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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "globalincs/systemvars.h"
#include "debugconsole/console.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "nebula/neb.h"
#include "options/Option.h"
fix Missiontime;
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;
// 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 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 Envmap_override = false;
bool Glowpoint_override = false;
bool Glowpoint_use_depth_buffer = true;
bool PostProcessing_override = false;
bool Shadow_override = false;
bool Trail_render_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
};
// 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);
}
}
#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) ====
4, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
4, // 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];
const SCP_vector<std::pair<int, std::pair<const char*, int>>> DetailLevelValues = {{ 0, {"Minimum", 1680}},
{ 1, {"Low", 1160}},
{ 2, {"Medium", 1161}},
{ 3, {"High", 1162}},
{ 4, {"Ultra", 1721}}};
const auto ModelDetailOption __UNUSED = options::OptionBuilder<int>("Graphics.Detail",
std::pair<const char*, int>{"Model Detail", 1739},
std::pair<const char*, int>{"Detail level of models", 1740})
.importance(8)
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.change_listener([](int val, bool) {
Detail.detail_distance = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
const auto TexturesOption __UNUSED = options::OptionBuilder<int>("Graphics.Texture",
std::pair<const char*, int>{"3D Hardware Textures", 1362},
std::pair<const char*, int>{"Level of detail of textures", 1720})
.importance(6)
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.change_listener([](int val, bool) {
Detail.hardware_textures = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
const auto ParticlesOption __UNUSED = options::OptionBuilder<int>("Graphics.Particles",
std::pair<const char*, int>{"Particles", 1363},
std::pair<const char*, int>{"Level of detail for particles", 1717})
.importance(5)
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.change_listener([](int val, bool) {
Detail.num_particles = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
const auto SmallDebrisOption __UNUSED = options::OptionBuilder<int>("Graphics.SmallDebris",
std::pair<const char*, int>{"Impact Effects", 1364},
std::pair<const char*, int>{"Level of detail of impact effects", 1743})
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.importance(4)
.change_listener([](int val,bool) {
Detail.num_small_debris = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
const auto ShieldEffectsOption __UNUSED = options::OptionBuilder<int>("Graphics.ShieldEffects",
std::pair<const char*, int>{"Shield Hit Effects", 1718},
std::pair<const char*, int>{"Level of detail of shield impacts", 1719})
.importance(3)
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.change_listener([](int val, bool) {
Detail.shield_effects = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
const auto StarsOption __UNUSED = options::OptionBuilder<int>("Graphics.Stars",
std::pair<const char*, int>{"Stars", 1366},
std::pair<const char*, int>{"Number of stars in the mission", 1698})
.importance(2)
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.change_listener([](int val, bool) {
Detail.num_stars = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
// 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];
}
// 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
// Stuff that can't be included in vmallocator.h
std::locale SCP_default_locale("");
void SCP_tolower(char *str)
{
for (; *str != '\0'; ++str)
*str = SCP_tolower(*str);
}
void SCP_toupper(char *str)
{
for (; *str != '\0'; ++str)
*str = SCP_toupper(*str);
}
// this is a bit naive but it is good enough for the time being
void SCP_totitle(char *str)
{
bool prev_alpha = false;
for (; *str != '\0'; ++str)
{
bool this_alpha = (*str >= 'a' && *str <= 'z') || (*str >= 'A' && *str <= 'Z');
if (this_alpha)
{
if (prev_alpha)
*str = SCP_tolower(*str);
else
*str = SCP_toupper(*str);
}
prev_alpha = this_alpha;
}
}
bool lcase_equal(const SCP_string& _Left, const SCP_string& _Right)
{
if (_Left.size() != _Right.size())
return false;
auto l_it = _Left.cbegin();
auto r_it = _Right.cbegin();
while (l_it != _Left.cend())
{
if (SCP_tolower(*l_it) != SCP_tolower(*r_it))
return false;
++l_it;
++r_it;
}
return true;
}
bool lcase_lessthan(const SCP_string& _Left, const SCP_string& _Right)
{
auto l_it = _Left.cbegin();
auto r_it = _Right.cbegin();
while (true)
{
if (l_it == _Left.cend())
return (r_it != _Right.cend());
else if (r_it == _Right.cend())
return false;
auto lch = SCP_tolower(*l_it);
auto rch = SCP_tolower(*r_it);
if (lch < rch)
return true;
else if (lch > rch)
return false;
++l_it;
++r_it;
}
return true;
}
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