Files
fs2open.github.com/code/fred2/fredstubs.cpp
T

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