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Cliff Gordon 3671ac2c64 Create gh-pages branch via GitHub 2013-09-21 18:21:06 -07:00
1015 changed files with 413 additions and 712197 deletions

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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
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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.
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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
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# Makefile.am for fs2_open (top level)
#
# This file uses GNU Automake to generate makefiles
SUBDIRS = libjpeg lua code
EXTRA_DIST = \
FS2OpenSCPReadMe.doc \
projects/MSVC_2005/Freespace2.sln \
projects/MSVC_2005/Freespace2.vcproj \
projects/MSVC_2005/code.vcproj \
projects/MSVC_6/Fred2.dsp \
projects/MSVC_6/Freespace2.dsp \
projects/MSVC_6/Freespace2.dsw \
projects/MSVC_6/code.dsp \
projects/MSVC_6/libjpeg.dsp \
projects/MSVC_6/liblua.dsp \
projects/MSVC_6/wxFRED2.dsp \
projects/Xcode/English.lproj/InfoPlist.strings \
projects/Xcode/FS2_Open.icns \
projects/Xcode/FS2_Open.xcodeproj/project.pbxproj \
projects/Xcode/Frameworks.tgz \
projects/Xcode/Info-debug.plist \
projects/Xcode/Info.plist \
projects/Xcode/README.Xcode \
projects/Xcode/SDLMain.h \
projects/Xcode/SDLMain.m
# D_ variants are defaults and should always be used
AM_CXXFLAGS = -I./code @D_CFLAGS@
AM_LDFLAGS = @D_LDFLAGS@
EXTRA_PROGRAMS = cfilearchiver cfileextractor cryptstring scramble
###############################################################################
##
## Begin utilitites
##
# cfilearchiver -- to create VPs
cfilearchiver_SOURCES = \
code/cfilearchiver/cfilearchiver.cpp
# cfileextractor -- to extract files from VPs
cfileextractor_SOURCES = \
code/cfileextractor/cfileextractor.cpp
# cryptstring -- to encrypt strings that are used as cheat codes
cryptstring_SOURCES = \
code/cryptstring/cryptstring.cpp
# scramble -- to encrypt tables
scramble_SOURCES = \
code/parse/encrypt.cpp \
code/scramble/scramble.cpp \
code/scramble/scramble.h
# catch all to build utilitites
tools: cfilearchiver cfileextractor cryptstring scramble
# cleaning
clean-tools:
-test -z "$(EXTRA_PROGRAMS)" || rm -f $(EXTRA_PROGRAMS)
##
## End utilitites
##
###############################################################################
# make sure we get this stuff cleaned up
clean-generic: clean-tools
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This file is required to keep autoconf/automake from complaining.
See the ChangeLog for what's new.
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The "projects" directory contains ready projects for:
Microsoft Visual C++ 6
Microsoft Visual C++ 2005
Anjuta 1 (please see README with project before using)
See the ChangeLog to see what's new.
See the INSTALL file for instructions on how to build fs2_open.
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# Configure paths for SDL
# Sam Lantinga 9/21/99
# stolen from Manish Singh
# stolen back from Frank Belew
# stolen from Manish Singh
# Shamelessly stolen from Owen Taylor
dnl AM_PATH_SDL([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS
dnl
AC_DEFUN([AM_PATH_SDL],
[dnl
dnl Get the cflags and libraries from the sdl-config script
dnl
AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)],
sdl_prefix="$withval", sdl_prefix="")
AC_ARG_WITH(sdl-exec-prefix,[ --with-sdl-exec-prefix=PFX Exec prefix where SDL is installed (optional)],
sdl_exec_prefix="$withval", sdl_exec_prefix="")
AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run a test SDL program],
, enable_sdltest=yes)
if test x$sdl_exec_prefix != x ; then
sdl_args="$sdl_args --exec-prefix=$sdl_exec_prefix"
if test x${SDL_CONFIG+set} != xset ; then
SDL_CONFIG=$sdl_exec_prefix/bin/sdl-config
fi
fi
if test x$sdl_prefix != x ; then
sdl_args="$sdl_args --prefix=$sdl_prefix"
if test x${SDL_CONFIG+set} != xset ; then
SDL_CONFIG=$sdl_prefix/bin/sdl-config
fi
fi
AC_REQUIRE([AC_CANONICAL_TARGET])
PATH="$prefix/bin:$prefix/usr/bin:$PATH"
AC_PATH_PROG(SDL_CONFIG, sdl-config, no, [$PATH])
min_sdl_version=ifelse([$1], ,0.11.0,$1)
AC_MSG_CHECKING(for SDL - version >= $min_sdl_version)
no_sdl=""
if test "$SDL_CONFIG" = "no" ; then
no_sdl=yes
else
SDL_CFLAGS=`$SDL_CONFIG $sdlconf_args --cflags`
SDL_LIBS=`$SDL_CONFIG $sdlconf_args --libs`
sdl_major_version=`$SDL_CONFIG $sdl_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
sdl_minor_version=`$SDL_CONFIG $sdl_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
if test "x$enable_sdltest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_CXXFLAGS="$CXXFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
dnl
dnl Now check if the installed SDL is sufficiently new. (Also sanity
dnl checks the results of sdl-config to some extent
dnl
rm -f conf.sdltest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
char*
my_strdup (char *str)
{
char *new_str;
if (str)
{
new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char));
strcpy (new_str, str);
}
else
new_str = NULL;
return new_str;
}
int main (int argc, char *argv[])
{
int major, minor, micro;
char *tmp_version;
/* This hangs on some systems (?)
system ("touch conf.sdltest");
*/
{ FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); }
/* HP/UX 9 (%@#!) writes to sscanf strings */
tmp_version = my_strdup("$min_sdl_version");
if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, &micro) != 3) {
printf("%s, bad version string\n", "$min_sdl_version");
exit(1);
}
if (($sdl_major_version > major) ||
(($sdl_major_version == major) && ($sdl_minor_version > minor)) ||
(($sdl_major_version == major) && ($sdl_minor_version == minor) && ($sdl_micro_version >= micro)))
{
return 0;
}
else
{
printf("\n*** 'sdl-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version);
printf("*** of SDL required is %d.%d.%d. If sdl-config is correct, then it is\n", major, minor, micro);
printf("*** best to upgrade to the required version.\n");
printf("*** If sdl-config was wrong, set the environment variable SDL_CONFIG\n");
printf("*** to point to the correct copy of sdl-config, and remove the file\n");
printf("*** config.cache before re-running configure\n");
return 1;
}
}
],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
if test "x$no_sdl" = x ; then
AC_MSG_RESULT(yes)
ifelse([$2], , :, [$2])
else
AC_MSG_RESULT(no)
if test "$SDL_CONFIG" = "no" ; then
echo "*** The sdl-config script installed by SDL could not be found"
echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in"
echo "*** your path, or set the SDL_CONFIG environment variable to the"
echo "*** full path to sdl-config."
else
if test -f conf.sdltest ; then
:
else
echo "*** Could not run SDL test program, checking why..."
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include "SDL.h"
int main(int argc, char *argv[])
{ return 0; }
#undef main
#define main K_and_R_C_main
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding SDL or finding the wrong"
echo "*** version of SDL. If it is not finding SDL, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means SDL was incorrectly installed"
echo "*** or that you have moved SDL since it was installed. In the latter case, you"
echo "*** may want to edit the sdl-config script: $SDL_CONFIG" ])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
SDL_CFLAGS=""
SDL_LIBS=""
ifelse([$3], , :, [$3])
fi
AC_SUBST(SDL_CFLAGS)
AC_SUBST(SDL_LIBS)
rm -f conf.sdltest
])
dnl ---------------------------------------------------------------------------
dnl Macros for wxWindows detection. Typically used in configure.in as:
dnl
dnl AC_ARG_ENABLE(...)
dnl AC_ARG_WITH(...)
dnl ...
dnl AM_OPTIONS_WXCONFIG
dnl ...
dnl ...
dnl AM_PATH_WXCONFIG(2.3.4, wxWin=1)
dnl if test "$wxWin" != 1; then
dnl AC_MSG_ERROR([
dnl wxWindows must be installed on your system
dnl but wx-config script couldn't be found.
dnl
dnl Please check that wx-config is in path, the directory
dnl where wxWindows libraries are installed (returned by
dnl 'wx-config --libs' command) is in LD_LIBRARY_PATH or
dnl equivalent variable and wxWindows version is 2.3.4 or above.
dnl ])
dnl fi
dnl CPPFLAGS="$CPPFLAGS $WX_CPPFLAGS"
dnl CXXFLAGS="$CXXFLAGS $WX_CXXFLAGS_ONLY"
dnl CFLAGS="$CFLAGS $WX_CFLAGS_ONLY"
dnl
dnl LDFLAGS="$LDFLAGS $WX_LIBS"
dnl ---------------------------------------------------------------------------
dnl ---------------------------------------------------------------------------
dnl AM_OPTIONS_WXCONFIG
dnl
dnl adds support for --wx-prefix, --wx-exec-prefix and --wx-config
dnl command line options
dnl ---------------------------------------------------------------------------
AC_DEFUN([AM_OPTIONS_WXCONFIG],
[
AC_ARG_WITH(wx-prefix, [ --with-wx-prefix=PREFIX Prefix where wxWindows is installed (optional)],
wx_config_prefix="$withval", wx_config_prefix="")
AC_ARG_WITH(wx-exec-prefix,[ --with-wx-exec-prefix=PREFIX Exec prefix where wxWindows is installed (optional)],
wx_config_exec_prefix="$withval", wx_config_exec_prefix="")
AC_ARG_WITH(wx-config,[ --with-wx-config=CONFIG wx-config script to use (optional)],
wx_config_name="$withval", wx_config_name="")
])
dnl ---------------------------------------------------------------------------
dnl AM_PATH_WXCONFIG(VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl
dnl Test for wxWindows, and define WX_C*FLAGS, WX_LIBS and WX_LIBS_STATIC
dnl (the latter is for static linking against wxWindows). Set WX_CONFIG_NAME
dnl environment variable to override the default name of the wx-config script
dnl to use. Set WX_CONFIG_PATH to specify the full path to wx-config - in this
dnl case the macro won't even waste time on tests for its existence.
dnl ---------------------------------------------------------------------------
dnl
dnl Get the cflags and libraries from the wx-config script
dnl
AC_DEFUN([AM_PATH_WXCONFIG],
[
dnl do we have wx-config name: it can be wx-config or wxd-config or ...
if test x${WX_CONFIG_NAME+set} != xset ; then
WX_CONFIG_NAME=wx-config
fi
if test "x$wx_config_name" != x ; then
WX_CONFIG_NAME="$wx_config_name"
fi
dnl deal with optional prefixes
if test x$wx_config_exec_prefix != x ; then
wx_config_args="$wx_config_args --exec-prefix=$wx_config_exec_prefix"
WX_LOOKUP_PATH="$wx_config_exec_prefix/bin"
fi
if test x$wx_config_prefix != x ; then
wx_config_args="$wx_config_args --prefix=$wx_config_prefix"
WX_LOOKUP_PATH="$WX_LOOKUP_PATH:$wx_config_prefix/bin"
fi
dnl don't search the PATH if WX_CONFIG_NAME is absolute filename
if test -x "$WX_CONFIG_NAME" ; then
AC_MSG_CHECKING(for wx-config)
WX_CONFIG_PATH="$WX_CONFIG_NAME"
AC_MSG_RESULT($WX_CONFIG_PATH)
else
AC_PATH_PROG(WX_CONFIG_PATH, $WX_CONFIG_NAME, no, "$WX_LOOKUP_PATH:$PATH")
fi
if test "$WX_CONFIG_PATH" != "no" ; then
WX_VERSION=""
no_wx=""
min_wx_version=ifelse([$1], ,2.2.1,$1)
AC_MSG_CHECKING(for wxWindows version >= $min_wx_version)
WX_CONFIG_WITH_ARGS="$WX_CONFIG_PATH $wx_config_args"
WX_VERSION=`$WX_CONFIG_WITH_ARGS --version`
wx_config_major_version=`echo $WX_VERSION | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
wx_config_minor_version=`echo $WX_VERSION | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
wx_config_micro_version=`echo $WX_VERSION | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
wx_requested_major_version=`echo $min_wx_version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
wx_requested_minor_version=`echo $min_wx_version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
wx_requested_micro_version=`echo $min_wx_version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
wx_ver_ok=""
if test $wx_config_major_version -gt $wx_requested_major_version; then
wx_ver_ok=yes
else
if test $wx_config_major_version -eq $wx_requested_major_version; then
if test $wx_config_minor_version -gt $wx_requested_minor_version; then
wx_ver_ok=yes
else
if test $wx_config_minor_version -eq $wx_requested_minor_version; then
if test $wx_config_micro_version -ge $wx_requested_micro_version; then
wx_ver_ok=yes
fi
fi
fi
fi
fi
if test "x$wx_ver_ok" = x ; then
no_wx=yes
else
WX_LIBS=`$WX_CONFIG_WITH_ARGS --libs`
WX_LIBS_STATIC=`$WX_CONFIG_WITH_ARGS --static --libs`
dnl starting with version 2.2.6 wx-config has --cppflags argument
wx_has_cppflags=""
if test $wx_config_major_version -gt 2; then
wx_has_cppflags=yes
else
if test $wx_config_major_version -eq 2; then
if test $wx_config_minor_version -gt 2; then
wx_has_cppflags=yes
else
if test $wx_config_minor_version -eq 2; then
if test $wx_config_micro_version -ge 6; then
wx_has_cppflags=yes
fi
fi
fi
fi
fi
if test "x$wx_has_cppflags" = x ; then
dnl no choice but to define all flags like CFLAGS
WX_CFLAGS=`$WX_CONFIG_WITH_ARGS --cflags`
WX_CPPFLAGS=$WX_CFLAGS
WX_CXXFLAGS=$WX_CFLAGS
WX_CFLAGS_ONLY=$WX_CFLAGS
WX_CXXFLAGS_ONLY=$WX_CFLAGS
else
dnl we have CPPFLAGS included in CFLAGS included in CXXFLAGS
WX_CPPFLAGS=`$WX_CONFIG_WITH_ARGS --cppflags`
WX_CXXFLAGS=`$WX_CONFIG_WITH_ARGS --cxxflags`
WX_CFLAGS=`$WX_CONFIG_WITH_ARGS --cflags`
WX_CFLAGS_ONLY=`echo $WX_CFLAGS | sed "s@^$WX_CPPFLAGS *@@"`
WX_CXXFLAGS_ONLY=`echo $WX_CXXFLAGS | sed "s@^$WX_CFLAGS *@@"`
fi
fi
if test "x$no_wx" = x ; then
AC_MSG_RESULT(yes (version $WX_VERSION))
ifelse([$2], , :, [$2])
else
if test "x$WX_VERSION" = x; then
dnl no wx-config at all
AC_MSG_RESULT(no)
else
AC_MSG_RESULT(no (version $WX_VERSION is not new enough))
fi
WX_CFLAGS=""
WX_CPPFLAGS=""
WX_CXXFLAGS=""
WX_LIBS=""
WX_LIBS_STATIC=""
ifelse([$3], , :, [$3])
fi
fi
AC_SUBST(WX_CPPFLAGS)
AC_SUBST(WX_CFLAGS)
AC_SUBST(WX_CXXFLAGS)
AC_SUBST(WX_CFLAGS_ONLY)
AC_SUBST(WX_CXXFLAGS_ONLY)
AC_SUBST(WX_LIBS)
AC_SUBST(WX_LIBS_STATIC)
AC_SUBST(WX_VERSION)
])
# Configure paths for libogg
# Jack Moffitt <[email protected]> 10-21-2000
# Shamelessly stolen from Owen Taylor and Manish Singh
dnl XIPH_PATH_OGG([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Test for libogg, and define OGG_CFLAGS and OGG_LIBS
dnl
AC_DEFUN([XIPH_PATH_OGG],
[dnl
dnl Get the cflags and libraries
dnl
AC_ARG_WITH(ogg,[ --with-ogg=PFX Prefix where libogg is installed (optional)], ogg_prefix="$withval", ogg_prefix="")
AC_ARG_WITH(ogg-libraries,[ --with-ogg-libraries=DIR Directory where libogg library is installed (optional)], ogg_libraries="$withval", ogg_libraries="")
AC_ARG_WITH(ogg-includes,[ --with-ogg-includes=DIR Directory where libogg header files are installed (optional)], ogg_includes="$withval", ogg_includes="")
AC_ARG_ENABLE(oggtest, [ --disable-oggtest Do not try to compile and run a test Ogg program],, enable_oggtest=yes)
if test "x$ogg_libraries" != "x" ; then
OGG_LIBS="-L$ogg_libraries"
elif test "x$ogg_prefix" != "x" ; then
OGG_LIBS="-L$ogg_prefix/lib"
elif test "x$prefix" != "xNONE" ; then
OGG_LIBS="-L$libdir"
fi
OGG_LIBS="$OGG_LIBS -logg"
if test "x$ogg_includes" != "x" ; then
OGG_CFLAGS="-I$ogg_includes"
elif test "x$ogg_prefix" != "x" ; then
OGG_CFLAGS="-I$ogg_prefix/include"
elif test "x$prefix" != "xNONE"; then
OGG_CFLAGS=""
fi
AC_MSG_CHECKING(for Ogg)
no_ogg=""
if test "x$enable_oggtest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $OGG_LIBS"
dnl
dnl Now check if the installed Ogg is sufficiently new.
dnl
rm -f conf.oggtest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ogg/ogg.h>
int main ()
{
system("touch conf.oggtest");
return 0;
}
],, no_ogg=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
if test "x$no_ogg" = "x" ; then
AC_MSG_RESULT(yes)
ifelse([$1], , :, [$1])
else
AC_MSG_RESULT(no)
if test -f conf.oggtest ; then
:
else
echo "*** Could not run Ogg test program, checking why..."
CFLAGS="$CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $OGG_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <ogg/ogg.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding Ogg or finding the wrong"
echo "*** version of Ogg. If it is not finding Ogg, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means Ogg was incorrectly installed"
echo "*** or that you have moved Ogg since it was installed." ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
OGG_CFLAGS=""
OGG_LIBS=""
ifelse([$2], , :, [$2])
fi
AC_SUBST(OGG_CFLAGS)
AC_SUBST(OGG_LIBS)
rm -f conf.oggtest
])
# Configure paths for libvorbis
# Jack Moffitt <[email protected]> 10-21-2000
# Shamelessly stolen from Owen Taylor and Manish Singh
# thomasvs added check for vorbis_bitrate_addblock which is new in rc3
dnl XIPH_PATH_VORBIS([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Test for libvorbis, and define VORBIS_CFLAGS and VORBIS_LIBS
dnl
AC_DEFUN([XIPH_PATH_VORBIS],
[dnl
dnl Get the cflags and libraries
dnl
AC_ARG_WITH(vorbis,[ --with-vorbis=PFX Prefix where libvorbis is installed (optional)], vorbis_prefix="$withval", vorbis_prefix="")
AC_ARG_WITH(vorbis-libraries,[ --with-vorbis-libraries=DIR Directory where libvorbis library is installed (optional)], vorbis_libraries="$withval", vorbis_libraries="")
AC_ARG_WITH(vorbis-includes,[ --with-vorbis-includes=DIR Directory where libvorbis header files are installed (optional)], vorbis_includes="$withval", vorbis_includes="")
AC_ARG_ENABLE(vorbistest, [ --disable-vorbistest Do not try to compile and run a test Vorbis program],, enable_vorbistest=yes)
if test "x$vorbis_libraries" != "x" ; then
VORBIS_LIBS="-L$vorbis_libraries"
elif test "x$vorbis_prefix" != "x" ; then
VORBIS_LIBS="-L$vorbis_prefix/lib"
elif test "x$prefix" != "xNONE"; then
VORBIS_LIBS="-L$libdir"
fi
VORBIS_LIBS="$VORBIS_LIBS -lvorbis -lm"
VORBISFILE_LIBS="-lvorbisfile"
VORBISENC_LIBS="-lvorbisenc"
if test "x$vorbis_includes" != "x" ; then
VORBIS_CFLAGS="-I$vorbis_includes"
elif test "x$vorbis_prefix" != "x" ; then
VORBIS_CFLAGS="-I$vorbis_prefix/include"
elif test "x$prefix" != "xNONE"; then
VORBIS_CFLAGS=""
fi
AC_MSG_CHECKING(for Vorbis)
no_vorbis=""
if test "x$enable_vorbistest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $VORBIS_CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $VORBIS_LIBS $VORBISENC_LIBS $OGG_LIBS"
dnl
dnl Now check if the installed Vorbis is sufficiently new.
dnl
rm -f conf.vorbistest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vorbis/codec.h>
#include <vorbis/vorbisenc.h>
int main ()
{
vorbis_block vb;
vorbis_dsp_state vd;
vorbis_info vi;
vorbis_info_init (&vi);
vorbis_encode_init (&vi, 2, 44100, -1, 128000, -1);
vorbis_analysis_init (&vd, &vi);
vorbis_block_init (&vd, &vb);
/* this function was added in 1.0rc3, so this is what we're testing for */
vorbis_bitrate_addblock (&vb);
system("touch conf.vorbistest");
return 0;
}
],, no_vorbis=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
if test "x$no_vorbis" = "x" ; then
AC_MSG_RESULT(yes)
ifelse([$1], , :, [$1])
else
AC_MSG_RESULT(no)
if test -f conf.vorbistest ; then
:
else
echo "*** Could not run Vorbis test program, checking why..."
CFLAGS="$CFLAGS $VORBIS_CFLAGS"
LIBS="$LIBS $VORBIS_LIBS $OGG_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <vorbis/codec.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding Vorbis or finding the wrong"
echo "*** version of Vorbis. If it is not finding Vorbis, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means Vorbis was incorrectly installed"
echo "*** or that you have moved Vorbis since it was installed." ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
VORBIS_CFLAGS=""
VORBIS_LIBS=""
VORBISFILE_LIBS=""
VORBISENC_LIBS=""
ifelse([$2], , :, [$2])
fi
AC_SUBST(VORBIS_CFLAGS)
AC_SUBST(VORBIS_LIBS)
AC_SUBST(VORBISFILE_LIBS)
AC_SUBST(VORBISENC_LIBS)
rm -f conf.vorbistest
])
dnl XIPH_PATH_THEORA([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Test for libtheora, and define THEORA_CFLAGS and THEORA_LIBS
dnl
AC_DEFUN([XIPH_PATH_THEORA],
[dnl
dnl Get the cflags and libraries
dnl
AC_ARG_WITH(theora,[ --with-theora=PFX Prefix where libtheora is installed (optional)], theora_prefix="$withval", theora_prefix="")
AC_ARG_WITH(theora-libraries,[ --with-theora-libraries=DIR Directory where libtheora library is installed (optional)], theora_libraries="$withval", theora_libraries="")
AC_ARG_WITH(theora-includes,[ --with-theora-includes=DIR Directory where libtheora header files are installed (optional)], theora_includes="$withval", theora_includes="")
AC_ARG_ENABLE(theoratest, [ --disable-theoratest Do not try to compile and run a test Theora program],, enable_theoratest=yes)
if test "x$theora_libraries" != "x" ; then
THEORA_LIBS="-L$theora_libraries"
elif test "x$theora_prefix" != "x" ; then
THEORA_LIBS="-L$theora_prefix/lib"
elif test "x$prefix" != "xNONE"; then
THEORA_LIBS="-L$libdir"
fi
THEORA_LIBS="$THEORA_LIBS -ltheora"
if test "x$theora_includes" != "x" ; then
THEORA_CFLAGS="-I$theora_includes"
elif test "x$theora_prefix" != "x" ; then
THEORA_CFLAGS="-I$theora_prefix/include"
elif test "x$prefix" != "xNONE"; then
THEORA_CFLAGS=""
fi
AC_MSG_CHECKING(for Theora)
no_theora=""
if test "x$enable_theoratest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $THEORA_CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $THEORA_LIBS $OGG_LIBS"
dnl
dnl Now check if the installed Theora is sufficiently new.
dnl
rm -f conf.theoratest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <theora/theora.h>
#include <vorbis/codec.h>
int main ()
{
theora_info ti;
theora_state ts;
theora_info_init(&ti);
system("touch conf.theoratest");
return 0;
}
],, no_theora=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
if test "x$no_theora" = "x" ; then
AC_MSG_RESULT(yes)
ifelse([$1], , :, [$1])
else
AC_MSG_RESULT(no)
if test -f conf.theoratest ; then
:
else
echo "*** Could not run Theora test program, checking why..."
CFLAGS="$CFLAGS $THEORA_CFLAGS"
LIBS="$LIBS $THEORA_LIBS $OGG_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <vorbis/codec.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding Theora or finding the wrong"
echo "*** version of Theora. If it is not finding Theora, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means Theora was incorrectly installed"
echo "*** or that you have moved Theora since it was installed." ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
THEORA_CFLAGS=""
THEORA_LIBS=""
ifelse([$2], , :, [$2])
fi
AC_SUBST(THEORA_CFLAGS)
AC_SUBST(THEORA_LIBS)
rm -f conf.theoratest
])
-137
View File
@@ -1,137 +0,0 @@
#!/bin/sh
# Run this to generate all the initial makefiles, etc.
srcdir=`dirname $0`
PKG_NAME="fs2_open"
# check the version of a package
check_version() {
COMMAND=$1
MAJOR=$2
MINOR=$3
MICRO=$4
($COMMAND --version) </dev/null >/dev/null 2>&1 || return 1
ver=`$COMMAND --version|head -n 1|sed 's/^.*) //'|sed 's/ (.*)//'`
major=`echo $ver | cut -d. -f1 | sed s/[a-zA-Z\-].*//g`
minor=`echo $ver | cut -d. -f2 | sed s/[a-zA-Z\-].*//g`
micro=`echo $ver | cut -d. -f3 | sed s/[a-zA-Z\-].*//g`
test -z "$major" && major=0
test -z "$minor" && minor=0
test -z "$micro" && micro=0
fail=0
if [ ! "$major" -gt "$MAJOR" ]; then
if [ "$major" -lt "$MAJOR" ]; then
fail=1
elif [ ! "$minor" -gt "$MINOR" ]; then
if [ "$minor" -lt "$MINOR" ]; then
fail=1
elif [ "$micro" -lt "$MICRO" ]; then
fail=1
fi
fi
fi
return "$fail"
}
AUTOMAKE=
ACLOCAL=
DIE=0
(autoconf --version) < /dev/null > /dev/null 2>&1 || {
echo
echo "**Error**: You must have \`autoconf' installed to."
echo "Download the appropriate package for your distribution,"
echo "or get the source tarball at ftp://ftp.gnu.org/pub/gnu/"
DIE=1
}
for AM in automake-1.9 automake-1.8 automake-1.7 automake-1.6 automake; do
(check_version "$AM" 1 6 1) && {
AUTOMAKE="$AM"
break
}
done
if [ -z "$AUTOMAKE" ]; then
echo
echo "**Error**: You must have \`automake' version 1.6.1 or greater"
echo "installed to compile $PKG_NAME. Download the appropriate package"
echo "for your distribution, or get the source tarball at"
echo "ftp://ftp.gnu.org/pub/gnu/"
DIE=1
fi
# if no automake, don't bother testing for aclocal
test -z "$AUTOMAKE" || {
for ACL in aclocal-1.9 aclocal-1.8 aclocal-1.7 aclocal-1.6 aclocal; do
(check_version "$ACL" 1 6 1) && {
ACLOCAL="$ACL"
break
}
done
if [ -z "$ACLOCAL" ]; then
echo
echo "**Error**: Missing \`aclocal'. The version of \`automake'"
echo "installed seems to be outdated. Get a recent package from"
echo "ftp://ftp.gnu.org/pub/gnu/"
DIE=1
fi
}
if test "$DIE" -eq 1; then
exit 1
fi
if test -z "$*"; then
echo "**Warning**: I am going to run \`configure' with no arguments."
echo "If you wish to pass any to it, please specify them on the"
echo \`$0\'" command line."
echo
fi
case $CC in
xlc )
am_opt=--include-deps;;
esac
for coin in `find $srcdir -name configure.ac -print`
do
dr=`dirname $coin`
if test -f $dr/NO-AUTO-GEN; then
echo skipping $dr -- flagged as no auto-gen
else
echo processing $dr
macrodirs=`sed -n -e 's,AM_ACLOCAL_INCLUDE(\(.*\)),\1,gp' < $coin`
( cd $dr
aclocalinclude="$ACLOCAL_FLAGS"
for k in $macrodirs; do
if test -d $k; then
aclocalinclude="$aclocalinclude -I $k"
##else
## echo "**Warning**: No such directory \`$k'. Ignored."
fi
done
echo "Running $ACLOCAL $aclocalinclude ..."
"$ACLOCAL" $aclocalinclude
echo "Running $AUTOMAKE --add-missing --copy --foreign $am_opt ..."
"$AUTOMAKE" --add-missing --copy --foreign $am_opt
echo "Running autoconf..."
autoconf
)
fi
done
#conf_flags="--enable-maintainer-mode --enable-compile-warnings" #--enable-iso-c
if test x$NOCONFIGURE = x; then
echo Running $srcdir/configure $conf_flags "$@" ...
$srcdir/configure $conf_flags "$@" \
&& echo Now type \`make\' to compile $PKG_NAME.
else
echo Skipping configure process.
fi
-862
View File
@@ -1,862 +0,0 @@
## code/Makefile.am for fs2_open
##
## $Id: Makefile.am,v 1.31.2.10 2007-11-22 04:52:12 taylor Exp $
EXTRA_DIST = \
freespace2/app_icon.ico \
freespace2/freespace.rc \
freespace2/freespaceresource.h \
freespace2/goal_com.bmp \
freespace2/goal_fail.bmp \
freespace2/goal_inc.bmp \
freespace2/goal_none.bmp \
freespace2/goal_ord.bmp \
fred2/addvariabledlg.cpp \
fred2/addvariabledlg.h \
fred2/adjustgriddlg.cpp \
fred2/adjustgriddlg.h \
fred2/asteroideditordlg.cpp \
fred2/asteroideditordlg.h \
fred2/bgbitmapdlg.cpp \
fred2/bgbitmapdlg.h \
fred2/briefingeditordlg.cpp \
fred2/briefingeditordlg.h \
fred2/campaigneditordlg.cpp \
fred2/campaigneditordlg.h \
fred2/campaignfilelistbox.cpp \
fred2/campaignfilelistbox.h \
fred2/campaigntreeview.cpp \
fred2/campaigntreeview.h \
fred2/campaigntreewnd.cpp \
fred2/campaigntreewnd.h \
fred2/cmdbrief.cpp \
fred2/cmdbrief.h \
fred2/createwingdlg.cpp \
fred2/createwingdlg.h \
fred2/customwingnames.cpp \
fred2/customwingnames.h \
fred2/debriefingeditordlg.cpp \
fred2/debriefingeditordlg.h \
fred2/dialog1.cpp \
fred2/dialog1.h \
fred2/dumpstats.cpp \
fred2/dumpstats.h \
fred2/editor.h \
fred2/eventeditor.cpp \
fred2/eventeditor.h \
fred2/folderdlg.cpp \
fred2/folderdlg.h \
fred2/fred.cpp \
fred2/fred.h \
fred2/fred.rc \
fred2/freddoc.cpp \
fred2/freddoc.h \
fred2/fredrender.cpp \
fred2/fredrender.h \
fred2/fredstubs.cpp \
fred2/fredview.cpp \
fred2/fredview.h \
fred2/grid.cpp \
fred2/grid.h \
fred2/ignoreordersdlg.cpp \
fred2/ignoreordersdlg.h \
fred2/initialships.cpp \
fred2/initialships.h \
fred2/initialstatus.cpp \
fred2/initialstatus.h \
fred2/mainfrm.cpp \
fred2/mainfrm.h \
fred2/makehelp.bat \
fred2/management.cpp \
fred2/management.h \
fred2/messageeditordlg.cpp \
fred2/messageeditordlg.h \
fred2/missiongoalsdlg.cpp \
fred2/missiongoalsdlg.h \
fred2/missionnotesdlg.cpp \
fred2/missionnotesdlg.h \
fred2/missionsave.cpp \
fred2/missionsave.h \
fred2/modifyvariabledlg.cpp \
fred2/modifyvariabledlg.h \
fred2/operatorargtypeselect.cpp \
fred2/operatorargtypeselect.h \
fred2/orienteditor.cpp \
fred2/orienteditor.h \
fred2/playerstarteditor.cpp \
fred2/playerstarteditor.h \
fred2/prefsdlg.cpp \
fred2/prefsdlg.h \
fred2/reinforcementeditordlg.cpp \
fred2/reinforcementeditordlg.h \
fred2/resource.h \
fred2/resource.hm \
fred2/setglobalshipflags.cpp \
fred2/setglobalshipflags.h \
fred2/sexp_tree.cpp \
fred2/sexp_tree.h \
fred2/shieldsysdlg.cpp \
fred2/shieldsysdlg.h \
fred2/ship_select.cpp \
fred2/ship_select.h \
fred2/shipchecklistbox.cpp \
fred2/shipchecklistbox.h \
fred2/shipclasseditordlg.cpp \
fred2/shipclasseditordlg.h \
fred2/shipeditordlg.cpp \
fred2/shipeditordlg.h \
fred2/shipflagsdlg.cpp \
fred2/shipflagsdlg.h \
fred2/shipgoalsdlg.cpp \
fred2/shipgoalsdlg.h \
fred2/shipspecialdamage.cpp \
fred2/shipspecialdamage.h \
fred2/shipspecialhitpoints.cpp \
fred2/shipspecialhitpoints.h \
fred2/shiptexturesdlg.cpp \
fred2/shiptexturesdlg.h \
fred2/starfieldeditor.cpp \
fred2/starfieldeditor.h \
fred2/stdafx.cpp \
fred2/stdafx.h \
fred2/textviewdlg.cpp \
fred2/textviewdlg.h \
fred2/voiceactingmanager.cpp \
fred2/voiceactingmanager.h \
fred2/waypointpathdlg.cpp \
fred2/waypointpathdlg.h \
fred2/weaponeditordlg.cpp \
fred2/weaponeditordlg.h \
fred2/wing.cpp \
fred2/wing.h \
fred2/wing_editor.cpp \
fred2/wing_editor.h \
fred2/hlp/afxcore.rtf \
fred2/hlp/afxhelp.hm \
fred2/hlp/afxprint.rtf \
fred2/hlp/appexit.bmp \
fred2/hlp/bullet.bmp \
fred2/hlp/curarw2.bmp \
fred2/hlp/curarw4.bmp \
fred2/hlp/curhelp.bmp \
fred2/hlp/editcopy.bmp \
fred2/hlp/editcut.bmp \
fred2/hlp/editpast.bmp \
fred2/hlp/editundo.bmp \
fred2/hlp/filenew.bmp \
fred2/hlp/fileopen.bmp \
fred2/hlp/fileprnt.bmp \
fred2/hlp/filesave.bmp \
fred2/hlp/fred.hm \
fred2/hlp/fred.hpj \
fred2/hlp/help.log \
fred2/hlp/hlpsbar.bmp \
fred2/hlp/hlptbar.bmp \
fred2/hlp/recfirst.bmp \
fred2/hlp/reclast.bmp \
fred2/hlp/recnext.bmp \
fred2/hlp/recprev.bmp \
fred2/hlp/scmax.bmp \
fred2/hlp/scmenu.bmp \
fred2/hlp/scmin.bmp \
fred2/res/bitmap1.bmp \
fred2/res/black_do.bmp \
fred2/res/bmp00001.bmp \
fred2/res/chained.bmp \
fred2/res/chained_directive.bmp \
fred2/res/cursor1.cur \
fred2/res/cursor2.cur \
fred2/res/data.bmp \
fred2/res/fred.ico \
fred2/res/fred.rc2 \
fred2/res/freddoc.ico \
fred2/res/green_do.bmp \
fred2/res/root.bmp \
fred2/res/root_directive.bmp \
fred2/res/toolbar.bmp \
fred2/res/toolbar1.bmp \
fred2/res/variable.bmp \
sound/phrases.xml \
sound/gc.exe \
wxfred2/res/fred.ico \
wxfred2/wxfred.xrc
# D_ variants are defaults and should always be used
# FS2_ variants are for game building and wxFRED
AM_CXXFLAGS = @D_CFLAGS@ @FS2_CXXFLAGS@ -I../lua
AM_LDFLAGS = @D_LDFLAGS@ @FS2_LDFLAGS@
noinst_LIBRARIES = libcode.a
noinst_PROGRAMS = @FS2_BINARY@
EXTRA_PROGRAMS = fs2_open_r fs2_open_d wxFRED2_r wxFRED2_d
###############################################################################
##
## Begin CORE library
##
FS2_SOURCES = \
ai/ai.cpp \
ai/ai.h \
ai/aibig.cpp \
ai/aibig.h \
ai/aicode.cpp \
ai/aigoals.cpp \
ai/aigoals.h \
ai/aiinternal.h \
ai/ailocal.h \
ai/aiturret.cpp \
ai/ai_profiles.cpp \
ai/ai_profiles.h \
anim/animplay.cpp \
anim/animplay.h \
anim/packunpack.cpp \
anim/packunpack.h \
asteroid/asteroid.cpp \
asteroid/asteroid.h \
autopilot/autopilot.cpp \
autopilot/autopilot.h \
bmpman/bm_internal.h \
bmpman/bmpman.cpp \
bmpman/bmpman.h \
camera/camera.cpp \
camera/camera.h \
cfile/cfile.cpp \
cfile/cfile.h \
cfile/cfilearchive.cpp \
cfile/cfilearchive.h \
cfile/cfilelist.cpp \
cfile/cfilesystem.cpp \
cfile/cfilesystem.h \
cmdline/cmdline.cpp \
cmdline/cmdline.h \
cmeasure/cmeasure.cpp \
cmeasure/cmeasure.h \
controlconfig/controlsconfig.cpp \
controlconfig/controlsconfig.h \
controlconfig/controlsconfigcommon.cpp \
cutscene/cutscenes.cpp \
cutscene/cutscenes.h \
cutscene/decoder16.cpp \
cutscene/decoder8.cpp \
cutscene/movie.cpp \
cutscene/movie.h \
cutscene/mve_audio.cpp \
cutscene/mvelib.cpp \
cutscene/mvelib.h \
cutscene/mveplayer.cpp \
cutscene/oggplayer.cpp \
cutscene/oggplayer.h \
ddsutils/ddsutils.cpp \
ddsutils/ddsutils.h \
debris/debris.cpp \
debris/debris.h \
debugconsole/console.cpp \
debugconsole/dbugfile.h \
debugconsole/timerbar.cpp \
debugconsole/timerbar.h \
decals/decals.cpp \
decals/decals.h \
demo/demo.cpp \
demo/demo.h \
exceptionhandler/exceptionhandler.cpp \
exceptionhandler/exceptionhandler.h \
fireball/fireballs.cpp \
fireball/fireballs.h \
fireball/warpineffect.cpp \
fs2netd/fs2netd_client.cpp \
fs2netd/fs2netd_client.h \
fs2netd/tcp_client.cpp \
fs2netd/tcp_client.h \
fs2netd/tcp_socket.cpp \
fs2netd/tcp_socket.h \
fs2netd/protocol.h \
gamehelp/contexthelp.cpp \
gamehelp/contexthelp.h \
gamehelp/gameplayhelp.cpp \
gamehelp/gameplayhelp.h \
gamesequence/gamesequence.cpp \
gamesequence/gamesequence.h \
globalincs/alphacolors.cpp \
globalincs/alphacolors.h \
globalincs/crypt.cpp \
globalincs/crypt.h \
globalincs/def_files.cpp \
globalincs/def_files.h \
globalincs/globals.h \
globalincs/linklist.h \
globalincs/pstypes.h \
globalincs/systemvars.cpp \
globalincs/systemvars.h \
globalincs/version.cpp \
globalincs/version.h \
graphics/2d.cpp \
graphics/2d.h \
graphics/font.cpp \
graphics/font.h \
graphics/generic.cpp \
graphics/generic.h \
graphics/grbatch.cpp \
graphics/grbatch.h \
graphics/grinternal.h \
graphics/gropengl.cpp \
graphics/gropengl.h \
graphics/gropenglbmpman.cpp \
graphics/gropenglbmpman.h \
graphics/gropengldraw.cpp \
graphics/gropengldraw.h \
graphics/gropenglextension.cpp \
graphics/gropenglextension.h \
graphics/gropengllight.cpp \
graphics/gropengllight.h \
graphics/gropenglshader.cpp \
graphics/gropenglshader.h \
graphics/gropenglstate.cpp \
graphics/gropenglstate.h \
graphics/gropengltexture.cpp \
graphics/gropengltexture.h \
graphics/gropengltnl.cpp \
graphics/gropengltnl.h \
graphics/grstub.cpp \
graphics/grstub.h \
graphics/line.h \
graphics/tmapper.h \
graphics/textureset.cpp \
hud/hud.cpp \
hud/hud.h \
hud/hudartillery.cpp \
hud/hudartillery.h \
hud/hudbrackets.cpp \
hud/hudbrackets.h \
hud/hudconfig.cpp \
hud/hudconfig.h \
hud/hudescort.cpp \
hud/hudescort.h \
hud/hudets.cpp \
hud/hudets.h \
hud/hudgauges.h \
hud/hudlock.cpp \
hud/hudlock.h \
hud/hudmessage.cpp \
hud/hudmessage.h \
hud/hudnavigation.cpp \
hud/hudnavigation.h \
hud/hudobserver.cpp \
hud/hudobserver.h \
hud/hudparse.cpp \
hud/hudparse.h \
hud/hudresource.h \
hud/hudreticle.cpp \
hud/hudreticle.h \
hud/hudshield.cpp \
hud/hudshield.h \
hud/hudsquadmsg.cpp \
hud/hudsquadmsg.h \
hud/hudtarget.cpp \
hud/hudtarget.h \
hud/hudtargetbox.cpp \
hud/hudtargetbox.h \
hud/hudwingmanstatus.cpp \
hud/hudwingmanstatus.h \
iff_defs/iff_defs.cpp \
iff_defs/iff_defs.h \
inetfile/cftp.cpp \
inetfile/cftp.h \
inetfile/chttpget.cpp \
inetfile/chttpget.h \
inetfile/inetgetfile.cpp \
inetfile/inetgetfile.h \
io/joy.cpp \
io/joy.h \
io/joy_ff.h \
io/key.cpp \
io/key.h \
io/keycontrol.cpp \
io/keycontrol.h \
io/mouse.cpp \
io/mouse.h \
io/timer.cpp \
io/timer.h \
io/trackir.cpp \
io/trackir.h \
jpgutils/jpgutils.cpp \
jpgutils/jpgutils.h \
jumpnode/jumpnode.cpp \
jumpnode/jumpnode.h \
lab/lab.cpp \
lab/lab.h \
lab/wmcgui.cpp \
lab/wmcgui.h \
lighting/lighting.cpp \
lighting/lighting.h \
localization/fhash.cpp \
localization/fhash.h \
localization/localize.cpp \
localization/localize.h \
math/bitarray.h \
math/fix.cpp \
math/fix.h \
math/floating.cpp \
math/floating.h \
math/fvi.cpp \
math/fvi.h \
math/spline.cpp \
math/spline.h \
math/staticrand.cpp \
math/staticrand.h \
math/vecmat.cpp \
math/vecmat.h \
menuui/barracks.cpp \
menuui/barracks.h \
menuui/credits.cpp \
menuui/credits.h \
menuui/fishtank.cpp \
menuui/fishtank.h \
menuui/mainhallmenu.cpp \
menuui/mainhallmenu.h \
menuui/mainhalltemp.cpp \
menuui/mainhalltemp.h \
menuui/optionsmenu.cpp \
menuui/optionsmenu.h \
menuui/optionsmenumulti.cpp \
menuui/optionsmenumulti.h \
menuui/playermenu.cpp \
menuui/playermenu.h \
menuui/readyroom.cpp \
menuui/readyroom.h \
menuui/snazzyui.cpp \
menuui/snazzyui.h \
menuui/techmenu.cpp \
menuui/techmenu.h \
menuui/trainingmenu.cpp \
menuui/trainingmenu.h \
mission/missionbriefcommon.cpp \
mission/missionbriefcommon.h \
mission/missioncampaign.cpp \
mission/missioncampaign.h \
mission/missiongoals.cpp \
mission/missiongoals.h \
mission/missiongrid.cpp \
mission/missiongrid.h \
mission/missionhotkey.cpp \
mission/missionhotkey.h \
mission/missionload.cpp \
mission/missionload.h \
mission/missionlog.cpp \
mission/missionlog.h \
mission/missionmessage.cpp \
mission/missionmessage.h \
mission/missionparse.cpp \
mission/missionparse.h \
mission/missiontraining.cpp \
mission/missiontraining.h \
missionui/chatbox.cpp \
missionui/chatbox.h \
missionui/fictionviewer.cpp \
missionui/fictionviewer.h \
missionui/missionbrief.cpp \
missionui/missionbrief.h \
missionui/missioncmdbrief.cpp \
missionui/missioncmdbrief.h \
missionui/missiondebrief.cpp \
missionui/missiondebrief.h \
missionui/missionloopbrief.cpp \
missionui/missionloopbrief.h \
missionui/missionpause.cpp \
missionui/missionpause.h \
missionui/missionrecommend.cpp \
missionui/missionrecommend.h \
missionui/missionscreencommon.cpp \
missionui/missionscreencommon.h \
missionui/missionshipchoice.cpp \
missionui/missionshipchoice.h \
missionui/missionstats.cpp \
missionui/missionstats.h \
missionui/missionweaponchoice.cpp \
missionui/missionweaponchoice.h \
missionui/redalert.cpp \
missionui/redalert.h \
model/model.h \
model/modelanim.cpp \
model/modelanim.h \
model/modelcollide.cpp \
model/modelinterp.cpp \
model/modelsinc.h \
model/modeloctant.cpp \
model/modelread.cpp \
nebula/neb.cpp \
nebula/neb.h \
nebula/neblightning.cpp \
nebula/neblightning.h \
network/chat_api.cpp \
network/chat_api.h \
network/multi.cpp \
network/multi.h \
network/multilag.cpp \
network/multilag.h \
network/multimsgs.cpp \
network/multimsgs.h \
network/multiteamselect.cpp \
network/multiteamselect.h \
network/multiui.cpp \
network/multiui.h \
network/multiutil.cpp \
network/multiutil.h \
network/multi_campaign.cpp \
network/multi_campaign.h \
network/multi_data.cpp \
network/multi_data.h \
network/multi_dogfight.cpp \
network/multi_dogfight.h \
network/multi_endgame.cpp \
network/multi_endgame.h \
network/multi_ingame.cpp \
network/multi_ingame.h \
network/multi_kick.cpp \
network/multi_kick.h \
network/multi_log.cpp \
network/multi_log.h \
network/multi_obj.cpp \
network/multi_obj.h \
network/multi_observer.cpp \
network/multi_observer.h \
network/multi_oo.h \
network/multi_options.cpp \
network/multi_options.h \
network/multi_pause.cpp \
network/multi_pause.h \
network/multi_pinfo.cpp \
network/multi_pinfo.h \
network/multi_ping.cpp \
network/multi_ping.h \
network/multi_pmsg.cpp \
network/multi_pmsg.h \
network/multi_pxo.cpp \
network/multi_pxo.h \
network/multi_rate.cpp \
network/multi_rate.h \
network/multi_respawn.cpp \
network/multi_respawn.h \
network/multi_team.cpp \
network/multi_team.h \
network/multi_update.h \
network/multi_voice.cpp \
network/multi_voice.h \
network/multi_xfer.cpp \
network/multi_xfer.h \
network/psnet.cpp \
network/psnet.h \
network/psnet2.cpp \
network/psnet2.h \
network/stand_gui.cpp \
network/stand_gui-unix.cpp \
network/stand_gui.h \
object/collidedebrisship.cpp \
object/collidedebrisweapon.cpp \
object/collideshipship.cpp \
object/collideshipweapon.cpp \
object/collideweaponweapon.cpp \
object/deadobjectdock.cpp \
object/deadobjectdock.h \
object/objcollide.cpp \
object/objcollide.h \
object/objectdock.cpp \
object/objectdock.h \
object/object.cpp \
object/object.h \
object/objectshield.cpp \
object/objectshield.h \
object/objectsort.cpp \
object/parseobjectdock.cpp \
object/parseobjectdock.h \
object/waypoint.cpp \
object/waypoint.h \
observer/observer.cpp \
observer/observer.h \
palman/palman.cpp \
palman/palman.h \
parse/encrypt.cpp \
parse/encrypt.h \
parse/lua.cpp \
parse/lua.h \
parse/parselo.cpp \
parse/parselo.h \
parse/scripting.cpp \
parse/scripting.h \
parse/sexp.cpp \
parse/sexp.h \
particle/particle.cpp \
particle/particle.h \
pcxutils/pcxutils.cpp \
pcxutils/pcxutils.h \
physics/physics.cpp \
physics/physics.h \
playerman/managepilot.cpp \
playerman/managepilot.h \
playerman/player.h \
playerman/playercontrol.cpp \
popup/popup.cpp \
popup/popup.h \
popup/popupdead.cpp \
popup/popupdead.h \
radar/radar.cpp \
radar/radar.h \
radar/radarorb.cpp \
radar/radarorb.h \
radar/radarsetup.cpp \
radar/radarsetup.h \
render/3d.h \
render/3dclipper.cpp \
render/3ddraw.cpp \
render/3dinternal.h \
render/3dlaser.cpp \
render/3dmath.cpp \
render/3dsetup.cpp \
ship/afterburner.cpp \
ship/afterburner.h \
ship/awacs.cpp \
ship/awacs.h \
ship/shield.cpp \
ship/ship.cpp \
ship/ship.h \
ship/shipcontrails.cpp \
ship/shipcontrails.h \
ship/shipfx.cpp \
ship/shipfx.h \
ship/shiphit.cpp \
ship/shiphit.h \
ship/subsysdamage.h \
species_defs/species_defs.cpp \
species_defs/species_defs.h \
starfield/nebula.cpp \
starfield/nebula.h \
starfield/starfield.cpp \
starfield/starfield.h \
starfield/supernova.cpp \
starfield/supernova.h \
stats/medals.cpp \
stats/medals.h \
stats/scoring.cpp \
stats/scoring.h \
stats/stats.cpp \
stats/stats.h \
tgautils/tgautils.cpp \
tgautils/tgautils.h \
ui/button.cpp \
ui/checkbox.cpp \
ui/gadget.cpp \
ui/icon.cpp \
ui/inputbox.cpp \
ui/keytrap.cpp \
ui/listbox.cpp \
ui/radio.cpp \
ui/scroll.cpp \
ui/slider.cpp \
ui/slider2.cpp \
ui/ui.h \
ui/uidefs.h \
ui/uidraw.cpp \
ui/uimouse.cpp \
ui/window.cpp \
weapon/beam.cpp \
weapon/beam.h \
weapon/corkscrew.cpp \
weapon/corkscrew.h \
weapon/emp.cpp \
weapon/emp.h \
weapon/flak.cpp \
weapon/flak.h \
weapon/muzzleflash.cpp \
weapon/muzzleflash.h \
weapon/shockwave.cpp \
weapon/shockwave.h \
weapon/swarm.cpp \
weapon/swarm.h \
weapon/trails.cpp \
weapon/trails.h \
weapon/weapons.cpp \
weapon/weapon.h
## conditional includes follow:
## joystic support sources
if FS2_OS_WIN32
JOY_SOURCES = \
io/joy-win.cpp \
io/joy_ff.cpp \
io/sw_error.hpp \
io/sw_force.h \
io/sw_guid.hpp \
io/swff_lib.cpp
endif
if FS2_OS_UNIX
JOY_SOURCES = \
io/joy-sdl.cpp
endif
## sound support sources
if FS2_SOUND
SOUND_SOURCES = \
gamesnd/eventmusic.cpp \
gamesnd/eventmusic.h \
gamesnd/gamesnd.cpp \
gamesnd/gamesnd.h \
object/objectsnd.cpp \
object/objectsnd.h \
sound/ogg/ogg.cpp \
sound/ogg/ogg.h \
sound/audiostr-openal.cpp \
sound/audiostr.cpp \
sound/audiostr.h \
sound/acm-openal.cpp \
sound/acm.cpp \
sound/acm.h \
sound/ds.cpp \
sound/ds.h \
sound/ds3d.cpp \
sound/ds3d.h \
sound/dscap.cpp \
sound/dscap.h \
sound/midifile.cpp \
sound/midifile.h \
sound/midiseq.h \
sound/rbaudio.cpp \
sound/rbaudio.h \
sound/rtvoice.cpp \
sound/rtvoice.h \
sound/sound.cpp \
sound/sound.h \
sound/winmidi.cpp \
sound/winmidi.h \
sound/winmidi_base.cpp \
vcodec/codec1.cpp \
vcodec/codec1.h \
sound/fsspeech.cpp \
sound/fsspeech.h \
sound/speech.cpp \
sound/speech.h \
sound/voicerec.cpp \
sound/voicerec.h
endif
## Win32-specific sources
if FS2_OS_WIN32
WIN32_SOURCES = \
directx/dx8show.cpp \
directx/dx8show.h \
directx/vasync.h \
directx/vd3dtypes.h \
directx/vddraw.h \
directx/vdinput.h \
directx/vdplay.h \
directx/vdplobby.h \
directx/vdsetup.h \
directx/vdsound.h \
directx/vdvp.h \
globalincs/windebug.cpp \
graphics/gl/GLAUX.H \
graphics/gl/GLU.H \
graphics/gl/Gl.h \
graphics/gl/Glext.h \
graphics/gl/wglext.h \
graphics/GrD3DStateBlock.cpp \
graphics/GrD3DStateBlock.h \
graphics/grd3d.cpp \
graphics/grd3d.h \
graphics/grd3dcalls.cpp \
graphics/grd3dbmpman.cpp \
graphics/grd3dbmpman.h \
graphics/grd3dinternal.h \
graphics/grd3dlight.cpp \
graphics/grd3dlight.h \
graphics/grd3drender.cpp \
graphics/grd3dsetup.cpp \
graphics/grd3dsetup.h \
graphics/grd3dtexture.cpp \
osapi/monopub.h \
osapi/osapi.cpp \
osapi/osapi.h \
osapi/osregistry.cpp \
osapi/osregistry.h \
osapi/outwnd.cpp \
osapi/outwnd.h
endif
## Unix-specific sources
if FS2_OS_UNIX
UNIX_SOURCES = \
osapi/osapi_unix.cpp \
osapi/osapi.h \
osapi/osregistry_unix.cpp \
osapi/osregistry.h \
osapi/outwnd_unix.cpp \
osapi/outwnd.h \
windows_stub/stubs.cpp \
windows_stub/config.h
endif
## libcode.a
libcode_a_SOURCES = ${FS2_SOURCES} ${JOY_SOURCES} ${SOUND_SOURCES} \
${WIN32_SOURCES} ${UNIX_SOURCES}
##
## End CODE library
##
###############################################################################
###############################################################################
##
## Begin MAIN fs2 binary
##
FS2OPEN_SOURCES = \
freespace2/freespace.cpp \
freespace2/freespace.h \
freespace2/levelpaging.cpp \
freespace2/levelpaging.h
fs2_open_d_SOURCES = \
${FS2OPEN_SOURCES}
fs2_open_r_SOURCES = \
${FS2OPEN_SOURCES}
fs2_open_d_LDADD = libcode.a ../libjpeg/libjpeg.a ../lua/liblua.a
fs2_open_r_LDADD = libcode.a ../libjpeg/libjpeg.a ../lua/liblua.a
##
## End MAIN binary
##
###############################################################################
###############################################################################
##
## Begin wxFRED2 binary
##
wxFRED_SOURCES = \
wxfred2/wxfred2.cpp \
wxfred2/wxfred2.h \
wxfred2/fredframe.cpp \
wxfred2/fredframe.h \
wxfred2/wxfred_xrc.cpp \
wxfred2/wxfred_xrc.h
wxFRED2_d_SOURCES = \
${wxFRED_SOURCES}
wxFRED2_r_SOURCES = \
${wxFRED_SOURCES}
wxFRED2_d_LDADD = libcode.a ../libjpeg/libjpeg.a
wxFRED2_r_LDADD = libcode.a ../libjpeg/libjpeg.a
##
## End wxFRED2 binary
##
###############################################################################
-96
View File
@@ -1,96 +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.
*
*/
// The code in here is just for bookeeping, allocating
// ai slots and linking them to ships.
// See AiCode.cpp for the actual AI code.
#include "ai/ai.h"
#include "object/object.h"
#include "ship/ship.h"
int Total_goal_ship_names = 0;
char Goal_ship_names[MAX_GOAL_SHIP_NAMES][NAME_LENGTH];
ai_info Ai_info[MAX_AI_INFO];
ai_info *Player_ai;
// Return index of free AI slot.
// Return -1 if no free slot.
int ai_get_slot(int shipnum)
{
int i;
for (i=0; i<MAX_AI_INFO ; i++)
if (Ai_info[i].shipnum == -1) {
Ai_info[i].shipnum = shipnum;
return i;
}
Warning( LOCATION, "Couldn't get AI slot" );
Int3();
return -1;
}
// Releases an AI slot to be used by someone else.
// Only modifies in Ai_info struct. Does not modify hook in ship.
void ai_free_slot(int ai_index)
{
Assert( (ai_index >= 0) && (ai_index < MAX_AI_INFO) );
Ai_info[ai_index].shipnum = -1;
}
int get_wingnum(int objnum)
{
int shipnum, ai_index;
shipnum = Objects[objnum].instance;
ai_index = Ships[shipnum].ai_index;
return Ai_info[ai_index].wing;
}
void set_wingnum(int objnum, int wingnum)
{
int shipnum, ai_index;
Assert(Objects[objnum].type == OBJ_SHIP);
shipnum = Objects[objnum].instance;
Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
ai_index = Ships[shipnum].ai_index;
Assert( (ai_index >= 0) && (ai_index < MAX_AI_INFO) );
Ai_info[ai_index].wing = wingnum;
}
char *ai_get_goal_ship_name(char *name, int *index)
{
int i;
for (i=0; i < Total_goal_ship_names; i++)
if (!stricmp(name, Goal_ship_names[i])) {
*index = i;
return Goal_ship_names[i];
}
Assert(Total_goal_ship_names < MAX_GOAL_SHIP_NAMES);
Assert(strlen(name) < NAME_LENGTH - 1);
i = Total_goal_ship_names++;
strcpy(Goal_ship_names[i], name);
*index = i;
return Goal_ship_names[i];
}
-882
View File
@@ -1,882 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/ai.h $
* $Revision: 1.12.2.2 $
* $Date: 2007-08-11 16:51:55 $
* $Author: Goober5000 $
*
* $Log: not supported by cvs2svn $
* Revision 1.12.2.1 2006/06/04 01:03:12 Goober5000
* add fighterbay restriction code
* --Goober5000
*
* Revision 1.12 2006/02/25 21:46:59 Goober5000
* spelling
*
* Revision 1.11 2006/02/20 02:13:07 Goober5000
* added ai-ignore-new which hopefully should fix the ignore bug
* --Goober5000
*
* Revision 1.10 2006/02/19 22:00:09 Goober5000
* restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except
* --Goober5000
*
* Revision 1.9 2005/11/24 08:46:11 Goober5000
* * cleaned up mission_do_departure
* * fixed a hidden crash (array index being -1; would only
* be triggered for ships w/o subspace drives under certain conditions)
* * removed finding a new fighterbay target because it might screw up missions
* * improved clarity, code flow, and readability :)
* * added custom AI flag for disabling warpouts if navigation subsystem fails
* --Goober5000
*
* Revision 1.8 2005/11/21 00:46:05 Goober5000
* add ai_settings.tbl
* --Goober5000
*
* Revision 1.7 2005/07/27 17:22:22 Goober5000
* more tweaks to the dock code
* --Goober5000
*
* Revision 1.6 2005/07/25 03:13:24 Goober5000
* various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI
* should now be added to all places where it is needed (except the turret code, which I still
* have to to review)
* --Goober5000
*
* Revision 1.5 2005/07/24 20:12:55 Goober5000
* cleaned up some rotating submodel code
* --Goober5000
*
* Revision 1.4 2005/07/22 09:19:39 wmcoolmon
* Dynamic AI Class number commit. KNOWN BUG: When AI_CLASS_INCREMENT is hit and vm_realloc is called, memory corruption seems to
* result. Not at all sure what causes this; if this can't be resolved soon, we can always treat _INCREMENT like _MAX
*
* Revision 1.3 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 1.2 2005/04/05 05:53:13 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.1 2005/03/25 06:45:12 wmcoolmon
* Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem.
*
* Revision 2.21 2005/02/20 23:13:00 wmcoolmon
* Trails stuff, moved ship docking func declaration so FRED could get to it.
*
* Revision 2.20 2005/01/28 09:01:04 Goober5000
* finished implementing docking to a rotating submodel
* --Goober5000
*
* Revision 2.19 2005/01/27 11:26:23 Goober5000
* dock points on rotating submodels is *almost* working
* --Goober5000
*
* Revision 2.18 2005/01/13 03:33:07 Goober5000
* hmm, rolled back one of my clarifications since it caused things to get messed up
* --Goober5000
*
* Revision 2.17 2005/01/11 21:38:48 Goober5000
* multiple ship docking :)
* don't tell anyone yet... check the SCP internal
* --Goober500
*
* Revision 2.16 2004/08/11 05:06:33 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.15 2004/07/25 00:31:30 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 2.14 2004/03/05 09:01:51 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.13 2004/01/26 23:07:43 phreak
* bumped MAX_AI_CLASSES to 30 if INF_BUILD is defined
*
* Revision 2.12 2003/11/11 02:15:40 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.11 2003/09/13 06:02:03 Goober5000
* clean rollback of all of argv's stuff
* --Goober5000
*
* Revision 2.9 2003/03/30 04:34:37 Goober5000
* preliminary work on ai facing sexp
* --Goober5000
*
* Revision 2.8 2003/01/19 22:20:22 Goober5000
* fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
* and departure into hangars should now all work properly
* --Goober5000
*
* Revision 2.7 2003/01/19 07:02:15 Goober5000
* fixed a bunch of bugs - "no-subspace-drive" should now work properly for
* all ships, and all ships who have their departure anchor set to a capital ship
* should exit to that ship when told to depart
* --Goober5000
*
* Revision 2.6 2003/01/07 20:06:44 Goober5000
* added ai-chase-any-except sexp
* --Goober5000
*
* Revision 2.5 2003/01/06 22:57:23 Goober5000
* implemented keep-safe-distance
* --Goober5000
*
* Revision 2.4 2003/01/03 21:58:07 Goober5000
* Fixed some minor bugs, and added a primitive-sensors flag, where if a ship
* has primitive sensors it can't target anything and objects don't appear
* on radar if they're outside a certain range. This range can be modified
* via the sexp primitive-sensors-set-range.
* --Goober5000
*
* Revision 2.3 2002/12/10 05:43:33 Goober5000
* Full-fledged ballistic primary support added! Try it and see! :)
*
* Revision 2.2 2002/10/19 19:29:28 bobboau
* initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
*
* Revision 2.1 2002/08/01 01:41:09 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 12 8/29/99 4:18p Andsager
* New "burst" limit for friendly damage. Also credit more damage done
* against large friendly ships.
*
* 11 8/26/99 5:14p Andsager
*
* 10 7/26/99 12:14p Andsager
* Apply cap to how much slower a transport flies with cargo. Remove
* limit on waypoint speed for training. Enemy ai get stealth exact pos
* when stealth fires
*
* 9 7/02/99 10:56a Andsager
* Put in big ship - big ship attack mode. Modify stealth sweep ai.
*
* 8 6/30/99 5:53p Dave
* Put in new anti-camper code.
*
* 7 6/23/99 5:51p Andsager
* Add waypoint-cap-speed. Checkin stealth ai - inactive.
*
* 6 6/14/99 10:45a Dave
* Made beam weapons specify accuracy by skill level in the weapons.tbl
*
* 5 4/20/99 6:39p Dave
* Almost done with artillery targeting. Added support for downloading
* images on the PXO screen.
*
* 4 4/20/99 3:40p Andsager
* Changes to big ship ai. Uses bounding box as limit where to fly to
* when flying away.
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 186 6/09/98 5:15p Lawrance
* French/German localization
*
* 185 5/23/98 2:41p Mike
* Make Easy the default skill level and prevent old pilot's skill level
* from carrying into new pilot.
*
* 184 5/20/98 12:45a Mike
* Fix bug in support ships aborting rearm. Also, remove test code that
* made any ship whose name began, "Kami" a kamikaze.
*
* 183 5/18/98 1:58a Mike
* Make Phoenix not be fired at fighters (but yes bombers).
* Improve positioning of ships in guard mode.
* Make turrets on player ship not fire near end of support ship docking.
*
* 182 5/13/98 4:41p Mike
* Make big ships try a tiny bit to avoid collision with each other when
* attacking another big ship. Make ships a little less likely to collide
* into player when in formation, drop off if player flying wacky.
*
* 181 5/12/98 4:53p Mike
* Make ships recover from collisions with big ships, eventually flying
* around.
*
* 180 5/10/98 11:30p Mike
* Better firing of bombs, less likely to go into strafe mode.
*
* 179 4/12/98 2:02p Mike
* Make small ships avoid big ships.
* Turn on Collide_friendly flag.
*
* 178 4/10/98 11:02p Mike
* Make countermeasures less effective against aspect seekers than against
* heat seekers.
* Make AI ships match bank with each other when attacking a faraway
* target.
* Make ships not do silly loop-de-loop sometimes when attacking a faraway
* target.
*
* 177 4/08/98 8:38a Mike
* Make ships avoid player when attacking or guarding a faraway object.
*
* 176 4/06/98 12:46a Allender
* bump max ai goals down to 5
*
* 175 4/01/98 9:20a Mike
* Reduce MAX_SHIPS, MAX_OBJECTS and make MAX_AI_INFO same as MAX_SHIPS
*
* 174 3/21/98 3:36p Mike
* Fix/optimize attacking of big ships.
*
* 173 3/17/98 12:50a Mike
* Improved kamikaze behavior.
*
* 172 3/16/98 8:27p Allender
* Fred support for two new AI flags -- kamikaze and no dynamic goals.
*
* 171 3/16/98 12:03a Mike
* Add support for kamikaze mode. Add AIF_NO_DYNAMIC which means
* relentlessly pursue current goal.
*
* 170 3/15/98 9:44p Lawrance
* Get secondary weapons for turrets working
*
* 169 3/13/98 8:34a Mike
* Intermediate checkin to resolve link errors. Working on detecting
* whether dock with player ship is obstructed by another ship
*
* 168 3/09/98 5:12p Mike
* Make sure Pl_objp uses are valid.
* Throw asteroids at ships in asteroid field, not "Gal"
* Support ships warp out if no goals after 30 seconds.
*
* 167 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 166 2/22/98 4:17p John
* More string externalization classification... 190 left to go!
*
* 165 2/18/98 10:34p Allender
* repair/rearm system (for single and multi) about finished.
* dock/undock and ai goals packets implemented for multiplayer
*
* 164 2/17/98 5:03p Allender
* major cdhanges to rearm repair code. All flag and variable setting
* done in one function. A little more work to do. Fix bug in squad
* messaging when hotkey was used on invalid target
*
* 163 2/16/98 10:13p Allender
* initial work on being able to target weapons (bombs specifically).
* Work on getting rearm/repair working under multiplayer
*
* $NoKeywords: $
*/
#ifndef _AI_H
#define _AI_H
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
struct ship_weapon;
struct ship_subsys;
struct object;
#define AI_DEFAULT_CLASS 3 // default AI class for new ships (Fred)
#define AIF_FORMATION_WING (1 << 0) // Fly in formation as part of wing.
#define AIF_AWAITING_REPAIR (1 << 1) // Awaiting a repair ship.
#define AIF_BEING_REPAIRED (1 << 2) // Currently docked with repair ship.
#define AIF_REPAIRING (1 << 3) // Repairing a ship (or going to repair a ship)
#define AIF_SEEK_LOCK (1 << 4) // set if should focus on gaining aspect lock, not hitting with lasers
#define AIF_FORMATION_OBJECT (1 << 5) // Fly in formation off a specific object.
#define AIF_TEMPORARY_IGNORE (1 << 6) // Means current ignore_objnum is only temporary, not an order from the player.
#define AIF_USE_EXIT_PATH (1 << 7) // Used by path code, to flag path as an exit path
#define AIF_USE_STATIC_PATH (1 << 8) // Used by path code, use fixed path, don't try to recreate
#define AIF_TARGET_COLLISION (1 << 9) // Collided with aip->target_objnum last frame. Avoid that ship for half a second or so.
#define AIF_UNLOAD_SECONDARIES (1 << 10) // Fire secondaries as fast as possible!
#define AIF_ON_SUBSYS_PATH (1 << 11) // Current path leads to a subsystem
#define AIF_AVOID_SHOCKWAVE_SHIP (1 << 12) // Avoid an existing shockwave from a ship.
#define AIF_AVOID_SHOCKWAVE_WEAPON (1 << 13) // Avoid an expected shockwave from a weapon. shockwave_object field contains object index.
#define AIF_AVOID_SHOCKWAVE_STARTED (1 << 14) // Already started avoiding shockwave, don't keep deciding whether to avoid.
#define AIF_ATTACK_SLOWLY (1 << 15) // Move slowly while attacking.
#define AIF_REPAIR_OBSTRUCTED (1 << 16) // Ship wants to be repaired, but path is obstructed.
#define AIF_KAMIKAZE (1 << 17) // Crash into target
#define AIF_NO_DYNAMIC (1 << 18) // Not allowed to get dynamic goals
#define AIF_AVOIDING_SMALL_SHIP (1 << 19) // Avoiding a player ship.
#define AIF_AVOIDING_BIG_SHIP (1 << 20) // Avoiding a large ship.
#define AIF_BIG_SHIP_COLLIDE_RECOVER_1 (1 << 21) // Collided into a big ship. Recovering by flying away.
#define AIF_BIG_SHIP_COLLIDE_RECOVER_2 (1 << 22) // Collided into a big ship. Fly towards big ship sphere perimeter.
#define AIF_STEALTH_PURSUIT (1 << 23) // Ai is trying to fight stealth ship
// Goober5000
#define AIF_UNLOAD_PRIMARIES (1 << 24) // Fire primaries as fast as possible!
#define AIF_TRYING_UNSUCCESSFULLY_TO_WARP (1 << 25) // Trying to warp, but can't warp at the moment
#define AIF_AVOID_SHOCKWAVE (AIF_AVOID_SHOCKWAVE_SHIP | AIF_AVOID_SHOCKWAVE_WEAPON)
#define AIF_FORMATION (AIF_FORMATION_WING | AIF_FORMATION_OBJECT)
// dock_orient_and_approach() modes.
#define DOA_APPROACH 1 // Approach the current point on the path (aip->path_cur)
#define DOA_DOCK 2 // Dock with goal object.
#define DOA_UNDOCK_1 3 // Begin undocking with goal object. Just move away.
#define DOA_UNDOCK_2 4 // Secondary undocking. Move away.
#define DOA_UNDOCK_3 5 // Tertiary undocking. Move away and orient away.
#define DOA_DOCK_STAY 6 // Rigidly maintain position in dock bay.
// Type values for ai_dock_with_object() dock_type parameter.
#define AIDO_DOCK 1 // Set goal of docking with object.
#define AIDO_DOCK_NOW 2 // Immediately move into dock position. For ships that start mission docked.
#define AIDO_UNDOCK 3 // Set goal of undocking with object.
// Submodes for seeking safety.
#define AISS_1 41 // Pick a spot to fly to.
#define AISS_2 42 // Flying to spot.
#define AISS_3 43 // Gotten near spot, fly about there.
#define AISS_1a 44 // Pick a new nearby spot because we are endangered, then go to AISS_2
#define MAX_AI_GOALS 5
// types of ai goals -- tyese types will help us to determination on which goals should
// have priority over others (i.e. when a player issues a goal to a wing, then a seperate
// goal to a ship in that wing). We would probably use this type in conjunction with
// goal priority to establish which goal to follow
#define AIG_TYPE_EVENT_SHIP 1 // from mission event direct to ship
#define AIG_TYPE_EVENT_WING 2 // from mission event direct to wing
#define AIG_TYPE_PLAYER_SHIP 3 // from player direct to ship
#define AIG_TYPE_PLAYER_WING 4 // from player direct to wing
#define AIG_TYPE_DYNAMIC 5 // created on the fly
// flags for AI_GOALS
#define AIGF_DOCKER_INDEX_VALID (1<<0) // when set, index field for docker is valid
#define AIGF_DOCKEE_INDEX_VALID (1<<1) // when set, index field for dockee is valid
#define AIGF_GOAL_ON_HOLD (1<<2) // when set, this goal cannot currently be satisfied, although it could be in the future
#define AIGF_SUBSYS_NEEDS_FIXUP (1<<3) // when set, the subsystem index (for a destroy subsystem goal) is invalid and must be gotten from the subsys name stored in docker.name field!!
#define AIGF_GOAL_OVERRIDE (1<<4) // paired with AIG_TYPE_DYNAMIC to mean this goal overrides any other goal
#define AIGF_PURGE (1<<5) // purge this goal next time we process
#define AIGF_GOALS_PURGED (1<<6) // this goal has already caused other goals to get purged
#define AIGF_DOCK_SOUND_PLAYED (1<<7) // Goober5000 - replacement for AL's hack ;)
#define AIGF_DOCK_INDEXES_VALID (AIGF_DOCKER_INDEX_VALID|AIGF_DOCKEE_INDEX_VALID)
// Flags to ai_turn_towards_vector().
#define AITTV_FAST (1<<0) // Turn fast, not slowed down based on skill level.
#define AITTV_VIA_SEXP (1<<1) // Goober5000 - via sexp
#define AITTV_IGNORE_BANK (1<<2) // Goober5000 - ignore bank when turning
#define KAMIKAZE_HULL_ON_DEATH -1000.0f // Hull strength ship gets set to if it crash-dies.
// structure for AI goals
typedef struct ai_goal {
int signature; // Unique identifier. All goals ever created (per mission) have a unique signature.
int ai_mode; // one of the AIM_* modes for this goal
int ai_submode; // maybe need a submode
int type; // one of the AIG_TYPE_* values above
int flags; // one of the AIGF_* values above
fix time; // time at which this goal was issued.
int priority; // how important is this goal -- number 0 - 100
char *ship_name; // name of the ship that this goal acts upon
int ship_name_index; // index of ship_name in Goal_ship_names[][]
int wp_index; // index into waypoints list of waypoints that this ship might fly.
int weapon_signature; // signature of weapon this ship might be chasing. Paired with above value to get target.
// unions for docking stuff.
// (AIGF_DOCKER_INDEX_VALID and AIGF_DOCKEE_INDEX_VALID tell us to use indexes; otherwise we use names)
// these are the dockpoints used on the docker and dockee ships, not the ships themselves
union {
char *name;
int index;
} docker;
union {
char *name;
int index;
} dockee;
} ai_goal;
#define MAX_GOAL_SHIP_NAMES 100
#define AIM_CHASE 0
#define AIM_EVADE 1
#define AIM_GET_BEHIND 2
#define AIM_STAY_NEAR 3 // Stay near another ship.
#define AIM_STILL 4 // Sit still. Don't move. Hold your breath. Don't blink.
#define AIM_GUARD 5 // Guard an object
#define AIM_AVOID 6 // Avoid an object
#define AIM_WAYPOINTS 7 // Fly waypoints
#define AIM_DOCK 8 // Dock with ship.
#define AIM_NONE 9 // Uh, do nothing.
#define AIM_BIGSHIP 10 // Like a capital ship, doesn't focus on one ship.
#define AIM_PATH 11 // Follow path on ship
#define AIM_BE_REARMED 12 // Allow self to be rearmed
#define AIM_SAFETY 13 // Seek safety at periphery of battle
#define AIM_EVADE_WEAPON 14 // Evade a weapon.
#define AIM_STRAFE 15 // attack a big ship by strafing it
#define AIM_PLAY_DEAD 16 // Play dead. Get it? Don't move, fire, etc.
#define AIM_BAY_EMERGE 17 // Emerging from a fighter bay, following path to do so
#define AIM_BAY_DEPART 18 // Departing to a fighter bay, following path to do so
#define AIM_SENTRYGUN 19 // AI mode for sentry guns only (floating turrets)
#define AIM_WARP_OUT 20 // Commence warp out sequence. Point in legal direction. Then call John's code.
#define AIM_FLY_TO_SHIP 21 // [Kazan] Fly to a ship, doesn't matter if it's hostile or friendly -- for Autopilot usage
#define MAX_AI_BEHAVIORS 22 // Number of AIM_xxxx types
#define MAX_WAYPOINTS_PER_LIST 20
#define MAX_ENEMY_DISTANCE 2500.0f // maximum distance from which a ship will pursue an enemy.
#define AI_GOAL_NONE -1
#define AI_ACTIVE_GOAL_DYNAMIC 999
typedef struct ai_class {
char name[NAME_LENGTH];
float ai_accuracy[NUM_SKILL_LEVELS];
float ai_evasion[NUM_SKILL_LEVELS];
float ai_courage[NUM_SKILL_LEVELS];
float ai_patience[NUM_SKILL_LEVELS];
} ai_class;
// Submode definitions.
// Note: These need to be renamed to be of the form: AIS_mode_xxxx
#define SM_CONTINUOUS_TURN 1 // takes parm: vector_id {0..3 = right, -right, up, -up}
#define SM_ATTACK 2
#define SM_EVADE_SQUIGGLE 3
#define SM_EVADE_BRAKE 4
#define SM_EVADE 5
#define SM_SUPER_ATTACK 6
#define SM_AVOID 7
#define SM_GET_BEHIND 8
#define SM_GET_AWAY 9
#define SM_EVADE_WEAPON 10 // Evade incoming weapon
#define SM_FLY_AWAY 11 // Fly away from target_objnum
#define SM_ATTACK_FOREVER 12 // Engine subsystem destroyed, so attack, never evading, avoiding, etc.
#define SM_STEALTH_FIND 13 // Stealth ship is "targeted", but not visible, so try to find based on predicted pos
#define SM_STEALTH_SWEEP 14 // General sweep, looking for stealth after not visible for some time.
#define SM_BIG_APPROACH 15 // Big ship approaches another
#define SM_BIG_CIRCLE 16 // Big ship flies circle around other big ship to get good angle to go parallel
#define SM_BIG_PARALLEL 17 // Big ship flies parallel to another
// Submodes for docking behavior
#define AIS_DOCK_0 21
#define AIS_DOCK_1 22
#define AIS_DOCK_2 23
#define AIS_DOCK_3 24
//#define AIS_DOCK_3A 25
#define AIS_DOCK_4 26 // Only for rearm/repair.
#define AIS_DOCK_4A 27 // Only for not rearm/repair. MK, 7/15/97
#define AIS_UNDOCK_0 30
#define AIS_UNDOCK_1 31
#define AIS_UNDOCK_2 32
#define AIS_UNDOCK_3 33
#define AIS_UNDOCK_4 34
// Submodes for Guard behavior
#define AIS_GUARD_PATROL 101
#define AIS_GUARD_ATTACK 102
#define AIS_GUARD_2 103
#define AIS_GUARD_STATIC 104 // maintain current relative position to guard object, if possible
// Submodes for strafing big ships behavior (AIM_STRAFE)
#define AIS_STRAFE_ATTACK 201 // fly towards target and attack
#define AIS_STRAFE_AVOID 202 // fly evasive vector to avoid incoming fire
#define AIS_STRAFE_RETREAT1 203 // fly away from attack point
#define AIS_STRAFE_RETREAT2 204
#define AIS_STRAFE_POSITION 205 // re-position to resume strafing attack
#define WPF_REPEAT (1 << 0)
#define WPF_BACKTRACK (1 << 1)
#define PD_FORWARD 1
#define PD_BACKWARD -1
#define MIN_TRACKABLE_ASPECT_DOT 0.992f // dot of fvec and vec_to_enemy to progress towards aspect lock
// Submodes for warping out.
#define AIS_WARP_1 300 // Make sure there is no obstruction to warping out.
#define AIS_WARP_2 301
#define AIS_WARP_3 302
#define AIS_WARP_4 303
#define AIS_WARP_5 304
#define AIS_DEPART_TO_BAY 305
// A node on a path.
// Contains global location of point.
// Contains hooks back to original path information.
// This hook is used to extract information on the point such as whether it is
// protected by turrets.
typedef struct pnode {
vec3d pos;
int path_num; // path number from polymodel, ie in polymodel, paths[path_num]
int path_index; // index in original model path of point, ie in model_path, use verts[path_index]
} pnode;
#define MAX_PATH_POINTS 1000
extern pnode Path_points[MAX_PATH_POINTS];
extern pnode *Ppfp; // Free pointer in path points.
// Goober5000 (based on the "you can only remember 7 things in short-term memory" assumption)
#define MAX_IGNORE_NEW_OBJECTS 7
typedef struct ai_info {
int ai_flags; // Special flags for AI behavior.
int shipnum; // Ship using this slot, -1 means none.
int type; //
int wing; // Member of what wing? -1 means none.
int behavior; // AI behavior; vestigial field from early development of FS1
int mode;
int previous_mode;
int mode_time; // timestamp at which current mode elapses.
int target_objnum; // object index of current target.
int target_signature; // Signature of current target.
int previous_target_objnum; // On 5/19/97, only used for player.
int stealth_last_cheat_visible_stamp; // when within 100m, always update pos and velocity, with error increasing for increasing time from last legal visible
int stealth_last_visible_stamp;
float stealth_sweep_box_size;
vec3d stealth_last_pos;
vec3d stealth_velocity;
float previous_dot_to_enemy; // dot(fvec, vec_to_enemy) last frame
float target_time; // Amount of time continuously targeting this ship.
int enemy_wing; // When picking an enemy wing, only allow to be in enemy_wing, unless == -1, in which case don't care.
int attacker_objnum;
int goal_objnum; // mode specific goal. In DOCK, ship to dock with.
int goal_signature;
int guard_objnum; // Ship to guard.
int guard_signature; // Signature of ship to guard.
int guard_wingnum; // Wing to guard. guard_objnum set to leader.
int ignore_objnum; // ship to be ignored, based on player order. UNUSED_OBJNUM if none. -(wing_num+1) if ignoring wing.
int ignore_signature; // signature of ship to be ignored
// Goober5000
int ignore_new_objnums[MAX_IGNORE_NEW_OBJECTS];
int ignore_new_signatures[MAX_IGNORE_NEW_OBJECTS];
int ai_class; // Class. Might be override of default.
// Probably become obsolete, to be replaced by path_start, path_cur, etc.
int wp_list; // waypoint list index
int wp_index; // waypoint index in list
int wp_flags; // waypoint flags, see WPF_xxxx
int wp_dir; // 1 or -1, amount to add to get to next waypoint index.
int waypoint_speed_cap; // -1 no cap, otherwise cap - changed to int by Goober5000
// Path following information
int path_start; // Index into global array, start of path.
int path_cur; // Index into global array, current location in path.
int path_length; // Number of links in this path.
int path_dir; // PD_FORWARD, PD_BACKWARD
int path_flags; // loop, backtrack, whatever else.
int path_objnum; // Object of interest. It's model contains the path.
int path_goal_obj_hash; // Hash value of goal object when global path created.
fix path_next_create_time; // Next time at which we'll create a global path.
vec3d path_create_pos; // Object's position at time of global path creation.
matrix path_create_orient; // Object's orientation at time of global path creation.
int mp_index; // Model path index. Index in polymodel:model_paths
fix path_next_check_time; // Last time checked to see if would collide with model.
int path_goal_dist; // minimum distance to first path point to consider path reached
int path_subsystem_next_check; // timestamp to next check if subsystem is still visible
int submode;
int previous_submode; // previous submode, get it?
float best_dot_to_enemy; // best dot product to enemy in last BEST_DOT_TIME seconds
float best_dot_from_enemy; // best dot product for enemy to player in last BEST_DOT_TIME seconds
fix best_dot_to_time; // time at which best dot occurred
fix best_dot_from_time; // time at which best dot occurred
fix submode_start_time; // time at which we entered the current submode
int submode_parm0; // parameter specific to current submode
fix next_predict_pos_time; // Next time to predict position.
ai_goal goals[MAX_AI_GOALS];
int active_goal; // index of active goal, -1 if none, AI_ACTIVE_GOAL_DYNAMIC if dynamic (runtime-created) goal
int goal_check_time; // timer used for processing goals for this ai object
vec3d last_predicted_enemy_pos; // Where he thought enemy was last time.
float time_enemy_in_range; // Amount of time enemy continuously in "sight", near crosshair.
fix last_attack_time; // Missiontime of last time this ship attacked its enemy.
fix last_hit_time; // Missiontime of last time this ship was hit by anyone.
int last_hit_quadrant; // Shield section of last hit.
fix last_hit_target_time; // Missiontime of last time this ship successfully hit target.
int hitter_objnum; // Object index of ship that hit this ship last time.
int hitter_signature; // Signature of hitter. Prevents stupidity if hitter gets killed.
fix resume_goal_time; // Time at which to resume interrupted goal, if nothing else intervenes.
float prev_accel; // Acceleration last frame.
float prev_dot_to_goal; // dot of fvec to goal last frame, used to see if making progress towards goal.
vec3d goal_point; // Used in AIM_SAFETY, AIM_STILL and in circling.
vec3d prev_goal_point; // Previous location of goal point, used at least for evading.
float ai_accuracy, ai_evasion, ai_courage, ai_patience;
union {
float lead_scale; // Amount to lead current opponent by.
float stay_near_distance; // Distance to stay within for AIM_STAY_NEAR mode.
};
ship_subsys* targeted_subsys; // Targeted subobject on current target. NULL if none;
ship_subsys* last_subsys_target; // last known subsystem target
int targeted_subsys_parent; // Parent objnum of subobject, not necessarily targeted
float aspect_locked_time; // Time towards acquiring lock for current_target
// ship_subsys *targeted_subobject; // subsystem to attack
// int attack_subsystem_parent; // objnum of the object containing the attack_subsystem
// Goober5000
int support_ship_objnum; // objnum of support ship docking with us, or (if we're a support ship) object we're docking to
int support_ship_signature; // signature of the same
int danger_weapon_objnum; // Closest objnum of weapon fired at this ship.
int danger_weapon_signature; // Signature of object danger_weapon_objnum.
vec3d guard_vec; // vector to object being guarded, only used in AIS_GUARD_STATIC submode
int nearest_locked_object; // Nearest locked object.
float nearest_locked_distance; // Distance to nearest locked object.
float current_target_distance; // Distance of current target from player
int current_target_is_locked; // Flag to indicate whether the current target is locked for missile fire
int current_target_dist_trend; // Tracks whether distance to target is increasing or decreasing
int current_target_speed_trend; // Tracks whether speed of target is increasing or decreasing
float last_dist; // last frame's distance between player and target
float last_speed; // last frame's target speed
int last_secondary_index; // needed for secondary weapon change check
int last_target;
int rearm_first_missile; // flag to show that reloading of missilies hasn't begun yet
int rearm_first_ballistic_primary; // flag to show that reloading of ballistic primaries hasn't begun yet
int rearm_release_delay; // timestamp used to delay separation of ships after rearm complete
fix afterburner_stop_time; // Missiontime to turn off afterburner
int last_objsig_hit; // The object number signature of the ship last hit by this ship
int ignore_expire_timestamp; // Timestamp at which temporary ignore (AIF_TEMPORARY_IGNORE) expires.
int warp_out_timestamp; // Timestamp at which this ship is to warp out.
int next_rearm_request_timestamp; // Timestamp at which ship might next request rearm.
int primary_select_timestamp; // When to next select a primary weapon.
int secondary_select_timestamp; // When to next select a secondary weapon.
int scan_for_enemy_timestamp; // When to next look for enemy fighters if sitting still while pounding
// on a bigship. SCAN_FIGHTERS_INTERVAL is defined in AiBig.h
int choose_enemy_timestamp; // Time at which it is next legal to choose a new enemy (does not apply
// to special situations, like getting hit by a weapon)
int force_warp_time; // time at which to give up avoiding a ship and just warp out
int shockwave_object; // Object index of missile that will generate a shockwave. We will try to avoid.
int shield_manage_timestamp; // Time at which to next manage shield.
int self_destruct_timestamp; // Time at which to self-destruct, probably due to being disabled.
int ok_to_target_timestamp; // Time at which this ship can dynamically target.
float kamikaze_damage; // some damage value used to produce a shockwave from a kamikaze ship
vec3d big_attack_point; // Global point this ship is attacking on a big ship.
vec3d big_attack_surface_normal; // Surface normal at ship at big_attack_point;
int pick_big_attack_point_timestamp; // timestamp at which to pick a new point to attack on a big ship.
// Note: These three avoid_XX terms are shared between the code that avoids small (only player now) and large ships
// The bits in ai_flags determine which is occurring. AIF_AVOID_SMALL_SHIP, AIF_AVOID_BIG_SHIP
int avoid_ship_num; // object index of small ship to avoid
vec3d avoid_goal_point; // point to aim at when avoiding a ship
fix avoid_check_timestamp; // timestamp at which to next check for having to avoid ship
vec3d big_collision_normal; // Global normal of collision with big ship. Helps find direction to fly away from big ship. Set for each collision.
vec3d big_recover_pos_1; // Global point to fly towards when recovering from collision with a big ship, stage 1.
vec3d big_recover_pos_2; // Global point to fly towards when recovering from collision with a big ship, stage 2.
int big_recover_timestamp; // timestamp at which it's OK to re-enter stage 1.
int abort_rearm_timestamp; // time at which this rearm should be aborted in a multiplayer game.
// artillery targeting info
int artillery_objnum; // object currently being targeted for artillery lock/attack
int artillery_sig; // artillery object signature
float artillery_lock_time; // how long we've been locked onto this guy
vec3d artillery_lock_pos; // base position of the lock point on (in model's frame of reference)
float lethality; // measure of how dangerous ship is to enemy BIG|HUGE ships (likelyhood of targeting)
} ai_info;
#define MAX_AI_INFO MAX_SHIPS
// SUBSYS_PATH_DIST is used as the distance that a subsystem path should terminate from the actual
// subsystem. We don't want to rely on the model path points for this, since we may need to be
// changed.
#define SUBSYS_PATH_DIST 500.0f
// Friendly damage defines
#define MAX_BURST_DAMAGE 20 // max damage that can be done in BURST_DURATION
#define BURST_DURATION 500 // decay time over which Player->damage_this_burst falls from MAX_BURST_DAMAGE to 0
extern int Mission_all_attack; // !0 means all teams attack all teams.
extern int Total_goal_ship_names;
extern char Goal_ship_names[MAX_GOAL_SHIP_NAMES][NAME_LENGTH];
extern void update_ai_info_for_hit(int hitter_obj, int hit_obj);
extern void ai_frame_all(void);
extern int find_guard_obj(void);
extern ai_info Ai_info[];
extern ai_info *Player_ai;
extern int Waypoints_created; // externed since needed for save/restore
extern ai_class *Ai_classes;
extern char** Ai_class_names;
extern int Num_ai_classes;
extern int Ai_firing_enabled;
extern char *Skill_level_names(int skill_level, int translate = 1);
extern int Ai_goal_signature;
// need access to following data in AiBig.cpp
extern object *Pl_objp;
extern object *En_objp;
extern float AI_frametime;
// Return index of free AI slot.
// Return 0 if no free slot.
int ai_get_slot(int shipnum);
// Releases an AI slot to be used by someone else.
void ai_free_slot(int ai_index);
// call to init one ai object.. you can pass all sorts of
// stuff by adding new paramters.
void ai_object_init(object * obj, int ai_index);
// Called once a frame
void ai_process( object * obj, int ai_index, float frametime );
int get_wingnum(int objnum);
void set_wingnum(int objnum, int wingnum);
char *ai_get_goal_ship_name(char *name, int *index);
extern void init_ai_system(void);
extern void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp);
extern void ai_evade_object(object *evader, object *evaded, int priority);
extern void ai_ignore_object(object *ignorer, object *ignored, int priority, int ignore_new);
extern void ai_ignore_wing(object *ignorer, int wingnum, int priority);
extern void ai_dock_with_object(object *docker, int docker_index, object *dockee, int dockee_index, int priority, int dock_type);
extern void ai_stay_still(object *still_objp, vec3d *view_pos);
extern void ai_set_default_behavior(object *obj, int classnum);
extern void ai_do_default_behavior(object *obj);
extern void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags);
extern void ai_ship_hit(object *objp_ship, object *hit_objp, vec3d *hitpos, int shield_quadrant, vec3d *hit_normal);
extern void ai_ship_destroy(int shipnum, int method);
extern void ai_turn_towards_vector(vec3d *dest, object *objp, float frametime, float turn_time, vec3d *slide_vec, vec3d *rel_pos, float bank_override, int flags, vec3d *rvec = NULL, int sexp_flags = 0);
extern void init_ai_object(int objnum);
extern void ai_init(void); // Call this one to parse ai.tbl.
extern void ai_level_init(void); // Call before each level to reset AI
extern int ai_set_attack_subsystem(object *objp, int subnum);
extern int ai_issue_rearm_request(object *requester_objp); // Object requests rearm/repair.
extern int ai_abort_rearm_request(object *requester_objp); // Object aborts rearm/repair.
extern void ai_do_repair_frame(object *objp, ai_info *aip, float frametime); // Repair a ship object, player or AI.
extern void ai_update_danger_weapon(int objnum, int weapon_objnum);
// called externally from MissionParse.cpp to position ships in wings upon arrival into the
// mission.
extern void get_absolute_wing_pos( vec3d *result_pos, object *leader_objp, int wing_index, int formation_object_flag);
extern void get_absolute_wing_pos_autopilot( vec3d *result_pos, object *leader_objp, int wing_index, int formation_object_flag);
// Interface from goals code to AI. Set ship to guard. *objp guards *other_objp
extern void ai_set_guard_object(object *objp, object *other_objp);
extern void ai_set_evade_object(object *objp, object *other_objp);
extern void ai_set_guard_wing(object *objp, int wingnum);
extern void ai_warp_out(object *objp, vec3d *vp);
extern void ai_attack_wing(object *attacker, int wingnum, int priority);
extern void ai_deathroll_start(object *ship_obj);
extern void ai_fly_in_formation(int wing_num); // Force wing to fly in formation.
extern void ai_disband_formation(int wing_num); // Force wing to disband formation flying.
extern int set_target_objnum(ai_info *aip, int objnum);
extern void ai_form_on_wing(object *objp, object *goal_objp);
extern void ai_do_stay_near(object *objp, object *other_obj, float dist);
extern ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum);
extern void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index, int priority );
extern void ai_add_rearm_goal( object *requester_objp, object *support_objp );
extern void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path=0);
// Goober5000
extern void ai_do_safety(object *objp);
// used to get path info for fighter bay emerging and departing
int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, int path_mask, vec3d *pos, vec3d *fvec);
int ai_acquire_depart_path(object *pl_objp, int parent_objnum, int path_mask);
// used by AiBig.cpp
extern void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vec3d *player_pos, vec3d *enemy_pos);
extern void accelerate_ship(ai_info *aip, float accel);
extern void turn_away_from_point(object *objp, vec3d *point, float bank_override);
extern float ai_endangered_by_weapon(ai_info *aip);
extern void update_aspect_lock_information(ai_info *aip, vec3d *vec_to_enemy, float dist_to_enemy, float enemy_radius);
extern void ai_chase_ct();
extern void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path=0);
extern float ai_path();
extern void evade_weapon();
extern int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration);
extern int ai_fire_primary_weapon(object *objp); //changed to return weather it fired-Bobboau
extern int ai_fire_secondary_weapon(object *objp, int priority1 = -1, int priority2 = -1);
extern float ai_get_weapon_dist(ship_weapon *swp);
extern void turn_towards_point(object *objp, vec3d *point, vec3d *slide_vec, float bank_override);
extern int ai_maybe_fire_afterburner(object *objp, ai_info *aip);
extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip);
extern int is_instructor(object *objp);
extern int find_enemy(int objnum, float range, int max_attackers);
float ai_get_weapon_speed(ship_weapon *swp);
void set_predicted_enemy_pos_turret(vec3d *predicted_enemy_pos, vec3d *gun_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, float weapon_speed, float time_enemy_in_range);
// function to change rearm status for ai ships (called from sexpression code)
extern void ai_set_rearm_status( int team, int new_status );
extern void ai_good_secondary_time( int team, int weapon_index, int num_weapons, char *shipname );
extern void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point);
extern void ai_do_objects_undocked_stuff( object *docker, object *dockee );
extern void ai_do_objects_repairing_stuff( object *repaired_obj, object *repair_obj, int how );
extern int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold);
void ai_set_mode_warp_out(object *objp, ai_info *aip);
// prototyped by Goober5000
int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers);
// moved to header file by Goober5000
void ai_announce_ship_dying(object *dying_objp);
// added by kazan
void ai_start_fly_to_ship(object *objp, int shipnum);
void ai_fly_to_ship();
//Moved declaration here for player ship -WMC
void process_subobjects(int objnum);
#endif
-399
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@@ -1,399 +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.
*/
/*
* $Logfile: /Freespace2/code/ai/ai_profiles.cpp $
* $Revision: 1.13.2.9 $
* $Date: 2007-10-15 06:43:08 $
* $Author: taylor $
*
* $Log: not supported by cvs2svn $
* Revision 1.13.2.8 2007/09/02 02:07:37 Goober5000
* added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable
*
* Revision 1.13.2.7 2007/07/28 22:04:13 Goober5000
* apply some of Turey's changes to stable branch
*
* Revision 1.13.2.6 2007/07/15 02:45:48 Goober5000
* fixed a small bug in the lab
* moved WMC's no damage scaling flag to ai_profiles and made it work correctly
* removed my old supercap damage scaling change
* moved Turey's truefire flag to ai_profiles
*
* Revision 1.13.2.5 2007/02/27 01:44:44 Goober5000
* add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty
*
* Revision 1.13.2.4 2006/09/11 01:15:03 taylor
* fixes for stuff_string() bounds checking
*
* Revision 1.13.2.3 2006/07/12 04:57:20 taylor
* fix the endless-loop fix ;) (this is what broke shield recharging btw)
*
* Revision 1.13.2.2 2006/07/06 18:19:55 Goober5000
* fix dumb endless loop bug
* --Goober5000
*
* Revision 1.13.2.1 2006/07/02 03:39:34 Goober5000
* remove associated AI flags
* --Goober5000
*
* Revision 1.13 2006/04/20 06:32:00 Goober5000
* proper capitalization according to Volition
*
* Revision 1.12 2006/03/20 06:25:19 taylor
* change wording to ease Goober's ulcer. ;)
*
* Revision 1.11 2006/03/20 06:19:03 taylor
* add ai_profiles flag to get rid of limit on minimum speed a docked ship can move
* (not going to Int3() here from < 0.1 speed by default, a support ship actually hit it)
*
* Revision 1.10 2006/02/13 04:56:58 Goober5000
* enabled modular tables for ai_profiles and added the default table to def_files
* --Goober5000
*
* Revision 1.9 2006/02/13 00:20:44 Goober5000
* more tweaks, plus clarification of checks for the existence of files
* --Goober5000
*
* Revision 1.8 2005/12/22 04:32:44 taylor
* GCC knows that fix == int so it hates the utility functions here, for sanity sake just rename them to type specific to avoid rampant casting
*
* Revision 1.7 2005/12/06 03:17:48 taylor
* cleanup some debug log messages:
* note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf()
* make sure that OpenAL init failures always get to the debug log
*
* Revision 1.6 2005/11/24 09:08:44 Goober5000
* bah, forgot a colon
* --Goober5000
*
* Revision 1.5 2005/11/24 08:46:11 Goober5000
* * cleaned up mission_do_departure
* * fixed a hidden crash (array index being -1; would only
* be triggered for ships w/o subspace drives under certain conditions)
* * removed finding a new fighterbay target because it might screw up missions
* * improved clarity, code flow, and readability :)
* * added custom AI flag for disabling warpouts if navigation subsystem fails
* --Goober5000
*
* Revision 1.4 2005/11/24 07:27:14 taylor
* fix fred2 startup crash (we probably need to Assert() this case so it doesn't easily happen again)
*
* Revision 1.3 2005/11/21 15:01:18 taylor
* little cleaner, lot more friendly to 64-bit archs (long type is usually 64-bit there)
*
* Revision 1.2 2005/11/21 03:47:51 Goober5000
* bah and double bah
* --Goober5000
*
* Revision 1.1 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
* --Goober5000
*
*/
#include "globalincs/pstypes.h"
#include "globalincs/def_files.h"
#include "ai/ai_profiles.h"
#include "parse/parselo.h"
#include "localization/localize.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)
{
if (optional_string(name))
{
bool val;
stuff_boolean(&val);
if (val)
profile->flags |= flag;
else
profile->flags &= ~flag;
}
}
void parse_ai_profiles_tbl(char *filename)
{
int i, rval;
bool no_create = false;
char profile_name[NAME_LENGTH];
ai_profile_t dummy_profile;
char *saved_Mp = NULL;
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0)
{
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", (filename) ? filename : "<default ai_profiles.tbl>", rval));
lcl_ext_close();
return;
}
if (filename == NULL)
read_file_text_from_array(defaults_get_file("ai_profiles.tbl"));
else
read_file_text(filename);
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;
// get the name
required_string("$Profile Name:");
stuff_string(profile_name, F_NAME, NAME_LENGTH);
// see if it exists
for (i = 0; i < Num_ai_profiles; i++)
{
if (!stricmp(Ai_profiles[i].profile_name, profile_name))
{
previous_profile = &Ai_profiles[i];
break;
}
}
// modular table stuff
if (optional_string("+nocreate"))
{
no_create = true;
// use the previous one if possible,
// otherwise continue to use the dummy one
if (previous_profile != NULL)
profile = previous_profile;
}
else
{
// don't create multiple profiles with the same name
if (previous_profile != NULL)
{
Warning(LOCATION, "An ai profile named '%s' already exists! The new one will not be created.\n", profile_name);
}
else
{
// make sure we're under the limit
if (Num_ai_profiles >= MAX_AI_PROFILES)
{
Warning(LOCATION, "Too many profiles in ai_profiles.tbl! Max is %d.\n", MAX_AI_PROFILES-1); // -1 because one is built-in
skip_to_string("#End", NULL);
break;
}
profile = &Ai_profiles[Num_ai_profiles];
Num_ai_profiles++;
}
}
// initialize profile if we're not building from a previously parsed one
if (!no_create)
{
// base profile, so zero it out
if (profile == &Ai_profiles[0])
{
memset(profile, 0, sizeof(ai_profile_t));
}
// brand new profile, so set it to the base defaults
else
{
memcpy(profile, &Ai_profiles[0], sizeof(ai_profile_t));
}
}
// set the name
strcpy(profile->profile_name, profile_name);
// fill in any and all settings; they're all optional and can be in any order
while (!check_for_string("$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("$AI Maybe Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$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:"))
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("$Predict Position Delay:"))
{
int i;
float temp_list[NUM_SKILL_LEVELS];
parse_float_list(temp_list, NUM_SKILL_LEVELS);
for (i = 0; i < NUM_SKILL_LEVELS; i++)
profile->predict_position_delay[i] = fl2f(temp_list[i]);
}
if (optional_string("$Player Shield Recharge Scale:"))
parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);
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("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);
if (optional_string("$AI Turn Time Scale:"))
parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);
if (optional_string("$Player Weapon Recharge Scale:"))
parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);
set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS);
set_flag(profile, "$smart primary weapon selection:", AIPF_SMART_PRIMARY_WEAPON_SELECTION);
set_flag(profile, "$smart secondary weapon selection:", AIPF_SMART_SECONDARY_WEAPON_SELECTION);
set_flag(profile, "$smart shield management:", AIPF_SMART_SHIELD_MANAGEMENT);
set_flag(profile, "$allow rapid secondary dumbfire:", AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE);
set_flag(profile, "$huge turret weapons ignore bombs:", AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS);
set_flag(profile, "$don't insert random turret fire delay:", AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY);
set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY);
set_flag(profile, "$shockwaves damage small ship subsystems:", AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS);
set_flag(profile, "$navigation subsystem governs warpout capability:", AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP);
set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AIPF_NO_MIN_DOCK_SPEED_CAP);
set_flag(profile, "$disable linked fire penalty:", AIPF_DISABLE_LINKED_FIRE_PENALTY);
set_flag(profile, "$disable weapon damage scaling:", AIPF_DISABLE_WEAPON_DAMAGE_SCALING);
set_flag(profile, "$use additive weapon velocity:", AIPF_USE_ADDITIVE_WEAPON_VELOCITY);
set_flag(profile, "$use newtonian dampening:", AIPF_USE_NEWTONIAN_DAMPENING);
// if we've been through once already and are at the same place, force a move
if ( saved_Mp && (saved_Mp == Mp) )
Mp++;
// find next valid option
skip_to_start_of_string_either("$", "#");
saved_Mp = Mp;
}
}
required_string("#End");
// add tbl/tbm to multiplayer validation list
extern void fs2netd_add_table_validation(char *tblname);
fs2netd_add_table_validation(filename);
// close localization
lcl_ext_close();
}
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;
}
-130
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@@ -1,130 +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.
*/
/*
* $Logfile: /Freespace2/code/ai/ai_profiles.h $
* $Revision: 1.4.2.5 $
* $Date: 2007-07-28 22:04:14 $
* $Author: Goober5000 $
*
* $Log: not supported by cvs2svn $
* Revision 1.4.2.4 2007/07/15 02:45:48 Goober5000
* fixed a small bug in the lab
* moved WMC's no damage scaling flag to ai_profiles and made it work correctly
* removed my old supercap damage scaling change
* moved Turey's truefire flag to ai_profiles
*
* Revision 1.4.2.3 2007/02/27 01:44:44 Goober5000
* add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty
*
* Revision 1.4.2.2 2006/07/02 04:13:43 Goober5000
* bah
*
* Revision 1.4.2.1 2006/07/02 03:39:34 Goober5000
* remove associated AI flags
* --Goober5000
*
* Revision 1.4 2006/04/20 06:32:00 Goober5000
* proper capitalization according to Volition
*
* Revision 1.3 2006/03/20 06:19:03 taylor
* add ai_profiles flag to get rid of limit on minimum speed a docked ship can move
* (not going to Int3() here from < 0.1 speed by default, a support ship actually hit it)
*
* Revision 1.2 2005/11/24 08:46:11 Goober5000
* * cleaned up mission_do_departure
* * fixed a hidden crash (array index being -1; would only
* be triggered for ships w/o subspace drives under certain conditions)
* * removed finding a new fighterbay target because it might screw up missions
* * improved clarity, code flow, and readability :)
* * added custom AI flag for disabling warpouts if navigation subsystem fails
* --Goober5000
*
* Revision 1.1 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
* --Goober5000
*
*/
#ifndef _AI_PROFILES_H_
#define _AI_PROFILES_H_
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
// 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 MAX_AI_PROFILES 5
typedef struct ai_profile_t {
char profile_name[NAME_LENGTH];
int flags;
// 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
// 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
// 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];
} 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
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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.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/AiBig.h $
* $Revision: 1.3 $
* $Date: 2005-07-13 02:50:48 $
* $Author: Goober5000 $
*
* Header file for AI code related to large ships
*
* $Log: not supported by cvs2svn $
* Revision 1.2 2005/04/05 05:53:13 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.1 2005/03/25 06:45:12 wmcoolmon
* Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem.
*
* Revision 2.2 2004/08/11 05:06:34 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.1 2004/03/05 09:01:51 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 13 4/29/98 5:01p Mike
* Large overhaul in how turrets fire.
*
* 12 4/27/98 11:59p Mike
* Intermediate checkin. Getting big ship turrets firing at big ships to
* use pick_big_attack_point.
*
* 11 3/21/98 3:36p Mike
* Fix/optimize attacking of big ships.
*
* 10 1/29/98 1:39p Mike
* Better heat seeking homing on big ships.
*
* 9 1/22/98 5:14p Lawrance
* clean up ai_big code, clear path info when stop attacking a subsystem
*
* 8 1/06/98 6:58p Lawrance
* Attack turrets (sometimes) when fired upon while attacking a ship.
*
* 7 12/15/97 7:16p Lawrance
* improving subsystem attacking
*
* 6 12/01/97 5:11p Lawrance
* make strafe mode more effective... slow down when approaching and use
* afterburner in avoids
*
* 5 10/30/97 9:17p Lawrance
* work on getting AIM_STRAFE working well with disable/disarm, try to
* balance
*
* 4 10/30/97 12:32a Lawrance
* further work on AIM_STRAFE
*
* 3 10/29/97 6:24p Lawrance
* extern ai_strafe()
*
* 2 10/26/97 3:24p Lawrance
* split off large ship ai code into AiBig.cpp
*
* $NoKeywords: $
*/
#ifndef __AIBIG_H__
#define __AIBIG_H__
struct object;
struct ai_info;
struct vec3d;
struct 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.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/AiGoals.h $
* $Revision: 1.6 $
* $Date: 2006-04-20 06:32:00 $
* $Author: Goober5000 $
*
* <insert description of file here>
*
* $Log: not supported by cvs2svn $
* Revision 1.5 2006/02/20 02:13:07 Goober5000
* added ai-ignore-new which hopefully should fix the ignore bug
* --Goober5000
*
* Revision 1.4 2006/02/19 22:00:09 Goober5000
* restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except
* --Goober5000
*
* Revision 1.3 2005/12/29 08:08:33 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 1.2 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 1.1 2005/03/25 06:45:13 wmcoolmon
* Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem.
*
* Revision 2.6 2004/08/11 05:06:34 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.5 2004/07/25 00:31:31 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 2.4 2004/03/05 09:01:52 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.3 2003/01/07 20:06:44 Goober5000
* added ai-chase-any-except sexp
* --Goober5000
*
* Revision 2.2 2003/01/06 21:52:58 Goober5000
* allowed fighters and bombers to accept the stay-near-ship and
* keep-safe-distance orders
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:10 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 5 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 4 3/26/99 4:49p Dave
* Made cruisers able to dock with stuff. Made docking points and paths
* visible in fred.
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 46 2/26/98 10:08p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 45 2/22/98 4:17p John
* More string externalization classification... 190 left to go!
*
* 44 2/16/98 10:13p Allender
* initial work on being able to target weapons (bombs specifically).
* Work on getting rearm/repair working under multiplayer
*
* 43 2/13/98 3:21p Lawrance
* Set up allowed goals for escape pods.
*
* 42 1/30/98 10:01a Allender
* made large ships able to attack other ships. Made goal code recognize
* when ships removed from wings during ship select
*
* 41 12/15/97 5:25p Allender
* fix problem with docked ships receiving another dock goal. They now
* properly undock
*
* 40 11/17/97 6:39p Lawrance
* add AI_goal_text[] array, used by HUD code to show text description of
* order
*
* 39 10/29/97 10:02p Allender
* be sure that player starting wings that arrive late also form on the
* players wing if there are no goals
*
* 38 10/23/97 4:41p Allender
* lots of new rearm/repair code. Rearm requests now queue as goals for
* support ship. Warp in of new support ships functional. Support for
* stay-still and play-dead.
*
* 37 10/22/97 1:44p Allender
* more work on stay-still and play-dead
*
* 36 10/22/97 11:07a Allender
* Hooked in form on my wing into Mikes AI code
*
* 35 10/22/97 10:33a Hoffoss
* Added AI_GOAL_PLAY_DEAD as a valid goal for all ships.
*
* 34 10/22/97 9:54a Allender
* added ai_goal_play_dead
*
* 33 10/10/97 5:03p Allender
* started work on ai-stay-still
*
* 32 9/23/97 4:35p Allender
* added two function to add "internal" goals to ships and wings. Used by
* AI when it needs to do something special
*
* 31 8/15/97 11:07a Hoffoss
* Added warning to help eliminate problems later on down the road.
*
* 30 8/15/97 9:59a Hoffoss
* Changed ai_query_goal_valid() again. I can't think of any time you
* wouldn't find it easier just to pass in a ship instead of a ship_info
* flag structure filtered of all flags that aren't ship type bits. Since
* I'll call this quite a few times, it will make my life easier.
*
* 29 8/14/97 10:00p Allender
* made ai goals bitfields so that we can have set of orders that certain
* ship types are allowed to receive. Added function for Hoffoss to check
* goal vs. ship type validity
*
* 28 8/12/97 1:55a Hoffoss
* Made extensive changes to object reference checking and handling for
* object deletion call.
*
* 27 8/08/97 1:30p Allender
* added commands (and ai goals) for support ships. stay near ship (which
* could be player or current target), and keep safe distance
*
* 26 8/06/97 9:41a Allender
* renamed from ai_goal function. made a function to remove a goal from a
* wing (used strictly for waypoints now). ai-chase-wing and
* ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up
* function which deals with sexpression goals
*
* 25 8/06/97 8:06a Lawrance
* add more stuff to save/restore
*
* 24 7/24/97 4:55p Allender
* added ai-evade-ship to Fred and to FreeSpace
*
* 23 7/17/97 4:23p Allender
* ai-guard-wing now in both Fred and FreeSpace
*
* 22 7/15/97 11:57a Hoffoss
* Added a general ai goal reference update mode.
*
* 21 6/18/97 11:46a Hoffoss
* Fixed initial order object reference updating and added briefing dialog
* window tracking data.
*
* $NoKeywords: $
*/
#ifndef _AIGOALS_H
#define _AIGOALS_H
#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)
#define AI_GOAL_DOCK (1<<2) // used for undocking as well
#define AI_GOAL_WAYPOINTS (1<<3)
#define AI_GOAL_WAYPOINTS_ONCE (1<<4)
#define AI_GOAL_WARP (1<<5)
#define AI_GOAL_DESTROY_SUBSYSTEM (1<<6)
#define AI_GOAL_FORM_ON_WING (1<<7)
#define AI_GOAL_UNDOCK (1<<8)
#define AI_GOAL_CHASE_WING (1<<9)
#define AI_GOAL_GUARD (1<<10)
#define AI_GOAL_DISABLE_SHIP (1<<11)
#define AI_GOAL_DISARM_SHIP (1<<12)
#define AI_GOAL_CHASE_ANY (1<<13)
#define AI_GOAL_IGNORE (1<<14)
#define AI_GOAL_GUARD_WING (1<<15)
#define AI_GOAL_EVADE_SHIP (1<<16)
// the next goals are for support ships only
#define AI_GOAL_STAY_NEAR_SHIP (1<<17)
#define AI_GOAL_KEEP_SAFE_DISTANCE (1<<18)
#define AI_GOAL_REARM_REPAIR (1<<19)
// resume regular goals
#define AI_GOAL_STAY_STILL (1<<20)
#define AI_GOAL_PLAY_DEAD (1<<21)
#define AI_GOAL_CHASE_WEAPON (1<<22)
#define AI_GOAL_FLY_TO_SHIP (1<<23) // kazan
#define AI_GOAL_IGNORE_NEW (1<<24) // Goober5000
// 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 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 );
// adds goals to ships/wing through sexpressions
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 );
// 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 int ai_get_subsystem_type( char *subsystem );
extern char *ai_get_subsystem_type_name(int type);
extern void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name);
extern int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name);
extern char *ai_add_dock_name(char *str);
extern int ai_query_goal_valid( int ship, int ai_goal );
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
//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 _AILOCAL_H
#define _AILOCAL_H
// -- Don't put anything in here --
// Put it in ai.h!
#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.
*
*/
/*
* $Logfile: /Freespace2/code/Anim/AnimPlay.h $
* $Revision: 2.6.2.1 $
* $Date: 2006-09-08 06:14:43 $
* $Author: taylor $
*
* Header file for playing back anim files
*
* $Log: not supported by cvs2svn $
* Revision 2.6 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.5 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.4 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.3 2003/12/08 22:30:02 randomtiger
* Put render state and other direct D3D calls repetition check back in, provides speed boost.
* Fixed bug that caused fullscreen only crash with DXT textures
* Put dithering back in for tgas and jpgs
*
* Revision 2.2 2003/11/11 02:15:41 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:07 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 10/22/98 6:14p Dave
* Optimized some #includes in Anim folder. Put in the beginnings of
* parse/localization support for externalized strings and tstrings.tbl
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 11 5/07/98 3:11a Lawrance
* Implement custom streaming code
*
* 10 4/27/98 3:36p Dave
*
* 9 3/25/98 8:43p Hoffoss
* Changed anim_play() to not be so complex when you try and call it.
*
* 8 12/24/97 8:57p Lawrance
* Added anim_ignore_next_frametime()
*
* 7 11/19/97 8:28p Dave
* Hooked in Main Hall screen. Put in Anim support for ping ponging
* animations as well as general reversal of anim direction.
*
* 6 8/30/97 2:11p Lawrance
* allow animations to loop
*
* 5 8/25/97 11:13p Lawrance
* support framerate independent playback with the option of now advancing
* more than one frame at a time
*
* 4 7/21/97 11:41a Lawrance
* make playback time of .ani files keyed of frametime
*
* 3 7/20/97 6:57p Lawrance
* supporting new RLE format
*
* 2 6/26/97 12:12a Lawrance
* supporting anti-aliased bitmap animations
*
* 1 6/23/97 5:09p Lawrance
*
* 10 5/19/97 2:28p Lawrance
* changes some variables to flags
*
* 9 5/15/97 5:58p Lawrance
* fix some bugs that were present with animations when playing multiple
* missions
*
* 8 5/15/97 4:42p Lawrance
* suporting anims in-game
*
* 7 5/15/97 11:46a Lawrance
* add function to check if an anim is playing
*
* 6 2/28/97 12:17p Lawrance
* supporting mapping file to memory
*
* 5 2/25/97 11:06a Lawrance
* moved some higher level functions to from PackUnpack to AnimPlay
*
* 4 2/19/97 9:27p Lawrance
* added pause capability to anim playback
*
* 3 2/17/97 4:19p Lawrance
* using frame numbers instead of percentages for accessing keyframes
*
* 2 2/17/97 3:01p Lawrance
* code for playing back an anim
*
* $NoKeywords: $
*/
#ifndef __ANIMPLAY_H__
#define __ANIMPLAY_H__
#include "globalincs/pstypes.h"
#include "cfile/cfile.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 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);
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.
*
*/
/*
* $Logfile: /Freespace2/code/Anim/PackUnpack.h $
* $Revision: 2.6 $
* $Date: 2006-03-21 00:27:27 $
* $Author: taylor $
*
* Code for handling packing and unpacking in Hoffoss's RLE format, used for
* Anim files. Also handles Anim loading, creating Anim instances (for
* utilizing an Anim), and getting getting frames of the Anim.
*
* $Log: not supported by cvs2svn $
* Revision 2.5 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.4 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.3 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.2 2004/03/05 09:01:53 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:07 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 7 7/16/99 1:49p Dave
* 8 bit aabitmaps. yay.
*
* 6 1/14/99 12:48a Dave
* Todo list bug fixes. Made a pass at putting briefing icons back into
* FRED. Sort of works :(
*
* 5 11/30/98 1:07p Dave
* 16 bit conversion, first run.
*
* 4 10/22/98 6:14p Dave
* Optimized some #includes in Anim folder. Put in the beginnings of
* parse/localization support for externalized strings and tstrings.tbl
*
* 3 10/16/98 3:42p Andsager
* increase MAX_WEAPONS and MAX_SHIPS and som header files
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 32 5/18/98 5:59p Hoffoss
* Made command briefing advanced now once the speech stops and animation
* has fully played once, whichever is longer.
*
* 31 5/07/98 3:11a Lawrance
* Implement custom streaming code
*
* 30 1/14/98 6:43p Lawrance
* Add ref_count to anim struct, so we don't free multiple times
*
* 29 11/19/97 8:28p Dave
* Hooked in Main Hall screen. Put in Anim support for ping ponging
* animations as well as general reversal of anim direction.
*
* 28 8/30/97 2:11p Lawrance
* allow animations to loop
*
* 27 8/25/97 11:13p Lawrance
* support framerate independent playback with the option of now advancing
* more than one frame at a time
*
* 26 8/21/97 5:11p Lawrance
* frame numbering for ANI's now is from 0 -> total_frames-1.
*
* 25 7/28/97 10:42p Lawrance
* re-did interface to unpack_frame() to make more general
*
* 24 7/21/97 11:41a Lawrance
* make playback time of .ani files keyed of frametime
*
* 23 7/20/97 6:57p Lawrance
* supporting new RLE format
*
* 22 6/27/97 4:36p Lawrance
* update pal translation table when gr_screen.signature changes
*
* 21 6/26/97 12:12a Lawrance
* supporting anti-aliased bitmap animations
*
* 20 6/25/97 3:03p Lawrance
* fix palette translation problem with anti-alised bitmaps
*
* 19 5/27/97 3:48p Lawrance
* don't re-create a bitmap if using the same frame of animation
*
* 18 5/21/97 11:06a Lawrance
* enabling a user-defined transparent value
*
* 17 5/19/97 3:21p Lawrance
* add fps parm, version num to anim header
*
* 16 5/19/97 2:28p Lawrance
* changes some variables to flags
*
* 15 5/15/97 4:42p Lawrance
* supporting animations in-game
*
* 14 3/01/97 2:08p Lawrance
* not using windows.h, since memory mapping details moved to cfile
*
* 13 2/28/97 12:17p Lawrance
* supporting mapping file to memory
*
* 12 2/25/97 11:06a Lawrance
* moved some higher level functions to from PackUnpack to AnimPlay
*
* 11 2/19/97 9:51p Lawrance
* made keyframe decompression more effecient, moved
* default anim FPS to header file
*
* 10 2/19/97 4:01p Lawrance
* load_anim returns int, not void
*
* 9 2/17/97 4:19p Lawrance
* changed stop and start to be actual frame numbers, not percentages
*
* 8 2/17/97 4:17p Hoffoss
* modified packing internal format and added random access function to an
* Anim frame.
*
* 7 2/17/97 2:59p Lawrance
* integrating into game
*
* 6 2/14/97 11:09p Hoffoss
* Made optimizations.
*
* 5 2/14/97 10:48p Hoffoss
* fixed bug.
*
* 4 2/14/97 10:38p Lawrance
* fixing bugs
*
* 3 2/14/97 3:29p Hoffoss
* Added header for MSDEV to fill in.
*
* $NoKeywords: $
*/
#ifndef __PACKUNPACK_H__
#define __PACKUNPACK_H__
#include "globalincs/pstypes.h"
struct CFILE;
#define ANI_STREAM_CACHE_SIZE 4096
#define PACKER_CODE 0xEE // Use'd 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)
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);
int anim_get_frame(anim_instance *inst, int frame_num, int xlate_pal=1);
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.
*
*/
/*
* $Logfile: /Freespace2/code/Asteroid/Asteroid.h $
* $Revision: 2.12.2.4 $
* $Date: 2007-05-28 18:27:32 $
* $Author: wmcoolmon $
*
* Header file for asteroids
*
* $Log: not supported by cvs2svn $
* Revision 2.12.2.3 2006/11/15 00:36:08 taylor
* various bits of little cleanup
* get rid of some more compiler warnings
*
* Revision 2.12.2.2 2006/09/11 01:15:04 taylor
* fixes for stuff_string() bounds checking
*
* Revision 2.12.2.1 2006/08/27 18:12:39 taylor
* make Species_info[] and Asteroid_info[] dynamic
*
* Revision 2.12 2005/09/25 20:31:42 Goober5000
* okay; everything should be good to go
* --Goober5000
*
* Revision 2.11 2005/09/25 08:25:14 Goober5000
* Okay, everything should now work again. :p Still have to do a little more with the asteroids.
* --Goober5000
*
* Revision 2.9 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.8 2005/07/13 02:01:28 Goober5000
* fixed a bunch of "issues" caused by me with the species stuff
* --Goober5000
*
* Revision 2.7 2005/07/13 00:44:20 Goober5000
* improved species support and removed need for #define
* --Goober5000
*
* Revision 2.6 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.5 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.4 2004/03/05 09:01:53 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.3 2003/10/15 22:03:23 Kazan
* Da Species Update :D
*
* Revision 2.2 2003/04/29 01:03:22 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:08 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 12 6/09/99 2:55p Andsager
* Allow multiple asteroid subtypes (of large, medium, small) and follow
* family.
*
* 11 6/07/99 1:18p Andsager
* Make asteroids choose consistent texture from large to small. Modify
* fireball radius of dying asteroids.
*
* 10 5/03/99 10:50p Andsager
* Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
* Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
* obj_used_list.
*
* 9 4/16/99 2:34p Andsager
* Second pass on debris fields
*
* 8 4/15/99 5:00p Andsager
* Frist pass on Debris field
*
* 7 3/31/99 9:51a Andsager
* Add for generalization to debris field
*
* 6 2/07/99 8:51p Andsager
* Add inner bound to asteroid field. Inner bound tries to stay astroid
* free. Wrap when within and don't throw at ships inside.
*
* 5 1/20/99 6:04p Dave
* Another bit of stuff for beam weapons. Ships will properly use them
* now, although they're really deadly.
*
* 4 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 3 10/16/98 1:22p Andsager
* clean up header files
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 17 3/26/98 9:19a Lawrance
* Support multiple asteroid pofs
*
* 16 3/17/98 12:16a Allender
* asteroids in multiplayer -- minor problems with position being correct
*
* 15 3/14/98 1:44p Mike
* Todolist items 3365..3368. Make child asteroids collide properly.
* Make asteroid throwing less bunchy, toss asteroids earlier, make
* facing-ness not break mission balance.
*
* 14 3/11/98 12:13a Lawrance
* Auto-target asteroids if no hostile ships present
*
* 13 3/08/98 4:16p Hoffoss
*
* 12 3/07/98 3:48p Lawrance
* Show offscreen indicators for asteroids
*
* 11 3/04/98 11:59p Lawrance
* create an asteroid.tbl, read all asteroid data from there
*
* 10 3/04/98 4:11p Lawrance
* Have area effects affect asteroids, have asteroids cast an area effect,
* fix ship shockwaves
*
* 9 3/03/98 12:48a Lawrance
* Ensure collide_objnum is still valid each frame.
*
* 8 3/02/98 11:35p Lawrance
* Keep track of asteroids that will impact ships on the escort view.
*
* 7 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 6 2/26/98 4:22p Lawrance
* Change wrapping behavior, make vel random
*
* 5 2/20/98 8:31p Lawrance
* delay creation of sub-asteroids
*
* 4 2/19/98 4:33p Lawrance
* hook in new sounds and custom explosion animation
*
* 3 2/19/98 12:46a Lawrance
* Further work on asteroids.
*
* 2 2/10/98 6:43p Lawrance
* Moved asteroid code to a separate lib.
*
* 1 2/10/98 6:05p Lawrance
*
* $NoKeywords: $
*/
#ifndef __ASTEROID_H__
#define __ASTEROID_H__
#include "globalincs/pstypes.h"
#include "globalincs/globals.h" // for NAME_LENGTH
#include <vector>
struct object;
struct polymodel;
struct collision_info_struct;
#define MAX_ASTEROIDS 256
#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
// This is for the asteroid types plus DEBRIS_X_Y
// (X is each species and Y is SMALL, MEDIUM, and LARGE)
// 20060826 - made dynamic -- taylor
//#define MAX_DEBRIS_TYPES ((MAX_SPECIES + 1) * NUM_DEBRIS_SIZES)
// 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;
typedef struct asteroid_info {
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
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
polymodel *modelp[NUM_DEBRIS_POFS];
int model_num[NUM_DEBRIS_POFS];
asteroid_info() { memset(this, 0, sizeof(asteroid_info)); damage_type_idx = -1; };
} asteroid_info;
#define AF_USED (1<<0) // Set means used.
typedef struct asteroid {
int flags;
int objnum;
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 std::vector<asteroid_info> Asteroid_info;
extern asteroid Asteroids[MAX_ASTEROIDS];
extern asteroid_field Asteroid_field;
extern int Num_asteroids;
extern int Asteroids_enabled;
void asteroid_init();
void asteroid_level_init();
void asteroid_level_close();
void asteroid_create_all();
void asteroid_render( object *asteroid_objp );
void asteroid_delete( object *asteroid_objp );
void asteroid_process_pre( object *asteroid_objp, float frame_time);
void asteroid_process_post( object *asteroid_objp, float frame_time);
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info=NULL );
void asteroid_hit( object *asteroid_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
/*
* $Logfile: /Freespace2/code/Autopilot/Autopilot.h $
* $Revision: 1.9.2.3 $
* $Date: 2007-09-02 02:07:38 $
* $Author: Goober5000 $
*
* $Log: not supported by cvs2svn $
* Revision 1.9.2.2 2007/07/24 20:08:29 Kazan
* Make asteroid/debris fields interrupt autopilot, add "hazards near" message to autopilot.tbl, add use-nav-cinematics sexp, fix mantis #1441
*
* Revision 1.9.2.1 2007/07/23 16:08:23 Kazan
* Autopilot updates, minor misc fixes, working MSVC2005 project files
*
* Revision 1.9 2006/02/25 21:42:31 Goober5000
* fixes from last commit
*
* Revision 1.8 2005/07/13 02:50:49 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 1.7 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.6 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 1.5 2004/07/27 18:52:10 Kazan
* squished another
*
* Revision 1.4 2004/07/25 19:27:51 Kazan
* only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged
*
* Revision 1.3 2004/07/25 00:31:27 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 1.2 2004/07/01 16:38:18 Kazan
* working on autonav
*
* Revision 1.1 2004/05/07 23:50:14 Kazan
* Sorry Guys!
*
*
*
*
*/
#if !defined(_AUTOPILOT_H_)
#define _AUTOPILOT_H_
#include "globalincs/pstypes.h"
#include <map>
// milliseconds between updates
#define NPS_TICKRATE 125
#define MAX_NAVPOINTS 8
#define NP_WAYPOINT 0x0001 // Nav Point is bound to the poistion of a single node of a waypoint path
#define NP_SHIP 0x0002 // Nav Point is bound to the poisiton 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 )
struct NavPoint
{
char NavName[32];
int flags;
void *target_obj;
int waypoint_num; //only used when flags & NP_WAYPOINT
vec3d *GetPosition();
char* GetInteralName();
};
#define NP_NUM_MESSAGES 6
#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
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 std::map<int,int> autopilot_wings;
// Cycles through the NavPoint List
bool Sel_NextNav();
// Tell us is autopilot is allow
// This needs:
// * Nav point selected
// * No enemies within 5,000 meters
// * Destination > 1,000 meters away
bool CanAutopilot(bool send_msg=false);
bool CanAutopilotPos(vec3d targetPos);
// Engages autopilot
// This does:
// * Control switched from player to AI
// * Time compression to 32x
// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
void StartAutopilot();
// Checks if autopilot should automatically die
// Returns true if:
// * Targetted waypoint < 1,000 meters away
// * Enemy < 5,000 meters
bool Autopilot_AutoDiable();
// 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);
// 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.
*
*/
/*
* $Logfile: /Freespace2/code/bmpman/bm_internal.h $
* $Revision: 2.6.2.1 $
* $Date: 2007-02-11 09:51:21 $
* $Author: taylor $
*
* bmpman info that's internal to bmpman related files only
*
* $Log: not supported by cvs2svn $
* Revision 2.6 2006/05/27 17:20:48 taylor
* clean up BM_TYPE_* stuff so it's a little easier to tell what is what
* bm_load_sub_fast() doesn't need to lowercase filenames, so don't
* byte-swap 16-bit DDS on big endian (they still don't look right though)
* update bm_has_alpha_channel() to be less dumb
*
* Revision 2.5 2006/05/13 07:29:51 taylor
* OpenGL envmap support
* newer OpenGL extension support
* add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
* add cubemap reading and writing support to DDS loader
* fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
* add support for a default envmap named "cubemap.dds"
* new mission flag "$Environment Map:" to use a pre-existing envmap
* minor cleanup of compiler warning messages
* get rid of wasteful math from gr_set_proj_matrix()
* remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
* clean up bmpman flags in reguards to cubemaps and render targets
* disable D3D envmap code until it can be upgraded to current level of code
* remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
* replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
*
* Revision 2.4 2005/11/13 06:44:17 taylor
* small bit of EFF cleanup
* add -img2dds support
* cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted)
* some minor OGL cleanup and small performance changes
* converge the various pcx_read_bitmap* functions into one
* cleanup/rename/remove some cmdline options
*
* Revision 2.3 2005/04/21 15:49:20 taylor
* update of bmpman and model bitmap management, well tested but things may get a bit bumpy
* - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary)
* - a little "stupid" fix for dds bitmap reading
* - fix it so that memory is released properly on bitmap read errors
* - some cleanup to model texture loading
* - allow model textures to get released rather than just unloaded, saves bitmap slots
* - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code
*
* Revision 2.2 2005/03/03 14:29:37 bobboau
* fixed a small error from my earlier commit.
*
* Revision 2.1 2004/11/23 00:10:06 taylor
* try and protect the bitmap_entry stuff a bit better
* fix the transparent support ship, again, but correctly this time
*
*
* $NoKeywords: $
*/
#ifndef __BM_INTERNAL_H__
#define __BM_INTERNAL_H__
// extra check to make sure this stuff doesn't end up in normal files
// don't use any of this unless BMPMAN_INTERNAL is defined
#ifdef BMPMAN_INTERNAL
#include "globalincs/pstypes.h"
#include "bmpman/bmpman.h"
// no-type ( used in: bm_bitmaps[i].type )
#define BM_TYPE_NONE 0
// in-memory type ( used in: bm_bitmaps[i].type )
#define BM_TYPE_USER 1
// file-type types ( used in: bm_bitmaps[i].type )
#define BM_TYPE_PCX 2
#define BM_TYPE_TGA 3 // 16 or 32 bit targa
#define BM_TYPE_DDS 4 // generic identifier for DDS
#define BM_TYPE_JPG 5 // 32 bit jpeg
#define BM_TYPE_ANI 6 // in-house ANI format
#define BM_TYPE_EFF 7 // specifies any type of animated image, the EFF itself is just text
// c-type types ( used in: bm_bitmaps[i].c_type )
#define BM_TYPE_DXT1 8 // 24 bit with switchable alpha (compressed)
#define BM_TYPE_DXT3 9 // 32 bit with 4 bit alpha (compressed)
#define BM_TYPE_DXT5 10 // 32 bit with 8 bit alpha (compressed)
#define BM_TYPE_CUBEMAP_DDS 11 // generic DDS cubemap (uncompressed cubemap surface)
#define BM_TYPE_CUBEMAP_DXT1 12 // 24-bit cubemap (compressed cubemap surface)
#define BM_TYPE_CUBEMAP_DXT3 13 // 32-bit cubemap (compressed cubemap surface)
#define BM_TYPE_CUBEMAP_DXT5 14 // 32-bit cubemap (compressed cubemap surface)
// special types ( used in: bm_bitmaps[i].type )
#define BM_TYPE_RENDER_TARGET_STATIC 15 // 24/32 bit setup internally as a static render target
#define BM_TYPE_RENDER_TARGET_DYNAMIC 16 // 24/32 bit setup internally as a dynamic render target
/// Moved from cpp file ///////////////////
// Consider these 'protected' structures and functions that should only be used by special bitmap functions
typedef union bm_extra_info {
struct {
// Stuff needed for animations
int first_frame; // used for animations -- points to index of first frame
ubyte num_frames; // used for animation -- number of frames in the animation
ubyte fps; // used for animation -- frames per second
struct {
// stuff for static animations
ubyte type; // type for individual images
char filename[MAX_FILENAME_LEN]; // filename for individual images
} eff;
} 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; // Flags passed to bm_create
} user;
} bm_extra_info;
typedef 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
ubyte type; // PCX, USER, ANI, etc
ubyte 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
int 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 info
bitmap bm;
// Data for animations and user bitmaps
bm_extra_info info;
#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
} bitmap_entry;
extern bitmap_entry bm_bitmaps[MAX_BITMAPS];
// image specific lock functions
void bm_lock_ani( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_dds( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_jpg( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_pcx( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_tga( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_user( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
#endif // BMPMAN_INTERNAL
#endif // __BM_INTERNAL_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.
*
*/
/*
* $Logfile: /Freespace2/code/Bmpman/BmpMan.h $
*
* $Revision: 2.37.2.6 $
* $Date: 2007-03-22 20:14:16 $
* $Author: taylor $
*
* Prototypes for Bitmap Manager functions
*
* $Log: not supported by cvs2svn $
* Revision 2.37.2.5 2007/02/11 09:51:21 taylor
* remove some dead code
* better texture memory handling (a work in-progress)
* new image finding/loading
* get rid of -pcx32 and -jpgtga
* change the game_busy() reporting during bitmap page-in to only catch one frame of an animation
* fix numerous little bugs in gropenglbmpman relating to -img2dds
*
* Revision 2.37.2.4 2007/01/07 12:07:40 taylor
* fix bm_page_in_texture() so that it will load all frames of an animation (caused slowdowns in-game with it)
*
* Revision 2.37.2.3 2006/07/05 23:41:02 Goober5000
* spelling
*
* Revision 2.37.2.2 2006/07/05 23:36:55 Goober5000
* cvs comment tweaks
*
* Revision 2.37.2.1 2006/06/22 14:59:44 taylor
* fix various things that Valgrind has been complaining about
*
* Revision 2.37 2006/05/27 17:20:48 taylor
* clean up BM_TYPE_* stuff so it's a little easier to tell what is what
* bm_load_sub_fast() doesn't need to lowercase filenames, so don't
* byte-swap 16-bit DDS on big endian (they still don't look right though)
* update bm_has_alpha_channel() to be less dumb
*
* Revision 2.36 2006/05/13 07:29:51 taylor
* OpenGL envmap support
* newer OpenGL extension support
* add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
* add cubemap reading and writing support to DDS loader
* fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
* add support for a default envmap named "cubemap.dds"
* new mission flag "$Environment Map:" to use a pre-existing envmap
* minor cleanup of compiler warning messages
* get rid of wasteful math from gr_set_proj_matrix()
* remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
* clean up bmpman flags in reguards to cubemaps and render targets
* disable D3D envmap code until it can be upgraded to current level of code
* remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
* replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
*
* Revision 2.35 2006/02/16 05:00:01 taylor
* various bmpman related fixes
* - some new error checking (and fixes related to that) and cleanup
* - fix EFFs not getting released/unloaded properly (was in a local tree but apparently missed CVS)
* - minor fixes for bm_release() to produce a more properly cleaned slot
* - use fast unloading for page_in stuff since we don't actually want really want the load count changing for texture maps
* and to make sure that we free the memory usage regardless of load count
*
* Revision 2.34 2006/01/21 02:22:04 wmcoolmon
* Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling.
*
* Revision 2.33 2005/12/06 03:05:53 taylor
* add base support for 8-bit DDS images
* clean up some DDS error messages and other minor bug/comment fixes
* move bitmap stuff from pstypes.h, it makes more sense here anyway
* start of 8-bit palette conversion, needs work but is here for WMCoolmon to look at and play with
*
* Revision 2.32 2005/12/04 19:07:48 wmcoolmon
* Final commit of codebase
*
* Revision 2.31 2005/11/08 01:03:59 wmcoolmon
* More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix
*
* Revision 2.30 2005/09/26 04:53:19 Goober5000
* moved these per taylor's recommendation
* --Goober5000
*
* Revision 2.29 2005/09/26 04:08:53 Goober5000
* some more cleanup
* --Goober5000
*
* Revision 2.28 2005/09/26 02:15:02 Goober5000
* okay, this should all be working :)
* --Goober5000
*
* Revision 2.27 2005/09/25 05:13:07 Goober5000
* hopefully complete species upgrade
* --Goober5000
*
* Revision 2.26 2005/09/24 07:07:17 Goober5000
* another species overhaul
* --Goober5000
*
* Revision 2.25 2005/08/20 20:34:49 taylor
* some bmpman and render_target function name changes so that they make sense
* always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly
* save the original gamma ramp on OGL init so that it can be restored on exit
*
* Revision 2.24 2005/07/13 02:50:49 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.23 2005/06/19 02:28:55 taylor
* add a _fast version of bm_unload() to be used in modelinterp and future graphics API code
* clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer)
* NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer)
* fix jumpnode code to catch model errors and close a memory leak
* make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise
* don't show hardware sound RAM when using OpenAL build, it will always be 0
* print top-right memory figures in debug builds slighly further over when 1024+ res
*
* Revision 2.22 2005/04/24 12:56:42 taylor
* really are too many changes here:
* - remove all bitmap section support and fix problems with previous attempt
* ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h,
* code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp,
* code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp,
* code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h,
* code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h,
* code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp
* code/render/3ddraw.cpp )
* - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function
* - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp
*
* Revision 2.21 2005/04/21 15:49:20 taylor
* update of bmpman and model bitmap management, well tested but things may get a bit bumpy
* - use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary)
* - a little "stupid" fix for dds bitmap reading
* - fix it so that memory is released properly on bitmap read errors
* - some cleanup to model texture loading
* - allow model textures to get released rather than just unloaded, saves bitmap slots
* - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code
*
* Revision 2.20 2005/03/07 13:10:19 bobboau
* commit of render target code, d3d should be totaly functional,
* OGL still needs implementation.
*
* Revision 2.19 2005/02/10 14:38:50 taylor
* fix an issue with bm_set_components()
* abs is for ints fabsf is for floats (camera.cpp)
* make the in-cockpit stuff OGL friendly
*
* Revision 2.18 2004/11/23 00:10:06 taylor
* try and protect the bitmap_entry stuff a bit better
* fix the transparent support ship, again, but correctly this time
*
* Revision 2.17 2004/11/21 15:59:45 Kazan
* conflict res
*
* Revision 2.16 2004/10/31 21:26:27 taylor
* bmpman merge, EFF animation support, better page in stuff, dozen or so smaller fixes and cleanup
*
* Revision 2.15 2004/10/06 22:02:54 Kazan
* interface corruption fix - thanks taylor (MAX_BITMAPS upped to 7000)
*
* Revision 2.14 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.13 2004/05/06 22:35:26 taylor
* DDS mipmap reading, remove unneeded bm_unlock() during page in
*
* Revision 2.12 2004/04/01 15:31:20 taylor
* don't use interface anis as ship textures
*
* Revision 2.11 2004/03/05 09:01:54 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.10 2003/12/04 20:39:08 randomtiger
* Added DDS image support for D3D
* Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default
* Hopefully have fixed D3D text batching bug that caused old values to appear
* Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target
* Fixed jump nodes not showing
*
* Revision 2.9 2003/11/19 20:37:22 randomtiger
* Almost fully working 32 bit pcx, use -pcx32 flag to activate.
* Made some commandline variables fit the naming standard.
* Changed timerbar system not to run pushes and pops if its not in use.
* Put in a note about not uncommenting asserts.
* Fixed up a lot of missing POP's on early returns?
* Perhaps the motivation for Assert functionality getting commented out?
* Fixed up some bad asserts.
* Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
* Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
* Put in a special check for the signs of that D3D init bug I need to lock down.
*
* Revision 2.8 2003/11/07 18:31:01 randomtiger
* Fixed a nohtl call to htl funcs (crash with NULL pointer)
* Fixed a bug with 32bit PCX code.
* Fixed a bug in the d3d_string batch system that was messing up screen shaking.
* Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system.
* Put in a higher res icon until we get something better sorted out.
*
* Revision 2.7 2003/10/24 17:35:04 randomtiger
* Implemented support for 32bit TGA and JPG for D3D
* Also 32 bit PCX, but it still has some bugs to be worked out
* Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
*
* Revision 2.6 2003/08/16 03:52:22 bobboau
* update for the specmapping code includeing
* suport for seperate specular levels on lights and
* optional strings for the stars table
* code has been made more organised,
* though there seems to be a bug in the state selecting code
* resulting in the HUD being rendered incorectly
* and specmapping failing ocasionaly
*
* Revision 2.5 2003/08/12 03:18:32 bobboau
* Specular 'shine' mapping;
* useing a phong lighting model I have made specular highlights
* that are mapped to the model,
* rendering them is still slow, but they look real purdy
*
* also 4 new (untested) comand lines, the XX is a floating point value
* -spec_exp XX
* the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
* -spec_point XX
* -spec_static XX
* -spec_tube XX
* these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
* static is the local stars,
* point is weapons/explosions/warp in/outs,
* tube is beam weapons,
* for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
*
* Revision 2.4 2003/03/18 10:07:00 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.3 2003/01/19 01:07:41 bobboau
* redid the way glow maps are handled; you now must set a global variable before you render a poly that uses a glow map, then set it to -1 when you're done with it
* fixed a few other misc bugs too
*
* Revision 2.2 2003/01/18 19:55:16 phreak
* fixed around the bmpman system to now accept compressed textures
*
* Revision 2.1 2003/01/05 23:41:50 bobboau
* disabled decals (for now), removed the warp ray thingys,
* made some better error mesages while parseing weapons and ships tbls,
* and... oh ya, added glow mapping
*
* Revision 2.0.2.10 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.0.2.9 2002/11/04 16:04:20 randomtiger
*
* Tided up some bumpman stuff and added a few function points to gr_screen. - RT
*
* Revision 2.0.2.8 2002/11/04 03:02:28 randomtiger
*
* I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant.
* This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without
* turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays.
*
* I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions.
* I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code.
*
* Rolled back to an old version of bumpman and made a few changes.
* Added new files: grd3dbumpman.cpp and .h
* Moved the bitmap init function to after the 3D engine is initialised
* Added includes where needed
* Disabled (for now) the D3D8 TGA loading - RT
*
* Revision 2.0.2.7 2002/10/26 01:24:22 randomtiger
* Fixed debug bitmap compiling bug.
* Fixed tga bug. - RT
*
* Revision 2.0.2.6 2002/10/22 17:46:17 randomtiger
* Fixed new TGA code texturing bug. - RT
*
* Revision 2.0.2.5 2002/10/21 16:33:40 randomtiger
* Added D3D only 32 bit TGA functionality. Will load a texture as big as your graphics card allows. Code not finished yet and will forge the beginnings of the new texture system. - RT
*
* Revision 2.0.2.4 2002/10/19 23:56:39 randomtiger
* Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query.
* Defaults to 256 as it was before. Also added base code for reworking the texture code to be more efficient. - RT
*
* Revision 2.0.2.3 2002/10/02 11:40:19 randomtiger
* Bmpmap has been reverted to an old non d3d8 version.
* All d3d8 code is now in the proper place.
* PCX code is now working to an extent. Problems with alpha though.
* Ani's work slowly with alpha problems.
* Also I have done a bit of tidying - RT
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 16 8/10/99 6:54p Dave
* Mad optimizations. Added paging to the nebula effect.
*
* 15 8/06/99 1:52p Dave
* Bumped up MAX_BITMAPS for the demo.
*
* 14 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 13 7/13/99 1:15p Dave
* 32 bit support. Whee!
*
* 12 6/29/99 10:35a Dave
* Interface polygon bitmaps! Whee!
*
* 11 6/16/99 4:06p Dave
* New pilot info popup. Added new draw-bitmap-as-poly function.
*
* 10 5/05/99 9:02p Dave
* Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
* rotations, tweaked values, made bitmap selection more random). Fixed
* D3D beam weapon clipping problem. Added D3d frame dumping.
*
* 9 2/08/99 5:07p Dave
* FS2 chat server support. FS2 specific validated missions.
*
* 8 2/05/99 12:52p Dave
* Fixed Glide nondarkening textures.
*
* 7 2/03/99 11:44a Dave
* Fixed d3d transparent textures.
*
* 6 12/06/98 2:36p Dave
* Drastically improved nebula fogging.
*
* 5 12/01/98 4:46p Dave
* Put in targa bitmap support (16 bit).
*
* 4 12/01/98 8:06a Dave
* Temporary checkin to fix some texture transparency problems in d3d.
*
* 3 11/30/98 1:07p Dave
* 16 bit conversion, first run.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 32 4/16/98 6:31p Hoffoss
* Added function to get filename of a bitmap handle, which we don't have
* yet and I need.
*
* 31 4/02/98 11:40a Lawrance
* check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
*
* 30 3/30/98 4:02p John
* Made machines with < 32 MB of RAM use every other frame of certain
* bitmaps. Put in code to ke7ep track of how much RAM we've malloc'd.
*
* 29 3/29/98 4:05p John
* New paging code that loads everything necessary at level startup.
*
* 28 3/26/98 5:21p John
* Added new code to preload all bitmaps at the start of a level.
* Commented it out, though.
*
* 27 3/24/98 6:18p John
* Hacked MAX_BITMAPS up to 3500
*
* 26 3/10/98 4:18p John
* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
* & Glide have popups and print screen. Took out all >8bpp software
* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
* support Fred. Made zbuffering key off of functions rather than one
* global variable.
*
* 25 3/02/98 6:46p John
* Upped MAX_BITMAPS to 2000
*
* 24 3/02/98 6:00p John
* Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that
* is dependent on it won't break if it changes. Made ModelCache slots
* be equal to MAX_OBJECTS which is what it is.
*
* 23 2/06/98 8:25p John
* Added code for new bitmaps since last frame
*
* 22 2/06/98 8:10p John
* Added code to show amout of texture usage each frame.
*
* 21 1/29/98 11:48a John
* Added new counter measure rendering as model code. Made weapons be
* able to have impact explosion.
*
* 20 1/11/98 2:14p John
* Changed a lot of stuff that had to do with bitmap loading. Made cfile
* not do callbacks, I put that in global code. Made only bitmaps that
* need to load for a level load.
*
* 19 9/03/97 4:19p John
* changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
* to bm_load functions not needed. Made bmpman keep track of palettes
* for bitmaps not mapped into game palettes.
*
* 18 8/25/97 11:14p Lawrance
* added support for .ani files in bm_load_animation()
*
* 17 7/16/97 3:07p John
*
* 16 6/17/97 8:58p Lawrance
* fixed bug with not nulling bm.data with USER bitmaps
*
* 15 6/12/97 2:44a Lawrance
* changed bm_unlock() to take an index into bm_bitmaps(). Added
* ref_count to bitmap_entry struct
*
* 14 5/20/97 10:36a John
* Fixed problem with user bitmaps and direct3d caching.
*
* 13 3/24/97 3:25p John
* Cleaned up and restructured model_collide code and fvi code. In fvi
* made code that finds uvs work.. Added bm_get_pixel to BmpMan.
*
* 12 2/17/97 5:18p John
* Added a bunch of RCS headers to a bunch of old files that don't have
* them.
*
* $NoKeywords: $
*/
#ifndef _BMPMAN_H
#define _BMPMAN_H
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
#ifndef NDEBUG
#define BMPMAN_NDEBUG
#endif
// this is causing problems - let's UP IT -- Kazan
// bumped from 3500 to 4500 2004/09/21 - taylor
// bumped to 4750 2005/02/03 - taylor
//#define MAX_BITMAPS 3500 // How many bitmaps the game can handle
#define MAX_BITMAPS 4750 // How many bitmaps the game can handle
// NOTE: 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 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
// ***** NOTE: bitmap.flags is an 8-bit value, no more BMP_TEX_* flags can be added unless the type is changed!! ******
//compressed texture types
#define BMP_TEX_COMP ( BMP_TEX_DXT1 | BMP_TEX_DXT3 | BMP_TEX_DXT5 )
//non compressed textures
#define BMP_TEX_NONCOMP ( BMP_TEX_XPARENT | BMP_TEX_OTHER )
// any texture type
#define BMP_TEX_ANY ( BMP_TEX_COMP | BMP_TEX_NONCOMP )
#define BMP_FLAG_RENDER_TARGET_STATIC (1<<0)
#define BMP_FLAG_RENDER_TARGET_DYNAMIC (1<<1)
#define BMP_FLAG_CUBEMAP (1<<2)
typedef struct bitmap {
short w, h; // Width and height
short rowsize; // What you need to add to go to next row
ubyte bpp; // How many bits per pixel it is. (7,8,15,16,24,32) (what is requested)
ubyte true_bpp; // How many bits per pixel the image actually is.
ubyte flags; // See the BMP_???? defines for values (this isn't for the BMP_FLAG_* stuff)
ptr_u data; // Pointer to data, or maybe offset into VRAM.
ubyte *palette; // If bpp==8, this is pointer to palette. If the BMP_NO_PALETTE_MAP flag
// is not set, this palette just points to the screen palette. (gr_palette)
} bitmap;
extern int Bm_paging;
void bm_init();
void bm_close();
int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
int bm_get_next_handle();
void *bm_malloc(int n, int size);
void bm_update_memory_used(int n, int size);
// how many bytes of textures are used.
extern int bm_texture_ram;
// This loads a bitmap so we can draw with it later.
// It returns a negative number if it couldn't load
// the bitmap. On success, it returns the bitmap
// number.
int bm_load(char * filename);
// special load 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 pilot pics and squad logos
int bm_load_duplicate(char *filename);
// Creates a bitmap that exists in RAM somewhere, instead
// of coming from a disk file. You pass in a pointer to a
// block of data. The data can be in the following formats:
// 8 bpp (mapped into game palette)
// 32 bpp
// On success, it returns the bitmap number. You cannot
// free that RAM until bm_release is called on that bitmap.
// See example at bottom of this file
int bm_create( int bpp, int w, int h, void *data = NULL, int flags = 0);
// Frees up a bitmap's data, but bitmap number 'n' can
// still be used, it will just have to be paged in next
// time it is locked.
int bm_unload( int n, int clear_render_targets = 0 );
// like bm_unload() except that it's safe to use to free data without worrying about
// load_count so it's safe to use in relation to bm_release() and in gr_*_texture functions
int bm_unload_fast( int n, int clear_render_targets = 0 );
// Frees up a bitmap's data, and it's slot, so bitmap
// number 'n' cannot be used anymore, and bm_load or
// bm_create might reuse the slot.
int bm_release( int n, int clear_render_targets = 0 );
// This loads a bitmap sequence so we can draw with it later.
// It returns a negative number if it couldn't load
// the bitmap. On success, it returns the bitmap
// number of the first frame and nframes is set.
extern int bm_load_animation( char * filename, int * nframes = NULL, int *fps = NULL, int can_drop_frames = 0, int dir_type = CF_TYPE_ANY );
//Loads either animation (bm_load_animation) or still image (bm_load)
extern int bm_load_either(char *filename, int *nframes = NULL, int *fps = NULL, int can_drop_frames = 0, int dir_type = CF_TYPE_ANY);
// This locks down a bitmap and returns a pointer to a bitmap
// that can be accessed until you call bm_unlock. Only lock
// a bitmap when you need it! This will convert it into the
// appropriate format also.
extern bitmap * bm_lock( int bitmapnum, ubyte bpp, ubyte flags );
// The signature is a field that gets filled in with
// a unique signature for each bitmap. The signature for each bitmap
// will also change when the bitmap's data changes.
extern uint bm_get_signature( int bitmapnum);
// Unlocks a bitmap
extern void bm_unlock( int bitmapnum );
//WMC - Returns 0 if invalid, nonzero if valid
extern int bm_is_valid(int handle);
// Gets info. w,h,or flags,nframes or fps can be NULL if you don't care.
//WMC - Returns -1 on failure, handle or first frame handle on success.
int bm_get_info( int bitmapnum, int *w=NULL, int * h=NULL, ubyte * flags=NULL, int *nframes=NULL, int *fps=NULL );
// get filename
extern void bm_get_filename(int bitmapnum, char *filename);
// resyncs all the bitmap palette
extern void bm_update();
// call to load all data for all bitmaps that have been requested to be loaded
extern void bm_gfx_load_all();
extern void bm_unload_all();
// call to get the palette for a bitmap
void bm_get_palette(int n, ubyte *pal, char *name);
// Hacked function to get a pixel from a bitmap.
// Only works good in 8bpp mode.
void bm_gfx_get_pixel( int bitmap, float u, float v, ubyte *r, ubyte *g, ubyte *b );
// Returns number of bytes of bitmaps locked this frame
// ntotal = number of bytes of bitmaps locked this frame
// nnew = number of bytes of bitmaps locked this frame that weren't locked last frame
void bm_get_frame_usage(int *ntotal, int *nnew);
/*
* Example on using bm_create
*
{
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;
}
}
}
bm_unload(test_bmp); // this pages out the data, so that the
// next bm_lock will convert the new data to the
// correct bpp
// 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 to upper left corner
gr_set_bitmap(test_bmp);
gr_bitmap( 0,0 );
}
*/
//============================================================================
// Paging stuff
//============================================================================
void bm_page_in_start();
void bm_page_in_stop();
// Paging code in a library should call these functions
// in its page in function.
// Marks a texture as being used for this level
// If num_frames is passed, assume this is an animation
void bm_page_in_texture( int bitmapnum, int num_frames = 0 );
// marks a texture as being a transparent textyre used for this level
// Marks a texture as being used for this level
// If num_frames is passed, assume this is an animation
void bm_page_in_xparent_texture( int bitmapnum, int num_frames=1 );
// Marks an aabitmap as being used for this level
// If num_frames is passed, assume this is an animation
void bm_page_in_aabitmap( int bitmapnum, int num_frames=1 );
// unload a texture that was paged in
int bm_page_out( int handle );
//
// Mode: 0 = High memory
// 1 = Low memory ( every other frame of ani's)
// 2 = Debug low memory ( only use first frame of each ani )
void bm_set_low_mem( int mode );
char *bm_get_filename(int handle);
void BM_SELECT_SCREEN_FORMAT();
void BM_SELECT_TEX_FORMAT();
void BM_SELECT_ALPHA_TEX_FORMAT();
// set the rgba components of a pixel, any of the parameters can be NULL
extern void (*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
extern void (*bm_set_components_32)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_16_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_32_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_16_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_32_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
// get the rgba components of a pixel, any of the parameters can be NULL
void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
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 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
int bm_is_compressed(int num);
int bm_get_tcache_type(int num);
int bm_get_size(int num);
int bm_get_num_mipmaps(int num);
int bm_has_alpha_channel(int handle);
void bm_print_bitmaps();
int bm_make_render_target( int width, int height, int flags );
int bm_is_render_target(int bitmap_id);
int bm_set_render_target(int handle, int face = -1);
#endif
-599
View File
@@ -1,599 +0,0 @@
#include "camera/camera.h"
#include "math/vecmat.h"
#include "graphics/2d.h"
#include "globalincs/alphacolors.h"
#include "parse/parselo.h"
#include "physics/physics.h" //apply_physics
//Some global vars
std::vector<subtitle> Subtitles;
std::vector<camera> Cameras;
//Preset cameras
camera* Free_camera = NULL;
camera* Current_camera = NULL;
//This is where the camera class beings! :D
camera::camera(char *in_name)
{
set_name(in_name);
//These are our two pointers, new'd and delete'd only by this class
desired_position = NULL;
desired_orientation = NULL;
reset();
}
camera::~camera()
{
//Cleanup
if(desired_position != NULL)
delete desired_position;
if(desired_orientation != NULL)
delete desired_orientation;
//Check if this is in use
if(Current_camera == this)
{
if(Cameras.size() > 0)
Current_camera = &Cameras[0];
else
Current_camera = NULL;
}
}
void camera::reset()
{
position = vmd_zero_vector;
if(desired_position != NULL)
{
delete desired_position;
desired_position = NULL;
}
translation_velocity = translation_vel_limit = translation_acc_limit = vmd_zero_vector;
vm_set_identity(&orientation);
if(desired_orientation != NULL)
{
delete desired_orientation;
desired_orientation = NULL;
}
rotation_rate = rotation_vel_limit = rotation_acc_limit = vmd_zero_vector;
}
void camera::set_name(char *in_name)
{
if(name != NULL)
strncpy(name, in_name, NAME_LENGTH-1);
}
#define square(a) (a*a)
void camera::set_position(vec3d *in_position, float in_translation_time, float in_translation_acceleration_time)
{
//*****Instantly change to new position (or stop if no position given)
if(in_translation_time <= 0.0f || in_position == NULL)
{
if(in_position != NULL)
position = *in_position;
if(desired_position != NULL)
{
delete desired_position;
desired_position = NULL;
}
translation_velocity = vmd_zero_vector;
translation_acc_limit = vmd_zero_vector;
translation_vel_limit = vmd_zero_vector;
return;
}
//*****Perform intermediate calculations
//Create desired orientation if necessary
if(desired_position == NULL)
desired_position = new vec3d;
//Set desired orientation
*desired_position = *in_position;
//Find the distance
vec3d d;
vm_vec_sub(&d, in_position, &position);
//*****Instantly accelerate to velocity
if(in_translation_acceleration_time <= 0.0f)
{
vm_vec_copy_scale(&translation_velocity, &d, 1.0f/in_translation_time);
translation_vel_limit = rotation_rate;
translation_acc_limit = vmd_zero_vector;
return;
}
//*****Set variables for graduated movement
//Safety
if(in_translation_acceleration_time*2.0f > in_translation_time)
in_translation_acceleration_time = in_translation_time/2.0f;
//Calculate the maximum acceleration speed
translation_acc_limit.xyz.x = fabsf(d.xyz.x / ((in_translation_time * in_translation_acceleration_time) - square(in_translation_acceleration_time)));
translation_acc_limit.xyz.y = fabsf(d.xyz.y / ((in_translation_time * in_translation_acceleration_time) - square(in_translation_acceleration_time)));
translation_acc_limit.xyz.z = fabsf(d.xyz.z / ((in_translation_time * in_translation_acceleration_time) - square(in_translation_acceleration_time)));
//Calculate the maximum velocity
translation_vel_limit.xyz.x = fabsf(translation_acc_limit.xyz.x * in_translation_acceleration_time);
translation_vel_limit.xyz.y = fabsf(translation_acc_limit.xyz.y * in_translation_acceleration_time);
translation_vel_limit.xyz.z = fabsf(translation_acc_limit.xyz.z * in_translation_acceleration_time);
}
void camera::set_translation_velocity(vec3d *in_velocity)
{
if(in_velocity == NULL)
translation_velocity = *in_velocity;
else
vm_vec_zero(&translation_velocity);
}
void camera::set_rotation(matrix *in_orientation, float in_rotation_time, float in_rotation_acceleration_time)
{
//*****Instantly rotate to new position (or stop if no position given)
if(in_rotation_time <= 0.0f || in_orientation == NULL)
{
if(in_orientation != NULL)
orientation = *in_orientation;
if(desired_orientation != NULL)
{
delete desired_orientation;
desired_orientation = NULL;
}
rotation_rate = vmd_zero_vector;
rotation_acc_limit = vmd_zero_vector;
rotation_vel_limit = vmd_zero_vector;
return;
}
//*****Perform intermediate calculations
//Create desired orientation if necessary
if(desired_orientation == NULL)
desired_orientation = new matrix;
//Set desired orientation
*desired_orientation = *in_orientation;
//Get the angles in radians
angles curr_orientation, new_orientation;
vm_extract_angles_matrix(&curr_orientation, &orientation);
vm_extract_angles_matrix(&new_orientation, in_orientation);
//Find the distance
angles d;
d.p = new_orientation.p - curr_orientation.p;
d.b = new_orientation.b - curr_orientation.b;
d.h = new_orientation.h - curr_orientation.h;
//*****Instantly accelerate to velocity
if(in_rotation_acceleration_time <= 0.0f)
{
rotation_rate.xyz.z = d.p / in_rotation_time;
rotation_rate.xyz.x = d.b / in_rotation_time;
rotation_rate.xyz.y = d.h / in_rotation_time;
rotation_vel_limit = rotation_rate;
rotation_acc_limit = vmd_zero_vector;
return;
}
//*****Set variables for graduated movement
//Safety
if(in_rotation_acceleration_time*2.0f > in_rotation_time)
in_rotation_acceleration_time = in_rotation_time/2.0f;
//Calculate the maximum acceleration speed
rotation_acc_limit.xyz.z = fabsf(d.p / ((in_rotation_time * in_rotation_acceleration_time) - square(in_rotation_acceleration_time)));
rotation_acc_limit.xyz.x = fabsf(d.b / ((in_rotation_time * in_rotation_acceleration_time) - square(in_rotation_acceleration_time)));
rotation_acc_limit.xyz.y = fabsf(d.h / ((in_rotation_time * in_rotation_acceleration_time) - square(in_rotation_acceleration_time)));
//Calculate the maximum velocity
rotation_vel_limit.xyz.x = fabsf(rotation_acc_limit.xyz.x * in_rotation_acceleration_time);
rotation_vel_limit.xyz.y = fabsf(rotation_acc_limit.xyz.y * in_rotation_acceleration_time);
rotation_vel_limit.xyz.z = fabsf(rotation_acc_limit.xyz.z * in_rotation_acceleration_time);
}
void camera::set_rotation(angles *in_angles, float in_rotation_time, float in_rotation_acceleration_time)
{
matrix temp_matrix = IDENTITY_MATRIX;
if(in_angles != NULL)
vm_angles_2_matrix(&temp_matrix, in_angles);
set_rotation(&temp_matrix, in_rotation_time, in_rotation_acceleration_time);
}
void camera::set_rotation_facing(vec3d *in_target, float in_rotation_time, float in_rotation_acceleration_time)
{
matrix temp_matrix = IDENTITY_MATRIX;
if(in_target != NULL)
{
vec3d targetvec;
vm_vec_normalized_dir(&targetvec, in_target, &position);
vm_vector_2_matrix(&temp_matrix, &targetvec, NULL, NULL);
}
set_rotation(&temp_matrix, in_rotation_time, in_rotation_acceleration_time);
}
void camera::set_rotation_velocity(vec3d *in_rotation_rate)
{
if(in_rotation_rate != NULL)
rotation_rate = *in_rotation_rate;
else
vm_vec_zero(&rotation_rate);
/*if(in_rotation_rate == NULL)
{
rotation_rate.p = rotation_rate.b = rotation_rate.h = 0.0f;
rotation_rate_delta_time = rotation_rate_delta_time_left = in_rotation_acceleration_time = 0.0f;
rotation_rate_decel_time_til = -1.0f;
return;
}
rotation_rate_delta_time = rotation_rate_delta_time_left = in_rotation_acceleration_time;
rotation_rate_decel_time_til = -1.0f;
rotation_rate_delta.p = in_rotation_rate->p / in_rotation_acceleration_time;
rotation_rate_delta.b = in_rotation_rate->b / in_rotation_acceleration_time;
rotation_rate_delta.h = in_rotation_rate->h / in_rotation_acceleration_time;*/
}
void camera::do_frame(float in_frametime)
{
//float frametime, rot_frametime, trans_frametime;
//DO ROTATION STUFF
if(desired_orientation != NULL)
{
matrix ori_out;
vec3d vel_out;
vm_matrix_interpolate(desired_orientation, &orientation, &rotation_rate, in_frametime, &ori_out, &vel_out, &rotation_vel_limit, &rotation_acc_limit, 1);
orientation = ori_out;
rotation_rate = vel_out;
//TODO: Make this "if(*desired_orienation == orientation)"
//Note that this means we are finished rotating
if(vel_out.xyz.x == 0.0f && vel_out.xyz.y == 0.0f && vel_out.xyz.z == 0.0f)
{
delete desired_orientation;
desired_orientation = NULL;
rotation_rate = rotation_vel_limit = rotation_acc_limit = vmd_zero_vector;
}
}
else if(rotation_rate.xyz.x || rotation_rate.xyz.y || rotation_rate.xyz.z)
{
//TODO: Make this right.
angles new_orientation;
vm_extract_angles_matrix(&new_orientation, &orientation);
new_orientation.p += rotation_rate.xyz.z;
new_orientation.b += rotation_rate.xyz.x;
new_orientation.h += rotation_rate.xyz.y;
vm_angles_2_matrix(&orientation, &new_orientation);
}
if(desired_position != NULL)
{
vec3d d_p;
apply_physics(translation_vel_limit.xyz.x/translation_acc_limit.xyz.x, translation_vel_limit.xyz.x, translation_velocity.xyz.x, in_frametime, &translation_velocity.xyz.x, &d_p.xyz.x);
apply_physics(translation_vel_limit.xyz.y/translation_acc_limit.xyz.y, translation_vel_limit.xyz.y, translation_velocity.xyz.y, in_frametime, &translation_velocity.xyz.y, &d_p.xyz.y);
apply_physics(translation_vel_limit.xyz.z/translation_acc_limit.xyz.z, translation_vel_limit.xyz.z, translation_velocity.xyz.z, in_frametime, &translation_velocity.xyz.z, &d_p.xyz.z);
vm_vec_add2(&position, &d_p);
//WMC - This is your past self talking. You were attempting to use vm_matrix_interpolate
//to move the camera, but never got around to actually getting it completed + tested
/*
matrix ori_out;
vec3d vel_out;
matrix vec_ori;
matrix temp_ori;
//vm_vector_2_matrix(&vec_ori, &desired_position);
vm_matrix_interpolate(&vec_ori, &temp_ori, &translation_velocity, in_frametime, &ori_out, &vel_out, &translation_vel_limit, &translation_acc_limit, 1);
//vm_vec_rotate(&position, &vmd_identity_matrix, &ori_out);
translation_velocity = vel_out;
//TODO: Make this "if(*desired_orienation == orientation)"
//Note that this means we are finished rotating
if(vel_out.xyz.x == 0.0f && vel_out.xyz.y == 0.0f && vel_out.xyz.z == 0.0f)
{
delete desired_position;
desired_position = NULL;
translation_velocity = translation_vel_limit = translation_acc_limit = vmd_zero_vector;
}*/
}
else
{
vm_vec_scale_add2(&position, &translation_velocity, in_frametime);
}
}
#define MAX_SUBTITLE_LINES 64
subtitle::subtitle(int in_x_pos, int in_y_pos, char* in_text, float in_display_time, char* in_imageanim, float in_fade_time, color *in_text_color, bool center_x, bool center_y, int in_width)
{
// basic init, this always has to be done
memset( imageanim, 0, sizeof(imageanim) );
image_id = -1;
if ( ((in_text != NULL) && (strlen(in_text) <= 0)) && ((in_imageanim != NULL) && (strlen(in_imageanim) <= 0)) )
return;
int num_text_lines = 0;
char *text_line_ptrs[MAX_SUBTITLE_LINES];
int text_line_lens[MAX_SUBTITLE_LINES];
//Setup text
if ( (in_text != NULL) && (strlen(in_text) > 0) ) {
num_text_lines = split_str(in_text, in_width, text_line_lens, text_line_ptrs, MAX_SUBTITLE_LINES);
std::string temp_str;
for(int i = 0; i < num_text_lines; i++)
{
temp_str.assign(text_line_ptrs[i], text_line_lens[i]);
text_lines.push_back(temp_str);
}
}
//Setup text color
if(in_text_color)
text_color = *in_text_color;
else
gr_init_alphacolor(&text_color, 255, 255, 255, 255);
//Setup display and fade time
display_time = fl_abs(in_display_time);
fade_time = fl_abs(in_fade_time);
//Setup image
if ( (in_imageanim != NULL) && (strlen(in_imageanim) > 0) )
{
image_id = bm_load(in_imageanim);
if (image_id >= 0)
strncpy(imageanim, in_imageanim, sizeof(imageanim) - 1);
}
//Setup pos
int w=0, h=0, tw=0, th=0;
float deltax, deltay;
image_pos[0] = 0;
image_pos[1] = 0;
if(center_x || center_y)
{
//Get text size
for(int i = 0; i < num_text_lines; i++)
{
gr_get_string_size(&w, &h, text_line_ptrs[i], text_line_lens[i]);
if(w > tw)
tw = w;
th += h;
}
//Get image size
if(image_id != -1)
{
bm_get_info(image_id, &w, &h);
tw += w;
if(h > th)
th = h;
}
// gr_resize_screen_pos(&tw, &th);
//Center it?
if(center_x)
{
image_pos[0] = (gr_screen.max_w_unscaled - tw)/2;
gr_resize_screen_pos(&image_pos[0], NULL);
}
if(center_y)
{
image_pos[1] = (gr_screen.max_h_unscaled - th)/2;
gr_resize_screen_pos(NULL, &image_pos[1]);
}
}
if(in_x_pos < 0 && !center_x)
image_pos[0] += gr_screen.max_w + in_x_pos;
else if(!center_x)
image_pos[0] += in_x_pos;
if(in_y_pos < 0 && !center_y)
image_pos[1] += gr_screen.max_h + in_y_pos;
else if(!center_y)
image_pos[1] += in_y_pos;
text_pos[0] = image_pos[0];
if(image_id != -1)
text_pos[0] += w; //Still set from bm_get_info call
// deltax = text_pos[0] / i2fl(gr_screen.max_w_unscaled); //MikeStar;
// text_pos[0] = gr_screen.max_w * deltax; //MikeStar;
text_pos[1] = image_pos[1];
// deltay = text_pos[1] / i2fl(gr_screen.max_h_unscaled); //MikeStar;
// text_pos[1] = gr_screen.max_h * deltay; //MikeStar;
time_displayed = 0.0f;
time_displayed_end = 2.0f*fade_time + display_time;
}
void subtitle::do_frame(float frametime)
{
//Figure out how much alpha
if(time_displayed < fade_time)
{
text_color.alpha = (ubyte)fl2i(255.0f*(time_displayed/fade_time));
}
else if(time_displayed > time_displayed_end)
{
//We're finished
return;
}
else if((time_displayed - fade_time) > display_time)
{
text_color.alpha = (ubyte)fl2i(255.0f*(1-(time_displayed - fade_time - display_time)/fade_time));
}
else
{
text_color.alpha = 255;
}
gr_set_color_fast(&text_color);
int font_height = gr_get_font_height();
int x = fl2i(text_pos[0]);
int y = fl2i(text_pos[1]);
for(unsigned int i = 0; i < text_lines.size(); i++)
{
gr_string(x, y, (char*)text_lines[i].c_str(), false);
y += font_height;
}
if(image_id != -1)
{
gr_set_bitmap(image_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, text_color.alpha/255.0f);
gr_bitmap(image_pos[0], image_pos[1], false);
}
time_displayed += frametime;
}
subtitle::~subtitle()
{
if (image_id != -1) {
if ( bm_release(image_id) ) {
image_id = -1;
}
}
}
void subtitle::clone(const subtitle &sub)
{
uint i = 0;
for (i = 0; i < sub.text_lines.size(); i++) {
text_lines.push_back(sub.text_lines[i]);
}
text_pos[0] = sub.text_pos[0];
text_pos[1] = sub.text_pos[1];
display_time = sub.display_time;
fade_time = sub.fade_time;
memcpy( &text_color, &sub.text_color, sizeof(color) );
if ( strlen(sub.imageanim) ) {
memcpy( imageanim, sub.imageanim, MAX_FILENAME_LEN );
// we bm_load() again here to kick the refcount up
image_id = bm_load(imageanim);
} else {
memset( imageanim, 0, MAX_FILENAME_LEN );
image_id = -1;
}
image_pos[0] = sub.image_pos[0];
image_pos[1] = sub.image_pos[1];
time_displayed = sub.time_displayed;
time_displayed_end = sub.time_displayed_end;
}
const subtitle &subtitle::operator=(const subtitle &sub)
{
if (this != &sub) {
if (image_id != -1) {
if ( bm_release(image_id) ) {
image_id = -1;
}
}
clone(sub);
}
return *this;
}
void cameras_init()
{
//Preset cameras
Cameras.push_back(camera("Free"));
Free_camera = &Cameras[Cameras.size()-1];
Current_camera = Free_camera;
}
void cameras_close()
{
Cameras.clear();
//Preset cameras
Free_camera = NULL;
Current_camera = NULL;
}
void cameras_do_frame(float frametime)
{
unsigned int i,size=Cameras.size();
for(i = 0; i < size; i++)
{
Cameras[i].do_frame(frametime);
}
}
//Looks up camera by name, returns -1 on failure
int cameras_lookup(char *name)
{
unsigned int i,size=Cameras.size();
for(i = 0; i < size; i++)
{
if(!stricmp(Cameras[i].get_name(), name))
return i;
}
return -1;
}
void subtitles_init()
{
//Do nothing!!
}
void subtitles_close()
{
Subtitles.clear();
}
void subtitles_do_frame(float frametime)
{
unsigned int i,size=Subtitles.size();
for(i = 0; i < size; i++)
{
Subtitles[i].do_frame(frametime);
}
}
-102
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#ifndef _CAMERA_H
#define _CAMERA_H
#include "graphics/2d.h"
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include <string>
#include <vector>
class camera
{
private:
char name[NAME_LENGTH];
vec3d position;
vec3d *desired_position; //NULL unless we're trying to move somewhere
vec3d translation_velocity;
vec3d translation_vel_limit;
vec3d translation_acc_limit;
matrix orientation;
matrix *desired_orientation; //NULL unless we're trying to point somewhere
vec3d rotation_rate;
vec3d rotation_vel_limit;
vec3d rotation_acc_limit;
public:
camera(char *in_name=NULL);
~camera();
void reset();
//Set'
void set_name(char *in_name);
void set_position(vec3d *in_position = NULL, float in_translation_time = 0.0f, float in_translation_acceleration_time = 0.0f);
void set_translation_velocity(vec3d *in_velocity);
void set_rotation(matrix *in_orientation = NULL, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f);
void set_rotation(angles *in_angles, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f);
void set_rotation_facing(vec3d *in_target, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f);
void set_rotation_velocity(vec3d *in_rotation_rate);
//Get
//These return values should never ever be changed, I do this in the interest of speed.
char *get_name() {return name;}
vec3d *get_position() {return &position;}
matrix *get_orientation() {return &orientation;}
//Do
void do_frame(float in_frametime);
};
class subtitle
{
private:
void clone(const subtitle &sub);
std::vector<std::string> text_lines;
float text_pos[2];
float display_time;
float fade_time;
color text_color;
//Done with set
char imageanim[MAX_FILENAME_LEN];
int image_id;
int image_pos[2];
//Time this has been displayed
float time_displayed;
//When to end it
float time_displayed_end;
public:
subtitle(int in_x_pos, int in_y_pos, char* in_text, float in_display_time, char* in_imageanim = NULL, float in_fade_time = 0.0f, color *in_text_color = NULL, bool center_x = false, bool center_y = false, int in_width = 200);
~subtitle();
subtitle(const subtitle &sub) { clone(sub); }
const subtitle &operator=(const subtitle &sub);
void do_frame(float frametime);
};
//Some global stuff
extern std::vector<subtitle> Subtitles;
extern std::vector<camera> Cameras;
//Preset cameras
extern camera* Free_camera;
extern camera* Current_camera;
//Helpful functions
void cameras_init();
void cameras_close();
void cameras_do_frame(float frametime);
int cameras_lookup(char *name);
void subtitles_init();
void subtitles_close();
void subtitles_do_frame(float frametime);
#endif // _CAMERA_H
-2143
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-739
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@@ -1,739 +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.
*
*/
/*
* $Logfile: /Freespace2/code/CFile/cfile.h $
* $Revision: 2.17.2.5 $
* $Date: 2007-11-21 07:27:45 $
* $Author: Goober5000 $
*
* <insert description of file here>
*
* $Log: not supported by cvs2svn $
* Revision 2.17.2.4 2007/04/11 18:21:20 taylor
* cleanup of chcksum stuff (works properly on 64-bit systems now)
* add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps)
* little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap)
*
* Revision 2.17.2.3 2007/03/22 20:22:44 taylor
* a little better error handling for cf_exists_full()
* add a cf_exists_full_ext() which can find a series of extensions and returns true if any of them exist
* use cf_exists_full_ext() for eventmusic file checks (to check for ogg and wav)
* get rid of SPM hack, it's wrong (just commented out for now though)
* fix a bunch of bugs in cf_find_file_location_ext():
* - try to handle files with multiple periods a bit better (for the wav files like: blah_1.5.wav)
* - load issue with finding incorrect files by mistake
* - prevent finding different file types in various paths/roots
*
* Revision 2.17.2.2 2007/02/11 09:25:42 taylor
* some CFILE cleanup and slight directory order reorg
* add cfopen_special() for quickly opening files that have already been found with cf_find_file_location_ext()
* remove NO_SOUND
*
* Revision 2.17.2.1 2006/08/27 18:01:45 taylor
* various small cleanup and speedup changes
* add a cf_find_file_location_ext() function, which you can pass a filename and a list of extensions and it will search for all of them at once
*
* Revision 2.17 2006/02/13 00:20:45 Goober5000
* more tweaks, plus clarification of checks for the existence of files
* --Goober5000
*
* Revision 2.16 2006/01/17 02:33:20 wmcoolmon
* data/scripts directory
*
* Revision 2.15 2005/12/28 22:06:47 taylor
* fix up cf_find_file_location() and related elements so that it's safer (based on WMC's work, but actually safe this time ;))
*
* Revision 2.14 2005/12/06 03:13:49 taylor
* fix quite a few CFILE issues:
* use #define's for path lengths when possible so it's easier to move between functions
* fix huge Cfile_stack[] issue (how the hell did that get through :v: QA?)
* add Int3() check on cfopen() so it's easier to know if it get's called before cfile is ready to use
* move path separators to pstypes.h
* fix possible string overruns when setting up CFILE roots
* make sure we don't try to init current directory again thinking it's a CD-ROM
* add the list of VP roots to debug log, this will undoubtedly be useful
* when -nosound is use go ahead and set -nomusic too to both checks are correct
* add list of cmdline options to debug log
* fix possible overwrite issues with get_version_string() and remove '(fs2_open)' from string plus change OGL->OpenGL, D3D->Direct3D
*
* Revision 2.13 2005/10/16 23:15:46 wmcoolmon
* Hardened cfile against array overflows
*
* Revision 2.12 2005/07/13 02:50:49 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.11 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.10 2005/01/30 12:50:08 taylor
* merge with Linux/OSX tree - p0130
*
* Revision 2.9 2004/08/11 05:06:19 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.8 2004/05/26 21:02:26 wmcoolmon
* Added weapons_expl modular table, updated cfilesystem to work with modular tables, fixed loading order, fixed ship loading error messages
*
* Revision 2.7 2003/08/20 08:12:08 wmcoolmon
* Made cfile_delete return 0 on failure, 1 on success
*
* Revision 2.6 2002/11/10 16:29:53 DTP
* -DTP reworked mod support,
*
* Revision 2.5 2002/11/02 23:06:59 DTP
* DOh,uhmm, define error again, this is getting to me.
*
* Revision 2.4 2002/11/02 23:04:46 DTP
* DOh, fixed that define, learn to count DTP :)
*
* Revision 2.3 2002/10/27 23:59:28 DTP
* DTP; started basic implementation of mod-support
* plain files only for now. fs2_open.exe -mod X will look for files in fs2/ X /all-legal-subdirectories. no checking/creating dirs yet. directories must be there.
*
* Revision 2.2 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.1 2002/07/07 19:55:58 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.3 2002/05/16 06:03:29 mharris
* Unix port changes
*
* Revision 1.2 2002/05/09 22:58:08 mharris
* Added ifdef WIN32 around change-drive functions
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 11 9/08/99 12:03a Dave
* Make squad logos render properly in D3D all the time. Added intel anim
* directory.
*
* 10 8/31/99 9:46a Dave
* Support for new cfile cbanims directory.
*
* 9 5/19/99 4:07p Dave
* Moved versioning code into a nice isolated common place. Fixed up
* updating code on the pxo screen. Fixed several stub problems.
*
* 8 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 7 3/24/99 4:05p Dave
* Put in support for assigning the player to a specific squadron with a
* specific logo. Preliminary work for doing pos/orient checksumming in
* multiplayer to reduce bandwidth.
*
* 6 1/12/99 3:15a Dave
* Barracks screen support for selecting squad logos. We need real artwork
* :)
*
* 5 10/29/98 10:41a Dave
* Change the way cfile initializes exe directory.
*
* 4 10/13/98 9:19a Andsager
* Add localization support to cfile. Optional parameter with cfopen that
* looks for localized files.
*
* 3 10/12/98 9:54a Dave
* Fixed a few file organization things.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 84 9/09/98 5:53p Dave
* Put in new tracker packets in API. Change cfile to be able to checksum
* portions of a file.
*
* 83 8/12/98 4:53p Dave
* Put in 32 bit checksumming for PXO missions. No validation on the
* actual tracker yet, though.
*
* 82 5/19/98 1:19p Allender
* new low level reliable socket reading code. Make all missions/campaign
* load/save to data missions folder (i.e. we are rid of the player
* missions folder)
*
* 81 5/13/98 10:22p John
* Added cfile functions to read/write rle compressed blocks of data.
* Made palman use it for .clr files. Made alphacolors calculate on the
* fly rather than caching to/from disk.
*
* 80 5/01/98 10:21a John
* Added code to find all pack files in all trees. Added code to create
* any directories that we write to.
*
* 79 4/30/98 10:29p John
* Added code to refresh filelist if cd-rom changed or packfiles created
* or deleted.
*
* 78 4/30/98 10:06p John
* Started adding code for splitting the maps data tree for hardware
* textures.
*
* 77 4/30/98 9:43p John
* Restructured some stuff.
*
* 76 4/30/98 8:23p John
* Fixed some bugs with Fred caused by my new cfile code.
*
* 75 4/30/98 4:53p John
* Restructured and cleaned up cfile code. Added capability to read off
* of CD-ROM drive and out of multiple pack files.
*
* 74 4/20/98 6:04p Dave
* Implement multidata cache flushing and xferring mission files to
* multidata. Make sure observers can't change hud config. Fix pilot image
* viewing in popup. Put in game status field. Tweaked multi options.
*
* 73 4/01/98 6:06p Hoffoss
* Added a command briefing directory for those voice files.
*
* 72 3/31/98 4:51p Dave
* Removed medals screen and multiplayer buttons from demo version. Put in
* new pilot popup screen. Make ships in mp team vs. team have proper team
* ids. Make mp respawns a permanent option saved in the player file.
*
* 71 3/26/98 6:01p Dave
* Put in file checksumming routine in cfile. Made pilot pic xferring more
* robust. Cut header size of voice data packets in half. Put in
* restricted game host query system.
*
* 70 3/10/98 2:27p Hoffoss
* Added change directory with history stack functions, so you can switch
* to a new directory, do something, and restore to what it was. useful
* for Fred.
*
* 69 3/07/98 3:48p Lawrance
* get save game working, allow restore from main menu
*
* 68 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 67 2/20/98 4:43p Dave
* Finished support for multiplayer player data files. Split off
* multiplayer campaign functionality.
*
* 66 2/19/98 6:26p Dave
* Fixed a few file xfer bugs. Tweaked mp team select screen. Put in
* initial support for player data uploading.
*
* 65 2/06/98 3:47p Allender
* subtitling for movies
*
* 64 2/05/98 10:15p Lawrance
* Add support for .svg filenames.
*
* 63 1/12/98 10:07p Hoffoss
* Made tab cycle properly in debriefing screen and put in aux. pilot
* image directory.
*
* 62 1/11/98 2:45p John
* Changed .lst to .clt
*
* 61 1/11/98 2:14p John
* Changed a lot of stuff that had to do with bitmap loading. Made cfile
* not do callbacks, I put that in global code. Made only bitmaps that
* need to load for a level load.
*
* 60 1/02/98 4:41p Allender
* added new mission folder for "player" missions
*
* 59 12/28/97 12:42p John
* Put in support for reading archive files; Made missionload use the
* cf_get_file_list function. Moved demos directory out of data tree.
*
* 58 12/17/97 10:16p Allender
* implemented a "no callback" flag to tell the cfile code not to use the
* cf_callback on files which specify this flag
*
* 57 12/08/97 6:23p Lawrance
* add cflush()
*
* 56 12/07/97 4:30p John
* Fixed bug with cfile versioning if two files use it at once. Added
* code to cfile so I could display a loading box while loading.
*
* 55 11/24/97 9:28a Hoffoss
* Moved define of CF_TYPE_MULTI_PLAYERS so it's in order. I started to
* add it because I couldn't find it, so that's indication enough it
* needed it.
*
* 54 11/20/97 1:07a Lawrance
* add support for voice/debriefings directory
*
* 53 11/19/97 7:27p Hoffoss
* Added version checking read functions.
*
* 52 11/18/97 10:53a Hoffoss
*
* 51 11/17/97 6:07p Hoffoss
* Make get_file_list() allow filtering via a callback function.
*
* 50 11/16/97 2:29p John
* added versioning to nebulas; put nebula code into freespace.
*
* 49 11/15/97 6:10p Lawrance
* add in support for new voice directories
*
* 48 11/11/97 4:54p Dave
* Put in support for single vs. multiplayer pilots. Put in initial player
* selection screen (no command line option yet). Started work on
* multiplayer campaign file save gaming.
*
* 47 11/07/97 4:00p Hoffoss
* Capitalized directory names, changed the player/image directory to work
* like the rest, and forced the player/images directory to be created.
*
* 46 11/06/97 5:38p Hoffoss
* Added a new player image directory and added support for it.
*
* 45 11/04/97 7:46p Lawrance
* Add support for data\interface\HUD directory
*
* 44 10/29/97 6:22p Hoffoss
* Added some new file listing functions.
*
* 43 10/28/97 10:54a Lawrance
* support for 8b22k and 16b11k directories under the sound directory
*
* 42 10/14/97 11:34p Lawrance
* add function to get full path for a given filename
*
* 41 9/24/97 5:30p Lawrance
* add directory for voices
*
* 40 9/20/97 8:16a John
* Made .clr files go into the Cache directory. Replaced cfopen(name,NULL)
* to delete a file with cf_delete.
*
* 39 9/09/97 6:50p Hoffoss
* Fixed bug with mission saving.
*
* 38 9/05/97 4:52p Lawrance
* fix prototype for cfread_angles() and cfwrite_angles()
*
* 37 8/29/97 4:47p Dave
* Added an extension for state transfer status files.
*
* 36 8/21/97 12:14p Dave
* Changed demo file extension from .keg to .fsd
*
* 35 8/19/97 5:51p Hoffoss
* Fixes to cfopen to not check the default directory first, but check it
* last. Also tracks info as to where a file is located when opened.
*
* 34 8/17/97 10:22p Hoffoss
* Fixed several bugs in Fred with Undo feature. In the process, recoded
* a lot of CFile.cpp.
*
* 33 8/17/97 12:47p Hoffoss
* Changed code so I can force missions to load from the missions
* directory regardless of it's extension.
*
* 32 8/13/97 1:39p Adam
* make .ani files available in the data/effects directory
*
* 31 8/13/97 12:24p Lawrance
* Add support for effects directory
*
* 30 7/30/97 5:23p Dave
* Added file extensions for demo stuff
*
* 29 7/28/97 10:42p Lawrance
* added ctmpfile(), analog to tmpfile()
*
* 28 7/16/97 5:29p John
* added palette table caching and made scaler and liner no light tmapper
* do alpha blending in 8 bpp mode.
*
* 27 6/05/97 4:53p John
* First rev of new antialiased font stuff.
*
* 26 6/05/97 1:22p Allender
* added .ntl as an extension for nettest program
*
* 25 4/25/97 11:31a Allender
* Campaign state now saved in campaign save file in player directory.
* Made some global variables follow naming convention. Solidified
* continuing campaigns based on new structure
*
* 24 4/17/97 9:01p Allender
* start of campaign stuff. Campaigns now stored in external file (no
* filenames in code). Continuing campaign won't work at this point
*
* 23 4/03/97 4:26p Lawrance
* adding .wav search to music directory
*
* 22 4/01/97 9:26a Allender
* added support for descent style fonts although they are not used in the
* game yet
*
* 21 3/04/97 8:17a John
* Fixed movie code to not require a file handle. Used CFILE instead.
* Took cfile_get_handle or whatever out.
*
* 20 3/03/97 8:57a Lawrance
* took out cf_returnfp()
*
* 19 3/01/97 2:09p Lawrance
* supporting memory mapped files, moved cfile implementation details into
* .cpp file
*
* 18 2/17/97 3:00p Lawrance
* added .ani type to MAPS_EXT and INTERFACE_EXT
*
* 17 2/07/97 9:00a Lawrance
* added cfread_uint() and cwrite_uint()
*
* 16 2/04/97 9:29a Allender
* added cfwrite* functions
*
* 15 1/22/97 10:48a Lawrance
* supporting AVI playback
*
* 14 12/23/96 10:56a John
* Totally restructured the POF stuff to support multiple
* detail levels in one POF file.
*
*
* 13 11/20/96 10:00a Hoffoss
* Added cfile_chdir() function.
*
* 12 11/13/96 10:14a Allender
* added small routines to read basic data types. Also changed code to
* try to find extensions in more than 1 directory.
*
* 11 11/11/96 3:21p Allender
* added extension for movies
*
* $NoKeywords: $
*/
#ifndef __CFILE_H__
#define __CFILE_H__
#include <time.h>
#include "globalincs/pstypes.h"
#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)(char *filename);
// cfile directory. valid after cfile_init() returns successfully
#define CFILE_ROOT_DIRECTORY_LEN 256
extern char Cfile_root_dir[CFILE_ROOT_DIRECTORY_LEN];
#ifdef SCP_UNIX
extern char Cfile_user_dir[CFILE_ROOT_DIRECTORY_LEN];
#endif
//================= LOW-LEVEL FUNCTIONS ==================
// Call this once at the beginning of the program
int cfile_init(char *exe_dir,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(char *filename, 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(char *filename, char *mode, int type = CFILE_NORMAL, int dir_type = CF_TYPE_ANY, bool localize = false);
// 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(char *file_path, char *mode, const int size, const int offset, int dir_type = CF_TYPE_ANY);
// 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 );
// Deletes a file. Returns 0 on error, 1 if successful
int cf_delete(char *filename, int dir_type);
// Same as _access function to read a file's access bits
int cf_access(char *filename, int dir_type, int mode);
// Returns 1 if the file exists, 0 if not.
// Checks only the file system.
int cf_exists(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(char *filename, int dir_type);
// check num_ext worth of ext_list extensions
int cf_exists_full_ext(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);
// 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(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(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(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(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(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(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(char *old_name, char *name, int type = CF_TYPE_ANY );
// changes the attributes of a file
void cf_attrib(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);
// Read a fixed length that is null-terminatedm, and has the length
// stored in file
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(char *buf, CFILE *file);
// write a fixed length that is null-terminatedm, and has the length
// stored in file
int cfwrite_string_len(char *buf, CFILE *file);
int cf_get_file_list( int max, char **list, int type, 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, 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 );
// 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( 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(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(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();
#endif /* __CFILE_H__ */
-337
View File
@@ -1,337 +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.
*
*/
/*
* $Logfile: /Freespace2/code/CFile/CfileArchive.cpp $
* $Revision: 2.7 $
* $Date: 2005-07-24 18:31:17 $
* $Author: taylor $
*
* Low-level code for reading data out of large archive files or normal files. All
* reads/seeks come through here.
*
* $Log: not supported by cvs2svn $
* Revision 2.6 2004/07/26 20:47:25 Kazan
* remove MCD complete
*
* Revision 2.5 2004/07/12 16:32:42 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.4 2004/03/05 09:01:54 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.3 2003/03/19 09:05:25 Goober5000
* more housecleaning, this time for debug warnings
* --Goober5000
*
* Revision 2.2 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.1 2002/07/29 19:17:21 penguin
* added #ifdef _WIN32 around windows-specific system headers
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 4 2/22/99 10:31p Andsager
* Get rid of unneeded includes.
*
* 3 1/06/99 2:24p Dave
* Stubs and release build fixes.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 12 5/14/98 8:10p Lawrance
* Fix bug with trying to read past the end of a file (when from a
* packfile).
*
* 11 5/11/98 11:48a John
* fixed bug with memory mapped files
*
* 10 5/11/98 10:59a John
* added in debug code
*
* 9 5/11/98 10:59a John
* Moved the low-level file reading code into cfilearchive.cpp.
*
* 8 4/30/98 4:53p John
* Restructured and cleaned up cfile code. Added capability to read off
* of CD-ROM drive and out of multiple pack files.
*
* 7 4/20/98 11:49a Hoffoss
* Fixed bug with directory name getting.
*
* 6 4/10/98 12:18a Hoffoss
* Make pilot image search in pack file possible.
*
* 5 1/19/98 9:37p Allender
* Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
* of places since I was unsure of what to do with code.
*
* 4 12/30/97 5:31p Lawrance
* fixed problem for people that didn't have a VP file
*
* 3 12/30/97 4:31p Sandeep
* Changed pakfile format
*
* 2 12/28/97 12:42p John
* Put in support for reading archive files; Made missionload use the
* cf_get_file_list function. Moved demos directory out of data tree.
*
* 1 12/28/97 11:48a John
*
* $NoKeywords: $
*/
#define _CFILE_INTERNAL
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#ifdef _WIN32
#include <io.h>
#include <direct.h>
#include <windows.h>
#include <winbase.h> /* needed for memory mapping of file functions */
#endif
#include "cfile/cfile.h"
#include "cfile/cfilearchive.h"
#include "luaconf.h"
#define CHECK_POSITION
// Called once to setup the low-level reading code.
void cf_init_lowlevel_read_code( CFILE * cfile, int offset, int size )
{
Assert(cfile != NULL);
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
cb->lib_offset = offset;
cb->raw_position = 0;
cb->size = size;
if ( cb->fp ) {
if ( cb->lib_offset ) {
fseek( cb->fp, cb->lib_offset, SEEK_SET );
}
#if defined(CHECK_POSITION) && !defined(NDEBUG)
int raw_position;
raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
#endif
}
}
// cfeof() Tests for end-of-file on a stream
//
// returns a nonzero value after the first read operation that attempts to read
// past the end of the file. It returns 0 if the current position is not end of file.
// There is no error return.
int cfeof(CFILE *cfile)
{
Assert(cfile != NULL);
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
int result;
result = 0;
// cfeof() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
#if defined(CHECK_POSITION) && !defined(NDEBUG)
int raw_position;
raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
#endif
if (cb->raw_position >= cb->size ) {
result = 1;
} else {
result = 0;
}
return result;
}
// cftell() returns offset into file
//
// returns: success ==> offset into the file
// error ==> -1
//
int cftell( CFILE * cfile )
{
Assert(cfile != NULL);
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
// Doesn't work for memory mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
#if defined(CHECK_POSITION) && !defined(NDEBUG)
int raw_position;
raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
#endif
return cb->raw_position;
}
// cfseek() moves the file pointer
//
// returns: success ==> 0
// error ==> non-zero
//
int cfseek( CFILE *cfile, int offset, int where )
{
Assert(cfile != NULL);
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
// TODO: seek to offset in memory mapped file
Assert( !cb->data );
Assert( cb->fp != NULL );
int goal_position;
switch( where ) {
case CF_SEEK_SET:
goal_position = offset+cb->lib_offset;
break;
case CF_SEEK_CUR:
{
goal_position = cb->raw_position+offset+cb->lib_offset;
}
break;
case CF_SEEK_END:
goal_position = cb->size+offset+cb->lib_offset;
break;
default:
Int3();
return 1;
}
int result = fseek(cb->fp, goal_position, SEEK_SET );
cb->raw_position = goal_position - cb->lib_offset;
#if defined(CHECK_POSITION) && !defined(NDEBUG)
int tmp_offset;
tmp_offset = (int)ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
#endif
return result;
}
// cfread() reads from a file
//
// returns: returns the number of full elements read
//
//
int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
{
Assert(cfile != NULL);
Assert(buf != NULL);
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
Cfile_block *cb;
cb = &Cfile_block_list[cfile->id];
// cfread() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
int size = elsize*nelem;
Assert(nelem > 0);
Assert(elsize > 0);
Assert(size > 0);
if ( (cb->raw_position+size) > cb->size ) {
size = cb->size - cb->raw_position;
if ( size < 1 ) {
return 0;
}
//mprintf(( "CFILE: EOF encountered in file\n" ));
}
int bytes_read = fread( buf, 1, size, cb->fp );
if ( bytes_read > 0 ) {
cb->raw_position += bytes_read;
}
#if defined(CHECK_POSITION) && !defined(NDEBUG)
int tmp_offset;
tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
#endif
return bytes_read / elsize;
}
int cfread_lua_number(double *buf, CFILE *cfile)
{
Assert(cfile != NULL);
Assert(buf != NULL);
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
Cfile_block *cb;
cb = &Cfile_block_list[cfile->id];
// cfread() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
int orig_pos = ftell(cb->fp);
int items_read = fscanf(cb->fp, LUA_NUMBER_SCAN, buf);
cb->raw_position += ftell(cb->fp)-orig_pos;
#if defined(CHECK_POSITION) && !defined(NDEBUG)
int tmp_offset;
tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
#endif
return items_read;
}
-95
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@@ -1,95 +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.
*
*/
/*
* $Logfile: /Freespace2/code/CFile/CfileArchive.h $
* $Revision: 2.3 $
* $Date: 2005-07-13 02:50:49 $
* $Author: Goober5000 $
*
* External def's for CfileArchive.cpp. This should only be used
* internally by cfile stuff.
*
* $Log: not supported by cvs2svn $
* Revision 2.2 2004/08/11 05:06:19 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.1 2002/07/07 19:55:58 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/17 02:56:19 mharris
* first crack at unix compatibity
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 4 5/11/98 10:59a John
* Moved the low-level file reading code into cfilearchive.cpp.
*
* 3 4/30/98 4:53p John
* Restructured and cleaned up cfile code. Added capability to read off
* of CD-ROM drive and out of multiple pack files.
*
* 2 12/28/97 12:42p John
* Put in support for reading archive files; Made missionload use the
* cf_get_file_list function. Moved demos directory out of data tree.
*
* 1 12/28/97 11:48a John
*
* $NoKeywords: $
*/
#ifndef _CFILEARCHIVE_H
#define _CFILEARCHIVE_H
#ifndef _CFILE_INTERNAL
#error This file should only be included internally in CFILE!!
#endif
// The following Cfile_block data is private to cfile.cpp
// DO NOT MOVE the Cfile_block* information to cfile.h / do not extern this data
//
#define CFILE_BLOCK_UNUSED 0
#define CFILE_BLOCK_USED 1
typedef struct Cfile_block {
int type; // CFILE_BLOCK_UNUSED, CFILE_BLOCK_USED
int dir_type; // directory location
FILE *fp; // File pointer if opening an individual file
void *data; // Pointer for memory-mapped file access. NULL if not mem-mapped.
#ifdef _WIN32
HANDLE hInFile; // Handle from CreateFile()
HANDLE hMapFile; // Handle from CreateFileMapping()
#else
// int fd; // file descriptor
size_t data_length; // length of data for mmap
#endif
int lib_offset;
int raw_position;
int size; // for packed files
} Cfile_block;
#define MAX_CFILE_BLOCKS 64
extern Cfile_block Cfile_block_list[MAX_CFILE_BLOCKS];
extern CFILE Cfile_list[MAX_CFILE_BLOCKS];
// Called once to setup the low-level reading code.
void cf_init_lowlevel_read_code( CFILE * cfile, int offset, int size );
#endif
-542
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@@ -1,542 +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.
*
*/
/*
* $Logfile: /Freespace2/code/CFile/CfileList.cpp $
* $Revision: 2.6.2.2 $
* $Date: 2007-05-20 02:51:26 $
* $Author: taylor $
*
* Code for doing directory lists and sorts
*
* $Log: not supported by cvs2svn $
* Revision 2.6.2.1 2006/08/19 04:16:49 taylor
* "byte" was the same as "ubyte", but since "byte" has to be an extra #define on everything but Windows, lets just get rid of it
*
* Revision 2.6 2005/01/31 23:27:51 taylor
* merge with Linux/OSX tree - p0131-2
*
* Revision 2.5 2004/07/26 20:47:25 Kazan
* remove MCD complete
*
* Revision 2.4 2004/07/17 09:26:00 taylor
* add CF_SORT_REVERSE to real sort routine, makes CF_SORT_TIME work again
*
* Revision 2.3 2004/07/12 16:32:42 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.2 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.1 2002/07/29 19:37:21 penguin
* added #ifdef _WIN32 around windows-specific system headers
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 2/22/99 10:31p Andsager
* Get rid of unneeded includes.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 6 5/13/98 10:22p John
* Added cfile functions to read/write rle compressed blocks of data.
* Made palman use it for .clr files. Made alphacolors calculate on the
* fly rather than caching to/from disk.
*
* 5 5/06/98 5:30p John
* Removed unused cfilearchiver. Removed/replaced some unused/little used
* graphics functions, namely gradient_h and _v and pixel_sp. Put in new
* DirectX header files and libs that fixed the Direct3D alpha blending
* problems.
*
* 4 4/30/98 4:53p John
* Restructured and cleaned up cfile code. Added capability to read off
* of CD-ROM drive and out of multiple pack files.
*
* 3 4/10/98 12:18a Hoffoss
* Make pilot image search in pack file possible.
*
* 2 3/30/98 10:36p Allender
* be sure to call _findclose() when done reading a file list
*
* 1 12/28/97 11:48a John
*
* $NoKeywords: $
*/
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#ifdef _WIN32
#include <io.h>
#include <direct.h>
#include <windows.h>
#include <winbase.h> /* needed for memory mapping of file functions */
#endif
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
// Sorts a list of filenames using the specified sorting method (CF_SORT_*).
// n = number of filenames in list to sort
// list = list of filenames to be sorted
// sort = sorting method to use (one of the CF_SORT_* defines)
// info = extra info for each file. Only required if sorting by time, however if you
// have extra file info, you should pass it as well to get it sorted too (so an
// index into list is the same index for info for that file
void cf_sort_filenames( int n, char **list, int sort, file_list_info *info )
{
int i, j, incr;
char *t;
file_list_info tt;
if (sort == CF_SORT_NAME) {
incr = n / 2;
while (incr > 0) {
for (i=incr; i<n; i++) {
j = i - incr;
while (j >= 0) {
if (stricmp(list[j], list[j + incr]) > 0) {
t = list[j];
list[j] = list[j + incr];
list[j + incr] = t;
if (info) {
tt = info[j];
info[j] = info[j + incr];
info[j + incr] = tt;
}
j -= incr;
} else
break;
}
}
incr /= 2;
}
return;
} else if (sort == CF_SORT_TIME) {
Assert(info);
incr = n / 2;
while (incr > 0) {
for (i=incr; i<n; i++) {
j = i - incr;
while (j >= 0) {
if (info[j].write_time < info[j + incr].write_time) {
t = list[j];
list[j] = list[j + incr];
list[j + incr] = t;
tt = info[j];
info[j] = info[j + incr];
info[j + incr] = tt;
j -= incr;
} else
break;
}
}
incr /= 2;
}
return;
} else if (sort == CF_SORT_REVERSE) {
incr = n / 2;
char buffer[MAX_FILENAME_LEN];
file_list_info tt_tmp;
for (i = 0; i < incr; i++) {
t = list[n - 1 - i];
if (list[i] != t) {
strcpy(buffer, list[i]);
strcpy(list[i], t);
strcpy(t, buffer);
if (info) {
tt = info[n - 1 - i];
tt_tmp = info[i];
info[i] = tt;
tt = tt_tmp;
}
}
}
return;
}
nprintf(("Error", "Unknown sorting method %d passed to cf_sort_filenames()\n", sort));
}
#if (0) // these aren't used anywhere now
// cf_compress - Do Run Length Compression on a block of data. Targa format.
//
// Usage:
// out Buffer to write it out to
// in Buffer to compress
// bytecount Number of bytes input
int cf_compress(char *out, char *in, int bytecount )
{
int pixcount; // number of pixels in the current packet
char *inputpixel=NULL; // current input pixel position
char *matchpixel=NULL; // pixel value to match for a run
char *flagbyte=NULL; // location of last flag byte to set
int rlcount; // current count in r.l. string
int rlthresh; // minimum valid run length
char *copyloc; // location to begin copying at
// set the threshold -- the minimum valid run length
rlthresh = 2; // Require a 2 pixel span before rle'ing
// set the first pixel up
flagbyte = out; // place to put next flag if run
inputpixel = in;
pixcount = 1;
rlcount = 0;
copyloc = (char *)0;
// loop till data processing complete
do {
// if we have accumulated a 128-byte packet, process it
if ( pixcount == 129 ) {
*flagbyte = 127;
// set the run flag if this is a run
if ( rlcount >= rlthresh ) {
*flagbyte |= 0x80;
pixcount = 2;
}
// copy the data into place
++flagbyte;
memmove( flagbyte, copyloc, pixcount-1 );
flagbyte += pixcount-1;
pixcount = 1;
// set up for next packet
continue;
}
// if zeroth byte, handle as special case
if ( pixcount == 1 ) {
rlcount = 0;
copyloc = inputpixel; /* point to 1st guy in packet */
matchpixel = inputpixel; /* set pointer to pix to match */
pixcount = 2;
inputpixel += 1;
continue;
}
// assembling a packet -- look at next pixel
// current pixel == match pixel?
if ( *inputpixel == *matchpixel ) {
// establishing a run of enough length to
// save space by doing it
// -- write the non-run length packet
// -- start run-length packet
if ( ++rlcount == rlthresh ) {
// close a non-run packet
if ( pixcount > (rlcount+1) ) {
// write out length and do not set run flag
*flagbyte++ = (char)(pixcount - 2 - rlthresh);
memmove(flagbyte, copyloc, (pixcount-1-rlcount) );
flagbyte += (pixcount-1-rlcount);
copyloc = inputpixel;
pixcount = rlcount + 1;
}
}
} else {
// no match -- either break a run or continue without one
// if a run exists break it:
// write the bytes in the string (1+1)
// start the next string
if ( rlcount >= rlthresh ) {
*flagbyte++ = (char)(0x80 | rlcount);
memmove(flagbyte, copyloc, 1 );
flagbyte += 1;
pixcount = 1;
continue;
} else {
// not a match and currently not a run
// - save the current pixel
// - reset the run-length flag
rlcount = 0;
matchpixel = inputpixel;
}
}
pixcount++;
inputpixel += 1;
} while ( inputpixel < (in + bytecount));
// quit this buffer without loosing any data
if ( --pixcount >= 1 ) {
*flagbyte = (char)(pixcount - 1);
if ( rlcount >= rlthresh ) {
*flagbyte |= 0x80;
pixcount = 1;
}
// copy the data into place
++flagbyte;
memmove(flagbyte, copyloc, pixcount );
flagbyte += pixcount;
}
return(flagbyte-out);
}
// cf_decompress - Do Decompression on a run-length encoded block of data. Targa format.
//
// Usage:
// out Buffer to write it out to
// in Buffer to compress
// bytecount Number of bytes input
int cf_decompress(char *out, char *in )
{
int count;
char *param_out = out;
while(1) {
count = int(*in++);
int run_span = count & 0x80;
count &= (~0x80);
if ( count > 0 ) {
if ( run_span ) {
// RLE'd data
ubyte c = *in++;
memset( out, c, count );
out += count;
} else {
memmove( out, in, count );
in += count;
out += count;
}
}
}
return out - param_out;
}
#endif // 0
// cfread() reads from a file and decompresses it
//
// returns: returns the number of full elements read
//
//
int cfread_compressed(void *buf, int elsize, int nelem, CFILE *cfile)
{
char *out = (char *)buf;
while(1) {
ubyte count;
if ( cfread( &count, 1, 1, cfile ) != 1 ) {
break;
}
int run_span = count & 0x80;
count &= (~0x80);
count++;
if ( count > 0 ) {
if ( run_span ) {
// RLE'd data
ubyte c;
if ( cfread( &c, 1, 1, cfile ) != 1 ) {
break;
}
memset( out, c, count );
} else {
if ( cfread( out, 1, count, cfile ) != count ) {
break;
}
}
out += count;
if ( out >= (char *)buf + (elsize*nelem)) {
break;
}
} else {
break;
}
}
return (out - (char *)buf)/elsize;
}
int cfwrite_compressed(void *param_buf, int param_elsize, int param_nelem, CFILE *cfile)
{
char *in = (char *)param_buf;
int bytecount = (param_elsize * param_nelem );
int pixcount; // number of pixels in the current packet
char *inputpixel=NULL; // current input pixel position
char *matchpixel=NULL; // pixel value to match for a run
int rlcount; // current count in r.l. string
int rlthresh; // minimum valid run length
char *copyloc; // location to begin copying at
// set the threshold -- the minimum valid run length
rlthresh = 2; // Require a 2 pixel span before rle'ing
// set the first pixel up
inputpixel = in;
pixcount = 1;
rlcount = 0;
copyloc = (char *)0;
// loop till data processing complete
do {
// if we have accumulated a 128-byte packet, process it
if ( pixcount == 129 ) {
ubyte code = 127;
// set the run flag if this is a run
if ( rlcount >= rlthresh ) {
code |= 0x80;
pixcount = 2;
}
cfwrite( &code, 1, 1, cfile );
// copy the data into place
cfwrite( copyloc, 1, pixcount-1, cfile );
pixcount = 1;
// set up for next packet
continue;
}
// if zeroth byte, handle as special case
if ( pixcount == 1 ) {
rlcount = 0;
copyloc = inputpixel; /* point to 1st guy in packet */
matchpixel = inputpixel; /* set pointer to pix to match */
pixcount = 2;
inputpixel += 1;
continue;
}
// assembling a packet -- look at next pixel
// current pixel == match pixel?
if ( *inputpixel == *matchpixel ) {
// establishing a run of enough length to
// save space by doing it
// -- write the non-run length packet
// -- start run-length packet
if ( ++rlcount == rlthresh ) {
// close a non-run packet
if ( pixcount > (rlcount+1) ) {
// write out length and do not set run flag
ubyte code = (ubyte)(pixcount - 2 - rlthresh);
cfwrite( &code, 1, 1, cfile );
cfwrite( copyloc, 1, (pixcount-1-rlcount), cfile );
copyloc = inputpixel;
pixcount = rlcount + 1;
}
}
} else {
// no match -- either break a run or continue without one
// if a run exists break it:
// write the bytes in the string (1+1)
// start the next string
if ( rlcount >= rlthresh ) {
ubyte code = (ubyte)(0x80 | rlcount);
cfwrite( &code, 1, 1, cfile );
cfwrite( copyloc, 1, 1, cfile );
pixcount = 1;
continue;
} else {
// not a match and currently not a run
// - save the current pixel
// - reset the run-length flag
rlcount = 0;
matchpixel = inputpixel;
}
}
pixcount++;
inputpixel += 1;
} while ( inputpixel < (in + bytecount));
// quit this buffer without loosing any data
if ( --pixcount >= 1 ) {
ubyte code = ubyte(pixcount - 1);
// set the run flag if this is a run
if ( rlcount >= rlthresh ) {
code |= 0x80;
pixcount = 1;
}
cfwrite( &code, 1, 1, cfile );
// copy the data into place
cfwrite( copyloc, 1, pixcount, cfile );
}
return param_nelem;
}
File diff suppressed because it is too large. Load diff
-96
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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.
*
*/
/*
* $Logfile: /Freespace2/code/CFile/CfileSystem.h $
* $Revision: 2.5 $
* $Date: 2006-04-20 06:32:00 $
* $Author: Goober5000 $
*
* Functions to keep track of and find files that can exist
* on the harddrive, cd-rom, or in a pack file on either of those.
* This keeps a list of all the files in packfiles or on CD-rom
* and when you need a file you call one function which then searches
* all those locations, inherently enforcing precedence orders.
*
* $Log: not supported by cvs2svn $
* Revision 2.4 2005/10/16 23:15:46 wmcoolmon
* Hardened cfile against array overflows
*
* Revision 2.3 2005/07/13 02:50:49 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.2 2004/08/11 05:06:19 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.1 2004/03/05 09:01:54 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 10/13/98 9:19a Andsager
* Add localization support to cfile. Optional parameter with cfopen that
* looks for localized files.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 5 5/01/98 10:21a John
* Added code to find all pack files in all trees. Added code to create
* any directories that we write to.
*
* 4 4/30/98 10:21p John
* Added code to cleanup cfilesystem
*
* $NoKeywords: $
*/
#ifndef _CFILESYSTEM_H
#define _CFILESYSTEM_H
#include "cfile/cfile.h"
// Builds a list of all the files
void cf_build_secondary_filelist( 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, char *filename=NULL, bool localize = false);
#endif //_CFILESYSTEM_H
-455
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@@ -1,455 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Cfilearchiver/CfileArchiver.cpp $
* $Revision: 2.4.2.1 $
* $Date: 2007-05-11 03:09:21 $
* $Author: taylor $
*
* Program to create an archive file for use with cfile stuff
*
* $Log: not supported by cvs2svn $
* Revision 2.4 2005/11/13 06:38:04 taylor
* never did port this stupid thing to PPC
*
* Revision 2.3 2005/09/08 00:09:31 taylor
* fix building/linking of command line tools under Linux/OSX
* add tools as targets to OSX project file
*
* Revision 2.2 2005/01/30 12:50:08 taylor
* merge with Linux/OSX tree - p0130
*
* Revision 2.1 2003/11/16 09:42:37 Goober5000
* clarified and pruned debug spew messages
* --Goober5000
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 2 10/23/98 6:15p Dave
*
* $NoKeywords: $
*/
#include <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) )
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\n", filename );
exit(1);
}
memset( path, 0, sizeof(path) );
strcpy( 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(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( 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)) {
strcpy( 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)) {
strcpy( 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 (S_ISDIR(buf.st_mode)) {
strcpy( 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 redfine 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( archive, argv[1] );
p = strchr( archive, '.' );
if (p) *p = 0; // remove extension
strcpy( archive_dat, archive );
strcat( archive_dat, ".vp" );
strcpy( 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;
}
-537
View File
@@ -1,537 +0,0 @@
/*
* Copyright (C) 2005 Taylor Richards
*
*/
/*
* $Logfile: /Freespace2/code/cfileextractor/cfileextractor.cpp $
* $Revision: 1.9 $
* $Date: 2006-01-20 07:10:33 $
* $Author: Goober5000 $
*
* Cross-platform cmdline extractor for VP files
*
* $Log: not supported by cvs2svn $
* Revision 1.8 2005/09/24 02:40:09 Goober5000
* get rid of a whole bunch of Microsoft warnings
* --Goober5000
*
* Revision 1.7 2005/09/20 02:45:47 taylor
* bump version to 0.6
* add a specified directory to output files to
*
* Revision 1.6 2005/09/08 05:04:15 taylor
* make it actually compile under WIN32
* bump version to 0.5 since little else is going to be done to this thing
*
* Revision 1.5 2005/09/08 00:09:31 taylor
* fix building/linking of command line tools under Linux/OSX
* add tools as targets to OSX project file
*
* Revision 1.4 2005/05/24 20:52:10 taylor
* make sure that we recursively create directories for Linux/OSX
* replace older recursive mkdir method in cfileextractor with new method
*
* Revision 1.3 2005/05/24 03:12:27 taylor
* get command sanity check right, fixes lowercase on extract too
*
* Revision 1.2 2005/05/18 01:57:54 taylor
* a few help text adjustments and fix some compiler warnings
*
* Revision 1.1 2005/05/17 21:00:57 taylor
* Initial import of cfileextractor, still needs some work but does what it needs to
*
*
* $NoKeywords: $
*/
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#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;
std::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( 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 (uint 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(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 (uint 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 redfine 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;
}
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-736
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@@ -1,736 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Cmdline/cmdline.h $
* $Revision: 2.89.2.9 $
* $Date: 2008-01-08 01:41:13 $
* $Author: Kazan $
*
* $Log: not supported by cvs2svn $
* Revision 2.89.2.8 2007/10/15 06:43:08 taylor
* FS2NetD v.2 (still a work in progress, but is ~98% complete)
*
* Revision 2.89.2.7 2007/04/11 18:21:22 taylor
* cleanup of chcksum stuff (works properly on 64-bit systems now)
* add chksum support for VPs, both a startup in debug builds, and via cmdline option (-verify_vps)
* little cleanup in cmdline.cpp (get rid of the remaining "fix bugs" crap)
*
* Revision 2.89.2.6 2007/04/06 12:55:37 karajorma
* Add the -cap_object_update command line to force multiplayer clients to a more server friendly object update setting.
*
* Revision 2.89.2.5 2007/02/11 09:24:08 taylor
* remove -pcx32 and -jpgtga
*
* Revision 2.89.2.4 2006/11/15 00:21:40 taylor
* clean up some cmdline options which were/weren't FSO only
* add back the "-32bit" option, for retail compatibility (doesn't do anything, it's just there to avoid the unknown option message)
* add "-debug_window" to turn on the Windows-only extra debug output window (it's off by default now, only logging to file instead)
*
* Revision 2.89.2.3 2006/07/08 18:09:41 taylor
* remove -allslev
* make CTRL-SHIFT-S hotkey work in mission simulator (it's a toggle, so you can turn it on or off while on the screen)
* fix a bug where blank lines would show up in the campaign list for branch/alternate type missions that are otherwise marked as not completed
*
* Revision 2.89.2.2 2006/06/18 17:21:49 taylor
* add a -disable_fbo troubleshooting option for those ATI users having trouble with FBOs, but can still use envmapping otherwise
*
* Revision 2.89.2.1 2006/06/15 00:16:23 taylor
* remove previous attempts at the Y bug fix, it's now back to the retail code for that
*
* Revision 2.89 2006/05/27 17:17:57 taylor
* few things:
* - comment out that -fixbugs and -nocrash crap, that's just stupid
* - move -env off of the experimental list (since it's working pretty well in OGL)
* - remove -nobeampierce
* - remove -max_subdivide (didn't do anything)
* - remove -rt (didn't do anything, and per-coder cmdline options should never be in CVS)
* - move -cache_bitmaps to game speed rather than graphics
* - add options for env and spec map scaling for envmaps (temporary, to be removed before official 3.6.8)
* - add option for new alpha blend mode so that artists can still test with it but not mess up normal users with the bad MediaVPs
* - remove -d3d_particle (it's obsolete now)
*
* Revision 2.88 2006/05/13 07:29:51 taylor
* OpenGL envmap support
* newer OpenGL extension support
* add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
* add cubemap reading and writing support to DDS loader
* fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
* add support for a default envmap named "cubemap.dds"
* new mission flag "$Environment Map:" to use a pre-existing envmap
* minor cleanup of compiler warning messages
* get rid of wasteful math from gr_set_proj_matrix()
* remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
* clean up bmpman flags in reguards to cubemaps and render targets
* disable D3D envmap code until it can be upgraded to current level of code
* remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
* replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
*
* Revision 2.87 2006/04/05 13:47:01 taylor
* remove -tga16, it's obsolete now
* add a temporary -no_emissive_light option to not use emission type light in OGL
*
* Revision 2.86 2006/03/18 10:17:58 taylor
* we already have a variable to show the framerate so lets just use the one
*
* Revision 2.85 2006/02/24 07:36:49 taylor
* try and make some sense out of that cmdline option mess, maybe it will stay sane for a few days at least :)
*
* Revision 2.84 2006/01/10 18:37:45 randomtiger
* Improvements to voice recognition system.
* Also function put on -voicer launcher option.
*
* Revision 2.83 2005/11/24 06:37:47 phreak
* Added -missile_lighting command line
*
* Revision 2.82 2005/11/23 00:43:20 phreak
* Command lines for rearm countdown timer.
*
* Revision 2.81 2005/11/21 00:46:06 Goober5000
* add ai_settings.tbl
* --Goober5000
*
* Revision 2.80 2005/11/13 06:55:38 taylor
* cmdline option cleanup:
* remove from launcher -pcx32, -cell, -UseNewAI
* remove from game -loadonlyused, -dxt, -pcx2dds
* rename -d3dmipmap, -d3d_no_vsync, -dnoshowvid to non API specific sounding names
* add -nograb into help output under Linux/OSX
* add -loadallweps and -img2dds
*
* Revision 2.79 2005/10/30 20:00:22 taylor
* same basic cleanup and self-sanity changes
* split up WinMain() and main() so it doesn't resemble ifdef hell
* rename WinMainSub() to game_main() and move anything that should have been in WinMain() to WinMain()
*
* Revision 2.78 2005/10/23 11:45:06 taylor
* add -ogl_shine to adjust the OGL shininess value so that people can play around and find the best value to use
*
* Revision 2.77 2005/10/22 04:28:16 unknownplayer
* Added -UseNewAI command line option to force the game to always use
* the SCP AI changes. As of now there's some problem in gr_d3d_set_render_target
* that crashes the game when it gets to a mission.
*
* Revision 2.76 2005/10/12 05:43:40 taylor
* temporary cmdline option, -y_bug_fix, to switch between original code (default) and previous attempt at the Y-bug fix
*
* Revision 2.75 2005/09/30 09:47:06 taylor
* remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it
* add -cache_bitmaps and have bitmap caching between levels off by default
* when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise
*
* Revision 2.74 2005/09/21 03:55:31 Goober5000
* add option for warp flash; mess with the cmdlines a bit
* --Goober5000
*
* Revision 2.73 2005/07/25 05:24:16 Goober5000
* cleaned up some command line and mission flag stuff
* --Goober5000
*
* Revision 2.72 2005/07/13 02:50:49 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.71 2005/07/07 16:32:33 taylor
* compiler warning fixes
* add -noibx troubleshooting cmdline option to disable use of IBX files
* don't try to set thuster object number is only one thruster bank is specified (default method should go into affect)
*
* Revision 2.70 2005/06/29 18:46:13 taylor
* add option to not scale up movies to fit window/screen, default is to scale
* (arguably not a bug but I said I would get it in before 3.6.5 and forgot)
*
* Revision 2.69 2005/03/13 23:07:35 taylor
* enable 32-bit to 16-bit TGA conversion with -tga16 cmdline option (experimental)
* fix crash when upgrading from original campaign stats file to current
*
* Revision 2.68 2005/02/16 10:00:13 wmcoolmon
* "-ingame" command line option
*
* Revision 2.67 2005/01/30 12:50:08 taylor
* merge with Linux/OSX tree - p0130
*
* Revision 2.66 2005/01/29 16:30:46 phreak
* smart shield command line stuff. this will be changed in the future, but i want people to test it.
* -phreak
*
* Revision 2.65 2005/01/21 08:29:04 taylor
* add -rlm cmdline option to switch to local viewpoint lighting calculations (OGL only for now)
*
* Revision 2.64 2004/12/24 19:36:12 Goober5000
* resorted command-line options and added an option for WMC's ballistic gauge
* --Goober5000
*
* Revision 2.63 2004/11/23 19:29:13 taylor
* fix 2d warp in D3D, add cmdline option for 3d warp
*
* Revision 2.62 2004/09/10 13:51:20 et1
* Command line option for TBP for warp stuff, "-tbpwarpeffects"
*
* Revision 2.61 2004/08/11 05:06:19 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.60 2004/08/02 22:40:59 phreak
* added -orbradar to enable orb rendering for the radar
*
* Revision 2.59 2004/08/01 02:31:18 phreak
* -phreak command line changed to -dualscanlines
*
* Revision 2.58 2004/07/25 18:46:28 Kazan
* -fred_no_warn has become -no_warn and applies to both fred and fs2
* added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
* fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
* made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
*
* Revision 2.57 2004/07/05 05:09:15 bobboau
* FVF code, only the data that is needed is sent off to the card,,
* OGL can take advantage of this if they want but it won't break
* anything if they don't. also state block code has been implemented,
* that's totaly internal to D3D no high level code is involved.
*
* Revision 2.56 2004/06/19 22:15:48 wmcoolmon
* Added -nomotion debris command line option; also re-ordered categories.
*
* Revision 2.55 2004/06/06 12:25:19 randomtiger
* Added new compression option -pcx32dds, build posted in RSB forum.
* Changed flag because of launcher bug, have fixed launcher bug, will distribute later.
* Also removed experimental flag from launcher flag list, stupid people were reporting bugs on unfinished code.
*
* Revision 2.54 2004/04/26 18:23:47 Kazan
* -no_fps_capping
*
* Revision 2.53 2004/04/26 00:23:26 taylor
* novbo and snd_preload cmdline options, fix moddir getting appended space
*
* Revision 2.52 2004/04/18 19:39:12 randomtiger
* Added -2d_poof command which allows access to 2D poof rendering
* Added -radar_reduce to launcher flag description structure
*
* Revision 2.51 2004/04/03 18:11:20 Kazan
* FRED fixes
*
* Revision 2.50 2004/03/20 14:47:12 randomtiger
* Added base for a general dynamic batching solution.
* Fixed NO_DSHOW_CODE code path bug.
*
* Revision 2.49 2004/03/19 14:51:54 randomtiger
* New command line parameter: -d3d_lesstmem causes D3D to bypass V's secondry texture system.
*
* Revision 2.48 2004/03/19 11:44:04 randomtiger
* Removed -d3d_notmanaged param.
* Tided D3D texture code. Merged remaining section code into the rest of the system.
* Prepared for removal of code causing waste of memory for secondry store of textures.
*
* Revision 2.47 2004/02/27 04:09:55 bobboau
* fixed a Z buffer error in HTL submodel rendering,
* and glow points,
* and other stuff
*
* Revision 2.46 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
* Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
*
* Revision 2.45 2004/01/29 01:34:00 randomtiger
* Added malloc montoring system, use -show_mem_usage, debug exes only to get an ingame list of heap usage.
* Also added -d3d_notmanaged flag to activate non managed D3D path, in experimental stage.
*
* Revision 2.44 2004/01/24 14:31:27 randomtiger
* Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate.
* Its optional and off by default, use -d3d_particle to activiate.
* Also bumped up D3D ambient light setting, it was way too dark.
* Its now set to something similar to the original game.
*
* Revision 2.43 2003/12/08 22:30:02 randomtiger
* Put render state and other direct D3D calls repetition check back in, provides speed boost.
* Fixed bug that caused fullscreen only crash with DXT textures
* Put dithering back in for tgas and jpgs
*
* Revision 2.42 2003/12/04 20:39:09 randomtiger
* Added DDS image support for D3D
* Added new command flag '-ship_choice_3d' to activate 3D models instead of ani's in ship choice, feature now off by default
* Hopefully have fixed D3D text batching bug that caused old values to appear
* Added Hud_target_object_factor variable to control 3D object sizes of zoom in HUD target
* Fixed jump nodes not showing
*
* Revision 2.41 2003/12/03 19:27:00 randomtiger
* Changed -t32 flag to -jpgtga
* Added -query_flag to identify builds with speech not compiled and other problems
* Now loads up launcher if videocard reg entry not found
* Now offers to go online to download launcher if its not present
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.40 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
* Changed D3D mipmapping to a good value to suit htl mode.
* Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again.
*
* Revision 2.39 2003/11/19 20:37:23 randomtiger
* Almost fully working 32 bit pcx, use -pcx32 flag to activate.
* Made some commandline variables fit the naming standard.
* Changed timerbar system not to run pushes and pops if its not in use.
* Put in a note about not uncommenting asserts.
* Fixed up a lot of missing POP's on early returns?
* Perhaps the motivation for Assert functionality getting commented out?
* Fixed up some bad asserts.
* Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
* Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
* Put in a special check for the signs of that D3D init bug I need to lock down.
*
* Revision 2.38 2003/11/15 18:09:33 randomtiger
* Put TGA and JPG stuff on -t32 flag
* Put 32 bit PCX stuff on -pcx32 (still has bugs)
* Added multisample checking on device initialisation
* Changed unrecognised parameter message (as requested) to be more user friendly
* Speech now chooses voice based on reg value set by launcher v3.1
*
* Revision 2.37 2003/11/09 06:31:38 Kazan
* a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed
* conflicts in cmdline and timerbar.h log entries
* cvs stopped acting like it was on crack obviously
*
* Revision 2.36 2003/11/09 04:09:18 Goober5000
* edited for language
* --Goober5000
*
* Revision 2.35 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
* Revision 2.34 2003/11/03 18:07:26 randomtiger
* Added -d3d_no_vsync command to make turning off vsync optional.
* Removed 32bit command, it doesnt do anything.
* Made aa multisample reg check safe.
*
* Revision 2.33 2003/10/27 23:04:20 randomtiger
* Added -no_set_gamma flags
* Fixed up some more non standard res stuff
* Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
* Made fade in credits work
* Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
* Deleted directx8 directory content, has never been needed.
*
* Revision 2.32 2003/10/24 17:35:04 randomtiger
* Implemented support for 32bit TGA and JPG for D3D
* Also 32 bit PCX, but it still has some bugs to be worked out
* Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
*
* Revision 2.31 2003/10/17 17:18:42 randomtiger
* Big restructure for D3D and new modules grd3dlight and grd3dsetup
*
* Revision 2.30 2003/10/12 03:41:37 Kazan
* #Kazan# FS2NetD client code gone multithreaded, some Fred2 Open -mod stuff [obvious code.lib] including a change in cmdline.cpp, changed Stick's "-nohtl" to "-htl" - HTL is _OFF_ by default here (Bobboau and I decided this was a better idea for now)
*
* Revision 2.29 2003/09/25 21:12:22 Kazan
* ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs)
* Also D3D8 Screenshots work now.
*
* Revision 2.28 2003/09/23 02:42:52 Kazan
* ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able]
*
* Revision 2.27 2003/09/14 19:00:02 wmcoolmon
* Changed "nospec" and "cell" to "Cmdline_nospec" and "Cmdline_cell"
*
* Revision 2.26 2003/09/14 18:32:24 wmcoolmon
* Added "-safeloading" command line parameter, which uses old fs2_retail-style loading code -C
*
* Revision 2.25 2003/09/13 06:02:05 Goober5000
* clean rollback of all of argv's stuff
* --Goober5000
*
* Revision 2.23 2003/08/22 07:35:08 bobboau
* specular code should be bugless now,
* cell shadeing has been added activated via the comand line '-cell',
* 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
*
* Revision 2.22 2003/08/21 20:54:37 randomtiger
* Fixed switching - RT
*
* Revision 2.21 2003/08/12 03:18:33 bobboau
* Specular 'shine' mapping;
* useing a phong lighting model I have made specular highlights
* that are mapped to the model,
* rendering them is still slow, but they look real purdy
*
* also 4 new (untested) comand lines, the XX is a floating point value
* -spec_exp XX
* the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
* -spec_point XX
* -spec_static XX
* -spec_tube XX
* these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
* static is the local stars,
* point is weapons/explosions/warp in/outs,
* tube is beam weapons,
* for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
*
* Revision 2.20 2003/08/09 06:07:23 bobboau
* slightly better implementation of the new zbuffer thing, it now checks only three diferent formats defalting to the 16 bit if neither the 24 or 32 bit versions are suported
*
* Revision 2.19 2003/03/29 09:42:05 Goober5000
* made beams default shield piercing again
* also added a beam no pierce command line flag
* and fixed something else which I forgot :P
* --Goober5000
*
* Revision 2.18 2003/03/18 10:07:00 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.17 2003/02/22 04:13:17 wmcoolmon
* Added "-dshowvid" command-line option, which must be set in order for movies to play.
*
* Revision 2.16 2002/12/21 13:39:25 DTP
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/17 03:08:18 DTP
* fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED.
*
* Revision 2.14 2002/12/17 02:22:34 DTP
* wrong name :)
*
* Revision 2.13 2002/12/17 02:21:06 DTP
* cleaned up after phreak :). it will make a mess in debug builds. added a couple of ifndef _debugs.
*
* Revision 2.12 2002/11/10 16:30:53 DTP
* -DTP reworked mod support,
*
* Revision 2.11 2002/10/31 21:14:16 DTP
* DTP Quickly added something needed to cmdline.h, since otherwise we can not compile the code as it misses some externals. Thought a rollback rolled all back.
*
* Revision 2.10 2002/10/30 20:22:30 inquisitor
* Bad Committ, Rolling back
*
* Revision 2.7 2002/10/22 23:02:39 randomtiger
* Made Phreaks alternative scanning style optional under the command line tag "-phreak"
* Fixed bug that changes HUD colour when targetting debris in a full nebula. - RT
*
* Revision 2.6 2002/10/19 03:50:28 randomtiger
* Added special pause mode for easier action screenshots.
* Added new command line parameter for accessing all single missions in tech room. - RT
*
* Revision 2.5 2002/08/27 13:38:57 penguin
* Moved DirectX8 stuff to directx8 branch; reverted to previous
*
* Revision 2.3.2.4 2002/11/10 11:32:29 randomtiger
*
* Made D3D8 mipmapping optional on command line flag -d3dmipmip, off by default.
* When on is now less blury. - RT
*
* Revision 2.3.2.3 2002/11/04 23:53:24 randomtiger
*
* Added new command line parameter -d3dlauncher which brings up the launcher.
* This is needed since FS2 DX8 now stores the last successful details in the registry and
* uses them to choose the adapter and mode to run in unless its windowed or they are not set.
* Added some code for Antialiasing but it messes up the font but hopefully that can be fixed later. - RT
*
* Revision 2.3.2.2 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.3.2.1 2002/08/27 13:19:02 penguin
* Moved to directx8 branch
*
* Revision 2.4 2002/08/18 19:48:28 randomtiger
* Added new lib files: strmiids and ddraw to get dshow working
* Added new command line parameter to active direct show movie play: -dshowvid
* Uncommented movie_play calls and includes
*
* Revision 2.3 2002/08/07 00:44:13 DTP
* Implented -GF4FIX commandline switch
*
* Revision 2.2 2002/07/29 06:35:15 DTP
* added -almission commandline arguement, will autoload mission i.e fs2_open.exe -almission kickass will autoload kickass.fs2 which should be a multiplayer mission.
*
* Revision 2.1 2002/07/07 19:55:58 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/08 17:29:17 mharris
* more port tweaks
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 8 8/26/99 8:51p Dave
* Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
*
* 7 7/15/99 3:07p Dave
* 32 bit detection support. Mouse coord commandline.
*
* 6 7/13/99 1:15p Dave
* 32 bit support. Whee!
*
* 5 6/22/99 9:37p Dave
* Put in pof spewing.
*
* 4 1/12/99 5:45p Dave
* Moved weapon pipeline in multiplayer to almost exclusively client side.
* Very good results. Bandwidth goes down, playability goes up for crappy
* connections. Fixed object update problem for ship subsystems.
*
* 3 11/17/98 11:12a Dave
* Removed player identification by address. Now assign explicit id #'s.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 27 9/15/98 4:04p Allender
* added back in the -ip_addr command line switch because it needs to be
* in the standalone server only executable
*
* 26 9/14/98 11:28a Allender
* support for server bashing of address when received from client. Added
* a cmdline.cfg file to process command line arguments from a file
*
* 25 9/08/98 2:20p Allender
* temporary code to force IP address to a specific value.
*
* 24 8/20/98 5:30p Dave
* Put in handy multiplayer logfile system. Now need to put in useful
* applications of it all over the code.
*
* 23 8/07/98 10:40a Allender
* new command line flags for starting netgames. Only starting currently
* works, and PXO isn't implemented yet
*
* 22 7/24/98 11:14a Allender
* start of new command line options for version 1.04
*
* 21 5/21/98 1:50a Dave
* Remove obsolete command line functions. Reduce shield explosion packets
* drastically. Tweak PXO screen even more. Fix file xfer system so that
* we can guarantee file uniqueness.
*
* 20 5/18/98 9:10p Dave
* Put in many new PXO features. Fixed skill level bashing in multiplayer.
* Removed several old command line options. Put in network config files.
*
* 19 5/09/98 7:16p Dave
* Put in CD checking. Put in standalone host password. Made pilot into
* popup scrollable.
*
* 18 4/23/98 8:27p Allender
* basic support for cutscene playback. Into movie code in place. Tech
* room can view cutscenes stored in CDROM_dir variable
*
* 17 3/14/98 2:48p Dave
* Cleaned up observer joining code. Put in support for file xfers to
* ingame joiners (observers or not). Revamped and reinstalled pseudo
* lag/loss system.
*
* 16 1/31/98 4:32p Dave
* Put in new support for VMT player validation, game logging in and game
* logging out.
*
* 15 12/10/97 4:45p Dave
* Added in more detailed support for multiplayer packet lag/loss. Fixed
* some multiplayer stuff. Added some controls to the standalone.
*
* 14 12/09/97 6:14p Lawrance
* add -nomusic flag
*
* 13 11/28/97 7:04p Dave
* Emergency checkin due to big system crash.
*
* 12 11/28/97 5:06p Dave
* Put in facilities for simulating multiplayer lag.
*
* 11 11/24/97 5:42p Dave
* Fixed a file xfer buffer free/malloc problem. Lengthened command line
* switch string parse length.
*
* 10 11/12/97 4:39p Dave
* Put in multiplayer campaign support parsing, loading and saving. Made
* command-line variables better named. Changed some things on the initial
* pilot select screen.
*
* 9 11/11/97 4:54p Dave
* Put in support for single vs. multiplayer pilots. Put in initial player
* selection screen (no command line option yet). Started work on
* multiplayer campaign file save gaming.
*
* 8 9/18/97 10:13p Dave
* Added -gimmemedals, which gives the current pilot all the medals in the
* game (debug)
*
* 7 9/18/97 9:20a Dave
* Minor modifications
*
* 6 9/15/97 11:40p Lawrance
* remove demo granularity switch
*
* 5 9/03/97 5:03p Lawrance
* add support for -nosound command line parm
*
* 4 8/21/97 4:55p Dave
* Added a switch for multiplayer chat streaming. Added a section for
* global command line vars.
*
* 3 8/06/97 2:26p Dave
* Made the command line parse more robust. Made it easier to add and
* process new command-line switches.
*
* 2 8/04/97 3:13p Dave
* Added command line functions. See cmdline.cpp for directions on adding
* new switches
*
* 1 8/04/97 9:58a Dave
*
* $NoKeywords: $
*/
#ifndef FS_CMDLINE_HEADER_FILE
#define FS_CMDLINE_HEADER_FILE
int parse_cmdline(char *cmdline);
int fred2_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_server_firing;
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 char *Cmdline_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_cell;
extern int Cmdline_decals;
extern int Cmdline_env;
extern int Cmdline_mipmap;
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_glsl;
extern int Cmdline_height;
// Game Speed related
extern int Cmdline_cache_bitmaps;
extern int Cmdline_img2dds;
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_warp_flash;
extern int Cmdline_autopilot_interruptable;
// Audio related
extern int Cmdline_query_speech;
extern int Cmdline_snd_preload;
extern int Cmdline_voice_recognition;
// MOD related
extern char *Cmdline_mod; // DTP for mod support
extern int Cmdline_tbp;
extern int Cmdline_wcsaga;
// 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;
// Troubleshooting
extern int Cmdline_d3d_lesstmem;
extern int Cmdline_load_all_weapons;
extern int Cmdline_nohtl;
extern int Cmdline_noibx;
extern int Cmdline_nomovies; // WMC Toggles movie playing support
extern int Cmdline_no_set_gamma;
extern int Cmdline_novbo;
extern int Cmdline_safeloading;
extern int Cmdline_no_fbo;
extern int Cmdline_noglsl;
// Developer/Testing related
extern char *Cmdline_start_mission;
extern int Cmdline_dis_collisions;
extern int Cmdline_dis_weapons;
extern int Cmdline_noparseerrors;
extern int Cmdline_nowarn;
extern int Cmdline_show_mem_usage;
extern int Cmdline_show_pos;
extern int Cmdline_show_stats;
extern int Cmdline_timerbar;
extern int Cmdline_save_render_targets;
extern int Cmdline_debug_window;
extern int Cmdline_verify_vps;
#ifdef SCP_UNIX
extern int Cmdline_no_grab;
#endif
//extern char FreeSpace_Directory[]; // allievating a cfilesystem problem caused by fred -- Kazan
#endif
-515
View File
@@ -1,515 +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.
*
*/
/*
* $Logfile: /Freespace2/code/CMeasure/CMeasure.cpp $
* $Revision: 2.9 $
* $Date: 2005-12-04 19:07:48 $
* $Author: wmcoolmon $
*
* Counter measures. Created by Mike Kulas, May 12, 1997.
*
* $Log: not supported by cvs2svn $
* Revision 2.8 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
* --Goober5000
*
* Revision 2.7 2005/11/21 00:46:06 Goober5000
* add ai_settings.tbl
* --Goober5000
*
* Revision 2.6 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.5 2004/07/26 20:47:25 Kazan
* remove MCD complete
*
* Revision 2.4 2004/07/12 16:32:43 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.3 2004/03/05 09:01:57 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2003/03/18 10:07:00 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.1.2.1 2002/09/24 18:56:41 randomtiger
* DX8 branch commit
*
* This is the scub of UP's previous code with the more up to date RT code.
* For full details check previous dev e-mails
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:08 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 5 9/05/99 11:25p Mikek
* Debug code (only on NDEBUG). Don't drop countermeasures if
* Ai_firing_enabled not set.
*
* 4 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 3 10/13/98 9:28a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 44 4/29/98 9:36p Allender
* ingame join tweaks. added network message for countermeasures
*
* 43 4/13/98 5:11p Mike
* More improvement to countermeasure code.
*
* 42 4/13/98 2:14p Mike
* Countermeasure balance testing for Jim.
*
* 41 4/10/98 11:02p Mike
* Make countermeasures less effective against aspect seekers than against
* heat seekers.
* Make AI ships match bank with each other when attacking a faraway
* target.
* Make ships not do silly loop-de-loop sometimes when attacking a faraway
* target.
*
* 40 3/31/98 5:11p John
* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
* bunch of debug stuff out of player file. Made model code be able to
* unload models and malloc out only however many models are needed.
*
* 39 3/17/98 3:49p John
* Turned off lighting on counter measures.
*
* 38 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 37 2/23/98 5:44p Johnson
* Resolve build error.
*
* 36 2/23/98 4:30p Mike
* Make homing missiles detonate after they pass up their target. Make
* countermeasures less effective.
*
* 35 2/09/98 8:04p Lawrance
* Add objnum to cmeasure struct, correctly set source_objnum
*
* 34 2/05/98 11:20p Lawrance
* save/restore countermeasure data
*
* 33 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 32 2/04/98 12:20p Mike
* Make countermeasures detonate in a smaller radius. Make all in radius,
* not just homing one, detonate.
*
* 31 1/29/98 11:48a John
* Added new counter measure rendering as model code. Made weapons be
* able to have impact explosion.
*
* 30 1/29/98 11:11a John
* Put in code to show dummy counter measure object.
*
* 29 1/23/98 5:06p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 28 1/23/98 9:43a Mike
* Debug-C to disallow countermeasure firing.
* Fix bug in countermeasure tracking by aspect seekers.
*
* 27 1/20/98 9:47a Mike
* Suppress optimized compiler warnings.
* Some secondary weapon work.
*
* 26 1/16/98 11:43a Mike
* Fix countermeasures.
*
* 25 12/30/97 6:44p John
* Made g3_Draw_bitmap functions account for aspect of bitmap.
*
* 24 11/29/97 2:05p John
* made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
* like they used to incorrectly assume. Added code to model to read in
* thruster radius's.
*
* 23 10/27/97 3:24p Lawrance
* ensure countermeasures keep their initial velocity
*
* 22 9/14/97 4:50p Lawrance
* added some demo debugging code
*
* 21 9/04/97 5:09p Andsager
* implement physics using moment of inertia and mass (from BSPgen).
* Added to phys_info struct. Updated ship_info, polymodel structs.
* Updated weapon ($Mass and $Force) and ship ($Mass -> $Density) tables
*
* 20 8/20/97 11:09a Mike
* Make countermeasure lifetime based on skill level.
*
* 19 8/13/97 9:50p Allender
* split *_move into *_process_pre and *_process_post functions.
* process_pre functions called before object is moved. _process_post
* functions called after object is moved. Reordered code in ship_post
* and weapon_post for multiplayer
*
* 18 8/13/97 4:45p Allender
* fixed ship_fire_primary and fire_secondary to not take parameter for
* determining whether to count ammo or not. Fixed countermeasure firing
* for multiplayer
*
* 17 8/13/97 12:06p Lawrance
* supporting multiple types of fireball explosions
*
* 16 8/11/97 6:03p Mike
* Make ships with no shields not claim to have shields in target box.
*
* 15 8/08/97 4:29p Allender
* countermeasure stuff for multiplayer
*
* 14 7/31/97 5:55p John
* made so you pass flags to obj_create.
* Added new collision code that ignores any pairs that will never
* collide.
*
* 13 7/15/97 12:03p Andsager
* New physics stuff
*
* 12 7/11/97 11:54a John
* added rotated 3d bitmaps.
*
* 11 6/24/97 10:04a Allender
* major multiplayer improvements. Better sequencing before game.
* Dealing with weapon/fireball/counter measure objects between
* client/host.
*
* 10 6/24/97 12:38a Lawrance
* fix minor bug with cycling cmeasure
*
* 9 6/05/97 1:37a Lawrance
* change syntax of a snd_play()
*
* 8 5/22/97 5:45p Mike
* Better countermeasure firing, key off availability, specify in
* weapons.tbl
*
* 7 5/22/97 12:06p Lawrance
* include Sound.h for playing sound fx
*
* 6 5/22/97 12:04p Lawrance
* added soundhook for cmeasure cycle
*
* 5 5/15/97 5:05p Mike
* In the midst of changing subsystem targetnig from type-based to
* pointer-based.
* Also allowed you to view a target while dead.
*
* 4 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 3 5/14/97 10:50a Mike
* More countermeasure stuff.
*
* 2 5/12/97 5:58p Mike
* Add countermeasures.
*
* 1 5/12/97 2:23p Mike
*
* $NoKeywords: $
*/
#include "cmeasure/cmeasure.h"
//#include "freespace2/freespace.h"
//#include "model/model.h"
#include "ship/ship.h"
#include "math/staticrand.h"
#include "object/object.h"
#include "weapon/weapon.h"
#include "hud/hud.h"
#include "gamesnd/gamesnd.h"
#include "network/multimsgs.h"
#include "mission/missionparse.h"
//cmeasure_info Cmeasure_info[MAX_CMEASURE_TYPES];
//cmeasure Cmeasures[MAX_CMEASURES];
//int Num_cmeasure_types = 0;
//int Num_cmeasures = 0;
//int Cmeasure_inited = 0;
int Cmeasures_homing_check = 0;
int Countermeasures_enabled = 1; // Debug, set to 0 means no one can fire countermeasures.
// This will get called at the start of each level.
//Not anymore - WMC
/*
void cmeasure_init()
{
int i;
if ( !Cmeasure_inited )
Cmeasure_inited = 1;
// Reset everything between levels
Num_cmeasures = 0;
for (i=0; i<MAX_CMEASURES; i++ ) {
Cmeasures[i].subtype = CMEASURE_UNUSED;
}
}*/
/*
void cmeasure_render(object * objp)
{
// JAS TODO: Replace with proper fireball
cmeasure *cmp;
cmeasure_info *cmip;
cmp = &Cmeasures[objp->instance];
cmip = &Cmeasure_info[cmp->subtype];
if ( cmp->subtype == CMEASURE_UNUSED ) {
Int3(); // Hey, what are we doing in here?
return;
}
if ( cmip->model_num > -1 ) {
model_clear_instance(cmip->model_num);
model_render(cmip->model_num, &objp->orient, &objp->pos, MR_NO_LIGHTING );
} else {
mprintf(( "Not rendering countermeasure because model_num is negative\n" ));
}
}*/
/*
void cmeasure_delete( object * objp )
{
int num;
num = objp->instance;
// Assert( Cmeasures[num].objnum == OBJ_INDEX(objp));
Cmeasures[num].subtype = CMEASURE_UNUSED;
Num_cmeasures--;
Assert( Num_cmeasures >= 0 );
}*/
// broke cmeasure_move into two functions -- process_pre and process_post (as was done with
// all *_move functions). Nothing to do for process_pre
/*
void cmeasure_process_pre( object *objp, float frame_time)
{
}*/
/*
void cmeasure_process_post(object * objp, float frame_time)
{
int num;
num = objp->instance;
// Assert( Cmeasures[num].objnum == objnum );
cmeasure *cmp = &Cmeasures[num];
if ( cmp->lifeleft >= 0.0f) {
cmp->lifeleft -= frame_time;
if ( cmp->lifeleft < 0.0f ) {
objp->flags |= OF_SHOULD_BE_DEAD;
// demo_do_flag_dead(OBJ_INDEX(objp));
}
}
}*/
// creates one countermeasure. A ship fires 1 of these per launch. rand_val is used
// in multiplayer. If -1, then create a random number. If non-negative, use this
// number for static_rand functions
/*
int cmeasure_create( object * source_obj, vec3d * pos, int cm_type, int rand_val )
{
int n, objnum, parent_objnum, arand;
object * obj;
ship *shipp;
cmeasure *cmp;
cmeasure_info *cmeasurep;
Cmeasures_homing_check = 2; // Tell homing code to scan everything for two frames. If only one frame, get sync problems due to objects being created at end of frame!
parent_objnum = OBJ_INDEX(source_obj);
Assert( source_obj->type == OBJ_SHIP );
Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
shipp = &Ships[source_obj->instance];
if ( Num_cmeasures >= MAX_CMEASURES)
return -1;
for (n=0; n<MAX_CMEASURES; n++ )
if ( Cmeasures[n].subtype == CMEASURE_UNUSED)
break;
if ( n == MAX_CMEASURES)
return -1;
nprintf(("Network", "Cmeasure created by %s\n", Ships[source_obj->instance].ship_name));
cmp = &Cmeasures[n];
cmeasurep = &Cmeasure_info[cm_type];
if ( pos == NULL )
pos = &source_obj->pos;
objnum = obj_create( OBJ_CMEASURE, parent_objnum, n, &source_obj->orient, pos, 1.0f, OF_RENDERS | OF_PHYSICS );
Assert( objnum >= 0 && objnum < MAX_OBJECTS );
// Create Debris piece n!
if ( rand_val == -1 )
arand = myrand(); // use a random number to get lifeleft, and random vector for displacement from ship
else
arand = rand_val;
cmp->lifeleft = static_randf(arand) * (cmeasurep->life_max - cmeasurep->life_min) / cmeasurep->life_min;
if (source_obj->flags & OF_PLAYER_SHIP){
cmp->lifeleft *= The_mission.ai_profile->cmeasure_life_scale[Game_skill_level];
}
cmp->lifeleft = cmeasurep->life_min + cmp->lifeleft * (cmeasurep->life_max - cmeasurep->life_min);
// cmp->objnum = objnum;
cmp->team = shipp->team;
cmp->subtype = cm_type;
cmp->objnum = objnum;
cmp->source_objnum = parent_objnum;
cmp->source_sig = Objects[objnum].signature;
cmp->flags = 0;
nprintf(("Jim", "Frame %i: Launching countermeasure #%i\n", Framecount, Objects[objnum].signature));
obj = &Objects[objnum];
Num_cmeasures++;
//Set countermeasure velocity
vec3d vel, rand_vec;
//Get cmeasure rear velocity in world
vm_vec_scale_add(&vel, &source_obj->phys_info.vel, &source_obj->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);
obj->phys_info.vel = vel;
vm_vec_zero(&obj->phys_info.rotvel);
vm_vec_zero(&obj->phys_info.max_vel);
vm_vec_zero(&obj->phys_info.max_rotvel);
// blow out his reverse thrusters. Or drag, same thing.
obj->phys_info.rotdamp = 10000.0f;
obj->phys_info.side_slip_time_const = 10000.0f;
obj->phys_info.max_vel.xyz.z = -25.0f;
vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.vec.fvec, obj->phys_info.max_vel.xyz.z );
return arand; // need to return this value for multiplayer purposes
}*/
//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);
//Idunnit. -WMC
//objp->phys_info.flags |= PF_CONST_VEL;
//WMC - I don't think this stuff is needed with the flag I set
//WMC - Or maybe it is.
// 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;
}
}
//snd_play( &Snds[SND_CMEASURE_CYCLE] );
mprintf(("Countermeasure type set to %i in frame %i\n", shipp->current_cmeasure, Framecount));
}
// If this is a player countermeasure, let the player know he evaded a missile
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[SND_MISSILE_EVADED_POPUP]);
} else if ( Objects[objp->parent].flags & OF_PLAYER_SHIP ) {
send_countermeasure_success_packet( objp->parent );
}
}
-198
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@@ -1,198 +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.
*
*/
/*
* $Logfile: /Freespace2/code/CMeasure/CMeasure.h $
* $Revision: 2.6 $
* $Date: 2005-12-04 19:07:48 $
* $Author: wmcoolmon $
*
* Counter measures. Created by Mike Kulas, May 12, 1997.
*
* $Log: not supported by cvs2svn $
* Revision 2.5 2005/07/13 02:50:50 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.4 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.3 2004/08/11 05:06:19 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.2 2004/03/05 09:01:57 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 20 4/11/98 5:17p Jim
* Reduced countermeasure firing rate from 2 times per second to 3 times
* per second.
*
* 19 4/10/98 11:02p Mike
* Make countermeasures less effective against aspect seekers than against
* heat seekers.
* Make AI ships match bank with each other when attacking a faraway
* target.
* Make ships not do silly loop-de-loop sometimes when attacking a faraway
* target.
*
* 18 4/01/98 5:34p John
* Made only the used POFs page in for a level. Reduced some interp
* arrays. Made custom detail level work differently.
*
* 17 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 16 2/23/98 4:30p Mike
* Make homing missiles detonate after they pass up their target. Make
* countermeasures less effective.
*
* 15 2/09/98 8:04p Lawrance
* Add objnum to cmeasure struct, correctly set source_objnum
*
* 14 2/05/98 11:20p Lawrance
* save/restore countermeasure data
*
* 13 1/29/98 11:48a John
* Added new counter measure rendering as model code. Made weapons be
* able to have impact explosion.
*
* 12 1/16/98 11:43a Mike
* Fix countermeasures.
*
* 11 8/13/97 9:50p Allender
* split *_move into *_process_pre and *_process_post functions.
* process_pre functions called before object is moved. _process_post
* functions called after object is moved. Reordered code in ship_post
* and weapon_post for multiplayer
*
* 10 8/13/97 4:45p Allender
* fixed ship_fire_primary and fire_secondary to not take parameter for
* determining whether to count ammo or not. Fixed countermeasure firing
* for multiplayer
*
* 9 8/08/97 4:29p Allender
* countermeasure stuff for multiplayer
*
* 8 7/09/97 12:04a Mike
* Error prevention in matrix_interpolate().
*
* 7 6/24/97 10:04a Allender
* major multiplayer improvements. Better sequencing before game.
* Dealing with weapon/fireball/counter measure objects between
* client/host.
*
* 6 5/22/97 5:45p Mike
* Better countermeasure firing, key off availability, specify in
* weapons.tbl
*
* 5 5/15/97 5:05p Mike
* In the midst of changing subsystem targetnig from type-based to
* pointer-based.
* Also allowed you to view a target while dead.
*
* 4 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 3 5/14/97 10:50a Mike
* More countermeasure stuff.
*
* 2 5/12/97 5:58p Mike
* Add countermeasures.
*
* 1 5/12/97 2:23p Mike
*
* $NoKeywords: $
*/
#ifndef _CMEASURE_H
#define _CMEASURE_H
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
struct object;
//struct vec3d;
//#define MAX_CMEASURES 64
// Goes in cmeasure.subtype
//#define CMEASURE_UNUSED -1
//#define MAX_CMEASURE_TYPES 3
#define CMEASURE_WAIT 333 // delay in milliseconds between countermeasure firing.
//#define CMF_DUD_HEAT 0x01 // If set, this cmeasure is a dud to heat seekers. Set at create time.
//#define CMF_DUD_ASPECT 0x02 // If set, this cmeasure is a dud to aspect seekers. Set at create time.
//#define CMF_DUD (CMF_DUD_HEAT | CMF_DUD_ASPECT)
// 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
/*
typedef struct cmeasure_info {
char cmeasure_name[NAME_LENGTH];
//float max_speed; // launch speed, relative to ship
float fire_wait; // time between launches
float life_min, life_max; // lifetime will be in range min..max.
int launch_sound; // Sound played when launched.
char pof_name[NAME_LENGTH];
int model_num; // What this renders as
} cmeasure_info;
typedef struct cmeasure {
int flags; // You know, flag type things.
int subtype; // See CMEASURE_??? defines
int objnum;
int source_objnum; // What object this came from
int source_sig; // Signature of the source object
int team; // Team of the ship where the cmeasure came from
float lifeleft; // When 0 or less object dies
} cmeasure;
*/
//extern cmeasure_info Cmeasure_info[MAX_CMEASURE_TYPES];
//extern cmeasure Cmeasures[MAX_CMEASURES];
//extern int Num_cmeasure_types;
//extern int Num_cmeasures;
extern int Cmeasures_homing_check;
extern int Countermeasures_enabled;
//extern void cmeasure_init();
//extern void cmeasure_render( object * obj );
//extern void cmeasure_delete( object * obj );
//extern void cmeasure_process_pre( object * obj, float frame_time);
//extern void cmeasure_process_post( object * obj, float frame_time);
//extern int cmeasure_create( object * source_obj, vec3d *pos, int cm_type, int rand_val = -1 );
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);
extern float Skill_level_cmeasure_life_scale[NUM_SKILL_LEVELS];
#endif // _CMEASURE_H
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-565
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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.
*
*/
/*
* $Logfile: /Freespace2/code/ControlConfig/ControlsConfig.h $
* $Revision: 2.15.2.1 $
* $Date: 2007-12-28 02:10:34 $
* $Author: Backslash $
*
* Header file for keyboard, joystick and mouse configuration
*
* $Log: not supported by cvs2svn $
* Revision 2.15 2006/02/25 21:46:59 Goober5000
* spelling
*
* Revision 2.14 2005/10/11 05:24:33 wmcoolmon
* Gliding
*
* Revision 2.13 2005/07/13 02:50:50 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.12 2005/07/13 02:30:52 Goober5000
* removed autopilot #define
* --Goober5000
*
* Revision 2.11 2005/03/03 06:05:27 wmcoolmon
* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
*
* Revision 2.10 2005/01/16 22:39:08 wmcoolmon
* Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use.
*
* Revision 2.9 2004/08/11 05:06:19 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.8 2004/07/25 00:31:28 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 2.7 2004/05/03 21:22:19 Kazan
* Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free()
* Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug)
* Nav Point / Auto Pilot code (All disabled via #ifdefs)
*
* Revision 2.6 2004/04/06 03:09:01 phreak
* added a control config option for the wireframe hud targetbox i enabled ages ago
*
* Revision 2.5 2003/11/11 02:15:43 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.4 2002/12/02 23:52:02 Goober5000
* fixed misspelling
*
* Revision 2.3 2002/12/02 20:47:28 Goober5000
* fixed misspelling of "category" as "catagory"
*
* Revision 2.2 2002/10/19 19:29:27 bobboau
* initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
*
* Revision 2.1 2002/10/17 20:40:50 randomtiger
* Added ability to remove HUD ingame on keypress shift O
* So I've added a new key to the bind list and made use of already existing hud removal code.
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 8/22/99 5:53p Dave
* Scoring fixes. Added self destruct key. Put callsigns in the logfile
* instead of ship designations for multiplayer players.
*
* 5 8/19/99 10:59a Dave
* Packet loss detection.
*
* 4 8/01/99 12:39p Dave
* Added HUD contrast control key (for nebula).
*
* 3 11/05/98 4:18p Dave
* First run nebula support. Beefed up localization a bit. Removed all
* conditional compiles for foreign versions. Modified mission file
* format.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 26 6/13/98 5:19p Hoffoss
* externalized control config texts.
*
* 25 5/15/98 8:37p Lawrance
* Add 'equalize recharge rates' and 'target ship that sent last
* transmission' key bindings
*
* 24 5/14/98 5:32p Hoffoss
* Improved axis binding code some more.
*
* 23 5/13/98 7:15p Hoffoss
* Fixed remaining bugs with axis binding.
*
* 22 5/13/98 1:17a Hoffoss
* Added joystick axes configurability.
*
* 21 4/30/98 9:43p Hoffoss
* Added new actions for free look movement which are default bounded to
* the hat.
*
* 20 4/25/98 1:59p Lawrance
* fix merge typo
*
* 19 4/25/98 1:24p Lawrance
* Add time compression keys to key config
*
* 18 4/25/98 12:43p Allender
* added new shortcut key for attack my subsystem
*
* 17 4/18/98 5:00p Dave
* Put in observer zoom key. Made mission sync screen more informative.
*
* 16 4/10/98 12:47p Allender
* changed working on replay popup. Don't reference repair in comm menu.
* Added Shift-R for repair me
*
* 15 4/08/98 11:11a Hoffoss
* Fixed some bugs that showed up due to fixing other bugs the other day
* with controls.
*
* 14 3/31/98 4:15p Hoffoss
* Disabled the show objectives action.
*
* 13 3/23/98 12:27p Hoffoss
* Whoops, changed order in list but forget to actually change the number.
*
* 12 3/23/98 11:35a Hoffoss
* Fixed #defines that were out of sync.
*
* 11 3/19/98 5:04p Dave
* Put in support for targeted multiplayer text and voice messaging (all,
* friendly, hostile, individual).
*
* 10 3/11/98 5:28p Hoffoss
* Added control config debug display info to possibly aid in tracking
* down a bug.
*
* 9 2/28/98 7:02p Lawrance
* overhaul on-line help
*
* 8 2/26/98 12:33a Lawrance
* Added back slew mode, lots of changes to external and chase views.
*
* 7 2/02/98 6:59p Lawrance
* Adding new targeting keys (bomb, uninspected cargo, new ship, live
* turrets).
*
* 6 1/30/98 10:40a Lawrance
* remove any binding references to hotkey screen
*
* 5 1/28/98 6:19p Dave
* Reduced standalone memory usage ~8 megs. Put in support for handling
* multiplayer submenu handling for endgame, etc.
*
* 4 1/22/98 4:53p Hoffoss
* Made training messages/directives display a joystick button in place of
* a keypress if there is no keypress bound to the action.
*
* 3 1/02/98 4:42p Allender
* removed unused key bindings from control config list
*
* 2 12/30/97 4:47p Allender
* work with ignore my target command. Added new keyboard hotkey. Made
* it work globally
*
* 1 12/24/97 11:59a Hoffoss
*
* 41 11/24/97 10:20p Lawrance
* Add key 'KEY_N' to target next ship on monitoring view
*
* 40 11/21/97 5:57p Hoffoss
* Fixed bug where timef type controls weren't checking joystick buttons.
*
* 39 11/20/97 1:08a Lawrance
* add support for 'R' key - target closest friendly repair ship
*
* 38 11/17/97 6:40p Lawrance
* Changed 'I' key to toggle of extended target info, moved target closest
* locked missile to 'L'
*
* 37 11/02/97 1:15p Hoffoss
* Externed an array I need elsewhere.
*
* 36 10/28/97 12:12a Lawrance
* remove unused keys (Alt-H and Alt-F)
*
* 35 10/24/97 11:00p Hoffoss
* Controls config screen much improved.
*
* 34 10/22/97 4:50p Hoffoss
* Disabled throttle by default.
*
* 33 10/21/97 7:05p Hoffoss
* Overhauled the key/joystick control structure and usage throughout the
* entire FreeSpace code. The whole system is very different now.
*
* 32 10/18/97 7:19p Hoffoss
* Added timestamp recording when a key is pressed.
*
* 31 9/14/97 10:24p Lawrance
* add damage screen popup window
*
* 30 9/10/97 6:02p Hoffoss
* Added code to check for key-pressed sexp operator in FreeSpace as part
* of training mission stuff.
*
* 29 9/09/97 9:18a Hoffoss
* Added message token translation (phase 1) to FreeSpace for training
* missions support.
*
* 28 8/31/97 6:38p Lawrance
* pass in frametime to do_frame loop
*
* 27 8/29/97 5:02p Sandeep
* fixed joystick support for shield config
*
* 26 8/25/97 12:24a Lawrance
* added keys for shield management
*
* 25 8/22/97 10:44p Sandeep
* Added Configurable support for energy management keys, keyboard and
* joystick
*
* 24 8/21/97 5:03p Sandeep
* Fixed joystick functions past "Target Closest Hostile Targeting Self"
* bug.
*
* 23 8/20/97 4:22p Sandeep
* Add support for joystick mapping to all keyboard configurable commands.
* Changed pilot file to allow support for new joystick, incompatible
* version 33
*
* 22 8/07/97 11:27p Lawrance
* add support for 4th joystick axis (rudder), add new option to roll ship
*
* 21 7/08/97 11:37a Lawrance
* add joystick support for afterburners
*
* 20 7/01/97 11:52a Lawrance
* add targeting key, allow player to clear all bindings
*
* 19 6/24/97 12:38a Lawrance
* added in some new joystick bindings
*
* 18 6/17/97 8:57p Lawrance
* added target previous hostile/friendly
*
* 17 6/03/97 1:39a Allender
* made macros for joystick button id's
*
* 16 5/28/97 9:53a Lawrance
* move goals keys and squadmate message key from function keys to
* assignable keys
*
* 15 5/26/97 5:49p Lawrance
* supporting max range on radar
*
* 14 5/26/97 3:31p Lawrance
* assign key bindings for view modes and view controls
*
* 13 5/14/97 10:50a Mike
* More countermeasure stuff.
*
* 12 4/24/97 2:40p Lawrance
* add key for targeting closest ship attacking self
*
* 11 4/05/97 3:46p Allender
* lots 'o messaging stuff. Make shortcut keys for squadmate messaging
* work. Make menus a little more dynamic
*
* 10 4/01/97 7:50p Lawrance
* added many new keys, don't allow Shft or Alt as action keys, only allow
* Ctrl as an action key
*
* 9 3/10/97 8:30a Lawrance
* changed -/+ 5% throttle keys to 1/3 2/3 throttle keys
*
* 8 12/18/96 6:09p Lawrance
* allowing shift+alt+ctrl modifiers on keyboard bindings
*
* 7 12/18/96 10:18a Lawrance
* integrating joystick axis configuration
*
* 6 12/17/96 11:10a Lawrance
* added targeting of subsystem in reticle
*
* 5 12/06/96 12:27a Lawrance
* adding support for joystick configuration
*
* 4 12/05/96 2:47p Lawrance
* changed how keyboard configuration was done to make code more easily
* changeable
*
* 3 12/03/96 10:11p Lawrance
* Integrating keyboard configuration
*
* 2 12/03/96 3:45p Lawrance
*
* $NoKeywords: $
*
*/
#ifndef CONTROLS_CONFIG_H
#define CONTROLS_CONFIG_H
#define CONTROL_CONFIG_XSTR 507
#define JOY_X_AXIS 0
#define JOY_Y_AXIS 1
#define JOY_Z_AXIS 2
#define JOY_RX_AXIS 3
#define JOY_RY_AXIS 4
#define JOY_RZ_AXIS 5
#define NUM_JOY_AXIS_ACTIONS 5
#define JOY_HEADING_AXIS 0
#define JOY_PITCH_AXIS 1
#define JOY_BANK_AXIS 2
#define JOY_ABS_THROTTLE_AXIS 3
#define JOY_REL_THROTTLE_AXIS 4
// --------------------------------------------------
// different types of controls that can be assigned
// --------------------------------------------------
#define CC_TYPE_TRIGGER 0
#define CC_TYPE_CONTINUOUS 1
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
// config_item() : key_default(-1), joy_default(-1), tab(-1), hasXSTR(false), text(""), type(CC_TYPE_TRIGGER), key_id(-1), joy_id(-1), used(-1) {}
} config_item;
// --------------------------------------------------
// Keyboard #defines for the actions
// This is the value of the id field in config_item
// --------------------------------------------------
// targeting a ship
#define TARGET_NEXT 0
#define TARGET_PREV 1
#define TARGET_NEXT_CLOSEST_HOSTILE 2
#define TARGET_PREV_CLOSEST_HOSTILE 3
#define TOGGLE_AUTO_TARGETING 4
#define TARGET_NEXT_CLOSEST_FRIENDLY 5
#define TARGET_PREV_CLOSEST_FRIENDLY 6
#define TARGET_SHIP_IN_RETICLE 7
#define TARGET_CLOSEST_SHIP_ATTACKING_TARGET 8
#define TARGET_LAST_TRANMISSION_SENDER 9
#define STOP_TARGETING_SHIP 10
// targeting a ship's subsystem
#define TARGET_SUBOBJECT_IN_RETICLE 11
#define TARGET_NEXT_SUBOBJECT 12
#define TARGET_PREV_SUBOBJECT 13
#define STOP_TARGETING_SUBSYSTEM 14
// speed matching
#define MATCH_TARGET_SPEED 15
#define TOGGLE_AUTO_MATCH_TARGET_SPEED 16
// weapons
#define FIRE_PRIMARY 17
#define FIRE_SECONDARY 18
#define CYCLE_NEXT_PRIMARY 19
#define CYCLE_PREV_PRIMARY 20
#define CYCLE_SECONDARY 21
#define CYCLE_NUM_MISSLES 22
#define LAUNCH_COUNTERMEASURE 23
// controls
#define FORWARD_THRUST 24
#define REVERSE_THRUST 25
#define BANK_LEFT 26
#define BANK_RIGHT 27
#define PITCH_FORWARD 28
#define PITCH_BACK 29
#define YAW_LEFT 30
#define YAW_RIGHT 31
// throttle control
#define ZERO_THROTTLE 32
#define MAX_THROTTLE 33
#define ONE_THIRD_THROTTLE 34
#define TWO_THIRDS_THROTTLE 35
#define PLUS_5_PERCENT_THROTTLE 36
#define MINUS_5_PERCENT_THROTTLE 37
// squadmate messaging keys
#define ATTACK_MESSAGE 38
#define DISARM_MESSAGE 39
#define DISABLE_MESSAGE 40
#define ATTACK_SUBSYSTEM_MESSAGE 41
#define CAPTURE_MESSAGE 42
#define ENGAGE_MESSAGE 43
#define FORM_MESSAGE 44
#define IGNORE_MESSAGE 45
#define PROTECT_MESSAGE 46
#define COVER_MESSAGE 47
#define WARP_MESSAGE 48
#define REARM_MESSAGE 49
#define TARGET_CLOSEST_SHIP_ATTACKING_SELF 50
// Views
#define VIEW_CHASE 51
#define VIEW_EXTERNAL 52
#define VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK 53
#define VIEW_SLEW 54
#define VIEW_OTHER_SHIP 55
#define VIEW_DIST_INCREASE 56
#define VIEW_DIST_DECREASE 57
#define VIEW_CENTER 58
#define PADLOCK_UP 59
#define PADLOCK_DOWN 60
#define PADLOCK_LEFT 61
#define PADLOCK_RIGHT 62
#define RADAR_RANGE_CYCLE 63
#define SQUADMSG_MENU 64
#define SHOW_GOALS 65
#define END_MISSION 66
#define TARGET_TARGETS_TARGET 67
#define AFTERBURNER 68
#define INCREASE_WEAPON 69
#define DECREASE_WEAPON 70
#define INCREASE_SHIELD 71
#define DECREASE_SHIELD 72
#define INCREASE_ENGINE 73
#define DECREASE_ENGINE 74
#define ETS_EQUALIZE 75
#define SHIELD_EQUALIZE 76
#define SHIELD_XFER_TOP 77
#define SHIELD_XFER_BOTTOM 78
#define SHIELD_XFER_LEFT 79
#define SHIELD_XFER_RIGHT 80
#define XFER_SHIELD 81
#define XFER_LASER 82
//#define SHOW_DAMAGE_POPUP 83 // AL: this binding should be removing next time the controls are reorganized
#define GLIDE_WHEN_PRESSED 83
//Backslash -- this was a convenient place for Glide When Pressed, since Show Damage Popup isn't used
#define BANK_WHEN_PRESSED 84
#define SHOW_NAVMAP 85
#define ADD_REMOVE_ESCORT 86
#define ESCORT_CLEAR 87
#define TARGET_NEXT_ESCORT_SHIP 88
#define TARGET_CLOSEST_REPAIR_SHIP 89
#define TARGET_NEXT_UNINSPECTED_CARGO 90
#define TARGET_PREV_UNINSPECTED_CARGO 91
#define TARGET_NEWEST_SHIP 92
#define TARGET_NEXT_LIVE_TURRET 93
#define TARGET_PREV_LIVE_TURRET 94
#define TARGET_NEXT_BOMB 95
#define TARGET_PREV_BOMB 96
// multiplayer messaging keys
#define MULTI_MESSAGE_ALL 97
#define MULTI_MESSAGE_FRIENDLY 98
#define MULTI_MESSAGE_HOSTILE 99
#define MULTI_MESSAGE_TARGET 100
// multiplayer misc keys
#define MULTI_OBSERVER_ZOOM_TO 101
#define TIME_SPEED_UP 102
#define TIME_SLOW_DOWN 103
#define TOGGLE_HUD_CONTRAST 104
#define MULTI_TOGGLE_NETINFO 105
#define MULTI_SELF_DESTRUCT 106
#define TOGGLE_HUD 107
#define RIGHT_SLIDE_THRUST 108
#define LEFT_SLIDE_THRUST 109
#define UP_SLIDE_THRUST 110
#define DOWN_SLIDE_THRUST 111
#define HUD_TARGETBOX_TOGGLE_WIREFRAME 112
#define VIEW_TOPDOWN 113
#define VIEW_TRACK_TARGET 114
//AutoPilot - Kazan
#define AUTO_PILOT_TOGGLE 115
#define NAV_CYCLE 116
//Gliding
#define TOGGLE_GLIDING 117
// this should be the total number of control action defines above (or last define + 1)
#define CCFG_MAX 118
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 config_item Control_config[]; // stores the keyboard configuration
extern char **Scan_code_text;
extern char **Joy_button_text;
// initialize common control config stuff - call at game startup after localization has been initialized
void control_config_common_init();
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 translate_key_to_index(char *key);
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
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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.
*
*/
/*
* $Logfile: /Freespace2/code/ControlConfig/ControlsConfigCommon.cpp $
* $Revision: 2.14.2.2 $
* $Date: 2007-12-28 02:10:35 $
* $Author: Backslash $
*
* C module for keyboard, joystick and mouse configuration common stuff (between Fred and FreeSpace)
*
* $Log: not supported by cvs2svn $
* Revision 2.14.2.1 2006/07/20 01:51:20 Goober5000
* tweak control text
* --Goober5000
*
* Revision 2.14 2006/02/25 21:46:59 Goober5000
* spelling
*
* Revision 2.13 2005/10/11 05:24:33 wmcoolmon
* Gliding
*
* Revision 2.12 2005/07/13 02:30:52 Goober5000
* removed autopilot #define
* --Goober5000
*
* Revision 2.11 2005/03/03 06:05:27 wmcoolmon
* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
*
* Revision 2.10 2005/01/16 22:39:08 wmcoolmon
* Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use.
*
* Revision 2.9 2004/07/26 20:47:26 Kazan
* remove MCD complete
*
* Revision 2.8 2004/07/25 00:31:28 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 2.7 2004/07/12 16:32:43 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.6 2004/05/03 21:22:19 Kazan
* Abandon strdup() usage for mod list processing - it was acting odd and causing crashing on free()
* Fix condition where alt_tab_pause() would flipout and trigger failed assert if game minimizes during startup (like it does a lot during debug)
* Nav Point / Auto Pilot code (All disabled via #ifdefs)
*
* Revision 2.5 2004/04/06 03:09:01 phreak
* added a control config option for the wireframe hud targetbox i enabled ages ago
*
* Revision 2.4 2003/11/11 02:15:43 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.3 2002/10/19 19:29:27 bobboau
* initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
*
* Revision 2.2 2002/10/17 20:40:50 randomtiger
* Added ability to remove HUD ingame on keypress shift O
* So I've added a new key to the bind list and made use of already existing hud removal code.
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 14 11/01/99 3:36p Jefff
* had scan code texts for y and z in german swapped
*
* 13 11/01/99 2:16p Jefff
* minor key name change in german
*
* 12 10/29/99 6:10p Jefff
* squashed the y/z german issues once and for all
*
* 11 10/28/99 11:16p Jefff
* Changed some german key names. Made key translations always use the
* english table.
*
* 10 10/28/99 2:05a Jefff
* revised some german key names. changed some y/z switch stuff.
*
* 9 10/25/99 5:39p Jefff
* swap init binding for y and z keys in German builds
*
* 8 9/01/99 2:56p Jefff
* a few control key description changes
*
* 7 8/22/99 5:53p Dave
* Scoring fixes. Added self destruct key. Put callsigns in the logfile
* instead of ship designations for multiplayer players.
*
* 6 8/19/99 10:59a Dave
* Packet loss detection.
*
* 5 8/01/99 12:39p Dave
* Added HUD contrast control key (for nebula).
*
* 4 7/23/99 2:57p Andsager
* fix translate_key_to_index to work with localization
*
* 3 11/05/98 4:18p Dave
* First run nebula support. Beefed up localization a bit. Removed all
* conditional compiles for foreign versions. Modified mission file
* format.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 41 6/19/98 3:51p Lawrance
* localize control text
*
* 40 6/17/98 11:05a Lawrance
* localize the control config strings
*
* 39 5/24/98 2:28p Hoffoss
* Because we never really care about if the left or the right shift or
* alt key was used, but rather than either shift or alt was used, made
* both map to the left one. Solves some problems, causes none.
*
* 38 5/22/98 11:21a Hoffoss
* Added bank when pressed back in.
*
* 37 5/15/98 8:37p Lawrance
* Add 'equalize recharge rates' and 'target ship that sent last
* transmission' key bindings
*
* 36 5/13/98 7:15p Hoffoss
* Fixed remaining bugs with axis binding.
*
* 35 5/13/98 1:17a Hoffoss
* Added joystick axes configurability.
*
* 34 5/12/98 11:25a Hoffoss
* Disabled bank when pressed action.
*
* 33 5/09/98 10:48p Lawrance
* change text for view bindings
*
* 32 5/09/98 4:52p Lawrance
* Implement padlock view (up/rear/left/right)
*
* 31 4/30/98 9:43p Hoffoss
* Added new actions for free look movement which are default bounded to
* the hat.
*
* 30 4/25/98 1:25p Lawrance
* Add time compression keys to key config
*
* 29 4/25/98 12:43p Allender
* added new shortcut key for attack my subsystem
*
* 28 4/18/98 5:00p Dave
* Put in observer zoom key. Made mission sync screen more informative.
*
* 27 4/17/98 1:24a Lawrance
* fix spelling error
*
* 26 4/15/98 11:06a Lawrance
* fix bug with a multi key showing up in demo, remove obsolete bindings
* from demo and full version
*
* 25 4/10/98 12:47p Allender
* changed working on replay popup. Don't reference repair in comm menu.
* Added Shift-R for repair me
*
* 24 4/08/98 11:11a Hoffoss
* Fixed some bugs that showed up due to fixing other bugs the other day
* with controls.
*
* 23 4/07/98 4:06p Lawrance
* Change binding next for bomb targeting
*
* 22 4/07/98 1:52p Lawrance
* fix error in binding text for energy keys
*
* 21 4/06/98 11:17a Hoffoss
* Fixed num lock/pause interplay bug.
*
* 20 4/01/98 6:46p Lawrance
* change text for Alt+J
*
* 19 3/31/98 4:15p Hoffoss
* Disabled the show objectives action.
*
* 18 3/25/98 2:16p Dave
* Select random default image for newly created pilots. Fixed several
* multi-pause messaging bugs. Begin work on online help for multiplayer
* keys.
*
* 17 3/19/98 5:04p Dave
* Put in support for targeted multiplayer text and voice messaging (all,
* friendly, hostile, individual).
*
* 16 3/17/98 11:25a Hoffoss
* Fixed some of the action's names.
*
* 15 3/17/98 10:48a Hoffoss
* Allowed a special hack for "bank while pressed" action to use alt and
* shift keys standalone.
*
* 14 2/28/98 9:47p Lawrance
* change some binding text
*
* 13 2/28/98 7:02p Lawrance
* overhaul on-line help
*
* 12 2/26/98 12:33a Lawrance
* Added back slew mode, lots of changes to external and chase views.
*
* 11 2/23/98 11:25a Sandeep
* added default keys
*
* 10 2/22/98 6:27p Lawrance
* External mode takes precedence over chase mode. Fix bug with repair
* ships docking in chase mode.
*
* 9 2/22/98 12:19p John
* Externalized some strings
*
* 8 2/02/98 6:59p Lawrance
* Adding new targeting keys (bomb, uninspected cargo, new ship, live
* turrets).
*
* 7 1/27/98 4:24p Allender
* moved hotkey selection to F3 instead of X. Made palette flash
* disappear in multiplayer pause menu
*
* 6 1/22/98 4:53p Hoffoss
* Made training messages/directives display a joystick button in place of
* a keypress if there is no keypress bound to the action.
*
* 5 1/22/98 4:15p Hoffoss
* Added code to allow popup to tell player he needs to bind a key for the
* training mission.
*
* 4 1/02/98 4:42p Allender
* removed unused key bindings from control config list
*
* 3 12/30/97 4:47p Allender
* work with ignore my target command. Added new keyboard hotkey. Made
* it work globally
*
* 2 12/24/97 3:37p Hoffoss
* Moved control config stuff to seperate library to Fred can access it as
* well.
*
* 1 12/24/97 3:27p Hoffoss
*
* 1 12/24/97 11:58a Hoffoss
*
* 98 12/22/97 2:15p Hoffoss
* Fixed bug where joystick axis lines weren't being displayed.
*
* 97 12/16/97 2:44p Hoffoss
* Added clear button to control config screen.
*
* 96 12/12/97 3:07p Hoffoss
* Changed how deleting bindings work. Each control of an action can be
* deleted independently or both at once.
*
* 95 12/07/97 2:36p John
* Made warp out be Alt+J instead of J
*
* 94 12/03/97 4:59p Hoffoss
* Added reset sound and change control config sounds around.
*
* 93 12/03/97 4:16p Hoffoss
* Changed sound stuff used in interface screens for interface purposes.
*
* 92 12/01/97 5:25p Hoffoss
* Routed interface sound playing through a special function that will
* only allow one instance of the sound to play at a time, avoiding
* over-mixing problems.
*
* 91 12/01/97 3:38p Hoffoss
* Changed placement of 'More' indicator.
*
* 90 11/25/97 3:49p Hoffoss
* Changed subhilighting to happen when mouse is over line, rather than
* mouse button down but not up again yet.
*
* 89 11/24/97 10:20p Lawrance
* Add key 'KEY_N' to target next ship on monitoring view
*
* 88 11/24/97 6:15p Lawrance
* fix button scroll problem
*
* 87 11/23/97 6:15p Hoffoss
* Make exiting the controls config screen save the pilot, so changes keep
* even if programs crashes or something.
*
* 86 11/21/97 5:57p Hoffoss
* Fixed bug where timef type controls weren't checking joystick buttons.
*
* 85 11/21/97 4:06p Hoffoss
* Fixed bug with enabling of axis are reversed.
*
* 84 11/20/97 4:47p Hoffoss
* Swapped throttle and rudder, which apparently were backwards.
*
* 83 11/20/97 4:00p Lawrance
* set z to a valid value
*
* 82 11/20/97 3:52p Hoffoss
* Made "None" appear if no control is bound to function.
*
* 81 11/20/97 2:10p Hoffoss
* Added defaults for joystick buttons 2 and 3.
*
* 80 11/20/97 1:08a Lawrance
* add support for 'R' key - target closest friendly repair ship
*
* 79 11/19/97 8:33p Hoffoss
* New controls config screen baby!
*
* 78 11/17/97 7:09p Hoffoss
* Made chase view control a trigger type.
*
* 77 11/17/97 6:40p Lawrance
* Changed 'I' key to toggle of extended target info, moved target closest
* locked missile to 'L'
*
* 76 11/17/97 3:26p Jasen
* Adjusted coordinates for the help button .ani location
*
* 75 11/16/97 3:51p Hoffoss
* Added more button to config screen when scrolling allowed.
*
* 74 11/16/97 3:20p Hoffoss
* Added various suggestions from the Todolist.
*
* 73 11/14/97 4:33p Mike
* Change Debug key to backquote (from F11).
* Balance a ton of subsystems in ships.tbl.
* Change "Heavy Laser" to "Disruptor".
*
* 72 11/12/97 2:54p Hoffoss
* Made modifiers non-stand alone, added support for red tabs on
* conflicts.
*
* 71 10/30/97 6:01p Hoffoss
* Changed screen to utilize the new text color standards.
*
* 70 10/29/97 7:25p Hoffoss
* Added crude support for UI button double click checking.
*
* 69 10/29/97 6:32p Hoffoss
* Changed some interface apperances.
*
* 68 10/29/97 4:54p Hoffoss
* Changed scan_code_text element for Enter to 'Enter' instead of 'a' with
* a caret over it (what's that all about?)
*
* 67 10/28/97 10:42a Hoffoss
* Fixed handling of continuous controls that have modifiers to the key.
*
* 66 10/28/97 10:03a Hoffoss
* Fixed bug with continuous type controls not registering if pressed and
* released too quickly. Also some other little changes.
*
* 65 10/28/97 12:12a Lawrance
* remove unused keys (Alt-H and Alt-F)
*
* 64 10/27/97 12:23p Hoffoss
* Improved warning system and fixed coloring bug.
*
* 63 10/27/97 11:39a Hoffoss
* Added control conflicts checking.
*
* 62 10/26/97 3:20p Hoffoss
* Added many missing features to control config screen.
*
* 61 10/25/97 5:41p Hoffoss
* More functionality added to the controls config screen.
*
* 60 10/24/97 11:00p Hoffoss
* Controls config screen much improved.
*
* 59 10/22/97 4:50p Hoffoss
* Disabled throttle by default.
*
* 58 10/22/97 11:00a Hoffoss
* Changed VIEW_SLEW and VIEW_EXTERNAL to be continuous rather than
* trigger actions.
*
* 57 10/21/97 7:05p Hoffoss
* Overhauled the key/joystick control structure and usage throughout the
* entire FreeSpace code. The whole system is very different now.
*
* 56 10/18/97 7:19p Hoffoss
* Added timestamp recording when a key is pressed.
*
* 55 10/13/97 4:33p Hoffoss
* Made training messages go away after time.
*
* 54 10/13/97 3:24p Hoffoss
* Made it so training message text can be arbitrarily bolded.
*
* 53 9/24/97 4:52p Hoffoss
* Changed training message key token handling, and implemented a new
* training message system method to test out for a while.
*
* 52 9/14/97 10:24p Lawrance
* add damage screen popup window
*
* 51 9/10/97 6:02p Hoffoss
* Added code to check for key-pressed sexp operator in FreeSpace as part
* of training mission stuff.
*
* 50 9/09/97 3:39p Sandeep
* warning level 4 bugs
* $NoKeywords: $
*
*/
#include "controlconfig/controlsconfig.h"
#include "io/key.h"
#include "io/joy.h"
#include "localization/localize.h"
#define TARGET_TAB 0
#define SHIP_TAB 1
#define WEAPON_TAB 2
#define 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.
//
//XSTR:OFF
config_item Control_config[CCFG_MAX + 1] = {
// targeting a ship
{ KEY_T, -1, TARGET_TAB, true, "Target Next Ship" },
{ KEY_SHIFTED | KEY_T, -1, TARGET_TAB, true, "Target Previous Ship" },
{ KEY_H, 2, TARGET_TAB, true, "Target Next Closest Hostile Ship" },
{ KEY_SHIFTED | KEY_H, -1, TARGET_TAB, true, "Target Previous Closest Hostile Ship" },
{ KEY_ALTED | KEY_H, -1, TARGET_TAB, true, "Toggle Auto Targeting" },
{ KEY_F, -1, TARGET_TAB, true, "Target Next Closest Friendly Ship" },
{ KEY_SHIFTED | KEY_F, -1, TARGET_TAB, true, "Target Previous Closest Friendly Ship" },
{ KEY_Y, 4, TARGET_TAB, true, "Target Ship in Reticle" },
{ KEY_G, -1, TARGET_TAB, true, "Target Target's Nearest Attacker" },
{ KEY_ALTED | KEY_Y, -1, TARGET_TAB, true, "Target Last Ship to Send Transmission" },
{ KEY_ALTED | KEY_T, -1, TARGET_TAB, true, "Turn Off Targeting" },
// targeting a ship's subsystem
{ KEY_V, -1, TARGET_TAB, true, "Target Subsystem in Reticle" },
{ KEY_S, -1, TARGET_TAB, true, "Target Next Subsystem" },
{ KEY_SHIFTED | KEY_S, -1, TARGET_TAB, true, "Target Previous Subsystem" },
{ KEY_ALTED | KEY_S, -1, TARGET_TAB, true, "Turn Off Targeting of Subsystems" },
// matching speed
{ KEY_M, -1, COMPUTER_TAB, true, "Match Target Speed" },
{ KEY_ALTED | KEY_M, -1, COMPUTER_TAB, true, "Toggle Auto Speed Matching" },
// weapons
{ KEY_LCTRL, 0, WEAPON_TAB, true, "Fire Primary Weapon", CC_TYPE_CONTINUOUS },
{ KEY_SPACEBAR, 1, WEAPON_TAB, true, "Fire Secondary Weapon", CC_TYPE_CONTINUOUS },
{ KEY_PERIOD, -1, WEAPON_TAB, true, "Cycle Forward Primary Weapon" },
{ KEY_COMMA, -1, WEAPON_TAB, true, "Cycle Backward Primary Weapon" },
{ KEY_DIVIDE, -1, WEAPON_TAB, true, "Cycle Secondary Weapon Bank" },
{ KEY_SHIFTED | KEY_DIVIDE, -1, WEAPON_TAB, true, "Cycle Secondary Weapon Firing Rate" },
{ KEY_X, 3, WEAPON_TAB, true, "Launch Countermeasure" },
// controls
{ KEY_A, -1, SHIP_TAB, true, "Forward Thrust", CC_TYPE_CONTINUOUS },
{ KEY_Z, -1, SHIP_TAB, true, "Reverse Thrust", CC_TYPE_CONTINUOUS },
{ KEY_PAD7, -1, SHIP_TAB, true, "Bank Left", CC_TYPE_CONTINUOUS },
{ KEY_PAD9, -1, SHIP_TAB, true, "Bank Right", CC_TYPE_CONTINUOUS },
{ KEY_PAD8, -1, SHIP_TAB, true, "Pitch Forward", CC_TYPE_CONTINUOUS },
{ KEY_PAD2, -1, SHIP_TAB, true, "Pitch Backward", CC_TYPE_CONTINUOUS },
{ KEY_PAD4, -1, SHIP_TAB, true, "Turn Left", CC_TYPE_CONTINUOUS },
{ KEY_PAD6, -1, SHIP_TAB, true, "Turn Right", CC_TYPE_CONTINUOUS },
// throttle controls
{ KEY_BACKSP, -1, SHIP_TAB, true, "Set Throttle to Zero" },
{ KEY_SLASH, -1, SHIP_TAB, true, "Set Throttle to Max" },
{ KEY_LBRACKET, -1, SHIP_TAB, true, "Set Throttle to One-Third" },
{ KEY_RBRACKET, -1, SHIP_TAB, true, "Set Throttle to Two-Thirds" },
{ KEY_EQUAL, -1, SHIP_TAB, true, "Increase Throttle 5 Percent" },
{ KEY_MINUS, -1, SHIP_TAB, true, "Decrease Throttle 5 Percent" },
// squadmate messaging
{ KEY_SHIFTED | KEY_A, -1, COMPUTER_TAB, true, "Attack My Target" },
{ KEY_SHIFTED | KEY_Z, -1, COMPUTER_TAB, true, "Disarm My Target" },
{ KEY_SHIFTED | KEY_D, -1, COMPUTER_TAB, true, "Disable My Target" },
{ KEY_SHIFTED | KEY_V, -1, COMPUTER_TAB, true, "Attack My Subsystem" },
{ KEY_SHIFTED | KEY_X, -1, COMPUTER_TAB, true, "Capture My Target" },
{ KEY_SHIFTED | KEY_E, -1, COMPUTER_TAB, true, "Engage Enemy" },
{ KEY_SHIFTED | KEY_W, -1, COMPUTER_TAB, true, "Form on My Wing" },
{ KEY_SHIFTED | KEY_I, -1, COMPUTER_TAB, true, "Ignore My Target" },
{ KEY_SHIFTED | KEY_P, -1, COMPUTER_TAB, true, "Protect My Target" },
{ KEY_SHIFTED | KEY_C, -1, COMPUTER_TAB, true, "Cover Me" },
{ KEY_SHIFTED | KEY_J, -1, COMPUTER_TAB, true, "Return to Base" },
{ KEY_SHIFTED | KEY_R, -1, COMPUTER_TAB, true, "Rearm Me" },
{ KEY_R, 6, TARGET_TAB, true, "Target Closest Attacking Ship" },
// Views
{ KEY_PADMULTIPLY, -1, COMPUTER_TAB, true, "Chase View" },
{ KEY_PADPERIOD, -1, COMPUTER_TAB, true, "External View"},
{ KEY_PADENTER, -1, COMPUTER_TAB, true, "Toggle External Camera Lock"},
{ KEY_PAD0, -1, COMPUTER_TAB, true, "Free Look View", CC_TYPE_CONTINUOUS }, // Not in use anymore (Swifty)
{ KEY_PADDIVIDE, -1, COMPUTER_TAB, true, "Current Target View" },
{ KEY_PADPLUS, -1, COMPUTER_TAB, true, "Increase View Distance", CC_TYPE_CONTINUOUS },
{ KEY_PADMINUS, -1, COMPUTER_TAB, true, "Decrease View Distance", CC_TYPE_CONTINUOUS },
{ KEY_PAD5, -1, COMPUTER_TAB, true, "Center View", CC_TYPE_CONTINUOUS },
{ -1, 33, COMPUTER_TAB, true, "View Up", CC_TYPE_CONTINUOUS },
{ -1, 32, COMPUTER_TAB, true, "View Rear", CC_TYPE_CONTINUOUS },
{ -1, 34, COMPUTER_TAB, true, "View Left", CC_TYPE_CONTINUOUS },
{ -1, 35, COMPUTER_TAB, true, "View Right", CC_TYPE_CONTINUOUS },
{ KEY_RAPOSTRO, -1, COMPUTER_TAB, true, "Cycle Radar Range" },
{ KEY_C, -1, COMPUTER_TAB, true, "Communications Menu" },
{ -1, -1, -1, true, "Show Objectives" },
{ KEY_ALTED | KEY_J, -1, COMPUTER_TAB, true, "Enter Subspace (End Mission)" },
{ KEY_J, -1, TARGET_TAB, true, "Target Target's Target" },
{ KEY_TAB, 5, SHIP_TAB, true, "Afterburner", CC_TYPE_CONTINUOUS },
{ KEY_INSERT, -1, COMPUTER_TAB, true, "Increase Weapon Energy" },
{ KEY_DELETE, -1, COMPUTER_TAB, true, "Decrease Weapon Energy" },
{ KEY_HOME, -1, COMPUTER_TAB, true, "Increase Shield Energy" },
{ KEY_END, -1, COMPUTER_TAB, true, "Decrease Shield Energy" },
{ KEY_PAGEUP, -1, COMPUTER_TAB, true, "Increase Engine Energy" },
{ KEY_PAGEDOWN, -1, COMPUTER_TAB, true, "Decrease Engine Energy" },
{ KEY_ALTED | KEY_D, -1, COMPUTER_TAB, true, "Equalize Energy Settings" },
{ KEY_Q, 7, COMPUTER_TAB, true, "Equalize Shields" },
{ KEY_UP, -1, COMPUTER_TAB, true, "Augment Forward Shield" },
{ KEY_DOWN, -1, COMPUTER_TAB, true, "Augment Rear Shield" },
{ KEY_LEFT, -1, COMPUTER_TAB, true, "Augment Left Shield" },
{ KEY_RIGHT, -1, COMPUTER_TAB, true, "Augment Right Shield" },
{ KEY_SCROLLOCK, -1, COMPUTER_TAB, true, "Transfer Energy Laser->Shield" },
{ KEY_SHIFTED | KEY_SCROLLOCK, -1, COMPUTER_TAB, true, "Transfer Energy Shield->Laser" },
// { -1, -1, -1, true, "Show Damage Popup Window" },
{ -1, -1, SHIP_TAB, false, "Glide When Pressed", CC_TYPE_CONTINUOUS },
//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, -1, true, "Show Nav Map" },
{ KEY_ALTED | KEY_E, -1, COMPUTER_TAB, true, "Add or Remove Escort" },
{ KEY_ALTED | KEY_SHIFTED | KEY_E, -1, COMPUTER_TAB, true, "Clear Escort List" },
{ KEY_E, -1, TARGET_TAB, true, "Target Next Escort Ship" },
{ KEY_ALTED | KEY_R, -1, TARGET_TAB, true, "Target Closest Repair Ship" },
{ KEY_U, -1, TARGET_TAB, true, "Target Next Uninspected Cargo" },
{ KEY_SHIFTED | KEY_U, -1, TARGET_TAB, true, "Target Previous Uninspected Cargo" },
{ KEY_N, -1, TARGET_TAB, true, "Target Newest Ship in Area" },
{ KEY_K, -1, TARGET_TAB, true, "Target Next Live Turret" },
{ KEY_SHIFTED | KEY_K, -1, TARGET_TAB, true, "Target Previous Live Turret" },
{ KEY_B, -1, TARGET_TAB, true, "Target Next Hostile Bomb or Bomber" },
{ KEY_SHIFTED | KEY_B, -1, TARGET_TAB, true, "Target Previous Hostile Bomb or Bomber" },
// multiplayer messaging keys
{ KEY_1, -1, COMPUTER_TAB, true, "(Multiplayer) Message All", CC_TYPE_CONTINUOUS },
{ KEY_2, -1, COMPUTER_TAB, true, "(Multiplayer) Message Friendly", CC_TYPE_CONTINUOUS },
{ KEY_3, -1, COMPUTER_TAB, true, "(Multiplayer) Message Hostile", CC_TYPE_CONTINUOUS },
{ KEY_4, -1, COMPUTER_TAB, true, "(Multiplayer) Message Target", CC_TYPE_CONTINUOUS },
{ KEY_ALTED | KEY_X, -1, COMPUTER_TAB, true, "(Multiplayer) Observer Zoom to Target"},
{ KEY_SHIFTED | KEY_PERIOD, -1, COMPUTER_TAB, true, "Increase Time Compression" },
{ KEY_SHIFTED | KEY_COMMA, -1, COMPUTER_TAB, true, "Decrease Time Compression" },
{ KEY_L, -1, COMPUTER_TAB, true, "Toggle High HUD Contrast" },
{ KEY_SHIFTED | KEY_N, -1, COMPUTER_TAB, true, "(Multiplayer) Toggle Network Info"},
{ KEY_SHIFTED | KEY_END, -1, COMPUTER_TAB, true, "(Multiplayer) Self Destruct"},
// Misc
{ KEY_SHIFTED | KEY_O, -1, COMPUTER_TAB, true, "Toggle HUD"},
{ KEY_SHIFTED | KEY_3, -1, SHIP_TAB, true, "Right Thrust", CC_TYPE_CONTINUOUS},
{ KEY_SHIFTED | KEY_1, -1, SHIP_TAB, true, "Left Thrust", CC_TYPE_CONTINUOUS},
{ KEY_SHIFTED | KEY_PADPLUS, -1, SHIP_TAB, true, "Up Thrust", CC_TYPE_CONTINUOUS},
{ KEY_SHIFTED | KEY_PADENTER, -1, SHIP_TAB, true, "Down Thrust", CC_TYPE_CONTINUOUS},
{ KEY_ALTED | KEY_SHIFTED | KEY_Q, -1, COMPUTER_TAB, true, "Toggle HUD Wireframe Target View"},
{ -1, -1, COMPUTER_TAB, false, "Top-Down View"},
{ -1, -1, COMPUTER_TAB, false, "Target Padlock View"}, // (Swifty) Toggle for VM_TRACK
// Auto Navigation Systen
{ KEY_ALTED | KEY_A, -1, COMPUTER_TAB, false, "Toggle Auto Pilot"},
{ KEY_ALTED | KEY_N, -1, COMPUTER_TAB, false, "Cycle Nav Points"},
{ KEY_ALTED | KEY_G, -1, SHIP_TAB, false, "Toggle Gliding"},
{ -1, -1, -1, false, "" }
};
char *Scan_code_text_german[] = {
"", "Esc", "1", "2", "3", "4", "5", "6",
"7", "8", "9", "0", "Akzent '", "\xE1", "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",
"\xAE", "`", "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�re", "Chapeau Avant", "Chapeau Gauche", "Chapeau Droite"
};
// 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;
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;
}
}
}
int translate_key_to_index(char *key)
{
int i, index = -1, alt = 0, shift = 0, max_scan_codes;
if (Lcl_gr) {
max_scan_codes = sizeof(Scan_code_text_german) / sizeof(char *);
} else if (Lcl_fr) {
max_scan_codes = sizeof(Scan_code_text_french) / sizeof(char *);
} else {
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++;
}
char *translated_shift;
if(Lcl_gr){
translated_shift = "Shift";
} else if(Lcl_fr){
translated_shift = "Maj.";
} else {
translated_shift = "Shift";
}
if (!strnicmp(key, translated_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
for (i=0; i<CCFG_MAX; i++) {
if (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 the 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 or not normally bound to anything,
// or there is no key current bound to the function, NULL is returned.
char *translate_key(char *key)
{
int index = -1, code = -1;
index = translate_key_to_index(key);
if (index < 0)
return NULL;
code = Control_config[index].key_id;
Failed_key_index = index;
if (code < 0) {
code = Control_config[index].joy_id;
if (code >= 0)
return Joy_button_text[code];
}
return textify_scancode(code);
}
char *textify_scancode(int code)
{
static char text[40];
if (code < 0)
return "None";
*text = 0;
if (code & KEY_ALTED) {
if(Lcl_gr){
strcat(text, "Alt-");
} else if(Lcl_fr){
strcat(text, "Alt-");
} else {
strcat(text, "Alt-");
}
}
if (code & KEY_SHIFTED) {
if(Lcl_gr){
strcat(text, "Shift-");
} else if(Lcl_fr){
strcat(text, "Maj.-");
} else {
strcat(text, "Shift-");
}
}
strcat(text, Scan_code_text[code & KEY_MASK]);
return text;
}
//XSTR:ON
// initialize common control config stuff - call at game startup after localization has been initialized
void control_config_common_init()
{
if(Lcl_gr){
Scan_code_text = Scan_code_text_german;
Joy_button_text = Joy_button_text_german;
// swap init bindings for y and z keys
Control_config[TARGET_SHIP_IN_RETICLE].key_default = KEY_Z;
Control_config[TARGET_LAST_TRANMISSION_SENDER].key_default = KEY_ALTED | KEY_Z;
Control_config[REVERSE_THRUST].key_default = KEY_Y;
Control_config[DISARM_MESSAGE].key_default = KEY_SHIFTED | KEY_Y;
} else if(Lcl_fr){
Scan_code_text = Scan_code_text_french;
Joy_button_text = Joy_button_text_french;
} else {
Scan_code_text = Scan_code_text_english;
Joy_button_text = Joy_button_text_english;
}
}
-94
View File
@@ -1,94 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Cryptstring/cryptstring.cpp $
* $Revision: 2.2 $
* $Date: 2005-09-08 00:09:32 $
* $Author: taylor $
*
* Applet for crypting strings.
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 2 10/23/98 6:21p Dave
*
* $NoKeywords: $
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "globalincs/crypt.h"
// we end up #include'ing SDL.h which on Windows and Mac will redfine 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 i;
char *crypt_string;
if ( argc == 1 ) {
printf("Usage: cryptstring <string1> <string2> ...\n");
printf("Output will be <crypt1> <crypt2>\n");
exit(1);
}
for ( i = 1; i < argc; i++ ) {
char *s;
s = argv[i];
// if the length of the string is greater than the number of crypted symbols we
// return, then pass only the maximum length
if ( strlen(s) > CRYPT_STRING_LENGTH )
s += (strlen(s) - CRYPT_STRING_LENGTH);
crypt_string = jcrypt(s);
printf("%s\n", crypt_string);
}
return 0;
}
char *jcrypt (char *plainstring)
{
int i,t,len;
static char cryptstring[CRYPT_STRING_LENGTH + 1];
len=strlen (plainstring);
if (len > CRYPT_STRING_LENGTH)
len = CRYPT_STRING_LENGTH;
for (i = 0;i < len; i++) {
cryptstring[i]=0;
for (t = 0; t < len; t++) {
cryptstring[i]^=(plainstring[t] ^ plainstring[i%(t+1)]);
cryptstring[i]%=90;
cryptstring[i]+=33;
}
}
cryptstring[i]=0;
return ((char *)cryptstring);
}
-902
View File
@@ -1,902 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Cutscene/Cutscenes.cpp $
* $Revision: 2.18.2.4 $
* $Date: 2007-09-02 02:07:39 $
* $Author: Goober5000 $
* $Revision: 2.18.2.4 $
* $Date: 2007-09-02 02:07:39 $
* $Author: Goober5000 $
*
* Code for the cutscenes viewer screen
*
* $Log: not supported by cvs2svn $
* Revision 2.18.2.3 2007/03/22 20:54:00 taylor
* give a better msg when movies can't play because they are user-disabled with the cmdline option
*
* Revision 2.18.2.2 2007/02/09 23:58:28 taylor
* add the "show all" hotkey to the cutscene viewer
*
* Revision 2.18.2.1 2006/09/11 01:15:04 taylor
* fixes for stuff_string() bounds checking
*
* Revision 2.18 2006/05/09 09:21:15 taylor
* fix incorrect button locations, it matches the correct layout of the other techroom screens now
* (thought Backslash was going to fix this, but I got tired of waiting. :))
*
* Revision 2.17 2005/07/02 19:42:14 taylor
* ton of non-standard resolution fixes
*
* Revision 2.16 2005/05/12 17:49:11 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
*
* Revision 2.15 2005/02/23 04:51:55 taylor
* some bm_unload() -> bm_release() changes to save bmpman slots
*
* Revision 2.14 2005/01/31 23:27:51 taylor
* merge with Linux/OSX tree - p0131-2
*
* Revision 2.13 2004/07/26 20:47:26 Kazan
* remove MCD complete
*
* Revision 2.12 2004/07/12 16:32:43 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.11 2004/04/26 13:11:11 taylor
* mark view cutscenes ignoring extension and file case
*
* Revision 2.10 2004/03/05 09:01:58 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.9 2004/02/20 04:29:53 bobboau
* pluged memory leaks,
* 3D HTL lasers (they work perfictly)
* and posably fixed Turnsky's shinemap bug
*
* Revision 2.8 2004/01/24 15:52:25 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.7 2003/08/21 20:54:38 randomtiger
* Fixed switching - RT
*
* Revision 2.6 2003/07/15 02:58:08 phreak
* the cutscene section in the techroom does not append *.mve onto a filename
*
* Revision 2.5 2003/03/18 10:07:01 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.4 2002/08/27 13:38:57 penguin
* Moved DirectX8 stuff to directx8 branch; reverted to previous
*
* Revision 2.2.2.4 2002/09/24 18:56:41 randomtiger
* DX8 branch commit
*
* This is the scub of UP's previous code with the more up to date RT code.
* For full details check previous dev e-mails
*
* Revision 2.2.2.3 2002/08/28 21:47:02 randomtiger
* Tiny change to DX branch to keep movie code optional (default off)
*
* Revision 2.2.2.2 2002/08/28 12:39:35 randomtiger
* OK, this should be a commit to the DX branch or Im going to be in a lot of trouble.
* The movie and dx8show files have been cleaned up big time.
* My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details.
* Aside from that a few changes to help the movie code work properly.
* Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2.
* Im going to leave this as a bug for now, serves you right for buying voodoo!
*
* Revision 2.2.2.1 2002/08/27 13:19:26 penguin
* Moved to directx8 branch
*
* Revision 2.3 2002/08/18 19:48:29 randomtiger
* Added new lib files: strmiids and ddraw to get dshow working
* Added new command line parameter to active direct show movie play: -dshowvid
* Uncommented movie_play calls and includes
*
* Revision 2.2 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.1 2002/07/07 19:55:58 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.4 2002/05/16 00:39:47 mharris
* Added ifdef WIN32 around cd stuff
*
* Revision 1.3 2002/05/13 21:43:37 mharris
* A little more network and sound cleanup
*
* Revision 1.2 2002/05/07 02:57:33 mharris
* make Buttons[] static
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 15 6/16/00 3:15p Jefff
* sim of the year dvd version changes, a few german soty localization
* fixes
*
* 14 10/13/99 10:20a Jefff
* fixed bug where intro cutscene showed 2x after getting bad ending
*
* 13 10/06/99 10:30a Jefff
* OEM updates
*
* 12 9/30/99 6:01p Jefff
* OEM updates
*
* 11 9/07/99 1:10p Mikek
* Make movie check not hang in ~RELEASE_REAL build.
*
* 10 9/06/99 6:38p Dave
* Improved CD detection code.
*
* 9 9/06/99 1:16a Dave
* Make sure the user sees the intro movie.
*
* 8 9/03/99 1:31a Dave
* CD checking by act. Added support to play 2 cutscenes in a row
* seamlessly. Fixed super low level cfile bug related to files in the
* root directory of a CD. Added cheat code to set campaign mission # in
* main hall.
*
* 7 7/19/99 2:13p Dave
* Added some new strings for Heiko.
*
* 6 6/01/99 3:52p Dave
* View footage screen. Fixed xstrings to not display the & symbol. Popup,
* dead popup, pxo find player popup, pxo private room popup.
*
* 5 1/30/99 5:08p Dave
* More new hi-res stuff.Support for nice D3D textures.
*
* 4 10/23/98 3:51p Dave
* Full support for tstrings.tbl and foreign languages. All that remains
* is to make it active in Fred.
*
* 3 10/13/98 9:28a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 18 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 17 6/01/98 11:43a John
* JAS & MK: Classified all strings for localization.
*
* 16 5/24/98 9:01p Lawrance
* Add commit sounds when accept is pressed
*
* 15 5/21/98 8:05p Allender
* fix possible bug with number of cutscenes shown in the list
*
* 14 5/21/98 12:35a Lawrance
* Tweak how CD is checked for
*
* 13 5/20/98 1:34p Hoffoss
* Added cutscene description rendering.
*
* 12 5/19/98 12:19p Mike
* Cheat codes!
*
* 11 5/12/98 4:17p Hoffoss
* Make ctrl-arrows (up/down) switch between tech room screens.
*
* 10 5/11/98 8:04p Hoffoss
* Fixed minor bugs.
*
* 9 5/10/98 10:05p Allender
* only show cutscenes which have been seen before. Made Fred able to
* write missions anywhere, defaulting to player misison folder, not data
* mission folder. Fix FreeSpace code to properly read missions from
* correct locations
*
* 8 5/08/98 5:30p Lawrance
* add CD checks for movie playing
*
* 7 5/08/98 4:07p Allender
* more cutscene stuff
*
* 6 5/07/98 2:33p Hoffoss
* Removed help and options buttons.
*
* 5 4/30/98 4:53p John
* Restructured and cleaned up cfile code. Added capability to read off
* of CD-ROM drive and out of multiple pack files.
*
* 4 4/23/98 8:27p Allender
* basic support for cutscene playback. Into movie code in place. Tech
* room can view cutscenes stored in CDROM_dir variable
*
* 3 4/21/98 7:07p Hoffoss
* Fixed problem where when switching screens flashes old tab hilight once
* before switching to new state.
*
* 2 4/17/98 6:33p Hoffoss
* Made changes to the tech room group of screens. Cutscenes screen is
* now in a new file.
*
* $NoKeywords: $
*/
#include "cutscene/cutscenes.h"
#include "ui/ui.h"
#include "gamesnd/gamesnd.h"
#include "gamesequence/gamesequence.h"
#include "freespace2/freespace.h"
#include "io/key.h"
#include "movie.h"
#include "popup/popup.h"
#include "menuui/mainhallmenu.h"
#include "globalincs/alphacolors.h"
#include "localization/localize.h"
#include "parse/parselo.h"
extern int Cmdline_nomovies;
char *Cutscene_bitmap_name[GR_NUM_RESOLUTIONS] = {
"ViewFootage",
"2_ViewFootage"
};
char *Cutscene_mask_name[GR_NUM_RESOLUTIONS] = {
"ViewFootage-m",
"2_ViewFootage-m"
};
int Num_cutscenes;
int Cutscenes_viewable;
int Description_index;
cutscene_info Cutscenes[MAX_CUTSCENES];
//extern int All_movies_enabled; // If set, all movies may be viewed. Keyed off cheat code.
void cutscene_close(){
for(int i = 0; i<MAX_CUTSCENES; i++)
if(Cutscenes[i].description)vm_free(Cutscenes[i].description);
}
// initialization stuff for cutscenes
void cutscene_init()
{
atexit(cutscene_close);
char buf[MULTITEXT_LENGTH];
int rval;
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "cutscenes.tbl", rval));
lcl_ext_close();
return;
}
read_file_text("cutscenes.tbl");
reset_parse();
// parse in all the cutscenes
Num_cutscenes = 0;
skip_to_string("#Cutscenes");
ignore_white_space();
while ( required_string_either("#End", "$Filename:") ) {
Assert ( Num_cutscenes < MAX_CUTSCENES );
required_string("$Filename:");
stuff_string( Cutscenes[Num_cutscenes].filename, F_PATHNAME, MAX_FILENAME_LEN );
required_string("$Name:");
stuff_string( Cutscenes[Num_cutscenes].name, F_NAME, NAME_LENGTH );
required_string("$Description:");
stuff_string(buf, F_MULTITEXT, sizeof(buf));
drop_white_space(buf);
compact_multitext_string(buf);
Cutscenes[Num_cutscenes].description = vm_strdup(buf);
required_string("$cd:");
stuff_int( &Cutscenes[Num_cutscenes].cd );
Num_cutscenes++;
}
required_string("#End");
Cutscenes_viewable = INTRO_CUTSCENE_FLAG;
// close localization
lcl_ext_close();
}
// function to return 0 based index of which CD a particular movie is on
// returns -1 on failure.
int cutscenes_get_cd_num( char *filename )
{
#if defined(OEM_BUILD)
return 0; // only 1 cd for OEM
#else
int i;
for (i = 0; i < Num_cutscenes; i++ ) {
if ( !stricmp(Cutscenes[i].filename, filename) ) {
return (Cutscenes[i].cd - 1);
}
}
return -1;
#endif // defined(OEM_BUILD)
}
// marks a cutscene as viewable
void cutscene_mark_viewable(char *filename)
{
int i;
char cut_file[MAX_FILENAME_LEN];
char file[MAX_FILENAME_LEN];
Assert(filename);
// strip off extension
strcpy( file, filename );
char *p = strchr( file, '.' );
if ( p ) {
*p = 0;
}
// change to lower case
strlwr(file);
for (i = 0; i < Num_cutscenes; i++ ) {
// change the cutscene file name to lower case
strcpy(cut_file, Cutscenes[i].filename);
strlwr(cut_file);
// see if the stripped filename matches the cutscene filename
if ( strstr(cut_file, file) != NULL ) {
Cutscenes_viewable |= (1<<i);
return;
}
}
}
#define NUM_BUTTONS 8
#define TECH_DATABASE_BUTTON 0
#define SIMULATOR_BUTTON 1
#define CUTSCENES_BUTTON 2
#define CREDITS_BUTTON 3
#define SCROLL_UP_BUTTON 4
#define SCROLL_DOWN_BUTTON 5
#define PLAY_BUTTON 6
#define EXIT_BUTTON 7
static int Num_files;
static int Cutscene_list[MAX_CUTSCENES];
//static int Stats_scroll_offset; // not used - taylor
static int Selected_line = 0; // line that is currently selected for binding
static int Scroll_offset;
static int Background_bitmap;
static UI_BUTTON List_region;
static UI_WINDOW Ui_window;
static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
{ // GR_640
ui_button_info("TDB_00", 7, 3, 37, 7, 0), // tech database 1
ui_button_info("TDB_01", 7, 18, 37, 23, 1), // tech database 2
ui_button_info("TDB_02", 7, 34, 37, 38, 2), // tech database 3
ui_button_info("TDB_03", 7, 49, 37, 54, 3), // tech database 4
ui_button_info("VFB_04", 6, 318, -1, -1, 4), // scroll up
ui_button_info("VFB_05", 36, 318, -1, -1, 5), // scroll down
ui_button_info("VFB_06", 578, 319, 587, 366, 6), // play
ui_button_info("VFB_07", 574, 431, 587, 413, 7), // exit
},
{ // GR_1024
ui_button_info("2_TDB_00", 12, 5, 59, 12, 0), // tech database 1
ui_button_info("2_TDB_01", 12, 31, 59, 37, 1), // tech database 2
ui_button_info("2_TDB_02", 12, 56, 59, 62, 2), // tech database 3
ui_button_info("2_TDB_03", 12, 81, 59, 88, 3), // tech database 4
ui_button_info("2_VFB_04", 9, 509, -1, -1, 4), // scroll up
ui_button_info("2_VFB_05", 58, 509, -1, -1, 5), // scroll down
ui_button_info("2_VFB_06", 925, 511, 940, 586, 6), // play
ui_button_info("2_VFB_07", 918, 689, 940, 661, 7), // exit
}
};
// text
#define NUM_CUTSCENE_TEXT 6
UI_XSTR Cutscene_text[GR_NUM_RESOLUTIONS][NUM_CUTSCENE_TEXT] = {
{ // GR_640
{"Technical Database", 1055, 37, 7, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][TECH_DATABASE_BUTTON].button },
{"Mission Simulator", 1056, 37, 23, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][SIMULATOR_BUTTON].button },
{"Cutscenes", 1057, 37, 38, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CUTSCENES_BUTTON].button },
{"Credits", 1058, 37, 54, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CREDITS_BUTTON].button },
{"Play", 1335, 587, 366, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLAY_BUTTON].button },
{"Exit", 1419, 587, 413, UI_XSTR_COLOR_PINK, -1, &Buttons[0][EXIT_BUTTON].button },
},
{ // GR_1024
{"Technical Database", 1055, 59, 12, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][TECH_DATABASE_BUTTON].button },
{"Mission Simulator", 1056, 59, 37, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][SIMULATOR_BUTTON].button },
{"Cutscenes", 1057, 59, 62, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CUTSCENES_BUTTON].button },
{"Credits", 1058, 59, 88, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CREDITS_BUTTON].button },
{"Play", 1335, 940, 586, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLAY_BUTTON].button },
{"Exit", 1419, 940, 661, UI_XSTR_COLOR_PINK, -1, &Buttons[1][EXIT_BUTTON].button },
}
};
int Cutscene_list_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
9, 117, 621, 198
},
{ // GR_1024
14, 188, 994, 316
}
};
int Cutscene_desc_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
9, 378, 484, 73
},
{ // GR_1024
14, 605, 775, 117
}
};
#define MAX_TEXT_LINES 20
int Cutscene_max_text_lines[GR_NUM_RESOLUTIONS] = {
10,
MAX_TEXT_LINES
};
#define MAX_TEXT_LINE_LEN 256
static int Text_size;
static int Text_offset = 0;
static int Text_line_size[MAX_TEXT_LINES];
static char *Text_lines[MAX_TEXT_LINES];
int cutscenes_validate_cd(char *mve_name, int prompt_for_cd)
{
int cd_present = 0;
int cd_drive_num;
int cd_mve_is_on;
char volume_name[128];
#ifdef RELEASE_REAL
int num_attempts = 0;
#endif
while(1) {
int path_set_ok;
cd_mve_is_on = cutscenes_get_cd_num(mve_name);
if ((cd_mve_is_on != 0) && (cd_mve_is_on != 1) && (cd_mve_is_on != 2)) {
cd_present = 0;
break;
}
#if defined(OEM_BUILD)
sprintf(volume_name, NOX("FS2_OEM"));
#else
sprintf(volume_name, NOX("FREESPACE2_%c"), '1' + cd_mve_is_on);
#endif
cd_drive_num = find_freespace_cd(volume_name);
path_set_ok = set_cdrom_path(cd_drive_num);
if ( path_set_ok ) {
cd_present = 1;
break;
}
#ifdef RELEASE_REAL
if ( !prompt_for_cd ) {
cd_present = 0;
break;
}
// no CD found, so prompt user
char popup_msg[256];
int popup_rval;
#if defined(DVD_MESSAGE_HACK)
sprintf(popup_msg, XSTR( "Movie not found\n\nInsert FreeSpace DVD to continue", 203));
#else
sprintf(popup_msg, XSTR( "Movie not found\n\nInsert FreeSpace CD #%d to continue", 203), cd_mve_is_on+1);
#endif
popup_rval = popup(PF_BODY_BIG, 2, POPUP_CANCEL, POPUP_OK, popup_msg);
if ( popup_rval != 1 ) {
cd_present = 0;
break;
}
if ( num_attempts++ > 5 ) {
cd_present = 0;
break;
}
#else
cd_present = 0;
break;
#endif
}
return cd_present;
}
void cutscenes_screen_play()
{
char name[MAX_FILENAME_LEN]; // *full_name
int which_cutscene;
Assert( (Selected_line >= 0) && (Selected_line < Num_files) );
which_cutscene = Cutscene_list[Selected_line];
strcpy(name, Cutscenes[which_cutscene].filename );
// full_name = cf_add_ext(name, NOX(".mve"));
main_hall_stop_music();
int rval = movie_play(name);
main_hall_start_music();
if ( !rval ) {
char str[256];
if (Cmdline_nomovies)
sprintf(str, XSTR("Movies are currently disabled.", -1));
else
sprintf(str, XSTR("Unable to play movie %s.", 204), Cutscenes[which_cutscene].name);
popup(0, 1, POPUP_OK, str );
}
}
void cutscenes_screen_scroll_line_up()
{
if (Selected_line) {
Selected_line--;
gamesnd_play_iface(SND_SCROLL);
} else
gamesnd_play_iface(SND_GENERAL_FAIL);
if (Selected_line < Scroll_offset)
Scroll_offset = Selected_line;
}
void cutscenes_screen_scroll_line_down()
{
int h;
if (Selected_line < Num_files - 1) {
Selected_line++;
gamesnd_play_iface(SND_SCROLL);
} else
gamesnd_play_iface(SND_GENERAL_FAIL);
h = Cutscene_list_coords[gr_screen.res][3] / gr_get_font_height();
if (Selected_line >= Scroll_offset + h){
Scroll_offset++;
}
}
void cutscenes_screen_scroll_screen_up()
{
int h;
if (Scroll_offset) {
Scroll_offset--;
Assert(Selected_line > Scroll_offset);
h = Cutscene_list_coords[gr_screen.res][3] / gr_get_font_height();
while (Selected_line >= Scroll_offset + h){
Selected_line--;
}
gamesnd_play_iface(SND_SCROLL);
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
}
}
void cutscenes_screen_scroll_screen_down()
{
int h;
h = Cutscene_list_coords[gr_screen.res][3] / gr_get_font_height();
if (Scroll_offset + h < Num_files) {
Scroll_offset++;
if (Selected_line < Scroll_offset){
Selected_line = Scroll_offset;
}
gamesnd_play_iface(SND_SCROLL);
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
}
}
int cutscenes_screen_button_pressed(int n)
{
switch (n) {
case TECH_DATABASE_BUTTON:
gamesnd_play_iface(SND_SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_TECH_MENU);
return 1;
case SIMULATOR_BUTTON:
gamesnd_play_iface(SND_SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
return 1;
case CREDITS_BUTTON:
gamesnd_play_iface(SND_SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_CREDITS);
return 1;
case SCROLL_UP_BUTTON:
cutscenes_screen_scroll_screen_up();
break;
case SCROLL_DOWN_BUTTON:
cutscenes_screen_scroll_screen_down();
break;
case PLAY_BUTTON:
cutscenes_screen_play();
break;
case EXIT_BUTTON:
gamesnd_play_iface(SND_COMMIT_PRESSED);
gameseq_post_event(GS_EVENT_MAIN_MENU);
game_flush();
break;
}
return 0;
}
void cutscenes_screen_init()
{
int i;
ui_button_info *b;
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Ui_window.set_mask_bmap(Cutscene_mask_name[gr_screen.res]);
for (i=0; i<NUM_BUTTONS; i++) {
b = &Buttons[gr_screen.res][i];
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
// set up callback for when a mouse first goes over a button
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// add xstrs
for(i=0; i<NUM_CUTSCENE_TEXT; i++){
Ui_window.add_XSTR(&Cutscene_text[gr_screen.res][i]);
}
Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
List_region.create(&Ui_window, "", Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1], Cutscene_list_coords[gr_screen.res][2], Cutscene_list_coords[gr_screen.res][3], 0, 1);
List_region.hide();
// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
Background_bitmap = bm_load(Cutscene_bitmap_name[gr_screen.res]);
Scroll_offset = Selected_line = 0;
Description_index = -1;
// when doing a debug version, just put all of the movie files here.
#ifndef NDEBUG
//Cutscenes_viewable = 0xffffffff; // makes all cutscenes viewble.
#endif
// if (All_movies_enabled)
// Cutscenes_viewable = 0xffffffff; // Cheat code enables all movies.
Num_files = 0;
for ( i = 0; i < Num_cutscenes; i++ ) {
if ( Cutscenes_viewable & (1<<i) ) {
Cutscene_list[Num_files] = i;
Num_files++;
}
}
}
void cutscenes_screen_close()
{
if (Background_bitmap)
bm_release(Background_bitmap);
Ui_window.destroy();
}
void cutscenes_screen_do_frame()
{
int i, k, y, z;
int font_height = gr_get_font_height();
int select_tease_line = -1;
k = Ui_window.process();
switch (k) {
case KEY_DOWN: // select next line
cutscenes_screen_scroll_line_down();
break;
case KEY_UP: // select previous line
cutscenes_screen_scroll_line_up();
break;
case KEY_TAB:
case KEY_CTRLED | KEY_DOWN:
cutscenes_screen_button_pressed(CREDITS_BUTTON);
break;
case KEY_SHIFTED | KEY_TAB:
case KEY_CTRLED | KEY_UP:
cutscenes_screen_button_pressed(SIMULATOR_BUTTON);
break;
case KEY_ENTER:
cutscenes_screen_play();
break;
case KEY_ESC: // cancel
gameseq_post_event(GS_EVENT_MAIN_MENU);
game_flush();
break;
case KEY_F1: // show help overlay
break;
case KEY_F2: // goto options screen
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
// the "show-all" hotkey
case KEY_CTRLED | KEY_SHIFTED | KEY_S:
{
Num_files = 0;
for (i = 0; i < Num_cutscenes; i++) {
Cutscene_list[Num_files] = i;
Num_files++;
}
break;
}
} // end switch
for (i=0; i<NUM_BUTTONS; i++){
if (Buttons[gr_screen.res][i].button.pressed()){
if (cutscenes_screen_button_pressed(i)){
return;
}
}
}
if (List_region.button_down()) {
List_region.get_mouse_pos(NULL, &y);
z = Scroll_offset + y / font_height;
if ((z >= 0) && (z < Num_files))
select_tease_line = z;
}
if (List_region.pressed()) {
List_region.get_mouse_pos(NULL, &y);
z = Scroll_offset + y / font_height;
if ((z >= 0) && (z < Num_files))
Selected_line = z;
}
GR_MAYBE_CLEAR_RES(Background_bitmap);
if (Background_bitmap >= 0) {
gr_set_bitmap(Background_bitmap);
gr_bitmap(0, 0);
}
Ui_window.draw();
for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
if (Buttons[gr_screen.res][i].button.button_down()){
break;
}
}
if (i > CREDITS_BUTTON){
Buttons[gr_screen.res][CUTSCENES_BUTTON].button.draw_forced(2);
}
y = 0;
z = Scroll_offset;
while (y + font_height <= Cutscene_list_coords[gr_screen.res][3]) {
if (z >= Num_files){
break;
}
if (z == Selected_line){
gr_set_color_fast(&Color_text_selected);
} else if (z == select_tease_line) {
gr_set_color_fast(&Color_text_subselected);
} else {
gr_set_color_fast(&Color_text_normal);
}
gr_printf(Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1] + y, Cutscenes[Cutscene_list[z]].name);
y += font_height;
z++;
}
if (Description_index != Selected_line) {
char *src;
Description_index = Selected_line;
Text_size = 0;
src = Cutscenes[Cutscene_list[Description_index]].description;
if (src) {
Text_size = split_str(src, Cutscene_desc_coords[gr_screen.res][2], Text_line_size, Text_lines, Cutscene_max_text_lines[gr_screen.res]);
Assert(Text_size >= 0 && Text_size < Cutscene_max_text_lines[gr_screen.res]);
}
}
if (Description_index >= 0) {
int len;
char line[MAX_TEXT_LINE_LEN + 1];
gr_set_color_fast(&Color_text_normal);
y = 0;
z = Text_offset;
while (y + font_height <= Cutscene_desc_coords[gr_screen.res][3]) {
if (z >= Text_size)
break;
len = Text_line_size[z];
if (len > MAX_TEXT_LINE_LEN)
len = MAX_TEXT_LINE_LEN;
strncpy(line, Text_lines[z], len);
line[len] = 0;
gr_string(Cutscene_desc_coords[gr_screen.res][0], Cutscene_desc_coords[gr_screen.res][1] + y, line);
y += font_height;
z++;
}
}
gr_flip();
}
-98
View File
@@ -1,98 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Cutscene/Cutscenes.h $
* $Revision: 2.4 $
* $Date: 2005-07-13 02:50:50 $
* $Author: Goober5000 $
*
* Code for the cutscenes viewer screen
*
* $Log: not supported by cvs2svn $
* Revision 2.3 2004/08/11 05:06:20 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.2 2004/03/05 09:01:58 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 6 5/21/98 12:35a Lawrance
* Tweak how CD is checked for
*
* 5 5/10/98 10:05p Allender
* only show cutscenes which have been seen before. Made Fred able to
* write missions anywhere, defaulting to player misison folder, not data
* mission folder. Fix FreeSpace code to properly read missions from
* correct locations
*
* 4 5/08/98 5:30p Lawrance
* add cutscenes_validate_cd()
*
* 3 5/08/98 4:07p Allender
* more cutscene stuff
*
* 2 4/17/98 6:33p Hoffoss
* Made changes to the tech room group of screens. Cutscenes screen is
* now in a new file.
*
* $NoKeywords: $
*/
#ifndef _FREESPACE_CUTSCENES_SCREEN_HEADER_FILE
#define _FREESPACE_CUTSCENES_SCREEN_HEADER_FILE
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#define MAX_CUTSCENES 10
// this cutscene is always available.
#define INTRO_CUTSCENE_FLAG (1<<0)
typedef struct cutscene_info
{
char filename[MAX_FILENAME_LEN];
char name[NAME_LENGTH];
char *description;
int cd;
} cutscene_info;
extern cutscene_info Cutscenes[MAX_CUTSCENES];
extern int Num_cutscenes;
extern int Cutscenes_viewable;
// 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
-669
View File
@@ -1,669 +0,0 @@
/*
* $Logfile: /Freespace2/src/cutscene/decoder16.cpp $
* $Revision: 2.1.2.1 $
* $Date: 2006-08-19 04:14:57 $
* $Author: taylor $
*
* decoder for 16-bit MVE image data
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2006/05/13 06:59:48 taylor
* MVE player (audio only works with OpenAL builds!)
*
*
* $NoKeywords: $
*
*/
#include "globalincs/pstypes.h"
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, unsigned char codeType, unsigned char **pData, unsigned char **pOffData, int *pDataRemain, int *curXb, int *curYb);
static void genLoopkupTable();
void decodeFrame16(unsigned char *pFrame, unsigned char *pMap, int mapRemain, unsigned char *pData, int dataRemain)
{
unsigned char *pOrig;
unsigned char *pOffData, *pEnd;
ushort offset;
int length;
int op;
int i, j;
int 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;
pEnd = 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: %d,%d,%d\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;
/* ORIGINAL VERSION IS BUGGY
int skip=1;
while (mask != 0) {
pel = p[(mask & pat0) >> shift];
pFrame[0] = pel;
pFrame[2] = pel;
pFrame[g_width + 0] = pel;
pFrame[g_width + 2] = pel;
pFrame += skip;
skip = 4 - skip;
mask <<= 2;
shift += 2;
}
*/
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;
/* ORIGINAL VERSION IS BUGGY
int skip=1;
while (mask != 0x10) {
pel = p[(mask & pat) ? 1 : 0];
pFrame[0] = pel;
pFrame[2] = pel;
pFrame[g_width + 0] = pel;
pFrame[g_width + 2] = pel;
pFrame += skip;
skip = 4 - skip;
mask <<= 1;
}
*/
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:
/* relFar(*(*pOffData)++, 1, &x, &y); */
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:
/* relFar(*(*pOffData)++, -1, &x, &y); */
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:
/* relClose(*(*pOffData)++, &x, &y); */
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)[j+2*k] = p[k];
// (*pFrame)[g_width+j+2*k] = 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;
}
-545
View File
@@ -1,545 +0,0 @@
/*
* $Logfile: /Freespace2/src/cutscene/decoder8.cpp $
* $Revision: 1.1.2.1 $
* $Date: 2006-08-19 04:14:57 $
* $Author: taylor $
*
* decoder for 8-bit MVE image data
*
* $Log: not supported by cvs2svn $
*
* $NoKeywords: $
*
*/
#include "globalincs/pstypes.h"
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;
}
}
-265
View File
@@ -1,265 +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.
*
*/
/*
* $Logfile: /Freespace2/code/cutscene/movie.cpp $
* $Revision: 2.31.2.11 $
* $Date: 2007-02-11 09:23:14 $
* $Author: taylor $
*
* movie player code
*
* $Log: not supported by cvs2svn $
* Revision 2.31.2.10 2007/01/07 12:10:18 taylor
* remove D3D support for Theora movies, make sure that it doesn't try to play them (since it wouldn't work properly anyway)
* fix triple-buffer problem with page flipping (Mantis #1190)
*
* Revision 2.31.2.9 2006/12/26 05:13:29 taylor
* add support for Theora movies (the default format)
* some little bits of cleanup
* add second gr_clear() so that double-buffer'd visuals will work properly (ie, not flicker when playing MVE/OGG)
*
* Revision 2.31.2.8 2006/12/07 17:57:25 taylor
* cleanup for movie init stuff (this will be even cleaner once the rest of the Theora code finally gets in)
* get rid of the clear screen hack for Windows, we can handle that better now
*
* Revision 2.31.2.7 2006/11/15 00:24:47 taylor
* clean up AVI movie stuff a bit:
* - use the default black brush for clearing the screen, it's a little less stupid this way
* - have the AVI player send messages back to the game rather than trying to poll for that extra crap
* - remove the only DivX6 fix, there is better addressed by newer window handling code
*
* Revision 2.31.2.6 2006/09/09 21:27:50 taylor
* be sure to reset color and clear color before MVE playback (fix for Mantis bug #1041)
*
* Revision 2.31.2.5 2006/08/28 17:14:52 taylor
* stupid, stupid, stupid...
* - fix AVI/MPG movie playback
* - fix missing campaign craziness
*
* Revision 2.31.2.4 2006/08/27 18:02:26 taylor
* switch to using cf_find_file_location_ext() when looking for movies
*
* Revision 2.31.2.3 2006/08/19 04:14:57 taylor
* add decoder for 8-bit MVEs
* a basic fix for finding AVIs over MVEs, for mod dir stuff (this needs some CFILE support added to be a true fix, it's on the TODO list)
* little bits of cleanup for old/unused code
* make sure MVE filenames are correct in mvelib
*
* Revision 2.31.2.2 2006/07/13 22:06:38 taylor
* handle non-MVE movies a bit better in OpenGL (don't get freaky with the window, don't lose input, etc.)
* some cleanup to OpenGL window handling, to fix min/max/full issues, and try to make shutdown a little nicer
*
* Revision 2.31.2.1 2006/06/18 16:54:36 taylor
* various compiler warning fixes
*
* Revision 2.31 2006/05/27 17:13:22 taylor
* add NO_DIRECT3D support
*
* Revision 2.30 2006/05/13 06:59:48 taylor
* MVE player (audio only works with OpenAL builds!)
*
* Revision 2.29 2005/12/28 22:17:01 taylor
* deal with cf_find_file_location() changes
* add a central parse_modular_table() function which anything can use
* fix up weapon_expl so that it can properly handle modular tables and LOD count changes
* add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
*
* Revision 2.28 2005/11/13 06:46:10 taylor
* some minor movie cleanup, not what I would like but enough for now
*
* Revision 2.27 2005/10/16 23:15:46 wmcoolmon
* Hardened cfile against array overflows
*
* Revision 2.26 2005/05/12 17:37:48 taylor
* add an extra gr_flip() after gr_clear() to make sure the change is made active
*
* Revision 2.25 2005/04/24 06:52:23 wmcoolmon
* Enabled movies in windowed mode; if this causes problems for people, they can always use -dnoshowvid
*
* Revision 2.24 2005/02/05 00:30:49 taylor
* fix a few things post merge
*
* Revision 2.23 2004/11/27 10:42:18 taylor
* this should get movies working again in D3D and help OGL too
*
* Revision 2.22 2004/07/26 20:47:26 Kazan
* remove MCD complete
*
* Revision 2.21 2004/07/12 16:32:43 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.20 2004/04/26 13:09:20 taylor
* cvs log header, mark cutscenes viewable for later, gr_flip() to fix OGL white flash
*
*
*
* $NoKeywords: $
*/
#ifdef _WIN32
#include <windows.h>
#include "graphics/grd3dinternal.h"
#endif
#include "graphics/2d.h"
#include "globalincs/systemvars.h"
#include "cutscene/movie.h"
#include "osapi/osapi.h"
#include "cmdline/cmdline.h"
#include "cfile/cfile.h"
#include "cutscene/cutscenes.h" // cutscene_mark_viewable()
#include "cutscene/mvelib.h"
#include "cutscene/oggplayer.h"
#include "menuui/mainhallmenu.h"
extern int Game_mode;
#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;
const int NUM_EXT = 2;
const char *movie_ext[NUM_EXT] = { ".ogg", ".mve" };
if (out_name == NULL)
return MOVIE_NONE;
memset( full_path, 0, sizeof(full_path) );
memset( tmp_name, 0, sizeof(tmp_name) );
// remove extension
strcpy( tmp_name, filename );
char *p = strrchr(tmp_name, '.');
if ( p ) *p = 0;
int rc = cf_find_file_location_ext(tmp_name, NUM_EXT, movie_ext, 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 Mouse_hidden;
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(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;
}
// kill all background sounds
main_hall_pause();
// clear the screen and hide the mouse cursor
Mouse_hidden++;
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) {
if (gr_screen.mode == GR_DIRECT3D) {
mprintf(("MOVIE ERROR: Theora movies are not currently supported in Direct3D mode!\n"));
return false;
}
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));
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));
return false;
}
}
// show the mouse cursor again, and unpause the mainhall music
Mouse_hidden--;
main_hall_unpause();
return true;
}
void movie_play_two(char *name1, char *name2)
{
if ( movie_play(name1) )
movie_play(name2);
}
-29
View File
@@ -1,29 +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.
*
*/
/*
* $Logfile: /Freespace2/code/cutscene/movie.h $
* $Revision: 2.6.2.1 $
* $Date: 2007-02-11 09:23:14 $
* $Author: taylor $
*
* movie player header
*
* $Log: not supported by cvs2svn $
*
* $NoKeywords: $
*/
#ifndef _MOVIE_HEADER_FILE
#define _MOVIE_HEADER_FILE
bool movie_play(char *name);
void movie_play_two(char *name1, char *name2);
#endif
-79
View File
@@ -1,79 +0,0 @@
/*
* $Logfile: /Freespace2/src/cutscene/mve_audio.cpp $
* $Revision: 2.1 $
* $Date: 2006-05-13 06:59:48 $
* $Author: taylor $
*
* Handles compressed audio data in MVE files
*
* $Log: not supported by cvs2svn $
* Revision 1.2 2005/03/29 07:50:34 taylor
* Update to newest movie code with much better video support and audio support from
* Pierre Willenbrock. Movies are enabled always now (no longer a build option)
* and but can be skipped with the "--nomovies" or "-n" cmdline options.
*
*
*
* $NoKeywords: $
*
*/
#ifdef USE_OPENAL
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)++ = 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 length)
{
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);
}
#endif
-385
View File
@@ -1,385 +0,0 @@
/*
* $Logfile: /Freespace2/src/cutscene/mvelib.cpp $
* $Revision: 2.1.2.1 $
* $Date: 2006-08-19 04:14:57 $
* $Author: taylor $
*
* main lib for using MVEs
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2006/05/13 06:59:48 taylor
* MVE player (audio only works with OpenAL builds!)
*
*
* $NoKeywords: $
*
*/
#include "globalincs/pstypes.h"
#include "cutscene/mvelib.h"
#include "cfile/cfile.h"
static const char MVE_HEADER[] = "Interplay MVE File\x1A";
static const short MVE_HDRCONST1 = 0x001A;
static const short MVE_HDRCONST2 = 0x0100;
static const short MVE_HDRCONST3 = 0x1133;
// -----------------------------------------------------------
// public MVEFILE functions
// -----------------------------------------------------------
// utility functions for mvefile and mveplayer
short mve_get_short(ubyte *data)
{
short value;
value = data[0] | (data[1] << 8);
return value;
}
ushort mve_get_ushort(ubyte *data)
{
ushort value;
value = data[0] | (data[1] << 8);
return value;
}
int mve_get_int(ubyte *data)
{
int value;
value = data[0] | (data[1] << 8) | (data[2] << 16) | (data[3] << 24);
return value;
}
// open an MVE file
MVEFILE *mvefile_open(char *filename)
{
int cf_opened = 0;
int mve_valid = 1;
char lower_name[MAX_FILENAME_LEN];
char buffer[20];
MVEFILE *file;
// create the file
file = (MVEFILE *)vm_malloc(sizeof(MVEFILE));
// set defaults
file->stream = NULL;
file->cur_chunk = NULL;
file->buf_size = 0;
file->cur_fill = 0;
file->next_segment = 0;
// lower case filename for checking
strncpy(lower_name, filename, strlen(filename)+1);
strlwr(lower_name);
char *p = strchr( lower_name, '.' );
if ( p ) *p = 0;
SAFE_STRCAT( lower_name, ".mve", sizeof(lower_name) );
// NOTE: CF_TYPE *must* be ANY to get movies off of the CDs
// assume lower case filename for *nix
if ( (file->stream = cfopen(lower_name, "rb", CFILE_NORMAL, CF_TYPE_ANY)) ) {
cf_opened = 1;
}
if (!cf_opened) {
mvefile_close(file);
return NULL;
}
// initialize the buffer
file->cur_chunk = (ubyte *)vm_malloc(100 + 1024);
file->buf_size = 100 + 1024;
// verify the file's header
cfread_string(buffer, 20, file->stream);
if (strcmp(buffer, MVE_HEADER))
mve_valid = 0;
if (cfread_short(file->stream) != MVE_HDRCONST1)
mve_valid = 0;
if (cfread_short(file->stream) != MVE_HDRCONST2)
mve_valid = 0;
if (cfread_short(file->stream) != MVE_HDRCONST3)
mve_valid = 0;
if (!mve_valid) {
mvefile_close(file);
return NULL;
}
// now, prefetch the next chunk
mvefile_fetch_next_chunk(file);
return file;
}
// close a MVE file
void mvefile_close(MVEFILE *file)
{
// free the stream
if (file->stream)
cfclose(file->stream);
file->stream = NULL;
// free the buffer
if (file->cur_chunk)
vm_free(file->cur_chunk);
file->cur_chunk = NULL;
// not strictly necessary
file->buf_size = 0;
file->cur_fill = 0;
file->next_segment = 0;
// free the struct
vm_free(file);
}
// get the size of the next segment
int mvefile_get_next_segment_size(MVEFILE *file)
{
// if nothing is cached, fail
if (file->cur_chunk == NULL || file->next_segment >= file->cur_fill)
return -1;
// if we don't have enough data to get a segment, fail
if (file->cur_fill - file->next_segment < 4)
return -1;
// otherwise, get the data length
return mve_get_short(file->cur_chunk + file->next_segment);
}
// get type of next segment in chunk (0xff if no more segments in chunk)
ubyte mvefile_get_next_segment_major(MVEFILE *file)
{
// if nothing is cached, fail
if (file->cur_chunk == NULL || file->next_segment >= file->cur_fill)
return 0xff;
// if we don't have enough data to get a segment, fail
if (file->cur_fill - file->next_segment < 4)
return 0xff;
// otherwise, get the data length
return file->cur_chunk[file->next_segment + 2];
}
// get subtype (version) of next segment in chunk (0xff if no more segments in chunk)
ubyte mvefile_get_next_segment_minor(MVEFILE *file)
{
// if nothing is cached, fail
if (file->cur_chunk == NULL || file->next_segment >= file->cur_fill)
return 0xff;
// if we don't have enough data to get a segment, fail
if (file->cur_fill - file->next_segment < 4)
return 0xff;
// otherwise, get the data length
return file->cur_chunk[file->next_segment + 3];
}
// see next segment (return NULL if no next segment)
ubyte *mvefile_get_next_segment(MVEFILE *file)
{
// if nothing is cached, fail
if (file->cur_chunk == NULL || file->next_segment >= file->cur_fill)
return NULL;
// if we don't have enough data to get a segment, fail
if (file->cur_fill - file->next_segment < 4)
return NULL;
// otherwise, get the data length
return file->cur_chunk + file->next_segment + 4;
}
// advance to next segment
void mvefile_advance_segment(MVEFILE *file)
{
// if nothing is cached, fail
if (file->cur_chunk == NULL || file->next_segment >= file->cur_fill)
return;
// if we don't have enough data to get a segment, fail
if (file->cur_fill - file->next_segment < 4)
return;
// else, advance to next segment
file->next_segment += (4 + mve_get_ushort(file->cur_chunk + file->next_segment));
}
// fetch the next chunk (return 0 if at end of stream)
int mvefile_fetch_next_chunk(MVEFILE *file)
{
ubyte buffer[4];
ubyte *new_buffer;
ushort length;
// fail if not open
if (file->stream == NULL)
return 0;
// fail if we can't read the next segment descriptor
if (cfread(buffer, 1, 4, file->stream) < 4)
return 0;
// pull out the next length
length = mve_get_short(buffer);
// setup a new buffer if needed --
// only allocate new buffer is old one is too small
if (length > file->buf_size) {
// allocate new buffer
new_buffer = (ubyte *)vm_malloc(100 + length);
// copy old data
if (file->cur_chunk && file->cur_fill)
memcpy(new_buffer, file->cur_chunk, file->cur_fill);
// free old buffer
if (file->cur_chunk) {
vm_free(file->cur_chunk);
file->cur_chunk = NULL;
}
// install new buffer
file->cur_chunk = new_buffer;
file->buf_size = 100 + length;
}
// read the chunk
if (length > 0) {
if (cfread(file->cur_chunk, 1, length, file->stream) < length)
return 0;
}
file->cur_fill = length;
file->next_segment = 0;
return 1;
}
// -----------------------------------------------------------
// public MVESTREAM functions
// -----------------------------------------------------------
// open an MVE stream
MVESTREAM *mve_open(char *filename)
{
MVESTREAM *stream;
// allocate
stream = (MVESTREAM *)vm_malloc(sizeof(MVESTREAM));
// defaults
stream->movie = NULL;
// open
stream->movie = mvefile_open(filename);
if (stream->movie == NULL) {
mve_close(stream);
return NULL;
}
return stream;
}
// close an MVE stream
void mve_close(MVESTREAM *stream)
{
// close MVEFILE
if (stream->movie)
mvefile_close(stream->movie);
stream->movie = NULL;
vm_free(stream);
}
// play next chunk
int mve_play_next_chunk(MVESTREAM *stream)
{
ubyte major, minor;
ubyte *data;
int len;
// loop over segments
major = mvefile_get_next_segment_major(stream->movie);
while (major != 0xff) {
// check whether to handle the segment
if (major < 32) {
minor = mvefile_get_next_segment_minor(stream->movie);
len = mvefile_get_next_segment_size(stream->movie);
data = mvefile_get_next_segment(stream->movie);
switch (major) {
case 0x00:
mve_end_movie();
break;
case 0x01:
mve_end_chunk();
break;
case 0x02:
mve_timer_create(data);
break;
case 0x03:
mve_audio_createbuf(minor, data);
break;
case 0x04:
mve_audio_play();
break;
case 0x05:
if (!mve_video_createbuf(minor, data))
return 0;
break;
case 0x07:
mve_video_display();
break;
case 0x08:
mve_audio_data(major, data);
break;
case 0x09:
mve_audio_data(major, data);
break;
case 0x0a:
if (!mve_video_init(data))
return 0;
break;
case 0x0c:
mve_video_palette(data);
break;
case 0x0f:
mve_video_codemap(data, len);
break;
case 0x11:
mve_video_data(data, len);
break;
default:
break;
}
}
// advance to next segment
mvefile_advance_segment(stream->movie);
major = mvefile_get_next_segment_major(stream->movie);
}
if (!mvefile_fetch_next_chunk(stream->movie))
return 0;
// return status
return 1;
}
-101
View File
@@ -1,101 +0,0 @@
/*
* $Logfile: /Freespace2/src/cutscene/mvelib.h $
* $Revision: 2.1 $
* $Date: 2006-05-13 06:59:48 $
* $Author: taylor $
*
* main lib for using MVEs
*
* $Log: not supported by cvs2svn $
*
* $NoKeywords: $
*
*/
#ifndef INCLUDED_MVELIB_H
#define INCLUDED_MVELIB_H
#include "globalincs/pstypes.h"
struct CFILE;
// structure for maintaining info on a MVEFILE stream
typedef struct MVEFILE
{
CFILE *stream;
ubyte *cur_chunk;
int buf_size;
int cur_fill;
int next_segment;
} MVEFILE;
// open a .MVE file
MVEFILE *mvefile_open(char *filename);
// close a .MVE file
void mvefile_close(MVEFILE *movie);
// get size of next segment in chunk (-1 if no more segments in chunk)
int mvefile_get_next_segment_size(MVEFILE *movie);
// get type of next segment in chunk (0xff if no more segments in chunk)
ubyte mvefile_get_next_segment_major(MVEFILE *movie);
// get subtype (version) of next segment in chunk (0xff if no more segments in chunk)
ubyte mvefile_get_next_segment_minor(MVEFILE *movie);
// see next segment (return NULL if no next segment)
ubyte *mvefile_get_next_segment(MVEFILE *movie);
// advance to next segment
void mvefile_advance_segment(MVEFILE *movie);
// fetch the next chunk (return 0 if at end of stream)
int mvefile_fetch_next_chunk(MVEFILE *movie);
// structure for maintaining an MVE stream
typedef struct MVESTREAM
{
MVEFILE *movie;
} MVESTREAM;
// open an MVE stream
MVESTREAM *mve_open(char *filename);
// close an MVE stream
void mve_close(MVESTREAM *movie);
// play next chunk
int mve_play_next_chunk(MVESTREAM *movie);
// basic movie playing functions
void mve_init(MVESTREAM *mve);
void mve_play(MVESTREAM *mve);
void mve_shutdown();
// utility functions
short mve_get_short(ubyte *data);
ushort mve_get_ushort(ubyte *data);
int mve_get_int(ubyte *data);
// callbacks for data handling
// audio
void mve_audio_createbuf(ubyte minor, ubyte *data);
int mve_audio_data(ubyte major, ubyte *data);
void mve_audio_play();
// video
int mve_video_createbuf(ubyte minor, ubyte *data);
int mve_video_init(ubyte *data);
void mve_video_palette(ubyte *data);
void mve_video_data(ubyte *data, int len);
void mve_video_codemap(ubyte *data, int len);
void mve_video_display();
// misc
void mve_end_movie();
void mve_end_chunk();
int mve_timer_create(ubyte *data);
typedef short mves;
#endif /* INCLUDED_MVELIB_H */
-854
View File
@@ -1,854 +0,0 @@
/*
* $Logfile: /Freespace2/code/cutscene/mveplayer.cpp $
* $Revision: 2.1.2.4 $
* $Date: 2007-02-10 00:01:53 $
* $Author: taylor $
*
* MVE movie playing routines
*
* $Log: not supported by cvs2svn $
* Revision 2.1.2.3 2006/12/26 05:14:52 taylor
* get rid of some stale vars that we don't use any longer
* a little at-exit cleanup
* handle rounding error on X/Y placement locations under Windows
*
* Revision 2.1.2.2 2006/12/07 17:55:51 taylor
* port over some Theora player stuff:
* - support for GL_ARB_texture_rectangle
* - fix GL tear-down on movie exit
* - fix sound tear-down order issue on OS X
* - some speed increases, and get rid of the extra gr_clear() per-frame now that it's handled properly
* - proper support for widescreen resolutions
*
* Revision 2.1.2.1 2006/08/19 04:14:57 taylor
* add decoder for 8-bit MVEs
* a basic fix for finding AVIs over MVEs, for mod dir stuff (this needs some CFILE support added to be a true fix, it's on the TODO list)
* little bits of cleanup for old/unused code
* make sure MVE filenames are correct in mvelib
*
* Revision 2.1 2006/05/13 06:59:48 taylor
* MVE player (audio only works with OpenAL builds!)
*
*
* $NoKeywords: $
*/
#ifdef SCP_UNIX
#include <errno.h>
#include <time.h>
#include <sys/time.h>
#endif
#include "graphics/gropengl.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropenglstate.h"
#include "globalincs/pstypes.h"
#include "cutscene/mvelib.h"
#include "cutscene/movie.h"
#include "graphics/2d.h"
#include "io/key.h"
#include "osapi/osapi.h"
#include "io/timer.h"
#include "sound/sound.h"
#include "sound/ds.h"
#include "bmpman/bmpman.h"
//#include "sound/audiostr.h"
extern int Cmdline_noscalevid;
static int mve_playing;
// timer variables
static int micro_frame_delay = 0;
static int timer_started = 0;
#ifdef SCP_UNIX
static struct timeval timer_expire = { 0, 0 };
#else
static int timer_expire;
#endif
// audio variables
#define MVE_AUDIO_BUFFERS 64 // total buffers to interact with stream
static int mve_audio_buffer_tail = 0;
static int mve_audio_playing = 0;
static int mve_audio_canplay = 0;
static int mve_audio_compressed = 0;
static int audiobuf_created;
#ifdef USE_OPENAL
// struct for the audio stream information
typedef struct MVE_AUDIO_T {
ALenum format;
int sample_rate;
int bytes_per_sec;
int channels;
int bitsize;
ALuint source_id;
ALuint audio_buffer[MVE_AUDIO_BUFFERS];
} mve_audio_t;
mve_audio_t *mas; // mve_audio_stream
// audio decompressor
extern void mveaudio_uncompress(short *buffer, unsigned char *data, int length);
#endif // USE_OPENAL
// video variables
int g_width, g_height;
void *g_vBuffers = NULL;
void *g_vBackBuf1, *g_vBackBuf2;
ushort *pixelbuf = NULL;
static GLuint GLtex = 0;
static GLint gl_screenYH = 0;
static GLint gl_screenXW = 0;
static GLfloat gl_screenU = 0;
static GLfloat gl_screenV = 0;
static int g_screenWidth, g_screenHeight;
static int g_screenX, g_screenY;
static int g_truecolor = 0;
static ubyte g_palette[768];
static ubyte *g_pCurMap = NULL;
static int g_nMapLength = 0;
static int videobuf_created, video_inited;
static int hp2, wp2;
static uint mve_video_skiptimer = 0;
static int mve_scale_video = 0;
// video externs from API graphics functions
extern void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out);
extern GLenum GL_previous_texture_target;
// the decoders
extern void decodeFrame16(ubyte *pFrame, ubyte *pMap, int mapRemain, ubyte *pData, int dataRemain);
extern void decodeFrame8(ubyte *pFrame, ubyte *pMap, int mapRemain, ubyte *pData, int dataRemain);
/*************************
* general handlers
*************************/
void mve_end_movie()
{
mve_playing = 0;
}
/*************************
* timer handlers
*************************/
int mve_timer_create(ubyte *data)
{
int rate = mve_get_int(data);
int subd = mve_get_short(data+4);
micro_frame_delay = rate * subd;
return 1;
}
static void mve_timer_start(void)
{
#ifdef SCP_UNIX
int nsec = 0;
gettimeofday(&timer_expire, NULL);
timer_expire.tv_usec += micro_frame_delay;
if (timer_expire.tv_usec > 1000000) {
nsec = timer_expire.tv_usec / 1000000;
timer_expire.tv_sec += nsec;
timer_expire.tv_usec -= nsec * 1000000;
}
#else
timer_expire = timer_get_microseconds();
timer_expire += micro_frame_delay;
#endif
timer_started = 1;
}
static int mve_do_timer_wait(void)
{
if (!timer_started)
return 0;
#ifdef SCP_UNIX
int nsec = 0;
struct timespec ts, tsRem;
struct timeval tv;
gettimeofday(&tv, NULL);
if (tv.tv_sec > timer_expire.tv_sec)
goto end;
if ( (tv.tv_sec == timer_expire.tv_sec) && (tv.tv_usec >= timer_expire.tv_usec) )
goto end;
ts.tv_sec = timer_expire.tv_sec - tv.tv_sec;
ts.tv_nsec = 1000 * (timer_expire.tv_usec - tv.tv_usec);
if (ts.tv_nsec < 0) {
ts.tv_nsec += 1000000000UL;
--ts.tv_sec;
}
if ( (nanosleep(&ts, &tsRem) == -1) && (errno == EINTR) ) {
// so we got an error that was a signal interupt, try to sleep again with remainder of time
if ( (nanosleep(&tsRem, NULL) == -1) && (errno == EINTR) ) {
mprintf(("MVE: Timer error! Aborting movie playback!\n"));
return 1;
}
}
end:
timer_expire.tv_usec += micro_frame_delay;
if (timer_expire.tv_usec > 1000000) {
nsec = timer_expire.tv_usec / 1000000;
timer_expire.tv_sec += nsec;
timer_expire.tv_usec -= nsec * 1000000;
}
#else
int tv, ts, ts2;
tv = timer_get_microseconds();
if (tv > timer_expire)
goto end;
ts = timer_expire - tv;
ts2 = ts/1000;
Sleep(ts2);
end:
timer_expire += micro_frame_delay;
#endif
return 0;
}
static void mve_timer_stop()
{
#ifdef SCP_UNIX
timer_expire.tv_sec = 0;
timer_expire.tv_usec = 0;
#else
timer_expire = 0;
#endif
timer_started = 0;
}
/*************************
* audio handlers
*************************/
// setup the audio information from the data stream
void mve_audio_createbuf(ubyte minor, ubyte *data)
{
if (audiobuf_created)
return;
// if game sound disabled don't try and play movie audio
if (!Sound_enabled) {
mve_audio_canplay = 0;
return;
}
#ifdef USE_OPENAL
int flags, desired_buffer, sample_rate;
mas = (mve_audio_t *) vm_malloc ( sizeof(mve_audio_t) );
memset(mas, 0, sizeof(mve_audio_t));
mas->format = AL_INVALID;
flags = mve_get_ushort(data + 2);
sample_rate = mve_get_ushort(data + 4);
desired_buffer = mve_get_int(data + 6);
mas->channels = (flags & 0x0001) ? 2 : 1;
mas->bitsize = (flags & 0x0002) ? 16 : 8;
mas->sample_rate = sample_rate;
if (minor > 0) {
mve_audio_compressed = flags & 0x0004 ? 1 : 0;
} else {
mve_audio_compressed = 0;
}
if (mas->bitsize == 16) {
if (mas->channels == 2) {
mas->format = AL_FORMAT_STEREO16;
} else if (mas->channels == 1) {
mas->format = AL_FORMAT_MONO16;
}
} else if (mas->bitsize == 8) {
if (mas->channels == 2) {
mas->format = AL_FORMAT_STEREO8;
} else if (mas->channels == 1) {
mas->format = AL_FORMAT_MONO8;
}
}
// somethings wrong, bail now
if (mas->format == AL_INVALID) {
mve_audio_canplay = 0;
audiobuf_created = 1;
return;
}
OpenAL_ErrorCheck( alGenSources(1, &mas->source_id), { mve_audio_canplay = 0; return; } );
mve_audio_canplay = 1;
OpenAL_ErrorPrint( alSourcef(mas->source_id, AL_GAIN, 1.0f) );
memset(mas->audio_buffer, 0, MVE_AUDIO_BUFFERS * sizeof(ALuint));
#endif // USE_OPENAL
mve_audio_buffer_tail = 0;
audiobuf_created = 1;
}
// play and stream the audio
void mve_audio_play()
{
if (mve_audio_canplay) {
#ifdef USE_OPENAL
ALint status, bqueued;
OpenAL_ErrorCheck( alGetSourcei(mas->source_id, AL_SOURCE_STATE, &status), return );
OpenAL_ErrorCheck( alGetSourcei(mas->source_id, AL_BUFFERS_QUEUED, &bqueued), return );
mve_audio_playing = 1;
if (status != AL_PLAYING && bqueued > 0) {
OpenAL_ErrorPrint( alSourcePlay(mas->source_id) );
}
#endif // USE_OPENAL
}
}
// call this in shutdown to stop and close audio
static void mve_audio_stop()
{
if (!audiobuf_created)
return;
#ifdef USE_OPENAL
ALint p = 0;
mve_audio_playing = 0;
OpenAL_ErrorPrint( alSourceStop(mas->source_id) );
OpenAL_ErrorPrint( alGetSourcei(mas->source_id, AL_BUFFERS_PROCESSED, &p) );
OpenAL_ErrorPrint( alSourceUnqueueBuffers(mas->source_id, p, mas->audio_buffer) );
OpenAL_ErrorPrint( alDeleteSources(1, &mas->source_id) );
for (int i = 0; i < MVE_AUDIO_BUFFERS; i++) {
// make sure that the buffer is real before trying to delete, it could crash for some otherwise
if ( (mas->audio_buffer[i] != 0) && alIsBuffer(mas->audio_buffer[i]) ) {
OpenAL_ErrorPrint( alDeleteBuffers(1, &mas->audio_buffer[i]) );
}
}
if (mas != NULL) {
vm_free(mas);
mas = NULL;
}
#endif // USE_OPENAL
}
int mve_audio_data(ubyte major, ubyte *data)
{
static const int selected_chan=1;
int chan;
int nsamp;
if (mve_audio_canplay) {
#ifdef USE_OPENAL
chan = mve_get_ushort(data + 2);
nsamp = mve_get_ushort(data + 4);
if (chan & selected_chan) {
ALint bprocessed, bqueued, status;
ALuint bid;
OpenAL_ErrorCheck( alGetSourcei(mas->source_id, AL_BUFFERS_PROCESSED, &bprocessed), return 0 );
while (bprocessed-- > 2)
OpenAL_ErrorPrint( alSourceUnqueueBuffers(mas->source_id, 1, &bid) );
OpenAL_ErrorCheck( alGetSourcei(mas->source_id, AL_BUFFERS_QUEUED, &bqueued), return 0 );
if (bqueued == 0)
mprintf(("MVE: Buffer underun (First is normal)\n"));
OpenAL_ErrorCheck( alGetSourcei(mas->source_id, AL_SOURCE_STATE, &status), return 0 );
if ( (mve_audio_playing) && (status != AL_PLAYING) && (bqueued > 0) ) {
OpenAL_ErrorCheck( alSourcePlay(mas->source_id), return 0 );
}
if (bqueued < MVE_AUDIO_BUFFERS) {
short *buf = NULL;
/* HACK: +4 mveaudio_uncompress adds 4 more bytes */
if (major == 8) {
if (mve_audio_compressed) {
nsamp += 4;
buf = (short *)vm_malloc(nsamp);
mveaudio_uncompress(buf, data, -1); /* XXX */
} else {
nsamp -= 8;
data += 8;
buf = (short *)vm_malloc(nsamp);
memcpy(buf, data, nsamp);
}
} else {
buf = (short *)vm_malloc(nsamp);
memset(buf, 0, nsamp); /* XXX */
}
if (!mas->audio_buffer[mve_audio_buffer_tail]) {
OpenAL_ErrorCheck( alGenBuffers(1,&mas->audio_buffer[mve_audio_buffer_tail]), { vm_free(buf); return 0; } );
}
OpenAL_ErrorCheck( alBufferData(mas->audio_buffer[mve_audio_buffer_tail], mas->format, buf, nsamp, mas->sample_rate), { vm_free(buf); return 0; } );
OpenAL_ErrorCheck( alSourceQueueBuffers(mas->source_id, 1, &mas->audio_buffer[mve_audio_buffer_tail]), { vm_free(buf); return 0;} );
//fprintf(stderr,"Queued buffer %d(%d)\n", mve_audio_buftail, mas->audio_buffer[mve_audio_buftail]);
if (++mve_audio_buffer_tail == MVE_AUDIO_BUFFERS)
mve_audio_buffer_tail = 0;
bqueued++;
vm_free(buf);
} else {
mprintf(("MVE: Buffer overrun: Queue full\n"));
}
}
#endif // USE_OPENAL
}
return 1;
}
/*************************
* video handlers
*************************/
int mve_video_createbuf(ubyte minor, ubyte *data)
{
if (videobuf_created)
return 1;
short w, h;
short count, truecolor;
w = mve_get_short(data);
h = mve_get_short(data+2);
if (minor > 0) {
count = mve_get_short(data+4);
} else {
count = 1;
}
if (minor > 1) {
truecolor = mve_get_short(data+6);
} else {
truecolor = 0;
}
g_width = w << 3;
g_height = h << 3;
g_vBackBuf1 = g_vBuffers = vm_malloc(g_width * g_height * 4);
if (g_vBackBuf1 == NULL) {
nprintf(("MOVIE", "ERROR: Can't allocate video buffer"));
videobuf_created = 1;
return 0;
}
if (truecolor)
g_vBackBuf2 = (ushort *)g_vBackBuf1 + (g_width * g_height);
else
g_vBackBuf2 = (ubyte *)g_vBackBuf1 + (g_width * g_height);
memset(g_vBackBuf1, 0, g_width * g_height * 4);
g_truecolor = truecolor;
videobuf_created = 1;
if (gr_screen.mode == GR_OPENGL) {
GLfloat scale_by = 1.0f;
float screen_ratio = (float)gr_screen.max_w / (float)gr_screen.max_h;
float movie_ratio = (float)g_width / (float)g_height;
if (screen_ratio > movie_ratio)
scale_by = (float)gr_screen.max_h / (float)g_height;
else
scale_by = (float)gr_screen.max_w / (float)g_width;
// don't bother setting anything if we aren't going to need it
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef( scale_by, scale_by, 1.0f );
mve_scale_video = 1;
}
if (mve_scale_video) {
g_screenX = ((fl2i(gr_screen.max_w / scale_by + 0.5f) - g_width) / 2);
g_screenY = ((fl2i(gr_screen.max_h / scale_by + 0.5f) - g_height) / 2);
} else {
// centers on 1024x768, fills on 640x480
g_screenX = ((gr_screen.max_w - g_width) / 2);
g_screenY = ((gr_screen.max_h - g_height) / 2);
}
// set additional values for screen width/height and UV coords
if (gr_screen.mode == GR_OPENGL) {
gl_screenYH = g_screenY + g_height;
gl_screenXW = g_screenX + g_width;
if (GL_state.Texture.GetTarget() == GL_TEXTURE_RECTANGLE_ARB) {
gl_screenU = (GLfloat)g_width;
gl_screenV = (GLfloat)g_height;
} else {
gl_screenU = i2fl(g_width) / i2fl(wp2);
gl_screenV = i2fl(g_height) / i2fl(hp2);
}
}
}
return 1;
}
static void mve_convert_and_draw()
{
ushort *pDests;
ushort *pSrcs = NULL;
ushort *pixels = (ushort *)g_vBackBuf1;
int x, y;
ubyte *pSrcs8 = NULL;
ubyte *pixels8 = (ubyte *)g_vBackBuf1;
ubyte r, g, b;
ushort bit_16;
if (g_truecolor)
pSrcs = pixels;
else
pSrcs8 = pixels8;
pDests = pixelbuf;
if (gr_screen.mode != GR_OPENGL) {
if (g_screenWidth > g_width)
pDests += ((g_screenWidth - g_width) / 2) / 2;
if (g_screenHeight > g_height)
pDests += ((g_screenHeight - g_height) / 2) * g_screenWidth;
}
for (y=0; y<g_height; y++) {
for (x = 0; x < g_width; x++) {
if (g_truecolor) {
Assert( pSrcs != NULL );
pDests[x] = (1<<15)|*pSrcs;
pSrcs++;
} else {
Assert( pSrcs8 != NULL );
// grab rgb color
r = (g_palette[(*pSrcs8)*3] / 2);
g = (g_palette[(*pSrcs8)*3 + 1] / 2);
b = (g_palette[(*pSrcs8)*3 + 2] / 2);
// stuff the color
bit_16 = (ushort)(r << Gr_t_red.shift);
bit_16 |= (ushort)(g << Gr_t_green.shift);
bit_16 |= (ushort)(b << Gr_t_blue.shift);
bit_16 |= (ushort)(Gr_t_alpha.mask);
// stuff the pixel
pDests[x] = (1<<15)|bit_16;
pSrcs8++;
}
}
pDests += g_screenWidth;
}
}
void mve_video_display()
{
fix t1 = timer_get_fixed_seconds();
mve_convert_and_draw();
// this thing is basically stupid but I don't care
// micro_frame_delay is divided by 10 to match mve_video_skiptimer overflow catch
if ( mve_video_skiptimer > (uint)(micro_frame_delay/10) ) {
// we are running slow so subtract desired time from actual and skip this frame
mve_video_skiptimer -= (micro_frame_delay/10);
return;
} else {
// zero out so we can get a new count
mve_video_skiptimer = 0;
}
if (gr_screen.mode == GR_OPENGL) {
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, g_width, g_height, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixelbuf);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(g_screenX, g_screenY);
glTexCoord2f(0, gl_screenV);
glVertex2i(g_screenX, gl_screenYH);
glTexCoord2f(gl_screenU, gl_screenV);
glVertex2i(gl_screenXW, gl_screenYH);
glTexCoord2f(gl_screenU, 0);
glVertex2i(gl_screenXW, g_screenY);
glEnd();
} else {
// DDOI - This is probably really fricking slow
int bitmap = bm_create (16, g_screenWidth, g_screenHeight, pixelbuf, 0);
gr_set_bitmap (bitmap);
gr_bitmap (g_screenX, g_screenY, true);
bm_release (bitmap);
}
gr_flip();
os_poll();
fix t2 = timer_get_fixed_seconds();
// only get a new count if we are definitely through with old count
if ( mve_video_skiptimer == 0 ) {
// for a more accurate count convert the frame rate to a float and multiply
// by one-hundred-thousand before converting to an uint.
mve_video_skiptimer = (uint)(f2fl(t2-t1) * 100000);
}
int k = key_inkey();
switch (k) {
case KEY_ESC:
case KEY_ENTER:
case KEY_SPACEBAR:
mve_playing = 0;
}
//mprintf(("mve frame took this long: %.6f\n", f2fl(t2-t1) / 1000.0f));
}
int mve_video_init(ubyte *data)
{
if (video_inited)
return 1;
short width, height;
width = mve_get_short(data);
height = mve_get_short(data+2);
g_screenWidth = width;
g_screenHeight = height;
// DDOI - Allocate RGB565 pixel buffer
pixelbuf = (ushort *)vm_malloc(g_screenWidth * g_screenHeight * 2);
if (pixelbuf == NULL) {
nprintf(("MOVIE", "ERROR: Can't allocate memory for pixelbuf"));
video_inited = 1;
return 0;
}
memset(pixelbuf, 0, g_screenWidth * g_screenHeight * 2);
if (gr_screen.mode == GR_OPENGL) {
// set the appropriate texture target
if ( Is_Extension_Enabled(OGL_ARB_TEXTURE_RECTANGLE) && !Is_Extension_Enabled(OGL_ARB_TEXTURE_NON_POWER_OF_TWO) )
opengl_set_texture_target( GL_TEXTURE_RECTANGLE_ARB );
opengl_tcache_get_adjusted_texture_size(g_screenWidth, g_screenHeight, &wp2, &hp2);
glGenTextures(1, &GLtex);
Assert( GLtex != 0 );
if ( GLtex == 0 ) {
nprintf(("MOVIE", "ERROR: Can't create a GL texture"));
video_inited = 1;
return 0;
}
gr_set_lighting(false, false);
GL_state.Texture.DisableAll();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(GLtex);
GL_state.SetTextureSource(TEXTURE_SOURCE_DECAL);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
GL_state.Texture.SetWrapS(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapT(GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RGB5_A1, wp2, hp2, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
// set our color so that we can make sure that it's correct
glColor3f(1.0f, 1.0f, 1.0f);
}
#ifndef NO_DIRECT3D
else if (gr_screen.mode == GR_DIRECT3D) {
// TODO: is there a fast way to do frames in D3D too?
}
#endif
memset(g_palette, 0, 768);
video_inited = 1;
return 1;
}
void mve_video_palette(ubyte *data)
{
short start, count;
start = mve_get_short(data);
count = mve_get_short(data+2);
memcpy(g_palette + 3*start, data+4, 3*count);
}
void mve_video_codemap(ubyte *data, int len)
{
g_pCurMap = data;
g_nMapLength = len;
}
void mve_video_data(ubyte *data, int len)
{
short nFrameHot, nFrameCold;
short nXoffset, nYoffset;
short nXsize, nYsize;
ushort nFlags;
ubyte *temp;
nFrameHot = mve_get_short(data);
nFrameCold = mve_get_short(data+2);
nXoffset = mve_get_short(data+4);
nYoffset = mve_get_short(data+6);
nXsize = mve_get_short(data+8);
nYsize = mve_get_short(data+10);
nFlags = mve_get_ushort(data+12);
if (nFlags & 1) {
temp = (ubyte *)g_vBackBuf1;
g_vBackBuf1 = g_vBackBuf2;
g_vBackBuf2 = temp;
}
if (g_truecolor)
decodeFrame16((ubyte *)g_vBackBuf1, g_pCurMap, g_nMapLength, data+14, len-14);
else
decodeFrame8((ubyte *)g_vBackBuf1, g_pCurMap, g_nMapLength, data+14, len-14);
}
void mve_end_chunk()
{
g_pCurMap = NULL;
}
void mve_init(MVESTREAM *mve)
{
// reset to default values
mve_audio_buffer_tail = 0;
mve_audio_playing = 0;
mve_audio_canplay = 0;
mve_audio_compressed = 0;
audiobuf_created = 0;
videobuf_created = 0;
video_inited = 0;
mve_scale_video = 0;
mve_playing = 1;
}
void mve_play(MVESTREAM *mve)
{
int init_timer = 0, timer_error = 0;
int cont = 1;
if (!timer_started)
mve_timer_start();
while (cont && mve_playing && !timer_error) {
cont = mve_play_next_chunk(mve);
if (micro_frame_delay && !init_timer) {
mve_timer_start();
init_timer = 1;
}
timer_error = mve_do_timer_wait();
}
}
void mve_shutdown()
{
if (gr_screen.mode == GR_OPENGL) {
if (mve_scale_video) {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
GL_state.Texture.Disable();
GL_state.Texture.Delete(GLtex);
glDeleteTextures(1, &GLtex);
GLtex = 0;
}
if (pixelbuf != NULL) {
vm_free(pixelbuf);
pixelbuf = NULL;
}
if (g_vBuffers != NULL) {
vm_free(g_vBuffers);
g_vBuffers = NULL;
}
mve_audio_stop();
mve_timer_stop();
}
-965
View File
@@ -1,965 +0,0 @@
/*
* $Logfile: /Freespace2/code/cutscene/oggplayer.cpp $
* $Revision: 1.1.2.5 $
* $Date: 2007-04-11 14:44:32 $
* $Author: taylor $
*
* movie player code
*
* $Log: not supported by cvs2svn $
* Revision 1.1.2.4 2007/03/22 20:23:58 taylor
* fix stupidness that screwed up RGB values (Mantis #1307)
*
* Revision 1.1.2.3 2007/02/10 00:01:53 taylor
* make sure that our color is getting set properly (should properly fix the red/green tint problem, Mantis #1041)
* slight optimization for Theora YUV->RGB converter
*
* Revision 1.1.2.2 2007/01/07 12:10:18 taylor
* remove D3D support for Theora movies, make sure that it doesn't try to play them (since it wouldn't work properly anyway)
* fix triple-buffer problem with page flipping (Mantis #1190)
*
* Revision 1.1.2.1 2006/12/25 21:44:11 taylor
* initial OGG Theora movie support (likely to be rewritten at least in large part)
*
*
*
* $NoKeywords: $
*
*/
// This player code is based largely on the player example in the libtheora package
// and so they get a fair bit of credit for this code, even if in ideas/comments only
#ifdef SCP_UNIX
#include <sys/time.h>
#include <errno.h>
#endif
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
#include "graphics/gropengl.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "graphics/2d.h"
#include "io/key.h"
#include "osapi/osapi.h"
#include "sound/sound.h"
#include "sound/ds.h"
#include "bmpman/bmpman.h"
#include "cutscene/oggplayer.h"
#include "io/timer.h"
#include "theora/theora.h"
#include "vorbis/codec.h"
extern int Cmdline_noscalevid;
static int hp2, wp2;
static int video_inited = 0;
static int scale_video = 0;
static int playing = 1;
static ubyte *pixelbuf = NULL;
static uint g_screenWidth = 0;
static uint g_screenHeight = 0;
static int g_screenX = 0;
static int g_screenY = 0;
static GLuint GLtex = 0;
static GLint gl_screenYH = 0;
static GLint gl_screenXW = 0;
static GLfloat gl_screenU = 0;
static GLfloat gl_screenV = 0;
// video externs from API graphics functions
extern void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out);
static int timer_started = 0;
static longlong base_time = -1;
#ifdef SCP_UNIX
static struct timeval timer_expire = { 0, 0 };
#else
static int timer_expire;
#endif
static int audio_inited = 0;
static int audio_buffer_tail = 0;
static ALuint audio_sid = 0;
#define OGG_AUDIO_BUFFERS 15
static ALuint audio_buffers[OGG_AUDIO_BUFFERS];
// single audio fragment audio buffering
static int audiobuf_fill = 0;
static short *audiobuf = NULL;
static longlong audiobuf_granulepos = 0; // time position of last sample
static int audiofd_fragsize = 0;
// single frame video buffering
static longlong videobuf_granulepos = -1;
static double videobuf_time = 0;
// -----------------------------------------------------------------------------
// Utility items
//
// helper; just grab some more compressed bitstream and sync it for page extraction
static int OGG_buffer_data(THEORAFILE *movie)
{
char *buffer = ogg_sync_buffer(&movie->osyncstate, 4096);
int bytes = cfread(buffer, 1, 4096, movie->cfp);
ogg_sync_wrote(&movie->osyncstate, bytes);
return bytes;
}
// helper: push a page into the appropriate steam
// this can be done blindly; a stream won't accept a page that doesn't belong to it
static void OGG_queue_page(THEORAFILE *movie)
{
Assert( movie->theora_p );
ogg_stream_pagein(&movie->t_osstate, &movie->opage);
if (movie->vorbis_p)
ogg_stream_pagein(&movie->v_osstate, &movie->opage);
}
// get relative time since beginning playback, compensating for A/V drift
static double OGG_get_time()
{
#ifdef SCP_UNIX
longlong now;
struct timeval tv;
gettimeofday(&tv, NULL);
now = tv.tv_sec * 1000 + tv.tv_usec / 1000;
if (base_time == -1)
base_time = now;
return (now - base_time) * 0.001;
#else
if (base_time == -1)
base_time = timer_get_milliseconds();
return (timer_get_milliseconds() - base_time) * 0.001;
#endif
}
static void OGG_timer_init()
{
#if SCP_UNIX
int nsec = 0;
gettimeofday(&timer_expire, NULL);
timer_expire.tv_usec += (int)((videobuf_time - OGG_get_time()) * 1000000.0);
if (timer_expire.tv_usec > 1000000) {
nsec = timer_expire.tv_usec / 1000000;
timer_expire.tv_sec += nsec;
timer_expire.tv_usec -= nsec * 1000000;
}
#else
timer_expire = timer_get_microseconds();
timer_expire += (int)((videobuf_time - OGG_get_time()) * 1000000.0);
#endif
timer_started = 1;
}
static void OGG_timer_do_wait()
{
if (!timer_started)
OGG_timer_init();
#if SCP_UNIX
int nsec = 0;
struct timespec ts, tsRem;
struct timeval tv;
gettimeofday(&tv, NULL);
if (tv.tv_sec > timer_expire.tv_sec)
goto end;
if ( (tv.tv_sec == timer_expire.tv_sec) && (tv.tv_usec >= timer_expire.tv_usec) )
goto end;
ts.tv_sec = timer_expire.tv_sec - tv.tv_sec;
ts.tv_nsec = 1000 * (timer_expire.tv_usec - tv.tv_usec);
if (ts.tv_nsec < 0) {
ts.tv_nsec += 1000000000UL;
--ts.tv_sec;
}
if ( (nanosleep(&ts, &tsRem) == -1) && (errno == EINTR) ) {
// so we got an error that was a signal interupt, try to sleep again with remainder of time
if ( (nanosleep(&tsRem, NULL) == -1) && (errno == EINTR) ) {
mprintf(("MVE: Timer error! Aborting movie playback!\n"));
return;
}
}
end:
timer_expire.tv_usec += (int)((videobuf_time - OGG_get_time()) * 1000000.0);
if (timer_expire.tv_usec > 1000000) {
nsec = timer_expire.tv_usec / 1000000;
timer_expire.tv_sec += nsec;
timer_expire.tv_usec -= nsec * 1000000;
}
#else
int tv, ts, ts2;
tv = timer_get_microseconds();
if (tv > timer_expire)
goto end;
ts = timer_expire - tv;
ts2 = ts/1000;
Sleep(ts2);
end:
timer_expire += (int)((videobuf_time - OGG_get_time()) * 1000000.0);
#endif
}
//
// End Utility items
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// That wonderful Audio
//
static void OGG_audio_init(vorbis_info *vinfo)
{
if (audio_inited)
return;
Assert( vinfo != NULL );
audio_inited = 1;
OpenAL_ErrorCheck( alGenSources(1, &audio_sid), return );
OpenAL_ErrorPrint( alSourcef(audio_sid, AL_GAIN, 1.0f) );
memset( &audio_buffers, 0, sizeof(ALuint) * OGG_AUDIO_BUFFERS );
audiofd_fragsize = (((vinfo->channels * 16) / 8) * vinfo->rate);
audiobuf = (short *) vm_malloc(audiofd_fragsize);
}
static void OGG_audio_close()
{
if ( !audio_inited )
return;
audio_inited = 0;
ALint p = 0;
OpenAL_ErrorPrint( alSourceStop(audio_sid) );
OpenAL_ErrorPrint( alGetSourcei(audio_sid, AL_BUFFERS_PROCESSED, &p) );
OpenAL_ErrorPrint( alSourceUnqueueBuffers(audio_sid, p, audio_buffers) );
OpenAL_ErrorPrint( alDeleteSources(1, &audio_sid) );
for (int i = 0; i < OGG_AUDIO_BUFFERS; i++) {
// make sure that the buffer is real before trying to delete, it could crash for some otherwise
if ( (audio_buffers[i] != 0) && alIsBuffer(audio_buffers[i]) ) {
OpenAL_ErrorPrint( alDeleteBuffers(1, &audio_buffers[i]) );
}
}
audio_sid = 0;
audio_buffer_tail = 0;
audiobuf_fill = 0;
audiobuf_granulepos = 0;
audiofd_fragsize = 0;
if (audiobuf != NULL) {
vm_free(audiobuf);
audiobuf = NULL;
}
}
static void OGG_audio_write(vorbis_info *vorbis, bool *ready)
{
ALint status, queued, processed = 0;
ALuint bid = 0;
if ( !audio_inited || !(*ready) )
return;
OpenAL_ErrorCheck( alGetSourcei(audio_sid, AL_BUFFERS_PROCESSED, &processed), return );
while (processed-- > 2)
OpenAL_ErrorPrint( alSourceUnqueueBuffers(audio_sid, 1, &bid) );
if ( !(*ready) )
return;
OpenAL_ErrorCheck( alGetSourcei(audio_sid, AL_BUFFERS_QUEUED, &queued), return );
if ( audiobuf_fill && (queued < OGG_AUDIO_BUFFERS) ) {
if ( !audio_buffers[audio_buffer_tail] )
OpenAL_ErrorCheck( alGenBuffers(1, &audio_buffers[audio_buffer_tail]), return );
ALenum format = (vorbis->channels == 2) ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16;
OpenAL_ErrorCheck( alBufferData(audio_buffers[audio_buffer_tail], format, audiobuf, audiobuf_fill, vorbis->rate), return );
OpenAL_ErrorCheck( alSourceQueueBuffers(audio_sid, 1, &audio_buffers[audio_buffer_tail]), return );
if (++audio_buffer_tail == OGG_AUDIO_BUFFERS)
audio_buffer_tail = 0;
audiobuf_fill = 0;
*ready = false;
} else {
// mprintf(("Theora WARN: Buffer overrun: Queue full\n"));
}
OpenAL_ErrorCheck( alGetSourcei(audio_sid, AL_SOURCE_STATE, &status), return );
OpenAL_ErrorCheck( alGetSourcei(audio_sid, AL_BUFFERS_QUEUED, &queued), return );
if ( (status != AL_PLAYING) && (queued > 0) )
OpenAL_ErrorPrint( alSourcePlay(audio_sid) );
}
//
// End Audio stuff
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// Video related stuff
//
static void OGG_video_init(theora_info *tinfo)
{
float scale_by = 0.0f;
if (video_inited)
return;
Assert( tinfo != NULL );
g_screenWidth = tinfo->frame_width;
g_screenHeight = tinfo->frame_height;
if (gr_screen.mode == GR_OPENGL) {
// set the appropriate texture target
if ( Is_Extension_Enabled(OGL_ARB_TEXTURE_RECTANGLE) && !Is_Extension_Enabled(OGL_ARB_TEXTURE_NON_POWER_OF_TWO) )
opengl_set_texture_target( GL_TEXTURE_RECTANGLE_ARB );
opengl_tcache_get_adjusted_texture_size(g_screenWidth, g_screenHeight, &wp2, &hp2);
glGenTextures(1, &GLtex);
Assert( GLtex != 0 );
if ( GLtex == 0 ) {
nprintf(("MOVIE", "ERROR: Can't create a GL texture"));
video_inited = 1;
return;
}
gr_set_lighting(false, false);
GL_state.Texture.DisableAll();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(GLtex);
GL_state.SetTextureSource(TEXTURE_SOURCE_DECAL);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
GL_state.Texture.SetWrapS(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapT(GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RGB8, wp2, hp2, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
float screen_ratio = (float)gr_screen.max_w / (float)gr_screen.max_h;
float movie_ratio = (float)g_screenWidth / (float)g_screenHeight;
if (screen_ratio > movie_ratio)
scale_by = (float)gr_screen.max_h / (float)g_screenHeight;
else
scale_by = (float)gr_screen.max_w / (float)g_screenWidth;
// don't bother setting anything if we aren't going to need it
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef( scale_by, scale_by, -1.0f );
scale_video = 1;
}
// set our color so that we can make sure that it's correct
glColor3f(1.0f, 1.0f, 1.0f);
}
pixelbuf = (ubyte *) vm_malloc_q(g_screenWidth * g_screenHeight * 3);
if (pixelbuf == NULL) {
nprintf(("MOVIE", "ERROR: Can't allocate memory for pixelbuf"));
video_inited = 1;
return;
}
memset( pixelbuf, 0, g_screenWidth * g_screenHeight * 3 );
if (scale_video) {
g_screenX = ((fl2i(gr_screen.max_w / scale_by + 0.5f) - g_screenWidth) / 2);
g_screenY = ((fl2i(gr_screen.max_h / scale_by + 0.5f) - g_screenHeight) / 2);
} else {
// centers on 1024x768, fills on 640x480
g_screenX = ((gr_screen.max_w - g_screenWidth) / 2);
g_screenY = ((gr_screen.max_h - g_screenHeight) / 2);
}
// set additional values for screen width/height and UV coords
if (gr_screen.mode == GR_OPENGL) {
gl_screenYH = g_screenY + g_screenHeight;
gl_screenXW = g_screenX + g_screenWidth;
if (GL_state.Texture.GetTarget() == GL_TEXTURE_RECTANGLE_ARB) {
gl_screenU = (GLfloat)wp2;
gl_screenV = (GLfloat)hp2;
} else {
gl_screenU = i2fl(g_screenWidth) / i2fl(wp2);
gl_screenV = i2fl(g_screenHeight) / i2fl(hp2);
}
}
video_inited = 1;
}
static void OGG_video_close()
{
if ( !video_inited ) {
return;
}
if (gr_screen.mode == GR_OPENGL) {
if (scale_video) {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
GL_state.Texture.Disable();
GL_state.Texture.Delete(GLtex);
glDeleteTextures(1, &GLtex);
opengl_set_texture_target();
GLtex = 0;
}
if (pixelbuf != NULL) {
vm_free(pixelbuf);
pixelbuf = NULL;
}
video_inited = 0;
scale_video = 0;
pixelbuf = NULL;
g_screenWidth = 0;
g_screenHeight = 0;
g_screenX = 0;
g_screenY = 0;
GLtex = 0;
gl_screenYH = 0;
gl_screenXW = 0;
gl_screenU = 0;
gl_screenV = 0;
}
static void convert_YUV_to_RGB(yuv_buffer *yuv)
{
int Y1, Y2, U, V;
int R = 0, G = 0, B = 0;
int C, D, E;
uint x, y;
uint width_2 = g_screenWidth/2;
ubyte *pix = &pixelbuf[0];
ubyte *y_ptr = (ubyte *)yuv->y;
ubyte *u_ptr = (ubyte *)yuv->u;
ubyte *v_ptr = (ubyte *)yuv->v;
for (y = 0; y < g_screenHeight; y++) {
for (x = 0; x < width_2; x++) {
// we need two pixels of Y
Y1 = *y_ptr; y_ptr++;
Y2 = *y_ptr; y_ptr++;
// only one pixel of U and V (half the size of Y)
U = u_ptr[x];
V = v_ptr[x];
D = (U - 128);
E = (V - 128);
// first pixel
C = (Y1 - 16) * 298;
R = ((C + 409 * E + 128) >> 8);
G = ((C - 100 * D - 208 * E + 128) >> 8);
B = ((C + 516 * D + 128) >> 8);
CLAMP(R, 0, 255);
CLAMP(G, 0, 255);
CLAMP(B, 0, 255);
*pix++ = (ubyte)B;
*pix++ = (ubyte)G;
*pix++ = (ubyte)R;
// second pixel (U and V values are resused)
C = (Y2 - 16) * 298;
R = ((C + 409 * E + 128) >> 8);
G = ((C - 100 * D - 208 * E + 128) >> 8);
B = ((C + 516 * D + 128) >> 8);
CLAMP(R, 0, 255);
CLAMP(G, 0, 255);
CLAMP(B, 0, 255);
*pix++ = (ubyte)B;
*pix++ = (ubyte)G;
*pix++ = (ubyte)R;
}
y_ptr += (yuv->y_stride - yuv->y_width);
// u and v have to be done every other row (it's a 2x2 block)
if (y % 2) {
u_ptr += yuv->uv_stride;
v_ptr += yuv->uv_stride;
}
}
}
static void OGG_video_draw(theora_state *tstate)
{
yuv_buffer yuv;
theora_decode_YUVout(tstate, &yuv);
convert_YUV_to_RGB(&yuv);
if (gr_screen.mode == GR_OPENGL) {
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, g_screenWidth, g_screenHeight, GL_BGR, GL_UNSIGNED_BYTE, pixelbuf);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(g_screenX, g_screenY);
glTexCoord2f(0, gl_screenV);
glVertex2i(g_screenX, gl_screenYH);
glTexCoord2f(gl_screenU, gl_screenV);
glVertex2i(gl_screenXW, gl_screenYH);
glTexCoord2f(gl_screenU, 0);
glVertex2i(gl_screenXW, g_screenY);
glEnd();
}
gr_flip();
os_poll();
int k = key_inkey();
switch (k) {
case KEY_ESC:
case KEY_ENTER:
case KEY_SPACEBAR:
playing = 0;
}
}
//
// End Video related stuff
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// The global stuff...
//
// close out a theora movie and free it's memory
void theora_close(THEORAFILE *movie)
{
Assert( movie != NULL );
timer_started = 0;
base_time = -1;
videobuf_granulepos = -1;
videobuf_time = 0;
if (movie->vorbis_p) {
ogg_stream_clear(&movie->v_osstate);
vorbis_block_clear(&movie->vblock);
vorbis_dsp_clear(&movie->vstate);
vorbis_comment_clear(&movie->vcomment);
vorbis_info_clear(&movie->vinfo);
}
if (movie->theora_p) {
ogg_stream_clear(&movie->t_osstate);
theora_clear(&movie->tstate);
theora_comment_clear(&movie->tcomment);
theora_info_clear(&movie->tinfo);
}
ogg_sync_clear(&movie->osyncstate);
// free the stream
if (movie->cfp)
cfclose(movie->cfp);
// free the struct
vm_free(movie);
playing = 1;
}
// opens a theora file, verifies we can use it, initializes everything needed
// to decode and use the file
THEORAFILE *theora_open(char *filename)
{
char lower_name[MAX_FILENAME_LEN];
THEORAFILE *movie;
int stateflag = 0;
// create the file
movie = (THEORAFILE *) vm_malloc_q( sizeof(THEORAFILE) );
if (movie == NULL)
return NULL;
memset( movie, 0, sizeof(THEORAFILE) );
// lower case filename for checking
memset( lower_name, 0, sizeof(lower_name) );
strncpy( lower_name, filename, strlen(filename) );
strlwr(lower_name);
char *p = strchr( lower_name, '.' );
if ( p ) *p = 0;
SAFE_STRCAT( lower_name, ".ogg", sizeof(lower_name) );
// NOTE: Because the .ogg extension is used for both movies and sounds, we have to
// be a bit more specific about our search locations, so we look only in the
// two places that Theora movies might exist.
movie->cfp = cfopen(lower_name, "rb", CFILE_NORMAL, CF_TYPE_ROOT);
if (movie->cfp == NULL)
movie->cfp = cfopen(lower_name, "rb", CFILE_NORMAL, CF_TYPE_MOVIES);
if (movie->cfp == NULL) {
mprintf(("Theora ERROR: Unable to find and open movie file named '%s'\n", lower_name));
goto Error;
}
// start up Ogg stream synchronization layer
ogg_sync_init(&movie->osyncstate);
// init supporting Vorbis structures needed in header parsing
vorbis_info_init(&movie->vinfo);
vorbis_comment_init(&movie->vcomment);
// init supporting Theora structures needed in header parsing
theora_comment_init(&movie->tcomment);
theora_info_init(&movie->tinfo);
// ogg file open so parse the headers
// we are only interested in Vorbis/Theora streams
while ( !stateflag ) {
int ret = OGG_buffer_data(movie);
if (ret == 0)
break;
while (ogg_sync_pageout(&movie->osyncstate, &movie->opage) > 0) {
ogg_stream_state test;
// is this a mandated initial header? If not, stop parsing
if ( !ogg_page_bos(&movie->opage) ) {
// don't leak the page; get it into the appropriate stream
OGG_queue_page(movie);
stateflag = 1;
break;
}
ogg_stream_init(&test, ogg_page_serialno(&movie->opage));
ogg_stream_pagein(&test, &movie->opage);
ogg_stream_packetout(&test, &movie->opacket);
// identify the codec: try theora
if ( !movie->theora_p && (theora_decode_header(&movie->tinfo, &movie->tcomment, &movie->opacket) >= 0) ) {
// it is theora
memcpy( &movie->t_osstate, &test, sizeof(test) );
movie->theora_p = 1;
} else if ( !movie->vorbis_p && (vorbis_synthesis_headerin(&movie->vinfo, &movie->vcomment, &movie->opacket) >= 0) ) {
// it is vorbis
memcpy( &movie->v_osstate, &test, sizeof(test) );
movie->vorbis_p = 1;
} else {
// whatever it is, we don't care about it
ogg_stream_clear(&test);
}
}
// fall through to non-bos page parsing
}
// if we don't have usable video then bail out now
if ( !movie->theora_p ) {
mprintf(("Theora ERROR: Unable to find video data in '%s'\n", lower_name));
goto Error;
}
// go ahead and do some audio stream error checking...
if ( (movie->vinfo.channels < 0) || (movie->vinfo.channels > 2) ) {
mprintf(("Theora ERROR: Unsupported number of audio channels!\n"));
movie->vorbis_p = 0;
}
// if we don't have usable audio then close out it's partial setup and just use the video
if ( !Sound_enabled || !movie->vorbis_p ) {
vorbis_info_clear(&movie->vinfo);
vorbis_comment_clear(&movie->vcomment);
movie->vorbis_p = 0;
}
// we're expecting more header packets.
while ( (movie->theora_p < 3) || (movie->vorbis_p && (movie->vorbis_p < 3)) ) {
int ret;
// look for further theora headers
while ( (movie->theora_p < 3) && (ret = ogg_stream_packetout(&movie->t_osstate, &movie->opacket)) ){
if ( (ret < 0) || theora_decode_header(&movie->tinfo, &movie->tcomment, &movie->opacket) ) {
mprintf(("Theora ERROR: Error parsing Theora stream headers on '%s'! Corrupt stream?\n", lower_name));
goto Error;
}
if (++movie->theora_p == 3)
break;
}
// look for more vorbis header packets
while ( movie->vorbis_p && (movie->vorbis_p < 3) && (ret = ogg_stream_packetout(&movie->v_osstate, &movie->opacket)) ) {
if ( (ret < 0) || vorbis_synthesis_headerin(&movie->vinfo, &movie->vcomment, &movie->opacket) ) {
mprintf(("Theora ERROR: Error parsing Vorbis stream headers on '%s'! Corrupt stream?\n", lower_name));
goto Error;
}
if (++movie->vorbis_p == 3)
break;
}
// The header pages/packets will arrive before anything else we care about, or the stream is not obeying spec
if ( ogg_sync_pageout(&movie->osyncstate, &movie->opage) > 0 ) {
OGG_queue_page(movie); // demux into the appropriate stream
} else {
ret = OGG_buffer_data(movie); // someone needs more data
if ( ret == 0 ) {
mprintf(("Theora ERROR: End of file while searching for codec headers in '%s'!\n", lower_name));
goto Error;
}
}
}
// initialize video decoder
theora_decode_init(&movie->tstate, &movie->tinfo);
// and now for video stream error checking...
if (movie->tinfo.pixelformat != OC_PF_420) {
mprintf(("Theora ERROR: Only the yuv420p chroma is supported!\n"));
goto Error;
}
if (movie->tinfo.offset_x || movie->tinfo.offset_y) {
mprintf(("Theora ERROR: Player does not support frame offsets!\n"));
goto Error;
}
// initialize audio decoder, if there is audio
if (movie->vorbis_p) {
vorbis_synthesis_init(&movie->vstate, &movie->vinfo);
vorbis_block_init(&movie->vstate, &movie->vblock);
}
return movie;
Error:
theora_close(movie);
return NULL;
}
// play that funky music... err, movie!
void theora_play(THEORAFILE *movie)
{
int i, j;
bool stateflag = false;
bool videobuf_ready = false;
bool audiobuf_ready = false;
double last_time = 0.0; // for frame skipper
if ( (movie == NULL) || !movie->theora_p )
return;
// only OGL is supported
if (gr_screen.mode != GR_OPENGL)
return;
// open audio
if (movie->vorbis_p)
OGG_audio_init(&movie->vinfo);
// open video
OGG_video_init(&movie->tinfo);
// on to the main decode loop. We assume in this example that audio
// and video start roughly together, and don't begin playback until
// we have a start frame for both. This is not necessarily a valid
// assumption in Ogg A/V streams! It will always be true of the
// example_encoder (and most streams) though.
while (playing) {
// we want a video and audio frame ready to go at all times. If
// we have to buffer incoming, buffer the compressed data (ie, let
// ogg do the buffering)
while ( movie->vorbis_p && !audiobuf_ready ) {
int ret;
float **pcm;
// if there's pending, decoded audio, grab it
if ( (ret = vorbis_synthesis_pcmout(&movie->vstate, &pcm)) > 0 ) {
int count = (audiobuf_fill / 2);
int maxsamples = (audiofd_fragsize - audiobuf_fill) / 2 / movie->vinfo.channels;
for (i = 0; (i < ret) && (i < maxsamples); i++) {
for (j = 0; j < movie->vinfo.channels; j++) {
int val = fl2i(pcm[j][i] * 32767.0f + 0.5f);
if (val > 32767)
val = 32767;
if (val < -32768)
val = -32768;
audiobuf[count++] = val;
}
}
vorbis_synthesis_read(&movie->vstate, i);
audiobuf_fill += (i * movie->vinfo.channels * 2);
if (audiobuf_fill == audiofd_fragsize)
audiobuf_ready = true;
if (movie->vstate.granulepos >= 0)
audiobuf_granulepos = movie->vstate.granulepos - ret + i;
else
audiobuf_granulepos += i;
} else {
// no pending audio; is there a pending packet to decode?
if ( ogg_stream_packetout(&movie->v_osstate, &movie->opacket) > 0 ) {
if ( vorbis_synthesis(&movie->vblock, &movie->opacket) == 0 )
vorbis_synthesis_blockin(&movie->vstate, &movie->vblock);
}
// we need more data; break out to suck in another page
else {
break;
}
}
}
while ( !videobuf_ready ) {
// theora is one in, one out...
if ( ogg_stream_packetout(&movie->t_osstate, &movie->opacket) <= 0 )
break;
theora_decode_packetin(&movie->tstate, &movie->opacket);
videobuf_time = theora_granule_time(&movie->tstate, movie->tstate.granulepos);
double now_time = OGG_get_time();
double delay = videobuf_time - OGG_get_time();
// if we are running slow then skip the frame, otherwise to go into ready mode
if ( (delay >= 0.0) || (now_time - last_time >= 1.0) )
videobuf_ready = true;
}
if ( !videobuf_ready && (movie->vorbis_p && !audiobuf_ready) && cfeof(movie->cfp) )
break;
if ( !videobuf_ready || (movie->vorbis_p && !audiobuf_ready) ) {
// no data yet for somebody. Grab another page
OGG_buffer_data(movie);
while (ogg_sync_pageout(&movie->osyncstate, &movie->opage) > 0)
OGG_queue_page(movie);
}
// If playback has begun, top audio buffer off immediately.
if ( stateflag )
OGG_audio_write(&movie->vinfo, &audiobuf_ready);
// are we at or past time for this video frame?
if ( stateflag && videobuf_ready && (videobuf_time <= OGG_get_time()) ) {
OGG_video_draw(&movie->tstate);
last_time = OGG_get_time();
videobuf_ready = false;
}
// if our buffers either don't exist or are ready to go, we can begin playback
if ( videobuf_ready && (audiobuf_ready || !movie->vorbis_p) )
stateflag = true;
// bail if we run into eof
// if ( cfeof(movie->cfp) )
// break;
if (videobuf_ready)
OGG_timer_do_wait();
}
// tear it all down
OGG_audio_close();
OGG_video_close();
}
-52
View File
@@ -1,52 +0,0 @@
/*
* $Logfile: /Freespace2/src/cutscene/oggplayer.h $
* $Revision: 1.1.2.1 $
* $Date: 2006-12-25 21:44:11 $
* $Author: taylor $
*
* main lib for using Theora movies
*
* $Log: not supported by cvs2svn $
*
* $NoKeywords: $
*
*/
#ifndef _OGGPLAYER_H
#define _OGGPLAYER_H
#include "globalincs/pstypes.h"
#include "theora/theora.h"
#include "vorbis/codec.h"
struct CFILE;
// structure for maintaining info on a THEORAFILE stream
typedef struct THEORAFILE
{
CFILE *cfp;
ubyte theora_p;
ubyte vorbis_p;
ogg_sync_state osyncstate;
ogg_page opage;
ogg_packet opacket;
ogg_stream_state v_osstate;
ogg_stream_state t_osstate;
theora_info tinfo;
theora_comment tcomment;
theora_state tstate;
vorbis_info vinfo;
vorbis_dsp_state vstate;
vorbis_block vblock;
vorbis_comment vcomment;
} THEORAFILE;
void theora_play(THEORAFILE *movie);
THEORAFILE *theora_open(char *filename);
void theora_close(THEORAFILE *movie);
#endif
-514
View File
@@ -1,514 +0,0 @@
#include "ddsutils/ddsutils.h"
#include "cfile/cfile.h"
#include "osapi/osregistry.h"
/* Currently supported formats:
* DXT1a (compressed)
* DXT1c (compressed)
* DXT3 (compressed)
* DXT5 (compressed)
* uncompressed 1555 (16-bit, 1-bit being alpha)
* uncompressed 8888 (32-bit)
* uncompressed 888 (24-bit, no alpha)
* paletted 8-bit (256 colors)
*/
int Texture_compression_available = 0;
int Use_compressed_textures = 0;
// power of two check, to verify that a given DDS will always be usable since
// some may not be power-of-2
static inline int is_power_of_two(int w, int h)
{
return ( (w && !(w & (w-1))) && (h && !(h & (h-1))) );
}
int dds_read_header(char *filename, CFILE *img_cfp, int *width, int *height, int *bpp, int *compression_type, int *levels, int *size, ubyte *palette)
{
DDSURFACEDESC2 dds_header;
int code = 0;
CFILE *ddsfile;
char real_name[MAX_FILENAME_LEN];
int retval = DDS_ERROR_NONE;
int ct = DDS_UNCOMPRESSED;
int bits = 0;
int i, trash, is_cubemap = 0;
int d_width = 0, d_height = 0, d_depth = 0, d_size = 0;
if (img_cfp == NULL) {
// this better not happen.. ever
Assert(filename != NULL);
// make sure there is an extension
strcpy(real_name, filename);
char *p = strchr(real_name, '.');
if (p) { *p = 0; }
strcat(real_name, ".dds");
// try to open the file
ddsfile = cfopen(real_name, "rb");
// file not found
if (ddsfile == NULL)
return DDS_ERROR_INVALID_FILENAME;
} else {
ddsfile = img_cfp;
}
// read the code
code = cfread_int(ddsfile);
// check it
if (code != DDS_FILECODE) {
retval = DDS_ERROR_BAD_HEADER;
goto Done;
}
// read header variables
dds_header.dwSize = cfread_uint(ddsfile);
dds_header.dwFlags = cfread_uint(ddsfile);
dds_header.dwHeight = cfread_uint(ddsfile);
dds_header.dwWidth = cfread_uint(ddsfile);
dds_header.dwPitchOrLinearSize = cfread_uint(ddsfile);
dds_header.dwDepth = cfread_uint(ddsfile);
dds_header.dwMipMapCount = cfread_uint(ddsfile);
// skip over the crap we don't care about
for (i = 0; i < 11; i++) {
trash = cfread_uint(ddsfile);
}
dds_header.ddpfPixelFormat.dwSize = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwFlags = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwFourCC = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwRGBBitCount = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwRBitMask = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwGBitMask = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwBBitMask = cfread_uint(ddsfile);
dds_header.ddpfPixelFormat.dwRGBAlphaBitMask = cfread_uint(ddsfile);
dds_header.ddsCaps.dwCaps1 = cfread_uint(ddsfile);
dds_header.ddsCaps.dwCaps2 = cfread_uint(ddsfile);
// sanity
if (dds_header.dwDepth == 0) {
dds_header.dwDepth = 1;
}
if (dds_header.dwMipMapCount < 1) {
dds_header.dwMipMapCount = 1;
}
d_width = dds_header.dwWidth;
d_height = dds_header.dwHeight;
d_depth = dds_header.dwDepth;
// calculate the type and size of the data
if (dds_header.ddpfPixelFormat.dwFlags & DDPF_FOURCC) {
// did I mention lately that I hate Microsoft?
// this is here to fix the situation where Microsoft doesn't follow their own docs
if ( dds_header.dwPitchOrLinearSize <= 0 ) {
// calculate the block size, mult by 8 for DXT1, 16 for DXT3 & 5
d_size = ((dds_header.dwWidth + 3)/4) * ((dds_header.dwHeight + 3)/4) * ((dds_header.dwDepth + 3)/4) * ((dds_header.ddpfPixelFormat.dwFourCC == FOURCC_DXT1) ? 8 : 16);
} else {
d_size = dds_header.dwPitchOrLinearSize;
}
// if we have mipmaps then compute them into the final size too
for (i = 1; i < (int)dds_header.dwMipMapCount; i++) {
// reduce size by half for the next pass
d_width /= 2;
d_height /= 2;
if (d_width <= 0) {
d_width = 1;
}
if (d_height <= 0) {
d_height = 1;
}
// size of data block (4x4)
d_size += ((d_width + 3) / 4) * ((d_height + 3) / 4) * ((dds_header.ddpfPixelFormat.dwFourCC == FOURCC_DXT1) ? 8 : 16);
}
if ( dds_header.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP ) {
if ( !(dds_header.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP_ALLFACES) ) {
retval = DDS_ERROR_CUBEMAP_FACES;
ct = DDS_DXT_INVALID;
goto Done;
}
// it's a valid cubemap, probably
is_cubemap = 1;
// the previously computed size is just per face, mult by 6 for full size
d_size *= 6;
}
Assert( d_size > 0 );
*size = d_size;
switch (dds_header.ddpfPixelFormat.dwFourCC) {
case FOURCC_DXT1:
bits = 24;
ct = (is_cubemap) ? DDS_CUBEMAP_DXT1 : DDS_DXT1;
break;
case FOURCC_DXT3:
bits = 32;
ct = (is_cubemap) ? DDS_CUBEMAP_DXT3 : DDS_DXT3;
break;
case FOURCC_DXT5:
bits = 32;
ct = (is_cubemap) ? DDS_CUBEMAP_DXT5 : DDS_DXT5;
break;
// dxt2 and dxt4 aren't supported
case FOURCC_DXT2:
case FOURCC_DXT4:
retval = DDS_ERROR_UNSUPPORTED;
ct = DDS_DXT_INVALID;
goto Done;
break;
// none of the above
default:
retval = DDS_ERROR_INVALID_FORMAT;
ct = DDS_DXT_INVALID;
goto Done;
break;
}
} else if ( dds_header.ddpfPixelFormat.dwFlags & (DDPF_RGB | DDPF_PALETTEINDEXED8) ) {
d_size += d_width * d_height * d_depth * (dds_header.ddpfPixelFormat.dwRGBBitCount / 8);
// calculate full data size for all mipmap levels
for (i = 1; i < (int)dds_header.dwMipMapCount; i++) {
d_width /= 2;
d_height /= 2;
d_depth /= 2;
if (d_width < 1) {
d_width = 1;
}
if (d_height < 1) {
d_height = 1;
}
if (d_depth < 1) {
d_depth = 1;
}
d_size += d_width * d_height * d_depth * (dds_header.ddpfPixelFormat.dwRGBBitCount / 8);
}
Assert( d_size > 0 );
if ( dds_header.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP ) {
if ( !(dds_header.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP_ALLFACES) ) {
retval = DDS_ERROR_CUBEMAP_FACES;
ct = DDS_DXT_INVALID;
goto Done;
}
// it's a valid cubemap, probably
is_cubemap = 1;
// the previously computed size is just per face, mult by 6 for full size
d_size *= 6;
}
*size = d_size;
bits = dds_header.ddpfPixelFormat.dwRGBBitCount;
ct = (is_cubemap) ? DDS_CUBEMAP_UNCOMPRESSED : DDS_UNCOMPRESSED;
} else {
// it's not a readable format
retval = DDS_ERROR_INVALID_FORMAT;
goto Done;
}
// we don't support compressed, non-power-of-2 images
if ( (ct != DDS_UNCOMPRESSED) && (!is_power_of_two(dds_header.dwWidth, dds_header.dwHeight)) ) {
retval = DDS_ERROR_NON_POWER_OF_2;
goto Done;
}
// make sure that the video card can handle compressed textures before using them
if ( !Use_compressed_textures && (ct != DDS_UNCOMPRESSED) && (ct != DDS_DXT_INVALID) ) {
retval = DDS_ERROR_NO_COMPRESSION;
goto Done;
}
// stuff important info
if (bpp) {
*bpp = bits;
}
if (compression_type) {
*compression_type = ct;
}
if (width) {
*width = dds_header.dwWidth;
}
if (height) {
*height = dds_header.dwHeight;
}
if (levels) {
*levels = dds_header.dwMipMapCount;
}
if (palette && (bits == 8)) {
cfseek(ddsfile, DDS_OFFSET, CF_SEEK_SET);
cfread(palette, 1, 1024, ddsfile);
}
Done:
if (img_cfp == NULL) {
// close file and return
cfclose(ddsfile);
ddsfile = NULL;
}
return retval;
}
//reads pixel info from a dds file
int dds_read_bitmap(char *filename, ubyte *data, ubyte *bpp, int cf_type)
{
int retval;
int w,h,ct,lvl;
int size = 0, bits = 0;
CFILE *cfp;
char real_name[MAX_FILENAME_LEN];
// this better not happen.. ever
Assert(filename != NULL);
// make sure there is an extension
strcpy(real_name, filename);
char *p = strchr(real_name, '.');
if (p) { *p = 0; }
strcat(real_name, ".dds");
// open it up and go to the data section
cfp = cfopen(real_name, "rb", CFILE_NORMAL, cf_type);
// just in case
if (cfp == NULL)
return DDS_ERROR_INVALID_FILENAME;
// read the header -- if its at this stage, it should be legal.
retval = dds_read_header(real_name, cfp, &w, &h, &bits, &ct, &lvl, &size);
Assert(retval == DDS_ERROR_NONE);
// this really shouldn't be needed but better safe than sorry
if (retval != DDS_ERROR_NONE) {
return retval;
}
cfseek(cfp, DDS_OFFSET, CF_SEEK_SET);
// read in the data
cfread(data, 1, size, cfp);
if (bpp)
*bpp = (ubyte)bits;
// we look done here
cfclose(cfp);
return DDS_ERROR_NONE;
}
// save some image data as a DDS image
// NOTE: we only support, uncompressed, 24-bit RGB and 32-bit RGBA images here!!
void dds_save_image(int width, int height, int bpp, int num_mipmaps, ubyte *data, int cubemap, char *filename)
{
DDSURFACEDESC2 dds_header;
char real_filename[MAX_FILENAME_LEN];
if (data == NULL) {
Int3();
return;
}
// header size check
if (sizeof(DDSURFACEDESC2) != 124) {
Int3();
return;
}
// not that that's out of the way we can get down to business, constructing a sane filename
memset( &real_filename, 0, sizeof(real_filename) );
int count = os_config_read_uint(NULL, "ImageExportNum", 0);
if (count > 999)
count = 0;
if (filename == NULL) {
if (cubemap) {
sprintf(real_filename, "cubemap%.3d.dds", count++);
} else {
sprintf(real_filename, "image%.3d.dds", count++);
}
os_config_write_uint(NULL, "ImageExportNum", count);
} else {
Assert( strlen(filename) < MAX_FILENAME_LEN-5 );
strcpy(real_filename, filename);
char *p = strchr(real_filename, '.');
if (p) { *p = 0; }
strcat(real_filename, ".dds");
}
CFILE *image = cfopen( real_filename, "wb", CFILE_NORMAL, CF_TYPE_CACHE );
if (image == NULL) {
mprintf(("Unable to open DDS image for saving!!\n"));
return;
}
if (num_mipmaps < 1)
num_mipmaps = 1;
// we have a filename and file handle, so now lets create our DDS header...
memset( &dds_header, 0, sizeof(DDSURFACEDESC2) );
uint flags = (DDSD_CAPS | DDSD_PITCH | DDSD_PIXELFORMAT | DDSD_WIDTH | DDSD_HEIGHT);
uint pixel_flags = DDPF_RGB;
uint caps1 = DDSCAPS_TEXTURE;
uint caps2 = 0;
if (bpp == 32) {
pixel_flags |= DDPF_ALPHAPIXELS;
}
if (num_mipmaps > 1) {
flags |= DDSD_MIPMAPCOUNT;
caps1 |= (DDSCAPS_COMPLEX | DDSCAPS_MIPMAP);
}
if (cubemap) {
caps1 |= DDSCAPS_COMPLEX;
caps2 |= (DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_ALLFACES);
}
dds_header.dwSize = 124;
dds_header.dwFlags = flags;
dds_header.dwHeight = height;
dds_header.dwWidth = width;
dds_header.dwPitchOrLinearSize = (width * (bpp >> 3));
dds_header.dwDepth = 0;
dds_header.dwMipMapCount = num_mipmaps;
dds_header.ddpfPixelFormat.dwSize = 32;
dds_header.ddpfPixelFormat.dwFlags = pixel_flags;
dds_header.ddpfPixelFormat.dwFourCC = 0;
dds_header.ddpfPixelFormat.dwRGBBitCount = bpp;
dds_header.ddpfPixelFormat.dwRBitMask = 0x00ff0000;
dds_header.ddpfPixelFormat.dwGBitMask = 0x0000ff00;
dds_header.ddpfPixelFormat.dwBBitMask = 0x000000ff;
dds_header.ddpfPixelFormat.dwRGBAlphaBitMask = (bpp == 32) ? 0xff000000 : 0x00000000;
dds_header.ddsCaps.dwCaps1 = caps1;
dds_header.ddsCaps.dwCaps2 = caps2;
// now save it all...
uint dds_id = DDS_FILECODE;
cfwrite(&dds_id, 1, 4, image);
cfwrite(&dds_header, 1, sizeof(DDSURFACEDESC2), image);
int faces = (cubemap) ? 6 : 1;
int f_width = width;
int f_height = height;
int f_size = 0, f_offset = 0;
// cubemaps are written:
// face 1
// all face 1 mipmaps
// face 2
// all face 2 mipmaps
// ... etc.
for (int i = 0; i < faces; i++) {
for (int j = 0; j < num_mipmaps; j++) {
f_size = (f_width * f_height * (bpp >> 3));
cfwrite(data + f_offset, 1, f_size, image);
// increase offset for next mipmap level
f_offset += f_size;
// half width and height for next mipmap level
f_width /= 2;
f_height /= 2;
if (f_width < 1)
f_width = 1;
if (f_height < 1)
f_height = 1;
}
// reset width and height to original values for the next face
f_width = width;
f_height = height;
}
// done! now lets go get something to eat...
cfclose(image);
}
// returns string representation of DDS_** error code
const char *dds_error_string(int code)
{
switch (code)
{
case DDS_ERROR_NONE:
return "No error";
case DDS_ERROR_INVALID_FILENAME:
return "File not found";
case DDS_ERROR_BAD_HEADER:
return "Filecode did not equal \"DDS \"";
case DDS_ERROR_INVALID_FORMAT:
return "DDS was in an unsupported/unknown format";
case DDS_ERROR_UNSUPPORTED:
return "DDS format was known but is not supported (ie. DXT2/DXT4)";
case DDS_ERROR_NO_COMPRESSION:
return "DDS is compressed but compression support is not enabled";
case DDS_ERROR_NON_POWER_OF_2:
return "Cannot load DDS if not power-of-2";
case DDS_ERROR_CUBEMAP_FACES:
return "Cubemaps must have all 6 faces";
default:
return "Abort, retry, fail?";
}
//get a warning otherwise
return "Abort, retry, fail?";
}
-158
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@@ -1,158 +0,0 @@
//header file to load .dds files
//these use dxtc texture compression
#ifndef __DDS_H
#define __DDS_H
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
#define DDS_ERROR_NONE 0 // everything went fine
#define DDS_ERROR_INVALID_FILENAME 1 // bad or missing file
#define DDS_ERROR_UNSUPPORTED 2 // a known format but one we don't support
#define DDS_ERROR_INVALID_FORMAT 3 // format that's not supported
#define DDS_ERROR_BAD_HEADER 4 // header was not "DDS "
#define DDS_ERROR_NO_COMPRESSION 5 // file is compressed, compression isn't supported
#define DDS_ERROR_NON_POWER_OF_2 6 // file is not a power of 2 in dimensions
#define DDS_ERROR_CUBEMAP_FACES 7 // file is a cubemap, but doesn't have all six faces
#define DDS_DXT_INVALID -1
#define DDS_UNCOMPRESSED 0
#define DDS_DXT1 1
#define DDS_DXT3 3
#define DDS_DXT5 5
#define DDS_CUBEMAP_UNCOMPRESSED 10
#define DDS_CUBEMAP_DXT1 11
#define DDS_CUBEMAP_DXT3 13
#define DDS_CUBEMAP_DXT5 15
#ifndef MAKEFOURCC
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
((uint)(ubyte)(ch0) | ((uint)(ubyte)(ch1) << 8) | \
((uint)(ubyte)(ch2) << 16) | ((uint)(ubyte)(ch3) << 24 ))
#endif //defined(MAKEFOURCC)
// FOURCC codes for DX compressed-texture pixel formats
#define FOURCC_DXT1 (MAKEFOURCC('D','X','T','1'))
#define FOURCC_DXT2 (MAKEFOURCC('D','X','T','2'))
#define FOURCC_DXT3 (MAKEFOURCC('D','X','T','3'))
#define FOURCC_DXT4 (MAKEFOURCC('D','X','T','4'))
#define FOURCC_DXT5 (MAKEFOURCC('D','X','T','5'))
#define DDS_FILECODE 0x20534444 // "DDS " in file
// DDS format stuff ...
#define DDSD_LINEARSIZE 0x00080000
#define DDSD_PITCH 0x00000008
#define DDSD_PIXELFORMAT 0x00001000
#define DDSD_WIDTH 0x00000004
#define DDSD_HEIGHT 0x00000002
#define DDSD_CAPS 0x00000001
#define DDSD_MIPMAPCOUNT 0x00020000
#define DDPF_ALPHAPIXELS 0x00000001
#define DDPF_FOURCC 0x00000004
#define DDPF_PALETTEINDEXED4 0x00000008
#define DDPF_PALETTEINDEXEDTO8 0x00000010
#define DDPF_PALETTEINDEXED8 0x00000020
#define DDPF_RGB 0x00000040
#define DDPF_LUMINANCE 0x00020000
#define DDSCAPS_COMPLEX 0x00000008
#define DDSCAPS_PRIMARYSURFACE 0x00000200
#define DDSCAPS_MIPMAP 0x00400000
#define DDSCAPS_TEXTURE 0x00001000
#define DDSCAPS2_CUBEMAP 0x00000200
#define DDSCAPS2_VOLUME 0x00200000
#define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400
#define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800
#define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000
#define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000
#define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000
#define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000
#define DDSCAPS2_CUBEMAP_ALLFACES ( DDSCAPS2_CUBEMAP_POSITIVEX | \
DDSCAPS2_CUBEMAP_NEGATIVEX | \
DDSCAPS2_CUBEMAP_POSITIVEY | \
DDSCAPS2_CUBEMAP_NEGATIVEY | \
DDSCAPS2_CUBEMAP_POSITIVEZ | \
DDSCAPS2_CUBEMAP_NEGATIVEZ )
#pragma pack(1)
// these structures are the headers for a dds file
/*typedef struct _DDPIXELFORMAT {
uint dwSize;
uint dwFlags;
uint dwFourCC;
uint dwRGBBitCount;
uint dwRBitMask;
uint dwGBitMask;
uint dwBBitMask;
uint dwRGBAlphaBitMask;
} DDPIXELFORMAT;
typedef struct _DDSCAPS2
{
uint dwCaps1;
uint dwCaps2;
uint Reserved[2];
} DDSCAPS2;*/
typedef struct _DDSURFACEDESC2
{
uint dwSize; // size of the DDSURFACEDESC structure
uint dwFlags; // determines what fields are valid
uint dwHeight; // height of surface to be created
uint dwWidth; // width of input surface
uint dwPitchOrLinearSize;
uint dwDepth;
uint dwMipMapCount;
uint dwReserved1[11];
struct {
uint dwSize;
uint dwFlags;
uint dwFourCC;
uint dwRGBBitCount;
uint dwRBitMask;
uint dwGBitMask;
uint dwBBitMask;
uint dwRGBAlphaBitMask;
} ddpfPixelFormat;
struct {
uint dwCaps1;
uint dwCaps2;
uint Reserved[2];
} ddsCaps;
// DDPIXELFORMAT ddpfPixelFormat;
// DDSCAPS2 ddsCaps; // direct draw surface capabilities
uint dwReserved2;
} DDSURFACEDESC2;
#pragma pack()
#define DDS_OFFSET 4+sizeof(DDSURFACEDESC2) //place where the data starts -- should be 128
//reads a dds header
//returns one of the error values
//'compression_type' comes back as one of the DDS_DXTC* defines
int dds_read_header(char *filename, CFILE *img_cfp = NULL, int *width = 0, int *height = 0, int *bpp = 0, int *compression_type = 0, int *levels = 0, int *size = 0, ubyte *palette = NULL);
//reads bitmap
//size of the data it stored in size
int dds_read_bitmap(char *filename, ubyte *data, ubyte *bpp = NULL, int cf_type = CF_TYPE_ANY);
// writes a DDS file using given data
void dds_save_image(int width, int height, int bpp, int num_mipmaps, ubyte *data = NULL, int cubemap = 0, char *filename = NULL);
//returns a string from a DDS error code
const char *dds_error_string(int code);
extern int Texture_compression_available;
extern int Use_compressed_textures;
#endif //__DDS_H
File diff suppressed because it is too large. Load diff
-217
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@@ -1,217 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Debris/Debris.h $
* $Revision: 2.5 $
* $Date: 2005-07-13 02:50:51 $
* $Author: Goober5000 $
*
* Code for the pieces of exploding object debris.
*
* $Log: not supported by cvs2svn $
* Revision 2.4 2005/04/28 05:29:29 wmcoolmon
* Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
*
* Revision 2.3 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.2 2004/08/11 05:06:20 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.1 2004/03/05 09:01:59 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 5 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 4 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 3 10/16/98 1:22p Andsager
* clean up header files
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 29 4/02/98 6:30p Lawrance
* reduce max debris piece if DEMO defined
*
* 28 4/02/98 11:40a Lawrance
* check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
*
* 27 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 26 2/19/98 12:46a Lawrance
* Further work on asteroids.
*
* 25 2/10/98 6:43p Lawrance
* Moved asteroid code to a separate lib.
*
* 24 2/06/98 3:08p Mike
* More asteroid stuff, including resolving conflicts between the two
* asteroid_field structs!
*
* 23 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 22 1/29/98 5:50p John
* Made electrical arcing on debris pieces be persistent from frame to
* frame
*
* 21 1/21/98 7:18p Lawrance
* Fix bug with creating debris before the mission starts.
*
* 20 12/22/97 9:56p Andsager
* Implement ship:debris collisions. Generalize and move
* ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h
*
* 19 11/19/97 5:57p Mike
* Make debris go away if more than N units away from the nearest player.
* Make speed of a docked object not read zero if it's moving.
*
* 18 10/01/97 10:52a Mike
* Change debris prototype to take an additional parameter to give debris
* more thrust when it is created.
*
* 17 9/20/97 9:25a John
* fixed bug with species specific debris shards.
*
* 16 8/13/97 9:50p Allender
* split *_move into *_process_pre and *_process_post functions.
* process_pre functions called before object is moved. _process_post
* functions called after object is moved. Reordered code in ship_post
* and weapon_post for multiplayer
*
* 15 7/24/97 8:35a Allender
* allow ships to blow up before missions starts. Made some debris system
* items available in other modules
*
* 14 7/13/97 5:53p Lawrance
* save model name in debris
*
* 13 7/02/97 11:48a Lawrance
* update debris to delay persistant sound
*
* 12 6/06/97 4:13p Lawrance
* leave debris chunks from very large ships persistant, scale fireball
* lifetime by ship radius
*
* 11 6/06/97 12:12p Lawrance
* limit hull debris pieces, destroying oldest debris to make way for new
* debris.
*
* 10 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 9 4/03/97 12:23a Mike
* Make debris collidable-with. Can hit it, too.
* Make AI ships stop firing when target enters death roll.
*
* 8 3/31/97 11:11a John
* added ship species specific debris.
*
* 7 3/25/97 3:55p Lawrance
* allowing debris to be targeted and shown on radar
*
* 6 2/27/97 12:07p John
* Added code to suppord debris chunks after a ship is exploded..
*
* 5 2/26/97 2:18p Lawrance
* adding Debris[] to save/restore
*
* 4 2/10/97 12:38p John
* made all ships blow up into debris pieces when exploded.
*
* 3 2/07/97 10:45a John
* Initial bare bones implementation of blowing off turrets.
*
* 2 2/07/97 9:30a John
*
* 1 2/06/97 4:13p John
*
* $NoKeywords: $
*/
#ifndef _DEBRIS_H
#define _DEBRIS_H
#include "globalincs/pstypes.h"
struct object;
struct CFILE;
#define MAX_DEBRIS_ARCS 8 // Must be less than MAX_ARC_EFFECTS in model.h
typedef struct debris {
debris *next, *prev; // used for a linked list of the hull debris chunks
int flags; // See DEBRIS_??? defines
int source_objnum; // What object this came from
int source_sig; // Signature of the source object
int ship_info_index; // Ship info index of the ship type debris came from
int team; // Team of the ship where the debris came from
int objnum; // What object this is linked to
float lifeleft; // When 0 or less object dies
int model_num; // What model this uses
int submodel_num; // What submodel this uses
int next_fireball; // When to start a fireball
int is_hull; // indicates a large hull chunk of debris
int species; // What species this is from. -1 if don't care.
int fire_timeout; // timestamp that holds time for fireballs to stop appearing
int sound_delay; // timestamp to signal when sound should start
fix time_started; // time when debris was created
int next_distance_check; // timestamp to determine whether to delete this piece of debris.
vec3d arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
int arc_timestamp[MAX_DEBRIS_ARCS]; // When this times out, the spark goes away. -1 is not used
int arc_frequency; // Starts at 0, gets bigger
} debris;
// flags for debris pieces
#define DEBRIS_USED (1<<0)
#define DEBRIS_EXPIRE (1<<1) // debris can expire (ie hull chunks from small ships)
#define MAX_DEBRIS_PIECES 64
extern debris Debris[MAX_DEBRIS_PIECES];
extern int Num_debris_pieces;
struct collision_info_struct;
void debris_init();
void debris_render( object * obj );
void debris_delete( object * obj );
void debris_process_pre( object * obj, float frame_time);
void debris_process_post( object * obj, float frame_time);
object *debris_create( object * source_obj, int model_num, int submodel_num, vec3d *pos, vec3d *exp_center, int hull_flag, float exp_force );
int debris_check_collision( object * obj, object * other_obj, vec3d * hitpos, collision_info_struct *debris_hit_info=NULL );
void debris_hit( object * debris_obj, object * other_obj, vec3d * hitpos, float damage );
int debris_get_team(object *objp);
void debris_clear_expired_flag(debris *db);
#endif // _DEBRIS_H
-835
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@@ -1,835 +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.
*
*/
/*
* $Logfile: /Freespace2/code/DebugConsole/Console.cpp $
* $Revision: 2.6.2.2 $
* $Date: 2007-02-18 21:26:52 $
* $Author: Goober5000 $
*
* Routines for managing the debug console window.
*
* $Log: not supported by cvs2svn $
* Revision 2.6.2.1 2006/09/08 06:14:43 taylor
* fix things that strict compiling balked at (from compiling with -ansi and -pedantic)
*
* Revision 2.6 2005/04/25 00:07:22 wmcoolmon
* Bumped console printing buffer size so people can play with the neb2 command
*
* Revision 2.5 2004/07/26 20:47:27 Kazan
* remove MCD complete
*
* Revision 2.4 2004/07/12 16:32:44 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.3 2004/03/05 09:01:58 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2003/03/18 10:07:01 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.1.2.1 2002/09/24 18:56:41 randomtiger
* DX8 branch commit
*
* This is the scub of UP's previous code with the more up to date RT code.
* For full details check previous dev e-mails
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 4 6/04/99 10:35a Dave
*
* 3 10/13/98 9:28a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 17 2/05/98 11:43a Allender
* enhcanced network statistic collection. Made callback in debug console
* to do networking if player is in the console
*
* 16 1/22/98 6:42p John
* Move game_flush out of debug console into freespace. Made object
* pair code throw out some weapons that turn. Added stats for how many
* object pair are actually checked.
*
* 15 1/16/98 11:56a Allender
* ability to scroll back in debug console, and call game_flush() when
* leaving
*
* 14 1/10/98 1:14p John
* Added explanation to debug console commands
*
* 13 12/21/97 4:39p John
* fixed bug in name compare
*
* 12 12/21/97 4:33p John
* Made debug console functions a class that registers itself
* automatically, so you don't need to add the function to
* debugfunctions.cpp.
*
* 11 9/13/97 9:31a Lawrance
* if playing a demo, clear key filter then reset it once done with debug
* console
*
* 10 9/09/97 3:39p Sandeep
* warning level 4 bugs
*
* 9 6/13/97 3:50p John
* sped up debug console printf
*
* 8 6/13/97 3:27p John
* made debug console pretty
*
* 7 6/09/97 9:24a John
* Changed the way fonts are set.
*
* 6 5/29/97 3:09p John
* Took out debug menu.
* Made software scaler draw larger bitmaps.
* Optimized Direct3D some.
*
* 5 5/13/97 4:07p John
* made numbers also be marked as strings.
*
* 4 4/28/97 5:24p John
* made so : and \ don't get parsed out in debug console.
*
* 3 4/24/97 11:49a John
* added new lighting commands to console.
*
* 2 4/24/97 10:36a John
* moved the debug console stuff into it's own lib... made it compile with
* Fred.
*
* 1 4/24/97 10:16a John
* Initial rev
*
* $NoKeywords: $
*/
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <setjmp.h>
#include <string.h>
#include "globalincs/pstypes.h"
#include "graphics/font.h"
#include "io/timer.h"
#include "io/key.h"
#include "globalincs/alphacolors.h"
#include "osapi/osapi.h"
#include "debugconsole/dbugfile.h"
#define MAX_COMMANDS 300
static int Num_debug_commands = 0;
static debug_command *Debug_command[MAX_COMMANDS];
debug_command::debug_command(char *_name, char *_help, void (*_func)() )
{
int i;
if ( Num_debug_commands >= MAX_COMMANDS ) {
Int3(); // Too many debug console commands!! Increase MAX_COMMANDS!!
return;
}
for (i=0; i<Num_debug_commands; i++ ) {
int ret = stricmp( Debug_command[i]->name, _name );
if ( ret == 0) {
Int3(); // This debug console command already exists!!!!
return;
} else if ( ret > 0 ) {
break; // Insert it here
} else if ( ret < 0 ) {
// do nothing
}
}
if ( i < Num_debug_commands ) {
// Insert it at element i
int j;
for (j=Num_debug_commands; j>i; j-- ) {
Debug_command[j] = Debug_command[j-1];
}
Debug_command[i] = this;
Num_debug_commands++;
} else {
Debug_command[Num_debug_commands] = this;
Num_debug_commands++;
}
name = _name;
help = _help;
func = _func;
}
// some global variables
int Dc_command; // If this is set, then process the command
int Dc_help; // If this is set, then print out the help text in the form, "usage: ... \nLong description\n" );
int Dc_status; // If this is set, then print out the current status of the command.
char *Dc_arg; // The (lowercased) string value of the argument retrieved from dc_arg
char *Dc_arg_org; // Dc_arg before it got converted to lowercase
uint Dc_arg_type; // The type of dc_arg.
char *Dc_command_line; // The rest of the command line, from the end of the last processed arg on.
int Dc_arg_int; // If Dc_arg_type & ARG_INT is set, then this is the value
float Dc_arg_float; // If Dc_arg_type & ARG_FLOAT is set, then this is the value
int scroll_times = 0; // incremented each time display scrolls
int debug_inited = 0;
#define DROWS 25
#define DCOLS 80
int debug_x=0, debug_y=0;
char debug_text[DROWS][DCOLS];
static char command_line[1024];
static int command_line_pos = 0;
#define DEBUG_HISTORY 16
static char oldcommand_line[DEBUG_HISTORY][1024];
int last_oldcommand=-1;
int command_scroll = 0;
///=========================== SCANNER =======================
typedef enum {
LETTER, QUOTE, SPECIAL, EOF_CODE, DIGIT
} CHAR_CODE;
typedef enum {
NO_TOKEN, IDENTIFIER, NUMBER, STRING
} TOKEN_CODE;
#define MAX_TOKEN_STRING_LENGTH 128
char scanner_ch;
TOKEN_CODE scanner_token;
char scanner_token_string[MAX_TOKEN_STRING_LENGTH];
char scanner_word_string[MAX_TOKEN_STRING_LENGTH];
char * scanner_bufferp = "";
char * scanner_tokenp = scanner_token_string;
CHAR_CODE scanner_char_table[256];
#define scanner_char_code(x) scanner_char_table[x]
void scanner_get_char()
{
if ( *scanner_bufferp == '\0' ) {
scanner_ch = 0;
return;
}
scanner_ch = *scanner_bufferp++;
}
void scanner_init()
{
int ch;
for (ch=0; ch<256; ++ch) scanner_char_table[ch] = SPECIAL;
for (ch='0'; ch<='9'; ++ch) scanner_char_table[ch] = DIGIT;
for (ch='A'; ch<='Z'; ++ch) scanner_char_table[ch] = LETTER;
for (ch='a'; ch<='z'; ++ch) scanner_char_table[ch] = LETTER;
scanner_char_table['.'] = DIGIT;
scanner_char_table['-'] = DIGIT;
scanner_char_table['+'] = DIGIT;
scanner_char_table['_'] = LETTER;
scanner_char_table[34] = QUOTE;
scanner_char_table[0] = EOF_CODE;
scanner_char_table[':'] = LETTER;
scanner_char_table['\\'] = LETTER;
scanner_ch = 0;
}
void scanner_skip_blanks()
{
while( (scanner_ch ==' ') || (scanner_ch =='\t') )
scanner_get_char();
}
void scanner_downshift_word()
{
int offset = 'a' - 'A';
char * tp;
strcpy( scanner_word_string, scanner_token_string );
tp = scanner_word_string;
do {
*tp = (char)((*tp>='A') && (*tp <='Z') ? *tp + offset : *tp) ;
tp++;
} while (*tp != '\0' );
}
void scanner_get_word()
{
while( (scanner_char_code(scanner_ch)==LETTER) || (scanner_char_code(scanner_ch)==DIGIT) ) {
*scanner_tokenp++ = scanner_ch;
scanner_get_char();
}
*scanner_tokenp = '\0';
scanner_token = IDENTIFIER;
}
void scanner_get_string()
{
*scanner_tokenp++ = 34;
scanner_get_char();
while(scanner_ch != 34 ) {
*scanner_tokenp++ = scanner_ch;
scanner_get_char();
}
scanner_get_char();
*scanner_tokenp++ = 34;
*scanner_tokenp = '\0';
scanner_token = STRING;
}
void scanner_get_token()
{
scanner_skip_blanks();
scanner_tokenp = scanner_token_string;
*scanner_tokenp = 0;
switch( scanner_char_code(scanner_ch) ) {
case QUOTE: scanner_get_string(); break;
case EOF_CODE: scanner_token = NO_TOKEN; break;
case DIGIT:
case LETTER: scanner_get_word(); break;
default:
*scanner_tokenp++ = scanner_ch;
*scanner_tokenp = '\0';
scanner_get_char();
scanner_token = IDENTIFIER;
break;
}
scanner_downshift_word();
}
void scanner_start_command( char * s )
{
scanner_bufferp = s;
scanner_get_char();
}
int Dc_debug_on = 0;
jmp_buf dc_bad_arg;
void dc_get_arg(uint type)
{
scanner_get_token();
Dc_command_line = scanner_bufferp;
Dc_arg_org = scanner_token_string;
Dc_arg = scanner_word_string;
if (Dc_debug_on) {
dc_printf( "next arg is '%s', was originally '%s'\n", Dc_arg, Dc_arg_org );
dc_printf( "Rest of the command line is '%s'\n", Dc_command_line );
}
if ( scanner_token == NO_TOKEN ) {
Dc_arg_type = ARG_NONE;
} else if ( scanner_token == IDENTIFIER ) {
Dc_arg_type = ARG_STRING;
} else if ( scanner_token == STRING ) {
Dc_arg_type = ARG_QUOTE;
} else {
Dc_arg_type = ARG_STRING;
}
if ( Dc_arg_type & ARG_STRING ) {
int i, num_digits, len;
len = strlen(Dc_arg);
num_digits = 0;
for (i=0; i<len; i++)
if ( scanner_char_table[Dc_arg[i]] == DIGIT ) num_digits++;
if ( num_digits==len ) {
Dc_arg_type |= ARG_FLOAT;
Dc_arg_float = (float)atof(Dc_arg);
if ( !strchr( Dc_arg, '.' )) {
Dc_arg_type |= ARG_INT;
Dc_arg_int = atoi(Dc_arg);
}
} else {
if ( (Dc_arg[0] == '0') && (Dc_arg[1] == 'x') ) {
char *p;
int n;
n = strtol(Dc_arg,&p,0);
if ( *p == 0 ) {
Dc_arg_type |= ARG_INT|ARG_HEX;
Dc_arg_int = n;
}
}
}
if (Dc_debug_on) {
if ( Dc_arg_type & ARG_FLOAT )
dc_printf( "Found float number! %f\n", Dc_arg_float );
if ( Dc_arg_type & ARG_INT )
dc_printf( "Found int number! %d\n", Dc_arg_int );
if ( Dc_arg_type & ARG_HEX )
dc_printf( "Found hex number! 0x%x\n", Dc_arg_int );
}
if ( !stricmp( Dc_arg, "on" ))
Dc_arg_type |= ARG_TRUE;
if ( !stricmp( Dc_arg, "true" ))
Dc_arg_type |= ARG_TRUE;
if ( !stricmp( Dc_arg, "off" ))
Dc_arg_type |= ARG_FALSE;
if ( !stricmp( Dc_arg, "false" ))
Dc_arg_type |= ARG_FALSE;
if ( !stricmp( Dc_arg, "+" ))
Dc_arg_type |= ARG_PLUS;
if ( !stricmp( Dc_arg, "-" ))
Dc_arg_type |= ARG_MINUS;
if ( !stricmp( Dc_arg, "," ))
Dc_arg_type |= ARG_COMMA;
}
if ( Dc_arg_type & ARG_INT) {
if ( Dc_arg_int )
Dc_arg_type |= ARG_TRUE;
else
Dc_arg_type |= ARG_FALSE;
}
if ( !(Dc_arg_type&type) ) {
if ( (Dc_arg_type & ARG_NONE) && !(type & ARG_NONE))
dc_printf( "Error: Not enough parameters.\n" );
else
dc_printf( "Error: '%s' invalid type\n", Dc_arg );
longjmp(dc_bad_arg,1);
}
}
void debug_help();
void debug_do_command(char * command)
{
int i;
int mode = 0;
if ( strlen(command) < 1 ) return;
Dc_debug_on = 0;
Dc_command_line = command;
scanner_start_command(command);
if (setjmp(dc_bad_arg) ) {
return;
}
dc_get_arg( ARG_ANY );
if ( !strcmp( Dc_arg, "debug" ) ) {
Dc_debug_on = 1;
dc_printf( "Command line: '%s'\n", Dc_command_line );
dc_get_arg( ARG_ANY );
}
if ( !stricmp( Dc_arg, "xyzzy" ) ) {
dc_printf("Nothing happens.\n");
return;
}
if ( !strcmp( Dc_arg, "?" ) ) {
mode = 1;
dc_get_arg( ARG_ANY );
if ( Dc_arg_type&ARG_NONE ) {
debug_help();
return;
}
}
if ( !strcmp( Dc_arg, "help" ) || !strcmp( Dc_arg, "man" ) ) {
mode = 2;
dc_get_arg( ARG_ANY );
if ( Dc_arg_type&ARG_NONE ) {
debug_help();
return;
}
}
if ( strstr( Dc_command_line, "?" ) ) {
mode = 2;
}
if ( !(Dc_arg_type&ARG_STRING) ) {
dc_printf( "Invalid keyword '%s'\n", Dc_arg );
return;
}
if (Dc_debug_on) {
dc_printf( "Searching for command '%s'\n", Dc_arg );
}
for (i=0; i<Num_debug_commands; i++ ) {
if ( !stricmp( Debug_command[i]->name, Dc_arg )) {
if (mode==0) {
if (Dc_debug_on)
dc_printf( "Calling function '%s'\n", Dc_arg );
Dc_command = 1;
Dc_help = 0;
Dc_status = 1;
} else if (mode==1) {
if (Dc_debug_on)
dc_printf( "Checking status for '%s'\n", Dc_arg );
Dc_command = 0;
Dc_help = 0;
Dc_status = 1;
} else {
if (Dc_debug_on)
dc_printf( "Doing help for '%s'\n", Dc_arg );
Dc_command = 0;
Dc_help = 1;
Dc_status = 0;
}
(*Debug_command[i]->func)();
if (mode==0) {
dc_get_arg(ARG_ANY);
if (!(Dc_arg_type&ARG_NONE)) {
dc_printf( "Ignoring the unused command line tail '%s %s'\n", Dc_arg_org, Dc_command_line );
}
}
return;
}
}
dc_printf( "Unknown command '%s'\n", Dc_arg );
}
void debug_draw()
{
int i;
gr_clear();
gr_set_font(FONT1);
gr_set_color_fast( &Color_bright );
gr_string( 0x8000, 3, "Debug Console" );
gr_set_color_fast( &Color_normal );
for (i=0; i<DROWS; i++ ) {
gr_string( 0, i*16+16, debug_text[i] );
}
int t = timer_get_fixed_seconds() / (F1_0/3);
if ( t & 1 ) {
int w,h;
char c;
c = debug_text[debug_y][command_line_pos+1];
debug_text[debug_y][command_line_pos+1] = 0;
gr_get_string_size( &w, &h, debug_text[debug_y] );
//gr_string( w, debug_y*16, "_" );
gr_rect(w+1,debug_y*16+1+16,2,14);
debug_text[debug_y][command_line_pos+1] = c;
}
gr_flip();
}
void debug_output( char c )
{
if ( c == '\t' ) {
int next_tab = ((debug_x/28)+1)*28;
if ( next_tab >= DCOLS-1 ) {
debug_x=0;
debug_y++;
scroll_times++;
if ( debug_y >= DROWS ) {
int i;
for (i=1; i<DROWS; i++ )
strcpy( debug_text[i-1], debug_text[i] );
debug_y = DROWS-1;
debug_x = 0;
debug_text[debug_y][debug_x] = 0;
}
debug_text[debug_y][debug_x] = 0;
return;
}
for ( ; debug_x < next_tab; )
debug_text[debug_y][debug_x++] = ' ';
debug_text[debug_y][debug_x] = 0;
return;
}
if ( (c == '\n') || (debug_x >= DCOLS-1) ) {
debug_x=0;
debug_y++;
scroll_times++;
if ( debug_y >= DROWS ) {
int i;
for (i=1; i<DROWS; i++ )
strcpy( debug_text[i-1], debug_text[i] );
debug_y = DROWS-1;
debug_x = 0;
debug_text[debug_y][debug_x] = 0;
}
debug_text[debug_y][debug_x] = 0;
if ( c == '\n' ) return;
}
debug_text[debug_y][debug_x++] = c;
debug_text[debug_y][debug_x] = 0;
}
void dc_printf(char *format, ...)
{
char tmp[DCOLS*DROWS];
va_list args;
va_start(args, format);
vsnprintf(tmp, sizeof(tmp)-1, format, args);
va_end(args);
char *p = tmp;
while( *p != '\0' ) {
debug_output(*p);
p++;
}
}
void debug_init()
{
int i;
if ( debug_inited ) return;
debug_inited = 1;
debug_x=0;
debug_y=0;
for (i=0; i<DROWS; i++ ) {
debug_text[i][0] = 0;
}
dc_printf("Debug console started.\n" );
}
void debug_console( void (*_func)() )
{
int done = 0;
scanner_init();
while( key_inkey() ){
os_poll();
}
if ( !debug_inited ) debug_init();
debug_draw();
while (!done) {
// poll the os
os_poll();
int k = key_inkey();
switch( k ) {
case KEY_SHIFTED+KEY_ENTER:
case KEY_ESC:
done=1; break;
case KEY_BACKSP:
if ( command_line_pos > 0 ) {
command_line[--command_line_pos] = 0;
}
break;
case KEY_F3:
if ( last_oldcommand > -1 ) {
strcpy( command_line, oldcommand_line[last_oldcommand] );
command_line_pos = strlen(command_line);
command_line[command_line_pos] = 0;
}
break;
case KEY_UP:
command_scroll--;
if (command_scroll<0)
command_scroll = last_oldcommand;
if ( command_scroll > -1 ) {
strcpy( command_line, oldcommand_line[command_scroll] );
command_line_pos = strlen(command_line);
command_line[command_line_pos] = 0;
}
break;
case KEY_DOWN:
command_scroll++;
if (command_scroll>last_oldcommand)
command_scroll = 0;
if (command_scroll>last_oldcommand)
command_scroll = -1;
if ( command_scroll > -1 ) {
strcpy( command_line, oldcommand_line[command_scroll] );
command_line_pos = strlen(command_line);
command_line[command_line_pos] = 0;
}
break;
case KEY_ENTER: {
debug_output( '\n' );
debug_draw();
debug_do_command(command_line);
int i, found = 0;
for (i=0; i<=last_oldcommand; i++ ) {
if (!stricmp( oldcommand_line[i], command_line )) {
found = 1;
}
}
if ( !found ) {
if ( last_oldcommand < DEBUG_HISTORY-1 ) {
last_oldcommand++;
strcpy( oldcommand_line[last_oldcommand], command_line);
} else {
int i;
for (i=0; i<last_oldcommand; i++ ) {
strcpy( oldcommand_line[i], oldcommand_line[i+1] );
}
strcpy( oldcommand_line[last_oldcommand], command_line);
}
}
// int i;
// for (i=0; i<=last_oldcommand; i++ ) {
// dc_printf( "OC %d. %s\n", i, oldcommand_line[i] );
// }
debug_output( '\n' );
command_line_pos = 0;
command_line[command_line_pos] = 0;
command_scroll = 0;
}
break;
default: {
ubyte c = (ubyte)key_to_ascii(k);
if ( c != 255 ) {
command_line[command_line_pos++] = c;
command_line[command_line_pos] = 0;
}
}
}
strcpy( debug_text[debug_y], ">" );
strcat( debug_text[debug_y], command_line );
debug_draw();
if ( _func ){
_func();
}
}
while( key_inkey() ){
os_poll();
}
}
void debug_help()
{
int s, i;
dc_printf( "Available functions:\n\n" );
s = scroll_times;
for (i=0; i<Num_debug_commands; i++ ) {
dc_printf( " %s - %s\n", Debug_command[i]->name, Debug_command[i]->help );
//mprintf(( "Scroll times %d\n", scroll_times - s ));
if ( scroll_times - s > DROWS - 3 ) {
int k;
dc_printf( " Press a key...B for back\n" );
debug_draw();
k = key_getch();
s = scroll_times;
if ( k == KEY_B ) {
i -= ((DROWS-3)*2);
if ( i <= 0 )
i = -1;
}
}
debug_draw();
}
dc_printf( "\n" );
dc_printf( "Typing '? function_name' will give the current status.\n" );
dc_printf( "Typing 'function_name ?' will give help on the function.\n" );
dc_printf( "Typing ? or help will give you help.\n");
dc_printf( "F3 selects last command line.\n" );
}
-406
View File
@@ -1,406 +0,0 @@
#include "dbugfile.h"
#include "globalincs/pstypes.h"
#ifdef _WIN32
#include <windows.h>
#endif
#include <time.h>
#include <stdio.h>
#include <sys/types.h>
#include <sys/timeb.h>
int dbugfile_counters[MAX_COUNTERS];
bool dbugfile_init_var = false;
char dbugfile_filename[512];
void dbugfile_output(char *buffer)
{
if(dbugfile_init_var == false)
{
return;
}
FILE *fp = fopen(dbugfile_filename, "a");
if(fp == NULL)
{
return;
}
fwrite(buffer, sizeof(char) * strlen(buffer), 1, fp);
fclose(fp);
}
void dbugfile_init()
{
// Clear the counters
memset(dbugfile_counters, 0, sizeof(int) * MAX_COUNTERS);
char big_buffer[1000];
char temp_buff[512];
dbugfile_filename[0] = '\0';
#ifdef _WIN32
char path[MAX_PATH];
GetCurrentDirectory(MAX_PATH, path);
int path_len = strlen(path);
if(path[path_len - 1] != '\\')
{
path[path_len] = '\\';
path[path_len + 1] = '\0';
}
strcpy(dbugfile_filename, path);
#endif
strcat(dbugfile_filename, "DBUG-");
strcpy(big_buffer, "DBUGFILE Active: ");
#ifdef _WIN32
{
unsigned long len = 512;
GetUserName(temp_buff, &len);
strcat(dbugfile_filename, temp_buff);
strcat(big_buffer, temp_buff);
strcat(dbugfile_filename, "-");
strcat(big_buffer, " ");
}
#endif
_tzset();
// Display operating system-style date and time.
_strdate( temp_buff);
strcat(dbugfile_filename, "D(");
strcat(dbugfile_filename,temp_buff);
strcat(big_buffer,temp_buff);
strcat(dbugfile_filename, ") T(");
strcat(big_buffer, " ");
_strtime( temp_buff);
strcat(dbugfile_filename,temp_buff);
strcat(big_buffer,temp_buff);
strcat(dbugfile_filename, ").txt");
strcat(big_buffer, "\n");
// Remove invalid slash chars
int len = strlen(dbugfile_filename);
while(len >= 2)
{
if(dbugfile_filename[len] == '/' || dbugfile_filename[len] == ':')
{
dbugfile_filename[len] = '-';
}
len--;
}
// open file
// Uncomment this to see where the file is going
//MessageBox(NULL, dbugfile_filename, "das", MB_OK);
FILE *fp = fopen(dbugfile_filename, "w");
if(fp == NULL)
{
return;
}
fwrite(big_buffer, sizeof(char) * strlen(big_buffer), 1, fp);
#ifdef _WIN32
// detect OS type
OSVERSIONINFO version_info;
version_info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
if(GetVersionEx(&version_info) != false)
{
char *error = "Error in detecting OS version";
char *version = error;
switch(version_info.dwMajorVersion)
{
case 4:
{
if(version_info.dwMinorVersion == 0)
{
version = "Windows 95";
}
else if(version_info.dwMinorVersion == 10)
{
version = "Windows 98";
}
else if(version_info.dwMinorVersion == 90)
{
version = "Windows Me";
}
break;
}
case 5:
{
if(version_info.dwMinorVersion == 0)
{
version = "Windows 2000";
}
else if(version_info.dwMinorVersion == 1)
{
version = "Windows XP";
}
break;
}
}
char *release_type = NULL;
#ifdef _DEBUG
release_type = "Debug";
#else
release_type = "Release";
#endif
sprintf(big_buffer, "OS: %s %s, ", version, release_type);
}
fwrite(big_buffer, sizeof(char) * strlen(big_buffer), 1, fp);
char exe_name[MAX_PATH];
GetModuleFileName(NULL, exe_name, MAX_PATH);
strcat(exe_name, "\n");
fwrite(exe_name, sizeof(char) * strlen(exe_name), 1, fp);
#endif
fclose(fp);
dbugfile_init_var = true;
}
void dbugfile_deinit()
{
dbugfile_output("Normal end");
dbugfile_init_var = false;
}
void dbugfile_sprintf(int line, char *file, const char *format, ...)
{
if(dbugfile_init_var == false)
{
return;
}
// find last slash (for PC) to crop file path
char *ptr = strrchr(file, '\\');
if(ptr == NULL)
{
ptr = file;
}
else
{
ptr++;
}
char buffer[1000];
int i = sprintf(buffer, "[%s,%4d] ", ptr, line);
va_list ap;
char *p, *sval;
long ival;
double dval;
// Add each extra parameter to string
va_start(ap, format);
for(p = (char *) format; *p; p++)
{
if(*p != '%')
{
*(buffer + i) = *p;
i++;
continue;
}
p++;
switch(*p)
{
case 'd':
{
ival = va_arg(ap, int);
i += sprintf(buffer+i,"%d", ival);
break;
}
case 'c':
{
ival = va_arg(ap, char);
buffer[i] = (char) ival;
i++;
break;
}
case 'x':
{
ival = va_arg(ap, int);
i += sprintf(buffer+i,"%x", ival);
break;
}
case 'f':
{
dval = va_arg(ap, double);
i += sprintf(buffer+i,"%f", dval);
break;
}
case 's':
{
for(sval = va_arg(ap, char *); *sval; sval++)
{
*(buffer + i++) = *sval;
}
break;
}
default:
{
i += sprintf(buffer+i,"N/A: %%%c", *p);
break;
}
}
}
va_end(ap);
i += sprintf(buffer + i, "\n");
dbugfile_output(buffer);
}
void dbugfile_print_matrix_4x4(int line, char *file, float *matrix, char *text)
{
if(dbugfile_init_var == false)
{
return;
}
if(matrix == NULL)
{
return;
}
// find last slash (for PC) to crop file path
char *ptr = strrchr(file, '\\');
if(ptr == NULL)
{
ptr = file;
}
else
{
ptr++;
}
if(text == NULL)
{
text = "";
}
char buffer[1000];
sprintf(buffer,"[%s,%4d] Matrix %s:\n"
"%f %f %f %f\n"
"%f %f %f %f\n"
"%f %f %f %f\n"
"%f %f %f %f\n",
ptr,line, text,
matrix[0],
matrix[1],
matrix[2],
matrix[3],
matrix[4],
matrix[5],
matrix[6],
matrix[7],
matrix[8],
matrix[9],
matrix[10],
matrix[11],
matrix[12],
matrix[13],
matrix[14],
matrix[15]);
dbugfile_output(buffer);
}
void dbugfile_print_matrix_3x3(int line, char *file, float *matrix, char *text)
{
if(dbugfile_init_var == false)
{
return;
}
if(matrix == NULL)
{
return;
}
// find last slash (for PC) to crop file path
char *ptr = strrchr(file, '\\');
if(ptr == NULL)
{
ptr = file;
}
else
{
ptr++;
}
if(text == NULL)
{
text = "";
}
char buffer[1000];
sprintf(buffer,"[%s,%4d] Matrix %s:\n"
"%f %f %f\n"
"%f %f %f\n"
"%f %f %f\n",
ptr,line, text,
matrix[0],
matrix[1],
matrix[2],
matrix[3],
matrix[4],
matrix[5],
matrix[6],
matrix[7],
matrix[8]);
dbugfile_output(buffer);
}
void dbugfile_print_counter(int line, char *file, int counter_num, char *string)
{
char buffer[1000];
strcpy(buffer, string);
strcat(buffer, " %d");
dbugfile_sprintf(line, file, buffer, dbugfile_counters[counter_num]);
}
-66
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@@ -1,66 +0,0 @@
#ifndef _DBUGFILE_HEADER_
#define _DBUGFILE_HEADER_
#define MAX_COUNTERS 10
void dbugfile_init();
void dbugfile_deinit();
void dbugfile_sprintf(int line, char *file, const char *format, ...);
void dbugfile_print_matrix_3x3(int line, char *file, float *matrix, char *text);
void dbugfile_print_matrix_4x4(int line, char *file, float *matrix, char *text);
void dbugfile_print_counter(int line, char *file, int counter_num, char *string);
#ifdef DBUGFILE_ACTIVE
#define DBUGFILE_INIT() dbugfile_init();
#define DBUGFILE_DEINIT() dbugfile_deinit();
#define DBUGFILE_OUTPUT_0(t) dbugfile_sprintf(__LINE__, __FILE__, t);
#define DBUGFILE_OUTPUT_1(t,a) dbugfile_sprintf(__LINE__, __FILE__, t,a);
#define DBUGFILE_OUTPUT_2(t,a,b) dbugfile_sprintf(__LINE__, __FILE__, t,a,b);
#define DBUGFILE_OUTPUT_3(t,a,b,c) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c);
#define DBUGFILE_OUTPUT_4(t,a,b,c,d) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c,d);
#define DBUGFILE_OUTPUT_5(t,a,b,c,d,e) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c,d,e);
#define DBUGFILE_OUTPUT_6(t,a,b,c,d,e,f) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c,d,e,f);
#define DBUGFILE_OUTPUT_7(t,a,b,c,d,e,f,g) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c,d,e,f,g);
#define DBUGFILE_OUTPUT_8(t,a,b,c,d,e,f,g,h) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c,d,e,f,g,h);
#define DBUGFILE_OUTPUT_9(t,a,b,c,d,e,f,g,h,i) dbugfile_sprintf(__LINE__, __FILE__, t,a,b,c,d,e,f,g,h,i);
#define DBUGFILE_OUTPUT_MATRIX_3X3(m,t) dbugfile_print_matrix_3x3(__LINE__, __FILE__, m,t);
#define DBUGFILE_OUTPUT_MATRIX_4X4(m,t) dbugfile_print_matrix_4x4(__LINE__, __FILE__, m,t);
extern int dbugfile_counters[MAX_COUNTERS];
#define DBUGFILE_INC_COUNTER(n) if(n < MAX_COUNTERS) dbugfile_counters[n]++;
#define DBUGFILE_DEC_COUNTER(n) if(n < MAX_COUNTERS) dbugfile_counters[n]--;
#define DBUGFILE_OUTPUT_COUNTER(n,s) dbugfile_print_counter(__LINE__, __FILE__, n, s);
#else
#define DBUGFILE_INIT() ;
#define DBUGFILE_DEINIT() ;
#define DBUGFILE_OUTPUT_0(t) ;
#define DBUGFILE_OUTPUT_1(t,a) ;
#define DBUGFILE_OUTPUT_2(t,a,b) ;
#define DBUGFILE_OUTPUT_3(t,a,b,c) ;
#define DBUGFILE_OUTPUT_4(t,a,b,c,d) ;
#define DBUGFILE_OUTPUT_5(t,a,b,c,d,e) ;
#define DBUGFILE_OUTPUT_6(t,a,b,c,d,e,f) ;
#define DBUGFILE_OUTPUT_7(t,a,b,c,d,e,f,g) ;
#define DBUGFILE_OUTPUT_8(t,a,b,c,d,e,f,g,h) ;
#define DBUGFILE_OUTPUT_9(t,a,b,c,d,e,f,g,h,i) ;
#define DBUGFILE_OUTPUT_MATRIX_3X3(m,t) ;
#define DBUGFILE_OUTPUT_MATRIX_4X4(m,t) ;
#define DBUGFILE_INC_COUNTER(n) ;
#define DBUGFILE_DEC_COUNTER(n) ;
#define DBUGFILE_OUTPUT_COUNTER(n,s) ;
#endif
#endif
-226
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@@ -1,226 +0,0 @@
/*
* Code created by Thomas Whittaker (RT) for a FreeSpace 2 source code project
*
* You may not sell or otherwise commercially exploit the source or things you
* created based on the source.
*
*/
/*
* This module is intended as a debug tool to measure the speed of blocks of code and display
* that information as coloured bars across the top of the screen.
*
* This allows interactive measuring of components of the code, very useful for optimisztion.
*/
#ifdef _WIN32
#include <windows.h>
#include <winbase.h>
#endif
#include "timerbar.h"
#include "globalincs/pstypes.h"
// Internal structure for handling frame data
typedef struct
{
LARGE_INTEGER start_value;
LARGE_INTEGER total_value;
LARGE_INTEGER average;
LARGE_INTEGER frame_total;
} timerbar_profile;
timerbar_profile profiles[MAX_NUM_TIMERBARS];
int timerbar_current_profile = 0;
LARGE_INTEGER timerbar_ultimate_start_value;
LARGE_INTEGER timerbar_last_start_value;
// Data needed for push and pop functionality
const int MAX_TB_STACK_SIZE = 100;
int timerbar_stack[MAX_TB_STACK_SIZE];
int timerbar_current_stack_layer = 0;
/*
*
*
*
*/
void timerbar_push(int value)
{
if(timerbar_current_stack_layer >= MAX_TB_STACK_SIZE)
{
// To many pushs, this must be a bug
// Someone is letting code miss the pops, check for early retuns
Assert(!(timerbar_current_stack_layer >= MAX_TB_STACK_SIZE));
return;
}
timerbar_stack[timerbar_current_stack_layer] = timerbar_current_profile;
timerbar_current_stack_layer++;
timerbar_switch_type(value);
}
/*
*
*
*
*/
void timerbar_pop()
{
timerbar_current_stack_layer--;
if(timerbar_current_stack_layer < 0)
{
Assert(!(timerbar_current_stack_layer < 0));
timerbar_current_stack_layer = 0;
return;
}
timerbar_switch_type(timerbar_stack[timerbar_current_stack_layer]);
}
// This pointer holds the draw function to use or NULL
void (*draw_func_ptr)(int colour, float x, float y, float w, float h) = NULL;
void timerbar_start_frame()
{
timerbar_current_stack_layer = 0;
timerbar_current_profile = 0;
if(QueryPerformanceCounter(&timerbar_ultimate_start_value) == FALSE)
{
// DBUGFILE_OUTPUT_0("QueryPerformanceCounter not supported by hardware");
draw_func_ptr = NULL;
}
timerbar_last_start_value = timerbar_ultimate_start_value;
}
// Constants need for timerbar_conv_and_draw calculations
const int WIDTH = 480;
const float WIDTHF = ((float) WIDTH) * 1.01f;
/**
* Internal conversion function to convert draw data into bars for the screen
*
* @param int colour - colour index (>=0)
* @param int xpos - x position to start bar on
* @param int xwidth - width of bar
* @param int yrow - Index of row bar belongs to
*/
void timerbar_conv_and_draw(int colour, int xpos, int xwidth, int yrow)
{
float fxpos = (float) xpos;
float fxwidth = (float) xwidth;
draw_func_ptr(colour,
fxpos / WIDTHF,
yrow * 0.01f,
fxwidth / WIDTHF,
0.005f);
}
void timerbar_end_frame()
{
// Now we want to draw the bars
if(draw_func_ptr == NULL)
{
// we have not been given a draw function so we are going to have to quit
return;
}
timerbar_switch_type(-1);
int last_xpos = 0;
int y_pos = 0;
for(int i = 0; i < MAX_NUM_TIMERBARS; i++)
{
// Nothing to render this frame
if(profiles[i].frame_total.QuadPart == 0)
{
continue;
}
int xsize = (int) profiles[i].frame_total.QuadPart / 90;
// break condition in else
while(1)
{
// if bar runs over
if(last_xpos + xsize > WIDTH)
{
int rem_len = WIDTH - last_xpos;
// Draw from current position to the end of the bar
timerbar_conv_and_draw(i, last_xpos, rem_len, y_pos);
xsize -= rem_len;
last_xpos = 0;
y_pos++;
}
else
{
// Draw whats left and break for the next bar
timerbar_conv_and_draw(i,last_xpos, xsize, y_pos);
last_xpos += xsize;
break;
}
}
// reset for next frame
profiles[i].frame_total.QuadPart = 0;
}
}
void timerbar_switch_type(int num)
{
if(num >= MAX_NUM_TIMERBARS)
{
return;
}
// Calculate old profile's total
LARGE_INTEGER now;
if(QueryPerformanceCounter(&now) == FALSE)
{
// DBUGFILE_OUTPUT_0("QueryPerformanceCounter not supported by hardware");
}
profiles[timerbar_current_profile].frame_total.QuadPart +=
(now.QuadPart - timerbar_last_start_value.QuadPart);
if(num != -1)
{
// Switch to new profile
timerbar_current_profile = num;
}
// Update time to count from
if(QueryPerformanceCounter(&timerbar_last_start_value) == FALSE)
{
// DBUGFILE_OUTPUT_0("QueryPerformanceCounter not supported by hardware");
}
}
/**
* @param void (*new_draw_func_ptr)(int colour, float x, float y, float w, float h) - pointer to draw function
*
* Sets the draw function used to output the timer data, designed to be generic allowing any API
* to take advantage of this module. Set to NULL to disable drawing.
*
* By default the draw function is set to NULL
*/
void timerbar_set_draw_func(void (*new_draw_func_ptr)(int colour, float x, float y, float w, float h))
{
draw_func_ptr = new_draw_func_ptr;
}
-87
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@@ -1,87 +0,0 @@
/*
* Code created by Thomas Whittaker (RT) for a FreeSpace 2 source code project
*
* You may not sell or otherwise commercially exploit the source or things you
* created based on the source.
*
*/
/*
* $Logfile: /Freespace2/code/debugconsole/timerbar.h $
* $Revision: 1.11 $
* $Date: 2006-04-20 06:32:00 $
* $Author: Goober5000 $
*
* $Log: not supported by cvs2svn $
* Revision 1.10 2005/07/13 02:50:50 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 1.9 2004/08/11 05:06:20 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 1.8 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
* Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
*
* Revision 1.7 2003/11/19 20:37:23 randomtiger
* Almost fully working 32 bit pcx, use -pcx32 flag to activate.
* Made some commandline variables fit the naming standard.
* Changed timerbar system not to run pushes and pops if its not in use.
* Put in a note about not uncommenting asserts.
* Fixed up a lot of missing POP's on early returns?
* Perhaps the motivation for Assert functionality getting commented out?
* Fixed up some bad asserts.
* Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
* Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
* Put in a special check for the signs of that D3D init bug I need to lock down.
*
* Revision 1.6 2003/11/09 06:31:39 Kazan
* a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed
* conflicts in cmdline and timerbar.h log entries
* cvs stopped acting like it was on crack obviously
*
* Revision 1.5 2003/11/09 04:09:17 Goober5000
* edited for language
* --Goober5000
*
* Revision 1.4 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
*
* $NoKeywords: $
*/
#ifndef _TIMERBAR_HEADER_
#define _TIMERBAR_HEADER_
const int MAX_NUM_TIMERBARS = 20;
#include "cmdline/cmdline.h"
// These functions should never be used directly, always use macros below
void timerbar_start_frame();
void timerbar_end_frame();
void timerbar_set_draw_func(void (*new_draw_func_ptr)(int colour, float x, float y, float w, float h));
void timerbar_push(int value);
void timerbar_pop();
// This function shouldnt not be used any more or it will break push and pop calls
void timerbar_switch_type(int num);
#define TIMERBAR_SET_DRAW_FUNC(f) if (Cmdline_timerbar) timerbar_set_draw_func(f);
#define TIMERBAR_START_FRAME() if (Cmdline_timerbar) timerbar_start_frame();
#define TIMERBAR_END_FRAME() if (Cmdline_timerbar) timerbar_end_frame();
#define TIMERBAR_SWITCH_TYPE(n) if (Cmdline_timerbar) timerbar_switch_type(n);
#define TIMERBAR_PUSH(v) if (Cmdline_timerbar) timerbar_push(v);
#define TIMERBAR_POP() if (Cmdline_timerbar) timerbar_pop();
#endif
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-129
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@@ -1,129 +0,0 @@
//header file for making decals-Bobboau
#ifndef _DECAL_H
#define _DECAL_H
#include "object/object.h"
#include "globalincs/pstypes.h"
//#include "ship/ship.h"
#ifdef ENABLE_DECALS
#define MAX_DECAL_POLY 40
#define MAX_DECAL_POLY_POINT 10
#define MAX_DECAL_DEFPOINTS 10000
#define MAX_DECAL_POINT 10
#define MAX_SHIP_DECALS 25
#define MAX_GLOBAL_DECAL_POLYS 11000
#define QUICKFIND_SUBDIVISION 100
#define QUICKFIND_SEGMENT_LENGTH (MAX_GLOBAL_DECAL_POLYS/QUICKFIND_SUBDIVISION)
#define MAX_GLOBAL_DECALS 5000
#define DP_EOF 0
#define DP_DEFPOINTS 1
#define DP_FLATPOLY 2
#define DP_TMAPPOLY 3
#define DP_SORTNORM 4
#define DP_BOUNDBOX 5
#endif // ENABLE_DECALS
struct decal;
struct decal_list;
struct decal_list_controle;
struct decal_poly{
vec3d norm[3];
vertex point[3];
decal_poly *next;
decal* parent;
int idx;
};
struct decal{
int n_poly;
int timestamp; //when this decal was created
int burn_time; //how long it takes for the glow texture to fade
int vertex_buffer_start; //were is the start of this decal's polys in the vertex buffer
decal_poly* poly;
decal_poly* add_poly();
decal_poly* get_last_poly();
void remove_last_poly();
decal_list_controle *parent;
};
struct decal_list{
decal dec;
decal_list *next;
};
struct decal_item{
decal_list dec;
bool used;
};
struct decal_list_controle{
int n_decals;
int buffer;
int texture;
int n_poly;
int burn_texture;
int glow_texture;
bool modifyed;
decal_list *d_list;
decal_list *end;
decal_list *add_new();
void trim();
void clear();
~decal_list_controle();
decal_list_controle();
};
struct decal_system{
decal_list_controle *decals;
int n_decal_textures;
bool decals_modified;
int max_decals;
decal_system():decals(NULL),n_decal_textures(0),decals_modified(false){};
};
//this is used to give all the data to the generation data to the functions that make them
struct decal_point{
vec3d pnt;
matrix orient;
float radius;
};
#ifdef ENABLE_DECALS
int decal_create(object * obj, decal_point *point, int subobject, int texture, int backfaced_texture = -1, int glow_texture = -1, int burn_texture = -1, int burn_time = 1000);//makes the decal
int decal_create_simple(object * obj, decal_point *point, int texture);//makes a simple non-clipped decal
void decal_render_all(object * obj); //renders all decals
int decal_create_sub(void *model_ptr);
void clear_decals(decal_system *system);
void init_decals();
#else // ENABLE_DECALS
inline int decal_create(object * obj, decal_point *point, int subobject, int texture, int backfaced_texture = -1, int glow_texture = -1, int burn_texture = -1, int burn_time = 1000)
{
return 0;
}
#define decal_create_simple(a, b, c) (0)
#define decal_render_all(a)
#define decal_create_sub(a) (0);
#define clear_decals(a)
#define init_decals()
#endif // ENABLE_DECALS
#endif // _DECAL_H
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@@ -1,119 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Demo/Demo.h $
* $Revision: 2.2 $
* $Date: 2005-07-13 02:50:51 $
* $Author: Goober5000 $
*
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2004/08/11 05:06:21 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 3/29/99 6:17p Dave
* More work on demo system. Got just about everything in except for
* blowing ships up, secondary weapons and player death/warpout.
*
* 2 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
*
* $NoKeywords: $
*/
#ifndef _FS2_DEMO_SYSTEM_HEADER_FILE
#define _FS2_DEMO_SYSTEM_HEADER_FILE
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO DEFINES/VARS
//
// compile in the demo system
#define DEMO_SYSTEM
struct object;
struct ship;
// an error reading or writing the demo file
#define DEMO_ERROR_NONE 0 // no error
#define DEMO_ERROR_GENERAL 1 // general problem
#define DEMO_ERROR_FRAMESIZE 2 // frame size was too big (> 32k)
#define DEMO_ERROR_DISK_SPACE 3 // out of disk space
#define DEMO_ERROR_DISK_ACCESS 4 // problem accessing disk
#define DEMO_ERROR_VERSION 5 // bad version #
#define DEMO_ERROR_MISSION 6 // different mission file checksums
extern int Demo_error;
extern int Demo_make;
// -----------------------------------------------------------------------------------------------------------------------------
// DEMO FUNCTIONS
//
// do frame for the demo - start for the frame
int demo_do_frame_start();
// do frame for the demo - end for the frame
int demo_do_frame_end();
// initialize a demo for recording
// NOTE : call this after loading the mission and going through the briefing, but _before_ physically moving into the mission
int demo_start_record(char *file);
// initialize a demo for playback - calling this will load up the demo file and move the player into the playback state
int demo_start_playback(char *file);
// finish the demo, whether recording or playing back
void demo_close();
// if we should run the simulation for this object, or let the demo system handle it
int demo_should_sim(object *objp);
// functions for posting critical events to the demo system ------------------------------------------------------------
// post an object dump event (only used internally)
void demo_POST_object_dump();
// post a primary fired event
void demo_POST_primary_fired(object *objp, int banks, int linked);
// post a unique message
void demo_POST_unique_message(char *id, char *who_from, int m_source, int priority);
// post a builtin message
void demo_POST_builtin_message(int type, ship *shipp, int priority, int timing);
// post an object create message
void demo_POST_obj_create(char *pobj_name, int signature);
// post a warpin event
void demo_POST_warpin(int signature, int ship_flags);
// post a warpout event
void demo_POST_warpout(int signature, int ship_flags);
// post a departed event
void demo_POST_departed(int signature, int ship_flags);
// post a ship kill event
void demo_POST_ship_kill(object *objp);
#endif
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@@ -1,350 +0,0 @@
#include <windows.h>
#include <dshow.h>
#include <stdio.h>
#include "osapi/osapi.h"
#include "directx/dx8show.h"
#include "debugconsole/dbugfile.h"
#include "graphics/2d.h"
#include <commctrl.h>
#include <commdlg.h>
#include <tchar.h>
//#include <atlbase.h> // No dependecy on ATL!!!
enum PLAYSTATE {Stopped, Paused, Running, Init};
void Msg(TCHAR *szFormat, ...);
// Local
//HRESULT InitPlayerWindow(HWND ghApp);
HRESULT InitVideoWindow(HWND ghApp, long w, long h);
//bool HandleGraphEvent(void);
void CheckVisibility(void);
void CloseInterfaces(void);
//
// Constants
//
#define VOLUME_FULL 0L
#define VOLUME_SILENCE -10000L
#define WM_GRAPHNOTIFY WM_USER
char error_buffer[512];
char *ParseDShowError(HRESULT hr)
{
#ifndef NDEBUG
AMGetErrorText(hr, error_buffer, 512);
return error_buffer;
#else
return "DShow error";
#endif
}
//
// Macros
//
#define SAFE_RELEASE(x) { if (x) x->Release(); x = NULL; }
#define JIF(x) if (FAILED(hr=(x))) \
{Msg(TEXT("FAILED(hr=0x%x) in ") TEXT(#x) " (%s) " TEXT("\n"), hr, ParseDShowError(hr)); return hr;}
#define LIF(x) if (FAILED(hr=(x))) \
{Msg(TEXT("FAILED(hr=0x%x) in ") TEXT(#x) TEXT("\n"), hr);}
//
// Global data
//
BOOL g_bAudioOnly=FALSE;
LONG g_lVolume=VOLUME_FULL;
//DWORD g_dwGraphRegister=0;
PLAYSTATE g_psCurrent=Stopped;
// DirectShow interfaces
IGraphBuilder *pGB = NULL;
IMediaControl *pMC = NULL;
IMediaEventEx *pME = NULL;
IVideoWindow *pVW = NULL;
IBasicAudio *pBA = NULL;
IBasicVideo *pBV = NULL;
IMediaSeeking *pMS = NULL;
IMediaPosition *pMP = NULL;
/*
void PassMsgToVideoWindow(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
if (pVW)
pVW->NotifyOwnerMessage((long) hWnd, message, wParam, lParam);
}
void SetCurrentState(PLAYSTATE state)
{
g_psCurrent = state;
}
PLAYSTATE GetCurrentState()
{
return g_psCurrent;
}
BOOL IsAudioOnly()
{
return g_bAudioOnly;
}
*/
HRESULT PlayMovieInWindow(HWND ghApp, LPTSTR szFile)
{
// USES_CONVERSION;
WCHAR wFile[MAX_PATH];
HRESULT hr;
// Clear open dialog remnants before calling RenderFile()
UpdateWindow(ghApp);
// Convert filename to wide character string
// wcscpy(wFile, T2W(szFile)); // requires ATL
swprintf(wFile, L"%S", szFile); // Uses libc to convert instead
// Get the interface for DirectShow's GraphBuilder
JIF(CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER,
IID_IGraphBuilder, (void **)&pGB));
if(SUCCEEDED(hr))
{
HRESULT load_attempt = pGB->RenderFile(wFile, NULL);
// f%#$ing DivX6...
// SetForegroundWindow(ghApp);
// Have the graph builder construct its the appropriate graph automatically
if(FAILED(load_attempt))
{
return load_attempt;
}
// QueryInterface for DirectShow interfaces
JIF(pGB->QueryInterface(IID_IMediaControl, (void **)&pMC));
JIF(pGB->QueryInterface(IID_IMediaEventEx, (void **)&pME));
JIF(pGB->QueryInterface(IID_IMediaSeeking, (void **)&pMS));
JIF(pGB->QueryInterface(IID_IMediaPosition, (void **)&pMP));
// Query for video interfaces, which may not be relevant for audio files
JIF(pGB->QueryInterface(IID_IVideoWindow, (void **)&pVW));
JIF(pGB->QueryInterface(IID_IBasicVideo, (void **)&pBV));
// Query for audio interfaces, which may not be relevant for video-only files
JIF(pGB->QueryInterface(IID_IBasicAudio, (void **)&pBA));
// Is this an audio-only file (no video component)?
CheckVisibility();
// Have the graph signal event via window callbacks for performance
JIF(pME->SetNotifyWindow((OAHWND)ghApp, WM_GRAPHNOTIFY, 0));
long width, height;
pBV->get_VideoWidth(&width);
pBV->get_VideoHeight(&height);
// JIF(InitVideoWindow(ghApp,width, height));
if (!g_bAudioOnly)
{
JIF(pVW->put_Owner((OAHWND)ghApp));
JIF(pVW->put_WindowStyle(WS_CHILD | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE));
JIF(InitVideoWindow(ghApp, width, height));
JIF(pVW->SetWindowForeground(OATRUE));
JIF(pVW->put_MessageDrain((OAHWND)ghApp));
}
// Run the graph to play the media file
JIF(pMC->Run());
g_psCurrent=Running;
}
return hr;
}
extern int Cmdline_window;
extern int Cmdline_noscalevid;
HRESULT InitVideoWindow(HWND ghApp, long video_w, long video_h)
{
HRESULT hr = S_OK;
RECT rect;
GetClientRect(ghApp, &rect);
int screen_w = rect.right;
int screen_h = rect.bottom;
int video_rescale_w;
int video_rescale_h;
if (Cmdline_noscalevid && (video_w < screen_w) && (video_h < screen_h)) {
video_rescale_w = video_w;
video_rescale_h = video_h;
} else {
video_rescale_w = (video_w * screen_w) / video_w;
video_rescale_h = (video_rescale_w * video_h) / video_w;
}
int extra_w = (screen_w - video_rescale_w) / 2;
int extra_h = (screen_h - video_rescale_h) / 2;
if (Cmdline_window)
{
rect.right += GetSystemMetrics(SM_CXFIXEDFRAME) * 2;
rect.bottom += 2 * GetSystemMetrics(SM_CYFIXEDFRAME) + GetSystemMetrics(SM_CYCAPTION);
}
if(SetWindowPos(ghApp, 0, 0, 0, rect.right, rect.bottom, SWP_NOMOVE | SWP_NOOWNERZORDER) == FALSE) {
MessageBox(ghApp,"Failed SetWindowPos","Error", MB_OK);
}
JIF(pVW->SetWindowPosition(extra_w, extra_h, video_rescale_w, video_rescale_h));
return hr;
}
void CheckVisibility(void)
{
long lVisible;
HRESULT hr;
if ((!pVW) || (!pBV))
{
// Audio-only files have no video interfaces. This might also
// be a file whose video component uses an unknown video codec.
g_bAudioOnly = TRUE;
return;
}
else
{
// Clear the global flag
g_bAudioOnly = FALSE;
}
hr = pVW->get_Visible(&lVisible);
if (FAILED(hr))
{
// If this is an audio-only clip, get_Visible() won't work.
//
// Also, if this video is encoded with an unsupported codec,
// we won't see any video, although the audio will work if it is
// of a supported format.
//
if (hr == E_NOINTERFACE)
{
g_bAudioOnly = TRUE;
}
else
{
Msg(TEXT("Failed(%08lx) in pVW->get_Visible()!\r\n"), hr);
}
}
}
bool OpenClip(HWND ghApp, char *g_szFileName)
{
// Reset status variables
g_psCurrent = Stopped;
g_lVolume = VOLUME_FULL;
// Start playing the media file
HRESULT hr = PlayMovieInWindow(ghApp, g_szFileName);
// If we couldn't play the clip, clean up
if (FAILED(hr)) {
CloseClip(ghApp);
return false;
}
return true;
}
void CloseClip(HWND ghApp)
{
HRESULT hr;
// Stop media playback
if(pMC)
hr = pMC->Stop();
// Clear global flags
g_psCurrent = Stopped;
g_bAudioOnly = TRUE;
// Free DirectShow interfaces
CloseInterfaces();
// No current media state
g_psCurrent = Init;
}
void CloseInterfaces(void)
{
// Relinquish ownership (IMPORTANT!) after hiding video window
if (pVW) {
pVW->put_Visible(OAFALSE);
pVW->put_Owner(NULL);
}
// Disable event callbacks
if (pME)
pME->SetNotifyWindow((OAHWND)NULL, 0, 0);
// Release and zero DirectShow interfaces
SAFE_RELEASE(pME);
SAFE_RELEASE(pMS);
SAFE_RELEASE(pMP);
SAFE_RELEASE(pMC);
SAFE_RELEASE(pBA);
SAFE_RELEASE(pBV);
SAFE_RELEASE(pVW);
SAFE_RELEASE(pGB);
}
void Msg(TCHAR *szFormat, ...)
{
TCHAR szBuffer[512]; // Large buffer for very long filenames (like HTTP)
// Format the input string
va_list pArgs;
va_start(pArgs, szFormat);
_vstprintf(szBuffer, szFormat, pArgs);
va_end(pArgs);
// Display a message box with the formatted string
MessageBox(NULL, szBuffer, TEXT("PlayWnd Sample"), MB_OK);
}
// returns true when finished
bool dx8show_stream_movie(void)
{
LONG evCode, evParam1, evParam2;
HRESULT hr=S_OK;
// Make sure that we don't access the media event interface
// after it has already been released.
if (!pME) {
return S_OK;
}
// Process all queued events
while(SUCCEEDED(pME->GetEvent(&evCode, &evParam1,&evParam2, 0))) {
// Free memory associated with callback, since we're not using it
hr = pME->FreeEventParams(evCode, evParam1, evParam2);
// If this is the end of the clip, reset to beginning
if(EC_COMPLETE == evCode)
{
return true;
}
}
return false;
}
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@@ -1,11 +0,0 @@
#ifndef _DX8SHOW_HEADER_FILE
#define _DX8SHOW_HEADER_FILE
bool OpenClip(HWND ghApp, char *g_szFileName);
void CloseClip(HWND ghApp);
bool dx8show_stream_movie(void);
void PassMsgToVideoWindow(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
#endif
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/*==========================================================================;
*
* Copyright (C) 1996-1997 Microsoft Corporation. All Rights Reserved.
*
* File: async.h
* Content: AsyncData object include file
***************************************************************************/
#ifndef __ASYNC_INCLUDED__
#define __ASYNC_INCLUDED__
#include <ole2.h> // for DECLARE_INTERFACE and HRESULT
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/*
* GUIDS used by DPAsyncData objects
*/
// {47BCD7E0-2E89-11d0-A889-00A0C905433C}
DEFINE_GUID(IID_IDPAsyncData, 0x47bcd7e0, 0x2e89, 0x11d0, 0xa8, 0x89, 0x0, 0xa0, 0xc9, 0x5, 0x43, 0x3c);
/****************************************************************************
*
* IDPAsyncData Structures
*
* Various structures used to invoke DPAsyncData.
*
****************************************************************************/
typedef struct IDPAsyncData FAR *LPDPASYNCDATA;
/****************************************************************************
*
* IDPAsyncData Interface
*
****************************************************************************/
#undef INTERFACE
#define INTERFACE IDPAsyncData
DECLARE_INTERFACE_( IDPAsyncData, IUnknown )
{
/* IUnknown Methods */
STDMETHOD(QueryInterface) (THIS_ REFIID riid, LPVOID * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
/* IDPAsyncData Methods */
STDMETHOD(AddItem) (THIS_ LPDWORD, LPVOID, DWORD) PURE;
STDMETHOD(Cancel) (THIS) PURE;
STDMETHOD(GetFlags) (THIS_ LPDWORD) PURE;
STDMETHOD(GetItem) (THIS_ DWORD, LPVOID *) PURE;
STDMETHOD(GetItemCount) (THIS_ LPDWORD) PURE;
STDMETHOD(GetStatus) (THIS_ LPDWORD, LPDWORD, HRESULT *) PURE;
STDMETHOD(IsSnapshotCurrent) (THIS) PURE;
STDMETHOD(RefreshSnapshot) (THIS) PURE;
STDMETHOD(RemoveItem) (THIS_ DWORD) PURE;
STDMETHOD(SetFlags) (THIS_ DWORD) PURE;
STDMETHOD(SetItem) (THIS_ DWORD, LPVOID, DWORD) PURE;
STDMETHOD(SetStatus) (THIS_ DWORD) PURE;
STDMETHOD(SetStatusEvent) (THIS_ DWORD, HANDLE) PURE;
};
/****************************************************************************
*
* IDPAsyncData interface macros
*
****************************************************************************/
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDPAsyncData_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDPAsyncData_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDPAsyncData_Release(p) (p)->lpVtbl->Release(p)
#define IDPAsyncData_AddItem(p) (p)->lpVtbl->AddItem(p)
#define IDPAsyncData_Cancel(p) (p)->lpVtbl->Cancel(p)
#define IDPAsyncData_GetItem(p,a,b) (p)->lpVtbl->GetItem(p,a,b)
#define IDPAsyncData_GetItemCount(p,a) (p)->lpVtbl->GetItemCount(p,a)
#define IDPAsyncData_GetStatus(p,a,b,c) (p)->lpVtbl->GetStatus(p,a,b,c)
#define IDPAsyncData_IsSnapshotCurrent(p) (p)->lpVtbl->IsSnapshotCurrent(p)
#define IDPAsyncData_RefreshSnapshot(p) (p)->lpVtbl->RefreshSnapshot(p)
#define IDPAsyncData_RemoveItem(p) (p)->lpVtbl->RemoveItem(p)
#define IDPAsyncData_SetFlags(p) (p)->lpVtbl->SetFlags(p)
#define IDPAsyncData_SetItem(p) (p)->lpVtbl->SetItem(p)
#define IDPAsyncData_SetStatus(p) (p)->lpVtbl->SetStatus(p)
#define IDPAsyncData_SetStatusEvent(p,a,b) (p)->lpVtbl->SetStatusEvent(p,a,b)
#else /* C++ */
#define IDPAsyncData_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDPAsyncData_AddRef(p) (p)->AddRef()
#define IDPAsyncData_Release(p) (p)->Release()
#define IDPAsyncData_AddItem(p) (p)->AddItem()
#define IDPAsyncData_Cancel(p) (p)->Cancel()
#define IDPAsyncData_GetItem(p,a,b) (p)->GetItem(a,b)
#define IDPAsyncData_GetItemCount(p,a) (p)->GetItemCount(a)
#define IDPAsyncData_GetStatus(p,a,b,c) (p)->GetStatus(a,b,c)
#define IDPAsyncData_IsSnapshotCurrent(p) (p)->IsSnapshotCurrent()
#define IDPAsyncData_RefreshSnapshot(p) (p)->RefreshSnapshot()
#define IDPAsyncData_RemoveItem(p) (p)->RemoveItem()
#define IDPAsyncData_SetFlags(p) (p)->SetFlags()
#define IDPAsyncData_SetItem(p) (p)->SetItem()
#define IDPAsyncData_SetStatus(p) (p)->SetStatus()
#define IDPAsyncData_SetStatusEvent(p,a,b) (p)->SetStatusEvent(a,b)
#endif
/****************************************************************************
*
* AsyncData Flags
*
****************************************************************************/
/*
* This flag is set if the ItemData is ANSI. If it is not set, the ItemData
* is either Unicode or doesn't contain any string information.
*/
#define DPASYNCDATA_ANSI (0x00000001)
#ifdef __cplusplus
};
#endif /* __cplusplus */
#endif /* __ASYNC_INCLUDED__ */
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/*==========================================================================;
*
* Copyright (C) 1996-1997 Microsoft Corporation. All Rights Reserved.
*
* File: dplobby.h
* Content: DirectPlayLobby include file
***************************************************************************/
#ifndef __DPLOBBY_INCLUDED__
#define __DPLOBBY_INCLUDED__
#include "directx/vdplay.h"
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/*
* GUIDS used by DirectPlay objects
*/
/* {AF465C71-9588-11cf-A020-00AA006157AC} */
DEFINE_GUID(IID_IDirectPlayLobby, 0xaf465c71, 0x9588, 0x11cf, 0xa0, 0x20, 0x0, 0xaa, 0x0, 0x61, 0x57, 0xac);
/* {26C66A70-B367-11cf-A024-00AA006157AC} */
DEFINE_GUID(IID_IDirectPlayLobbyA, 0x26c66a70, 0xb367, 0x11cf, 0xa0, 0x24, 0x0, 0xaa, 0x0, 0x61, 0x57, 0xac);
/* {0194C220-A303-11d0-9C4F-00A0C905425E} */
DEFINE_GUID(IID_IDirectPlayLobby2, 0x194c220, 0xa303, 0x11d0, 0x9c, 0x4f, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/* {1BB4AF80-A303-11d0-9C4F-00A0C905425E} */
DEFINE_GUID(IID_IDirectPlayLobby2A, 0x1bb4af80, 0xa303, 0x11d0, 0x9c, 0x4f, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/* {2FE8F810-B2A5-11d0-A787-0000F803ABFC} */
DEFINE_GUID(CLSID_DirectPlayLobby, 0x2fe8f810, 0xb2a5, 0x11d0, 0xa7, 0x87, 0x0, 0x0, 0xf8, 0x3, 0xab, 0xfc);
/****************************************************************************
*
* IDirectPlayLobby Structures
*
* Various structures used to invoke DirectPlayLobby.
*
****************************************************************************/
typedef struct IDirectPlayLobby FAR *LPDIRECTPLAYLOBBY;
typedef struct IDirectPlayLobby FAR *LPDIRECTPLAYLOBBYA;
typedef struct IDirectPlayLobby IDirectPlayLobbyA;
typedef struct IDirectPlayLobby2 FAR *LPDIRECTPLAYLOBBY2;
typedef struct IDirectPlayLobby2 FAR *LPDIRECTPLAYLOBBY2A;
typedef struct IDirectPlayLobby2 IDirectPlayLobby2A;
/*
* DPLAPPINFO
* Used to hold information about a registered DirectPlay
* application
*/
typedef struct DPLAPPINFO
{
DWORD dwSize; // Size of this structure
GUID guidApplication; // GUID of the Application
union
{
LPSTR lpszAppNameA; // Pointer to the Application Name
LPWSTR lpszAppName;
};
} DPLAPPINFO, FAR *LPDPLAPPINFO;
/*
* LPCDPLAPPINFO
* A constant pointer to DPLAPPINFO
*/
typedef const DPLAPPINFO FAR *LPCDPLAPPINFO;
/*
* DPCOMPOUNDADDRESSELEMENT
*
* An array of these is passed to CreateCompoundAddresses()
*/
typedef struct DPCOMPOUNDADDRESSELEMENT
{
GUID guidDataType;
DWORD dwDataSize;
LPVOID lpData;
} DPCOMPOUNDADDRESSELEMENT, FAR *LPDPCOMPOUNDADDRESSELEMENT;
/*
* LPCDPCOMPOUNDADDRESSELEMENT
* A constant pointer to DPCOMPOUNDADDRESSELEMENT
*/
typedef const DPCOMPOUNDADDRESSELEMENT FAR *LPCDPCOMPOUNDADDRESSELEMENT;
/****************************************************************************
*
* Enumeration Method Callback Prototypes
*
****************************************************************************/
/*
* Callback for EnumAddress()
*/
typedef BOOL (FAR PASCAL *LPDPENUMADDRESSCALLBACK)(
REFGUID guidDataType,
DWORD dwDataSize,
LPCVOID lpData,
LPVOID lpContext);
/*
* Callback for EnumAddressTypes()
*/
typedef BOOL (FAR PASCAL *LPDPLENUMADDRESSTYPESCALLBACK)(
REFGUID guidDataType,
LPVOID lpContext,
DWORD dwFlags);
/*
* Callback for EnumLocalApplications()
*/
typedef BOOL (FAR PASCAL * LPDPLENUMLOCALAPPLICATIONSCALLBACK)(
LPCDPLAPPINFO lpAppInfo,
LPVOID lpContext,
DWORD dwFlags);
/****************************************************************************
*
* DirectPlayLobby API Prototypes
*
****************************************************************************/
#ifdef UNICODE
#define DirectPlayLobbyCreate DirectPlayLobbyCreateW
#else
#define DirectPlayLobbyCreate DirectPlayLobbyCreateA
#endif /* UNICODE */
extern HRESULT WINAPI DirectPlayLobbyCreateW(LPGUID, LPDIRECTPLAYLOBBY *, IUnknown *, LPVOID, DWORD );
extern HRESULT WINAPI DirectPlayLobbyCreateA(LPGUID, LPDIRECTPLAYLOBBYA *, IUnknown *, LPVOID, DWORD );
/****************************************************************************
*
* IDirectPlayLobby (and IDirectPlayLobbyA) Interface
*
****************************************************************************/
#undef INTERFACE
#define INTERFACE IDirectPlayLobby
DECLARE_INTERFACE_( IDirectPlayLobby, IUnknown )
{
/* IUnknown Methods */
STDMETHOD(QueryInterface) (THIS_ REFIID riid, LPVOID * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
/* IDirectPlayLobby Methods */
STDMETHOD(Connect) (THIS_ DWORD, LPDIRECTPLAY2 *, IUnknown FAR *) PURE;
STDMETHOD(CreateAddress) (THIS_ REFGUID, REFGUID, LPCVOID, DWORD, LPVOID, LPDWORD) PURE;
STDMETHOD(EnumAddress) (THIS_ LPDPENUMADDRESSCALLBACK, LPCVOID, DWORD, LPVOID) PURE;
STDMETHOD(EnumAddressTypes) (THIS_ LPDPLENUMADDRESSTYPESCALLBACK, REFGUID, LPVOID, DWORD) PURE;
STDMETHOD(EnumLocalApplications)(THIS_ LPDPLENUMLOCALAPPLICATIONSCALLBACK, LPVOID, DWORD) PURE;
STDMETHOD(GetConnectionSettings)(THIS_ DWORD, LPVOID, LPDWORD) PURE;
STDMETHOD(ReceiveLobbyMessage) (THIS_ DWORD, DWORD, LPDWORD, LPVOID, LPDWORD) PURE;
STDMETHOD(RunApplication) (THIS_ DWORD, LPDWORD, LPDPLCONNECTION, HANDLE) PURE;
STDMETHOD(SendLobbyMessage) (THIS_ DWORD, DWORD, LPVOID, DWORD) PURE;
STDMETHOD(SetConnectionSettings)(THIS_ DWORD, DWORD, LPDPLCONNECTION) PURE;
STDMETHOD(SetLobbyMessageEvent) (THIS_ DWORD, DWORD, HANDLE) PURE;
};
/****************************************************************************
*
* IDirectPlayLobby2 (and IDirectPlayLobby2A) Interface
*
****************************************************************************/
#undef INTERFACE
#define INTERFACE IDirectPlayLobby2
DECLARE_INTERFACE_( IDirectPlayLobby2, IDirectPlayLobby )
{
/* IUnknown Methods */
STDMETHOD(QueryInterface) (THIS_ REFIID riid, LPVOID * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
/* IDirectPlayLobby Methods */
STDMETHOD(Connect) (THIS_ DWORD, LPDIRECTPLAY2 *, IUnknown FAR *) PURE;
STDMETHOD(CreateAddress) (THIS_ REFGUID, REFGUID, LPCVOID, DWORD, LPVOID, LPDWORD) PURE;
STDMETHOD(EnumAddress) (THIS_ LPDPENUMADDRESSCALLBACK, LPCVOID, DWORD, LPVOID) PURE;
STDMETHOD(EnumAddressTypes) (THIS_ LPDPLENUMADDRESSTYPESCALLBACK, REFGUID, LPVOID, DWORD) PURE;
STDMETHOD(EnumLocalApplications)(THIS_ LPDPLENUMLOCALAPPLICATIONSCALLBACK, LPVOID, DWORD) PURE;
STDMETHOD(GetConnectionSettings)(THIS_ DWORD, LPVOID, LPDWORD) PURE;
STDMETHOD(ReceiveLobbyMessage) (THIS_ DWORD, DWORD, LPDWORD, LPVOID, LPDWORD) PURE;
STDMETHOD(RunApplication) (THIS_ DWORD, LPDWORD, LPDPLCONNECTION, HANDLE) PURE;
STDMETHOD(SendLobbyMessage) (THIS_ DWORD, DWORD, LPVOID, DWORD) PURE;
STDMETHOD(SetConnectionSettings)(THIS_ DWORD, DWORD, LPDPLCONNECTION) PURE;
STDMETHOD(SetLobbyMessageEvent) (THIS_ DWORD, DWORD, HANDLE) PURE;
/* IDirectPlayLobby2 Methods */
STDMETHOD(CreateCompoundAddress)(THIS_ LPCDPCOMPOUNDADDRESSELEMENT,DWORD,LPVOID,LPDWORD) PURE;
};
/****************************************************************************
*
* IDirectPlayLobby interface macros
*
****************************************************************************/
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectPlayLobby_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectPlayLobby_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectPlayLobby_Release(p) (p)->lpVtbl->Release(p)
#define IDirectPlayLobby_Connect(p,a,b,c) (p)->lpVtbl->Connect(p,a,b,c)
#define IDirectPlayLobby_CreateAddress(p,a,b,c,d,e,f) (p)->lpVtbl->CreateAddress(p,a,b,c,d,e,f)
#define IDirectPlayLobby_CreateCompoundAddress(p,a,b,c,d) (p)->lpVtbl->CreateCompoundAddress(p,a,b,c,d)
#define IDirectPlayLobby_EnumAddress(p,a,b,c,d) (p)->lpVtbl->EnumAddress(p,a,b,c,d)
#define IDirectPlayLobby_EnumAddressTypes(p,a,b,c,d) (p)->lpVtbl->EnumAddressTypes(p,a,b,c,d)
#define IDirectPlayLobby_EnumLocalApplications(p,a,b,c) (p)->lpVtbl->EnumLocalApplications(p,a,b,c)
#define IDirectPlayLobby_GetConnectionSettings(p,a,b,c) (p)->lpVtbl->GetConnectionSettings(p,a,b,c)
#define IDirectPlayLobby_ReceiveLobbyMessage(p,a,b,c,d,e) (p)->lpVtbl->ReceiveLobbyMessage(p,a,b,c,d,e)
#define IDirectPlayLobby_RunApplication(p,a,b,c,d) (p)->lpVtbl->RunApplication(p,a,b,c,d)
#define IDirectPlayLobby_SendLobbyMessage(p,a,b,c,d) (p)->lpVtbl->SendLobbyMessage(p,a,b,c,d)
#define IDirectPlayLobby_SetConnectionSettings(p,a,b,c) (p)->lpVtbl->SetConnectionSettings(p,a,b,c)
#define IDirectPlayLobby_SetLobbyMessageEvent(p,a,b,c) (p)->lpVtbl->SetLobbyMessageEvent(p,a,b,c)
#else /* C++ */
#define IDirectPlayLobby_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectPlayLobby_AddRef(p) (p)->AddRef()
#define IDirectPlayLobby_Release(p) (p)->Release()
#define IDirectPlayLobby_Connect(p,a,b,c) (p)->Connect(a,b,c)
#define IDirectPlayLobby_CreateAddress(p,a,b,c,d,e,f) (p)->CreateAddress(a,b,c,d,e,f)
#define IDirectPlayLobby_CreateCompoundAddress(p,a,b,c,d) (p)->lpVtbl->CreateCompoundAddress(a,b,c,d)
#define IDirectPlayLobby_EnumAddress(p,a,b,c,d) (p)->EnumAddress(a,b,c,d)
#define IDirectPlayLobby_EnumAddressTypes(p,a,b,c,d) (p)->EnumAddressTypes(a,b,c,d)
#define IDirectPlayLobby_EnumLocalApplications(p,a,b,c) (p)->EnumLocalApplications(a,b,c)
#define IDirectPlayLobby_GetConnectionSettings(p,a,b,c) (p)->GetConnectionSettings(a,b,c)
#define IDirectPlayLobby_ReceiveLobbyMessage(p,a,b,c,d,e) (p)->ReceiveLobbyMessage(a,b,c,d,e)
#define IDirectPlayLobby_RunApplication(p,a,b,c,d) (p)->RunApplication(a,b,c,d)
#define IDirectPlayLobby_SendLobbyMessage(p,a,b,c,d) (p)->SendLobbyMessage(a,b,c,d)
#define IDirectPlayLobby_SetConnectionSettings(p,a,b,c) (p)->SetConnectionSettings(a,b,c)
#define IDirectPlayLobby_SetLobbyMessageEvent(p,a,b,c) (p)->SetLobbyMessageEvent(a,b,c)
#endif
/****************************************************************************
*
* DirectPlayLobby Flags
*
****************************************************************************/
/*
* This is a message flag used by ReceiveLobbyMessage. It can be
* returned in the dwMessageFlags parameter to indicate a message from
* the system.
*/
#define DPLMSG_SYSTEM 0x00000001
/*
* This is a message flag used by ReceiveLobbyMessage and SendLobbyMessage.
* It is used to indicate that the message is a standard lobby message.
* DPLMSG_SETPROPERTY, DPLMSG_SETPROPERTYRESPONSE, DPLMSG_GETPROPERTY,
* DPLMSG_GETPROPERTYRESPONSE
*/
#define DPLMSG_STANDARD 0x00000002
/****************************************************************************
*
* DirectPlayLobby messages and message data structures
*
* All system messages have a dwMessageFlags value of DPLMSG_SYSTEM returned
* from a call to ReceiveLobbyMessage.
*
* All standard messages have a dwMessageFlags value of DPLMSG_STANDARD returned
* from a call to ReceiveLobbyMessage.
*
****************************************************************************/
/*
* DPLMSG_GENERIC
* Generic message structure used to identify the message type.
*/
typedef struct _DPLMSG_GENERIC
{
DWORD dwType; // Message type
} DPLMSG_GENERIC, FAR *LPDPLMSG_GENERIC;
/*
* DPLMSG_SETPROPERTY
* Standard message sent by an application to a lobby to set a
* property
*/
typedef struct _DPLMSG_SETPROPERTY
{
DWORD dwType; // Message type
DWORD dwRequestID; // Request ID (DPL_NOCONFIRMATION if no confirmation desired)
GUID guidPlayer; // Player GUID
GUID guidPropertyTag; // Property GUID
DWORD dwDataSize; // Size of data
DWORD dwPropertyData[1]; // Buffer containing data
} DPLMSG_SETPROPERTY, FAR *LPDPLMSG_SETPROPERTY;
#define DPL_NOCONFIRMATION 0
/*
* DPLMSG_SETPROPERTYRESPONSE
* Standard message returned by a lobby to confirm a
* DPLMSG_SETPROPERTY message.
*/
typedef struct _DPLMSG_SETPROPERTYRESPONSE
{
DWORD dwType; // Message type
DWORD dwRequestID; // Request ID
GUID guidPlayer; // Player GUID
GUID guidPropertyTag; // Property GUID
HRESULT hr; // Return Code
} DPLMSG_SETPROPERTYRESPONSE, FAR *LPDPLMSG_SETPROPERTYRESPONSE;
/*
* DPLMSG_GETPROPERTY
* Standard message sent by an application to a lobby to request
* the current value of a property
*/
typedef struct _DPLMSG_GETPROPERTY
{
DWORD dwType; // Message type
DWORD dwRequestID; // Request ID
GUID guidPlayer; // Player GUID
GUID guidPropertyTag; // Property GUID
} DPLMSG_GETPROPERTY, FAR *LPDPLMSG_GETPROPERTY;
/*
* DPLMSG_GETPROPERTYRESPONSE
* Standard message returned by a lobby in response to a
* DPLMSG_GETPROPERTY message.
*/
typedef struct _DPLMSG_GETPROPERTYRESPONSE
{
DWORD dwType; // Message type
DWORD dwRequestID; // Request ID
GUID guidPlayer; // Player GUID
GUID guidPropertyTag; // Property GUID
HRESULT hr; // Return Code
DWORD dwDataSize; // Size of data
DWORD dwPropertyData[1]; // Buffer containing data
} DPLMSG_GETPROPERTYRESPONSE, FAR *LPDPLMSG_GETPROPERTYRESPONSE;
/******************************************
*
* DirectPlay Lobby message dwType values
*
*****************************************/
/*
* The application has read the connection settings.
* It is now O.K. for the lobby client to release
* its IDirectPlayLobby interface.
*/
#define DPLSYS_CONNECTIONSETTINGSREAD 0x00000001
/*
* The application's call to DirectPlayConnect failed
*/
#define DPLSYS_DPLAYCONNECTFAILED 0x00000002
/*
* The application has created a DirectPlay session.
*/
#define DPLSYS_DPLAYCONNECTSUCCEEDED 0x00000003
/*
* The application has terminated.
*/
#define DPLSYS_APPTERMINATED 0x00000004
/*
* The message is a DPLMSG_SETPROPERTY message.
*/
#define DPLSYS_SETPROPERTY 0x00000005
/*
* The message is a DPLMSG_SETPROPERTYRESPONSE message.
*/
#define DPLSYS_SETPROPERTYRESPONSE 0x00000006
/*
* The message is a DPLMSG_GETPROPERTY message.
*/
#define DPLSYS_GETPROPERTY 0x00000007
/*
* The message is a DPLMSG_GETPROPERTYRESPONSE message.
*/
#define DPLSYS_GETPROPERTYRESPONSE 0x00000008
/****************************************************************************
*
* DirectPlay defined property GUIDs and associated data structures
*
****************************************************************************/
/*
* DPLPROPERTY_MessagesSupported
*
* Request whether the lobby supports standard. Lobby with respond with either
* TRUE or FALSE or may not respond at all.
*
* Property data is a single BOOL with TRUE or FALSE
*/
// {762CCDA1-D916-11d0-BA39-00C04FD7ED67}
DEFINE_GUID(DPLPROPERTY_MessagesSupported,
0x762ccda1, 0xd916, 0x11d0, 0xba, 0x39, 0x0, 0xc0, 0x4f, 0xd7, 0xed, 0x67);
/*
* DPLPROPERTY_LobbyGuid
*
* Request the GUID that identifies the lobby software that the application
* is communicating with.
*
* Property data is a single GUID.
*/
// {F56920A0-D218-11d0-BA39-00C04FD7ED67}
DEFINE_GUID(DPLPROPERTY_LobbyGuid,
0xf56920a0, 0xd218, 0x11d0, 0xba, 0x39, 0x0, 0xc0, 0x4f, 0xd7, 0xed, 0x67);
/*
* DPLPROPERTY_PlayerGuid
*
* Request the GUID that identifies the player on this machine for sending
* property data back to the lobby.
*
* Property data is the DPLDATA_PLAYERDATA structure
*/
// {B4319322-D20D-11d0-BA39-00C04FD7ED67}
DEFINE_GUID(DPLPROPERTY_PlayerGuid,
0xb4319322, 0xd20d, 0x11d0, 0xba, 0x39, 0x0, 0xc0, 0x4f, 0xd7, 0xed, 0x67);
/*
* DPLDATA_PLAYERGUID
*
* Data structure to hold the GUID of the player and player creation flags
* from the lobby.
*/
typedef struct _DPLDATA_PLAYERGUID
{
GUID guidPlayer;
DWORD dwPlayerFlags;
} DPLDATA_PLAYERGUID, FAR *LPDPLDATA_PLAYERGUID;
/*
* DPLPROPERTY_PlayerScore
*
* Used to send an array of long integers to the lobby indicating the
* score of a player.
*
* Property data is the DPLDATA_PLAYERSCORE structure.
*/
// {48784000-D219-11d0-BA39-00C04FD7ED67}
DEFINE_GUID(DPLPROPERTY_PlayerScore,
0x48784000, 0xd219, 0x11d0, 0xba, 0x39, 0x0, 0xc0, 0x4f, 0xd7, 0xed, 0x67);
/*
* DPLDATA_PLAYERSCORE
*
* Data structure to hold an array of long integers representing a player score.
* Application must allocate enough memory to hold all the scores.
*/
typedef struct _DPLDATA_PLAYERSCORE
{
DWORD dwScoreCount;
LONG Score[1];
} DPLDATA_PLAYERSCORE, FAR *LPDPLDATA_PLAYERSCORE;
/****************************************************************************
*
* DirectPlay Address ID's
*
****************************************************************************/
/* DirectPlay Address
*
* A DirectPlay address consists of multiple chunks of data, each tagged
* with a GUID signifying the type of data in the chunk. The chunk also
* has a length so that unknown chunk types can be skipped.
*
* The EnumAddress() function is used to parse these address data chunks.
*/
/*
* DPADDRESS
*
* Header for block of address data elements
*/
typedef struct _DPADDRESS
{
GUID guidDataType;
DWORD dwDataSize;
} DPADDRESS;
typedef DPADDRESS FAR *LPDPADDRESS;
/*
* DPAID_TotalSize
*
* Chunk is a DWORD containing size of entire DPADDRESS structure
*/
// {1318F560-912C-11d0-9DAA-00A0C90A43CB}
DEFINE_GUID(DPAID_TotalSize,
0x1318f560, 0x912c, 0x11d0, 0x9d, 0xaa, 0x0, 0xa0, 0xc9, 0xa, 0x43, 0xcb);
/*
* DPAID_ServiceProvider
*
* Chunk is a GUID describing the service provider that created the chunk.
* All addresses must contain this chunk.
*/
// {07D916C0-E0AF-11cf-9C4E-00A0C905425E}
DEFINE_GUID(DPAID_ServiceProvider,
0x7d916c0, 0xe0af, 0x11cf, 0x9c, 0x4e, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/*
* DPAID_LobbyProvider
*
* Chunk is a GUID describing the lobby provider that created the chunk.
* All addresses must contain this chunk.
*/
// {59B95640-9667-11d0-A77D-0000F803ABFC}
DEFINE_GUID(DPAID_LobbyProvider,
0x59b95640, 0x9667, 0x11d0, 0xa7, 0x7d, 0x0, 0x0, 0xf8, 0x3, 0xab, 0xfc);
/*
* DPAID_Phone and DPAID_PhoneW
*
* Chunk is a string containing a phone number (i.e. "1-800-555-1212")
* in ANSI or UNICODE format
*/
// {78EC89A0-E0AF-11cf-9C4E-00A0C905425E}
DEFINE_GUID(DPAID_Phone,
0x78ec89a0, 0xe0af, 0x11cf, 0x9c, 0x4e, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
// {BA5A7A70-9DBF-11d0-9CC1-00A0C905425E}
DEFINE_GUID(DPAID_PhoneW,
0xba5a7a70, 0x9dbf, 0x11d0, 0x9c, 0xc1, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/*
* DPAID_Modem and DPAID_ModemW
*
* Chunk is a string containing a modem name registered with TAPI
* in ANSI or UNICODE format
*/
// {F6DCC200-A2FE-11d0-9C4F-00A0C905425E}
DEFINE_GUID(DPAID_Modem,
0xf6dcc200, 0xa2fe, 0x11d0, 0x9c, 0x4f, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
// {01FD92E0-A2FF-11d0-9C4F-00A0C905425E}
DEFINE_GUID(DPAID_ModemW,
0x1fd92e0, 0xa2ff, 0x11d0, 0x9c, 0x4f, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/*
* DPAID_Inet and DPAID_InetW
*
* Chunk is a string containing a TCP/IP host name or an IP address
* (i.e. "dplay.microsoft.com" or "137.55.100.173") in ANSI or UNICODE format
*/
// {C4A54DA0-E0AF-11cf-9C4E-00A0C905425E}
DEFINE_GUID(DPAID_INet,
0xc4a54da0, 0xe0af, 0x11cf, 0x9c, 0x4e, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
// {E63232A0-9DBF-11d0-9CC1-00A0C905425E}
DEFINE_GUID(DPAID_INetW,
0xe63232a0, 0x9dbf, 0x11d0, 0x9c, 0xc1, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/*
* DPCOMPORTADDRESS
*
* Used to specify com port settings. The constants that define baud rate,
* stop bits and parity are defined in WINBASE.H. The constants for flow
* control are given below.
*/
#define DPCPA_NOFLOW 0 // no flow control
#define DPCPA_XONXOFFFLOW 1 // software flow control
#define DPCPA_RTSFLOW 2 // hardware flow control with RTS
#define DPCPA_DTRFLOW 3 // hardware flow control with DTR
#define DPCPA_RTSDTRFLOW 4 // hardware flow control with RTS and DTR
typedef struct _DPCOMPORTADDRESS
{
DWORD dwComPort; // COM port to use (1-4)
DWORD dwBaudRate; // baud rate (100-256k)
DWORD dwStopBits; // no. stop bits (1-2)
DWORD dwParity; // parity (none, odd, even, mark)
DWORD dwFlowControl; // flow control (none, xon/xoff, rts, dtr)
} DPCOMPORTADDRESS;
typedef DPCOMPORTADDRESS FAR *LPDPCOMPORTADDRESS;
/*
* DPAID_ComPort
*
* Chunk contains a DPCOMPORTADDRESS structure defining the serial port.
*/
// {F2F0CE00-E0AF-11cf-9C4E-00A0C905425E}
DEFINE_GUID(DPAID_ComPort,
0xf2f0ce00, 0xe0af, 0x11cf, 0x9c, 0x4e, 0x0, 0xa0, 0xc9, 0x5, 0x42, 0x5e);
/****************************************************************************
*
* dplobby 1.0 obsolete definitions
* Included for compatibility only.
*
****************************************************************************/
#define DPLAD_SYSTEM DPLMSG_SYSTEM
#ifdef __cplusplus
};
#endif /* __cplusplus */
#endif /* __DPLOBBY_INCLUDED__ */
-268
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@@ -1,268 +0,0 @@
/*==========================================================================
*
* Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
*
* File: dsetup.h
* Content: DirectXSetup, error codes and flags
***************************************************************************/
#ifndef __DSETUP_H__
#define __DSETUP_H__
#include <windows.h> // windows stuff
#ifdef _WIN32
#define COM_NO_WINDOWS_H
#include <objbase.h>
#else
#endif
#ifdef __cplusplus
extern "C" {
#endif
// DSETUP Error Codes, must remain compatible with previous setup.
#define DSETUPERR_SUCCESS_RESTART 1
#define DSETUPERR_SUCCESS 0
#define DSETUPERR_BADWINDOWSVERSION -1
#define DSETUPERR_SOURCEFILENOTFOUND -2
#define DSETUPERR_BADSOURCESIZE -3
#define DSETUPERR_BADSOURCETIME -4
#define DSETUPERR_NOCOPY -5
#define DSETUPERR_OUTOFDISKSPACE -6
#define DSETUPERR_CANTFINDINF -7
#define DSETUPERR_CANTFINDDIR -8
#define DSETUPERR_INTERNAL -9
#define DSETUPERR_NTWITHNO3D -10 /* REM: obsolete, you'll never see this */
#define DSETUPERR_UNKNOWNOS -11
#define DSETUPERR_USERHITCANCEL -12
#define DSETUPERR_NOTPREINSTALLEDONNT -13
// DSETUP flags. DirectX 5.0 apps should use these flags only.
#define DSETUP_DDRAWDRV 0x00000008 /* install DirectDraw Drivers */
#define DSETUP_DSOUNDDRV 0x00000010 /* install DirectSound Drivers */
#define DSETUP_DXCORE 0x00010000 /* install DirectX runtime */
#define DSETUP_DIRECTX (DSETUP_DXCORE|DSETUP_DDRAWDRV|DSETUP_DSOUNDDRV)
#define DSETUP_TESTINSTALL 0x00020000 /* just test install, don't do anything */
// These OBSOLETE flags are here for compatibility with pre-DX5 apps only.
// They are present to allow DX3 apps to be recompiled with DX5 and still work.
// DO NOT USE THEM for DX5. They will go away in future DX releases.
#define DSETUP_DDRAW 0x00000001 /* OBSOLETE. install DirectDraw */
#define DSETUP_DSOUND 0x00000002 /* OBSOLETE. install DirectSound */
#define DSETUP_DPLAY 0x00000004 /* OBSOLETE. install DirectPlay */
#define DSETUP_DPLAYSP 0x00000020 /* OBSOLETE. install DirectPlay Providers */
#define DSETUP_DVIDEO 0x00000040 /* OBSOLETE. install DirectVideo */
#define DSETUP_D3D 0x00000200 /* OBSOLETE. install Direct3D */
#define DSETUP_DINPUT 0x00000800 /* OBSOLETE. install DirectInput */
#define DSETUP_DIRECTXSETUP 0x00001000 /* OBSOLETE. install DirectXSetup DLL's */
#define DSETUP_NOUI 0x00002000 /* OBSOLETE. install DirectX with NO UI */
#define DSETUP_PROMPTFORDRIVERS 0x10000000 /* OBSOLETE. prompt when replacing display/audio drivers */
#define DSETUP_RESTOREDRIVERS 0x20000000 /* OBSOLETE. restore display/audio drivers */
//******************************************************************
// DirectX Setup Callback mechanism
//******************************************************************
// DSETUP Message Info Codes, passed to callback as Reason parameter.
#define DSETUP_CB_MSG_NOMESSAGE 0
#define DSETUP_CB_MSG_CANTINSTALL_UNKNOWNOS 1
#define DSETUP_CB_MSG_CANTINSTALL_NT 2
#define DSETUP_CB_MSG_CANTINSTALL_BETA 3
#define DSETUP_CB_MSG_CANTINSTALL_NOTWIN32 4
#define DSETUP_CB_MSG_CANTINSTALL_WRONGLANGUAGE 5
#define DSETUP_CB_MSG_CANTINSTALL_WRONGPLATFORM 6
#define DSETUP_CB_MSG_PREINSTALL_NT 7
#define DSETUP_CB_MSG_NOTPREINSTALLEDONNT 8
#define DSETUP_CB_MSG_SETUP_INIT_FAILED 9
#define DSETUP_CB_MSG_INTERNAL_ERROR 10
#define DSETUP_CB_MSG_CHECK_DRIVER_UPGRADE 11
#define DSETUP_CB_MSG_OUTOFDISKSPACE 12
#define DSETUP_CB_MSG_BEGIN_INSTALL 13
#define DSETUP_CB_MSG_BEGIN_INSTALL_RUNTIME 14
#define DSETUP_CB_MSG_BEGIN_INSTALL_DRIVERS 15
#define DSETUP_CB_MSG_BEGIN_RESTORE_DRIVERS 16
#define DSETUP_CB_MSG_FILECOPYERROR 17
#define DSETUP_CB_UPGRADE_TYPE_MASK 0x000F
#define DSETUP_CB_UPGRADE_KEEP 0x0001
#define DSETUP_CB_UPGRADE_SAFE 0x0002
#define DSETUP_CB_UPGRADE_FORCE 0x0004
#define DSETUP_CB_UPGRADE_UNKNOWN 0x0008
#define DSETUP_CB_UPGRADE_HASWARNINGS 0x0100
#define DSETUP_CB_UPGRADE_CANTBACKUP 0x0200
#define DSETUP_CB_UPGRADE_DEVICE_ACTIVE 0x0800
#define DSETUP_CB_UPGRADE_DEVICE_DISPLAY 0x1000
#define DSETUP_CB_UPGRADE_DEVICE_MEDIA 0x2000
typedef struct _DSETUP_CB_UPGRADEINFO
{
DWORD UpgradeFlags;
} DSETUP_CB_UPGRADEINFO;
typedef struct _DSETUP_CB_FILECOPYERROR
{
DWORD dwError;
} DSETUP_CB_FILECOPYERROR;
#ifdef _WIN32
//
// Data Structures
//
#ifndef UNICODE_ONLY
typedef struct _DIRECTXREGISTERAPPA {
DWORD dwSize;
DWORD dwFlags;
LPSTR lpszApplicationName;
LPGUID lpGUID;
LPSTR lpszFilename;
LPSTR lpszCommandLine;
LPSTR lpszPath;
LPSTR lpszCurrentDirectory;
} DIRECTXREGISTERAPPA, *PDIRECTXREGISTERAPPA, *LPDIRECTXREGISTERAPPA;
#endif //!UNICODE_ONLY
#ifndef ANSI_ONLY
typedef struct _DIRECTXREGISTERAPPW {
DWORD dwSize;
DWORD dwFlags;
LPWSTR lpszApplicationName;
LPGUID lpGUID;
LPWSTR lpszFilename;
LPWSTR lpszCommandLine;
LPWSTR lpszPath;
LPWSTR lpszCurrentDirectory;
} DIRECTXREGISTERAPPW, *PDIRECTXREGISTERAPPW, *LPDIRECTXREGISTERAPPW;
#endif //!ANSI_ONLY
#ifdef UNICODE
typedef DIRECTXREGISTERAPPW DIRECTXREGISTERAPP;
typedef PDIRECTXREGISTERAPPW PDIRECTXREGISTERAPP;
typedef LPDIRECTXREGISTERAPPW LPDIRECTXREGISTERAPP;
#else
typedef DIRECTXREGISTERAPPA DIRECTXREGISTERAPP;
typedef PDIRECTXREGISTERAPPA PDIRECTXREGISTERAPP;
typedef LPDIRECTXREGISTERAPPA LPDIRECTXREGISTERAPP;
#endif // UNICODE
//
// API
//
#ifndef UNICODE_ONLY
INT
WINAPI
DirectXSetupA(
HWND hWnd,
LPSTR lpszRootPath,
DWORD dwFlags
);
#endif //!UNICODE_ONLY
#ifndef ANSI_ONLY
INT
WINAPI
DirectXSetupW(
HWND hWnd,
LPWSTR lpszRootPath,
DWORD dwFlags
);
#endif //!ANSI_ONLY
#ifdef UNICODE
#define DirectXSetup DirectXSetupW
#else
#define DirectXSetup DirectXSetupA
#endif // !UNICODE
#ifndef UNICODE_ONLY
INT
WINAPI
DirectXDeviceDriverSetupA(
HWND hWnd,
LPSTR lpszDriverClass,
LPSTR lpszDriverPath,
DWORD dwFlags
);
#endif //!UNICODE_ONLY
#ifndef ANSI_ONLY
INT
WINAPI
DirectXDeviceDriverSetupW(
HWND hWnd,
LPWSTR lpszDriverClass,
LPWSTR lpszDriverPath,
DWORD dwFlags
);
#endif //!ANSI_ONLY
#ifdef UNICODE
#define DirectXDeviceDriverSetup DirectXDeviceDriverSetupW
#else
#define DirectXDeviceDriverSetup DirectXDeviceDriverSetupA
#endif // !UNICODE
#ifndef UNICODE_ONLY
INT
WINAPI
DirectXRegisterApplicationA(
HWND hWnd,
LPDIRECTXREGISTERAPPA lpDXRegApp
);
#endif //!UNICODE_ONLY
#ifndef ANSI_ONLY
INT
WINAPI
DirectXRegisterApplicationW(
HWND hWnd,
LPDIRECTXREGISTERAPPW lpDXRegApp
);
#endif //!ANSI_ONLY
#ifdef UNICODE
#define DirectXRegisterApplication DirectXRegisterApplicationW
#else
#define DirectXRegisterApplication DirectXRegisterApplicationA
#endif // !UNICODE
INT
WINAPI
DirectXUnRegisterApplication(
HWND hWnd,
LPGUID lpGUID
);
//
// Function Pointers
//
#ifdef UNICODE
typedef INT (WINAPI * LPDIRECTXSETUP)(HWND, LPWSTR, DWORD);
typedef INT (WINAPI * LPDIRECTXDEVICEDRIVERSETUP)(HWND, LPWSTR, LPSTR, DWORD);
typedef INT (WINAPI * LPDIRECTXREGISTERAPPLICATION)(HWND, LPDIRECTXREGISTERAPPW);
#else
typedef INT (WINAPI * LPDIRECTXSETUP)(HWND, LPSTR, DWORD);
typedef INT (WINAPI * LPDIRECTXDEVICEDRIVERSETUP)(HWND, LPSTR, LPSTR, DWORD);
typedef INT (WINAPI * LPDIRECTXREGISTERAPPLICATION)(HWND, LPDIRECTXREGISTERAPPA);
#endif // UNICODE
typedef DWORD (FAR PASCAL * DSETUP_CALLBACK)(DWORD Reason,
DWORD MsgType, /* Same as flags to MessageBox */
LPSTR szMessage,
LPSTR szName,
void *pInfo);
INT WINAPI DirectXSetupSetCallback(DSETUP_CALLBACK Callback);
INT WINAPI DirectXSetupGetVersion(DWORD *lpdwVersion, DWORD *lpdwMinorVersion);
#endif // WIN32
#ifdef __cplusplus
};
#endif
#endif
-864
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@@ -1,864 +0,0 @@
/*==========================================================================;
*
* Copyright (C) 1995,1996 Microsoft Corporation. All Rights Reserved.
*
* File: dsound.h
* Content: DirectSound include file
*
**************************************************************************/
#ifndef __DSOUND_INCLUDED__
#define __DSOUND_INCLUDED__
#include "directx/vd3dtypes.h"
#define COM_NO_WINDOWS_H
#include <objbase.h>
#define _FACDS 0x878
#define MAKE_DSHRESULT(code) MAKE_HRESULT(1, _FACDS, code)
#ifdef __cplusplus
extern "C" {
#endif // __cplusplus
// Direct Sound Component GUID {47D4D946-62E8-11cf-93BC-444553540000}
DEFINE_GUID(CLSID_DirectSound, 0x47d4d946, 0x62e8, 0x11cf, 0x93, 0xbc, 0x44, 0x45, 0x53, 0x54, 0x0, 0x0);
// DirectSound Capture Component GUID {B0210780-89CD-11d0-AF08-00A0C925CD16}
DEFINE_GUID(CLSID_DirectSoundCapture, 0xb0210780, 0x89cd, 0x11d0, 0xaf, 0x8, 0x0, 0xa0, 0xc9, 0x25, 0xcd, 0x16);
//
// Structures
//
#ifdef __cplusplus
// 'struct' not 'class' per the way DECLARE_INTERFACE_ is defined
struct IDirectSound;
struct IDirectSoundBuffer;
struct IDirectSound3DListener;
struct IDirectSound3DBuffer;
struct IDirectSoundCapture;
struct IDirectSoundCaptureBuffer;
struct IDirectSoundNotify;
#endif // __cplusplus
typedef struct IDirectSound *LPDIRECTSOUND;
typedef struct IDirectSoundBuffer *LPDIRECTSOUNDBUFFER;
typedef struct IDirectSound3DListener *LPDIRECTSOUND3DLISTENER;
typedef struct IDirectSound3DBuffer *LPDIRECTSOUND3DBUFFER;
typedef struct IDirectSoundCapture *LPDIRECTSOUNDCAPTURE;
typedef struct IDirectSoundCaptureBuffer *LPDIRECTSOUNDCAPTUREBUFFER;
typedef struct IDirectSoundNotify *LPDIRECTSOUNDNOTIFY;
typedef struct _DSCAPS
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwMinSecondarySampleRate;
DWORD dwMaxSecondarySampleRate;
DWORD dwPrimaryBuffers;
DWORD dwMaxHwMixingAllBuffers;
DWORD dwMaxHwMixingStaticBuffers;
DWORD dwMaxHwMixingStreamingBuffers;
DWORD dwFreeHwMixingAllBuffers;
DWORD dwFreeHwMixingStaticBuffers;
DWORD dwFreeHwMixingStreamingBuffers;
DWORD dwMaxHw3DAllBuffers;
DWORD dwMaxHw3DStaticBuffers;
DWORD dwMaxHw3DStreamingBuffers;
DWORD dwFreeHw3DAllBuffers;
DWORD dwFreeHw3DStaticBuffers;
DWORD dwFreeHw3DStreamingBuffers;
DWORD dwTotalHwMemBytes;
DWORD dwFreeHwMemBytes;
DWORD dwMaxContigFreeHwMemBytes;
DWORD dwUnlockTransferRateHwBuffers;
DWORD dwPlayCpuOverheadSwBuffers;
DWORD dwReserved1;
DWORD dwReserved2;
} DSCAPS, *LPDSCAPS;
typedef const DSCAPS *LPCDSCAPS;
typedef struct _DSBCAPS
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
DWORD dwUnlockTransferRate;
DWORD dwPlayCpuOverhead;
} DSBCAPS, *LPDSBCAPS;
typedef const DSBCAPS *LPCDSBCAPS;
typedef struct _DSBUFFERDESC
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
DWORD dwReserved;
LPWAVEFORMATEX lpwfxFormat;
} DSBUFFERDESC, *LPDSBUFFERDESC;
typedef const DSBUFFERDESC *LPCDSBUFFERDESC;
typedef struct _DS3DBUFFER
{
DWORD dwSize;
D3DVECTOR vPosition;
D3DVECTOR vVelocity;
DWORD dwInsideConeAngle;
DWORD dwOutsideConeAngle;
D3DVECTOR vConeOrientation;
LONG lConeOutsideVolume;
D3DVALUE flMinDistance;
D3DVALUE flMaxDistance;
DWORD dwMode;
} DS3DBUFFER, *LPDS3DBUFFER;
typedef const DS3DBUFFER *LPCDS3DBUFFER;
typedef struct _DS3DLISTENER
{
DWORD dwSize;
D3DVECTOR vPosition;
D3DVECTOR vVelocity;
D3DVECTOR vOrientFront;
D3DVECTOR vOrientTop;
D3DVALUE flDistanceFactor;
D3DVALUE flRolloffFactor;
D3DVALUE flDopplerFactor;
} DS3DLISTENER, *LPDS3DLISTENER;
typedef const DS3DLISTENER *LPCDS3DLISTENER;
typedef struct _DSCCAPS
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwFormats;
DWORD dwChannels;
} DSCCAPS, *LPDSCCAPS;
typedef const DSCCAPS *LPCDSCCAPS;
typedef struct _DSCBUFFERDESC
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
DWORD dwReserved;
LPWAVEFORMATEX lpwfxFormat;
} DSCBUFFERDESC, *LPDSCBUFFERDESC;
typedef const DSCBUFFERDESC *LPCDSCBUFFERDESC;
typedef struct _DSCBCAPS
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
DWORD dwReserved;
} DSCBCAPS, *LPDSCBCAPS;
typedef const DSCBCAPS *LPCDSCBCAPS;
typedef struct _DSBPOSITIONNOTIFY
{
DWORD dwOffset;
HANDLE hEventNotify;
} DSBPOSITIONNOTIFY, *LPDSBPOSITIONNOTIFY;
typedef const DSBPOSITIONNOTIFY *LPCDSBPOSITIONNOTIFY;
//
// Compatibility typedefs
//
typedef LPDIRECTSOUND *LPLPDIRECTSOUND;
typedef LPDIRECTSOUNDBUFFER *LPLPDIRECTSOUNDBUFFER;
typedef LPDIRECTSOUND3DLISTENER *LPLPDIRECTSOUND3DLISTENER;
typedef LPDIRECTSOUND3DBUFFER *LPLPDIRECTSOUND3DBUFFER;
typedef LPDIRECTSOUNDCAPTURE *LPLPDIRECTSOUNDCAPTURE;
typedef LPDIRECTSOUNDCAPTUREBUFFER *LPLPDIRECTSOUNDCAPTUREBUFFER;
typedef LPDIRECTSOUNDNOTIFY *LPLPDIRECTSOUNDNOTIFY;
typedef LPVOID *LPLPVOID;
typedef const WAVEFORMATEX *LPCWAVEFORMATEX;
//
// DirectSound API
//
typedef BOOL (CALLBACK *LPDSENUMCALLBACKW)(LPGUID, LPCWSTR, LPCWSTR, LPVOID);
typedef BOOL (CALLBACK *LPDSENUMCALLBACKA)(LPGUID, LPCSTR, LPCSTR, LPVOID);
extern HRESULT WINAPI DirectSoundCreate(LPGUID, LPDIRECTSOUND *, LPUNKNOWN);
extern HRESULT WINAPI DirectSoundEnumerateW(LPDSENUMCALLBACKW, LPVOID);
extern HRESULT WINAPI DirectSoundEnumerateA(LPDSENUMCALLBACKA, LPVOID);
extern HRESULT WINAPI DirectSoundCaptureCreate(LPGUID, LPDIRECTSOUNDCAPTURE *, LPUNKNOWN);
extern HRESULT WINAPI DirectSoundCaptureEnumerateW(LPDSENUMCALLBACKW, LPVOID);
extern HRESULT WINAPI DirectSoundCaptureEnumerateA(LPDSENUMCALLBACKA, LPVOID);
#ifdef UNICODE
#define LPDSENUMCALLBACK LPDSENUMCALLBACKW
#define DirectSoundEnumerate DirectSoundEnumerateW
#define DirectSoundCaptureEnumerate DirectSoundCaptureEnumerateW
#else // UNICODE
#define LPDSENUMCALLBACK LPDSENUMCALLBACKA
#define DirectSoundEnumerate DirectSoundEnumerateA
#define DirectSoundCaptureEnumerate DirectSoundCaptureEnumerateA
#endif // UNICODE
//
// IDirectSound
//
DEFINE_GUID(IID_IDirectSound, 0x279AFA83, 0x4981, 0x11CE, 0xA5, 0x21, 0x00, 0x20, 0xAF, 0x0B, 0xE5, 0x60);
#undef INTERFACE
#define INTERFACE IDirectSound
DECLARE_INTERFACE_(IDirectSound, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID FAR *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSound methods
STDMETHOD(CreateSoundBuffer) (THIS_ LPCDSBUFFERDESC, LPDIRECTSOUNDBUFFER *, LPUNKNOWN) PURE;
STDMETHOD(GetCaps) (THIS_ LPDSCAPS) PURE;
STDMETHOD(DuplicateSoundBuffer) (THIS_ LPDIRECTSOUNDBUFFER, LPDIRECTSOUNDBUFFER *) PURE;
STDMETHOD(SetCooperativeLevel) (THIS_ HWND, DWORD) PURE;
STDMETHOD(Compact) (THIS) PURE;
STDMETHOD(GetSpeakerConfig) (THIS_ LPDWORD) PURE;
STDMETHOD(SetSpeakerConfig) (THIS_ DWORD) PURE;
STDMETHOD(Initialize) (THIS_ LPGUID) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSound_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSound_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSound_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSound_CreateSoundBuffer(p,a,b,c) (p)->lpVtbl->CreateSoundBuffer(p,a,b,c)
#define IDirectSound_GetCaps(p,a) (p)->lpVtbl->GetCaps(p,a)
#define IDirectSound_DuplicateSoundBuffer(p,a,b) (p)->lpVtbl->DuplicateSoundBuffer(p,a,b)
#define IDirectSound_SetCooperativeLevel(p,a,b) (p)->lpVtbl->SetCooperativeLevel(p,a,b)
#define IDirectSound_Compact(p) (p)->lpVtbl->Compact(p)
#define IDirectSound_GetSpeakerConfig(p,a) (p)->lpVtbl->GetSpeakerConfig(p,a)
#define IDirectSound_SetSpeakerConfig(p,b) (p)->lpVtbl->SetSpeakerConfig(p,b)
#define IDirectSound_Initialize(p,a) (p)->lpVtbl->Initialize(p,a)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSound_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSound_AddRef(p) (p)->AddRef()
#define IDirectSound_Release(p) (p)->Release()
#define IDirectSound_CreateSoundBuffer(p,a,b,c) (p)->CreateSoundBuffer(a,b,c)
#define IDirectSound_GetCaps(p,a) (p)->GetCaps(a)
#define IDirectSound_DuplicateSoundBuffer(p,a,b) (p)->DuplicateSoundBuffer(a,b)
#define IDirectSound_SetCooperativeLevel(p,a,b) (p)->SetCooperativeLevel(a,b)
#define IDirectSound_Compact(p) (p)->Compact()
#define IDirectSound_GetSpeakerConfig(p,a) (p)->GetSpeakerConfig(a)
#define IDirectSound_SetSpeakerConfig(p,b) (p)->SetSpeakerConfig(b)
#define IDirectSound_Initialize(p,a) (p)->Initialize(a)
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IDirectSoundBuffer
//
DEFINE_GUID(IID_IDirectSoundBuffer, 0x279AFA85, 0x4981, 0x11CE, 0xA5, 0x21, 0x00, 0x20, 0xAF, 0x0B, 0xE5, 0x60);
#undef INTERFACE
#define INTERFACE IDirectSoundBuffer
DECLARE_INTERFACE_(IDirectSoundBuffer, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID FAR *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSoundBuffer methods
STDMETHOD(GetCaps) (THIS_ LPDSBCAPS) PURE;
STDMETHOD(GetCurrentPosition) (THIS_ LPDWORD, LPDWORD) PURE;
STDMETHOD(GetFormat) (THIS_ LPWAVEFORMATEX, DWORD, LPDWORD) PURE;
STDMETHOD(GetVolume) (THIS_ LPLONG) PURE;
STDMETHOD(GetPan) (THIS_ LPLONG) PURE;
STDMETHOD(GetFrequency) (THIS_ LPDWORD) PURE;
STDMETHOD(GetStatus) (THIS_ LPDWORD) PURE;
STDMETHOD(Initialize) (THIS_ LPDIRECTSOUND, LPCDSBUFFERDESC) PURE;
STDMETHOD(Lock) (THIS_ DWORD, DWORD, LPVOID *, LPDWORD, LPVOID *, LPDWORD, DWORD) PURE;
STDMETHOD(Play) (THIS_ DWORD, DWORD, DWORD) PURE;
STDMETHOD(SetCurrentPosition) (THIS_ DWORD) PURE;
STDMETHOD(SetFormat) (THIS_ LPCWAVEFORMATEX) PURE;
STDMETHOD(SetVolume) (THIS_ LONG) PURE;
STDMETHOD(SetPan) (THIS_ LONG) PURE;
STDMETHOD(SetFrequency) (THIS_ DWORD) PURE;
STDMETHOD(Stop) (THIS) PURE;
STDMETHOD(Unlock) (THIS_ LPVOID, DWORD, LPVOID, DWORD) PURE;
STDMETHOD(Restore) (THIS) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundBuffer_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSoundBuffer_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSoundBuffer_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSoundBuffer_GetCaps(p,a) (p)->lpVtbl->GetCaps(p,a)
#define IDirectSoundBuffer_GetCurrentPosition(p,a,b) (p)->lpVtbl->GetCurrentPosition(p,a,b)
#define IDirectSoundBuffer_GetFormat(p,a,b,c) (p)->lpVtbl->GetFormat(p,a,b,c)
#define IDirectSoundBuffer_GetVolume(p,a) (p)->lpVtbl->GetVolume(p,a)
#define IDirectSoundBuffer_GetPan(p,a) (p)->lpVtbl->GetPan(p,a)
#define IDirectSoundBuffer_GetFrequency(p,a) (p)->lpVtbl->GetFrequency(p,a)
#define IDirectSoundBuffer_GetStatus(p,a) (p)->lpVtbl->GetStatus(p,a)
#define IDirectSoundBuffer_Initialize(p,a,b) (p)->lpVtbl->Initialize(p,a,b)
#define IDirectSoundBuffer_Lock(p,a,b,c,d,e,f,g) (p)->lpVtbl->Lock(p,a,b,c,d,e,f,g)
#define IDirectSoundBuffer_Play(p,a,b,c) (p)->lpVtbl->Play(p,a,b,c)
#define IDirectSoundBuffer_SetCurrentPosition(p,a) (p)->lpVtbl->SetCurrentPosition(p,a)
#define IDirectSoundBuffer_SetFormat(p,a) (p)->lpVtbl->SetFormat(p,a)
#define IDirectSoundBuffer_SetVolume(p,a) (p)->lpVtbl->SetVolume(p,a)
#define IDirectSoundBuffer_SetPan(p,a) (p)->lpVtbl->SetPan(p,a)
#define IDirectSoundBuffer_SetFrequency(p,a) (p)->lpVtbl->SetFrequency(p,a)
#define IDirectSoundBuffer_Stop(p) (p)->lpVtbl->Stop(p)
#define IDirectSoundBuffer_Unlock(p,a,b,c,d) (p)->lpVtbl->Unlock(p,a,b,c,d)
#define IDirectSoundBuffer_Restore(p) (p)->lpVtbl->Restore(p)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundBuffer_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSoundBuffer_AddRef(p) (p)->AddRef()
#define IDirectSoundBuffer_Release(p) (p)->Release()
#define IDirectSoundBuffer_GetCaps(p,a) (p)->GetCaps(a)
#define IDirectSoundBuffer_GetCurrentPosition(p,a,b) (p)->GetCurrentPosition(a,b)
#define IDirectSoundBuffer_GetFormat(p,a,b,c) (p)->GetFormat(a,b,c)
#define IDirectSoundBuffer_GetVolume(p,a) (p)->GetVolume(a)
#define IDirectSoundBuffer_GetPan(p,a) (p)->GetPan(a)
#define IDirectSoundBuffer_GetFrequency(p,a) (p)->GetFrequency(a)
#define IDirectSoundBuffer_GetStatus(p,a) (p)->GetStatus(a)
#define IDirectSoundBuffer_Initialize(p,a,b) (p)->Initialize(a,b)
#define IDirectSoundBuffer_Lock(p,a,b,c,d,e,f,g) (p)->Lock(a,b,c,d,e,f,g)
#define IDirectSoundBuffer_Play(p,a,b,c) (p)->Play(a,b,c)
#define IDirectSoundBuffer_SetCurrentPosition(p,a) (p)->SetCurrentPosition(a)
#define IDirectSoundBuffer_SetFormat(p,a) (p)->SetFormat(a)
#define IDirectSoundBuffer_SetVolume(p,a) (p)->SetVolume(a)
#define IDirectSoundBuffer_SetPan(p,a) (p)->SetPan(a)
#define IDirectSoundBuffer_SetFrequency(p,a) (p)->SetFrequency(a)
#define IDirectSoundBuffer_Stop(p) (p)->Stop()
#define IDirectSoundBuffer_Unlock(p,a,b,c,d) (p)->Unlock(a,b,c,d)
#define IDirectSoundBuffer_Restore(p) (p)->Restore()
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IDirectSound3DListener
//
DEFINE_GUID(IID_IDirectSound3DListener, 0x279AFA84, 0x4981, 0x11CE, 0xA5, 0x21, 0x00, 0x20, 0xAF, 0x0B, 0xE5, 0x60);
#undef INTERFACE
#define INTERFACE IDirectSound3DListener
DECLARE_INTERFACE_(IDirectSound3DListener, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID FAR *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSound3D methods
STDMETHOD(GetAllParameters) (THIS_ LPDS3DLISTENER) PURE;
STDMETHOD(GetDistanceFactor) (THIS_ LPD3DVALUE) PURE;
STDMETHOD(GetDopplerFactor) (THIS_ LPD3DVALUE) PURE;
STDMETHOD(GetOrientation) (THIS_ LPD3DVECTOR, LPD3DVECTOR) PURE;
STDMETHOD(GetPosition) (THIS_ LPD3DVECTOR) PURE;
STDMETHOD(GetRolloffFactor) (THIS_ LPD3DVALUE) PURE;
STDMETHOD(GetVelocity) (THIS_ LPD3DVECTOR) PURE;
STDMETHOD(SetAllParameters) (THIS_ LPCDS3DLISTENER, DWORD) PURE;
STDMETHOD(SetDistanceFactor) (THIS_ D3DVALUE, DWORD) PURE;
STDMETHOD(SetDopplerFactor) (THIS_ D3DVALUE, DWORD) PURE;
STDMETHOD(SetOrientation) (THIS_ D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE, DWORD) PURE;
STDMETHOD(SetPosition) (THIS_ D3DVALUE, D3DVALUE, D3DVALUE, DWORD) PURE;
STDMETHOD(SetRolloffFactor) (THIS_ D3DVALUE, DWORD) PURE;
STDMETHOD(SetVelocity) (THIS_ D3DVALUE, D3DVALUE, D3DVALUE, DWORD) PURE;
STDMETHOD(CommitDeferredSettings) (THIS) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSound3DListener_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSound3DListener_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSound3DListener_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSound3DListener_GetAllParameters(p,a) (p)->lpVtbl->GetAllParameters(p,a)
#define IDirectSound3DListener_GetDistanceFactor(p,a) (p)->lpVtbl->GetDistanceFactor(p,a)
#define IDirectSound3DListener_GetDopplerFactor(p,a) (p)->lpVtbl->GetDopplerFactor(p,a)
#define IDirectSound3DListener_GetOrientation(p,a,b) (p)->lpVtbl->GetOrientation(p,a,b)
#define IDirectSound3DListener_GetPosition(p,a) (p)->lpVtbl->GetPosition(p,a)
#define IDirectSound3DListener_GetRolloffFactor(p,a) (p)->lpVtbl->GetRolloffFactor(p,a)
#define IDirectSound3DListener_GetVelocity(p,a) (p)->lpVtbl->GetVelocity(p,a)
#define IDirectSound3DListener_SetAllParameters(p,a,b) (p)->lpVtbl->SetAllParameters(p,a,b)
#define IDirectSound3DListener_SetDistanceFactor(p,a,b) (p)->lpVtbl->SetDistanceFactor(p,a,b)
#define IDirectSound3DListener_SetDopplerFactor(p,a,b) (p)->lpVtbl->SetDopplerFactor(p,a,b)
#define IDirectSound3DListener_SetOrientation(p,a,b,c,d,e,f,g) (p)->lpVtbl->SetOrientation(p,a,b,c,d,e,f,g)
#define IDirectSound3DListener_SetPosition(p,a,b,c,d) (p)->lpVtbl->SetPosition(p,a,b,c,d)
#define IDirectSound3DListener_SetRolloffFactor(p,a,b) (p)->lpVtbl->SetRolloffFactor(p,a,b)
#define IDirectSound3DListener_SetVelocity(p,a,b,c,d) (p)->lpVtbl->SetVelocity(p,a,b,c,d)
#define IDirectSound3DListener_CommitDeferredSettings(p) (p)->lpVtbl->CommitDeferredSettings(p)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSound3DListener_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSound3DListener_AddRef(p) (p)->AddRef()
#define IDirectSound3DListener_Release(p) (p)->Release()
#define IDirectSound3DListener_GetAllParameters(p,a) (p)->GetAllParameters(a)
#define IDirectSound3DListener_GetDistanceFactor(p,a) (p)->GetDistanceFactor(a)
#define IDirectSound3DListener_GetDopplerFactor(p,a) (p)->GetDopplerFactor(a)
#define IDirectSound3DListener_GetOrientation(p,a,b) (p)->GetOrientation(a,b)
#define IDirectSound3DListener_GetPosition(p,a) (p)->GetPosition(a)
#define IDirectSound3DListener_GetRolloffFactor(p,a) (p)->GetRolloffFactor(a)
#define IDirectSound3DListener_GetVelocity(p,a) (p)->GetVelocity(a)
#define IDirectSound3DListener_SetAllParameters(p,a,b) (p)->SetAllParameters(a,b)
#define IDirectSound3DListener_SetDistanceFactor(p,a,b) (p)->SetDistanceFactor(a,b)
#define IDirectSound3DListener_SetDopplerFactor(p,a,b) (p)->SetDopplerFactor(a,b)
#define IDirectSound3DListener_SetOrientation(p,a,b,c,d,e,f,g) (p)->SetOrientation(a,b,c,d,e,f,g)
#define IDirectSound3DListener_SetPosition(p,a,b,c,d) (p)->SetPosition(a,b,c,d)
#define IDirectSound3DListener_SetRolloffFactor(p,a,b) (p)->SetRolloffFactor(a,b)
#define IDirectSound3DListener_SetVelocity(p,a,b,c,d) (p)->SetVelocity(a,b,c,d)
#define IDirectSound3DListener_CommitDeferredSettings(p) (p)->CommitDeferredSettings()
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IDirectSound3DBuffer
//
DEFINE_GUID(IID_IDirectSound3DBuffer, 0x279AFA86, 0x4981, 0x11CE, 0xA5, 0x21, 0x00, 0x20, 0xAF, 0x0B, 0xE5, 0x60);
#undef INTERFACE
#define INTERFACE IDirectSound3DBuffer
DECLARE_INTERFACE_(IDirectSound3DBuffer, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSoundBuffer3D methods
STDMETHOD(GetAllParameters) (THIS_ LPDS3DBUFFER) PURE;
STDMETHOD(GetConeAngles) (THIS_ LPDWORD, LPDWORD) PURE;
STDMETHOD(GetConeOrientation) (THIS_ LPD3DVECTOR) PURE;
STDMETHOD(GetConeOutsideVolume) (THIS_ LPLONG) PURE;
STDMETHOD(GetMaxDistance) (THIS_ LPD3DVALUE) PURE;
STDMETHOD(GetMinDistance) (THIS_ LPD3DVALUE) PURE;
STDMETHOD(GetMode) (THIS_ LPDWORD) PURE;
STDMETHOD(GetPosition) (THIS_ LPD3DVECTOR) PURE;
STDMETHOD(GetVelocity) (THIS_ LPD3DVECTOR) PURE;
STDMETHOD(SetAllParameters) (THIS_ LPCDS3DBUFFER, DWORD) PURE;
STDMETHOD(SetConeAngles) (THIS_ DWORD, DWORD, DWORD) PURE;
STDMETHOD(SetConeOrientation) (THIS_ D3DVALUE, D3DVALUE, D3DVALUE, DWORD) PURE;
STDMETHOD(SetConeOutsideVolume) (THIS_ LONG, DWORD) PURE;
STDMETHOD(SetMaxDistance) (THIS_ D3DVALUE, DWORD) PURE;
STDMETHOD(SetMinDistance) (THIS_ D3DVALUE, DWORD) PURE;
STDMETHOD(SetMode) (THIS_ DWORD, DWORD) PURE;
STDMETHOD(SetPosition) (THIS_ D3DVALUE, D3DVALUE, D3DVALUE, DWORD) PURE;
STDMETHOD(SetVelocity) (THIS_ D3DVALUE, D3DVALUE, D3DVALUE, DWORD) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSound3DBuffer_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSound3DBuffer_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSound3DBuffer_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSound3DBuffer_GetAllParameters(p,a) (p)->lpVtbl->GetAllParameters(p,a)
#define IDirectSound3DBuffer_GetConeAngles(p,a,b) (p)->lpVtbl->GetConeAngles(p,a,b)
#define IDirectSound3DBuffer_GetConeOrientation(p,a) (p)->lpVtbl->GetConeOrientation(p,a)
#define IDirectSound3DBuffer_GetConeOutsideVolume(p,a) (p)->lpVtbl->GetConeOutsideVolume(p,a)
#define IDirectSound3DBuffer_GetPosition(p,a) (p)->lpVtbl->GetPosition(p,a)
#define IDirectSound3DBuffer_GetMinDistance(p,a) (p)->lpVtbl->GetMinDistance(p,a)
#define IDirectSound3DBuffer_GetMaxDistance(p,a) (p)->lpVtbl->GetMaxDistance(p,a)
#define IDirectSound3DBuffer_GetMode(p,a) (p)->lpVtbl->GetMode(p,a)
#define IDirectSound3DBuffer_GetVelocity(p,a) (p)->lpVtbl->GetVelocity(p,a)
#define IDirectSound3DBuffer_SetAllParameters(p,a,b) (p)->lpVtbl->SetAllParameters(p,a,b)
#define IDirectSound3DBuffer_SetConeAngles(p,a,b,c) (p)->lpVtbl->SetConeAngles(p,a,b,c)
#define IDirectSound3DBuffer_SetConeOrientation(p,a,b,c,d) (p)->lpVtbl->SetConeOrientation(p,a,b,c,d)
#define IDirectSound3DBuffer_SetConeOutsideVolume(p,a,b)(p)->lpVtbl->SetConeOutsideVolume(p,a,b)
#define IDirectSound3DBuffer_SetPosition(p,a,b,c,d) (p)->lpVtbl->SetPosition(p,a,b,c,d)
#define IDirectSound3DBuffer_SetMinDistance(p,a,b) (p)->lpVtbl->SetMinDistance(p,a,b)
#define IDirectSound3DBuffer_SetMaxDistance(p,a,b) (p)->lpVtbl->SetMaxDistance(p,a,b)
#define IDirectSound3DBuffer_SetMode(p,a,b) (p)->lpVtbl->SetMode(p,a,b)
#define IDirectSound3DBuffer_SetVelocity(p,a,b,c,d) (p)->lpVtbl->SetVelocity(p,a,b,c,d)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSound3DBuffer_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSound3DBuffer_AddRef(p) (p)->AddRef()
#define IDirectSound3DBuffer_Release(p) (p)->Release()
#define IDirectSound3DBuffer_GetAllParameters(p,a) (p)->GetAllParameters(a)
#define IDirectSound3DBuffer_GetConeAngles(p,a,b) (p)->GetConeAngles(a,b)
#define IDirectSound3DBuffer_GetConeOrientation(p,a) (p)->GetConeOrientation(a)
#define IDirectSound3DBuffer_GetConeOutsideVolume(p,a) (p)->GetConeOutsideVolume(a)
#define IDirectSound3DBuffer_GetPosition(p,a) (p)->GetPosition(a)
#define IDirectSound3DBuffer_GetMinDistance(p,a) (p)->GetMinDistance(a)
#define IDirectSound3DBuffer_GetMaxDistance(p,a) (p)->GetMaxDistance(a)
#define IDirectSound3DBuffer_GetMode(p,a) (p)->GetMode(a)
#define IDirectSound3DBuffer_GetVelocity(p,a) (p)->GetVelocity(a)
#define IDirectSound3DBuffer_SetAllParameters(p,a,b) (p)->SetAllParameters(a,b)
#define IDirectSound3DBuffer_SetConeAngles(p,a,b,c) (p)->SetConeAngles(a,b,c)
#define IDirectSound3DBuffer_SetConeOrientation(p,a,b,c,d) (p)->SetConeOrientation(a,b,c,d)
#define IDirectSound3DBuffer_SetConeOutsideVolume(p,a,b)(p)->SetConeOutsideVolume(a,b)
#define IDirectSound3DBuffer_SetPosition(p,a,b,c,d) (p)->SetPosition(a,b,c,d)
#define IDirectSound3DBuffer_SetMinDistance(p,a,b) (p)->SetMinDistance(a,b)
#define IDirectSound3DBuffer_SetMaxDistance(p,a,b) (p)->SetMaxDistance(a,b)
#define IDirectSound3DBuffer_SetMode(p,a,b) (p)->SetMode(a,b)
#define IDirectSound3DBuffer_SetVelocity(p,a,b,c,d) (p)->SetVelocity(a,b,c,d)
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IDirectSoundCapture
//
DEFINE_GUID(IID_IDirectSoundCapture, 0xb0210781, 0x89cd, 0x11d0, 0xaf, 0x8, 0x0, 0xa0, 0xc9, 0x25, 0xcd, 0x16);
#undef INTERFACE
#define INTERFACE IDirectSoundCapture
DECLARE_INTERFACE_(IDirectSoundCapture, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSoundCapture methods
STDMETHOD(CreateCaptureBuffer) (THIS_ LPCDSCBUFFERDESC, LPDIRECTSOUNDCAPTUREBUFFER *, LPUNKNOWN) PURE;
STDMETHOD(GetCaps) (THIS_ LPDSCCAPS ) PURE;
STDMETHOD(Initialize) (THIS_ LPGUID) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundCapture_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSoundCapture_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSoundCapture_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSoundCapture_CreateCaptureBuffer(p,a,b,c) (p)->lpVtbl->CreateCaptureBuffer(p,a,b,c)
#define IDirectSoundCapture_GetCaps(p,a) (p)->lpVtbl->GetCaps(p,a)
#define IDirectSoundCapture_Initialize(p,a) (p)->lpVtbl->Initialize(p,a)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundCapture_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSoundCapture_AddRef(p) (p)->AddRef()
#define IDirectSoundCapture_Release(p) (p)->Release()
#define IDirectSoundCapture_CreateCaptureBuffer(p,a,b,c) (p)->CreateCaptureBuffer(a,b,c)
#define IDirectSoundCapture_GetCaps(p,a) (p)->GetCaps(a)
#define IDirectSoundCapture_Initialize(p,a) (p)->Initialize(a)
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IDirectSoundCaptureBuffer
//
DEFINE_GUID(IID_IDirectSoundCaptureBuffer, 0xb0210782, 0x89cd, 0x11d0, 0xaf, 0x8, 0x0, 0xa0, 0xc9, 0x25, 0xcd, 0x16);
#undef INTERFACE
#define INTERFACE IDirectSoundCaptureBuffer
DECLARE_INTERFACE_(IDirectSoundCaptureBuffer, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSoundCaptureBuffer methods
STDMETHOD(GetCaps) (THIS_ LPDSCBCAPS ) PURE;
STDMETHOD(GetCurrentPosition) (THIS_ LPDWORD, LPDWORD ) PURE;
STDMETHOD(GetFormat) (THIS_ LPWAVEFORMATEX, DWORD, LPDWORD ) PURE;
STDMETHOD(GetStatus) (THIS_ LPDWORD ) PURE;
STDMETHOD(Initialize) (THIS_ LPDIRECTSOUNDCAPTURE, LPCDSCBUFFERDESC) PURE;
STDMETHOD(Lock) (THIS_ DWORD, DWORD, LPVOID *, LPDWORD, LPVOID *, LPDWORD, DWORD) PURE;
STDMETHOD(Start) (THIS_ DWORD) PURE;
STDMETHOD(Stop) (THIS) PURE;
STDMETHOD(Unlock) (THIS_ LPVOID, DWORD, LPVOID, DWORD) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundCaptureBuffer_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSoundCaptureBuffer_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSoundCaptureBuffer_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSoundCaptureBuffer_GetCaps(p,a) (p)->lpVtbl->GetCaps(p,a)
#define IDirectSoundCaptureBuffer_GetCurrentPosition(p,a,b) (p)->lpVtbl->GetCurrentPosition(p,a,b)
#define IDirectSoundCaptureBuffer_GetFormat(p,a,b,c) (p)->lpVtbl->GetFormat(p,a,b,c)
#define IDirectSoundCaptureBuffer_GetStatus(p,a) (p)->lpVtbl->GetStatus(p,a)
#define IDirectSoundCaptureBuffer_Initialize(p,a,b) (p)->lpVtbl->Initialize(p,a,b)
#define IDirectSoundCaptureBuffer_Lock(p,a,b,c,d,e,f,g) (p)->lpVtbl->Lock(p,a,b,c,d,e,f,g)
#define IDirectSoundCaptureBuffer_Start(p,a) (p)->lpVtbl->Start(p,a)
#define IDirectSoundCaptureBuffer_Stop(p) (p)->lpVtbl->Stop(p)
#define IDirectSoundCaptureBuffer_Unlock(p,a,b,c,d) (p)->lpVtbl->Unlock(p,a,b,c,d)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundCaptureBuffer_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSoundCaptureBuffer_AddRef(p) (p)->AddRef()
#define IDirectSoundCaptureBuffer_Release(p) (p)->Release()
#define IDirectSoundCaptureBuffer_GetCaps(p,a) (p)->GetCaps(a)
#define IDirectSoundCaptureBuffer_GetCurrentPosition(p,a,b) (p)->GetCurrentPosition(a,b)
#define IDirectSoundCaptureBuffer_GetFormat(p,a,b,c) (p)->GetFormat(a,b,c)
#define IDirectSoundCaptureBuffer_GetStatus(p,a) (p)->GetStatus(a)
#define IDirectSoundCaptureBuffer_Initialize(p,a,b) (p)->Initialize(a,b)
#define IDirectSoundCaptureBuffer_Lock(p,a,b,c,d,e,f,g) (p)->Lock(a,b,c,d,e,f,g)
#define IDirectSoundCaptureBuffer_Start(p,a) (p)->Start(a)
#define IDirectSoundCaptureBuffer_Stop(p) (p)->Stop()
#define IDirectSoundCaptureBuffer_Unlock(p,a,b,c,d) (p)->Unlock(a,b,c,d)
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IDirectSoundNotify
//
DEFINE_GUID(IID_IDirectSoundNotify, 0xb0210783, 0x89cd, 0x11d0, 0xaf, 0x8, 0x0, 0xa0, 0xc9, 0x25, 0xcd, 0x16);
#undef INTERFACE
#define INTERFACE IDirectSoundNotify
DECLARE_INTERFACE_(IDirectSoundNotify, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IDirectSoundNotify methods
STDMETHOD(SetNotificationPositions) (THIS_ DWORD, LPCDSBPOSITIONNOTIFY) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundNotify_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirectSoundNotify_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirectSoundNotify_Release(p) (p)->lpVtbl->Release(p)
#define IDirectSoundNotify_SetNotificationPositions(p,a,b) (p)->lpVtbl->SetNotificationPositions(p,a,b)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IDirectSoundNotify_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirectSoundNotify_AddRef(p) (p)->AddRef()
#define IDirectSoundNotify_Release(p) (p)->Release()
#define IDirectSoundNotify_SetNotificationPositions(p,a,b) (p)->SetNotificationPositions(a,b)
#endif // !defined(__cplusplus) || defined(CINTERFACE)
//
// IKsPropertySet
//
#ifndef _IKsPropertySet_
#define _IKsPropertySet_
#ifdef __cplusplus
// 'struct' not 'class' per the way DECLARE_INTERFACE_ is defined
struct IKsPropertySet;
#endif // __cplusplus
typedef struct IKsPropertySet *LPKSPROPERTYSET;
#define KSPROPERTY_SUPPORT_GET 0x00000001
#define KSPROPERTY_SUPPORT_SET 0x00000002
DEFINE_GUID(IID_IKsPropertySet, 0x31efac30, 0x515c, 0x11d0, 0xa9, 0xaa, 0x00, 0xaa, 0x00, 0x61, 0xbe, 0x93);
#undef INTERFACE
#define INTERFACE IKsPropertySet
DECLARE_INTERFACE_(IKsPropertySet, IUnknown)
{
// IUnknown methods
STDMETHOD(QueryInterface) (THIS_ REFIID, LPVOID *) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
// IKsPropertySet methods
STDMETHOD(Get) (THIS_ REFGUID, ULONG, LPVOID, ULONG, LPVOID, ULONG, PULONG) PURE;
STDMETHOD(Set) (THIS_ REFGUID, ULONG, LPVOID, ULONG, LPVOID, ULONG) PURE;
STDMETHOD(QuerySupport) (THIS_ REFGUID, ULONG, PULONG) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IKsPropertySet_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IKsPropertySet_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IKsPropertySet_Release(p) (p)->lpVtbl->Release(p)
#define IKsPropertySet_Get(p,a,b,c,d,e,f,g) (p)->lpVtbl->Get(p,a,b,c,d,e,f,g)
#define IKsPropertySet_Set(p,a,b,c,d,e,f) (p)->lpVtbl->Set(p,a,b,c,d,e,f)
#define IKsPropertySet_QuerySupport(p,a,b,c) (p)->lpVtbl->QuerySupport(p,a,b,c)
#else // !defined(__cplusplus) || defined(CINTERFACE)
#define IKsPropertySet_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IKsPropertySet_AddRef(p) (p)->AddRef()
#define IKsPropertySet_Release(p) (p)->Release()
#define IKsPropertySet_Get(p,a,b,c,d,e,f,g) (p)->Get(a,b,c,d,e,f,g)
#define IKsPropertySet_Set(p,a,b,c,d,e,f) (p)->Set(a,b,c,d,e,f)
#define IKsPropertySet_QuerySupport(p,a,b,c) (p)->QuerySupport(a,b,c)
#endif // !defined(__cplusplus) || defined(CINTERFACE)
#endif // _IKsPropertySet_
//
// Return Codes
//
#define DS_OK 0
// The call failed because resources (such as a priority level)
// were already being used by another caller.
#define DSERR_ALLOCATED MAKE_DSHRESULT(10)
// The control (vol,pan,etc.) requested by the caller is not available.
#define DSERR_CONTROLUNAVAIL MAKE_DSHRESULT(30)
// An invalid parameter was passed to the returning function
#define DSERR_INVALIDPARAM E_INVALIDARG
// This call is not valid for the current state of this object
#define DSERR_INVALIDCALL MAKE_DSHRESULT(50)
// An undetermined error occured inside the DirectSound subsystem
#define DSERR_GENERIC E_FAIL
// The caller does not have the priority level required for the function to
// succeed.
#define DSERR_PRIOLEVELNEEDED MAKE_DSHRESULT(70)
// Not enough free memory is available to complete the operation
#define DSERR_OUTOFMEMORY E_OUTOFMEMORY
// The specified WAVE format is not supported
#define DSERR_BADFORMAT MAKE_DSHRESULT(100)
// The function called is not supported at this time
#define DSERR_UNSUPPORTED E_NOTIMPL
// No sound driver is available for use
#define DSERR_NODRIVER MAKE_DSHRESULT(120)
// This object is already initialized
#define DSERR_ALREADYINITIALIZED MAKE_DSHRESULT(130)
// This object does not support aggregation
#define DSERR_NOAGGREGATION CLASS_E_NOAGGREGATION
// The buffer memory has been lost, and must be restored.
#define DSERR_BUFFERLOST MAKE_DSHRESULT(150)
// Another app has a higher priority level, preventing this call from
// succeeding.
#define DSERR_OTHERAPPHASPRIO MAKE_DSHRESULT(160)
// This object has not been initialized
#define DSERR_UNINITIALIZED MAKE_DSHRESULT(170)
// The requested COM interface is not available
#define DSERR_NOINTERFACE E_NOINTERFACE
//
// Flags
//
#define DSCAPS_PRIMARYMONO 0x00000001
#define DSCAPS_PRIMARYSTEREO 0x00000002
#define DSCAPS_PRIMARY8BIT 0x00000004
#define DSCAPS_PRIMARY16BIT 0x00000008
#define DSCAPS_CONTINUOUSRATE 0x00000010
#define DSCAPS_EMULDRIVER 0x00000020
#define DSCAPS_CERTIFIED 0x00000040
#define DSCAPS_SECONDARYMONO 0x00000100
#define DSCAPS_SECONDARYSTEREO 0x00000200
#define DSCAPS_SECONDARY8BIT 0x00000400
#define DSCAPS_SECONDARY16BIT 0x00000800
#define DSBPLAY_LOOPING 0x00000001
#define DSBSTATUS_PLAYING 0x00000001
#define DSBSTATUS_BUFFERLOST 0x00000002
#define DSBSTATUS_LOOPING 0x00000004
#define DSBLOCK_FROMWRITECURSOR 0x00000001
#define DSBLOCK_ENTIREBUFFER 0x00000002
#define DSSCL_NORMAL 0x00000001
#define DSSCL_PRIORITY 0x00000002
#define DSSCL_EXCLUSIVE 0x00000003
#define DSSCL_WRITEPRIMARY 0x00000004
#define DS3DMODE_NORMAL 0x00000000
#define DS3DMODE_HEADRELATIVE 0x00000001
#define DS3DMODE_DISABLE 0x00000002
#define DS3D_IMMEDIATE 0x00000000
#define DS3D_DEFERRED 0x00000001
#define DS3D_MINDISTANCEFACTOR 0.0f
#define DS3D_MAXDISTANCEFACTOR 10.0f
#define DS3D_DEFAULTDISTANCEFACTOR 1.0f
#define DS3D_MINROLLOFFFACTOR 0.0f
#define DS3D_MAXROLLOFFFACTOR 10.0f
#define DS3D_DEFAULTROLLOFFFACTOR 1.0f
#define DS3D_MINDOPPLERFACTOR 0.0f
#define DS3D_MAXDOPPLERFACTOR 10.0f
#define DS3D_DEFAULTDOPPLERFACTOR 1.0f
#define DS3D_DEFAULTMINDISTANCE 1.0f
#define DS3D_DEFAULTMAXDISTANCE 1000000000.0f
#define DS3D_MINCONEANGLE 0
#define DS3D_MAXCONEANGLE 360
#define DS3D_DEFAULTCONEANGLE 360
#define DS3D_DEFAULTCONEOUTSIDEVOLUME 0
#define DSBCAPS_PRIMARYBUFFER 0x00000001
#define DSBCAPS_STATIC 0x00000002
#define DSBCAPS_LOCHARDWARE 0x00000004
#define DSBCAPS_LOCSOFTWARE 0x00000008
#define DSBCAPS_CTRL3D 0x00000010
#define DSBCAPS_CTRLFREQUENCY 0x00000020
#define DSBCAPS_CTRLPAN 0x00000040
#define DSBCAPS_CTRLVOLUME 0x00000080
#define DSBCAPS_CTRLPOSITIONNOTIFY 0x00000100
#define DSBCAPS_CTRLDEFAULT 0x000000E0
#define DSBCAPS_CTRLALL 0x000001F0
#define DSBCAPS_STICKYFOCUS 0x00004000
#define DSBCAPS_GLOBALFOCUS 0x00008000
#define DSBCAPS_GETCURRENTPOSITION2 0x00010000
#define DSBCAPS_MUTE3DATMAXDISTANCE 0x00020000
#define DSCBCAPS_WAVEMAPPED 0x80000000
#define DSSPEAKER_HEADPHONE 0x00000001
#define DSSPEAKER_MONO 0x00000002
#define DSSPEAKER_QUAD 0x00000003
#define DSSPEAKER_STEREO 0x00000004
#define DSSPEAKER_SURROUND 0x00000005
#define DSSPEAKER_GEOMETRY_MIN 0x00000005 // 5 degrees
#define DSSPEAKER_GEOMETRY_NARROW 0x0000000A // 10 degrees
#define DSSPEAKER_GEOMETRY_WIDE 0x00000014 // 20 degrees
#define DSSPEAKER_GEOMETRY_MAX 0x000000B4 // 180 degrees
#define DSSPEAKER_COMBINED(c, g) ((DWORD)(((BYTE)(c)) | ((DWORD)((BYTE)(g))) << 16))
#define DSSPEAKER_CONFIG(a) ((BYTE)(a))
#define DSSPEAKER_GEOMETRY(a) ((BYTE)(((DWORD)(a) >> 16) & 0x00FF))
#define DSCCAPS_EMULDRIVER 0x00000020
#define DSCBLOCK_ENTIREBUFFER 0x00000001
#define DSCBSTATUS_CAPTURING 0x00000001
#define DSCBSTATUS_LOOPING 0x00000002
#define DSCBSTART_LOOPING 0x00000001
#define DSBFREQUENCY_MIN 100
#define DSBFREQUENCY_MAX 100000
#define DSBFREQUENCY_ORIGINAL 0
#define DSBPAN_LEFT -10000
#define DSBPAN_CENTER 0
#define DSBPAN_RIGHT 10000
#define DSBVOLUME_MIN -10000
#define DSBVOLUME_MAX 0
#define DSBSIZE_MIN 4
#define DSBSIZE_MAX 0x0FFFFFFF
#define DSBPN_OFFSETSTOP 0xFFFFFFFF
#ifdef __cplusplus
};
#endif // __cplusplus
#endif // __DSOUND_INCLUDED__
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/*==========================================================================;
*
* Copyright (C) 1996-1997 Microsoft Corporation. All Rights Reserved.
*
* File: dvp.h
* Content: DirectDrawVideoPort include file
*
***************************************************************************/
#ifndef __DVP_INCLUDED__
#define __DVP_INCLUDED__
#if defined( _WIN32 ) && !defined( _NO_COM )
#define COM_NO_WINDOWS_H
#include <objbase.h>
#else
#define IUnknown void
#undef CO_E_NOTINITIALIZED
#define CO_E_NOTINITIALIZED 0x800401F0L
#endif
#ifdef __cplusplus
extern "C" {
#endif
/*
* GUIDS used by DirectDrawVideoPort objects
*/
#if defined( _WIN32 ) && !defined( _NO_COM )
DEFINE_GUID( IID_IDDVideoPortContainer, 0x6C142760,0xA733,0x11CE,0xA5,0x21,0x00,0x20,0xAF,0x0B,0xE5,0x60 );
DEFINE_GUID( IID_IDirectDrawVideoPort, 0xB36D93E0,0x2B43,0x11CF,0xA2,0xDE,0x00,0xAA,0x00,0xB9,0x33,0x56 );
DEFINE_GUID( DDVPTYPE_E_HREFH_VREFH, 0x54F39980L,0xDA60,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
DEFINE_GUID( DDVPTYPE_E_HREFH_VREFL, 0x92783220L,0xDA60,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
DEFINE_GUID( DDVPTYPE_E_HREFL_VREFH, 0xA07A02E0L,0xDA60,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
DEFINE_GUID( DDVPTYPE_E_HREFL_VREFL, 0xE09C77E0L,0xDA60,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
DEFINE_GUID( DDVPTYPE_CCIR656, 0xFCA326A0L,0xDA60,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
DEFINE_GUID( DDVPTYPE_BROOKTREE, 0x1352A560L,0xDA61,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
DEFINE_GUID( DDVPTYPE_PHILIPS, 0x332CF160L,0xDA61,0x11CF,0x9B,0x06,0x00,0xA0,0xC9,0x03,0xA3,0xB8);
/*
* GUIDS used to describe connections
*/
#endif
/*============================================================================
*
* DirectDraw Structures
*
* Various structures used to invoke DirectDraw.
*
*==========================================================================*/
struct IDirectDraw;
struct IDirectDrawSurface;
struct IDirectDrawPalette;
struct IDirectDrawClipper;
typedef struct IDDVideoPortContainer FAR *LPDDVIDEOPORTCONTAINER;
typedef struct IDirectDrawVideoPort FAR *LPDIRECTDRAWVIDEOPORT;
typedef struct _DDVIDEOPORTCONNECT FAR *LPDDVIDEOPORTCONNECT;
typedef struct _DDVIDEOPORTCAPS FAR *LPDDVIDEOPORTCAPS;
typedef struct _DDVIDEOPORTDESC FAR *LPDDVIDEOPORTDESC;
typedef struct _DDVIDEOPORTINFO FAR *LPDDVIDEOPORTINFO;
typedef struct _DDVIDEOPORTBANDWIDTH FAR *LPDDVIDEOPORTBANDWIDTH;
typedef struct _DDVIDEOPORTSTATUS FAR *LPDDVIDEOPORTSTATUS;
typedef struct IDDVideoPortContainerVtbl DDVIDEOPORTCONTAINERCALLBACKS;
typedef struct IDirectDrawVideoPortVtbl DIRECTDRAWVIDEOPORTCALLBACKS;
/*
* API's
*/
typedef HRESULT (FAR PASCAL * LPDDENUMVIDEOCALLBACK)(LPDDVIDEOPORTCAPS, LPVOID);
/*
* INTERACES FOLLOW:
* IDirectDrawVideoPort
* IVideoPort
*/
/*
* IDirectDrawVideoPortContainer
*/
#if defined( _WIN32 ) && !defined( _NO_COM )
#undef INTERFACE
#define INTERFACE IDDVideoPortContainer
DECLARE_INTERFACE_( IDDVideoPortContainer, IUnknown )
{
/*** IUnknown methods ***/
STDMETHOD(QueryInterface) (THIS_ REFIID riid, LPVOID FAR * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
/*** IDirectDrawVideoPort methods ***/
STDMETHOD(CreateVideoPort)(THIS_ DWORD, LPDDVIDEOPORTDESC, LPDIRECTDRAWVIDEOPORT FAR *, IUnknown FAR *) PURE;
STDMETHOD(EnumVideoPorts)(THIS_ DWORD, LPDDVIDEOPORTCAPS, LPVOID,LPDDENUMVIDEOCALLBACK ) PURE;
STDMETHOD(GetVideoPortConnectInfo)(THIS_ DWORD, LPDWORD, LPDDVIDEOPORTCONNECT ) PURE;
STDMETHOD(QueryVideoPortStatus)(THIS_ DWORD, LPDDVIDEOPORTSTATUS ) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IVideoPortContainer_QueryInterface(p, a, b) (p)->lpVtbl->QueryInterface(p, a, b)
#define IVideoPortContainer_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IVideoPortContainer_Release(p) (p)->lpVtbl->Release(p)
#define IVideoPortContainer_CreateVideoPort(p, a, b, c, d) (p)->lpVtbl->CreateVideoPort(p, a, b, c, d)
#define IVideoPortContainer_EnumVideoPorts(p, a, b, c, d) (p)->lpVtbl->EnumVideoPorts(p, a, b, c, d)
#define IVideoPortContainer_GetVideoPortConnectInfo(p, a, b, c) (p)->lpVtbl->GetVideoPortConnectInfo(p, a, b, c)
#define IVideoPortContainer_QueryVideoPortStatus(p, a, b) (p)->lpVtbl->QueryVideoPortStatus(p, a, b)
#else
#define IVideoPortContainer_QueryInterface(p, a, b) (p)->QueryInterface(a, b)
#define IVideoPortContainer_AddRef(p) (p)->AddRef()
#define IVideoPortContainer_Release(p) (p)->Release()
#define IVideoPortContainer_CreateVideoPort(p, a, b, c, d) (p)->CreateVideoPort(a, b, c, d)
#define IVideoPortContainer_EnumVideoPorts(p, a, b, c, d) (p)->EnumVideoPorts(a, b, c, d)
#define IVideoPortContainer_GetVideoPortConnectInfo(p, a, b, c) (p)->GetVideoPortConnectInfo(a, b, c)
#define IVideoPortContainer_QueryVideoPortStatus(p, a, b) (p)->QueryVideoPortStatus(a, b)
#endif
#endif
/*
* IDirectDrawVideoPort
*/
#if defined( _WIN32 ) && !defined( _NO_COM )
#undef INTERFACE
#define INTERFACE IDirectDrawVideoPort
DECLARE_INTERFACE_( IDirectDrawVideoPort, IUnknown )
{
/*** IUnknown methods ***/
STDMETHOD(QueryInterface) (THIS_ REFIID riid, LPVOID FAR * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef) (THIS) PURE;
STDMETHOD_(ULONG,Release) (THIS) PURE;
/*** IVideoPort methods ***/
STDMETHOD(Flip)(THIS_ LPDIRECTDRAWSURFACE, DWORD) PURE;
STDMETHOD(GetBandwidthInfo)(THIS_ LPDDPIXELFORMAT, DWORD, DWORD, DWORD, LPDDVIDEOPORTBANDWIDTH) PURE;
STDMETHOD(GetColorControls)(THIS_ LPDDCOLORCONTROL) PURE;
STDMETHOD(GetInputFormats)(THIS_ LPDWORD, LPDDPIXELFORMAT, DWORD) PURE;
STDMETHOD(GetOutputFormats)(THIS_ LPDDPIXELFORMAT, LPDWORD, LPDDPIXELFORMAT, DWORD) PURE;
STDMETHOD(GetFieldPolarity)(THIS_ LPBOOL) PURE;
STDMETHOD(GetVideoLine)(THIS_ LPDWORD) PURE;
STDMETHOD(GetVideoSignalStatus)(THIS_ LPDWORD) PURE;
STDMETHOD(SetColorControls)(THIS_ LPDDCOLORCONTROL) PURE;
STDMETHOD(SetTargetSurface)(THIS_ LPDIRECTDRAWSURFACE, DWORD) PURE;
STDMETHOD(StartVideo)(THIS_ LPDDVIDEOPORTINFO) PURE;
STDMETHOD(StopVideo)(THIS) PURE;
STDMETHOD(UpdateVideo)(THIS_ LPDDVIDEOPORTINFO) PURE;
STDMETHOD(WaitForSync)(THIS_ DWORD, DWORD, DWORD) PURE;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define IVideoPort_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IVideoPort_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IVideoPort_Release(p) (p)->lpVtbl->Release(p)
#define IVideoPort_SetTargetSurface(p,a,b) (p)->lpVtbl->SetTargetSurface(p,a,b)
#define IVideoPort_Flip(p,a,b) (p)->lpVtbl->Flip(p,a,b)
#define IVideoPort_GetBandwidthInfo(p,a,b,c,d,e) (p)->lpVtbl->GetBandwidthInfo(p,a,b,c,d,e)
#define IVideoPort_GetColorControls(p,a) (p)->lpVtbl->GetColorControls(p,a)
#define IVideoPort_GetInputFormats(p,a,b,c) (p)->lpVtbl->GetInputFormats(p,a,b,c)
#define IVideoPort_GetOutputFormats(p,a,b,c,d) (p)->lpVtbl->GetOutputFormats(p,a,b,c,d)
#define IVideoPort_GetFieldPolarity(p,a) (p)->lpVtbl->GetFieldPolarity(p,a)
#define IVideoPort_GetVideoLine(p,a) (p)->lpVtbl->GetVideoLine(p,a)
#define IVideoPort_GetVideoSignalStatus(p,a) (p)->lpVtbl->GetVideoSignalStatus(p,a)
#define IVideoPort_SetColorControls(p,a) (p)->lpVtbl->SetColorControls(p,a)
#define IVideoPort_StartVideo(p,a) (p)->lpVtbl->StartVideo(p,a)
#define IVideoPort_StopVideo(p) (p)->lpVtbl->StopVideo(p)
#define IVideoPort_UpdateVideo(p,a) (p)->lpVtbl->UpdateVideo(p,a)
#define IVideoPort_WaitForSync(p,a,b,c) (p)->lpVtbl->WaitForSync(p,a,b,c)
#else
#define IVideoPort_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IVideoPort_AddRef(p) (p)->AddRef()
#define IVideoPort_Release(p) (p)->Release()
#define IVideoPort_SetTargetSurface(p,a,b) (p)->SetTargetSurface(a,b)
#define IVideoPort_Flip(p,a,b) (p)->Flip(a,b)
#define IVideoPort_GetBandwidthInfo(p,a,b,c,d,e) (p)->GetBandwidthInfo(a,b,c,d,e)
#define IVideoPort_GetColorControls(p,a) (p)->GetColorControls(a)
#define IVideoPort_GetInputFormats(p,a,b,c) (p)->GetInputFormats(a,b,c)
#define IVideoPort_GetOutputFormats(p,a,b,c,d) (p)->GetOutputFormats(a,b,c,d)
#define IVideoPort_GetFieldPolarity(p,a) (p)->GetFieldPolarity(a)
#define IVideoPort_GetVideoLine(p,a) (p)->GetVideoLine(a)
#define IVideoPort_GetVideoSignalStatus(p,a) (p)->GetVideoSignalStatus(a)
#define IVideoPort_SetColorControls(p,a) (p)->SetColorControls(a)
#define IVideoPort_StartVideo(p,a) (p)->StartVideo(a)
#define IVideoPort_StopVideo(p) (p)->StopVideo()
#define IVideoPort_UpdateVideo(p,a) (p)->UpdateVideo(a)
#define IVideoPort_WaitForSync(p,a,b,c) (p)->WaitForSync(a,b,c)
#endif
#endif
/*
* DDVIDEOPORTCONNECT
*/
typedef struct _DDVIDEOPORTCONNECT
{
DWORD dwSize; // size of the DDVIDEOPORTCONNECT structure
DWORD dwPortWidth; // Width of the video port
GUID guidTypeID; // Description of video port connection
DWORD dwFlags; // Connection flags
DWORD dwReserved1; // Reserved, set to zero.
} DDVIDEOPORTCONNECT;
/*
* DDVIDEOPORTCAPS
*/
typedef struct _DDVIDEOPORTCAPS
{
DWORD dwSize; // size of the DDVIDEOPORTCAPS structure
DWORD dwFlags; // indicates which fields contain data
DWORD dwMaxWidth; // max width of the video port field
DWORD dwMaxVBIWidth; // max width of the VBI data
DWORD dwMaxHeight; // max height of the video port field
DWORD dwVideoPortID; // Video port ID (0 - (dwMaxVideoPorts -1))
DWORD dwCaps; // Video port capabilities
DWORD dwFX; // More video port capabilities
DWORD dwNumAutoFlipSurfaces; // Number of autoflippable surfaces
DWORD dwAlignVideoPortBoundary; // Byte restriction of placement within the surface
DWORD dwAlignVideoPortPrescaleWidth;// Byte restriction of width after prescaling
DWORD dwAlignVideoPortCropBoundary; // Byte restriction of left cropping
DWORD dwAlignVideoPortCropWidth; // Byte restriction of cropping width
DWORD dwPreshrinkXStep; // Width can be shrunk in steps of 1/x
DWORD dwPreshrinkYStep; // Height can be shrunk in steps of 1/x
DWORD dwNumVBIAutoFlipSurfaces; // Number of VBI autoflippable surfaces
DWORD dwReserved1; // Reserved for future use
DWORD dwReserved2; // Reserved for future use
} DDVIDEOPORTCAPS;
/*
* The dwMaxWidth and dwMaxVBIWidth members are valid
*/
#define DDVPD_WIDTH 0x00000001l
/*
* The dwMaxHeight member is valid
*/
#define DDVPD_HEIGHT 0x00000002l
/*
* The dwVideoPortID member is valid
*/
#define DDVPD_ID 0x00000004l
/*
* The dwCaps member is valid
*/
#define DDVPD_CAPS 0x00000008l
/*
* The dwFX member is valid
*/
#define DDVPD_FX 0x00000010l
/*
* The dwNumAutoFlipSurfaces member is valid
*/
#define DDVPD_AUTOFLIP 0x00000020l
/*
* All of the alignment members are valid
*/
#define DDVPD_ALIGN 0x00000040l
/*
* DDVIDEOPORTDESC
*/
typedef struct _DDVIDEOPORTDESC
{
DWORD dwSize; // size of the DDVIDEOPORTDESC structure
DWORD dwFieldWidth; // width of the video port field
DWORD dwVBIWidth; // width of the VBI data
DWORD dwFieldHeight; // height of the video port field
DWORD dwMicrosecondsPerField; // Microseconds per video field
DWORD dwMaxPixelsPerSecond; // Maximum pixel rate per second
DWORD dwVideoPortID; // Video port ID (0 - (dwMaxVideoPorts -1))
DWORD dwReserved1; // Reserved for future use - set to zero
DDVIDEOPORTCONNECT VideoPortType; // Description of video port connection
DWORD dwReserved2; // Reserved for future use - set to zero
DWORD dwReserved3; // Reserved for future use - set to zero
} DDVIDEOPORTDESC;
/*
* DDVIDEOPORTINFO
*/
typedef struct _DDVIDEOPORTINFO
{
DWORD dwSize; // Size of the structure
DWORD dwOriginX; // Placement of the video data within the surface.
DWORD dwOriginY; // Placement of the video data within the surface.
DWORD dwVPFlags; // Video port options
RECT rCrop; // Cropping rectangle (optional).
DWORD dwPrescaleWidth; // Determines pre-scaling/zooming in the X direction (optional).
DWORD dwPrescaleHeight; // Determines pre-scaling/zooming in the Y direction (optional).
LPDDPIXELFORMAT lpddpfInputFormat; // Video format written to the video port
LPDDPIXELFORMAT lpddpfVBIInputFormat; // Input format of the VBI data
LPDDPIXELFORMAT lpddpfVBIOutputFormat;// Output format of the data
DWORD dwVBIHeight; // Specifies the number of lines of data within the vertical blanking interval.
DWORD dwReserved1; // Reserved for future use - set to zero
DWORD dwReserved2; // Reserved for future use - set to zero
} DDVIDEOPORTINFO;
/*
* DDVIDEOPORTBANDWIDTH
*/
typedef struct _DDVIDEOPORTBANDWIDTH
{
DWORD dwSize; // Size of the structure
DWORD dwCaps;
DWORD dwOverlay; // Zoom factor at which overlay is supported
DWORD dwColorkey; // Zoom factor at which overlay w/ colorkey is supported
DWORD dwYInterpolate; // Zoom factor at which overlay w/ Y interpolation is supported
DWORD dwYInterpAndColorkey; // Zoom factor at which ovelray w/ Y interpolation and colorkeying is supported
DWORD dwReserved1; // Reserved for future use - set to zero
DWORD dwReserved2; // Reserved for future use - set to zero
} DDVIDEOPORTBANDWIDTH;
/*
* DDVIDEOPORTSTATUS
*/
typedef struct _DDVIDEOPORTSTATUS
{
DWORD dwSize; // Size of the structure
BOOL bInUse; // TRUE if video port is currently being used
DWORD dwFlags; // Currently not used
DWORD dwReserved1; // Reserved for future use
DDVIDEOPORTCONNECT VideoPortType; // Information about the connection
DWORD dwReserved2; // Reserved for future use
DWORD dwReserved3; // Reserved for future use
} DDVIDEOPORTSTATUS;
/*============================================================================
*
* Video Port Flags
*
* All flags are bit flags.
*
*==========================================================================*/
/****************************************************************************
*
* VIDEOPORT DDVIDEOPORTCONNECT FLAGS
*
****************************************************************************/
/*
* When this is set by the driver and passed to the client, this
* indicates that the video port is capable of double clocking the data.
* When this is set by the client, this indicates that the video port
* should enable double clocking. This flag is only valid with external
* syncs.
*/
#define DDVPCONNECT_DOUBLECLOCK 0x00000001l
/*
* When this is set by the driver and passed to the client, this
* indicates that the video port is capable of using an external VACT
* signal. When this is set by the client, this indicates that the
* video port should use the external VACT signal.
*/
#define DDVPCONNECT_VACT 0x00000002l
/*
* When this is set by the driver and passed to the client, this
* indicates that the video port is capable of treating even fields
* like odd fields and visa versa. When this is set by the client,
* this indicates that the video port should treat even fields like odd
* fields.
*/
#define DDVPCONNECT_INVERTPOLARITY 0x00000004l
/*
* Indicates that any data written to the video port during the VREF
* period will not be written into the frame buffer. This flag is read only.
*/
#define DDVPCONNECT_DISCARDSVREFDATA 0x00000008l
/*
* Device will write half lines into the frame buffer, sometimes causing
* the data to not be displayed correctly.
*/
#define DDVPCONNECT_HALFLINE 0x00000010l
/*
* Indicates that the signal is interlaced. This flag is only
* set by the client.
*/
#define DDVPCONNECT_INTERLACED 0x00000020l
/*
* Indicates that video port is shareable and that this video port
* will use the even fields. This flag is only set by the client.
*/
#define DDVPCONNECT_SHAREEVEN 0x00000040l
/*
* Indicates that video port is shareable and that this video port
* will use the odd fields. This flag is only set by the client.
*/
#define DDVPCONNECT_SHAREODD 0x00000080l
/****************************************************************************
*
* VIDEOPORT DDVIDEOPORTDESC CAPS
*
****************************************************************************/
/*
* Flip can be performed automatically to avoid tearing.
*/
#define DDVPCAPS_AUTOFLIP 0x00000001l
/*
* Supports interlaced video
*/
#define DDVPCAPS_INTERLACED 0x00000002l
/*
* Supports non-interlaced video
*/
#define DDVPCAPS_NONINTERLACED 0x00000004l
/*
* Indicates that the device can return whether the current field
* of an interlaced signal is even or odd.
*/
#define DDVPCAPS_READBACKFIELD 0x00000008l
/*
* Indicates that the device can return the current line of video
* being written into the frame buffer.
*/
#define DDVPCAPS_READBACKLINE 0x00000010l
/*
* Allows two gen-locked video streams to share a single video port,
* where one stream uses the even fields and the other uses the odd
* fields. Separate parameters (including address, scaling,
* cropping, etc.) are maintained for both fields.)
*/
#define DDVPCAPS_SHAREABLE 0x00000020l
/*
* Even fields of video can be automatically discarded.
*/
#define DDVPCAPS_SKIPEVENFIELDS 0x00000040l
/*
* Odd fields of video can be automatically discarded.
*/
#define DDVPCAPS_SKIPODDFIELDS 0x00000080l
/*
* Indicates that the device is capable of driving the graphics
* VSYNC with the video port VSYNC.
*/
#define DDVPCAPS_SYNCMASTER 0x00000100l
/*
* Indicates that data within the vertical blanking interval can
* be written to a different surface.
*/
#define DDVPCAPS_VBISURFACE 0x00000200l
/*
* Indicates that the video port can perform color operations
* on the incoming data before it is written to the frame buffer.
*/
#define DDVPCAPS_COLORCONTROL 0x00000400l
/*
* Indicates that the video port can accept VBI data in a different
* width or format than the regular video data.
*/
#define DDVPCAPS_OVERSAMPLEDVBI 0x00000800l
/*
* Indicates that the video port can write data directly to system memory
*/
#define DDVPCAPS_SYSTEMMEMORY 0x00001000l
/****************************************************************************
*
* VIDEOPORT DDVIDEOPORTDESC FX
*
****************************************************************************/
/*
* Limited cropping is available to crop out the vertical interval data.
*/
#define DDVPFX_CROPTOPDATA 0x00000001l
/*
* Incoming data can be cropped in the X direction before it is written
* to the surface.
*/
#define DDVPFX_CROPX 0x00000002l
/*
* Incoming data can be cropped in the Y direction before it is written
* to the surface.
*/
#define DDVPFX_CROPY 0x00000004l
/*
* Supports interleaving interlaced fields in memory.
*/
#define DDVPFX_INTERLEAVE 0x00000008l
/*
* Supports mirroring left to right as the video data is written
* into the frame buffer.
*/
#define DDVPFX_MIRRORLEFTRIGHT 0x00000010l
/*
* Supports mirroring top to bottom as the video data is written
* into the frame buffer.
*/
#define DDVPFX_MIRRORUPDOWN 0x00000020l
/*
* Data can be arbitrarily shrunk in the X direction before it
* is written to the surface.
*/
#define DDVPFX_PRESHRINKX 0x00000040l
/*
* Data can be arbitrarily shrunk in the Y direction before it
* is written to the surface.
*/
#define DDVPFX_PRESHRINKY 0x00000080l
/*
* Data can be binary shrunk (1/2, 1/4, 1/8, etc.) in the X
* direction before it is written to the surface.
*/
#define DDVPFX_PRESHRINKXB 0x00000100l
/*
* Data can be binary shrunk (1/2, 1/4, 1/8, etc.) in the Y
* direction before it is written to the surface.
*/
#define DDVPFX_PRESHRINKYB 0x00000200l
/*
* Data can be shrunk in increments of 1/x in the X direction
* (where X is specified in the DDVIDEOPORTCAPS.dwPreshrinkXStep)
* before it is written to the surface.
*/
#define DDVPFX_PRESHRINKXS 0x00000400l
/*
* Data can be shrunk in increments of 1/x in the Y direction
* (where X is specified in the DDVIDEOPORTCAPS.dwPreshrinkYStep)
* before it is written to the surface.
*/
#define DDVPFX_PRESHRINKYS 0x00000800l
/*
* Data can be arbitrarily stretched in the X direction before
* it is written to the surface.
*/
#define DDVPFX_PRESTRETCHX 0x00001000l
/*
* Data can be arbitrarily stretched in the Y direction before
* it is written to the surface.
*/
#define DDVPFX_PRESTRETCHY 0x00002000l
/*
* Data can be integer stretched in the X direction before it is
* written to the surface.
*/
#define DDVPFX_PRESTRETCHXN 0x00004000l
/*
* Data can be integer stretched in the Y direction before it is
* written to the surface.
*/
#define DDVPFX_PRESTRETCHYN 0x00008000l
/*
* Indicates that data within the vertical blanking interval can
* be converted independently of the remaining video data.
*/
#define DDVPFX_VBICONVERT 0x00010000l
/*
* Indicates that scaling can be disabled for data within the
* vertical blanking interval.
*/
#define DDVPFX_VBINOSCALE 0x00020000l
/*
* Indicates that the video data can ignore the left and right
* cropping coordinates when cropping oversampled VBI data.
*/
#define DDVPFX_IGNOREVBIXCROP 0x00040000l
/****************************************************************************
*
* VIDEOPORT DDVIDEOPORTINFO FLAGS
*
****************************************************************************/
/*
* Perform automatic flipping. Auto-flipping is performed between
* the overlay surface that was attached to the video port using
* IDirectDrawVideoPort::AttachSurface and the overlay surfaces that
* are attached to the surface via the IDirectDrawSurface::AttachSurface
* method. The flip order is the order in which the overlay surfaces
* were. attached.
*/
#define DDVP_AUTOFLIP 0x00000001l
/*
* Perform conversion using the ddpfOutputFormat information.
*/
#define DDVP_CONVERT 0x00000002l
/*
* Perform cropping using the specified rectangle.
*/
#define DDVP_CROP 0x00000004l
/*
* Indicates that interlaced fields should be interleaved in memory.
*/
#define DDVP_INTERLEAVE 0x00000008l
/*
* Indicates that the data should be mirrored left to right as it's
* written into the frame buffer.
*/
#define DDVP_MIRRORLEFTRIGHT 0x00000010l
/*
* Indicates that the data should be mirrored top to bottom as it's
* written into the frame buffer.
*/
#define DDVP_MIRRORUPDOWN 0x00000020l
/*
* Perform pre-scaling/zooming based on the pre-scale parameters.
*/
#define DDVP_PRESCALE 0x00000040l
/*
* Ignore input of even fields.
*/
#define DDVP_SKIPEVENFIELDS 0x00000080l
/*
* Ignore input of odd fields.
*/
#define DDVP_SKIPODDFIELDS 0x00000100l
/*
* Drive the graphics VSYNCs using the video port VYSNCs.
*/
#define DDVP_SYNCMASTER 0x00000200l
/*
* The ddpfVBIOutputFormatFormat member contains data that should be used
* to convert the data within the vertical blanking interval.
*/
#define DDVP_VBICONVERT 0x00000400l
/*
* Indicates that data within the vertical blanking interval
* should not be scaled.
*/
#define DDVP_VBINOSCALE 0x00000800l
/*
* Indicates that these bob/weave decisions should not be
* overriden by other interfaces.
*/
#define DDVP_OVERRIDEBOBWEAVE 0x00001000l
/*
* Indicates that the video data should ignore the left and right
* cropping coordinates when cropping the VBI data.
*/
#define DDVP_IGNOREVBIXCROP 0x00002000l
/****************************************************************************
*
* DIRIRECTDRAWVIDEOPORT GETINPUTFORMAT/GETOUTPUTFORMAT FLAGS
*
****************************************************************************/
/*
* Return formats for the video data
*/
#define DDVPFORMAT_VIDEO 0x00000001l
/*
* Return formats for the VBI data
*/
#define DDVPFORMAT_VBI 0x00000002l
/****************************************************************************
*
* DIRIRECTDRAWVIDEOPORT SETTARGETSURFACE FLAGS
*
****************************************************************************/
/*
* Surface should receive video data (and VBI data if a surface
* is not explicitly attached for that purpose)
*/
#define DDVPTARGET_VIDEO 0x00000001l
/*
* Surface should receive VBI data
*/
#define DDVPTARGET_VBI 0x00000002l
/****************************************************************************
*
* DIRIRECTDRAWVIDEOPORT WAITFORSYNC FLAGS
*
****************************************************************************/
/*
* Waits until the beginning of the next VSYNC
*/
#define DDVPWAIT_BEGIN 0x00000001l
/*
* Waits until the end of the next/current VSYNC
*/
#define DDVPWAIT_END 0x00000002l
/*
* Waits until the beginning of the specified line
*/
#define DDVPWAIT_LINE 0x00000003l
/****************************************************************************
*
* DIRECTDRAWVIDEOPORT FLIP FLAGS
*
****************************************************************************/
/*
* Flips the normal video surface
*/
#define DDVPFLIP_VIDEO 0x00000001l
/*
* Flips the VBI surface
*/
#define DDVPFLIP_VBI 0x00000002l
/****************************************************************************
*
* DIRIRECTDRAWVIDEOPORT GETVIDEOSIGNALSTATUS VALUES
*
****************************************************************************/
/*
* No video signal is present at the video port
*/
#define DDVPSQ_NOSIGNAL 0x00000001l
/*
* A valid video signal is present at the video port
*/
#define DDVPSQ_SIGNALOK 0x00000002l
/****************************************************************************
*
* VIDEOPORTBANDWIDTH Flags
*
****************************************************************************/
/*
* The specified height/width refer to the size of the video port data
* written into memory, after prescaling has occured.
*/
#define DDVPB_VIDEOPORT 0x00000001l
/*
* The specified height/width refer to the source size of the overlay.
*/
#define DDVPB_OVERLAY 0x00000002l
/*
* This is a query for the device to return which caps this device requires.
*/
#define DDVPB_TYPE 0x00000004l
/****************************************************************************
*
* VIDEOPORTBANDWIDTH Caps
*
****************************************************************************/
/*
* The bandwidth for this device is dependant on the overlay source size.
*/
#define DDVPBCAPS_SOURCE 0x00000001l
/*
* The bandwidth for this device is dependant on the overlay destination
* size.
*/
#define DDVPBCAPS_DESTINATION 0x00000002l
#ifdef __cplusplus
};
#endif
#endif
-580
View File
@@ -1,580 +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.
*
*/
/*
* $Logfile: /Freespace2/code/ExceptionHandler/ExceptionHandler.cpp $
* $Revision: 2.10.2.1 $
* $Date: 2006-11-15 00:26:03 $
* $Author: taylor $
*
* Main file for dealing with exception handling
*
* $Log: not supported by cvs2svn $
* Revision 2.10 2006/01/26 03:23:29 Goober5000
* pare down the pragmas some more
* --Goober5000
*
* Revision 2.9 2006/01/20 07:10:33 Goober5000
* reordered #include files to quash Microsoft warnings
* --Goober5000
*
* Revision 2.8 2005/01/31 23:27:52 taylor
* merge with Linux/OSX tree - p0131-2
*
* Revision 2.7 2004/07/26 20:47:27 Kazan
* remove MCD complete
*
* Revision 2.6 2004/07/12 16:32:45 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.5 2004/03/31 05:42:26 Goober5000
* got rid of all those nasty warnings from xlocale and so forth; also added comments
* to indicate which warnings were being disabled
* --Goober5000
*
* Revision 2.4 2004/03/06 23:28:22 bobboau
* fixed motion debris
* animated laser textures
* and added a new error check called a safepoint, mostly for tracking the 'Y bug'
*
* Revision 2.3 2003/11/11 02:15:43 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.2 2003/11/06 20:22:03 Kazan
* slight change to .dsp - leave the release target as fs2_open_r.exe already
* added myself to credit
* killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules)
* Release builds should have warning level set no higher than 2 (default is 1)
* Why are we getting warning's about function selected for inline expansion... (killing them with warning disables)
* FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either)
*
* Revision 2.1 2003/03/02 05:10:42 penguin
* Added #ifdef _MSC_VER around strange exception-handling code
* - penguin
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:05 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 1 6/29/99 7:42p Dave
*
* 3 1/19/99 9:07a Allender
* removed compiler warning pragma's since we are already ignoring them in
* vtypes.h
*
* 2 1/18/99 4:34p Allender
* added the exception handler routines from Game Developer for structured
* exception handling in vsdk code
*
* $NoKeywords: $
*/
// Copyright © 1998 Bruce Dawson.
/*
This source file contains the exception handler for recording error
information after crashes. See exceptionhandler.h for information
on how to hook it in.
*/
#ifdef _WIN32
#include "globalincs/pstypes.h"
#include <windows.h>
// --------------------
//
// Defines
//
// --------------------
#define ONEK 1024
#define SIXTYFOURK (64*ONEK)
#define ONEM (ONEK*ONEK)
#define ONEG (ONEK*ONEK*ONEK)
// --------------------
//
// Enumerated Types
//
// --------------------
// --------------------
//
// Structures
//
// --------------------
// --------------------
//
// Classes
//
// --------------------
// --------------------
//
// Global Variables
//
// --------------------
// --------------------
//
// Local Variables
//
// --------------------
const int NumCodeBytes = 16; // Number of code bytes to record.
const int MaxStackDump = 2048; // Maximum number of DWORDS in stack dumps.
const int StackColumns = 8; // Number of columns in stack dump.
// --------------------
//
// Internal Functions
//
// --------------------
// hprintf behaves similarly to printf, with a few vital differences.
// It uses wvsprintf to do the formatting, which is a system routine,
// thus avoiding C run time interactions. For similar reasons it
// uses WriteFile rather than fwrite.
// The one limitation that this imposes is that wvsprintf, and
// therefore hprintf, cannot handle floating point numbers.
static void hprintf(HANDLE LogFile, char* Format, ...)
{
char buffer[2000]; // wvsprintf never prints more than one K.
va_list arglist;
va_start( arglist, Format);
wvsprintf(buffer, Format, arglist);
va_end( arglist);
DWORD NumBytes;
WriteFile(LogFile, buffer, lstrlen(buffer), &NumBytes, 0);
}
// Print the specified FILETIME to output in a human readable format,
// without using the C run time.
static void PrintTime(char *output, FILETIME TimeToPrint)
{
WORD Date, Time;
if (FileTimeToLocalFileTime(&TimeToPrint, &TimeToPrint) &&
FileTimeToDosDateTime(&TimeToPrint, &Date, &Time))
{
// What a silly way to print out the file date/time. Oh well,
// it works, and I'm not aware of a cleaner way to do it.
wsprintf(output, "%d/%d/%d %02d:%02d:%02d",
(Date / 32) & 15, Date & 31, (Date / 512) + 1980,
(Time / 2048), (Time / 32) & 63, (Time & 31) * 2);
} else {
output[0] = 0;
}
}
// Print information about a code module (DLL or EXE) such as its size,
// location, time stamp, etc.
static void ShowModuleInfo(HANDLE LogFile, HINSTANCE ModuleHandle)
{
char ModName[MAX_PATH];
#ifdef _MSC_VER
__try {
#endif
if (GetModuleFileName(ModuleHandle, ModName, sizeof(ModName)) > 0) {
// If GetModuleFileName returns greater than zero then this must
// be a valid code module address. Therefore we can try to walk
// our way through its structures to find the link time stamp.
IMAGE_DOS_HEADER *DosHeader = (IMAGE_DOS_HEADER*)ModuleHandle;
if (IMAGE_DOS_SIGNATURE != DosHeader->e_magic) {
return;
}
IMAGE_NT_HEADERS *NTHeader = (IMAGE_NT_HEADERS*)((char *)DosHeader + DosHeader->e_lfanew);
if (IMAGE_NT_SIGNATURE != NTHeader->Signature) {
return;
}
// Open the code module file so that we can get its file date
// and size.
HANDLE ModuleFile = CreateFile(ModName, GENERIC_READ,
FILE_SHARE_READ, 0, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, 0);
char TimeBuffer[100] = "";
DWORD FileSize = 0;
if (ModuleFile != INVALID_HANDLE_VALUE) {
FileSize = GetFileSize(ModuleFile, 0);
FILETIME LastWriteTime;
if (GetFileTime(ModuleFile, 0, 0, &LastWriteTime)) {
wsprintf(TimeBuffer, " - file date is ");
PrintTime(TimeBuffer + lstrlen(TimeBuffer), LastWriteTime);
}
CloseHandle(ModuleFile);
}
hprintf(LogFile, "%s, loaded at 0x%08x - %d bytes - %08x%s\r\n",
ModName, ModuleHandle, FileSize,
NTHeader->FileHeader.TimeDateStamp, TimeBuffer);
}
#ifdef _MSC_VER
}
// Handle any exceptions by continuing from this point.
__except(EXCEPTION_EXECUTE_HANDLER)
{
}
#endif
}
// Scan memory looking for code modules (DLLs or EXEs). VirtualQuery is used
// to find all the blocks of address space that were reserved or committed,
// and ShowModuleInfo will display module information if they are code
// modules.
static void RecordModuleList(HANDLE LogFile)
{
hprintf(LogFile, "\r\n"
"\tModule list: names, addresses, sizes, time stamps "
"and file times:\r\n");
SYSTEM_INFO SystemInfo;
GetSystemInfo(&SystemInfo);
const size_t PageSize = SystemInfo.dwPageSize;
// Set NumPages to the number of pages in the 4GByte address space,
// while being careful to avoid overflowing ints.
const size_t NumPages = 4 * size_t(ONEG / PageSize);
size_t pageNum = 0;
void *LastAllocationBase = 0;
while (pageNum < NumPages) {
MEMORY_BASIC_INFORMATION MemInfo;
if (VirtualQuery((void *)(pageNum * PageSize), &MemInfo, sizeof(MemInfo))) {
if (MemInfo.RegionSize > 0) {
// Adjust the page number to skip over this block of memory.
pageNum += MemInfo.RegionSize / PageSize;
if (MemInfo.State == MEM_COMMIT && MemInfo.AllocationBase > LastAllocationBase) {
// Look for new blocks of committed memory, and try
// recording their module names - this will fail
// gracefully if they aren't code modules.
LastAllocationBase = MemInfo.AllocationBase;
ShowModuleInfo(LogFile, (HINSTANCE)LastAllocationBase);
}
} else {
pageNum += SIXTYFOURK / PageSize;
}
} else {
// If VirtualQuery fails we advance by 64K because that is the
// granularity of address space doled out by VirtualAlloc().
pageNum += SIXTYFOURK / PageSize;
}
}
}
// Record information about the user's system, such as processor type, amount
// of memory, etc.
static void RecordSystemInformation(HANDLE LogFile)
{
FILETIME CurrentTime;
GetSystemTimeAsFileTime(&CurrentTime);
char TimeBuffer[100];
PrintTime(TimeBuffer, CurrentTime);
hprintf(LogFile, "Error occurred at %s.\r\n", TimeBuffer);
char ModuleName[MAX_PATH];
if (GetModuleFileName(0, ModuleName, sizeof(ModuleName)) <= 0) {
lstrcpy(ModuleName, "Unknown");
}
char UserName[200];
DWORD UserNameSize = sizeof(UserName);
if (!GetUserName(UserName, &UserNameSize)) {
lstrcpy(UserName, "Unknown");
}
hprintf(LogFile, "%s, run by %s.\r\n", ModuleName, UserName);
SYSTEM_INFO SystemInfo;
GetSystemInfo(&SystemInfo);
hprintf(LogFile, "%d processor(s), type %d.\r\n",
SystemInfo.dwNumberOfProcessors, SystemInfo.dwProcessorType);
MEMORYSTATUS MemInfo;
MemInfo.dwLength = sizeof(MemInfo);
GlobalMemoryStatus(&MemInfo);
// Print out the amount of physical memory, rounded up.
hprintf(LogFile, "%d MBytes physical memory.\r\n", (MemInfo.dwTotalPhys +
ONEM - 1) / ONEM);
}
// Translate the exception code into something human readable.
static const char *GetExceptionDescription(DWORD ExceptionCode)
{
struct ExceptionNames
{
DWORD ExceptionCode;
char* ExceptionName;
};
ExceptionNames ExceptionMap[] =
{
{0x40010005, "a Control-C"},
{0x40010008, "a Control-Break"},
{0x80000002, "a Datatype Misalignment"},
{0x80000003, "a Breakpoint"},
{0xc0000005, "an Access Violation"},
{0xc0000006, "an In Page Error"},
{0xc0000017, "a No Memory"},
{0xc000001d, "an Illegal Instruction"},
{0xc0000025, "a Noncontinuable Exception"},
{0xc0000026, "an Invalid Disposition"},
{0xc000008c, "a Array Bounds Exceeded"},
{0xc000008d, "a Float Denormal Operand"},
{0xc000008e, "a Float Divide by Zero"},
{0xc000008f, "a Float Inexact Result"},
{0xc0000090, "a Float Invalid Operation"},
{0xc0000091, "a Float Overflow"},
{0xc0000092, "a Float Stack Check"},
{0xc0000093, "a Float Underflow"},
{0xc0000094, "an Integer Divide by Zero"},
{0xc0000095, "an Integer Overflow"},
{0xc0000096, "a Privileged Instruction"},
{0xc00000fD, "a Stack Overflow"},
{0xc0000142, "a DLL Initialization Failed"},
{0xe06d7363, "a Microsoft C++ Exception"},
};
for (int i = 0; i < sizeof(ExceptionMap) / sizeof(ExceptionMap[0]); i++) {
if (ExceptionCode == ExceptionMap[i].ExceptionCode) {
return ExceptionMap[i].ExceptionName;
}
}
return "Unknown exception type";
}
static char* GetFilePart(char *source)
{
char *result = strrchr(source, '\\');
if (result) {
result++;
} else {
result = source;
}
return result;
}
// --------------------
//
// External Functions
//
// --------------------
extern char safe_string[512];
// Entry point into the main exception handling routine. This routine is put into an except()
// statment at the beginning of a thread and is called anytime that there is a program exception
// The data is stored in a file called ErrorLog.txt in the data directory.
//
// data: pointer to the exception data
// Message: Any message that should be printed out in the error log file
//
// returns:
//
int __cdecl RecordExceptionInfo(PEXCEPTION_POINTERS data, const char *Message)
{
static bool BeenHere = false;
// Going recursive! That must mean this routine crashed!
if (BeenHere) {
return EXCEPTION_CONTINUE_SEARCH;
}
BeenHere = true;
char ModuleName[MAX_PATH];
char FileName[MAX_PATH] = "Unknown";
// Create a filename to record the error information to.
// Storing it in the executable directory works well.
if (GetModuleFileName(0, ModuleName, sizeof(ModuleName)) <= 0) {
ModuleName[0] = 0;
}
char *FilePart = GetFilePart(ModuleName);
// Extract the file name portion and remove it's file extension. We'll
// use that name shortly.
lstrcpy(FileName, FilePart);
char *lastperiod = strrchr(FileName, '.');
if (lastperiod) {
lastperiod[0] = 0;
}
// Replace the executable filename with our error log file name.
lstrcpy(FilePart, "errorlog.txt");
HANDLE LogFile = CreateFile(ModuleName, GENERIC_WRITE, 0, 0,
OPEN_ALWAYS, FILE_ATTRIBUTE_NORMAL | FILE_FLAG_WRITE_THROUGH, 0);
if (LogFile == INVALID_HANDLE_VALUE) {
OutputDebugString("Error creating exception report");
return EXCEPTION_CONTINUE_SEARCH;
}
// Append to the error log.
SetFilePointer(LogFile, 0, 0, FILE_END);
// Print out some blank lines to separate this error log from any previous ones.
hprintf(LogFile, "\r\n\r\n\r\n\r\n");
PEXCEPTION_RECORD Exception = data->ExceptionRecord;
PCONTEXT Context = data->ContextRecord;
char CrashModulePathName[MAX_PATH];
char *CrashModuleFileName = "Unknown";
MEMORY_BASIC_INFORMATION MemInfo;
// VirtualQuery can be used to get the allocation base associated with a
// code address, which is the same as the ModuleHandle. This can be used
// to get the filename of the module that the crash happened in.
if (VirtualQuery((void*)Context->Eip, &MemInfo, sizeof(MemInfo)) && GetModuleFileName((HINSTANCE)MemInfo.AllocationBase, CrashModulePathName, sizeof(CrashModulePathName)) > 0) {
CrashModuleFileName = GetFilePart(CrashModulePathName);
}
// Print out the beginning of the error log in a Win95 error window
// compatible format.
hprintf(LogFile, "%s caused %s in module %s at %04x:%08x.\r\n",
FileName, GetExceptionDescription(Exception->ExceptionCode),
CrashModuleFileName, Context->SegCs, Context->Eip);
hprintf(LogFile, "Exception handler called in %s.\r\n", Message);
RecordSystemInformation(LogFile);
// If the exception was an access violation, print out some additional
// information, to the error log and the debugger.
if (Exception->ExceptionCode == STATUS_ACCESS_VIOLATION && Exception->NumberParameters >= 2) {
char DebugMessage[1000];
const char* readwrite = "Read from";
if (Exception->ExceptionInformation[0]) {
readwrite = "Write to";
}
wsprintf(DebugMessage, "%s location %08x caused an access violation.\r\n", readwrite, Exception->ExceptionInformation[1]);
#ifdef _DEBUG
// The VisualC++ debugger doesn't actually tell you whether a read
// or a write caused the access violation, nor does it tell what
// address was being read or written. So I fixed that.
OutputDebugString("Exception handler: ");
OutputDebugString(DebugMessage);
#endif
hprintf(LogFile, "%s", DebugMessage);
}
// Print out the register values in a Win95 error window compatible format.
hprintf(LogFile, "\r\n");
hprintf(LogFile, "Registers:\r\n");
hprintf(LogFile, "EAX=%08x CS=%04x EIP=%08x EFLGS=%08x\r\n",
Context->Eax, Context->SegCs, Context->Eip, Context->EFlags);
hprintf(LogFile, "EBX=%08x SS=%04x ESP=%08x EBP=%08x\r\n",
Context->Ebx, Context->SegSs, Context->Esp, Context->Ebp);
hprintf(LogFile, "ECX=%08x DS=%04x ESI=%08x FS=%04x\r\n",
Context->Ecx, Context->SegDs, Context->Esi, Context->SegFs);
hprintf(LogFile, "EDX=%08x ES=%04x EDI=%08x GS=%04x\r\n",
Context->Edx, Context->SegEs, Context->Edi, Context->SegGs);
hprintf(LogFile, "Bytes at CS:EIP:\r\n");
// Print out the bytes of code at the instruction pointer. Since the
// crash may have been caused by an instruction pointer that was bad,
// this code needs to be wrapped in an exception handler, in case there
// is no memory to read. If the dereferencing of code[] fails, the
// exception handler will print '??'.
unsigned char *code = (unsigned char*)Context->Eip;
for (int codebyte = 0; codebyte < NumCodeBytes; codebyte++) {
#ifdef _MSC_VER
__try {
#endif
hprintf(LogFile, "%02x ", code[codebyte]);
#ifdef _MSC_VER
}
__except(EXCEPTION_EXECUTE_HANDLER) {
hprintf(LogFile, "?? ");
}
#endif
}
#ifdef _MSC_VER
// Time to print part or all of the stack to the error log. This allows
// us to figure out the call stack, parameters, local variables, etc.
hprintf(LogFile, "\r\n"
"Stack dump:\r\n");
__try {
// Esp contains the bottom of the stack, or at least the bottom of
// the currently used area.
DWORD* pStack = (DWORD *)Context->Esp;
DWORD* pStackTop;
__asm
{
// Load the top (highest address) of the stack from the
// thread information block. It will be found there in
// Win9x and Windows NT.
mov eax, fs:[4]
mov pStackTop, eax
}
if (pStackTop > pStack + MaxStackDump) {
pStackTop = pStack + MaxStackDump;
}
int Count = 0;
// Too many calls to WriteFile can take a long time, causing
// confusing delays when programs crash. Therefore I implemented
// simple buffering for the stack dumping code instead of calling
// hprintf directly.
char buffer[1000] = "";
const int safetyzone = 50;
char* nearend = buffer + sizeof(buffer) - safetyzone;
char* output = buffer;
while (pStack + 1 <= pStackTop) {
if ((Count % StackColumns) == 0) {
output += wsprintf(output, "%08x: ", pStack);
}
char *Suffix = " ";
if ((++Count % StackColumns) == 0 || pStack + 2 > pStackTop) {
Suffix = "\r\n";
}
output += wsprintf(output, "%08x%s", *pStack, Suffix);
pStack++;
// Check for when the buffer is almost full, and flush it to disk.
if (output > nearend) {
hprintf(LogFile, "%s", buffer);
buffer[0] = 0;
output = buffer;
}
}
// Print out any final characters from the cache.
hprintf(LogFile, "%s", buffer);
}
__except(EXCEPTION_EXECUTE_HANDLER) {
hprintf(LogFile, "Exception encountered during stack dump.\r\n");
}
#endif
#ifndef NDEBUG
if (safe_string[0])
hprintf(LogFile, "Last safe point: %s\r\n", safe_string);
#endif
RecordModuleList(LogFile);
CloseHandle(LogFile);
// Return the magic value which tells Win32 that this handler didn't
// actually handle the exception - so that things will proceed as per
// normal.
return EXCEPTION_CONTINUE_SEARCH;
}
#endif // _WIN32
-107
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@@ -1,107 +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.
*
*/
/*
* $Logfile: /Freespace2/code/ExceptionHandler/ExceptionHandler.h $
* $Revision: 2.4 $
* $Date: 2005-07-13 02:50:52 $
* $Author: Goober5000 $
*
* Header file for program exception handling
*
* $Log: not supported by cvs2svn $
* Revision 2.3 2005/04/12 05:26:36 taylor
* many, many compiler warning and header fixes (Jens Granseuer)
* fix free on possible NULL in modelinterp.cpp (Jens Granseuer)
*
* Revision 2.2 2004/08/11 05:06:22 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.1 2002/07/07 19:55:58 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/07 02:58:10 mharris
* ifdef around pragma
*
* Revision 1.1 2002/05/02 18:03:05 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 1 6/29/99 7:42p Dave
*
* 2 1/18/99 4:34p Allender
* added the exception handler routines from Game Developer for structured
* exception handling in vsdk code
*
* $NoKeywords: $
*/
#ifndef __EXCEPTION_HANDLER_H
#define __EXCEPTION_HANDLER_H
// --------------------
//
// Defines
//
// --------------------
// --------------------
//
// Enumerated types
//
// --------------------
// --------------------
//
// Structures
//
// --------------------
// this is a forward declaration so we don't need to include windows.h
typedef struct _EXCEPTION_POINTERS EXCEPTION_POINTERS, *PEXCEPTION_POINTERS;
// --------------------
//
// Classes
//
// --------------------
// --------------------
//
// Variables
//
// --------------------
// --------------------
//
// Prototypes
//
// --------------------
int __cdecl RecordExceptionInfo(PEXCEPTION_POINTERS data, const char *Message);
// --------------------
//
// Helper Macros
//
// --------------------
#endif // __EXCEPTION_HANDLER_H
File diff suppressed because it is too large. Load diff
-312
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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.
*
*/
/*
* $Logfile: /Freespace2/code/Fireball/FireBalls.h $
* $Revision: 2.14.2.2 $
* $Date: 2007-11-22 05:02:28 $
* $Author: taylor $
*
* Prototypes for fireball functions
*
* $Log: not supported by cvs2svn $
* Revision 2.14.2.1 2007/02/11 09:53:33 taylor
* support for tbl specified fireball explosion color ("$Light color:")
*
* Revision 2.14 2005/07/13 02:50:52 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.13 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.12 2005/03/19 18:02:33 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 2.11 2004/10/31 02:04:33 Goober5000
* added Knossos_warp_ani_used flag for taylor
* --Goober5000
*
* Revision 2.10 2004/09/17 07:12:22 Goober5000
* changed around the logic for the 3D warp effect
* --Goober5000
*
* Revision 2.9 2004/08/23 04:32:39 Goober5000
* warp effect is back to FS2 default
* --Goober5000
*
* Revision 2.8 2004/08/11 05:06:22 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.7 2004/05/12 22:49:13 phreak
* renamed the warp model variable from 'wm' to 'Warp_model'
*
* Revision 2.6 2004/03/17 04:07:29 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.5 2004/03/05 09:02:00 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.4 2003/03/19 06:23:27 Goober5000
* added warp-effect sexp
* --Goober5000
*
* Revision 2.3 2003/03/02 05:12:39 penguin
* Moved "extern int wm" declaration inside the header #ifdef block
* - penguin
*
* Revision 2.2 2002/11/14 04:18:16 bobboau
* added warp model and type 1 glow points
* and well as made the new glow file type,
* some general improvement to fighter beams,
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:07 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 8 9/13/99 10:09a Andsager
* Add debug console commands to lower model render detail and fireball
* LOD for big ship explosiosns.
*
* 7 9/06/99 6:57p Jamesa
* Cranked down num large fireball explosions.
*
* 6 9/06/99 6:14p Jamesa
* Reduced max fireball types.
*
* 5 8/31/99 10:13p Andsager
* Add Knossos warp effect fireball
*
* 4 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 34 5/15/98 3:54p John
* Added code so that only "perishable" fireballs get removed.
*
* 33 4/15/98 9:42a Adam
* added 2 more explosion types (1, actually, but placeholder for 2)
*
* 32 4/12/98 9:56a John
* Made lighting detail flags work. Made explosions cast light on
* highest.
*
* 31 3/30/98 4:02p John
* Made machines with < 32 MB of RAM use every other frame of certain
* bitmaps. Put in code to keep track of how much RAM we've malloc'd.
*
* 30 3/18/98 12:36p John
* Made hardware have nicer looking warp effect
*
* 29 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 28 2/19/98 4:32p Lawrance
* Add asteroid explosion
*
* 27 1/23/98 5:06p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 26 1/15/98 4:58p John
* Made warp effect use a looping ani. Made the scaling up & down be in
* software.
*
* 25 1/15/98 2:32p John
* Added code to optionally take a velocity for a fireball.
*
* 24 1/02/98 5:04p John
* Several explosion related changes. Made fireballs not be used as
* ani's. Made ship spark system expell particles. Took away impact
* explosion for weapon hitting ship... this needs to get added to weapon
* info and makes shield hit more obvious. Only make sparks when hit
* hull, not shields.
*
* 23 12/08/97 11:15a John
* added parameter to warpout for life.
*
* 22 11/01/97 1:49p John
* added code to page fireballs in during level load. Made player warpout
* use Adam's new camera movement pattern. Make ships docked to warping
* out ships render correctly.
*
* 21 10/24/97 6:24p John
* added code to return the life left of a fireball
*
* 20 9/14/97 4:49p Lawrance
* extern Num_fireballs
*
* 19 9/12/97 4:02p John
* put in ship warp out effect.
* put in dynamic lighting for warp in/out
*
* 18 9/09/97 4:49p John
* Almost done ship warp in code
*
* 17 9/03/97 4:32p John
* changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
* to bm_load functions not needed. Made bmpman keep track of palettes
* for bitmaps not mapped into game palettes.
*
* 16 8/29/97 2:26p John
* first rev of ship warp in effect. Nothing more than a fireball inside
* of freespace, but textest.cpp contains the correct effect code that
* needs to be transferred into the game next.
*
* 15 8/13/97 9:50p Allender
* split *_move into *_process_pre and *_process_post functions.
* process_pre functions called before object is moved. _process_post
* functions called after object is moved. Reordered code in ship_post
* and weapon_post for multiplayer
*
* 14 8/13/97 12:06p Lawrance
* supporting multiple types of fireball explosions
*
* 13 7/21/97 11:41a Lawrance
* clean up fireballs at the end of each level
*
* 12 7/11/97 11:19a Lawrance
* fix mem leaks, move save code from State.cpp here
*
* 11 7/10/97 1:51p Lawrance
* sorting anim fireballs
*
* 10 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 9 3/11/97 10:47p Mike
* Add a slew of secondary weapons.
* Support exhaust blobs.
* Add weapons that spawn weapons.
* Add remotely detonatable weapons.
* Add heat-seeking missiles.
*
* 8 2/17/97 5:18p John
* Added a bunch of RCS headers to a bunch of old files that don't have
* them.
*
* $NoKeywords: $
*/
#ifndef _FIREBALLS_H
#define _FIREBALLS_H
#include "globalincs/pstypes.h"
struct object;
// these values correspond to the fireball.tbl entries
#define FIREBALL_EXPLOSION_MEDIUM 0 // Used for the 4 little explosions before a ship explodes
#define FIREBALL_WARP_EFFECT 1 // Used for the warp in / warp out effect
#define FIREBALL_KNOSSOS_EFFECT 2 // Used for the KNOSSOS warp in / warp out effect
#define FIREBALL_ASTEROID 3
#define FIREBALL_EXPLOSION_LARGE1 4 // Used for the big explosion when a ship breaks into pieces
#define FIREBALL_EXPLOSION_LARGE2 5 // Used for the big explosion when a ship breaks into pieces
// #define FIREBALL_EXPLOSION_LARGE3 6 // Used for the big explosion when a ship breaks into pieces
#define MAX_FIREBALL_TYPES 6 // How many types there are
#define FIREBALL_NUM_LARGE_EXPLOSIONS 2
// all this moved here by Goober5000 because it makes more sense in the H file
typedef struct fireball_lod {
char filename[MAX_FILENAME_LEN];
int bitmap_id;
int num_frames;
int fps;
} fireball_lod;
typedef struct fireball_info {
int lod_count;
float exp_color[3];
fireball_lod lod[4];
} fireball_info;
// flag values for fireball struct flags member
#define FBF_WARP_CLOSE_SOUND_PLAYED (1<<0)
#define FBF_WARP_CAPITAL_SIZE (1<<1)
#define FBF_WARP_CRUISER_SIZE (1<<2)
#define FBF_WARP_3D (1<<3) // Goober5000
#define FBF_WARP_VIA_SEXP (1<<4) // Goober5000
typedef struct fireball {
int objnum; // If -1 this object is unused
int fireball_info_index; // Index into Fireball_info array
int current_bitmap;
int orient; // For fireballs, which orientation. For warps, 0 is warpin, 1 is warpout
int flags; // see #define FBF_*
char lod; // current LOD
float time_elapsed; // in seconds
float total_time; // total lifetime of animation in seconds
int warp_open_sound_index; // for warp-effect - Goober5000
int warp_close_sound_index; // for warp-effect - Goober5000
} fireball;
// end move
void fireball_init();
void fireball_render(object * obj);
void fireball_delete( object * obj );
void fireball_process_pre(object * obj, float frame_time);
void fireball_process_post(object * obj, float frame_time);
// reversed is for warp_in/out effects
// Velocity: If not NULL, the fireball will move at a constant velocity.
// warp_lifetime: If warp_lifetime > 0.0f then makes the explosion loop so it lasts this long. Only works for warp effect
int fireball_create(vec3d *pos, int fireball_type, int parent_obj, float size, int reversed=0, vec3d *velocity=NULL, float warp_lifetime=0.0f, int ship_class=-1, matrix *orient=NULL, int low_res=0, int extra_flags=0, int warp_open_sound=0, int warp_close_sound=0);
void fireball_render_plane(int plane);
void fireball_close();
void fireball_level_close();
void fireball_preload(); // page in warpout effect data
// Returns 1 if you can remove this fireball
int fireball_is_perishable(object * obj);
// Returns 1 if this fireball is a warp
int fireball_is_warp(object * obj);
// Returns life left of a fireball in seconds
float fireball_lifeleft( object *obj );
// Returns life left of a fireball in percent
float fireball_lifeleft_percent( object *obj );
// returns the type of fileball (the FIREBALL_* types)
int fireball_get_type(object *obj);
// returns the lighting color (in [0...1] range) to use for explosion
void fireball_get_color(int idx, float *red, float *green, float *blue);
// internal function to draw warp grid.
extern void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d = 0 );
// Goober5000
extern int Knossos_warp_ani_used;
#endif /* _FIREBALLS_H */
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@@ -1,443 +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.
*
*/
/*
* $Logfile: /Freespace2/code/Fireball/WarpInEffect.cpp $
* $Revision: 2.32.2.5 $
* $Date: 2007-11-22 05:02:28 $
* $Author: taylor $
*
* Code for rendering the warp in effects for ships
*
* $Log: not supported by cvs2svn $
* Revision 2.32.2.4 2006/11/16 01:07:23 taylor
* do no culling on the warp effect model_render call properly (doesn't appear to break anything now that it actually set to not cull)
*
* Revision 2.32.2.3 2006/10/27 21:37:11 taylor
* more cleanup of warp_global crap
* scale render/detail box limits with detail level setting
* make sure that we reset culling and zbuffer after each model buffer that gets rendered
*
* Revision 2.32.2.2 2006/10/27 06:42:29 taylor
* rename set_warp_globals() to model_set_warp_globals()
* remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything)
* add MR_FULL_DETAIL to render an object regardless of render/detail box setting
* change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive
* minor bits of cleanup
* change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
*
* Revision 2.32.2.1 2006/07/21 16:08:03 taylor
* little cleanup
*
* Revision 2.32 2006/03/31 10:20:01 wmcoolmon
* Prelim. BSG warpin effect stuff
*
* Revision 2.31 2005/09/21 03:55:32 Goober5000
* add option for warp flash; mess with the cmdlines a bit
* --Goober5000
*
* Revision 2.30 2005/08/25 22:40:02 taylor
* basic cleaning, removing old/useless code, sanity stuff, etc:
* - very minor performance boost from not doing stupid things :)
* - minor change to 3d shockwave sizing to better approximate 2d effect movements
* - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
* - removed extra tcache_set on OGL spec map code, not sure how that slipped in
*
* Revision 2.29 2005/07/25 05:24:17 Goober5000
* cleaned up some command line and mission flag stuff
* --Goober5000
*
* Revision 2.28 2005/07/23 17:27:50 Goober5000
* remove Bobboau's extra warp thing
* --Goober5000
*
* Revision 2.27 2005/05/22 22:47:19 phreak
* compile warning fixage.
*
* Revision 2.26 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.25 2005/03/25 06:57:33 wmcoolmon
* Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
*
* Revision 2.24 2005/03/19 18:02:33 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 2.23 2005/01/01 19:47:26 taylor
* make use of MR_NO_FOGGING to render models without fog
*
* Revision 2.22 2004/11/23 19:29:13 taylor
* fix 2d warp in D3D, add cmdline option for 3d warp
*
* Revision 2.21 2004/09/17 07:12:22 Goober5000
* changed around the logic for the 3D warp effect
* --Goober5000
*
* Revision 2.20 2004/08/23 04:32:39 Goober5000
* warp effect is back to FS2 default
* --Goober5000
*
* Revision 2.19 2004/07/26 20:47:28 Kazan
* remove MCD complete
*
* Revision 2.18 2004/07/17 09:29:13 taylor
* make old warpmap and new glow bitmap 3D unlit to render right in OGL
*
* Revision 2.17 2004/07/12 16:32:46 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.16 2004/07/05 05:09:18 bobboau
* FVF code, only the data that is needed is sent off to the card,,
* OGL can take advantage of this if they want but it won't break
* anything if they don't. also state block code has been implemented,
* that's totaly internal to D3D no high level code is involved.
*
* Revision 2.15 2004/05/12 22:49:13 phreak
* renamed the warp model variable from 'wm' to 'Warp_model'
*
* Revision 2.14 2004/05/08 01:08:48 Goober5000
* small fix
* --Goober5000
*
* Revision 2.13 2004/03/17 04:07:29 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.12 2004/03/05 09:02:00 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.11 2003/11/16 04:09:19 Goober5000
* language
*
* Revision 2.10 2003/11/11 03:56:10 bobboau
* lots of bug fixing, much of it in nebula and bitmap drawing
*
* Revision 2.9 2003/09/26 14:37:13 bobboau
* commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
* still needs a lot of work, ubt the frame rates were getting with it are incredable
* the biggest problem it still has is a bad lightmanegment system, and the zbuffer
* doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
* and weapons, I think these should be modifyed to be sent through hardware,
* it would be slightly faster and it would likely fix the problem
*
* also the thruster glow/particle stuff I did is now in.
*
* Revision 2.8 2003/08/31 06:00:41 bobboau
* an asortment of bugfixes, mostly with the specular code,
* HUD flickering should be completly gone now
*
* Revision 2.7 2003/03/19 23:06:40 Goober5000
* bit o' housecleaning
* --Goober5000
*
* Revision 2.6 2003/03/19 22:49:32 Goober5000
* added some mission flags
* --Goober5000
*
* Revision 2.5 2003/03/19 06:23:27 Goober5000
* added warp-effect sexp
* --Goober5000
*
* Revision 2.4 2003/03/18 01:44:30 Goober5000
* fixed some misspellings
* --Goober5000
*
* Revision 2.3 2003/01/05 23:41:50 bobboau
* disabled decals (for now), removed the warp ray thingys,
* made some better error mesages while parseing weapons and ships tbls,
* and... oh ya, added glow mapping
*
* Revision 2.2 2002/11/14 04:18:16 bobboau
* added warp model and type 1 glow points
* and well as made the new glow file type,
* some general improvement to fighter beams,
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:08 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:07 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 7/22/99 1:22p Dave
* Enable proper zbuffering for warpin glow effect.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 23 4/08/98 8:20p John
* Made "Apex" of warp effect not move.
*
* 22 3/30/98 4:02p John
* Made machines with < 32 MB of RAM use every other frame of certain
* bitmaps. Put in code to keep track of how much RAM we've malloc'd.
*
* 21 3/29/98 12:39p John
* Made warp in glow page in
*
* 20 3/26/98 5:21p John
* Added new code to preload all bitmaps at the start of a level.
* Commented it out, though.
*
* 19 3/18/98 12:36p John
* Made hardware have nicer looking warp effect
*
* 18 3/16/98 4:51p John
* Added low-level code to clip all polygons against an arbritary plane.
* Took out all old model_interp_zclip and used this new method instead.
*
* 17 3/10/98 4:18p John
* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
* & Glide have popups and print screen. Took out all >8bpp software
* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
* support Fred. Made zbuffering key off of functions rather than one
* global variable.
*
* 16 3/04/98 7:07p John
* Added debug code to try to normalize a zerolength vector.
*
* 15 2/26/98 3:28p John
* fixed optimize compiler warning
*
* 14 2/24/98 6:36p John
* Made warp effect draw as a 4 poly cone.
*
* 13 2/22/98 12:19p John
* Externalized some strings
*
* 12 1/15/98 9:07p John
* Added noise to warp effect glow.
*
* 11 1/15/98 4:58p John
* Made warp effect use a looping ani. Made the scaling up & down be in
* software.
*
* 10 12/30/97 6:44p John
* Made g3_Draw_bitmap functions account for aspect of bitmap.
*
* 9 12/08/97 11:15a John
* added parameter to warpout for life.
*
* 8 12/05/97 3:46p John
* made ship thruster glow scale instead of being an animation.
*
* 7 12/02/97 3:59p John
* Added first rev of thruster glow, along with variable levels of
* translucency, which retquired some restructing of palman.
*
* 6 10/24/97 12:18p John
* sped up warp effect by decreasing number of polys with distance.
*
* 5 9/15/97 5:45p John
* took out chunk stuff.
* made pofview display thrusters as blue polies.
*
* 4 9/12/97 4:02p John
* put in ship warp out effect.
* put in dynamic lighting for warp in/out
*
* 3 9/09/97 4:49p John
* Almost done ship warp in code
*
* 2 9/08/97 8:39a John
* added in code structure for grid
*
* 1 9/05/97 10:07a John
*
* $NoKeywords: $
*/
#include "math/vecmat.h"
#include "graphics/tmapper.h"
#include "render/3d.h"
#include "fireball/fireballs.h"
#include "mission/missionparse.h"
#include "nebula/neb.h"
#include "globalincs/pstypes.h"
#include "model/model.h"
#include "ship/ship.h"
#include "cmdline/cmdline.h"
extern int Warp_model;
extern int Warp_glow_bitmap;
extern int Warp_ball_bitmap;
void draw_face( vertex *v1, vertex *v2, vertex *v3 )
{
vec3d norm;
vertex *vertlist[3];
vm_vec_perp(&norm,(vec3d *)&v1->x, (vec3d *)&v2->x, (vec3d *)&v3->x);
if ( vm_vec_dot(&norm, (vec3d *)&v1->x ) >= 0.0 ) {
vertlist[0] = v3;
vertlist[1] = v2;
vertlist[2] = v1;
} else {
vertlist[0] = v1;
vertlist[1] = v2;
vertlist[2] = v3;
}
g3_draw_poly( 3, vertlist, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT );
}
void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d)
{
vec3d center;
vec3d vecs[5];
vertex verts[5];
int saved_gr_zbuffering = gr_zbuffer_get();
gr_zbuffer_set(GR_ZBUFF_READ);
vm_vec_scale_add( &center, pos, &orient->vec.fvec, -(max_radius/2.5f)/3.0f );
if (Warp_glow_bitmap >= 0) {
float r = radius;
bool render_it = (Cmdline_warp_flash == 1);
#define OUT_PERCENT1 0.80f
#define OUT_PERCENT2 0.90f
#define IN_PERCENT1 0.10f
#define IN_PERCENT2 0.20f
if ( (life_percent >= IN_PERCENT1) && (life_percent < IN_PERCENT2) ) {
r *= (life_percent - IN_PERCENT1) / (IN_PERCENT2 - IN_PERCENT1);
render_it = true;
} else if ( (life_percent >= OUT_PERCENT1) && (life_percent < OUT_PERCENT2) ) {
r *= (OUT_PERCENT2 - life_percent) / (OUT_PERCENT2 - OUT_PERCENT1);
render_it = true;
}
if (render_it) {
// Add in noise
int noise_frame = fl2i(Missiontime/15.0f) % NOISE_NUM_FRAMES;
r *= (0.40f + Noise[noise_frame] * 0.30f);
// Bobboau's warp thingie, toggled by cmdline
if (Cmdline_warp_flash) {
r += powf((2.0f * life_percent) - 1.0f, 24.0f) * max_radius * 1.5f;
}
vecs[4] = center;
verts[4].u = 0.5f; verts[4].v = 0.5f;
if (Cmdline_nohtl) {
g3_rotate_vertex( &verts[4], &vecs[4] );
} else {
g3_transfer_vertex( &verts[4], &vecs[4] );
}
float alpha = (The_mission.flags & MISSION_FLAG_FULLNEB) ? (1.0f - neb2_get_fog_intensity(obj)) : 1.0f;
gr_set_bitmap( Warp_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
g3_draw_bitmap( &verts[4], 0, r, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT );
}
}
if ( (Warp_model >= 0) && (warp_3d || Cmdline_3dwarp) ) {
float scale = radius / 25.0f;
model_set_warp_globals(scale, scale, scale, texture_bitmap_num, (radius/max_radius) );
float dist = vm_vec_dist_quick( pos, &Eye_position );
model_set_detail_level((int)(dist / (radius * 10.0f)));
model_render( Warp_model, orient, pos, MR_LOCK_DETAIL | MR_NO_LIGHTING | MR_NORMAL | MR_NO_FOGGING | MR_NO_CULL );
model_set_warp_globals();
} else {
float Grid_depth = radius/2.5f;
gr_set_bitmap( texture_bitmap_num, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f );
vm_vec_scale_add( &vecs[0], &center, &orient->vec.uvec, radius );
vm_vec_scale_add2( &vecs[0], &orient->vec.rvec, -radius );
vm_vec_scale_add2( &vecs[0], &orient->vec.fvec, Grid_depth );
vm_vec_scale_add( &vecs[1], &center, &orient->vec.uvec, radius );
vm_vec_scale_add2( &vecs[1], &orient->vec.rvec, radius );
vm_vec_scale_add2( &vecs[1], &orient->vec.fvec, Grid_depth );
vm_vec_scale_add( &vecs[2], &center, &orient->vec.uvec, -radius );
vm_vec_scale_add2( &vecs[2], &orient->vec.rvec, radius );
vm_vec_scale_add2( &vecs[2], &orient->vec.fvec, Grid_depth );
vm_vec_scale_add( &vecs[3], &center, &orient->vec.uvec, -radius );
vm_vec_scale_add2( &vecs[3], &orient->vec.rvec, -radius );
vm_vec_scale_add2( &vecs[3], &orient->vec.fvec, Grid_depth );
// vm_vec_scale_add( &vecs[4], &center, &orient->vec.fvec, -Grid_depth );
vecs[4] = center;
verts[0].u = 0.01f; verts[0].v = 0.01f;
verts[1].u = 0.99f; verts[1].v = 0.01f;
verts[2].u = 0.99f; verts[2].v = 0.99f;
verts[3].u = 0.01f; verts[3].v = 0.99f;
verts[4].u = 0.5f; verts[4].v = 0.5f;
if (Cmdline_nohtl) {
g3_rotate_vertex( &verts[0], &vecs[0] );
g3_rotate_vertex( &verts[1], &vecs[1] );
g3_rotate_vertex( &verts[2], &vecs[2] );
g3_rotate_vertex( &verts[3], &vecs[3] );
g3_rotate_vertex( &verts[4], &vecs[4] );
} else {
g3_transfer_vertex( &verts[0], &vecs[0] );
g3_transfer_vertex( &verts[1], &vecs[1] );
g3_transfer_vertex( &verts[2], &vecs[2] );
g3_transfer_vertex( &verts[3], &vecs[3] );
g3_transfer_vertex( &verts[4], &vecs[4] );
}
int cull = gr_set_cull(0); // fixes rendering problem in D3D - taylor
draw_face( &verts[0], &verts[4], &verts[1] );
draw_face( &verts[1], &verts[4], &verts[2] );
draw_face( &verts[4], &verts[3], &verts[2] );
draw_face( &verts[0], &verts[3], &verts[4] );
gr_set_cull(cull);
}
if (Warp_ball_bitmap > -1) {
flash_ball warp_ball(20, .1f,.25f, &vmd_z_vector, &vmd_zero_vector, 4.0f, 0.5f);
float adg = (2.0f * life_percent) - 1.0f;
float pct = (powf(adg, 4.0f) - powf(adg, 128.0f)) * 4.0f;
if (pct > 0.00001f) {
g3_start_instance_matrix(pos, orient, true);
gr_set_bitmap(Warp_ball_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);
warp_ball.render(max_radius * pct * 0.5f, adg * adg, adg * adg * 6.0f);
g3_done_instance(true);
}
}
gr_zbuffer_set( saved_gr_zbuffering );
}
-288
View File
@@ -1,288 +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.
*
*/
// AddVariableDlg.cpp : implementation file
//
#include "stdafx.h"
#include "FRED.h"
#include "AddVariableDlg.h"
#include "parse/sexp.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#define NO_RESET_FOCUS 0
#define RESET_FOCUS 1
/////////////////////////////////////////////////////////////////////////////
// CAddVariableDlg dialog
CAddVariableDlg::CAddVariableDlg(CWnd* pParent /*=NULL*/)
: CDialog(CAddVariableDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CAddVariableDlg)
m_default_value = _T("");
m_variable_name = _T("");
//}}AFX_DATA_INIT
}
void CAddVariableDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAddVariableDlg)
DDX_Text(pDX, IDC_ADD_VARIABLE_DEFAULT_VALUE, m_default_value);
DDV_MaxChars(pDX, m_default_value, 31);
DDX_Text(pDX, IDC_ADD_VARIABLE_NAME, m_variable_name);
DDV_MaxChars(pDX, m_variable_name, 31);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAddVariableDlg, CDialog)
//{{AFX_MSG_MAP(CAddVariableDlg)
ON_BN_CLICKED(IDC_TYPE_NUMBER, OnTypeNumber)
ON_BN_CLICKED(IDC_TYPE_STRING, OnTypeString)
ON_BN_CLICKED(IDC_TYPE_CAMPAIGN_PERSISTENT, OnTypeCampaignPersistent)
ON_BN_CLICKED(IDC_TYPE_PLAYER_PERSISTENT, OnTypePlayerPersistent)
ON_BN_CLICKED(IDC_TYPE_NETWORK_VARIABLE, OnTypeNetworkVariable)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CAddVariableDlg message handlers
void CAddVariableDlg::OnOK()
{
// validation name
validate_variable_name(RESET_FOCUS);
// validate data
if ( m_name_validated ) {
validate_data(RESET_FOCUS);
}
// both ok, then store results
if ( m_name_validated && m_data_validated ) {
// int sexp_add_variable(char *text, char*, int type);
// char temp_name[32];
// char temp_value[32];
// strcpy(temp_name, m_variable_name);
// strcpy(temp_value, m_default_value);
// SEXP_VARIABLE_NUMBER SEXP_VARIABLE_STRING
// int type;
//
// if (m_type_number) {
// type = SEXP_VARIABLE_NUMBER;
// } else {
// type = SEXP_VARIABLE_STRING;
// }
//
// // Goober5000
// if (m_type_player_persistent) {
// type |= SEXP_VARIABLE_PLAYER_PERSISTENT;
// } else if (m_type_campaign_persistent) {
// type |= SEXP_VARIABLE_CAMPAIGN_PERSISTENT;
// }
//
// m_sexp_var_index = sexp_add_variable(temp_value, temp_name, type);
// this get done for free CDialog::OnOk() UpdateData(TRUE);
m_create = true;
CDialog::OnOK();
}
}
BOOL CAddVariableDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: Add extra initialization here
m_variable_name = "<Variable Name>";
m_default_value = "<Default Value>";
// Set variable type to number
m_type_number = true;
m_type_campaign_persistent = false;
m_type_player_persistent = false;
m_type_network_variable = false;
set_variable_type();
m_name_validated = false;
m_data_validated = false;
m_create = false;
// Send default name and values into dialog box
UpdateData(FALSE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
bool is_sexp_variable_name(const char* temp_name)
{
for (int i=0; i<MAX_SEXP_VARIABLES; i++) {
if (Sexp_variables[i].type & SEXP_VARIABLE_SET) {
if ( !strcmp(Sexp_variables[i].text, temp_name) ) {
return false;
}
}
}
// name not found
return true;
}
// Check variable name (1) changed (2) > 0 length (3) does not already exist
void CAddVariableDlg::validate_variable_name(int set_focus)
{
CString temp_name;
CEdit *edit = (CEdit *) GetDlgItem(IDC_ADD_VARIABLE_NAME);
edit->GetWindowText(temp_name);
// Check if any change and not already in list
if ( stricmp(temp_name, "<Variable Name>") ) {
if ( (strlen(temp_name) > 0) && (get_index_sexp_variable_name(LPCTSTR(temp_name)) == -1) ) { //not already in list and length > 0 {
// Goober5000 - replace spaces with hyphens
if (strchr(temp_name, ' ') != NULL)
{
// display msg
MessageBox("Variable names cannot contain spaces. Replacing with hyphens.");
// replace chars
//Modified to make the code build. - Thunderbird
temp_name.Replace((TCHAR) ' ', (TCHAR) '-');
//temp_name.Replace((TCHAR) ' ', (TCHAR) '-'));
// fix what's displayed
edit->SetFocus();
edit->SetWindowText(temp_name);
edit->SetSel(0, -1);
}
m_name_validated = true;
} else {
// conflicting variable name
if (strlen(temp_name) == 0) {
edit->SetWindowText("<Variable Name>");
}
m_name_validated = false;
if (set_focus == RESET_FOCUS) {
MessageBox("Conflicting variable name");
edit->SetFocus();
edit->SetSel(0, -1);
}
}
} else {
// name unchanged from default
m_name_validated = false;
if (set_focus == RESET_FOCUS) {
MessageBox("Invalid variable name");
edit->SetFocus();
edit->SetSel(0, -1);
}
}
}
void CAddVariableDlg::validate_data(int set_focus)
{
CString temp_data;
CEdit *edit = (CEdit *) GetDlgItem(IDC_ADD_VARIABLE_DEFAULT_VALUE);
edit->GetWindowText(temp_data);
// check for 0 string length
if (strlen(temp_data) == 0) {
m_data_validated = false;
} else {
if (m_type_number) {
// verify valid number
int temp_num = atoi(temp_data);
char buf[TOKEN_LENGTH];
sprintf(buf, "%d", temp_num);
if ( stricmp(buf, temp_data) ) {
m_data_validated = false;
} else {
m_data_validated = true;
}
} else {
m_data_validated = true;
}
}
// Display message and reset focus
if ( (!m_data_validated) && (set_focus == RESET_FOCUS) ) {
MessageBox("Invalid Default Value.");
edit->SetFocus();
edit->SetSel(0, -1);
}
}
// Set type to number
void CAddVariableDlg::OnTypeNumber()
{
m_type_number = true;
set_variable_type();
}
// Set type to string
void CAddVariableDlg::OnTypeString()
{
m_type_number = false;
set_variable_type();
}
void CAddVariableDlg::OnTypePlayerPersistent()
{
m_type_player_persistent = ((CButton *) GetDlgItem(IDC_TYPE_PLAYER_PERSISTENT))->GetCheck() ? true : false;
if (m_type_player_persistent)
m_type_campaign_persistent = false;
set_variable_type();
}
void CAddVariableDlg::OnTypeCampaignPersistent()
{
m_type_campaign_persistent = ((CButton *) GetDlgItem(IDC_TYPE_CAMPAIGN_PERSISTENT))->GetCheck() ? true : false;
if (m_type_campaign_persistent)
m_type_player_persistent = false;
set_variable_type();
}
void CAddVariableDlg::OnTypeNetworkVariable()
{
m_type_network_variable = ((CButton *) GetDlgItem(IDC_TYPE_NETWORK_VARIABLE))->GetCheck() ? true : false;
set_variable_type();
}
// Set type check boxes
void CAddVariableDlg::set_variable_type()
{
CButton *button_string = (CButton *) GetDlgItem(IDC_TYPE_STRING);
CButton *button_number = (CButton *) GetDlgItem(IDC_TYPE_NUMBER);
button_number->SetCheck( m_type_number);
button_string->SetCheck(!m_type_number);
((CButton *) GetDlgItem(IDC_TYPE_CAMPAIGN_PERSISTENT))->SetCheck(m_type_campaign_persistent);
((CButton *) GetDlgItem(IDC_TYPE_PLAYER_PERSISTENT))->SetCheck(m_type_player_persistent);
((CButton *) GetDlgItem(IDC_TYPE_NETWORK_VARIABLE))->SetCheck(m_type_network_variable);
}
-74
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@@ -1,74 +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.
*
*/
#if !defined(AFX_ADDVARIABLEDLG_H__0F668CB5_AAEE_11D2_A899_0060088FAE88__INCLUDED_)
#define AFX_ADDVARIABLEDLG_H__0F668CB5_AAEE_11D2_A899_0060088FAE88__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// AddVariableDlg.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// CAddVariableDlg dialog
class CAddVariableDlg : public CDialog
{
// Construction
public:
CAddVariableDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CAddVariableDlg)
enum { IDD = IDD_ADD_VARIABLE };
CString m_default_value;
CString m_variable_name;
bool m_name_validated;
bool m_data_validated;
bool m_type_number;
bool m_type_campaign_persistent;
bool m_type_player_persistent;
bool m_type_network_variable;
bool m_create;
int m_sexp_var_index;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAddVariableDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CAddVariableDlg)
virtual void OnOK();
virtual BOOL OnInitDialog();
afx_msg void validate_variable_name(int set_focus);
afx_msg void validate_data(int set_focus);
afx_msg void OnTypeNumber();
afx_msg void OnTypeString();
afx_msg void OnTypePlayerPersistent();
afx_msg void OnTypeCampaignPersistent();
afx_msg void OnTypeNetworkVariable();
afx_msg void set_variable_type();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_ADDVARIABLEDLG_H__0F668CB5_AAEE_11D2_A899_0060088FAE88__INCLUDED_)
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