builds-Win32.zip" "$env:APPVEYOR_BUILD_FOLDER/../install/*"
Push-AppveyorArtifact "$($env:PackageName)-builds-Win32.zip"
} else {
cmake --build . --config "$Env:CONFIGURATION" -- /verbosity:minimal
if (! ($?)) {
exit 1
}
}
-30
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@@ -1,30 +0,0 @@
# Default values
Set-AppveyorBuildVariable 'ReleaseBuild' 'false'
Set-AppveyorBuildVariable 'NightlyBuild' 'false'
Set-AppveyorBuildVariable 'DeployBuild' 'false'
Set-AppveyorBuildVariable 'PackagePrefix' ''
Set-AppveyorBuildVariable 'VersionName' ''
if ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^release_(.*)")) {
# Tag matches
Set-AppveyorBuildVariable 'ReleaseBuild' 'true'
Set-AppveyorBuildVariable 'PackageName' "fs2_open_$($matches[1])"
}
if ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^nightly_(.*)")) {
# Tag matches
Set-AppveyorBuildVariable 'NightlyBuild' 'true'
Set-AppveyorBuildVariable 'PackageName' "nightly_$($matches[1])"
Set-AppveyorBuildVariable 'VersionName' "$($matches[1])"
}
if (($Env:Configuration -eq "Release") -And ($Env:VS_VERSION -eq "14")) {
Set-AppveyorBuildVariable 'DeployConfig' 'true'
} else {
Set-AppveyorBuildVariable 'DeployConfig' 'false'
}
if ([System.Convert]::ToBoolean($env:ReleaseBuild) -Or [System.Convert]::ToBoolean($env:NightlyBuild)) {
Set-AppveyorBuildVariable 'DeployBuild' 'true'
}
-19
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@@ -1,19 +0,0 @@
{
"package": {
"subject": "scp-fs2open",
"repo": "FSO",
"name": "nightly"
},
"version": {
"name": "$VERSION_NAME"
},
"files": [
{
"includePattern": "/tmp/builds/(.*)",
"uploadPattern": "$1"
}
],
"publish": true
}
-8
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@@ -1,8 +0,0 @@
#!/usr/bin/env sh
set -ex
if [ "$NIGHTLY_BUILD" = true ]; then
echo "Generating bintray config..."
sed -e "s/\$VERSION_NAME/$VERSION_NAME/" ci/bintray.template.json > ci/bintray.json
fi
-11
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@@ -1,11 +0,0 @@
#!/usr/bin/env sh
set -ex
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
# Nothing to do here
:
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
# Nothing to do here
:
fi
-24
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@@ -1,24 +0,0 @@
#!/usr/bin/env sh
set -ex
mkdir -p build
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
export CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
CMAKE="cmake -G Ninja -DFSO_FATAL_WARNINGS=ON"
if [ "$BUILD_DEPLOYMENT" = true ]; then
for config in $BUILD_CONFIGS
do
mkdir -p $config
cd $config
eval $CMAKE -DFSO_INSTALL_DEBUG_FILES=ON -DCMAKE_BUILD_TYPE=$config -DCMAKE_INSTALL_PREFIX="/tmp/release" ../..
cd ..
done
else
eval $CMAKE -DCMAKE_BUILD_TYPE=$CONFIGURATION ..
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cmake -G "Xcode" -DFSO_FATAL_WARNINGS=ON -DFSO_INSTALL_DEBUG_FILES=ON -DCMAKE_INSTALL_PREFIX="/tmp/release" ..
fi
-46
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@@ -1,46 +0,0 @@
#!/usr/bin/env sh
RELEASE_BUILD=false
NIGHTLY_BUILD=false
BUILD_DEPLOYMENT=false
BUILD_CONFIGS="Release FastDebug"
VERSION_NAME=""
PACKAGE_NAME=""
RELEASE_PATTERN="^release_(.*)$"
NIGHTLY_PATTERN="^nightly_(.*)$"
if [[ "$TRAVIS_TAG" =~ $RELEASE_PATTERN ]]; then
echo "This is a release tag!";
RELEASE_BUILD=true;
PACKAGE_NAME="fs2_open_${BASH_REMATCH[1]}";
fi
if [[ "$TRAVIS_TAG" =~ $NIGHTLY_PATTERN ]]; then
echo "This is a nightly tag!";
NIGHTLY_BUILD=true;
VERSION_NAME="${BASH_REMATCH[1]}"
PACKAGE_NAME="nightly_${BASH_REMATCH[1]}";
fi
if ([ "$RELEASE_BUILD" = true ] || [ "$NIGHTLY_BUILD" = true ]); then
BUILD_DEPLOYMENT=true;
fi
if [ "$BUILD_DEPLOYMENT" = true ]; then
if ([ "$TRAVIS_OS_NAME" = "linux" ] && [ "$CC" = "clang" ]); then
echo "Skipping non-release compiler";
exit 0;
fi
if ([[ "$CONFIGURATION" == "Debug" ]]); then
echo "Skipping non-release configuration";
exit 0;
fi
fi
export RELEASE_BUILD
export NIGHTLY_BUILD
export BUILD_DEPLOYMENT
export BUILD_CONFIGS
export VERSION_NAME
export PACKAGE_NAME
-24
View File
@@ -1,24 +0,0 @@
#!/usr/bin/env sh
set -ex
FILENAME=
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
if [ ! -d "$HOME/cmake/bin" ]; then
# If the cache does not currently contain CMake then download and install it
FILENAME=cmake-3.4.3-Linux-x86_64
mkdir -p $HOME/cmake/
wget -O /tmp/cmake.tar.gz --no-check-certificate https://www.cmake.org/files/v3.4/$FILENAME.tar.gz
tar -xzf /tmp/cmake.tar.gz -C $HOME/cmake/ --strip-components=1
fi
export PATH=$HOME/cmake/bin:$PATH
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
gem install xcpretty xcpretty-travis-formatter thefox-pastebin
brew update
brew outdated cmake || brew upgrade cmake
fi
cmake --version
-34
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@@ -1,34 +0,0 @@
#!/usr/bin/env sh
set -ex
mkdir -p /tmp/builds
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
cd build
for config in $BUILD_CONFIGS
do
cd "$config"
ninja install
cd ..
done
ls -al /tmp/release
(cd /tmp/release && tar -cvzf /tmp/builds/$PACKAGE_NAME-builds-Linux.tar.gz *)
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cd build
for config in $BUILD_CONFIGS
do
cmake --build . --config "$config" --target install | tee build.log \
| xcpretty -f `xcpretty-travis-formatter`
XCODE_RET=${PIPESTATUS[0]}
if [ "$XCODE_RET" -ne "0" ]; then
pastebin -e 1d -f build.log
exit $XCODE_RET
fi
done
ls -al /tmp/release
(cd /tmp/release && tar -cvzf /tmp/builds/$PACKAGE_NAME-builds-MacOSX.tar.gz *)
fi
-16
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@@ -1,16 +0,0 @@
#!/usr/bin/env sh
set -e
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
ninja
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cmake --build . --config "$CONFIGURATION" | tee build.log | xcpretty -f `xcpretty-travis-formatter`
XCODE_RET=${PIPESTATUS[0]}
if [ "$XCODE_RET" -ne "0" ]; then
pastebin -e 1d -f build.log
exit $XCODE_RET
fi
fi
-14
View File
@@ -1,14 +0,0 @@
include(WriteCompilerDetectionHeader)
set(REQUIRED_CXX_FEATURES cxx_rvalue_references cxx_nullptr)
get_property(CMAKE_CXX_KNOWN_FEATURES GLOBAL PROPERTY CMAKE_CXX_KNOWN_FEATURES)
write_compiler_detection_header(
FILE "${GENERATED_SOURCE_DIR}/scp_compiler_detection.h"
PREFIX SCP
COMPILERS AppleClang Clang GNU MSVC
FEATURES ${CMAKE_CXX_KNOWN_FEATURES}
VERSION 3.2
)
-52
View File
@@ -1,52 +0,0 @@
// Code snippet from http://stackoverflow.com/a/7495023
#ifdef _WIN32
#include <intrin.h>
// Windows
#define cpuid __cpuid
#else
// GCC Inline Assembly
void cpuid(int CPUInfo[4],int InfoType){
__asm__ __volatile__ (
"cpuid":
"=a" (CPUInfo[0]),
"=b" (CPUInfo[1]),
"=c" (CPUInfo[2]),
"=d" (CPUInfo[3]) :
"a" (InfoType)
);
}
#endif
#include <iostream>
int main( int argc, char* argv[] )
{
int SSE = false;
int SSE2 = false;
int AVX = false;
int info[4];
cpuid(info, 0);
int nIds = info[0];
// Detect Instruction Set
if (nIds >= 1){
cpuid(info,0x00000001);
SSE = (info[3] & ((int)1 << 25)) != 0;
SSE2 = (info[3] & ((int)1 << 26)) != 0;
AVX = (info[2] & ((int)1 << 28)) != 0;
}
if(AVX)
std::cout << "AVX";
else if(SSE2)
std::cout << "SSE2";
else if(SSE)
std::cout << "SSE";
return 0;
}
-154
View File
@@ -1,154 +0,0 @@
# ------------------------- Begin Generic CMake Variable Logging ------------------
# /* C++ comment style not allowed */
# if you are building in-source, this is the same as CMAKE_SOURCE_DIR, otherwise
# this is the top level directory of your build tree
MESSAGE( STATUS "CMAKE_BINARY_DIR: " ${CMAKE_BINARY_DIR} )
# if you are building in-source, this is the same as CMAKE_CURRENT_SOURCE_DIR, otherwise this
# is the directory where the compiled or generated files from the current CMakeLists.txt will go to
MESSAGE( STATUS "CMAKE_CURRENT_BINARY_DIR: " ${CMAKE_CURRENT_BINARY_DIR} )
# this is the directory, from which cmake was started, i.e. the top level source directory
MESSAGE( STATUS "CMAKE_SOURCE_DIR: " ${CMAKE_SOURCE_DIR} )
# this is the directory where the currently processed CMakeLists.txt is located in
MESSAGE( STATUS "CMAKE_CURRENT_SOURCE_DIR: " ${CMAKE_CURRENT_SOURCE_DIR} )
# contains the full path to the top level directory of your build tree
MESSAGE( STATUS "PROJECT_BINARY_DIR: " ${PROJECT_BINARY_DIR} )
MESSAGE( STATUS "CMAKE_CXX_COMPILER_ID: " ${CMAKE_CXX_COMPILER_ID} )
# contains the full path to the root of your project source directory,
# i.e. to the nearest directory where CMakeLists.txt contains the PROJECT() command
MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
# set this variable to specify a common place where CMake should put all executable files
# (instead of CMAKE_CURRENT_BINARY_DIR)
MESSAGE( STATUS "EXECUTABLE_OUTPUT_PATH: " ${EXECUTABLE_OUTPUT_PATH} )
# set this variable to specify a common place where CMake should put all libraries
# (instead of CMAKE_CURRENT_BINARY_DIR)
MESSAGE( STATUS "LIBRARY_OUTPUT_PATH: " ${LIBRARY_OUTPUT_PATH} )
# tell CMake to search first in directories listed in CMAKE_MODULE_PATH
# when you use FIND_PACKAGE() or INCLUDE()
MESSAGE( STATUS "CMAKE_MODULE_PATH: " ${CMAKE_MODULE_PATH} )
# this is the complete path of the cmake which runs currently (e.g. /usr/local/bin/cmake)
MESSAGE( STATUS "CMAKE_COMMAND: " ${CMAKE_COMMAND} )
# this is the CMake installation directory
MESSAGE( STATUS "CMAKE_ROOT: " ${CMAKE_ROOT} )
# this is the filename including the complete path of the file where this variable is used.
MESSAGE( STATUS "CMAKE_CURRENT_LIST_FILE: " ${CMAKE_CURRENT_LIST_FILE} )
# this is linenumber where the variable is used
MESSAGE( STATUS "CMAKE_CURRENT_LIST_LINE: " ${CMAKE_CURRENT_LIST_LINE} )
# this is used when searching for include files e.g. using the FIND_PATH() command.
MESSAGE( STATUS "CMAKE_INCLUDE_PATH: " ${CMAKE_INCLUDE_PATH} )
# this is used when searching for libraries e.g. using the FIND_LIBRARY() command.
MESSAGE( STATUS "CMAKE_LIBRARY_PATH: " ${CMAKE_LIBRARY_PATH} )
# the complete system name, e.g. "Linux-2.4.22", "FreeBSD-5.4-RELEASE" or "Windows 5.1"
MESSAGE( STATUS "CMAKE_SYSTEM: " ${CMAKE_SYSTEM} )
# the short system name, e.g. "Linux", "FreeBSD" or "Windows"
MESSAGE( STATUS "CMAKE_SYSTEM_NAME: " ${CMAKE_SYSTEM_NAME} )
# only the version part of CMAKE_SYSTEM
MESSAGE( STATUS "CMAKE_SYSTEM_VERSION: " ${CMAKE_SYSTEM_VERSION} )
# the processor name (e.g. "Intel(R) Pentium(R) M processor 2.00GHz")
MESSAGE( STATUS "CMAKE_SYSTEM_PROCESSOR: " ${CMAKE_SYSTEM_PROCESSOR} )
# is TRUE on all UNIX-like OS's, including Apple OS X and CygWin
MESSAGE( STATUS "UNIX: " ${UNIX} )
# is TRUE on Windows, including CygWin
MESSAGE( STATUS "WIN32: " ${WIN32} )
# is TRUE on Apple OS X
MESSAGE( STATUS "APPLE: " ${APPLE} )
# is TRUE when using the MinGW compiler in Windows
MESSAGE( STATUS "MINGW: " ${MINGW} )
# is TRUE on Windows when using the CygWin version of cmake
MESSAGE( STATUS "CYGWIN: " ${CYGWIN} )
# is TRUE on Windows when using a Borland compiler
MESSAGE( STATUS "BORLAND: " ${BORLAND} )
# Microsoft compiler
MESSAGE( STATUS "MSVC: " ${MSVC} )
MESSAGE( STATUS "MSVC_IDE: " ${MSVC_IDE} )
MESSAGE( STATUS "MSVC60: " ${MSVC60} )
MESSAGE( STATUS "MSVC70: " ${MSVC70} )
MESSAGE( STATUS "MSVC71: " ${MSVC71} )
MESSAGE( STATUS "MSVC80: " ${MSVC80} )
MESSAGE( STATUS "CMAKE_COMPILER_2005: " ${CMAKE_COMPILER_2005} )
# set this to true if you don't want to rebuild the object files if the rules have changed,
# but not the actual source files or headers (e.g. if you changed the some compiler switches)
MESSAGE( STATUS "CMAKE_SKIP_RULE_DEPENDENCY: " ${CMAKE_SKIP_RULE_DEPENDENCY} )
# since CMake 2.1 the install rule depends on all, i.e. everything will be built before installing.
# If you don't like this, set this one to true.
MESSAGE( STATUS "CMAKE_SKIP_INSTALL_ALL_DEPENDENCY: " ${CMAKE_SKIP_INSTALL_ALL_DEPENDENCY} )
# If set, runtime paths are not added when using shared libraries. Default it is set to OFF
MESSAGE( STATUS "CMAKE_SKIP_RPATH: " ${CMAKE_SKIP_RPATH} )
# set this to true if you are using makefiles and want to see the full compile and link
# commands instead of only the shortened ones
MESSAGE( STATUS "CMAKE_VERBOSE_MAKEFILE: " ${CMAKE_VERBOSE_MAKEFILE} )
# this will cause CMake to not put in the rules that re-run CMake. This might be useful if
# you want to use the generated build files on another machine.
MESSAGE( STATUS "CMAKE_SUPPRESS_REGENERATION: " ${CMAKE_SUPPRESS_REGENERATION} )
# A simple way to get switches to the compiler is to use ADD_DEFINITIONS().
# But there are also two variables exactly for this purpose:
# the compiler flags for compiling C sources
MESSAGE( STATUS "CMAKE_C_FLAGS: " ${CMAKE_C_FLAGS} )
# the compiler flags for compiling C++ sources
MESSAGE( STATUS "CMAKE_CXX_FLAGS: " ${CMAKE_CXX_FLAGS} )
# Choose the type of build. Example: SET(CMAKE_BUILD_TYPE Debug)
MESSAGE( STATUS "CMAKE_BUILD_TYPE: " ${CMAKE_BUILD_TYPE} )
# if this is set to ON, then all libraries are built as shared libraries by default.
MESSAGE( STATUS "BUILD_SHARED_LIBS: " ${BUILD_SHARED_LIBS} )
# the compiler used for C files
MESSAGE( STATUS "CMAKE_C_COMPILER: " ${CMAKE_C_COMPILER} )
# the compiler used for C++ files
MESSAGE( STATUS "CMAKE_CXX_COMPILER: " ${CMAKE_CXX_COMPILER} )
# if the compiler is a variant of gcc, this should be set to 1
MESSAGE( STATUS "CMAKE_COMPILER_IS_GNUCC: " ${CMAKE_COMPILER_IS_GNUCC} )
# if the compiler is a variant of g++, this should be set to 1
MESSAGE( STATUS "CMAKE_COMPILER_IS_GNUCXX : " ${CMAKE_COMPILER_IS_GNUCXX} )
# the tools for creating libraries
MESSAGE( STATUS "CMAKE_AR: " ${CMAKE_AR} )
MESSAGE( STATUS "CMAKE_RANLIB: " ${CMAKE_RANLIB} )
#
#MESSAGE( STATUS ": " ${} )
# ------------------------- End of Generic CMake Variable Logging ------------------
-37
View File
@@ -1,37 +0,0 @@
# add a target to generate API documentation with Doxygen
find_package(Doxygen)
if(DOXYGEN_FOUND)
SET(OUTPUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/documentation/doxygen")
FILE(MAKE_DIRECTORY "${OUTPUT_DIR}")
FILE(TO_NATIVE_PATH ${OUTPUT_DIR} OUTPUT_DIR)
SET(OUTPUT_DIR \"${OUTPUT_DIR}\")
SET(INPUTS "${CMAKE_CURRENT_SOURCE_DIR}/code" "${CMAKE_CURRENT_SOURCE_DIR}/freespace2" "${CMAKE_CURRENT_SOURCE_DIR}/fred2" "${CMAKE_CURRENT_SOURCE_DIR}/wxfred2")
SET(INPUT_DIRS)
FOREACH(DIR IN LISTS INPUTS)
FILE(TO_NATIVE_PATH ${DIR} native_dir)
LIST(APPEND INPUT_DIRS \"${native_dir}\")
ENDFOREACH(DIR)
STRING(REPLACE ";" " " INPUT_DIRS "${INPUT_DIRS}")
CONFIGURE_FILE(${CMAKE_CURRENT_SOURCE_DIR}/fs2open.Doxyfile.in
${CMAKE_CURRENT_BINARY_DIR}/fs2open.Doxyfile
@ONLY)
add_custom_target(doxygen
${DOXYGEN_EXECUTABLE} ${CMAKE_CURRENT_BINARY_DIR}/fs2open.Doxyfile
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Generating API documentation with Doxygen" VERBATIM
)
set_target_properties(doxygen
PROPERTIES
FOLDER "Documentation"
EXCLUDE_FROM_ALL ON
EXCLUDE_FROM_DEFAULT_BUILD ON
)
endif(DOXYGEN_FOUND)
Submodule cmake/external/cotire deleted from 40a46bf2fb.
-33
View File
@@ -1,33 +0,0 @@
add_library(speech INTERFACE)
if (WIN32)
find_package(WindowsSDK REQUIRED)
foreach(dir ${WINDOWSSDK_DIRS})
get_windowssdk_library_dirs("${dir}" LIB_DIRS)
find_library(SPEECH_LIBRARY
NAMES sapi
PATHS ${LIB_DIRS}
NO_DEFAULT_PATH)
if (SPEECH_LIBRARY)
set(SDK_DIR "${dir}")
break()
endif()
endforeach()
if (NOT SPEECH_LIBRARY)
message(SEND_ERROR "Text to speech library could not be found! Either install it or disable the speech option.")
return()
endif()
get_windowssdk_include_dirs("${SDK_DIR}" INCLUDE_DIRS)
target_include_directories(speech INTERFACE ${INCLUDE_DIRS})
else()
message(SEND_ERROR "Text to Speech is not supported on this platform!")
endif()
target_compile_definitions(speech INTERFACE -DFS2_SPEECH)
-5
View File
@@ -1,5 +0,0 @@
include(platformChecks)
include(Cxx11)
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/project.h.in ${GENERATED_SOURCE_DIR}/project.h)
-2
View File
@@ -1,2 +0,0 @@
SET(BINARY_DESTINATION ".")
-8
View File
@@ -1,8 +0,0 @@
SET(CODE_HEADERS ${CMAKE_SOURCE_DIR}/code)
SET(FREESPACE_HEADERS ${CMAKE_SOURCE_DIR}/freespace2)
SET(FRED_HEADERS ${CMAKE_SOURCE_DIR}/fred2)
SET(WXFRED_HEADERS ${CMAKE_SOURCE_DIR}/wxfred2)
-14
View File
@@ -1,14 +0,0 @@
SET(CPACK_PACKAGE_VERSION_MAJOR ${FSO_VERSION_MAJOR})
SET(CPACK_PACKAGE_VERSION_MINOR ${FSO_VERSION_MINOR})
SET(CPACK_PACKAGE_VERSION_PATCH ${FSO_VERSION_BUILD})
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY ${FSO_PROJECT_DESCRIPTION})
IF(WIN32)
SET(CPACK_NSIS_MUI_ICON ${FSO_INSTALLER_ICON})
set(CPACK_NSIS_MENU_LINKS "http://www.hard-light.net/" "FreeSpace Community")
ENDIF(WIN32)
include(CPack)
-11
View File
@@ -1,11 +0,0 @@
MESSAGE(STATUS "Doing Mac OSX specific things...")
SET(EXE_GUI_TYPE MACOSX_BUNDLE)
FIND_LIBRARY(COCOA_LIBRARY Cocoa)
if (NOT COCOA_LIBRARY)
message(FATAL_ERROR "Couldn't find Cocoa!")
endif()
target_link_libraries(platform INTERFACE ${COCOA_LIBRARY})
-2
View File
@@ -1,2 +0,0 @@
target_compile_definitions(platform INTERFACE SCP_BSD)
-2
View File
@@ -1,2 +0,0 @@
target_compile_definitions(platform INTERFACE SCP_SOLARIS)
-6
View File
@@ -1,6 +0,0 @@
INCLUDE(util)
MESSAGE(STATUS "Configuring UNIX specific things and stuff...")
target_compile_definitions(platform INTERFACE SCP_UNIX USE_OPENAL)
-17
View File
@@ -1,17 +0,0 @@
MESSAGE(STATUS "Configuring Windows specific things and stuff...")
target_link_libraries(platform INTERFACE comctl32.lib
msacm32.lib
odbc32.lib
odbccp32.lib
vfw32.lib
winmm.lib
wsock32.lib)
target_compile_definitions(platform INTERFACE WIN32 USE_OPENAL _WINDOWS)
# Specify minimum Windows version for the headers (currently this is XP)
target_compile_definitions(platform INTERFACE NTDDI_VERSION=0x05010000 _WIN32_WINNT=0x0501)
SET(EXE_GUI_TYPE WIN32)
-12
View File
@@ -1,12 +0,0 @@
include(CheckFunctionExists)
include(CheckIncludeFile)
include(CheckIncludeFileCXX)
include(CheckLibraryExists)
include(CheckPrototypeDefinition)
include(CheckStructHasMember)
include(CheckSymbolExists)
include(CheckTypeSize)
set(PLATFORM_CHECK_HEADER "${GENERATED_SOURCE_DIR}/platformChecks.h")
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/platformChecks.h.in "${PLATFORM_CHECK_HEADER}")
-6
View File
@@ -1,6 +0,0 @@
#ifndef __PLATFORM_CHECKS_H__
#define __PLATFORM_CHECKS_H__
#pragma once
#endif // __PLATFORM_CHECKS_H__
-22
View File
@@ -1,22 +0,0 @@
add_library(platform INTERFACE)
IF(FSO_CMAKE_DEBUG)
INCLUDE(debug-vars)
ENDIF(FSO_CMAKE_DEBUG)
IF(WIN32)
INCLUDE(platform-win32)
ELSEIF(UNIX)
INCLUDE(platform-unix)
IF(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD")
INCLUDE(platform-freebsd)
ELSEIF(${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
INCLUDE(platform-solaris)
ELSEIF(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(platform-darwin)
ENDIF(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD")
ELSE(WIN32)
MESSAGE(STATUS "This platform is not supported, good luck!")
ENDIF(WIN32)
-17
View File
@@ -1,17 +0,0 @@
#ifndef __PROJECT_H
#define __PROJECT_H
#define FS_VERSION_MAJOR @FSO_VERSION_MAJOR@
#define FS_VERSION_MINOR @FSO_VERSION_MINOR@
#define FS_VERSION_BUILD @FSO_VERSION_BUILD@
#define FS_VERSION_REVIS @FSO_VERSION_REVISION@
#define FS_VERSION_REVIS_STR "@FSO_VERSION_REVISION_STR@"
#define FS_VERSION_HAS_REVIS @FSO_VERSION_HAS_REVISION@
#define FS_VERSION_FULL "@FSO_FULL_VERSION_STRING@"
#define FS_PRODUCT_VERSION "@FSO_PRODUCT_VERSION_STRING@"
#endif // __PROJECT_H
-20
View File
@@ -1,20 +0,0 @@
MESSAGE(STATUS "Doing configuration specific to Apple Clang...")
# TODO: Actually add Mac specific flags here...
# Suppress specific warning
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "conversion from string literal to 'char *' is deprecated" warnings.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-function")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fcolor-diagnostics")
set(CMAKE_CXX_FLAGS_RELEASE "-Wno-unused-variable")
set(CMAKE_CXX_FLAGS_DEBUG "-Wextra -Wshadow -Wno-unused-parameter")
-54
View File
@@ -1,54 +0,0 @@
# Clang
include(EnableExtraCompilerWarnings)
include(CheckCXXCompilerFlag)
MESSAGE(STATUS "Doing configuration specific to clang...")
unset(CMAKE_CXX_FLAGS)
message(STATUS "$ENV{CXXFLAGS}")
if(DEFINED ENV{CXXFLAGS})
message(STATUS "$ENV{CXXFLAGS}")
set(CMAKE_CXX_FLAGS $ENV{CXXFLAGS})
endif()
if(NOT CMAKE_CXX_FLAGS)
set(CMAKE_CXX_FLAGS "-march=native -pipe")
endif(NOT CMAKE_CXX_FLAGS)
globally_enable_extra_compiler_warnings()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "argument unused during compilation" when clang is used with ccache.
if(${CMAKE_CXX_COMPILER} MATCHES "ccache")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Qunused-arguments")
endif()
# Omit "conversion from string literal to 'char *' is deprecated" warnings.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-function")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fcolor-diagnostics")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-parameter")
check_cxx_compiler_flag(-Wshift-negative-value SUPPORTS_SHIFT_NEGATIVE_VALUE)
if(SUPPORTS_SHIFT_NEGATIVE_VALUE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-shift-negative-value")
endif()
set(CMAKE_CXX_FLAGS_RELEASE "-O2 -Wno-unused-variable")
set(CMAKE_CXX_FLAGS_DEBUG "-O0 -g -Wshadow")
if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
endif()
set(CMAKE_EXE_LINKER_FLAGS "")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "-g -rdynamic")
-44
View File
@@ -1,44 +0,0 @@
include(EnableExtraCompilerWarnings)
MESSAGE(STATUS "Doing configuration specific to gcc...")
unset(CMAKE_CXX_FLAGS)
if(DEFINED ENV{CXXFLAGS})
set(CMAKE_CXX_FLAGS $ENV{CXXFLAGS})
message("${CMAKE_CXX_FLAGS}")
endif()
if(NOT CMAKE_CXX_FLAGS)
set(CMAKE_CXX_FLAGS "-march=native -pipe")
endif(NOT CMAKE_CXX_FLAGS)
globally_enable_extra_compiler_warnings()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "deprecated conversion from string constant to 'char*'" warnings.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-function")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-parameter")
set(CMAKE_CXX_FLAGS_RELEASE "-O2 -Wno-unused-variable -Wno-unused-but-set-variable -Wno-array-bounds -Wno-empty-body -Wno-clobbered")
set(CMAKE_CXX_FLAGS_DEBUG "-O0 -g -Wshadow")
if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
endif()
set(CMAKE_EXE_LINKER_FLAGS "")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "-g -rdynamic")
IF(${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
SET(CMAKE_EXE_LINKER_FLAGS "-Wl,-zignore")
ENDIF(${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
-105
View File
@@ -1,105 +0,0 @@
include(EnableExtraCompilerWarnings)
include(CheckCXXCompilerFlag)
include(util)
MESSAGE(STATUS "Doing configuration specific to visual studio...")
set_property(GLOBAL PROPERTY DEBUG_CONFIGURATIONS Debug)
option(MSVC_USE_RUNTIME_DLL "Use the dynamically linked version of the runtime" OFF)
MARK_AS_ADVANCED(FORCE MSVC_USE_RUNTIME_DLL)
# Base
set(CMAKE_C_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo")
set(CMAKE_CXX_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo")
set(CMAKE_EXE_LINKER_FLAGS "/MANIFEST /DYNAMICBASE:NO /SAFESEH:NO /ERRORREPORT:PROMPT /NOLOGO")
set(CMAKE_STATIC_LINKER_FLAGS "")
# Release
set(CMAKE_C_FLAGS_RELEASE "/GL /W2 /Gy- /Ox /Ot /Ob2 /fp:precise /GF /Oy /Oi /Zi /W3")
set(CMAKE_CXX_FLAGS_RELEASE "/GL /W2 /Gy- /Ox /Ot /Ob2 /fp:precise /GF /Oy /Oi /Zi /W3")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/OPT:REF /LTCG /INCREMENTAL:NO")
set(CMAKE_STATIC_LINKER_FLAGS_RELEASE "/LTCG")
globally_enable_extra_compiler_warnings()
CHECK_CXX_COMPILER_FLAG("/Zo" MSVC_COMPILER_SUPPORTS_ARCH_ZO)
if (MSVC_COMPILER_SUPPORTS_ARCH_ZO)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /Zo")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zo")
endif()
IF(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MD")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MD")
ELSE(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MT")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")
ENDIF(MSVC_USE_RUNTIME_DLL)
# Debug
set(CMAKE_C_FLAGS_DEBUG "/W4 /Gy /Zi /Od /RTC1 /Gd /Oy-")
set(CMAKE_CXX_FLAGS_DEBUG "/W4 /Gy /Zi /Od /RTC1 /Gd /Oy-")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "/DEBUG /INCREMENTAL:NO /MAPINFO:EXPORTS /NODEFAULTLIB:libcmt.lib")
IF(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MDd")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MDd")
ELSE(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MTd")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MTd")
ENDIF(MSVC_USE_RUNTIME_DLL)
INCLUDE(MSVCMultipleProcessCompile)
# Visual Studio supports compiling for multiple vector instruction sets
SET(POSSIBLE_INSTUCTION_SETS "" SSE SSE2 AVX)
if (NOT DEFINED MSVC_SIMD_INSTRUCTIONS)
detect_simd_instructions(MSVC_DETECTED_SIMD_INSTRUCTIONS)
SET(MSVC_SIMD_INSTRUCTIONS "${MSVC_DETECTED_SIMD_INSTRUCTIONS}" CACHE FILEPATH "The SIMD instructions which will be used, possible values are ${POSSIBLE_INSTUCTION_SETS}")
MARK_AS_ADVANCED(FORCE MSVC_SIMD_INSTRUCTIONS)
endif()
set(FSO_INSTRUCTION_SET ${MSVC_SIMD_INSTRUCTIONS})
LIST(FIND POSSIBLE_INSTUCTION_SETS "${MSVC_SIMD_INSTRUCTIONS}" SET_INDEX)
if (SET_INDEX LESS 0)
MESSAGE(STATUS "An invalid instruction set was specified, defaulting to no special compiler options.")
else()
IF (NOT SET_INDEX EQUAL 0)
SET(FOUND)
FOREACH(list_index RANGE ${SET_INDEX} 1)
list(GET POSSIBLE_INSTUCTION_SETS ${list_index} _simd_set)
CHECK_CXX_COMPILER_FLAG("/arch:${_simd_set}" COMPILER_SUPPORTS_ARCH_${_simd_set})
IF(COMPILER_SUPPORTS_ARCH_${_simd_set})
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /arch:${_simd_set}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /arch:${_simd_set}")
SET(FOUND TRUE)
BREAK()
ENDIF()
ENDFOREACH(list_index)
IF(NOT FOUND)
# Don't set anything, it will likely not work
MESSAGE(STATUS "Your compiler does not support any optimization flags, defaulting to none")
ENDIF(NOT FOUND)
ELSE()
CHECK_CXX_COMPILER_FLAG("/arch:IA32" COMPILER_SUPPORTS_ARCH_IA32)
IF(COMPILER_SUPPORTS_ARCH_IA32)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /arch:IA32")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /arch:IA32")
ENDIF(COMPILER_SUPPORTS_ARCH_IA32)
ENDIF()
endif()
target_compile_definitions(compiler INTERFACE _CRT_SECURE_NO_DEPRECATE
_CRT_SECURE_NO_WARNINGS _SECURE_SCL=0 NOMINMAX)
-33
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@@ -1,33 +0,0 @@
# File to execute compiler specific commands
add_library(compiler INTERFACE)
target_compile_definitions(compiler INTERFACE "$<$<CONFIG:Release>:NDEBUG>;$<$<CONFIG:Debug>:_DEBUG>;$<$<CONFIG:FastDebug>:_DEBUG>")
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
include(toolchain-gcc)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
include(toolchain-msvc)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
include(toolchain-clang)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "AppleClang")
include(toolchain-apple-clang)
ELSE("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
MESSAGE(STATUS "No special handling for this compiler present, good luck!")
ENDIF("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
# Copy release settings to FastDebug
set(CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_RELEASE}")
set(CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_RELEASE}")
set(CMAKE_EXE_LINKER_FLAGS_FASTDEBUG "${CMAKE_EXE_LINKER_RELEASE}")
set(CMAKE_STATIC_LINKER_FLAGS_FASTDEBUG "${CMAKE_STATIC_LINKER_FLAGS_RELEASE}")
if (MSVC)
# Adjust runtime library
string(REPLACE "/MD" "/MDd" CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_FASTDEBUG}")
string(REPLACE "/MT" "/MTd" CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_FASTDEBUG}")
string(REPLACE "/MD" "/MDd" CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_FASTDEBUG}")
string(REPLACE "/MT" "/MTd" CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_FASTDEBUG}")
endif()
-130
View File
@@ -1,130 +0,0 @@
FUNCTION(MAKE_CACHE_INTERNAL VARIABLE)
SET(${VARIABLE} ${${VARIABLE}} CACHE INTERNAL "Internal cache variable")
ENDFUNCTION(MAKE_CACHE_INTERNAL)
FUNCTION(ADD_IMPORTED_LIB NAME INCLUDES LIBS)
ADD_LIBRARY(${NAME} INTERFACE)
target_link_libraries(${NAME} INTERFACE "${LIBS}")
target_include_directories(${NAME} INTERFACE "${INCLUDES}")
ENDFUNCTION(ADD_IMPORTED_LIB)
MACRO(PKG_CONFIG_LIB_RESOLVE NAME OUTVAR)
SET(${OUTVAR} "")
foreach(lib ${${NAME}_LIBRARIES})
find_library(${lib}_LIBRARY
NAMES ${lib}
HINTS ${${NAME}_LIBDIR} ${${NAME}_LIBRARY_DIRS}
)
if (NOT ${${lib}_LIBRARY} MATCHES ".*NOTFOUND.*")
SET(${OUTVAR} ${${OUTVAR}} ${${lib}_LIBRARY})
endif (NOT ${${lib}_LIBRARY} MATCHES ".*NOTFOUND.*")
endforeach(lib)
ENDMACRO(PKG_CONFIG_LIB_RESOLVE)
# Copy from http://cmake.3232098.n2.nabble.com/RFC-cmake-analog-to-AC-SEARCH-LIBS-td7585423.html
INCLUDE (CheckFunctionExists)
INCLUDE (CheckLibraryExists)
MACRO (CMAKE_SEARCH_LIBS v_func v_lib func)
CHECK_FUNCTION_EXISTS (${func} ${v_func})
IF (NOT ${v_func})
FOREACH (lib ${ARGN})
CHECK_LIBRARY_EXISTS (${lib} ${func} "" "HAVE_${func}_IN_${lib}")
IF (${HAVE_${func}_IN_${lib}})
SET (${v_func} TRUE)
SET (${v_lib} "${lib}" CACHE INTERNAL "Library providing ${func}")
BREAK()
ENDIF (${HAVE_${func}_IN_${lib}})
ENDFOREACH (lib)
ENDIF (NOT ${v_func})
ENDMACRO (CMAKE_SEARCH_LIBS)
# End copy
FUNCTION(EP_CHECK_FILE_EXISTS FILE OUTVAR TARGET NAME COMMAND WORKING_DIR)
string (REPLACE ";" " " COMMAND_STR "${COMMAND}")
IF(WIN32)
# Do something special for windows...
SET(COMMAND "cmd /C \"${COMMAND_STR}\"")
ELSE(WIN32)
SET(COMMAND "${COMMAND_STR}")
ENDIF(WIN32)
FILE(WRITE "${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${NAME}" "
IF(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
MESSAGE(\"'${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}' already exists, nothing to be done.\")
ELSE(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
execute_process(COMMAND ${COMMAND} WORKING_DIRECTORY \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${WORKING_DIR}\")
ENDIF(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
")
SET(${OUTVAR} "${CMAKE_COMMAND}" -P ${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${NAME} PARENT_SCOPE)
ENDFUNCTION(EP_CHECK_FILE_EXISTS)
MACRO(COPY_FILES_TO_TARGET _target)
FOREACH(file IN LISTS TARGET_COPY_FILES)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${file}" "$<TARGET_FILE_DIR:${_target}>"
COMMENT "copying '${file}'..."
)
ENDFOREACH(file)
ENDMACRO(COPY_FILES_TO_TARGET)
macro(set_policy policy value)
if (POLICY ${policy})
cmake_policy(SET ${policy} ${value})
endif ()
endmacro(set_policy)
macro(set_if_not_defined VAR VALUE)
if (NOT DEFINED ${VAR})
set(${VAR} ${VALUE})
endif()
endmacro(set_if_not_defined)
macro(configure_cotire target)
IF(COTIRE_ENABLE)
# Disable unity build as it doesn't work well for us
set_target_properties(${target} PROPERTIES COTIRE_ADD_UNITY_BUILD FALSE)
# add ignored paths for the precompiled header here
set_target_properties(code PROPERTIES COTIRE_PREFIX_HEADER_IGNORE_PATH
"${CMAKE_SOURCE_DIR};${CMAKE_BINARY_DIR}")
IF(DEFINED CMAKE_CONFIGURATION_TYPES)
cotire(${target} CONFIGURATIONS ${CMAKE_CONFIGURATION_TYPES})
ELSE(DEFINED CMAKE_CONFIGURATION_TYPES)
cotire(${target})
ENDIF(DEFINED CMAKE_CONFIGURATION_TYPES)
ENDIF(COTIRE_ENABLE)
endmacro(configure_cotire)
macro(add_target_copy_files)
INSTALL(FILES ${ARGN}
DESTINATION ${BINARY_DESTINATION}
)
SET(TARGET_COPY_FILES ${TARGET_COPY_FILES} ${ARGN} CACHE INTERNAL "" FORCE)
endmacro(add_target_copy_files)
function(detect_simd_instructions _out_var)
if(CMAKE_CROSSCOMPILING)
set(${_out_var} "" PARENT_SCOPE)
else()
message(STATUS "Detecting SIMD features of current CPU...")
TRY_RUN(RUN_RESULT COMPILE_RESULT "${CMAKE_BINARY_DIR}/temp" "${CMAKE_SOURCE_DIR}/cmake/cpufeatures.cpp"
RUN_OUTPUT_VARIABLE FEATURE_OUTPUT)
IF(COMPILE_RESULT)
MESSAGE(STATUS "Detected compatibility for the ${FEATURE_OUTPUT} feature set.")
SET(${_out_var} ${FEATURE_OUTPUT} PARENT_SCOPE)
ELSE(COMPILE_RESULT)
MESSAGE("Compilation of CPU feature detector failed, please set the instruction set manually.")
set(${_out_var} "" PARENT_SCOPE)
ENDIF(COMPILE_RESULT)
endif()
endfunction()
-52
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@@ -1,52 +0,0 @@
include(util)
if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
# This allows to override the values by using a special file
include("${PROJECT_SOURCE_DIR}/version_override.cmake")
endif()
set_if_not_defined(FSO_VERSION_MAJOR 3)
set_if_not_defined(FSO_VERSION_MINOR 7)
set_if_not_defined(FSO_VERSION_BUILD 5)
# A numeric revision e.g. the CI build number
set_if_not_defined(FSO_VERSION_REVISION 0)
# A generic revision string, can be anything
set_if_not_defined(FSO_VERSION_REVISION_STR "${FSO_VERSION_REVISION}")
if("${FSO_VERSION_REVISION}" STREQUAL "0" AND "${FSO_VERSION_REVISION_STR}" STREQUAL "${FSO_VERSION_REVISION}")
set(FSO_VERSION_HAS_REVISION 0)
else()
set(FSO_VERSION_HAS_REVISION 1)
endif()
set(FSO_FULL_VERSION_STRING "${FSO_VERSION_MAJOR}.${FSO_VERSION_MINOR}.${FSO_VERSION_BUILD}")
set(FSO_PRODUCT_VERSION_STRING "${FSO_FULL_VERSION_STRING}")
if (FSO_VERSION_HAS_REVISION)
set(FSO_FULL_VERSION_STRING "${FSO_FULL_VERSION_STRING}.${FSO_VERSION_REVISION_STR}")
endif()
IF(NOT FSO_VERSION_HAS_REVISION)
SET(FSO_BINARY_SUFFIX "${FSO_VERSION_MAJOR}_${FSO_VERSION_MINOR}_${FSO_VERSION_BUILD}")
ELSE()
SET(FSO_BINARY_SUFFIX "${FSO_VERSION_MAJOR}_${FSO_VERSION_MINOR}_${FSO_VERSION_BUILD}_${FSO_VERSION_REVISION_STR}")
ENDIF()
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
# This is a 64-bit builds
SET(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}_x64")
ENDIF()
IF (NOT "${FSO_INSTRUCTION_SET}" STREQUAL "")
SET(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}_${FSO_INSTRUCTION_SET}")
ENDIF()
IF (NOT "${FSO_BUILD_POSTFIX}" STREQUAL "")
SET(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}_${FSO_BUILD_POSTFIX}")
ENDIF()
set(CONFIG_POSTFIX "$<$<CONFIG:Release>:>$<$<CONFIG:Debug>:-DEBUG>$<$<CONFIG:FastDebug>:-FASTDBG>")
set(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}${CONFIG_POSTFIX}")
-56
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@@ -1,56 +0,0 @@
INCLUDE(source_groups.cmake)
INCLUDE(voice_rec.cmake)
ADD_LIBRARY(code STATIC ${file_root} ${VOICE_REC_FILES})
target_compile_features(code PUBLIC ${REQUIRED_CXX_FEATURES})
INCLUDE(default_files.cmake)
if (MSVC)
target_compile_definitions(code PUBLIC "PDB_DEBUGGING=1")
endif(MSVC)
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${CODE_HEADERS})
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${FREESPACE_HEADERS})
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${GENERATED_SOURCE_DIR})
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${GENERATED_SOURCE_DIR}/code)
target_link_libraries(code PUBLIC OpenGL)
TARGET_LINK_LIBRARIES(code PUBLIC ${OPENAL_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${LUA_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${PNG_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${JPEG_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC oggvorbis)
TARGET_LINK_LIBRARIES(code PUBLIC ${SDL_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC platform)
TARGET_LINK_LIBRARIES(code PUBLIC compiler)
IF (FSO_USE_SPEECH)
find_package(Speech REQUIRED)
target_link_libraries(code PUBLIC speech)
ENDIF(FSO_USE_SPEECH)
# Headers for standalone "gui" on UNIX
IF(UNIX)
TARGET_LINK_LIBRARIES(code PUBLIC jansson)
TARGET_LINK_LIBRARIES(code PUBLIC ${MONGOOSE_LIBS})
ENDIF(UNIX)
IF(FSO_BUILD_TOOLS)
ADD_SUBDIRECTORY(cfilearchiver)
ADD_SUBDIRECTORY(cfileextractor)
ENDIF(FSO_BUILD_TOOLS)
include(util)
configure_cotire(code)
include(../cmake/Cxx11.cmake)
-571
View File
@@ -1,571 +0,0 @@
/*
* Created by Ian "Goober5000" Warfield for the FreeSpace2 Source Code Project.
* You may not sell or otherwise commercially exploit the source or things you
* create based on the source.
*/
#include "globalincs/pstypes.h"
#include "def_files/def_files.h"
#include "ai/ai_profiles.h"
#include "def_files/def_files.h"
#include "globalincs/pstypes.h"
#include "localization/localize.h"
#include "parse/parselo.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
// global stuff
int Num_ai_profiles;
int Default_ai_profile;
ai_profile_t Ai_profiles[MAX_AI_PROFILES];
// local to this file
static int Ai_profiles_initted = 0;
static char Default_profile_name[NAME_LENGTH];
// utility
void set_flag(ai_profile_t *profile, char *name, int flag, int type)
{
if (optional_string(name))
{
bool val;
stuff_boolean(&val);
if (type == AIP_FLAG) {
if (val)
profile->flags |= flag;
else
profile->flags &= ~flag;
} else {
if (val)
profile->flags2 |= flag;
else
profile->flags2 &= ~flag;
}
}
}
char *AI_path_types[] = {
"normal",
"alt1",
};
int Num_ai_path_types = sizeof(AI_path_types)/sizeof(char*);
int ai_path_type_match(char *p)
{
int i;
for(i = 0; i < Num_ai_path_types; i++)
{
if(!stricmp(AI_path_types[i], p))
return i;
}
return -1;
}
void parse_ai_profiles_tbl(const char *filename)
{
int i;
char profile_name[NAME_LENGTH];
ai_profile_t dummy_profile;
char *saved_Mp = NULL;
char buf[NAME_LENGTH];
try
{
if (filename == NULL)
read_file_text_from_default(defaults_get_file("ai_profiles.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// start parsing
required_string("#AI Profiles");
// new default?
if (optional_string("$Default Profile:"))
stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);
// begin reading data
while (required_string_either("#End", "$Profile Name:"))
{
ai_profile_t *profile = &dummy_profile;
ai_profile_t *previous_profile = NULL;
bool no_create = false;
// get the name
required_string("$Profile Name:");
stuff_string(profile_name, F_NAME, NAME_LENGTH);
// see if it exists
for (i = 0; i < Num_ai_profiles; i++)
{
if (!stricmp(Ai_profiles[i].profile_name, profile_name))
{
previous_profile = &Ai_profiles[i];
break;
}
}
// modular table stuff
if (optional_string("+nocreate"))
{
no_create = true;
// use the previous one if possible,
// otherwise continue to use the dummy one
if (previous_profile != NULL)
profile = previous_profile;
}
else
{
// don't create multiple profiles with the same name
if (previous_profile != NULL)
{
Warning(LOCATION, "An ai profile named '%s' already exists! The new one will not be created.\n", profile_name);
}
else
{
// make sure we're under the limit
if (Num_ai_profiles >= MAX_AI_PROFILES)
{
Warning(LOCATION, "Too many profiles in ai_profiles.tbl! Max is %d.\n", MAX_AI_PROFILES - 1); // -1 because one is built-in
skip_to_string("#End", NULL);
break;
}
profile = &Ai_profiles[Num_ai_profiles];
Num_ai_profiles++;
}
}
// initialize profile if we're not building from a previously parsed one
if (!no_create)
{
// base profile, so zero it out
if (profile == &Ai_profiles[0])
{
memset(profile, 0, sizeof(ai_profile_t));
}
// brand new profile, so set it to the base defaults
else
{
memcpy(profile, &Ai_profiles[0], sizeof(ai_profile_t));
}
}
// set the name
strcpy_s(profile->profile_name, profile_name);
// fill in any and all settings; they're all optional and can be in any order
while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
{
if (optional_string("$Player Afterburner Recharge Scale:"))
parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);
if (optional_string("$Max Beam Friendly Fire Damage:"))
parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);
if (optional_string("$Player Countermeasure Life Scale:"))
parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);
if (optional_string("$AI Countermeasure Firing Chance:"))
parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);
if (optional_string("$AI In Range Time:"))
parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Primary Ammo Burst Multiplier:"))
parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Energy Weapons:"))
parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Energy Weapons:"))
parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Max Missles Locked on Player:") || optional_string("$Max Missiles Locked on Player:"))
parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);
if (optional_string("$Max Player Attackers:"))
parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);
if (optional_string("$Max Incoming Asteroids:"))
parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);
if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
parse_float_list(profile->player_damage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);
// represented in fractions of F1_0
if (optional_string("$Predict Position Delay:"))
{
int iLoop;
float temp_list[NUM_SKILL_LEVELS];
parse_float_list(temp_list, NUM_SKILL_LEVELS);
for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
}
if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Fire Delay Scale:"))
parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$Hostile AI Fire Delay Scale:"))
parse_float_list(profile->ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
parse_float_list(profile->ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
parse_float_list(profile->ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);
if (optional_string("$AI Turn Time Scale:"))
parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);
if (optional_string("$Glide Attack Percent:")) {
parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
profile->glide_attack_percent[i] = 0.0f;
}
profile->glide_attack_percent[i] /= 100.0;
}
}
if (optional_string("$Circle Strafe Percent:")) {
parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
profile->circle_strafe_percent[i] = 0.0f;
}
profile->circle_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Glide Strafe Percent:")) {
parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
profile->glide_strafe_percent[i] = 0.0f;
}
profile->glide_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Random Sidethrust Percent:")) {
parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
profile->random_sidethrust_percent[i] = 0.0f;
}
profile->random_sidethrust_percent[i] /= 100.0;
}
}
if (optional_string("$Stalemate Time Threshold:"))
parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Stalemate Distance Threshold:"))
parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Player Shield Recharge Scale:"))
parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);
if (optional_string("$Player Weapon Recharge Scale:"))
parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);
if (optional_string("$Max Turret Target Ownage:"))
parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);
if (optional_string("$Max Turret Player Ownage:"))
parse_int_list(profile->max_turret_ownage_player, NUM_SKILL_LEVELS);
if (optional_string("$Percentage Required For Kill Scale:"))
parse_float_list(profile->kill_percentage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Percentage Required For Assist Scale:"))
parse_float_list(profile->assist_percentage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Percentage Awarded For Capship Assist:"))
parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Repair Penalty:"))
parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);
if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);
if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);
if (optional_string("$Max Aim Update Delay:"))
parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);
if (optional_string("$Turret Max Aim Update Delay:"))
parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);
if (optional_string("$Player Autoaim FOV:"))
{
float fov_list[NUM_SKILL_LEVELS];
parse_float_list(fov_list, NUM_SKILL_LEVELS);
for (i = 0; i < NUM_SKILL_LEVELS; i++)
{
//Enforce range
if (fov_list[i] < 0.0f || fov_list[i] >= 360.0f)
{
Warning(LOCATION, "$Player Autoaim FOV should be >= 0 and < 360.0 (read %f). Setting to 0.", fov_list[i]);
fov_list[i] = 0.0f;
}
//Convert units
profile->player_autoaim_fov[i] = fov_list[i] * PI / 180.0f;
}
}
if (optional_string("$Detail Distance Multiplier:"))
parse_float_list(profile->detail_distance_mult, NUM_SKILL_LEVELS);
set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS, AIP_FLAG);
set_flag(profile, "$smart primary weapon selection:", AIPF_SMART_PRIMARY_WEAPON_SELECTION, AIP_FLAG);
set_flag(profile, "$smart secondary weapon selection:", AIPF_SMART_SECONDARY_WEAPON_SELECTION, AIP_FLAG);
set_flag(profile, "$smart shield management:", AIPF_SMART_SHIELD_MANAGEMENT, AIP_FLAG);
set_flag(profile, "$smart afterburner management:", AIPF_SMART_AFTERBURNER_MANAGEMENT, AIP_FLAG);
set_flag(profile, "$allow rapid secondary dumbfire:", AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE, AIP_FLAG);
set_flag(profile, "$huge turret weapons ignore bombs:", AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS, AIP_FLAG);
set_flag(profile, "$don't insert random turret fire delay:", AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY, AIP_FLAG);
set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY, AIP_FLAG);
set_flag(profile, "$shockwaves damage small ship subsystems:", AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS, AIP_FLAG);
set_flag(profile, "$navigation subsystem governs warpout capability:", AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP, AIP_FLAG);
set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AIPF_NO_MIN_DOCK_SPEED_CAP, AIP_FLAG);
set_flag(profile, "$disable linked fire penalty:", AIPF_DISABLE_LINKED_FIRE_PENALTY, AIP_FLAG);
set_flag(profile, "$disable weapon damage scaling:", AIPF_DISABLE_WEAPON_DAMAGE_SCALING, AIP_FLAG);
set_flag(profile, "$use additive weapon velocity:", AIPF_USE_ADDITIVE_WEAPON_VELOCITY, AIP_FLAG);
set_flag(profile, "$use newtonian dampening:", AIPF_USE_NEWTONIAN_DAMPENING, AIP_FLAG);
set_flag(profile, "$include beams for kills and assists:", AIPF_INCLUDE_BEAMS_IN_STAT_CALCS, AIP_FLAG);
set_flag(profile, "$score kills based on damage caused:", AIPF_KILL_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);
set_flag(profile, "$score assists based on damage caused:", AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);
set_flag(profile, "$allow event and goal scoring in multiplayer:", AIPF_ALLOW_MULTI_EVENT_SCORING, AIP_FLAG);
set_flag(profile, "$fix linked primary weapon decision bug:", AIPF_FIX_LINKED_PRIMARY_BUG, AIP_FLAG);
set_flag(profile, "$prevent turrets targeting too distant bombs:", AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE, AIP_FLAG);
set_flag(profile, "$smart subsystem targeting for turrets:", AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS, AIP_FLAG);
set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AIPF_FIX_HEAT_SEEKER_STEALTH_BUG, AIP_FLAG);
set_flag(profile, "$multi allow empty primaries:", AIPF_MULTI_ALLOW_EMPTY_PRIMARIES, AIP_FLAG);
set_flag(profile, "$multi allow empty secondaries:", AIPF_MULTI_ALLOW_EMPTY_SECONDARIES, AIP_FLAG);
set_flag(profile, "$allow turrets target weapons freely:", AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY, AIP_FLAG);
set_flag(profile, "$use only single fov for turrets:", AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS, AIP_FLAG);
set_flag(profile, "$allow vertical dodge:", AIPF_ALLOW_VERTICAL_DODGE, AIP_FLAG);
set_flag(profile, "$force beam turrets to use normal fov:", AIPF_FORCE_BEAM_TURRET_FOV, AIP_FLAG);
set_flag(profile, "$fix ai class bug:", AIPF_FIX_AI_CLASS_BUG, AIP_FLAG);
set_flag(profile, "$turrets ignore targets radius in range checks:", AIPF2_TURRETS_IGNORE_TARGET_RADIUS, AIP_FLAG2);
set_flag(profile, "$no extra collision avoidance vs player:", AIPF2_NO_SPECIAL_PLAYER_AVOID, AIP_FLAG2);
set_flag(profile, "$perform fewer checks for death screams:", AIPF2_PERFORM_FEWER_SCREAM_CHECKS, AIP_FLAG2);
set_flag(profile, "$advanced turret fov edge checks:", AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS, AIP_FLAG2);
set_flag(profile, "$require turrets to have target in fov:", AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV, AIP_FLAG2);
set_flag(profile, "$all ships manage shields:", AIPF2_ALL_SHIPS_MANAGE_SHIELDS, AIP_FLAG2);
set_flag(profile, "$ai aims from ship center:", AIPF2_AI_AIMS_FROM_SHIP_CENTER, AIP_FLAG2);
set_flag(profile, "$allow primary link at mission start:", AIPF2_ALLOW_PRIMARY_LINK_AT_START, AIP_FLAG2);
set_flag(profile, "$allow beams to damage bombs:", AIPF2_BEAMS_DAMAGE_WEAPONS, AIP_FLAG2);
set_flag(profile, "$disable weapon damage scaling for player:", AIPF2_PLAYER_WEAPON_SCALE_FIX, AIP_FLAG2);
set_flag(profile, "$countermeasures affect aspect seekers:", AIPF2_ASPECT_LOCK_COUNTERMEASURE, AIP_FLAG2);
set_flag(profile, "$ai guards specific ship in wing:", AIPF2_AI_GUARDS_SPECIFIC_SHIP_IN_WING, AIP_FLAG2);
profile->ai_path_mode = AI_PATH_MODE_NORMAL;
if (optional_string("$ai path mode:"))
{
stuff_string(buf, F_NAME, NAME_LENGTH);
int j = ai_path_type_match(buf);
if (j >= 0) {
profile->ai_path_mode = j;
}
else {
Warning(LOCATION, "Invalid ai path mode '%s' specified", buf);
}
}
set_flag(profile, "$no warp camera:", AIPF2_NO_WARP_CAMERA, AIP_FLAG2);
set_flag(profile, "$fix ai path order bug:", AIPF2_FIX_AI_PATH_ORDER_BUG, AIP_FLAG2);
set_flag(profile, "$strict turret-tagged-only targeting:", AIPF2_STRICT_TURRET_TAGGED_ONLY_TARGETING, AIP_FLAG2);
set_flag(profile, "$aspect bomb invulnerability fix:", AIPF2_ASPECT_INVULNERABILITY_FIX, AIP_FLAG2);
set_flag(profile, "$glide decay requires thrust:", AIPF2_GLIDE_DECAY_REQUIRES_THRUST, AIP_FLAG2);
profile->bay_arrive_speed_mult = 1.0f;
profile->bay_depart_speed_mult = 1.0f;
if (optional_string("$bay arrive speed multiplier:")) {
stuff_float(&profile->bay_arrive_speed_mult);
}
if (optional_string("$bay depart speed multiplier:")) {
stuff_float(&profile->bay_depart_speed_mult);
}
// ----------
// compatibility
if (optional_string("$perform less checks for death screams:"))
{
mprintf(("Warning: \"$perform less checks for death screams\" flag is deprecated in favor of \"$perform fewer checks for death screams\"\n"));
bool temp;
stuff_boolean(&temp);
if (temp)
profile->flags2 |= AIPF2_PERFORM_FEWER_SCREAM_CHECKS;
else
profile->flags2 &= ~AIPF2_PERFORM_FEWER_SCREAM_CHECKS;
}
if (optional_string("$allow primary link delay:"))
{
mprintf(("Warning: \"$allow primary link delay\" flag is deprecated in favor of \"$allow primary link at mission start\"\n"));
bool temp;
stuff_boolean(&temp);
if (temp)
profile->flags2 &= ~AIPF2_ALLOW_PRIMARY_LINK_AT_START;
else
profile->flags2 |= AIPF2_ALLOW_PRIMARY_LINK_AT_START;
}
// if we've been through once already and are at the same place, force a move
if (saved_Mp && (saved_Mp == Mp))
{
char tmp[60];
memset(tmp, 0, 60);
strncpy(tmp, Mp, 59);
mprintf(("WARNING: Unrecognized parameter in ai_profiles: %s\n", tmp));
Mp++;
}
// find next valid option
skip_to_start_of_string_either("$", "#");
saved_Mp = Mp;
}
}
required_string("#End");
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", (filename) ? filename : "<default ai_profiles.tbl>", e.what()));
return;
}
// add tbl/tbm to multiplayer validation list
extern void fs2netd_add_table_validation(const char *tblname);
fs2netd_add_table_validation(filename);
}
void ai_profiles_init()
{
int temp;
if (Ai_profiles_initted)
return;
Num_ai_profiles = 0;
Default_ai_profile = 0;
Default_profile_name[0] = '\0';
// init retail entry first
parse_ai_profiles_tbl(NULL);
// now parse the supplied table (if any)
if (cf_exists_full("ai_profiles.tbl", CF_TYPE_TABLES))
parse_ai_profiles_tbl("ai_profiles.tbl");
// parse any modular tables
parse_modular_table("*-aip.tbm", parse_ai_profiles_tbl);
// set default if specified
temp = ai_profile_lookup(Default_profile_name);
if (temp >= 0)
Default_ai_profile = temp;
Ai_profiles_initted = 1;
}
int ai_profile_lookup(char *name)
{
for (int i = 0; i < Num_ai_profiles; i++)
if (!stricmp(name, Ai_profiles[i].profile_name))
return i;
return -1;
}
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/*
* Created by Ian "Goober5000" Warfield for the FreeSpace2 Source Code Project.
* You may not sell or otherwise commercially exploit the source or things you
* create based on the source.
*/
#ifndef _AI_PROFILES_H_
#define _AI_PROFILES_H_
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "globalincs/systemvars.h"
// flag int defines
#define AIP_FLAG 1
#define AIP_FLAG2 2
// flags
#define AIPF_SMART_SHIELD_MANAGEMENT (1 << 0)
#define AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS (1 << 1)
#define AIPF_SMART_PRIMARY_WEAPON_SELECTION (1 << 2)
#define AIPF_SMART_SECONDARY_WEAPON_SELECTION (1 << 3)
#define AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE (1 << 4)
#define AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS (1 << 5)
#define AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY (1 << 6)
#define AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY (1 << 7)
#define AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS (1 << 8)
#define AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP (1 << 9)
#define AIPF_NO_MIN_DOCK_SPEED_CAP (1 << 10)
#define AIPF_DISABLE_LINKED_FIRE_PENALTY (1 << 11)
#define AIPF_DISABLE_WEAPON_DAMAGE_SCALING (1 << 12)
#define AIPF_USE_ADDITIVE_WEAPON_VELOCITY (1 << 13)
#define AIPF_USE_NEWTONIAN_DAMPENING (1 << 14)
#define AIPF_INCLUDE_BEAMS_IN_STAT_CALCS (1 << 15)
#define AIPF_KILL_SCORING_SCALES_WITH_DAMAGE (1 << 16)
#define AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE (1 << 17)
#define AIPF_ALLOW_MULTI_EVENT_SCORING (1 << 18)
#define AIPF_SMART_AFTERBURNER_MANAGEMENT (1 << 19)
#define AIPF_FIX_LINKED_PRIMARY_BUG (1 << 20)
#define AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE (1 << 21)
#define AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS (1 << 22)
#define AIPF_FIX_HEAT_SEEKER_STEALTH_BUG (1 << 23)
#define AIPF_MULTI_ALLOW_EMPTY_PRIMARIES (1 << 24)
#define AIPF_MULTI_ALLOW_EMPTY_SECONDARIES (1 << 25)
#define AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY (1 << 26)
#define AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS (1 << 27)
#define AIPF_ALLOW_VERTICAL_DODGE (1 << 28) //Allows AI ships to evade weapons vertically as well as horizontally
#define AIPF_FORCE_BEAM_TURRET_FOV (1 << 29)
#define AIPF_FIX_AI_CLASS_BUG (1 << 30)
// flags2
#define AIPF2_TURRETS_IGNORE_TARGET_RADIUS (1 << 0)
#define AIPF2_NO_SPECIAL_PLAYER_AVOID (1 << 1)
#define AIPF2_PERFORM_FEWER_SCREAM_CHECKS (1 << 2)
#define AIPF2_ALL_SHIPS_MANAGE_SHIELDS (1 << 3)
#define AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS (1 << 4)
#define AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV (1 << 5)
#define AIPF2_AI_AIMS_FROM_SHIP_CENTER (1 << 6)
#define AIPF2_ALLOW_PRIMARY_LINK_AT_START (1 << 7)
#define AIPF2_BEAMS_DAMAGE_WEAPONS (1 << 8)
#define AIPF2_PLAYER_WEAPON_SCALE_FIX (1 << 9)
#define AIPF2_NO_WARP_CAMERA (1 << 10)
#define AIPF2_ASPECT_LOCK_COUNTERMEASURE (1 << 11)
#define AIPF2_AI_GUARDS_SPECIFIC_SHIP_IN_WING (1 << 12)
#define AIPF2_FIX_AI_PATH_ORDER_BUG (1 << 13)
#define AIPF2_STRICT_TURRET_TAGGED_ONLY_TARGETING (1 << 14)
#define AIPF2_ASPECT_INVULNERABILITY_FIX (1 << 15)
#define AIPF2_GLIDE_DECAY_REQUIRES_THRUST (1 << 16)
// AI Path types
#define AI_PATH_MODE_NORMAL 0
#define AI_PATH_MODE_ALT1 1
#define MAX_AI_PROFILES 5
typedef struct ai_profile_t {
char profile_name[NAME_LENGTH];
int flags;
int flags2;
// difficulty-related values
int max_incoming_asteroids[NUM_SKILL_LEVELS]; // max number of asteroids thrown at friendlies
int max_allowed_player_homers[NUM_SKILL_LEVELS]; // max number of simultaneous homing weapons on player
int max_attackers[NUM_SKILL_LEVELS]; // max number of ships that can attack a ship
fix predict_position_delay[NUM_SKILL_LEVELS]; // how long until AI predicts a ship position
float in_range_time[NUM_SKILL_LEVELS]; // seconds to add to time it takes to get enemy in range (only for player's enemies)
float shield_manage_delay[NUM_SKILL_LEVELS]; // how long before AI manages shields (note that the player's team always uses the average skill's delay)
// AI ships link primaries if energy levels greater than these percents
float link_energy_levels_always[NUM_SKILL_LEVELS]; // always link
float link_energy_levels_maybe[NUM_SKILL_LEVELS]; // link if hull strength low
// AI ships link primaries if ammunition levels greater than these percents
float link_ammo_levels_always[NUM_SKILL_LEVELS]; // always link
float link_ammo_levels_maybe[NUM_SKILL_LEVELS]; // link if hull strength low
float primary_ammo_burst_mult[NUM_SKILL_LEVELS]; // SUSHI: Multiplier adjusting burst frequency for ballistic primary weapons
// difficulty-related scales
float cmeasure_life_scale[NUM_SKILL_LEVELS]; // life of countermeasures
float cmeasure_fire_chance[NUM_SKILL_LEVELS]; // chance a countermeasure will be fired based on skill level (also scaled by ai_class)
float weapon_energy_scale[NUM_SKILL_LEVELS]; // weapon energy available
float shield_energy_scale[NUM_SKILL_LEVELS]; // shield energy available
float afterburner_recharge_scale[NUM_SKILL_LEVELS]; // speed of afterburner recharge
float player_damage_scale[NUM_SKILL_LEVELS]; // damage applied to the player
float subsys_damage_scale[NUM_SKILL_LEVELS]; // damage applied to a player subsystem
float beam_friendly_damage_cap[NUM_SKILL_LEVELS]; // damage cap values for friendly beam fire
float turn_time_scale[NUM_SKILL_LEVELS]; // speed at which enemy ships turn
float glide_attack_percent[NUM_SKILL_LEVELS]; // SUSHI: The likelihood (0.0-1.0) of the AI to use the "glide attack" move
float circle_strafe_percent[NUM_SKILL_LEVELS]; // SUSHI: The likelihood (0.0-1.0) of the AI to use the "circle strafe" move
float glide_strafe_percent[NUM_SKILL_LEVELS]; // SUSHI: The likelihood (0.0-1.0) of the AI to use glide when strafing capships
float random_sidethrust_percent[NUM_SKILL_LEVELS]; // SUSHI: The likelihood (0.0-1.0) of the AI to randomly use sidethrust while dogfihthing
float stalemate_time_thresh[NUM_SKILL_LEVELS]; // SUSHI: The amount of time required for the AI to detect (and try to break) dogfight stalemate
float stalemate_dist_thresh[NUM_SKILL_LEVELS]; // SUSHI: The maximum distance the AI and target must be within for a stalemate
float max_aim_update_delay[NUM_SKILL_LEVELS]; // SUSHI: The maximum delay before the AI updates their aim against small ships
float turret_max_aim_update_delay[NUM_SKILL_LEVELS]; // SUSHI: As above, but for turrets updating their aim
// Multiplicative delay factors for increasing skill levels.
float ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
float ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
// Multiplicative secondary delay factors for increasing skill levels.
float ship_fire_secondary_delay_scale_hostile[NUM_SKILL_LEVELS];
float ship_fire_secondary_delay_scale_friendly[NUM_SKILL_LEVELS];
// Maximum turrets of one ship allowed to shoot the same target
int max_turret_ownage_target[NUM_SKILL_LEVELS];
int max_turret_ownage_player[NUM_SKILL_LEVELS];
// percentage of damage caused required for a kill/assist
float kill_percentage_scale[NUM_SKILL_LEVELS];
float assist_percentage_scale[NUM_SKILL_LEVELS];
// percentage of the capships score given to other team mates on a kill
float assist_award_percentage_scale[NUM_SKILL_LEVELS];
// the number of points subtracted from score for a rearm started on a player
int repair_penalty[NUM_SKILL_LEVELS];
float delay_bomb_arm_timer[NUM_SKILL_LEVELS];
// the chance (x/7) that ship is allowed to fire missiles at player ship.
int chance_to_use_missiles_on_plr[NUM_SKILL_LEVELS];
// Player-specific autoaim FOV override
float player_autoaim_fov[NUM_SKILL_LEVELS];
float detail_distance_mult[MAX_DETAIL_LEVEL + 1]; //MAX_DETAIL_LEVEL really needs to be 4
int ai_path_mode;
// Ships flying bay paths will gradually accelerate/decelerate instead of
// flying the whole path at max speed
float bay_arrive_speed_mult;
float bay_depart_speed_mult;
} ai_profile_t;
extern int Num_ai_profiles;
extern int Default_ai_profile;
extern ai_profile_t Ai_profiles[MAX_AI_PROFILES];
void ai_profiles_init();
int ai_profile_lookup(char *name);
#endif
-33
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/*
* 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 __AIBIG_H__
#define __AIBIG_H__
class object;
struct ai_info;
struct vec3d;
class ship_subsys;
void ai_big_ship(object *objp);
void ai_big_chase();
void ai_big_subsys_path_cleanup(ai_info *aip);
// strafe functions
void ai_big_strafe();
int ai_big_maybe_enter_strafe_mode(object *objp, int weapon_objnum, int consider_target_only=0);
void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp);
void ai_big_pick_attack_point(object *objp, object *attacker_objp, vec3d *attack_point, float fov=1.0f);
void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float weapon_travel_dist, float fov=1.0f);
#endif
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/*
* 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 _AIGOALS_H
#define _AIGOALS_H
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
struct wing;
struct ai_info;
struct ai_goal;
// macros for goals which get set via sexpressions in the mission code
// IMPORTANT! If you add a new AI_GOAL_x define, be sure to update the functions
// ai_update_goal_references() and query_referenced_in_ai_goals() or else risk breaking
// Fred. If the goal you add doesn't have a target (such as chase_any), then you don't have
// to worry about doing this. Also add it to list in Fred\Management.cpp, and let Hoffoss know!
// WMC - Oh and add them to Ai_goal_names plz. TY! :)
#define AI_GOAL_CHASE (1<<1) // 0x00000002
#define AI_GOAL_DOCK (1<<2) // 0x00000004 // used for undocking as well
#define AI_GOAL_WAYPOINTS (1<<3) // 0x00000008
#define AI_GOAL_WAYPOINTS_ONCE (1<<4) // 0x00000010
#define AI_GOAL_WARP (1<<5) // 0x00000020
#define AI_GOAL_DESTROY_SUBSYSTEM (1<<6) // 0x00000040
#define AI_GOAL_FORM_ON_WING (1<<7) // 0x00000080
#define AI_GOAL_UNDOCK (1<<8) // 0x00000100
#define AI_GOAL_CHASE_WING (1<<9) // 0x00000200
#define AI_GOAL_GUARD (1<<10) // 0x00000400
#define AI_GOAL_DISABLE_SHIP (1<<11) // 0x00000800
#define AI_GOAL_DISARM_SHIP (1<<12) // 0x00001000
#define AI_GOAL_CHASE_ANY (1<<13) // 0x00002000
#define AI_GOAL_IGNORE (1<<14) // 0x00004000
#define AI_GOAL_GUARD_WING (1<<15) // 0x00008000
#define AI_GOAL_EVADE_SHIP (1<<16) // 0x00010000
// the next goals are for support ships only
#define AI_GOAL_STAY_NEAR_SHIP (1<<17) // 0x00020000
#define AI_GOAL_KEEP_SAFE_DISTANCE (1<<18) // 0x00040000
#define AI_GOAL_REARM_REPAIR (1<<19) // 0x00080000
// resume regular goals
#define AI_GOAL_STAY_STILL (1<<20) // 0x00100000
#define AI_GOAL_PLAY_DEAD (1<<21) // 0x00200000
#define AI_GOAL_CHASE_WEAPON (1<<22) // 0x00400000
#define AI_GOAL_FLY_TO_SHIP (1<<23) // 0x00800000
#define AI_GOAL_IGNORE_NEW (1<<24) // 0x01000000
// now the masks for ship types
// Goober5000: added AI_GOAL_STAY_NEAR_SHIP and AI_GOAL_KEEP_SAFE_DISTANCE as valid for fighters
//WMC - Don't need these anymore. Whee!
/*
#define AI_GOAL_ACCEPT_FIGHTER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_CHASE | AI_GOAL_WAYPOINTS | AI_GOAL_WAYPOINTS_ONCE | AI_GOAL_WARP | AI_GOAL_DESTROY_SUBSYSTEM | AI_GOAL_CHASE_WING | AI_GOAL_GUARD | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE_ANY | AI_GOAL_IGNORE | AI_GOAL_IGNORE_NEW | AI_GOAL_GUARD_WING | AI_GOAL_EVADE_SHIP | AI_GOAL_STAY_STILL | AI_GOAL_PLAY_DEAD | AI_GOAL_STAY_NEAR_SHIP | AI_GOAL_KEEP_SAFE_DISTANCE )
#define AI_GOAL_ACCEPT_BOMBER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_FIGHTER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_STEALTH ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_FIGHTER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_TRANSPORT ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DOCK | AI_GOAL_WAYPOINTS | AI_GOAL_WAYPOINTS_ONCE | AI_GOAL_WARP | AI_GOAL_UNDOCK | AI_GOAL_STAY_STILL | AI_GOAL_PLAY_DEAD| AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_FREIGHTER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_TRANSPORT | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_CRUISER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_FREIGHTER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_CORVETTE ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_CRUISER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_GAS_MINER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_CRUISER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_AWACS ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_CRUISER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_CAPITAL ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_CRUISER & ~(AI_GOAL_DOCK | AI_GOAL_UNDOCK) | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_SUPERCAP ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_CAPITAL | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_SUPPORT ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_DOCK | AI_GOAL_UNDOCK | AI_GOAL_WAYPOINTS | AI_GOAL_WAYPOINTS_ONCE | AI_GOAL_STAY_NEAR_SHIP | AI_GOAL_KEEP_SAFE_DISTANCE | AI_GOAL_STAY_STILL | AI_GOAL_PLAY_DEAD)
#define AI_GOAL_ACCEPT_ESCAPEPOD ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_TRANSPORT| AI_GOAL_STAY_NEAR_SHIP )
*/
#define MAX_AI_DOCK_NAMES 25
typedef flag_def_list ai_goal_list;
extern ai_goal_list Ai_goal_names[];
extern int Num_ai_goals;
extern int Num_ai_dock_names;
extern char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
extern const char *Ai_goal_text(int goal);
// extern function definitions
extern void ai_post_process_mission();
extern void ai_maybe_add_form_goal( wing *wingp );
extern void ai_process_mission_orders( int objnum, ai_info *aip );
extern int ai_goal_num(ai_goal *goals);
// adds goals to ships/wing through sexpressions
extern void ai_add_ship_goal_scripting(int mode, int submode, int priority, char *shipname, ai_info *aip);
extern void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip );
extern void ai_add_wing_goal_sexp( int sexp, int type, int wingnum );
extern void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp );
extern int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp );
extern void ai_remove_wing_goal_sexp(int sexp, int wingnum);
// adds goals to ships/sings through player orders
extern void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip );
extern void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum );
extern void ai_remove_ship_goal( ai_info *aip, int index );
extern void ai_clear_ship_goals( ai_info *aip );
extern void ai_clear_wing_goals( int wingnum );
extern void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip );
extern void ai_mission_goal_complete( ai_info *aip );
extern void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp );
extern void ai_update_goal_references(ai_goal *goals, int type, const char *old_name, const char *new_name);
extern int query_referenced_in_ai_goals(ai_goal *goals, int type, const char *name);
extern char *ai_add_dock_name(const char *str);
extern int ai_query_goal_valid( int ship, int ai_goal_type );
extern void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate = 1 );
extern void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate = 1 );
#endif
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/*
* 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 _AIINTERNAL_H
#define _AIINTERNAL_H
#include "ship/ship.h"
#include "weapon/weapon.h"
//Returns true if the specified object is a stealth ship, false if not
bool is_object_stealth_ship(object* objp);
//Number of live turrets on the object attacking
int num_turrets_attacking(object *turret_parent, int target_objnum);
//Determine whether an object is targetable within a nebula (checks for stealth)
int object_is_targetable(object *target, ship *viewer);
//Returns the number of enemy fighters within threshold of pos.
int num_nearby_fighters(int enemy_team_mask, vec3d *pos, float threshold);
//Returns true if OK for *aip to fire its current weapon at its current target.
int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip);
//Does all the stuff needed to aim and fire a turret.
void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
#endif
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/*
* 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 __ANIMPLAY_H__
#define __ANIMPLAY_H__
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
struct anim;
struct anim_info;
struct anim_instance;
// structure passed in when playing an anim. Talk about overkill..
typedef struct {
anim *anim_info;
int x;
int y;
int base_w;
int base_h;
int start_at;
int stop_at;
int screen_id;
vec3d *world_pos;
float radius;
int framerate_independent;
void *color;
int skip_frames;
int looped;
int ping_pong;
} anim_play_struct;
enum
{
PAGE_FROM_MEM = 0,
PAGE_FROM_DISK = 1,
PAGE_FROM_DISK_FORCED = 2
};
extern int Anim_paused;
void anim_init();
void anim_level_init();
void anim_level_close();
void anim_render_all(int screen_id, float frametime);
void anim_render_one(int screen_id, anim_instance *ani, float frametime);
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y, int max_x = -1, int max_y = -1);
anim_instance *anim_play(anim_play_struct *aps);
void anim_ignore_next_frametime();
int anim_stop_playing(anim_instance* anim_instance);
int anim_show_next_frame(anim_instance *instance, float frametime);
void anim_release_all_instances(int screen_id = 0);
void anim_release_render_instance(anim_instance* instance);
anim *anim_load(char *name, int cf_dir_type = CF_TYPE_ANY, int file_mapped = PAGE_FROM_MEM);
int anim_free(anim *ptr);
int anim_playing(anim_instance *ai);
int anim_write_frames_out(char *filename);
void anim_display_info(char *filename);
void anim_read_header(anim *ptr, CFILE *fp);
void anim_reverse_direction(anim_instance *ai); // called automatically for ping-ponging, and can also be called externally
void anim_pause(anim_instance *ai);
void anim_unpause(anim_instance *ai);
int anim_instance_is_streamed(anim_instance *ai);
unsigned char anim_instance_get_byte(anim_instance *ai, int offset);
#endif /* __ANIMPLAY_H__ */
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/*
* 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 __PACKUNPACK_H__
#define __PACKUNPACK_H__
#include "globalincs/pstypes.h"
struct CFILE;
#define ANI_STREAM_CACHE_SIZE 4096
#define PACKER_CODE 0xEE /// Used by PACKING_METHOD_RLE
#define PACKING_METHOD_RLE 0 /// Hoffoss's RLE format
#define PACKING_METHOD_RLE_KEY 1 /// Hoffoss's key frame RLE format
#define PACKING_METHOD_STD_RLE 2 /// Standard RLE format (high bit is count)
#define PACKING_METHOD_STD_RLE_KEY 3 /// Standard RLE format key frame
#define STD_RLE_CODE 0x80
typedef struct key_frame {
int frame_num; // which frame number this key frame is
int offset; // offset from the start of data block
} key_frame;
#define ANF_MEM_MAPPED (1<<0) // animation is memory-mapped file
#define ANF_STREAMED (1<<1)
#define ANF_XPARENT (1<<2) // animation has transparency
#define ANF_ALL_KEYFRAMES (1<<3) // all the frames are keyframes (this is necessary if we want to play the file backwards)
typedef struct anim {
anim *next;
char name[MAX_PATH_LEN];
ubyte packer_code;
int width;
int height;
int total_frames;
int instance_count; // number of instances that are currently playing
int ref_count; // number of times this anim has been loaded
float time; // playback time in seconds
int num_keys;
key_frame *keys;
ubyte palette[768];
ubyte palette_translation[256];
ubyte *data; // points to compressed data
CFILE* cfile_ptr;
int version;
int fps;
ubyte xparent_r; // red component for the transparent color in source image
ubyte xparent_g; // green component for the transparent color in source image
ubyte xparent_b; // blue component for the transparent color in source image
int flags;
uint screen_sig;
int file_offset; // file offset to start of frame data
int cache_file_offset;
ubyte *cache;
} anim;
// the direction to play the anim (forwards or backwards)
#define ANIM_DIRECT_FORWARD 0
#define ANIM_DIRECT_REVERSE 1
typedef struct anim_instance {
anim_instance *next, *prev;
int x,y; // coordinates anim is played at (top left corner of anim)
int base_w, base_h; // coordinate scale this anim is played in.
vec3d *world_pos; // world (x,y,z) position of explosion
float radius; // radius of image, needed for scaling
int frame_num; // current frame, or last frame if between frames (first frame is 0)
int last_frame_num;// last frame rendered
anim *parent; // pointer to anim structure, which holds compressed data
ubyte *data; // pointer to next frame's compressed data
ubyte *frame; // uncompressed frame
float time_elapsed; // how long the anim has played for (in seconds)
int start_at; // frame anim playing should start
int stop_at; // frame anim playing should stop
int framerate_independent; // animation should play back in same amount of time, regardless
int skip_frames; // should anim skip frames during framerate independent playback
int looped; // should anim keep playing over and over...
int stop_now; // flag to indicate time to stop the animation
int last_bitmap; // id of last bitmap that was rendered out from animation
int screen_id; // 0 means all screens should render, otherwise screen specific
void *aa_color; // anti-aliased bitmap color
int xlate_pal;
int direction; // playing forwards or backwards ?
int ping_pong; // should be played ping-pong style
int paused; // pause the anim
int file_offset; // current offset into frame (like data, put offset into file)
int loop_count; // starts at 0, and is incremented each time it loops
} anim_instance;
int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_type);
int pack_frame(ubyte *frame, ubyte *frame2, ubyte *save, long size, long max, int compress_type);
ubyte *unpack_frame(anim_instance *ai, ubyte *ptr, ubyte *frame, int size, ubyte *pal_translate, int aabitmap, int bpp);
int unpack_frame_from_file(anim_instance *ai, ubyte *frame, int size, ubyte *pal_translate, int aabitmap, int bpp);
void anim_init();
anim_instance *init_anim_instance(anim *ptr, int bpp);
void free_anim_instance(anim_instance *inst);
int anim_get_next_frame(anim_instance *inst);
ubyte *anim_get_next_raw_buffer(anim_instance *inst, int xlate_pal, int aabitmap, int bpp);
void anim_set_palette(anim *a);
void anim_check_for_palette_change(anim_instance *inst);
#endif /* __PACKUNPACK_H__ */
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/*
* 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 __ASTEROID_H__
#define __ASTEROID_H__
#include "globalincs/globals.h" // for NAME_LENGTH
#include "globalincs/pstypes.h"
class object;
class polymodel;
struct collision_info_struct;
class draw_list;
#define MAX_ASTEROIDS 512
#define NUM_DEBRIS_SIZES 3
#define NUM_DEBRIS_POFS 3 // Number of POFs per debris size
#define ASTEROID_TYPE_SMALL 0
#define ASTEROID_TYPE_MEDIUM 1
#define ASTEROID_TYPE_LARGE 2
// these should always be equal for the benefit of generic asteroids (c.f. asteroid_page_in)
#define MAX_ACTIVE_DEBRIS_TYPES NUM_DEBRIS_SIZES
// Goober5000 - currently same as MAX_SHIP_DETAIL_LEVELS (put here to avoid an #include)
#define MAX_ASTEROID_DETAIL_LEVELS 5
// Data structure to track the active asteroids
typedef struct asteroid_obj {
asteroid_obj *next, *prev;
int flags, objnum;
} asteroid_obj;
extern asteroid_obj Asteroid_obj_list;
// Data structure for determining a type and amount of other asteroids an
// asteroid will split to when destroyed.
typedef struct asteroid_split_info {
int asteroid_type;
int min;
int max;
} asteroid_split_info;
class asteroid_info
{
public:
char name[NAME_LENGTH]; // name for the asteroid
char pof_files[NUM_DEBRIS_POFS][MAX_FILENAME_LEN]; // POF files to load/associate with ship
int num_detail_levels; // number of detail levels for this ship
int detail_distance[MAX_ASTEROID_DETAIL_LEVELS]; // distance to change detail levels at
float max_speed; // cap on speed for asteroid
int damage_type_idx; //Damage type of the asteroid
int damage_type_idx_sav; // stored value from table used to reset damage_type_idx
float inner_rad; // radius within which maximum area effect damage is applied
float outer_rad; // radius at which no area effect damage is applied
float damage; // maximum damage applied from area effect explosion
float blast; // maximum blast impulse from area effect explosion
float initial_asteroid_strength; // starting strength of asteroid
SCP_vector< asteroid_split_info > split_info;
polymodel *modelp[NUM_DEBRIS_POFS];
int model_num[NUM_DEBRIS_POFS];
SCP_vector<int> explosion_bitmap_anims;
float fireball_radius_multiplier; // the model radius is multiplied by this to determine the fireball size
asteroid_info( )
: num_detail_levels( 0 ), max_speed( 0 ), damage_type_idx( 0 ),
damage_type_idx_sav( -1 ), inner_rad( 0 ), outer_rad( 0 ),
damage( 0 ), blast( 0 ), initial_asteroid_strength( 0 ),
fireball_radius_multiplier( -1 )
{
name[ 0 ] = 0;
memset( detail_distance, 0, sizeof( detail_distance ) );
for (int i = 0; i < NUM_DEBRIS_POFS; i++)
{
modelp[i] = NULL;
model_num[i] = -1;
pof_files[i][0] = 0;
}
}
};
#define AF_USED (1<<0) // Set means used.
typedef struct asteroid {
int flags;
int objnum;
int model_instance_num;
int asteroid_type; // 0..MAX_DEBRIS_TYPES
int asteroid_subtype; // Index in asteroid_info for modelnum and modelp
int check_for_wrap; // timestamp to check for asteroid wrapping around field
int check_for_collide; // timestamp to check for asteroid colliding with escort ships
int final_death_time; // timestamp to swap in new models after explosion starts
int collide_objnum; // set to objnum that asteroid will be impacting soon
int collide_objsig; // object signature corresponding to collide_objnum
vec3d death_hit_pos; // hit pos that caused death
int target_objnum; // Yes, hah! Asteroids can have targets. See asteroid_aim_at_target().
} asteroid;
// TYPEDEF FOR DEBRIS TYPE
typedef enum {
DG_ASTEROID,
DG_SHIP
} debris_genre_t;
// TYPEDEF FOR FIELD TYPE
typedef enum {
FT_ACTIVE,
FT_PASSIVE
} field_type_t;
typedef struct asteroid_field {
vec3d min_bound; // Minimum range of field.
vec3d max_bound; // Maximum range of field.
float bound_rad;
int has_inner_bound;
vec3d inner_min_bound;
vec3d inner_max_bound;
vec3d vel; // Average asteroid moves at this velocity.
float speed; // Average speed of field
int num_initial_asteroids; // Number of asteroids at creation.
field_type_t field_type; // active throws and wraps, passive does not
debris_genre_t debris_genre; // type of debris (ship or asteroid) [generic type]
int field_debris_type[MAX_ACTIVE_DEBRIS_TYPES]; // one of the debris type defines above
} asteroid_field;
extern SCP_vector< asteroid_info > Asteroid_info;
extern asteroid Asteroids[MAX_ASTEROIDS];
extern asteroid_field Asteroid_field;
extern int Num_asteroids;
extern int Asteroids_enabled;
extern char Asteroid_icon_closeup_model[NAME_LENGTH]; // model for asteroid field briefing icon rendering
extern vec3d Asteroid_icon_closeup_position; // closeup position for asteroid field briefing icon rendering
extern float Asteroid_icon_closeup_zoom; // zoom position for asteroid field briefing icon rendering
void asteroid_init();
void asteroid_level_init();
void asteroid_level_close();
void asteroid_create_all();
void asteroid_render(object * obj, draw_list *scene);
void asteroid_delete( object *asteroid_objp );
void asteroid_process_pre( object *asteroid_objp );
void asteroid_process_post( object *asteroid_objp);
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info=NULL );
void asteroid_hit( object *pasteroid_objp, object *other_objp, vec3d *hitpos, float damage );
int asteroid_count();
int asteroid_collide_objnum(object *asteroid_objp);
float asteroid_time_to_impact(object *asteroid_objp);
void asteroid_show_brackets();
void asteroid_target_closest_danger();
int asteroid_get_random_in_cone(vec3d *pos, vec3d *dir, float ang, int danger = 0);
// need to extern for multiplayer
void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec);
void asteroid_frame();
#endif // __ASTEROID_H__
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// Autopilot.h
// Derek Meek
// 4-30-2004
#if !defined(_AUTOPILOT_H_)
#define _AUTOPILOT_H_
#include "globalincs/pstypes.h"
#include "object/object.h"
#include <map>
// milliseconds between updates
#define NPS_TICKRATE 125
#define MAX_NAVPOINTS 8
#define NP_WAYPOINT 0x0001 // Nav Point is bound to the position of a single node of a waypoint path
#define NP_SHIP 0x0002 // Nav Point is bound to the position of a certain ship
#define NP_HIDDEN 0x0004 // Nav Point doesn't show on map and isn't selectable
#define NP_NOACCESS 0x0008 // Nav Point isn't selectable
#define NP_VISITED 0x0100 // Whether we've been within 1,000 meters of this waypoint
#define NP_NOSELECT ( NP_HIDDEN | NP_NOACCESS )
#define NP_VALIDTYPE ( NP_WAYPOINT | NP_SHIP )
class NavPoint
{
public:
char m_NavName[32];
int flags;
void *target_obj;
int waypoint_num; //only used when flags & NP_WAYPOINT
vec3d *GetPosition();
char* GetInternalName();
void clear()
{
m_NavName[0] = 0;
flags = 0;
target_obj = NULL;
waypoint_num = -1;
}
};
#define NP_MSG_FAIL_NOSEL 0
#define NP_MSG_FAIL_GLIDING 1
#define NP_MSG_FAIL_TOCLOSE 2
#define NP_MSG_FAIL_HOSTILES 3
#define NP_MSG_MISC_LINKED 4
#define NP_MSG_FAIL_HAZARD 5
#define NP_MSG_FAIL_SUPPORT_PRESENT 6
#define NP_MSG_FAIL_SUPPORT_WORKING 7
#define NP_NUM_MESSAGES 8
struct NavMessage
{
char message[256];
char filename[256]; // can be ""
};
extern bool AutoPilotEngaged;
extern int CurrentNav;
extern NavPoint Navs[MAX_NAVPOINTS];
extern NavMessage NavMsgs[NP_NUM_MESSAGES];
extern int LockAPConv;
extern SCP_map<int,int> autopilot_wings;
// Cycles through the NavPoint List
bool Sel_NextNav();
// Tell us if autopilot is allowed
// This needs:
// * Nav point selected
// * No enemies within AutopilotMinEnemyDistance meters
// * No asteroids within AutopilotMinAsteroidDistance meters
// * Destination > 1,000 meters away
// * Support ship not present or is actively leaving
bool CanAutopilot(vec3d targetPos, bool send_msg=false);
// Check if autopilot is allowed at player's current position
// See CanAutopilot(vec3d, bool) for more information
inline bool CanAutopilot(bool send_msg=false) { return CanAutopilot(Player_obj->pos, send_msg); }
// Engages autopilot
// This does:
// * Checks if Autopilot is allowed. See CanAutopilot() for conditions.
// * Control switched from player to AI
// * Time compression to 32x
// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
// Returns false if autopilot cannot be started. True otherwise.
bool StartAutopilot();
// Disengages autopilot
// this does:
// * Time compression to 1x
// * Delete AI nav goal
// * Control switched from AI to player
void EndAutoPilot();
// Checks for changes every NPS_TICKRATE milliseconds
// Checks:
// * if we've gotten close enough to a nav point for it to be counted as "Visited"
// * If we're current AutoNavigating it checks if we need to autodisengage
void NavSystem_Do();
// Inits the Nav System
void NavSystem_Init();
// parse autopilot.tbl
void parse_autopilot_table(char *filename);
// Finds a Nav point by name
int FindNav(char *Nav);
// Selects a Nav point by name
void SelectNav(char *Nav);
// Deselects any navpoint selected.
void DeselectNav();
// Set A Nav point to "ZERO"
void ZeroNav(int i);
// Removes a Nav
bool DelNavPoint(char *Nav);
bool DelNavPoint(int nav);
// adds a Nav
bool AddNav_Ship(char *Nav, char *TargetName, int flags);
bool AddNav_Waypoint(char *Nav, char *WP_Path, int node, int flags);
//Change Flags
bool Nav_Alt_Flags(char *Nav, int flags);
// Sexp Accessors
bool Nav_Set_Flag(char *Nav, int flag);
bool Nav_UnSet_Flag(char *Nav, int flag);
bool Nav_Set_Hidden(char *Nav);
bool Nav_Set_NoAccess(char *Nav);
bool Nav_Set_Visited(char *Nav);
bool Nav_UnSet_Hidden(char *Nav);
bool Nav_UnSet_NoAccess(char *Nav);
bool Nav_UnSet_Visited(char *Nav);
// Useful functions
unsigned int DistanceTo(char *nav);
unsigned int DistanceTo(int nav);
bool IsVisited(char *nav);
bool IsVisited(int nav);
void send_autopilot_msg(char *msg, char *snd=NULL);
void send_autopilot_msgID(int msgid);
#endif
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/*
* 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.
*
*/
/**
* @file bm_examples.cpp
* This file contains example code for using bmpman.
*/
#include "bmpman/bmpman.h"
#include "graphics/2d.h"
void bm_create_example() {
static int test_inited = 0;
static int test_bmp;
static uint test_bmp_data[128 * 64];
if (!test_inited) {
test_inited = 1;
// Create the new bitmap and fill in its data.
// When you're done with it completely, call
// bm_release to free up the bitmap handle
test_bmp = bm_create(32, 128, 64, test_bmp_data);
int i, j;
for (i = 0; i < 64; i++) {
for (j = 0; j < 64; j++) {
uint r = i * 4;
test_bmp_data[j + i * 128] = r;
}
}
}
// page out the data, so that the next bm_lock will convert the new data to
// the correct bpp
bm_unload(test_bmp);
// put in new data
int x, y;
gr_reset_clip();
for (y = 0; y < 64; y++) {
for (x = 0; x < 128; x++) {
test_bmp_data[y * 128 + x] = 15;
}
}
// Draw the bitmap, the upper left corner is the origin (0, 0)
gr_set_bitmap(test_bmp);
gr_bitmap(0, 0);
}
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#ifndef __BM_INTERNAL_H__
#define __BM_INTERNAL_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.
*
*/
/**
* @file bm_internal.h
* These are functions and types used by bmpman and a few others.
*
* @details It is a "protected" header that requires BMPMAN_INTERNAL to be defined before it can be included. This is to
* provide a small measure of safety since this functions can cause problems if not used correctly
*/
#ifndef BMPMAN_INTERNAL
#error The file header "bmpman/bm_internal.h" is protected. Make sure you know what you are doing!
#endif
#include "bmpman/bmpman.h"
union bm_extra_info {
struct {
// Stuff needed for animations
int first_frame; //!< used for animations -- points to index of first frame
int num_frames; //!< used for animations -- number of frames in the animation
int keyframe; //!< used for animations -- keyframe info
float total_time; //!< used for animations -- total animation time (not always derived from num_frames/fps)
ubyte fps; //!< used for animations -- frames per second
struct {
// stuff for static animations
BM_TYPE type; //!< type for individual images
char filename[MAX_FILENAME_LEN]; //!< filename for individual images
} eff;
struct {
bool is_apng; //!< Is this animation an APNG?
float frame_delay; //!< cumulative frame delay
} apng;
} ani;
struct {
// Stuff needed for user bitmaps
void* data; //!< For user bitmaps, this is where the data comes from
ubyte bpp; //!< For user bitmaps, this is what format the data is
ubyte flags; //!< For user bitmaps, Flags passed to bm_create
} user;
};
struct bitmap_entry {
// identification
char filename[MAX_FILENAME_LEN]; //!< filename for this bitmap
uint signature; //!< a unique signature identifying the data
uint palette_checksum; //!< checksum used to be sure bitmap is in current palette
int handle; //!< Handle = id*MAX_BITMAPS + bitmapnum
int last_used; //!< When this bitmap was last used
BM_TYPE type; //!< PCX, USER, ANI, etc
BM_TYPE comp_type; //!< What sort of compressed type, BM_TYPE_NONE if not compressed
signed char ref_count; //!< Number of locks on bitmap. Can't unload unless ref_count is 0.
int dir_type; //!< which directory this was loaded from (to skip other locations with same name)
// compressed bitmap stuff (.dds) - RT please take a look at this and tell me if we really need it
size_t mem_taken; //!< How much memory does this bitmap use? - UnknownPlayer
int num_mipmaps; //!< number of mipmap levels, we need to read all of them
// Stuff to keep track of usage
ubyte preloaded; //!< If set, then this was loaded from the lst file
int preload_count; //!< how many times this gets used in game, for unlocking
ubyte used_flags; //!< What flags it was accessed thru
int load_count;
bitmap bm; //!< Bitmap info
bm_extra_info info; //!< Data for animations and user bitmaps
#ifdef BMPMAN_NDEBUG
// bookeeping
ubyte used_last_frame; // If set, then it was used last frame
ubyte used_this_frame; // If set, then it was used this frame
int data_size; // How much data this bitmap uses
int used_count; // How many times it was accessed
#endif
};
extern bitmap_entry bm_bitmaps[MAX_BITMAPS];
// image specific lock functions
void bm_lock_ani( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_dds( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_png( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_apng( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_jpg( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_pcx( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_tga( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_user( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
#endif // __BM_INTERNAL_H__
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#ifndef _BMPMAN_H
#define _BMPMAN_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.
*
*/
/**
* @file bmpman.h
* Header file for the bitmap manager (bmpman)
*/
/**
* @example bm_examples.cpp
* @brief This containes examples of bmpman usage
*/
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#ifndef NDEBUG
#define BMPMAN_NDEBUG //!< Enables BMPMAN debugging code
#endif
/**
* @defgroup BMPMAN_CONSTANTS Macro constants used in/with bmpman.h
*
* @{
*/
/**
* @brief How many bitmaps the game can handle
*
* @attention MAX_BITMAPS shouldn't need to be bumped again. With the fixed bm_release() and it's proper use even the
* largest missions should stay under this number. With the largest retail missions and wasteful content we should
* still have about 20% of the slots free. If it still goes over then it's something the artists need to fix.
* For instance the Terran Mara fighter, with -spec and -glow and using the Shinepack, needs 117 bitmap slots alone.
* 111 of those is just for the glowmaps. This number can be greatly reduced if the number of ani frames for another
* LOD than LOD0 has fewer or no ani frames. A 37 frame glow ani for LOD2 is little more than a waste of resources.
* Future reports of texture corruption should be initially approached with content as the cause and not code.
* If anything we could/should reduce MAX_BITMAPS in the future. Where it's at now should accomidate even the
* largest mods. -- Taylor
*/
#define MAX_BITMAPS 4750
// Flag positions for bitmap.flags
// ***** NOTE: bitmap.flags is an 8-bit value, no more BMP_TEX_* flags can be added unless the type is changed!! ******
#define BMP_AABITMAP (1<<0) //!< antialiased bitmap
#define BMP_TEX_XPARENT (1<<1) //!< transparent texture
#define BMP_TEX_OTHER (1<<2) //!< so we can identify all "normal" textures
#define BMP_TEX_DXT1 (1<<3) //!< dxt1 compressed 8r8g8b1a (24bit)
#define BMP_TEX_DXT3 (1<<4) //!< dxt3 compressed 8r8g8b4a (32bit)
#define BMP_TEX_DXT5 (1<<5) //!< dxt5 compressed 8r8g8b8a (32bit)
#define BMP_TEX_CUBEMAP (1<<6) //!< a texture made for cubic environment map
// Combined flags
#define BMP_TEX_COMP ( BMP_TEX_DXT1 | BMP_TEX_DXT3 | BMP_TEX_DXT5 ) //!< Compressed textures
#define BMP_TEX_NONCOMP ( BMP_TEX_XPARENT | BMP_TEX_OTHER ) //!< Non-compressed textures
#define BMP_TEX_ANY ( BMP_TEX_COMP | BMP_TEX_NONCOMP ) //!< Any texture
// Flag positions for bitmap.type
#define BMP_FLAG_RENDER_TARGET_STATIC (1<<0) //!< Texture is a static type
#define BMP_FLAG_RENDER_TARGET_DYNAMIC (1<<1) //!< Texture is a dynamic type (animation)
#define BMP_FLAG_CUBEMAP (1<<2) //!< Texture is a cubemap
// Bitmap types
enum BM_TYPE
{
BM_TYPE_NONE = 0, //!< No type
BM_TYPE_USER, //!< in-memory
BM_TYPE_PCX, //!< PCX
BM_TYPE_TGA, //!< 16 or 32 bit targa
BM_TYPE_DDS, //!< generic identifier for DDS
BM_TYPE_PNG, //!< PNG
BM_TYPE_JPG, //!< 32 bit jpeg
BM_TYPE_ANI, //!< in-house ANI format
BM_TYPE_EFF, //!< specifies any type of animated image, the EFF itself is just text
// special types
BM_TYPE_RENDER_TARGET_STATIC, //!< 24/32 bit setup internally as a static render target
BM_TYPE_RENDER_TARGET_DYNAMIC, //!< 24/32 bit setup internally as a dynamic render target
// Compressed types (bitmap.c_type)
BM_TYPE_DXT1, //!< 24 bit with switchable alpha
BM_TYPE_DXT3, //!< 32 bit with 4 bit alpha
BM_TYPE_DXT5, //!< 32 bit with 8 bit alpha
BM_TYPE_CUBEMAP_DDS, //!< generic DDS cubemap (uncompressed cubemap surface)
BM_TYPE_CUBEMAP_DXT1, //!< 24-bit cubemap (compressed cubemap surface)
BM_TYPE_CUBEMAP_DXT3, //!< 32-bit cubemap (compressed cubemap surface)
BM_TYPE_CUBEMAP_DXT5 //!< 32-bit cubemap (compressed cubemap surface)
};
/**
* @}
*/
struct bitmap
{
short w; //!< Width, in number of pixels
short h; //!< Height, in number of pixels
short rowsize; //!< What you need to add to go to next row
int bpp; //!< Requested bitdepth of each pixel. ( 7, 8, 15, 16, 24, 32)
int true_bpp; //!< The image's actual bitdepth
ubyte flags; //!< Various texture type flags. @see BMPMAN_CONSTANTS
ptr_u data; //!< Pointer to data, or maybe offset into VRAM.
ubyte *palette; /**< @brief Pointer to this bitmap's palette (if it has one).
* @details If BMP_NO_PALETTE_MAP flag is cleared, this palette just points to the screen palette. (gr_palette)
*/
};
extern int bm_texture_ram; //!< how many bytes of textures are used.
extern int Bm_paging; //!< Bool type that indicates if BMPMAN is currently paging.
extern const BM_TYPE bm_type_list[]; //!< List of valid bitmap types
extern const char *bm_ext_list[]; //!< List of extensions for those types
extern const int BM_NUM_TYPES; //!< Calculated number of bitmap types
extern const BM_TYPE bm_ani_type_list[]; //!< List of valid bitmap animation types
extern const char *bm_ani_ext_list[]; //!< List of extensions for those types
extern const int BM_ANI_NUM_TYPES; //!< Calculated number of bitmap animation types
extern int GLOWMAP; //!< References a map that is a fully lit version of its index -Bobboau
extern int SPECMAP; //!< References a map that is for specular mapping -Bobboau
extern int ENVMAP; //!< References a map that is for environment mapping -Bobboau
extern int NORMMAP; //!< Normal mapping
extern int HEIGHTMAP; //!< Height map for normal mapping
extern int MISCMAP; //!< Utility map, to be utilized for various things shader authors can come up with
/**
* @brief Initilizes the bitmap manager
*/
void bm_init();
/**
* @brief Closes the bitmap manager, freeing any allocated memory used by bitmaps. Is called at program close.
*/
void bm_close();
/**
* Gets the cache slot of the bitmap indexed by handle.
*
* @details if the bitmap is an ani, gets the first frame
*
* @returns The cache slot index of the bitmap if handle is valid
*
* @note If the handle is invalid, an Assert() fails
*/
int bm_get_cache_slot(int bitmap_id, int separate_ani_frames);
/**
* @brief Gets the next available bitmap slot.
*/
int bm_get_next_handle();
#define BMP_FLAG_RENDER_TARGET_STATIC (1<<0)
#define BMP_FLAG_RENDER_TARGET_DYNAMIC (1<<1)
#define BMP_FLAG_CUBEMAP (1<<2)
#define BMP_FLAG_RENDER_TARGET_MIPMAP (1<<3)
/**
* @brief Allocates memory for the given handle.
*
* @returns A pointer to the allocated vm if successful,
* @returns Null, if unsuccessful
*
* @note z64 - This function looks fishy. Not only is handle not used in release builds, but bm_bitmaps[handle].size
* and bm_texture_size aren't modified unless this is a debug build
*/
void *bm_malloc(int handle, int size);
/**
* @brief (DEBUG) Similar to bm_malloc, but only updates how much memory is used
*
* @note z64 - Also fishy (see bm_malloc)
*/
void bm_update_memory_used(int n, int size);
class bitmap_lookup {
ubyte *Bitmap_data;
int Width;
int Height;
int Num_channels;
float map_texture_address(float address);
public:
bitmap_lookup(int bitmap_num);
~bitmap_lookup();
bool valid();
float get_channel_red(float u, float v);
float get_channel_green(float u, float v);
float get_channel_blue(float u, float v);
float get_channel_alpha(float u, float v);
};
/**
* @brief Loads a bitmap so we can draw with it later.
*
* @param filename
*
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load(const char* filename);
/**
* @brief Loads a bitmap so we can draw with it later. (Preferred version)
*
* @param filename
*
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load(const SCP_string& filename);
/**
* @brief Reloads a bitmap as a duplicate.
*
* @details This function basically allows you to load a bitmap which already exists (by filename). This is useful
* because in some cases we need to have a bitmap which is locked in screen format _and_ texture format, such as
* the pilot pics and squad logos
*
* @param filename
*
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load_duplicate(const char *filename);
/**
* Loads a bitmap which exists somewhere in the RAM.
*
* @param bpp The bitdepth of the bitmap
* @param w The width of the bitmap
* @param h The height of the bitmap
* @param[in] data The bitmap's data glob
* @param flags
*
* @note The used RAM cannot be freed until bm_release is called on the created bitmap
*/
int bm_create(int bpp, int w, int h, void *data = NULL, int flags = 0);
/**
* @brief Unloads a bitmap's data, but not the bitmap info
*
* @details The bm number (n) may be reused once this function has been called on it. However, it will have to be paged
* in the next time it is locked.
* @param handle The index number of the bitmap to free
* @param clear_render_targets If true, release a render target
* @param nodebug If true, exclude certain debug messages
*
* @returns 0 if not successful,
* @returns 1 if successful
*/
int bm_unload(int handle, int clear_render_targets = 0, bool nodebug = false);
/**
* @brief Quickly unloads a bitmap's data, ignoring the load_count
*
* @details Similar to bm_unload(), except that it can be safely used to free data without worrying about load_count.
* It's safe to use in relation to bm_release() and in gr_*_texture functions
*
* @param handle The bm number of the bitmap to free
* @param clear_render_targets If true, release a render target
*
* @note bm_free_data_fast() is used here and NOT bm_free_data()
*/
int bm_unload_fast(int handle, int clear_render_targets = 0);
/**
* @brief Frees both a bitmap's data and it's associated slot.
*
* @details Once called, the bm number 'n' cannot be used until bm_load or bm_create is re-inits the slot.
*
* @param handle The index number of the bitmap to release
* @param clear_render_targets If nonzero, also release render targets
*
* @returns 1 on success,
* @returns 0 otherwise
*
* @note If the passed handle is that of an ANI, it frees EVERY frame. Be sure to only pass the handle of the first frame!
*
* @todo upgrade return type and clear_render_targets type to bools
*/
int bm_release(int handle, int clear_render_targets = 0);
/**
* @brief Loads a bitmap sequance so we can draw with it.
*
* @param[in] filename
* @param[out] nframes If non-null, set to the number of frames the animation has
* @param[out] fps If non-null, set to the fps of this animation
* @param[out] keyframe if non null, set to the keyframe index of this animation
* @param[in] can_drop_frames If set, allows dropped frames
* @param[in] dir_type Directory type
*
* @returns The bm number of the first bitmap in the sequence if successful, or
* @returns A negative value if unsuccessful
*/
int bm_load_animation(const char *filename, int *nframes = nullptr, int *fps = nullptr, int *keyframe = nullptr, float *total_time = nullptr, bool can_drop_frames = 0, int dir_type = CF_TYPE_ANY);
/**
* @brief Loads either animation (bm_load_animation) or still image (bm_load)
*
* @param[in] filename
* @param[out] nframes If non-null and loading was successful, set to the number of frames the animation has
* @param[out] fps If non-null and loading was successful, set to the fps of this animation
* @param[out] keyframe if non null and loading was successful, set to the keyframe index of this animation
* @param[in] can_drop_frames
* @param[in] dir_type
*
* @returns The bm number of the first bitmap in the sequence if successful, or
* @returns A negative value if unsuccessful
*/
int bm_load_either(const char *filename, int *nframes = NULL, int *fps = NULL, int *keyframe = NULL, bool can_drop_frames = false, int dir_type = CF_TYPE_ANY);
/**
* @brief Locks down the bitmap indexed by bitmapnum.
*
* @details Also converts the bitmap to the appropriate format specified by bpp and flags. Only lock a bitmap when you
* need it!
*
* @param handle The number indexing the desired bitmap
* @param bpp The desired bpp of the bitmep
* @param flags The desired bitmap format
* @param nodebug
* @returns A pointer to the bitmap that's valid until bm_unlock is called if successful, or
* @returns NULL if unsuccessful
*/
bitmap* bm_lock(int handle, int bpp, ubyte flags, bool nodebug = false);
/**
* @brief Returns a unique signiature for the bitmap indexed by handle
*
* @details A signature will change when the bitmap's data changes
*/
uint bm_get_signature(int handle);
/**
* @brief Returns the image type of the given bitmap handle
*/
BM_TYPE bm_get_type(int handle);
/**
* @brief Unlocks a bitmap
*
* @details Decrements the ref_count member of the bitmap_entry struct, A bitmap can only be unloaded when the
* ref_count is 0
*/
void bm_unlock(int handle);
/**
* @brief Checks if the bitmap indexed by handle is valid
*
* @details Some early known false or out of range handles (such as negative) are checked within
* an initial routine pass, followed by a more thorough check routine to ensure the
* series of bitmaps within the bm_bitmaps[] structure have not become invalid.
*
* @returns Nonzero if valid, else
* @returns Zero otherwise
*
* @todo z64 - Returned value is essentially a bool type, need to check all caller functions to see if it can safely
* be updated to reflect this
*/
int bm_is_valid(int handle);
/**
* @brief Gets info on the bitmap indexed by handle.
*
* @param[out] w If non-null, gets the width
* @param[out] h If non-null, gets the heigth
* @param[out] flags If non-null, gets the flags
* @param[out] nframs If non-null, gets the nframes
* @param[out] fps If non-null, gets the fps
*
* @returns The handle on success, or
* @returns The handle to the first frame on success, or
* @returns -1 on failure
*/
int bm_get_info(int handle, int *w = NULL, int * h = NULL, ubyte * flags = NULL, int *nframes = NULL, int *fps = NULL);
/**
* @brief Gets the filename of the bitmap indexed by handle
*
* @param[out] filename The filename of the bitmap, if successful. Is set to an empty string if unseccessful
*
* @todo z64 - maybe deprecate this in favor of an SCP_string version
*/
void bm_get_filename(int bitmapnum, char *filename);
/**
* @brief Gets the filename of the bitmap indexed by handle, which must exist.
*
* @details If the bitmap does not exist (i.e. the handle is invalid), then an Assertion halts program execution.
*
* @returns A const char* to the filename of the bitmap
*
* @todo z64 - maybe deprecate this in favor of an SCP_string version.
* @todo z64 - maybe combine this with the other bm_get_filename function like so:
* void bm_get_filename(int handle, SCP_string *filename, bool must_exist = false);
*/
const char *bm_get_filename(int handle);
/**
* @brief Loads all data for all bitmaps that have been requested to be loaded
*
* @note This function is not defined.
*/
void bm_gfx_load_all();
/**
* @brief Unloads all used bitmaps, should only ever be called by game_shutdown()
*
* @todo Maybe move this declaration into bmpman.cpp and then extern this function within game_shutdown() to
* ensure it only ever gets called there.
*/
void bm_unload_all();
/**
* @brief Gets the palette for a given bitmap indexed by handle, and optionally the filename
*
* @param[out] pal Is set to reference the bitmap's palette
* @param[out] name (optional) Is set to the bitmap's filename
*
* @todo Maybe get rid of the optional filename and have the callers call bm_get_filename. Less efficient, however.
*/
void bm_get_palette(int handle, ubyte *pal, char *name);
/**
* @brief Hack to get a pixel from a bitmap
*
* @details only works good in 8bpp mode
*
* @note This function is not defined.
*/
void bm_gfx_get_pixel(int bitmap, float u, float v, ubyte *r, ubyte *g, ubyte *b);
/**
* @brief (DEBUG) Gets memory size, in bytes, of the locked bitmaps
*
* @details Both params are non-optional, and must be non-null. There's currently no safety checks on either.
*
* @param ntotal[out] Memory size, in bytes, of the locked bitmaps
* @param nnew[out] Memory size, in bytes, of the bitmaps that were locked since the last frame
*
* @note This is a debug function, and is undefined within release builds
*/
void bm_get_frame_usage(int *ntotal, int *nnew);
/**
* @brief Reloads an existing bmpman slot with different bitmap
*
* @param[in] filename The filename of the image to load
*
* @returns The bitmap handle on success, or
* @returns A negative value on failure
*
* @note This should only be used if you are certain the new picture is the same type, has same dimensions, etc.
*/
int bm_reload(int bitmap_handle, const char* filename);
/**
* @brief Tells bmpman to start keeping track of what bitmaps are used where
*/
void bm_page_in_start();
/**
* @brief Tells bmpman to stop paging (?)
*/
void bm_page_in_stop();
// Paging code in a library should call these functions
// in its page in function.
/**
* @brief Marks a texture as being used for this level
*
* @param[in] num_frames If specified, assumes this is an animated texture
*/
void bm_page_in_texture(int bitmapnum, int num_frames = 0);
/**
* @brief Marks a textures as being used for level and is transparant
*
* @param[in] num_frames If specified, assumes this is an animated texture
*/
void bm_page_in_xparent_texture(int bitmapnum, int num_frames = 1);
/**
* @brief Marks a texture as being used for this level, and is anti-aliased
*
* @param[in] num_frames If specified, assumes this is an animated texture
*/
void bm_page_in_aabitmap(int bitmapnum, int num_frames = 1);
/**
* @brief Unloads the bitmap indexed by handle that was previously paged-in
*
* @returns 0 If the bitmap had already been released, or
* @returns 0 If the handle is invalid, or
* @returns 1 If successful
*/
bool bm_page_out(int handle);
/**
* @brief Sets BMPMAN's memory mode
*
* @details 0 = High memory;
* 1 = Low memory (loads every other frame of ani's);
* 2 = Debug low memory (only use first frame of each ani)
*
* @todo This should use an enum, or instead allow an arbitrary number to drop frames (like 1/2, 1/3, etc.)
*/
void bm_set_low_mem(int mode);
/**
* @brief Sets bm_set_components and bm_get_components to reference screen format functions
*/
void BM_SELECT_SCREEN_FORMAT();
/**
* @brief Sets bm_set_components and bm_get_components to reference texture format functions
*/
void BM_SELECT_TEX_FORMAT();
/**
* @brief Sets bm_set_components and bm_get_components to reference texture format functions (with alpha)
*/
void BM_SELECT_ALPHA_TEX_FORMAT();
/**
* @brief Functional pointer that references any of the bm_set_components functions.
*
* @details The bm_set_components functions packs the RGBA values into the ubyte array referenced by pixel, whose
* format differs according to its bpp value and presence of an alpha channel. The RGBA values are scaled accordingly.
*
* @param[out] pixel The pixel to set
* @param[in] r Red value (may not be NULL)
* @param[in] g Green value (may not be NULL)
* @param[in] b Blue value (may not be NULL)
* @param[in] a Alpha value (currently ignored)
*
* @note z64 - These functions were made predating the introduction of C++ classes, and are basically the equivalent
* of Pixel::set(ubyte *r, ubyte *b, ubyte *g). The original comment mentions that any of the rgba params may be
* NULL, but this is by far _NOT_ the case, as a NULL value will cause undefined behavior (really really bad chroma
* corruption)
*
* @note These functions assume the incoming bitdepth will always be >= to the outgoing bitdepth of the pixel. Should
* the incoming bitdepth be lower, the outgoing values will appear darker than they should be
*/
extern void(*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Functional pointer that references any of the bm_set_components_32 functions.
*
* @details The bm_set_components functions packs the RGBA values into the ubyte array referenced by pixel, whose
* format differs according to its bpp value and presence of an alpha channel. The RGBA values are scaled accordingly.
*
* @see bm_set_components
*/
extern void(*bm_set_components_32)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 16bpp screen pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_16_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 32bpp screen pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_32_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 16bpp texture pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_16_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 32bpp texture pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_32_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Gets the RGBA components of a pixel according to the selected mode
*
* @see BM_SELECT_SCREEN_FORMAT() BM_SELECT_TEX_FORMAT() BM_SELECT_ALPHA_TEX_FORMAT()
*/
void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
extern int UNLITMAP; //this holds a reference to a map that is optional used instead of the base map for unlit rendering
extern int GLOWMAP; //this holds a reference to a map that is a fully lit version of its index -Bobboau
extern int SPECMAP; //this holds a reference to a map that is for specular mapping -Bobboau
extern int SPECGLOSSMAP; //this holds a reference to a map that is for specular mapping -Bobboau
extern int ENVMAP; //this holds a reference to a map that is for environment mapping -Bobboau
extern int NORMMAP; // normal mapping
extern int HEIGHTMAP; // height map for normal mapping
extern int AMBIENTMAP; // ambient occluion map. red channel affects ambient lighting, green channel affects diffuse and specular
extern int MISCMAP; // Utility map, to be utilized for various things shader authors can come up with
/**
* @brief Returns the compression type of the bitmap indexed by handle
*/
int bm_is_compressed(int handle);
/**
* @brief Gets the correct TCACHE_TYPE for compressed graphics (uncompressed are assumed TCACHE_TYPE_NORMAL)
*/
int bm_get_tcache_type(int handle);
/**
* @brief Gets the size, in bytes, taken up by the bitmap indexed by handle
*/
size_t bm_get_size(int handle);
/**
* @brief Gets the number of mipmaps of the indexed texture
*/
int bm_get_num_mipmaps(int handle);
/**
* @brief Checks to see if the indexed bitmap has an alpha channel
*
* @note Currently just checks if the bitmap is 32bpp and is not a .PCX
*/
bool bm_has_alpha_channel(int handle);
/**
* @brief (DEBUG) Prints all loaded bitmaps to an outwindow
*/
void bm_print_bitmaps();
/**
* @brief Creates a render target as close to the desired resolution as possible.
*
* @returns the handle of an avilable render target if successful, or
* @returns -1 if not successful
*
* @note BM_FLAG_RENDER_TARGET_STATIC are drawn once/infrequently, while BM_FLAG_RENDER_TARGET_DYNAMIC are drawn roughly once every frame
*/
int bm_make_render_target(int width, int height, int flags);
/**
* @brief Checks to see if the given bitmap indexed by handle is a render target
*
* @returns The render type (BM_TYPE) if it is a render target, or
* @returns 0 if it is not
*/
int bm_is_render_target(int handle);
/**
* @brief (GR function) Calls gr_bm_set_render target for the given bitmap indexed by handle
*
* @returns true if successful, or
* @returns false if unsuccessful
*/
bool bm_set_render_target(int handle, int face = -1);
/**
* @brief Loads and parses an .EFF
*
* @param[in] filename The filename of the .EFF
* @param[in] dir_type
* @param[out] nframes (optional) If given, is set to the number of frames this .EFF has
* @param[out] nfps (optional) If given, is set to the fps of this .EFF
* @param[out] key (optional) If given, is set to the keyframe index of this .EFF
* @param[out] type (optional) If given, is set to the BM_TYPE of the .EFF
*
* @returns true If successful
* @returns false If not successful
*/
bool bm_load_and_parse_eff(const char *filename, int dir_type, int *nframes, int *nfps, int *key, BM_TYPE *type);
/**
* @brief Calculates & returns the current frame of an animation
*
* @param[in] frame1_handle Handle of the animation
* @param[in] elapsed_time Time in seconds since the animation started playing
* @param[in] loop (optional) specifies if the animation should loop, default is false which causes animation to hold on the last frame
* @param[in] divisor (optional) if greater than zero, elapsed time will be divided by this value i.e. allows "percentage complete" to be used to determine the frame instead of the animations total time derived from fps * frames
*
* @returns current frame of the animation (range is zero to the number of frames minus one)
*/
int bm_get_anim_frame(const int frame1_handle, float elapsed_time, const float divisor = 0.0f, const bool loop = false);
#endif
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-178
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#ifndef _CAMERA_H
#define _CAMERA_H
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "object/object.h"
#include "physics/physics.h" //for avd
#include <string>
#define CAM_STATIONARY_FOV (1<<0)
#define CAM_STATIONARY_ORI (1<<1)
#define CAM_STATIONARY_POS (1<<2)
#define CAM_DEFAULT_FLAGS 0
class camera
{
friend class avd_camera;
protected:
char name[NAME_LENGTH];
int sig;
int flags;
object_h object_host;
int object_host_submodel;
object_h object_target;
int object_target_submodel;
void (*func_custom_position)(camera *cam, vec3d *pos);
void (*func_custom_orientation)(camera *cam, matrix *ori);
avd_movement fov;
avd_movement pos_x;
avd_movement pos_y;
avd_movement pos_z;
avd_movement ori[9];
//Cache stuff
float c_fov;
vec3d c_pos;
matrix c_ori;
public:
camera(char *in_name=NULL, int in_signature=-1);
~camera();
void clear();
void reset();
//Set
void set_name(char *in_name);
void set_object_host(object *objp, int n_object_host_submodel = -1);
void set_object_target(object *objp, int n_object_target_submodel = -1);
void set_custom_position_function(void (*n_func_custom_position)(camera *cam, vec3d *pos));
void set_custom_orientation_function(void (*n_func_custom_orientation)(camera *cam, matrix *ori));
void set_fov(float in_fov, float in_fov_time = 0.0f, float in_fov_acceleration_time = 0.0f, float in_deceleration_time = 0.0f);
void set_position(vec3d *in_position = NULL, float in_translation_time = 0.0f, float in_translation_acceleration_time = 0.0f, float in_translation_deceleration_time = 0.0f, float in_end_velocity = 0.0f);
void set_translation_velocity(vec3d *in_velocity, float in_acceleration_time = 0.0f);
void set_rotation(matrix *in_orientation = NULL, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f, float in_rotation_deceleration_time = 0.0f);
void set_rotation(angles *in_angles, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f, float in_rotation_deceleration_time = 0.0f);
void set_rotation_facing(vec3d *in_target, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f, float in_rotation_deceleration_time = 0.0f);
void set_rotation_velocity(angles *in_rotation_rate, float in_acceleration_time = 0.0f);
//Get
char *get_name() {return name;}
int get_signature() {return sig;}
object *get_object_host();
int get_object_host_submodel();
object *get_object_target();
int get_object_target_submodel();
float get_fov();
void get_info(vec3d *position, matrix *orientation);
//Is
bool is_empty(){return sig < 0;}
//Do
void do_frame(float in_frametime);
};
class warp_camera
{
private:
float c_time;
float c_damping;
vec3d c_vel;
vec3d c_desired_vel;
vec3d c_pos;
matrix c_ori;
public:
warp_camera();
warp_camera(object *objp);
void reset();
void set_position(vec3d *in_pos);
void set_rotation(matrix *in_ori);
void set_velocity(vec3d *in_vel, bool instantaneous);
void do_frame(float in_frametime);
void get_info(vec3d *position, matrix *orientation);
};
extern warp_camera Warp_camera;
class subtitle
{
private:
void clone(const subtitle &sub);
SCP_vector<SCP_string> text_lines;
struct { int x; int y; } text_pos;
float display_time;
float fade_time;
color text_color;
int text_fontnum;
//Done with set
char imageanim[MAX_FILENAME_LEN];
int image_id;
struct { int x; int y; int w; int h; } image_pos;
//Time this has been displayed
float time_displayed;
//When to end it
float time_displayed_end;
bool post_shaded;
public:
subtitle(int in_x_pos, int in_y_pos, const char* in_text = NULL, const char* in_imageanim = NULL,
float in_display_time = 0, float in_fade_time = 0.0f, const color *in_text_color = NULL, int in_text_fontnum = -1,
bool center_x = false, bool center_y = false, int in_width = 0, int in_height = 0, bool post_shaded=false);
~subtitle();
subtitle(const subtitle &sub) { clone(sub); }
const subtitle &operator=(const subtitle &sub);
void do_frame(float frametime);
bool is_post_shaded( ) { return post_shaded; }
};
//Some global stuff
extern SCP_vector<subtitle> Subtitles;
extern float VIEWER_ZOOM_DEFAULT;
extern float Sexp_fov;
//Helpful functions
void cam_init();
void cam_close();
void cam_do_frame(float frametime);
camid cam_create(char *n_name=NULL, vec3d *n_pos=NULL, matrix *n_ori=NULL, object *n_object=NULL, int n_submodel_parent=-1);
camid cam_create(char *n_name, vec3d *n_pos, vec3d *n_norm, object *n_object=NULL, int n_submodel_parent=-1);
void cam_delete(camid cid);
bool cam_set_camera(camid cid);
void cam_reset_camera();
camid cam_lookup(char *name);
camid cam_get_camera(uint index);
camid cam_get_current();
uint cam_get_num();
void get_turret_cam_pos(camera *cam, vec3d *pos);
void get_turret_cam_orient(camera *cam, matrix *ori);
void subtitles_close();
void subtitles_do_frame(float frametime);
void subtitles_do_frame_post_shaded(float frametime);
#endif // _CAMERA_H
-397
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@@ -1,397 +0,0 @@
/*
* 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 __CFILE_H__
#define __CFILE_H__
#include <time.h>
#include "globalincs/pstypes.h"
#include <stdexcept>
#define CF_EOF (-1)
#define CF_SEEK_SET (0)
#define CF_SEEK_CUR (1)
#define CF_SEEK_END (2)
typedef struct CFILE {
int id; // Index into cfile.cpp specific structure
int version; // version of this file
} CFILE;
// extra info that can be returned when getting a file listing
typedef struct {
time_t write_time;
} file_list_info;
#define CF_MAX_FILENAME_LENGTH 32 // Includes null terminater, so real length is 31
#define CF_MAX_PATHNAME_LENGTH 256 // Includes null terminater, so real length is 255
#define CF_TYPE_ANY -1 // Used to check in any directory
#define CF_TYPE_INVALID 0
#define CF_TYPE_ROOT 1 // Root must be 1!!
#define CF_TYPE_DATA 2
#define CF_TYPE_MAPS 3
#define CF_TYPE_TEXT 4
#define CF_TYPE_MODELS 5
#define CF_TYPE_TABLES 6
#define CF_TYPE_SOUNDS 7
#define CF_TYPE_SOUNDS_8B22K 8
#define CF_TYPE_SOUNDS_16B11K 9
#define CF_TYPE_VOICE 10
#define CF_TYPE_VOICE_BRIEFINGS 11
#define CF_TYPE_VOICE_CMD_BRIEF 12
#define CF_TYPE_VOICE_DEBRIEFINGS 13
#define CF_TYPE_VOICE_PERSONAS 14
#define CF_TYPE_VOICE_SPECIAL 15
#define CF_TYPE_VOICE_TRAINING 16
#define CF_TYPE_MUSIC 17
#define CF_TYPE_MOVIES 18
#define CF_TYPE_INTERFACE 19
#define CF_TYPE_FONT 20
#define CF_TYPE_EFFECTS 21
#define CF_TYPE_HUD 22
#define CF_TYPE_PLAYERS 23
#define CF_TYPE_PLAYER_IMAGES 24
#define CF_TYPE_SQUAD_IMAGES 25
#define CF_TYPE_SINGLE_PLAYERS 26
#define CF_TYPE_MULTI_PLAYERS 27
#define CF_TYPE_CACHE 28
#define CF_TYPE_MULTI_CACHE 29
#define CF_TYPE_MISSIONS 30
#define CF_TYPE_CONFIG 31
#define CF_TYPE_DEMOS 32
#define CF_TYPE_CBANIMS 33
#define CF_TYPE_INTEL_ANIMS 34
#define CF_TYPE_SCRIPTS 35
#define CF_TYPE_FICTION 36
#define CF_MAX_PATH_TYPES 37 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
// TRUE if type is specified and valid
#define CF_TYPE_SPECIFIED(path_type) (((path_type)>CF_TYPE_INVALID) && ((path_type)<CF_MAX_PATH_TYPES))
// #define's for the type parameter in cfopen.
#define CFILE_NORMAL 0 // open file normally
#define CFILE_MEMORY_MAPPED (1<<0) // open file as a memory-mapped file
#define CF_SORT_NONE 0
#define CF_SORT_NAME 1
#define CF_SORT_TIME 2
#define CF_SORT_REVERSE 3
#define cfread_fix(file) (fix)cfread_int(file)
#define cfwrite_fix(i,file) cfwrite_int(i,file)
// callback function used for get_file_list() to filter files to be added to list. Return 1
// to add file to list, or 0 to not add it.
extern int (*Get_file_list_filter)(const char *filename);
// extra check for child directory under CF_TYPE_*
// NOTE: if specified cf_get_file_list() will not search pack files!
// NOTE: specified string must not contain ':' or spaces or begin with DIR_SEPARATOR!
extern const char *Get_file_list_child;
// cfile directory. valid after cfile_init() returns successfully
#define CFILE_ROOT_DIRECTORY_LEN 256
extern char Cfile_root_dir[CFILE_ROOT_DIRECTORY_LEN];
extern char Cfile_user_dir[CFILE_ROOT_DIRECTORY_LEN];
#ifdef SCP_UNIX
extern char Cfile_user_dir_legacy[CFILE_ROOT_DIRECTORY_LEN];
#endif
//================= LOW-LEVEL FUNCTIONS ==================
int cfile_init(const char *exe_dir, const char *cdrom_dir=NULL);
// Call this if pack files got added or removed or the
// cdrom changed. This will refresh the list of filenames
// stored in packfiles and on the cdrom.
void cfile_refresh();
// add an extension to a filename if it doesn't already have it
char *cf_add_ext(const char *filename, const char *ext);
// return CF_TYPE (directory location type) of a CFILE you called cfopen() successfully on.
int cf_get_dir_type(CFILE *cfile);
// Opens the file. If no path is given, use the extension to look into the
// default path. If mode is NULL, delete the file.
CFILE *_cfopen(const char* source_file, int line, const char *filename, const char *mode,
int type = CFILE_NORMAL, int dir_type = CF_TYPE_ANY, bool localize = false);
#define cfopen(...) _cfopen(LOCATION, __VA_ARGS__) // Pass source location to the function
// like cfopen(), but it accepts a fully qualified path only (ie, the result of a cf_find_file_location() call)
// NOTE: only supports reading files!!
CFILE *_cfopen_special(const char* source_file, int line, const char *file_path, const char *mode,
const int size, const int offset, int dir_type = CF_TYPE_ANY);
#define cfopen_special(...) _cfopen_special(LOCATION, __VA_ARGS__) // Pass source location to the function
// Flush the open file buffer
int cflush(CFILE *cfile);
// version number of opened file. Will be 0 unless you put something else here after you
// open a file. Once set, you can use minimum version numbers with the read functions.
void cf_set_version( CFILE * cfile, int version );
// will throw an error if cfread*() functions read past this mark
// converted to raw offsets when used, but gets passed actual length from current position
// setting 'len' to zero will disable the check
void cf_set_max_read_len(CFILE *cfile, size_t len);
// Deletes a file. Returns 0 on error, 1 if successful
int cf_delete(const char *filename, int dir_type);
// Same as _access function to read a file's access bits
int cf_access(const char *filename, int dir_type, int mode);
// Returns 1 if the file exists, 0 if not.
// Checks only the file system.
int cf_exists(const char *filename, int dir_type);
// Goober5000
// Returns 1 if the file exists, 0 if not.
// Checks both the file system and the VPs.
int cf_exists_full(const char *filename, int dir_type);
// check num_ext worth of ext_list extensions
int cf_exists_full_ext(const char *filename, int dir_type, const int num_ext, const char **ext_list);
// ctmpfile() opens a temporary file stream. File is deleted automatically when closed
CFILE *ctmpfile();
// Closes the file
int cfclose(CFILE *cfile);
//Checks if the given handle is valid
int cf_is_valid(CFILE *cfile);
// Returns size of file...
int cfilelength(CFILE *fp);
// Reads data
int cfread(void *buf, int elsize, int nelem, CFILE *fp);
// cfwrite() writes to the file
int cfwrite(const void *buf, int elsize, int nelem, CFILE *cfile);
// Reads/writes RLE compressed data.
int cfread_compressed(void *buf, int elsize, int nelem, CFILE *cfile);
int cfwrite_compressed(void *param_buf, int param_elsize, int param_nelem, CFILE *cfile);
// Moves the file pointer
int cfseek(CFILE *fp, int offset, int where);
// Returns current position of file.
int cftell(CFILE *fp);
// cfputc() writes a character to a file
int cfputc(int c, CFILE *cfile);
// cfputs() writes a string to a file
int cfputs(const char *str, CFILE *cfile);
// cfgetc() reads a character to a file
int cfgetc(CFILE *cfile);
// cfgets() reads a string from a file
char *cfgets(char *buf, int n, CFILE *cfile);
// cfeof() Tests for end-of-file on a stream
int cfeof(CFILE *cfile);
// Return the data pointer associated with the CFILE structure (for memory mapped files)
void *cf_returndata(CFILE *cfile);
// get the 2 byte checksum of the passed filename - return 0 if operation failed, 1 if succeeded
int cf_chksum_short(const char *filename, ushort *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
// get the 2 byte checksum of the passed file - return 0 if operation failed, 1 if succeeded
// NOTE : preserves current file position
int cf_chksum_short(CFILE *file, ushort *chksum, int max_size = -1);
// get the 32 bit CRC checksum of the passed filename - return 0 if operation failed, 1 if succeeded
int cf_chksum_long(const char *filename, uint *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
// get the 32 bit CRC checksum of the passed file - return 0 if operation failed, 1 if succeeded
// NOTE : preserves current file position
int cf_chksum_long(CFILE *file, uint *chksum, int max_size = -1);
int cf_chksum_pack(const char *filename, uint *chk_long, bool full = false);
// convenient for misc checksumming purposes ------------------------------------------
// update cur_chksum with the chksum of the new_data of size new_data_size
ushort cf_add_chksum_short(ushort seed, ubyte *buffer, int size);
// update cur_chksum with the chksum of the new_data of size new_data_size
uint cf_add_chksum_long(uint seed, ubyte *buffer, int size);
// convenient for misc checksumming purposes ------------------------------------------
//================= HIGH LEVEL FUNCTIONS ==================
int cfexist(const char *filename); // Returns true if file exists on disk (1) or in hog (2).
// rename a file, utilizing the extension to determine where file is.
#define CF_RENAME_SUCCESS 0 // successfully renamed the file
#define CF_RENAME_FAIL_ACCESS 1 // new name could not be created
#define CF_RENAME_FAIL_EXIST 2 // old name does not exist
int cf_rename(const char *old_name, const char *name, int type = CF_TYPE_ANY );
// changes the attributes of a file
void cf_attrib(const char *name, int set, int clear, int type);
// flush (delete all files in) the passed directory (by type), return the # of files deleted
// NOTE : WILL NOT DELETE READ-ONLY FILES
int cfile_flush_dir(int type);
// functions for reading from cfile
// These are all high level, built up from
// cfread.
int cfgetc(CFILE *fp);
char *cfgets(char *buf, size_t n, CFILE *fp);
char cfread_char(CFILE *file, int ver = 0, char deflt = 0);
ubyte cfread_ubyte(CFILE *file, int ver = 0, ubyte deflt = 0);
short cfread_short(CFILE *file, int ver = 0, short deflt = 0);
ushort cfread_ushort(CFILE *file, int ver = 0, ushort deflt = 0);
int cfread_int(CFILE *file, int ver = 0, int deflt = 0);
uint cfread_uint(CFILE *file, int ver = 0, uint deflt = 0);
float cfread_float(CFILE *file, int ver = 0, float deflt = 0.0f);
void cfread_vector(vec3d *vec, CFILE *file, int ver = 0, vec3d *deflt = NULL);
void cfread_angles(angles *ang, CFILE *file, int ver = 0, angles *deflt = NULL);
// Reads variable length, null-termined string. Will only read up
// to n characters.
void cfread_string(char *buf,int n, CFILE *file);
/**
* @brief Read a fixed length string that is not null-terminated, with the length stored in file
*
* @param buf Pre-allocated array to store string
* @param n Size of pre-allocated array
* @param file File to read from
*
* @note Appends NULL character to string (buf)
*/
void cfread_string_len(char *buf,int n, CFILE *file);
// functions for writing cfiles
int cfwrite_char(char c, CFILE *file);
int cfwrite_float(float f, CFILE *file);
int cfwrite_int(int i, CFILE *file);
int cfwrite_uint(uint i, CFILE *file);
int cfwrite_short(short s, CFILE *file);
int cfwrite_ushort(ushort s, CFILE *file);
int cfwrite_ubyte(ubyte u, CFILE *file);
int cfwrite_vector(vec3d *vec, CFILE *file);
int cfwrite_angles(angles *ang, CFILE *file);
// writes variable length, null-termined string.
int cfwrite_string(const char *buf, CFILE *file);
/**
* @brief Write a fixed length string (not including its null terminator), with the length stored in file
*
* @param buf String to write to file
* @param file File to write to
*/
int cfwrite_string_len(const char *buf, CFILE *file);
int cf_get_file_list( SCP_vector<SCP_string> &list, int pathtype, const char *filter, int sort = CF_SORT_NONE, SCP_vector<file_list_info> *info = NULL );
int cf_get_file_list( int max, char **list, int type, const char *filter, int sort = CF_SORT_NONE, file_list_info *info = NULL );
int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char **list, int type, const char *filter, int sort = CF_SORT_NONE, file_list_info *info = NULL );
void cf_sort_filenames( int n, char **list, int sort, file_list_info *info = NULL );
void cf_sort_filenames( SCP_vector<SCP_string> &list, int sort, SCP_vector<file_list_info> *info = NULL );
// Searches for a file. Follows all rules and precedence and searches
// CD's and pack files.
// Input: filespace - Filename & extension
// pathtype - See CF_TYPE_ defines in CFILE.H
// max_out - Maximum string size to be stuffed into pack_filename
// Output: pack_filename - Absolute path and filename of this file. Could be a packfile or the actual file.
// size - File size
// offset - Offset into pack file. 0 if not a packfile.
// Returns: If not found returns 0.
int cf_find_file_location( const char *filespec, int pathtype, int max_out, char *pack_filename, int *size, int *offset, bool localize = false);
// Searches for a file. Follows all rules and precedence and searches
// CD's and pack files. Searches all locations in order for first filename using ext filter list.
// Input: filename - Filename & extension
// ext_num - number of extensions to look for
// ext_list - extension filter list
// pathtype - See CF_TYPE_ defines in CFILE.H
// max_out - Maximum string length that should be stuffed into pack_filename
// Output: pack_filename - Absolute path and filename of this file. Could be a packfile or the actual file.
// size - File size
// offset - Offset into pack file. 0 if not a packfile.
// Returns: If not found returns -1, else returns offset into ext_list.
// (NOTE: This function is exponentially slow, so don't use it unless truely needed!!)
int cf_find_file_location_ext(const char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out = 0, char *pack_filename = NULL, int *size = NULL, int *offset = NULL, bool localize = false);
// Functions to change directories
int cfile_chdir(const char *dir);
#ifdef _WIN32
int cfile_chdrive(int DriveNum, int flag);
#endif
// push current directory on a 'stack' (so we can restore it) and change the directory
int cfile_push_chdir(int type);
// restore directory on top of the stack
int cfile_pop_dir();
namespace cfile
{
// exceptions and other errors
class cfile_error : public std::exception
{
public:
cfile_error() : m_excuse("CFILE Exception")
{
}
cfile_error(const std::string &excuse) : m_excuse(excuse)
{
}
~cfile_error() throw()
{
}
virtual const char *what() const throw()
{
return m_excuse.c_str();
}
private:
std::string m_excuse;
};
class max_read_length : public cfile_error
{
public:
max_read_length(const std::string &excuse) : cfile_error(excuse)
{
}
max_read_length() : cfile_error("Attempted to read beyond length limit")
{
}
};
}
#endif /* __CFILE_H__ */
File diff suppressed because it is too large. Load diff
-45
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@@ -1,45 +0,0 @@
/*
* 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 _CFILESYSTEM_H
#define _CFILESYSTEM_H
#include "cfile/cfile.h"
// Builds a list of all the files
void cf_build_secondary_filelist( const char *cdrom_path );
void cf_free_secondary_filelist();
// Internal stuff
typedef struct cf_pathtype {
int index; // To verify that the CF_TYPE define is correctly indexed into this array
char *path; // Path relative to FreeSpace root, has ending backslash.
char *extensions; // Extensions used in this pathtype, separated by spaces
int parent_index; // Index of this directory's parent. Used for creating directories when writing.
} cf_pathtype;
// During cfile_init, verify that Pathtypes[n].index == n for each item
extern cf_pathtype Pathtypes[CF_MAX_PATH_TYPES];
// Returns the default storage path for files given a
// particular pathtype. In other words, the path to
// the unpacked, non-cd'd, stored on hard drive path.
// If filename isn't null it will also tack the filename
// on the end, creating a completely valid filename.
// Input: pathtype - CF_TYPE_??
// path_max - Maximum characters in the path
// filename - optional, if set, tacks the filename onto end of path.
// Output: path - Fully qualified pathname.
//Returns 0 if result would be too long (invalid result)
int cf_create_default_path_string( char *path, uint path_max, int pathtype, const char *filename=NULL, bool localize = false);
int cf_create_default_path_string( SCP_string &path, int pathtype, const char *filename=NULL, bool localize = false );
#endif //_CFILESYSTEM_H
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@@ -1,16 +0,0 @@
add_executable(cfilearchiver EXCLUDE_FROM_ALL cfilearchiver.cpp)
ADD_DEFINITIONS(-DNO_SAFE_STRINGS)
include_directories(${CODE_HEADERS})
set_target_properties(cfilearchiver
PROPERTIES
FOLDER "FSOTools"
)
IF(MSVC)
set_target_properties(cfilearchiver PROPERTIES
COMPILE_DEFINITIONS_DEBUG "_DEBUG;PDB_DEBUGGING=1"
)
ENDIF(MSVC)
-432
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@@ -1,432 +0,0 @@
/*
* 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 <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef _WIN32
#include <direct.h>
#include <io.h>
#include <conio.h>
#else
#include <dirent.h>
#include <unistd.h>
#include <sys/stat.h>
#include <sys/types.h>
#endif
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
static int data_error;
static int no_dir;
// right out of pstypes.h but we don't want to use the INTEL_INT macro here
// since it would require SDL which isn't used on WIN32 platforms
#if BYTE_ORDER == BIG_ENDIAN
#define INT_SWAP(x) ( \
(x << 24) | \
(((ulong)x) >> 24) | \
((x & 0x0000ff00) << 8) | \
((x & 0x00ff0000) >> 8) \
)
#else
#define INT_SWAP(x) (x)
#endif
size_t fswrite_int(int *wint, FILE *stream)
{
int tmp = *wint;
tmp = INT_SWAP(tmp);
return fwrite(&tmp, 1, sizeof(int), stream);
}
unsigned int Total_size=16; // Start with size of header
unsigned int Num_files =0;
FILE *fp_out = NULL;
FILE *fp_out_hdr = NULL;
typedef struct vp_header {
char id[4];
int version;
int index_offset;
int num_files;
} vp_header;
//vp_header Vp_header;
char archive_dat[1024];
char archive_hdr[1024];
#define BLOCK_SIZE (1024*1024)
#define VERSION_NUMBER 2;
char tmp_data[BLOCK_SIZE]; // 1 MB
void write_header()
{
int ver = VERSION_NUMBER;
fseek(fp_out, 0, SEEK_SET);
fwrite("VPVP", 1, 4, fp_out);
fswrite_int(&ver, fp_out);
fswrite_int((int*)&Total_size, fp_out);
fswrite_int((int*)&Num_files, fp_out);
}
int write_index(char *hf, char *df)
{
FILE *h = NULL, *d = NULL;
unsigned int i;
h = fopen(hf, "rb");
d = fopen(df, "a+b");
if ( (h == NULL) || (d == NULL) )
{
if ( h )
fclose( h );
if ( d )
fclose( d );
return 0;
}
for (i = 0; i < Num_files; i++) {
fread(tmp_data, 32+4+4+4, 1, h);
fwrite(tmp_data, 32+4+4+4, 1, d);
}
fclose(h);
fclose(d);
unlink(hf);
return 1;
}
void pack_file( char *filespec, char *filename, int filesize, _fs_time_t time_write )
{
char path[1024];
if ( strstr( filename, ".vp" )) {
// Don't pack yourself!!
return;
}
if ( strstr( filename, ".hdr" )) {
// Don't pack yourself!!
return;
}
if ( filesize == 0 ) {
// Don't pack 0 length files, screws up directory structure!
return;
}
if ( strlen(filename) > 31 ) {
printf( "Filename '%s' too long! Skipping...\n", filename );
return;
}
memset( path, 0, sizeof(path) );
strcpy_s( path, filename );
fswrite_int( (int*)&Total_size, fp_out_hdr );
fswrite_int( &filesize, fp_out_hdr );
fwrite( &path, 1, 32, fp_out_hdr );
fswrite_int( (int*)&time_write, fp_out_hdr );
Total_size += filesize;
Num_files++;
printf( "Packing %s%s%s...", filespec, DIR_SEPARATOR_STR, filename );
sprintf( path, "%s%s%s", filespec, DIR_SEPARATOR_STR, filename );
FILE *fp = fopen( path, "rb" );
if ( fp == NULL ) {
printf( "Error opening '%s'\n", path );
exit(1);
}
int nbytes, nbytes_read=0;
do {
nbytes = fread( tmp_data, 1, BLOCK_SIZE, fp );
if ( nbytes > 0 ) {
fwrite( tmp_data, 1, nbytes, fp_out );
nbytes_read += nbytes;
}
} while( nbytes > 0 );
fclose(fp);
printf( " %d bytes\n", nbytes_read );
}
// This function adds a directory marker to the header file
void add_directory( char * dirname)
{
char path[256];
char *pathptr = path;
char *tmpptr;
int i = 0;
strcpy_s(path, dirname);
fswrite_int( (int*)&Total_size, fp_out_hdr);
fswrite_int( &i, fp_out_hdr);
// strip out any directories that this dir is a subdir of
while ( (tmpptr = strchr(pathptr, DIR_SEPARATOR_CHAR)) != NULL ) {
pathptr = tmpptr+1;
}
fwrite(pathptr, 1, 32, fp_out_hdr);
fswrite_int( &i, fp_out_hdr); // timestamp = 0
Num_files++;
}
void pack_directory( char * filespec)
{
#ifdef _WIN32
int find_handle;
_finddata_t find;
#endif
char tmp[512];
char tmp1[512];
char *ts;
// strip trailing slash
ts = filespec + (strlen(filespec) - 1);
while ( (*ts == DIR_SEPARATOR_CHAR) && (ts > filespec) )
*ts = '\0';
strcpy_s( tmp1, filespec );
add_directory(filespec);
strcat( tmp1, DIR_SEPARATOR_STR"*.*" );
printf( "In dir '%s'\n", tmp1 );
#ifdef _WIN32
find_handle = _findfirst( tmp1, &find );
if( find_handle != -1 ) {
if ( find.attrib & _A_SUBDIR ) {
if (strcmp( "..", find.name) && strcmp( ".", find.name) && strcmp( ".svn", find.name)) {
strcpy_s( tmp, filespec );
strcat( tmp, "\\" );
strcat( tmp, find.name );
pack_directory(tmp);
}
} else {
pack_file( filespec, find.name, find.size, find.time_write );
}
while( !_findnext( find_handle, &find ) ) {
if ( find.attrib & _A_SUBDIR ) {
if (strcmp( "..", find.name) && strcmp( ".", find.name) && strcmp( ".svn", find.name)) {
strcpy_s( tmp, filespec );
strcat( tmp, "\\" );
strcat( tmp, find.name );
pack_directory(tmp);
}
} else {
pack_file( filespec, find.name, find.size, find.time_write );
}
}
}
#else
DIR *dirp;
struct dirent *dir;
dirp = opendir (filespec);
if ( dirp ) {
while ((dir = readdir(dirp)) != NULL) {
char fn[MAX_PATH];
snprintf(fn, MAX_PATH-1, "%s/%s", filespec, dir->d_name);
fn[MAX_PATH-1] = 0;
struct stat buf;
if (stat(fn, &buf) == -1) {
continue;
}
if ( (strcmp(dir->d_name, ".") == 0) || (strcmp(dir->d_name, "..") == 0) ) {
continue;
}
if ( (strcmp(dir->d_name, ".svn") == 0) ) {
continue;
}
if (S_ISDIR(buf.st_mode)) {
strcpy_s( tmp, filespec );
strcat( tmp, "/" );
strcat( tmp, dir->d_name );
pack_directory(tmp);
} else {
pack_file( filespec, dir->d_name, buf.st_size, buf.st_mtime );
}
}
closedir(dirp);
} else {
printf("Error: Source directory does not exist!\n");
no_dir = 1;
}
#endif
add_directory("..");
}
int verify_directory( char *filespec )
{
char *ts;
char *dd;
// strip trailing '/'
ts = filespec+(strlen(filespec)-1);
while ( (*ts == DIR_SEPARATOR_CHAR) && (ts > filespec) )
*ts = '\0';
// make sure last directory is named "data", ignoring case
dd = filespec + (strlen(filespec) - 4);
if ( stricmp( dd, "data" ) )
data_error = 1;
return data_error;
}
void print_instructions()
{
printf( "Creates a vp archive out of a FreeSpace data tree.\n\n" );
printf( "Usage: cfilearchiver archive_name src_dir\n");
printf( "Example: cfilearchiver freespace /tmp/freespace/data\n\n");
printf( "Directory structure options:\n" );
printf( " Effects (.ani .pcx .neb .tga)\n" );
printf( " Fonts (.vf)\n" );
printf( " Hud (.ani .pcx .tga\n" );
printf( " Interface (.pcx .ani .tga)\n" );
printf( " Maps (.pcx .ani .tga)\n" );
printf( " Missions (.ntl .ssv), FS1(.fsm .fsc), FS2(.fs2 .fc2)\n" );
printf( " Models (.pof)\n" );
printf( " Music (.wav)\n" );
printf( " Sounds/8b22k (.wav)\n" );
printf( " Sounds/16b11k (.wav)\n" );
printf( " Tables (.tbl)\n" );
printf( " Voice/Briefing (.wav)\n" );
printf( " Voice/Command briefings (.wav)\n" );
printf( " Voice/Debriefing (.wav)\n" );
printf( " Voice/Personas (.wav)\n" );
printf( " Voice/Special (.wav)\n" );
printf( " Voice/Training (.wav)\n" );
exit(0);
}
// we end up #include'ing SDL.h which on Windows and Mac will redefine main() which is something
// that we don't want since we don't actually link against SDL, this solves the problem...
#ifdef main
#undef main
#endif
int main(int argc, char *argv[] )
{
char archive[1024];
char *p;
if ( argc < 3 ) {
#ifdef _WIN32
printf( "Usage: %s archive_name src_dir\n", argv[0] );
printf( "Example: %s freespace c:\\freespace\\data\n", argv[0] );
printf( "Creates an archive named freespace out of the\nfreespace data tree\n" );
printf( "Press any key to exit...\n" );
getch();
return 1;
#else
print_instructions();
#endif
}
strcpy_s( archive, argv[1] );
p = strchr( archive, '.' );
if (p) *p = 0; // remove extension
strcpy_s( archive_dat, archive );
strcat( archive_dat, ".vp" );
strcpy_s( archive_hdr, archive );
strcat( archive_hdr, ".hdr" );
fp_out = fopen( archive_dat, "wb" );
if ( !fp_out ) {
printf( "Couldn't open '%s'!\n", archive_dat );
#ifdef _WIN32
printf( "Press any key to exit...\n" );
getch();
return 1;
#else
exit(1);
#endif
}
fp_out_hdr = fopen( archive_hdr, "wb" );
if ( !fp_out_hdr ) {
printf( "Couldn't open '%s'!\n", archive_hdr );
#ifdef _WIN32
printf( "Press any key to exit...\n" );
getch();
return 1;
#else
exit(2);
#endif
}
if ( verify_directory( argv[2] ) != 0 ) {
printf("Warning! Last directory must be named \"data\" (not case sensitive)\n");
exit(3);
}
write_header();
pack_directory( argv[2] );
// in case the directory doesn't exist
if ( no_dir )
exit(4);
write_header();
fclose(fp_out);
fclose(fp_out_hdr);
printf( "Data files written, appending index...\n" );
if (!write_index(archive_hdr, archive_dat)) {
printf("Error appending index!\n");
#ifdef _WIN32
printf("Press any key to exit...\n");
getch();
#endif
return 1;
}
printf( "%d total KB.\n", Total_size/1024 );
return 0;
}
-16
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@@ -1,16 +0,0 @@
add_executable(cfileextractor EXCLUDE_FROM_ALL cfileextractor.cpp)
ADD_DEFINITIONS(-DNO_SAFE_STRINGS)
include_directories(${CODE_HEADERS})
set_target_properties(cfileextractor
PROPERTIES
FOLDER "FSOTools"
)
IF(MSVC)
set_target_properties(cfileextractor PROPERTIES
COMPILE_DEFINITIONS_DEBUG "_DEBUG;PDB_DEBUGGING=1"
)
ENDIF(MSVC)
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/*
* Copyright (C) 2005 Taylor Richards
*
*/
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#include <vector>
#include <iostream>
#include <cstdlib>
#include <cstdio>
#include <cstring>
#include <ctime>
#ifdef _WIN32
#include <direct.h>
#else
#include <unistd.h>
#endif
#include <sys/stat.h>
#include <sys/types.h>
#include <errno.h>
// /////////////////////////////////////////////////////////////////////////////
//
// GLOBAL FUNCTIONS AND VARIABLES
//
// right out of pstypes.h but we don't want to use the INTEL_INT macro here
// since it would require SDL which isn't used on WIN32 platforms
#if BYTE_ORDER == BIG_ENDIAN
#define INT_SWAP(x) ( \
(x << 24) | \
(((ulong)x) >> 24) | \
((x & 0x0000ff00) << 8) | \
((x & 0x00ff0000) >> 8) \
)
#else
#define INT_SWAP(x) (x)
#endif
FILE *fp_in = NULL;
FILE *fp_out = NULL;
#ifndef MAX_PATH
#define MAX_PATH 255
#endif
char out_dir[MAX_PATH];
#define BLOCK_SIZE (1024*1024)
char tmp_data[BLOCK_SIZE]; // 1 MB
static int have_index = 0;
static int have_header = 0;
#define ERR_NO_FP_IN 0
#define ERR_NO_FP_OUT 1
#define ERR_INVALID_VP 2
#define ERR_NO_INDEX 3
#define ERR_NO_HEADER 4
#define ERR_PATH_TOO_LONG 5
typedef struct vp_header {
char id[4]; // 'VPVP'
int version;
int index_offset; // offset where the file index starts, also a total file data size count
int num_files; // number of files, including each step in the directory structure
} vp_header;
vp_header VP_Header;
typedef struct vp_fileinfo {
// stuff that is actually written to the VP
int offset; // offset of where this file is in the VP
int file_size; // size of file
char file_name[CF_MAX_FILENAME_LENGTH]; // filename
_fs_time_t write_time; // date/time in _fs_time_t type (a 32-bit version of time_t)
// not in the VP
char file_path[CF_MAX_PATHNAME_LENGTH]; // file path, generated here and not actually in the VP on a per file basis
vp_fileinfo() {
offset = 0;
file_size = 0;
file_name[0] = '\0';
file_path[0] = '\0';
write_time = 0;
}
~vp_fileinfo() {}
} vp_fileinfo;
SCP_vector<vp_fileinfo> VP_FileInfo;
// just like strlwr() but without actually including it here
void lowercase(char *s)
{
if (s == NULL)
return;
while (*s) {
*s = tolower(*s);
s++;
}
}
//
// /////////////////////////////////////////////////////////////////////////////
// /////////////////////////////////////////////////////////////////////////////
//
// The useful stuff...
//
void print_error(int err)
{
switch (err) {
case ERR_NO_FP_IN:
printf("ERROR: The input file (fp_in) is NULL! Exiting...\n");
break;
case ERR_NO_FP_OUT:
printf("ERROR: The output file (fp_out) is NULL! Exiting...\n");
break;
case ERR_INVALID_VP:
printf("ERROR: The specified VP file is invalid! Exiting...\n");
break;
case ERR_NO_INDEX:
printf("ERROR: No file index is available! Exiting...\n");
break;
case ERR_NO_HEADER:
printf("ERROR: No file header is available! Exiting...\n");
break;
case ERR_PATH_TOO_LONG:
printf("ERROR: Path to output directory is too long! Exiting...\n");
break;
default:
break;
}
exit(1);
}
void read_header()
{
fseek(fp_in, 0, SEEK_SET);
fread(&VP_Header.id, 1, 4, fp_in);
fread(&VP_Header.version, 1, sizeof(int), fp_in);
fread(&VP_Header.index_offset, 1, sizeof(int), fp_in);
fread(&VP_Header.num_files, 1, sizeof(int), fp_in);
VP_Header.version = INT_SWAP(VP_Header.version);
VP_Header.index_offset = INT_SWAP(VP_Header.index_offset);
VP_Header.num_files = INT_SWAP(VP_Header.num_files);
// check for a valid id (VPVP)
if ( (VP_Header.id[0] != 'V') && (VP_Header.id[1] != 'P') && (VP_Header.id[2] != 'V') && (VP_Header.id[3] != 'P') )
print_error(ERR_INVALID_VP);
// the index_offset needs to be greater than the size of vp_header at the very least and there should be at least one file
if ( !(VP_Header.index_offset > (int)sizeof(vp_header)) || !(VP_Header.num_files > 1) )
print_error(ERR_INVALID_VP);
have_header = 1;
}
void read_index(int lc = 0)
{
if (fp_in == NULL)
print_error(ERR_NO_FP_IN);
else if (!have_header)
print_error(ERR_NO_HEADER);
int i;
char path[CF_MAX_PATHNAME_LENGTH];
fseek(fp_in, VP_Header.index_offset, SEEK_SET);
memset(path, 0, CF_MAX_PATHNAME_LENGTH);
for ( i = 0; i < VP_Header.num_files; i++) {
vp_fileinfo vpinfo;
fread(&vpinfo.offset, 1, sizeof(int), fp_in);
fread(&vpinfo.file_size, 1, sizeof(int), fp_in);
fread(&vpinfo.file_name, 1, CF_MAX_FILENAME_LENGTH, fp_in);
fread(&vpinfo.write_time, 1, sizeof(_fs_time_t), fp_in);
vpinfo.offset = INT_SWAP(vpinfo.offset);
vpinfo.file_size = INT_SWAP(vpinfo.file_size);
vpinfo.write_time = INT_SWAP(vpinfo.write_time);
// check if it's a directory and if so then create a path to use for files
if (vpinfo.file_size == 0) {
// if we get a ".." then drop down in the path
if (!strcmp(vpinfo.file_name, "..")) {
char *s = strrchr(path, DIR_SEPARATOR_CHAR);
if (s)
*s = '\0';
// skip, we don't want to add the ".." to the path
continue;
}
// don't add the very first directory separator character, easier to clean later
if (path[0] != 0)
strcat( path, DIR_SEPARATOR_STR );
// always make directory names lower case for ease of use
lowercase( vpinfo.file_name );
strcat( path, vpinfo.file_name );
} // it's a file then
else {
// lowercase the filename if wanted
if (lc == 1)
lowercase( vpinfo.file_name );
strcpy_s( vpinfo.file_path, path );
VP_FileInfo.push_back(vpinfo);
}
}
have_index = 1;
}
void extract_all_files(char *file)
{
if (fp_in == NULL)
print_error(ERR_NO_FP_IN);
else if (!have_header)
print_error(ERR_NO_HEADER);
else if (!have_index)
print_error(ERR_NO_INDEX);
int status, m_error, nbytes, nbytes_remaining;
char path[CF_MAX_PATHNAME_LENGTH+CF_MAX_FILENAME_LENGTH+1]; // path length + filename length + extra NULL
char path2[CF_MAX_PATHNAME_LENGTH+CF_MAX_FILENAME_LENGTH+1]; // path length + filename length + extra NULL
char *c;
ubyte have_outdir = 0;
int out_len = strlen(out_dir);
if (out_len > 0)
have_outdir = 1;
printf("VP file extractor - version 0.6\n");
printf("\n");
if (have_outdir) {
printf("Output directory: \"%s\"\n", out_dir);
}
printf("Extracting: %s...\n", file);
for (size_t i = 0; i < VP_FileInfo.size(); i++) {
// save the file path to a temp location and recursively make the needed directories
if (have_outdir) {
if ( (out_len + 1 + strlen(path)) > MAX_PATH-1 )
print_error(ERR_PATH_TOO_LONG);
sprintf(path, "%s%s%s%s", out_dir, DIR_SEPARATOR_STR, VP_FileInfo[i].file_path, DIR_SEPARATOR_STR);
} else {
sprintf(path, "%s%s", VP_FileInfo[i].file_path, DIR_SEPARATOR_STR);
}
c = &path[0];
while (c++) {
c = strchr(c, DIR_SEPARATOR_CHAR);
if (c) {
*c = '\0'; // NULL at DIR_SEP char
#ifdef _WIN32
status = _mkdir(path);
#else
status = mkdir(path, 0777);
#endif
m_error = errno;
if (status && (m_error != EEXIST) ) {
printf("Cannot mkdir %s: %s\n", VP_FileInfo[i].file_path, strerror(m_error));
continue;
}
*c = DIR_SEPARATOR_CHAR; // replace DIR_SEP char
}
}
memset( path, 0, CF_MAX_PATHNAME_LENGTH+CF_MAX_FILENAME_LENGTH+1);
// start writing out the file
fseek(fp_in, VP_FileInfo[i].offset, SEEK_SET);
sprintf(path, "%s%s%s", VP_FileInfo[i].file_path, DIR_SEPARATOR_STR, VP_FileInfo[i].file_name);
// this is cheap, I know.
if (have_outdir) {
if ( (out_len + 1 + strlen(path)) > MAX_PATH-1 )
print_error(ERR_PATH_TOO_LONG);
sprintf(path2, "%s%s%s", out_dir, DIR_SEPARATOR_STR, path);
} else {
strcpy_s(path2, path);
}
fp_out = fopen(path2, "wb");
printf(" %s ... ", path);
if (fp_out == NULL) {
printf("can't create file!\n");
continue;
}
nbytes_remaining = VP_FileInfo[i].file_size;
while ( nbytes_remaining > 0 ) {
nbytes = fread( tmp_data, 1, MIN(BLOCK_SIZE, nbytes_remaining), fp_in );
if (nbytes > 0) {
fwrite( tmp_data, 1, nbytes, fp_out );
nbytes_remaining -= nbytes;
}
}
printf("done!\n");
fclose(fp_out);
fp_out = NULL;
}
printf("\n");
}
// TODO: the formatting of this is a bit loco but I don't care enough to make it better...
void list_all_files(char *file)
{
char out_time[20];
float one_k = 1024.0f;
float one_m = 1048576.0f;
char m;
float div_by;
time_t plat_time;
// if we don't have an index then bail
if (!have_index)
print_error(ERR_NO_INDEX);
printf("VP file extractor - version 0.6\n");
printf("\n");
printf("%s:\n", file);
printf("\n");
printf(" Name Size Offset Date/Time Path\n");
printf("-------------------------------------------------------------------------------\n");
for (size_t i = 0; i < VP_FileInfo.size(); i++) {
plat_time = VP_FileInfo[i].write_time; // gets rid of some platform strangeness this way
strftime(out_time, 32, "%F %H:%M", localtime(&plat_time)); // YYYY-mm-dd HH:mm (ISO 8601 date format, 24-hr time)
if (VP_FileInfo[i].file_size > (int)one_m) {
m = 'M';
div_by = one_m;
} else {
m = 'K';
div_by = one_k;
}
int len = strlen( VP_FileInfo[i].file_name );
printf("%s %*.1f%c %10i %18s %3s%s\n", VP_FileInfo[i].file_name, 33 - len, (float)VP_FileInfo[i].file_size/div_by, m, VP_FileInfo[i].offset, out_time, DIR_SEPARATOR_STR, VP_FileInfo[i].file_path);
}
printf("\n");
// we use the vector size here since VP_Header.num_files would include each entry
// in the directory tree as well as individual files and that artificially inflates
// the number of files that we show or would extract
printf("Total files: %i\n", (int)VP_FileInfo.size());
// yeah, I'm just that cheap
if (VP_Header.index_offset > (int)one_m) {
m = 'M';
div_by = one_m;
} else {
m = 'K';
div_by = one_k;
}
printf("Total size: %.1f%c\n", (float)VP_Header.index_offset/div_by, m);
printf("\n");
}
void help()
{
printf("VP file extractor - version 0.6\n");
printf("\n");
printf("Usage: cfileextractor [-x | -l] [-L] [-o <dir>] <vp_filename>\n");
printf("\n");
printf(" Commands (only one at the time):\n");
printf(" -x | --extract Extract all files into current directory.\n");
printf(" -l | --list List all files in VP archive.\n");
printf(" -h | --help Show this help text.\n");
printf("\n");
printf(" Options:\n");
printf(" -L | --lowercase Force all filenames to be lower case.\n");
printf(" -o <dir> Extract files to <dir> instead of current directory.\n");
printf(" NOTE: No spaces allowed, enclose path in \" \" if needed.\n");
printf("\n");
printf(" (No command specified will list all files in the VP archive.)\n");
printf("\n");
}
// we end up #include'ing SDL.h which on Windows and Mac will redefine main() which is something
// that we don't want since we don't actually link against SDL, this solves the problem...
#ifdef main
#undef main
#endif
int main(int argc, char *argv[])
{
int extract = 0, lc = 0, list = 0;
if (argc < 2) {
help();
return 0;
}
if (!strcmp(argv[1], "-h") || !strcmp(argv[1], "--help")) {
help();
return 0;
}
// the last option should always be the VP file that we want
fp_in = fopen(argv[argc-1], "rb");
if (fp_in == NULL)
print_error(ERR_NO_FP_IN);
// if the header is invalid then read_header() should exit us out
read_header();
memset(out_dir, 0, MAX_PATH);
// TODO: add filter based extraction
for (int i = 1; i < argc-1; i++) {
if (!strcmp(argv[i], "-x") || !strcmp(argv[i], "--extract")) {
if (list) {
help();
exit(0);
}
extract = 1;
} else if (!strcmp(argv[i], "-L") || !strcmp(argv[i], "--lowercase")) {
lc = 1;
} else if (!strcmp(argv[i], "-l") || !strcmp(argv[i], "--list")) {
if (extract) {
help();
exit(0);
}
list = 1;
} else if ( !strcmp(argv[i], "-o") && (i+1 < argc) && (argv[i+1][0] != '-') ) {
strncpy(out_dir, argv[i+1], MAX_PATH-1);
i++; // have to increment "i" past the output directory
} else {
help();
return 0;
}
}
// read the file index, make all filenames lowercase if wanted
read_index( lc );
if (extract) {
extract_all_files( argv[argc-1] );
return 0;
} else if (list) {
list_all_files( argv[argc-1] );
return 0;
} else {
// if only -L is specified or no command is specified then just list files
list_all_files( argv[argc-1] );
return 0;
}
return 0;
}
File diff suppressed because it is too large. Load diff
-163
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/*
* 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 FS_CMDLINE_HEADER_FILE
#define FS_CMDLINE_HEADER_FILE
int parse_cmdline(int argc, char *argv[]);
// COMMAND LINE SETTINGS
// This section is for reference by all the *_init() functions. For example, the multiplayer init function
// could check to see if (int Cmdline_multi_stream_chat_to_file) has been set by the command line parser.
//
// Add any extern definitions here and put the actual variables inside of cmdline.cpp for ease of use
// Also, check to make sure anything you add doesn't break Fred or TestCode
// RETAIL OPTIONS ----------------------------------------------
extern char *Cmdline_connect_addr;
extern char *Cmdline_game_name;
extern char *Cmdline_game_password;
extern char *Cmdline_rank_above;
extern char *Cmdline_rank_below;
extern int Cmdline_cd_check;
extern int Cmdline_client_dodamage;
extern int Cmdline_closed_game;
extern int Cmdline_freespace_no_music;
extern int Cmdline_freespace_no_sound;
extern int Cmdline_gimme_all_medals;
extern int Cmdline_mouse_coords;
extern int Cmdline_multi_log;
extern int Cmdline_multi_stream_chat_to_file;
extern int Cmdline_network_port;
extern int Cmdline_restricted_game;
extern int Cmdline_spew_pof_info;
extern int Cmdline_start_netgame;
extern int Cmdline_timeout;
extern int Cmdline_use_last_pilot;
extern int Cmdline_window;
extern int Cmdline_fullscreen_window;
extern char *Cmdline_res;
extern char *Cmdline_center_res;
// FSO OPTIONS -------------------------------------------------
// Graphics related
extern double specular_exponent_value;
extern float Cmdline_clip_dist;
extern float Cmdline_fov;
extern float Cmdline_ogl_spec;
extern float static_light_factor;
extern float static_point_factor;
extern float static_tube_factor;
extern int Cmdline_ambient_factor;
extern int Cmdline_env;
extern int Cmdline_missile_lighting;
extern int Cmdline_glow;
extern int Cmdline_nomotiondebris;
extern int Cmdline_noscalevid; // disables fit-to-window for movies - taylor
extern int Cmdline_spec;
extern int Cmdline_normal;
extern int Cmdline_height;
extern int Cmdline_enable_3d_shockwave;
extern int Cmdline_softparticles;
extern int Cmdline_postprocess;
extern int Cmdline_bloom_intensity;
extern bool Cmdline_fxaa;
extern int Cmdline_fxaa_preset;
extern bool Cmdline_fb_explosions;
extern bool Cmdline_no_batching;
extern int Cmdline_shadow_quality;
extern int Cmdline_no_deferred_lighting;
// Game Speed related
extern int Cmdline_cache_bitmaps;
extern int Cmdline_NoFPSCap;
extern int Cmdline_no_vsync;
// HUD related
extern int Cmdline_ballistic_gauge;
extern int Cmdline_dualscanlines;
extern int Cmdline_orb_radar;
extern int Cmdline_rearm_timer;
extern int Cmdline_targetinfo;
// Gameplay related
extern int Cmdline_3dwarp;
extern int Cmdline_ship_choice_3d;
extern int Cmdline_weapon_choice_3d;
extern int Cmdline_warp_flash;
extern int Cmdline_autopilot_interruptable;
extern int Cmdline_stretch_menu;
// Audio related
extern int Cmdline_query_speech;
extern int Cmdline_snd_preload;
extern int Cmdline_voice_recognition;
extern int Cmdline_no_enhanced_sound;
// MOD related
extern char *Cmdline_mod; // DTP for mod support
// Multiplayer/Network related
extern char *Cmdline_almission; // DTP for autoload mission (for multi only)
extern int Cmdline_ingamejoin;
extern int Cmdline_mpnoreturn;
extern char *Cmdline_spew_mission_crcs;
extern char *Cmdline_spew_table_crcs;
extern int Cmdline_objupd;
// Launcher related options
extern bool Cmdline_portable_mode;
// Troubleshooting
extern int Cmdline_load_all_weapons;
extern int Cmdline_nomovies; // WMC Toggles movie playing support
extern int Cmdline_no_set_gamma;
extern int Cmdline_novbo;
extern int Cmdline_no_fbo;
extern int Cmdline_no_pbo;
extern int Cmdline_noglsl;
extern int Cmdline_mipmap;
extern int Cmdline_ati_color_swap;
extern int Cmdline_no_3d_sound;
extern int Cmdline_drawelements;
extern char* Cmdline_keyboard_layout;
extern bool Cmdline_gl_finish;
extern bool Cmdline_no_geo_sdr_effects;
extern bool Cmdline_set_cpu_affinity;
#ifdef WIN32
extern bool Cmdline_alternate_registry_path;
#endif
// Developer/Testing related
extern char *Cmdline_start_mission;
extern int Cmdline_old_collision_sys;
extern int Cmdline_dis_collisions;
extern int Cmdline_dis_weapons;
extern int Cmdline_noparseerrors;
#ifdef Allow_NoWarn
extern int Cmdline_nowarn;
#endif
extern int Cmdline_extra_warn;
extern int Cmdline_show_mem_usage;
extern int Cmdline_show_pos;
extern int Cmdline_show_stats;
extern int Cmdline_save_render_targets;
extern int Cmdline_verify_vps;
extern int Cmdline_reparse_mainhall;
extern bool Cmdline_frame_profile;
extern bool Cmdline_profile_write_file;
extern bool Cmdline_no_unfocus_pause;
extern bool Cmdline_benchmark_mode;
#endif
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/*
* 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 "cmeasure/cmeasure.h"
#include "gamesnd/gamesnd.h"
#include "hud/hud.h"
#include "math/staticrand.h"
#include "mission/missionparse.h"
#include "network/multimsgs.h"
#include "object/object.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
int Cmeasures_homing_check = 0;
int Countermeasures_enabled = 1; // Debug, set to 0 means no one can fire countermeasures.
const float CMEASURE_DETONATE_DISTANCE = 40.0f;
//Used to set a countermeasure velocity after being launched from a ship as a countermeasure
//ie not as a primary or secondary.
void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand)
{
vec3d vel, rand_vec;
//Get cmeasure rear velocity in world
vm_vec_scale_add(&vel, &parent_objp->phys_info.vel, &parent_objp->orient.vec.fvec, -25.0f);
//Get random velocity vector
static_randvec(arand+1, &rand_vec);
//Add it to the rear velocity
vm_vec_scale_add2(&vel, &rand_vec, 2.0f);
objp->phys_info.vel = vel;
//Zero out this stuff so it isn't moving
vm_vec_zero(&objp->phys_info.rotvel);
vm_vec_zero(&objp->phys_info.max_vel);
vm_vec_zero(&objp->phys_info.max_rotvel);
// blow out his reverse thrusters. Or drag, same thing.
objp->phys_info.rotdamp = 10000.0f;
objp->phys_info.side_slip_time_const = 10000.0f;
objp->phys_info.max_vel.xyz.z = -25.0f;
vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z );
}
void cmeasure_select_next(ship *shipp)
{
Assert(shipp != NULL);
int i, new_index;
for (i = 1; i < Num_weapon_types; i++)
{
new_index = (shipp->current_cmeasure + i) % Num_weapon_types;
if(Weapon_info[new_index].wi_flags & WIF_CMEASURE)
{
shipp->current_cmeasure = new_index;
return;
}
}
mprintf(("Countermeasure type set to %i in frame %i\n", shipp->current_cmeasure, Framecount));
}
/**
* @brief If this is a player countermeasure, let the player know they evaded a missile.
* @param objp [description]
*
* During single player games, this function notifies the player that evasion has occurred.
* Multiplayer games ensure that #send_countermeasure_success_packet() is called to notify the other player.
*/
void cmeasure_maybe_alert_success(object *objp)
{
//Is this a countermeasure, and does it have a parent
if ( objp->type != OBJ_WEAPON || objp->parent < 0) {
return;
}
Assert(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_CMEASURE);
if ( objp->parent == OBJ_INDEX(Player_obj) ) {
hud_start_text_flash(XSTR("Evaded", 1430), 800);
snd_play(&Snds[ship_get_sound(Player_obj, SND_MISSILE_EVADED_POPUP)]);
} else if ( Objects[objp->parent].flags & OF_PLAYER_SHIP ) {
send_countermeasure_success_packet( objp->parent );
}
}
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/*
* 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 _CMEASURE_H
#define _CMEASURE_H
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
class object;
#define CMEASURE_WAIT 333 // delay in milliseconds between countermeasure firing.
// Maximum distance at which a countermeasure can be tracked
// If this value is too large, missiles will always be tracking countermeasures.
#define MAX_CMEASURE_TRACK_DIST 300.0f
extern const float CMEASURE_DETONATE_DISTANCE;
extern int Cmeasures_homing_check;
extern int Countermeasures_enabled;
extern void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand);
extern void cmeasure_select_next(object *objp);
extern void cmeasure_maybe_alert_success(object *objp);
#endif // _CMEASURE_H
-321
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/*
* 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 CONTROLS_CONFIG_H
#define CONTROLS_CONFIG_H
#include "globalincs/pstypes.h"
#define CONTROL_CONFIG_XSTR 507
/*!
* These are used to index a corresponding joystick axis value from an array.
* Currently only used by ::Axis_map_to[] and ::Axis_map_to_defaults[]
*/
enum Joy_axis_index {
JOY_X_AXIS =0,
JOY_Y_AXIS,
JOY_Z_AXIS,
JOY_RX_AXIS,
JOY_RY_AXIS,
JOY_RZ_AXIS
};
/*!
* These are used to index a corresponding (analog) action, namely controlling the orientation angles and throttle.
*/
enum Joy_axis_action_index {
JOY_HEADING_AXIS =0,
JOY_PITCH_AXIS,
JOY_BANK_AXIS,
JOY_ABS_THROTTLE_AXIS,
JOY_REL_THROTTLE_AXIS,
/*!
* This must always be below the last defined item
*/
NUM_JOY_AXIS_ACTIONS //!< The total number of actions an axis may map to
};
/*!
* Control Configuration Types. Namely differ in how the control is activated
*/
enum CC_type {
CC_TYPE_TRIGGER =0, //!< A normal, one-shot type control that is activated when a key is or button is pressed
CC_TYPE_CONTINUOUS //!< A continous control that is activated as long as the key or button is held down
};
/*!
* Control configuration item type.
*/
typedef struct config_item {
short key_default; //!< default key bound to action
short joy_default; //!< default joystick button bound to action
char tab; //!< what tab (category) it belongs in
bool hasXSTR; //!< whether we should translate this with an XSTR
char *text; //!< describes the action in the config screen
char type; //!< manner control should be checked in
short key_id; //!< actual key bound to action
short joy_id; //!< joystick button bound to action
int used; //!< has control been used yet in mission? If so, this is the timestamp
bool disabled; //!< whether this action should be available at all
bool continuous_ongoing;//!< whether this action is a continuous one and is currently ongoing
} config_item;
/*!
* All available actions
* This is the value of the id field in config_item
* The first group of items are ship targeting.
*/
enum IoActionId {
TARGET_NEXT =0, //!< target next
TARGET_PREV =1, //!< target previous
TARGET_NEXT_CLOSEST_HOSTILE =2, //!< target the next hostile target
TARGET_PREV_CLOSEST_HOSTILE =3, //!< target the previous closest hostile
TOGGLE_AUTO_TARGETING =4, //!< toggle auto-targeting
TARGET_NEXT_CLOSEST_FRIENDLY =5, //!< target the next friendly ship
TARGET_PREV_CLOSEST_FRIENDLY =6, //!< target the closest friendly ship
TARGET_SHIP_IN_RETICLE =7, //!< target ship closest to center of reticle
TARGET_CLOSEST_SHIP_ATTACKING_TARGET =8, //!< target the closest ship attacking current target
TARGET_LAST_TRANMISSION_SENDER =9, //!< TARGET_LAST_TRANMISSION_SENDER
STOP_TARGETING_SHIP =10, //!< stop targeting ship
//!< @n
//!< Targeting a Ship's Subsystem
//!< ------------------------------
TARGET_SUBOBJECT_IN_RETICLE =11, //!< target ships subsystem in reticle
TARGET_NEXT_SUBOBJECT =12, //!< target next subsystem on current target
TARGET_PREV_SUBOBJECT =13, //!< TARGET_PREV_SUBOBJECT
STOP_TARGETING_SUBSYSTEM =14, //!< stop targeting subsystems on ship
//!< @n
//!< Speed Matching
//!< ----------------
MATCH_TARGET_SPEED =15, //!< match target speed
TOGGLE_AUTO_MATCH_TARGET_SPEED =16, //!< toggle auto-match target speed
//!< @n
//!< Weapons
//!< ---------
FIRE_PRIMARY =17, //!< FIRE_PRIMARY
FIRE_SECONDARY =18, //!< FIRE_SECONDARY
CYCLE_NEXT_PRIMARY =19, //!< cycle to next primary weapon
CYCLE_PREV_PRIMARY =20, //!< cycle to previous primary weapon
CYCLE_SECONDARY =21, //!< cycle to next secondary weapon
CYCLE_NUM_MISSLES =22, //!< cycle number of missiles fired from secondary bank
LAUNCH_COUNTERMEASURE =23, //!< LAUNCH_COUNTERMEASURE
//!< @n
//!< Controls
//!< ----------
FORWARD_THRUST =24, //!< FORWARD_THRUST
REVERSE_THRUST =25, //!< REVERSE_THRUST
BANK_LEFT =26, //!< BANK_LEFT
BANK_RIGHT =27, //!< BANK_RIGHT
PITCH_FORWARD =28, //!< PITCH_FORWARD
PITCH_BACK =29, //!< PITCH_BACK
YAW_LEFT =30, //!< YAW_LEFT
YAW_RIGHT =31, //!< YAW_RIGHT
//!< @n
//!< Throttle Control
//!< ------------------
ZERO_THROTTLE =32, //!< ZERO_THROTTLE
MAX_THROTTLE =33, //!< MAX_THROTTLE
ONE_THIRD_THROTTLE =34, //!< ONE_THIRD_THROTTLE
TWO_THIRDS_THROTTLE =35, //!< TWO_THIRDS_THROTTLE
PLUS_5_PERCENT_THROTTLE =36, //!< PLUS_5_PERCENT_THROTTLE
MINUS_5_PERCENT_THROTTLE =37, //!< MINUS_5_PERCENT_THROTTLE
//!< @n
//!< Squadmate Messaging Keys
//!< --------------------------
ATTACK_MESSAGE =38, //!< wingman message: attack current target
DISARM_MESSAGE =39, //!< wingman message: disarm current target
DISABLE_MESSAGE =40, //!< wingman message: disable current target
ATTACK_SUBSYSTEM_MESSAGE =41, //!< wingman message: disable current target
CAPTURE_MESSAGE =42, //!< wingman message: capture current target
ENGAGE_MESSAGE =43, //!< wingman message: engage enemy
FORM_MESSAGE =44, //!< wingman message: form on my wing
IGNORE_MESSAGE =45, //!< IGNORE_MESSAGE
PROTECT_MESSAGE =46, //!< wingman message: protect current target
COVER_MESSAGE =47, //!< wingman message: cover me
WARP_MESSAGE =48, //!< wingman message: warp out
REARM_MESSAGE =49, //!< REARM_MESSAGE
TARGET_CLOSEST_SHIP_ATTACKING_SELF =50, //!< target closest ship that is attacking player
//!< @n
//!< Views
//!< -------
VIEW_CHASE =51, //!< VIEW_CHASE
VIEW_EXTERNAL =52, //!< VIEW_EXTERNAL
VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK =53, //!< VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK
VIEW_SLEW =54, //!< VIEW_SLEW
VIEW_OTHER_SHIP =55, //!< VIEW_OTHER_SHIP
VIEW_DIST_INCREASE =56, //!< VIEW_DIST_INCREASE
VIEW_DIST_DECREASE =57, //!< VIEW_DIST_DECREASE
VIEW_CENTER =58, //!< VIEW_CENTER
PADLOCK_UP =59, //!< PADLOCK_UP
PADLOCK_DOWN =60, //!< PADLOCK_DOWN
PADLOCK_LEFT =61, //!< PADLOCK_LEFT
PADLOCK_RIGHT =62, //!< PADLOCK_RIGHT
//!< @n
//!< Misc Controls 1
//!< -----------------
RADAR_RANGE_CYCLE =63, //!< cycle to next radar range
SQUADMSG_MENU =64, //!< toggle the squadmate messaging menu
SHOW_GOALS =65, //!< show the mission goals screen
END_MISSION =66, //!< end the mission
TARGET_TARGETS_TARGET =67, //!< target your target's target
AFTERBURNER =68, //!< AFTERBURNER
//!< @n
//!< ETS
//!< -----
INCREASE_WEAPON =69, //!< increase weapon recharge rate
DECREASE_WEAPON =70, //!< decrease weapon recharge rate
INCREASE_SHIELD =71, //!< increase shield recharge rate
DECREASE_SHIELD =72, //!< decrease shield recharge rate
INCREASE_ENGINE =73, //!< increase energy to engines
DECREASE_ENGINE =74, //!< decrease energy to engines
ETS_EQUALIZE =75, //!< equalize recharge rates
SHIELD_EQUALIZE =76, //!< equalize shield energy to all quadrants
SHIELD_XFER_TOP =77, //!< transfer shield energy to front
SHIELD_XFER_BOTTOM =78, //!< transfer shield energy to rear
SHIELD_XFER_LEFT =79, //!< transfer shield energy to left
SHIELD_XFER_RIGHT =80, //!< transfer shield energy to right
XFER_SHIELD =81, //!< transfer energy to shield from weapons
XFER_LASER =82, //!< transfer energy to weapons from shield
//!< @n
//!< Misc Controls 2
//!< -----------------
GLIDE_WHEN_PRESSED =83, //!< GLIDE_WHEN_PRESSED
//!< @remark Backslash -- this was a convenient place for Glide When Pressed, since Show Damage Popup isn't used
BANK_WHEN_PRESSED =84, //!< BANK_WHEN_PRESSED
SHOW_NAVMAP =85, //!< SHOW_NAVMAP
ADD_REMOVE_ESCORT =86, //!< ADD_REMOVE_ESCORT
ESCORT_CLEAR =87, //!< ESCORT_CLEAR
TARGET_NEXT_ESCORT_SHIP =88, //!< TARGET_NEXT_ESCORT_SHIP
TARGET_CLOSEST_REPAIR_SHIP =89, //!< target the closest repair ship
TARGET_NEXT_UNINSPECTED_CARGO =90, //!< TARGET_NEXT_UNINSPECTED_CARGO
TARGET_PREV_UNINSPECTED_CARGO =91, //!< TARGET_PREV_UNINSPECTED_CARGO
TARGET_NEWEST_SHIP =92, //!< TARGET_NEWEST_SHIP
TARGET_NEXT_LIVE_TURRET =93, //!< TARGET_NEXT_LIVE_TURRET
TARGET_PREV_LIVE_TURRET =94, //!< TARGET_PREV_LIVE_TURRET
TARGET_NEXT_BOMB =95, //!< TARGET_NEXT_BOMB
TARGET_PREV_BOMB =96, //!< TARGET_PREV_BOMB
//!< @n
//!< Multiplayer messaging keys
//!< ----------------------------
MULTI_MESSAGE_ALL =97, //!< message all netplayers
MULTI_MESSAGE_FRIENDLY =98, //!< message all friendlies
MULTI_MESSAGE_HOSTILE =99, //!< message all hostiles
MULTI_MESSAGE_TARGET =100, //!< message targeted ship (if player)
//!< @n
//!< Multiplayer misc keys
//!< -----------------------
MULTI_OBSERVER_ZOOM_TO =101, //!< if i'm an observer, zoom to my targeted object
TIME_SPEED_UP =102, //!< TIME_SPEED_UP
TIME_SLOW_DOWN =103, //!< TIME_SLOW_DOWN
TOGGLE_HUD_CONTRAST =104, //!< toggle between high and low HUD contrast
MULTI_TOGGLE_NETINFO =105, //!< toggle network info
MULTI_SELF_DESTRUCT =106, //!< self destruct (multiplayer only)
//!< @n
//!< Misc Controls 3
//!< -----------------
TOGGLE_HUD =107, //!< TOGGLE_HUD
RIGHT_SLIDE_THRUST =108, //!< RIGHT_SLIDE_THRUST
LEFT_SLIDE_THRUST =109, //!< LEFT_SLIDE_THRUST
UP_SLIDE_THRUST =110, //!< UP_SLIDE_THRUST
DOWN_SLIDE_THRUST =111, //!< DOWN_SLIDE_THRUST
HUD_TARGETBOX_TOGGLE_WIREFRAME =112, //!< HUD_TARGETBOX_TOGGLE_WIREFRAME
VIEW_TOPDOWN =113, //!< VIEW_TOPDOWN
VIEW_TRACK_TARGET =114, //!< VIEW_TRACK_TARGET
//!< @n
//!< AutoPilot - Kazan
//!< -------------------
AUTO_PILOT_TOGGLE =115, //!< Autopilot key control
NAV_CYCLE =116, //!< NAV_CYCLE
//!< @n
//!< Gliding
//!< ---------
TOGGLE_GLIDING =117, //!< TOGGLE_GLIDING
//!< @n
//!< Additional weapon controls
//!< ----------------------------
CYCLE_PRIMARY_WEAPON_SEQUENCE =118, //!< cycle num primaries to fire at once
/*!
* This must always be below the last defined item
*/
CCFG_MAX //!< The total number of defined control actions (or last define + 1)
};
extern int Failed_key_index;
extern int Invert_heading;
extern int Invert_pitch;
extern int Invert_roll;
extern int Invert_thrust;
extern int Disable_axis2;
extern int Disable_axis3;
extern int Axis_map_to[];
extern int Invert_axis[];
extern int Invert_axis_defaults[];
extern int Control_config_overlay_id;
extern config_item Control_config[]; //!< Stores the keyboard configuration
extern SCP_vector<config_item*> Control_config_presets; // tabled control presets; pointers to config_item arrays
extern SCP_vector<SCP_string> Control_config_preset_names; // names for Control_config_presets (identical order of items)
extern char **Scan_code_text;
extern char **Joy_button_text;
void control_config_common_init(); //!< initialize common control config stuff - call at game startup after localization has been initialized
void control_config_common_close(); //!< close common control config stuff - call at game shutdown
void control_config_init();
void control_config_do_frame(float frametime);
void control_config_close();
void control_config_cancel_exit();
void control_config_reset_defaults(int presetnum=-1);
int translate_key_to_index(const char *key, bool find_override=true);
char *translate_key(char *key);
char *textify_scancode(int code);
float check_control_timef(int id);
int check_control(int id, int key = -1);
void control_get_axes_readings(int *h, int *p, int *b, int *ta, int *tr);
void control_used(int id);
void control_config_clear();
void clear_key_binding(short key);
void control_check_indicate();
void control_config_clear_used_status();
#endif
-925
View File
@@ -1,925 +0,0 @@
/*
* 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 <stdio.h>
#include <stdarg.h>
#include "cfile/cfile.h"
#include "controlconfig/controlsconfig.h"
#include "def_files/def_files.h"
#include "globalincs/systemvars.h"
#include "io/joy.h"
#include "io/key.h"
#include "localization/localize.h"
#include "parse/parselo.h"
#include "def_files/def_files.h"
// z64: These enumerations MUST equal to those in controlsconfig.cpp...
// z64: Really need a better way than this.
enum CC_tab {
TARGET_TAB =0,
SHIP_TAB =1,
WEAPON_TAB =2,
COMPUTER_TAB =3
};
int Failed_key_index;
// assume control keys are used as modifiers until we find out
int Shift_is_modifier;
int Ctrl_is_modifier;
int Alt_is_modifier;
int Axis_enabled[JOY_NUM_AXES] = { 1, 1, 1, 0, 0, 0 };
int Axis_enabled_defaults[JOY_NUM_AXES] = { 1, 1, 1, 0, 0, 0 };
int Invert_axis[JOY_NUM_AXES] = { 0, 0, 0, 0, 0, 0 };
int Invert_axis_defaults[JOY_NUM_AXES] = { 0, 0, 0, 0, 0, 0 };
//! arrays which hold the key mappings. The array index represents a key-independent action.
//! please use SPACES for aligning the fields of this array
//XSTR:OFF
config_item Control_config[CCFG_MAX + 1] = {
// targeting a ship
{ KEY_T, -1, TARGET_TAB, true, "Target Next Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_T, -1, TARGET_TAB, true, "Target Previous Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_H, 2, TARGET_TAB, true, "Target Next Closest Hostile Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_H, -1, TARGET_TAB, true, "Target Previous Closest Hostile Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_H, -1, TARGET_TAB, true, "Toggle Auto Targeting", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_F, -1, TARGET_TAB, true, "Target Next Closest Friendly Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_F, -1, TARGET_TAB, true, "Target Previous Closest Friendly Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_Y, 4, TARGET_TAB, true, "Target Ship in Reticle", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_G, -1, TARGET_TAB, true, "Target Target's Nearest Attacker", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_Y, -1, TARGET_TAB, true, "Target Last Ship to Send Transmission", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_T, -1, TARGET_TAB, true, "Turn Off Targeting", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// targeting a ship's subsystem
{ KEY_V, -1, TARGET_TAB, true, "Target Subsystem in Reticle", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_S, -1, TARGET_TAB, true, "Target Next Subsystem", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_S, -1, TARGET_TAB, true, "Target Previous Subsystem", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_S, -1, TARGET_TAB, true, "Turn Off Targeting of Subsystems", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// matching speed
{ KEY_M, -1, COMPUTER_TAB, true, "Match Target Speed", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_M, -1, COMPUTER_TAB, true, "Toggle Auto Speed Matching", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// weapons
{ KEY_LCTRL, 0, WEAPON_TAB, true, "Fire Primary Weapon", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_SPACEBAR, 1, WEAPON_TAB, true, "Fire Secondary Weapon", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PERIOD, -1, WEAPON_TAB, true, "Cycle Forward Primary Weapon", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_COMMA, -1, WEAPON_TAB, true, "Cycle Backward Primary Weapon", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_DIVIDE, -1, WEAPON_TAB, true, "Cycle Secondary Weapon Bank", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_DIVIDE, -1, WEAPON_TAB, true, "Cycle Secondary Weapon Firing Rate", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_X, 3, WEAPON_TAB, true, "Launch Countermeasure", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// controls
{ KEY_A, -1, SHIP_TAB, true, "Forward Thrust", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_Z, -1, SHIP_TAB, true, "Reverse Thrust", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD7, -1, SHIP_TAB, true, "Bank Left", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD9, -1, SHIP_TAB, true, "Bank Right", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD8, -1, SHIP_TAB, true, "Pitch Forward", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD2, -1, SHIP_TAB, true, "Pitch Backward", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD4, -1, SHIP_TAB, true, "Turn Left", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD6, -1, SHIP_TAB, true, "Turn Right", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
// throttle controls
{ KEY_BACKSP, -1, SHIP_TAB, true, "Set Throttle to Zero", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SLASH, -1, SHIP_TAB, true, "Set Throttle to Max", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_LBRACKET, -1, SHIP_TAB, true, "Set Throttle to One-Third", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_RBRACKET, -1, SHIP_TAB, true, "Set Throttle to Two-Thirds", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_EQUAL, -1, SHIP_TAB, true, "Increase Throttle 5 Percent", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_MINUS, -1, SHIP_TAB, true, "Decrease Throttle 5 Percent", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// squadmate messaging
{ KEY_SHIFTED | KEY_A, -1, COMPUTER_TAB, true, "Attack My Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_Z, -1, COMPUTER_TAB, true, "Disarm My Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_D, -1, COMPUTER_TAB, true, "Disable My Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_V, -1, COMPUTER_TAB, true, "Attack My Subsystem", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_X, -1, COMPUTER_TAB, true, "Capture My Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_E, -1, COMPUTER_TAB, true, "Engage Enemy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_W, -1, COMPUTER_TAB, true, "Form on My Wing", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_I, -1, COMPUTER_TAB, true, "Ignore My Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_P, -1, COMPUTER_TAB, true, "Protect My Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_C, -1, COMPUTER_TAB, true, "Cover Me", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_J, -1, COMPUTER_TAB, true, "Return to Base", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_R, -1, COMPUTER_TAB, true, "Rearm Me", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_R, 6, TARGET_TAB, true, "Target Closest Attacking Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// Views
{ KEY_PADMULTIPLY, -1, COMPUTER_TAB, true, "Chase View", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_PADPERIOD, -1, COMPUTER_TAB, true, "External View", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_PADENTER, -1, COMPUTER_TAB, true, "Toggle External Camera Lock", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_PAD0, -1, COMPUTER_TAB, true, "Free Look View", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false }, // Not in use anymore (Swifty)
{ KEY_PADDIVIDE, -1, COMPUTER_TAB, true, "Current Target View", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_PADPLUS, -1, COMPUTER_TAB, true, "Increase View Distance", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PADMINUS, -1, COMPUTER_TAB, true, "Decrease View Distance", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_PAD5, -1, COMPUTER_TAB, true, "Center View", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ -1, 33, COMPUTER_TAB, true, "View Up", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ -1, 32, COMPUTER_TAB, true, "View Rear", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ -1, 34, COMPUTER_TAB, true, "View Left", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ -1, 35, COMPUTER_TAB, true, "View Right", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_RAPOSTRO, -1, COMPUTER_TAB, true, "Cycle Radar Range", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_C, -1, COMPUTER_TAB, true, "Communications Menu", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ -1, -1, -1, true, "Show Objectives", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_J, -1, COMPUTER_TAB, true, "Enter Subspace (End Mission)", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_J, -1, TARGET_TAB, true, "Target Target's Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_TAB, 5, SHIP_TAB, true, "Afterburner", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_INSERT, -1, COMPUTER_TAB, true, "Increase Weapon Energy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_DELETE, -1, COMPUTER_TAB, true, "Decrease Weapon Energy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_HOME, -1, COMPUTER_TAB, true, "Increase Shield Energy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_END, -1, COMPUTER_TAB, true, "Decrease Shield Energy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_PAGEUP, -1, COMPUTER_TAB, true, "Increase Engine Energy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_PAGEDOWN, -1, COMPUTER_TAB, true, "Decrease Engine Energy", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_D, -1, COMPUTER_TAB, true, "Equalize Energy Settings", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_Q, 7, COMPUTER_TAB, true, "Equalize Shields", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_UP, -1, COMPUTER_TAB, true, "Augment Forward Shield", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_DOWN, -1, COMPUTER_TAB, true, "Augment Rear Shield", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_LEFT, -1, COMPUTER_TAB, true, "Augment Left Shield", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_RIGHT, -1, COMPUTER_TAB, true, "Augment Right Shield", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SCROLLOCK, -1, COMPUTER_TAB, true, "Transfer Energy Laser->Shield", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_SCROLLOCK, -1, COMPUTER_TAB, true, "Transfer Energy Shield->Laser", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// { -1, -1, -1, true, "Show Damage Popup Window" },
{ -1, -1, SHIP_TAB, false, "Glide When Pressed", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
//Backslash -- this was a convenient place for Glide When Pressed, as Show Damage Popup isn't used
{ -1, -1, SHIP_TAB, true, "Bank When Pressed", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ -1, -1, -1, true, "Show Nav Map", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_E, -1, COMPUTER_TAB, true, "Add or Remove Escort", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_SHIFTED | KEY_E, -1, COMPUTER_TAB, true, "Clear Escort List", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_E, -1, TARGET_TAB, true, "Target Next Escort Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_R, -1, TARGET_TAB, true, "Target Closest Repair Ship", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_U, -1, TARGET_TAB, true, "Target Next Uninspected Cargo", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_U, -1, TARGET_TAB, true, "Target Previous Uninspected Cargo", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_N, -1, TARGET_TAB, true, "Target Newest Ship in Area", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_K, -1, TARGET_TAB, true, "Target Next Live Turret", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_K, -1, TARGET_TAB, true, "Target Previous Live Turret", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_B, -1, TARGET_TAB, true, "Target Next Hostile Bomb or Bomber", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_B, -1, TARGET_TAB, true, "Target Previous Hostile Bomb or Bomber", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// multiplayer messaging keys
{ KEY_1, -1, COMPUTER_TAB, true, "(Multiplayer) Message All", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_2, -1, COMPUTER_TAB, true, "(Multiplayer) Message Friendly", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_3, -1, COMPUTER_TAB, true, "(Multiplayer) Message Hostile", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_4, -1, COMPUTER_TAB, true, "(Multiplayer) Message Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_X, -1, COMPUTER_TAB, true, "(Multiplayer) Observer Zoom to Target", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_PERIOD, -1, COMPUTER_TAB, true, "Increase Time Compression", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_COMMA, -1, COMPUTER_TAB, true, "Decrease Time Compression", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_L, -1, COMPUTER_TAB, true, "Toggle High HUD Contrast", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_N, -1, COMPUTER_TAB, true, "(Multiplayer) Toggle Network Info", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_END, -1, COMPUTER_TAB, true, "(Multiplayer) Self Destruct", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
// Misc
{ KEY_SHIFTED | KEY_O, -1, COMPUTER_TAB, true, "Toggle HUD", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_3, -1, SHIP_TAB, true, "Right Thrust", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_1, -1, SHIP_TAB, true, "Left Thrust", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_PADPLUS, -1, SHIP_TAB, true, "Up Thrust", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_SHIFTED | KEY_PADENTER, -1, SHIP_TAB, true, "Down Thrust", CC_TYPE_CONTINUOUS, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_SHIFTED | KEY_Q, -1, COMPUTER_TAB, true, "Toggle HUD Wireframe Target View", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ -1, -1, COMPUTER_TAB, false, "Top-Down View", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ -1, -1, COMPUTER_TAB, false, "Target Padlock View", CC_TYPE_TRIGGER, -1, -1, 0, false, false }, // (Swifty) Toggle for VM_TRACK
// Auto Navigation Systen
{ KEY_ALTED | KEY_A, -1, COMPUTER_TAB, false, "Toggle Auto Pilot", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_N, -1, COMPUTER_TAB, false, "Cycle Nav Points", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_ALTED | KEY_G, -1, SHIP_TAB, false, "Toggle Gliding", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ KEY_O, -1, WEAPON_TAB, false, "Cycle Primary Weapon Firing Rate", CC_TYPE_TRIGGER, -1, -1, 0, false, false },
{ -1, -1, -1, false, "", CC_TYPE_TRIGGER, -1, -1, 0, false, false }
};
char *Scan_code_text_german[] = {
"", "Esc", "1", "2", "3", "4", "5", "6",
"7", "8", "9", "0", "Akzent '", "Eszett", "R\x81""cktaste", "Tab",
"Q", "W", "E", "R", "T", "Z", "U", "I",
"O", "P", "\x9A", "+", "Eingabe", "Strg Links", "A", "S",
"D", "F", "G", "H", "J", "K", "L", "\x99",
"\x8E", "`", "Shift", "#", "Y", "X", "C", "V",
"B", "N", "M", ",", ".", "-", "Shift", "Num *",
"Alt", "Leertaste", "Hochstell", "F1", "F2", "F3", "F4", "F5",
"F6", "F7", "F8", "F9", "F10", "Pause", "Rollen", "Num 7",
"Num 8", "Num 9", "Num -", "Num 4", "Num 5", "Num 6", "Num +", "Num 1",
"Num 2", "Num 3", "Num 0", "Num ,", "", "", "", "F11",
"F12", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "Num Eingabe", "Strg Rechts", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "Num /", "", "Druck",
"Alt", "", "", "", "", "", "", "",
"", "", "", "", "", "Num Lock", "", "Pos 1",
"Pfeil Hoch", "Bild Hoch", "", "Pfeil Links", "", "Pfeil Rechts", "", "Ende",
"Pfeil Runter", "Bild Runter", "Einfg", "Entf", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
};
char *Joy_button_text_german[] = {
"Knopf 1", "Knopf 2", "Knopf 3", "Knopf 4", "Knopf 5", "Knopf 6",
"Knopf 7", "Knopf 8", "Knopf 9", "Knopf 10", "Knopf 11", "Knopf 12",
"Knopf 13", "Knopf 14", "Knopf 15", "Knopf 16", "Knopf 17", "Knopf 18",
"Knopf 19", "Knopf 20", "Knopf 21", "Knopf 22", "Knopf 23", "Knopf 24",
"Knopf 25", "Knopf 26", "Knopf 27", "Knopf 28", "Knopf 29", "Knopf 30",
"Knopf 31", "Knopf 32", "Hut Hinten", "Hut Vorne", "Hut Links", "Hut Rechts"
};
char *Scan_code_text_french[] = {
"", "\x90""chap", "1", "2", "3", "4", "5", "6",
"7", "8", "9", "0", "-", "=", "Fl\x82""che Ret.", "Tab",
"Q", "W", "E", "R", "T", "Y", "U", "I",
"O", "P", "[", "]", "Entr\x82""e", "Ctrl Gauche", "A", "S",
"D", "F", "G", "H", "J", "K", "L", ";",
"'", "`", "Maj.", "\\", "Z", "X", "C", "V",
"B", "N", "M", ",", ".", "/", "Maj.", "Pav\x82 *",
"Alt", "Espace", "Verr. Maj.", "F1", "F2", "F3", "F4", "F5",
"F6", "F7", "F8", "F9", "F10", "Pause", "Arret defil", "Pav\x82 7",
"Pav\x82 8", "Pav\x82 9", "Pav\x82 -", "Pav\x82 4", "Pav\x82 5", "Pav\x82 6", "Pav\x82 +", "Pav\x82 1",
"Pav\x82 2", "Pav\x82 3", "Pav\x82 0", "Pav\x82 .", "", "", "", "F11",
"F12", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "Pav\x82 Entr", "Ctrl Droite", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "Pav\x82 /", "", "Impr \x82""cran",
"Alt", "", "", "", "", "", "", "",
"", "", "", "", "", "Verr num", "", "Orig.",
"Fl\x82""che Haut", "Page Haut", "", "Fl\x82""che Gauche", "", "Fl\x82""che Droite", "", "Fin",
"Fl\x82""che Bas", "Page Bas", "Inser", "Suppr", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
};
char *Joy_button_text_french[] = {
"Bouton 1", "Bouton 2", "Bouton 3", "Bouton 4", "Bouton 5", "Bouton 6",
"Bouton 7", "Bouton 8", "Bouton 9", "Bouton 10", "Bouton 11", "Bouton 12",
"Bouton 13", "Bouton 14", "Bouton 15", "Bouton 16", "Bouton 17", "Bouton 18",
"Bouton 19", "Bouton 20", "Bouton 21", "Bouton 22", "Bouton 23", "Bouton 24",
"Bouton 25", "Bouton 26", "Bouton 27", "Bouton 28", "Bouton 29", "Bouton 30",
"Bouton 31", "Bouton 32", "Chapeau Arri\x8Are", "Chapeau Avant", "Chapeau Gauche", "Chapeau Droite"
};
char *Scan_code_text_polish[] = {
"", "Esc", "1", "2", "3", "4", "5", "6",
"7", "8", "9", "0", "-", "=", "Backspace", "Tab",
"Q", "W", "E", "R", "T", "Y", "U", "I",
"O", "P", "[", "]", "Enter", "Lewy Ctrl", "A", "S",
"D", "F", "G", "H", "J", "K", "L", ";",
"'", "`", "LShift", "\\", "Z", "X", "C", "V",
"B", "N", "M", ",", ".", "/", "PShift", "Num *",
"Alt", "Spacja", "CapsLock", "F1", "F2", "F3", "F4", "F5",
"F6", "F7", "F8", "F9", "F10", "Pause", "Scrlock", "Num 7",
"Num 8", "Num 9", "Num -", "Num 4", "Num 5", "Num 6", "Num +", "Num 1",
"Num 2", "Num 3", "Num 0", "Num .", "", "", "", "F11",
"F12", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "Num Enter", "Prawy Ctrl", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "Num /", "", "PrntScr",
"Alt", "", "", "", "", "", "", "",
"", "", "", "", "", "Num Lock", "", "Home",
"Kursor G\xF3ra", "Page Up", "", "Kursor Lewo", "", "Kursor Prawo", "", "End",
"Kursor D\xF3\xB3", "Page Down", "Insert", "Delete", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
};
char *Joy_button_text_polish[] = {
"Przyc.1", "Przyc.2", "Przyc.3", "Przyc.4", "Przyc.5", "Przyc.6",
"Przyc.7", "Przyc.8", "Przyc.9", "Przyc.10", "Przyc.11", "Przyc.12",
"Przyc.13", "Przyc.14", "Przyc.15", "Przyc.16", "Przyc.17", "Przyc.18",
"Przyc.19", "Przyc.20", "Przyc.21", "Przyc.22", "Przyc.23", "Przyc.24",
"Przyc.25", "Przyc.26", "Przyc.27", "Przyc.28", "Przyc.29", "Przyc.30",
"Przyc.31", "Przyc.32", "Hat Ty\xB3", "Hat Prz\xF3\x64", "Hat Lewo", "Hat Prawo"
};
//! This is the text that is displayed on the screen for the keys a player selects
char *Scan_code_text_english[] = {
"", "Esc", "1", "2", "3", "4", "5", "6",
"7", "8", "9", "0", "-", "=", "Backspace", "Tab",
"Q", "W", "E", "R", "T", "Y", "U", "I",
"O", "P", "[", "]", "Enter", "Left Ctrl", "A", "S",
"D", "F", "G", "H", "J", "K", "L", ";",
"'", "`", "Shift", "\\", "Z", "X", "C", "V",
"B", "N", "M", ",", ".", "/", "Shift", "Pad *",
"Alt", "Spacebar", "Caps Lock", "F1", "F2", "F3", "F4", "F5",
"F6", "F7", "F8", "F9", "F10", "Pause", "Scroll Lock", "Pad 7",
"Pad 8", "Pad 9", "Pad -", "Pad 4", "Pad 5", "Pad 6", "Pad +", "Pad 1",
"Pad 2", "Pad 3", "Pad 0", "Pad .", "", "", "", "F11",
"F12", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "Pad Enter", "Right Ctrl", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "Pad /", "", "Print Scrn",
"Alt", "", "", "", "", "", "", "",
"", "", "", "", "", "Num Lock", "", "Home",
"Up Arrow", "Page Up", "", "Left Arrow", "", "Right Arrow", "", "End",
"Down Arrow", "Page Down", "Insert", "Delete", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "",
};
char *Joy_button_text_english[] = {
"Button 1", "Button 2", "Button 3", "Button 4", "Button 5", "Button 6",
"Button 7", "Button 8", "Button 9", "Button 10", "Button 11", "Button 12",
"Button 13", "Button 14", "Button 15", "Button 16", "Button 17", "Button 18",
"Button 19", "Button 20", "Button 21", "Button 22", "Button 23", "Button 24",
"Button 25", "Button 26", "Button 27", "Button 28", "Button 29", "Button 30",
"Button 31", "Button 32", "Hat Back", "Hat Forward", "Hat Left", "Hat Right"
};
char **Scan_code_text = Scan_code_text_english;
char **Joy_button_text = Joy_button_text_english;
SCP_vector<config_item*> Control_config_presets;
SCP_vector<SCP_string> Control_config_preset_names;
void set_modifier_status()
{
int i;
Alt_is_modifier = 0;
Shift_is_modifier = 0;
Ctrl_is_modifier = 0;
for (i=0; i<CCFG_MAX; i++) {
if (Control_config[i].key_id < 0)
continue;
if (Control_config[i].key_id & KEY_ALTED)
Alt_is_modifier = 1;
if (Control_config[i].key_id & KEY_SHIFTED)
Shift_is_modifier = 1;
if (Control_config[i].key_id & KEY_CTRLED) {
Assert(0); // get Alan
Ctrl_is_modifier = 1;
}
}
}
// If find_override is set to true, then this returns the index of the action
// which has been bound to the given key. Otherwise, the index of the action
// which has the given key as its default key will be returned.
int translate_key_to_index(const char *key, bool find_override)
{
int i, index = -1, alt = 0, shift = 0, max_scan_codes;
max_scan_codes = sizeof(Scan_code_text_english) / sizeof(char *);
// look for modifiers
Assert(key);
if (!strnicmp(key, "Alt", 3)) {
alt = 1;
key += 3;
if (*key)
key++;
}
if (!strnicmp(key, "Shift", 5)) {
shift = 1;
key += 5;
if (*key)
key++;
}
// look up index for default key
if (*key) {
for (i=0; i<max_scan_codes; i++)
if (!stricmp(key, Scan_code_text_english[i])) {
index = i;
break;
}
if (i == max_scan_codes)
return -1;
if (shift)
index |= KEY_SHIFTED;
if (alt)
index |= KEY_ALTED;
// convert scancode to Control_config index
if (find_override) {
for (i=0; i<CCFG_MAX; i++) {
if (!Control_config[i].disabled && Control_config[i].key_id == index) {
index = i;
break;
}
}
} else {
for (i=0; i<CCFG_MAX; i++) {
if (!Control_config[i].disabled && Control_config[i].key_default == index) {
index = i;
break;
}
}
}
if (i == CCFG_MAX)
return -1;
return index;
}
return -1;
}
/*! Given the system default key 'key', return the current key that is bound to that function.
* Both are 'key' and the return value are descriptive strings that can be displayed
* directly to the user. If 'key' isn't a real key, is not normally bound to anything,
* or there is no key currently bound to the function, NULL is returned.
*/
char *translate_key(char *key)
{
int index = -1, key_code = -1, joy_code = -1;
char *key_text = NULL;
char *joy_text = NULL;
static char text[40] = {"None"};
index = translate_key_to_index(key, false);
if (index < 0) {
return NULL;
}
key_code = Control_config[index].key_id;
joy_code = Control_config[index].joy_id;
Failed_key_index = index;
if (key_code >= 0) {
key_text = textify_scancode(key_code);
}
if (joy_code >= 0) {
joy_text = Joy_button_text[joy_code];
}
// both key and joystick button are mapped to this control
if ((key_code >= 0 ) && (joy_code >= 0) ) {
strcpy_s(text, key_text);
strcat_s(text, " or ");
strcat_s(text, joy_text);
}
// if we only have one
else if (key_code >= 0 ) {
strcpy_s(text, key_text);
}
else if (joy_code >= 0) {
strcpy_s(text, joy_text);
}
else {
strcpy_s(text, "None");
}
return text;
}
char *textify_scancode(int code)
{
static char text[40];
if (code < 0)
return "None";
int keycode = code & KEY_MASK;
*text = 0;
if (code & KEY_ALTED && !(keycode == KEY_LALT || keycode == KEY_RALT)) {
if(Lcl_gr){
strcat_s(text, "Alt-");
} else if(Lcl_fr){
strcat_s(text, "Alt-");
} else {
strcat_s(text, "Alt-");
}
}
if (code & KEY_SHIFTED && !(keycode == KEY_LSHIFT || keycode == KEY_RSHIFT)) {
if(Lcl_gr){
strcat_s(text, "Shift-");
} else if(Lcl_fr){
strcat_s(text, "Maj.-");
} else {
strcat_s(text, "Shift-");
}
}
strcat_s(text, Scan_code_text[keycode]);
return text;
}
//XSTR:ON
void control_config_common_load_overrides();
// initialize common control config stuff - call at game startup after localization has been initialized
void control_config_common_init()
{
for (int i=0; i<CCFG_MAX; i++) {
Control_config[i].disabled = false;
Control_config[i].continuous_ongoing = false;
}
control_config_common_load_overrides();
if(Lcl_gr){
Scan_code_text = Scan_code_text_german;
Joy_button_text = Joy_button_text_german;
} else if(Lcl_fr){
Scan_code_text = Scan_code_text_french;
Joy_button_text = Joy_button_text_french;
} else if(Lcl_pl){
Scan_code_text = Scan_code_text_polish;
Joy_button_text = Joy_button_text_polish;
} else {
Scan_code_text = Scan_code_text_english;
Joy_button_text = Joy_button_text_english;
}
}
/*
* @brief close any common control config stuff, called at game_shutdown()
*/
void control_config_common_close()
{
// only need to worry control presets for now
for (auto ii = Control_config_presets.cbegin(); ii != Control_config_presets.cend(); ++ii) {
delete[] * ii;
}
}
#include <map>
#include <string>
SCP_map<SCP_string, int> mKeyNameToVal;
SCP_map<SCP_string, CC_type> mCCTypeNameToVal;
SCP_map<SCP_string, char> mCCTabNameToVal;
/*! Helper function to LoadEnumsIntoMaps(), Loads the Keyboard definitions/enumerations into mKeyNameToVal
*/
void LoadEnumsIntoKeyMap(void) {
// Dirty macro hack :D
#define ADD_ENUM_TO_KEY_MAP(Enum) mKeyNameToVal[#Enum] = (Enum);
ADD_ENUM_TO_KEY_MAP(KEY_SHIFTED)
/*
ADD_ENUM_TO_KEY_MAP(KEY_ALTED)
ADD_ENUM_TO_KEY_MAP(KEY_CTRLED)
ADD_ENUM_TO_KEY_MAP(KEY_DEBUGGED)
ADD_ENUM_TO_KEY_MAP(KEY_DEBUGGED1)
ADD_ENUM_TO_KEY_MAP(KEY_MASK)
ADD_ENUM_TO_KEY_MAP(KEY_DEBUG_KEY)
*/
ADD_ENUM_TO_KEY_MAP(KEY_0)
ADD_ENUM_TO_KEY_MAP(KEY_1)
ADD_ENUM_TO_KEY_MAP(KEY_2)
ADD_ENUM_TO_KEY_MAP(KEY_3)
ADD_ENUM_TO_KEY_MAP(KEY_4)
ADD_ENUM_TO_KEY_MAP(KEY_5)
ADD_ENUM_TO_KEY_MAP(KEY_6)
ADD_ENUM_TO_KEY_MAP(KEY_7)
ADD_ENUM_TO_KEY_MAP(KEY_8)
ADD_ENUM_TO_KEY_MAP(KEY_9)
ADD_ENUM_TO_KEY_MAP(KEY_A)
ADD_ENUM_TO_KEY_MAP(KEY_B)
ADD_ENUM_TO_KEY_MAP(KEY_C)
ADD_ENUM_TO_KEY_MAP(KEY_D)
ADD_ENUM_TO_KEY_MAP(KEY_E)
ADD_ENUM_TO_KEY_MAP(KEY_F)
ADD_ENUM_TO_KEY_MAP(KEY_G)
ADD_ENUM_TO_KEY_MAP(KEY_H)
ADD_ENUM_TO_KEY_MAP(KEY_I)
ADD_ENUM_TO_KEY_MAP(KEY_J)
ADD_ENUM_TO_KEY_MAP(KEY_K)
ADD_ENUM_TO_KEY_MAP(KEY_L)
ADD_ENUM_TO_KEY_MAP(KEY_M)
ADD_ENUM_TO_KEY_MAP(KEY_N)
ADD_ENUM_TO_KEY_MAP(KEY_O)
ADD_ENUM_TO_KEY_MAP(KEY_P)
ADD_ENUM_TO_KEY_MAP(KEY_Q)
ADD_ENUM_TO_KEY_MAP(KEY_R)
ADD_ENUM_TO_KEY_MAP(KEY_S)
ADD_ENUM_TO_KEY_MAP(KEY_T)
ADD_ENUM_TO_KEY_MAP(KEY_U)
ADD_ENUM_TO_KEY_MAP(KEY_V)
ADD_ENUM_TO_KEY_MAP(KEY_W)
ADD_ENUM_TO_KEY_MAP(KEY_X)
ADD_ENUM_TO_KEY_MAP(KEY_Y)
ADD_ENUM_TO_KEY_MAP(KEY_Z)
ADD_ENUM_TO_KEY_MAP(KEY_MINUS)
ADD_ENUM_TO_KEY_MAP(KEY_EQUAL)
ADD_ENUM_TO_KEY_MAP(KEY_DIVIDE)
ADD_ENUM_TO_KEY_MAP(KEY_SLASH)
ADD_ENUM_TO_KEY_MAP(KEY_SLASH_UK)
ADD_ENUM_TO_KEY_MAP(KEY_COMMA)
ADD_ENUM_TO_KEY_MAP(KEY_PERIOD)
ADD_ENUM_TO_KEY_MAP(KEY_SEMICOL)
ADD_ENUM_TO_KEY_MAP(KEY_LBRACKET)
ADD_ENUM_TO_KEY_MAP(KEY_RBRACKET)
ADD_ENUM_TO_KEY_MAP(KEY_RAPOSTRO)
ADD_ENUM_TO_KEY_MAP(KEY_LAPOSTRO)
ADD_ENUM_TO_KEY_MAP(KEY_ESC)
ADD_ENUM_TO_KEY_MAP(KEY_ENTER)
ADD_ENUM_TO_KEY_MAP(KEY_BACKSP)
ADD_ENUM_TO_KEY_MAP(KEY_TAB)
ADD_ENUM_TO_KEY_MAP(KEY_SPACEBAR)
ADD_ENUM_TO_KEY_MAP(KEY_NUMLOCK)
ADD_ENUM_TO_KEY_MAP(KEY_SCROLLOCK)
ADD_ENUM_TO_KEY_MAP(KEY_CAPSLOCK)
ADD_ENUM_TO_KEY_MAP(KEY_LSHIFT)
ADD_ENUM_TO_KEY_MAP(KEY_RSHIFT)
ADD_ENUM_TO_KEY_MAP(KEY_LALT)
ADD_ENUM_TO_KEY_MAP(KEY_RALT)
ADD_ENUM_TO_KEY_MAP(KEY_LCTRL)
ADD_ENUM_TO_KEY_MAP(KEY_RCTRL)
ADD_ENUM_TO_KEY_MAP(KEY_F1)
ADD_ENUM_TO_KEY_MAP(KEY_F2)
ADD_ENUM_TO_KEY_MAP(KEY_F3)
ADD_ENUM_TO_KEY_MAP(KEY_F4)
ADD_ENUM_TO_KEY_MAP(KEY_F5)
ADD_ENUM_TO_KEY_MAP(KEY_F6)
ADD_ENUM_TO_KEY_MAP(KEY_F7)
ADD_ENUM_TO_KEY_MAP(KEY_F8)
ADD_ENUM_TO_KEY_MAP(KEY_F9)
ADD_ENUM_TO_KEY_MAP(KEY_F10)
ADD_ENUM_TO_KEY_MAP(KEY_F11)
ADD_ENUM_TO_KEY_MAP(KEY_F12)
ADD_ENUM_TO_KEY_MAP(KEY_PAD0)
ADD_ENUM_TO_KEY_MAP(KEY_PAD1)
ADD_ENUM_TO_KEY_MAP(KEY_PAD2)
ADD_ENUM_TO_KEY_MAP(KEY_PAD3)
ADD_ENUM_TO_KEY_MAP(KEY_PAD4)
ADD_ENUM_TO_KEY_MAP(KEY_PAD5)
ADD_ENUM_TO_KEY_MAP(KEY_PAD6)
ADD_ENUM_TO_KEY_MAP(KEY_PAD7)
ADD_ENUM_TO_KEY_MAP(KEY_PAD8)
ADD_ENUM_TO_KEY_MAP(KEY_PAD9)
ADD_ENUM_TO_KEY_MAP(KEY_PADMINUS)
ADD_ENUM_TO_KEY_MAP(KEY_PADPLUS)
ADD_ENUM_TO_KEY_MAP(KEY_PADPERIOD)
ADD_ENUM_TO_KEY_MAP(KEY_PADDIVIDE)
ADD_ENUM_TO_KEY_MAP(KEY_PADMULTIPLY)
ADD_ENUM_TO_KEY_MAP(KEY_PADENTER)
ADD_ENUM_TO_KEY_MAP(KEY_INSERT)
ADD_ENUM_TO_KEY_MAP(KEY_HOME)
ADD_ENUM_TO_KEY_MAP(KEY_PAGEUP)
ADD_ENUM_TO_KEY_MAP(KEY_DELETE)
ADD_ENUM_TO_KEY_MAP(KEY_END)
ADD_ENUM_TO_KEY_MAP(KEY_PAGEDOWN)
ADD_ENUM_TO_KEY_MAP(KEY_UP)
ADD_ENUM_TO_KEY_MAP(KEY_DOWN)
ADD_ENUM_TO_KEY_MAP(KEY_LEFT)
ADD_ENUM_TO_KEY_MAP(KEY_RIGHT)
ADD_ENUM_TO_KEY_MAP(KEY_PRINT_SCRN)
ADD_ENUM_TO_KEY_MAP(KEY_PAUSE)
ADD_ENUM_TO_KEY_MAP(KEY_BREAK)
#undef ADD_ENUM_TO_KEY_MAP
}
/*! Helper function to LoadEnumsIntoMaps(), Loads the Control Types enumerations into mCCTypeNameToVal
*/
void LoadEnumsIntoCCTypeMap(void) {
// Dirty macro hack :D
#define ADD_ENUM_TO_CCTYPE_MAP(Enum) mCCTypeNameToVal[#Enum] = (Enum);
ADD_ENUM_TO_CCTYPE_MAP(CC_TYPE_TRIGGER)
ADD_ENUM_TO_CCTYPE_MAP(CC_TYPE_CONTINUOUS)
#undef ADD_ENUM_TO_CCTYPE_MAP
}
/*! Helper function to LoadEnumsIntoMaps(), Loads the Control Tabs enumerations into mCCTabNameToVal
*/
void LoadEnumsIntoCCTabMap(void) {
// Dirty macro hack :D
#define ADD_ENUM_TO_CCTAB_MAP(Enum) mCCTabNameToVal[#Enum] = (Enum);
ADD_ENUM_TO_CCTAB_MAP(TARGET_TAB)
ADD_ENUM_TO_CCTAB_MAP(SHIP_TAB)
ADD_ENUM_TO_CCTAB_MAP(WEAPON_TAB)
ADD_ENUM_TO_CCTAB_MAP(COMPUTER_TAB)
#undef ADD_ENUM_TO_CCTAB_MAP
}
/*! Loads the various control configuration maps to allow the parsing functions to appropriately map string tokns to
* their associated enumerations. The string tokens in the controlconfigdefaults.tbl match directly to their names in
* the C++ code, such as "KEY_5" in the .tbl mapping to the #define KEY_5 value
*/
void LoadEnumsIntoMaps() {
LoadEnumsIntoKeyMap();
LoadEnumsIntoCCTypeMap();
LoadEnumsIntoCCTabMap();
}
/**
* @brief Parses controlconfigdefault.tbl, and overrides the default control configuration for each valid entry in the .tbl
*/
void control_config_common_load_overrides()
{
LoadEnumsIntoMaps();
if (cf_exists_full("controlconfigdefaults.tbl", CF_TYPE_TABLES)) {
read_file_text("controlconfigdefaults.tbl", CF_TYPE_TABLES);
} else {
read_file_text_from_default(defaults_get_file("controlconfigdefaults.tbl"));
}
reset_parse();
// start parsing
// TODO: Split this out into more helps. Too many tabs!
while(optional_string("#ControlConfigOverride")) {
config_item *cfg_preset = new config_item[CCFG_MAX + 1];
std::copy(Control_config, Control_config + CCFG_MAX + 1, cfg_preset);
Control_config_presets.push_back(cfg_preset);
SCP_string preset_name;
if (optional_string("$Name:")) {
stuff_string_line(preset_name);
} else {
preset_name = "<unnamed preset>";
}
Control_config_preset_names.push_back(preset_name);
while (required_string_either("#End","$Bind Name:")) {
const int iBufferLength = 64;
char szTempBuffer[iBufferLength];
required_string("$Bind Name:");
stuff_string(szTempBuffer, F_NAME, iBufferLength);
const size_t cCntrlAryLength = sizeof(Control_config) / sizeof(Control_config[0]);
for (size_t i = 0; i < cCntrlAryLength; ++i) {
config_item& r_ccConfig = cfg_preset[i];
if (!strcmp(szTempBuffer, r_ccConfig.text)) {
/**
* short key_default;
* short joy_default;
* char tab;
* bool hasXSTR;
* char type;
*/
int iTemp;
if (optional_string("$Key Default:")) {
if (optional_string("NONE")) {
r_ccConfig.key_default = (short)-1;
} else {
stuff_string(szTempBuffer, F_NAME, iBufferLength);
r_ccConfig.key_default = (short)mKeyNameToVal[szTempBuffer];
}
}
if (optional_string("$Joy Default:")) {
stuff_int(&iTemp);
r_ccConfig.joy_default = (short)iTemp;
}
if (optional_string("$Key Mod Shift:")) {
stuff_int(&iTemp);
r_ccConfig.key_default |= (iTemp == 1) ? KEY_SHIFTED : 0;
}
if (optional_string("$Key Mod Alt:")) {
stuff_int(&iTemp);
r_ccConfig.key_default |= (iTemp == 1) ? KEY_ALTED : 0;
}
if (optional_string("$Key Mod Ctrl:")) {
stuff_int(&iTemp);
r_ccConfig.key_default |= (iTemp == 1) ? KEY_CTRLED : 0;
}
if (optional_string("$Category:")) {
stuff_string(szTempBuffer, F_NAME, iBufferLength);
r_ccConfig.tab = (char)mCCTabNameToVal[szTempBuffer];
}
if (optional_string("$Has XStr:")) {
stuff_int(&iTemp);
r_ccConfig.hasXSTR = (iTemp == 1);
}
if (optional_string("$Type:")) {
stuff_string(szTempBuffer, F_NAME, iBufferLength);
r_ccConfig.type = (char)mCCTypeNameToVal[szTempBuffer];
}
if (optional_string("+Disable")) {
r_ccConfig.disabled = true;
}
if (optional_string("$Disable:")) {
stuff_boolean(&r_ccConfig.disabled);
}
// Nerf the buffer now.
szTempBuffer[0] = '\0';
} else if ((i + 1) == cCntrlAryLength) {
error_display(1, "Bind Name not found: %s\n", szTempBuffer);
advance_to_eoln(NULL);
ignore_white_space();
return;
}
}
}
required_string("#End");
}
// Overwrite the control config with the first preset that was found
if (Control_config_presets.size() > 0) {
std::copy(Control_config_presets[0], Control_config_presets[0] + CCFG_MAX + 1, Control_config);
}
}
-37
View File
@@ -1,37 +0,0 @@
/*
* 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 _FREESPACE_CUTSCENES_SCREEN_HEADER_FILE
#define _FREESPACE_CUTSCENES_SCREEN_HEADER_FILE
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
typedef struct cutscene_info {
char filename[MAX_FILENAME_LEN];
char name[NAME_LENGTH];
char *description;
int cd;
bool viewable;
} cutscene_info;
extern SCP_vector<cutscene_info> Cutscenes;
// initializa table data
void cutscene_init();
int cutscene_get_cd_num(char *filename);
void cutscenes_screen_init();
void cutscenes_screen_close();
void cutscenes_screen_do_frame();
int cutscenes_validate_cd(char *mve_name, int prompt_for_cd = 1);
void cutscene_mark_viewable(char *filename);
#endif
-570
View File
@@ -1,570 +0,0 @@
#include "globalincs/pstypes.h"
extern int g_width, g_height;
extern void *g_vBackBuf1, *g_vBackBuf2;
/* 16 bit decoding routines */
static ushort *backBuf1, *backBuf2;
static int lookup_initialized;
static void dispatchDecoder16(ushort **pFrame, ubyte codeType, ubyte **pData, ubyte **pOffData, int *pDataRemain, int *curXb, int *curYb);
static void genLoopkupTable();
void decodeFrame16(ubyte *pFrame, ubyte *pMap, int mapRemain, unsigned char *pData, int dataRemain)
{
ubyte *pOrig, *pOffData, op;
ushort offset;
int length = 0, i, j, xb, yb;
if (!lookup_initialized) {
genLoopkupTable();
}
backBuf1 = (ushort *)g_vBackBuf1;
backBuf2 = (ushort *)g_vBackBuf2;
xb = g_width >> 3;
yb = g_height >> 3;
offset = pData[0]|(pData[1]<<8);
pOffData = pData + offset;
pData += 2;
pOrig = pData;
length = offset - 2; /*dataRemain-2;*/
for (j=0; j<yb; j++) {
for (i=0; i<xb/2; i++) {
op = (*pMap) & 0xf;
dispatchDecoder16((ushort **)&pFrame, op, &pData, &pOffData, &dataRemain, &i, &j);
op = ((*pMap) >> 4) & 0xf;
dispatchDecoder16((ushort **)&pFrame, op, &pData, &pOffData, &dataRemain, &i, &j);
pMap++;
mapRemain--;
}
pFrame += 7*g_width*2;
}
if ((length-(pData-pOrig)) != 0) {
nprintf(("MVE", "DEBUG: junk left over: " PTRDIFF_T_ARG ",%d," PTRDIFF_T_ARG "\n",
(pData-pOrig), length, (length-(pData-pOrig))));
}
}
static ushort GETPIXEL(unsigned char **buf, int off)
{
ushort val = (*buf)[0+off] | ((*buf)[1+off] << 8);
return val;
}
static ushort GETPIXELI(unsigned char **buf, int off)
{
ushort val = (*buf)[0+off] | ((*buf)[1+off] << 8);
(*buf) += 2;
return val;
}
static void relClose(int i, int *x, int *y)
{
int ma, mi;
ma = i >> 4;
mi = i & 0xf;
*x = mi - 8;
*y = ma - 8;
}
static void relFar(int i, int sign, int *x, int *y)
{
if (i < 56) {
*x = sign * (8 + (i % 7));
*y = sign * (i / 7);
} else {
*x = sign * (-14 + (i - 56) % 29);
*y = sign * (8 + (i - 56) / 29);
}
}
static int close_table[512];
static int far_p_table[512];
static int far_n_table[512];
static void genLoopkupTable()
{
int i;
int x, y;
for (i = 0; i < 256; i++) {
relClose(i, &x, &y);
close_table[i*2+0] = x;
close_table[i*2+1] = y;
relFar(i, 1, &x, &y);
far_p_table[i*2+0] = x;
far_p_table[i*2+1] = y;
relFar(i, -1, &x, &y);
far_n_table[i*2+0] = x;
far_n_table[i*2+1] = y;
}
lookup_initialized = 1;
}
static void copyFrame(ushort *pDest, ushort *pSrc)
{
int i;
for (i=0; i<8; i++) {
memcpy(pDest, pSrc, 16);
pDest += g_width;
pSrc += g_width;
}
}
static void patternRow4Pixels(ushort *pFrame, unsigned char pat0, unsigned char pat1, ushort *p)
{
ushort mask=0x0003;
ushort shift=0;
ushort pattern = (pat1 << 8) | pat0;
while (mask != 0) {
*pFrame++ = p[(mask & pattern) >> shift];
mask <<= 2;
shift += 2;
}
}
static void patternRow4Pixels2(ushort *pFrame, unsigned char pat0, ushort *p)
{
unsigned char mask=0x03;
unsigned char shift=0;
ushort pel;
while (mask != 0) {
pel = p[(mask & pat0) >> shift];
pFrame[0] = pel;
pFrame[1] = pel;
pFrame[g_width + 0] = pel;
pFrame[g_width + 1] = pel;
pFrame += 2;
mask <<= 2;
shift += 2;
}
}
static void patternRow4Pixels2x1(ushort *pFrame, unsigned char pat, ushort *p)
{
unsigned char mask=0x03;
unsigned char shift=0;
ushort pel;
while (mask != 0) {
pel = p[(mask & pat) >> shift];
pFrame[0] = pel;
pFrame[1] = pel;
pFrame += 2;
mask <<= 2;
shift += 2;
}
}
static void patternQuadrant4Pixels(ushort *pFrame, unsigned char pat0, unsigned char pat1, unsigned char pat2, unsigned char pat3, ushort *p)
{
unsigned long mask = 0x00000003UL;
int shift=0;
int i;
unsigned long pat = (pat3 << 24) | (pat2 << 16) | (pat1 << 8) | pat0;
for (i=0; i<16; i++) {
pFrame[i&3] = p[(pat & mask) >> shift];
if ((i&3) == 3) {
pFrame += g_width;
}
mask <<= 2;
shift += 2;
}
}
static void patternRow2Pixels(ushort *pFrame, unsigned char pat, ushort *p)
{
unsigned char mask=0x01;
while (mask != 0) {
*pFrame++ = p[(mask & pat) ? 1 : 0];
mask <<= 1;
}
}
static void patternRow2Pixels2(ushort *pFrame, unsigned char pat, ushort *p)
{
ushort pel;
unsigned char mask=0x1;
while (mask != 0x10) {
pel = p[(mask & pat) ? 1 : 0];
pFrame[0] = pel;
pFrame[1] = pel;
pFrame[g_width + 0] = pel;
pFrame[g_width + 1] = pel;
pFrame += 2;
mask <<= 1;
}
}
static void patternQuadrant2Pixels(ushort *pFrame, unsigned char pat0, unsigned char pat1, ushort *p)
{
ushort mask = 0x0001;
int i;
ushort pat = (pat1 << 8) | pat0;
for (i=0; i<16; i++) {
pFrame[i&3] = p[(pat & mask) ? 1 : 0];
if ((i&3) == 3) {
pFrame += g_width;
}
mask <<= 1;
}
}
static void dispatchDecoder16(ushort **pFrame, unsigned char codeType, unsigned char **pData, unsigned char **pOffData, int *pDataRemain, int *curXb, int *curYb)
{
ushort p[4];
unsigned char pat[16];
int i, j, k;
int x, y;
ushort *pDstBak;
pDstBak = *pFrame;
switch(codeType) {
case 0x0:
copyFrame(*pFrame, *pFrame + (backBuf2 - backBuf1));
break; // ADDED
case 0x1:
break;
case 0x2:
k = *(*pOffData)++;
x = far_p_table[k*2+0];
y = far_p_table[k*2+1];
copyFrame(*pFrame, *pFrame + x + y*g_width);
(*pDataRemain)--;
break;
case 0x3:
k = *(*pOffData)++;
x = far_n_table[k*2+0];
y = far_n_table[k*2+1];
copyFrame(*pFrame, *pFrame + x + y*g_width);
(*pDataRemain)--;
break;
case 0x4:
k = *(*pOffData)++;
x = close_table[k*2+0];
y = close_table[k*2+1];
copyFrame(*pFrame, *pFrame + (backBuf2 - backBuf1) + x + y*g_width);
(*pDataRemain)--;
break;
case 0x5:
x = (char)*(*pData)++;
y = (char)*(*pData)++;
copyFrame(*pFrame, *pFrame + (backBuf2 - backBuf1) + x + y*g_width);
*pDataRemain -= 2;
break;
case 0x6:
nprintf(("MVE", "STUB: encoding 6 not tested\n"));
for (i=0; i<2; i++) {
*pFrame += 16;
if (++*curXb == (g_width >> 3)) {
*pFrame += 7*g_width;
*curXb = 0;
if (++*curYb == (g_height >> 3)) {
return;
}
}
}
break;
case 0x7:
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
if (!((p[0]/*|p[1]*/)&0x8000)) {
for (i=0; i<8; i++) {
patternRow2Pixels(*pFrame, *(*pData), p);
(*pData)++;
*pFrame += g_width;
}
} else {
for (i=0; i<2; i++) {
patternRow2Pixels2(*pFrame, *(*pData) & 0xf, p);
*pFrame += 2*g_width;
patternRow2Pixels2(*pFrame, *(*pData) >> 4, p);
(*pData)++;
*pFrame += 2*g_width;
}
}
break;
case 0x8:
p[0] = GETPIXEL(pData, 0);
if (!(p[0] & 0x8000)) {
for (i=0; i<4; i++) {
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
pat[0] = (*pData)[0];
pat[1] = (*pData)[1];
(*pData) += 2;
patternQuadrant2Pixels(*pFrame, pat[0], pat[1], p);
if (i & 1) {
*pFrame -= (4*g_width - 4);
} else {
*pFrame += 4*g_width;
}
}
} else {
p[2] = GETPIXEL(pData, 8);
if (!(p[2]&0x8000)) {
for (i=0; i<4; i++) {
if ((i & 1) == 0) {
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
}
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
patternQuadrant2Pixels(*pFrame, pat[0], pat[1], p);
if (i & 1) {
*pFrame -= (4*g_width - 4);
} else {
*pFrame += 4*g_width;
}
}
} else {
for (i=0; i<8; i++) {
if ((i & 3) == 0) {
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
}
patternRow2Pixels(*pFrame, *(*pData), p);
(*pData)++;
*pFrame += g_width;
}
}
}
break;
case 0x9:
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
p[2] = GETPIXELI(pData, 0);
p[3] = GETPIXELI(pData, 0);
*pDataRemain -= 8;
if (!(p[0] & 0x8000)) {
if (!(p[2] & 0x8000)) {
for (i=0; i<8; i++) {
pat[0] = (*pData)[0];
pat[1] = (*pData)[1];
(*pData) += 2;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
}
*pDataRemain -= 16;
} else {
patternRow4Pixels2(*pFrame, (*pData)[0], p);
*pFrame += 2*g_width;
patternRow4Pixels2(*pFrame, (*pData)[1], p);
*pFrame += 2*g_width;
patternRow4Pixels2(*pFrame, (*pData)[2], p);
*pFrame += 2*g_width;
patternRow4Pixels2(*pFrame, (*pData)[3], p);
(*pData) += 4;
*pDataRemain -= 4;
}
} else {
if (!(p[2] & 0x8000)) {
for (i=0; i<8; i++) {
pat[0] = (*pData)[0];
(*pData) += 1;
patternRow4Pixels2x1(*pFrame, pat[0], p);
*pFrame += g_width;
}
*pDataRemain -= 8;
} else {
for (i=0; i<4; i++) {
pat[0] = (*pData)[0];
pat[1] = (*pData)[1];
(*pData) += 2;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
}
*pDataRemain -= 8;
}
}
break;
case 0xa:
p[0] = GETPIXEL(pData, 0);
if (!(p[0] & 0x8000)) {
for (i=0; i<4; i++) {
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
p[2] = GETPIXELI(pData, 0);
p[3] = GETPIXELI(pData, 0);
pat[0] = (*pData)[0];
pat[1] = (*pData)[1];
pat[2] = (*pData)[2];
pat[3] = (*pData)[3];
(*pData) += 4;
patternQuadrant4Pixels(*pFrame, pat[0], pat[1], pat[2], pat[3], p);
if (i & 1) {
*pFrame -= (4*g_width - 4);
} else {
*pFrame += 4*g_width;
}
}
} else {
p[0] = GETPIXEL(pData, 16);
if (!(p[0] & 0x8000)) {
for (i=0; i<4; i++) {
if ((i&1) == 0) {
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
p[2] = GETPIXELI(pData, 0);
p[3] = GETPIXELI(pData, 0);
}
pat[0] = (*pData)[0];
pat[1] = (*pData)[1];
pat[2] = (*pData)[2];
pat[3] = (*pData)[3];
(*pData) += 4;
patternQuadrant4Pixels(*pFrame, pat[0], pat[1], pat[2], pat[3], p);
if (i & 1) {
*pFrame -= (4*g_width - 4);
} else {
*pFrame += 4*g_width;
}
}
} else {
for (i=0; i<8; i++) {
if ((i&3) == 0) {
p[0] = GETPIXELI(pData, 0);
p[1] = GETPIXELI(pData, 0);
p[2] = GETPIXELI(pData, 0);
p[3] = GETPIXELI(pData, 0);
}
pat[0] = (*pData)[0];
pat[1] = (*pData)[1];
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
(*pData) += 2;
}
}
}
break;
case 0xb:
for (i=0; i<8; i++) {
#if BYTE_ORDER == BIG_ENDIAN
ubyte frame_tmp[16];
memcpy(&frame_tmp, *pData, 16);
ushort *swap_tmp;
for (j = 0; j < 16; j += 2) {
swap_tmp = (ushort*)(frame_tmp + j);
*swap_tmp = INTEL_SHORT(*swap_tmp);
}
memcpy(*pFrame, &frame_tmp, 16);
#else
memcpy(*pFrame, *pData, 16);
#endif
*pFrame += g_width;
*pData += 16;
*pDataRemain -= 16;
}
break;
case 0xc:
for (i=0; i<4; i++) {
p[0] = GETPIXEL(pData, 0);
p[1] = GETPIXEL(pData, 2);
p[2] = GETPIXEL(pData, 4);
p[3] = GETPIXEL(pData, 6);
for (j=0; j<2; j++) {
for (k=0; k<4; k++) {
(*pFrame)[2*k] = p[k];
(*pFrame)[2*k+1] = p[k];
}
*pFrame += g_width;
}
*pData += 8;
*pDataRemain -= 8;
}
break;
case 0xd:
for (i=0; i<2; i++) {
p[0] = GETPIXEL(pData, 0);
p[1] = GETPIXEL(pData, 2);
for (j=0; j<4; j++) {
for (k=0; k<4; k++) {
(*pFrame)[k*g_width+j] = p[0];
(*pFrame)[k*g_width+j+4] = p[1];
}
}
*pFrame += 4*g_width;
*pData += 4;
*pDataRemain -= 4;
}
break;
case 0xe:
p[0] = GETPIXEL(pData, 0);
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
(*pFrame)[j] = p[0];
}
*pFrame += g_width;
}
*pData += 2;
*pDataRemain -= 2;
break;
case 0xf:
p[0] = GETPIXEL(pData, 0);
p[1] = GETPIXEL(pData, 1);
for (i=0; i<8; i++) {
for (j=0; j<8; j++) {
(*pFrame)[j] = p[(i+j)&1];
}
*pFrame += g_width;
}
*pData += 4;
*pDataRemain -= 4;
break;
default:
break;
}
*pFrame = pDstBak+8;
}
-533
View File
@@ -1,533 +0,0 @@
#include "globalincs/pstypes.h"
extern int g_width, g_height;
extern void *g_vBackBuf1, *g_vBackBuf2;
static void dispatchDecoder8(ubyte **pFrame, ubyte codeType, ubyte **pData, int *pDataRemain, int *curXb, int *curYb);
void decodeFrame8(ubyte *pFrame, ubyte *pMap, int mapRemain, ubyte *pData, int dataRemain)
{
int i, j;
int xb, yb;
xb = g_width >> 3;
yb = g_height >> 3;
for (j = 0; j < yb; j++) {
for (i = 0; i < (xb / 2); i++) {
dispatchDecoder8(&pFrame, (*pMap) & 0xf, &pData, &dataRemain, &i, &j);
dispatchDecoder8(&pFrame, (*pMap) >> 4, &pData, &dataRemain, &i, &j);
pMap++;
mapRemain--;
}
pFrame += 7*g_width;
}
}
static void relClose(int i, int *x, int *y)
{
int ma, mi;
ma = i >> 4;
mi = i & 0xf;
*x = mi - 8;
*y = ma - 8;
}
static void relFar(int i, int sign, int *x, int *y)
{
if (i < 56) {
*x = sign * (8 + (i % 7));
*y = sign * (i / 7);
} else {
*x = sign * (-14 + (i - 56) % 29);
*y = sign * (8 + (i - 56) / 29);
}
}
/* copies an 8x8 block from pSrc to pDest.
pDest and pSrc are both g_width bytes wide */
static void copyFrame(ubyte *pDest, ubyte *pSrc)
{
int i;
for (i = 0; i < 8; i++) {
memcpy(pDest, pSrc, 8);
pDest += g_width;
pSrc += g_width;
}
}
// Fill in the next eight bytes with p[0], p[1], p[2], or p[3],
// depending on the corresponding two-bit value in pat0 and pat1
static void patternRow4Pixels(ubyte *pFrame, ubyte pat0, ubyte pat1, ubyte *p)
{
ushort mask = 0x0003;
ushort shift = 0;
ushort pattern = (pat1 << 8) | pat0;
while (mask != 0) {
*pFrame++ = p[(mask & pattern) >> shift];
mask <<= 2;
shift += 2;
}
}
// Fill in the next four 2x2 pixel blocks with p[0], p[1], p[2], or p[3],
// depending on the corresponding two-bit value in pat0.
static void patternRow4Pixels2(ubyte *pFrame, ubyte pat0, ubyte *p)
{
ubyte mask = 0x03;
ubyte shift = 0;
ubyte pel;
while (mask != 0) {
pel = p[(mask & pat0) >> shift];
pFrame[0] = pel;
pFrame[1] = pel;
pFrame[g_width + 0] = pel;
pFrame[g_width + 1] = pel;
pFrame += 2;
mask <<= 2;
shift += 2;
}
}
// Fill in the next four 2x1 pixel blocks with p[0], p[1], p[2], or p[3],
// depending on the corresponding two-bit value in pat.
static void patternRow4Pixels2x1(ubyte *pFrame, ubyte pat, ubyte *p)
{
ubyte mask = 0x03;
ubyte shift = 0;
ubyte pel;
while (mask != 0) {
pel = p[(mask & pat) >> shift];
pFrame[0] = pel;
pFrame[1] = pel;
pFrame += 2;
mask <<= 2;
shift += 2;
}
}
// Fill in the next 4x4 pixel block with p[0], p[1], p[2], or p[3],
// depending on the corresponding two-bit value in pat0, pat1, pat2, and pat3.
static void patternQuadrant4Pixels(ubyte *pFrame, ubyte pat0, ubyte pat1, ubyte pat2, ubyte pat3, ubyte *p)
{
unsigned long mask = 0x00000003UL;
int shift=0;
int i;
unsigned long pat = (pat3 << 24) | (pat2 << 16) | (pat1 << 8) | pat0;
for (i = 0; i < 16; i++) {
pFrame[i&3] = p[(pat & mask) >> shift];
if ( (i & 3) == 3 )
pFrame += g_width;
mask <<= 2;
shift += 2;
}
}
// fills the next 8 pixels with either p[0] or p[1], depending on pattern
static void patternRow2Pixels(ubyte *pFrame, ubyte pat, ubyte *p)
{
ubyte mask=0x01;
while (mask != 0) {
*pFrame++ = p[(mask & pat) ? 1 : 0];
mask <<= 1;
}
}
// fills the next four 2 x 2 pixel boxes with either p[0] or p[1], depending on pattern
static void patternRow2Pixels2(ubyte *pFrame, ubyte pat, ubyte *p)
{
ubyte pel;
ubyte mask=0x1;
while (mask != 0x10) {
pel = p[(mask & pat) ? 1 : 0];
pFrame[0] = pel; // upper-left
pFrame[1] = pel; // upper-right
pFrame[g_width + 0] = pel; // lower-left
pFrame[g_width + 1] = pel; // lower-right
pFrame += 2;
mask <<= 1;
}
}
// fills pixels in the next 4 x 4 pixel boxes with either p[0] or p[1], depending on pat0 and pat1.
static void patternQuadrant2Pixels(ubyte *pFrame, ubyte pat0, ubyte pat1, ubyte *p)
{
ubyte pel;
ushort mask = 0x0001;
int i, j;
ushort pat = (pat1 << 8) | pat0;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
pel = p[(pat & mask) ? 1 : 0];
pFrame[j + i * g_width] = pel;
mask <<= 1;
}
}
}
static void dispatchDecoder8(ubyte **pFrame, ubyte codeType, ubyte **pData, int *pDataRemain, int *curXb, int *curYb)
{
ubyte p[4];
ubyte pat[16];
int i, j, k;
int x, y;
switch(codeType) {
case 0x0:
copyFrame(*pFrame, *pFrame + ((ubyte *)g_vBackBuf2 - (ubyte *)g_vBackBuf1));
*pFrame += 8;
break;
case 0x1:
*pFrame += 8;
break;
case 0x2:
relFar(*(*pData)++, 1, &x, &y);
copyFrame(*pFrame, *pFrame + x + y*g_width);
*pFrame += 8;
(*pDataRemain)--;
break;
case 0x3:
relFar(*(*pData)++, -1, &x, &y);
copyFrame(*pFrame, *pFrame + x + y*g_width);
*pFrame += 8;
(*pDataRemain)--;
break;
case 0x4:
relClose(*(*pData)++, &x, &y);
copyFrame(*pFrame, *pFrame + ((ubyte *)g_vBackBuf2 - (ubyte *)g_vBackBuf1) + x + y*g_width);
*pFrame += 8;
(*pDataRemain)--;
break;
case 0x5:
x = (signed char)*(*pData)++;
y = (signed char)*(*pData)++;
copyFrame(*pFrame, *pFrame + ((ubyte *)g_vBackBuf2 - (ubyte *)g_vBackBuf1) + x + y*g_width);
*pFrame += 8;
*pDataRemain -= 2;
break;
case 0x6:
for (i = 0; i < 2; i++) {
*pFrame += 16;
if (++*curXb == (g_width >> 3)) {
*pFrame += 7*g_width;
*curXb = 0;
if (++*curYb == (g_height >> 3))
return;
}
}
break;
case 0x7:
p[0] = *(*pData)++;
p[1] = *(*pData)++;
if (p[0] <= p[1]) {
for (i = 0; i < 8; i++) {
patternRow2Pixels(*pFrame, *(*pData)++, p);
*pFrame += g_width;
}
} else {
for (i = 0; i < 2; i++) {
patternRow2Pixels2(*pFrame, *(*pData) & 0xf, p);
*pFrame += 2*g_width;
patternRow2Pixels2(*pFrame, *(*pData)++ >> 4, p);
*pFrame += 2*g_width;
}
}
*pFrame -= (8*g_width - 8);
break;
case 0x8:
if ( (*pData)[0] <= (*pData)[1] ) {
// four quadrant case
for (i = 0; i < 4; i++) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
patternQuadrant2Pixels(*pFrame, pat[0], pat[1], p);
// alternate between moving down and moving up and right
if (i & 1)
*pFrame += 4 - 4*g_width; // up and right
else
*pFrame += 4*g_width; // down
}
} else if ( (*pData)[6] <= (*pData)[7] ) {
// split horizontal
for (i = 0; i < 4; i++) {
if ((i & 1) == 0) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
}
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
patternQuadrant2Pixels(*pFrame, pat[0], pat[1], p);
if (i & 1)
*pFrame -= (4*g_width - 4);
else
*pFrame += 4*g_width;
}
} else {
// split vertical
for (i = 0; i < 8; i++) {
if ((i & 3) == 0) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
}
patternRow2Pixels(*pFrame, *(*pData)++, p);
*pFrame += g_width;
}
*pFrame -= (8*g_width - 8);
}
break;
case 0x9:
if ( (*pData)[0] <= (*pData)[1] ) {
if ( (*pData)[2] <= (*pData)[3] ) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
for (i = 0; i < 8; i++) {
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
}
*pFrame -= (8*g_width - 8);
} else {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
patternRow4Pixels2(*pFrame, *(*pData)++, p);
*pFrame += 2*g_width;
patternRow4Pixels2(*pFrame, *(*pData)++, p);
*pFrame += 2*g_width;
patternRow4Pixels2(*pFrame, *(*pData)++, p);
*pFrame += 2*g_width;
patternRow4Pixels2(*pFrame, *(*pData)++, p);
*pFrame -= (6*g_width - 8);
}
} else {
if ( (*pData)[2] <= (*pData)[3] ) {
// draw 2x1 strips
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
for (i = 0; i < 8; i++) {
pat[0] = *(*pData)++;
patternRow4Pixels2x1(*pFrame, pat[0], p);
*pFrame += g_width;
}
*pFrame -= (8*g_width - 8);
} else {
// draw 1x2 strips
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
for (i = 0; i < 4; i++) {
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
}
*pFrame -= (8*g_width - 8);
}
}
break;
case 0xa:
if ( (*pData)[0] <= (*pData)[1] ) {
for (i = 0; i < 4; i++) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
pat[2] = *(*pData)++;
pat[3] = *(*pData)++;
patternQuadrant4Pixels(*pFrame, pat[0], pat[1], pat[2], pat[3], p);
if (i & 1)
*pFrame -= (4*g_width - 4);
else
*pFrame += 4*g_width;
}
} else {
if ( (*pData)[12] <= (*pData)[13] ) {
// split vertical
for (i = 0; i < 4; i++) {
if ((i&1) == 0) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
}
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
pat[2] = *(*pData)++;
pat[3] = *(*pData)++;
patternQuadrant4Pixels(*pFrame, pat[0], pat[1], pat[2], pat[3], p);
if (i & 1)
*pFrame -= (4*g_width - 4);
else
*pFrame += 4*g_width;
}
} else {
// split horizontal
for (i = 0; i < 8; i++) {
if ((i&3) == 0) {
p[0] = *(*pData)++;
p[1] = *(*pData)++;
p[2] = *(*pData)++;
p[3] = *(*pData)++;
}
pat[0] = *(*pData)++;
pat[1] = *(*pData)++;
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
*pFrame += g_width;
}
*pFrame -= (8*g_width - 8);
}
}
break;
case 0xb:
for (i = 0; i < 8; i++) {
memcpy(*pFrame, *pData, 8);
*pFrame += g_width;
*pData += 8;
*pDataRemain -= 8;
}
*pFrame -= (8*g_width - 8);
break;
case 0xc:
for (i = 0; i < 4; i++) {
for (j = 0; j < 2; j++) {
for (k = 0; k < 4; k++) {
(*pFrame)[2*k] = (*pData)[k];
(*pFrame)[2*k+1] = (*pData)[k];
}
*pFrame += g_width;
}
*pData += 4;
*pDataRemain -= 4;
}
*pFrame -= (8*g_width - 8);
break;
case 0xd:
for (i = 0; i < 2; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 4; k++) {
(*pFrame)[k*g_width+j] = (*pData)[0];
(*pFrame)[k*g_width+j+4] = (*pData)[1];
}
}
*pFrame += 4*g_width;
*pData += 2;
*pDataRemain -= 2;
}
*pFrame -= (8*g_width - 8);
break;
case 0xe:
for (i = 0; i < 8; i++) {
memset(*pFrame, **pData, 8);
*pFrame += g_width;
}
(*pData)++;
(*pDataRemain)--;
*pFrame -= (8*g_width - 8);
break;
case 0xf:
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
(*pFrame)[j] = (*pData)[(i+j)&1];
}
*pFrame += g_width;
}
*pData += 2;
*pDataRemain -= 2;
*pFrame -= (8*g_width - 8);
break;
default:
break;
}
}
-163
View File
@@ -1,163 +0,0 @@
/*
* 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.
*
*/
#ifdef _WIN32
#include <windows.h>
#endif
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "cutscene/cutscenes.h" // cutscene_mark_viewable()
#include "cutscene/movie.h"
#include "cutscene/mvelib.h"
#include "cutscene/oggplayer.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
#include "osapi/osapi.h"
extern int Game_mode;
const char *movie_ext_list[] = { ".ogg", ".mve" };
const int NUM_MOVIE_EXT = sizeof(movie_ext_list) / sizeof(char*);
#define MOVIE_NONE -1
#define MOVIE_OGG 0
#define MOVIE_MVE 1
// This module links freespace movie calls to the actual API calls the play the movie.
// This module handles all the different requires of OS and gfx API and finding the file to play
// filename - file to search for
// out_name - output, full path to file
// returns non-zero if file is found
int movie_find(char *filename, char *out_name)
{
char full_path[MAX_PATH];
char tmp_name[MAX_PATH];
int size, offset = 0;
if (out_name == NULL)
return MOVIE_NONE;
memset( full_path, 0, sizeof(full_path) );
memset( tmp_name, 0, sizeof(tmp_name) );
// remove extension
strcpy_s( tmp_name, filename );
char *p = strrchr(tmp_name, '.');
if ( p ) *p = 0;
int rc = cf_find_file_location_ext(tmp_name, NUM_MOVIE_EXT, movie_ext_list, CF_TYPE_ANY, sizeof(full_path) - 1, full_path, &size, &offset, 0);
if (rc == MOVIE_NONE)
return MOVIE_NONE;
strcpy( out_name, full_path );
return rc;
}
// Play one movie
bool movie_play(char *name)
{
// mark the movie as viewable to the player when in a campaign
// do this before anything else so that we're sure the movie is available
// to the player even if it's not going to play right now
if (Game_mode & GM_CAMPAIGN_MODE) {
cutscene_mark_viewable(name);
}
extern int Is_standalone;
if (Cmdline_nomovies || Is_standalone)
return false;
char full_name[MAX_PATH];
int rc = 0;
memset(full_name, 0, sizeof(full_name));
rc = movie_find(name, full_name);
if (rc == MOVIE_NONE) {
strcpy_s(full_name, name);
char *p = strrchr(full_name, '.');
if ( p ) *p = 0;
mprintf(("Movie Error: Unable to open '%s' movie in any supported format.\n", full_name));
return false;
}
// clear the screen and hide the mouse cursor
io::mouse::CursorManager::get()->pushStatus();
io::mouse::CursorManager::get()->showCursor(false);
gr_reset_clip();
gr_set_color(255, 255, 255);
gr_set_clear_color(0, 0, 0);
gr_zbuffer_clear(0);
// clear first buffer
gr_clear();
gr_flip();
// clear second buffer (may not be one, but that's ok)
gr_clear();
gr_flip();
// clear third buffer (may not be one, but that's ok)
gr_clear();
if (rc == MOVIE_OGG) {
THEORAFILE *movie_ogg = theora_open(name);
if (movie_ogg) {
// start playing ...
theora_play(movie_ogg);
// ... done playing, close the movie
theora_close(movie_ogg);
} else {
// uh-oh, movie is invalid... Abory, Retry, Fail?
mprintf(("MOVIE ERROR: Found invalid movie! (%s)\n", name));
io::mouse::CursorManager::get()->popStatus();
return false;
}
} else if (rc == MOVIE_MVE) {
MVESTREAM *movie_mve = mve_open(name);
if (movie_mve) {
// start playing ...
mve_init(movie_mve);
mve_play(movie_mve);
// ... done playing, close the movie
mve_shutdown();
mve_close(movie_mve);
} else {
// uh-oh, movie is invalid... Abory, Retry, Fail?
mprintf(("MOVIE ERROR: Found invalid movie! (%s)\n", name));
io::mouse::CursorManager::get()->popStatus();
return false;
}
}
// show the mouse cursor again
io::mouse::CursorManager::get()->popStatus();
return true;
}
void movie_play_two(char *name1, char *name2)
{
if ( movie_play(name1) )
movie_play(name2);
}
-21
View File
@@ -1,21 +0,0 @@
/*
* 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 _MOVIE_HEADER_FILE
#define _MOVIE_HEADER_FILE
extern const char *movie_ext_list[];
extern const int NUM_MOVIE_EXT;
bool movie_play(char *name);
void movie_play_two(char *name1, char *name2);
#endif
-56
View File
@@ -1,56 +0,0 @@
static int audio_exp_table[256] =
{
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,
32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 47, 51, 56, 61,
66, 72, 79, 86, 94, 102, 112, 122, 133, 145, 158, 173, 189, 206, 225, 245,
267, 292, 318, 348, 379, 414, 452, 493, 538, 587, 640, 699, 763, 832, 908, 991,
1081, 1180, 1288, 1405, 1534, 1673, 1826, 1993, 2175, 2373, 2590, 2826, 3084, 3365, 3672, 4008,
4373, 4772, 5208, 5683, 6202, 6767, 7385, 8059, 8794, 9597, 10472, 11428, 12471, 13609, 14851, 16206,
17685, 19298, 21060, 22981, 25078, 27367, 29864, 32589, -29973, -26728, -23186, -19322, -15105, -10503, -5481, -1,
1, 1, 5481, 10503, 15105, 19322, 23186, 26728, 29973, -32589, -29864, -27367, -25078, -22981, -21060, -19298,
-17685, -16206, -14851, -13609, -12471, -11428, -10472, -9597, -8794, -8059, -7385, -6767, -6202, -5683, -5208, -4772,
-4373, -4008, -3672, -3365, -3084, -2826, -2590, -2373, -2175, -1993, -1826, -1673, -1534, -1405, -1288, -1180,
-1081, -991, -908, -832, -763, -699, -640, -587, -538, -493, -452, -414, -379, -348, -318, -292,
-267, -245, -225, -206, -189, -173, -158, -145, -133, -122, -112, -102, -94, -86, -79, -72,
-66, -61, -56, -51, -47, -43, -42, -41, -40, -39, -38, -37, -36, -35, -34, -33,
-32, -31, -30, -29, -28, -27, -26, -25, -24, -23, -22, -21, -20, -19, -18, -17,
-16, -15, -14, -13, -12, -11, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1
};
static int getWord(unsigned char **fin)
{
int value = ((*fin)[1] << 8) | (*fin)[0];
*fin += 2;
return value;
}
static void sendWord(short **fout, int nOffset)
{
*(*fout)++ = (short)nOffset;
}
static void processSwath(short *fout, unsigned char *data, int swath, int *offsets)
{
int i;
for (i=0; i<swath; i++) {
offsets[i&1] += audio_exp_table[data[i]];
sendWord(&fout, offsets[i&1]);
}
}
void mveaudio_uncompress(short *buffer, unsigned char *data)
{
int nCurOffsets[2];
int swath;
data += 4;
swath = getWord(&data) / 2;
nCurOffsets[0] = getWord(&data);
nCurOffsets[1] = getWord(&data);
sendWord(&buffer, nCurOffsets[0]);
sendWord(&buffer, nCurOffsets[1]);
processSwath(buffer, data, swath, nCurOffsets);
}
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