/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Fred2/FredStubs.cpp $ * $Revision: 1.7 $ * $Date: 2007-09-29 14:29:59 $ * $Author: karajorma $ * * Bogus C file for functions and variable stubs that Fred needs because it * includes some libraries that makes functions calls to other libraries that FRED * doesn't include. In a perfect world, programmers would work harder to keep * the code they write more self-contained and not tie all the code everywhere * to each other. * * $Log: not supported by cvs2svn $ * Revision 1.6 2007/02/11 09:37:18 taylor * dd VALID_FNAME() macro and put it around a few places (more to come) * clean out some old variables * move CLAMP() macro from opengl header to global header * update COUNT_ESTIMATE to match new bmpman changes * * Revision 1.5 2006/07/14 03:50:31 taylor * add missing stub for game_get_overall_frametime() * * Revision 1.4 2006/04/20 06:32:01 Goober5000 * proper capitalization according to Volition * * Revision 1.3 2006/03/18 21:23:38 taylor * add framerate var since it's contained in freespace.cpp and that's not used in a FRED2 compile * * Revision 1.2 2006/01/20 05:35:59 wmcoolmon * Updated FREDStubs.cpp to most current version * * Revision 1.1 2006/01/19 02:27:31 Goober5000 * import FRED2 back into fs2_open module * --Goober5000 * * Revision 1.12 2005/12/06 21:45:04 taylor * stub fix for get_version_string() change * * Revision 1.11 2005/10/16 18:49:26 taylor * add Networking_disabled * * Revision 1.10 2005/08/28 20:36:38 phreak * Added "Multi_ping_timestamp" variable to fred stubs * * Revision 1.9 2005/06/20 16:07:24 phreak * added game_pause() and game_unpause() to fred stubs. * fixed models rendering out of position. * * Revision 1.8 2005/05/18 05:19:15 phreak * stub added for game_feature_disabled_popup() * * Revision 1.7 2005/04/13 20:11:06 chhogg * Changed vector to vec3d for Fred. * * Revision 1.6 2005/03/19 23:17:01 phreak * Added the "cube_map_drawen" (lol) variable to the stub for fred to compile * * Revision 1.5 2005/03/06 22:43:14 wmcoolmon * Fixx0red some of the jump node errors * * Revision 1.4 2004/04/29 03:35:47 wmcoolmon * Added alt_tab_pause() stub * * Revision 1.3 2004/03/15 12:14:46 randomtiger * Fixed a whole heap of problems with Fred introduced by changes to global vars. * * Revision 1.2 2002/08/15 01:06:34 penguin * Include filename reorg (to coordinate w/ fs2_open) * * Revision 1.1.1.1 2002/07/15 03:10:57 inquisitor * Initial FRED2 Checking * * * 26 9/27/99 10:13a Jefff * another stub for not_in_demo popup * * 25 9/13/99 5:16p Dave * New stubs * * 24 9/06/99 8:43p Dave * Checked in some stubs. * * 23 9/01/99 10:14a Dave * Pirate bob. * * 22 8/26/99 10:15a Dave * Don't apply beam whacks to docked ships. * * 21 8/04/99 2:24a Dave * Fixed escort gauge ordering for dogfight. * * 20 7/08/99 10:53a Dave * New multiplayer interpolation scheme. Not 100% done yet, but still * better than the old way. * * 19 6/10/99 11:11a Jamesa * More stubs. * * 18 4/12/99 10:36a Johnson * Stub for game_hacked_data * * 17 3/19/99 6:15p Dave * Stubs * * 16 2/23/99 7:03p Dave * Rewrote a horribly mangled and evil team loadout dialog. Bugs gone. * * 15 2/17/99 2:11p Dave * First full run of squad war. All freespace and tracker side stuff * works. * * 14 1/14/99 12:49a Dave * Made an attempt to put briefing icons back into FRED. * * 13 1/12/99 5:45p Dave * Whole slew of new stubs. * * 12 1/08/99 2:07p Dave * Temporary checkin. Super early support for AWACS and beam weapons. * * 11 12/06/98 2:36p Dave * Stub. * * 10 12/03/98 10:14a Dave * * 9 11/30/98 5:32p Dave * Fixed up Fred support for software mode. * * 8 11/19/98 8:05a Dave * Psnet stub * * 7 11/12/98 12:12a Dave * Stub for new turret fired packet. * * 6 10/21/98 9:56a Dave * Fixed stupid linker thing. * * 5 10/13/98 9:57a Dave * * 4 10/13/98 9:27a Dave * Started neatening up freespace.h * * 3 10/12/98 1:01p Dave * Fixed object rotation bug (uninitialized data). Changed a few stubs to * correspond to new var names. * * 2 10/07/98 6:28p Dave * Initial checkin. Renamed all relevant stuff to be Fred2 instead of * Fred. Globalized mission and campaign file extensions. Removed Silent * Threat specific code. * * 1 10/07/98 3:01p Dave * * 1 10/07/98 3:00p Dave * * 238 9/20/98 9:46p Dave * send_change_iff_packet() stub. * * 237 9/15/98 11:44a Dave * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring * scale factors. Fixed standalone filtering of MD missions to non-MD * hosts. * * 236 9/12/98 2:17p Dave * Multiplayer reinforcement fix stub. * * 235 8/28/98 3:28p Dave * EMP effect done. AI effects may need some tweaking as required. * * 234 8/26/98 2:14p Dave * * 233 8/25/98 1:48p Dave * First rev of EMP effect. Player side stuff basically done. Next comes * AI code. * * 232 8/11/98 9:21a Dave * new TvT stub. * * 231 7/14/98 4:57p Allender * * 230 7/06/98 5:08p Hoffoss * * 229 6/22/98 11:02a Hoffoss * * 228 6/09/98 12:12p Hoffoss * Added XSTR localization code. * * 227 6/07/98 3:25p Lawrance * * 226 5/25/98 2:20p Allender * scoring_level_close() * * 225 5/23/98 6:53p Allender * AL: add Skill_level to stubs * * 224 5/21/98 4:14a Allender * * 223 5/18/98 1:56a Allender * respawn limit to 999 max * * 222 5/18/98 12:41a Allender * fixed subsystem problems on clients (i.e. not reporting properly on * damage indicator). Fixed ingame join problem with respawns. minor * comm menu stuff * * 221 5/15/98 11:04p Sandeep * fixed a bug caused by Alan. :) * * 220 5/14/98 2:24p Sandeep * * 219 5/13/98 11:34p Mike * Model caching system. * * 218 5/13/98 11:16p Allender * * 217 5/09/98 10:35p Allender * * 216 5/09/98 9:49p Allender * * 215 5/09/98 3:38p Sandeep * * 214 5/08/98 11:20a Allender * fix ingame join trouble. Small messaging fix. Enable collisions for * friendlies again * * 213 5/05/98 5:12p Sandeep * * 212 5/05/98 11:10a Johnson * Fix help overlay link errors * * 211 5/04/98 6:06p Lawrance * Make red alert mode work! * * 210 4/30/98 9:15a Allender * * 209 4/28/98 8:07a Jasen * JAS: Stubbed in cdrom_path * * 208 4/27/98 10:17p Allender * * 207 4/27/98 8:56p Jim * stub for modifcation of scoring_eval_hit * * 206 4/26/98 12:42p Sandeep * stubbed send_turret_fired_packet. Stop breaking fred! :) * * 205 4/25/98 1:57p Mike * Oops, someone else had just stubbed out big_explosion_flash. * * 204 4/25/98 1:56p Mike * Stub out big_explosion_flash(). * * 203 4/25/98 1:20p Jim * stub for big_explosion_flash * * 202 4/20/98 8:54a Mike * Stub opposing_team_mask(). * * 201 4/13/98 9:53p Hoffoss * * 200 4/13/98 2:48p Allender * countermeasure sucess packet * * 199 4/12/98 12:15p Jim * Stub out Subspace_effect * * 198 4/10/98 12:16p Allender * fix ship hit kill and debris packets * * 197 4/10/98 9:15a Allender * * 196 4/09/98 8:42p Sandeep * * 195 4/09/98 12:46a Sandeep * * 194 4/08/98 8:37a Mike * Stub out hud_find_target_distance(). * * 193 4/07/98 10:11p Lawrance * stub out hud_communications_state * * 192 4/07/98 2:52p Andsager * stub out Energy_levels * * 191 4/05/98 10:33a John * Stubbed in a variable * * 190 3/31/98 5:11p John * Removed demo/save/restore. Made NDEBUG defined compile. Removed a * bunch of debug stuff out of player file. Made model code be able to * unload models and malloc out only however many models are needed. * * 189 3/30/98 10:26a Hoffoss * * 188 3/26/98 6:41p Lawrance * stub out bmap paging function * * 187 3/19/98 10:26a Dave * Put in several HUD_offset problems. * * 186 3/17/98 10:27a Johnson * AL: stub out some asteroid network calls * * 185 3/14/98 4:57p Lawrance * stub out some wingman status functions * * 184 3/12/98 5:36p John * Took out any unused shaders. Made shader code take rgbc instead of * matrix and vector since noone used it like a matrix and it would have * been impossible to do in hardware. Made Glide implement a basic * shader for online help. * * 183 3/12/98 2:21p Johnson * Fixed some Fred bugs related to jump nodes. * * 182 3/11/98 10:22p Dave * Laid groundwork for new observer HUD. Split up multi respawning into * its own module. * * 181 3/11/98 9:36p Allender * * 180 3/11/98 12:25a Lawrance * stub yet another HUD function. * * 179 3/10/98 5:08p Allender * fixed up multiplayer death messages (I hope). changes in object update * packets * * 178 3/09/98 9:54p Hoffoss * * 177 3/09/98 5:03p Lawrance * stub hud function * * 176 3/09/98 4:30p Allender * multiplayer secondary weapon changes. red-alert and cargo-known-delay * sexpressions. Add time cargo revealed to ship structure * * 175 3/09/98 10:50a Hoffoss * * 174 3/09/98 12:12a Lawrance * Add support for Red Alert missions * * 173 3/08/98 12:03p Allender * changed how ship network signatures are handed out. Done at mission * load time. Space reserved in wings for all waves/counts for their * signatures. Fixed some secondary firing issues * * 172 3/06/98 5:10p Allender * made time to: field in extended targetbox use support time to dock code * for all docking shpis. Only display for waypoints and docking (not * undocking). Small fixups to message menu -- not allowing depart when * disabled. Depart is now by default ignored for all non-small ships * * 171 3/05/98 11:15p Hoffoss * Changed non-game key checking to use game_check_key() instead of * game_poll(). * * 170 3/04/98 5:04p Hoffoss * stub out hud function * * 169 3/03/98 1:21a Lawrance * stub out some hud escort functions * * 168 2/27/98 10:34a Johnson * * 167 2/24/98 3:08p Allender * * 166 2/23/98 5:07p Allender * made net_signature in the object structure an unsigned short. Created * permanent and non-permanent network object "pools". * * 165 2/19/98 7:06p Sandeep * * 164 2/18/98 10:34p Allender * repair/rearm system (for single and multi) about finished. * dock/undock and ai goals packets implemented for multiplayer * * 163 2/17/98 5:03p Allender * major cdhanges to rearm repair code. All flag and variable setting * done in one function. A little more work to do. Fix bug in squad * messaging when hotkey was used on invalid target * * 162 2/17/98 8:58a Mike * Resolve link errors with stubs in FredStubs. * * 161 2/12/98 5:12p Lawrance * stub out hud function * * 160 2/11/98 9:44p Allender * rearm repair code fixes. hud support view shows abort status. New * support ship killed message. More network stats * * 159 2/11/98 5:47p Dave * multiplayer packet function stub * * 158 2/10/98 9:55a Lawrance * stub out cmeasure function * * 157 1/29/98 5:22p Dave * Made ingame join ignore bad packets more gracefully. * * 156 1/29/98 9:00a Allender * yet more stubs * * 155 1/28/98 7:31p Lawrance * stub out some more hud stuff * * 154 1/24/98 4:00p Lawrance * stub out some new hud functions * * 153 1/22/98 11:46p Hoffoss * Fixed linking problem with Fred. * * 152 1/20/98 4:45p Allender * more, uh..., umm...., more stubs -- yeah, that's it * * 151 1/20/98 11:43a Sandeep * fixed unresolved external * * 150 1/17/98 12:35a Sandeep * fixed fred stub build error * * 149 1/16/98 10:40a Lawrance * stub out hud function * * 148 1/14/98 5:22p Allender * save/restore hotkey selections when replaying the same mission * * 147 1/13/98 5:37p Dave * Reworked a lot of standalone interface code. Put in single and * multiplayer popups for death sequence. Solidified multiplayer kick * code. * * 146 1/12/98 9:29p Mike * Stub out send_mission_goal_info_packet(). * * 145 1/10/98 1:22a Lawrance * fix link error in FRED * * 144 1/07/98 4:40p Allender * minor modification to special messages. Fixed cargo_revealed problem * for multiplayer and problem with is-cargo-known sexpression * * 143 1/05/98 10:06p Lawrance * stub out some HUD functions * * 142 1/02/98 10:20p Lawrance * stub out hud_set_default_color() * * 141 1/02/98 9:12p Lawrance * remove some obsolete stubs * * 140 12/24/97 9:57p Lawrance * remove stub * * 139 12/24/97 3:37p Hoffoss * Moved control config stuff to seperate library to Fred can access it as * well. * * 138 12/19/97 2:01p Johnson * added stubs for game_flash * * 137 12/19/97 11:56a John * Added texturing to missilie trails. Took out Alan's old sphere * debugging code. Added palette flash effect code. * * 136 12/19/97 11:21a Hoffoss * * 135 12/18/97 8:46p Lawrance * Move IFF_color definitions from HUD->ship, so FRED can use them. * * 134 12/16/97 9:32p Lawrance * stub out demo_query_debug() * * 133 12/16/97 6:20p Hoffoss * Added more debugging code for demos, and fixed a bug in demo * recording/playback. * * $NoKeywords: $ */ #include "globalincs/pstypes.h" #include "object/object.h" #include "io/key.h" #include "ship/ship.h" #include "graphics/2d.h" #include "mission/missionparse.h" #include "network/psnet.h" #include "stats/scoring.h" #include "cfile/cfile.h" float flFrametime; int game_zbuffer = 1; int Current_mission = 0xdeadbeef; char **Builtin_mission_names; char *Game_current_mission_filename; CFILE *Working_demo; struct beam_info; bool cube_map_drawen=false; int Multi_ping_timestamp = -1; int Sun_drew = 0; int Networking_disabled = 0; void init_ets(struct object*){} control_info PlayerControls; char * Game_CDROM_dir = NULL; void game_flash(float r, float g, float b ) { } void freespace_menu_background() { gr_reset_clip(); gr_clear(); } int My_observer_num; void std_update_goals() { } void os_close() { } int gameseq_get_state(void) { return 0; } int game_check_key() { return key_inkey(); } int game_poll() { return key_inkey(); } void multi_delete_ship(object *obj) { } void send_homing_fired_packet() { } void game_flush() { } typedef struct config_struct { int boob; } config_struct; config_struct default_config; typedef struct netgame_info { int bubba; } netgame_info; void send_netgame_state_packet() { } void send_update_state_packet() { } void send_goal_status_packet() { } int Show_area_effect; void state_set_mem(unsigned char *c, int i) {} int state_check_mem(unsigned char *c, int i) { return 0; } void demo_do_flag_dead(int i) {} void demo_checkpoint() {} void demo_set_playback_filter() {} void multi_end_sequence() { } void multi_server_respawn() {} void multi_build_respawn_points() {} void store_p_object( p_object *pbojp, CFILE *fp ) {} void restore_p_object( p_object *pobjp, CFILE *dp) {} int Multi_squad_msg_targ; int Multi_squad_msg_local; void send_support_warpin_packet(int,int,int){} void send_support_warpin_packet( int net_sig, int how ) {} int demo_query_debug(int id) { return 0; }; void send_support_warpin_packet(int){} void game_whack_apply(float x, float y) {} void save_restore_vector(vec3d *vec, CFILE *fp, int version, vec3d *deflt) {} void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt) {} void save_restore_float(float *fl, CFILE *fp, int version, float deflt) {} void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt) {} void save_restore_int(int *n, CFILE *fp, int version, int deflt) {} void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt) {} void save_restore_short(short *n, CFILE *fp, int version, short deflt) {} void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt) {} void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt) {} void save_restore_fix(fix *n, CFILE *fp, int version, fix deflt) {} void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt) {} char *restore_string_alloc(CFILE *fp, int version, char *deflt) { return NULL; } void save_restore_p_object(p_object *pobj, CFILE *fp) {} void demo_write_char(char x) {} char demo_read_char() { return 0; } int red_alert_default_status() {return 0;} void send_ship_kill_packet(struct object *,struct object *,float,unsigned char) {} void send_debris_create_packet( object *objp, ushort net_sig, int model_num, vec3d pos) {} int Game_subspace_effect; void big_explosion_flash(float x) {} int game_do_cd_check(char *) {return 0;} void game_stop_looped_sounds() {} int Game_skill_level; int game_cd_changed(void) {return 0;} int Interface_framerate; void game_set_view_clip(){} float Viewer_zoom; int Warpout_forced = 0; float Warpout_time; vec3d Camera_pos; vec3d Dead_player_last_vel; int game_start_mission(){return 0;} int Game_weapons_tbl_valid; int Game_ships_tbl_valid; void game_level_close(){} void game_enter_state(int, int){} void game_leave_state(int, int){} int Test_begin; int Debug_octant; int Framerate_delay; void game_start_time(){} void game_stop_time(){} int game_get_default_skill_level(){return 0;} void game_load_palette(){} float FreeSpace_gamma; int set_cdrom_path(int){return 0;} int find_freespace_cd(char*){return 0;} void get_version_string(){} void game_do_state_common(int, int){} void game_set_frametime(int){} void game_increase_skill_level(){} void get_version_string(char*, int){} int Show_target_weapons; int Show_target_debug_info; int Game_do_state_should_skip; long Game_time_compression; struct fs_builtin_mission *game_find_builtin_mission(char*){return NULL;} void game_format_time(long, char*){} void game_do_state(int){} void game_process_event(int, int){} void game_shudder_apply(int, float){} int game_hacked_data(){return 0;} int game_single_step; int last_single_step; void get_version_string_short(char *){} void game_tst_mark(struct object *, struct ship *){} int tst; int game_do_cd_mission_check(char *){return 1;} int Show_framerate = 0; void game_feature_not_in_demo_popup() {} void alt_tab_pause(){} void game_feature_disabled_popup() {} void game_pause() {} void game_unpause() {} //Time stuff bool Time_compression_locked; float flRealframetime; void lock_time_compression(bool is_locked){} void change_time_compression(float multiplier){} void set_time_compression(float multiplier, float change_time){} fix game_get_overall_frametime() { return 0; } //WMC void game_level_init(int seed){} void game_post_level_init(){} void game_render_frame_setup(vec3d *eye_pos, matrix *eye_orient){} void game_render_frame(vec3d *eye_pos, matrix *eye_orient){} void game_simulation_frame(){} void game_update_missiontime(){} void game_render_post_frame(){}