/* * 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/Freespace2/FreeSpace.cpp $ * $Revision: 2.5 $ * $Date: 2002-08-04 05:11:05 $ * $Author: penguin $ * * Freespace main body * * $Log: not supported by cvs2svn $ * Revision 2.4 2002/08/01 01:41:04 penguin * The big include file move * * Revision 2.3 2002/07/29 20:12:31 penguin * added #ifdef _WIN32 around windows-specific system headers * * Revision 2.2 2002/07/22 01:39:24 penguin * Added ifndef NO_STANDALONE * * Revision 2.1 2002/07/07 19:55:58 penguin * Back-port to MSVC * * Revision 2.0 2002/06/03 04:02:22 penguin * Warpcore CVS sync * * Revision 1.16 2002/06/03 03:39:28 mharris * Added pause code back in (now that fAppActive is working, and we're * getting the correct keycode for the pause key) * * Revision 1.15 2002/05/26 14:09:03 mharris * Testing * * Revision 1.14 2002/05/21 15:38:49 mharris * Minor debug tweaks * * Revision 1.13 2002/05/17 23:39:07 mharris * temp workaround to test on linux * * Revision 1.12 2002/05/17 06:45:53 mharris * More porting tweaks. It links! but segfaults... * * Revision 1.11 2002/05/17 02:57:52 mharris * Rework that annoying try/catch block. Commented out most of it except * when in WIN32. No exceptions are thrown anywhere; why do we need it? * * Revision 1.10 2002/05/16 00:41:00 mharris * Added ifdef WIN32 around CD stuff. More NO_SOUND and NO_NETWORK * tweaks. * * Revision 1.9 2002/05/15 14:59:29 mharris * Added another ifndef NO_SOUND * For non-Win32, use stat() rather than access() to check * for sparky_hi_fs2.vp * * Revision 1.8 2002/05/13 21:43:37 mharris * A little more network and sound cleanup * * Revision 1.7 2002/05/13 21:09:28 mharris * I think the last of the networking code has ifndef NO_NETWORK... * * Revision 1.6 2002/05/10 20:42:43 mharris * use "ifndef NO_NETWORK" all over the place * * Revision 1.5 2002/05/10 06:08:08 mharris * Porting... added ifndef NO_SOUND * * Revision 1.4 2002/05/09 13:49:30 mharris * Added ifndef NO_DIRECT3D * * Revision 1.3 2002/05/08 17:29:17 mharris * more port tweaks * * Revision 1.2 2002/05/07 02:56:50 mharris * porting... * * Revision 1.1 2002/05/02 18:03:06 mharris * Initial checkin - converted filenames and includes to lower case * * * 201 6/16/00 3:15p Jefff * sim of the year dvd version changes, a few german soty localization * fixes * * 200 11/03/99 11:06a Jefff * 1.2 checksums * * 199 10/26/99 5:07p Jamest * fixed jeffs dumb debug code * * 198 10/25/99 5:53p Jefff * call control_config_common_init() on startup * * 197 10/14/99 10:18a Daveb * Fixed incorrect CD checking problem on standalone server. * * 196 10/13/99 9:22a Daveb * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem * related to movies. Fixed launcher spawning from PXO screen. * * 195 10/06/99 11:05a Jefff * new oem upsell 3 hotspot coords * * 194 10/06/99 10:31a Jefff * OEM updates * * 193 10/01/99 9:10a Daveb * V 1.1 PATCH * * 192 9/15/99 4:57a Dave * Updated ships.tbl checksum * * 191 9/15/99 3:58a Dave * Removed framerate warning at all times. * * 190 9/15/99 3:16a Dave * Remove mt-011.fs2 from the builtin mission list. * * 189 9/15/99 1:45a Dave * Don't init joystick on standalone. Fixed campaign mode on standalone. * Fixed no-score-report problem in TvT * * 188 9/14/99 6:08a Dave * Updated (final) single, multi, and campaign list. * * 187 9/14/99 3:26a Dave * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer * respawn-too-early problem. Made a few crash points safe. * * 186 9/13/99 4:52p Dave * RESPAWN FIX * * 185 9/12/99 8:09p Dave * Fixed problem where skip-training button would cause mission messages * not to get paged out for the current mission. * * 184 9/10/99 11:53a Dave * Shutdown graphics before sound to eliminate apparent lockups when * Directsound decides to be lame. Fix TOPMOST problem with D3D windows. * * 183 9/09/99 11:40p Dave * Handle an Assert() in beam code. Added supernova sounds. Play the right * 2 end movies properly, based upon what the player did in the mission. * * 182 9/08/99 10:29p Dave * Make beam sound pausing and unpausing much safer. * * 181 9/08/99 10:01p Dave * Make sure game won't run in a drive's root directory. Make sure * standalone routes suqad war messages properly to the host. * * 180 9/08/99 3:22p Dave * Updated builtin mission list. * * 179 9/08/99 12:01p Jefff * fixed Game_builtin_mission_list typo on Training-2.fs2 * * 178 9/08/99 9:48a Andsager * Add force feedback for engine wash. * * 177 9/07/99 4:01p Dave * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX * does everything properly (setting up address when binding). Remove * black rectangle background from UI_INPUTBOX. * * 176 9/13/99 2:40a Dave * Comment in full 80 minute CD check for RELEASE_REAL builds. * * 175 9/06/99 6:38p Dave * Improved CD detection code. * * 174 9/06/99 1:30a Dave * Intermediate checkin. Started on enforcing CD-in-drive to play the * game. * * 173 9/06/99 1:16a Dave * Make sure the user sees the intro movie. * * 172 9/04/99 8:00p Dave * Fixed up 1024 and 32 bit movie support. * * 171 9/03/99 1:32a Dave * CD checking by act. Added support to play 2 cutscenes in a row * seamlessly. Fixed super low level cfile bug related to files in the * root directory of a CD. Added cheat code to set campaign mission # in * main hall. * * 170 9/01/99 10:49p Dave * Added nice SquadWar checkbox to the client join wait screen. * * 169 9/01/99 10:14a Dave * Pirate bob. * * 168 8/29/99 4:51p Dave * Fixed damaged checkin. * * 167 8/29/99 4:18p Andsager * New "burst" limit for friendly damage. Also credit more damage done * against large friendly ships. * * 166 8/27/99 6:38p Alanl * crush the blasted repeating messages bug * * 164 8/26/99 9:09p Dave * Force framerate check in everything but a RELEASE_REAL build. * * 163 8/26/99 9:45a Dave * First pass at easter eggs and cheats. * * 162 8/24/99 8:55p Dave * Make sure nondimming pixels work properly in tech menu. * * 161 8/24/99 1:49a Dave * Fixed client-side afterburner stuttering. Added checkbox for no version * checking on PXO join. Made button info passing more friendly between * client and server. * * 160 8/22/99 5:53p Dave * Scoring fixes. Added self destruct key. Put callsigns in the logfile * instead of ship designations for multiplayer players. * * 159 8/22/99 1:19p Dave * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in * which d3d cards are detected. * * 158 8/20/99 2:09p Dave * PXO banner cycling. * * 157 8/19/99 10:59a Dave * Packet loss detection. * * 156 8/19/99 10:12a Alanl * preload mission-specific messages on machines greater than 48MB * * 155 8/16/99 4:04p Dave * Big honking checkin. * * 154 8/11/99 5:54p Dave * Fixed collision problem. Fixed standalone ghost problem. * * 153 8/10/99 7:59p Jefff * XSTR'ed some stuff * * 152 8/10/99 6:54p Dave * Mad optimizations. Added paging to the nebula effect. * * 151 8/10/99 3:44p Jefff * loads Intelligence information on startup * * 150 8/09/99 3:47p Dave * Fixed incorrect nebula regeneration. Default HUD to low-contrast in * non-nebula missions. * * 149 8/09/99 2:21p Andsager * Fix patching from multiplayer direct to launcher update tab. * * 148 8/09/99 10:36a Dave * Version info for game. * * 147 8/06/99 9:46p Dave * Hopefully final changes for the demo. * * 146 8/06/99 3:34p Andsager * Make title version info "(D)" -> "D" show up nicely * * 145 8/06/99 2:59p Adamp * Fixed NT launcher/update problem. * * 144 8/06/99 1:52p Dave * Bumped up MAX_BITMAPS for the demo. * * 143 8/06/99 12:17p Andsager * Demo: down to just 1 demo dog * * 142 8/05/99 9:39p Dave * Yet another new checksum. * * 141 8/05/99 6:19p Dave * New demo checksums. * * 140 8/05/99 5:31p Andsager * Up demo version 1.01 * * 139 8/05/99 4:22p Andsager * No time limit on upsell screens. Reverse order of display of upsell * bitmaps. * * 138 8/05/99 4:17p Dave * Tweaks to client interpolation. * * 137 8/05/99 3:52p Danw * * 136 8/05/99 3:01p Danw * * 135 8/05/99 2:43a Anoop * removed duplicate definition. * * 134 8/05/99 2:13a Dave * Fixed build error. * * 133 8/05/99 2:05a Dave * Whee. * * 132 8/05/99 1:22a Andsager * fix upsell bug. * * 131 8/04/99 9:51p Andsager * Add title screen to demo * * 130 8/04/99 6:47p Jefff * fixed link error resulting from #ifdefs * * 129 8/04/99 6:26p Dave * Updated ship tbl checksum. * * 128 8/04/99 5:40p Andsager * Add multiple demo dogs * * 127 8/04/99 5:36p Andsager * Show upsell screens at end of demo campaign before returning to main * hall. * * 126 8/04/99 11:42a Danw * tone down EAX reverb * * 125 8/04/99 11:23a Dave * Updated demo checksums. * * 124 8/03/99 11:02p Dave * Maybe fixed sync problems in multiplayer. * * 123 8/03/99 6:21p Jefff * minor text change * * 122 8/03/99 3:44p Andsager * Launch laucher if trying to run FS without first having configured * system. * * 121 8/03/99 12:45p Dave * Update checksums. * * 120 8/02/99 9:13p Dave * Added popup tips. * * 119 7/30/99 10:31p Dave * Added comm menu to the configurable hud files. * * 118 7/30/99 5:17p Andsager * first fs2demo checksums * * 117 7/29/99 3:09p Anoop * * 116 7/29/99 12:05a Dave * Nebula speed optimizations. * * 115 7/27/99 8:59a Andsager * Make major, minor version consistent for all builds. Only show major * and minor for launcher update window. * * 114 7/26/99 5:50p Dave * Revised ingame join. Better? We'll see.... * * 113 7/26/99 5:27p Andsager * Add training mission as builtin to demo build * * 112 7/24/99 1:54p Dave * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert * missions. * * 111 7/22/99 4:00p Dave * Fixed beam weapon muzzle glow rendering. Externalized hud shield info. * * 110 7/21/99 8:10p Dave * First run of supernova effect. * * 109 7/20/99 1:49p Dave * Peter Drake build. Fixed some release build warnings. * * 108 7/19/99 2:26p Andsager * set demo multiplayer missions * * 107 7/18/99 5:19p Dave * Jump node icon. Fixed debris fogging. Framerate warning stuff. * * 106 7/16/99 1:50p Dave * 8 bit aabitmaps. yay. * * 105 7/15/99 3:07p Dave * 32 bit detection support. Mouse coord commandline. * * 104 7/15/99 2:13p Dave * Added 32 bit detection. * * 103 7/15/99 9:20a Andsager * FS2_DEMO initial checkin * * 102 7/14/99 11:02a Dave * Skill level default back to easy. Blech. * * 101 7/09/99 5:54p Dave * Seperated cruiser types into individual types. Added tons of new * briefing icons. Campaign screen. * * 100 7/08/99 4:43p Andsager * New check for sparky_hi and print if not found. * * 99 7/08/99 10:53a Dave * New multiplayer interpolation scheme. Not 100% done yet, but still * better than the old way. * * 98 7/06/99 4:24p Dave * Mid-level checkin. Starting on some potentially cool multiplayer * smoothness crap. * * 97 7/06/99 3:35p Andsager * Allow movie to play before red alert mission. * * 96 7/03/99 5:50p Dave * Make rotated bitmaps draw properly in padlock views. * * 95 7/02/99 9:55p Dave * Player engine wash sound. * * 94 7/02/99 4:30p Dave * Much more sophisticated lightning support. * * 93 6/29/99 7:52p Dave * Put in exception handling in FS2. * * 92 6/22/99 9:37p Dave * Put in pof spewing. * * 91 6/16/99 4:06p Dave * New pilot info popup. Added new draw-bitmap-as-poly function. * * 90 6/15/99 1:56p Andsager * For release builds, allow start up in high res only with * sparky_hi._fs2.vp * * 89 6/15/99 9:34a Dave * Fixed key checking in single threaded version of the stamp notification * screen. * * 88 6/09/99 2:55p Andsager * Allow multiple asteroid subtypes (of large, medium, small) and follow * family. * * 87 6/08/99 1:14a Dave * Multi colored hud test. * * 86 6/04/99 9:52a Dave * Fixed some rendering problems. * * 85 6/03/99 10:15p Dave * Put in temporary main hall screen. * * 84 6/02/99 6:18p Dave * Fixed TNT lockup problems! Wheeeee! * * 83 6/01/99 3:52p Dave * View footage screen. Fixed xstrings to not display the & symbol. Popup, * dead popup, pxo find player popup, pxo private room popup. * * 82 5/26/99 1:28p Jasenw * changed coords for loading ani * * 81 5/26/99 11:46a Dave * Added ship-blasting lighting and made the randomization of lighting * much more customizable. * * 80 5/24/99 5:45p Dave * Added detail levels to the nebula, with a decent speedup. Split nebula * lightning into its own section. * * */ #include #include #ifdef _WIN32 #include #include #include #include #else #include #include #endif #include "globalincs/pstypes.h" #include "globalincs/systemvars.h" #include "io/key.h" #include "math/vecmat.h" #include "graphics/2d.h" #include "render/3d.h" #include "starfield/starfield.h" #include "lighting/lighting.h" #include "weapon/weapon.h" #include "ship/ship.h" #include "palman/palman.h" #include "osapi/osapi.h" #include "fireball/fireballs.h" #include "debris/debris.h" #include "io/timer.h" #include "math/fix.h" #include "math/floating.h" #include "gamesequence/gamesequence.h" #include "radar/radar.h" #include "menuui/optionsmenu.h" #include "menuui/playermenu.h" #include "menuui/trainingmenu.h" #include "menuui/techmenu.h" #include "ship/ai.h" #include "hud/hud.h" #include "hud/hudmessage.h" #include "network/psnet.h" #include "mission/missiongoals.h" #include "mission/missionparse.h" #include "bmpman/bmpman.h" #include "io/joy.h" #include "io/joy_ff.h" #ifndef NO_NETWORK # include "network/multi.h" # include "network/multiutil.h" # include "network/multimsgs.h" # include "network/multiui.h" # include "network/multi_xfer.h" # include "network/multiteamselect.h" # include "network/multilag.h" # include "network/multi_ingame.h" # include "network/multi_voice.h" # include "network/multi_pmsg.h" # include "network/multi_pause.h" # include "network/multi_endgame.h" # include "network/multi_respawn.h" # include "network/multi_obj.h" # include "network/multi_log.h" # include "network/multi_dogfight.h" # include "network/multi_rate.h" #endif #include "cfile/cfile.h" #include "playerman/player.h" #include "freespace2/freespace.h" #include "playerman/managepilot.h" #include "sound/sound.h" #include "gamehelp/contexthelp.h" #include "io/mouse.h" #include "io/joy.h" #include "missionui/missionbrief.h" #include "missionui/missiondebrief.h" #include "ui/ui.h" #include "missionui/missionshipchoice.h" #include "model/model.h" #include "hud/hudconfig.h" #include "controlconfig/controlsconfig.h" #include "mission/missionmessage.h" #include "mission/missiontraining.h" #include "hud/hudets.h" #include "hud/hudtarget.h" #include "gamesnd/gamesnd.h" #include "sound/rbaudio.h" #include "sound/winmidi.h" #include "gamesnd/eventmusic.h" #include "anim/animplay.h" #include "missionui/missionweaponchoice.h" #include "mission/missionlog.h" #include "sound/audiostr.h" #include "hud/hudlock.h" #include "mission/missioncampaign.h" #include "menuui/credits.h" #include "mission/missionhotkey.h" #include "object/objectsnd.h" #include "cmeasure/cmeasure.h" #include "ship/ai.h" #include "globalincs/linklist.h" #include "weapon/shockwave.h" #include "ship/afterburner.h" #include "stats/scoring.h" #include "stats/stats.h" #include "cmdline/cmdline.h" #include "io/timer.h" #include "network/stand_gui.h" #include "pcxutils/pcxutils.h" #include "hud/hudtargetbox.h" #include "hud/hudescort.h" #include "parse/sexp.h" #include "stats/medals.h" #include "sound/ds3d.h" #include "ship/shipfx.h" #include "menuui/readyroom.h" #include "menuui/mainhallmenu.h" #include "weapon/trails.h" #include "particle/particle.h" #include "popup/popup.h" #include "menuui/snazzyui.h" #include "asteroid/asteroid.h" #include "popup/popupdead.h" #include "missionui/missioncmdbrief.h" #include "missionui/redalert.h" #include "gamehelp/gameplayhelp.h" #include "math/staticrand.h" #include "freespace2/levelpaging.h" #include "observer/observer.h" #include "cutscene/cutscenes.h" // #include "movie.h" #include "weapon/emp.h" #include "localization/localize.h" #include "osapi/osregistry.h" #include "menuui/barracks.h" #include "missionui/missionpause.h" #include "graphics/font.h" #include "globalincs/alphacolors.h" #include "object/objcollide.h" #include "weapon/flak.h" #include "nebula/neb.h" #include "nebula/neblightning.h" #include "ship/shipcontrails.h" #include "ship/awacs.h" #include "weapon/beam.h" #include "weapon/muzzleflash.h" #include "parse/encrypt.h" #include "demo/demo.h" #include "globalincs/version.h" #include "menuui/mainhalltemp.h" #include "exceptionhandler/exceptionhandler.h" #include "glide/glide.h" #include "starfield/supernova.h" #include "hud/hudshield.h" #include "ship/shiphit.h" #include "missionui/missionloopbrief.h" #ifdef NDEBUG #ifdef FRED #error macro FRED is defined when trying to build release Fred. 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. // // Demo version: (obsolete since DEMO codebase split from tree) // 0.03 4/10/98 AL. Interplay rev // 0.02 4/8/98 MK. Increased when this system was modified. // 0.01 4/7/98? AL. First release to Interplay QA. // // OEM version: // 1.00 5/28/98 AL. First release to Interplay QA. #ifdef NO_SOUND // defined here to avoid link errors game_snd Snds[MAX_GAME_SOUNDS]; game_snd Snds_iface[MAX_INTERFACE_SOUNDS]; int Snds_iface_handle[MAX_INTERFACE_SOUNDS]; game_snd Snds_flyby[MAX_SPECIES_NAMES][2]; // dummy callback -- real one is in gamesnd.cpp void common_play_highlight_sound() { } #endif void game_level_init(int seed = -1); 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; int Pofview_running = 0; int Nebedit_running = 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 VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97 float Viewer_zoom = VIEWER_ZOOM_DEFAULT; #define EXE_FNAME ("fs2.exe") #if 0 // no launcher for fs2_open #define LAUNCHER_FNAME ("freespace2.exe") #endif // JAS: Code for warphole camera. // Needs to be cleaned up. vector Camera_pos = { 0.0f, 0.0f, 0.0f }; vector Camera_velocity = { 0.0f, 0.0f, 0.0f }; vector Camera_desired_velocity = { 0.0f, 0.0f, 0.0f }; matrix Camera_orient = IDENTITY_MATRIX; float Camera_damping = 1.0f; float Camera_time = 0.0f; float Warpout_time = 0.0f; int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled. int Warpout_sound = -1; void camera_move(); 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 flFrametime; #ifdef RELEASE_REAL int Show_framerate = 0; #else int Show_framerate = 1; #endif int Framerate_cap = 120; int Show_mem = 0; int Show_cpu = 0; int Show_target_debug_info = 0; int Show_target_weapons = 0; int Game_font = -1; static int Show_player_pos = 0; // debug console command to show player world pos on HUD int Debug_octant = -1; fix Game_time_compression = F1_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; #ifndef NDEBUG int Test_begin = 0; extern int Player_attacking_enabled; int Show_net_stats; #endif int Pre_player_entry; int Fred_running = 0; char Game_current_mission_filename[MAX_FILENAME_LEN]; int game_single_step = 0; int last_single_step=0; extern int MSG_WINDOW_X_START; // used to position mission_time and shields output extern int MSG_WINDOW_Y_START; extern int MSG_WINDOW_HEIGHT; int game_zbuffer = 1; //static int Game_music_paused; 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 Player_multi_died_check = -1; // builtin mission list stuff #ifdef FS2_DEMO int Game_builtin_mission_count = 6; fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = { { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" }, { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" }, { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), "" }, { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" }, { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, }; #elif defined(PD_BUILD) int Game_builtin_mission_count = 4; fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = { { "sm1-01.fs2", (FSB_FROM_VOLITION), "" }, { "sm1-05.fs2", (FSB_FROM_VOLITION), "" }, { "sm1-01", (FSB_FROM_VOLITION), "" }, { "sm1-05", (FSB_FROM_VOLITION), "" }, }; #elif defined(MULTIPLAYER_BETA) int Game_builtin_mission_count = 17; fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = { // multiplayer beta { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" }, { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" }, { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" }, }; #elif defined(OEM_BUILD) int Game_builtin_mission_count = 17; fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = { // oem version - act 1 only { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" }, // act 1 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 }, { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_1 } }; #else 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), "" }, }; #endif // 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(); void demo_upsell_show_screens(); void game_start_subspace_ambient_sound(); void game_stop_subspace_ambient_sound(); void verify_ships_tbl(); void verify_weapons_tbl(); void display_title_screen(); // 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.ani", // GR_640 "2_Loading.ani" // GR_1024 }; #if defined(FS2_DEMO) static char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = { "PreLoad", "2_PreLoad" }; #elif defined(OEM_BUILD) static char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = { "OEMPreLoad", "2_OEMPreLoad" }; #endif #ifdef _WIN32 // cdrom stuff char Game_CDROM_dir[MAX_PATH_LEN]; int init_cdrom(); #endif // 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 #ifndef NO_SOUND // EAX stuff sound_env Game_sound_env; sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F}; int Game_sound_env_update_timestamp; #endif // WARPIN CRAP BEGIN -------------------------------------------------------------------------------------------- // WARPIN CRAP END -------------------------------------------------------------------------------------------- fs_builtin_mission *game_find_builtin_mission(char *filename) { int idx; // look through all existing builtin missions for(idx=0; idx= 4){ Gf_critical = 15.0f; } // voodoo 1 else { Gf_critical = 10.0f; } } // d3d. only care about good cards here I guess (TNT) else { Gf_critical = 15.0f; } #else Gf_critical = 15.0f; #endif } else { #ifdef _WIN32 // if this is a glide card if(gr_screen.mode == GR_GLIDE){ extern GrHwConfiguration hwconfig; // voodoo 2/3 if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){ Gf_critical = 25.0f; } // voodoo 1 else { Gf_critical = 20.0f; } } // d3d. only care about good cards here I guess (TNT) else { Gf_critical = 25.0f; } #else Gf_critical = 25.0f; #endif } } extern float Framerate; void game_framerate_check() { int y_start = 100; // if the current framerate is above the critical level, add frametime if(Framerate >= 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. 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 // cap range from 0 to 1 void big_explosion_flash(float flash) { Big_expl_flash.flash_start = timestamp(1); if (flash > 1.0f) { flash = 1.0f; } else if (flash < 0.0f) { flash = 0.0f; } 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; 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)); vector 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 { 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. 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; static int or=0, og=0, ob=0; // 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 ) { 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 ); //mprintf(( "Flash! %d,%d,%d\n", r, g, b )); or = r; og = g; ob = b; } } } void game_level_close() { // De-Initialize the game subsystems message_mission_shutdown(); event_music_level_close(); game_stop_looped_sounds(); snd_stop_all(); #ifndef NO_SOUND obj_snd_level_close(); // uninit object-linked persistant sounds #endif gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory anim_level_close(); // stop and clean up any anim instances shockwave_level_close(); fireball_level_close(); shield_hit_close(); mission_event_shutdown(); asteroid_level_close(); model_cache_reset(); // Reset/free all the model caching stuff flak_level_close(); // unload flak stuff neb2_level_close(); // shutdown gaseous nebula stuff ct_level_close(); beam_level_close(); mflash_level_close(); audiostream_unpause_all(); Game_paused = 0; } // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code. void game_level_init(int seed) { // 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) #ifndef NO_NETWORK if ( Game_mode & GM_NORMAL ) { Game_level_seed = time(NULL); } else { Game_level_seed = Netgame.security; } #else Game_level_seed = time(NULL); #endif // ifndef NO_NETWORK } else { // mwa 9/17/98 -- maybe this assert isn't needed???? 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; Key_normal_game = (Game_mode & GM_NORMAL); Cheats_enabled = 0; Game_shudder_time = -1; // Initialize the game subsystems // timestamp_reset(); // Must be inited before everything else if(!Is_standalone){ game_reset_time(); // resets time, and resets saved time too } obj_init(); // Must be inited before the other systems model_free_all(); // Free all existing models mission_brief_common_init(); // Free all existing briefing/debriefing text weapon_level_init(); 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(); cmeasure_init(); shield_hit_init(); // Initialize system for showing shield hits radar_mission_init(); mission_init_goals(); mission_log_init(); messages_init(); #ifndef NO_SOUND obj_snd_level_init(); // init object-linked persistant sounds #endif 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. fireball_preload(); // page in warphole bitmaps 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(); // multiplayer dogfight hack dogfight_blown = 0; shipfx_engine_wash_level_init(); nebl_level_init(); Last_view_target = NULL; Game_paused = 0; Game_no_clear = 0; // campaign wasn't ended Campaign_ended_in_mission = 0; } // called when a mission is over -- does server specific stuff. void freespace_stop_mission() { game_level_close(); Game_mode &= ~GM_IN_MISSION; } #ifndef NO_NETWORK // 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(); } } #endif // ifndef NO_NETWORK // Loads the best palette for this level, based // on nebula color and hud color. You could just call palette_load_table with // the appropriate filename, but who wants to do that. void game_load_palette() { char palette_filename[1024]; // We only use 3 hud colors right now // Assert( HUD_config.color >= 0 ); // Assert( HUD_config.color <= 2 ); Assert( Mission_palette >= 0 ); Assert( Mission_palette <= 98 ); // if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) { strcpy( palette_filename, NOX("gamepalette-subspace") ); // } else { // sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.color+1, Mission_palette+1 ); // } mprintf(( "Loading palette %s\n", palette_filename )); // palette_load_table(palette_filename); } void game_post_level_init() { // Stuff which gets called after mission is loaded. Because player isn't created until // after mission loads, some things must get initted after the level loads model_level_post_init(); HUD_init(); hud_setup_escort_list(); mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file) stars_level_init(); neb2_level_init(); #ifndef NDEBUG game_event_debug_init(); #endif training_mission_init(); asteroid_create_all(); game_framerate_check_init(); } // 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 3706 #define COUNT_ESTIMATE 1111 int Game_loading_callback_inited = 0; int Game_loading_background = -1; anim * Game_loading_ani = NULL; anim_instance *Game_loading_ani_instance; int Game_loading_frame=-1; static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = { { 63, 316 // GR_640 }, { 101, 505 // GR_1024 } }; // 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) { #ifndef NO_NETWORK game_do_networking(); #endif Assert( Game_loading_callback_inited==1 ); Assert( Game_loading_ani != NULL ); int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1; if ( framenum > Game_loading_ani->total_frames-1 ) { framenum = Game_loading_ani->total_frames-1; } else if ( framenum < 0 ) { framenum = 0; } int cbitmap = -1; while ( Game_loading_frame < framenum ) { Game_loading_frame++; cbitmap = anim_get_next_frame(Game_loading_ani_instance); } if ( cbitmap > -1 ) { if ( Game_loading_background > -1 ) { gr_set_bitmap( Game_loading_background ); gr_bitmap(0,0); } //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap )); gr_set_bitmap( cbitmap ); gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]); bm_release(cbitmap); gr_flip(); } } void game_loading_callback_init() { Assert( Game_loading_callback_inited==0 ); Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]); //common_set_interface_palette("InterfacePalette"); // set the interface palette Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]); Assert( Game_loading_ani != NULL ); Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16); Assert( Game_loading_ani_instance != NULL ); Game_loading_frame = -1; Game_loading_callback_inited = 1; Mouse_hidden = 1; game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_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 free_anim_instance(Game_loading_ani_instance); Game_loading_ani_instance = NULL; anim_free(Game_loading_ani); Game_loading_ani = NULL; 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.flags & MISSION_FLAG_SUBSPACE) { Game_sound_env.id = SND_ENV_DRUGGED; Game_sound_env.volume = 0.800f; Game_sound_env.damping = 1.188f; Game_sound_env.decay = 6.392f; #ifndef FS2_DEMO } else if (Num_asteroids > 30) { Game_sound_env.id = SND_ENV_AUDITORIUM; Game_sound_env.volume = 0.603f; Game_sound_env.damping = 0.5f; Game_sound_env.decay = 4.279f; #endif } else { Game_sound_env = Game_default_sound_env; } */ #ifndef NO_SOUND Game_sound_env = Game_default_sound_env; Game_sound_env_update_timestamp = timestamp(1); #endif } // function which gets called before actually entering the mission. It is broken down into a funciton // since it will get called in one place from a single player game and from another place for // a multiplayer game 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_loading_callback_init(); event_music_level_init(-1); // preloads the first 2 seconds for each event music track game_busy(); gamesnd_unload_interface_sounds(); // unload interface sounds from memory game_busy(); gamesnd_preload_common_sounds(); // load in sounds that are expected to play game_busy(); ship_assign_sound_all(); // assign engine sounds to ships game_assign_sound_environment(); // assign the sound environment for this mission game_busy(); // call function in missionparse.cpp to fixup player/ai stuff. mission_parse_fixup_players(); game_busy(); // Load in all the bitmaps for this level level_page_in(); game_busy(); game_loading_callback_close(); } // the only thing we need to call on the standalone for now. else { // call function in missionparse.cpp to fixup player/ai stuff. mission_parse_fixup_players(); // Load in all the bitmaps for this level level_page_in(); } } uint load_gl_init; uint load_mission_load; uint load_post_level_init; uint load_mission_stuff; // tells the server to load the mission and initialize structures int game_start_mission() { mprintf(( "=================== STARTING LEVEL LOAD ==================\n" )); load_gl_init = time(NULL); game_level_init(); load_gl_init = time(NULL) - load_gl_init; #ifndef NO_NETWORK if (Game_mode & GM_MULTIPLAYER) { Player->flags |= PLAYER_FLAGS_IS_MULTI; // clear multiplayer stats init_multiplayer_stats(); } #endif load_mission_load = time(NULL); if (mission_load()) { #ifndef NO_NETWORK if ( !(Game_mode & GM_MULTIPLAYER) ) { popup(PF_BODY_BIG, 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); } #else popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169)); gameseq_post_event(GS_EVENT_MAIN_MENU); #endif // ifndef NO_NETWORK return 0; } load_mission_load = time(NULL) - load_mission_load; // 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(); } // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette if ( !(Game_mode & GM_STANDALONE_SERVER) ) { mprintf(( "=================== LOADING GAME PALETTE ================\n" )); // game_load_palette(); } load_post_level_init = time(NULL); game_post_level_init(); load_post_level_init = time(NULL) - load_post_level_init; #ifndef NDEBUG { void Do_model_timings_test(); Do_model_timings_test(); } #endif load_mission_stuff = time(NULL); freespace_mission_load_stuff(); load_mission_stuff = time(NULL) - load_mission_stuff; 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 ) #ifndef NO_SOUND DCF_BOOL( sound, Sound_enabled ) #endif DCF_BOOL( zbuffer, game_zbuffer ) DCF_BOOL( shield_system, New_shield_system ) 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 ) DCF_BOOL( training_msg_method, Training_msg_method ) DCF_BOOL( show_player_pos, Show_player_pos ) DCF_BOOL(i_framerate, Interface_framerate ) 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") ); } } #else // AL 4-8-98: always allow players to display their framerate #ifdef FS2_DEMO DCF_BOOL( show_framerate, Show_framerate ) #endif #endif // NDEBUG 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 ); } } void game_init() { char *ptr; int depth = 16; Game_current_mission_filename[0] = 0; // seed the random number generator Game_init_seed = time(NULL); srand( Game_init_seed ); Framerate_delay = 0; #ifndef NDEBUG load_filter_info(); #endif extern void bm_init(); bm_init(); // encrypt stuff encrypt_init(); // Initialize the timer before the os timer_init(); int s1, e1; // int s2, e2; char whee[1024]; GetCurrentDirectory(1024, whee); strcat(whee, DIR_SEPARATOR_STR); strcat(whee, EXE_FNAME); //Initialize the libraries s1 = timer_get_milliseconds(); #ifdef _WIN32 if(cfile_init(whee, Game_CDROM_dir)){ // initialize before calling any cfopen stuff!!! #else if(cfile_init(whee, NULL)){ // initialize before calling any cfopen stuff!!! #endif exit(1); } e1 = timer_get_milliseconds(); #if !defined(NO_NETWORK) && !defined(NO_STANDALONE) if (Is_standalone) { std_init_standalone(); } else #else Assert(!Is_standalone); #endif { os_init( Osreg_class_name, Osreg_app_name ); os_set_title(Osreg_title); } // initialize localization module. Make sure this is down AFTER initialzing OS. lcl_init(); lcl_xstr_init(); // 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(); // commented out by penguin -- // we don't want to cause problems w/ retail version... // we probably need our own registry key (and a launcher to write them) // // Output version numbers to registry for auto patching purposes // os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR); // os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR); // os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD); Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 ); //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 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 #ifndef FS2_DEMO Asteroids_enabled = 1; #endif ///////////////////////////// // SOUND INIT START ///////////////////////////// int use_a3d = 0; int use_eax = 0; ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL); mprintf(("soundcard = %s\n", ptr ? ptr : "")); if (ptr) { if (!stricmp(ptr, NOX("no sound"))) { Cmdline_freespace_no_sound = 1; } else if (!stricmp(ptr, NOX("Aureal A3D"))) { use_a3d = 1; } else if (!stricmp(ptr, NOX("EAX"))) { use_eax = 1; } } if (!Is_standalone) { snd_init(use_a3d, use_eax); } ///////////////////////////// // SOUND INIT END ///////////////////////////// ptr = os_config_read_string(NULL, NOX("Videocard"), NULL); if (ptr == NULL) { #ifdef _WIN32 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.", 1446), XSTR("Attention!", 1447), MB_OK); #if 0 // no launcher in fs2_open // fire up the UpdateLauncher executable STARTUPINFO si; PROCESS_INFORMATION pi; memset( &si, 0, sizeof(STARTUPINFO) ); si.cb = sizeof(si); BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module NULL, // 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 ); // If the Launcher could not be started up, let the user know if (!ret) { MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK); } #endif exit(1); #else // !Win32 mprintf(("No video card defined...\n")); // TEMP mharris FIXME ptr = "dummy"; // exit(1); #endif } #ifdef _WIN32 // Only check for 3d-accel in Win32 if(!Is_standalone){ if(!stricmp(ptr, "Aucune accélération 3D") || !stricmp(ptr, "Keine 3D-Beschleunigerkarte") || !stricmp(ptr, "No 3D acceleration")){ MessageBox((HWND)os_get_window(), XSTR("Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it.", 1448), XSTR("Warning", 1449), MB_OK); exit(1); } } #endif // check for hi res pack file int has_sparky_hi = 0; // check if sparky_hi exists -- access mode 0 means does file exist #ifdef _WIN32 { char dir[128]; _getcwd(dir, 128); if ( _access("sparky_hi_fs2.vp", 0) == 0) { has_sparky_hi = 1; } else { mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir)); } } #else { struct stat sbuf; if (stat("sparky_hi_fs2.vp", &sbuf) == 0) { has_sparky_hi = 1; } else { mprintf(("No sparky_hi_fs2.vp\n")); } } #endif // see if we've got 32 bit in the string if(strstr(ptr, "32 bit")){ depth = 32; } #ifdef _WIN32 // initialize the graphics system (win32) int trying_d3d = 0; if (!Is_standalone && ptr && (strstr(ptr, NOX("3DFX Glide")))) { #ifdef E3_BUILD // always 640 for E3 gr_init(GR_640, GR_GLIDE); #else // regular or hi-res ? #ifdef NDEBUG if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){ #else if(strstr(ptr, NOX("(1024x768)"))){ #endif gr_init(GR_1024, GR_GLIDE); } else { gr_init(GR_640, GR_GLIDE); } #endif } else if (!Is_standalone && ptr && (strstr(ptr, NOX("Direct 3D -") ))) { #ifdef E3_BUILD // always 640 for E3 trying_d3d = 1; gr_init(GR_640, GR_DIRECT3D, depth); #else // regular or hi-res ? #ifdef NDEBUG if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){ #else if(strstr(ptr, NOX("(1024x768)"))){ #endif // Direct 3D trying_d3d = 1; gr_init(GR_1024, GR_DIRECT3D, depth); } else { // Direct 3D trying_d3d = 1; gr_init(GR_640, GR_DIRECT3D, depth); } #endif } else { // Software #ifndef NDEBUG if ( Use_fullscreen_at_startup && !Is_standalone) { gr_init(GR_640, GR_DIRECTDRAW); } else { gr_init(GR_640, GR_SOFTWARE); } #else if ( !Is_standalone ) { gr_init(GR_640, GR_DIRECTDRAW); } else { gr_init(GR_640, GR_SOFTWARE); } #endif } // tried d3d ? extern int Gr_inited; if(trying_d3d && !Gr_inited){ extern char Device_init_error[512]; MessageBox( NULL, Device_init_error, "Error intializing Direct3D", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND ); exit(1); return; } #elif defined unix // initialize the graphics system (unix) extern int Gr_inited; gr_init(GR_640, GR_OPENGL); if (!Gr_inited) { mprintf(("Could not initialize graphics... exiting\n")); exit(1); } #else #error unknown operating system #endif // ifdef WIN32 // Set the gamma ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80")); Freespace_gamma = (float)atof(ptr); if ( Freespace_gamma < 0.1f ) { Freespace_gamma = 0.1f; } else if ( Freespace_gamma > 5.0f ) { Freespace_gamma = 5.0f; } char tmp_gamma_string[32]; sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma ); os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string ); gr_set_gamma(Freespace_gamma); #if defined(FS2_DEMO) || defined(OEM_BUILD) // add title screen if(!Is_standalone){ display_title_screen(); } #endif #ifndef NO_NETWORK // attempt to load up master tracker registry info (login and password) Multi_tracker_id = -1; // 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(Multi_tracker_login,""); } else { strcpy(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(Multi_tracker_passwd,""); } else { strcpy(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(Multi_tracker_squad_name, ""); } else { strcpy(Multi_tracker_squad_name, ptr); } #endif // ifndef NO_NETWORK // If less than 48MB of RAM, use low memory model. if ( (Freespace_total_ram < 48*1024*1024) || 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 } // load non-darkening pixel defs palman_load_pixels(); // hud shield icon stuff hud_shield_game_init(); 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(); radar_init(); gameseq_init(); #ifndef NO_NETWORK multi_init(); #endif // ifndef NO_NETWORK // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly if(!Is_standalone){ joy_init(); } player_controls_init(); model_init(); //if(!Is_standalone){ event_music_init(); //} obj_init(); mflash_game_init(); weapon_init(); ai_init(); ship_init(); // read in ships.tbl player_init(); mission_campaign_init(); // load in the default campaign anim_init(); // navmap_init(); // init the navigation map system context_help_init(); techroom_intel_init(); // parse species.tbl, load intel info #ifndef NO_NETWORK // initialize psnet psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code #endif init_animating_pointer(); asteroid_init(); mission_brief_common_init(); // Mark all the briefing structures as empty. gr_font_init(); // loads up all fonts 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); // initialize alpha colors alpha_colors_init(); Viewer_mode = 0; // Game_music_paused = 0; Game_paused = 0; #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)); // mprintf(("1000 cfopens() took %d\n", e2 - s2)); } char transfer_text[128]; float Start_time = 0.0f; float Framerate = 0.0f; 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; MONITOR(NumPolysDrawn); MONITOR(NumPolys); MONITOR(NumVerts); MONITOR(BmpUsed); MONITOR(BmpNew); void game_get_framerate() { char text[128] = ""; if ( frame_int == -1 ) { int i; for (i=0; i= FRAME_FILTER ) Framerate = FRAME_FILTER / frametotal; else Framerate = Framecount / frametotal; sprintf( text, NOX("FPS: %.1f"), Framerate ); } else { sprintf( text, NOX("FPS: ?") ); } Framecount++; if (Show_framerate) { gr_set_color_fast(&HUD_color_debug); gr_string( 570, 2, text ); } } 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; } //mprintf(( "%s\n", text )); #ifndef NDEBUG if ( Debug_dump_frames ) return; #endif // possibly show control checking info control_check_indicate(); // int bitmaps_used_this_frame, bitmaps_new_this_frame; // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame); // MONITOR_INC(BmpUsed, bitmaps_used_this_frame); // MONITOR_INC(BmpNew, bitmaps_new_this_frame); #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); #ifndef NO_DIRECT3D { extern int D3D_textures_in; extern int D3D_textures_in_frame; extern int Glide_textures_in; extern int Glide_textures_in_frame; extern int Glide_explosion_vram; gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 ); sy += dy; gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 ); sy += dy; gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 ); sy += dy; } #endif // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel ); // sy += dy; 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 = 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("BMP: %d KB\n"), bm_texture_ram/1024 ); sy += dy; #ifndef NO_SOUND gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound sy += dy; gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 ); // mem used to store game sound sy += dy; #endif #ifndef NO_DIRECT3D { extern int D3D_textures_in; extern int Glide_textures_in; extern int Glide_textures_in_frame; extern int Glide_explosion_vram; gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 ); sy += dy; gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 ); sy += dy; gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 ); sy += dy; } #endif } 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)); } 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 } #if !defined(NO_NETWORK) && !defined(NO_STANDALONE) 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++; } #endif // function to show the time remaining in a mission. Used only when the end-mission sexpression is used void game_show_time_left() { int diff; // 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 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_set_view_clip() { if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) { // Set the clip region for the letterbox "dead view" int yborder = gr_screen.max_h/4; // 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 ); } 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 ); } } } void show_debug_stuff() { int i; int laser_count = 0, missile_count = 0; for (i=0; i= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= 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 = 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_types)){ 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) { #ifndef NO_NETWORK if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){ int idx; for(idx=0;idxplayer_id != Net_players[idx].player_id) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS)){ // don't rearm/repair if the player is dead or dying/departing if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) { ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime); } } } } #endif // ifndef NO_NETWORK 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); } } #ifndef NDEBUG #define NUM_FRAMES_TEST 300 #define NUM_MIXED_SOUNDS 16 void do_timing_test(float flFrametime) { 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 += flFrametime; 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); } } #endif DCF(dcf_fov, "Change the field of view") { if ( Dc_command ) { dc_get_arg(ARG_FLOAT|ARG_NONE); if ( Dc_arg_type & ARG_NONE ) { Viewer_zoom = VIEWER_ZOOM_DEFAULT; dc_printf( "Zoom factor reset\n" ); } if ( Dc_arg_type & ARG_FLOAT ) { if (Dc_arg_float < 0.25f) { Viewer_zoom = 0.25f; dc_printf("Zoom factor pinned at 0.25.\n"); } else if (Dc_arg_float > 1.25f) { Viewer_zoom = 1.25f; dc_printf("Zoom factor pinned at 1.25.\n"); } else { Viewer_zoom = 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 ) dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom); } 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 = NULL; switch(Objects[Player_ai->target_objnum].type) { case OBJ_SHIP: view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name; break; case OBJ_WEAPON: 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: { char jump_node_name[128]; strcpy(jump_node_name, XSTR( "jump node", 184)); view_target_name = jump_node_name; Viewer_mode &= ~VM_OTHER_SHIP; break; } default: Int3(); break; } if ( view_target_name ) { HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name); Show_viewing_from_self = 1; } } else { #ifndef NO_NETWORK if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){ HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187)); Show_viewing_from_self = 1; } else { if (Show_viewing_from_self) HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188)); } #else if (Show_viewing_from_self) HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188)); #endif // NO_NETWORK } } 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; } #define FF_SCALE 10000 void apply_hud_shake(matrix *eye_orient) { if (Viewer_obj == Player_obj) { physics_info *pi = &Player_obj->phys_info; angles tangles; tangles.p = 0.0f; tangles.h = 0.0f; tangles.b = 0.0f; // Make eye shake due to afterburner if ( !timestamp_elapsed(pi->afterburner_decay) ) { int dtime; dtime = timestamp_until(pi->afterburner_decay); int r1 = myrand(); int r2 = myrand(); tangles.p += 0.07f * (float) (r1-RAND_MAX/2)/RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME)); tangles.h += 0.07f * (float) (r2-RAND_MAX/2)/RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME)); } // Make eye shake due to engine wash extern int Wash_on; if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) { int r1 = myrand(); int r2 = myrand(); tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-RAND_MAX/2)/RAND_MAX; tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-RAND_MAX/2)/RAND_MAX; // get the intensity float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity; // vector rand_vec vector rand_vec; vm_vec_rand_vec_quick(&rand_vec); // play the effect joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y); } // make hud shake due to shuddering if(Game_shudder_time != -1){ // if the timestamp has elapsed if(timestamp_elapsed(Game_shudder_time)){ Game_shudder_time = -1; } // otherwise apply some shudder else { int dtime; dtime = timestamp_until(Game_shudder_time); int r1 = myrand(); int r2 = myrand(); tangles.p += (Game_shudder_intensity / 200.0f) * (float) (r1-RAND_MAX/2)/RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total)); tangles.h += (Game_shudder_intensity / 200.0f) * (float) (r2-RAND_MAX/2)/RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total)); } } 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; } } extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file // Player's velocity just before he blew up. Used to keep camera target moving. vector Dead_player_last_vel = {1.0f, 1.0f, 1.0f}; // Set eye_pos and eye_orient based on view mode. void game_render_frame_setup(vector *eye_pos, matrix *eye_orient) { vector eye_dir; static int last_Viewer_mode = 0; static int last_Game_mode = 0; static int last_Viewer_objnum = -1; // 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 ((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) ) { //mprintf(( "************** Camera cut! ************\n" )); last_Viewer_mode = Viewer_mode; last_Game_mode = Game_mode; // Camera moved. Tell stars & debris to not do blurring. stars_camera_cut(); } say_view_target(); if ( Viewer_mode & VM_PADLOCK_ANY ) { player_display_packlock_view(); } game_set_view_clip(); if (Game_mode & GM_DEAD) { vector 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 ( view_from_player ) { // View target from player ship. Viewer_obj = NULL; *eye_pos = Player_obj->pos; vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos); vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL); } } 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(&eye_dir, &Player_obj->pos, eye_pos); vm_vector_2_matrix(eye_orient, &eye_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 supernova_set_view(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; 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_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(&eye_dir, &Viewer_obj->pos, eye_pos); vm_vec_normalize(&eye_dir); vm_vector_2_matrix(eye_orient, &eye_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 ) { vector move_dir; if ( Viewer_obj->phys_info.speed < 0.1 ) move_dir = Viewer_obj->orient.vec.fvec; else { move_dir = Viewer_obj->phys_info.vel; vm_vec_normalize(&move_dir); } vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance); vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.vec.uvec, 0.75f * Viewer_obj->radius); vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos); vm_vec_normalize(&eye_dir); // JAS: I added the following code because if you slew up using // Descent-style physics, eye_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. vector tmp_up = Viewer_obj->orient.vec.uvec; vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.vec.rvec, 0.00001f ); vm_vector_2_matrix(eye_orient, &eye_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 ) { *eye_pos = Camera_pos; ship * shipp = &Ships[Player_obj->instance]; vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos); vm_vec_normalize(&eye_dir); vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.vec.uvec, NULL); 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 : Int3(); } #ifdef JOHNS_DEBUG_CODE john_debug_stuff(&eye_pos, &eye_orient); #endif } } } apply_hud_shake(eye_orient); // setup neb2 rendering neb2_render_setup(eye_pos, eye_orient); } #ifndef NDEBUG extern void ai_debug_render_stuff(); #endif int Game_subspace_effect = 0; DCF_BOOL( subspace, Game_subspace_effect ); // Does everything needed to render a frame void game_render_frame( vector * eye_pos, matrix * eye_orient ) { int dont_offset; g3_start_frame(game_zbuffer); g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom ); // maybe offset the HUD (jitter stuff) #ifndef NO_NETWORK dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)); #else dont_offset = 0; #endif HUD_set_offsets(Viewer_obj, !dont_offset); // 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 #ifndef NO_NETWORK if ( MULTIPLAYER_CLIENT ) { shield_point_multi_setup(); } #endif if ( Game_subspace_effect ) { stars_draw(0,0,0,1); } else { stars_draw(1,1,1,0); } obj_render_all(obj_render); beam_render_all(); // render all beam weapons particle_render_all(); // render particles after everything else. trail_render_all(); // render missilie trails after everything else. mflash_render_all(); // render all muzzle flashes // 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(); //} // render nebula lightning nebl_render_all(); // render local player nebula neb2_render_player(); #ifndef NDEBUG ai_debug_render_stuff(); #endif #ifndef RELEASE_REAL // game_framerate_check(); #endif #ifndef NDEBUG #ifndef NO_SOUND extern void snd_spew_debug_info(); snd_spew_debug_info(); #endif #endif //================ END OF 3D RENDERING STUFF ==================== hud_show_radar(); #ifndef NO_NETWORK if( (Game_detail_flags & DETAIL_FLAG_HUD) && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) ) ) { #else if (Game_detail_flags & DETAIL_FLAG_HUD) { #endif hud_maybe_clear_head_area(); anim_render_all(0, flFrametime); } #ifndef NO_NETWORK extern int Multi_display_netinfo; if(Multi_display_netinfo){ extern void multi_display_netinfo(); multi_display_netinfo(); } #endif game_tst_frame_pre(); #ifndef NDEBUG do_timing_test(flFrametime); #ifndef NO_NETWORK extern int OO_update_index; multi_rate_display(OO_update_index, 375, 0); // test extern void oo_display(); oo_display(); #endif #endif g3_end_frame(); } //#define JOHNS_DEBUG_CODE 1 #ifdef JOHNS_DEBUG_CODE void john_debug_stuff(vector *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 ) { vector 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"), fixmuldiv(t,65,d) ); } void game_simulation_frame() { #ifndef NO_NETWORK // blow ships up in multiplayer dogfight if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (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_types)){ 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) ){ // function to simply explode a ship where it is currently at ship_self_destruct( &Objects[moveup->objnum] ); } moveup = GET_NEXT(moveup); } dogfight_blown = 1; } #endif // ifndef NO_NETWORK // process AWACS stuff - do this first thing awacs_process(); // 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( NULL, PHYSICS_VIEWER_FRONT ); } #define VM_PADLOCK_UP (1 << 7) #define VM_PADLOCK_REAR (1 << 8) #define VM_PADLOCK_LEFT (1 << 9) #define VM_PADLOCK_RIGHT (1 << 10) #ifndef NO_NETWORK // evaluate mission departures and arrivals before we process all objects. if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_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)) && !(Game_mode & GM_DEMO_PLAYBACK)){ 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 obj_move_all(flFrametime); // check for cargo reveal (this has an internal timestamp, so only runs every N ms) // AL: 3-15-98: It was decided to not let AI ships inspect cargo // ship_check_cargo_all(); if(!(Game_mode & GM_DEMO_PLAYBACK)){ mission_eval_goals(); } } #else // NO_NETWORK // mharris FIXME -- this is too fragile - too much of this stuff is // copied from the ifndef block above... if ( !(Game_mode & GM_DEMO_PLAYBACK)) { mission_parse_eval_stuff(); } obj_move_all(flFrametime); if ( !(Game_mode & GM_DEMO_PLAYBACK)) { mission_eval_goals(); } #endif // ifndef NO_NETWORK // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients if(!(Game_mode & GM_DEMO_PLAYBACK)){ training_check_objectives(); } #ifndef NO_NETWORK // do all interpolation now if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !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 obj_move_all(flFrametime); } #endif // ifndef NO_NETWORK // 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 } if(!(Game_mode & GM_DEMO_PLAYBACK)){ 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(); // mabye 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(); // update hud systems if (!physics_paused) { // Move particle system particle_move_all(flFrametime); // Move missile trails trail_move_all(flFrametime); // process muzzle flashes mflash_process_all(); // Flash the gun flashes shipfx_flash_do_frame(flFrametime); shockwave_move_all(flFrametime); // update all the shockwaves } // subspace missile strikes ssm_process(); #ifndef NO_SOUND obj_snd_do_frame(); // update the object-linked persistant sounds #endif game_maybe_update_sound_environment(); snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient); // 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 } } // 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: // CD CHECK if(game_do_cd_mission_check(Game_current_mission_filename)){ gameseq_post_event(GS_EVENT_ENTER_GAME); } else { gameseq_post_event(GS_EVENT_MAIN_MENU); } break; case 1: gameseq_post_event(GS_EVENT_END_GAME); break; case 2: // CD CHECK if(game_do_cd_mission_check(Game_current_mission_filename)){ gameseq_post_event(GS_EVENT_START_GAME); } else { gameseq_post_event(GS_EVENT_MAIN_MENU); } break; // this should only happen during a red alert mission case 3: // bogus? Assert(The_mission.red_alert); if(!The_mission.red_alert){ // CD CHECK if(game_do_cd_mission_check(Game_current_mission_filename)){ gameseq_post_event(GS_EVENT_START_GAME); } else { gameseq_post_event(GS_EVENT_MAIN_MENU); } break; } // choose the previous mission mission_campaign_previous_mission(); // CD CHECK if(game_do_cd_mission_check(Game_current_mission_filename)){ gameseq_post_event(GS_EVENT_START_GAME); } else { gameseq_post_event(GS_EVENT_MAIN_MENU); } break; default: leave_popup=0; break; } } else { #ifndef NO_NETWORK 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; } #else // should never really be here if NO_NETWORK... Assert( Game_mode & GM_NORMAL ); #endif // ifndef NO_NETWORK } 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; } // Draw the 2D HUD gauges void game_render_hud_2d() { if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) { return; } HUD_render_2d(flFrametime); gr_reset_clip(); } // Draw the 3D-dependant HUD gauges void game_render_hud_3d(vector *eye_pos, matrix *eye_orient) { g3_start_frame(0); // 0 = turn zbuffering off g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom ); if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) { HUD_render_3d(flFrametime); } // Do the sunspot game_sunspot_process(flFrametime); // Diminish the palette effect game_flash_diminish(flFrametime); g3_end_frame(); } void game_frame() { int actually_playing; 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; vector eye_pos; matrix eye_orient; #ifndef NDEBUG if (Framerate_delay) { int start_time = timer_get_milliseconds(); while (timer_get_milliseconds() < start_time + Framerate_delay) ; } #endif #ifdef DEMO_SYSTEM demo_do_frame_start(); if(Demo_error){ mprintf(("Error (%d) while processing demo!\n", Demo_error)); demo_close(); } #endif // start timing frame timing_frame_start(); total_time1 = timer_get_fixed_seconds(); // var to hold which state we are in actually_playing = game_actually_playing(); #ifndef NO_NETWORK 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 ); } } #else Assert( OBJ_INDEX(Player_obj) >= 0 ); #endif // ifndef NO_NETWORK 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 ( Player->control_mode != PCM_NORMAL ) camera_move(); if ( !Pre_player_entry && actually_playing ) { if (! (Game_mode & GM_STANDALONE_SERVER) ) { if( (!popup_running_state()) && (!popupdead_is_active()) ){ game_process_keys(); // don't read flying controls if we're playing a demo back if(!(Game_mode & GM_DEMO_PLAYBACK)){ read_player_controls( Player_obj, flFrametime); } } #ifndef NO_NETWORK // if we're not the master, we may have to send the server-critical ship status button_info bits if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){ multi_maybe_send_ship_status(); } #endif // ifndef NO_NETWORK } } // 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(); #ifndef NO_NETWORK if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){ return; } #endif // ifndef NO_NETWORK 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)) { clear_time1 = timer_get_fixed_seconds(); // clear the screen to black gr_reset_clip(); if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) { gr_clear(); } clear_time2 = timer_get_fixed_seconds(); render3_time1 = timer_get_fixed_seconds(); game_render_frame_setup(&eye_pos, &eye_orient); game_render_frame( &eye_pos, &eye_orient ); #ifndef NO_NETWORK // save the eye position and orientation if ( Game_mode & GM_MULTIPLAYER ) { Net_player->s_info.eye_pos = eye_pos; Net_player->s_info.eye_orient = eye_orient; } #endif // ifndef NO_NETWORK hud_show_target_model(); // check to see if we should display the death died popup if(Game_mode & GM_DEAD_BLEW_UP){ #ifndef NO_NETWORK 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){ gameseq_post_event(GS_EVENT_DEBRIEF); } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){ Player_died_popup_wait = -1; popupdead_start(); } } else { #endif // ifndef NO_NETWORK if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){ Player_died_popup_wait = -1; popupdead_start(); } #ifndef NO_NETWORK } #endif } // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){ if(fl_abs(time(NULL) - Player_multi_died_check) > 4){ if(!popupdead_is_active()){ popupdead_start(); } Player_multi_died_check = -1; } } render3_time2 = timer_get_fixed_seconds(); render2_time1 = timer_get_fixed_seconds(); gr_reset_clip(); game_get_framerate(); game_show_framerate(); game_show_time_left(); // Draw the 2D HUD gauges if(supernova_active() < 3){ game_render_hud_2d(); } game_set_view_clip(); // Draw 3D HUD gauges game_render_hud_3d(&eye_pos, &eye_orient); game_tst_frame(); render2_time2 = timer_get_fixed_seconds(); // 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() ){ flip_time1 = timer_get_fixed_seconds(); game_flip_page_and_time_it(); flip_time2 = timer_get_fixed_seconds(); } #ifndef NDEBUG game_maybe_dump_frame(); // used to dump pcx files for building trailers #endif } else { #ifndef NO_STANDALONE game_show_standalone_framerate(); #endif } } game_do_training_checks(); asteroid_frame(); // process lightning (nebula only) nebl_process(); total_time2 = timer_get_fixed_seconds(); // 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; #ifdef DEMO_SYSTEM demo_do_frame_end(); if(Demo_error){ mprintf(("Error (%d) while processing demo!\n", Demo_error)); demo_close(); } #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; static int stop_count,start_count; static int time_stopped,time_started; int saved_timestamp_ticker = -1; void game_reset_time() { #ifndef NO_NETWORK if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){ return ; } #endif // 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 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; fix debug_frametime = Frametime; // Just used to display frametime. // 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 Assert( Framerate_cap > 0 ); // Cap the framerate so it doesn't get too high. { 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 !defined(NO_NETWORK) && !defined(NO_STANDALONE) 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; } #endif // 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))); #else // to remove warnings in release build debug_frametime = fl2f(flFrametime); #endif Frametime = MAX_FRAMETIME; } Frametime = fixmul(Frametime, Game_time_compression); Last_time = thistime; //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time))); flFrametime = f2fl(Frametime); //if(!(Game_mode & GM_PLAYING_DEMO)){ timestamp_inc(flFrametime); /* if ((Framecount > 0) && (Framecount < 10)) { mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime))); } */ } // 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 !defined(NO_NETWORK) && !defined(NO_STANDALONE) if (Game_mode & GM_STANDALONE_SERVER) { std_multi_set_standalone_missiontime(f2fl(Missiontime)); } #endif 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 } #ifndef NO_NETWORK void multi_maybe_do_frame() { if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){ game_do_frame(); } } #endif // ifndef NO_NETWORK 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; } #ifdef FS2_DEMO #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer static int Demo_show_trailer_timestamp = 0; void demo_reset_trailer_timer() { Demo_show_trailer_timestamp = timer_get_milliseconds(); } void demo_maybe_show_trailer(int k) { /* // if key pressed, reset demo trailer timer if ( k > 0 ) { demo_reset_trailer_timer(); return; } // if mouse moved, reset demo trailer timer int dx = 0, dy = 0; mouse_get_delta(&dx, &dy); if ( (dx > 0) || (dy > 0) ) { demo_reset_trailer_timer(); return; } // if joystick has moved, reset demo trailer timer dx = 0; dy = 0; joy_get_delta(&dx, &dy); if ( (dx > 0) || (dy > 0) ) { demo_reset_trailer_timer(); return; } // NOTE: reseting the trailer timer on mouse/joystick presses is handled in // the low-level code. Ugly, I know... but was the simplest and most // robust solution. // if 30 seconds since last demo trailer time reset, launch movie if ( os_foreground() ) { int now = timer_get_milliseconds(); if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) { // if ( (now - Demo_show_trailer_timestamp) > 10000 ) { // play movie here movie_play( NOX("fstrailer2.mve") ); demo_reset_trailer_timer(); } } */ } #endif // 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 (!os_foreground()) { game_stop_time(); // os_sleep(100); 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(); if (k) mprintf(("game_poll(): got key 0x%02x\n", k)); #ifdef FS2_DEMO demo_maybe_show_trailer(k); #endif // 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 ); } } } #ifndef NO_NETWORK // if we should be ignoring keys because of some multiplayer situations if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){ return 0; } #endif // ifndef NO_NETWORK // If a popup is running, don't process all the Fn keys if( popup_active() ) { return k; } state = gameseq_get_state(); // if ( k ) nprintf(( "General", "Key = %x\n", k )); switch (k) { case KEY_DEBUGGED + KEY_BACKSP: Int3(); 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 #ifndef NO_NETWORK if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){ break; } #endif 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: 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: #ifndef FS2_DEMO 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; } #endif break; case KEY_DEBUGGED + KEY_F3: gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN ); break; case KEY_DEBUGGED + KEY_F4: gameseq_post_event( GS_EVENT_TOGGLE_GLIDE ); 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 #ifndef NO_NETWORK if(Game_mode & GM_MULTIPLAYER){ multi_quit_game(PROMPT_NONE); } #endif gameseq_post_event( GS_EVENT_QUIT_GAME ); k = 0; break; case KEY_DEBUGGED + KEY_P: break; case KEY_PRINT_SCRN: { static int counter = 0; char tmp_name[127]; game_stop_time(); sprintf( tmp_name, NOX("screen%02d"), counter ); counter++; mprintf(( "Dumping screen to '%s'\n", tmp_name )); gr_print_screen(tmp_name); game_start_time(); } 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); } void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos ); void camera_set_position( vector *pos ) { Camera_pos = *pos; } void camera_set_orient( matrix *orient ) { Camera_orient = *orient; } void camera_set_velocity( vector *vel, int instantaneous ) { Camera_desired_velocity.xyz.x = 0.0f; Camera_desired_velocity.xyz.y = 0.0f; Camera_desired_velocity.xyz.z = 0.0f; vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.vec.rvec, vel->xyz.x ); vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.vec.uvec, vel->xyz.y ); vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.vec.fvec, vel->xyz.z ); if ( instantaneous ) { Camera_velocity = Camera_desired_velocity; } } // void camera_move() { vector new_vel, delta_pos; apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x ); apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y ); apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z ); Camera_velocity = new_vel; // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z )); vm_vec_add2( &Camera_pos, &delta_pos ); float ot = Camera_time+0.0f; Camera_time += flFrametime; if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) { vector tmp; tmp.xyz.z = 4.739f; // always go this fast forward. // pick x and y velocities so they are always on a // circle with a 25 m radius. float tmp_angle = frand()*PI2; tmp.xyz.x = 22.0f * (float)sin(tmp_angle); tmp.xyz.y = -22.0f * (float)cos(tmp_angle); //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y )); //mprintf(( "Changing velocity!\n" )); camera_set_velocity( &tmp, 0 ); } if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) { vector tmp = { 0.0f, 0.0f, 0.0f }; camera_set_velocity( &tmp, 0 ); } } void end_demo_campaign_do() { #if defined(FS2_DEMO) // show upsell screens demo_upsell_show_screens(); #elif defined(OEM_BUILD) // show oem upsell screens oem_upsell_show_screens(); #endif // drop into main hall gameseq_post_event( GS_EVENT_MAIN_MENU ); } // 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 in state %s\n", GS_event_text[event], GS_state_text[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_TRAINING_MENU: gameseq_set_state(GS_STATE_TRAINING_MENU); break; case GS_EVENT_START_GAME: Select_default_ship = 0; Player_multi_died_check = -1; gameseq_set_state(GS_STATE_CMD_BRIEF); 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? if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace2")) { gameseq_post_event(GS_EVENT_END_CAMPAIGN); } else { gameseq_set_state(GS_STATE_DEBRIEF); } Player_multi_died_check = -1; 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: #ifdef DEMO_SYSTEM // maybe start recording a demo if(Demo_make){ demo_start_record("test.fsd"); } #endif #ifndef NO_NETWORK 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); } Player_multi_died_check = -1; // clear multiplayer button info extern button_info Multi_ship_status_bi; memset(&Multi_ship_status_bi, 0, sizeof(button_info)); #else gameseq_set_state(GS_STATE_GAME_PLAY, 1); #endif Start_time = f2fl(timer_get_approx_seconds()); //Framecount = 0; mprintf(("Entering game at time = %7.3f\n", Start_time)); break; case GS_EVENT_START_GAME_QUICK: Select_default_ship = 1; gameseq_post_event(GS_EVENT_ENTER_GAME); 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(); Player_multi_died_check = -1; break; case GS_EVENT_QUIT_GAME: main_hall_stop_music(); main_hall_stop_ambient(); gameseq_set_state(GS_STATE_QUIT_GAME); Player_multi_died_check = -1; 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_TOGGLE_FULLSCREEN: #ifndef HARDWARE_ONLY #ifndef NDEBUG if ( gr_screen.mode == GR_SOFTWARE ) { gr_init( GR_640, GR_DIRECTDRAW ); } else if ( gr_screen.mode == GR_DIRECTDRAW ) { gr_init( GR_640, GR_SOFTWARE ); } #endif #endif break; case GS_EVENT_TOGGLE_GLIDE: #ifndef NDEBUG if ( gr_screen.mode != GR_GLIDE ) { gr_init( GR_640, GR_GLIDE ); } else { gr_init( GR_640, GR_SOFTWARE ); } #endif 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(); // multiplayer clients set their extra check here if(Game_mode & GM_MULTIPLAYER){ // set the multi died absolute last chance check Player_multi_died_check = time(NULL); } } 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(); } Player_multi_died_check = -1; break; case GS_EVENT_CAMPAIGN_CHEAT: if (!mission_load_up_campaign()){ /* // bash campaign value extern char Main_hall_campaign_cheat[512]; int idx; // look for the mission for(idx=0; idxsaved_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; Player->saved_viewer_mode = Viewer_mode; Viewer_mode |= VM_WARP_CHASE; vector tmp = Player_obj->pos; matrix tmp_m; ship_get_eye( &tmp, &tmp_m, Player_obj ); vm_vec_scale_add2( &tmp, &Player_obj->orient.vec.rvec, 0.0f ); vm_vec_scale_add2( &tmp, &Player_obj->orient.vec.uvec, 0.952f ); vm_vec_scale_add2( &tmp, &Player_obj->orient.vec.fvec, -1.782f ); Camera_time = 0.0f; camera_set_position( &tmp ); camera_set_orient( &Player_obj->orient ); vector tmp_vel = { 0.0f, 5.1919f, 14.7f }; //mprintf(( "Rad = %.1f\n", Player_obj->radius )); camera_set_velocity( &tmp_vel, 1); } 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; // we have a special debriefing screen for multiplayer furballs if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){ gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF); } // do the normal debriefing for all other situations else { gameseq_post_event(GS_EVENT_DEBRIEF); } 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: #if defined(FS2_DEMO) || defined(OEM_BUILD) gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT); #else // 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); } #endif 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_END_DEMO: gameseq_set_state(GS_STATE_END_DEMO); break; case GS_EVENT_LOOP_BRIEF: gameseq_set_state(GS_STATE_LOOP_BRIEF); 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: end_mission = 0; // these events shouldn't end a mission break; } 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) ){ common_select_close(); if ( new_state == GS_STATE_MAIN_MENU ) { freespace_stop_mission(); } } #ifndef NO_NETWORK // COMMAND LINE OPTION if (Cmdline_multi_stream_chat_to_file){ cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream); cfclose(Multi_chat_stream); } #endif // ifndef NO_NETWORK break; case GS_STATE_DEBRIEF: if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) { debrief_close(); } break; #ifndef NO_NETWORK case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: multi_df_debrief_close(); break; #endif // ifndef NO_NETWORK 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(); if (new_state == GS_STATE_MAIN_MENU) freespace_stop_mission(); } break; case GS_STATE_RED_ALERT: red_alert_close(); 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) { 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) { 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) { common_select_close(); if ( new_state == GS_STATE_MAIN_MENU ) { freespace_stop_mission(); } } break; case GS_STATE_MAIN_MENU: #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD) mht_close(); #else main_hall_close(); #endif break; case GS_STATE_OPTIONS_MENU: //game_start_time(); #ifndef NO_NETWORK if(new_state == GS_STATE_MULTI_JOIN_GAME){ multi_join_clear_game_list(); } #endif // ifndef NO_NETWORK 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(); } #ifndef NO_SOUND sound_env_disable(); #endif 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) { // shut down any recording or playing demos #ifdef DEMO_SYSTEM demo_close(); #endif // 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. #ifndef NO_NETWORK if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){ multi_quit_game(PROMPT_NONE); } #endif // ifndef NO_NETWORK freespace_stop_mission(); Game_time_compression = F1_0; } 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(0); } 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; #ifndef NO_NETWORK // 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; #endif // ifndef NO_NETWORK case GS_STATE_CONTROL_CONFIG: control_config_close(); break; case GS_STATE_DEATH_DIED: Game_mode &= ~GM_DEAD_DIED; // early end while respawning or blowing up in a multiplayer game if((Game_mode & GM_MULTIPLAYER) && ((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; #ifndef NO_NETWORK case GS_STATE_MULTI_MISSION_SYNC: // if we're moving into the options menu, don't do anything 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; } break; #endif // ifndef NO_NETWORK case GS_STATE_VIEW_CUTSCENES: cutscenes_screen_close(); break; #ifndef NO_STANDALONE 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; #endif #ifndef NO_NETWORK case GS_STATE_MULTI_PAUSED: // if ( end_mission ){ pause_close(1); // } break; case GS_STATE_INGAME_PRE_JOIN: multi_ingame_select_close(); break; #endif // ifndef NO_NETWORK case GS_STATE_INITIAL_PLAYER_SELECT: player_select_close(); break; #ifndef NO_NETWORK case GS_STATE_MULTI_START_GAME: multi_start_game_close(); break; case GS_STATE_MULTI_HOST_OPTIONS: multi_host_options_close(); break; #endif // ifndef NO_NETWORK case GS_STATE_END_OF_CAMPAIGN: mission_campaign_end_close(); break; case GS_STATE_LOOP_BRIEF: loop_brief_close(); break; } } // 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 ) { switch (new_state) { case GS_STATE_MAIN_MENU: #ifndef NO_NETWORK // 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; } #endif // ifndef NO_NETWORK Game_time_compression = F1_0; // determine which ship this guy is currently based on #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD) mht_init(); #else if (Player->on_bastion) { main_hall_init(1); } else { main_hall_init(0); } #endif break; case GS_STATE_BRIEFING: main_hall_stop_music(); main_hall_stop_ambient(); if (Game_mode & GM_NORMAL) { // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select // MWA: or from options or hotkey screens // JH: or if the command brief state already did this if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN) && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) && (old_state != GS_STATE_CMD_BRIEF) ) { if ( !game_start_mission() ) // this should put us into a new state on failure! break; } } // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select. if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU)) mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION); Game_time_compression = F1_0; if ( red_alert_mission() ) { gameseq_post_event(GS_EVENT_RED_ALERT); } else { 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) ){ debrief_init(); } break; #ifndef NO_NETWORK case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: multi_df_debrief_init(); break; #endif // ifndef NO_NETWORK 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_RED_ALERT: mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION); red_alert_init(); break; case GS_STATE_CMD_BRIEF: { int team_num = 0; // team number used as index for which cmd brief to use. if (old_state == GS_STATE_OPTIONS_MENU) { cmd_brief_unhold(); } else { main_hall_stop_music(); main_hall_stop_ambient(); if (Game_mode & GM_NORMAL) { // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select // MWA: or from options or hotkey screens // JH: or if the command brief state already did this if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN) && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) { if ( !game_start_mission() ) // this should put us into a new state on failure! break; } } // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select. if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU)) mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION); cmd_brief_init(team_num); } break; } case GS_STATE_SHIP_SELECT: ship_select_init(); break; case GS_STATE_WEAPON_SELECT: weapon_select_init(); break; #ifndef NO_NETWORK case GS_STATE_TEAM_SELECT: multi_ts_init(); break; #endif // ifndef NO_NETWORK case GS_STATE_GAME_PAUSED: game_stop_time(); pause_init(0); 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: // 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(); 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 #ifndef NO_NETWORK 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( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_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((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){ multi_oo_rate_init_all(); } // reset ping times if(Game_mode & GM_MULTIPLAYER){ multi_ping_reset_players(); } #endif // ifndef NO_NETWORK 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(); } } #ifndef NO_SOUND sound_env_set(&Game_sound_env); #endif joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time); #ifndef NO_NETWORK // clear multiplayer button info i extern button_info Multi_ship_status_bi; memset(&Multi_ship_status_bi, 0, sizeof(button_info)); #endif break; case GS_STATE_HUD_CONFIG: hud_config_init(); break; #ifndef NO_NETWORK 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; #endif // ifndef NO_NETWORK 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(); 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; #ifndef NO_NETWORK 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(); Missiontime = 0; Game_time_compression = F1_0; break; case MULTI_SYNC_INGAME: multi_sync_init(); break; } break; #endif // ifndef NO_NETWORK case GS_STATE_VIEW_CUTSCENES: cutscenes_screen_init(); break; #ifndef NO_STANDALONE 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; #endif // ifndef NO_STANDALONE #ifndef NO_NETWORK case GS_STATE_MULTI_PAUSED: pause_init(1); break; case GS_STATE_INGAME_PRE_JOIN: multi_ingame_select_init(); break; #endif // ifndef NO_NETWORK case GS_STATE_INITIAL_PLAYER_SELECT: player_select_init(); break; #ifndef NO_NETWORK case GS_STATE_MULTI_START_GAME: multi_start_game_init(); break; case GS_STATE_MULTI_HOST_OPTIONS: multi_host_options_init(); break; #endif // ifndef NO_NETWORK case GS_STATE_END_OF_CAMPAIGN: mission_campaign_end_init(); break; case GS_STATE_LOOP_BRIEF: loop_brief_init(); break; } // end switch } // 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 #ifndef NO_NETWORK 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(); } #endif // ifndef NO_NETWORK } // 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; } switch (state) { case GS_STATE_MAIN_MENU: game_set_frametime(GS_STATE_MAIN_MENU); #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD) mht_do(); #else main_hall_do(flFrametime); #endif 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: pause_do(0); 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; #ifndef NO_NETWORK case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF); multi_df_debrief_do(); break; #endif // ifndef NO_NETWORK 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; #ifndef NO_NETWORK 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; #endif // ifndef NO_NETWORK 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; #ifndef NO_STANDALONE 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; #endif // ifndef NO_STANDALONE #ifndef NO_NETWORK case GS_STATE_MULTI_PAUSED: game_set_frametime(GS_STATE_MULTI_PAUSED); pause_do(1); 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; #endif // ifndef NO_NETWORK case GS_STATE_EVENT_DEBUG: #ifndef NDEBUG game_set_frametime(GS_STATE_EVENT_DEBUG); game_show_event_debug(flFrametime); #endif break; #ifndef NO_STANDALONE case GS_STATE_STANDALONE_POSTGAME: game_set_frametime(GS_STATE_STANDALONE_POSTGAME); multi_standalone_postgame_do(); break; #endif // ifndef NO_STANDALONE case GS_STATE_INITIAL_PLAYER_SELECT: game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT); player_select_do(); break; #ifndef NO_NETWORK 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; #endif // ifndef NO_NETWORK case GS_STATE_END_OF_CAMPAIGN: mission_campaign_end_do(); break; case GS_STATE_END_DEMO: game_set_frametime(GS_STATE_END_DEMO); end_demo_campaign_do(); break; case GS_STATE_LOOP_BRIEF: game_set_frametime(GS_STATE_LOOP_BRIEF); loop_brief_do(); 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(int 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]; int Freespace_total_ram_MB; Freespace_total_ram_MB = fl2i(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(src_filename, exe_dir); strcat(src_filename, NOX("\\update\\freespace.exe")); strcpy(dest_filename, exe_dir); strcat(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(update_dir, exe_dir); strcat(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>-1; 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>-1; 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(); } #ifdef _WIN32 int PASCAL WinMainSub(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow) #else int WinMainSub(int argc, char *argv[]) #endif { int state; #ifdef _WIN32 // Don't let more than one instance of Freespace run. HWND hwnd = FindWindow( NOX( "FreeSpaceClass" ), NULL ); if ( hwnd ) { SetForegroundWindow(hwnd); return 0; } // Find out how much RAM is on this machine MEMORYSTATUS ms; ms.dwLength = sizeof(MEMORYSTATUS); GlobalMemoryStatus(&ms); Freespace_total_ram = ms.dwTotalPhys; if ( game_do_ram_check(Freespace_total_ram) == -1 ) { return 0; } if ( ms.dwTotalVirtual < 1024 ) { MessageBox( NULL, XSTR( "FreeSpace requires virtual memory to run.\r\n", 196), XSTR( "No Virtual Memory", 197), MB_OK ); return 0; } 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 0; } char *tmp_mem = (char *) 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 0; } free(tmp_mem); tmp_mem = NULL; //===================================================== // 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 ) { SetCurrentDirectory(exe_dir); } #if 0 // no launcher for fs2_open // check for updated freespace.exe game_maybe_update_launcher(exe_dir); #endif } #else // mharris TODO: how should we determine what the "right" directory is? #endif #ifndef NDEBUG { extern void windebug_memwatch_init(); windebug_memwatch_init(); } #endif #ifdef _WIN32 parse_cmdline(szCmdLine); #else parse_cmdline(argc, argv); #endif #ifndef NO_NETWORK #ifdef STANDALONE_ONLY_BUILD Is_standalone = 1; nprintf(("Network", "Standalone running")); #else if (Is_standalone){ nprintf(("Network", "Standalone running")); } #endif #endif // ifndef NO_NETWORK #ifdef _WIN32 init_cdrom(); #endif game_init(); game_stop_time(); // maybe spew pof stuff if(Cmdline_spew_pof_info){ game_spew_pof_info(); game_shutdown(); return 1; } // non-demo, non-standalone, play the intro movie if(!Is_standalone){ #ifndef DEMO #ifdef RELEASE_REAL char *plist[5]; if( (cf_get_file_list(2, plist, CF_TYPE_MULTI_PLAYERS, NOX("*.plr")) <= 0) && (cf_get_file_list(2, plist, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr")) <= 0) ){ // prompt for cd 2 #ifdef _WIN32 #if defined(OEM_BUILD) game_do_cd_check_specific(FS_CDROM_VOLUME_1, 1); #else game_do_cd_check_specific(FS_CDROM_VOLUME_2, 2); #endif // defined(OEM_BUILD) #endif // ifdef WIN32 } #endif // ifdef RELEASE_REAL } if ( !Is_standalone ) { // release -- movies always play #if defined(NDEBUG) // in RELEASE_REAL builds make the user stick in CD2 if there are no pilots on disk so that we guarantee he plays the movie // no soup for you! // movie_play( NOX("intro.mve"), 0 ); // debug version, movie will only play with -showmovies #else if !defined(NDEBUG) // no soup for you! // movie_play( NOX("intro.mve"), 0); /* #ifndef NDEBUG if ( Cmdline_show_movies ) movie_play( NOX("intro.mve"), 0 ); #endif */ #endif // defined(NDEBUG) } #endif // ifndef DEMO 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; } } #ifdef FS2_DEMO if(!Is_standalone){ demo_upsell_show_screens(); } #elif defined(OEM_BUILD) // show upsell screens on exit oem_upsell_show_screens(); #endif game_shutdown(); #ifdef _WIN32 return 1; #else return 0; #endif } #ifdef _WIN32 int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow) #else int main(int argc, char *argv[]) #endif { int result = -1; #ifdef _WIN32 __try { result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow); } __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. } #else try { result = WinMainSub(argc, argv); } catch ( ... ) { fprintf(stderr, "Caught exception in main\n"); // RecordExceptionInfo(GetExceptionInformation(), "Freespace 2 Main Thread"); result = 1; } #endif return result; } #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(cmd_line, original_path); strcat(cmd_line, DIR_SEPARATOR_STR); strcat(cmd_line, LAUNCHER_FNAME); strcat(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) { #ifdef _WIN32 timeEndPeriod(1); #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){ write_pilot_file(); } #ifndef NO_NETWORK // load up common multiplayer icons multi_unload_common_icons(); #endif // ifndef NO_NETWORK shockwave_close(); // release any memory used by shockwave system fireball_close(); // free fireball system 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 bm_unload_all(); // free bitmaps mission_campaign_close(); // close out the campaign stuff #ifndef NO_NETWORK multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc) multi_log_close(); #ifdef MULTI_USE_LAG multi_lag_close(); #endif #endif // ifndef NO_NETWORK // the menu close functions will unload the bitmaps if they were displayed during the game #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD) main_hall_close(); #endif training_menu_close(); gr_close(); joy_close(); audiostream_close(); snd_close(); event_music_close(); #ifndef NO_NETWORK psnet_close(); #endif os_cleanup(); #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(); #ifndef NO_SOUND obj_snd_stop_all(); // stop all object-linked persistant sounds #endif 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 ); bm_release(am->first_frame + i); } 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 = &Waypoint_lists[Training_context_path]; if (wplp->count > Training_context_goal_waypoint) { i = Training_context_goal_waypoint; do { d = vm_vec_dist(&wplp->waypoints[i], &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 (i == wplp->count) 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 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(buf, Sexp_nodes[z & 0x7fff].text); switch (Sexp_nodes[z & 0x7fff].value) { case SEXP_TRUE: strcat(buf, NOX(" (True)")); break; case SEXP_FALSE: strcat(buf, NOX(" (False)")); break; case SEXP_KNOWN_TRUE: strcat(buf, NOX(" (Always true)")); break; case SEXP_KNOWN_FALSE: strcat(buf, NOX(" (Always false)")); break; case SEXP_CANT_EVAL: strcat(buf, NOX(" (Can't eval)")); break; case SEXP_NAN: case SEXP_NAN_FOREVER: strcat(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; extern int Tmap_npixels; int Tmap_num_too_big = 0; int Num_models_needing_splitting = 0; void Time_model( int modelnum ) { // mprintf(( "Timing ship '%s'\n", si->name )); vector 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]; int bmp_num = pm->original_textures[i]; if ( bmp_num > -1 ) { bm_get_palette(pm->original_textures[i], pal, filename ); int w,h; bm_get_info( pm->original_textures[i],&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; vector 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); g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom ); 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); //bitmaps_used_this_frame /= framecount; 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 ); // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels ); // key_getch(); } 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; 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(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(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) { //XSTR:OFF if ( FS_VERSION_BUILD == 0 ) { sprintf(str,"fs2_open %d.%d", FS_VERSION_MAJOR, FS_VERSION_MINOR); } else { sprintf(str,"fs2_open %d.%d.%d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD ); } #ifdef _DEBUG strcat(str, " Dbg"); #endif //XSTR:ON /* HMODULE hMod; DWORD bogus_handle; char myname[_MAX_PATH]; int namelen, major, minor, build, waste; unsigned int buf_size; DWORD version_size; char *infop; VOID *bufp; BOOL result; // Find my EXE file name hMod = GetModuleHandle(NULL); namelen = GetModuleFileName( hMod, myname, _MAX_PATH ); version_size = GetFileVersionInfoSize(myname, &bogus_handle ); infop = (char *)malloc(version_size); result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop ); // get the product version result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size ); sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste ); #ifdef DEMO sprintf(str,"Dv%d.%02d",major, minor); #else sprintf(str,"v%d.%02d",major, minor); #endif */ } void get_version_string_short(char *str) { sprintf(str,"v%d.%d", FS_VERSION_MAJOR, FS_VERSION_MINOR); } // ---------------------------------------------------------------- // // OEM UPSELL SCREENS BEGIN // // ---------------------------------------------------------------- #if defined(OEM_BUILD) #define NUM_OEM_UPSELL_SCREENS 3 #define OEM_UPSELL_SCREEN_DELAY 10000 static int Oem_upsell_bitmaps_loaded = 0; static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS]; static int Oem_upsell_screen_number = 0; static int Oem_upsell_show_next_bitmap_time; //XSTR:OFF static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = { { "OEMUpSell02", "OEMUpSell01", "OEMUpSell03", }, { "2_OEMUpSell02", "2_OEMUpSell01", "2_OEMUpSell03", }, }; //XSTR:ON static int Oem_normal_cursor = -1; static int Oem_web_cursor = -1; //#define OEM_UPSELL_URL "http://www.interplay-store.com/" #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384" void oem_upsell_next_screen() { Oem_upsell_screen_number++; if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) { // extra long delay, mouse shown on last upsell Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2; Mouse_hidden = 0; } else { Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY; } } void oem_upsell_load_bitmaps() { int i; for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) { Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]); } } void oem_upsell_unload_bitmaps() { int i; for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) { if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){ bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]); } } // unloaded Oem_upsell_bitmaps_loaded = 0; } // clickable hotspot on 3rd OEM upsell screen static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 28, 350, 287, 96 // x, y, w, h }, { // GR_1024 45, 561, 460, 152 // x, y, w, h } }; void oem_upsell_show_screens() { int current_time, k; int done = 0; if ( !Oem_upsell_bitmaps_loaded ) { oem_upsell_load_bitmaps(); Oem_upsell_bitmaps_loaded = 1; } // may use upsell screens more than once Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY; Oem_upsell_screen_number = 0; key_flush(); Mouse_hidden = 1; // set up cursors int nframes; // used to pass, not really needed (should be 1) Oem_normal_cursor = gr_get_cursor_bitmap(); Oem_web_cursor = bm_load_animation("cursorweb", &nframes); Assert(Oem_web_cursor >= 0); if (Oem_web_cursor < 0) { Oem_web_cursor = Oem_normal_cursor; } while(!done) { //oem_reset_trailer_timer(); current_time = timer_get_milliseconds(); os_poll(); k = key_inkey(); // advance screen on keypress or timeout if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) { oem_upsell_next_screen(); } // check if we are done if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) { Oem_upsell_screen_number--; done = 1; } else { if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) { done = 1; } } // show me the upsell if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) { gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]); gr_bitmap(0,0); } // if this is the 3rd upsell, make it clickable, d00d if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) { int mx, my; int button_state = mouse_get_pos(&mx, &my); if ( (mx >= Oem_upsell3_button_coords[gr_screen.res][0]) && (mx <= Oem_upsell3_button_coords[gr_screen.res][0] + Oem_upsell3_button_coords[gr_screen.res][2]) && (my >= Oem_upsell3_button_coords[gr_screen.res][1]) && (my <= Oem_upsell3_button_coords[gr_screen.res][1] + Oem_upsell3_button_coords[gr_screen.res][3]) ) { // switch cursors gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK); // check for clicks if (button_state & MOUSE_LEFT_BUTTON) { // launch URL multi_pxo_url(OEM_UPSELL_URL); done = 1; } } else { // switch cursor back to normal one gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK); } } if ( done ) { if (gameseq_get_state() != GS_STATE_END_DEMO) { gr_fade_out(0); Sleep(300); } } gr_flip(); } // unload bitmap oem_upsell_unload_bitmaps(); // switch cursor back to normal one gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK); } #endif // defined(OEM_BUILD) // ---------------------------------------------------------------- // // OEM UPSELL SCREENS END // // ---------------------------------------------------------------- // ---------------------------------------------------------------- // // DEMO UPSELL SCREENS BEGIN // // ---------------------------------------------------------------- #ifdef FS2_DEMO //#define NUM_DEMO_UPSELL_SCREENS 4 #define NUM_DEMO_UPSELL_SCREENS 2 #define DEMO_UPSELL_SCREEN_DELAY 3000 static int Demo_upsell_bitmaps_loaded = 0; static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS]; static int Demo_upsell_screen_number = 0; static int Demo_upsell_show_next_bitmap_time; //XSTR:OFF static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] = { { "UpSell02", "UpSell01", }, { "2_UpSell02", "2_UpSell01", }, // "DemoUpsell3", // "DemoUpsell4", }; //XSTR:ON void demo_upsell_next_screen() { Demo_upsell_screen_number++; if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) { Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4; } else { Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY; } /* if ( Demo_upsell_screen_number < NUM_DEMO_UPSELL_SCREENS ) { if ( Demo_upsell_bitmap_filenames[gr_screen.res][Demo_upsell_screen_number] >= 0 ) { #ifndef HARDWARE_ONLY palette_use_bm_palette(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]); #endif } } */ } void demo_upsell_load_bitmaps() { int i; for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) { Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]); } } void demo_upsell_unload_bitmaps() { int i; for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) { if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){ bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]); } } // unloaded Demo_upsell_bitmaps_loaded = 0; } void demo_upsell_show_screens() { int current_time, k; int done = 0; if ( !Demo_upsell_bitmaps_loaded ) { demo_upsell_load_bitmaps(); Demo_upsell_bitmaps_loaded = 1; } // may use upsell screens more than once Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY; Demo_upsell_screen_number = 0; key_flush(); Mouse_hidden = 1; while(!done) { demo_reset_trailer_timer(); current_time = timer_get_milliseconds(); // #ifndef THREADED os_poll(); // #endif k = key_inkey(); // don't time out, wait for keypress /* if ( current_time > Demo_upsell_show_next_bitmap_time ) { demo_upsell_next_screen(); k = 0; }*/ if ( k > 0 ) { demo_upsell_next_screen(); } if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) { Demo_upsell_screen_number--; done = 1; } else { if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) { done = 1; } } if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) { gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]); gr_bitmap(0,0); } if ( done ) { if (gameseq_get_state() != GS_STATE_END_DEMO) { gr_fade_out(0); Sleep(300); } } gr_flip(); } // unload bitmap demo_upsell_unload_bitmaps(); } #endif // DEMO // ---------------------------------------------------------------- // // DEMO UPSELL SCREENS END // // ---------------------------------------------------------------- // ---------------------------------------------------------------- // // 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 // // ---------------------------------------------------------------- #ifdef _WIN32 // ---------------------------------------------------------------- // // CDROM detection code START // // ---------------------------------------------------------------- #define CD_SIZE_72_MINUTE_MAX (697000000) uint game_get_cd_used_space(char *path) { 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(use_path, path); strcat(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(sub_path, path); strcat(sub_path, find.cFileName); strcat(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; } // if volume_name is non-null, the CD name must match that int find_freespace_cd(char *volume_name) { 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, 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(full_check, path); strcat(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(full_check, path); strcat(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(full_check, path); strcat(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 ){ #ifdef RELEASE_REAL // 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; } #if !defined(OEM_BUILD) // oem not on 80 min cds, so dont check tha size // check its size uint used_space = game_get_cd_used_space(path); if(used_space < CD_SIZE_72_MINUTE_MAX){ break; } #endif // !defined(OEM_BUILD) } cdrom_drive = i; break; #else cdrom_drive = i; break; #endif // RELEASE_REAL } } } } SetCurrentDirectory(oldpath); return cdrom_drive; } int set_cdrom_path(int drive_num) { int rval; if (drive_num < 0) { //no CD // #ifndef NDEBUG // strcpy(CDROM_dir,"j:\\FreeSpaceCD\\"); //set directory // rval = 1; // #else strcpy(Game_CDROM_dir,""); //set directory 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. rval = 1; #ifndef DEMO i = find_freespace_cd(); rval = set_cdrom_path(i); /* if ( rval ) { nprintf(("CD", "Using %s for FreeSpace CD\n", CDROM_dir)); } else { nprintf(("CD", "FreeSpace CD not found\n")); } */ #endif return rval; } int Last_cd_label_found = 0; char Last_cd_label[256]; int game_cd_changed() { char label[256]; int found; int changed = 0; if ( strlen(Game_CDROM_dir) == 0 ) { init_cdrom(); } 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 )); changed = 1; } 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( Last_cd_label, label ); } else { strcpy( Last_cd_label, "" ); } return changed; } // 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 #if defined(DVD_MESSAGE_HACK) popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468)); #else popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cdnum); #endif refresh_files = 1; if ( popup_rval != 1 ) { cd_present = 0; break; } if ( num_attempts++ > 5 ) { cd_present = 0; break; } } } return cd_present; } // only need to do this in RELEASE_REAL int game_do_cd_mission_check(char *filename) { #ifdef RELEASE_REAL int cd_num; int cd_present = 0; int cd_drive_num; fs_builtin_mission *m = game_find_builtin_mission(filename); // check for changed CD if(game_cd_changed()){ cfile_refresh(); } // multiplayer if((Game_mode & GM_MULTIPLAYER) || Is_standalone){ return 1; } // not builtin, so do a general check (any FS2 CD will do) if(m == NULL){ return game_do_cd_check(); } // does not have any CD requirement, do a general check if(strlen(m->cd_volume) <= 0){ return game_do_cd_check(); } // get the volume if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_1)){ cd_num = 1; } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_2)){ cd_num = 2; } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_3)){ cd_num = 3; } else { return game_do_cd_check(); } // did we find the cd? if(find_freespace_cd(m->cd_volume) >= 0){ return 1; } // make sure the volume exists int num_attempts = 0; int refresh_files = 0; while(1){ int path_set_ok, popup_rval; cd_drive_num = find_freespace_cd(m->cd_volume); 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; } // no CD found, so prompt user #if defined(DVD_MESSAGE_HACK) popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468)); #else popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cd_num); #endif refresh_files = 1; if ( popup_rval != 1 ) { cd_present = 0; break; } if ( num_attempts++ > 5 ) { cd_present = 0; break; } } return cd_present; #else return 1; #endif } // ---------------------------------------------------------------- // // CDROM detection code END // // ---------------------------------------------------------------- #else // !WIN32 int game_do_cd_mission_check(char *filename) { return 1; } #endif // ifdef WIN32 // ---------------------------------------------------------------- // 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] = { -463907578, // US - beta 1 1696074201, // FS2 demo }; */ 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