1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell
5  * or otherwise commercially exploit the source or things you created based on the
6  * source.
7  *
8 */
9 
10 
11 
12 #include "globalincs/pstypes.h"
13 #include "object/object.h"
14 #include "io/key.h"
15 #include "ship/ship.h"
16 #include "graphics/2d.h"
17 #include "mission/missionparse.h"
18 #include "network/psnet2.h"
19 #include "stats/scoring.h"
20 #include "cfile/cfile.h"
21 
22 float flFrametime;
23 int	game_zbuffer = 1;
24 int	Current_mission = 0xdeadbeef;
25 char **Builtin_mission_names;
26 char Game_current_mission_filename[MAX_FILENAME_LEN];
27 CFILE *Working_demo;
28 struct beam_info;
29 bool Env_cubemap_drawn = false;
30 int Multi_ping_timestamp = -1;
31 int Sun_drew = 0;
32 int Networking_disabled = 0;
33 
init_ets(class object *)34 void init_ets(class object*){}
35 
36 control_info PlayerControls;
37 
38 char *  Game_CDROM_dir = NULL;
39 
game_flash(float r,float g,float b)40 void game_flash(float r, float g, float b )
41 {
42 }
43 
freespace_menu_background()44 void freespace_menu_background()
45 {
46 	gr_reset_clip();
47 	gr_clear();
48 }
49 
50 int My_observer_num;
51 
std_update_goals()52 void std_update_goals()
53 {
54 }
55 
os_close()56 void os_close()
57 {
58 }
59 
gameseq_get_state(void)60 int gameseq_get_state(void)
61 {
62 	return 0;
63 }
64 
game_check_key()65 int game_check_key()
66 {
67 	return key_inkey();
68 }
69 
game_poll()70 int game_poll()
71 {
72 	return key_inkey();
73 }
74 
multi_delete_ship(object * obj)75 void multi_delete_ship(object *obj)
76 {
77 }
78 
send_homing_fired_packet()79 void send_homing_fired_packet()
80 {
81 }
82 
game_flush()83 void game_flush()
84 {
85 }
86 
87 typedef struct config_struct
88 {
89 	int	boob;
90 } config_struct;
91 
92 config_struct default_config;
93 
94 typedef struct netgame_info
95 {
96 	int bubba;
97 } netgame_info;
98 
send_netgame_state_packet()99 void send_netgame_state_packet()
100 {
101 }
102 
send_update_state_packet()103 void send_update_state_packet()
104 {
105 }
106 
send_goal_status_packet()107 void send_goal_status_packet()
108 {
109 }
110 
111 int Show_area_effect;
112 
state_set_mem(unsigned char * c,int i)113 void state_set_mem(unsigned char *c, int i) {}
state_check_mem(unsigned char * c,int i)114 int state_check_mem(unsigned char *c, int i) { return 0; }
115 
demo_do_flag_dead(int i)116 void demo_do_flag_dead(int i) {}
demo_checkpoint()117 void demo_checkpoint() {}
demo_set_playback_filter()118 void demo_set_playback_filter() {}
119 
multi_end_sequence()120 void multi_end_sequence()
121 {
122 }
multi_server_respawn()123 void multi_server_respawn() {}
124 
multi_build_respawn_points()125 void multi_build_respawn_points() {}
126 
store_p_object(p_object * pbojp,CFILE * fp)127 void store_p_object( p_object *pbojp, CFILE *fp ) {}
restore_p_object(p_object * pobjp,CFILE * dp)128 void restore_p_object( p_object *pobjp, CFILE *dp) {}
129 
130 int Multi_squad_msg_targ;
131 int Multi_squad_msg_local;
send_support_warpin_packet(int,int,int)132 void send_support_warpin_packet(int,int,int){}
send_support_warpin_packet(int net_sig,int how)133 void send_support_warpin_packet( int net_sig, int how ) {}
134 
demo_query_debug(int id)135 int demo_query_debug(int id) { return 0; };
136 
send_support_warpin_packet(int)137 void send_support_warpin_packet(int){}
game_whack_apply(float x,float y)138 void game_whack_apply(float x, float y) {}
139 
save_restore_vector(vec3d * vec,CFILE * fp,int version,vec3d * deflt)140 void save_restore_vector(vec3d *vec, CFILE *fp, int version, vec3d *deflt) {}
save_restore_matrix(matrix * mat,CFILE * fp,int version,matrix * deflt)141 void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt) {}
save_restore_float(float * fl,CFILE * fp,int version,float deflt)142 void save_restore_float(float *fl, CFILE *fp, int version, float deflt) {}
save_restore_angles(angles * ang,CFILE * fp,int version,angles * deflt)143 void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt) {}
save_restore_int(int * n,CFILE * fp,int version,int deflt)144 void save_restore_int(int *n, CFILE *fp, int version, int deflt) {}
save_restore_uint(uint * n,CFILE * fp,int version,uint deflt)145 void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt) {}
save_restore_short(short * n,CFILE * fp,int version,short deflt)146 void save_restore_short(short *n, CFILE *fp, int version, short deflt) {}
save_restore_ushort(ushort * n,CFILE * fp,int version,ushort deflt)147 void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt) {}
save_restore_ubyte(ubyte * n,CFILE * fp,int version,ubyte deflt)148 void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt) {}
save_restore_fix(fix * n,CFILE * fp,int version,fix deflt)149 void save_restore_fix(fix *n, CFILE *fp, int version, fix deflt) {}
save_restore_string(char * str,CFILE * fp,int len,int version,char * deflt)150 void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt) {}
restore_string_alloc(CFILE * fp,int version,char * deflt)151 char *restore_string_alloc(CFILE *fp, int version, char *deflt) { return NULL; }
152 
save_restore_p_object(p_object * pobj,CFILE * fp)153 void save_restore_p_object(p_object *pobj, CFILE *fp) {}
154 
demo_write_char(char x)155 void demo_write_char(char x) {}
demo_read_char()156 char demo_read_char() { return 0; }
157 
red_alert_default_status()158 int	red_alert_default_status() {return 0;}
159 
send_ship_kill_packet(class object *,class object *,float,unsigned char)160 void send_ship_kill_packet(class object *,class object *,float,unsigned char) {}
send_debris_create_packet(object * objp,ushort net_sig,int model_num,vec3d pos)161 void send_debris_create_packet( object *objp, ushort net_sig, int model_num, vec3d pos) {}
162 
163 int Game_subspace_effect;
big_explosion_flash(float x)164 void big_explosion_flash(float x) {}
165 
game_do_cd_check(char *)166 int game_do_cd_check(char *) {return 0;}
167 
game_stop_looped_sounds()168 void game_stop_looped_sounds() {}
169 
170 int Game_skill_level;
game_cd_changed(void)171 int game_cd_changed(void) {return 0;}
172 
173 int Interface_framerate;
game_set_view_clip()174 void game_set_view_clip(){}
175 
176 int Warpout_forced = 0;
177 float Warpout_time;
178 vec3d Dead_player_last_vel;
game_start_mission()179 int game_start_mission(){return 0;}
180 int Game_weapons_tbl_valid;
181 int Game_ships_tbl_valid;
game_level_close()182 void game_level_close(){}
game_enter_state(int,int)183 void game_enter_state(int, int){}
game_leave_state(int,int)184 void game_leave_state(int, int){}
185 int Test_begin;
186 int Debug_octant;
187 int Framerate_delay;
game_start_time()188 void game_start_time(){}
game_stop_time()189 void game_stop_time(){}
game_get_default_skill_level()190 int game_get_default_skill_level(){return 0;}
191 float FreeSpace_gamma;
set_cdrom_path(int)192 int set_cdrom_path(int){return 0;}
find_freespace_cd(char *)193 int find_freespace_cd(char*){return 0;}
get_version_string()194 void get_version_string(){}
game_do_state_common(int,int)195 void game_do_state_common(int, int){}
game_set_frametime(int)196 void game_set_frametime(int){}
game_increase_skill_level()197 void game_increase_skill_level(){}
get_version_string(char *,int)198 void get_version_string(char*, int){}
199 int Show_target_weapons;
200 int Show_target_debug_info;
201 int Game_do_state_should_skip;
202 long Game_time_compression;
game_find_builtin_mission(char *)203 struct fs_builtin_mission *game_find_builtin_mission(char*){return NULL;}
game_format_time(long,char *)204 void game_format_time(long, char*){}
game_do_state(int)205 void game_do_state(int){}
game_process_event(int,int)206 void game_process_event(int, int){}
game_shudder_apply(int,float)207 void game_shudder_apply(int, float){}
game_hacked_data()208 int game_hacked_data(){return 0;}
209 int game_single_step;
210 int last_single_step;
get_version_string_short(char *)211 void get_version_string_short(char *){}
game_tst_mark(class object *,class ship *)212 void game_tst_mark(class object *, class ship *){}
213 int tst;
214 //int Player_multi_died_check;
215 int Show_framerate = 0;
216 
alt_tab_pause()217 void alt_tab_pause(){}
218 
game_feature_disabled_popup()219 void game_feature_disabled_popup() {}
220 
game_pause()221 void game_pause() {}
game_unpause()222 void game_unpause() {}
223 
224 //Time stuff
225 bool Time_compression_locked;
226 float flRealframetime;
lock_time_compression(bool is_locked)227 void lock_time_compression(bool is_locked){}
change_time_compression(float multiplier)228 void change_time_compression(float multiplier){}
set_time_compression(float multiplier,float change_time)229 void set_time_compression(float multiplier, float change_time){}
game_get_overall_frametime()230 fix game_get_overall_frametime() { return 0; }
231 
232 //WMC
game_level_init(int seed)233 void game_level_init(int seed){}
game_post_level_init()234 void game_post_level_init(){}
game_render_frame_setup()235 camid game_render_frame_setup(){return camid();}
game_render_frame(camid cid)236 void game_render_frame(camid cid){}
game_simulation_frame()237 void game_simulation_frame(){}
game_update_missiontime()238 void game_update_missiontime(){}
game_render_post_frame()239 void game_render_post_frame(){}
240