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 frametotal;
23 float Framerate;
game_get_framerate()24 void game_get_framerate() {}
25
26 float flFrametime;
27 int game_zbuffer = 1;
28 int Current_mission = 0xdeadbeef;
29 char **Builtin_mission_names;
30 char Game_current_mission_filename[MAX_FILENAME_LEN];
31 CFILE *Working_demo;
32 struct beam_info;
33 bool Env_cubemap_drawn = false;
34 int Multi_ping_timestamp = -1;
35 int Sun_drew = 0;
36 float Sun_spot = 0.0f;
37 bool running_unittests = false;
38
init_ets(class object *)39 void init_ets(class object*){}
40
41 control_info PlayerControls;
42
game_flash(float,float,float)43 void game_flash(float /*r*/, float /*g*/, float /*b*/ )
44 {
45 }
46
freespace_menu_background()47 void freespace_menu_background()
48 {
49 gr_reset_clip();
50 gr_clear();
51 }
52
53 int My_observer_num;
54
std_update_goals()55 void std_update_goals()
56 {
57 }
58
os_close()59 void os_close()
60 {
61 }
62
gameseq_get_state(void)63 int gameseq_get_state(void)
64 {
65 return 0;
66 }
67
game_check_key()68 int game_check_key()
69 {
70 return key_inkey();
71 }
72
game_poll()73 int game_poll()
74 {
75 return key_inkey();
76 }
77
multi_delete_ship(object *)78 void multi_delete_ship(object * /*obj*/)
79 {
80 }
81
send_homing_fired_packet()82 void send_homing_fired_packet()
83 {
84 }
85
game_flush()86 void game_flush()
87 {
88 }
89
90 typedef struct config_struct
91 {
92 int boob;
93 } config_struct;
94
95 config_struct default_config;
96
97 typedef struct netgame_info
98 {
99 int bubba;
100 } netgame_info;
101
send_netgame_state_packet()102 void send_netgame_state_packet()
103 {
104 }
105
send_update_state_packet()106 void send_update_state_packet()
107 {
108 }
109
send_goal_status_packet()110 void send_goal_status_packet()
111 {
112 }
113
114 int Show_area_effect;
115
state_set_mem(unsigned char *,int)116 void state_set_mem(unsigned char * /*c*/, int /*i*/) {}
state_check_mem(unsigned char *,int)117 int state_check_mem(unsigned char * /*c*/, int /*i*/) { return 0; }
118
demo_do_flag_dead(int)119 void demo_do_flag_dead(int /*i*/) {}
demo_checkpoint()120 void demo_checkpoint() {}
demo_set_playback_filter()121 void demo_set_playback_filter() {}
122
multi_end_sequence()123 void multi_end_sequence()
124 {
125 }
multi_server_respawn()126 void multi_server_respawn() {}
127
multi_build_respawn_points()128 void multi_build_respawn_points() {}
129
store_p_object(p_object *,CFILE *)130 void store_p_object( p_object * /*pbojp*/, CFILE * /*fp*/ ) {}
restore_p_object(p_object *,CFILE *)131 void restore_p_object( p_object * /*pobjp*/, CFILE * /*dp*/) {}
132
133 int Multi_squad_msg_targ;
134 int Multi_squad_msg_local;
send_support_warpin_packet(int,int,int)135 void send_support_warpin_packet(int,int,int){}
send_support_warpin_packet(int,int)136 void send_support_warpin_packet( int /*net_sig*/, int /*how*/ ) {}
137
demo_query_debug(int)138 int demo_query_debug(int /*id*/) { return 0; };
139
send_support_warpin_packet(int)140 void send_support_warpin_packet(int){}
game_whack_apply(float,float)141 void game_whack_apply(float /*x*/, float /*y*/) {}
142
save_restore_vector(vec3d *,CFILE *,int,vec3d *)143 void save_restore_vector(vec3d * /*vec*/, CFILE * /*fp*/, int /*version*/, vec3d * /*deflt*/) {}
save_restore_matrix(matrix *,CFILE *,int,matrix *)144 void save_restore_matrix(matrix * /*mat*/, CFILE * /*fp*/, int /*version*/, matrix * /*deflt*/) {}
save_restore_float(float *,CFILE *,int,float)145 void save_restore_float(float * /*fl*/, CFILE * /*fp*/, int /*version*/, float /*deflt*/) {}
save_restore_angles(angles *,CFILE *,int,angles *)146 void save_restore_angles(angles * /*ang*/, CFILE * /*fp*/, int /*version*/, angles * /*deflt*/) {}
save_restore_int(int *,CFILE *,int,int)147 void save_restore_int(int * /*n*/, CFILE * /*fp*/, int /*version*/, int /*deflt*/) {}
save_restore_uint(uint *,CFILE *,int,uint)148 void save_restore_uint(uint * /*n*/, CFILE * /*fp*/, int /*version*/, uint /*deflt*/) {}
save_restore_short(short *,CFILE *,int,short)149 void save_restore_short(short * /*n*/, CFILE * /*fp*/, int /*version*/, short /*deflt*/) {}
save_restore_ushort(ushort *,CFILE *,int,ushort)150 void save_restore_ushort(ushort * /*n*/, CFILE * /*fp*/, int /*version*/, ushort /*deflt*/) {}
save_restore_ubyte(ubyte *,CFILE *,int,ubyte)151 void save_restore_ubyte(ubyte * /*n*/, CFILE * /*fp*/, int /*version*/, ubyte /*deflt*/) {}
save_restore_fix(fix *,CFILE *,int,fix)152 void save_restore_fix(fix * /*n*/, CFILE * /*fp*/, int /*version*/, fix /*deflt*/) {}
save_restore_string(char *,CFILE *,int,int,char *)153 void save_restore_string(char * /*str*/, CFILE * /*fp*/, int /*len*/, int /*version*/, char * /*deflt*/) {}
restore_string_alloc(CFILE *,int,char *)154 char *restore_string_alloc(CFILE * /*fp*/, int /*version*/, char * /*deflt*/) { return NULL; }
155
save_restore_p_object(p_object *,CFILE *)156 void save_restore_p_object(p_object * /*pobj*/, CFILE * /*fp*/) {}
157
demo_write_char(char)158 void demo_write_char(char /*x*/) {}
demo_read_char()159 char demo_read_char() { return 0; }
160
red_alert_default_status()161 int red_alert_default_status() {return 0;}
162
send_ship_kill_packet(class object *,class object *,float,unsigned char)163 void send_ship_kill_packet(class object *,class object *,float,unsigned char) {}
send_debris_create_packet(object *,ushort,int,vec3d)164 void send_debris_create_packet( object * /*objp*/, ushort /*net_sig*/, int /*model_num*/, vec3d /*pos*/) {}
165
166 int Game_subspace_effect;
big_explosion_flash(float)167 void big_explosion_flash(float /*x*/) {}
168
game_stop_looped_sounds()169 void game_stop_looped_sounds() {}
170
171 int Game_skill_level;
game_cd_changed(void)172 int game_cd_changed(void) {return 0;}
173
174 int Interface_framerate;
game_set_view_clip()175 void game_set_view_clip(){}
176
177 int Warpout_forced = 0;
178 float Warpout_time;
179 vec3d Dead_player_last_vel;
game_start_mission()180 bool game_start_mission() {return false;}
181 int Game_weapons_tbl_valid;
182 int Game_ships_tbl_valid;
game_level_close()183 void game_level_close(){}
game_enter_state(int,int)184 void game_enter_state(int, int){}
game_leave_state(int,int)185 void game_leave_state(int, int){}
186 int Test_begin;
187 int Debug_octant;
188 int Framerate_delay;
game_start_time()189 void game_start_time(){}
game_stop_time()190 void game_stop_time(){}
game_get_default_skill_level()191 int game_get_default_skill_level(){return 0;}
find_freespace_cd(char *)192 int find_freespace_cd(char*){return 0;}
game_do_state_common(int,int)193 void game_do_state_common(int, int){}
game_set_frametime(int)194 void game_set_frametime(int){}
game_increase_skill_level()195 void game_increase_skill_level(){}
196 int Show_target_weapons;
197 int Show_target_debug_info;
198 int Game_do_state_should_skip;
199 fix Game_time_compression;
game_find_builtin_mission(char *)200 struct fs_builtin_mission *game_find_builtin_mission(char*){return NULL;}
game_format_time(fix,char *)201 void game_format_time(fix, char*){}
game_do_state(int)202 void game_do_state(int){}
game_process_event(int,int)203 void game_process_event(int, int){}
game_shudder_apply(int,float)204 void game_shudder_apply(int, float){}
game_hacked_data()205 int game_hacked_data(){return 0;}
206 int game_single_step;
207 int last_single_step;
game_tst_mark(class object *,class ship *)208 void game_tst_mark(class object *, class ship *){}
209 int tst;
210 //int Player_multi_died_check;
211 int Show_framerate = 0;
212
alt_tab_pause()213 void alt_tab_pause(){}
214
game_feature_disabled_popup()215 void game_feature_disabled_popup() {}
216
game_pause()217 void game_pause() {}
game_unpause()218 void game_unpause() {}
219
220 //Time stuff
221 bool Time_compression_locked;
222 float flRealframetime;
lock_time_compression(bool)223 void lock_time_compression(bool /*is_locked*/){}
change_time_compression(float)224 void change_time_compression(float /*multiplier*/){}
set_time_compression(float,float)225 void set_time_compression(float /*multiplier*/, float /*change_time*/){}
game_get_overall_frametime()226 fix game_get_overall_frametime() { return 0; }
227
228 //WMC
game_level_init()229 void game_level_init(){}
game_post_level_init()230 void game_post_level_init(){}
game_render_frame_setup()231 camid game_render_frame_setup(){return camid();}
game_render_frame(camid)232 void game_render_frame(camid /*cid*/){}
game_simulation_frame()233 void game_simulation_frame(){}
game_update_missiontime()234 void game_update_missiontime(){}
game_render_post_frame()235 void game_render_post_frame(){}
236