/* * 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. * */ #include "globalincs/pstypes.h" #include "object/object.h" #include "io/key.h" #include "ship/ship.h" #include "graphics/2d.h" #include "mission/missionparse.h" #include "network/psnet2.h" #include "stats/scoring.h" #include "cfile/cfile.h" float flFrametime; int game_zbuffer = 1; int Current_mission = 0xdeadbeef; char **Builtin_mission_names; char Game_current_mission_filename[MAX_FILENAME_LEN]; CFILE *Working_demo; struct beam_info; bool Env_cubemap_drawn = false; int Multi_ping_timestamp = -1; int Sun_drew = 0; int Networking_disabled = 0; void init_ets(class object*){} control_info PlayerControls; char * Game_CDROM_dir = NULL; void game_flash(float r, float g, float b ) { } void freespace_menu_background() { gr_reset_clip(); gr_clear(); } int My_observer_num; void std_update_goals() { } void os_close() { } int gameseq_get_state(void) { return 0; } int game_check_key() { return key_inkey(); } int game_poll() { return key_inkey(); } void multi_delete_ship(object *obj) { } void send_homing_fired_packet() { } void game_flush() { } typedef struct config_struct { int boob; } config_struct; config_struct default_config; typedef struct netgame_info { int bubba; } netgame_info; void send_netgame_state_packet() { } void send_update_state_packet() { } void send_goal_status_packet() { } int Show_area_effect; void state_set_mem(unsigned char *c, int i) {} int state_check_mem(unsigned char *c, int i) { return 0; } void demo_do_flag_dead(int i) {} void demo_checkpoint() {} void demo_set_playback_filter() {} void multi_end_sequence() { } void multi_server_respawn() {} void multi_build_respawn_points() {} void store_p_object( p_object *pbojp, CFILE *fp ) {} void restore_p_object( p_object *pobjp, CFILE *dp) {} int Multi_squad_msg_targ; int Multi_squad_msg_local; void send_support_warpin_packet(int,int,int){} void send_support_warpin_packet( int net_sig, int how ) {} int demo_query_debug(int id) { return 0; }; void send_support_warpin_packet(int){} void game_whack_apply(float x, float y) {} void save_restore_vector(vec3d *vec, CFILE *fp, int version, vec3d *deflt) {} void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt) {} void save_restore_float(float *fl, CFILE *fp, int version, float deflt) {} void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt) {} void save_restore_int(int *n, CFILE *fp, int version, int deflt) {} void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt) {} void save_restore_short(short *n, CFILE *fp, int version, short deflt) {} void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt) {} void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt) {} void save_restore_fix(fix *n, CFILE *fp, int version, fix deflt) {} void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt) {} char *restore_string_alloc(CFILE *fp, int version, char *deflt) { return NULL; } void save_restore_p_object(p_object *pobj, CFILE *fp) {} void demo_write_char(char x) {} char demo_read_char() { return 0; } int red_alert_default_status() {return 0;} void send_ship_kill_packet(class object *,class object *,float,unsigned char) {} void send_debris_create_packet( object *objp, ushort net_sig, int model_num, vec3d pos) {} int Game_subspace_effect; void big_explosion_flash(float x) {} int game_do_cd_check(char *) {return 0;} void game_stop_looped_sounds() {} int Game_skill_level; int game_cd_changed(void) {return 0;} int Interface_framerate; void game_set_view_clip(){} int Warpout_forced = 0; float Warpout_time; vec3d Dead_player_last_vel; int game_start_mission(){return 0;} int Game_weapons_tbl_valid; int Game_ships_tbl_valid; void game_level_close(){} void game_enter_state(int, int){} void game_leave_state(int, int){} int Test_begin; int Debug_octant; int Framerate_delay; void game_start_time(){} void game_stop_time(){} int game_get_default_skill_level(){return 0;} float FreeSpace_gamma; int set_cdrom_path(int){return 0;} int find_freespace_cd(char*){return 0;} void get_version_string(){} void game_do_state_common(int, int){} void game_set_frametime(int){} void game_increase_skill_level(){} void get_version_string(char*, int){} int Show_target_weapons; int Show_target_debug_info; int Game_do_state_should_skip; long Game_time_compression; struct fs_builtin_mission *game_find_builtin_mission(char*){return NULL;} void game_format_time(long, char*){} void game_do_state(int){} void game_process_event(int, int){} void game_shudder_apply(int, float){} int game_hacked_data(){return 0;} int game_single_step; int last_single_step; void get_version_string_short(char *){} void game_tst_mark(class object *, class ship *){} int tst; //int Player_multi_died_check; int Show_framerate = 0; void alt_tab_pause(){} void game_feature_disabled_popup() {} void game_pause() {} void game_unpause() {} //Time stuff bool Time_compression_locked; float flRealframetime; void lock_time_compression(bool is_locked){} void change_time_compression(float multiplier){} void set_time_compression(float multiplier, float change_time){} fix game_get_overall_frametime() { return 0; } //WMC void game_level_init(int seed){} void game_post_level_init(){} camid game_render_frame_setup(){return camid();} void game_render_frame(camid cid){} void game_simulation_frame(){} void game_update_missiontime(){} void game_render_post_frame(){}