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fs2open.github.com/code/globalincs/systemvars.cpp
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635 lines
17 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.
*
*/
#include "debugconsole/console.h"
#include "globalincs/pstypes.h"
#include "globalincs/systemvars.h"
#include "io/timer.h"
#include "nebula/neb.h"
#include "graphics/2d.h"
fix Missiontime;
fix Skybox_timestamp;
fix Frametime;
int Framecount=0;
int Game_mode;
int Game_restoring = 0; // If set, this means we are restoring data from disk
int Viewer_mode; // Viewer's mode, see VM_xxxx flags.
//CUTSCENE STUFF
//Cutscene flags
int Cutscene_bar_flags = CUB_NONE;
//Time for gradual change in seconds
float Cutscene_delta_time = 1.0f;
//How far along a change is (0 to 1)
float Cutscene_bars_progress = 1.0f;
//FADEIN STUFF
shader Viewer_shader;
FadeType Fade_type = FI_NONE;
int Fade_start_timestamp = 0;
int Fade_end_timestamp = 0;
// The detail level. Anything below zero draws simple models earlier than it
// should. Anything above zero draws higher detail models longer than it should.
// -2=lowest
// -1=low
// 0=normal (medium)
// 1=high
// 2=extra high
int Game_detail_level = 0;
uint Game_detail_flags = DETAIL_DEFAULT; // see systemvars.h for explanation
angles Viewer_slew_angles; // Angles of viewer relative to forward.
vei Viewer_external_info; // Viewer angles to ship in external view.
vci Viewer_chase_info; // View chase camera information
vec3d leaning_position;
int Is_standalone;
int Rand_count;
int Interface_last_tick = -1; // last timer tick on flip
#ifndef NDEBUG
// for debugging, used to print the currently processing filename on the loading screen
char Processing_filename[MAX_PATH_LEN];
#endif
// override states to skip rendering of certain elements, but without disabling them completely
bool Basemap_override = false;
bool Envmap_override = false;
bool Specmap_override = false;
bool Normalmap_override = false;
bool Heightmap_override = false;
bool Glowpoint_override = false;
bool Glowpoint_use_depth_buffer = true;
bool GLSL_override = false;
bool PostProcessing_override = false;
bool Teamcolor_override = false;
bool Shadow_override = false;
// Values used for noise for thruster animations
float Noise[NOISE_NUM_FRAMES] = {
0.468225f,
0.168765f,
0.318945f,
0.292866f,
0.553357f,
0.468225f,
0.180456f,
0.418465f,
0.489958f,
1.000000f,
0.468225f,
0.599820f,
0.664718f,
0.294215f,
0.000000f
};
int myrand()
{
int rval;
rval = rand();
Rand_count++;
// nprintf(("Alan","RAND: %d\n", rval));
return rval;
}
// returns a random number between 0 and 0x7fffffff, or something close to it.
int rand32()
{
if (RAND_MAX == 0x7fff) {
int random32;
// this gets two random 16 bit numbers and stuffs them into a 32 bit number
random32 = (rand() << 16) | rand();
//since rand() returns between 0 and 0x7fff, there needs to be a thing to randomly generate the 16th bit
random32 |= ((rand() & 1) << 15);
return random32;
}
else {
return rand();
}
}
// Variables for the loading callback hooks
static int cf_timestamp = -1;
static void (*cf_callback)(int count) = NULL;
static int cf_in_callback = 0;
static int cb_counter = 0;
static int cb_last_counter = 0;
static int cb_delta_step = -1;
// Call this with the name of a function. That function will
// then get called around 10x per second. The callback function
// gets passed a 'count' which is how many times game_busy has
// been called since the callback was set. It gets called
// one last time with count=-1 when you turn off the callback
// by calling game_busy_callback(NULL). Game_busy_callback
// returns the current count, so you can tell how many times
// game_busy got called.
int game_busy_callback( void (*callback)(int count), int delta_step )
{
if ( !callback ) {
// Call it once more to finalize things
cf_in_callback++;
(*cf_callback)(-1);
cf_in_callback--;
cf_timestamp = -1;
cf_callback = NULL;
} else {
cb_counter = 0;
cb_last_counter = 0;
cb_delta_step = delta_step;
cf_timestamp = timer_get_milliseconds()+(1000/10);
cf_callback = callback;
// Call it once
cf_in_callback++;
(*cf_callback)(0); // pass 0 first time!
cf_in_callback--;
}
return cb_counter;
}
// Call whenever loading to display cursor
void game_busy(const char *filename)
{
if ( cf_in_callback != 0 ) return; // don't call callback if we're already in it.
if ( cf_timestamp < 0 ) return;
if ( !cf_callback ) return;
cb_counter++;
// mprintf(( "CB_COUNTER=%d\n", cb_counter ));
#ifndef NDEBUG
if (filename != NULL)
strcpy_s(Processing_filename, filename);
#endif
int t1 = timer_get_milliseconds();
if ( (t1 > cf_timestamp) || ((cb_counter > cb_last_counter+155) && (cb_delta_step > 0)) ) {
cb_last_counter = cb_counter;
cf_in_callback++;
(*cf_callback)(cb_counter);
cf_in_callback--;
cf_timestamp = t1 + (1000/10);
}
}
//======================== CODE TO MONITOR EVENTS ======================
#ifndef NDEBUG
#define MAX_VARIABLE_MONITORS 64
static int Num_monitors = 0;
static monitor *Monitor[MAX_VARIABLE_MONITORS];
monitor::monitor( char *_name )
{
int i;
if ( Num_monitors >= MAX_VARIABLE_MONITORS ) {
Int3(); // Too many monitor variables!! Increase MAX_VARIABLE_MONITORS!!
return;
}
for (i=0; i<Num_monitors; i++ ) {
int ret = stricmp( Monitor[i]->name, _name );
if ( ret == 0) {
Int3(); // This monitor variable already exists!!!!
return;
} else if ( ret > 0 ) {
break; // Insert it here
} else if ( ret < 0 ) {
// do nothing
}
}
if ( i < Num_monitors ) {
// Insert it at element i
int j;
for (j=Num_monitors; j>i; j-- ) {
Monitor[j] = Monitor[j-1];
}
Monitor[i] = this;
Num_monitors++;
} else {
Monitor[Num_monitors] = this;
Num_monitors++;
}
name = _name;
value = 0;
}
int Monitor_inited = 0;
char Monitor_filename[MAX_PATH_LEN];
fix monitor_last_time = -1;
DCF(monitor,"Monitors game performace by saving to file")
{
SCP_string filename;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: monitor [filename]\n");
dc_printf("Outputs monitoring info to [filename]. No filename turns it off\n" );
return;
}
if (dc_maybe_stuff_string_white(filename)) {
if ( Monitor_inited ) {
dc_printf( "Monitor already on\n" );
} else {
Monitor_inited = 1;
strcpy_s(Monitor_filename, filename.c_str());
// Reset them all
int i;
for (i=0; i<Num_monitors; i++ ) {
Monitor[i]->value = 0;
Monitor[i]->sum = 0;
Monitor[i]->cnt = 0;
Monitor[i]->min = 0;
Monitor[i]->max = 0;
}
FILE *fp = fopen( Monitor_filename, "wt" );
if ( fp ) {
for (i=0; i<Num_monitors; i++ ) {
if ( i > 0 ) {
fprintf( fp, "\t" );
}
fprintf( fp, "%s", Monitor[i]->name );
}
fprintf( fp, "\n" );
fclose(fp);
}
dc_printf( "Monitor outputting to file '%s'\n", Monitor_filename );
monitor_last_time = -1;
}
} else {
// Turn off monitoring
if ( Monitor_inited ) {
Monitor_inited = 0;
/*
FILE *fp = fopen( Monitor_filename, "at" );
if ( fp ) {
fprintf( fp, "\n\n" );
fprintf( fp, "Name\tMin\tMax\tAvg\n" );
for (int i=0; i<Num_monitors; i++ ) {
if ( Monitor[i]->cnt > 0 ) {
fprintf( fp, "%s\t%d\t%d\t%d\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max, Monitor[i]->sum / Monitor[i]->cnt );
} else {
fprintf( fp, "%s\t%d\t%d\t?\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max );
}
}
fclose(fp);
}
*/
dc_printf( "Monitor to file '%s' turned off\n", Monitor_filename );
} else {
dc_printf( "Monitor isn't on\n" );
}
}
}
MONITOR(FrameRateX100)
void monitor_update()
{
int i;
FILE * fp;
fix this_time = timer_get_fixed_seconds();
fix frametime;
if ( monitor_last_time != -1 ) {
frametime = this_time - monitor_last_time;
} else {
frametime = 0;
}
if ( frametime > 0 ) {
MONITOR_INC(FrameRateX100, (F1_0*100) / frametime );
} else {
MONITOR_INC(FrameRateX100, 0 );
}
if ( !Monitor_inited ) {
return;
}
if ( frametime != 0 ) {
fp = fopen( Monitor_filename, "at" );
if ( fp ) {
for (i=0; i<Num_monitors; i++ ) {
if (i>0) fprintf( fp, "\t" );
fprintf( fp, "%d", Monitor[i]->value );
}
fprintf( fp, "\n" );
fclose(fp);
}
for (i=0; i<Num_monitors; i++ ) {
// Record stats
Monitor[i]->sum += Monitor[i]->value;
if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value < Monitor[i]->min )) {
Monitor[i]->min = Monitor[i]->value;
}
if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value > Monitor[i]->max )) {
Monitor[i]->max = Monitor[i]->value;
}
Monitor[i]->cnt++;
// Reset the value
Monitor[i]->value = 0;
}
} else {
for (i=0; i<Num_monitors; i++ ) {
// Reset the value
Monitor[i]->value = 0;
}
}
monitor_last_time = timer_get_fixed_seconds();
}
#endif //NDEBUG
#if MAX_DETAIL_LEVEL != 4
#error MAX_DETAIL_LEVEL is assumed to be 4 in SystemVars.cpp
#endif
#if NUM_DEFAULT_DETAIL_LEVELS != 4
#error NUM_DEFAULT_DETAIL_LEVELS is assumed to be 4 in SystemVars.cpp
#endif
// Detail level stuff
detail_levels Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS] = {
{ // Low
0, // setting
// ===== Analogs (0-MAX_DETAIL_LEVEL) ====
0, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
0, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
0, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
0, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
0, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
0, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
0, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
2, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
// ==== Booleans ====
0, // targetview_model; // 0=off, 1=on
0, // planets_suns; // 0=off, 1=on
0, // weapon_extras
},
{ // Medium
1, // setting
// ===== Analogs (0-MAX_DETAIL_LEVEL) ====
2, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
2, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
2, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
2, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
2, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
2, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
2, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
3, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
// ==== Booleans ====
1, // targetview_model; // 0=off, 1=on
1, // planets_suns; // 0=off, 1=on
1, // weapon extras
},
{ // High level
2, // setting
// ===== Analogs (0-MAX_DETAIL_LEVEL) ====
2, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
2, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
3, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
3, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
3, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
// ==== Booleans ====
1, // targetview_model; // 0=off, 1=on
1, // planets_suns; // 0=off, 1=on
1, // weapon_extras
},
{ // Highest level
3, // setting
// ===== Analogs (0-MAX_DETAIL_LEVEL) ====
3, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
4, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
4, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
4, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
4, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
// ==== Booleans ====
1, // targetview_model; // 0=off, 1=on
1, // planets_suns; // 0=off, 1=on
1, // weapon_extras
},
};
// Global used to access detail levels in game and libs
detail_levels Detail = Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS-1];
// Call this with:
// 0 - lowest
// NUM_DETAIL_LEVELS - highest
// To set the parameters in Detail to some set of defaults
void detail_level_set(int level)
{
if ( level < 0 ) {
Detail.setting = -1;
return;
}
Assert( level >= 0 );
Assert( level < NUM_DEFAULT_DETAIL_LEVELS );
Detail = Detail_defaults[level];
// reset nebula stuff
neb2_set_detail_level(level);
}
// Returns the current detail level or -1 if custom.
int current_detail_level()
{
// return Detail.setting;
int i;
for (i=0; i<NUM_DEFAULT_DETAIL_LEVELS; i++ ) {
if ( memcmp( &Detail, &Detail_defaults[i], sizeof(detail_levels) )==0 ) {
return i;
}
}
return -1;
}
#ifndef NDEBUG
DCF(detail_level,"Change the detail level")
{
int value;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: detail_level [n]\n");
dc_printf("[n] -- is detail level.\n");
dc_printf("\t0 is 'normal' detail,\n");
dc_printf("\tnegative values are lower, and\n");
dc_printf("\tpositive values are higher.\n\n");
dc_printf("No parameter resets it to default.\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Detail level set to %d\n", Game_detail_level);
return;
}
if (dc_maybe_stuff_int(&value)) {
Game_detail_level = value;
dc_printf("Detail level set to %i\n", Game_detail_level);
} else {
Game_detail_level = 0;
dc_printf("Detail level reset\n");
}
}
DCF(detail, "Turns on/off parts of the game for speed testing" )
{
int value;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: detail [n]\n");
dc_printf("[n] is detail bit to toggle:\n" );
dc_printf( " 1: draw the stars\n" );
dc_printf( " 2: draw the nebulas\n" );
dc_printf( " 4: draw the motion debris\n" );
dc_printf( " 8: draw planets\n" );
dc_printf( " 16: draw models not as blobs\n" );
dc_printf( " 32: draw lasers not as pixels\n" );
dc_printf( " 64: clear screen background after each frame\n" );
dc_printf( " 128: draw hud stuff\n" );
dc_printf( " 256: draw fireballs\n" );
dc_printf( " 512: do collision detection\n\n" );
dc_printf("No argument will toggle between highest/lowest detail settings\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Detail flags set to 0x%08x\n", Game_detail_flags);
dc_printf( " 1: draw the stars: %s\n", ((Game_detail_flags & 1) ? "on" : "off"));
dc_printf( " 2: draw the nebulas: %s\n", ((Game_detail_flags & 2)?"on" : "off"));
dc_printf( " 4: draw the motion debris: %s\n", ((Game_detail_flags & 4) ? "on" : "off"));
dc_printf( " 8: draw planets: %s\n", ((Game_detail_flags & 8) ? "on" : "off"));
dc_printf( " 16: draw models not as blobs: %s\n", ((Game_detail_flags & 16) ? "on" : "off"));
dc_printf( " 32: draw lasers not as pixels: %s\n", ((Game_detail_flags & 32) ? "on" : "off"));
dc_printf( " 64: clear screen background after each frame: %s\n", ((Game_detail_flags & 64) ? "on" : "off"));
dc_printf( " 128: draw hud stuff: %s\n", ((Game_detail_flags & 128) ? "on" : "off"));
dc_printf( " 256: draw fireballs: %s\n", ((Game_detail_flags & 256) ? "on" : "off"));
dc_printf( " 512: do collision detection: %s\n", ((Game_detail_flags & 512) ? "on" : "off"));
return;
}
if (dc_maybe_stuff_int(&value)) {
Game_detail_flags ^= value;
} else {
if (Game_detail_flags == DETAIL_DEFAULT) {
Game_detail_flags = DETAIL_FLAG_CLEAR;
dc_printf( "Detail flags set lowest (except has screen clear)\n" );
} else {
Game_detail_flags = DETAIL_DEFAULT;
dc_printf( "Detail flags set highest\n" );
}
}
}
#endif
// Goober5000
// (Taylor says that for optimization purposes malloc/free should be used rather than vm_malloc/vm_free here)
// NOTE: Because this uses memcpy, it should only be used to sort POD elements!
void insertion_sort(void *array_base, size_t array_size, size_t element_size, int (*fncompare)(const void *, const void *))
{
int i, j;
void *current;
char *array_byte_base;
// this is used to avoid having to cast array_base to (char *) all the time
array_byte_base = (char *) array_base;
// allocate space for the element being moved
current = malloc(element_size);
if (current == NULL)
{
Int3();
return;
}
// loop
for (i = 1; (unsigned) i < array_size; i++)
{
// grab the current element
memcpy(current, array_byte_base + (i * element_size), element_size);
// bump other elements toward the end of the array
for (j = i - 1; (j >= 0) && (fncompare(array_byte_base + (j * element_size), current) > 0); j--)
{
memcpy(array_byte_base + ((j + 1) * element_size), array_byte_base + (j * element_size), element_size);
}
// insert the current element at the correct place
memcpy(array_byte_base + ((j + 1) * element_size), current, element_size);
}
// free the allocated space
free(current);
}