Files
fs2open.github.com/freespace2/freespace.cpp
T
Taylor Richards 29ce72f66f switch to using winsock2
also removes some obsolete win32 #ifdef's and
cleans up some windows #include's
2019-11-15 23:33:35 -05:00

8002 lines
215 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifdef _WIN32
#include <winsock2.h> // required to prevent winsock 1.1 being used
#include <direct.h>
#include <io.h>
#include <psapi.h>
#ifndef _MINGW
#include <crtdbg.h>
#endif // !_MINGW
#else
#ifdef APPLE_APP
#include <sys/types.h>
#include <libproc.h>
#endif
#include <unistd.h>
#include <sys/stat.h>
#endif
#include "freespace.h"
#include "freespaceresource.h"
#include "levelpaging.h"
#include "anim/animplay.h"
#include "asteroid/asteroid.h"
#include "autopilot/autopilot.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "cmeasure/cmeasure.h"
#include "cutscene/cutscenes.h"
#include "cutscene/movie.h"
#include "cutscene/player.h"
#include "debris/debris.h"
#include "debugconsole/console.h"
#include "decals/decals.h"
#include "events/events.h"
#include "exceptionhandler/exceptionhandler.h"
#include "fireball/fireballs.h"
#include "gamehelp/contexthelp.h"
#include "gamehelp/gameplayhelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/crashdump.h"
#include "globalincs/mspdb_callstack.h"
#include "globalincs/version.h"
#include "graphics/font.h"
#include "graphics/light.h"
#include "graphics/matrix.h"
#include "graphics/shadows.h"
#include "headtracking/headtracking.h"
#include "hud/hud.h"
#include "hud/hudconfig.h"
#include "hud/hudescort.h"
#include "hud/hudlock.h"
#include "hud/hudmessage.h"
#include "hud/hudparse.h"
#include "hud/hudshield.h"
#include "hud/hudsquadmsg.h"
#include "hud/hudtargetbox.h"
#include "iff_defs/iff_defs.h"
#include "io/cursor.h"
#include "io/joy.h"
#include "io/joy_ff.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "lab/lab.h"
#include "lab/wmcgui.h" //So that GUI_System can be initialized
#include "libs/discord/discord.h"
#include "libs/ffmpeg/FFmpeg.h"
#include "lighting/lighting.h"
#include "localization/localize.h"
#include "math/staticrand.h"
#include "menuui/barracks.h"
#include "menuui/credits.h"
#include "menuui/mainhallmenu.h"
#include "menuui/optionsmenu.h"
#include "menuui/playermenu.h"
#include "menuui/readyroom.h"
#include "menuui/snazzyui.h"
#include "menuui/techmenu.h"
#include "menuui/trainingmenu.h"
#include "mission/missionbriefcommon.h"
#include "mission/missioncampaign.h"
#include "mission/missiongoals.h"
#include "mission/missionhotkey.h"
#include "mission/missionload.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "mission/missionparse.h"
#include "mission/missiontraining.h"
#include "missionui/fictionviewer.h"
#include "missionui/missionbrief.h"
#include "missionui/missioncmdbrief.h"
#include "missionui/missiondebrief.h"
#include "missionui/missionloopbrief.h"
#include "missionui/missionpause.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionshipchoice.h"
#include "missionui/missionweaponchoice.h"
#include "missionui/redalert.h"
#include "mod_table/mod_table.h"
#include "nebula/neb.h"
#include "nebula/neblightning.h"
#include "network/multi.h"
#include "network/multi_dogfight.h"
#include "network/multi_endgame.h"
#include "network/multi_fstracker.h"
#include "network/multi_ingame.h"
#include "network/multi_log.h"
#include "network/multi_pause.h"
#include "network/multi_pxo.h"
#include "network/multi_rate.h"
#include "network/multi_respawn.h"
#include "network/multi_voice.h"
#include "network/multimsgs.h"
#include "network/multiteamselect.h"
#include "network/multiui.h"
#include "network/multiutil.h"
#include "network/stand_gui.h"
#include "object/objcollide.h"
#include "object/objectsnd.h"
#include "object/waypoint.h"
#include "observer/observer.h"
#include "options/OptionsManager.h"
#include "osapi/osapi.h"
#include "osapi/osregistry.h"
#include "parse/encrypt.h"
#include "parse/generic_log.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "parse/sexp/sexp_lookup.h"
#include "particle/ParticleManager.h"
#include "particle/particle.h"
#include "pilotfile/pilotfile.h"
#include "playerman/managepilot.h"
#include "playerman/player.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "radar/radar.h"
#include "radar/radarsetup.h"
#include "render/3d.h"
#include "render/batching.h"
#include "scpui/rocket_ui.h"
#include "scripting/api/objs/gamestate.h"
#include "scripting/scripting.h"
#include "ship/afterburner.h"
#include "ship/awacs.h"
#include "ship/ship.h"
#include "ship/shipcontrails.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "sound/audiostr.h"
#include "sound/ds.h"
#include "sound/fsspeech.h"
#include "sound/sound.h"
#include "sound/voicerec.h"
#include "starfield/starfield.h"
#include "starfield/supernova.h"
#include "stats/medals.h"
#include "stats/stats.h"
#include "tracing/Monitor.h"
#include "tracing/tracing.h"
#include "weapon/beam.h"
#include "weapon/emp.h"
#include "weapon/flak.h"
#include "weapon/muzzleflash.h"
#include "weapon/shockwave.h"
#include "weapon/weapon.h"
#include "SDLGraphicsOperations.h"
#include <cinttypes>
#include <stdexcept>
#include <SDL.h>
#include <SDL_main.h>
#ifdef WIN32
// According to AMD and NV, these _should_ force their drivers into high-performance mode
extern "C" {
__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
#ifdef NDEBUG
#ifdef FRED
#error macro FRED is defined when trying to build release FreeSpace. Please undefine FRED macro in build settings
#endif
#endif
// Revision history.
// Full version:
// 1.00.04 5/26/98 MWA -- going final (12 pm)
// 1.00.03 5/26/98 MWA -- going final (3 am)
// 1.00.02 5/25/98 MWA -- going final
// 1.00.01 5/25/98 MWA -- going final
// 0.90 5/21/98 MWA -- getting ready for final.
// 0.10 4/9/98. Set by MK.
//
// OEM version:
// 1.00 5/28/98 AL. First release to Interplay QA.
extern bool frame_rate_display;
void game_reset_view_clip();
void game_reset_shade_frame();
void game_post_level_init();
void game_do_frame();
void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
void game_reset_time();
void game_show_framerate(); // draws framerate in lower right corner
int Game_no_clear = 0;
typedef struct big_expl_flash {
float max_flash_intensity; // max intensity
float cur_flash_intensity; // cur intensity
int flash_start; // start time
} big_expl_flash;
#define FRAME_FILTER 16
#define DEFAULT_SKILL_LEVEL 1
int Game_skill_level = DEFAULT_SKILL_LEVEL;
#define EXE_FNAME ("fs2.exe")
#define LAUNCHER_FNAME ("Launcher.exe")
// JAS: Code for warphole camera.
// Needs to be cleaned up.
float Warpout_time = 0.0f;
int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
sound_handle Warpout_sound = sound_handle::invalid();
int Use_joy_mouse = 0;
int Use_palette_flash = 1;
#ifndef NDEBUG
int Use_fullscreen_at_startup = 0;
#endif
int Show_area_effect = 0;
object *Last_view_target = NULL;
int dogfight_blown = 0;
int frame_int = -1;
float frametimes[FRAME_FILTER];
float frametotal = 0.0f;
float flRealframetime;
float flFrametime;
fix FrametimeOverall = 0;
#ifndef NDEBUG
int Show_framerate = 1;
#else
int Show_framerate = 0;
#endif
int Framerate_cap = 120;
// to determine if networking should be disabled, needs to be done first thing
int Networking_disabled = 0;
// for the model page in system
extern void model_page_in_start();
int Show_cpu = 0;
int Show_target_debug_info = 0;
int Show_target_weapons = 0;
int Game_font = -1;
#ifndef NDEBUG
static int Show_player_pos = 0; // debug console command to show player world pos on HUD
#endif
int Debug_octant = -1;
fix Game_time_compression = F1_0;
fix Desired_time_compression = Game_time_compression;
fix Time_compression_change_rate = 0;
bool Time_compression_locked = false; //Can the user change time with shift- controls?
// auto-lang stuff
int detect_lang();
// table checksums that will be used for pilot files
uint Weapon_tbl_checksum = 0;
uint Ships_tbl_checksum = 0;
// if the ships.tbl the player has is valid
int Game_ships_tbl_valid = 0;
// if the weapons.tbl the player has is valid
int Game_weapons_tbl_valid = 0;
int Test_begin = 0;
extern int Player_attacking_enabled;
int Show_net_stats;
int Pre_player_entry;
int Fred_running = 0;
bool running_unittests = false;
// required for hudtarget... kinda dumb, but meh
char Fred_alt_names[MAX_SHIPS][NAME_LENGTH+1];
char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1];
char Game_current_mission_filename[MAX_FILENAME_LEN];
int game_single_step = 0;
int last_single_step=0;
int game_zbuffer = 1;
static int Game_paused;
#define EXPIRE_BAD_CHECKSUM 1
#define EXPIRE_BAD_TIME 2
extern void ssm_init();
extern void ssm_level_init();
extern void ssm_process();
// static variable to contain the time this version was built
// commented out for now until
// I figure out how to get the username into the file
//LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
// defines and variables used for dumping frame for making trailers.
#ifndef NDEBUG
int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
int Debug_dump_trigger = 0;
int Debug_dump_frame_count;
int Debug_dump_frame_num = 0;
#define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
#endif
// amount of time to wait after the player has died before we display the death died popup
#define PLAYER_DIED_POPUP_WAIT 2500
int Player_died_popup_wait = -1;
int Multi_ping_timestamp = -1;
// builtin mission list stuff
int Game_builtin_mission_count = 92;
fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
// single player campaign
{ "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE), "" },
// act 1
{ "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
{ "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_2 },
// act 2
{ "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
// act 3
{ "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
{ "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN), FS_CDROM_VOLUME_3 },
// multiplayer missions
// gauntlet
{ "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
// coop
{ "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
// dogfight
{ "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
// TvT
{ "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
{ "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI), "" },
// campaign
{ "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE), "" },
{ "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
{ "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
{ "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
{ "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN), "" },
};
// Internal function prototypes
void game_do_training_checks();
void game_shutdown(void);
void game_show_event_debug(float frametime);
void game_event_debug_init();
void game_frame(bool paused = false);
void game_start_subspace_ambient_sound();
void game_stop_subspace_ambient_sound();
void verify_ships_tbl();
void verify_weapons_tbl();
void game_title_screen_display();
void game_title_screen_close();
// loading background filenames
static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
"LoadingBG", // GR_640
"2_LoadingBG" // GR_1024
};
static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
"Loading", // GR_640
"2_Loading" // GR_1024
};
static const char *Game_title_screen_fname[GR_NUM_RESOLUTIONS] = {
"PreLoad",
"2_PreLoad"
};
static const char *Game_logo_screen_fname[GR_NUM_RESOLUTIONS] = {
"PreLoadLogo",
"2_PreLoadLogo"
};
// for title screens
static int Game_title_bitmap = -1;
static int Game_title_logo = -1;
// How much RAM is on this machine. Set in WinMain
uint64_t FreeSpace_total_ram = 0;
// game flash stuff
float Game_flash_red = 0.0f;
float Game_flash_green = 0.0f;
float Game_flash_blue = 0.0f;
float Sun_spot = 0.0f;
big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
// game shudder stuff (in ms)
int Game_shudder_time = -1;
int Game_shudder_total = 0;
float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
// EAX stuff
sound_env Game_sound_env;
sound_env Game_default_sound_env = { EAX_ENVIRONMENT_BATHROOM, 0.2f, 0.2f, 1.0f };
int Game_sound_env_update_timestamp;
fs_builtin_mission *game_find_builtin_mission(char *filename)
{
int idx;
// look through all existing builtin missions
for(idx=0; idx<Game_builtin_mission_count; idx++){
if(!stricmp(Game_builtin_mission_list[idx].filename, filename)){
return &Game_builtin_mission_list[idx];
}
}
// didn't find it
return NULL;
}
int game_get_default_skill_level()
{
return DEFAULT_SKILL_LEVEL;
}
// Resets the flash
void game_flash_reset()
{
Game_flash_red = 0.0f;
Game_flash_green = 0.0f;
Game_flash_blue = 0.0f;
Sun_spot = 0.0f;
Big_expl_flash.max_flash_intensity = 0.0f;
Big_expl_flash.cur_flash_intensity = 0.0f;
Big_expl_flash.flash_start = 0;
}
float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
void game_framerate_check_init()
{
// zero critical time
Gf_critical_time = 0.0f;
// nebula missions
if(The_mission.flags[Mission::Mission_Flags::Fullneb]){
Gf_critical = 15.0f;
} else {
Gf_critical = 25.0f;
}
}
extern float Framerate;
void game_framerate_check()
{
int y_start = gr_screen.center_offset_y + 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(gr_screen.center_offset_x + 200, y_start, "Framerate warning", GR_RESIZE_NONE);
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_no_resize(gr_screen.center_offset_x + 200, y_start, "%d%%", (int)pct);
y_start += 10;
}
}
/**
* Adds a flash effect.
*
* These can be positive or negative. The range will get capped at around -1 to 1, so stick
* with a range like that.
*
* @param r red colour value
* @param g green colour value
* @param b blue colour value
*/
void game_flash( float r, float g, float b )
{
Game_flash_red += r;
Game_flash_green += g;
Game_flash_blue += b;
if ( Game_flash_red < -1.0f ) {
Game_flash_red = -1.0f;
} else if ( Game_flash_red > 1.0f ) {
Game_flash_red = 1.0f;
}
if ( Game_flash_green < -1.0f ) {
Game_flash_green = -1.0f;
} else if ( Game_flash_green > 1.0f ) {
Game_flash_green = 1.0f;
}
if ( Game_flash_blue < -1.0f ) {
Game_flash_blue = -1.0f;
} else if ( Game_flash_blue > 1.0f ) {
Game_flash_blue = 1.0f;
}
}
/**
* Adds a flash for Big Ship explosions
* @param flash flash intensity. Range capped from 0 to 1.
*/
void big_explosion_flash(float flash)
{
CLAMP(flash, 0.0f, 1.0f);
Big_expl_flash.flash_start = timestamp(1);
Big_expl_flash.max_flash_intensity = flash;
Big_expl_flash.cur_flash_intensity = 0.0f;
}
// Amount to diminish palette towards normal, per second.
#define DIMINISH_RATE 0.75f
#define SUN_DIMINISH_RATE 6.00f
int Sun_drew = 0;
float sn_glare_scale = 1.7f;
DCF(sn_glare, "Sets the sun glare scale (Default is 1.7)")
{
dc_stuff_float(&sn_glare_scale);
}
float Supernova_last_glare = 0.0f;
bool stars_sun_has_glare(int index);
extern bool ls_on;
extern bool ls_force_off;
void game_sunspot_process(float frametime)
{
TRACE_SCOPE(tracing::SunspotProcess);
int n_lights, idx;
int sn_stage;
float Sun_spot_goal = 0.0f;
// supernova
sn_stage = supernova_active();
if(sn_stage){
// sunspot differently based on supernova stage
switch(sn_stage){
// approaching. player still in control
case 1:
float pct;
pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
vec3d light_dir;
light_get_global_dir(&light_dir, 0);
float dot;
dot = vm_vec_dot( &light_dir, &Eye_matrix.vec.fvec );
if(dot >= 0.0f){
// scale it some more
dot = dot * (0.5f + (pct * 0.5f));
dot += 0.05f;
Sun_spot_goal += (dot * sn_glare_scale);
}
// draw the sun glow
if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
// draw the glow for this sun
stars_draw_sun_glow(0);
}
Supernova_last_glare = Sun_spot_goal;
break;
// camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
case 2:
case 3:
Sun_spot_goal = 0.9f;
Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
if(Sun_spot_goal > 1.0f){
Sun_spot_goal = 1.0f;
}
Sun_spot_goal *= sn_glare_scale;
Supernova_last_glare = Sun_spot_goal;
break;
// fade to white. display dead popup
case 4:
case 5:
Supernova_last_glare += (2.0f * flFrametime);
if(Supernova_last_glare > 2.0f){
Supernova_last_glare = 2.0f;
}
Sun_spot_goal = Supernova_last_glare;
break;
}
Sun_drew = 0;
} else {
Sun_spot_goal = 0.0f;
if ( Sun_drew ) {
// check sunspots for all suns
n_lights = light_get_global_count();
// check
for(idx=0; idx<n_lights; idx++) {
bool in_shadow = shipfx_eye_in_shadow(&Eye_position, Viewer_obj, idx);
if ( (ls_on && !ls_force_off) || !in_shadow ) {
vec3d light_dir;
light_get_global_dir(&light_dir, idx);
//only do sunglare stuff if this sun has one
if (stars_sun_has_glare(idx)) {
float dot = vm_vec_dot( &light_dir, &Eye_matrix.vec.fvec )*0.5f+0.5f;
Sun_spot_goal += (float)pow(dot,85.0f);
}
}
if ( !in_shadow ) {
// draw the glow for this sun
stars_draw_sun_glow(idx);
}
}
Sun_drew = 0;
}
}
float dec_amount = frametime*SUN_DIMINISH_RATE;
if ( Sun_spot < Sun_spot_goal ) {
Sun_spot += dec_amount;
if ( Sun_spot > Sun_spot_goal ) {
Sun_spot = Sun_spot_goal;
}
} else if ( Sun_spot > Sun_spot_goal ) {
Sun_spot -= dec_amount;
if ( Sun_spot < Sun_spot_goal ) {
Sun_spot = Sun_spot_goal;
}
}
}
/**
* Call once a frame to diminish the flash effect to 0.
* @param frametime Period over which to dimish at ::DIMINISH_RATE
*/
void game_flash_diminish(float frametime)
{
float dec_amount = frametime*DIMINISH_RATE;
if ( Game_flash_red > 0.0f ) {
Game_flash_red -= dec_amount;
if ( Game_flash_red < 0.0f )
Game_flash_red = 0.0f;
} else {
Game_flash_red += dec_amount;
if ( Game_flash_red > 0.0f )
Game_flash_red = 0.0f;
}
if ( Game_flash_green > 0.0f ) {
Game_flash_green -= dec_amount;
if ( Game_flash_green < 0.0f )
Game_flash_green = 0.0f;
} else {
Game_flash_green += dec_amount;
if ( Game_flash_green > 0.0f )
Game_flash_green = 0.0f;
}
if ( Game_flash_blue > 0.0f ) {
Game_flash_blue -= dec_amount;
if ( Game_flash_blue < 0.0f )
Game_flash_blue = 0.0f;
} else {
Game_flash_blue += dec_amount;
if ( Game_flash_blue > 0.0f )
Game_flash_blue = 0.0f;
}
// update big_explosion_cur_flash
#define TIME_UP 1500
#define TIME_DOWN 2500
int duration = TIME_UP + TIME_DOWN;
int time = timestamp_until(Big_expl_flash.flash_start);
if (time > -duration) {
time = -time;
if (time < TIME_UP) {
Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
} else {
time -= TIME_UP;
Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
}
}
if ( Use_palette_flash ) {
int r,g,b;
// Change the 200 to change the color range of colors.
r = fl2i( Game_flash_red*128.0f );
g = fl2i( Game_flash_green*128.0f );
b = fl2i( Game_flash_blue*128.0f );
if ( Sun_spot > 0.0f && (!ls_on || ls_force_off)) {
r += fl2i(Sun_spot*128.0f);
g += fl2i(Sun_spot*128.0f);
b += fl2i(Sun_spot*128.0f);
}
if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
}
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
if ( (r!=0) || (g!=0) || (b!=0) ) {
gr_flash( r, g, b );
}
}
}
void game_level_close()
{
//WMC - this is actually pretty damn dangerous, but I don't want a modder
//to accidentally use an override here without realizing it.
if(!Script_system.IsConditionOverride(CHA_MISSIONEND))
{
// save player-persistent variables
mission_campaign_save_on_close_variables(); // Goober5000
// De-Initialize the game subsystems
obj_delete_all();
sexp_music_close(); // Goober5000
event_music_level_close();
game_stop_looped_sounds();
snd_stop_all();
obj_snd_level_close(); // uninit object-linked persistant sounds
gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
anim_level_close(); // stop and clean up any anim instances
message_mission_shutdown(); // called after anim_level_close() to make sure instances are clear
shockwave_level_close();
fireball_close();
shield_hit_close();
mission_event_shutdown();
asteroid_level_close();
jumpnode_level_close();
waypoint_level_close();
flak_level_close(); // unload flak stuff
neb2_level_close(); // shutdown gaseous nebula stuff
ct_level_close();
beam_level_close();
mflash_level_close();
mission_brief_common_reset(); // close out parsed briefing/mission stuff
cam_close();
subtitles_close();
particle::ParticleManager::get()->clearSources();
particle::close();
trail_level_close();
ship_clear_cockpit_displays();
hud_level_close();
model_instance_free_all();
batch_render_close();
// be sure to not only reset the time but the lock as well
set_time_compression(1.0f, 0.0f);
lock_time_compression(false);
audiostream_unpause_all();
Game_paused = 0;
gr_set_ambient_light(120, 120, 120);
stars_level_close();
Pilot.save_savefile();
}
else
{
Error(LOCATION, "Scripting Mission End override is not fully supported yet.");
}
Script_system.RunCondition(CHA_MISSIONEND);
}
uint load_gl_init;
uint load_mission_load;
uint load_post_level_init;
/**
* Intializes game stuff.
*
* @return 0 on failure, 1 on success
*/
void game_level_init()
{
game_busy( NOX("** starting game_level_init() **") );
load_gl_init = (uint) time(NULL);
// seed the random number generator in multiplayer
if ( Game_mode & GM_MULTIPLAYER ) {
// seed the generator from the netgame security flags -- ensures that all players in
// multiplayer will have the same random number sequence (with static rand functions)
srand( Netgame.security );
// semirand function needs to get re-initted every time in multiplayer
init_semirand();
}
Framecount = 0;
game_reset_view_clip();
game_reset_shade_frame();
Key_normal_game = (Game_mode & GM_NORMAL);
Cheats_enabled = 0;
Game_shudder_time = -1;
Perspective_locked = false;
// reset the geometry map and distortion map batcher, this should to be done pretty soon in this mission load process (though it's not required)
batch_reset();
// Initialize the game subsystems
game_reset_time(); // resets time, and resets saved time too
Multi_ping_timestamp = -1;
obj_init(); // Must be inited before the other systems
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
model_page_in_start(); // mark any existing models as unused but don't unload them yet
mprintf(( "Beginning level bitmap paging...\n" ));
bm_page_in_start();
} else {
model_free_all(); // Free all existing models if standalone server
}
mission_brief_common_init(); // Free all existing briefing/debriefing text
weapon_level_init();
NavSystem_Init(); // zero out the nav system
ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
ship_level_init();
player_level_init();
shipfx_flash_init(); // Init the ship gun flash system.
game_flash_reset(); // Reset the flash effect
particle::init(); // Reset the particle system
fireball_init();
debris_init();
shield_hit_init(); // Initialize system for showing shield hits
mission_init_goals();
mission_log_init();
messages_init();
obj_snd_level_init(); // init object-linked persistant sounds
anim_level_init();
shockwave_level_init();
afterburner_level_init();
scoring_level_init( &Player->stats );
key_level_init();
asteroid_level_init();
control_config_clear_used_status();
collide_ship_ship_sounds_init();
Missiontime = 0;
Skybox_timestamp = game_get_overall_frametime();
Pre_player_entry = 1; // Means the player has not yet entered.
Entry_delay_time = 0; // Could get overwritten in mission read.
observer_init();
flak_level_init(); // initialize flak - bitmaps, etc
ct_level_init(); // initialize ships contrails, etc
awacs_level_init(); // initialize AWACS
beam_level_init(); // initialize beam weapons
mflash_level_init();
ssm_level_init();
supernova_level_init();
cam_init();
snd_aav_init();
// multiplayer dogfight hack
dogfight_blown = 0;
shipfx_engine_wash_level_init();
stars_pre_level_init();
neb2_level_init();
nebl_level_init();
Last_view_target = NULL;
Game_paused = 0;
Game_no_clear = 0;
// campaign wasn't ended
Campaign_ending_via_supernova = 0;
load_gl_init = (uint) (time(NULL) - load_gl_init);
//WMC - Init multi players for level
if (Game_mode & GM_MULTIPLAYER && Player != NULL) {
Player->flags |= PLAYER_FLAGS_IS_MULTI;
// clear multiplayer stats
init_multiplayer_stats();
}
}
/**
* Called when a mission is over -- does server specific stuff.
*/
void freespace_stop_mission()
{
game_level_close();
Game_mode &= ~GM_IN_MISSION;
}
/**
* Called at frame interval to process networking stuff
*/
void game_do_networking()
{
Assert( Net_player != NULL );
if (!(Game_mode & GM_MULTIPLAYER)){
return;
}
// see if this player should be reading/writing data. Bit is set when at join
// screen onward until quits back to main menu.
if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
return;
}
if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
multi_do_frame();
} else {
multi_pause_do_frame();
}
}
// An estimate as to how high the count passed to game_loading_callback will go.
// This is just a guess, it seems to always be about the same. The count is
// proportional to the code being executed, not the time, so this works good
// for a bar, assuming the code does about the same thing each time you
// load a level. You can find this value by looking at the return value
// of game_busy_callback(NULL), which I conveniently print out to the
// debug output window with the '=== ENDING LOAD ==' stuff.
#define COUNT_ESTIMATE 425
int Game_loading_callback_inited = 0;
int Game_loading_background = -1;
generic_anim Game_loading_ani;
static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
{
63, 316 // GR_640
},
{
101, 505 // GR_1024
}
};
#ifndef NDEBUG
extern char Processing_filename[MAX_PATH_LEN];
static int busy_shader_created = 0;
shader busy_shader;
#endif
static int framenum;
/**
* This gets called 10x per second and count is the number of times ::game_busy() has been
* called since the current callback function was set.
*/
void game_loading_callback(int count)
{
game_do_networking();
Assert( Game_loading_callback_inited==1 );
Assertion( Game_loading_ani.num_frames > 0, "Load Screen animation %s not found, or corrupted. Needs to be an animation with at least 1 frame.", Game_loading_ani.filename );
int do_flip = 0;
int new_framenum = bm_get_anim_frame(Game_loading_ani.first_frame, static_cast<float>(count), static_cast<float>(COUNT_ESTIMATE));
// retail incremented the frame number by one, essentially skipping the 1st frame except for single-frame anims
if (Game_loading_ani.num_frames > 1 && new_framenum < Game_loading_ani.num_frames-1) {
new_framenum++;
}
//make sure we always run forwards - graphical hack
if(new_framenum > framenum)
framenum = new_framenum;
if ( Game_loading_ani.num_frames > 0 ) {
GR_MAYBE_CLEAR_RES(Game_loading_background);
if ( Game_loading_background > -1 ) {
gr_set_bitmap( Game_loading_background );
gr_bitmap(0,0,GR_RESIZE_MENU);
}
gr_set_bitmap( Game_loading_ani.first_frame + framenum );
gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1], GR_RESIZE_MENU);
do_flip = 1;
}
#ifndef NDEBUG
// print the current filename being processed by game_busy(), the shader here is a quick hack
// since the background isn't always drawn so we can't clear the text away from the previous
// filename. the shader is completely opaque to hide the old text. must easier and faster than
// redrawing the entire screen every flip - taylor
if (!busy_shader_created) {
gr_create_shader(&busy_shader, 5, 5, 5, 255);
busy_shader_created = 1;
}
if (Processing_filename[0] != '\0') {
gr_set_shader(&busy_shader);
gr_shade(0, 0, gr_screen.max_w_unscaled, 17, GR_RESIZE_MENU); // make sure it goes across the entire width
gr_set_color_fast(&Color_white);
gr_string(5, 5, Processing_filename, GR_RESIZE_MENU);
do_flip = 1;
memset( Processing_filename, 0, MAX_PATH_LEN );
}
#endif
auto progress = static_cast<float>(count) / static_cast<float>(COUNT_ESTIMATE);
CLAMP(progress, 0.0f, 1.0f);
Script_system.SetHookVar("Progress", 'f', progress);
if (Script_system.RunCondition(CHA_LOADSCREEN)) {
// At least one script exeuted so we probably need to do a flip now
do_flip = 1;
}
Script_system.RemHookVar("Progress");
os_ignore_events();
if (do_flip)
gr_flip();
}
void game_loading_callback_init()
{
Assert( Game_loading_callback_inited==0 );
Game_loading_background = bm_load(The_mission.loading_screen[gr_screen.res]);
if (Game_loading_background < 0)
Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
generic_anim_init(&Game_loading_ani, Game_loading_ani_fname[gr_screen.res]);
generic_anim_load(&Game_loading_ani);
Assertion( Game_loading_ani.num_frames > 0, "Load Screen animation %s not found, or corrupted. Needs to be an animation with at least 1 frame.", Game_loading_ani.filename );
Game_loading_callback_inited = 1;
io::mouse::CursorManager::get()->showCursor(false);
framenum = 0;
game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani.num_frames)+1 );
}
void game_loading_callback_close()
{
Assert( Game_loading_callback_inited==1 );
// Make sure bar shows all the way over.
game_loading_callback(COUNT_ESTIMATE);
int real_count __UNUSED = game_busy_callback( NULL );
io::mouse::CursorManager::get()->showCursor(true);
Game_loading_callback_inited = 0;
#ifndef NDEBUG
mprintf(( "=================== ENDING LOAD ================\n" ));
mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
mprintf(( "================================================\n" ));
#else
// to remove warnings in release build
real_count = 0;
#endif
generic_anim_unload(&Game_loading_ani);
bm_release( Game_loading_background );
common_free_interface_palette(); // restore game palette
Game_loading_background = -1;
font::set_font(font::FONT1);
}
/**
* Update the sound environment (ie change EAX settings based on proximity to large ships)
*/
void game_maybe_update_sound_environment()
{
// do nothing for now
}
/**
* Assign the sound environment for the game, based on the current mission
*/
void game_assign_sound_environment()
{
if (The_mission.sound_environment.id >= 0) {
Game_sound_env = The_mission.sound_environment;
} else if (SND_ENV_DEFAULT > 0) {
sound_env_get(&Game_sound_env, SND_ENV_DEFAULT);
} else {
Game_sound_env = Game_default_sound_env;
}
Game_sound_env_update_timestamp = timestamp(1);
}
/**
* Function which gets called before actually entering the mission.
*/
void freespace_mission_load_stuff()
{
// called if we're not on a freespace dedicated (non rendering, no pilot) server
// IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
if(!(Game_mode & GM_STANDALONE_SERVER)){
mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
game_busy( NOX("** setting up event music **") );
event_music_level_init(-1); // preloads the first 2 seconds for each event music track
game_busy( NOX("** unloading interface sounds **") );
gamesnd_unload_interface_sounds(); // unload interface sounds from memory
{
TRACE_SCOPE(tracing::PreloadMissionSounds);
game_busy( NOX("** preloading common game sounds **") );
gamesnd_preload_common_sounds(); // load in sounds that are expected to play
game_busy( NOX("** preloading gameplay sounds **") );
gamesnd_load_gameplay_sounds(); // preload in gameplay sounds if wanted
game_busy( NOX("** assigning sound environment for mission **") );
ship_assign_sound_all(); // assign engine sounds to ships
game_assign_sound_environment(); // assign the sound environment for this mission
}
obj_merge_created_list();
if (!(Game_mode & GM_MULTIPLAYER)) {
// call function in missionparse.cpp to fixup player/ai stuff.
game_busy( NOX("** fixing up player/ai stuff **") );
mission_parse_fixup_players();
}
// Load in all the bitmaps for this level
level_page_in();
game_busy( NOX("** finished with level_page_in() **") );
if(Game_loading_callback_inited) {
game_loading_callback_close();
}
}
// the only thing we need to call on the standalone for now.
else {
obj_merge_created_list();
// Load in all the bitmaps for this level
level_page_in();
}
}
/**
* Called after mission is loaded.
*
* Because player isn't created until after mission loads, some things must get initted after the level loads
*/
void game_post_level_init()
{
TRACE_SCOPE(tracing::LoadPostMissionLoad);
HUD_init();
hud_setup_escort_list();
mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
stars_post_level_init();
// While trying to track down the nebula bug I encountered a cool effect -
// comment this out to fly a mission in a void. Maybe we should develop this
// into a full effect or something, because it is seriously cool.
neb2_post_level_init();
// Initialize decal system
decals::initializeMission();
#ifndef NDEBUG
game_event_debug_init();
#endif
training_mission_init();
asteroid_create_all();
// set ambient light for level
gr_set_ambient_light(The_mission.ambient_light_level & 0xff,
(The_mission.ambient_light_level >> 8) & 0xff,
(The_mission.ambient_light_level >> 16) & 0xff);
game_framerate_check_init();
// If this is a red alert mission in campaign mode, bash wingman status
if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
red_alert_bash_wingman_status();
}
freespace_mission_load_stuff();
// m!m Make hv.Player available in "On Mission Start" hook
if(Player_obj)
Script_system.SetHookObject("Player", Player_obj);
// HACK: That scripting hook should be in mission so GM_IN_MISSION has to be set
Game_mode |= GM_IN_MISSION;
Script_system.RunCondition(CHA_MISSIONSTART);
Game_mode &= ~GM_IN_MISSION;
if (Player_obj)
Script_system.RemHookVar("Player");
}
/**
* Tells the server to load the mission and initialize structures
*/
bool game_start_mission()
{
mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
int s1 __UNUSED = timer_get_milliseconds();
// clear post processing settings
gr_post_process_set_defaults();
get_mission_info(Game_current_mission_filename, &The_mission, false);
if ( !(Game_mode & GM_STANDALONE_SERVER) )
game_loading_callback_init();
game_level_init();
if (Game_mode & GM_MULTIPLAYER) {
Player->flags |= PLAYER_FLAGS_IS_MULTI;
// clear multiplayer stats
init_multiplayer_stats();
}
game_busy( NOX("** starting mission_load() **") );
load_mission_load = (uint) time(NULL);
if ( !mission_load(Game_current_mission_filename) ) {
if ( !(Game_mode & GM_MULTIPLAYER) ) {
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
gameseq_post_event(GS_EVENT_MAIN_MENU);
} else {
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
}
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
game_loading_callback_close();
}
game_level_close();
return false;
}
load_mission_load = (uint) (time(NULL) - load_mission_load);
// free up memory from parsing the mission
extern void stop_parse();
stop_parse();
game_busy( NOX("** starting game_post_level_init() **") );
load_post_level_init = (uint) time(NULL);
game_post_level_init();
load_post_level_init = (uint) (time(NULL) - load_post_level_init);
#ifndef NDEBUG
{
void Do_model_timings_test();
Do_model_timings_test();
}
#endif
bm_print_bitmaps();
int e1 __UNUSED = timer_get_milliseconds();
mprintf(("Level load took %f seconds.\n", (e1 - s1) / 1000.0f ));
return true;
}
int Interface_framerate = 0;
#ifndef NDEBUG
DCF_BOOL( mouse_control, Use_mouse_to_fly )
DCF_BOOL( show_framerate, Show_framerate )
DCF_BOOL( show_target_debug_info, Show_target_debug_info )
DCF_BOOL( show_target_weapons, Show_target_weapons )
DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
DCF_BOOL( sound, Sound_enabled )
DCF_BOOL( zbuffer, game_zbuffer )
DCF_BOOL( show_shield_mesh, Show_shield_mesh)
DCF_BOOL( player_attacking, Player_attacking_enabled )
DCF_BOOL( show_waypoints, Show_waypoints )
DCF_BOOL( show_area_effect, Show_area_effect )
DCF_BOOL( show_net_stats, Show_net_stats )
DCF_BOOL( log, Log_debug_output_to_file )
extern int Training_message_method;
DCF_BOOL( training_msg_method, Training_message_method )
DCF_BOOL( show_player_pos, Show_player_pos )
DCF_BOOL(i_framerate, Interface_framerate )
DCF_BOOL( show_bmpman_usage, Cmdline_bmpman_usage )
DCF(warp, "Tests warpin effect")
{
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Params: bool warpin, string Target = ""\n Warps in if true, out if false. Player is target unless specific ship is specified\n" );
return;
} // Else, process command
// TODO: Provide status flag
bool warpin;
char target[MAX_NAME_LEN];
int idx = -1;
dc_stuff_boolean(&warpin);
if (dc_maybe_stuff_string_white(target, MAX_NAME_LEN)) {
idx = ship_name_lookup(target);
} // Else, default target to player
if (idx < 0) {
// Player is target
if (Player_ai->target_objnum > -1) {
if(warpin) {
shipfx_warpin_start(&Objects[Player_ai->target_objnum]);
} else {
shipfx_warpout_start(&Objects[Player_ai->target_objnum]);
}
}
} else {
// Non-player is targer
if (warpin) {
shipfx_warpin_start(&Objects[Ships[idx].objnum]);
} else {
shipfx_warpout_start(&Objects[Ships[idx].objnum]);
}
}
}
DCF(show_cpu,"Toggles showing cpu usage")
{
bool process = true;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: (optional) bool Show_cpu\n If true, Show_cpu is set and Show_mem is cleared. If false, then Show_cpu is cleared. If nothing passed, then toggle.\n" );
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Show_cpu is %s\n", (Show_cpu ? "TRUE" : "FALSE"));
process = false;
}
if (!process) {
// Help and/or status was given, so don't process the command
return;
} // Else, process the command
if (!dc_maybe_stuff_boolean(&Show_cpu)) {
// Nothing passed, so toggle
Show_cpu = !Show_cpu;
} // Else, value was set/cleared by user
}
#endif
DCF(use_joy_mouse,"Makes joystick move mouse cursor")
{
bool process = true;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n");
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("use_joy_mouse is %s\n", (Use_joy_mouse ? "TRUE" : "FALSE"));
process = false;
}
if (!process) {
return;
}
if(!dc_maybe_stuff_boolean(&Use_joy_mouse)) {
// Nothing passed, so toggle
Use_joy_mouse = !Use_joy_mouse;
} // Else, value was set/cleared by user
os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
}
DCF_BOOL(palette_flash, Use_palette_flash);
int Use_low_mem = 0;
DCF(low_mem,"Uses low memory settings regardless of RAM")
{
bool process = true;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n");
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("low_mem is %s\n", (Use_low_mem ? "TRUE" : "FALSE"));
process = false;
}
if (!process) {
return;
}
if (!dc_maybe_stuff_boolean(&Use_low_mem)) {
// Nothing passed, so toggle
Use_low_mem = !Use_low_mem;
} // Else, value was set/cleared by user
os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
}
#ifndef NDEBUG
DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
{
bool process = true;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n");
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("low_mem is %s\n", (Use_fullscreen_at_startup ? "TRUE" : "FALSE"));
process = false;
}
if (!process) {
return;
}
if (dc_maybe_stuff_boolean(&Use_fullscreen_at_startup)) {
// Nothing passed, so toggle
Use_fullscreen_at_startup = !Use_fullscreen_at_startup;
} // Else, value was set/cleared by user
os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
}
#endif
int Framerate_delay = 0;
float FreeSpace_gamma = 1.0f;
DCF(gamma,"Sets and saves Gamma Factor")
{
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: gamma <float>\n" );
dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "Gamma = %.2f\n", FreeSpace_gamma );
return;
}
if (!dc_maybe_stuff_float(&FreeSpace_gamma)) {
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 );
}
#ifdef FS2_VOICER
// This is really awful but thank the guys of X11 for naming something "Window"
# include "SDL_syswm.h" // For SDL_SysWMinfo
#endif
/**
* Game initialisation
*/
void game_init()
{
int s1 __UNUSED, e1 __UNUSED;
const char *ptr;
char whee[MAX_PATH_LEN];
Game_current_mission_filename[0] = 0;
// Moved from rand32, if we're gonna break, break immediately.
Assert(RAND_MAX == 0x7fff || RAND_MAX >= 0x7ffffffd);
// seed the random number generator
int game_init_seed = (int) time(NULL);
srand( game_init_seed );
Framerate_delay = 0;
#ifndef NDEBUG
load_filter_info();
#endif
// encrypt stuff
encrypt_init();
// Initialize the timer before the os
timer_init();
#ifndef NDEBUG
outwnd_init();
#endif
// init os stuff next
if ( !Is_standalone ) {
os_init( Osreg_class_name, Window_title.c_str(), Osreg_app_name );
}
else {
std_init_os();
}
#ifndef NDEBUG
mprintf(("FreeSpace 2 Open version: %s\n", FS_VERSION_FULL));
extern void cmdline_debug_print_cmdline();
cmdline_debug_print_cmdline();
#endif
memset(whee, 0, sizeof(whee));
_getcwd(whee, MAX_PATH_LEN-1);
strcat_s(whee, DIR_SEPARATOR_STR);
strcat_s(whee, EXE_FNAME);
//Initialize the libraries
s1 = timer_get_milliseconds();
if ( cfile_init(whee, NULL) ) { // initialize before calling any cfopen stuff!!!
exit(1);
}
e1 = timer_get_milliseconds();
mod_table_init(); // load in all the mod dependent settings
// This needs to be delayed until we know if the new options are actually going to be used
if (Using_in_game_options) {
options::OptionsManager::instance()->loadInitialValues();
}
// initialize localization module. Make sure this is done AFTER initialzing OS.
lcl_init( detect_lang() );
lcl_xstr_init();
if (Is_standalone) {
// force off some cmdlines if they are on
Cmdline_spec = 0;
Cmdline_glow = 0;
Cmdline_env = 0;
Fireball_use_3d_warp = false;
Cmdline_normal = 0;
// now init the standalone server code
std_init_standalone();
}
// verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
verify_ships_tbl();
// verify that he has a valid weapons.tbl
verify_weapons_tbl();
Use_joy_mouse = 0;
Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
#ifndef NDEBUG
Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
#endif
// change FPS cap if told to do so (for those who can't use vsync or where vsync isn't enough)
uint max_fps = 0;
if ( (max_fps = os_config_read_uint(NULL, NOX("MaxFPS"), 0)) != 0 ) {
if ( (max_fps > 15) && (max_fps < 120) ) {
Framerate_cap = (int)max_fps;
}
}
Asteroids_enabled = 1;
/////////////////////////////
// SOUND INIT START
/////////////////////////////
if ( !Is_standalone ) {
snd_init();
}
if(!fsspeech_init()) {
mprintf(("Failed to init speech\n"));
}
/////////////////////////////
// SOUND INIT END
/////////////////////////////
std::unique_ptr<SDLGraphicsOperations> sdlGraphicsOperations;
if (!Is_standalone) {
// Standalone mode doesn't require graphics operations
sdlGraphicsOperations.reset(new SDLGraphicsOperations());
}
if ( gr_init(std::move(sdlGraphicsOperations)) == false ) {
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, "Error intializing graphics!");
exit(1);
return;
}
#ifndef NDEBUG
if (Cmdline_debug_window) {
outwnd_debug_window_init();
}
#endif
// This needs to happen after graphics initialization
tracing::init();
// Karajorma - Moved here from the sound init code cause otherwise windows complains
#ifdef FS2_VOICER
if(Cmdline_voice_recognition)
{
SDL_SysWMinfo info;
SDL_VERSION(&info.version); // initialize info structure with SDL version info
bool voiceRectOn = false;
if(SDL_GetWindowWMInfo(os::getSDLMainWindow(), &info)) { // the call returns true on success
// success
voiceRectOn = VOICEREC_init(info.info.win.window, WM_RECOEVENT, GRAMMARID1, IDR_CMD_CFG);
} else {
// call failed
mprintf(( "Couldn't get window information: %s\n", SDL_GetError() ));
}
if(voiceRectOn == false)
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, "Failed to init voice rec!");
}
}
#endif
// D3D's gamma system now works differently. 1.0 is the default value
ptr = os_config_read_string(NULL, NOX("GammaD3D"), NOX("1.0"));
FreeSpace_gamma = (float)atof(ptr);
script_init(); //WMC
font::init(); // loads up all fonts
// add title screen
if(!Is_standalone){
// #Kazan# - moved this down - WATCH THESE calls - anything that shares code between standalone and normal
// cannot make gr_* calls in standalone mode because all gr_ calls are NULL pointers
gr_set_gamma(FreeSpace_gamma);
game_title_screen_display();
}
// attempt to load up master tracker registry info (login and password)
Multi_tracker_id = -1;
// pxo login and password
ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
if(ptr == NULL){
nprintf(("Network","Error reading in PXO login data\n"));
strcpy_s(Multi_tracker_login,"");
} else {
strcpy_s(Multi_tracker_login,ptr);
}
ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
if(ptr == NULL){
nprintf(("Network","Error reading PXO password\n"));
strcpy_s(Multi_tracker_passwd,"");
} else {
strcpy_s(Multi_tracker_passwd,ptr);
}
// pxo squad name and password
ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
if(ptr == NULL){
nprintf(("Network","Error reading in PXO squad name\n"));
strcpy_s(Multi_tracker_squad_name, "");
} else {
strcpy_s(Multi_tracker_squad_name, ptr);
}
// If less than 48MB of RAM, use low memory model.
if (
#ifdef _WIN32
(FreeSpace_total_ram < 48*1024*1024) ||
#endif
Use_low_mem ) {
mprintf(( "Using normal memory settings...\n" ));
bm_set_low_mem(1); // Use every other frame of bitmaps
} else {
mprintf(( "Using high memory settings...\n" ));
bm_set_low_mem(0); // Use all frames of bitmaps
}
//WMC - Initialize my new GUI system
//This may seem scary, but it should take up 0 processing time and very little memory
//as long as it's not being used.
//Otherwise, it just keeps the parsed interface.tbl in memory.
GUI_system.ParseClassInfo("interface.tbl");
particle::ParticleManager::init();
iff_init(); // Goober5000 - this must be done even before species_defs :p
species_init(); // Load up the species defs - this needs to be done FIRST -- Kazan
brief_parse_icon_tbl();
hud_init_comm_orders(); // Goober5000
control_config_common_init(); // sets up localization stuff in the control config
parse_rank_tbl();
parse_medal_tbl();
cutscene_init();
key_init();
mouse_init();
gamesnd_parse_soundstbl();
gameseq_init();
multi_init();
// start up the mission logfile
logfile_init(LOGFILE_EVENT_LOG);
log_string(LOGFILE_EVENT_LOG,"FS2_Open Mission Log - Opened \n\n", 1);
// standalone's don't use the joystick and it seems to sometimes cause them to not get shutdown properly
if(!Is_standalone){
io::joystick::init();
}
player_controls_init();
model_init();
event_music_init();
// initialize alpha colors
// CommanderDJ: try with colors.tbl first, then use the old way if that doesn't work
alpha_colors_init();
decals::initialize();
// fireballs need to be parsed before parsing ships.
// they don't need to be inited (data loaded etc.) until the mission starts
fireball_parse_tbl();
obj_init();
mflash_game_init();
armor_init();
ai_init();
ai_profiles_init(); // Goober5000
weapon_init();
glowpoint_init();
ship_init(); // read in ships.tbl
player_init();
mission_campaign_init(); // load in the default campaign
anim_init();
context_help_init();
techroom_intel_init(); // parse species.tbl, load intel info
hud_positions_init(); //Setup hud positions
// initialize psnet
psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
asteroid_init();
mission_brief_common_init(); // Mark all the briefing structures as empty.
neb2_init(); // fullneb stuff
nebl_init();
stars_init();
ssm_init();
player_tips_init(); // helpful tips
beam_init();
// load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
pilot_load_pic_list();
pilot_load_squad_pic_list();
if (!Is_standalone) {
// Load the default cursor and enable it
io::mouse::Cursor* cursor = io::mouse::CursorManager::get()->loadCursor("cursor", true);
if (cursor) {
io::mouse::CursorManager::get()->setCurrentCursor(cursor);
}
}
if(!Cmdline_reparse_mainhall)
{
main_hall_table_init();
}
// Initialize dynamic SEXPs
sexp::dynamic_sexp_init();
// This needs to be done after the dynamic SEXP init so that our documentation contains the dynamic sexps
if (Cmdline_output_sexp_info) {
output_sexps("sexps.html");
}
Viewer_mode = 0;
Game_paused = 0;
// Do this before the initial scripting hook runs in case that hook does something with the UI
scpui::initialize();
Script_system.RunCondition(CHA_GAMEINIT);
game_title_screen_close();
// convert old pilot files (if they need it)
convert_pilot_files();
libs::ffmpeg::initialize();
libs::discord::init();
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));
// if we are done initializing, start showing the cursor
io::mouse::CursorManager::get()->showCursor(true);
mouse_set_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
}
char transfer_text[128];
float Start_time = 0.0f;
float Framerate = 0.0f;
#ifndef NDEBUG
float Timing_total = 0.0f;
float Timing_render2 = 0.0f;
float Timing_render3 = 0.0f;
float Timing_flip = 0.0f;
float Timing_clear = 0.0f;
#endif
MONITOR(NumPolysDrawn)
MONITOR(NumPolys)
MONITOR(NumVerts)
MONITOR(BmpUsed)
MONITOR(BmpNew)
void game_get_framerate()
{
if (frame_int == -1) {
for (int i = 0; i < FRAME_FILTER; i++)
frametimes[i] = 0.0f;
frametotal = 0.0f;
frame_int = 0;
}
frametotal -= frametimes[frame_int];
frametotal += flRealframetime;
frametimes[frame_int] = flRealframetime;
frame_int = (frame_int + 1 ) % FRAME_FILTER;
if (frametotal != 0.0f) {
if (Framecount >= FRAME_FILTER)
Framerate = FRAME_FILTER / frametotal;
else
Framerate = Framecount / frametotal;
}
Framecount++;
}
/**
* Show FPS within game
*/
void game_show_framerate()
{
float cur_time;
int line_height = gr_get_font_height() + 1;
cur_time = f2fl(timer_get_approx_seconds());
if (cur_time - Start_time > 30.0f) {
mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
Start_time += 1000.0f;
}
#ifdef WMC
//WMC - this code spits out the target of all turrets
if ( (Player_ai->target_objnum != -1) && (Objects[Player_ai->target_objnum].type == OBJ_SHIP) ) {
//Debug crap
int t = 0;
ship_subsys *pss;
gr_set_color_fast(&HUD_color_debug);
object *objp = &Objects[Player_ai->target_objnum];
for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
if (pss->system_info->type == SUBSYSTEM_TURRET) {
if(pss->turret_enemy_objnum == -1)
gr_printf_no_resize(gr_screen.center_offset_x + 10, gr_screen.center_offset_y + (t*line_height), "Turret %d: <None>", t);
else if (Objects[pss->turret_enemy_objnum].type == OBJ_SHIP)
gr_printf_no_resize(gr_screen.center_offset_x + 10, gr_screen.center_offset_y + (t*line_height), "Turret %d: %s", t, Ships[Objects[pss->turret_enemy_objnum].instance].ship_name);
else
gr_printf_no_resize(gr_screen.center_offset_x + 10, gr_screen.center_offset_y + (t*line_height), "Turret %d: <Object %d>", t, pss->turret_enemy_objnum);
t++;
}
}
}
#endif
if (Show_framerate || Cmdline_frame_profile || Cmdline_bmpman_usage) {
gr_set_color_fast(&HUD_color_debug);
if (Cmdline_frame_profile) {
gr_string(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 100 + line_height,
tracing::get_frame_profile_output().c_str(), GR_RESIZE_NONE);
}
if (Show_framerate) {
if (frametotal != 0.0f)
gr_printf_no_resize( gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 100, "FPS: %0.1f", Framerate );
else
gr_string( gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 100, "FPS: ?", GR_RESIZE_NONE );
}
if (Cmdline_bmpman_usage) {
gr_printf_no_resize( gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 100 - line_height, "BMPMAN: %d/%d", bmpman_count_bitmaps(), bmpman_count_available_slots() );
}
}
#ifndef NDEBUG
if ( Debug_dump_frames )
return;
#endif
// possibly show control checking info
control_check_indicate();
#ifdef _WIN32
if (Cmdline_show_stats && HUD_draw) {
int sx,sy;
sx = gr_screen.center_offset_x + 20;
sy = gr_screen.center_offset_y + 100 + (line_height * 2);
SCP_string mem_buffer;
PROCESS_MEMORY_COUNTERS_EX process_stats;
process_stats.cb = sizeof(process_stats);
if (GetProcessMemoryInfo(GetCurrentProcess(), reinterpret_cast<PPROCESS_MEMORY_COUNTERS>(&process_stats), sizeof(process_stats))) {
sprintf(mem_buffer, "Private Usage: " SIZE_T_ARG " Meg", static_cast<size_t>(process_stats.PrivateUsage) / 1024 / 1024);
gr_string(sx, sy, mem_buffer.c_str(), GR_RESIZE_NONE);
sy += line_height;
sprintf(mem_buffer, "Working set size: " SIZE_T_ARG " Meg", static_cast<size_t>(process_stats.WorkingSetSize) / 1024 / 1024);
gr_string(sx, sy, mem_buffer.c_str(), GR_RESIZE_NONE);
sy += line_height;
sy += line_height;
}
MEMORYSTATUSEX mem_stats;
mem_stats.dwLength = sizeof(mem_stats);
if (GlobalMemoryStatusEx(&mem_stats)) {
sprintf(mem_buffer, "Physical Free: %" PRIu64 " / %" PRIu64 " Meg", mem_stats.ullAvailPhys / 1024 / 1024, mem_stats.ullTotalPhys / 1024 / 1024);
gr_string(sx, sy, mem_buffer.c_str(), GR_RESIZE_NONE);
sy += line_height;
sprintf(mem_buffer, "Pagefile Free: %" PRIu64 " / %" PRIu64 " Meg", mem_stats.ullAvailPageFile / 1024 / 1024, mem_stats.ullTotalPageFile / 1024 / 1024);
gr_string(sx, sy, mem_buffer.c_str(), GR_RESIZE_NONE);
sy += line_height;
sprintf(mem_buffer, "Virtual Free: %" PRIu64 " / %" PRIu64 " Meg", mem_stats.ullAvailVirtual / 1024 / 1024, mem_stats.ullTotalVirtual / 1024 / 1024);
gr_string(sx, sy, mem_buffer.c_str(), GR_RESIZE_NONE);
}
}
#endif
#ifndef NDEBUG
if ( Show_cpu == 1 ) {
int sx,sy;
sx = gr_screen.center_offset_x + gr_screen.center_w - 154;
sy = gr_screen.center_offset_y + 15;
gr_set_color_fast(&HUD_color_debug);
gr_printf_no_resize( sx, sy, NOX("DMA: %s"), transfer_text );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
sy += line_height;
{
extern int Num_pairs; // Number of object pairs that were checked.
gr_printf_no_resize( sx, sy, NOX("PAIRS: %d"), Num_pairs );
sy += line_height;
extern int Num_pairs_checked; // What percent of object pairs were checked.
gr_printf_no_resize( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
sy += line_height;
Num_pairs_checked = 0;
}
gr_printf_no_resize( sx, sy, NOX("Snds: %d"), snd_num_playing() );
sy += line_height;
if ( Timing_total > 0.01f ) {
gr_printf_no_resize( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
sy += line_height;
gr_printf_no_resize( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
sy += line_height;
}
}
if ( Show_player_pos ) {
int sx, sy;
sx = gr_screen.center_offset_x + 320;
sy = gr_screen.center_offset_y + 100;
gr_printf_no_resize(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
}
void game_show_eye_pos(camid cid)
{
if ( !Cmdline_show_pos )
return;
if(!cid.isValid())
return;
camera *cam = cid.getCamera();
vec3d cam_pos = vmd_zero_vector;
matrix cam_orient = vmd_identity_matrix;
cam->get_info(&cam_pos, &cam_orient);
//Do stuff
int font_height = 2*gr_get_font_height();
angles rot_angles;
gr_set_color_fast(&HUD_color_debug);
//Position
gr_printf_no_resize(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 100 - font_height, "X:%f Y:%f Z:%f", cam_pos.xyz.x, cam_pos.xyz.y, cam_pos.xyz.z);
font_height -= font_height/2;
//Orientation
vm_extract_angles_matrix(&rot_angles, &cam_orient);
rot_angles.p *= (180/PI);
rot_angles.b *= (180/PI);
rot_angles.h *= (180/PI);
gr_printf_no_resize(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 100 - font_height, "Xr:%f Yr:%f Zr:%f", rot_angles.p, rot_angles.b, rot_angles.h);
}
void game_show_standalone_framerate()
{
float frame_rate=30.0f;
if ( frame_int == -1 ) {
int i;
for (i=0; i<FRAME_FILTER; i++ ) {
frametimes[i] = 0.0f;
}
frametotal = 0.0f;
frame_int = 0;
}
frametotal -= frametimes[frame_int];
frametotal += flRealframetime;
frametimes[frame_int] = flRealframetime;
frame_int = (frame_int + 1 ) % FRAME_FILTER;
if ( frametotal != 0.0 ) {
if ( Framecount >= FRAME_FILTER ){
frame_rate = FRAME_FILTER / frametotal;
} else {
frame_rate = Framecount / frametotal;
}
}
std_set_standalone_fps(frame_rate);
Framecount++;
}
/**
* Show the time remaining in a mission. Used only when the end-mission sexpression is used
*
* mission_end_time is a global from missionparse.cpp that contains the mission time at which the
* mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
* checking how much time is left.
*/
void game_show_time_left()
{
int diff;
if (Mission_end_time == -1)
return;
diff = f2i(Mission_end_time - Missiontime);
// be sure to bash to 0. diff could be negative on frame that we quit mission
if (diff < 0)
diff = 0;
hud_set_default_color();
gr_printf_no_resize( gr_screen.center_offset_x + 5, gr_screen.center_offset_y + 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")
{
bool process = true;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
process = false;
}
if (!process) {
return;
}
if (!dc_maybe_stuff_boolean(&ai_paused)) {
ai_paused = !ai_paused;
}
if (ai_paused) {
obj_init_all_ships_physics();
}
}
DCF(single_step,"Enables single step mode.")
{
bool process = true;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: game_single_step [bool]\nEnables or disables single-step mode. If nothing passed, then toggles it.\nSingle-step mode will freeze the game, and will advance frame by frame with each key press\n");
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "ai_paused is %s\n", (game_single_step ? "TRUE" : "FALSE") );
process = false;
}
if (!process) {
return;
}
if (!dc_maybe_stuff_boolean(&game_single_step)) {
game_single_step = !game_single_step;
}
last_single_step = 0; // Make so single step waits a frame before stepping
}
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.")
{
bool process = true;
int value;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("View is set to %d%%\n", View_percent );
process = false;
}
if (!process) {
return;
}
dc_stuff_int(&value);
if ( (value >= 5 ) && (value <= 100) ) {
View_percent = value;
} else {
dc_printf("Error: Outside legal range [5 - 100]");
}
}
/**
* Set the clip region for the 3d rendering window
*/
void game_reset_view_clip()
{
Cutscene_bar_flags = CUB_NONE;
Cutscene_delta_time = 1.0f;
Cutscene_bars_progress = 1.0f;
}
void game_set_view_clip(float /*frametime*/)
{
if ((Game_mode & GM_DEAD) || (supernova_active() >= 2))
{
// Set the clip region for the letterbox "dead view"
int yborder = gr_screen.max_h/4;
if (g3_in_frame() == 0) {
// Ensure that the bars are black
gr_set_color(0,0,0);
gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, GR_RESIZE_NONE);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, GR_RESIZE_NONE);
} else {
// Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
// J.S. I've changed my ways!! See the new "no constants" code!!!
gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2, GR_RESIZE_NONE );
}
}
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, GR_RESIZE_NONE );
}
}
}
void show_debug_stuff()
{
int i;
int laser_count = 0, missile_count = 0;
for (i=0; i<MAX_OBJECTS; i++) {
if (Objects[i].type == OBJ_WEAPON){
if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
laser_count++;
} else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
missile_count++;
}
}
}
nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
}
extern int Tool_enabled;
int tst = 0;
int tst_time = 0;
int tst_big = 0;
vec3d tst_pos;
int tst_bitmap = -1;
float tst_x, tst_y;
float tst_offset, tst_offset_total;
int tst_mode;
int tst_stamp;
void game_tst_frame_pre()
{
// start tst
if(tst == 3){
tst = 0;
// screen position
vertex v;
g3_rotate_vertex(&v, &tst_pos);
g3_project_vertex(&v);
// offscreen
if(!(
(v.screen.xyw.x >= 0)
&& (v.screen.xyw.x <= gr_screen.max_w)
&& (v.screen.xyw.y >= 0)
&& (v.screen.xyw.y <= gr_screen.max_h)
))
{
return;
}
// big ship? always tst
if(tst_big){
// within 3000 meters
if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
tst = 2;
}
} else {
// within 300 meters
if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
tst = 2;
}
}
}
}
void game_tst_frame()
{
int left = 0;
if(!Tool_enabled){
return;
}
// setup tst
if(tst == 2){
tst_time = (int) time(NULL);
// load the tst bitmap
switch((int)frand_range(0.0f, 3.0)){
case 0:
tst_bitmap = bm_load("ig_jim");
left = 1;
mprintf(("TST 0\n"));
break;
case 1:
tst_bitmap = bm_load("ig_kan");
left = 0;
mprintf(("TST 1\n"));
break;
case 2:
tst_bitmap = bm_load("ig_jim");
left = 1;
mprintf(("TST 2\n"));
break;
default:
tst_bitmap = bm_load("ig_kan");
left = 0;
mprintf(("TST 3\n"));
break;
}
if(tst_bitmap < 0){
tst = 0;
return;
}
// get the tst bitmap dimensions
int w, h;
bm_get_info(tst_bitmap, &w, &h);
// tst y
tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
snd_play(gamesnd_get_interface_sound(InterfaceSounds::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, GR_RESIZE_NONE);
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 >= static_cast<int>(Ship_info.size()))){
return;
}
sip = &Ship_info[shipp->ship_info_index];
// already tst
if(tst){
return;
}
tst_pos = objp->pos;
if(sip->is_big_or_huge()){
tst_big = 1;
}
tst = 3;
}
extern void render_shields();
void player_repair_frame(float frametime)
{
if(MULTIPLAYER_MASTER){
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
net_player *np;
np = &Net_players[idx];
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id) && (Net_players[idx].m_player != NULL) && (Net_players[idx].m_player->objnum >= 0) && (Net_players[idx].m_player->objnum < MAX_OBJECTS)){
// don't rearm/repair if the player is dead or dying/departing
if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->m_player->objnum].instance].is_dying_or_departing()) ) {
ai_do_repair_frame(&Objects[Net_players[idx].m_player->objnum],&Ai_info[Ships[Objects[Net_players[idx].m_player->objnum].instance].ai_index],frametime);
}
}
}
}
if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags[Ship::Ship_Flags::Dying]) ) {
ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
}
}
#define NUM_FRAMES_TEST 300
#define NUM_MIXED_SOUNDS 16
void do_timing_test(float frame_time)
{
static int framecount = 0;
static int test_running = 0;
static float test_time = 0.0f;
static sound_handle snds[NUM_MIXED_SOUNDS];
int i;
if ( test_running ) {
framecount++;
test_time += frame_time;
if ( framecount >= NUM_FRAMES_TEST ) {
test_running = 0;
nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
snd_stop(snds[i]);
}
}
if ( Test_begin == 1 ) {
framecount = 0;
test_running = 1;
test_time = 0.0f;
Test_begin = 0;
for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
snds[i] = sound_handle::invalid();
// start looping digital sounds
for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
snds[i] = snd_play_looping( gamesnd_get_game_sound(gamesnd_id(i)), 0.0f, -1, -1);
}
}
DCF(dcf_fov, "Change the field of view of the main camera")
{
camera *cam = Main_camera.getCamera();
bool process = true;
float value;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
if(cam == NULL) {
dc_printf("Camera unavailable.");
} else {
dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)\n", cam->get_fov());
}
process = false;
}
if ((cam == NULL) || (!process)) {
return;
}
if (!dc_maybe_stuff_float(&value)) {
// No value passed, use default
cam->set_fov(VIEWER_ZOOM_DEFAULT);
} else {
// Value passed, Clamp it to valid values
if (value < 0.25f) {
value = 0.25f;
dc_printf("Zoom factor clamped to 0.25\n");
} else if (value > 1.25f) {
value = 1.25f;
dc_printf("Zoom factor clamped to 1.25\n");
} else {
dc_printf("Zoom factor set to %6.3f\n", value);
}
cam->set_fov(value);
}
}
DCF(framerate_cap, "Sets the framerate cap")
{
bool process = true;
if (dc_optional_string_either("help", "--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");
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
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");
}
process = false;
}
if (!process) {
return;
}
if (!dc_maybe_stuff_int(&Framerate_cap)) {
Framerate_cap = 0;
}
if ((Framerate_cap < 0) || (Framerate_cap > 120)) {
dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n");
Framerate_cap = 0;
}
if (Framerate_cap == 0) {
dc_printf("Framerate cap disabled");
} else {
dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
}
}
#define MIN_DIST_TO_DEAD_CAMERA 50.0f
int Show_viewing_from_self = 0;
void say_view_target()
{
object *view_target;
if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
view_target = &Objects[Player_ai->target_objnum];
else
view_target = Player_obj;
if (Game_mode & GM_DEAD) {
if (Player_ai->target_objnum != -1)
view_target = &Objects[Player_ai->target_objnum];
}
if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
if (view_target != Player_obj){
char view_target_name[128] = "";
switch(Objects[Player_ai->target_objnum].type) {
case OBJ_SHIP:
if (Ships[Objects[Player_ai->target_objnum].instance].flags[Ship::Ship_Flags::Hide_ship_name]) {
strcpy_s(view_target_name, "targeted ship");
} else {
strcpy_s(view_target_name, Ships[Objects[Player_ai->target_objnum].instance].get_display_string());
}
break;
case OBJ_WEAPON:
strcpy_s(view_target_name, Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].get_display_string());
Viewer_mode &= ~VM_OTHER_SHIP;
break;
case OBJ_JUMP_NODE: {
strcpy_s(view_target_name, XSTR( "jump node", 184));
Viewer_mode &= ~VM_OTHER_SHIP;
break;
}
case OBJ_DEBRIS: {
strcpy_s(view_target_name, "Debris");
Viewer_mode &= ~VM_OTHER_SHIP;
break;
}
default:
Int3();
break;
}
end_string_at_first_hash_symbol(view_target_name);
if ( strlen(view_target_name) ) {
hud_set_iff_color(&Objects[Player_ai->target_objnum], 1);
HUD_fixed_printf(0.0f, gr_screen.current_color, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
Show_viewing_from_self = 1;
}
} else {
color col;
gr_init_color(&col, 0, 255, 0);
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
HUD_fixed_printf(2.0f, col, "%s", XSTR( "Viewing from observer\n", 187));
Show_viewing_from_self = 1;
} else {
if (Show_viewing_from_self)
HUD_fixed_printf(2.0f, col, "%s", XSTR( "Viewing from self\n", 188));
}
}
}
Last_view_target = view_target;
}
float Game_hit_x = 0.0f;
float Game_hit_y = 0.0f;
// Reset at the beginning of each frame
void game_whack_reset()
{
Game_hit_x = 0.0f;
Game_hit_y = 0.0f;
}
// Apply a 2d whack to the player
void game_whack_apply( float x, float y )
{
// Do some force feedback
joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
// Move the eye
Game_hit_x += x;
Game_hit_y += y;
// mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
}
// call to apply a "shudder"
void game_shudder_apply(int time, float intensity)
{
Game_shudder_time = timestamp(time);
Game_shudder_total = time;
Game_shudder_intensity = intensity;
}
float get_shake(float intensity, int decay_time, int max_decay_time)
{
int r = myrand();
float shake = intensity * (float)(r-RAND_MAX_2) * RAND_MAX_1f;
if (decay_time >= 0) {
Assert(max_decay_time > 0);
shake *= (0.5f - fl_abs(0.5f - (float) decay_time / (float) max_decay_time));
}
return shake;
}
#define FF_SCALE 10000
extern int Wash_on;
extern float sn_shudder;
void apply_view_shake(matrix *eye_orient)
{
angles tangles;
tangles.p = 0.0f;
tangles.h = 0.0f;
tangles.b = 0.0f;
// do shakes that only affect the HUD
if (Viewer_obj == Player_obj) {
physics_info *pi = &Player_obj->phys_info;
// Make eye shake due to afterburner
if (!timestamp_elapsed(pi->afterburner_decay)) {
tangles.p += get_shake(0.07f, timestamp_until(pi->afterburner_decay), ABURN_DECAY_TIME);
tangles.h += get_shake(0.07f, timestamp_until(pi->afterburner_decay), ABURN_DECAY_TIME);
}
// Make eye shake due to engine wash
if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
float wash_intensity = Ships[Player_obj->instance].wash_intensity;
tangles.p += get_shake(0.07f * wash_intensity, -1, 0);
tangles.h += get_shake(0.07f * wash_intensity, -1, 0);
// play the force feedback effect
vec3d rand_vec;
vm_vec_rand_vec_quick(&rand_vec);
joy_ff_play_dir_effect(FF_SCALE * wash_intensity * rand_vec.xyz.x, FF_SCALE * wash_intensity * rand_vec.xyz.y);
}
// Make eye shake due to shuddering
if (Game_shudder_time != -1) {
if (timestamp_elapsed(Game_shudder_time)) {
Game_shudder_time = -1;
} else {
tangles.p += get_shake(Game_shudder_intensity * 0.005f, timestamp_until(Game_shudder_time), Game_shudder_total);
tangles.h += get_shake(Game_shudder_intensity * 0.005f, timestamp_until(Game_shudder_time), Game_shudder_total);
}
}
}
// do shakes that affect external cameras
else {
// Make eye shake due to supernova
if (supernova_camera_cut()) {
float cut_pct = 1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME);
tangles.p += get_shake(0.07f * cut_pct * sn_shudder, -1, 0);
tangles.h += get_shake(0.07f * cut_pct * sn_shudder, -1, 0);
}
}
// maybe bail
if (tangles.p == 0.0f && tangles.h == 0.0f && tangles.b == 0.0f)
return;
matrix tm, tm2;
vm_angles_2_matrix(&tm, &tangles);
Assert(vm_vec_mag(&tm.vec.fvec) > 0.0f);
Assert(vm_vec_mag(&tm.vec.rvec) > 0.0f);
Assert(vm_vec_mag(&tm.vec.uvec) > 0.0f);
vm_matrix_x_matrix(&tm2, eye_orient, &tm);
*eye_orient = tm2;
}
// Player's velocity just before he blew up. Used to keep camera target moving.
vec3d Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
int Scripting_didnt_draw_hud = 1;
camid chase_get_camera()
{
static camid chase_camera;
if(!chase_camera.isValid())
{
chase_camera = cam_create("Chase camera");
}
return chase_camera;
}
extern vec3d Dead_camera_pos;
// Set eye_pos and eye_orient based on view mode.
camid game_render_frame_setup()
{
bool fov_changed;
if(!Main_camera.isValid())
{
Main_camera = cam_create("Main camera");
}
camera *main_cam = Main_camera.getCamera();
if(main_cam == NULL)
{
Error(LOCATION, "Unable to generate main camera");
return camid();
}
vec3d eye_pos;
matrix eye_orient = vmd_identity_matrix;
vec3d tmp_dir;
static int last_Viewer_mode = 0;
static int last_Game_mode = 0;
static int last_Viewer_objnum = -1;
static float last_FOV = Sexp_fov;
fov_changed = ((last_FOV != Sexp_fov) && (Sexp_fov > 0.0f));
//First, make sure we take into account 2D Missions.
//These replace the normal player in-cockpit view with a topdown view.
if(The_mission.flags[Mission::Mission_Flags::Mission_2d])
{
if(!Viewer_mode)
{
Viewer_mode = VM_TOPDOWN;
}
}
// This code is supposed to detect camera "cuts"... like going between
// different views.
// determine if we need to regenerate the nebula
if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
(!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
(!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
(!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
(!(last_Viewer_mode & VM_FREECAMERA) && (Viewer_mode & VM_FREECAMERA)) ||
((last_Viewer_mode & VM_FREECAMERA) && !(Viewer_mode & VM_FREECAMERA)) ||
(!(last_Viewer_mode & VM_TOPDOWN) && (Viewer_mode & VM_TOPDOWN)) ||
((last_Viewer_mode & VM_TOPDOWN) && !(Viewer_mode & VM_TOPDOWN)) ||
(fov_changed) ||
((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
) {
// regenerate the nebula
neb2_eye_changed();
}
if ( (last_Viewer_mode != Viewer_mode)
|| (last_Game_mode != Game_mode)
|| (fov_changed)
|| (Viewer_mode & VM_FREECAMERA)) {
//mprintf(( "************** Camera cut! ************\n" ));
last_Viewer_mode = Viewer_mode;
last_Game_mode = Game_mode;
last_FOV = main_cam->get_fov();
// Camera moved. Tell stars & debris to not do blurring.
stars_camera_cut();
}
say_view_target();
if ( Viewer_mode & VM_PADLOCK_ANY ) {
player_display_padlock_view();
}
if (Game_mode & GM_DEAD) {
vec3d vec_to_deader, view_pos;
float dist;
Viewer_mode |= VM_DEAD_VIEW;
if (Player_ai->target_objnum != -1) {
int view_from_player = 1;
if (Viewer_mode & VM_OTHER_SHIP) {
// View from target.
Viewer_obj = &Objects[Player_ai->target_objnum];
last_Viewer_objnum = Player_ai->target_objnum;
if ( Viewer_obj->type == OBJ_SHIP ) {
ship_get_eye( &eye_pos, &eye_orient, Viewer_obj );
view_from_player = 0;
}
} else {
last_Viewer_objnum = -1;
}
if(Viewer_obj)
Script_system.SetHookObject("Viewer", Viewer_obj);
else
Script_system.RemHookVar("Viewer");
if ( view_from_player ) {
// View target from player ship.
Viewer_obj = NULL;
eye_pos = Player_obj->pos;
vm_vec_normalized_dir(&tmp_dir, &Objects[Player_ai->target_objnum].pos, &eye_pos);
vm_vector_2_matrix(&eye_orient, &tmp_dir, NULL, NULL);
//rtn_cid = ship_get_followtarget_eye( Player_obj );
}
} else {
dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
if (dist < MIN_DIST_TO_DEAD_CAMERA)
dist += flFrametime * 16.0f;
vm_vec_scale(&vec_to_deader, -dist);
vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
view_pos = Player_obj->pos;
if (!(Game_mode & GM_DEAD_BLEW_UP)) {
Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
Dead_player_last_vel = Player_obj->phys_info.vel;
//nprintf(("AI", "Player death roll vel = %7.3f %7.3f %7.3f\n", Player_obj->phys_info.vel.x, Player_obj->phys_info.vel.y, Player_obj->phys_info.vel.z));
} else if (Player_ai->target_objnum != -1) {
view_pos = Objects[Player_ai->target_objnum].pos;
} else {
// Make camera follow explosion, but gradually slow down.
vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
view_pos = Player_obj->pos;
vm_vec_scale(&Dead_player_last_vel, 0.99f);
vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, MIN(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
}
eye_pos = Dead_camera_pos;
vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos);
vm_vector_2_matrix(&eye_orient, &tmp_dir, NULL, NULL);
Viewer_obj = NULL;
}
}
// if supernova shockwave
if(supernova_camera_cut()){
// no viewer obj
Viewer_obj = NULL;
// call it dead view
Viewer_mode |= VM_DEAD_VIEW;
// set eye pos and orient
//rtn_cid = supernova_set_view();
supernova_get_eye(&eye_pos, &eye_orient);
} else {
// If already blown up, these other modes can override.
if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
Viewer_mode &= ~VM_DEAD_VIEW;
if(!(Viewer_mode & VM_FREECAMERA))
Viewer_obj = Player_obj;
if (Viewer_mode & VM_OTHER_SHIP) {
if (Player_ai->target_objnum != -1){
Viewer_obj = &Objects[Player_ai->target_objnum];
last_Viewer_objnum = Player_ai->target_objnum;
} else {
Viewer_mode &= ~VM_OTHER_SHIP;
last_Viewer_objnum = -1;
}
} else {
last_Viewer_objnum = -1;
}
if(Viewer_mode & VM_FREECAMERA) {
Viewer_obj = NULL;
return cam_get_current();
} else if (Viewer_mode & VM_EXTERNAL) {
matrix tm, tm2;
vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
vm_vec_scale_add(&eye_pos, &Viewer_obj->pos, &tm.vec.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
vm_vec_sub(&tmp_dir, &Viewer_obj->pos, &eye_pos);
vm_vec_normalize(&tmp_dir);
vm_vector_2_matrix(&eye_orient, &tmp_dir, &Viewer_obj->orient.vec.uvec, NULL);
Viewer_obj = NULL;
// Modify the orientation based on head orientation.
compute_slew_matrix(&eye_orient, &Viewer_slew_angles);
} else if ( Viewer_mode & VM_CHASE ) {
vec3d move_dir;
vec3d aim_pt;
if ( Viewer_obj->phys_info.speed < 62.5f )
move_dir = Viewer_obj->phys_info.vel;
else {
move_dir = Viewer_obj->phys_info.vel;
vm_vec_scale(&move_dir, (62.5f/Viewer_obj->phys_info.speed));
}
vec3d tmp_up;
matrix eyemat;
ship_get_eye(&tmp_up, &eyemat, Viewer_obj, false, false);
//create a better 3rd person view if this is the player ship
if (Viewer_obj==Player_obj)
{
//get a point 1000m forward of ship
vm_vec_copy_scale(&aim_pt,&Viewer_obj->orient.vec.fvec,1000.0f);
vm_vec_add2(&aim_pt,&Viewer_obj->pos);
vm_vec_scale_add(&eye_pos, &Viewer_obj->pos, &move_dir, -0.02f * Viewer_obj->radius);
vm_vec_scale_add2(&eye_pos, &eyemat.vec.fvec, -2.125f * Viewer_obj->radius - Viewer_chase_info.distance);
vm_vec_scale_add2(&eye_pos, &eyemat.vec.uvec, 0.625f * Viewer_obj->radius + 0.35f * Viewer_chase_info.distance);
vm_vec_sub(&tmp_dir, &aim_pt, &eye_pos);
vm_vec_normalize(&tmp_dir);
}
else
{
vm_vec_scale_add(&eye_pos, &Viewer_obj->pos, &move_dir, -0.02f * Viewer_obj->radius);
vm_vec_scale_add2(&eye_pos, &eyemat.vec.fvec, -2.5f * Viewer_obj->radius - Viewer_chase_info.distance);
vm_vec_scale_add2(&eye_pos, &eyemat.vec.uvec, 0.75f * Viewer_obj->radius + 0.35f * Viewer_chase_info.distance);
vm_vec_sub(&tmp_dir, &Viewer_obj->pos, &eye_pos);
vm_vec_normalize(&tmp_dir);
}
// JAS: I added the following code because if you slew up using
// Descent-style physics, tmp_dir and Viewer_obj->orient.vec.uvec are
// equal, which causes a zero-length vector in the vm_vector_2_matrix
// call because the up and the forward vector are the same. I fixed
// it by adding in a fraction of the right vector all the time to the
// up vector.
tmp_up = eyemat.vec.uvec;
vm_vec_scale_add2( &tmp_up, &eyemat.vec.rvec, 0.00001f );
vm_vector_2_matrix(&eye_orient, &tmp_dir, &tmp_up, NULL);
Viewer_obj = NULL;
// Modify the orientation based on head orientation.
compute_slew_matrix(&eye_orient, &Viewer_slew_angles);
} else if ( Viewer_mode & VM_WARP_CHASE ) {
Warp_camera.get_info(&eye_pos, NULL);
ship * shipp = &Ships[Player_obj->instance];
vec3d warp_pos = Player_obj->pos;
shipp->warpout_effect->getWarpPosition(&warp_pos);
vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos);
vm_vec_normalize(&tmp_dir);
vm_vector_2_matrix(&eye_orient, &tmp_dir, &Player_obj->orient.vec.uvec, NULL);
Viewer_obj = NULL;
} else if (Viewer_mode & VM_TOPDOWN) {
angles rot_angles = { PI_2, 0.0f, 0.0f };
bool position_override = false;
if(Viewer_obj->type == OBJ_SHIP) {
ship_info *sip = &Ship_info[Ships[Viewer_obj->instance].ship_info_index];
if(sip->topdown_offset_def) {
eye_pos.xyz.x = Viewer_obj->pos.xyz.x + sip->topdown_offset.xyz.x;
eye_pos.xyz.y = Viewer_obj->pos.xyz.y + sip->topdown_offset.xyz.y;
eye_pos.xyz.z = Viewer_obj->pos.xyz.z + sip->topdown_offset.xyz.z;
position_override = true;
}
}
if(!position_override) {
eye_pos.xyz.x = Viewer_obj->pos.xyz.x;
eye_pos.xyz.y = Viewer_obj->pos.xyz.y + Viewer_obj->radius * 25.0f;
eye_pos.xyz.z = Viewer_obj->pos.xyz.z;
}
vm_angles_2_matrix(&eye_orient, &rot_angles);
Viewer_obj = NULL;
} else {
// get an eye position based upon the correct type of object
switch(Viewer_obj->type){
case OBJ_SHIP:
// make a call to get the eye point for the player object
ship_get_eye( &eye_pos, &eye_orient, Viewer_obj );
break;
case OBJ_OBSERVER:
// make a call to get the eye point for the player object
observer_get_eye( &eye_pos, &eye_orient, Viewer_obj );
break;
default :
mprintf(("Invalid Value for Viewer_obj->type. Expected values are OBJ_SHIP (1) and OBJ_OBSERVER (12), we encountered %d. Please tell a coder.\n", Viewer_obj->type));
Int3();
}
#ifdef JOHNS_DEBUG_CODE
john_debug_stuff(&eye_pos, &eye_orient);
#endif
}
}
}
main_cam->set_position(&eye_pos);
main_cam->set_rotation(&eye_orient);
// setup neb2 rendering
neb2_render_setup(Main_camera);
return Main_camera;
}
#ifndef NDEBUG
extern void ai_debug_render_stuff();
#endif
int Game_subspace_effect = 0;
DCF_BOOL( subspace, Game_subspace_effect )
void clip_frame_view();
// Does everything needed to render a frame
extern SCP_vector<object*> effect_ships;
extern SCP_vector<object*> transparent_objects;
void game_render_frame( camid cid )
{
GR_DEBUG_SCOPE("Main Frame");
TRACE_SCOPE(tracing::RenderMainFrame);
g3_start_frame(game_zbuffer);
camera *cam = cid.getCamera();
matrix eye_no_jitter = vmd_identity_matrix;
if(cam != NULL)
{
vec3d eye_pos;
matrix eye_orient;
//Get current camera info
cam->get_info(&eye_pos, &eye_orient);
//Handle jitter if not cutscene camera
eye_no_jitter = eye_orient;
if( !(Viewer_mode & VM_FREECAMERA) ) {
apply_view_shake(&eye_orient);
cam->set_rotation(&eye_orient);
}
//Maybe override FOV from SEXP
if(Sexp_fov <= 0.0f)
g3_set_view_matrix(&eye_pos, &eye_orient, cam->get_fov());
else
g3_set_view_matrix(&eye_pos, &eye_orient, Sexp_fov);
}
else
{
g3_set_view_matrix(&vmd_zero_vector, &vmd_identity_matrix, VIEWER_ZOOM_DEFAULT);
}
// maybe offset the HUD (jitter stuff) and measure the 2D displacement between the player's view and ship vector
int dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
HUD_set_offsets(Viewer_obj, !dont_offset, &eye_no_jitter);
// for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
// do this becaues of the disjointed nature of this system (in terms of setup and execution).
// must be done before ships are rendered
if ( MULTIPLAYER_CLIENT ) {
shield_point_multi_setup();
}
// this needs to happen after g3_start_frame() and before the primary projection and view matrix is setup
if ( Cmdline_env ) {
stars_setup_environment_mapping(cid);
}
gr_zbuffer_clear(TRUE);
gr_scene_texture_begin();
neb2_render_setup(cid);
#ifndef DYN_CLIP_DIST
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
#endif
if ( Game_subspace_effect ) {
stars_draw(0,0,0,1,0);
} else {
stars_draw(1,1,1,0,0);
}
shadows_render_all(Proj_fov, &Eye_matrix, &Eye_position);
obj_render_queue_all();
render_shields();
if (!Trail_render_override) trail_render_all(); // render missilie trails after everything else.
particle::render_all(); // render particles after everything else.
#ifdef DYN_CLIP_DIST
gr_end_proj_matrix();
gr_end_view_matrix();
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
#endif
beam_render_all(); // render all beam weapons
// render nebula lightning
nebl_render_all();
// render local player nebula
neb2_render_player();
batching_render_all(false);
gr_copy_effect_texture();
// render all ships with shader effects on them
SCP_vector<object*>::iterator obji = effect_ships.begin();
for(;obji != effect_ships.end();++obji)
{
obj_render(*obji);
}
effect_ships.clear();
// render distortions after the effect framebuffer is copied.
batching_render_all(true);
Shadow_override = true;
//Draw the viewer 'cause we didn't before.
//This is so we can change the minimum clipping distance without messing everything up.
if (Viewer_obj && (Viewer_obj->type == OBJ_SHIP)
&& (Ship_info[Ships[Viewer_obj->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model])
&& (!Viewer_mode || (Viewer_mode & VM_PADLOCK_ANY) || (Viewer_mode & VM_OTHER_SHIP) || (Viewer_mode & VM_TRACK)
|| !(Viewer_mode & VM_EXTERNAL)))
{
gr_post_process_save_zbuffer();
ship_render_show_ship_cockpit(Viewer_obj);
gr_post_process_restore_zbuffer();
}
#ifndef NDEBUG
ai_debug_render_stuff();
extern void snd_spew_debug_info();
snd_spew_debug_info();
#endif
gr_end_proj_matrix();
gr_end_view_matrix();
//Draw viewer cockpit
if(Viewer_obj != NULL && Viewer_mode != VM_TOPDOWN && Ship_info[Ships[Viewer_obj->instance].ship_info_index].cockpit_model_num > 0)
{
GR_DEBUG_SCOPE("Render Cockpit");
gr_post_process_save_zbuffer();
ship_render_cockpit(Viewer_obj);
gr_post_process_restore_zbuffer();
}
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
// Do the sunspot
game_sunspot_process(flFrametime);
gr_end_proj_matrix();
gr_end_view_matrix();
Shadow_override = false;
//================ END OF 3D RENDERING STUFF ====================
gr_scene_texture_end();
extern int Multi_display_netinfo;
if(Multi_display_netinfo){
extern void multi_display_netinfo();
multi_display_netinfo();
}
game_tst_frame_pre();
#ifndef NDEBUG
do_timing_test(flFrametime);
extern int OO_update_index;
multi_rate_display(OO_update_index, gr_screen.center_offset_x + 375, gr_screen.center_offset_y);
// test
extern void oo_display();
oo_display();
#endif
g3_end_frame();
}
//#define JOHNS_DEBUG_CODE 1
#ifdef JOHNS_DEBUG_CODE
void john_debug_stuff(vec3d *eye_pos, matrix *eye_orient)
{
//if ( keyd_pressed[KEY_LSHIFT] )
{
ship_subsys *tsys = Players[Player_num].targeted_subobject;
if ( tsys ) {
model_subsystem *turret = tsys->system_info;
if (turret->type == SUBSYSTEM_TURRET ) {
vec3d fvec, uvec;
object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
ship_model_start(tobj);
model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
model_find_world_dir(&fvec, &turret->turret_matrix.vec.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
model_find_world_dir(&uvec, &turret->turret_matrix.vec.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
vm_vector_2_matrix( eye_orient, &fvec, &uvec, NULL );
ship_model_stop(tobj);
Viewer_obj = NULL;
}
}
}
}
#endif
extern int Player_dead_state;
// Flip the page and time how long it took.
void game_flip_page_and_time_it()
{
tracing::async::end(tracing::MainFrame, tracing::MainFrameScope);
tracing::async::begin(tracing::MainFrame, tracing::MainFrameScope);
fix t1, t2,d;
int t;
t1 = timer_get_fixed_seconds();
gr_flip();
t2 = timer_get_fixed_seconds();
d = t2 - t1;
t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
sprintf( transfer_text, NOX("%d MB/s"), (int)fixmuldiv(t,65,d) );
}
void game_simulation_frame()
{
TRACE_SCOPE(tracing::Simulation);
//Do camera stuff
//This is for the warpout cam
if ( Player->control_mode != PCM_NORMAL )
Warp_camera.do_frame(flFrametime);
//Do ingame cutscenes stuff
if(!Time_compression_locked)
{
cam_do_frame(flFrametime);
}
else
{
cam_do_frame(flRealframetime);
}
// blow ships up in multiplayer dogfight
if( MULTIPLAYER_MASTER && (Net_player != NULL) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (f2fl(Missiontime) >= 2.0f) && !dogfight_blown){
// blow up all non-player ships
ship_obj *moveup = GET_FIRST(&Ship_obj_list);
ship *shipp;
ship_info *sip;
while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
// bogus
if((moveup->objnum < 0) || (moveup->objnum >= MAX_OBJECTS) || (Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].instance >= MAX_SHIPS) || (Ships[Objects[moveup->objnum].instance].ship_info_index < 0) || (Ships[Objects[moveup->objnum].instance].ship_info_index >= static_cast<int>(Ship_info.size()))){
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->is_small_ship()) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) && (shipp->team == Iff_traitor) ){
// function to simply explode a ship where it is currently at
ship_self_destruct( &Objects[moveup->objnum] );
}
moveup = GET_NEXT(moveup);
}
dogfight_blown = 1;
}
// process AWACS stuff - do this first thing
awacs_process();
//Do autopilot stuff
NavSystem_Do();
// single player, set Player hits_this_frame to 0
if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
Player->damage_this_burst = MAX(Player->damage_this_burst, 0.0f);
}
// supernova
supernova_process();
if(supernova_active() >= 5){
return;
}
// fire targeting lasers now so that
// 1 - created this frame
// 2 - collide this frame
// 3 - render this frame
// 4 - ignored and deleted next frame
// the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
// frame
ship_process_targeting_lasers();
// do this here so that it works for multiplayer
if ( Viewer_obj ) {
// get viewer direction
int viewer_direction = PHYSICS_VIEWER_REAR;
if(Viewer_mode == 0){
viewer_direction = PHYSICS_VIEWER_FRONT;
}
if(Viewer_mode & VM_PADLOCK_UP){
viewer_direction = PHYSICS_VIEWER_UP;
}
else if(Viewer_mode & VM_PADLOCK_REAR){
viewer_direction = PHYSICS_VIEWER_REAR;
}
else if(Viewer_mode & VM_PADLOCK_LEFT){
viewer_direction = PHYSICS_VIEWER_LEFT;
}
else if(Viewer_mode & VM_PADLOCK_RIGHT){
viewer_direction = PHYSICS_VIEWER_RIGHT;
}
physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
} else {
physics_set_viewer( &Objects[Player->objnum].phys_info, PHYSICS_VIEWER_FRONT );
}
// evaluate mission departures and arrivals before we process all objects.
if ( !(Game_mode & GM_MULTIPLAYER) || (MULTIPLAYER_MASTER && !multi_endgame_ending()) ) {
// we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
// ships/wing packets.
if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL))) {
mission_parse_eval_stuff();
}
// if we're an observer, move ourselves seperately from the standard physics
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
obj_observer_move(flFrametime);
}
// move all the objects now
obj_move_all(flFrametime);
game_do_training_checks();
mission_eval_goals();
}
// always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
training_check_objectives();
// do all interpolation now
if ( MULTIPLAYER_CLIENT && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
// client side processing of warping in effect stages
multi_do_client_warp(flFrametime);
// client side movement of an observer
if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
obj_observer_move(flFrametime);
}
// move all objects - does interpolation now as well
obj_move_all(flFrametime);
}
// only process the message queue when the player is "in" the game
if ( !Pre_player_entry ){
message_queue_process(); // process any messages send to the player
}
message_maybe_distort(); // maybe distort incoming message if comms damaged
player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
player_process_pending_praise(); // maybe send off a delayed praise message to the player
player_maybe_play_all_alone_msg(); // maybe tell the player he is all alone
if(!(Game_mode & GM_STANDALONE_SERVER)){
// process some stuff every frame (before frame is rendered)
emp_process_local();
hud_update_frame(flFrametime); // update hud systems
if (!physics_paused) {
// Move particle system
particle::move_all(flFrametime);
particle::ParticleManager::get()->doFrame(flFrametime);
// Move missile trails
trail_move_all(flFrametime);
// Flash the gun flashes
shipfx_flash_do_frame(flFrametime);
shockwave_move_all(flFrametime); // update all the shockwaves
}
// subspace missile strikes
ssm_process();
obj_snd_do_frame(); // update the object-linked persistant sounds
game_maybe_update_sound_environment();
snd_update_listener(&Eye_position, &Player_obj->phys_info.vel, &Eye_matrix);
// AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
#ifndef NDEBUG
if ( Game_subspace_effect ) {
game_start_subspace_ambient_sound();
}
#endif
}
Script_system.RunCondition(CHA_SIMULATION);
}
// Maybe render and process the dead-popup
void game_maybe_do_dead_popup(float frametime)
{
if ( popupdead_is_active() ) {
int leave_popup=1;
int choice = popupdead_do_frame(frametime);
if ( Game_mode & GM_NORMAL ) {
switch(choice) {
case 0:
gameseq_post_event(GS_EVENT_ENTER_GAME);
break;
case 1:
gameseq_post_event(GS_EVENT_END_GAME);
break;
case 2:
gameseq_post_event(GS_EVENT_START_GAME);
break;
// this should only happen during a red alert mission
case 3:
if (The_mission.flags[Mission::Mission_Flags::Red_alert])
{
// choose the previous mission
mission_campaign_previous_mission();
}
else
{
// bogus?
Int3();
}
gameseq_post_event(GS_EVENT_START_GAME);
break;
default:
leave_popup=0;
break;
}
} else {
switch( choice ) {
case POPUPDEAD_DO_MAIN_HALL:
multi_quit_game(PROMPT_NONE,-1);
break;
case POPUPDEAD_DO_RESPAWN:
multi_respawn_normal();
event_music_player_respawn();
break;
case POPUPDEAD_DO_OBSERVER:
multi_respawn_observer();
event_music_player_respawn_as_observer();
break;
default:
leave_popup = 0;
break;
}
}
if ( leave_popup ) {
popupdead_close();
}
}
}
// returns true if player is actually in a game_play stats
int game_actually_playing()
{
int state;
state = gameseq_get_state();
if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
return 0;
else
return 1;
}
void game_render_hud(camid cid)
{
gr_reset_clip();
if(cid.isValid()) {
g3_start_frame(0); // 0 = turn zbuffering off
g3_set_view( cid.getCamera() );
hud_render_preprocess(flFrametime);
g3_end_frame();
}
// main HUD rendering function
hud_render_all();
// Diminish the palette effect
game_flash_diminish(flFrametime);
}
//100% blackness
void game_reset_shade_frame()
{
Fade_type = FI_NONE;
gr_create_shader(&Viewer_shader, 0, 0, 0, 0);
}
void game_shade_frame(float /*frametime*/)
{
// only do frame shade if we are actually in a game play state
if ( !game_actually_playing() ) {
return;
}
GR_DEBUG_SCOPE("Shade frame");
if (Fade_type != FI_NONE) {
Assert(Fade_start_timestamp > 0);
Assert(Fade_end_timestamp > 0);
Assert(Fade_end_timestamp > Fade_start_timestamp);
if( timestamp() >= Fade_start_timestamp ) {
int startAlpha = 0;
int endAlpha = 0;
if (Fade_type == FI_FADEOUT) {
endAlpha = 255;
} else if (Fade_type == FI_FADEIN) {
startAlpha = 255;
}
int alpha = 0;
if( timestamp() < Fade_end_timestamp ) {
int duration = (Fade_end_timestamp - Fade_start_timestamp);
int elapsed = (timestamp() - Fade_start_timestamp);
alpha = fl2i( (float)startAlpha + (((float)endAlpha - (float)startAlpha) / (float)duration) * (float)elapsed );
} else {
//Fade finished
Fade_type = FI_NONE;
Fade_start_timestamp = 0;
Fade_end_timestamp = 0;
alpha = endAlpha;
}
Viewer_shader.c = (ubyte)alpha;
}
}
gr_flash_alpha(Viewer_shader.r, Viewer_shader.g, Viewer_shader.b, Viewer_shader.c);
}
const static int CUTSCENE_BAR_DIVISOR = 8;
void bars_do_frame(float frametime)
{
if((Cutscene_bar_flags & CUB_GRADUAL) && Cutscene_bars_progress < 1.0f)
{
//Determine how far along we are
Assert(Cutscene_delta_time > 0.0f);
Cutscene_bars_progress += frametime / Cutscene_delta_time;
if(Cutscene_bars_progress >= 1.0f)
{
//Reset this stuff
Cutscene_delta_time = 1.0f;
Cutscene_bars_progress = 1.0f;
}
//Figure out where the bars should be
int yborder;
if(Cutscene_bar_flags & CUB_CUTSCENE)
yborder = fl2i(Cutscene_bars_progress*(gr_screen.max_h/CUTSCENE_BAR_DIVISOR));
else
yborder = gr_screen.max_h/CUTSCENE_BAR_DIVISOR - fl2i(Cutscene_bars_progress*(gr_screen.max_h/CUTSCENE_BAR_DIVISOR));
if (g3_in_frame() == 0) {
//Set rectangles
gr_set_color(0,0,0);
gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, GR_RESIZE_NONE);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, GR_RESIZE_NONE);
} else {
//Set clipping
gr_reset_clip();
gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2, GR_RESIZE_NONE );
}
}
else if(Cutscene_bar_flags & CUB_CUTSCENE)
{
int yborder = gr_screen.max_h/CUTSCENE_BAR_DIVISOR;
if (g3_in_frame() == 0) {
gr_set_color(0,0,0);
gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, GR_RESIZE_NONE);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, GR_RESIZE_NONE);
} else {
gr_reset_clip();
gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - (yborder*2), GR_RESIZE_NONE );
}
}
}
void clip_frame_view() {
if(!Time_compression_locked) {
// Player is dead
game_set_view_clip(flFrametime);
// Cutscene bars
bars_do_frame(flRealframetime);
} else {
// Player is dead
game_set_view_clip(flRealframetime);
// Cutscene bars
bars_do_frame(flRealframetime);
}
}
//WMC - This does stuff like fading in and out and subtitles. Special FX?
//Basically stuff you need rendered after everything else (including HUD)
void game_render_post_frame()
{
float frametime = flFrametime;
if(Time_compression_locked)
{
frametime = flRealframetime;
}
subtitles_do_frame(frametime);
game_shade_frame(frametime);
subtitles_do_frame_post_shaded(frametime);
}
#ifndef NDEBUG
#define DEBUG_GET_TIME(x) { x = timer_get_fixed_seconds(); }
#else
#define DEBUG_GET_TIME(x)
#endif
void game_frame(bool paused)
{
#ifndef NDEBUG
fix total_time1, total_time2;
fix render2_time1=0, render2_time2=0;
fix render3_time1=0, render3_time2=0;
fix flip_time1=0, flip_time2=0;
fix clear_time1=0, clear_time2=0;
#endif
int actually_playing;
#ifndef NDEBUG
if (Framerate_delay) {
int start_time = timer_get_milliseconds();
while (timer_get_milliseconds() < start_time + Framerate_delay)
;
}
#endif
// start timing frame
TRACE_SCOPE(tracing::MainFrame);
if(Player_obj)
Script_system.SetHookObject("Player", Player_obj);
else
Script_system.RemHookVar("Player");
DEBUG_GET_TIME( total_time1 )
if(paused)
{
// Reset the lights here or they just keep on increasing
light_reset();
}
else
{
// var to hold which state we are in
actually_playing = game_actually_playing();
if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
if (!(Game_mode & GM_STANDALONE_SERVER)){
Assert( OBJ_INDEX(Player_obj) >= 0 );
}
}
if (Missiontime > Entry_delay_time){
Pre_player_entry = 0;
} else {
; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
}
// Note: These are done even before the player enters, else buffers can overflow.
if (! (Game_mode & GM_STANDALONE_SERVER)){
radar_frame_init();
}
shield_frame_init();
if ( !Pre_player_entry && actually_playing ) {
if (! (Game_mode & GM_STANDALONE_SERVER) ) {
if( (!popup_running_state()) && (!popupdead_is_active()) ){
game_process_keys();
read_player_controls( Player_obj, flFrametime);
}
// if we're not the master, we may have to send the server-critical ship status button_info bits
if (MULTIPLAYER_CLIENT && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
multi_maybe_send_ship_status();
}
}
}
// Reset the whack stuff
game_whack_reset();
// These two lines must be outside of Pre_player_entry code,
// otherwise too many lights are added.
light_reset();
if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
return;
}
game_simulation_frame();
// if not actually in a game play state, then return. This condition could only be true in
// a multiplayer game.
if (!actually_playing ) {
Assert( Game_mode & GM_MULTIPLAYER );
return;
}
}
if (!Pre_player_entry) {
if (! (Game_mode & GM_STANDALONE_SERVER)) {
DEBUG_GET_TIME( clear_time1 )
// clear the screen to black
gr_reset_clip();
if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
gr_clear();
}
DEBUG_GET_TIME( clear_time2 )
DEBUG_GET_TIME( render3_time1 )
camid cid = game_render_frame_setup();
game_render_frame( cid );
//Cutscene bars
clip_frame_view();
// save the eye position and orientation
if ( Game_mode & GM_MULTIPLAYER ) {
cid.getCamera()->get_info(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
}
Scripting_didnt_draw_hud = 1;
Script_system.SetHookObject("Self", Viewer_obj);
if(Script_system.IsConditionOverride(CHA_HUDDRAW, Viewer_obj)) {
Scripting_didnt_draw_hud = 0;
}
if(Scripting_didnt_draw_hud) {
GR_DEBUG_SCOPE("Render HUD");
TRACE_SCOPE(tracing::RenderHUD);
game_render_hud(cid);
}
HUD_reset_clip();
if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) ) {
anim_render_all(0, flFrametime);
}
if (!(Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY)))
{
TRACE_SCOPE(tracing::RenderHUDHook);
Script_system.RunCondition(CHA_HUDDRAW, Viewer_obj);
}
Script_system.RemHookVar("Self");
// check to see if we should display the death died popup
if(Game_mode & GM_DEAD_BLEW_UP){
if(Game_mode & GM_MULTIPLAYER){
// catch the situation where we're supposed to be warping out on this transition
if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
multi_handle_sudden_mission_end();
send_debrief_event();
} else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
Player_died_popup_wait = -1;
popupdead_start();
}
} else {
if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
Player_died_popup_wait = -1;
popupdead_start();
}
}
}
// Goober5000 - check if we should red-alert
// (this is approximately where the red_alert_check_status() function tree began in the pre-HUD-overhaul code)
red_alert_maybe_move_to_next_mission();
DEBUG_GET_TIME( render3_time2 )
DEBUG_GET_TIME( render2_time1 )
gr_reset_clip();
game_get_framerate();
game_show_framerate();
game_show_eye_pos(cid);
game_show_time_left();
gr_reset_clip();
game_render_post_frame();
game_tst_frame();
DEBUG_GET_TIME( render2_time2 )
// maybe render and process the dead popup
game_maybe_do_dead_popup(flFrametime);
// If a regular popup is active, don't flip (popup code flips)
if( !popup_running_state() ){
DEBUG_GET_TIME( flip_time1 )
game_flip_page_and_time_it();
DEBUG_GET_TIME( flip_time2 )
}
} else {
game_show_standalone_framerate();
}
}
asteroid_frame();
// process lightning (nebula only)
nebl_process();
if (Cmdline_frame_profile) {
tracing::frame_profile_process_frame();
}
DEBUG_GET_TIME( total_time2 )
#ifndef NDEBUG
// Got some timing numbers
Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
#endif
}
#define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
// Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
// died. This resulted in screwed up death sequences.
fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
static int timer_paused=0;
#if defined(TIMER_TEST) && !defined(NDEBUG)
static int stop_count,start_count;
static int time_stopped,time_started;
#endif
int saved_timestamp_ticker = -1;
void game_reset_time()
{
if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
return ;
}
// Last_time = timer_get_fixed_seconds();
game_start_time();
timestamp_reset();
game_stop_time();
}
void game_stop_time()
{
if (timer_paused==0) {
fix time;
time = timer_get_fixed_seconds();
// Save how much time progressed so far in the frame so we can
// use it when we unpause.
Last_delta_time = time - Last_time;
//mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
if (Last_delta_time < 0) {
#if defined(TIMER_TEST) && !defined(NDEBUG)
Int3(); //get Matt!!!!
#endif
Last_delta_time = 0;
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
time_stopped = time;
#endif
// Stop the timer_tick stuff...
saved_timestamp_ticker = timestamp();
}
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_set_value(saved_timestamp_ticker);
saved_timestamp_ticker = -1;
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
start_count++;
#endif
}
void lock_time_compression(bool is_locked)
{
Time_compression_locked = is_locked;
}
void change_time_compression(float multiplier)
{
fix modified = fl2f( f2fl(Game_time_compression) * multiplier );
Desired_time_compression = Game_time_compression = modified;
Time_compression_change_rate = 0;
}
void set_time_compression(float multiplier, float change_time)
{
if(change_time <= 0.0f)
{
Game_time_compression = Desired_time_compression = fl2f(multiplier);
Time_compression_change_rate = 0;
return;
}
Desired_time_compression = fl2f(multiplier);
Time_compression_change_rate = fl2f( f2fl(Desired_time_compression - Game_time_compression) / change_time );
}
void game_set_frametime(int state)
{
fix thistime;
float frame_cap_diff;
thistime = timer_get_fixed_seconds();
if ( Last_time == 0 )
Frametime = F1_0 / 30;
else
Frametime = thistime - Last_time;
// Frametime = F1_0 / 30;
#ifndef NDEBUG
fix debug_frametime = Frametime; // Just used to display frametime.
#endif
// If player hasn't entered mission yet, make frame take 1/4 second.
if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
Frametime = F1_0/4;
#ifndef NDEBUG
else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
fix frame_speed = F1_0 / Debug_dump_frames;
if (Frametime > frame_speed ){
nprintf(("warning","slow frame: %x\n",(int)Frametime));
} else {
do {
thistime = timer_get_fixed_seconds();
Frametime = thistime - Last_time;
} while (Frametime < frame_speed );
}
Frametime = frame_speed;
}
#endif
Assertion( Framerate_cap > 0, "Framerate cap %d is too low. Needs to be a positive, non-zero number", Framerate_cap );
// Cap the framerate so it doesn't get too high.
if (!Cmdline_NoFPSCap)
{
fix cap;
cap = F1_0/Framerate_cap;
if (Frametime < cap) {
thistime = cap - Frametime;
// mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
os_sleep(static_cast<int>(f2fl(thistime) * 1000.0f));
Frametime = cap;
thistime = timer_get_fixed_seconds();
}
}
if((Game_mode & GM_STANDALONE_SERVER) &&
(f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
os_sleep(static_cast<int>(frame_cap_diff*1000));
thistime += fl2f((frame_cap_diff));
Frametime = thistime - Last_time;
}
// If framerate is too low, cap it.
if (Frametime > MAX_FRAMETIME) {
#ifndef NDEBUG
mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
#endif
Frametime = MAX_FRAMETIME;
}
flRealframetime = f2fl(Frametime);
//Handle changes in time compression
if(Game_time_compression != Desired_time_compression)
{
bool ascending = Desired_time_compression > Game_time_compression;
if(Time_compression_change_rate)
Game_time_compression += fixmul(Time_compression_change_rate, Frametime);
if((ascending && Game_time_compression > Desired_time_compression)
|| (!ascending && Game_time_compression < Desired_time_compression))
Game_time_compression = Desired_time_compression;
}
Frametime = fixmul(Frametime, Game_time_compression);
if (Frametime <= 0)
{
// If the Frametime is zero or below due to Game_time_compression, set
// the Frametime to 1 (1/65536 of a second).
Frametime = 1;
}
Last_time = thistime;
//mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
Last_frame_timestamp = timestamp();
flFrametime = f2fl(Frametime);
timestamp_inc(Frametime);
// wrap overall frametime if needed
if ( FrametimeOverall > (INT_MAX - F1_0) )
FrametimeOverall = 0;
FrametimeOverall += Frametime;
/* if ((Framecount > 0) && (Framecount < 10)) {
mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
}
*/
}
fix game_get_overall_frametime()
{
return FrametimeOverall;
}
// This is called from game_do_frame(), and from navmap_do_frame()
void game_update_missiontime()
{
// TODO JAS: Put in if and move this into game_set_frametime,
// fix navmap to call game_stop/start_time
//if ( !timer_paused )
Missiontime += Frametime;
}
void game_do_frame()
{
game_set_frametime(GS_STATE_GAME_PLAY);
game_update_missiontime();
// if (Player_ship->flags[Ship::Ship_Flags::Dying])
// flFrametime /= 15.0;
if (Game_mode & GM_STANDALONE_SERVER) {
std_multi_set_standalone_missiontime(f2fl(Missiontime));
}
if ( game_single_step && (last_single_step == game_single_step) ) {
os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
while( key_checkch() == 0 )
os_sleep(10);
os_set_title( XSTR( "FreeSpace", 171) );
Last_time = timer_get_fixed_seconds();
}
last_single_step = game_single_step;
game_frame();
}
void multi_maybe_do_frame()
{
if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
game_do_frame();
}
}
int Joymouse_button_status = 0;
// Flush all input devices
void game_flush()
{
key_flush();
mouse_flush();
snazzy_flush();
Joymouse_button_status = 0;
//mprintf(("Game flush!\n" ));
}
// function for multiplayer only which calls game_do_state_common() when running the
// debug console
void game_do_dc_networking()
{
Assert( Game_mode & GM_MULTIPLAYER );
game_do_state_common( gameseq_get_state() );
}
// Call this whenever in a loop, or when you need to check for a keystroke.
int game_check_key()
{
int k;
k = game_poll();
// convert keypad enter to normal enter
if ((k & KEY_MASK) == KEY_PADENTER)
k = (k & ~KEY_MASK) | KEY_ENTER;
return k;
}
// same as game_check_key(), except this is used while actually in the game. Since there
// generally are differences between game control keys and general UI keys, makes sense to
// have seperate functions for each case. If you are not checking a game control while in a
// mission, you should probably be using game_check_key() instead.
int game_poll()
{
int k, state;
if (!Cmdline_no_unfocus_pause)
{
if (!os_foreground()) {
game_stop_time();
os_sleep(1);
game_start_time();
// If we're in a single player game, pause it.
if (!(Game_mode & GM_MULTIPLAYER)){
if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active())) {
game_process_pause_key();
}
}
}
}
k = key_inkey();
// Move the mouse cursor with the joystick.
if (os_foreground() && !io::mouse::CursorManager::get()->isCursorShown() && (Use_joy_mouse)) {
// Move the mouse cursor with the joystick
int mx, my, dx, dy;
int jx, jy;
int raw_axis[2];
joystick_read_raw_axis(2, raw_axis);
jx = joy_get_scaled_reading(raw_axis[0]);
jy = joy_get_scaled_reading(raw_axis[1]);
dx = fl2i(f2fl(jx)*flFrametime*500.0f);
dy = fl2i(f2fl(jy)*flFrametime*500.0f);
if ( dx || dy ) {
mouse_get_real_pos( &mx, &my );
mouse_set_pos( mx+dx, my+dy );
}
int j, m;
j = joy_down(0);
m = mouse_down(MOUSE_LEFT_BUTTON);
if ( j != Joymouse_button_status ) {
//mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
Joymouse_button_status = j;
if ( j && (!m) ) {
mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
} else if ( (!j) && (m) ) {
mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
}
}
}
// if we should be ignoring keys because of some multiplayer situations
if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
return 0;
}
state = gameseq_get_state();
// If a popup is running, don't process all the Fn keys
if( popup_active()) {
if (state != GS_STATE_DEATH_BLEW_UP) {
return k;
}
}
// if ( k ) nprintf(( "General", "Key = %x\n", k ));
switch (k) {
case KEY_F1:
launch_context_help();
k = 0;
break;
case KEY_F2:
// if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
// don't allow f2 while warping out in multiplayer
if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
break;
}
switch (state) {
case GS_STATE_INITIAL_PLAYER_SELECT:
case GS_STATE_OPTIONS_MENU:
case GS_STATE_HUD_CONFIG:
case GS_STATE_CONTROL_CONFIG:
case GS_STATE_DEATH_DIED:
// case GS_STATE_DEATH_BLEW_UP: // DEATH_BLEW_UP might be okay but do not comment out DEATH_DIED as otherwise no clean up is performed on the dead ship
case GS_STATE_VIEW_MEDALS:
break;
default:
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
k = 0;
break;
}
break;
// hotkey selection screen -- only valid from briefing and beyond.
case KEY_F3:
if ( (state == GS_STATE_TEAM_SELECT) || (state == GS_STATE_BRIEFING) || (state == GS_STATE_SHIP_SELECT) || (state == GS_STATE_WEAPON_SELECT) || (state == GS_STATE_GAME_PLAY) || (state == GS_STATE_GAME_PAUSED) ) {
gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
k = 0;
}
break;
case KEY_DEBUGGED + KEY_F3:
gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
break;
case KEY_F4:
if(Game_mode & GM_MULTIPLAYER){
if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
k = 0;
}
} else {
if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
k = 0;
}
}
break;
case KEY_ESC | KEY_SHIFTED:
// make sure to quit properly out of multiplayer
if(Game_mode & GM_MULTIPLAYER){
multi_quit_game(PROMPT_NONE);
}
gameseq_post_event( GS_EVENT_QUIT_GAME );
k = 0;
break;
case KEY_DEBUGGED + KEY_P:
break;
case KEY_PRINT_SCRN:
{
static int counter = os_config_read_uint(NULL, "ScreenshotNum", 0);
char tmp_name[MAX_FILENAME_LEN];
game_stop_time();
// we could probably go with .3 here for 1,000 shots but people really need to clean out
// their directories better than that so it's 100 for now.
sprintf( tmp_name, NOX("screen%.4i"), counter );
counter++;
// we've got two character precision so we can only have 100 shots at a time, reset if needed
//Now we have four digit precision :) -WMC
if (counter > 9999)
{
//This should pop up a dialogue or something ingame.
Warning(LOCATION, "Screenshot count has reached max of 9999. Resetting to 0.");
counter = 0;
}
mprintf(( "Dumping screen to '%s'\n", tmp_name ));
gr_print_screen(tmp_name);
game_start_time();
os_config_write_uint(NULL, "ScreenshotNum", counter);
}
k = 0;
break;
case KEY_SHIFTED | KEY_ENTER: {
#if !defined(NDEBUG)
if ( Game_mode & GM_NORMAL ){
game_stop_time();
}
// if we're in multiplayer mode, do some special networking
if(Game_mode & GM_MULTIPLAYER){
debug_console(game_do_dc_networking);
} else {
debug_console();
}
game_flush();
if ( Game_mode & GM_NORMAL )
game_start_time();
#endif
break;
}
}
return k;
}
void os_close()
{
gameseq_post_event(GS_EVENT_QUIT_GAME);
}
// All code to process events. This is the only place
// that you should change the state of the game.
void game_process_event( int current_state, int event )
{
mprintf(("Got event %s (%d) in state %s (%d)\n", GS_event_text[event], event, GS_state_text[current_state], current_state));
switch (event) {
case GS_EVENT_SIMULATOR_ROOM:
gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
break;
case GS_EVENT_MAIN_MENU:
gameseq_set_state(GS_STATE_MAIN_MENU);
break;
case GS_EVENT_OPTIONS_MENU:
gameseq_push_state( GS_STATE_OPTIONS_MENU );
break;
case GS_EVENT_BARRACKS_MENU:
gameseq_set_state(GS_STATE_BARRACKS_MENU);
break;
case GS_EVENT_TECH_MENU:
gameseq_set_state(GS_STATE_TECH_MENU);
break;
case GS_EVENT_LAB:
gameseq_push_state(GS_STATE_LAB);
break;
case GS_EVENT_TRAINING_MENU:
gameseq_set_state(GS_STATE_TRAINING_MENU);
break;
case GS_EVENT_START_GAME:
Select_default_ship = 0;
gameseq_set_state(GS_STATE_START_GAME);
break;
case GS_EVENT_START_GAME_QUICK:
Select_default_ship = 1;
gameseq_post_event(GS_EVENT_ENTER_GAME);
break;
case GS_EVENT_CMD_BRIEF:
gameseq_set_state(GS_STATE_CMD_BRIEF);
break;
case GS_EVENT_RED_ALERT:
gameseq_set_state(GS_STATE_RED_ALERT);
break;
case GS_EVENT_START_BRIEFING:
gameseq_set_state(GS_STATE_BRIEFING);
break;
case GS_EVENT_DEBRIEF:
// did we end the campaign in the main freespace 2 single player campaign?
// (specifically, did we successfully jump out when the supernova was in progress
// and the campaign was ending?)
if (Campaign_ending_via_supernova && (Game_mode & GM_CAMPAIGN_MODE)/* && !stricmp(Campaign.filename, "freespace2")*/) {
gameseq_post_event(GS_EVENT_END_CAMPAIGN);
} else {
gameseq_set_state(GS_STATE_DEBRIEF);
}
break;
case GS_EVENT_SHIP_SELECTION:
gameseq_set_state( GS_STATE_SHIP_SELECT );
break;
case GS_EVENT_WEAPON_SELECTION:
gameseq_set_state( GS_STATE_WEAPON_SELECT );
break;
case GS_EVENT_ENTER_GAME:
if (Game_mode & GM_MULTIPLAYER) {
// if we're respawning, make sure we change the view mode so that the hud shows up
if (current_state == GS_STATE_DEATH_BLEW_UP) {
Viewer_mode = 0;
}
gameseq_set_state(GS_STATE_GAME_PLAY);
} else {
gameseq_set_state(GS_STATE_GAME_PLAY, 1);
}
// clear multiplayer button info
extern button_info Multi_ship_status_bi;
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
// Make hv.Player available in "On Gameplay Start" hook -zookeeper
if(Player_obj)
Script_system.SetHookObject("Player", Player_obj);
Script_system.RunCondition(CHA_GAMEPLAYSTART);
if (Player_obj)
Script_system.RemHookVar("Player");
Start_time = f2fl(timer_get_approx_seconds());
//Framecount = 0;
mprintf(("Entering game at time = %7.3f\n", Start_time));
break;
case GS_EVENT_END_GAME:
if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
(current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
gameseq_set_state(GS_STATE_MAIN_MENU);
} else
Int3();
break;
case GS_EVENT_QUIT_GAME:
main_hall_stop_music(true);
main_hall_stop_ambient();
gameseq_set_state(GS_STATE_QUIT_GAME);
break;
case GS_EVENT_GAMEPLAY_HELP:
gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
break;
case GS_EVENT_PAUSE_GAME:
gameseq_push_state(GS_STATE_GAME_PAUSED);
break;
case GS_EVENT_DEBUG_PAUSE_GAME:
gameseq_push_state(GS_STATE_DEBUG_PAUSED);
break;
case GS_EVENT_TRAINING_PAUSE:
gameseq_push_state(GS_STATE_TRAINING_PAUSED);
break;
case GS_EVENT_PREVIOUS_STATE:
gameseq_pop_state();
break;
case GS_EVENT_LOAD_MISSION_MENU:
gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
break;
case GS_EVENT_MISSION_LOG_SCROLLBACK:
gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
break;
case GS_EVENT_HUD_CONFIG:
gameseq_push_state( GS_STATE_HUD_CONFIG );
break;
case GS_EVENT_CONTROL_CONFIG:
gameseq_push_state( GS_STATE_CONTROL_CONFIG );
break;
case GS_EVENT_DEATH_DIED:
gameseq_set_state( GS_STATE_DEATH_DIED );
break;
case GS_EVENT_DEATH_BLEW_UP:
if ( current_state == GS_STATE_DEATH_DIED ) {
gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
event_music_player_death();
} else {
mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
}
break;
case GS_EVENT_NEW_CAMPAIGN:
if (!mission_load_up_campaign()){
readyroom_continue_campaign();
}
break;
case GS_EVENT_CAMPAIGN_CHEAT:
if (!mission_load_up_campaign()){
readyroom_continue_campaign();
}
break;
case GS_EVENT_CAMPAIGN_ROOM:
gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
break;
case GS_EVENT_CREDITS:
gameseq_set_state( GS_STATE_CREDITS );
break;
case GS_EVENT_VIEW_MEDALS:
gameseq_push_state( GS_STATE_VIEW_MEDALS );
break;
case GS_EVENT_SHOW_GOALS:
gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
break;
case GS_EVENT_HOTKEY_SCREEN:
gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
break;
// multiplayer stuff follow these comments
case GS_EVENT_PXO:
gameseq_set_state( GS_STATE_PXO );
break;
case GS_EVENT_PXO_HELP:
gameseq_set_state( GS_STATE_PXO_HELP );
break;
case GS_EVENT_MULTI_JOIN_GAME:
gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
break;
case GS_EVENT_MULTI_HOST_SETUP:
gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
break;
case GS_EVENT_MULTI_CLIENT_SETUP:
gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
break;
case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
break;
case GS_EVENT_MULTI_STD_WAIT:
gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
break;
case GS_EVENT_STANDALONE_MAIN:
gameseq_set_state( GS_STATE_STANDALONE_MAIN );
break;
case GS_EVENT_MULTI_PAUSE:
gameseq_push_state( GS_STATE_MULTI_PAUSED );
break;
case GS_EVENT_INGAME_PRE_JOIN:
gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
break;
case GS_EVENT_EVENT_DEBUG:
gameseq_push_state(GS_STATE_EVENT_DEBUG);
break;
// Start a warpout where player automatically goes 70 no matter what
// and can't cancel out of it.
case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
// Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
Player->saved_viewer_mode = Viewer_mode;
Player->control_mode = PCM_WARPOUT_STAGE1;
Warpout_sound = snd_play(gamesnd_get_game_sound(GameSounds::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(gamesnd_get_game_sound(GameSounds::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.isValid()) {
snd_stop( Warpout_sound );
Warpout_sound = sound_handle::invalid();
}
}
}
break;
case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
} else {
mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
shipfx_warpout_start( Player_obj );
Player->control_mode = PCM_WARPOUT_STAGE2;
if (!(The_mission.ai_profile->flags[AI::Profile_Flags::No_warp_camera])) {
Player->saved_viewer_mode = Viewer_mode;
Viewer_mode |= VM_WARP_CHASE;
Warp_camera = warp_camera(Player_obj);
}
}
break;
case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
} else {
mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
Player->control_mode = PCM_WARPOUT_STAGE3;
}
break;
case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
mprintf(( "Player warped out. Going to debriefing!\n" ));
Player->control_mode = PCM_NORMAL;
Viewer_mode = Player->saved_viewer_mode;
Warpout_sound = sound_handle::invalid();
send_debrief_event();
break;
case GS_EVENT_STANDALONE_POSTGAME:
gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
break;
case GS_EVENT_INITIAL_PLAYER_SELECT:
gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
break;
case GS_EVENT_GAME_INIT:
// see if the command line option has been set to use the last pilot, and act acoordingly
if( player_select_get_last_pilot() ) {
// always enter the main menu -- do the automatic network startup stuff elsewhere
// so that we still have valid checks for networking modes, etc.
gameseq_set_state(GS_STATE_MAIN_MENU);
} else {
gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
}
break;
case GS_EVENT_MULTI_MISSION_SYNC:
gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
break;
case GS_EVENT_MULTI_START_GAME:
gameseq_set_state(GS_STATE_MULTI_START_GAME);
break;
case GS_EVENT_MULTI_HOST_OPTIONS:
gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
break;
case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
break;
case GS_EVENT_TEAM_SELECT:
gameseq_set_state(GS_STATE_TEAM_SELECT);
break;
case GS_EVENT_END_CAMPAIGN:
gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
break;
case GS_EVENT_LOOP_BRIEF:
gameseq_set_state(GS_STATE_LOOP_BRIEF);
break;
case GS_EVENT_FICTION_VIEWER:
gameseq_set_state(GS_STATE_FICTION_VIEWER);
break;
case GS_EVENT_SCRIPTING:
gameseq_set_state(GS_STATE_SCRIPTING);
break;
default:
Int3();
break;
}
}
// Called when a state is being left.
// The current state is still at old_state, but as soon as
// this function leaves, then the current state will become
// new state. You should never try to change the state
// in here... if you think you need to, you probably really
// need to post an event, not change the state.
void game_leave_state( int old_state, int new_state )
{
events::GameLeaveState(old_state, new_state);
int end_mission = 1;
switch (new_state) {
case GS_STATE_GAME_PAUSED:
case GS_STATE_DEBUG_PAUSED:
case GS_STATE_OPTIONS_MENU:
case GS_STATE_CONTROL_CONFIG:
case GS_STATE_MISSION_LOG_SCROLLBACK:
case GS_STATE_DEATH_DIED:
case GS_STATE_SHOW_GOALS:
case GS_STATE_HOTKEY_SCREEN:
case GS_STATE_MULTI_PAUSED:
case GS_STATE_TRAINING_PAUSED:
case GS_STATE_EVENT_DEBUG:
case GS_STATE_GAMEPLAY_HELP:
case GS_STATE_LAB:
end_mission = 0; // these events shouldn't end a mission
break;
}
//WMC - Scripting override
/*
if(script_hook_valid(&GS_state_hooks[old_state]) && Script_system.IsOverride(GS_state_hooks[old_state])) {
return;
}
*/
using namespace scripting::api;
Script_system.SetHookVar("OldState", 'o', l_GameState.Set(gamestate_h(old_state)));
Script_system.SetHookVar("NewState", 'o', l_GameState.Set(gamestate_h(new_state)));
if (Script_system.IsConditionOverride(CHA_ONSTATEEND))
{
Script_system.RunCondition(CHA_ONSTATEEND);
Script_system.RemHookVars(2, "OldState", "NewState");
return;
}
//WMC - Clear scripting bitmaps
Script_system.UnloadImages();
switch (old_state) {
case GS_STATE_BRIEFING:
brief_stop_voices();
if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
&& (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
&& (new_state != GS_STATE_TEAM_SELECT) && (new_state != GS_STATE_MULTI_MISSION_SYNC)){
common_select_close();
if ( new_state == GS_STATE_MAIN_MENU ) {
freespace_stop_mission();
}
}
// COMMAND LINE OPTION
if (Cmdline_multi_stream_chat_to_file){
cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
cfclose(Multi_chat_stream);
}
break;
case GS_STATE_DEBRIEF:
if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
debrief_close();
fsspeech_stop();
}
break;
case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
multi_df_debrief_close();
break;
case GS_STATE_LOAD_MISSION_MENU:
mission_load_menu_close();
break;
case GS_STATE_SIMULATOR_ROOM:
sim_room_close();
break;
case GS_STATE_CAMPAIGN_ROOM:
campaign_room_close();
break;
case GS_STATE_CMD_BRIEF:
if (new_state == GS_STATE_OPTIONS_MENU) {
cmd_brief_hold();
} else {
cmd_brief_close();
common_select_close();
if (new_state == GS_STATE_MAIN_MENU) {
freespace_stop_mission();
}
}
break;
case GS_STATE_RED_ALERT:
red_alert_close();
common_select_close();
if (new_state == GS_STATE_MAIN_MENU) {
freespace_stop_mission();
}
break;
case GS_STATE_SHIP_SELECT:
if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
new_state != GS_STATE_HOTKEY_SCREEN &&
new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT && (new_state != GS_STATE_MULTI_MISSION_SYNC)) {
common_select_close();
if ( new_state == GS_STATE_MAIN_MENU ) {
freespace_stop_mission();
}
}
break;
case GS_STATE_WEAPON_SELECT:
if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
new_state != GS_STATE_HOTKEY_SCREEN &&
new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT && (new_state != GS_STATE_MULTI_MISSION_SYNC)) {
common_select_close();
if ( new_state == GS_STATE_MAIN_MENU ) {
freespace_stop_mission();
}
}
break;
case GS_STATE_TEAM_SELECT:
if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
new_state != GS_STATE_HOTKEY_SCREEN &&
new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT && (new_state != GS_STATE_MULTI_MISSION_SYNC)) {
common_select_close();
if ( new_state == GS_STATE_MAIN_MENU ) {
freespace_stop_mission();
}
}
break;
case GS_STATE_MAIN_MENU:
main_hall_close();
break;
case GS_STATE_OPTIONS_MENU:
//game_start_time();
if(new_state == GS_STATE_MULTI_JOIN_GAME){
multi_join_clear_game_list();
}
options_menu_close();
break;
case GS_STATE_BARRACKS_MENU:
if(new_state != GS_STATE_VIEW_MEDALS){
barracks_close();
}
break;
case GS_STATE_MISSION_LOG_SCROLLBACK:
hud_scrollback_close();
break;
case GS_STATE_TRAINING_MENU:
training_menu_close();
break;
case GS_STATE_GAME_PLAY:
tracing::async::end(tracing::MainFrame, tracing::MainFrameScope);
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
player_save_target_and_weapon_link_prefs();
game_stop_looped_sounds();
}
sound_env_disable();
joy_ff_stop_effects();
// stop game time under certain conditions
if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
game_stop_time();
}
if (end_mission) {
// when in multiplayer and going back to the main menu, send a leave game packet
// right away (before calling stop mission). stop_mission was taking to long to
// close mission down and I want people to get notified ASAP.
if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
multi_quit_game(PROMPT_NONE);
}
snd_aav_init();
freespace_stop_mission();
if (Cmdline_benchmark_mode) {
gameseq_post_event( GS_EVENT_QUIT_GAME );
}
}
io::mouse::CursorManager::get()->showCursor(true);
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
FALLTHROUGH;
case GS_STATE_GAME_PAUSED:
game_start_time();
if ( end_mission ) {
pause_close();
}
break;
case GS_STATE_DEBUG_PAUSED:
#ifndef NDEBUG
game_start_time();
pause_debug_close();
#endif
break;
case GS_STATE_HUD_CONFIG:
hud_config_close();
break;
case GS_STATE_PXO:
if (new_state != GS_STATE_PXO_HELP) {
multi_pxo_close();
}
break;
case GS_STATE_PXO_HELP:
multi_pxo_help_close();
break;
// join/start a game
case GS_STATE_MULTI_JOIN_GAME:
if(new_state != GS_STATE_OPTIONS_MENU){
multi_join_game_close();
}
break;
case GS_STATE_MULTI_HOST_SETUP:
case GS_STATE_MULTI_CLIENT_SETUP:
// if this is just the host going into the options screen, don't do anything
if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
break;
}
// close down the proper state
if(old_state == GS_STATE_MULTI_HOST_SETUP){
multi_create_game_close();
} else {
multi_game_client_setup_close();
}
// COMMAND LINE OPTION
if (Cmdline_multi_stream_chat_to_file){
if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
cfclose(Multi_chat_stream);
}
}
break;
case GS_STATE_CONTROL_CONFIG:
control_config_close();
break;
case GS_STATE_DEATH_DIED:
Game_mode &= ~GM_DEAD_DIED;
if ( !(Game_mode & GM_MULTIPLAYER) ) {
if ( end_mission && (new_state == GS_STATE_DEBRIEF) ) {
freespace_stop_mission();
}
} else {
// early end while respawning or blowing up in a multiplayer game
if ( (new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF) ) {
game_stop_time();
freespace_stop_mission();
}
}
break;
case GS_STATE_DEATH_BLEW_UP:
Game_mode &= ~GM_DEAD_BLEW_UP;
// for single player, we might reload mission, etc. For multiplayer, look at my new state
// to determine if I should do anything.
if ( !(Game_mode & GM_MULTIPLAYER) ) {
if ( end_mission ){
freespace_stop_mission();
}
} else {
// if we are not respawing as an observer or as a player, our new state will not
// be gameplay state.
if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
game_stop_time(); // hasn't been called yet!!
freespace_stop_mission();
}
}
break;
case GS_STATE_CREDITS:
credits_close();
main_hall_start_music();
break;
case GS_STATE_VIEW_MEDALS:
medal_main_close();
break;
case GS_STATE_SHOW_GOALS:
mission_show_goals_close();
break;
case GS_STATE_HOTKEY_SCREEN:
if ( new_state != GS_STATE_OPTIONS_MENU ) {
mission_hotkey_close();
}
break;
case GS_STATE_MULTI_MISSION_SYNC:
common_select_close();
// if we're moving into the options menu we don't need to do anything else
if(new_state == GS_STATE_OPTIONS_MENU){
break;
}
Assert( Game_mode & GM_MULTIPLAYER );
multi_sync_close();
if ( new_state == GS_STATE_GAME_PLAY ){
// palette_restore_palette();
// change a couple of flags to indicate our state!!!
Net_player->state = NETPLAYER_STATE_IN_MISSION;
send_netplayer_update_packet();
// set the game mode
Game_mode |= GM_IN_MISSION;
}
main_hall_stop_music(true);
main_hall_stop_ambient();
break;
case GS_STATE_VIEW_CUTSCENES:
cutscenes_screen_close();
break;
case GS_STATE_MULTI_STD_WAIT:
multi_standalone_wait_close();
break;
case GS_STATE_STANDALONE_MAIN:
standalone_main_close();
if(new_state == GS_STATE_MULTI_STD_WAIT){
init_multiplayer_stats();
}
break;
case GS_STATE_STANDALONE_POSTGAME:
multi_standalone_postgame_close();
break;
case GS_STATE_MULTI_PAUSED:
multi_pause_close(end_mission);
break;
case GS_STATE_INGAME_PRE_JOIN:
multi_ingame_select_close();
break;
case GS_STATE_INITIAL_PLAYER_SELECT:
player_select_close();
break;
case GS_STATE_MULTI_START_GAME:
multi_start_game_close();
break;
case GS_STATE_MULTI_HOST_OPTIONS:
multi_host_options_close();
break;
case GS_STATE_END_OF_CAMPAIGN:
mission_campaign_end_close();
break;
case GS_STATE_LOOP_BRIEF:
loop_brief_close();
break;
case GS_STATE_FICTION_VIEWER:
fiction_viewer_close();
common_select_close();
if (new_state == GS_STATE_MAIN_MENU) {
freespace_stop_mission();
}
break;
case GS_STATE_LAB:
lab_close();
break;
case GS_STATE_SCRIPTING:
scripting_state_close();
break;
}
//WMC - Now run scripting stuff
Script_system.RunCondition(CHA_ONSTATEEND);
Script_system.RemHookVars(2, "OldState", "NewState");
}
// variable used for automatic netgame starting/joining
int Main_hall_netgame_started = 0;
// Called when a state is being entered.
// The current state is set to the state we're entering at
// this point, and old_state is set to the state we're coming
// from. You should never try to change the state
// in here... if you think you need to, you probably really
// need to post an event, not change the state.
void game_enter_state( int old_state, int new_state )
{
events::GameEnterState(old_state, new_state);
//WMC - Scripting override
/*
if(script_hook_valid(&GS_state_hooks[new_state]) && Script_system.IsOverride(GS_state_hooks[new_state])) {
return;
}
*/
using namespace scripting::api;
Script_system.SetHookVar("OldState", 'o', l_GameState.Set(gamestate_h(old_state)));
Script_system.SetHookVar("NewState", 'o', l_GameState.Set(gamestate_h(new_state)));
if(Script_system.IsConditionOverride(CHA_ONSTATESTART)) {
Script_system.RunCondition(CHA_ONSTATESTART);
Script_system.RemHookVars(2, "OldState", "NewState");
return;
}
switch (new_state) {
case GS_STATE_MAIN_MENU:
// in multiplayer mode, be sure that we are not doing networking anymore.
if ( Game_mode & GM_MULTIPLAYER ) {
Assert( Net_player != NULL );
Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
}
// remove any multiplayer flags from the game mode
Game_mode &= ~(GM_MULTIPLAYER);
// set the game_mode based on the type of player
Assert( Player != NULL );
if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
Game_mode = GM_MULTIPLAYER;
} else {
Game_mode = GM_NORMAL;
}
// determine which ship this guy is currently based on
mission_load_up_campaign(Player);
// if we're coming from the end of a campaign, we want to load the first mainhall of the campaign
// otherwise load the mainhall for the mission the player's up to
if (Campaign.next_mission == -1) {
main_hall_init(Campaign.missions[0].main_hall);
} else {
main_hall_init(Campaign.missions[Campaign.next_mission].main_hall);
}
//if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
// Main_hall_netgame_started = 1;
// main_hall_do_multi_ready();
//} DTP commented out to keep original source
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl don't get thrown into Multiplayer with a Singleplayer Pilot.
Main_hall_netgame_started = 1;
main_hall_do_multi_ready();
}
if(Cmdline_start_mission) {
strcpy_s(Game_current_mission_filename, Cmdline_start_mission);
mprintf(( "Straight to mission '%s'\n", Game_current_mission_filename ));
gameseq_post_event(GS_EVENT_START_GAME);
// This stops the mission from loading again when you go back to the hall
Cmdline_start_mission = NULL;
}
break;
case GS_STATE_START_GAME:
main_hall_stop_music(true);
main_hall_stop_ambient();
if (Game_mode & GM_NORMAL) {
// this should put us into a new state on failure!
if (!game_start_mission())
break;
}
// maybe play a movie before the mission
mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
// determine where to go next
if (mission_has_fiction()) {
gameseq_post_event(GS_EVENT_FICTION_VIEWER);
} else if (mission_has_cmd_brief()) {
gameseq_post_event(GS_EVENT_CMD_BRIEF);
} else if (red_alert_mission()) {
gameseq_post_event(GS_EVENT_RED_ALERT);
} else {
gameseq_post_event(GS_EVENT_START_BRIEFING);
}
break;
case GS_STATE_FICTION_VIEWER:
common_maybe_play_cutscene(MOVIE_PRE_FICTION);
fiction_viewer_init();
break;
case GS_STATE_CMD_BRIEF: {
if (old_state == GS_STATE_OPTIONS_MENU) {
cmd_brief_unhold();
} else {
common_maybe_play_cutscene(MOVIE_PRE_CMD_BRIEF);
int team_num = 0; // team number used as index for which cmd brief to use.
cmd_brief_init(team_num);
}
break;
}
case GS_STATE_RED_ALERT:
common_maybe_play_cutscene(MOVIE_PRE_BRIEF);
red_alert_init();
break;
case GS_STATE_BRIEFING:
common_maybe_play_cutscene(MOVIE_PRE_BRIEF);
brief_init();
break;
case GS_STATE_DEBRIEF:
game_stop_looped_sounds();
mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
hud_config_as_player();
if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
common_maybe_play_cutscene(MOVIE_PRE_DEBRIEF);
debrief_init();
}
break;
case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
multi_df_debrief_init();
break;
case GS_STATE_LOAD_MISSION_MENU:
mission_load_menu_init();
break;
case GS_STATE_SIMULATOR_ROOM:
sim_room_init();
break;
case GS_STATE_CAMPAIGN_ROOM:
campaign_room_init();
break;
case GS_STATE_SHIP_SELECT:
ship_select_init();
break;
case GS_STATE_WEAPON_SELECT:
weapon_select_init();
break;
case GS_STATE_TEAM_SELECT:
multi_ts_init();
break;
case GS_STATE_GAME_PAUSED:
game_stop_time();
pause_init();
break;
case GS_STATE_DEBUG_PAUSED:
// game_stop_time();
// os_set_title("FreeSpace - PAUSED");
// break;
//
case GS_STATE_TRAINING_PAUSED:
#ifndef NDEBUG
game_stop_time();
pause_debug_init();
#endif
break;
case GS_STATE_OPTIONS_MENU:
//game_stop_time();
options_menu_init();
break;
case GS_STATE_GAME_PLAY:
// maybe play a cutscene
if((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
(old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_RED_ALERT) ) {
common_maybe_play_cutscene(MOVIE_PRE_GAME);
}
// reset time compression to default level so it's right at the beginning of a mission - taylor
if(old_state != GS_STATE_GAME_PAUSED)
{
//Game_time_compression = F1_0;
}
/* game could be comming from a restart (rather than first start)
so make sure that we zero the hud gauge overrides (Sexp_hud_*)
\sa sexp_hud_display_gauge*/
if ( (old_state == GS_STATE_GAME_PLAY)
|| (old_state == GS_STATE_BRIEFING)
|| (old_state == GS_STATE_DEBRIEF)
|| (old_state == GS_STATE_SHIP_SELECT)
|| (old_state == GS_STATE_WEAPON_SELECT)
|| (old_state == GS_STATE_RED_ALERT) )
{
Sexp_hud_display_warpout = 0;
}
// Goober5000 - people may not have realized that pausing causes this state to be re-entered
if ((old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) && (old_state != GS_STATE_MAIN_MENU))
{
if ( !Is_standalone )
radar_mission_init();
//Set the current hud
set_current_hud();
if ( !Is_standalone ) {
ship_init_cockpit_displays(Player_ship);
}
}
// coming from the gameplay state or the main menu, we might need to load the mission
if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
if ( !game_start_mission() ) // this should put us into a new state.
// Failed!!!
break;
}
// if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
// case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
// if we are in multiplayer -- this stuff is all handled in the multi-wait section
if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
(old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_MULTI_STD_WAIT) || (old_state == GS_STATE_SIMULATOR_ROOM)) ) {
// JAS: Used to do all paging here.
#ifndef NDEBUG
//XSTR:OFF
HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
//XSTR:ON
#endif
main_hall_stop_music(true);
main_hall_stop_ambient();
event_music_first_pattern(); // start the first pattern
}
// special code that restores player ship selection and weapons loadout when doing a quick start
if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
wss_direct_restore_loadout();
}
}
// single-player, quick-start after just died... we need to set weapon linking and kick off the event music
if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
event_music_first_pattern(); // start the first pattern
}
if ( !(Game_mode & GM_STANDALONE_SERVER) && ((old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED)) ) {
event_music_first_pattern(); // start the first pattern
}
player_restore_target_and_weapon_link_prefs();
Game_mode |= GM_IN_MISSION;
#ifndef NDEBUG
// required to truely make mouse deltas zeroed in debug mouse code
void mouse_force_pos(int x, int y);
mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
#endif
game_flush();
// only start time if in single player, or coming from multi wait state
if (
(
(Game_mode & GM_NORMAL) &&
(old_state != GS_STATE_VIEW_CUTSCENES)
) || (
(Game_mode & GM_MULTIPLAYER) && (
(old_state == GS_STATE_MULTI_PAUSED) ||
(old_state == GS_STATE_MULTI_MISSION_SYNC)
)
)
)
game_start_time();
// when coming from the multi paused state, reset the timestamps
if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
multi_reset_timestamps();
}
if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
// initialize all object update details
multi_oo_gameplay_init();
}
// under certain circumstances, the server should reset the object update rate limiting stuff
if( MULTIPLAYER_MASTER && ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
// reinitialize the rate limiting system for all clients
multi_oo_rate_init_all();
}
// multiplayer clients should always re-initialize their control info rate limiting system
if(MULTIPLAYER_CLIENT){
multi_oo_rate_init_all();
}
// reset ping times
if(Game_mode & GM_MULTIPLAYER){
multi_ping_reset_players();
}
Game_subspace_effect = 0;
if (The_mission.flags[Mission::Mission_Flags::Subspace]) {
Game_subspace_effect = 1;
if( !(Game_mode & GM_STANDALONE_SERVER) ){
game_start_subspace_ambient_sound();
}
}
sound_env_set(&Game_sound_env);
joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
// clear multiplayer button info i
extern button_info Multi_ship_status_bi;
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
io::mouse::CursorManager::get()->showCursor(false, true);
tracing::async::begin(tracing::MainFrame, tracing::MainFrameScope);
break;
case GS_STATE_HUD_CONFIG:
hud_config_init();
break;
case GS_STATE_PXO:
if (old_state != GS_STATE_PXO_HELP) {
multi_pxo_init( 0 );
}
break;
case GS_STATE_PXO_HELP:
multi_pxo_help_init();
break;
case GS_STATE_MULTI_JOIN_GAME:
multi_join_clear_game_list();
if (old_state != GS_STATE_OPTIONS_MENU) {
multi_join_game_init();
}
break;
case GS_STATE_MULTI_HOST_SETUP:
// don't reinitialize if we're coming back from the host options screen
if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
multi_create_game_init();
}
break;
case GS_STATE_MULTI_CLIENT_SETUP:
if (old_state != GS_STATE_OPTIONS_MENU) {
multi_game_client_setup_init();
}
break;
case GS_STATE_CONTROL_CONFIG:
control_config_init();
break;
case GS_STATE_TECH_MENU:
techroom_init();
break;
case GS_STATE_BARRACKS_MENU:
if(old_state != GS_STATE_VIEW_MEDALS){
barracks_init();
}
break;
case GS_STATE_MISSION_LOG_SCROLLBACK:
hud_scrollback_init();
break;
case GS_STATE_DEATH_DIED:
Player_died_time = timestamp(10);
if(!(Game_mode & GM_MULTIPLAYER)){
player_show_death_message();
}
Game_mode |= GM_DEAD_DIED;
break;
case GS_STATE_DEATH_BLEW_UP:
if ( !popupdead_is_active() ) {
Player_ai->target_objnum = -1;
}
// stop any local EMP effect
emp_stop_local();
Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
Game_mode |= GM_DEAD_BLEW_UP;
Show_viewing_from_self = 0;
// timestamp how long we should wait before displaying the died popup
if ( !popupdead_is_active() ) {
Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
}
break;
case GS_STATE_GAMEPLAY_HELP:
gameplay_help_init();
break;
case GS_STATE_CREDITS:
main_hall_stop_music(true);
main_hall_stop_ambient();
credits_init();
break;
case GS_STATE_VIEW_MEDALS:
medal_main_init(Player);
break;
case GS_STATE_SHOW_GOALS:
mission_show_goals_init();
break;
case GS_STATE_HOTKEY_SCREEN:
mission_hotkey_init();
break;
case GS_STATE_MULTI_MISSION_SYNC:
// if we're coming from the options screen, don't do any
if(old_state == GS_STATE_OPTIONS_MENU){
break;
}
switch(Multi_sync_mode){
case MULTI_SYNC_PRE_BRIEFING:
// if moving from game forming to the team select state
multi_sync_init();
break;
case MULTI_SYNC_POST_BRIEFING:
// if moving from briefing into the mission itself
multi_sync_init();
// tell everyone that we're now loading data
Net_player->state = NETPLAYER_STATE_DATA_LOAD;
send_netplayer_update_packet();
// JAS: Used to do all paging here!!!!
Net_player->state = NETPLAYER_STATE_WAITING;
send_netplayer_update_packet();
break;
case MULTI_SYNC_INGAME:
multi_sync_init();
break;
}
break;
case GS_STATE_VIEW_CUTSCENES:
cutscenes_screen_init();
break;
case GS_STATE_MULTI_STD_WAIT:
multi_standalone_wait_init();
break;
case GS_STATE_STANDALONE_MAIN:
// don't initialize if we're coming from one of these 2 states unless there are no
// players left (reset situation)
if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
standalone_main_init();
}
break;
case GS_STATE_STANDALONE_POSTGAME:
multi_standalone_postgame_init();
break;
case GS_STATE_MULTI_PAUSED:
multi_pause_init();
break;
case GS_STATE_INGAME_PRE_JOIN:
multi_ingame_select_init();
break;
case GS_STATE_INITIAL_PLAYER_SELECT:
player_select_init();
break;
case GS_STATE_MULTI_START_GAME:
multi_start_game_init();
break;
case GS_STATE_MULTI_HOST_OPTIONS:
multi_host_options_init();
break;
case GS_STATE_END_OF_CAMPAIGN:
mission_campaign_end_init();
break;
case GS_STATE_LOOP_BRIEF:
loop_brief_init();
break;
case GS_STATE_LAB:
lab_init();
break;
case GS_STATE_SCRIPTING:
scripting_state_init();
break;
} // end switch
//WMC - now do user scripting stuff
Script_system.RunCondition(CHA_ONSTATESTART);
Script_system.RemHookVars(2, "OldState", "NewState");
}
// do stuff that may need to be done regardless of state
void game_do_state_common(int state,int no_networking)
{
io::mouse::CursorManager::doFrame(); // determine if to draw the mouse this frame
snd_do_frame(); // update sound system
event_music_do_frame(); // music needs to play across many states
multi_log_process();
if (no_networking) {
return;
}
// maybe do a multiplayer frame based on game mode and state type
if (Game_mode & GM_MULTIPLAYER) {
switch (state) {
case GS_STATE_OPTIONS_MENU:
case GS_STATE_GAMEPLAY_HELP:
case GS_STATE_HOTKEY_SCREEN:
case GS_STATE_HUD_CONFIG:
case GS_STATE_CONTROL_CONFIG:
case GS_STATE_MISSION_LOG_SCROLLBACK:
case GS_STATE_SHOW_GOALS:
case GS_STATE_VIEW_CUTSCENES:
case GS_STATE_EVENT_DEBUG:
multi_maybe_do_frame();
break;
}
game_do_networking();
}
}
// Called once a frame.
// You should never try to change the state
// in here... if you think you need to, you probably really
// need to post an event, not change the state.
int Game_do_state_should_skip = 0;
void game_do_state(int state)
{
// always lets the do_state_common() function determine if the state should be skipped
Game_do_state_should_skip = 0;
// legal to set the should skip state anywhere in this function
game_do_state_common(state); // do stuff that may need to be done regardless of state
if(Game_do_state_should_skip){
return;
}
if(Script_system.IsConditionOverride(CHA_ONFRAME)) {
game_set_frametime(state);
game_check_key();
gr_clear();
gr_flip(); //Does state hook automagically
return;
}
/*
if(Script_system.IsOverride(GS_state_hooks[state]))
{
game_set_frametime(state);
gr_clear();
Script_system.RunBytecode(GS_state_hooks[state]);
gr_flip();
return;
}
*/
switch (state) {
case GS_STATE_MAIN_MENU:
game_set_frametime(GS_STATE_MAIN_MENU);
main_hall_do(flFrametime);
break;
case GS_STATE_OPTIONS_MENU:
game_set_frametime(GS_STATE_OPTIONS_MENU);
options_menu_do_frame(flFrametime);
break;
case GS_STATE_BARRACKS_MENU:
game_set_frametime(GS_STATE_BARRACKS_MENU);
barracks_do_frame(flFrametime);
break;
case GS_STATE_TRAINING_MENU:
game_set_frametime(GS_STATE_TRAINING_MENU);
training_menu_do_frame(flFrametime);
break;
case GS_STATE_TECH_MENU:
game_set_frametime(GS_STATE_TECH_MENU);
techroom_do_frame(flFrametime);
break;
case GS_STATE_GAMEPLAY_HELP:
game_set_frametime(GS_STATE_GAMEPLAY_HELP);
gameplay_help_do_frame(flFrametime);
break;
case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
game_do_frame();
break;
case GS_STATE_GAME_PAUSED:
if(pause_get_type() == PAUSE_TYPE_VIEWER) {
read_player_controls( Player_obj, flFrametime);
// game_process_keys();
game_frame(true);
}
pause_do();
break;
case GS_STATE_DEBUG_PAUSED:
#ifndef NDEBUG
game_set_frametime(GS_STATE_DEBUG_PAUSED);
pause_debug_do();
#endif
break;
case GS_STATE_TRAINING_PAUSED:
game_training_pause_do();
break;
case GS_STATE_LOAD_MISSION_MENU:
game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
mission_load_menu_do();
break;
case GS_STATE_BRIEFING:
game_set_frametime(GS_STATE_BRIEFING);
brief_do_frame(flFrametime);
break;
case GS_STATE_DEBRIEF:
game_set_frametime(GS_STATE_DEBRIEF);
debrief_do_frame(flFrametime);
break;
case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
multi_df_debrief_do();
break;
case GS_STATE_SHIP_SELECT:
game_set_frametime(GS_STATE_SHIP_SELECT);
ship_select_do(flFrametime);
break;
case GS_STATE_WEAPON_SELECT:
game_set_frametime(GS_STATE_WEAPON_SELECT);
weapon_select_do(flFrametime);
break;
case GS_STATE_MISSION_LOG_SCROLLBACK:
game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
hud_scrollback_do_frame(flFrametime);
break;
case GS_STATE_HUD_CONFIG:
game_set_frametime(GS_STATE_HUD_CONFIG);
hud_config_do_frame(flFrametime);
break;
case GS_STATE_PXO:
game_set_frametime(GS_STATE_PXO);
multi_pxo_do();
break;
case GS_STATE_PXO_HELP:
game_set_frametime(GS_STATE_PXO_HELP);
multi_pxo_help_do();
break;
case GS_STATE_MULTI_JOIN_GAME:
game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
multi_join_game_do_frame();
break;
case GS_STATE_MULTI_HOST_SETUP:
game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
multi_create_game_do();
break;
case GS_STATE_MULTI_CLIENT_SETUP:
game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
multi_game_client_setup_do_frame();
break;
case GS_STATE_CONTROL_CONFIG:
game_set_frametime(GS_STATE_CONTROL_CONFIG);
control_config_do_frame(flFrametime);
break;
case GS_STATE_DEATH_DIED:
game_do_frame();
break;
case GS_STATE_DEATH_BLEW_UP:
game_do_frame();
break;
case GS_STATE_SIMULATOR_ROOM:
game_set_frametime(GS_STATE_SIMULATOR_ROOM);
sim_room_do_frame(flFrametime);
break;
case GS_STATE_CAMPAIGN_ROOM:
game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
campaign_room_do_frame(flFrametime);
break;
case GS_STATE_RED_ALERT:
game_set_frametime(GS_STATE_RED_ALERT);
red_alert_do_frame(flFrametime);
break;
case GS_STATE_CMD_BRIEF:
game_set_frametime(GS_STATE_CMD_BRIEF);
cmd_brief_do_frame(flFrametime);
break;
case GS_STATE_CREDITS:
game_set_frametime(GS_STATE_CREDITS);
credits_do_frame(flFrametime);
break;
case GS_STATE_VIEW_MEDALS:
game_set_frametime(GS_STATE_VIEW_MEDALS);
medal_main_do();
break;
case GS_STATE_SHOW_GOALS:
game_set_frametime(GS_STATE_SHOW_GOALS);
mission_show_goals_do_frame(flFrametime);
break;
case GS_STATE_HOTKEY_SCREEN:
game_set_frametime(GS_STATE_HOTKEY_SCREEN);
mission_hotkey_do_frame(flFrametime);
break;
case GS_STATE_VIEW_CUTSCENES:
game_set_frametime(GS_STATE_VIEW_CUTSCENES);
cutscenes_screen_do_frame();
break;
case GS_STATE_MULTI_STD_WAIT:
game_set_frametime(GS_STATE_STANDALONE_MAIN);
multi_standalone_wait_do();
break;
case GS_STATE_STANDALONE_MAIN:
game_set_frametime(GS_STATE_STANDALONE_MAIN);
standalone_main_do();
break;
case GS_STATE_MULTI_PAUSED:
game_set_frametime(GS_STATE_MULTI_PAUSED);
multi_pause_do();
break;
case GS_STATE_TEAM_SELECT:
game_set_frametime(GS_STATE_TEAM_SELECT);
multi_ts_do();
break;
case GS_STATE_INGAME_PRE_JOIN:
game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
multi_ingame_select_do();
break;
case GS_STATE_EVENT_DEBUG:
#ifndef NDEBUG
game_set_frametime(GS_STATE_EVENT_DEBUG);
game_show_event_debug(flFrametime);
#endif
break;
case GS_STATE_STANDALONE_POSTGAME:
game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
multi_standalone_postgame_do();
break;
case GS_STATE_INITIAL_PLAYER_SELECT:
game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
player_select_do();
break;
case GS_STATE_MULTI_MISSION_SYNC:
game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
multi_sync_do();
break;
case GS_STATE_MULTI_START_GAME:
game_set_frametime(GS_STATE_MULTI_START_GAME);
multi_start_game_do();
break;
case GS_STATE_MULTI_HOST_OPTIONS:
game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
multi_host_options_do();
break;
case GS_STATE_END_OF_CAMPAIGN:
mission_campaign_end_do();
break;
case GS_STATE_LOOP_BRIEF:
game_set_frametime(GS_STATE_LOOP_BRIEF);
loop_brief_do(flFrametime);
break;
case GS_STATE_FICTION_VIEWER:
game_set_frametime(GS_STATE_FICTION_VIEWER);
fiction_viewer_do_frame(flFrametime);
break;
case GS_STATE_LAB:
game_set_frametime(GS_STATE_LAB);
lab_do_frame(flFrametime);
break;
case GS_STATE_SCRIPTING:
game_set_frametime(GS_STATE_SCRIPTING);
scripting_state_do_frame(flFrametime);
break;
} // end switch(gs_current_state)
#ifndef NDEBUG
if (Cmdline_debug_window) {
// Do a frame for the debug window here since this code is always executed
outwnd_debug_window_do_frame(flFrametime);
}
#endif
}
#ifdef _WIN32
// return 0 if there is enough RAM to run FreeSpace, otherwise return -1
int game_do_ram_check(uint64_t ram_in_bytes)
{
if ( ram_in_bytes < 30*1024*1024 ) {
int allowed_to_run = 1;
if ( ram_in_bytes < 25*1024*1024 ) {
allowed_to_run = 0;
}
char tmp[1024];
uint FreeSpace_total_ram_MB;
FreeSpace_total_ram_MB = (uint)(ram_in_bytes/(1024*1024));
if ( allowed_to_run ) {
sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n", 193), FreeSpace_total_ram_MB, FreeSpace_total_ram_MB);
os::dialogs::Message( os::dialogs::MESSAGEBOX_ERROR, tmp, XSTR( "Not Enough RAM", 194));
} 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);
os::dialogs::Message( os::dialogs::MESSAGEBOX_ERROR, tmp, XSTR( "Not Enough RAM", 194) );
return -1;
}
}
return 0;
}
#if 0 // no updater for fs2
// Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
// If so, copy it over and remove the update directory.
void game_maybe_update_launcher(char *exe_dir)
{
char src_filename[MAX_PATH];
char dest_filename[MAX_PATH];
strcpy_s(src_filename, exe_dir);
strcat_s(src_filename, NOX("\\update\\freespace.exe"));
strcpy_s(dest_filename, exe_dir);
strcat_s(dest_filename, NOX("\\freespace.exe"));
// see if src_filename exists
FILE *fp;
fp = fopen(src_filename, "rb");
if ( !fp ) {
return;
}
fclose(fp);
SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
// copy updated freespace.exe to freespace exe dir
if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
return;
}
// delete the file in the update directory
DeleteFile(src_filename);
// safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
char update_dir[MAX_PATH];
strcpy_s(update_dir, exe_dir);
strcat_s(update_dir, NOX("\\update"));
RemoveDirectory(update_dir);
}
#endif // no launcher
#endif // ifdef WIN32
void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
{
int i;
int sub_total = 0;
int sub_total_destroyed = 0;
int total = 0;
char str[255] = "";
// get the total for all his children
for (i=pm->submodel[sm].first_child; i >= 0; i = pm->submodel[i].next_sibling ) {
game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
}
// find the # of faces for this _individual_ object
total = submodel_get_num_polys(model_num, sm);
if(strstr(pm->submodel[sm].name, "-destroyed")){
sub_total_destroyed = total;
}
// write out total
sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
cfputs(str, out);
*out_total += total + sub_total;
*out_destroyed_total += sub_total_destroyed;
}
#define BAIL() do { int _idx; for(_idx=0; _idx<num_files; _idx++){ if(pof_list[_idx] != NULL){vm_free(pof_list[_idx]); pof_list[_idx] = NULL;}} return;} while(false);
void game_spew_pof_info()
{
char *pof_list[1000];
int num_files;
CFILE *out;
int idx, model_num, i, j;
polymodel *pm;
int total, root_total, model_total, destroyed_total, counted;
char str[255] = "";
// get file list
num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
// spew info on all the pofs
if(!num_files){
return;
}
// go
out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
if(out == NULL){
BAIL();
}
counted = 0;
for(idx=0; idx<num_files; idx++, counted++){
sprintf(str, "%s.pof", pof_list[idx]);
model_num = model_load(str, 0, NULL);
if(model_num >= 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; i<pm->n_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; i<pm->n_detail_levels; i++){
sprintf(str, "LOD %d\n", i);
cfputs(str, out);
// submodels
root_total = submodel_get_num_polys(model_num, pm->detail[i] );
total = 0;
destroyed_total = 0;
for (j=pm->submodel[pm->detail[i]].first_child; j >= 0; j = pm->submodel[j].next_sibling ) {
game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
}
sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
cfputs(str, out);
sprintf(str, "TOTAL: %d\n", total + root_total);
cfputs(str, out);
sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
cfputs(str, out);
sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
cfputs(str, out);
}
cfputs("------------------------------------------------------------------------\n\n", out);
}
// Free memory of this model again
model_unload(model_num);
}
}
cfclose(out);
model_free_all();
BAIL();
}
DCF(pofspew, "Spews POF info without shutting down the game")
{
game_spew_pof_info();
}
/**
* Does some preliminary checks and then enters main event loop.
*
* @returns 0 on a clean exit, or
* @returns 1 on an error
*/
int game_main(int argc, char *argv[])
{
int state;
// check if networking should be disabled, this could probably be done later but the sooner the better
// TODO: remove this when multi is fixed to handle more than MAX_SHIP_CLASSES_MULTI
if ( Ship_info.size() > MAX_SHIP_CLASSES_MULTI ) {
Networking_disabled = 1;
}
#ifdef _WIN32
// Find out how much RAM is on this machine
MEMORYSTATUSEX ms;
ms.dwLength = sizeof(ms);
GlobalMemoryStatusEx(&ms);
FreeSpace_total_ram = ms.ullTotalPhys;
if ( game_do_ram_check(FreeSpace_total_ram) == -1 ) {
return 1;
}
if ( ms.ullTotalVirtual < 1024 ) {
os::dialogs::Message( os::dialogs::MESSAGEBOX_ERROR, XSTR( "FreeSpace requires virtual memory to run.\r\n", 196), XSTR( "No Virtual Memory", 197) );
return 1;
}
char *tmp_mem = (char *) vm_malloc(16 * 1024 * 1024);
if (!tmp_mem) {
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, XSTR( "Not enough memory to run FreeSpace.\r\nTry closing down some other applications.\r\n", 198), XSTR( "Not Enough Memory", 199));
return 1;
}
vm_free(tmp_mem);
tmp_mem = NULL;
#endif // _WIN32
if ( !parse_cmdline(argc, argv) ) {
return 1;
}
if (Is_standalone){
nprintf(("Network", "Standalone running\n"));
}
game_init();
if (!headtracking::init())
{
mprintf(("Headtracking is not enabled...\n"));
}
game_stop_time();
// maybe spew pof stuff
if (Cmdline_spew_pof_info) {
game_spew_pof_info();
game_shutdown();
return 0;
}
// maybe spew VP CRCs, and exit
if (Cmdline_verify_vps) {
extern void cfile_spew_pack_file_crcs();
cfile_spew_pack_file_crcs();
game_shutdown();
return 0;
}
if (!Is_standalone) {
movie::play("intro.mve");
}
if (Is_standalone) {
gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
} else {
gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
}
while (1) {
// only important for non THREADED mode
os_poll();
events::EngineUpdate();
state = gameseq_process_events();
if ( state == GS_STATE_QUIT_GAME ) {
break;
}
// Since tracing is always active this needs to happen in the main loop
tracing::process_events();
}
game_shutdown();
return 0;
}
#if 0 // don't have an updater for fs2_open
// launch the fslauncher program on exit
void game_launch_launcher_on_exit()
{
STARTUPINFO si;
PROCESS_INFORMATION pi;
char cmd_line[2048];
char original_path[1024] = "";
memset( &si, 0, sizeof(STARTUPINFO) );
si.cb = sizeof(si);
// directory
_getcwd(original_path, 1023);
// set up command line
strcpy_s(cmd_line, original_path);
strcat_s(cmd_line, DIR_SEPARATOR_STR);
strcat_s(cmd_line, LAUNCHER_FNAME);
strcat_s(cmd_line, " -straight_to_update");
BOOL ret = CreateProcess( NULL, // pointer to name of executable module
cmd_line, // pointer to command line string
NULL, // pointer to process security attributes
NULL, // pointer to thread security attributes
FALSE, // handle inheritance flag
CREATE_DEFAULT_ERROR_MODE, // creation flags
NULL, // pointer to new environment block
NULL, // pointer to current directory name
&si, // pointer to STARTUPINFO
&pi // pointer to PROCESS_INFORMATION
);
// to eliminate build warnings
ret;
}
#endif
// game_shutdown()
//
// This function is called when FreeSpace terminates normally.
//
void game_shutdown(void)
{
events::EngineShutdown();
headtracking::shutdown();
fsspeech_deinit();
#ifdef FS2_VOICER
if(Cmdline_voice_recognition)
{
VOICEREC_deinit();
}
#endif
// don't ever flip a page on the standalone!
if(!(Game_mode & GM_STANDALONE_SERVER)){
gr_reset_clip();
gr_clear();
gr_flip();
}
// Free the scripting resources of the new UI first
scpui::shutdown_scripting();
// Everything after this should be done without scripting so we can free those resources here
Script_system.Clear();
// Deinitialize the new UI system, needs to be done after scripting shutdown to make sure the resources were
// released properly
scpui::shutdown();
// if the player has left the "player select" screen and quit the game without actually choosing
// a player, Player will be NULL, in which case we shouldn't write the player file out!
if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
Pilot.save_player();
Pilot.save_savefile();
}
particle::ParticleManager::shutdown();
batching_shutdown();
// load up common multiplayer icons
multi_unload_common_icons();
hud_close();
fireball_close(); // free fireball system
particle::close(); // close out the particle system
weapon_close(); // free any memory that was allocated for the weapons
ship_close(); // free any memory that was allocated for the ships
hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
decals::shutdown();
io::mouse::CursorManager::shutdown();
mission_campaign_clear(); // clear out the campaign stuff
message_mission_close(); // clear loaded table data from message.tbl
mission_parse_close(); // clear out any extra memory that may be in use by mission parsing
multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
multi_log_close();
logfile_close(LOGFILE_EVENT_LOG); // close down the mission log
#ifdef MULTI_USE_LAG
multi_lag_close();
#endif
// Free SEXP resources
sexp_shutdown();
obj_reset_colliders();
stars_close(); // clean out anything used by stars code
// the menu close functions will unload the bitmaps if they were displayed during the game
main_hall_close();
training_menu_close();
// free left over memory from table parsing
player_tips_close();
control_config_common_close();
io::joystick::shutdown();
audiostream_close();
snd_close();
event_music_close();
gamesnd_close(); // close out gamesnd, needs to happen *after* other sounds are closed
psnet_close();
obj_shutdown();
model_free_all();
bm_unload_all(); // unload/free bitmaps, has to be called *after* model_free_all()!
tracing::shutdown();
#ifndef NDEBUG
outwnd_debug_window_deinit();
#endif
gr_close();
os_cleanup();
cfile_close();
// although the comment in cmdline.cpp said this isn't needed,
// Valgrind disagrees (quite possibly incorrectly), but this is just cleaner
if (Cmdline_mod != NULL) {
delete[] Cmdline_mod;
Cmdline_mod = NULL;
}
lcl_xstr_close();
#if 0 // don't have an updater for fs2_open
// HACKITY HACK HACK
// if this flag is set, we should be firing up the launcher when exiting freespace
extern int Multi_update_fireup_launcher_on_exit;
if(Multi_update_fireup_launcher_on_exit){
game_launch_launcher_on_exit();
}
#endif
}
// game_stop_looped_sounds()
//
// This function will call the appropriate stop looped sound functions for those
// modules which use looping sounds. It is not enough just to stop a looping sound
// at the DirectSound level, the game is keeping track of looping sounds, and this
// function is used to inform the game that looping sounds are being halted.
//
void game_stop_looped_sounds()
{
hud_stop_looped_locking_sounds();
hud_stop_looped_engine_sounds();
afterburner_stop_sounds();
player_stop_looped_sounds();
obj_snd_stop_all(); // stop all object-linked persistant sounds
game_stop_subspace_ambient_sound();
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
snd_stop(Target_static_looping);
shipfx_stop_engine_wash_sound();
Target_static_looping = sound_handle::invalid();
}
void game_do_training_checks()
{
int i, s;
float d;
waypoint_list *wplp;
if (Training_context & TRAINING_CONTEXT_SPEED) {
s = (int) Player_obj->phys_info.fspeed;
if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
if (!Training_context_speed_set) {
Training_context_speed_set = 1;
Training_context_speed_timestamp = timestamp();
}
} else
Training_context_speed_set = 0;
}
if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
wplp = Training_context_path;
if (wplp->get_waypoints().size() > (uint) Training_context_goal_waypoint) {
i = Training_context_goal_waypoint;
do {
waypoint *wpt = find_waypoint_at_index(wplp, i);
Assert(wpt != NULL);
d = vm_vec_dist(wpt->get_pos(), &Player_obj->pos);
if (d <= Training_context_distance) {
Training_context_at_waypoint = i;
if (Training_context_goal_waypoint == i) {
Training_context_goal_waypoint++;
snd_play(gamesnd_get_game_sound(GameSounds::CARGO_REVEAL), 0.0f);
}
break;
}
i++;
if ((uint) i == wplp->get_waypoints().size())
i = 0;
} while (i != Training_context_goal_waypoint);
}
}
if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
Players_target = Player_ai->target_objnum;
Players_targeted_subsys = Player_ai->targeted_subsys;
Players_target_timestamp = timestamp();
}
// following added by Sesquipedalian for is_missile_locked
if ((Players_mlocked == UNINITIALIZED) || (Player_ai->current_target_is_locked != Players_mlocked)) {
Players_mlocked = Player_ai->current_target_is_locked;
Players_mlocked_timestamp = timestamp();
}
}
/////////// Following is for event debug view screen
#ifndef NDEBUG
#define EVENT_DEBUG_MAX 5000
#define EVENT_DEBUG_EVENT 0x8000
int Event_debug_index[EVENT_DEBUG_MAX];
int ED_count;
void game_add_event_debug_index(int n, int indent)
{
if (ED_count < EVENT_DEBUG_MAX)
Event_debug_index[ED_count++] = n | (indent << 16);
}
void game_add_event_debug_sexp(int n, int indent)
{
if (n < 0)
return;
if (Sexp_nodes[n].first >= 0) {
game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
return;
}
game_add_event_debug_index(n, indent);
if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
else
game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
}
void game_event_debug_init()
{
int e;
ED_count = 0;
for (e=0; e<Num_mission_events; e++) {
game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
game_add_event_debug_sexp(Mission_events[e].formula, 1);
}
}
void game_show_event_debug(float /*frametime*/)
{
char buf[256];
int i, k, z;
int font_height, font_width;
int y_index, y_max;
static int scroll_offset = 0;
k = game_check_key();
if (k)
switch (k) {
case KEY_UP:
case KEY_PAD8:
scroll_offset--;
if (scroll_offset < 0)
scroll_offset = 0;
break;
case KEY_DOWN:
case KEY_PAD2:
scroll_offset++;
break;
case KEY_PAGEUP:
scroll_offset -= 20;
if (scroll_offset < 0)
scroll_offset = 0;
break;
case KEY_PAGEDOWN:
scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
break;
default:
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
key_flush();
break;
} // end switch
gr_clear();
gr_set_color_fast(&Color_bright);
font::set_font(font::FONT1);
gr_get_string_size(&font_width, NULL, NOX("EVENT DEBUG VIEW"));
gr_string((gr_screen.clip_width_unscaled - font_width) / 2, gr_screen.center_offset_y + 15, NOX("EVENT DEBUG VIEW"));
gr_set_color_fast(&Color_normal);
font::set_font(font::FONT1);
gr_get_string_size(&font_width, &font_height, NOX("test"));
y_max = gr_screen.center_offset_y + gr_screen.center_h - font_height - 5;
y_index = gr_screen.center_offset_y + 45;
k = scroll_offset;
while (k < ED_count) {
if (y_index > y_max)
break;
z = Event_debug_index[k];
if (z & EVENT_DEBUG_EVENT) {
z &= 0x7fff;
sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
(Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
Mission_events[z].repeat_count, Mission_events[z].interval);
} else {
i = (z >> 16) * 3;
buf[i] = 0;
while (i--)
buf[i] = ' ';
strcat_s(buf, Sexp_nodes[z & 0x7fff].text);
switch (Sexp_nodes[z & 0x7fff].value) {
case SEXP_TRUE:
strcat_s(buf, NOX(" (True)"));
break;
case SEXP_FALSE:
strcat_s(buf, NOX(" (False)"));
break;
case SEXP_KNOWN_TRUE:
strcat_s(buf, NOX(" (Always true)"));
break;
case SEXP_KNOWN_FALSE:
strcat_s(buf, NOX(" (Always false)"));
break;
case SEXP_CANT_EVAL:
strcat_s(buf, NOX(" (Can't eval)"));
break;
case SEXP_NAN:
case SEXP_NAN_FOREVER:
strcat_s(buf, NOX(" (Not a number)"));
break;
}
}
gr_printf_no_resize(gr_screen.center_offset_x + 10, y_index, "%s", buf);
y_index += font_height;
k++;
}
gr_flip();
}
#endif // NDEBUG
#ifndef NDEBUG
FILE * Time_fp;
FILE * Texture_fp;
int Tmap_npixels=0;
int Tmap_num_too_big = 0;
int Num_models_needing_splitting = 0;
void Time_model( int modelnum )
{
// mprintf(( "Timing ship '%s'\n", si->name ));
vec3d eye_pos, model_pos;
matrix eye_orient, model_orient;
polymodel *pm = model_get( modelnum );
size_t 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; i<pm->n_textures; i++ ) {
char filename[1024];
ubyte pal[768];
texture_map *tmap = &pm->maps[i];
for(int j = 0; j < TM_NUM_TYPES; j++)
{
int bmp_num = tmap->textures[j].GetOriginalTexture();
if ( bmp_num > -1 ) {
bm_get_palette(bmp_num, pal, filename );
int w,h;
bm_get_info( bmp_num,&w, &h );
if ( (w > 512) || (h > 512) ) {
fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
Tmap_num_too_big++;
model_needs_splitting++;
}
} else {
//fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
}
}
}
if ( model_needs_splitting ) {
Num_models_needing_splitting++;
}
eye_orient = model_orient = vmd_identity_matrix;
eye_pos = model_pos = vmd_zero_vector;
eye_pos.xyz.z = -pm->rad*2.0f;
vec3d eye_to_model;
vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
fix t1 = timer_get_fixed_seconds();
angles ta;
ta.p = ta.b = ta.h = 0.0f;
int framecount = 0;
Tmap_npixels = 0;
int bitmaps_used_this_frame, bitmaps_new_this_frame;
bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
modelstats_num_polys = modelstats_num_verts = 0;
while( ta.h < PI2 ) {
matrix m1;
vm_angles_2_matrix(&m1, &ta );
vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
gr_reset_clip();
// gr_clear();
g3_start_frame(1);
//WMC - I think I can set this to VIEWER_ZOOM_DEFAULT.
//If it's not appropriate, use cam_get_current()
g3_set_view_matrix( &eye_pos, &eye_orient, VIEWER_ZOOM_DEFAULT );
model_clear_instance( modelnum );
model_render_params render_info;
render_info.set_detail_level_lock(0);
model_set_detail_level(0); // use highest detail level
model_render_immediate( &render_info, modelnum, &model_orient, &model_pos ); //|MR_NO_POLYS );
g3_end_frame();
// gr_flip();
framecount++;
ta.h += 0.1f;
int k = key_inkey();
if ( k == KEY_ESC ) {
exit(1);
}
}
fix t2 = timer_get_fixed_seconds();
bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
modelstats_num_polys /= framecount;
modelstats_num_verts /= framecount;
Tmap_npixels /=framecount;
mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
}
int Time_models = 0;
DCF_BOOL( time_models, Time_models )
void Do_model_timings_test()
{
if ( !Time_models ) return;
mprintf(( "Timing models!\n" ));
int i;
ubyte model_used[MAX_POLYGON_MODELS];
int model_id[MAX_POLYGON_MODELS];
for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
model_used[i] = 0;
}
// Load them all
for (auto sip = Ship_info.begin(); sip != Ship_info.end(); ++sip ) {
sip->model_num = model_load(sip->pof_file, 0, NULL);
model_used[sip->model_num % MAX_POLYGON_MODELS]++;
model_id[sip->model_num % MAX_POLYGON_MODELS] = sip->model_num;
}
Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
if ( !Texture_fp ) return;
Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
if ( !Time_fp ) return;
fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
// fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
if ( model_used[i] ) {
Time_model( model_id[i] );
}
}
fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
fclose(Time_fp);
fclose(Texture_fp);
exit(1);
}
#endif
// Call this function when you want to inform the player that a feature is disabled in this build
void game_feature_disabled_popup()
{
popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, the requested feature is currently disabled in this build", 1621));
}
// format the specified time (fixed point) into a nice string
void game_format_time(fix m_time,char *time_str)
{
float mtime;
int hours,minutes,seconds;
char tmp[10];
mtime = f2fl(m_time);
// get the hours, minutes and seconds
hours = (int)(mtime / 3600.0f);
if(hours > 0){
mtime -= (3600.0f * (float)hours);
}
seconds = (int)mtime%60;
minutes = (int)mtime/60;
// print the hour if necessary
if(hours > 0){
sprintf(time_str,XSTR( "%d:", 201),hours);
// if there are less than 10 minutes, print a leading 0
if(minutes < 10){
strcpy_s(tmp,NOX("0"));
strcat(time_str,tmp);
}
}
// print the minutes
if(hours){
sprintf(tmp,XSTR( "%d:", 201),minutes);
strcat(time_str,tmp);
} else {
sprintf(time_str,XSTR( "%d:", 201),minutes);
}
// print the seconds
if(seconds < 10){
strcpy_s(tmp,NOX("0"));
strcat(time_str,tmp);
}
sprintf(tmp,"%d",seconds);
strcat(time_str,tmp);
}
// ----------------------------------------------------------------
//
// Subspace Ambient Sound START
//
// ----------------------------------------------------------------
static sound_handle Subspace_ambient_left_channel = sound_handle::invalid();
static sound_handle Subspace_ambient_right_channel = sound_handle::invalid();
//
void game_start_subspace_ambient_sound()
{
if (!Subspace_ambient_left_channel.isValid()) {
Subspace_ambient_left_channel = snd_play_looping(gamesnd_get_game_sound(GameSounds::SUBSPACE_LEFT_CHANNEL), -1.0f);
}
if (!Subspace_ambient_right_channel.isValid()) {
Subspace_ambient_right_channel = snd_play_looping(gamesnd_get_game_sound(GameSounds::SUBSPACE_RIGHT_CHANNEL), 1.0f);
}
}
void game_stop_subspace_ambient_sound()
{
if (Subspace_ambient_left_channel.isValid()) {
snd_stop(Subspace_ambient_left_channel);
Subspace_ambient_left_channel = sound_handle::invalid();
}
if (Subspace_ambient_right_channel.isValid()) {
snd_stop(Subspace_ambient_right_channel);
Subspace_ambient_right_channel = sound_handle::invalid();
}
}
// ----------------------------------------------------------------
//
// Subspace Ambient Sound END
//
// ----------------------------------------------------------------
// ----------------------------------------------------------------
// Language autodetection stuff
//
// default setting is "-1" to use registry setting with English as fall back
// DO NOT change that default setting here or something uncouth might happen
// in the localization code
int detect_lang()
{
uint file_checksum;
int idx;
SCP_string first_font;
// if the reg is set then let lcl_init() figure out what to do
if (os_config_read_string( NULL, NOX("Language"), NULL ) != NULL)
return -1;
// try and open the file to verify
font::stuff_first(first_font);
CFILE *detect = cfopen(const_cast<char*>(first_font.c_str()), "rb");
// will use default setting if something went wrong
if (!detect)
return -1;
// get the long checksum of the file
file_checksum = 0;
cfseek(detect, 0, SEEK_SET);
cf_chksum_long(detect, &file_checksum);
cfclose(detect);
detect = NULL;
// now compare the checksum/filesize against known #'s
for (idx=0; idx < NUM_BUILTIN_LANGUAGES; idx++) {
if (Lcl_builtin_languages[idx].checksum == (int)file_checksum) {
mprintf(( "AutoLang: Language auto-detection successful...\n" ));
return idx;
}
}
// notify if a match was not found, include detected checksum
mprintf(( "ERROR: Unknown Language Checksum: %i\n", (int)file_checksum ));
mprintf(( "Using default language settings...\n" ));
return -1;
}
//
// Eng Auto Lang stuff
// ----------------------------------------------------------------
// ----------------------------------------------------------------
// SHIPS TBL VERIFICATION STUFF
//
// checksums, just keep a list of all valid ones, if it matches any of them, keep it
#define NUM_SHIPS_TBL_CHECKSUMS 1
int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
// -1022810006, // 1.0 FULL
-1254285366 // 1.2 FULL (German)
};
void verify_ships_tbl()
{
/*
#ifdef NDEBUG
Game_ships_tbl_valid = 1;
#else
*/
uint file_checksum;
int idx;
// detect if the packfile exists
CFILE *detect = cfopen("ships.tbl", "rb");
Game_ships_tbl_valid = 0;
// not mission-disk
if(!detect){
Game_ships_tbl_valid = 0;
return;
}
// get the long checksum of the file
file_checksum = 0;
cfseek(detect, 0, SEEK_SET);
cf_chksum_long(detect, &file_checksum);
cfclose(detect);
detect = NULL;
// now compare the checksum/filesize against known #'s
for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
Game_ships_tbl_valid = 1;
return;
}
}
// #endif
}
DCF(shipspew, "display the checksum for the current ships.tbl")
{
uint file_checksum;
CFILE *detect = cfopen("ships.tbl", "rb");
// get the long checksum of the file
file_checksum = 0;
cfseek(detect, 0, SEEK_SET);
cf_chksum_long(detect, &file_checksum);
cfclose(detect);
dc_printf("%d", file_checksum);
}
// ----------------------------------------------------------------
// WEAPONS TBL VERIFICATION STUFF
//
// checksums, just keep a list of all valid ones, if it matches any of them, keep it
#define NUM_WEAPONS_TBL_CHECKSUMS 1
int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
// 399297860, // 1.0 FULL
-553984927 // 1.2 FULL (german)
};
void verify_weapons_tbl()
{
/*
#ifdef NDEBUG
Game_weapons_tbl_valid = 1;
#else
*/
uint file_checksum;
int idx;
// detect if the packfile exists
CFILE *detect = cfopen("weapons.tbl", "rb");
Game_weapons_tbl_valid = 0;
// not mission-disk
if(!detect){
Game_weapons_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<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
Game_weapons_tbl_valid = 1;
return;
}
}
// #endif
}
DCF(wepspew, "display the checksum for the current weapons.tbl")
{
uint file_checksum;
CFILE *detect = cfopen("weapons.tbl", "rb");
// get the long checksum of the file
file_checksum = 0;
cfseek(detect, 0, SEEK_SET);
cf_chksum_long(detect, &file_checksum);
cfclose(detect);
dc_printf("%d", file_checksum);
}
// if the game is running using hacked data
int game_hacked_data()
{
if (MULTI_IS_TRACKER_GAME) {
return multi_fs_tracker_validate_game_data();
} else {
// hacked!
if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
return 1;
}
}
// not hacked
return 0;
}
void game_title_screen_display()
{
/* _finddata_t find;
long find_handle;
char current_dir[256];
//Get the find string
_getcwd(current_dir, 256);
strcat_s(current_dir, DIR_SEPARATOR_STR);
strcat_s(current_dir, "*.pcx");
//Let the search begin!
find_handle = _findfirst(current_dir, &find);
int i = 0;
if(find_handle != -1)
{
char *p;
do {
if(!(find.attrib & _A_SUBDIR) && (strlen(find.name) < MAX_FILENAME_LEN)) {
p = strchr( find.name, '.' );
if(p) {
*p = '\0';
}
if(stricmp(find.name, Game_logo_screen_fname[gr_screen.res])
&& stricmp(find.name, Game_title_screen_fname[gr_screen.res]))
{
strcpy_s(Splash_screens[i], find.name);
i++;
}
if(i == MAX_SPLASHSCREENS) {
break;
}
}
} while(!_findnext(find_handle, &find));
}
if(i) {
srand(time(NULL));
title_bitmap = bm_load(Splash_screens[rand() % i]);
} else {
title_bitmap = bm_load(Game_title_screen_fname[gr_screen.res]);
}
if (title_bitmap == -1 && title_logo == -1) {
// return;
}
*/
bool condhook_override = Script_system.IsConditionOverride(CHA_SPLASHSCREEN);
mprintf(("SCRIPTING: Splash screen overrides checked\n"));
if(!condhook_override)
{
Game_title_logo = bm_load(Game_logo_screen_fname[gr_screen.res]);
Game_title_bitmap = bm_load(Game_title_screen_fname[gr_screen.res]);
if (Game_title_bitmap != -1)
{
// set
gr_set_bitmap(Game_title_bitmap);
// get bitmap's width and height
int width, height;
bm_get_info(Game_title_bitmap, &width, &height);
// set the screen scale to the bitmap's dimensions
gr_set_screen_scale(width, height);
// draw it in the center of the screen
gr_bitmap((gr_screen.max_w_unscaled - width)/2, (gr_screen.max_h_unscaled - height)/2, GR_RESIZE_MENU);
if (Game_title_logo != -1)
{
gr_set_bitmap(Game_title_logo);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
gr_reset_screen_scale();
}
}
Script_system.RunCondition(CHA_SPLASHSCREEN);
mprintf(("SCRIPTING: Splash screen conditional hook has been run\n"));
// flip
gr_flip();
}
void game_title_screen_close()
{
if (Game_title_bitmap != -1) {
bm_release(Game_title_bitmap);
Game_title_bitmap = -1;
}
if (Game_title_logo != -1) {
bm_release(Game_title_logo);
Game_title_bitmap = -1;
}
}
// return true if the game is running with "low memory", which is less than 48MB
bool game_using_low_mem()
{
if (Use_low_mem == 0) {
return false;
} else {
return true;
}
}
// place calls here that need to take effect immediately when the game is
// minimized. Called from osapi.cpp
void game_pause()
{
// Protection against flipping out -- Kazan
if (!GameState_Stack_Valid())
return;
if (!(Game_mode & GM_MULTIPLAYER)){
switch ( gameseq_get_state() )
{
case GS_STATE_MAIN_MENU:
main_hall_pause(); // not an instant shutoff of misc anims and sounds
break;
case GS_STATE_BRIEFING:
brief_pause();
break;
case GS_STATE_DEBRIEF:
debrief_pause();
break;
case GS_STATE_CMD_BRIEF:
cmd_brief_pause();
break;
case GS_STATE_RED_ALERT:
red_alert_voice_pause();
break;
// anything that would leave the ambient mainhall sound going
case GS_STATE_TECH_MENU:
case GS_STATE_BARRACKS_MENU:
main_hall_stop_ambient();
main_hall_stop_music(true); // not an instant shutoff
break;
// things that would get music except if they are called while in-mission
case GS_STATE_OPTIONS_MENU:
case GS_STATE_HUD_CONFIG:
if ( !(Game_mode & GM_IN_MISSION) ) {
main_hall_stop_ambient();
main_hall_stop_music(true); // not an instant shutoff
}
break;
// only has the ambient sound, no music
case GS_STATE_INITIAL_PLAYER_SELECT:
main_hall_stop_ambient();
break;
// pause_init is a special case and we don't unpause it ourselves
case GS_STATE_GAME_PLAY:
if ( (!popup_active()) && (!popupdead_is_active()) )
pause_init();
break;
case GS_STATE_FICTION_VIEWER:
fiction_viewer_pause();
break;
default:
audiostream_pause_all();
}
}
}
// calls to be executed when the game is restored from minimized or inactive state
void game_unpause()
{
if (!GameState_Stack_Valid())
return;
// automatically recover from everything but an in-mission pause
if (!(Game_mode & GM_MULTIPLAYER)) {
switch ( gameseq_get_state() )
{
case GS_STATE_MAIN_MENU:
main_hall_unpause();
break;
case GS_STATE_BRIEFING:
brief_unpause();
break;
case GS_STATE_DEBRIEF:
debrief_unpause();
break;
case GS_STATE_CMD_BRIEF:
cmd_brief_unpause();
break;
case GS_STATE_RED_ALERT:
red_alert_voice_unpause();
break;
// anything that would leave the ambient mainhall sound going
case GS_STATE_TECH_MENU:
case GS_STATE_BARRACKS_MENU:
main_hall_start_ambient();
main_hall_start_music(); // not an instant shutoff
break;
// things that would get music except if they are called while in-mission
case GS_STATE_OPTIONS_MENU:
case GS_STATE_HUD_CONFIG:
if ( !(Game_mode & GM_IN_MISSION) ) {
main_hall_start_ambient();
main_hall_start_music(); // not an instant shutoff
}
break;
// only has the ambient sound, no music
case GS_STATE_INITIAL_PLAYER_SELECT:
main_hall_start_ambient();
break;
// if in a game then do nothing, pause_init() should have been called
// and will get cleaned up elsewhere
case GS_STATE_GAME_PLAY:
break;
// ditto for if we explicitly paused the game and then minimized it
case GS_STATE_GAME_PAUSED:
break;
case GS_STATE_FICTION_VIEWER:
fiction_viewer_unpause();
break;
default:
audiostream_unpause_all();
}
}
}
int actual_main(int argc, char *argv[])
{
int result = -1;
Assert(argc > 0);
crashdump::installCrashHandler();
#ifdef WIN32
// Don't let more than one instance of FreeSpace run.
HWND hwnd = FindWindow(NOX("FreeSpaceClass"), NULL);
if (hwnd) {
SetForegroundWindow(hwnd);
return 0;
}
::CoInitialize(NULL);
SCP_mspdbcs_Initialise();
#else
#ifdef APPLE_APP
char pathbuf[PROC_PIDPATHINFO_MAXSIZE];
if (proc_pidpath(getppid(), pathbuf, sizeof(pathbuf)) <= 0) {
Warning(LOCATION, "Could not retrieve parent pidpath!");
}
if (strcmp("/sbin/launchd", pathbuf) == 0) {
// Finder sets the working directory to the root of the drive so we have to get a little creative
// to find out where on the disk we should be running from for CFILE's sake.
char *path_name = SDL_GetBasePath();
chdir(path_name);
SDL_free(path_name);
}
#endif
#endif
#if defined(GAME_ERRORLOG_TXT) && defined(_MSC_VER)
__try {
#elif !defined(DONT_CATCH_MAIN_EXCEPTIONS)
try {
#endif
result = game_main(argc, argv);
#if defined(GAME_ERRORLOG_TXT) && defined(_MSC_VER)
}
__except (RecordExceptionInfo(GetExceptionInformation(), "FreeSpace 2 Main Thread")) {
// Do nothing here - RecordExceptionInfo() has already done
// everything that is needed. Actually this code won't even
// get called unless you return EXCEPTION_EXECUTE_HANDLER from
// the __except clause.
}
#elif !defined(DONT_CATCH_MAIN_EXCEPTIONS)
}
catch (const std::exception &ex) {
Error(LOCATION, "Caught std::exception in main(): '%s'!", ex.what());
fprintf(stderr, "Caught std::exception in main(): '%s'!\n", ex.what());
result = EXIT_FAILURE;
}
catch (...) {
Error(LOCATION, "Caught exception in main()!");
fprintf(stderr, "Caught exception in main()!\n");
result = EXIT_FAILURE;
}
#endif
#ifdef WIN32
SCP_mspdbcs_Cleanup();
::CoUninitialize();
#ifndef __MINGW32__
_CrtDumpMemoryLeaks();
#endif
#endif
return result;
}
#ifdef __cplusplus
extern "C"
#endif
int main(int argc, char *argv[])
{
// The extern "C" causes problems with linking so we'll just call
// the actual main function here
return actual_main(argc, argv);
}