/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _FREESPACE_H #define _FREESPACE_H #ifndef STAMPER_PROGRAM // because of all the dependancies, I have to do this...yuck!!! MWA 7/21/97 #include "camera/camera.h" #include "globalincs/pstypes.h" #include "globalincs/systemvars.h" #include "graphics/2d.h" // -------------------------------------------------------------------------------------------------------- // FREESPACE DEFINES/VARS // // filename extensions #define FS_CAMPAIGN_FILE_EXT NOX(".fc2") // CDROM volume names #ifdef MULTIPLAYER_BETA_BUILD #define FS_CDROM_VOLUME_1 NOX("FS2_BETA") #define FS_CDROM_VOLUME_2 NOX("FS2_BETA") #elif defined(E3_BUILD) #define FS_CDROM_VOLUME_1 NOX("FS2_E3DEMO") #define FS_CDROM_VOLUME_2 NOX("FS2_E3DEMO") #elif defined(OEM_BUILD) #define FS_CDROM_VOLUME_1 NOX("FS2_OEM") #define FS_CDROM_VOLUME_2 NOX("FS2_OEM") #define FS_CDROM_VOLUME_3 NOX("FS2_OEM") #else #define FS_CDROM_VOLUME_1 NOX("FREESPACE2_1") #define FS_CDROM_VOLUME_2 NOX("FREESPACE2_2") #define FS_CDROM_VOLUME_3 NOX("FREESPACE2_3") // old volume names // #define FS_CDROM_VOLUME_1 NOX("FREESPACE_1") // #define FS_CDROM_VOLUME_2 NOX("FREESPACE_2") // #define FS_CDROM_VOLUME_3 NOX("FREESPACE_3") #endif // frametime/missiontime variables extern fix Frametime; extern float flRealframetime; extern float flFrametime; extern fix Missiontime; // 0 - 4 extern int Game_skill_level; // see GM_* defines in systemvars.h extern int Game_mode; // if this value is set anywhere within the game_do_state_common() function, the normal do_state() will not be called // for this frame. Useful for getting out of sticky sequencing situations. extern int Game_do_state_should_skip; // time compression extern bool Time_compression_locked; extern fix Game_time_compression; // Set if subspace is active this level extern int Game_subspace_effect; // The current mission being played. extern char Game_current_mission_filename[MAX_FILENAME_LEN]; // game's CDROM directory extern char Game_CDROM_dir[MAX_PATH_LEN]; // if the ships.tbl the player has is valid extern int Game_ships_tbl_valid; // if the weapons.tbl the player has is valid extern int Game_weapons_tbl_valid; // to disable networking at runtime extern int Networking_disabled; // this is a mission actually designed at Volition #define MAX_BUILTIN_MISSIONS 100 #define FSB_FROM_VOLITION (1<<0) // we made it in-house #define FSB_MULTI (1<<1) // is a multiplayer mission #define FSB_TRAINING (1<<2) // is a training mission #define FSB_CAMPAIGN (1<<3) // is a campaign mission #define FSB_CAMPAIGN_FILE (1<<4) // is actually a campaign file typedef struct fs_builtin_mission { char filename[MAX_FILENAME_LEN]; int flags; // see FSB_* defines above char cd_volume[MAX_FILENAME_LEN]; // cd volume which this needs } fs_builtin_mission; // -------------------------------------------------------------------------------------------------------- // FREESPACE FUNCTIONS // // mission management ------------------------------------------------- // loads in the currently selected mission int game_start_mission(); // shutdown a mission void game_level_close(); // gameplay stuff ----------------------------------------------------- // stop the game (mission) timer void game_stop_time(); // start the game (mission) timer void game_start_time(); // call whenever in a loop or if you need to get a keypress int game_check_key(); // poll for keypresses int game_poll(); // function to read keyboard stuff void game_process_keys(); // call this when you don't want the user changing time compression void lock_time_compression(bool is_locked); // call this to set time compression properly void set_time_compression(float multiplier, float change_time = 0); //call this to change the relative time compression (ie double it) void change_time_compression(float multiplier); // call this to set frametime properly (once per frame) void game_set_frametime(int state); // overall frametime of game, indepedent of mission timer fix game_get_overall_frametime(); // Used to halt all looping game sounds void game_stop_looped_sounds(); // do stuff that may need to be done regardless of state void game_do_state_common(int state,int no_networking = 0); // skill level -------------------------------------------------------- // increase the skill level (will wrap around to min skill level) void game_increase_skill_level(); // get the default game skill level int game_get_default_skill_level(); // a keypress. See CPP file for more info. void game_flush(); // running with low-memory (less than 48MB) bool game_using_low_mem(); // misc --------------------------------------------------------------- // lookup the specified filename. return an fs_builtin_mission* if found, NULL otherwise fs_builtin_mission *game_find_builtin_mission(char *filename); //================================================================ // GAME FLASH STUFF - code in FreeSpace.cpp // Resets the flash void game_flash_reset(); // Adds a flash effect. These can be positive or negative. // The range will get capped at around -1 to 1, so stick // with a range like that. void game_flash( float r, float g, float b ); // Adds a flash for Big Ship explosions // cap range from 0 to 1 void big_explosion_flash(float flash); // Call once a frame to diminish the // flash effect to 0. void game_flash_diminish(); // Loads the best palette for this level, based // on nebula color and hud color. You could just call palette_load_table with // the appropriate filename, but who wants to do that. void game_load_palette(); //================================================================ // Call at the beginning of each frame void game_whack_reset(); // Call to apply a whack to a the ship. Used for force feedback void game_whack_apply( float x, float y ); // call to apply a "shudder" void game_shudder_apply(int time, float intensity); //=================================================================== // make sure a CD is in the drive before continuing (returns 1 to continue, otherwise 0). int game_do_cd_check(char *volume_name=NULL); int game_do_cd_check_specific(char *volume_name, int cdnum); int find_freespace_cd(char *volume_name=NULL); int set_cdrom_path(int drive_num); int game_do_cd_mission_check(char *filename); // Used to tell the player that a feature isn't available in the demo version of FreeSpace void game_feature_not_in_demo_popup(); // Used to tell the player that a feature is disabled by build settings void game_feature_disabled_popup(); // Return version string for demo or full version, depending on build. void get_version_string(char *str, int max_size); // format the specified time (fixed point) into a nice string void game_format_time(fix m_time,char *time_str); // if the game is running using hacked data int game_hacked_data(); // show the oem upsell screens (end of campaign, or close of game void oem_upsell_show_screens(); // calls to be executed when the game is put in or restored from minimized or inactive state void game_pause(); void game_unpause(); //WMC - Stuff for scripting, these make the game go extern camid Main_camera; extern void game_level_init(int seed = -1); extern void game_post_level_init(); extern camid game_render_frame_setup(); extern void game_render_frame(camid cid); extern void game_simulation_frame(); extern void game_update_missiontime(); extern void game_render_post_frame(); #endif // endif of #ifndef STAMPER_PROGRAM #endif