1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634
|
/*
* 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 "graphics/2d.h"
#include "io/timer.h"
#include "nebula/neb.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);
}
|