/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifdef _WIN32 #include #include #include #ifndef _MINGW #include #endif // !_MINGW #else #include #include #endif #include "anim/animplay.h" #include "asteroid/asteroid.h" #include "autopilot/autopilot.h" #include "bmpman/bmpman.h" #include "camera/camera.h" #include "cfile/cfile.h" #include "cmdline/cmdline.h" #include "cmeasure/cmeasure.h" #include "cutscene/cutscenes.h" #include "cutscene/movie.h" #include "debris/debris.h" #include "exceptionhandler/exceptionhandler.h" #include "external_dll/trackirpublic.h" // header file for the TrackIR routines (Swifty) #include "fireball/fireballs.h" #include "freespace2/freespace.h" #include "freespace2/freespaceresource.h" #include "freespace2/levelpaging.h" #include "gamehelp/contexthelp.h" #include "gamehelp/gameplayhelp.h" #include "gamesequence/gamesequence.h" #include "gamesnd/eventmusic.h" #include "gamesnd/gamesnd.h" #include "globalincs/alphacolors.h" #include "globalincs/version.h" #include "globalincs/mspdb_callstack.h" #include "graphics/font.h" #include "hud/hud.h" #include "hud/hudconfig.h" #include "hud/hudescort.h" #include "hud/hudlock.h" #include "hud/hudmessage.h" #include "hud/hudshield.h" #include "hud/hudtargetbox.h" #include "hud/hudparse.h" #include "hud/hudsquadmsg.h" #include "iff_defs/iff_defs.h" #include "io/joy.h" #include "io/joy_ff.h" #include "io/key.h" #include "io/mouse.h" #include "io/timer.h" #include "jumpnode/jumpnode.h" #include "lab/lab.h" #include "lab/wmcgui.h" //So that GUI_System can be initialized #include "lighting/lighting.h" #include "localization/localize.h" #include "math/staticrand.h" #include "menuui/barracks.h" #include "menuui/credits.h" #include "menuui/mainhallmenu.h" #include "menuui/optionsmenu.h" #include "menuui/playermenu.h" #include "menuui/readyroom.h" #include "menuui/snazzyui.h" #include "menuui/techmenu.h" #include "menuui/trainingmenu.h" #include "mission/missionbriefcommon.h" #include "mission/missioncampaign.h" #include "mission/missiongoals.h" #include "mission/missionhotkey.h" #include "mission/missionload.h" #include "mission/missionlog.h" #include "mission/missionmessage.h" #include "mission/missionparse.h" #include "mission/missiontraining.h" #include "missionui/fictionviewer.h" #include "missionui/missionbrief.h" #include "missionui/missioncmdbrief.h" #include "missionui/missiondebrief.h" #include "missionui/missionloopbrief.h" #include "missionui/missionpause.h" #include "missionui/missionscreencommon.h" #include "missionui/missionshipchoice.h" #include "missionui/missionweaponchoice.h" #include "missionui/redalert.h" #include "mod_table/mod_table.h" #include "nebula/neb.h" #include "nebula/neblightning.h" #include "network/multi.h" #include "network/multi_dogfight.h" #include "network/multi_endgame.h" #include "network/multi_ingame.h" #include "network/multi_log.h" #include "network/multi_pause.h" #include "network/multi_pxo.h" #include "network/multi_rate.h" #include "network/multi_respawn.h" #include "network/multi_voice.h" #include "network/multimsgs.h" #include "network/multiteamselect.h" #include "network/multiui.h" #include "network/multiutil.h" #include "network/stand_gui.h" #include "object/objcollide.h" #include "object/objectsnd.h" #include "object/waypoint.h" #include "observer/observer.h" #include "osapi/osapi.h" #include "osapi/osregistry.h" #include "parse/encrypt.h" #include "parse/generic_log.h" #include "parse/lua.h" #include "parse/parselo.h" #include "parse/scripting.h" #include "parse/sexp.h" #include "particle/particle.h" #include "playerman/managepilot.h" #include "playerman/player.h" #include "popup/popup.h" #include "popup/popupdead.h" #include "radar/radar.h" #include "radar/radarsetup.h" #include "render/3d.h" #include "ship/afterburner.h" #include "ship/awacs.h" #include "ship/ship.h" #include "ship/shipcontrails.h" #include "ship/shipfx.h" #include "ship/shiphit.h" #include "sound/audiostr.h" #include "sound/ds.h" #include "sound/fsspeech.h" #include "sound/sound.h" #include "sound/voicerec.h" #include "starfield/starfield.h" #include "starfield/supernova.h" #include "stats/medals.h" #include "stats/stats.h" #include "weapon/beam.h" #include "weapon/emp.h" #include "weapon/flak.h" #include "weapon/muzzleflash.h" #include "weapon/shockwave.h" #include "weapon/weapon.h" #include "fs2netd/fs2netd_client.h" #include "pilotfile/pilotfile.h" #include "globalincs/pstypes.h" #include extern int Om_tracker_flag; // needed for FS2OpenPXO config #ifdef NDEBUG #ifdef FRED #error macro FRED is defined when trying to build release FreeSpace. Please undefine FRED macro in build settings #endif #endif // Revision history. // Full version: // 1.00.04 5/26/98 MWA -- going final (12 pm) // 1.00.03 5/26/98 MWA -- going final (3 am) // 1.00.02 5/25/98 MWA -- going final // 1.00.01 5/25/98 MWA -- going final // 0.90 5/21/98 MWA -- getting ready for final. // 0.10 4/9/98. Set by MK. // // OEM version: // 1.00 5/28/98 AL. First release to Interplay QA. // This function is defined in code\network\multiutil.cpp so will be linked from multiutil.obj // it's required fro the -missioncrcs command line option - Kazan void multi_spew_pxo_checksums(int max_files, char *outfile); void fs2netd_spew_table_checksums(char *outfile); extern bool frame_rate_display; bool Env_cubemap_drawn = false; void game_reset_view_clip(); void game_reset_shade_frame(); void game_post_level_init(); void game_do_frame(); void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame() void game_reset_time(); void game_show_framerate(); // draws framerate in lower right corner int Game_no_clear = 0; typedef struct big_expl_flash { float max_flash_intensity; // max intensity float cur_flash_intensity; // cur intensity int flash_start; // start time } big_expl_flash; #define FRAME_FILTER 16 #define DEFAULT_SKILL_LEVEL 1 int Game_skill_level = DEFAULT_SKILL_LEVEL; #define EXE_FNAME ("fs2.exe") #define LAUNCHER_FNAME ("Launcher.exe") // JAS: Code for warphole camera. // Needs to be cleaned up. float Warpout_time = 0.0f; int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled. int Warpout_sound = -1; int Use_joy_mouse = 0; int Use_palette_flash = 1; #ifndef NDEBUG int Use_fullscreen_at_startup = 0; #endif int Show_area_effect = 0; object *Last_view_target = NULL; int dogfight_blown = 0; int frame_int = -1; float frametimes[FRAME_FILTER]; float frametotal = 0.0f; float flRealframetime; float flFrametime; fix FrametimeOverall = 0; #ifndef NDEBUG int Show_framerate = 1; int Show_mem = 1; #else int Show_framerate = 0; int Show_mem = 0; #endif int Framerate_cap = 120; // to determine if networking should be disabled, needs to be done first thing int Networking_disabled = 0; // for the model page in system extern void model_page_in_start(); int Show_cpu = 0; int Show_target_debug_info = 0; int Show_target_weapons = 0; int Game_font = -1; #ifndef NDEBUG static int Show_player_pos = 0; // debug console command to show player world pos on HUD #endif int Debug_octant = -1; fix Game_time_compression = F1_0; fix Desired_time_compression = Game_time_compression; fix Time_compression_change_rate = 0; bool Time_compression_locked = false; //Can the user change time with shift- controls? // auto-lang stuff int detect_lang(); // table checksums that will be used for pilot files uint Weapon_tbl_checksum = 0; uint Ships_tbl_checksum = 0; // if the ships.tbl the player has is valid int Game_ships_tbl_valid = 0; // if the weapons.tbl the player has is valid int Game_weapons_tbl_valid = 0; int Test_begin = 0; extern int Player_attacking_enabled; int Show_net_stats; int Pre_player_entry; int Fred_running = 0; // required for hudtarget... kinda dumb, but meh char Fred_alt_names[MAX_SHIPS][NAME_LENGTH+1]; char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1]; char Game_current_mission_filename[MAX_FILENAME_LEN]; int game_single_step = 0; int last_single_step=0; int game_zbuffer = 1; static int Game_paused; int Game_level_seed; #define EXPIRE_BAD_CHECKSUM 1 #define EXPIRE_BAD_TIME 2 extern void ssm_init(); extern void ssm_level_init(); extern void ssm_process(); // static variable to contain the time this version was built // commented out for now until // I figure out how to get the username into the file //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__; // defines and variables used for dumping frame for making trailers. #ifndef NDEBUG int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably) int Debug_dump_trigger = 0; int Debug_dump_frame_count; int Debug_dump_frame_num = 0; #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames #endif // amount of time to wait after the player has died before we display the death died popup #define PLAYER_DIED_POPUP_WAIT 2500 int Player_died_popup_wait = -1; int Multi_ping_timestamp = -1; int Default_env_map = -1; // builtin mission list stuff int Game_builtin_mission_count = 92; fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = { // single player campaign { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" }, // act 1 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 }, // act 2 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, // act 3 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 }, // multiplayer missions // gauntlet { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, // coop { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, // dogfight { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, // TvT { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, // campaign { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" }, { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, }; // Internal function prototypes void game_maybe_draw_mouse(float frametime); void init_animating_pointer(); void load_animating_pointer(char *filename, int dx, int dy); void unload_animating_pointer(); void game_do_training_checks(); void game_shutdown(void); void game_show_event_debug(float frametime); void game_event_debug_init(); void game_frame(bool paused = false); void game_start_subspace_ambient_sound(); void game_stop_subspace_ambient_sound(); void verify_ships_tbl(); void verify_weapons_tbl(); void game_title_screen_display(); void game_title_screen_close(); // loading background filenames static char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = { "LoadingBG", // GR_640 "2_LoadingBG" // GR_1024 }; static char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = { "Loading", // GR_640 "2_Loading" // GR_1024 }; static char *Game_title_screen_fname[GR_NUM_RESOLUTIONS] = { "PreLoad", "2_PreLoad" }; static char *Game_logo_screen_fname[GR_NUM_RESOLUTIONS] = { "PreLoadLogo", "2_PreLoadLogo" }; // for title screens static int Game_title_bitmap = -1; static int Game_title_logo = -1; // cdrom stuff char Game_CDROM_dir[MAX_PATH_LEN]; int init_cdrom(); // How much RAM is on this machine. Set in WinMain uint FreeSpace_total_ram = 0; // game flash stuff float Game_flash_red = 0.0f; float Game_flash_green = 0.0f; float Game_flash_blue = 0.0f; float Sun_spot = 0.0f; big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0}; // game shudder stuff (in ms) int Game_shudder_time = -1; int Game_shudder_total = 0; float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0 // EAX stuff sound_env Game_sound_env; sound_env Game_default_sound_env = { EAX_ENVIRONMENT_BATHROOM, 0.2f, 0.2f, 1.0f }; int Game_sound_env_update_timestamp; fs_builtin_mission *game_find_builtin_mission(char *filename) { int idx; // look through all existing builtin missions for(idx=0; idx= Gf_critical){ Gf_critical_time += flFrametime; } if (!Show_framerate) { return; } // display if we're above the critical framerate if(Framerate < Gf_critical){ gr_set_color_fast(&Color_bright_red); gr_string(200, y_start, "Framerate warning"); y_start += 10; } // display our current pct of good frametime if(f2fl(Missiontime) >= 0.0f){ float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f; if(pct >= 85.0f){ gr_set_color_fast(&Color_bright_green); } else { gr_set_color_fast(&Color_bright_red); } gr_printf(200, y_start, "%d%%", (int)pct); y_start += 10; } } /** * 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. * * @param r red colour value * @param g green colour value * @param b blue colour value */ void game_flash( float r, float g, float b ) { Game_flash_red += r; Game_flash_green += g; Game_flash_blue += b; if ( Game_flash_red < -1.0f ) { Game_flash_red = -1.0f; } else if ( Game_flash_red > 1.0f ) { Game_flash_red = 1.0f; } if ( Game_flash_green < -1.0f ) { Game_flash_green = -1.0f; } else if ( Game_flash_green > 1.0f ) { Game_flash_green = 1.0f; } if ( Game_flash_blue < -1.0f ) { Game_flash_blue = -1.0f; } else if ( Game_flash_blue > 1.0f ) { Game_flash_blue = 1.0f; } } /** * Adds a flash for Big Ship explosions * @param flash flash intensity. Range capped from 0 to 1. */ void big_explosion_flash(float flash) { CLAMP(flash, 0.0f, 1.0f); Big_expl_flash.flash_start = timestamp(1); Big_expl_flash.max_flash_intensity = flash; Big_expl_flash.cur_flash_intensity = 0.0f; } // Amount to diminish palette towards normal, per second. #define DIMINISH_RATE 0.75f #define SUN_DIMINISH_RATE 6.00f int Sun_drew = 0; float sn_glare_scale = 1.7f; DCF(sn_glare, "") { dc_get_arg(ARG_FLOAT); sn_glare_scale = Dc_arg_float; } float Supernova_last_glare = 0.0f; bool stars_sun_has_glare(int index); extern bool ls_on; extern bool ls_force_off; void game_sunspot_process(float frametime) { int n_lights, idx; int sn_stage; float Sun_spot_goal = 0.0f; // supernova sn_stage = supernova_active(); if(sn_stage){ // sunspot differently based on supernova stage switch(sn_stage){ // approaching. player still in control case 1: float pct; pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)); vec3d light_dir; light_get_global_dir(&light_dir, 0); float dot; dot = vm_vec_dot( &light_dir, &Eye_matrix.vec.fvec ); if(dot >= 0.0f){ // scale it some more dot = dot * (0.5f + (pct * 0.5f)); dot += 0.05f; Sun_spot_goal += (dot * sn_glare_scale); } // draw the sun glow if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) { // draw the glow for this sun stars_draw_sun_glow(0); } Supernova_last_glare = Sun_spot_goal; break; // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright case 2: case 3: Sun_spot_goal = 0.9f; Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f; if(Sun_spot_goal > 1.0f){ Sun_spot_goal = 1.0f; } Sun_spot_goal *= sn_glare_scale; Supernova_last_glare = Sun_spot_goal; break; // fade to white. display dead popup case 4: case 5: Supernova_last_glare += (2.0f * flFrametime); if(Supernova_last_glare > 2.0f){ Supernova_last_glare = 2.0f; } Sun_spot_goal = Supernova_last_glare; break; } Sun_drew = 0; } else { Sun_spot_goal = 0.0f; if ( Sun_drew ) { // check sunspots for all suns n_lights = light_get_global_count(); // check for(idx=0; idx Sun_spot_goal ) { Sun_spot = Sun_spot_goal; } } else if ( Sun_spot > Sun_spot_goal ) { Sun_spot -= dec_amount; if ( Sun_spot < Sun_spot_goal ) { Sun_spot = Sun_spot_goal; } } } /** * Call once a frame to diminish the flash effect to 0. * @param frametime Period over which to dimish at ::DIMINISH_RATE */ void game_flash_diminish(float frametime) { float dec_amount = frametime*DIMINISH_RATE; if ( Game_flash_red > 0.0f ) { Game_flash_red -= dec_amount; if ( Game_flash_red < 0.0f ) Game_flash_red = 0.0f; } else { Game_flash_red += dec_amount; if ( Game_flash_red > 0.0f ) Game_flash_red = 0.0f; } if ( Game_flash_green > 0.0f ) { Game_flash_green -= dec_amount; if ( Game_flash_green < 0.0f ) Game_flash_green = 0.0f; } else { Game_flash_green += dec_amount; if ( Game_flash_green > 0.0f ) Game_flash_green = 0.0f; } if ( Game_flash_blue > 0.0f ) { Game_flash_blue -= dec_amount; if ( Game_flash_blue < 0.0f ) Game_flash_blue = 0.0f; } else { Game_flash_blue += dec_amount; if ( Game_flash_blue > 0.0f ) Game_flash_blue = 0.0f; } // update big_explosion_cur_flash #define TIME_UP 1500 #define TIME_DOWN 2500 int duration = TIME_UP + TIME_DOWN; int time = timestamp_until(Big_expl_flash.flash_start); if (time > -duration) { time = -time; if (time < TIME_UP) { Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP; } else { time -= TIME_UP; Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN; } } if ( Use_palette_flash ) { int r,g,b; // Change the 200 to change the color range of colors. r = fl2i( Game_flash_red*128.0f ); g = fl2i( Game_flash_green*128.0f ); b = fl2i( Game_flash_blue*128.0f ); if ( Sun_spot > 0.0f && (!ls_on || ls_force_off)) { r += fl2i(Sun_spot*128.0f); g += fl2i(Sun_spot*128.0f); b += fl2i(Sun_spot*128.0f); } if ( Big_expl_flash.cur_flash_intensity > 0.0f ) { r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f); g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f); b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f); } if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255; if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255; if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255; if ( (r!=0) || (g!=0) || (b!=0) ) { gr_flash( r, g, b ); } } } void game_level_close() { //WMC - this is actually pretty damn dangerous, but I don't want a modder //to accidentally use an override here without realizing it. if(!Script_system.IsConditionOverride(CHA_MISSIONEND)) { // save player-persistent variables mission_campaign_save_player_persistent_variables(); // Goober5000 // De-Initialize the game subsystems sexp_music_close(); // Goober5000 event_music_level_close(); game_stop_looped_sounds(); snd_stop_all(); obj_snd_level_close(); // uninit object-linked persistant sounds gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory anim_level_close(); // stop and clean up any anim instances message_mission_shutdown(); // called after anim_level_close() to make sure instances are clear shockwave_level_close(); fireball_close(); shield_hit_close(); mission_event_shutdown(); asteroid_level_close(); jumpnode_level_close(); waypoint_level_close(); flak_level_close(); // unload flak stuff neb2_level_close(); // shutdown gaseous nebula stuff ct_level_close(); beam_level_close(); mflash_level_close(); mission_brief_common_reset(); // close out parsed briefing/mission stuff cam_close(); subtitles_close(); particle_close(); trail_level_close(); ship_clear_cockpit_displays(); hud_level_close(); model_instance_free_all(); batch_render_close(); // be sure to not only reset the time but the lock as well set_time_compression(1.0f, 0.0f); lock_time_compression(false); audiostream_unpause_all(); Game_paused = 0; if (gr_screen.envmap_render_target >= 0) { if ( bm_release(gr_screen.envmap_render_target, 1) ) { gr_screen.envmap_render_target = -1; } } gr_set_ambient_light(120, 120, 120); ENVMAP = Default_env_map; } else { Error(LOCATION, "Scripting Mission End override is not fully supported yet."); } Script_system.RunCondition(CHA_MISSIONEND); } uint load_gl_init; uint load_mission_load; uint load_post_level_init; /** * Intializes game stuff. * * @return 0 on failure, 1 on success */ void game_level_init(int seed) { game_busy( NOX("** starting game_level_init() **") ); load_gl_init = (uint) time(NULL); // seed the random number generator if ( seed == -1 ) { // if no seed was passed, seed the generator either from the time value, or from the // netgame security flags -- ensures that all players in multiplayer game will have the // same randon number sequence (with static rand functions) if ( Game_mode & GM_NORMAL ) { Game_level_seed = (int) time(NULL); } else { Game_level_seed = Netgame.security; } } else { Assert( !(Game_mode & GM_MULTIPLAYER) ); Game_level_seed = seed; } srand( Game_level_seed ); // semirand function needs to get re-initted every time in multiplayer if ( Game_mode & GM_MULTIPLAYER ){ init_semirand(); } Framecount = 0; game_reset_view_clip(); game_reset_shade_frame(); Key_normal_game = (Game_mode & GM_NORMAL); Cheats_enabled = 0; Game_shudder_time = -1; Perspective_locked = false; // reset the geometry map and distortion map batcher, this should to be done pretty soon in this mission load process (though it's not required) batch_reset(); // Initialize the game subsystems game_reset_time(); // resets time, and resets saved time too Multi_ping_timestamp = -1; obj_init(); // Must be inited before the other systems if ( !(Game_mode & GM_STANDALONE_SERVER) ) { model_page_in_start(); // mark any existing models as unused but don't unload them yet mprintf(( "Beginning level bitmap paging...\n" )); bm_page_in_start(); } else { model_free_all(); // Free all existing models if standalone server } mission_brief_common_init(); // Free all existing briefing/debriefing text weapon_level_init(); NavSystem_Init(); // zero out the nav system ai_level_init(); // Call this before ship_init() because it reads ai.tbl. ship_level_init(); player_level_init(); shipfx_flash_init(); // Init the ship gun flash system. game_flash_reset(); // Reset the flash effect particle_init(); // Reset the particle system fireball_init(); debris_init(); shield_hit_init(); // Initialize system for showing shield hits mission_init_goals(); mission_log_init(); messages_init(); obj_snd_level_init(); // init object-linked persistant sounds anim_level_init(); shockwave_level_init(); afterburner_level_init(); scoring_level_init( &Player->stats ); key_level_init(); asteroid_level_init(); control_config_clear_used_status(); collide_ship_ship_sounds_init(); Missiontime = 0; Pre_player_entry = 1; // Means the player has not yet entered. Entry_delay_time = 0; // Could get overwritten in mission read. observer_init(); flak_level_init(); // initialize flak - bitmaps, etc ct_level_init(); // initialize ships contrails, etc awacs_level_init(); // initialize AWACS beam_level_init(); // initialize beam weapons mflash_level_init(); ssm_level_init(); supernova_level_init(); cam_init(); snd_aav_init(); // multiplayer dogfight hack dogfight_blown = 0; shipfx_engine_wash_level_init(); stars_pre_level_init(); neb2_level_init(); nebl_level_init(); Last_view_target = NULL; Game_paused = 0; Game_no_clear = 0; // campaign wasn't ended Campaign_ending_via_supernova = 0; Env_cubemap_drawn = false; load_gl_init = (uint) (time(NULL) - load_gl_init); //WMC - Init multi players for level if (Game_mode & GM_MULTIPLAYER && Player != NULL) { Player->flags |= PLAYER_FLAGS_IS_MULTI; // clear multiplayer stats init_multiplayer_stats(); } } /** * Called when a mission is over -- does server specific stuff. */ void freespace_stop_mission() { game_level_close(); Game_mode &= ~GM_IN_MISSION; } /** * Called at frame interval to process networking stuff */ void game_do_networking() { Assert( Net_player != NULL ); if (!(Game_mode & GM_MULTIPLAYER)){ return; } // see if this player should be reading/writing data. Bit is set when at join // screen onward until quits back to main menu. if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){ return; } if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){ multi_do_frame(); } else { multi_pause_do_frame(); } } // An estimate as to how high the count passed to game_loading_callback will go. // This is just a guess, it seems to always be about the same. The count is // proportional to the code being executed, not the time, so this works good // for a bar, assuming the code does about the same thing each time you // load a level. You can find this value by looking at the return value // of game_busy_callback(NULL), which I conveniently print out to the // debug output window with the '=== ENDING LOAD ==' stuff. #define COUNT_ESTIMATE 425 int Game_loading_callback_inited = 0; int Game_loading_background = -1; generic_anim Game_loading_ani; static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = { { 63, 316 // GR_640 }, { 101, 505 // GR_1024 } }; #ifndef NDEBUG extern char Processing_filename[MAX_PATH_LEN]; static int busy_shader_created = 0; shader busy_shader; #endif static int framenum; /** * This gets called 10x per second and count is the number of times ::game_busy() has been * called since the current callback function was set. */ void game_loading_callback(int count) { int new_framenum; game_do_networking(); Assert( Game_loading_callback_inited==1 ); Assertion( Game_loading_ani.num_frames > 0, "Load Screen animation %s not found, or corrupted. Needs to be an animation with at least 1 frame.", Game_loading_ani.filename ); int do_flip = 0; new_framenum = ((Game_loading_ani.num_frames*count) / COUNT_ESTIMATE)+1; if ( new_framenum > Game_loading_ani.num_frames-1 ) { new_framenum = Game_loading_ani.num_frames-1; } else if ( new_framenum < 0 ) { new_framenum = 0; } //make sure we always run forwards - graphical hack if(new_framenum > framenum) framenum = new_framenum; if ( Game_loading_ani.num_frames > 0 ) { if ( Game_loading_background > -1 ) { gr_set_bitmap( Game_loading_background ); gr_bitmap(0,0); } gr_set_bitmap( Game_loading_ani.first_frame + framenum ); gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]); do_flip = 1; } #ifndef NDEBUG // print the current filename being processed by game_busy(), the shader here is a quick hack // since the background isn't always drawn so we can't clear the text away from the previous // filename. the shader is completely opaque to hide the old text. must easier and faster than // redrawing the entire screen every flip - taylor if (!busy_shader_created) { gr_create_shader(&busy_shader, 5, 5, 5, 255); busy_shader_created = 1; } if (Processing_filename[0] != '\0') { gr_set_shader(&busy_shader); gr_shade(0, 0, gr_screen.clip_width_unscaled, 17); // make sure it goes across the entire width gr_set_color_fast(&Color_white); gr_string(5, 5, Processing_filename); do_flip = 1; memset( Processing_filename, 0, MAX_PATH_LEN ); } #endif #ifndef NDEBUG if(Cmdline_show_mem_usage) { #ifdef _WIN32 void memblockinfo_sort(); void memblockinfo_sort_get_entry(int index, char *filename, int *size); char mem_buffer[1000]; char filename[35]; int size; int i; memblockinfo_sort(); for(i = 0; i < 30; i++) { memblockinfo_sort_get_entry(i, filename, &size); size /= 1024; if(size == 0) break; char *short_name = strrchr(filename, '\\'); if(short_name == NULL) short_name = filename; else short_name++; sprintf(mem_buffer,"%s:\t%d K", short_name, size); gr_string( 20, 220 + (i*10), mem_buffer); } sprintf(mem_buffer,"Total RAM:\t%d K", TotalRam / 1024); gr_string( 20, 230 + (i*10), mem_buffer); #endif // _WIN32 } #endif // !NDEBUG if (do_flip) gr_flip(); } void game_loading_callback_init() { Assert( Game_loading_callback_inited==0 ); Game_loading_background = bm_load(The_mission.loading_screen[gr_screen.res]); if (Game_loading_background < 0) Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]); generic_anim_init(&Game_loading_ani, Game_loading_ani_fname[gr_screen.res]); generic_anim_load(&Game_loading_ani); Assertion( Game_loading_ani.num_frames > 0, "Load Screen animation %s not found, or corrupted. Needs to be an animation with at least 1 frame.", Game_loading_ani.filename ); Game_loading_callback_inited = 1; Mouse_hidden = 1; framenum = 0; game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani.num_frames)+1 ); } void game_loading_callback_close() { Assert( Game_loading_callback_inited==1 ); // Make sure bar shows all the way over. game_loading_callback(COUNT_ESTIMATE); int real_count = game_busy_callback( NULL ); Mouse_hidden = 0; Game_loading_callback_inited = 0; #ifndef NDEBUG mprintf(( "=================== ENDING LOAD ================\n" )); mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE )); mprintf(( "================================================\n" )); #else // to remove warnings in release build real_count = 0; #endif generic_anim_unload(&Game_loading_ani); bm_release( Game_loading_background ); common_free_interface_palette(); // restore game palette Game_loading_background = -1; gr_set_font( FONT1 ); } /** * Update the sound environment (ie change EAX settings based on proximity to large ships) */ void game_maybe_update_sound_environment() { // do nothing for now } /** * Assign the sound environment for the game, based on the current mission */ void game_assign_sound_environment() { if (The_mission.sound_environment.id >= 0) { Game_sound_env = The_mission.sound_environment; } else if (SND_ENV_DEFAULT > 0) { sound_env_get(&Game_sound_env, SND_ENV_DEFAULT); } else { Game_sound_env = Game_default_sound_env; } Game_sound_env_update_timestamp = timestamp(1); } /** * Function which gets called before actually entering the mission. */ void freespace_mission_load_stuff() { // called if we're not on a freespace dedicated (non rendering, no pilot) server // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine. if(!(Game_mode & GM_STANDALONE_SERVER)){ mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" )); game_busy( NOX("** setting up event music **") ); event_music_level_init(-1); // preloads the first 2 seconds for each event music track game_busy( NOX("** unloading interface sounds **") ); gamesnd_unload_interface_sounds(); // unload interface sounds from memory game_busy( NOX("** preloading common game sounds **") ); gamesnd_preload_common_sounds(); // load in sounds that are expected to play if (Cmdline_snd_preload) { game_busy( NOX("** preloading gameplay sounds **") ); gamesnd_load_gameplay_sounds(); // preload in gameplay sounds if wanted } game_busy( NOX("** assigning sound environment for mission **") ); ship_assign_sound_all(); // assign engine sounds to ships game_assign_sound_environment(); // assign the sound environment for this mission obj_merge_created_list(); if (!(Game_mode & GM_MULTIPLAYER)) { // call function in missionparse.cpp to fixup player/ai stuff. game_busy( NOX("** fixing up player/ai stuff **") ); mission_parse_fixup_players(); } // Load in all the bitmaps for this level level_page_in(); game_busy( NOX("** finished with level_page_in() **") ); if(Game_loading_callback_inited) { game_loading_callback_close(); } } // the only thing we need to call on the standalone for now. else { obj_merge_created_list(); // Load in all the bitmaps for this level level_page_in(); } } /** * Called after mission is loaded. * * Because player isn't created until after mission loads, some things must get initted after the level loads */ void game_post_level_init() { extern void game_environment_map_gen(); game_environment_map_gen(); HUD_init(); hud_setup_escort_list(); mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file) stars_post_level_init(); // While trying to track down the nebula bug I encountered a cool effect - // comment this out to fly a mission in a void. Maybe we should develop this // into a full effect or something, because it is seriously cool. neb2_post_level_init(); #ifndef NDEBUG game_event_debug_init(); #endif training_mission_init(); asteroid_create_all(); // set ambient light for level gr_set_ambient_light(The_mission.ambient_light_level & 0xff, (The_mission.ambient_light_level >> 8) & 0xff, (The_mission.ambient_light_level >> 16) & 0xff); game_framerate_check_init(); // If this is a red alert mission in campaign mode, bash wingman status if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) { red_alert_bash_wingman_status(); } freespace_mission_load_stuff(); // m!m Make hv.Player available in "On Mission Start" hook if(Player_obj) Script_system.SetHookObject("Player", Player_obj); // HACK: That scripting hook should be in mission so GM_IN_MISSION has to be set Game_mode |= GM_IN_MISSION; Script_system.RunCondition(CHA_MISSIONSTART); Game_mode &= ~GM_IN_MISSION; if (Player_obj) Script_system.RemHookVar("Player"); } /** * Tells the server to load the mission and initialize structures */ int game_start_mission() { mprintf(( "=================== STARTING LEVEL LOAD ==================\n" )); // clear post processing settings gr_post_process_set_defaults(); get_mission_info(Game_current_mission_filename, &The_mission, false); if ( !(Game_mode & GM_STANDALONE_SERVER) ) game_loading_callback_init(); game_level_init(); if (Game_mode & GM_MULTIPLAYER) { Player->flags |= PLAYER_FLAGS_IS_MULTI; // clear multiplayer stats init_multiplayer_stats(); } game_busy( NOX("** starting mission_load() **") ); load_mission_load = (uint) time(NULL); if (mission_load(Game_current_mission_filename)) { if ( !(Game_mode & GM_MULTIPLAYER) ) { popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169)); gameseq_post_event(GS_EVENT_MAIN_MENU); } else { multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL); } if ( !(Game_mode & GM_STANDALONE_SERVER) ) { game_loading_callback_close(); } game_level_close(); return 0; } load_mission_load = (uint) (time(NULL) - load_mission_load); // free up memory from parsing the mission extern void stop_parse(); stop_parse(); game_busy( NOX("** starting game_post_level_init() **") ); load_post_level_init = (uint) time(NULL); game_post_level_init(); load_post_level_init = (uint) (time(NULL) - load_post_level_init); #ifndef NDEBUG { void Do_model_timings_test(); Do_model_timings_test(); } #endif bm_print_bitmaps(); return 1; } int Interface_framerate = 0; #ifndef NDEBUG DCF_BOOL( mouse_control, Use_mouse_to_fly ) DCF_BOOL( show_framerate, Show_framerate ) DCF_BOOL( show_target_debug_info, Show_target_debug_info ) DCF_BOOL( show_target_weapons, Show_target_weapons ) DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat ) DCF_BOOL( sound, Sound_enabled ) DCF_BOOL( zbuffer, game_zbuffer ) DCF_BOOL( show_shield_mesh, Show_shield_mesh) DCF_BOOL( player_attacking, Player_attacking_enabled ) DCF_BOOL( show_waypoints, Show_waypoints ) DCF_BOOL( show_area_effect, Show_area_effect ) DCF_BOOL( show_net_stats, Show_net_stats ) DCF_BOOL( log, Log_debug_output_to_file ) extern int Training_message_method; DCF_BOOL( training_msg_method, Training_message_method ) DCF_BOOL( show_player_pos, Show_player_pos ) DCF_BOOL(i_framerate, Interface_framerate ) DCF(warp, "Tests warpin effect") { if ( Dc_command ) { bool warpin = true; int idx = -1; dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if( Dc_arg_type & ARG_TRUE) warpin = true; else if(Dc_arg_type & ARG_FALSE) warpin = false; if(!(Dc_arg_type & ARG_NONE)) { dc_get_arg(ARG_STRING|ARG_NONE); if(Dc_arg_type & ARG_STRING) { idx = ship_name_lookup(Dc_arg); if(idx > -1) { if(warpin) shipfx_warpin_start(&Objects[Ships[idx].objnum]); else shipfx_warpout_start(&Objects[Ships[idx].objnum]); } } } if(idx < 0) { if(Player_ai->target_objnum > -1) { if(warpin) shipfx_warpin_start(&Objects[Player_ai->target_objnum]); else shipfx_warpout_start(&Objects[Player_ai->target_objnum]); } } } if ( Dc_help ) dc_printf( "Usage: Show_mem\nWarps in if true, out if false, player target unless specific ship is specified\n" ); } DCF(show_mem,"Toggles showing mem usage") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1; else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0; else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1; if ( Show_mem ) { Show_cpu = 0; } } if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) { dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") ); dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") ); } } DCF(show_cpu,"Toggles showing cpu usage") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1; else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0; else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1; if ( Show_cpu ) { Show_mem = 0; } } if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) { dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") ); dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") ); } } #endif int Game_init_seed; DCF(use_joy_mouse,"Makes joystick move mouse cursor") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1; else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0; else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1; } if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") ); os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse ); } DCF(palette_flash,"Toggles palette flash effect on/off") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1; else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0; else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1; } if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") ); } int Use_low_mem = 0; DCF(low_mem,"Uses low memory settings regardless of RAM") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1; else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0; else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1; } if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") ); os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem ); } #ifndef NDEBUG DCF(force_fullscreen, "Forces game to startup in fullscreen mode") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1; else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0; else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1; } if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") ); os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup ); } #endif int Framerate_delay = 0; float FreeSpace_gamma = 1.0f; DCF(gamma,"Sets Gamma factor") { if ( Dc_command ) { dc_get_arg(ARG_FLOAT|ARG_NONE); if ( Dc_arg_type & ARG_FLOAT ) { FreeSpace_gamma = Dc_arg_float; } else { dc_printf( "Gamma reset to 1.0f\n" ); FreeSpace_gamma = 1.0f; } if ( FreeSpace_gamma < 0.1f ) { FreeSpace_gamma = 0.1f; } else if ( FreeSpace_gamma > 5.0f ) { FreeSpace_gamma = 5.0f; } gr_set_gamma(FreeSpace_gamma); char tmp_gamma_string[32]; sprintf( tmp_gamma_string, NOX("%.2f"), FreeSpace_gamma ); os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string ); } if ( Dc_help ) { dc_printf( "Usage: gamma \n" ); dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" ); Dc_status = 0; // don't print status if help is printed. Too messy. } if ( Dc_status ) { dc_printf( "Gamma = %.2f\n", FreeSpace_gamma ); } } #ifdef APPLE_APP char full_path[1024]; #endif /** * Game initialisation */ void game_init() { int s1, e1; const char *ptr; char whee[MAX_PATH_LEN]; Game_current_mission_filename[0] = 0; // Moved from rand32, if we're gonna break, break immediately. Assert(RAND_MAX == 0x7fff || RAND_MAX >= 0x7ffffffd); // seed the random number generator Game_init_seed = (int) time(NULL); srand( Game_init_seed ); Framerate_delay = 0; #ifndef NDEBUG load_filter_info(); #endif // encrypt stuff encrypt_init(); // Initialize the timer before the os timer_init(); #ifndef NDEBUG outwnd_init(1); #endif // init os stuff next if ( !Is_standalone ) { os_init( Osreg_class_name, Osreg_app_name ); } else { std_init_os(); } #ifndef NDEBUG #if FS_VERSION_REVIS == 0 mprintf(("FreeSpace 2 Open version: %i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD)); #else mprintf(("FreeSpace 2 Open version: %i.%i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS)); #endif extern void cmdline_debug_print_cmdline(); cmdline_debug_print_cmdline(); #endif GetCurrentDirectory(MAX_PATH_LEN-1, whee); strcat_s(whee, DIR_SEPARATOR_STR); strcat_s(whee, EXE_FNAME); profile_init(); //Initialize the libraries s1 = timer_get_milliseconds(); if ( cfile_init(whee, strlen(Game_CDROM_dir) ? Game_CDROM_dir : NULL) ) { // initialize before calling any cfopen stuff!!! exit(1); } e1 = timer_get_milliseconds(); // initialize localization module. Make sure this is done AFTER initialzing OS. lcl_init( detect_lang() ); lcl_xstr_init(); mod_table_init(); // load in all the mod dependent settings if (Is_standalone) { // force off some cmdlines if they are on Cmdline_spec = 0; Cmdline_glow = 0; Cmdline_env = 0; Cmdline_3dwarp = 0; Cmdline_normal = 0; // now init the standalone server code std_init_standalone(); } // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so) verify_ships_tbl(); // verify that he has a valid weapons.tbl verify_weapons_tbl(); Use_joy_mouse = 0; Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 ); #ifndef NDEBUG Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 ); #endif // change FPS cap if told to do so (for those who can't use vsync or where vsync isn't enough) uint max_fps = 0; if ( (max_fps = os_config_read_uint(NULL, NOX("MaxFPS"), 0)) != 0 ) { if ( (max_fps > 15) && (max_fps < 120) ) { Framerate_cap = (int)max_fps; } } Asteroids_enabled = 1; ///////////////////////////// // SOUND INIT START ///////////////////////////// if ( !Is_standalone ) { snd_init(); } if(fsspeech_init() == false) { mprintf(("Failed to init speech\n")); if(Cmdline_query_speech) { if(!fsspeech_was_compiled()) MessageBox((HWND)os_get_window(), "Speech is not compiled in this build in code.lib", "FS2_Open Warning", MB_ICONWARNING); else MessageBox((HWND)os_get_window(), "Speech is compiled, but failed to init", "FS2_Open Warning", MB_ICONWARNING); } } else if(Cmdline_query_speech) { // Its bad practice to use a negative type, this is an exceptional case fsspeech_play(-1,"Welcome to FS2 open"); MessageBox((HWND)os_get_window(), "Speech is compiled and initialised and should be working", "FS2_Open Info", MB_OK); } ///////////////////////////// // SOUND INIT END ///////////////////////////// if ( gr_init() == false ) { #ifdef _WIN32 ClipCursor(NULL); ShowCursor(TRUE); ShowWindow((HWND)os_get_window(),SW_MINIMIZE); MessageBox( NULL, "Error intializing graphics!", "Error", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND ); #elif defined(SCP_UNIX) fprintf(stderr, "Error initializing graphics!"); // the default entry should have been created already if it didn't exist, so if we're here then // the current value is invalid and we need to replace it os_config_write_string(NULL, NOX("VideocardFs2open"), NOX("OGL -(1024x768)x16 bit")); // courtesy fprintf(stderr, "The default video entry is now in place. Please try running the game again...\n"); fprintf(stderr, "(edit ~/.fs2_open/fs2_open.ini to change from default resolution)\n"); #endif exit(1); return; } // Karajorma - Moved here from the sound init code cause otherwise windows complains #ifdef FS2_VOICER if(Cmdline_voice_recognition) { bool voiceRectOn = VOICEREC_init((HWND)os_get_window(), WM_RECOEVENT, GRAMMARID1, IDR_CMD_CFG); if(voiceRectOn == false) { MessageBox((HWND)os_get_window(), "Failed to init voice rec", "Error", MB_OK); } } #endif // D3D's gamma system now works differently. 1.0 is the default value ptr = os_config_read_string(NULL, NOX("GammaD3D"), NOX("1.0")); FreeSpace_gamma = (float)atof(ptr); script_init(); //WMC gr_font_init(); // loads up all fonts // add title screen if(!Is_standalone){ // #Kazan# - moved this down - WATCH THESE calls - anything that shares code between standalone and normal // cannot make gr_* calls in standalone mode because all gr_ calls are NULL pointers gr_set_gamma(FreeSpace_gamma); game_title_screen_display(); } // attempt to load up master tracker registry info (login and password) Multi_tracker_id = -1; // should we be using this or not? Om_tracker_flag = os_config_read_uint( "PXO", "FS2OpenPXO" , 0 ); // pxo login and password ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL); if(ptr == NULL){ nprintf(("Network","Error reading in PXO login data\n")); strcpy_s(Multi_tracker_login,""); } else { strcpy_s(Multi_tracker_login,ptr); } ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL); if(ptr == NULL){ nprintf(("Network","Error reading PXO password\n")); strcpy_s(Multi_tracker_passwd,""); } else { strcpy_s(Multi_tracker_passwd,ptr); } // pxo squad name and password ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL); if(ptr == NULL){ nprintf(("Network","Error reading in PXO squad name\n")); strcpy_s(Multi_tracker_squad_name, ""); } else { strcpy_s(Multi_tracker_squad_name, ptr); } // If less than 48MB of RAM, use low memory model. if ( #ifdef _WIN32 (FreeSpace_total_ram < 48*1024*1024) || #endif Use_low_mem ) { mprintf(( "Using normal memory settings...\n" )); bm_set_low_mem(1); // Use every other frame of bitmaps } else { mprintf(( "Using high memory settings...\n" )); bm_set_low_mem(0); // Use all frames of bitmaps } //WMC - Initialize my new GUI system //This may seem scary, but it should take up 0 processing time and very little memory //as long as it's not being used. //Otherwise, it just keeps the parsed interface.tbl in memory. GUI_system.ParseClassInfo("interface.tbl"); // load non-darkening pixel defs palman_load_pixels(); iff_init(); // Goober5000 - this must be done even before species_defs :p species_init(); // Load up the species defs - this needs to be done FIRST -- Kazan brief_parse_icon_tbl(); hud_init_comm_orders(); // Goober5000 control_config_common_init(); // sets up localization stuff in the control config parse_rank_tbl(); parse_medal_tbl(); cutscene_init(); key_init(); mouse_init(); gamesnd_parse_soundstbl(); gameseq_init(); multi_init(); // start up the mission logfile logfile_init(LOGFILE_EVENT_LOG); log_string(LOGFILE_EVENT_LOG,"FS2_Open Mission Log - Opened \n\n", 1); // standalone's don't use the joystick and it seems to sometimes cause them to not get shutdown properly if(!Is_standalone){ joy_init(); } player_controls_init(); model_init(); event_music_init(); // initialize alpha colors // CommanderDJ: try with colors.tbl first, then use the old way if that doesn't work if (!new_alpha_colors_init()) { old_alpha_colors_init(); } obj_init(); mflash_game_init(); armor_init(); ai_init(); ai_profiles_init(); // Goober5000 weapon_init(); ship_init(); // read in ships.tbl player_init(); mission_campaign_init(); // load in the default campaign anim_init(); context_help_init(); techroom_intel_init(); // parse species.tbl, load intel info hud_positions_init(); //Setup hud positions // initialize psnet psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code init_animating_pointer(); asteroid_init(); mission_brief_common_init(); // Mark all the briefing structures as empty. neb2_init(); // fullneb stuff nebl_init(); stars_init(); ssm_init(); player_tips_init(); // helpful tips beam_init(); // load the list of pilot pic filenames (for barracks and pilot select popup quick reference) pilot_load_pic_list(); pilot_load_squad_pic_list(); load_animating_pointer(NOX("cursor"), 0, 0); if(!Cmdline_reparse_mainhall) { main_hall_table_init(); } if (Cmdline_env) { ENVMAP = Default_env_map = bm_load("cubemap"); } Viewer_mode = 0; Game_paused = 0; Script_system.RunBytecode(Script_gameinithook); Script_system.RunCondition(CHA_GAMEINIT); game_title_screen_close(); // convert old pilot files (if they need it) convert_pilot_files(); #ifdef _WIN32 timeBeginPeriod(1); #endif nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!")); nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!")); mprintf(("cfile_init() took %d\n", e1 - s1)); Script_system.RunBytecode(Script_gameinithook); } char transfer_text[128]; float Start_time = 0.0f; float Framerate = 0.0f; #ifndef NDEBUG float Timing_total = 0.0f; float Timing_render2 = 0.0f; float Timing_render3 = 0.0f; float Timing_flip = 0.0f; float Timing_clear = 0.0f; #endif MONITOR(NumPolysDrawn) MONITOR(NumPolys) MONITOR(NumVerts) MONITOR(BmpUsed) MONITOR(BmpNew) uint Mem_starttime_phys; uint Mem_starttime_pagefile; uint Mem_starttime_virtual; void game_get_framerate() { if (frame_int == -1) { for (int i = 0; i < FRAME_FILTER; i++) frametimes[i] = 0.0f; frametotal = 0.0f; frame_int = 0; } frametotal -= frametimes[frame_int]; frametotal += flRealframetime; frametimes[frame_int] = flRealframetime; frame_int = (frame_int + 1 ) % FRAME_FILTER; if (frametotal != 0.0f) { if (Framecount >= FRAME_FILTER) Framerate = FRAME_FILTER / frametotal; else Framerate = Framecount / frametotal; } Framecount++; } /** * Show FPS within game */ void game_show_framerate() { float cur_time; cur_time = f2fl(timer_get_approx_seconds()); if (cur_time - Start_time > 30.0f) { mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time))); Start_time += 1000.0f; } #ifdef WMC //WMC - this code spits out the target of all turrets if ( (Player_ai->target_objnum != -1) && (Objects[Player_ai->target_objnum].type == OBJ_SHIP) ) { //Debug crap int t = 0; ship_subsys *pss; gr_set_color_fast(&HUD_color_debug); object *objp = &Objects[Player_ai->target_objnum]; for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) { if (pss->system_info->type == SUBSYSTEM_TURRET) { if(pss->turret_enemy_objnum == -1) gr_printf(10, t*10, "Turret %d: ", t); else if (Objects[pss->turret_enemy_objnum].type == OBJ_SHIP) gr_printf(10, t*10, "Turret %d: %s", t, Ships[Objects[pss->turret_enemy_objnum].instance].ship_name); else gr_printf(10, t*10, "Turret %d: ", t, pss->turret_enemy_objnum); t++; } } } #endif if (Show_framerate || Cmdline_frame_profile) { gr_set_color_fast(&HUD_color_debug); if (Cmdline_frame_profile) { gr_string(20, 110, profile_output); } if (Show_framerate) { if (frametotal != 0.0f) gr_printf( 20, 100, "FPS: %0.1f", Framerate ); else gr_string( 20, 100, "FPS: ?" ); } } #ifndef NDEBUG if ( Debug_dump_frames ) return; #endif // possibly show control checking info control_check_indicate(); #ifdef _WIN32 if (Cmdline_show_stats && HUD_draw) { char mem_buffer[50]; MEMORYSTATUS mem_stats; GlobalMemoryStatus(&mem_stats); // on win2k+, it should be == -1 if >4gig (indicates wrap around) if ( ((int)Mem_starttime_phys == -1) || ((int)mem_stats.dwAvailPhys == -1) ) sprintf(mem_buffer, "Using Physical: *** (>4G)"); else sprintf(mem_buffer,"Using Physical: %d Meg",(Mem_starttime_phys - mem_stats.dwAvailPhys)/1024/1024); gr_string( 20, 120, mem_buffer); sprintf(mem_buffer,"Using Pagefile: %d Meg",(Mem_starttime_pagefile - mem_stats.dwAvailPageFile)/1024/1024); gr_string( 20, 130, mem_buffer); sprintf(mem_buffer,"Using Virtual: %d Meg",(Mem_starttime_virtual - mem_stats.dwAvailVirtual)/1024/1024); gr_string( 20, 140, mem_buffer); if ( ((int)mem_stats.dwAvailPhys == -1) || ((int)mem_stats.dwTotalPhys == -1) ) sprintf(mem_buffer, "Physical Free: *** / *** (>4G)"); else sprintf(mem_buffer,"Physical Free: %d / %d Meg",mem_stats.dwAvailPhys/1024/1024, mem_stats.dwTotalPhys/1024/1024); gr_string( 20, 160, mem_buffer); sprintf(mem_buffer,"Pagefile Free: %d / %d Meg",mem_stats.dwAvailPageFile/1024/1024, mem_stats.dwTotalPageFile/1024/1024); gr_string( 20, 170, mem_buffer); sprintf(mem_buffer,"Virtual Free: %d / %d Meg",mem_stats.dwAvailVirtual/1024/1024, mem_stats.dwTotalVirtual/1024/1024); gr_string( 20, 180, mem_buffer); } #endif #ifndef NDEBUG if ( Show_cpu == 1 ) { int sx,sy,dy; sx = 530; sy = 15; dy = gr_get_font_height() + 1; gr_set_color_fast(&HUD_color_debug); gr_printf( sx, sy, NOX("DMA: %s"), transfer_text ); sy += dy; gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys ); sy += dy; gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn ); sy += dy; gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts ); sy += dy; { extern int Num_pairs; // Number of object pairs that were checked. gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs ); sy += dy; extern int Num_pairs_checked; // What percent of object pairs were checked. gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked ); sy += dy; Num_pairs_checked = 0; } gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() ); sy += dy; if ( Timing_total > 0.01f ) { gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total ); sy += dy; gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total ); sy += dy; gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total ); sy += dy; gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total ); sy += dy; gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total ); sy += dy; } } if ( Show_mem ) { int sx,sy,dy; sx = (gr_screen.res == GR_1024) ? 870 : 530; sy = 15; dy = gr_get_font_height() + 1; gr_set_color_fast(&HUD_color_debug); { extern int TotalRam; gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 ); sy += dy; } { extern int Model_ram; gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 ); sy += dy; } gr_printf( sx, sy, NOX("%s: %d KB\n"), (Cmdline_cache_bitmaps) ? NOX("C-BMP") : NOX("BMP"), bm_texture_ram/1024 ); sy += dy; gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound sy += dy; { extern int GL_textures_in; extern int GL_vertex_data_in; gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in + GL_vertex_data_in)/1024 ); sy += dy; } } if ( Show_player_pos ) { int sx, sy; sx = 320; sy = 100; gr_printf(sx, sy, NOX("Player Pos: (%d,%d,%d)"), fl2i(Player_obj->pos.xyz.x), fl2i(Player_obj->pos.xyz.y), fl2i(Player_obj->pos.xyz.z)); } #ifdef _WIN32 if (Cmdline_show_mem_usage) { void memblockinfo_sort(); void memblockinfo_sort_get_entry(int index, char *filename, int *size); char mem_buffer[1000]; char filename[MAX_PATH]; int size; memblockinfo_sort(); int mi = 0; for( ; mi < 30; mi++) { memblockinfo_sort_get_entry(mi, filename, &size); size /= 1024; if (size == 0) break; char *short_name = strrchr(filename, '\\'); if (short_name == NULL) short_name = filename; else short_name++; sprintf(mem_buffer,"%s:\t%d K", short_name, size); gr_string( 20, 220 + (mi*10), mem_buffer); } sprintf(mem_buffer,"Total RAM:\t%d K", TotalRam / 1024); gr_string( 20, 230 + (mi*10), mem_buffer); } #endif MONITOR_INC(NumPolys, modelstats_num_polys); MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn ); MONITOR_INC(NumVerts, modelstats_num_verts ); modelstats_num_polys = 0; modelstats_num_polys_drawn = 0; modelstats_num_verts = 0; modelstats_num_sortnorms = 0; #endif } void game_show_eye_pos(camid cid) { if ( !Cmdline_show_pos ) return; if(!cid.isValid()) return; camera *cam = cid.getCamera(); vec3d cam_pos = vmd_zero_vector; matrix cam_orient = vmd_identity_matrix; cam->get_info(&cam_pos, &cam_orient); //Do stuff int font_height = 2*gr_get_font_height(); angles rot_angles; gr_set_color_fast(&HUD_color_debug); //Position gr_printf(20, 100 - font_height, "X:%f Y:%f Z:%f", cam_pos.xyz.x, cam_pos.xyz.y, cam_pos.xyz.z); font_height -= font_height/2; //Orientation vm_extract_angles_matrix(&rot_angles, &cam_orient); rot_angles.p *= (180/PI); rot_angles.b *= (180/PI); rot_angles.h *= (180/PI); gr_printf(20, 100 - font_height, "Xr:%f Yr:%f Zr:%f", rot_angles.p, rot_angles.b, rot_angles.h); } void game_show_standalone_framerate() { float frame_rate=30.0f; if ( frame_int == -1 ) { int i; for (i=0; i= FRAME_FILTER ){ frame_rate = FRAME_FILTER / frametotal; } else { frame_rate = Framecount / frametotal; } } std_set_standalone_fps(frame_rate); Framecount++; } /** * Show the time remaining in a mission. Used only when the end-mission sexpression is used * * mission_end_time is a global from missionparse.cpp that contains the mission time at which the * mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles * checking how much time is left. */ void game_show_time_left() { int diff; if (Mission_end_time == -1) return; diff = f2i(Mission_end_time - Missiontime); // be sure to bash to 0. diff could be negative on frame that we quit mission if (diff < 0) diff = 0; hud_set_default_color(); gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff ); } //======================================================================================== //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU ========= //======================================================================================== #ifndef NDEBUG DCF(ai_pause,"Pauses ai") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1; else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0; else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused; if (ai_paused) { obj_init_all_ships_physics(); } } if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") ); } DCF(single_step,"Single steps the game") { if ( Dc_command ) { dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1; else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0; else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step; last_single_step = 0; // Make so single step waits a frame before stepping } if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" ); if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") ); } DCF_BOOL(physics_pause, physics_paused) DCF_BOOL(ai_rendering, Ai_render_debug_flag) DCF_BOOL(ai_firing, Ai_firing_enabled ) // Create some simple aliases to these commands... debug_command dc_s("s","shortcut for single_step",dcf_single_step); debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause ); debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering ); debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing); debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause); #endif //======================================================================================== //======================================================================================== void game_training_pause_do() { int key; key = game_check_key(); if (key > 0){ gameseq_post_event(GS_EVENT_PREVIOUS_STATE); } gr_flip(); } void game_increase_skill_level() { Game_skill_level++; if (Game_skill_level >= NUM_SKILL_LEVELS){ Game_skill_level = 0; } } int Player_died_time; int View_percent = 100; DCF(view, "Sets the percent of the 3d view to render.") { if ( Dc_command ) { dc_get_arg(ARG_INT); if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) { View_percent = Dc_arg_int; } else { dc_printf( "Illegal value for view. (Must be from 5-100) \n\n"); Dc_help = 1; } } if ( Dc_help ) { dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n"); } if ( Dc_status ) { dc_printf("View is set to %d%%\n", View_percent ); } } /** * Set the clip region for the 3d rendering window */ void game_reset_view_clip() { Cutscene_bar_flags = CUB_NONE; Cutscene_delta_time = 1.0f; Cutscene_bars_progress = 1.0f; } void game_set_view_clip(float frametime) { if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) { // Set the clip region for the letterbox "dead view" int yborder = gr_screen.max_h/4; if (g3_in_frame() == 0) { // Ensure that the bars are black gr_set_color(0,0,0); gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw gr_rect(0, 0, gr_screen.max_w, yborder, false); gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false); } else { // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous. // J.S. I've changed my ways!! See the new "no constants" code!!! gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2, false ); } } else { // Set the clip region for normal view if ( View_percent >= 100 ) { gr_reset_clip(); } else { int xborder, yborder; if ( View_percent < 5 ) { View_percent = 5; } float fp = i2fl(View_percent)/100.0f; int fi = fl2i(fl_sqrt(fp)*100.0f); if ( fi > 100 ) fi=100; xborder = ( gr_screen.max_w*(100-fi) )/200; yborder = ( gr_screen.max_h*(100-fi) )/200; gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2, false ); } } } void show_debug_stuff() { int i; int laser_count = 0, missile_count = 0; for (i=0; i= 0) && (v.screen.xyw.x <= gr_screen.max_w) && (v.screen.xyw.y >= 0) && (v.screen.xyw.y <= gr_screen.max_h) )) { return; } // big ship? always tst if(tst_big){ // within 3000 meters if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){ tst = 2; } } else { // within 300 meters if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){ tst = 2; } } } } void game_tst_frame() { int left = 0; if(!Tool_enabled){ return; } // setup tst if(tst == 2){ tst_time = (int) time(NULL); // load the tst bitmap switch((int)frand_range(0.0f, 3.0)){ case 0: tst_bitmap = bm_load("ig_jim"); left = 1; mprintf(("TST 0\n")); break; case 1: tst_bitmap = bm_load("ig_kan"); left = 0; mprintf(("TST 1\n")); break; case 2: tst_bitmap = bm_load("ig_jim"); left = 1; mprintf(("TST 2\n")); break; default: tst_bitmap = bm_load("ig_kan"); left = 0; mprintf(("TST 3\n")); break; } if(tst_bitmap < 0){ tst = 0; return; } // get the tst bitmap dimensions int w, h; bm_get_info(tst_bitmap, &w, &h); // tst y tst_y = frand_range(0.0f, (float)gr_screen.max_h - h); snd_play(&Snds[SND_VASUDAN_BUP]); // tst x and direction tst_mode = 0; if(left){ tst_x = (float)-w; tst_offset_total = (float)w; tst_offset = (float)w; } else { tst_x = (float)gr_screen.max_w; tst_offset_total = (float)-w; tst_offset = (float)w; } tst = 1; } // run tst if(tst == 1){ float diff = (tst_offset_total / 0.5f) * flFrametime; // move the bitmap if(tst_mode == 0){ tst_x += diff; tst_offset -= fl_abs(diff); } else if(tst_mode == 2){ tst_x -= diff; tst_offset -= fl_abs(diff); } // draw the bitmap gr_set_bitmap(tst_bitmap); gr_bitmap((int)tst_x, (int)tst_y); if(tst_mode == 1){ if(timestamp_elapsed_safe(tst_stamp, 1100)){ tst_mode = 2; } } else { // if we passed the switch point if(tst_offset <= 0.0f){ // switch modes switch(tst_mode){ case 0: tst_mode = 1; tst_stamp = timestamp(1000); tst_offset = fl_abs(tst_offset_total); break; case 2: tst = 0; return; } } } } } void game_tst_mark(object *objp, ship *shipp) { ship_info *sip; if(!Tool_enabled){ return; } // bogus if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_classes)){ return; } sip = &Ship_info[shipp->ship_info_index]; // already tst if(tst){ return; } tst_pos = objp->pos; if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){ tst_big = 1; } tst = 3; } extern void render_shields(); void player_repair_frame(float frametime) { if(MULTIPLAYER_MASTER){ int idx; for(idx=0;idxplayer_id != Net_players[idx].player_id) && (Net_players[idx].m_player != NULL) && (Net_players[idx].m_player->objnum >= 0) && (Net_players[idx].m_player->objnum < MAX_OBJECTS)){ // don't rearm/repair if the player is dead or dying/departing if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->m_player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) { ai_do_repair_frame(&Objects[Net_players[idx].m_player->objnum],&Ai_info[Ships[Objects[Net_players[idx].m_player->objnum].instance].ai_index],frametime); } } } } if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) { ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime); } } #define NUM_FRAMES_TEST 300 #define NUM_MIXED_SOUNDS 16 void do_timing_test(float frame_time) { static int framecount = 0; static int test_running = 0; static float test_time = 0.0f; static int snds[NUM_MIXED_SOUNDS]; int i; if ( test_running ) { framecount++; test_time += frame_time; if ( framecount >= NUM_FRAMES_TEST ) { test_running = 0; nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time)); for ( i = 0; i < NUM_MIXED_SOUNDS; i++ ) snd_stop(snds[i]); } } if ( Test_begin == 1 ) { framecount = 0; test_running = 1; test_time = 0.0f; Test_begin = 0; for ( i = 0; i < NUM_MIXED_SOUNDS; i++ ) snds[i] = -1; // start looping digital sounds for ( i = 0; i < NUM_MIXED_SOUNDS; i++ ) snds[i] = snd_play_looping( &Snds[i], 0.0f, -1, -1); } } DCF(dcf_fov, "Change the field of view of the main camera") { camera *cam = Main_camera.getCamera(); if ( Dc_command ) { if(cam == NULL) return; dc_get_arg(ARG_FLOAT|ARG_NONE); if ( Dc_arg_type & ARG_NONE ) { cam->set_fov(VIEWER_ZOOM_DEFAULT); dc_printf( "Zoom factor reset\n" ); } if ( Dc_arg_type & ARG_FLOAT ) { if (Dc_arg_float < 0.25f) { cam->set_fov(0.25f); dc_printf("Zoom factor pinned at 0.25.\n"); } else if (Dc_arg_float > 1.25f) { cam->set_fov(1.25f); dc_printf("Zoom factor pinned at 1.25.\n"); } else { cam->set_fov(Dc_arg_float); } } } if ( Dc_help ) dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" ); if ( Dc_status ) { if(cam == NULL) dc_printf("Camera unavailable."); else dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", cam->get_fov()); } } DCF(framerate_cap, "Sets the framerate cap") { if ( Dc_command ) { dc_get_arg(ARG_INT); if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) { Framerate_cap = Dc_arg_int; } else { dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n"); Dc_help = 1; } } if ( Dc_help ) { dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n"); dc_printf("If n is 0 or omitted, then the framerate cap is removed\n"); dc_printf("[n] must be from 1 to 120.\n"); } if ( Dc_status ) { if ( Framerate_cap ) dc_printf("Framerate cap is set to %d fps\n", Framerate_cap ); else dc_printf("There is no framerate cap currently active.\n"); } } #define MIN_DIST_TO_DEAD_CAMERA 50.0f int Show_viewing_from_self = 0; void say_view_target() { object *view_target; if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1)) view_target = &Objects[Player_ai->target_objnum]; else view_target = Player_obj; if (Game_mode & GM_DEAD) { if (Player_ai->target_objnum != -1) view_target = &Objects[Player_ai->target_objnum]; } if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) { if (view_target != Player_obj){ char view_target_name[128] = ""; switch(Objects[Player_ai->target_objnum].type) { case OBJ_SHIP: if (Ships[Objects[Player_ai->target_objnum].instance].flags2 & SF2_HIDE_SHIP_NAME) { strcpy_s(view_target_name, "targeted ship"); } else { strcpy_s(view_target_name, Ships[Objects[Player_ai->target_objnum].instance].ship_name); } break; case OBJ_WEAPON: strcpy_s(view_target_name, Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name); Viewer_mode &= ~VM_OTHER_SHIP; break; case OBJ_JUMP_NODE: { strcpy_s(view_target_name, XSTR( "jump node", 184)); Viewer_mode &= ~VM_OTHER_SHIP; break; } case OBJ_DEBRIS: { strcpy_s(view_target_name, "Debris"); Viewer_mode &= ~VM_OTHER_SHIP; break; } default: Int3(); break; } end_string_at_first_hash_symbol(view_target_name); if ( strlen(view_target_name) ) { hud_set_iff_color(&Objects[Player_ai->target_objnum], 1); HUD_fixed_printf(0.0f, gr_screen.current_color, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name); Show_viewing_from_self = 1; } } else { color col; gr_init_color(&col, 0, 255, 0); if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){ HUD_fixed_printf(2.0f, col, XSTR( "Viewing from observer\n", 187)); Show_viewing_from_self = 1; } else { if (Show_viewing_from_self) HUD_fixed_printf(2.0f, col, XSTR( "Viewing from self\n", 188)); } } } Last_view_target = view_target; } float Game_hit_x = 0.0f; float Game_hit_y = 0.0f; // Reset at the beginning of each frame void game_whack_reset() { Game_hit_x = 0.0f; Game_hit_y = 0.0f; } // Apply a 2d whack to the player void game_whack_apply( float x, float y ) { // Do some force feedback joy_ff_play_dir_effect(x * 80.0f, y * 80.0f); // Move the eye Game_hit_x += x; Game_hit_y += y; // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y )); } // call to apply a "shudder" void game_shudder_apply(int time, float intensity) { Game_shudder_time = timestamp(time); Game_shudder_total = time; Game_shudder_intensity = intensity; } float get_shake(float intensity, int decay_time, int max_decay_time) { int r = myrand(); float shake = intensity * (float) (r-RAND_MAX_2)/RAND_MAX; if (decay_time >= 0) { Assert(max_decay_time > 0); shake *= (0.5f - fl_abs(0.5f - (float) decay_time / (float) max_decay_time)); } return shake; } #define FF_SCALE 10000 extern int Wash_on; extern float sn_shudder; void apply_view_shake(matrix *eye_orient) { angles tangles; tangles.p = 0.0f; tangles.h = 0.0f; tangles.b = 0.0f; // do shakes that only affect the HUD if (Viewer_obj == Player_obj) { physics_info *pi = &Player_obj->phys_info; // Make eye shake due to afterburner if (!timestamp_elapsed(pi->afterburner_decay)) { tangles.p += get_shake(0.07f, timestamp_until(pi->afterburner_decay), ABURN_DECAY_TIME); tangles.h += get_shake(0.07f, timestamp_until(pi->afterburner_decay), ABURN_DECAY_TIME); } // Make eye shake due to engine wash if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) { float wash_intensity = Ships[Player_obj->instance].wash_intensity; tangles.p += get_shake(0.07f * wash_intensity, -1, 0); tangles.h += get_shake(0.07f * wash_intensity, -1, 0); // play the force feedback effect vec3d rand_vec; vm_vec_rand_vec_quick(&rand_vec); joy_ff_play_dir_effect(FF_SCALE * wash_intensity * rand_vec.xyz.x, FF_SCALE * wash_intensity * rand_vec.xyz.y); } // Make eye shake due to shuddering if (Game_shudder_time != -1) { if (timestamp_elapsed(Game_shudder_time)) { Game_shudder_time = -1; } else { tangles.p += get_shake(Game_shudder_intensity * 0.005f, timestamp_until(Game_shudder_time), Game_shudder_total); tangles.h += get_shake(Game_shudder_intensity * 0.005f, timestamp_until(Game_shudder_time), Game_shudder_total); } } } // do shakes that affect external cameras else { // Make eye shake due to supernova if (supernova_camera_cut()) { float cut_pct = 1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME); tangles.p += get_shake(0.07f * cut_pct * sn_shudder, -1, 0); tangles.h += get_shake(0.07f * cut_pct * sn_shudder, -1, 0); } } // maybe bail if (tangles.p == 0.0f && tangles.h == 0.0f && tangles.b == 0.0f) return; matrix tm, tm2; vm_angles_2_matrix(&tm, &tangles); Assert(vm_vec_mag(&tm.vec.fvec) > 0.0f); Assert(vm_vec_mag(&tm.vec.rvec) > 0.0f); Assert(vm_vec_mag(&tm.vec.uvec) > 0.0f); vm_matrix_x_matrix(&tm2, eye_orient, &tm); *eye_orient = tm2; } // Player's velocity just before he blew up. Used to keep camera target moving. vec3d Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } }; extern float View_zoom; inline void render_environment(int i, vec3d *eye_pos, matrix *new_orient, float new_zoom) { bm_set_render_target(gr_screen.envmap_render_target, i); gr_clear(); g3_set_view_matrix( eye_pos, new_orient, new_zoom ); gr_set_proj_matrix( PI_2 * new_zoom, 1.0f, Min_draw_distance, Max_draw_distance); gr_set_view_matrix( &Eye_position, &Eye_matrix ); if ( Game_subspace_effect ) { stars_draw(0, 0, 0, 1, 1); } else { stars_draw(0, 1, 1, 0, 1); } gr_end_view_matrix(); gr_end_proj_matrix(); } void setup_environment_mapping(camid cid) { matrix new_orient = IDENTITY_MATRIX; float old_zoom = View_zoom, new_zoom = 1.0f;//0.925f; int i = 0; if (Cmdline_nohtl) return; if(!cid.isValid()) return; vec3d cam_pos; matrix cam_orient; cid.getCamera()->get_info(&cam_pos, &cam_orient); // prefer the mission specified envmap over the static-generated envmap, but // the dynamic envmap should always get preference if in a subspace mission if ( !Dynamic_environment && strlen(The_mission.envmap_name) ) { ENVMAP = bm_load(The_mission.envmap_name); if (ENVMAP >= 0) return; } if (gr_screen.envmap_render_target < 0) { if (ENVMAP >= 0) return; if (strlen(The_mission.envmap_name)) { ENVMAP = bm_load(The_mission.envmap_name); if (ENVMAP < 0) ENVMAP = Default_env_map; } else { ENVMAP = Default_env_map; } return; } ENVMAP = gr_screen.envmap_render_target; /* Envmap matrix setup -- left-handed ------------------------------------------------- Face -- Forward Up Right px +X +Y -Z nx -X +Y +Z py +Y -Z +X ny -Y +Z +X pz +Z +Y +X nz -Z +Y -X */ // NOTE: OpenGL needs up/down reversed // face 1 (px / right) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.x = 1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.z = -1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 2 (nx / left) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.x = -1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.z = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 3 (py / up) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.y = (gr_screen.mode == GR_OPENGL) ? -1.0f : 1.0f; new_orient.vec.uvec.xyz.z = (gr_screen.mode == GR_OPENGL) ? 1.0f : -1.0f; new_orient.vec.rvec.xyz.x = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 4 (ny / down) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.y = (gr_screen.mode == GR_OPENGL) ? 1.0f : -1.0f; new_orient.vec.uvec.xyz.z = (gr_screen.mode == GR_OPENGL) ? -1.0f : 1.0f; new_orient.vec.rvec.xyz.x = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 5 (pz / forward) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.z = 1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.x = 1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); i++; // bump! // face 6 (nz / back) memset( &new_orient, 0, sizeof(matrix) ); new_orient.vec.fvec.xyz.z = -1.0f; new_orient.vec.uvec.xyz.y = 1.0f; new_orient.vec.rvec.xyz.x = -1.0f; render_environment(i, &cam_pos, &new_orient, new_zoom); // we're done, so now reset bm_set_render_target(-1); g3_set_view_matrix( &cam_pos, &cam_orient, old_zoom ); } // setup the render target ready for this mission's environment map void game_environment_map_gen() { const int size = 512; int gen_flags = (BMP_FLAG_RENDER_TARGET_STATIC | BMP_FLAG_CUBEMAP); if ( !Cmdline_env ) { return; } if (gr_screen.envmap_render_target >= 0) { if ( !bm_release(gr_screen.envmap_render_target, 1) ) { Warning(LOCATION, "Unable to release environment map render target."); } gr_screen.envmap_render_target = -1; } if ( Dynamic_environment || (The_mission.flags & MISSION_FLAG_SUBSPACE) ) { Dynamic_environment = true; gen_flags &= ~BMP_FLAG_RENDER_TARGET_STATIC; gen_flags |= BMP_FLAG_RENDER_TARGET_DYNAMIC; } // bail if we are going to be static, and have an envmap specified already else if ( strlen(The_mission.envmap_name) ) { return; } gr_screen.envmap_render_target = bm_make_render_target(size, size, gen_flags); } int Scripting_didnt_draw_hud = 1; camid chase_get_camera() { static camid chase_camera; if(!chase_camera.isValid()) { chase_camera = cam_create("Chase camera"); } return chase_camera; } extern vec3d Dead_camera_pos; // Set eye_pos and eye_orient based on view mode. camid game_render_frame_setup() { bool fov_changed; if(!Main_camera.isValid()) { Main_camera = cam_create("Main camera"); } camera *main_cam = Main_camera.getCamera(); if(main_cam == NULL) { Error(LOCATION, "Unable to generate main camera"); return camid(); } vec3d eye_pos; matrix eye_orient = vmd_identity_matrix; vec3d tmp_dir; static int last_Viewer_mode = 0; static int last_Game_mode = 0; static int last_Viewer_objnum = -1; static float last_FOV = Sexp_fov; fov_changed = ((last_FOV != Sexp_fov) && (Sexp_fov > 0.0f)); //First, make sure we take into account 2D Missions. //These replace the normal player in-cockpit view with a topdown view. if(The_mission.flags & MISSION_FLAG_2D_MISSION) { if(!Viewer_mode) { Viewer_mode = VM_TOPDOWN; } } // This code is supposed to detect camera "cuts"... like going between // different views. // determine if we need to regenerate the nebula if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship (!(last_Viewer_mode & VM_FREECAMERA) && (Viewer_mode & VM_FREECAMERA)) || ((last_Viewer_mode & VM_FREECAMERA) && !(Viewer_mode & VM_FREECAMERA)) || (!(last_Viewer_mode & VM_TOPDOWN) && (Viewer_mode & VM_TOPDOWN)) || ((last_Viewer_mode & VM_TOPDOWN) && !(Viewer_mode & VM_TOPDOWN)) || (fov_changed) || ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes ) { // regenerate the nebula neb2_eye_changed(); } if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) || (fov_changed) || (Viewer_mode & VM_FREECAMERA)) { //mprintf(( "************** Camera cut! ************\n" )); last_Viewer_mode = Viewer_mode; last_Game_mode = Game_mode; last_FOV = main_cam->get_fov(); // Camera moved. Tell stars & debris to not do blurring. stars_camera_cut(); } say_view_target(); if ( Viewer_mode & VM_PADLOCK_ANY ) { player_display_padlock_view(); } if (Game_mode & GM_DEAD) { vec3d vec_to_deader, view_pos; float dist; Viewer_mode |= VM_DEAD_VIEW; if (Player_ai->target_objnum != -1) { int view_from_player = 1; if (Viewer_mode & VM_OTHER_SHIP) { // View from target. Viewer_obj = &Objects[Player_ai->target_objnum]; last_Viewer_objnum = Player_ai->target_objnum; if ( Viewer_obj->type == OBJ_SHIP ) { ship_get_eye( &eye_pos, &eye_orient, Viewer_obj ); view_from_player = 0; } } else { last_Viewer_objnum = -1; } if(Viewer_obj) Script_system.SetHookObject("Viewer", Viewer_obj); else Script_system.RemHookVar("Viewer"); if ( view_from_player ) { // View target from player ship. Viewer_obj = NULL; eye_pos = Player_obj->pos; vm_vec_normalized_dir(&tmp_dir, &Objects[Player_ai->target_objnum].pos, &eye_pos); vm_vector_2_matrix(&eye_orient, &tmp_dir, NULL, NULL); //rtn_cid = ship_get_followtarget_eye( Player_obj ); } } else { dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos); if (dist < MIN_DIST_TO_DEAD_CAMERA) dist += flFrametime * 16.0f; vm_vec_scale(&vec_to_deader, -dist); vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader); view_pos = Player_obj->pos; if (!(Game_mode & GM_DEAD_BLEW_UP)) { Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE); vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime); Dead_player_last_vel = Player_obj->phys_info.vel; //nprintf(("AI", "Player death roll vel = %7.3f %7.3f %7.3f\n", Player_obj->phys_info.vel.x, Player_obj->phys_info.vel.y, Player_obj->phys_info.vel.z)); } else if (Player_ai->target_objnum != -1) { view_pos = Objects[Player_ai->target_objnum].pos; } else { // Make camera follow explosion, but gradually slow down. vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime); view_pos = Player_obj->pos; vm_vec_scale(&Dead_player_last_vel, 0.99f); vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, MIN(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime); } eye_pos = Dead_camera_pos; vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos); vm_vector_2_matrix(&eye_orient, &tmp_dir, NULL, NULL); Viewer_obj = NULL; } } // if supernova shockwave if(supernova_camera_cut()){ // no viewer obj Viewer_obj = NULL; // call it dead view Viewer_mode |= VM_DEAD_VIEW; // set eye pos and orient //rtn_cid = supernova_set_view(); supernova_get_eye(&eye_pos, &eye_orient); } else { // If already blown up, these other modes can override. if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) { Viewer_mode &= ~VM_DEAD_VIEW; if(!(Viewer_mode & VM_FREECAMERA)) Viewer_obj = Player_obj; if (Viewer_mode & VM_OTHER_SHIP) { if (Player_ai->target_objnum != -1){ Viewer_obj = &Objects[Player_ai->target_objnum]; last_Viewer_objnum = Player_ai->target_objnum; } else { Viewer_mode &= ~VM_OTHER_SHIP; last_Viewer_objnum = -1; } } else { last_Viewer_objnum = -1; } if(Viewer_mode & VM_FREECAMERA) { Viewer_obj = NULL; return cam_get_current(); } else if (Viewer_mode & VM_EXTERNAL) { matrix tm, tm2; vm_angles_2_matrix(&tm2, &Viewer_external_info.angles); vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2); vm_vec_scale_add(&eye_pos, &Viewer_obj->pos, &tm.vec.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance); vm_vec_sub(&tmp_dir, &Viewer_obj->pos, &eye_pos); vm_vec_normalize(&tmp_dir); vm_vector_2_matrix(&eye_orient, &tmp_dir, &Viewer_obj->orient.vec.uvec, NULL); Viewer_obj = NULL; // Modify the orientation based on head orientation. compute_slew_matrix(&eye_orient, &Viewer_slew_angles); } else if ( Viewer_mode & VM_CHASE ) { vec3d move_dir; vec3d aim_pt; if ( Viewer_obj->phys_info.speed < 62.5f ) move_dir = Viewer_obj->phys_info.vel; else { move_dir = Viewer_obj->phys_info.vel; vm_vec_scale(&move_dir, (62.5f/Viewer_obj->phys_info.speed)); } vec3d tmp_up; matrix eyemat; ship_get_eye(&tmp_up, &eyemat, Viewer_obj, false, false); //create a better 3rd person view if this is the player ship if (Viewer_obj==Player_obj) { //get a point 1000m forward of ship vm_vec_copy_scale(&aim_pt,&Viewer_obj->orient.vec.fvec,1000.0f); vm_vec_add2(&aim_pt,&Viewer_obj->pos); vm_vec_scale_add(&eye_pos, &Viewer_obj->pos, &move_dir, -0.02f * Viewer_obj->radius); vm_vec_scale_add2(&eye_pos, &eyemat.vec.fvec, -2.125f * Viewer_obj->radius - Viewer_chase_info.distance); vm_vec_scale_add2(&eye_pos, &eyemat.vec.uvec, 0.625f * Viewer_obj->radius + 0.35f * Viewer_chase_info.distance); vm_vec_sub(&tmp_dir, &aim_pt, &eye_pos); vm_vec_normalize(&tmp_dir); } else { vm_vec_scale_add(&eye_pos, &Viewer_obj->pos, &move_dir, -0.02f * Viewer_obj->radius); vm_vec_scale_add2(&eye_pos, &eyemat.vec.fvec, -2.5f * Viewer_obj->radius - Viewer_chase_info.distance); vm_vec_scale_add2(&eye_pos, &eyemat.vec.uvec, 0.75f * Viewer_obj->radius + 0.35f * Viewer_chase_info.distance); vm_vec_sub(&tmp_dir, &Viewer_obj->pos, &eye_pos); vm_vec_normalize(&tmp_dir); } // JAS: I added the following code because if you slew up using // Descent-style physics, tmp_dir and Viewer_obj->orient.vec.uvec are // equal, which causes a zero-length vector in the vm_vector_2_matrix // call because the up and the forward vector are the same. I fixed // it by adding in a fraction of the right vector all the time to the // up vector. tmp_up = eyemat.vec.uvec; vm_vec_scale_add2( &tmp_up, &eyemat.vec.rvec, 0.00001f ); vm_vector_2_matrix(&eye_orient, &tmp_dir, &tmp_up, NULL); Viewer_obj = NULL; // Modify the orientation based on head orientation. compute_slew_matrix(&eye_orient, &Viewer_slew_angles); } else if ( Viewer_mode & VM_WARP_CHASE ) { Warp_camera.get_info(&eye_pos, NULL); ship * shipp = &Ships[Player_obj->instance]; vec3d warp_pos = Player_obj->pos; shipp->warpout_effect->getWarpPosition(&warp_pos); vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos); vm_vec_normalize(&tmp_dir); vm_vector_2_matrix(&eye_orient, &tmp_dir, &Player_obj->orient.vec.uvec, NULL); Viewer_obj = NULL; } else if (Viewer_mode & VM_TOPDOWN) { angles rot_angles = { PI_2, 0.0f, 0.0f }; bool position_override = false; if(Viewer_obj->type == OBJ_SHIP) { ship_info *sip = &Ship_info[Ships[Viewer_obj->instance].ship_info_index]; if(sip->topdown_offset_def) { eye_pos.xyz.x = Viewer_obj->pos.xyz.x + sip->topdown_offset.xyz.x; eye_pos.xyz.y = Viewer_obj->pos.xyz.y + sip->topdown_offset.xyz.y; eye_pos.xyz.z = Viewer_obj->pos.xyz.z + sip->topdown_offset.xyz.z; position_override = true; } } if(!position_override) { eye_pos.xyz.x = Viewer_obj->pos.xyz.x; eye_pos.xyz.y = Viewer_obj->pos.xyz.y + Viewer_obj->radius * 25.0f; eye_pos.xyz.z = Viewer_obj->pos.xyz.z; } vm_angles_2_matrix(&eye_orient, &rot_angles); Viewer_obj = NULL; } else { // get an eye position based upon the correct type of object switch(Viewer_obj->type){ case OBJ_SHIP: // make a call to get the eye point for the player object ship_get_eye( &eye_pos, &eye_orient, Viewer_obj ); break; case OBJ_OBSERVER: // make a call to get the eye point for the player object observer_get_eye( &eye_pos, &eye_orient, Viewer_obj ); break; default : mprintf(("Invalid Value for Viewer_obj->type. Expected values are OBJ_SHIP (1) and OBJ_OBSERVER (12), we encountered %d. Please tell a coder.\n", Viewer_obj->type)); Int3(); } #ifdef JOHNS_DEBUG_CODE john_debug_stuff(&eye_pos, &eye_orient); #endif } } } main_cam->set_position(&eye_pos); main_cam->set_rotation(&eye_orient); // setup neb2 rendering neb2_render_setup(Main_camera); return Main_camera; } #ifndef NDEBUG extern void ai_debug_render_stuff(); #endif int Game_subspace_effect = 0; DCF_BOOL( subspace, Game_subspace_effect ) void clip_frame_view(); // Does everything needed to render a frame extern SCP_vector effect_ships; void game_render_frame( camid cid ) { g3_start_frame(game_zbuffer); camera *cam = cid.getCamera(); matrix eye_no_jitter = vmd_identity_matrix; if(cam != NULL) { vec3d eye_pos; matrix eye_orient; //Get current camera info cam->get_info(&eye_pos, &eye_orient); //Handle jitter if not cutscene camera eye_no_jitter = eye_orient; if( !(Viewer_mode & VM_FREECAMERA) ) { apply_view_shake(&eye_orient); cam->set_rotation(&eye_orient); } //Maybe override FOV from SEXP if(Sexp_fov <= 0.0f) g3_set_view_matrix(&eye_pos, &eye_orient, cam->get_fov()); else g3_set_view_matrix(&eye_pos, &eye_orient, Sexp_fov); } else { g3_set_view_matrix(&vmd_zero_vector, &vmd_identity_matrix, VIEWER_ZOOM_DEFAULT); } // maybe offset the HUD (jitter stuff) and measure the 2D displacement between the player's view and ship vector int dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)); HUD_set_offsets(Viewer_obj, !dont_offset, &eye_no_jitter); // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to // do this becaues of the disjointed nature of this system (in terms of setup and execution). // must be done before ships are rendered if ( MULTIPLAYER_CLIENT ) { shield_point_multi_setup(); } // this needs to happen after g3_start_frame() and before the primary projection and view matrix is setup if ( Cmdline_env && !Env_cubemap_drawn ) { setup_environment_mapping(cid); if ( !Dynamic_environment ) { Env_cubemap_drawn = true; } } gr_zbuffer_clear(TRUE); gr_scene_texture_begin(); neb2_render_setup(cid); #ifndef DYN_CLIP_DIST if (!Cmdline_nohtl) { gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); } #endif if ( Game_subspace_effect ) { stars_draw(0,0,0,1,0); } else { stars_draw(1,1,1,0,0); } bool draw_viewer_last = false; obj_render_all(obj_render, &draw_viewer_last); // Why do we not show the shield effect in these modes? Seems ok. //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) { render_shields(); //} PROFILE("Particles", particle_render_all()); // render particles after everything else. #ifdef DYN_CLIP_DIST if(!Cmdline_nohtl) { gr_end_proj_matrix(); gr_end_view_matrix(); gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); } #endif beam_render_all(); // render all beam weapons PROFILE("Trails", trail_render_all()); // render missilie trails after everything else. // render nebula lightning nebl_render_all(); // render local player nebula neb2_render_player(); // render all ships with shader effects on them SCP_vector::iterator obji = effect_ships.begin(); for(;obji != effect_ships.end();++obji) ship_render(*obji); effect_ships.clear(); //Draw the viewer 'cause we didn't before. //This is so we can change the minimum clipping distance without messing everything up. if(draw_viewer_last && Viewer_obj) { gr_post_process_save_zbuffer(); ship_render_show_ship_cockpit(Viewer_obj); } #ifndef NDEBUG ai_debug_render_stuff(); extern void snd_spew_debug_info(); snd_spew_debug_info(); #endif if(!Cmdline_nohtl) { gr_end_proj_matrix(); gr_end_view_matrix(); } //Draw viewer cockpit if(Viewer_obj != NULL && Viewer_mode != VM_TOPDOWN && Ship_info[Ships[Viewer_obj->instance].ship_info_index].cockpit_model_num > 0) { gr_post_process_save_zbuffer(); ship_render_cockpit(Viewer_obj); } if (!Cmdline_nohtl) { gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); // Do the sunspot game_sunspot_process(flFrametime); gr_end_proj_matrix(); gr_end_view_matrix(); } //================ END OF 3D RENDERING STUFF ==================== gr_scene_texture_end(); extern int Multi_display_netinfo; if(Multi_display_netinfo){ extern void multi_display_netinfo(); multi_display_netinfo(); } game_tst_frame_pre(); #ifndef NDEBUG do_timing_test(flFrametime); extern int OO_update_index; multi_rate_display(OO_update_index, 375, 0); // test extern void oo_display(); oo_display(); #endif g3_end_frame(); } //#define JOHNS_DEBUG_CODE 1 #ifdef JOHNS_DEBUG_CODE void john_debug_stuff(vec3d *eye_pos, matrix *eye_orient) { //if ( keyd_pressed[KEY_LSHIFT] ) { ship_subsys *tsys = Players[Player_num].targeted_subobject; if ( tsys ) { model_subsystem *turret = tsys->system_info; if (turret->type == SUBSYSTEM_TURRET ) { vec3d fvec, uvec; object * tobj = &Objects[Players[Player_num].targeted_subobject_parent]; ship_model_start(tobj); model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos ); model_find_world_dir(&fvec, &turret->turret_matrix.vec.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL ); model_find_world_dir(&uvec, &turret->turret_matrix.vec.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL ); vm_vector_2_matrix( eye_orient, &fvec, &uvec, NULL ); ship_model_stop(tobj); Viewer_obj = NULL; } } } } #endif // following function for dumping frames for purposes of building trailers. #ifndef NDEBUG // function to toggle state of dumping every frame into PCX when playing the game DCF(dump_frames, "Starts/stop frame dumping at 15 hz") { if ( Dc_command ) { if ( Debug_dump_frames == 0 ) { // Turn it on Debug_dump_frames = 15; Debug_dump_trigger = 0; gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES ); dc_printf( "Frame dumping at 15 hz is now ON\n" ); } else { // Turn it off Debug_dump_frames = 0; Debug_dump_trigger = 0; gr_dump_frame_stop(); dc_printf( "Frame dumping is now OFF\n" ); } } } DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz") { if ( Dc_command ) { if ( Debug_dump_frames == 0 ) { // Turn it on Debug_dump_frames = 15; Debug_dump_trigger = 1; gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES ); dc_printf( "Frame dumping at 15 hz is now ON\n" ); } else { // Turn it off Debug_dump_frames = 0; Debug_dump_trigger = 0; gr_dump_frame_stop(); dc_printf( "Frame dumping is now OFF\n" ); } } } DCF(dump_frames30, "Starts/stop frame dumping at 30 hz") { if ( Dc_command ) { if ( Debug_dump_frames == 0 ) { // Turn it on Debug_dump_frames = 30; Debug_dump_trigger = 0; gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES ); dc_printf( "Frame dumping at 30 hz is now ON\n" ); } else { // Turn it off Debug_dump_frames = 0; Debug_dump_trigger = 0; gr_dump_frame_stop(); dc_printf( "Frame dumping is now OFF\n" ); } } } DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz") { if ( Dc_command ) { if ( Debug_dump_frames == 0 ) { // Turn it on Debug_dump_frames = 30; Debug_dump_trigger = 1; gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES ); dc_printf( "Triggered frame dumping at 30 hz is now ON\n" ); } else { // Turn it off Debug_dump_frames = 0; Debug_dump_trigger = 0; gr_dump_frame_stop(); dc_printf( "Triggered frame dumping is now OFF\n" ); } } } void game_maybe_dump_frame() { if ( !Debug_dump_frames ){ return; } if( Debug_dump_trigger && !keyd_pressed[KEY_Q] ){ return; } game_stop_time(); gr_dump_frame(); Debug_dump_frame_num++; game_start_time(); } #endif extern int Player_dead_state; // Flip the page and time how long it took. void game_flip_page_and_time_it() { fix t1, t2,d; int t; t1 = timer_get_fixed_seconds(); gr_flip(); t2 = timer_get_fixed_seconds(); d = t2 - t1; t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024; sprintf( transfer_text, NOX("%d MB/s"), (int)fixmuldiv(t,65,d) ); } void game_simulation_frame() { //Do camera stuff //This is for the warpout cam if ( Player->control_mode != PCM_NORMAL ) Warp_camera.do_frame(flFrametime); //Do ingame cutscenes stuff if(!Time_compression_locked) { cam_do_frame(flFrametime); } else { cam_do_frame(flRealframetime); } // blow ships up in multiplayer dogfight if( MULTIPLAYER_MASTER && (Net_player != NULL) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (f2fl(Missiontime) >= 2.0f) && !dogfight_blown){ // blow up all non-player ships ship_obj *moveup = GET_FIRST(&Ship_obj_list); ship *shipp; ship_info *sip; while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){ // bogus if((moveup->objnum < 0) || (moveup->objnum >= MAX_OBJECTS) || (Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].instance >= MAX_SHIPS) || (Ships[Objects[moveup->objnum].instance].ship_info_index < 0) || (Ships[Objects[moveup->objnum].instance].ship_info_index >= Num_ship_classes)){ moveup = GET_NEXT(moveup); continue; } shipp = &Ships[Objects[moveup->objnum].instance]; sip = &Ship_info[shipp->ship_info_index]; // only blow up small ships if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) && (shipp->team == Iff_traitor) ){ // function to simply explode a ship where it is currently at ship_self_destruct( &Objects[moveup->objnum] ); } moveup = GET_NEXT(moveup); } dogfight_blown = 1; } // process AWACS stuff - do this first thing awacs_process(); //Do autopilot stuff NavSystem_Do(); // single player, set Player hits_this_frame to 0 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) { Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION)); Player->damage_this_burst = MAX(Player->damage_this_burst, 0.0f); } // supernova supernova_process(); if(supernova_active() >= 5){ return; } // fire targeting lasers now so that // 1 - created this frame // 2 - collide this frame // 3 - render this frame // 4 - ignored and deleted next frame // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for // frame ship_process_targeting_lasers(); // do this here so that it works for multiplayer if ( Viewer_obj ) { // get viewer direction int viewer_direction = PHYSICS_VIEWER_REAR; if(Viewer_mode == 0){ viewer_direction = PHYSICS_VIEWER_FRONT; } if(Viewer_mode & VM_PADLOCK_UP){ viewer_direction = PHYSICS_VIEWER_UP; } else if(Viewer_mode & VM_PADLOCK_REAR){ viewer_direction = PHYSICS_VIEWER_REAR; } else if(Viewer_mode & VM_PADLOCK_LEFT){ viewer_direction = PHYSICS_VIEWER_LEFT; } else if(Viewer_mode & VM_PADLOCK_RIGHT){ viewer_direction = PHYSICS_VIEWER_RIGHT; } physics_set_viewer( &Viewer_obj->phys_info, viewer_direction ); } else { physics_set_viewer( &Objects[Player->objnum].phys_info, PHYSICS_VIEWER_FRONT ); } // evaluate mission departures and arrivals before we process all objects. if ( !(Game_mode & GM_MULTIPLAYER) || (MULTIPLAYER_MASTER && !multi_endgame_ending()) ) { // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving // ships/wing packets. if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL))) { mission_parse_eval_stuff(); } // if we're an observer, move ourselves seperately from the standard physics if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){ obj_observer_move(flFrametime); } // move all the objects now PROFILE("Move Objects - Master", obj_move_all(flFrametime)); mission_eval_goals(); } // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients training_check_objectives(); // do all interpolation now if ( MULTIPLAYER_CLIENT && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) { // client side processing of warping in effect stages multi_do_client_warp(flFrametime); // client side movement of an observer if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){ obj_observer_move(flFrametime); } // move all objects - does interpolation now as well PROFILE("Move Objects - Client", obj_move_all(flFrametime)); } // only process the message queue when the player is "in" the game if ( !Pre_player_entry ){ message_queue_process(); // process any messages send to the player } message_maybe_distort(); // maybe distort incoming message if comms damaged player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player. player_process_pending_praise(); // maybe send off a delayed praise message to the player player_maybe_play_all_alone_msg(); // maybe tell the player he is all alone if(!(Game_mode & GM_STANDALONE_SERVER)){ // process some stuff every frame (before frame is rendered) emp_process_local(); hud_update_frame(flFrametime); // update hud systems if (!physics_paused) { // Move particle system PROFILE("Move Particles", particle_move_all(flFrametime)); // Move missile trails PROFILE("Move Trails", trail_move_all(flFrametime)); // Flash the gun flashes shipfx_flash_do_frame(flFrametime); shockwave_move_all(flFrametime); // update all the shockwaves } // subspace missile strikes ssm_process(); obj_snd_do_frame(); // update the object-linked persistant sounds game_maybe_update_sound_environment(); snd_update_listener(&Eye_position, &Player_obj->phys_info.vel, &Eye_matrix); // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console) #ifndef NDEBUG if ( Game_subspace_effect ) { game_start_subspace_ambient_sound(); } #endif } Script_system.RunBytecode(Script_simulationhook); } // Maybe render and process the dead-popup void game_maybe_do_dead_popup(float frametime) { if ( popupdead_is_active() ) { int leave_popup=1; int choice = popupdead_do_frame(frametime); if ( Game_mode & GM_NORMAL ) { switch(choice) { case 0: gameseq_post_event(GS_EVENT_ENTER_GAME); break; case 1: gameseq_post_event(GS_EVENT_END_GAME); break; case 2: gameseq_post_event(GS_EVENT_START_GAME); break; // this should only happen during a red alert mission case 3: if (The_mission.flags & MISSION_FLAG_RED_ALERT) { // choose the previous mission mission_campaign_previous_mission(); } else { // bogus? Int3(); } gameseq_post_event(GS_EVENT_START_GAME); break; default: leave_popup=0; break; } } else { switch( choice ) { case POPUPDEAD_DO_MAIN_HALL: multi_quit_game(PROMPT_NONE,-1); break; case POPUPDEAD_DO_RESPAWN: multi_respawn_normal(); event_music_player_respawn(); break; case POPUPDEAD_DO_OBSERVER: multi_respawn_observer(); event_music_player_respawn_as_observer(); break; default: leave_popup = 0; break; } } if ( leave_popup ) { popupdead_close(); } } } // returns true if player is actually in a game_play stats int game_actually_playing() { int state; state = gameseq_get_state(); if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) ) return 0; else return 1; } void game_render_hud(camid cid) { gr_reset_clip(); if(cid.isValid()) { g3_start_frame(0); // 0 = turn zbuffering off g3_set_view( cid.getCamera() ); hud_render_preprocess(flFrametime); g3_end_frame(); } // main HUD rendering function hud_render_all(); // Diminish the palette effect game_flash_diminish(flFrametime); } //100% blackness void game_reset_shade_frame() { Fade_type = FI_NONE; gr_create_shader(&Viewer_shader, 0, 0, 0, 0); } void game_shade_frame(float frametime) { // only do frame shade if we are actually in a game play state if ( !game_actually_playing() ) { return; } if (Fade_type != FI_NONE) { Assert(Fade_start_timestamp > 0); Assert(Fade_end_timestamp > 0); Assert(Fade_end_timestamp > Fade_start_timestamp); if( timestamp() >= Fade_start_timestamp ) { int startAlpha = 0; int endAlpha = 0; if (Fade_type == FI_FADEOUT) { endAlpha = 255; } else if (Fade_type == FI_FADEIN) { startAlpha = 255; } int alpha = 0; if( timestamp() < Fade_end_timestamp ) { int duration = (Fade_end_timestamp - Fade_start_timestamp); int elapsed = (timestamp() - Fade_start_timestamp); alpha = fl2i( (float)startAlpha + (((float)endAlpha - (float)startAlpha) / (float)duration) * (float)elapsed ); } else { //Fade finished Fade_type = FI_NONE; Fade_start_timestamp = 0; Fade_end_timestamp = 0; alpha = endAlpha; } Viewer_shader.c = (ubyte)alpha; } } gr_flash_alpha(Viewer_shader.r, Viewer_shader.g, Viewer_shader.b, Viewer_shader.c); } const static int CUTSCENE_BAR_DIVISOR = 8; void bars_do_frame(float frametime) { if((Cutscene_bar_flags & CUB_GRADUAL) && Cutscene_bars_progress < 1.0f) { //Determine how far along we are Assert(Cutscene_delta_time > 0.0f); Cutscene_bars_progress += frametime / Cutscene_delta_time; if(Cutscene_bars_progress >= 1.0f) { //Reset this stuff Cutscene_delta_time = 1.0f; Cutscene_bars_progress = 1.0f; } //Figure out where the bars should be int yborder; if(Cutscene_bar_flags & CUB_CUTSCENE) yborder = fl2i(Cutscene_bars_progress*(gr_screen.max_h/CUTSCENE_BAR_DIVISOR)); else yborder = gr_screen.max_h/CUTSCENE_BAR_DIVISOR - fl2i(Cutscene_bars_progress*(gr_screen.max_h/CUTSCENE_BAR_DIVISOR)); if (g3_in_frame() == 0) { //Set rectangles gr_set_color(0,0,0); gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw gr_rect(0, 0, gr_screen.max_w, yborder, false); gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false); } else { //Set clipping gr_reset_clip(); gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2, false ); } } else if(Cutscene_bar_flags & CUB_CUTSCENE) { int yborder = gr_screen.max_h/CUTSCENE_BAR_DIVISOR; if (g3_in_frame() == 0) { gr_set_color(0,0,0); gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw gr_rect(0, 0, gr_screen.max_w, yborder, false); gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false); } else { gr_reset_clip(); gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - (yborder*2), false ); } } } void clip_frame_view() { if(!Time_compression_locked) { // Player is dead game_set_view_clip(flFrametime); // Cutscene bars bars_do_frame(flRealframetime); } else { // Player is dead game_set_view_clip(flRealframetime); // Cutscene bars bars_do_frame(flRealframetime); } } //WMC - This does stuff like fading in and out and subtitles. Special FX? //Basically stuff you need rendered after everything else (including HUD) void game_render_post_frame() { float frametime = flFrametime; if(Time_compression_locked) { frametime = flRealframetime; } subtitles_do_frame(frametime); game_shade_frame(frametime); subtitles_do_frame_post_shaded(frametime); } #ifndef NDEBUG #define DEBUG_GET_TIME(x) { x = timer_get_fixed_seconds(); } #else #define DEBUG_GET_TIME(x) #endif void game_frame(bool paused) { #ifndef NDEBUG fix total_time1, total_time2; fix render2_time1=0, render2_time2=0; fix render3_time1=0, render3_time2=0; fix flip_time1=0, flip_time2=0; fix clear_time1=0, clear_time2=0; #endif int actually_playing; #ifndef NDEBUG if (Framerate_delay) { int start_time = timer_get_milliseconds(); while (timer_get_milliseconds() < start_time + Framerate_delay) ; } #endif // start timing frame timing_frame_start(); profile_begin("Main Frame"); DEBUG_GET_TIME( total_time1 ) if(paused) { // Reset the lights here or they just keep on increasing light_reset(); } else { // var to hold which state we are in actually_playing = game_actually_playing(); if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) { if (!(Game_mode & GM_STANDALONE_SERVER)){ Assert( OBJ_INDEX(Player_obj) >= 0 ); } } if (Missiontime > Entry_delay_time){ Pre_player_entry = 0; } else { ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime))); } // Note: These are done even before the player enters, else buffers can overflow. if (! (Game_mode & GM_STANDALONE_SERVER)){ radar_frame_init(); } shield_frame_init(); if ( !Pre_player_entry && actually_playing ) { if (! (Game_mode & GM_STANDALONE_SERVER) ) { if( (!popup_running_state()) && (!popupdead_is_active()) ){ game_process_keys(); read_player_controls( Player_obj, flFrametime); } // if we're not the master, we may have to send the server-critical ship status button_info bits if (MULTIPLAYER_CLIENT && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){ multi_maybe_send_ship_status(); } } } // Reset the whack stuff game_whack_reset(); // These two lines must be outside of Pre_player_entry code, // otherwise too many lights are added. light_reset(); if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){ return; } PROFILE("Simulation", game_simulation_frame()); // if not actually in a game play state, then return. This condition could only be true in // a multiplayer game. if (!actually_playing ) { Assert( Game_mode & GM_MULTIPLAYER ); return; } } if (!Pre_player_entry) { if (! (Game_mode & GM_STANDALONE_SERVER)) { DEBUG_GET_TIME( clear_time1 ) // clear the screen to black gr_reset_clip(); if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) { gr_clear(); } if(Player_obj) Script_system.SetHookObject("Player", Player_obj); else Script_system.RemHookVar("Player"); DEBUG_GET_TIME( clear_time2 ) DEBUG_GET_TIME( render3_time1 ) camid cid = game_render_frame_setup(); PROFILE("Render", game_render_frame( cid )); //Cutscene bars clip_frame_view(); // save the eye position and orientation if ( Game_mode & GM_MULTIPLAYER ) { cid.getCamera()->get_info(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient); } Scripting_didnt_draw_hud = 1; Script_system.SetHookObject("Self", Viewer_obj); if(Script_system.IsOverride(Script_hudhook) || Script_system.IsConditionOverride(CHA_HUDDRAW, Viewer_obj)) Scripting_didnt_draw_hud = 0; Script_system.RemHookVar("Self"); if(Scripting_didnt_draw_hud) { game_render_hud(cid); } HUD_reset_clip(); if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) ) { anim_render_all(0, flFrametime); } Script_system.SetHookObject("Self", Viewer_obj); if (!hud_disabled_except_messages() && !(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY))) { Script_system.RunBytecode(Script_hudhook); Script_system.RunCondition(CHA_HUDDRAW, '\0', NULL, Viewer_obj); } Script_system.RemHookVar("Self"); // check to see if we should display the death died popup if(Game_mode & GM_DEAD_BLEW_UP){ if(Game_mode & GM_MULTIPLAYER){ // catch the situation where we're supposed to be warping out on this transition if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){ multi_handle_sudden_mission_end(); send_debrief_event(); } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){ Player_died_popup_wait = -1; popupdead_start(); } } else { if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){ Player_died_popup_wait = -1; popupdead_start(); } } } // Goober5000 - check if we should red-alert // (this is approximately where the red_alert_check_status() function tree began in the pre-HUD-overhaul code) red_alert_maybe_move_to_next_mission(); DEBUG_GET_TIME( render3_time2 ) DEBUG_GET_TIME( render2_time1 ) gr_reset_clip(); game_get_framerate(); game_show_framerate(); game_show_eye_pos(cid); game_show_time_left(); gr_reset_clip(); game_render_post_frame(); game_tst_frame(); DEBUG_GET_TIME( render2_time2 ) // maybe render and process the dead popup game_maybe_do_dead_popup(flFrametime); // start timing frame timing_frame_stop(); // timing_display(30, 10); // If a regular popup is active, don't flip (popup code flips) if( !popup_running_state() ){ DEBUG_GET_TIME( flip_time1 ) PROFILE("Page Flip", game_flip_page_and_time_it()); DEBUG_GET_TIME( flip_time2 ) } #ifndef NDEBUG game_maybe_dump_frame(); // used to dump pcx files for building trailers #endif } else { game_show_standalone_framerate(); } } game_do_training_checks(); asteroid_frame(); // process lightning (nebula only) nebl_process(); profile_end("Main Frame"); profile_dump_output(); DEBUG_GET_TIME( total_time2 ) #ifndef NDEBUG // Got some timing numbers Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f; Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f; Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f; Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f; Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f; #endif } #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97. // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player // died. This resulted in screwed up death sequences. fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame) fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused. static int timer_paused=0; #if defined(TIMER_TEST) && !defined(NDEBUG) static int stop_count,start_count; static int time_stopped,time_started; #endif int saved_timestamp_ticker = -1; void game_reset_time() { if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){ return ; } // Last_time = timer_get_fixed_seconds(); game_start_time(); timestamp_reset(); game_stop_time(); } void game_stop_time() { if (timer_paused==0) { fix time; time = timer_get_fixed_seconds(); // Save how much time progressed so far in the frame so we can // use it when we unpause. Last_delta_time = time - Last_time; //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time))); if (Last_delta_time < 0) { #if defined(TIMER_TEST) && !defined(NDEBUG) Int3(); //get Matt!!!! #endif Last_delta_time = 0; } #if defined(TIMER_TEST) && !defined(NDEBUG) time_stopped = time; #endif // Stop the timer_tick stuff... // Normally, you should never access 'timestamp_ticker', consider this a low-level routine saved_timestamp_ticker = timestamp_ticker; } timer_paused++; #if defined(TIMER_TEST) && !defined(NDEBUG) stop_count++; #endif } void game_start_time() { timer_paused--; Assert(timer_paused >= 0); if (timer_paused==0) { fix time; time = timer_get_fixed_seconds(); #if defined(TIMER_TEST) && !defined(NDEBUG) if (Last_time < 0) Int3(); //get Matt!!!! } #endif // Take current time, and set it backwards to account for time // that the frame already executed, so that timer_get_fixed_seconds() - Last_time // will be correct when it goes to calculate the frametime next // frame. Last_time = time - Last_delta_time; #if defined(TIMER_TEST) && !defined(NDEBUG) time_started = time; #endif // Restore the timer_tick stuff... // Normally, you should never access 'timestamp_ticker', consider this a low-level routine Assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS timestamp_ticker = saved_timestamp_ticker; saved_timestamp_ticker = -1; } #if defined(TIMER_TEST) && !defined(NDEBUG) start_count++; #endif } void lock_time_compression(bool is_locked) { Time_compression_locked = is_locked; } void change_time_compression(float multiplier) { fix modified = fl2f( f2fl(Game_time_compression) * multiplier ); Desired_time_compression = Game_time_compression = modified; Time_compression_change_rate = 0; } void set_time_compression(float multiplier, float change_time) { if(change_time <= 0.0f) { Game_time_compression = Desired_time_compression = fl2f(multiplier); Time_compression_change_rate = 0; return; } Desired_time_compression = fl2f(multiplier); Time_compression_change_rate = fl2f( f2fl(Desired_time_compression - Game_time_compression) / change_time ); } void game_set_frametime(int state) { fix thistime; float frame_cap_diff; thistime = timer_get_fixed_seconds(); if ( Last_time == 0 ) Frametime = F1_0 / 30; else Frametime = thistime - Last_time; // Frametime = F1_0 / 30; #ifndef NDEBUG fix debug_frametime = Frametime; // Just used to display frametime. #endif // If player hasn't entered mission yet, make frame take 1/4 second. if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY)) Frametime = F1_0/4; #ifndef NDEBUG else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!! fix frame_speed = F1_0 / Debug_dump_frames; if (Frametime > frame_speed ){ nprintf(("warning","slow frame: %x\n",Frametime)); } else { do { thistime = timer_get_fixed_seconds(); Frametime = thistime - Last_time; } while (Frametime < frame_speed ); } Frametime = frame_speed; } #endif Assertion( Framerate_cap > 0, "Framerate cap %d is too low. Needs to be a positive, non-zero number", Framerate_cap ); // Cap the framerate so it doesn't get too high. if (!Cmdline_NoFPSCap) { fix cap; cap = F1_0/Framerate_cap; if (Frametime < cap) { thistime = cap - Frametime; // mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime))); Sleep( DWORD(f2fl(thistime) * 1000.0f) ); Frametime = cap; thistime = timer_get_fixed_seconds(); } } if((Game_mode & GM_STANDALONE_SERVER) && (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){ frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime); Sleep((DWORD)(frame_cap_diff*1000)); thistime += fl2f((frame_cap_diff)); Frametime = thistime - Last_time; } // If framerate is too low, cap it. if (Frametime > MAX_FRAMETIME) { #ifndef NDEBUG mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime))); #endif Frametime = MAX_FRAMETIME; } flRealframetime = f2fl(Frametime); //Handle changes in time compression if(Game_time_compression != Desired_time_compression) { bool ascending = Desired_time_compression > Game_time_compression; if(Time_compression_change_rate) Game_time_compression += fixmul(Time_compression_change_rate, Frametime); if((ascending && Game_time_compression > Desired_time_compression) || (!ascending && Game_time_compression < Desired_time_compression)) Game_time_compression = Desired_time_compression; } Frametime = fixmul(Frametime, Game_time_compression); if (Frametime <= 0) { // If the Frametime is zero or below due to Game_time_compression, set // the Frametime to 1 (1/65536 of a second). Frametime = 1; } Last_time = thistime; //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time))); Last_frame_timestamp = timestamp(); flFrametime = f2fl(Frametime); timestamp_inc(flFrametime); // wrap overall frametime if needed if ( FrametimeOverall > (INT_MAX - F1_0) ) FrametimeOverall = 0; FrametimeOverall += Frametime; /* if ((Framecount > 0) && (Framecount < 10)) { mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime))); } */ } fix game_get_overall_frametime() { return FrametimeOverall; } // This is called from game_do_frame(), and from navmap_do_frame() void game_update_missiontime() { // TODO JAS: Put in if and move this into game_set_frametime, // fix navmap to call game_stop/start_time //if ( !timer_paused ) Missiontime += Frametime; } void game_do_frame() { game_set_frametime(GS_STATE_GAME_PLAY); game_update_missiontime(); // if (Player_ship->flags & SF_DYING) // flFrametime /= 15.0; if (Game_mode & GM_STANDALONE_SERVER) { std_multi_set_standalone_missiontime(f2fl(Missiontime)); } if ( game_single_step && (last_single_step == game_single_step) ) { os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") ); while( key_checkch() == 0 ) os_sleep(10); os_set_title( XSTR( "FreeSpace", 171) ); Last_time = timer_get_fixed_seconds(); } last_single_step = game_single_step; if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){ Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits) } game_frame(); Keep_mouse_centered = 0; monitor_update(); // Update monitor variables } void multi_maybe_do_frame() { if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){ game_do_frame(); } } int Joymouse_button_status = 0; // Flush all input devices void game_flush() { key_flush(); mouse_flush(); joy_flush(); snazzy_flush(); Joymouse_button_status = 0; //mprintf(("Game flush!\n" )); } // function for multiplayer only which calls game_do_state_common() when running the // debug console void game_do_dc_networking() { Assert( Game_mode & GM_MULTIPLAYER ); game_do_state_common( gameseq_get_state() ); } // Call this whenever in a loop, or when you need to check for a keystroke. int game_check_key() { int k; k = game_poll(); // convert keypad enter to normal enter if ((k & KEY_MASK) == KEY_PADENTER) k = (k & ~KEY_MASK) | KEY_ENTER; return k; } // same as game_check_key(), except this is used while actually in the game. Since there // generally are differences between game control keys and general UI keys, makes sense to // have seperate functions for each case. If you are not checking a game control while in a // mission, you should probably be using game_check_key() instead. int game_poll() { int k, state; if (!Cmdline_no_unfocus_pause) { if (!os_foreground()) { game_stop_time(); os_sleep(1); game_start_time(); // If we're in a single player game, pause it. if (!(Game_mode & GM_MULTIPLAYER)){ if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active())) { game_process_pause_key(); } } } } k = key_inkey(); // Move the mouse cursor with the joystick. if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) { // Move the mouse cursor with the joystick int mx, my, dx, dy; int jx, jy, jz, jr; joy_get_pos( &jx, &jy, &jz, &jr ); dx = fl2i(f2fl(jx)*flFrametime*500.0f); dy = fl2i(f2fl(jy)*flFrametime*500.0f); if ( dx || dy ) { mouse_get_real_pos( &mx, &my ); mouse_set_pos( mx+dx, my+dy ); } int j, m; j = joy_down(0); m = mouse_down(MOUSE_LEFT_BUTTON); if ( j != Joymouse_button_status ) { //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m )); Joymouse_button_status = j; if ( j && (!m) ) { mouse_mark_button( MOUSE_LEFT_BUTTON, 1 ); } else if ( (!j) && (m) ) { mouse_mark_button( MOUSE_LEFT_BUTTON, 0 ); } } } // if we should be ignoring keys because of some multiplayer situations if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){ return 0; } state = gameseq_get_state(); // If a popup is running, don't process all the Fn keys if( popup_active()) { if (state != GS_STATE_DEATH_BLEW_UP) { return k; } } // if ( k ) nprintf(( "General", "Key = %x\n", k )); switch (k) { case KEY_DEBUGGED + KEY_BACKSP: if(!(Game_mode & GM_MULTIPLAYER)) { gameseq_post_event(GS_EVENT_LAB); k = 0; } break; case KEY_F1: launch_context_help(); k = 0; break; case KEY_F2: // if (state != GS_STATE_INITIAL_PLAYER_SELECT) { // don't allow f2 while warping out in multiplayer if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){ break; } switch (state) { case GS_STATE_INITIAL_PLAYER_SELECT: case GS_STATE_OPTIONS_MENU: case GS_STATE_HUD_CONFIG: case GS_STATE_CONTROL_CONFIG: case GS_STATE_DEATH_DIED: // case GS_STATE_DEATH_BLEW_UP: // DEATH_BLEW_UP might be okay but do not comment out DEATH_DIED as otherwise no clean up is performed on the dead ship case GS_STATE_VIEW_MEDALS: break; default: gameseq_post_event(GS_EVENT_OPTIONS_MENU); k = 0; break; } break; // hotkey selection screen -- only valid from briefing and beyond. case KEY_F3: if ( (state == GS_STATE_TEAM_SELECT) || (state == GS_STATE_BRIEFING) || (state == GS_STATE_SHIP_SELECT) || (state == GS_STATE_WEAPON_SELECT) || (state == GS_STATE_GAME_PLAY) || (state == GS_STATE_GAME_PAUSED) ) { gameseq_post_event( GS_EVENT_HOTKEY_SCREEN ); k = 0; } break; case KEY_DEBUGGED + KEY_F3: gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN ); break; case KEY_F4: if(Game_mode & GM_MULTIPLAYER){ if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){ gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK ); k = 0; } } else { if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) { gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK ); k = 0; } } break; case KEY_ESC | KEY_SHIFTED: // make sure to quit properly out of multiplayer if(Game_mode & GM_MULTIPLAYER){ multi_quit_game(PROMPT_NONE); } gameseq_post_event( GS_EVENT_QUIT_GAME ); k = 0; break; case KEY_DEBUGGED + KEY_P: break; case KEY_PRINT_SCRN: { static int counter = os_config_read_uint(NULL, "ScreenshotNum", 0); char tmp_name[MAX_FILENAME_LEN]; game_stop_time(); // we could probably go with .3 here for 1,000 shots but people really need to clean out // their directories better than that so it's 100 for now. sprintf( tmp_name, NOX("screen%.4i"), counter ); counter++; // we've got two character precision so we can only have 100 shots at a time, reset if needed //Now we have four digit precision :) -WMC if (counter > 9999) { //This should pop up a dialogue or something ingame. Warning(LOCATION, "Screenshot count has reached max of 9999. Resetting to 0."); counter = 0; } mprintf(( "Dumping screen to '%s'\n", tmp_name )); gr_print_screen(tmp_name); game_start_time(); os_config_write_uint(NULL, "ScreenshotNum", counter); } k = 0; break; case KEY_SHIFTED | KEY_ENTER: { #if !defined(NDEBUG) if ( Game_mode & GM_NORMAL ){ game_stop_time(); } // if we're in multiplayer mode, do some special networking if(Game_mode & GM_MULTIPLAYER){ debug_console(game_do_dc_networking); } else { debug_console(); } game_flush(); if ( Game_mode & GM_NORMAL ) game_start_time(); #endif break; } } return k; } void os_close() { gameseq_post_event(GS_EVENT_QUIT_GAME); } // All code to process events. This is the only place // that you should change the state of the game. void game_process_event( int current_state, int event ) { mprintf(("Got event %s (%d) in state %s (%d)\n", GS_event_text[event], event, GS_state_text[current_state], current_state)); switch (event) { case GS_EVENT_SIMULATOR_ROOM: gameseq_set_state(GS_STATE_SIMULATOR_ROOM); break; case GS_EVENT_MAIN_MENU: gameseq_set_state(GS_STATE_MAIN_MENU); break; case GS_EVENT_OPTIONS_MENU: gameseq_push_state( GS_STATE_OPTIONS_MENU ); break; case GS_EVENT_BARRACKS_MENU: gameseq_set_state(GS_STATE_BARRACKS_MENU); break; case GS_EVENT_TECH_MENU: gameseq_set_state(GS_STATE_TECH_MENU); break; case GS_EVENT_LAB: gameseq_push_state(GS_STATE_LAB); break; case GS_EVENT_TRAINING_MENU: gameseq_set_state(GS_STATE_TRAINING_MENU); break; case GS_EVENT_START_GAME: Select_default_ship = 0; gameseq_set_state(GS_STATE_START_GAME); break; case GS_EVENT_START_GAME_QUICK: Select_default_ship = 1; gameseq_post_event(GS_EVENT_ENTER_GAME); break; case GS_EVENT_CMD_BRIEF: gameseq_set_state(GS_STATE_CMD_BRIEF); break; case GS_EVENT_RED_ALERT: gameseq_set_state(GS_STATE_RED_ALERT); break; case GS_EVENT_START_BRIEFING: gameseq_set_state(GS_STATE_BRIEFING); break; case GS_EVENT_DEBRIEF: // did we end the campaign in the main freespace 2 single player campaign? // (specifically, did we successfully jump out when the supernova was in progress // and the campaign was ending?) if (Campaign_ending_via_supernova && (Game_mode & GM_CAMPAIGN_MODE)/* && !stricmp(Campaign.filename, "freespace2")*/) { gameseq_post_event(GS_EVENT_END_CAMPAIGN); } else { gameseq_set_state(GS_STATE_DEBRIEF); } break; case GS_EVENT_SHIP_SELECTION: gameseq_set_state( GS_STATE_SHIP_SELECT ); break; case GS_EVENT_WEAPON_SELECTION: gameseq_set_state( GS_STATE_WEAPON_SELECT ); break; case GS_EVENT_ENTER_GAME: if (Game_mode & GM_MULTIPLAYER) { // if we're respawning, make sure we change the view mode so that the hud shows up if (current_state == GS_STATE_DEATH_BLEW_UP) { Viewer_mode = 0; } gameseq_set_state(GS_STATE_GAME_PLAY); } else { gameseq_set_state(GS_STATE_GAME_PLAY, 1); } // clear multiplayer button info extern button_info Multi_ship_status_bi; memset(&Multi_ship_status_bi, 0, sizeof(button_info)); // Make hv.Player available in "On Gameplay Start" hook -zookeeper if(Player_obj) Script_system.SetHookObject("Player", Player_obj); Script_system.RunCondition(CHA_GAMEPLAYSTART); if (Player_obj) Script_system.RemHookVar("Player"); Start_time = f2fl(timer_get_approx_seconds()); //Framecount = 0; mprintf(("Entering game at time = %7.3f\n", Start_time)); break; case GS_EVENT_END_GAME: if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) || (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) { gameseq_set_state(GS_STATE_MAIN_MENU); } else Int3(); break; case GS_EVENT_QUIT_GAME: main_hall_stop_music(true); main_hall_stop_ambient(); gameseq_set_state(GS_STATE_QUIT_GAME); break; case GS_EVENT_GAMEPLAY_HELP: gameseq_push_state( GS_STATE_GAMEPLAY_HELP ); break; case GS_EVENT_PAUSE_GAME: gameseq_push_state(GS_STATE_GAME_PAUSED); break; case GS_EVENT_DEBUG_PAUSE_GAME: gameseq_push_state(GS_STATE_DEBUG_PAUSED); break; case GS_EVENT_TRAINING_PAUSE: gameseq_push_state(GS_STATE_TRAINING_PAUSED); break; case GS_EVENT_PREVIOUS_STATE: gameseq_pop_state(); break; case GS_EVENT_LOAD_MISSION_MENU: gameseq_set_state(GS_STATE_LOAD_MISSION_MENU); break; case GS_EVENT_MISSION_LOG_SCROLLBACK: gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK ); break; case GS_EVENT_HUD_CONFIG: gameseq_push_state( GS_STATE_HUD_CONFIG ); break; case GS_EVENT_CONTROL_CONFIG: gameseq_push_state( GS_STATE_CONTROL_CONFIG ); break; case GS_EVENT_DEATH_DIED: gameseq_set_state( GS_STATE_DEATH_DIED ); break; case GS_EVENT_DEATH_BLEW_UP: if ( current_state == GS_STATE_DEATH_DIED ) { gameseq_set_state( GS_STATE_DEATH_BLEW_UP ); event_music_player_death(); } else { mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state )); } break; case GS_EVENT_NEW_CAMPAIGN: if (!mission_load_up_campaign()){ readyroom_continue_campaign(); } break; case GS_EVENT_CAMPAIGN_CHEAT: if (!mission_load_up_campaign()){ readyroom_continue_campaign(); } break; case GS_EVENT_CAMPAIGN_ROOM: gameseq_set_state(GS_STATE_CAMPAIGN_ROOM); break; case GS_EVENT_CREDITS: gameseq_set_state( GS_STATE_CREDITS ); break; case GS_EVENT_VIEW_MEDALS: gameseq_push_state( GS_STATE_VIEW_MEDALS ); break; case GS_EVENT_SHOW_GOALS: gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states break; case GS_EVENT_HOTKEY_SCREEN: gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states break; // multiplayer stuff follow these comments case GS_EVENT_PXO: gameseq_set_state( GS_STATE_PXO ); break; case GS_EVENT_PXO_HELP: gameseq_set_state( GS_STATE_PXO_HELP ); break; case GS_EVENT_MULTI_JOIN_GAME: gameseq_set_state( GS_STATE_MULTI_JOIN_GAME ); break; case GS_EVENT_MULTI_HOST_SETUP: gameseq_set_state( GS_STATE_MULTI_HOST_SETUP ); break; case GS_EVENT_MULTI_CLIENT_SETUP: gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP ); break; case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN: gameseq_set_state(GS_STATE_VIEW_CUTSCENES); break; case GS_EVENT_MULTI_STD_WAIT: gameseq_set_state( GS_STATE_MULTI_STD_WAIT ); break; case GS_EVENT_STANDALONE_MAIN: gameseq_set_state( GS_STATE_STANDALONE_MAIN ); break; case GS_EVENT_MULTI_PAUSE: gameseq_push_state( GS_STATE_MULTI_PAUSED ); break; case GS_EVENT_INGAME_PRE_JOIN: gameseq_set_state( GS_STATE_INGAME_PRE_JOIN ); break; case GS_EVENT_EVENT_DEBUG: gameseq_push_state(GS_STATE_EVENT_DEBUG); break; // Start a warpout where player automatically goes 70 no matter what // and can't cancel out of it. case GS_EVENT_PLAYER_WARPOUT_START_FORCED: Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode Player->saved_viewer_mode = Viewer_mode; Player->control_mode = PCM_WARPOUT_STAGE1; Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]); Warpout_time = 0.0f; // Start timer! break; case GS_EVENT_PLAYER_WARPOUT_START: if ( Player->control_mode != PCM_NORMAL ) { mprintf(( "Player isn't in normal mode; cannot warp out.\n" )); } else { Player->saved_viewer_mode = Viewer_mode; Player->control_mode = PCM_WARPOUT_STAGE1; Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]); Warpout_time = 0.0f; // Start timer! Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect } break; case GS_EVENT_PLAYER_WARPOUT_STOP: if ( Player->control_mode != PCM_NORMAL ) { if ( !Warpout_forced ) { // cannot cancel forced warpout Player->control_mode = PCM_NORMAL; Viewer_mode = Player->saved_viewer_mode; hud_subspace_notify_abort(); mprintf(( "Player put back to normal mode.\n" )); if ( Warpout_sound > -1 ) { snd_stop( Warpout_sound ); Warpout_sound = -1; } } } break; case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) { gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP ); mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" )); } else { mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" )); shipfx_warpout_start( Player_obj ); Player->control_mode = PCM_WARPOUT_STAGE2; if (!(The_mission.ai_profile->flags2 & AIPF2_NO_WARP_CAMERA)) { Player->saved_viewer_mode = Viewer_mode; Viewer_mode |= VM_WARP_CHASE; Warp_camera = warp_camera(Player_obj); } } break; case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) { gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP ); mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" )); } else { mprintf(( "Hit warp effect. Moving to stage 3!\n" )); Player->control_mode = PCM_WARPOUT_STAGE3; } break; case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect mprintf(( "Player warped out. Going to debriefing!\n" )); Player->control_mode = PCM_NORMAL; Viewer_mode = Player->saved_viewer_mode; Warpout_sound = -1; send_debrief_event(); break; case GS_EVENT_STANDALONE_POSTGAME: gameseq_set_state(GS_STATE_STANDALONE_POSTGAME); break; case GS_EVENT_INITIAL_PLAYER_SELECT: gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT); break; case GS_EVENT_GAME_INIT: // see if the command line option has been set to use the last pilot, and act acoordingly if( player_select_get_last_pilot() ) { // always enter the main menu -- do the automatic network startup stuff elsewhere // so that we still have valid checks for networking modes, etc. gameseq_set_state(GS_STATE_MAIN_MENU); } else { gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT); } break; case GS_EVENT_MULTI_MISSION_SYNC: gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC); break; case GS_EVENT_MULTI_START_GAME: gameseq_set_state(GS_STATE_MULTI_START_GAME); break; case GS_EVENT_MULTI_HOST_OPTIONS: gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS); break; case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF: gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF); break; case GS_EVENT_TEAM_SELECT: gameseq_set_state(GS_STATE_TEAM_SELECT); break; case GS_EVENT_END_CAMPAIGN: gameseq_set_state(GS_STATE_END_OF_CAMPAIGN); break; case GS_EVENT_LOOP_BRIEF: gameseq_set_state(GS_STATE_LOOP_BRIEF); break; case GS_EVENT_FICTION_VIEWER: gameseq_set_state(GS_STATE_FICTION_VIEWER); break; case GS_EVENT_SCRIPTING: gameseq_set_state(GS_STATE_SCRIPTING); break; default: Int3(); break; } } // Called when a state is being left. // The current state is still at old_state, but as soon as // this function leaves, then the current state will become // new state. You should never try to change the state // in here... if you think you need to, you probably really // need to post an event, not change the state. void game_leave_state( int old_state, int new_state ) { int end_mission = 1; switch (new_state) { case GS_STATE_GAME_PAUSED: case GS_STATE_DEBUG_PAUSED: case GS_STATE_OPTIONS_MENU: case GS_STATE_CONTROL_CONFIG: case GS_STATE_MISSION_LOG_SCROLLBACK: case GS_STATE_DEATH_DIED: case GS_STATE_SHOW_GOALS: case GS_STATE_HOTKEY_SCREEN: case GS_STATE_MULTI_PAUSED: case GS_STATE_TRAINING_PAUSED: case GS_STATE_EVENT_DEBUG: case GS_STATE_GAMEPLAY_HELP: case GS_STATE_LAB: end_mission = 0; // these events shouldn't end a mission break; } //WMC - Scripting override /* if(script_hook_valid(&GS_state_hooks[old_state]) && Script_system.IsOverride(GS_state_hooks[old_state])) { return; } */ if(Script_system.IsConditionOverride(CHA_ONSTATEEND)) { Script_system.RunCondition(CHA_ONSTATEEND); return; } //WMC - Clear scripting bitmaps Script_system.UnloadImages(); switch (old_state) { case GS_STATE_BRIEFING: brief_stop_voices(); if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT) && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN) && (new_state != GS_STATE_TEAM_SELECT) && (new_state != GS_STATE_MULTI_MISSION_SYNC)){ common_select_close(); if ( new_state == GS_STATE_MAIN_MENU ) { freespace_stop_mission(); } } // COMMAND LINE OPTION if (Cmdline_multi_stream_chat_to_file){ cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream); cfclose(Multi_chat_stream); } break; case GS_STATE_DEBRIEF: if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) { debrief_close(); fsspeech_stop(); } break; case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: multi_df_debrief_close(); break; case GS_STATE_LOAD_MISSION_MENU: mission_load_menu_close(); break; case GS_STATE_SIMULATOR_ROOM: sim_room_close(); break; case GS_STATE_CAMPAIGN_ROOM: campaign_room_close(); break; case GS_STATE_CMD_BRIEF: if (new_state == GS_STATE_OPTIONS_MENU) { cmd_brief_hold(); } else { cmd_brief_close(); common_select_close(); if (new_state == GS_STATE_MAIN_MENU) { freespace_stop_mission(); } } break; case GS_STATE_RED_ALERT: red_alert_close(); common_select_close(); if (new_state == GS_STATE_MAIN_MENU) { freespace_stop_mission(); } break; case GS_STATE_SHIP_SELECT: if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT && new_state != GS_STATE_HOTKEY_SCREEN && new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT && (new_state != GS_STATE_MULTI_MISSION_SYNC)) { common_select_close(); if ( new_state == GS_STATE_MAIN_MENU ) { freespace_stop_mission(); } } break; case GS_STATE_WEAPON_SELECT: if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT && new_state != GS_STATE_HOTKEY_SCREEN && new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT && (new_state != GS_STATE_MULTI_MISSION_SYNC)) { common_select_close(); if ( new_state == GS_STATE_MAIN_MENU ) { freespace_stop_mission(); } } break; case GS_STATE_TEAM_SELECT: if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT && new_state != GS_STATE_HOTKEY_SCREEN && new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT && (new_state != GS_STATE_MULTI_MISSION_SYNC)) { common_select_close(); if ( new_state == GS_STATE_MAIN_MENU ) { freespace_stop_mission(); } } break; case GS_STATE_MAIN_MENU: main_hall_close(); break; case GS_STATE_OPTIONS_MENU: //game_start_time(); if(new_state == GS_STATE_MULTI_JOIN_GAME){ multi_join_clear_game_list(); } options_menu_close(); break; case GS_STATE_BARRACKS_MENU: if(new_state != GS_STATE_VIEW_MEDALS){ barracks_close(); } break; case GS_STATE_MISSION_LOG_SCROLLBACK: hud_scrollback_close(); break; case GS_STATE_TRAINING_MENU: training_menu_close(); break; case GS_STATE_GAME_PLAY: if ( !(Game_mode & GM_STANDALONE_SERVER) ) { player_save_target_and_weapon_link_prefs(); game_stop_looped_sounds(); } sound_env_disable(); joy_ff_stop_effects(); // stop game time under certain conditions if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){ game_stop_time(); } if (end_mission) { // when in multiplayer and going back to the main menu, send a leave game packet // right away (before calling stop mission). stop_mission was taking to long to // close mission down and I want people to get notified ASAP. if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){ multi_quit_game(PROMPT_NONE); } snd_aav_init(); freespace_stop_mission(); } break; case GS_STATE_TECH_MENU: techroom_close(); break; case GS_STATE_TRAINING_PAUSED: Training_num_lines = 0; // fall through to GS_STATE_GAME_PAUSED case GS_STATE_GAME_PAUSED: game_start_time(); if ( end_mission ) { pause_close(); } break; case GS_STATE_DEBUG_PAUSED: #ifndef NDEBUG game_start_time(); pause_debug_close(); #endif break; case GS_STATE_HUD_CONFIG: hud_config_close(); break; case GS_STATE_PXO: if (new_state != GS_STATE_PXO_HELP) { multi_pxo_close(); } break; case GS_STATE_PXO_HELP: multi_pxo_help_close(); break; // join/start a game case GS_STATE_MULTI_JOIN_GAME: if(new_state != GS_STATE_OPTIONS_MENU){ multi_join_game_close(); } break; case GS_STATE_MULTI_HOST_SETUP: case GS_STATE_MULTI_CLIENT_SETUP: // if this is just the host going into the options screen, don't do anything if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){ break; } // close down the proper state if(old_state == GS_STATE_MULTI_HOST_SETUP){ multi_create_game_close(); } else { multi_game_client_setup_close(); } // COMMAND LINE OPTION if (Cmdline_multi_stream_chat_to_file){ if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) { cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream); cfclose(Multi_chat_stream); } } break; case GS_STATE_CONTROL_CONFIG: control_config_close(); break; case GS_STATE_DEATH_DIED: Game_mode &= ~GM_DEAD_DIED; if ( !(Game_mode & GM_MULTIPLAYER) ) { if ( end_mission && (new_state == GS_STATE_DEBRIEF) ) { freespace_stop_mission(); } } else { // early end while respawning or blowing up in a multiplayer game if ( (new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF) ) { game_stop_time(); freespace_stop_mission(); } } break; case GS_STATE_DEATH_BLEW_UP: Game_mode &= ~GM_DEAD_BLEW_UP; // for single player, we might reload mission, etc. For multiplayer, look at my new state // to determine if I should do anything. if ( !(Game_mode & GM_MULTIPLAYER) ) { if ( end_mission ){ freespace_stop_mission(); } } else { // if we are not respawing as an observer or as a player, our new state will not // be gameplay state. if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) { game_stop_time(); // hasn't been called yet!! freespace_stop_mission(); } } break; case GS_STATE_CREDITS: credits_close(); break; case GS_STATE_VIEW_MEDALS: medal_main_close(); break; case GS_STATE_SHOW_GOALS: mission_show_goals_close(); break; case GS_STATE_HOTKEY_SCREEN: if ( new_state != GS_STATE_OPTIONS_MENU ) { mission_hotkey_close(); } break; case GS_STATE_MULTI_MISSION_SYNC: common_select_close(); // if we're moving into the options menu we don't need to do anything else if(new_state == GS_STATE_OPTIONS_MENU){ break; } Assert( Game_mode & GM_MULTIPLAYER ); multi_sync_close(); if ( new_state == GS_STATE_GAME_PLAY ){ // palette_restore_palette(); // change a couple of flags to indicate our state!!! Net_player->state = NETPLAYER_STATE_IN_MISSION; send_netplayer_update_packet(); // set the game mode Game_mode |= GM_IN_MISSION; } main_hall_stop_music(true); main_hall_stop_ambient(); break; case GS_STATE_VIEW_CUTSCENES: cutscenes_screen_close(); break; case GS_STATE_MULTI_STD_WAIT: multi_standalone_wait_close(); break; case GS_STATE_STANDALONE_MAIN: standalone_main_close(); if(new_state == GS_STATE_MULTI_STD_WAIT){ init_multiplayer_stats(); } break; case GS_STATE_STANDALONE_POSTGAME: multi_standalone_postgame_close(); break; case GS_STATE_MULTI_PAUSED: multi_pause_close(end_mission); break; case GS_STATE_INGAME_PRE_JOIN: multi_ingame_select_close(); break; case GS_STATE_INITIAL_PLAYER_SELECT: player_select_close(); break; case GS_STATE_MULTI_START_GAME: multi_start_game_close(); break; case GS_STATE_MULTI_HOST_OPTIONS: multi_host_options_close(); break; case GS_STATE_END_OF_CAMPAIGN: mission_campaign_end_close(); break; case GS_STATE_LOOP_BRIEF: loop_brief_close(); break; case GS_STATE_FICTION_VIEWER: fiction_viewer_close(); break; case GS_STATE_LAB: lab_close(); break; case GS_STATE_SCRIPTING: scripting_state_close(); break; } //WMC - Now run scripting stuff Script_system.RunCondition(CHA_ONSTATEEND); } // variable used for automatic netgame starting/joining int Main_hall_netgame_started = 0; // Called when a state is being entered. // The current state is set to the state we're entering at // this point, and old_state is set to the state we're coming // from. You should never try to change the state // in here... if you think you need to, you probably really // need to post an event, not change the state. void game_enter_state( int old_state, int new_state ) { //WMC - Scripting override /* if(script_hook_valid(&GS_state_hooks[new_state]) && Script_system.IsOverride(GS_state_hooks[new_state])) { return; } */ if(Script_system.IsConditionOverride(CHA_ONSTATESTART)) { Script_system.RunCondition(CHA_ONSTATESTART); return; } switch (new_state) { case GS_STATE_MAIN_MENU: // in multiplayer mode, be sure that we are not doing networking anymore. if ( Game_mode & GM_MULTIPLAYER ) { Assert( Net_player != NULL ); Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING; } // remove any multiplayer flags from the game mode Game_mode &= ~(GM_MULTIPLAYER); // set the game_mode based on the type of player Assert( Player != NULL ); if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){ Game_mode = GM_MULTIPLAYER; } else { Game_mode = GM_NORMAL; } // determine which ship this guy is currently based on mission_load_up_campaign(Player); // if we're coming from the end of a campaign, we want to load the first mainhall of the campaign // otherwise load the mainhall for the mission the player's up to if (Campaign.next_mission == -1) { main_hall_init(Campaign.missions[0].main_hall); } else { main_hall_init(Campaign.missions[Campaign.next_mission].main_hall); } //if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) { // Main_hall_netgame_started = 1; // main_hall_do_multi_ready(); //} DTP commented out to keep original source if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl don't get thrown into Multiplayer with a Singleplayer Pilot. Main_hall_netgame_started = 1; main_hall_do_multi_ready(); } if(Cmdline_start_mission) { strcpy_s(Game_current_mission_filename, Cmdline_start_mission); mprintf(( "Straight to mission '%s'\n", Game_current_mission_filename )); gameseq_post_event(GS_EVENT_START_GAME); // This stops the mission from loading again when you go back to the hall Cmdline_start_mission = NULL; } break; case GS_STATE_START_GAME: main_hall_stop_music(true); main_hall_stop_ambient(); if (Game_mode & GM_NORMAL) { // this should put us into a new state on failure! if (!game_start_mission()) break; } // maybe play a movie before the mission mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION); // determine where to go next if (mission_has_fiction()) { gameseq_post_event(GS_EVENT_FICTION_VIEWER); } else if (mission_has_cmd_brief()) { gameseq_post_event(GS_EVENT_CMD_BRIEF); } else if (red_alert_mission()) { gameseq_post_event(GS_EVENT_RED_ALERT); } else { gameseq_post_event(GS_EVENT_START_BRIEFING); } break; case GS_STATE_FICTION_VIEWER: common_maybe_play_cutscene(MOVIE_PRE_FICTION); fiction_viewer_init(); break; case GS_STATE_CMD_BRIEF: { if (old_state == GS_STATE_OPTIONS_MENU) { cmd_brief_unhold(); } else { common_maybe_play_cutscene(MOVIE_PRE_CMD_BRIEF); int team_num = 0; // team number used as index for which cmd brief to use. cmd_brief_init(team_num); } break; } case GS_STATE_RED_ALERT: common_maybe_play_cutscene(MOVIE_PRE_BRIEF); red_alert_init(); break; case GS_STATE_BRIEFING: common_maybe_play_cutscene(MOVIE_PRE_BRIEF); brief_init(); break; case GS_STATE_DEBRIEF: game_stop_looped_sounds(); mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){ common_maybe_play_cutscene(MOVIE_PRE_DEBRIEF); debrief_init(); } break; case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: multi_df_debrief_init(); break; case GS_STATE_LOAD_MISSION_MENU: mission_load_menu_init(); break; case GS_STATE_SIMULATOR_ROOM: sim_room_init(); break; case GS_STATE_CAMPAIGN_ROOM: campaign_room_init(); break; case GS_STATE_SHIP_SELECT: ship_select_init(); break; case GS_STATE_WEAPON_SELECT: weapon_select_init(); break; case GS_STATE_TEAM_SELECT: multi_ts_init(); break; case GS_STATE_GAME_PAUSED: game_stop_time(); pause_init(); break; case GS_STATE_DEBUG_PAUSED: // game_stop_time(); // os_set_title("FreeSpace - PAUSED"); // break; // case GS_STATE_TRAINING_PAUSED: #ifndef NDEBUG game_stop_time(); pause_debug_init(); #endif break; case GS_STATE_OPTIONS_MENU: //game_stop_time(); options_menu_init(); break; case GS_STATE_GAME_PLAY: // maybe play a cutscene if((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) || (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_RED_ALERT) ) { common_maybe_play_cutscene(MOVIE_PRE_GAME); } // reset time compression to default level so it's right at the beginning of a mission - taylor if(old_state != GS_STATE_GAME_PAUSED) { //Game_time_compression = F1_0; } /* game could be comming from a restart (rather than first start) so make sure that we zero the hud gauge overrides (Sexp_hud_*) \sa sexp_hud_display_gauge*/ if ( (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SHIP_SELECT) || (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_RED_ALERT) ) { Sexp_hud_display_warpout = 0; } // Goober5000 - people may not have realized that pausing causes this state to be re-entered if ((old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) && (old_state != GS_STATE_MAIN_MENU)) { if ( !Is_standalone ) radar_mission_init(); //Set the current hud set_current_hud(); if ( !Is_standalone ) { ship_init_cockpit_displays(Player_ship); } } // coming from the gameplay state or the main menu, we might need to load the mission if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) { if ( !game_start_mission() ) // this should put us into a new state. // Failed!!! break; } // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff // if we are in multiplayer -- this stuff is all handled in the multi-wait section if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) || (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_MULTI_STD_WAIT) || (old_state == GS_STATE_SIMULATOR_ROOM)) ) { // JAS: Used to do all paging here. #ifndef NDEBUG //XSTR:OFF HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level)); //XSTR:ON #endif main_hall_stop_music(true); main_hall_stop_ambient(); event_music_first_pattern(); // start the first pattern } // special code that restores player ship selection and weapons loadout when doing a quick start if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) { if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) { wss_direct_restore_loadout(); } } // single-player, quick-start after just died... we need to set weapon linking and kick off the event music if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) { event_music_first_pattern(); // start the first pattern } if ( !(Game_mode & GM_STANDALONE_SERVER) && ((old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED)) ) { event_music_first_pattern(); // start the first pattern } player_restore_target_and_weapon_link_prefs(); Game_mode |= GM_IN_MISSION; #ifndef NDEBUG // required to truely make mouse deltas zeroed in debug mouse code void mouse_force_pos(int x, int y); mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2); #endif game_flush(); // only start time if in single player, or coming from multi wait state if ( ( (Game_mode & GM_NORMAL) && (old_state != GS_STATE_VIEW_CUTSCENES) ) || ( (Game_mode & GM_MULTIPLAYER) && ( (old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC) ) ) ) game_start_time(); // when coming from the multi paused state, reset the timestamps if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){ multi_reset_timestamps(); } if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) { // initialize all object update details multi_oo_gameplay_init(); } // under certain circumstances, the server should reset the object update rate limiting stuff if( MULTIPLAYER_MASTER && ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){ // reinitialize the rate limiting system for all clients multi_oo_rate_init_all(); } // multiplayer clients should always re-initialize their control info rate limiting system if(MULTIPLAYER_CLIENT){ multi_oo_rate_init_all(); } // reset ping times if(Game_mode & GM_MULTIPLAYER){ multi_ping_reset_players(); } Game_subspace_effect = 0; if (The_mission.flags & MISSION_FLAG_SUBSPACE) { Game_subspace_effect = 1; if( !(Game_mode & GM_STANDALONE_SERVER) ){ game_start_subspace_ambient_sound(); } } sound_env_set(&Game_sound_env); joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time); // clear multiplayer button info i extern button_info Multi_ship_status_bi; memset(&Multi_ship_status_bi, 0, sizeof(button_info)); break; case GS_STATE_HUD_CONFIG: hud_config_init(); break; case GS_STATE_PXO: if (old_state != GS_STATE_PXO_HELP) { multi_pxo_init( 0 ); } break; case GS_STATE_PXO_HELP: multi_pxo_help_init(); break; case GS_STATE_MULTI_JOIN_GAME: multi_join_clear_game_list(); if (old_state != GS_STATE_OPTIONS_MENU) { multi_join_game_init(); } break; case GS_STATE_MULTI_HOST_SETUP: // don't reinitialize if we're coming back from the host options screen if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) { multi_create_game_init(); } break; case GS_STATE_MULTI_CLIENT_SETUP: if (old_state != GS_STATE_OPTIONS_MENU) { multi_game_client_setup_init(); } break; case GS_STATE_CONTROL_CONFIG: control_config_init(); break; case GS_STATE_TECH_MENU: techroom_init(); break; case GS_STATE_BARRACKS_MENU: if(old_state != GS_STATE_VIEW_MEDALS){ barracks_init(); } break; case GS_STATE_MISSION_LOG_SCROLLBACK: hud_scrollback_init(); break; case GS_STATE_DEATH_DIED: Player_died_time = timestamp(10); if(!(Game_mode & GM_MULTIPLAYER)){ player_show_death_message(); } Game_mode |= GM_DEAD_DIED; break; case GS_STATE_DEATH_BLEW_UP: if ( !popupdead_is_active() ) { Player_ai->target_objnum = -1; } // stop any local EMP effect emp_stop_local(); Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship. Game_mode |= GM_DEAD_BLEW_UP; Show_viewing_from_self = 0; // timestamp how long we should wait before displaying the died popup if ( !popupdead_is_active() ) { Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT); } break; case GS_STATE_GAMEPLAY_HELP: gameplay_help_init(); break; case GS_STATE_CREDITS: main_hall_stop_music(true); main_hall_stop_ambient(); credits_init(); break; case GS_STATE_VIEW_MEDALS: medal_main_init(Player); break; case GS_STATE_SHOW_GOALS: mission_show_goals_init(); break; case GS_STATE_HOTKEY_SCREEN: mission_hotkey_init(); break; case GS_STATE_MULTI_MISSION_SYNC: // if we're coming from the options screen, don't do any if(old_state == GS_STATE_OPTIONS_MENU){ break; } switch(Multi_sync_mode){ case MULTI_SYNC_PRE_BRIEFING: // if moving from game forming to the team select state multi_sync_init(); break; case MULTI_SYNC_POST_BRIEFING: // if moving from briefing into the mission itself multi_sync_init(); // tell everyone that we're now loading data Net_player->state = NETPLAYER_STATE_DATA_LOAD; send_netplayer_update_packet(); // JAS: Used to do all paging here!!!! Net_player->state = NETPLAYER_STATE_WAITING; send_netplayer_update_packet(); break; case MULTI_SYNC_INGAME: multi_sync_init(); break; } break; case GS_STATE_VIEW_CUTSCENES: cutscenes_screen_init(); break; case GS_STATE_MULTI_STD_WAIT: multi_standalone_wait_init(); break; case GS_STATE_STANDALONE_MAIN: // don't initialize if we're coming from one of these 2 states unless there are no // players left (reset situation) if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){ standalone_main_init(); } break; case GS_STATE_STANDALONE_POSTGAME: multi_standalone_postgame_init(); break; case GS_STATE_MULTI_PAUSED: multi_pause_init(); break; case GS_STATE_INGAME_PRE_JOIN: multi_ingame_select_init(); break; case GS_STATE_INITIAL_PLAYER_SELECT: player_select_init(); break; case GS_STATE_MULTI_START_GAME: multi_start_game_init(); break; case GS_STATE_MULTI_HOST_OPTIONS: multi_host_options_init(); break; case GS_STATE_END_OF_CAMPAIGN: mission_campaign_end_init(); break; case GS_STATE_LOOP_BRIEF: loop_brief_init(); break; case GS_STATE_LAB: lab_init(); break; case GS_STATE_SCRIPTING: scripting_state_init(); break; } // end switch //WMC - now do user scripting stuff Script_system.RunCondition(CHA_ONSTATESTART); } // do stuff that may need to be done regardless of state void game_do_state_common(int state,int no_networking) { game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame snd_do_frame(); // update sound system event_music_do_frame(); // music needs to play across many states multi_log_process(); if (no_networking) { return; } // maybe do a multiplayer frame based on game mode and state type if (Game_mode & GM_MULTIPLAYER) { switch (state) { case GS_STATE_OPTIONS_MENU: case GS_STATE_GAMEPLAY_HELP: case GS_STATE_HOTKEY_SCREEN: case GS_STATE_HUD_CONFIG: case GS_STATE_CONTROL_CONFIG: case GS_STATE_MISSION_LOG_SCROLLBACK: case GS_STATE_SHOW_GOALS: case GS_STATE_VIEW_CUTSCENES: case GS_STATE_EVENT_DEBUG: multi_maybe_do_frame(); break; } game_do_networking(); } } // Called once a frame. // You should never try to change the state // in here... if you think you need to, you probably really // need to post an event, not change the state. int Game_do_state_should_skip = 0; void game_do_state(int state) { // always lets the do_state_common() function determine if the state should be skipped Game_do_state_should_skip = 0; // legal to set the should skip state anywhere in this function game_do_state_common(state); // do stuff that may need to be done regardless of state if(Game_do_state_should_skip){ return; } if(Script_system.IsConditionOverride(CHA_ONFRAME)) { game_set_frametime(state); gr_clear(); gr_flip(); //Does state hook automagically return; } /* if(Script_system.IsOverride(GS_state_hooks[state])) { game_set_frametime(state); gr_clear(); Script_system.RunBytecode(GS_state_hooks[state]); gr_flip(); return; } */ switch (state) { case GS_STATE_MAIN_MENU: game_set_frametime(GS_STATE_MAIN_MENU); main_hall_do(flFrametime); break; case GS_STATE_OPTIONS_MENU: game_set_frametime(GS_STATE_OPTIONS_MENU); options_menu_do_frame(flFrametime); break; case GS_STATE_BARRACKS_MENU: game_set_frametime(GS_STATE_BARRACKS_MENU); barracks_do_frame(flFrametime); break; case GS_STATE_TRAINING_MENU: game_set_frametime(GS_STATE_TRAINING_MENU); training_menu_do_frame(flFrametime); break; case GS_STATE_TECH_MENU: game_set_frametime(GS_STATE_TECH_MENU); techroom_do_frame(flFrametime); break; case GS_STATE_GAMEPLAY_HELP: game_set_frametime(GS_STATE_GAMEPLAY_HELP); gameplay_help_do_frame(flFrametime); break; case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay game_do_frame(); break; case GS_STATE_GAME_PAUSED: if(pause_get_type() == PAUSE_TYPE_VIEWER) { read_player_controls( Player_obj, flFrametime); // game_process_keys(); game_frame(true); } pause_do(); break; case GS_STATE_DEBUG_PAUSED: #ifndef NDEBUG game_set_frametime(GS_STATE_DEBUG_PAUSED); pause_debug_do(); #endif break; case GS_STATE_TRAINING_PAUSED: game_training_pause_do(); break; case GS_STATE_LOAD_MISSION_MENU: game_set_frametime(GS_STATE_LOAD_MISSION_MENU); mission_load_menu_do(); break; case GS_STATE_BRIEFING: game_set_frametime(GS_STATE_BRIEFING); brief_do_frame(flFrametime); break; case GS_STATE_DEBRIEF: game_set_frametime(GS_STATE_DEBRIEF); debrief_do_frame(flFrametime); break; case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF); multi_df_debrief_do(); break; case GS_STATE_SHIP_SELECT: game_set_frametime(GS_STATE_SHIP_SELECT); ship_select_do(flFrametime); break; case GS_STATE_WEAPON_SELECT: game_set_frametime(GS_STATE_WEAPON_SELECT); weapon_select_do(flFrametime); break; case GS_STATE_MISSION_LOG_SCROLLBACK: game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK); hud_scrollback_do_frame(flFrametime); break; case GS_STATE_HUD_CONFIG: game_set_frametime(GS_STATE_HUD_CONFIG); hud_config_do_frame(flFrametime); break; case GS_STATE_PXO: game_set_frametime(GS_STATE_PXO); multi_pxo_do(); break; case GS_STATE_PXO_HELP: game_set_frametime(GS_STATE_PXO_HELP); multi_pxo_help_do(); break; case GS_STATE_MULTI_JOIN_GAME: game_set_frametime(GS_STATE_MULTI_JOIN_GAME); multi_join_game_do_frame(); break; case GS_STATE_MULTI_HOST_SETUP: game_set_frametime(GS_STATE_MULTI_HOST_SETUP); multi_create_game_do(); break; case GS_STATE_MULTI_CLIENT_SETUP: game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP); multi_game_client_setup_do_frame(); break; case GS_STATE_CONTROL_CONFIG: game_set_frametime(GS_STATE_CONTROL_CONFIG); control_config_do_frame(flFrametime); break; case GS_STATE_DEATH_DIED: game_do_frame(); break; case GS_STATE_DEATH_BLEW_UP: game_do_frame(); break; case GS_STATE_SIMULATOR_ROOM: game_set_frametime(GS_STATE_SIMULATOR_ROOM); sim_room_do_frame(flFrametime); break; case GS_STATE_CAMPAIGN_ROOM: game_set_frametime(GS_STATE_CAMPAIGN_ROOM); campaign_room_do_frame(flFrametime); break; case GS_STATE_RED_ALERT: game_set_frametime(GS_STATE_RED_ALERT); red_alert_do_frame(flFrametime); break; case GS_STATE_CMD_BRIEF: game_set_frametime(GS_STATE_CMD_BRIEF); cmd_brief_do_frame(flFrametime); break; case GS_STATE_CREDITS: game_set_frametime(GS_STATE_CREDITS); credits_do_frame(flFrametime); break; case GS_STATE_VIEW_MEDALS: game_set_frametime(GS_STATE_VIEW_MEDALS); medal_main_do(); break; case GS_STATE_SHOW_GOALS: game_set_frametime(GS_STATE_SHOW_GOALS); mission_show_goals_do_frame(flFrametime); break; case GS_STATE_HOTKEY_SCREEN: game_set_frametime(GS_STATE_HOTKEY_SCREEN); mission_hotkey_do_frame(flFrametime); break; case GS_STATE_VIEW_CUTSCENES: game_set_frametime(GS_STATE_VIEW_CUTSCENES); cutscenes_screen_do_frame(); break; case GS_STATE_MULTI_STD_WAIT: game_set_frametime(GS_STATE_STANDALONE_MAIN); multi_standalone_wait_do(); break; case GS_STATE_STANDALONE_MAIN: game_set_frametime(GS_STATE_STANDALONE_MAIN); standalone_main_do(); break; case GS_STATE_MULTI_PAUSED: game_set_frametime(GS_STATE_MULTI_PAUSED); multi_pause_do(); break; case GS_STATE_TEAM_SELECT: game_set_frametime(GS_STATE_TEAM_SELECT); multi_ts_do(); break; case GS_STATE_INGAME_PRE_JOIN: game_set_frametime(GS_STATE_INGAME_PRE_JOIN); multi_ingame_select_do(); break; case GS_STATE_EVENT_DEBUG: #ifndef NDEBUG game_set_frametime(GS_STATE_EVENT_DEBUG); game_show_event_debug(flFrametime); #endif break; case GS_STATE_STANDALONE_POSTGAME: game_set_frametime(GS_STATE_STANDALONE_POSTGAME); multi_standalone_postgame_do(); break; case GS_STATE_INITIAL_PLAYER_SELECT: game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT); player_select_do(); break; case GS_STATE_MULTI_MISSION_SYNC: game_set_frametime(GS_STATE_MULTI_MISSION_SYNC); multi_sync_do(); break; case GS_STATE_MULTI_START_GAME: game_set_frametime(GS_STATE_MULTI_START_GAME); multi_start_game_do(); break; case GS_STATE_MULTI_HOST_OPTIONS: game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS); multi_host_options_do(); break; case GS_STATE_END_OF_CAMPAIGN: mission_campaign_end_do(); break; case GS_STATE_LOOP_BRIEF: game_set_frametime(GS_STATE_LOOP_BRIEF); loop_brief_do(flFrametime); break; case GS_STATE_FICTION_VIEWER: game_set_frametime(GS_STATE_FICTION_VIEWER); fiction_viewer_do_frame(flFrametime); break; case GS_STATE_LAB: game_set_frametime(GS_STATE_LAB); lab_do_frame(flFrametime); break; case GS_STATE_SCRIPTING: game_set_frametime(GS_STATE_SCRIPTING); scripting_state_do_frame(flFrametime); break; } // end switch(gs_current_state) } #ifdef _WIN32 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1 int game_do_ram_check(uint ram_in_bytes) { if ( ram_in_bytes < 30*1024*1024 ) { int allowed_to_run = 1; if ( ram_in_bytes < 25*1024*1024 ) { allowed_to_run = 0; } char tmp[1024]; uint FreeSpace_total_ram_MB; FreeSpace_total_ram_MB = (uint)(ram_in_bytes/(1024*1024)); if ( allowed_to_run ) { sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n", 193), FreeSpace_total_ram_MB, FreeSpace_total_ram_MB); int msgbox_rval; msgbox_rval = MessageBox( NULL, tmp, XSTR( "Not Enough RAM", 194), MB_OKCANCEL ); if ( msgbox_rval == IDCANCEL ) { return -1; } } else { sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n", 195), FreeSpace_total_ram_MB, FreeSpace_total_ram_MB); MessageBox( NULL, tmp, XSTR( "Not Enough RAM", 194), MB_OK ); return -1; } } return 0; } #if 0 // no updater for fs2 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed). // If so, copy it over and remove the update directory. void game_maybe_update_launcher(char *exe_dir) { char src_filename[MAX_PATH]; char dest_filename[MAX_PATH]; strcpy_s(src_filename, exe_dir); strcat_s(src_filename, NOX("\\update\\freespace.exe")); strcpy_s(dest_filename, exe_dir); strcat_s(dest_filename, NOX("\\freespace.exe")); // see if src_filename exists FILE *fp; fp = fopen(src_filename, "rb"); if ( !fp ) { return; } fclose(fp); SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL); // copy updated freespace.exe to freespace exe dir if ( CopyFile(src_filename, dest_filename, 0) == 0 ) { MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND ); return; } // delete the file in the update directory DeleteFile(src_filename); // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir char update_dir[MAX_PATH]; strcpy_s(update_dir, exe_dir); strcat_s(update_dir, NOX("\\update")); RemoveDirectory(update_dir); } #endif // no launcher #endif // ifdef WIN32 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total) { int i; int sub_total = 0; int sub_total_destroyed = 0; int total = 0; char str[255] = ""; // get the total for all his children for (i=pm->submodel[sm].first_child; i >= 0; i = pm->submodel[i].next_sibling ) { game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed); } // find the # of faces for this _individual_ object total = submodel_get_num_polys(model_num, sm); if(strstr(pm->submodel[sm].name, "-destroyed")){ sub_total_destroyed = total; } // write out total sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total); cfputs(str, out); *out_total += total + sub_total; *out_destroyed_total += sub_total_destroyed; } #define BAIL() do { int _idx; for(_idx=0; _idx= 0){ pm = model_get(model_num); // if we have a real model if(pm != NULL){ cfputs(str, out); cfputs("\n", out); // go through and print all raw submodels cfputs("RAW\n", out); total = 0; model_total = 0; for (i=0; in_models; i++) { total = submodel_get_num_polys(model_num, i); model_total += total; sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total); cfputs(str, out); } sprintf(str, "Model total %d\n", model_total); cfputs(str, out); // now go through and do it by LOD cfputs("BY LOD\n\n", out); for(i=0; in_detail_levels; i++){ sprintf(str, "LOD %d\n", i); cfputs(str, out); // submodels root_total = submodel_get_num_polys(model_num, pm->detail[i] ); total = 0; destroyed_total = 0; for (j=pm->submodel[pm->detail[i]].first_child; j >= 0; j = pm->submodel[j].next_sibling ) { game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total); } sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total); cfputs(str, out); sprintf(str, "TOTAL: %d\n", total + root_total); cfputs(str, out); sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total); cfputs(str, out); sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total); cfputs(str, out); } cfputs("------------------------------------------------------------------------\n\n", out); } } if(counted >= MAX_POLYGON_MODELS - 5){ model_free_all(); counted = 0; } } cfclose(out); model_free_all(); BAIL(); } DCF(pofspew, "") { game_spew_pof_info(); } // returns: // 0 on an error // 1 on a clean exit int game_main(char *cmdline) { int state; // check if networking should be disabled, this could probably be done later but the sooner the better // TODO: remove this when multi is fixed to handle more than MAX_SHIP_CLASSES_MULTI if ( Num_ship_classes > MAX_SHIP_CLASSES_MULTI ) { Networking_disabled = 1; } #ifndef NDEBUG extern void windebug_memwatch_init(); windebug_memwatch_init(); #endif #ifdef _WIN32 // Find out how much RAM is on this machine MEMORYSTATUS ms; ms.dwLength = sizeof(MEMORYSTATUS); GlobalMemoryStatus(&ms); FreeSpace_total_ram = ms.dwTotalPhys; Mem_starttime_phys = ms.dwAvailPhys; Mem_starttime_pagefile = ms.dwAvailPageFile; Mem_starttime_virtual = ms.dwAvailVirtual; if ( game_do_ram_check(FreeSpace_total_ram) == -1 ) { return 1; } if ( ms.dwTotalVirtual < 1024 ) { MessageBox( NULL, XSTR( "FreeSpace requires virtual memory to run.\r\n", 196), XSTR( "No Virtual Memory", 197), MB_OK ); return 1; } if (!vm_init(24*1024*1024)) { MessageBox( NULL, XSTR( "Not enough memory to run FreeSpace.\r\nTry closing down some other applications.\r\n", 198), XSTR( "Not Enough Memory", 199), MB_OK ); return 1; } char *tmp_mem = (char *) vm_malloc(16 * 1024 * 1024); if (!tmp_mem) { MessageBox(NULL, XSTR( "Not enough memory to run FreeSpace.\r\nTry closing down some other applications.\r\n", 198), XSTR( "Not Enough Memory", 199), MB_OK); return 1; } vm_free(tmp_mem); tmp_mem = NULL; #else vm_init(0); #endif // _WIN32 if ( !parse_cmdline(cmdline) ) { return 1; } if (Is_standalone){ nprintf(("Network", "Standalone running\n")); } #ifdef _WIN32 if ( !Is_standalone ) disableWindowsKey( ); #endif init_cdrom(); game_init(); // calling the function that will init all the function pointers for TrackIR stuff (Swifty) int trackIrInitResult = gTirDll_TrackIR.Init( (HWND)os_get_window( ) ); if ( trackIrInitResult != SCP_INITRESULT_SUCCESS ) { mprintf( ("TrackIR Init Failed - %d\n", trackIrInitResult) ); } game_stop_time(); if (Cmdline_spew_mission_crcs) { multi_spew_pxo_checksums(1024, "mission_crcs.csv"); if (Cmdline_spew_table_crcs) { fs2netd_spew_table_checksums("table_crcs.csv"); } game_shutdown(); return 0; } if (Cmdline_spew_table_crcs) { fs2netd_spew_table_checksums("table_crcs.csv"); game_shutdown(); return 0; } // maybe spew pof stuff if(Cmdline_spew_pof_info){ game_spew_pof_info(); game_shutdown(); return 0; } // maybe spew VP CRCs, and exit if (Cmdline_verify_vps) { extern void cfile_spew_pack_file_crcs(); cfile_spew_pack_file_crcs(); game_shutdown(); return 0; } if (!Is_standalone) { movie_play( NOX("intro.mve") ); } if (Is_standalone){ gameseq_post_event(GS_EVENT_STANDALONE_MAIN); } else { gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen } while (1) { // only important for non THREADED mode os_poll(); state = gameseq_process_events(); if ( state == GS_STATE_QUIT_GAME ){ break; } } game_shutdown(); #ifdef _WIN32 if ( !Is_standalone ) enableWindowsKey( ); #endif return 0; } // ------------------------------------------------------------------------------ // Platform specific main() functions, nothing directly related to game function // should go here. Direct game related info should go in the game_main() function // TODO: this should end up in a separate file in the not too distant future. // #ifdef _WIN32 // Windows Specific int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow) { int result = -1; // Don't let more than one instance of FreeSpace run. HWND hwnd = FindWindow( NOX( "FreeSpaceClass" ), NULL ); if ( hwnd ) { SetForegroundWindow(hwnd); return 0; } ::CoInitialize(NULL); #ifdef _DEBUG void memblockinfo_output_memleak(); atexit(memblockinfo_output_memleak); #endif //===================================================== // Make sure we're running in the right directory. char exe_dir[1024]; if ( GetModuleFileName( hInst, exe_dir, 1023 ) > 0 ) { char *p = exe_dir + strlen(exe_dir); // chop off the filename while( (p>exe_dir) && (*p!='\\') && (*p!='/') && (*p!=':') ) { p--; } *p = 0; // Set directory if ( strlen(exe_dir) > 0 ) { //-V805 SetCurrentDirectory(exe_dir); } } SCP_mspdbcs_Initialise( ); #ifdef GAME_ERRORLOG_TXT #ifdef _MSC_VER __try { #endif #endif result = !game_main(szCmdLine); #ifdef GAME_ERRORLOG_TXT #ifdef _MSC_VER } __except( RecordExceptionInfo(GetExceptionInformation(), "FreeSpace 2 Main Thread") ) { // Do nothing here - RecordExceptionInfo() has already done // everything that is needed. Actually this code won't even // get called unless you return EXCEPTION_EXECUTE_HANDLER from // the __except clause. } #endif // _MSC_VER #endif SCP_mspdbcs_Cleanup( ); ::CoUninitialize(); #ifndef _MINGW _CrtDumpMemoryLeaks(); #endif return result; } #else // *NIX specific int main(int argc, char *argv[]) { int result = EXIT_FAILURE; char *argptr = NULL; int i, len = 0; char userdir[MAX_PATH]; #ifdef APPLE_APP // Finder sets the working directory to the root of the drive so we have to get a little creative // to find out where on the disk we should be running from for CFILE's sake. strncpy(full_path, *argv, 1024); #endif // create user's directory snprintf(userdir, MAX_PATH - 1, "%s/%s/", detect_home(), Osreg_user_dir); _mkdir(userdir); // clean up the cmdline to just send arguments through for (i = 1; i < argc; i++) { len += strlen(argv[i]) + 1; } argptr = (char*) calloc(len + 1, sizeof(char)); if (argptr == NULL) { fprintf(stderr, "ERROR: Out of memory in main()!\n"); exit(EXIT_FAILURE); } memset( argptr, 0, len+1 ); for (i = 1; i < argc; i++) { strcat(argptr, argv[i]); strcat(argptr, " "); } // switch to game_main() try { result = game_main(argptr); if (argptr != NULL) { free(argptr); argptr = NULL; } } catch (std::exception &ex) { fprintf(stderr, "Caught std::exception in main(): '%s'!\n", ex.what()); result = EXIT_FAILURE; } catch ( ... ) { fprintf(stderr, "Caught exception in main()!\n"); result = EXIT_FAILURE; } return result; } #endif // _WIN32 // // End of platform specific main() section // ------------------------------------------------------------------------------ #if 0 // don't have an updater for fs2_open // launch the fslauncher program on exit void game_launch_launcher_on_exit() { STARTUPINFO si; PROCESS_INFORMATION pi; char cmd_line[2048]; char original_path[1024] = ""; memset( &si, 0, sizeof(STARTUPINFO) ); si.cb = sizeof(si); // directory _getcwd(original_path, 1023); // set up command line strcpy_s(cmd_line, original_path); strcat_s(cmd_line, DIR_SEPARATOR_STR); strcat_s(cmd_line, LAUNCHER_FNAME); strcat_s(cmd_line, " -straight_to_update"); BOOL ret = CreateProcess( NULL, // pointer to name of executable module cmd_line, // pointer to command line string NULL, // pointer to process security attributes NULL, // pointer to thread security attributes FALSE, // handle inheritance flag CREATE_DEFAULT_ERROR_MODE, // creation flags NULL, // pointer to new environment block NULL, // pointer to current directory name &si, // pointer to STARTUPINFO &pi // pointer to PROCESS_INFORMATION ); // to eliminate build warnings ret; } #endif // game_shutdown() // // This function is called when FreeSpace terminates normally. // void game_shutdown(void) { gTirDll_TrackIR.Close( ); profile_deinit(); fsspeech_deinit(); #ifdef FS2_VOICER if(Cmdline_voice_recognition) { VOICEREC_deinit(); } #endif // don't ever flip a page on the standalone! if(!(Game_mode & GM_STANDALONE_SERVER)){ gr_reset_clip(); gr_clear(); gr_flip(); } // if the player has left the "player select" screen and quit the game without actually choosing // a player, Player will be NULL, in which case we shouldn't write the player file out! if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){ Pilot.save_player(); Pilot.save_savefile(); } // load up common multiplayer icons multi_unload_common_icons(); hud_close(); fireball_close(); // free fireball system particle_close(); // close out the particle system weapon_close(); // free any memory that was allocated for the weapons ship_close(); // free any memory that was allocated for the ships hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback unload_animating_pointer();// frees the frames used for the animating mouse pointer mission_campaign_clear(); // clear out the campaign stuff message_mission_close(); // clear loaded table data from message.tbl mission_parse_close(); // clear out any extra memory that may be in use by mission parsing multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc) multi_log_close(); logfile_close(LOGFILE_EVENT_LOG); // close down the mission log #ifdef MULTI_USE_LAG multi_lag_close(); #endif fs2netd_close(); if ( Cmdline_old_collision_sys ) { obj_pairs_close(); // free memory from object collision pairs } else { obj_reset_colliders(); } stars_close(); // clean out anything used by stars code // the menu close functions will unload the bitmaps if they were displayed during the game main_hall_close(); training_menu_close(); gr_close(); // free left over memory from table parsing player_tips_close(); joy_close(); audiostream_close(); snd_close(); event_music_close(); gamesnd_close(); // close out gamesnd, needs to happen *after* other sounds are closed psnet_close(); model_free_all(); bm_unload_all(); // unload/free bitmaps, has to be called *after* model_free_all()! os_cleanup(); // although the comment in cmdline.cpp said this isn't needed, // Valgrind disagrees (quite possibly incorrectly), but this is just cleaner if (Cmdline_mod != NULL) { delete[] Cmdline_mod; Cmdline_mod = NULL; } #if 0 // don't have an updater for fs2_open // HACKITY HACK HACK // if this flag is set, we should be firing up the launcher when exiting freespace extern int Multi_update_fireup_launcher_on_exit; if(Multi_update_fireup_launcher_on_exit){ game_launch_launcher_on_exit(); } #endif } // game_stop_looped_sounds() // // This function will call the appropriate stop looped sound functions for those // modules which use looping sounds. It is not enough just to stop a looping sound // at the DirectSound level, the game is keeping track of looping sounds, and this // function is used to inform the game that looping sounds are being halted. // void game_stop_looped_sounds() { hud_stop_looped_locking_sounds(); hud_stop_looped_engine_sounds(); afterburner_stop_sounds(); player_stop_looped_sounds(); obj_snd_stop_all(); // stop all object-linked persistant sounds game_stop_subspace_ambient_sound(); snd_stop(Radar_static_looping); Radar_static_looping = -1; snd_stop(Target_static_looping); shipfx_stop_engine_wash_sound(); Target_static_looping = -1; } ////////////////////////////////////////////////////////////////////////// // // Code for supporting an animating mouse pointer // // ////////////////////////////////////////////////////////////////////////// typedef struct animating_obj { int first_frame; int num_frames; int current_frame; float time; float elapsed_time; } animating_obj; static animating_obj Animating_mouse; // ---------------------------------------------------------------------------- // init_animating_pointer() // // Called by load_animating_pointer() to ensure the Animating_mouse struct // gets properly initialized // void init_animating_pointer() { Animating_mouse.first_frame = -1; Animating_mouse.num_frames = 0; Animating_mouse.current_frame = -1; Animating_mouse.time = 0.0f; Animating_mouse.elapsed_time = 0.0f; } // ---------------------------------------------------------------------------- // load_animating_pointer() // // Called at game init to load in the frames for the animating mouse pointer // // input: filename => filename of animation file that holds the animation // void load_animating_pointer(char *filename, int dx, int dy) { int fps; animating_obj *am; init_animating_pointer(); //TEMP mprintf(("loading animated cursor \"%s\"\n", filename)); am = &Animating_mouse; am->first_frame = bm_load_animation(filename, &am->num_frames, &fps); if ( am->first_frame == -1 ) Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename); am->current_frame = 0; am->time = am->num_frames / i2fl(fps); } // ---------------------------------------------------------------------------- // unload_animating_pointer() // // Called at game shutdown to free the memory used to store the animation frames // void unload_animating_pointer() { int i; animating_obj *am; am = &Animating_mouse; for ( i = 0; i < am->num_frames; i++ ) { Assert( (am->first_frame+i) >= 0 ); // if we are the current cursor then reset to avoid gr_close() issues - taylor gr_unset_cursor_bitmap(am->first_frame + i); } // this will release all of the frames at once if (am->first_frame >= 0) bm_release(am->first_frame); am->first_frame = -1; am->num_frames = 0; am->current_frame = -1; } // draw the correct frame of the game mouse... called from game_maybe_draw_mouse() void game_render_mouse(float frametime) { int mx, my; animating_obj *am; // if animating cursor exists, play the next frame am = &Animating_mouse; if ( am->first_frame != -1 ) { mouse_get_pos(&mx, &my); am->elapsed_time += frametime; am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) ); if ( am->current_frame >= am->num_frames ) { am->current_frame = 0; am->elapsed_time = 0.0f; } gr_set_cursor_bitmap(am->first_frame + am->current_frame); } } // ---------------------------------------------------------------------------- // game_maybe_draw_mouse() // // determines whether to draw the mouse pointer at all, and what frame of // animation to use if the mouse is animating // // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game. // // input: frametime => elapsed frame time in seconds since last call // void game_maybe_draw_mouse(float frametime) { int game_state; game_state = gameseq_get_state(); switch ( game_state ) { case GS_STATE_GAME_PAUSED: // case GS_STATE_MULTI_PAUSED: case GS_STATE_GAME_PLAY: case GS_STATE_DEATH_DIED: case GS_STATE_DEATH_BLEW_UP: if ( popup_active() || popupdead_is_active() ) { Mouse_hidden = 0; } else { Mouse_hidden = 1; } break; default: Mouse_hidden = 0; break; } // end switch if ( !Mouse_hidden ) game_render_mouse(frametime); } void game_do_training_checks() { int i, s; float d; waypoint_list *wplp; if (Training_context & TRAINING_CONTEXT_SPEED) { s = (int) Player_obj->phys_info.fspeed; if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) { if (!Training_context_speed_set) { Training_context_speed_set = 1; Training_context_speed_timestamp = timestamp(); } } else Training_context_speed_set = 0; } if (Training_context & TRAINING_CONTEXT_FLY_PATH) { wplp = Training_context_path; if (wplp->get_waypoints().size() > (uint) Training_context_goal_waypoint) { i = Training_context_goal_waypoint; do { waypoint *wpt = find_waypoint_at_index(wplp, i); Assert(wpt != NULL); d = vm_vec_dist(wpt->get_pos(), &Player_obj->pos); if (d <= Training_context_distance) { Training_context_at_waypoint = i; if (Training_context_goal_waypoint == i) { Training_context_goal_waypoint++; snd_play(&Snds[SND_CARGO_REVEAL], 0.0f); } break; } i++; if ((uint) i == wplp->get_waypoints().size()) i = 0; } while (i != Training_context_goal_waypoint); } } if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) { Players_target = Player_ai->target_objnum; Players_targeted_subsys = Player_ai->targeted_subsys; Players_target_timestamp = timestamp(); } // following added by Sesquipedalian for is_missile_locked if ((Players_mlocked == UNINITIALIZED) || (Player_ai->current_target_is_locked != Players_mlocked)) { Players_mlocked = Player_ai->current_target_is_locked; Players_mlocked_timestamp = timestamp(); } } /////////// Following is for event debug view screen #ifndef NDEBUG #define EVENT_DEBUG_MAX 5000 #define EVENT_DEBUG_EVENT 0x8000 int Event_debug_index[EVENT_DEBUG_MAX]; int ED_count; void game_add_event_debug_index(int n, int indent) { if (ED_count < EVENT_DEBUG_MAX) Event_debug_index[ED_count++] = n | (indent << 16); } void game_add_event_debug_sexp(int n, int indent) { if (n < 0) return; if (Sexp_nodes[n].first >= 0) { game_add_event_debug_sexp(Sexp_nodes[n].first, indent); game_add_event_debug_sexp(Sexp_nodes[n].rest, indent); return; } game_add_event_debug_index(n, indent); if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR) game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1); else game_add_event_debug_sexp(Sexp_nodes[n].rest, indent); } void game_event_debug_init() { int e; ED_count = 0; for (e=0; e y_max) break; z = Event_debug_index[k]; if (z & EVENT_DEBUG_EVENT) { z &= 0x7fff; sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "", Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"), (Mission_events[z].chain_delay < 0) ? "" : NOX("x "), Mission_events[z].repeat_count, Mission_events[z].interval); } else { i = (z >> 16) * 3; buf[i] = 0; while (i--) buf[i] = ' '; strcat_s(buf, Sexp_nodes[z & 0x7fff].text); switch (Sexp_nodes[z & 0x7fff].value) { case SEXP_TRUE: strcat_s(buf, NOX(" (True)")); break; case SEXP_FALSE: strcat_s(buf, NOX(" (False)")); break; case SEXP_KNOWN_TRUE: strcat_s(buf, NOX(" (Always true)")); break; case SEXP_KNOWN_FALSE: strcat_s(buf, NOX(" (Always false)")); break; case SEXP_CANT_EVAL: strcat_s(buf, NOX(" (Can't eval)")); break; case SEXP_NAN: case SEXP_NAN_FOREVER: strcat_s(buf, NOX(" (Not a number)")); break; } } gr_printf(10, y_index, buf); y_index += font_height; k++; } gr_flip(); } #endif // NDEBUG #ifndef NDEBUG FILE * Time_fp; FILE * Texture_fp; int Tmap_npixels=0; int Tmap_num_too_big = 0; int Num_models_needing_splitting = 0; void Time_model( int modelnum ) { // mprintf(( "Timing ship '%s'\n", si->name )); vec3d eye_pos, model_pos; matrix eye_orient, model_orient; polymodel *pm = model_get( modelnum ); int l = strlen(pm->filename); while( (l>0) ) { if ( (l == '/') || (l=='\\') || (l==':')) { l++; break; } l--; } char *pof_file = &pm->filename[l]; int model_needs_splitting = 0; //fprintf( Texture_fp, "Model: %s\n", pof_file ); int i; for (i=0; in_textures; i++ ) { char filename[1024]; ubyte pal[768]; texture_map *tmap = &pm->maps[i]; for(int j = 0; j < TM_NUM_TYPES; j++) { int bmp_num = tmap->textures[j].GetOriginalTexture(); if ( bmp_num > -1 ) { bm_get_palette(bmp_num, pal, filename ); int w,h; bm_get_info( bmp_num,&w, &h ); if ( (w > 512) || (h > 512) ) { fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h ); Tmap_num_too_big++; model_needs_splitting++; } } else { //fprintf( Texture_fp, "\tTexture %d is bogus\n", i ); } } } if ( model_needs_splitting ) { Num_models_needing_splitting++; } eye_orient = model_orient = vmd_identity_matrix; eye_pos = model_pos = vmd_zero_vector; eye_pos.xyz.z = -pm->rad*2.0f; vec3d eye_to_model; vm_vec_sub( &eye_to_model, &model_pos, &eye_pos ); vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL ); fix t1 = timer_get_fixed_seconds(); angles ta; ta.p = ta.b = ta.h = 0.0f; int framecount = 0; Tmap_npixels = 0; int bitmaps_used_this_frame, bitmaps_new_this_frame; bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame); modelstats_num_polys = modelstats_num_verts = 0; while( ta.h < PI2 ) { matrix m1; vm_angles_2_matrix(&m1, &ta ); vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 ); gr_reset_clip(); // gr_clear(); g3_start_frame(1); //WMC - I think I can set this to VIEWER_ZOOM_DEFAULT. //If it's not appropriate, use cam_get_current() g3_set_view_matrix( &eye_pos, &eye_orient, VIEWER_ZOOM_DEFAULT ); model_clear_instance( modelnum ); model_set_detail_level(0); // use highest detail level model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS ); g3_end_frame(); // gr_flip(); framecount++; ta.h += 0.1f; int k = key_inkey(); if ( k == KEY_ESC ) { exit(1); } } fix t2 = timer_get_fixed_seconds(); bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame); modelstats_num_polys /= framecount; modelstats_num_verts /= framecount; Tmap_npixels /=framecount; mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) )); fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels ); } int Time_models = 0; DCF_BOOL( time_models, Time_models ) void Do_model_timings_test() { if ( !Time_models ) return; mprintf(( "Timing models!\n" )); int i; ubyte model_used[MAX_POLYGON_MODELS]; int model_id[MAX_POLYGON_MODELS]; for (i=0; imodel_num = model_load(sip->pof_file, 0, NULL); model_used[sip->model_num % MAX_POLYGON_MODELS]++; model_id[sip->model_num % MAX_POLYGON_MODELS] = sip->model_num; } Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" ); if ( !Texture_fp ) return; Time_fp = fopen( NOX("ShipTimings.txt"), "wt" ); if ( !Time_fp ) return; fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" ); // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" ); for (i=0; i 0){ mtime -= (3600.0f * (float)hours); } seconds = (int)mtime%60; minutes = (int)mtime/60; // print the hour if necessary if(hours > 0){ sprintf(time_str,XSTR( "%d:", 201),hours); // if there are less than 10 minutes, print a leading 0 if(minutes < 10){ strcpy_s(tmp,NOX("0")); strcat(time_str,tmp); } } // print the minutes if(hours){ sprintf(tmp,XSTR( "%d:", 201),minutes); strcat(time_str,tmp); } else { sprintf(time_str,XSTR( "%d:", 201),minutes); } // print the seconds if(seconds < 10){ strcpy_s(tmp,NOX("0")); strcat(time_str,tmp); } sprintf(tmp,"%d",seconds); strcat(time_str,tmp); } // Stuff version string in *str. void get_version_string(char *str, int max_size) { //XSTR:OFF Assert( max_size > 6 ); #if FS_VERSION_REVIS == 0 sprintf(str, "FreeSpace 2 Open v%i.%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD); #else sprintf(str, "FreeSpace 2 Open v%i.%i.%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS); #endif #ifndef NDEBUG strcat_s( str, max_size, " Debug" ); #endif // Lets get some more info in here switch(gr_screen.mode) { case GR_OPENGL: strcat_s( str, max_size, " OpenGL" ); break; } if (Cmdline_nohtl) strcat_s( str, max_size, " non-HT&L" ); } void get_version_string_short(char *str) { sprintf(str,"v%d.%d", FS_VERSION_MAJOR, FS_VERSION_MINOR); } // ---------------------------------------------------------------- // // Subspace Ambient Sound START // // ---------------------------------------------------------------- static int Subspace_ambient_left_channel = -1; static int Subspace_ambient_right_channel = -1; // void game_start_subspace_ambient_sound() { if ( Subspace_ambient_left_channel < 0 ) { Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f); } if ( Subspace_ambient_right_channel < 0 ) { Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f); } } void game_stop_subspace_ambient_sound() { if ( Subspace_ambient_left_channel >= 0 ) { snd_stop(Subspace_ambient_left_channel); Subspace_ambient_left_channel = -1; } if ( Subspace_ambient_right_channel >= 0 ) { snd_stop(Subspace_ambient_right_channel); Subspace_ambient_right_channel = -1; } } // ---------------------------------------------------------------- // // Subspace Ambient Sound END // // ---------------------------------------------------------------- // ---------------------------------------------------------------- // // CDROM detection code START // // ---------------------------------------------------------------- #define CD_SIZE_72_MINUTE_MAX (697000000) uint game_get_cd_used_space(char *path) { #ifdef _WIN32 uint total = 0; char use_path[512] = ""; char sub_path[512] = ""; WIN32_FIND_DATA find; HANDLE find_handle; // recurse through all files and directories strcpy_s(use_path, path); strcat_s(use_path, "*.*"); find_handle = FindFirstFile(use_path, &find); // bogus if(find_handle == INVALID_HANDLE_VALUE){ return 0; } // whee do { // subdirectory. make sure to ignore . and .. if((find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) && stricmp(find.cFileName, ".") && stricmp(find.cFileName, "..")){ // subsearch strcpy_s(sub_path, path); strcat_s(sub_path, find.cFileName); strcat_s(sub_path, DIR_SEPARATOR_STR); total += game_get_cd_used_space(sub_path); } else { total += (uint)find.nFileSizeLow; } } while(FindNextFile(find_handle, &find)); // close FindClose(find_handle); // total return total; #else if (path == NULL) { // bail mprintf(("NULL path passed to game_get_cd_used_space.\n")); return 0; } STUB_FUNCTION; return 0; #endif // _WIN32 } // if volume_name is non-null, the CD name must match that int find_freespace_cd(char *volume_name) { #ifdef _WIN32 char oldpath[MAX_PATH]; char volume[256]; int i; int cdrom_drive=-1; int volume_match = 0; _finddata_t find; int find_handle; GetCurrentDirectory(MAX_PATH-1, oldpath); for (i = 0; i < 26; i++) { //XSTR:OFF char path[]="d:\\"; //XSTR:ON path[0] = (char)('A'+i); if (GetDriveType(path) == DRIVE_CDROM) { cdrom_drive = -3; if ( GetVolumeInformation(path, volume, 256, NULL, NULL, NULL, NULL, 0) == TRUE ) { nprintf(("CD", "CD volume: %s\n", volume)); // check for any CD volume int volume1_present = 0; int volume2_present = 0; int volume3_present = 0; char full_check[512] = ""; // look for setup.exe strcpy_s(full_check, path); strcat_s(full_check, "setup.exe"); find_handle = _findfirst(full_check, &find); if(find_handle != -1){ volume1_present = 1; _findclose(find_handle); } // look for intro.mve strcpy_s(full_check, path); strcat_s(full_check, "intro.mve"); find_handle = _findfirst(full_check, &find); if(find_handle != -1){ volume2_present = 1; _findclose(find_handle); } // look for endpart1.mve strcpy_s(full_check, path); strcat_s(full_check, "endpart1.mve"); find_handle = _findfirst(full_check, &find); if(find_handle != -1){ volume3_present = 1; _findclose(find_handle); } // see if we have the specific CD we're looking for if ( volume_name ) { // volume 1 if ( !stricmp(volume_name, FS_CDROM_VOLUME_1) && volume1_present) { volume_match = 1; } // volume 2 if ( !stricmp(volume_name, FS_CDROM_VOLUME_2) && volume2_present) { volume_match = 1; } // volume 3 if ( !stricmp(volume_name, FS_CDROM_VOLUME_3) && volume3_present) { volume_match = 1; } } else { if ( volume1_present || volume2_present || volume3_present ) { volume_match = 1; } } // here's where we make sure that CD's 2 and 3 are not just ripped - check to make sure its capacity is > 697,000,000 bytes if ( volume_match ){ // we don't care about CD1 though. let it be whatever size it wants, since the game will demand CD's 2 and 3 at the proper time if(volume2_present || volume3_present) { // first step - check to make sure its a cdrom if(GetDriveType(path) != DRIVE_CDROM){ break; } // oem not on 80 min cds, so don't check tha size // check its size uint used_space = game_get_cd_used_space(path); if(used_space < CD_SIZE_72_MINUTE_MAX){ break; } } cdrom_drive = i; break; } } } } SetCurrentDirectory(oldpath); return cdrom_drive; #else // STUB_FUNCTION; if (volume_name != NULL) { // volume specific checks STUB_FUNCTION; } return -1; #endif // _WIN32 } int set_cdrom_path(int drive_num) { int rval; if (drive_num < 0) { //no CD // #ifndef NDEBUG // strcpy_s(CDROM_dir,"j:\\FreeSpaceCD\\"); //set directory // rval = 1; // #else memset(Game_CDROM_dir, 0, sizeof(Game_CDROM_dir)); rval = 0; // #endif } else { sprintf(Game_CDROM_dir,NOX("%c:\\"), 'a' + drive_num ); //set directory rval = 1; } return rval; } int init_cdrom() { int i, rval; //scan for CD, etc. i = find_freespace_cd(); rval = set_cdrom_path(i); return rval; } int Last_cd_label_found = 0; char Last_cd_label[256]; int game_cd_changed() { #ifdef _WIN32 char label[256]; int found; int changed = 0; if ( strlen(Game_CDROM_dir) == 0 ) { //-V805 init_cdrom(); } if ( strlen(Game_CDROM_dir) == 0 ) { //-V805 return 0; } found = GetVolumeInformation(Game_CDROM_dir, label, 256, NULL, NULL, NULL, NULL, 0); if ( found != Last_cd_label_found ) { Last_cd_label_found = found; if ( found ) { mprintf(( "CD '%s' was inserted\n", label )); } else { mprintf(( "CD '%s' was removed\n", Last_cd_label )); } changed = 1; } else { if ( Last_cd_label_found ) { if ( !stricmp( Last_cd_label, label )) { //mprintf(( "CD didn't change\n" )); } else { mprintf(( "CD was changed from '%s' to '%s'\n", Last_cd_label, label )); changed = 1; } } else { // none found before, none found now. //mprintf(( "still no CD...\n" )); } } Last_cd_label_found = found; if ( found ) { strcpy_s( Last_cd_label, label ); } else { strcpy_s( Last_cd_label, "" ); } return changed; #else STUB_FUNCTION; return 0; #endif // _WIN32 } // check if _any_ FreeSpace2 CDs are in the drive // return: 1 => CD now in drive // 0 => Could not find CD, they refuse to put it in the drive int game_do_cd_check(char *volume_name) { #if !defined(GAME_CD_CHECK) return 1; #else int cd_present = 0; int cd_drive_num; int num_attempts = 0; int refresh_files = 0; while(1) { int path_set_ok, popup_rval; cd_drive_num = find_freespace_cd(volume_name); path_set_ok = set_cdrom_path(cd_drive_num); if ( path_set_ok ) { cd_present = 1; if ( refresh_files ) { cfile_refresh(); refresh_files = 0; } break; } // standalone mode if(Is_standalone){ cd_present = 0; break; } else { // no CD found, so prompt user popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue", 202)); refresh_files = 1; if ( popup_rval != 1 ) { cd_present = 0; break; } if ( num_attempts++ > 5 ) { cd_present = 0; break; } } } return cd_present; #endif } // check if _any_ FreeSpace2 CDs are in the drive // return: 1 => CD now in drive // 0 => Could not find CD, they refuse to put it in the drive int game_do_cd_check_specific(char *volume_name, int cdnum) { int cd_present = 0; int cd_drive_num; int num_attempts = 0; int refresh_files = 0; while(1) { int path_set_ok, popup_rval; cd_drive_num = find_freespace_cd(volume_name); path_set_ok = set_cdrom_path(cd_drive_num); if ( path_set_ok ) { cd_present = 1; if ( refresh_files ) { cfile_refresh(); refresh_files = 0; } break; } if(Is_standalone){ cd_present = 0; break; } else { // no CD found, so prompt user popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cdnum); refresh_files = 1; if ( popup_rval != 1 ) { cd_present = 0; break; } if ( num_attempts++ > 5 ) { cd_present = 0; break; } } } return cd_present; } // ---------------------------------------------------------------- // // CDROM detection code END // // ---------------------------------------------------------------- // ---------------------------------------------------------------- // Language autodetection stuff // // default setting is "-1" to use registry setting with English as fall back // DO NOT change that default setting here or something uncouth might happen // in the localization code int detect_lang() { uint file_checksum; int idx; char first_font[MAX_FILENAME_LEN]; // if the reg is set then let lcl_init() figure out what to do if (os_config_read_string( NULL, NOX("Language"), NULL ) != NULL) return -1; // try and open the file to verify gr_stuff_first_font(first_font, sizeof(first_font)); CFILE *detect = cfopen(first_font, "rb"); // will use default setting if something went wrong if (!detect) return -1; // get the long checksum of the file file_checksum = 0; cfseek(detect, 0, SEEK_SET); cf_chksum_long(detect, &file_checksum); cfclose(detect); detect = NULL; // now compare the checksum/filesize against known #'s for (idx=0; idx < (int)Lcl_languages.size(); idx++) { if (Lcl_languages[idx].checksum == (int)file_checksum) { mprintf(( "AutoLang: Language auto-detection successful...\n" )); return idx; } } // notify if a match was not found, include detected checksum mprintf(( "ERROR: Unknown Language Checksum: %i\n", (int)file_checksum )); mprintf(( "Using default language settings...\n" )); return -1; } // // Eng Auto Lang stuff // ---------------------------------------------------------------- // ---------------------------------------------------------------- // SHIPS TBL VERIFICATION STUFF // // checksums, just keep a list of all valid ones, if it matches any of them, keep it #define NUM_SHIPS_TBL_CHECKSUMS 1 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = { // -1022810006, // 1.0 FULL -1254285366 // 1.2 FULL (German) }; void verify_ships_tbl() { /* #ifdef NDEBUG Game_ships_tbl_valid = 1; #else */ uint file_checksum; int idx; // detect if the packfile exists CFILE *detect = cfopen("ships.tbl", "rb"); Game_ships_tbl_valid = 0; // not mission-disk if(!detect){ Game_ships_tbl_valid = 0; return; } // get the long checksum of the file file_checksum = 0; cfseek(detect, 0, SEEK_SET); cf_chksum_long(detect, &file_checksum); cfclose(detect); detect = NULL; // now compare the checksum/filesize against known #'s for(idx=0; idx