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 
33 bool running_unittests = false;
34 
init_ets(class object *)35 void init_ets(class object*){}
36 
37 control_info PlayerControls;
38 
game_flash(float r,float g,float b)39 void game_flash(float r, float g, float b )
40 {
41 }
42 
freespace_menu_background()43 void freespace_menu_background()
44 {
45 	gr_reset_clip();
46 	gr_clear();
47 }
48 
49 int My_observer_num;
50 
std_update_goals()51 void std_update_goals()
52 {
53 }
54 
os_close()55 void os_close()
56 {
57 }
58 
gameseq_get_state(void)59 int gameseq_get_state(void)
60 {
61 	return 0;
62 }
63 
game_check_key()64 int game_check_key()
65 {
66 	return key_inkey();
67 }
68 
game_poll()69 int game_poll()
70 {
71 	return key_inkey();
72 }
73 
multi_delete_ship(object * obj)74 void multi_delete_ship(object *obj)
75 {
76 }
77 
send_homing_fired_packet()78 void send_homing_fired_packet()
79 {
80 }
81 
game_flush()82 void game_flush()
83 {
84 }
85 
86 typedef struct config_struct
87 {
88 	int	boob;
89 } config_struct;
90 
91 config_struct default_config;
92 
93 typedef struct netgame_info
94 {
95 	int bubba;
96 } netgame_info;
97 
send_netgame_state_packet()98 void send_netgame_state_packet()
99 {
100 }
101 
send_update_state_packet()102 void send_update_state_packet()
103 {
104 }
105 
send_goal_status_packet()106 void send_goal_status_packet()
107 {
108 }
109 
110 int Show_area_effect;
111 
state_set_mem(unsigned char * c,int i)112 void state_set_mem(unsigned char *c, int i) {}
state_check_mem(unsigned char * c,int i)113 int state_check_mem(unsigned char *c, int i) { return 0; }
114 
demo_do_flag_dead(int i)115 void demo_do_flag_dead(int i) {}
demo_checkpoint()116 void demo_checkpoint() {}
demo_set_playback_filter()117 void demo_set_playback_filter() {}
118 
multi_end_sequence()119 void multi_end_sequence()
120 {
121 }
multi_server_respawn()122 void multi_server_respawn() {}
123 
multi_build_respawn_points()124 void multi_build_respawn_points() {}
125 
store_p_object(p_object * pbojp,CFILE * fp)126 void store_p_object( p_object *pbojp, CFILE *fp ) {}
restore_p_object(p_object * pobjp,CFILE * dp)127 void restore_p_object( p_object *pobjp, CFILE *dp) {}
128 
129 int Multi_squad_msg_targ;
130 int Multi_squad_msg_local;
send_support_warpin_packet(int,int,int)131 void send_support_warpin_packet(int,int,int){}
send_support_warpin_packet(int net_sig,int how)132 void send_support_warpin_packet( int net_sig, int how ) {}
133 
demo_query_debug(int id)134 int demo_query_debug(int id) { return 0; };
135 
send_support_warpin_packet(int)136 void send_support_warpin_packet(int){}
game_whack_apply(float x,float y)137 void game_whack_apply(float x, float y) {}
138 
save_restore_vector(vec3d * vec,CFILE * fp,int version,vec3d * deflt)139 void save_restore_vector(vec3d *vec, CFILE *fp, int version, vec3d *deflt) {}
save_restore_matrix(matrix * mat,CFILE * fp,int version,matrix * deflt)140 void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt) {}
save_restore_float(float * fl,CFILE * fp,int version,float deflt)141 void save_restore_float(float *fl, CFILE *fp, int version, float deflt) {}
save_restore_angles(angles * ang,CFILE * fp,int version,angles * deflt)142 void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt) {}
save_restore_int(int * n,CFILE * fp,int version,int deflt)143 void save_restore_int(int *n, CFILE *fp, int version, int deflt) {}
save_restore_uint(uint * n,CFILE * fp,int version,uint deflt)144 void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt) {}
save_restore_short(short * n,CFILE * fp,int version,short deflt)145 void save_restore_short(short *n, CFILE *fp, int version, short deflt) {}
save_restore_ushort(ushort * n,CFILE * fp,int version,ushort deflt)146 void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt) {}
save_restore_ubyte(ubyte * n,CFILE * fp,int version,ubyte deflt)147 void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt) {}
save_restore_fix(fix * n,CFILE * fp,int version,fix deflt)148 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)149 void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt) {}
restore_string_alloc(CFILE * fp,int version,char * deflt)150 char *restore_string_alloc(CFILE *fp, int version, char *deflt) { return NULL; }
151 
save_restore_p_object(p_object * pobj,CFILE * fp)152 void save_restore_p_object(p_object *pobj, CFILE *fp) {}
153 
demo_write_char(char x)154 void demo_write_char(char x) {}
demo_read_char()155 char demo_read_char() { return 0; }
156 
red_alert_default_status()157 int	red_alert_default_status() {return 0;}
158 
send_ship_kill_packet(class object *,class object *,float,unsigned char)159 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)160 void send_debris_create_packet( object *objp, ushort net_sig, int model_num, vec3d pos) {}
161 
162 int Game_subspace_effect;
big_explosion_flash(float x)163 void big_explosion_flash(float x) {}
164 
game_stop_looped_sounds()165 void game_stop_looped_sounds() {}
166 
167 int Game_skill_level;
game_cd_changed(void)168 int game_cd_changed(void) {return 0;}
169 
170 int Interface_framerate;
game_set_view_clip()171 void game_set_view_clip(){}
172 
173 int Warpout_forced = 0;
174 float Warpout_time;
175 vec3d Dead_player_last_vel;
game_start_mission()176 bool game_start_mission() {return false;}
177 int Game_weapons_tbl_valid;
178 int Game_ships_tbl_valid;
game_level_close()179 void game_level_close(){}
game_enter_state(int,int)180 void game_enter_state(int, int){}
game_leave_state(int,int)181 void game_leave_state(int, int){}
182 int Test_begin;
183 int Debug_octant;
184 int Framerate_delay;
game_start_time()185 void game_start_time(){}
game_stop_time()186 void game_stop_time(){}
game_get_default_skill_level()187 int game_get_default_skill_level(){return 0;}
find_freespace_cd(char *)188 int find_freespace_cd(char*){return 0;}
game_do_state_common(int,int)189 void game_do_state_common(int, int){}
game_set_frametime(int)190 void game_set_frametime(int){}
game_increase_skill_level()191 void game_increase_skill_level(){}
192 int Show_target_weapons;
193 int Show_target_debug_info;
194 int Game_do_state_should_skip;
195 fix Game_time_compression;
game_find_builtin_mission(char *)196 struct fs_builtin_mission *game_find_builtin_mission(char*){return NULL;}
game_format_time(fix,char *)197 void game_format_time(fix, char*){}
game_do_state(int)198 void game_do_state(int){}
game_process_event(int,int)199 void game_process_event(int, int){}
game_shudder_apply(int,float)200 void game_shudder_apply(int, float){}
game_hacked_data()201 int game_hacked_data(){return 0;}
202 int game_single_step;
203 int last_single_step;
game_tst_mark(class object *,class ship *)204 void game_tst_mark(class object *, class ship *){}
205 int tst;
206 //int Player_multi_died_check;
207 int Show_framerate = 0;
208 
alt_tab_pause()209 void alt_tab_pause(){}
210 
game_feature_disabled_popup()211 void game_feature_disabled_popup() {}
212 
game_pause()213 void game_pause() {}
game_unpause()214 void game_unpause() {}
215 
216 //Time stuff
217 bool Time_compression_locked;
218 float flRealframetime;
lock_time_compression(bool is_locked)219 void lock_time_compression(bool is_locked){}
change_time_compression(float multiplier)220 void change_time_compression(float multiplier){}
set_time_compression(float multiplier,float change_time)221 void set_time_compression(float multiplier, float change_time){}
game_get_overall_frametime()222 fix game_get_overall_frametime() { return 0; }
223 
224 //WMC
game_level_init()225 void game_level_init(){}
game_post_level_init()226 void game_post_level_init(){}
game_render_frame_setup()227 camid game_render_frame_setup(){return camid();}
game_render_frame(camid cid)228 void game_render_frame(camid cid){}
game_simulation_frame()229 void game_simulation_frame(){}
game_update_missiontime()230 void game_update_missiontime(){}
game_render_post_frame()231 void game_render_post_frame(){}
232