2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
19 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.7 2001-11-14 09:34:32 bradleyb Exp $";
37 #include "pa_enabl.h" //$$POLY_ACC
100 #include "texmerge.h"
110 #include "controls.h"
113 #if defined(POLY_ACC)
114 #include "poly_acc.h"
116 #if defined (TACTILE)
121 #include "editor/editor.h"
125 void StartNewLevelSecret(int level_num, int page_in_textures);
126 void InitPlayerPosition(int random_flag);
128 void returning_to_level_message(void);
129 void advancing_to_level_message(void);
130 void DoEndGame(void);
131 void AdvanceLevel(int secret_flag);
132 void filter_objects_from_level();
134 // From allender -- you'll find these defines in state.c and cntrlcen.c
135 // since I couldn't think of a good place to put them and i wanted to
136 // fix this stuff fast! Sorry about that...
139 #define SECRETB_FILENAME "secret.sgb"
140 #define SECRETC_FILENAME "secret.sgc"
142 #define SECRETB_FILENAME ":Players:secret.sgb"
143 #define SECRETC_FILENAME ":Players:secret.sgc"
146 //Current_level_num starts at 1 for the first level
147 //-1,-2,-3 are secret levels
148 //0 means not a real level loaded
149 int Current_level_num=0,Next_level_num;
150 char Current_level_name[LEVEL_NAME_LEN];
152 #if !defined(SHAREWARE) && !defined(D2_OEM)
153 int Last_level,Last_secret_level;
156 // Global variables describing the player
157 int N_players=1; // Number of players ( >1 means a net game, eh?)
158 int Player_num=0; // The player number who is on the console.
159 player Players[MAX_PLAYERS+4]; // Misc player info
160 obj_position Player_init[MAX_PLAYERS];
162 // Global variables telling what sort of game we have
163 int MaxNumNetPlayers = -1;
164 int NumNetPlayerPositions = -1;
166 extern fix ThisLevelTime;
168 // Extern from game.c to fix a bug in the cockpit!
170 extern int last_drawn_cockpit[2];
171 extern int Last_level_path_created;
173 // HUD_clear_messages external, declared in gauges.h
175 extern void HUD_clear_messages(); // From hud.c
178 // Extra prototypes declared for the sake of LINT
179 void init_player_stats_new_ship(void);
180 void copy_defaults_to_robot_all(void);
182 int Do_appearance_effect=0;
184 extern int Rear_view;
186 int First_secret_visit = 1;
188 extern int descent_critical_error;
190 extern int Last_msg_ycrd;
192 //--------------------------------------------------------------------
193 void verify_console_object()
195 Assert( Player_num > -1 );
196 Assert( Players[Player_num].objnum > -1 );
197 ConsoleObject = &Objects[Players[Player_num].objnum];
198 Assert( ConsoleObject->type==OBJ_PLAYER );
199 Assert( ConsoleObject->id==Player_num );
202 int count_number_of_robots()
208 for (i=0;i<=Highest_object_index;i++) {
209 if (Objects[i].type == OBJ_ROBOT)
217 int count_number_of_hostages()
223 for (i=0;i<=Highest_object_index;i++) {
224 if (Objects[i].type == OBJ_HOSTAGE)
231 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
233 gameseq_init_network_players()
237 // Initialize network player start locations and object numbers
239 ConsoleObject = &Objects[0];
242 for (i=0;i<=Highest_object_index;i++) {
244 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
246 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
247 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
249 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
250 Objects[i].type=OBJ_PLAYER;
251 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
252 Player_init[k].pos = Objects[i].pos;
253 Player_init[k].orient = Objects[i].orient;
254 Player_init[k].segnum = Objects[i].segnum;
255 Players[k].objnum = i;
264 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
265 obj_delete(i); //kill the buddy in netgames
268 NumNetPlayerPositions = k;
271 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
272 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
274 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
275 //Int3(); // Not enough positions!!
280 if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
282 for (i=0;i<N_players;i++)
283 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
285 nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
292 void gameseq_remove_unused_players()
296 // 'Remove' the unused players
299 if (Game_mode & GM_MULTI)
301 for (i=0; i < NumNetPlayerPositions; i++)
303 if ((!Players[i].connected) || (i >= N_players))
306 // mprintf((0, "Ghosting player ship %d.\n", i+1));
308 multi_make_player_ghost(i);
314 { // Note link to above if!!!
316 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
318 for (i=1; i < NumNetPlayerPositions; i++)
320 obj_delete(Players[i].objnum);
325 fix StartingShields=INITIAL_SHIELDS;
327 // Setup player for new game
328 void init_player_stats_game()
330 Players[Player_num].score = 0;
331 Players[Player_num].last_score = 0;
332 Players[Player_num].lives = INITIAL_LIVES;
333 Players[Player_num].level = 1;
335 Players[Player_num].time_level = 0;
336 Players[Player_num].time_total = 0;
337 Players[Player_num].hours_level = 0;
338 Players[Player_num].hours_total = 0;
340 Players[Player_num].energy = INITIAL_ENERGY;
341 Players[Player_num].shields = StartingShields;
342 Players[Player_num].killer_objnum = -1;
344 Players[Player_num].net_killed_total = 0;
345 Players[Player_num].net_kills_total = 0;
347 Players[Player_num].num_kills_level = 0;
348 Players[Player_num].num_kills_total = 0;
349 Players[Player_num].num_robots_level = 0;
350 Players[Player_num].num_robots_total = 0;
351 Players[Player_num].KillGoalCount = 0;
353 Players[Player_num].hostages_rescued_total = 0;
354 Players[Player_num].hostages_level = 0;
355 Players[Player_num].hostages_total = 0;
357 Players[Player_num].laser_level = 0;
358 Players[Player_num].flags = 0;
360 init_player_stats_new_ship();
362 First_secret_visit = 1;
365 void init_ammo_and_energy(void)
367 if (Players[Player_num].energy < INITIAL_ENERGY)
368 Players[Player_num].energy = INITIAL_ENERGY;
369 if (Players[Player_num].shields < StartingShields)
370 Players[Player_num].shields = StartingShields;
372 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
373 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
374 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
376 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
377 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
378 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
379 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
380 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
383 extern ubyte Last_afterburner_state;
385 // Setup player for new level (After completion of previous level)
386 void init_player_stats_level(int secret_flag)
390 Players[Player_num].last_score = Players[Player_num].score;
392 Players[Player_num].level = Current_level_num;
395 if (!Network_rejoined) {
397 Players[Player_num].time_level = 0;
398 Players[Player_num].hours_level = 0;
403 Players[Player_num].killer_objnum = -1;
405 Players[Player_num].num_kills_level = 0;
406 Players[Player_num].num_robots_level = count_number_of_robots();
407 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
409 Players[Player_num].hostages_level = count_number_of_hostages();
410 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
411 Players[Player_num].hostages_on_board = 0;
414 init_ammo_and_energy();
416 Players[Player_num].flags &= (~KEY_BLUE);
417 Players[Player_num].flags &= (~KEY_RED);
418 Players[Player_num].flags &= (~KEY_GOLD);
420 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
421 PLAYER_FLAGS_CLOAKED |
422 PLAYER_FLAGS_MAP_ALL);
424 Players[Player_num].cloak_time = 0;
425 Players[Player_num].invulnerable_time = 0;
427 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
428 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
431 Player_is_dead = 0; // Added by RH
432 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
434 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
436 Controls.afterburner_state = 0;
437 Last_afterburner_state = 0;
439 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
445 tactile_set_button_jolt();
448 Missile_viewer = NULL;
451 extern void init_ai_for_ship(void);
453 // Setup player for a brand-new ship
454 void init_player_stats_new_ship()
458 if (Newdemo_state == ND_STATE_RECORDING) {
459 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
460 newdemo_record_player_weapon(0, 0);
461 newdemo_record_player_weapon(1, 0);
464 Players[Player_num].energy = INITIAL_ENERGY;
465 Players[Player_num].shields = StartingShields;
466 Players[Player_num].laser_level = 0;
467 Players[Player_num].killer_objnum = -1;
468 Players[Player_num].hostages_on_board = 0;
470 Afterburner_charge = 0;
472 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
473 Players[Player_num].primary_ammo[i] = 0;
474 Primary_last_was_super[i] = 0;
477 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
478 Players[Player_num].secondary_ammo[i] = 0;
479 Secondary_last_was_super[i] = 0;
481 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
483 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
484 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
487 Secondary_weapon = 0;
489 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
490 PLAYER_FLAGS_AFTERBURNER |
491 PLAYER_FLAGS_CLOAKED |
492 PLAYER_FLAGS_INVULNERABLE |
493 PLAYER_FLAGS_MAP_ALL |
494 PLAYER_FLAGS_CONVERTER |
495 PLAYER_FLAGS_AMMO_RACK |
496 PLAYER_FLAGS_HEADLIGHT |
497 PLAYER_FLAGS_HEADLIGHT_ON |
500 Players[Player_num].cloak_time = 0;
501 Players[Player_num].invulnerable_time = 0;
503 Player_is_dead = 0; //player no longer dead
505 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
507 Controls.afterburner_state = 0;
508 Last_afterburner_state = 0;
510 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
512 Missile_viewer=NULL; ///reset missile camera if out there
517 tactile_set_button_jolt();
526 void reset_network_objects()
528 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
529 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
530 memset(object_owner, -1, MAX_OBJECTS);
534 extern void init_stuck_objects(void);
538 extern int Slide_segs_computed;
540 //reset stuff so game is semi-normal when playing from editor
541 void editor_reset_stuff_on_level()
543 gameseq_init_network_players();
544 init_player_stats_level(0);
545 Viewer = ConsoleObject;
546 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
547 ConsoleObject->id=Player_num;
548 ConsoleObject->control_type = CT_FLYING;
549 ConsoleObject->movement_type = MT_PHYSICS;
551 verify_console_object();
552 Control_center_destroyed = 0;
553 if (Newdemo_state != ND_STATE_PLAYBACK)
554 gameseq_remove_unused_players();
556 init_robots_for_level();
560 init_player_stats_new_ship();
561 init_controlcen_for_level();
562 automap_clear_visited();
563 init_stuck_objects();
564 init_thief_for_level();
566 Slide_segs_computed = 0;
570 //do whatever needs to be done when a player dies in multiplayer
574 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
576 if (Current_mission_num == 0)
577 scores_maybe_add_player(0);
579 Function_mode = FMODE_MENU;
580 Game_mode = GM_GAME_OVER;
581 longjmp( LeaveGame, 0 ); // Exit out of game loop
585 extern void do_save_game_menu();
587 //update various information about the player
588 void update_player_stats()
590 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
591 if ( Players[Player_num].time_level > i2f(3600) ) {
592 Players[Player_num].time_level -= i2f(3600);
593 Players[Player_num].hours_level++;
596 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
597 if ( Players[Player_num].time_total > i2f(3600) ) {
598 Players[Player_num].time_total -= i2f(3600);
599 Players[Player_num].hours_total++;
603 //hack to not start object when loading level
604 extern int Dont_start_sound_objects;
606 //go through this level and start any eclip sounds
607 void set_sound_sources()
612 digi_init_sounds(); //clear old sounds
614 Dont_start_sound_objects = 1;
616 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
617 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
620 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
621 if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
622 if ((sn=Effects[ec].sound_num)!=-1) {
624 int csegnum = seg->children[sidenum];
626 //check for sound on other side of wall. Don't add on
627 //both walls if sound travels through wall. If sound
628 //does travel through wall, add sound for lower-numbered
631 if (IS_CHILD(csegnum) && csegnum < segnum) {
632 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
636 csegp = &Segments[seg->children[sidenum]];
637 csidenum = find_connect_side(seg, csegp);
639 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
640 continue; //skip this one
644 compute_center_point_on_side(&pnt,seg,sidenum);
645 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
649 Dont_start_sound_objects = 0;
654 //fix flash_dist=i2f(1);
655 fix flash_dist=fl2f(.9);
657 //create flash for player appearance
658 void create_player_appearance_effect(object *player_obj)
665 int objnum = player_obj-Objects;
666 if ( (objnum < 0) || (objnum > Highest_object_index) )
667 Int3(); // See Rob, trying to track down weird network bug
671 if (player_obj == Viewer)
672 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
674 pos = player_obj->pos;
676 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
679 effect_obj->orient = player_obj->orient;
681 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
682 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
687 // New Game sequencing functions
690 //pairs of chars describing ranges
691 char playername_allowed_chars[] = "azAZ09__--";
693 int MakeNewPlayerFile(int allow_abort)
698 char text[CALLSIGN_LEN+1]="";
701 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
704 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
706 Newmenu_allowed_chars = playername_allowed_chars;
707 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
708 Newmenu_allowed_chars = NULL;
711 if ( allow_abort ) return 0;
715 if (text[0]==0) //null string
718 sprintf( filename, "%s.plr", text );
720 fp = fopen( filename, "rb" );
723 //if the callsign is the name of a tty device, prepend a char
724 if (fp && isatty(fileno(fp))) {
726 sprintf(filename,"$%.7s.plr",text);
727 fp = fopen(filename,"rb");
732 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
737 if ( !new_player_config() )
738 goto try_again; // They hit Esc during New player config
740 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
748 #undef TXT_SELECT_PILOT
749 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
752 //Inputs the player's name, without putting up the background screen
757 int allow_abort_flag = 1;
759 if ( Players[Player_num].callsign[0] == 0 ) {
760 //---------------------------------------------------------------------
761 // Set default config options in case there is no config file
762 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
763 Config_joystick_sensitivity = 8;
764 Config_control_type =CONTROL_NONE;
765 for (i=0; i<CONTROL_MAX_TYPES; i++ )
766 for (j=0; j<MAX_CONTROLS; j++ )
767 kconfig_settings[i][j] = default_kconfig_settings[i][j];
769 //----------------------------------------------------------------
771 // Read the last player's name from config file, not lastplr.txt
772 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
774 if (config_last_player[0]==0)
775 allow_abort_flag = 0;
782 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
783 goto do_menu_again; //return 0; // They hit Esc in file selector
787 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
788 goto do_menu_again; // They hit Esc in file selector
791 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
795 if ( filename[0] == '<' ) {
796 // They selected 'create new pilot'
797 if (!MakeNewPlayerFile(allow_abort_flag))
798 //return 0; // They hit Esc during enter name stage
801 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
804 if (read_player_file() != EZERO)
807 Auto_leveling_on = Default_leveling_on;
809 set_display_mode(Default_display_mode);
811 WriteConfigFile(); // Update lastplr
816 extern void change_filename_extension( char *dest, char *src, char *new_ext );
817 extern char last_palette_loaded_pig[];
819 ubyte *Bitmap_replacement_data=NULL;
821 typedef struct DiskBitmapHeader {
823 ubyte dflags; //bits 0-5 anim frame num, bit 6 abm flag
824 ubyte width; //low 8 bits here, 4 more bits in wh_extra
825 ubyte height; //low 8 bits here, 4 more bits in wh_extra
826 ubyte wh_extra; //bits 0-3 width, bits 4-7 height
832 void load_bitmap_replacements(char *level_name)
834 char ifile_name[FILENAME_LEN];
838 //first, free up data allocated for old bitmaps
839 if (Bitmap_replacement_data) {
840 d_free(Bitmap_replacement_data);
841 Bitmap_replacement_data = NULL;
844 change_filename_extension(ifile_name, level_name, ".POG" );
846 ifile = cfopen(ifile_name,"rb");
849 int id,version,n_bitmaps;
850 int bitmap_data_size;
853 id = cfile_read_int(ifile);
854 version = cfile_read_int(ifile);
856 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
861 n_bitmaps = cfile_read_int(ifile);
863 MALLOC( indices, ushort, n_bitmaps );
865 #ifndef MACINTOSH // silly, silly, must swap shorts on the mac.
866 cfread(indices,sizeof(*indices),n_bitmaps,ifile);
868 for (i = 0; i < n_bitmaps; i++)
870 indices[i] = cfile_read_short(ifile);
874 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - (sizeof(DiskBitmapHeader) * n_bitmaps);
875 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
877 for (i=0;i<n_bitmaps;i++) {
878 DiskBitmapHeader bmh;
879 grs_bitmap temp_bitmap;
881 //note the groovy mac-compatible code!
882 cfread(bmh.name, 8, 1, ifile);
883 bmh.dflags = cfile_read_byte(ifile);
884 bmh.width = cfile_read_byte(ifile);
885 bmh.height = cfile_read_byte(ifile);
886 bmh.wh_extra = cfile_read_byte(ifile);
887 bmh.flags = cfile_read_byte(ifile);
888 bmh.avg_color = cfile_read_byte(ifile);
889 bmh.offset = cfile_read_int(ifile);
891 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
893 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
894 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
895 temp_bitmap.avg_color = bmh.avg_color;
896 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
898 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
899 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
900 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
901 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
902 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
904 GameBitmaps[indices[i]] = temp_bitmap;
907 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
913 last_palette_loaded_pig[0]= 0; //force pig re-load
915 texmerge_flush(); //for re-merging with new textures
919 void load_robot_replacements(char *level_name);
921 extern int Robot_replacements_loaded;
923 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
924 void LoadLevel(int level_num,int page_in_textures)
930 save_player = Players[Player_num];
932 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
934 if (level_num<0) //secret level
935 level_name = Secret_level_names[-level_num-1];
937 level_name = Level_names[level_num-1];
940 dd_gr_set_current_canvas(NULL);
941 dd_gr_clear_canvas(BM_XRGB(0,0,0));
943 gr_set_current_canvas(NULL);
944 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
947 Last_msg_ycrd = -1; //so we don't restore backgound under msg
949 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
950 // WIN(ShowCursorW());
952 #if defined(POLY_ACC)
953 gr_palette_load(gr_palette);
954 show_boxed_message(TXT_LOADING);
956 show_boxed_message(TXT_LOADING);
957 gr_palette_load(gr_palette);
960 load_ret = load_level(level_name); //actually load the data from disk!
963 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
965 Current_level_num=level_num;
967 // load_palette_pig(Current_level_palette); //load just the pig
969 load_palette(Current_level_palette,1,1); //don't change screen
972 load_endlevel_data(level_num);
975 if ( page_in_textures )
976 piggy_load_level_data();
978 load_bitmap_replacements(level_name);
980 if (Robot_replacements_loaded) {
981 read_hamfile(); //load original data
982 Robot_replacements_loaded = 0;
984 load_robot_replacements(level_name);
987 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
989 reset_network_objects();
992 Players[Player_num] = save_player;
996 songs_play_level_song( Current_level_num );
998 clear_boxed_message(); //remove message before new palette loaded
1000 gr_palette_load(gr_palette); //actually load the palette
1002 // WIN(HideCursorW());
1005 //sets up Player_num & ConsoleObject
1006 void InitPlayerObject()
1008 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1010 if (Player_num != 0 ) {
1011 Players[0] = Players[Player_num];
1015 Players[Player_num].objnum = 0;
1017 ConsoleObject = &Objects[Players[Player_num].objnum];
1019 ConsoleObject->type = OBJ_PLAYER;
1020 ConsoleObject->id = Player_num;
1021 ConsoleObject->control_type = CT_FLYING;
1022 ConsoleObject->movement_type = MT_PHYSICS;
1025 extern void game_disable_cheats();
1026 extern void turn_cheats_off();
1027 extern void init_seismic_disturbances(void);
1029 //starts a new game on the given level
1030 void StartNewGame(int start_level)
1032 Game_mode = GM_NORMAL;
1033 Function_mode = FMODE_GAME;
1037 InitPlayerObject(); //make sure player's object set up
1039 init_player_stats_game(); //clear all stats
1043 Network_new_game = 0;
1046 if (start_level < 0)
1047 StartNewLevelSecret(start_level, 0);
1049 StartNewLevel(start_level, 0);
1051 Players[Player_num].starting_level = start_level; // Mark where they started
1053 game_disable_cheats();
1055 init_seismic_disturbances();
1058 //@@//starts a resumed game loaded from disk
1059 //@@void ResumeSavedGame(int start_level)
1061 //@@ Game_mode = GM_NORMAL;
1062 //@@ Function_mode = FMODE_GAME;
1065 //@@ Network_new_game = 0;
1067 //@@ InitPlayerObject(); //make sure player's object set up
1069 //@@ StartNewLevel(start_level, 0);
1071 //@@ game_disable_cheats();
1075 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1078 extern int N_secret_levels;
1081 #define STARS_BACKGROUND (MenuHires?"\x01starsb.pcx":"\x01stars.pcx")
1083 #define STARS_BACKGROUND (MenuHires?"starsb.pcx":"stars.pcx")
1086 // -----------------------------------------------------------------------------
1087 // Does the bonus scoring.
1088 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1089 void DoEndLevelScoreGlitz(int network)
1091 int level_points, skill_points, energy_points, shield_points, hostage_points;
1092 int all_hostage_points;
1094 char all_hostage_text[64];
1095 char endgame_text[64];
1096 #define N_GLITZITEMS 11
1097 char m_str[N_GLITZITEMS][30];
1098 newmenu_item m[N_GLITZITEMS+1];
1104 set_screen_mode(SCREEN_MENU); //go into menu mode
1111 mprintf((0,"DoEndLevelScoreGlitz\n"));
1113 // Compute level player is on, deal with secret levels (negative numbers)
1114 mine_level = Players[Player_num].level;
1116 mine_level *= -(Last_level/N_secret_levels);
1118 level_points = Players[Player_num].score-Players[Player_num].last_score;
1120 if (!Cheats_enabled) {
1121 if (Difficulty_level > 1) {
1122 skill_points = level_points*(Difficulty_level)/4;
1123 skill_points -= skill_points % 100;
1127 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1128 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1129 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1131 shield_points -= shield_points % 50;
1132 energy_points -= energy_points % 50;
1140 all_hostage_text[0] = 0;
1141 endgame_text[0] = 0;
1143 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1144 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1145 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1147 all_hostage_points = 0;
1149 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1150 endgame_points = Players[Player_num].lives * 10000;
1151 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1154 endgame_points = is_last_level = 0;
1156 mprintf((0,"adding bonus points\n"));
1157 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1160 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1161 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1162 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1163 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1165 sprintf(m_str[c++], "%s", all_hostage_text);
1166 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1167 sprintf(m_str[c++], "%s", endgame_text);
1169 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1170 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1173 sprintf(m_str[c++], "");
1174 sprintf(m_str[c++], " Done");
1177 for (i=0; i<c; i++) {
1178 m[i].type = NM_TYPE_TEXT;
1179 m[i].text = m_str[i];
1183 m[c-1].type = NM_TYPE_MENU;
1186 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1188 if (Current_level_num < 0)
1189 sprintf(title,"%s%s %d %s\n %s %s",is_last_level?"\n\n\n":"\n",TXT_SECRET_LEVEL, -Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
1191 sprintf(title,"%s%s %d %s\n%s %s",is_last_level?"\n\n\n":"\n",TXT_LEVEL, Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
1193 Assert(c <= N_GLITZITEMS);
1195 gr_palette_fade_out(gr_palette, 32, 0);
1197 mprintf((0,"doing menu\n"));
1199 PA_DFX (pa_alpha_always());
1202 if ( network && (Game_mode & GM_NETWORK) )
1203 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1206 // NOTE LINK TO ABOVE!!!
1207 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1209 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1212 //give the player the opportunity to save his game
1213 void DoEndlevelMenu()
1215 //No between level saves......!!! state_save_all(1);
1218 // -----------------------------------------------------------------------------------------------------
1219 //called when the player is starting a level (new game or new ship)
1220 void StartSecretLevel()
1222 Assert(!Player_is_dead);
1224 InitPlayerPosition(0);
1226 verify_console_object();
1228 ConsoleObject->control_type = CT_FLYING;
1229 ConsoleObject->movement_type = MT_PHYSICS;
1231 // -- WHY? -- disable_matcens();
1232 clear_transient_objects(0); //0 means leave proximity bombs
1234 // create_player_appearance_effect(ConsoleObject);
1235 Do_appearance_effect = 1;
1237 ai_reset_all_paths();
1238 // -- NO? -- reset_time();
1241 Auto_fire_fusion_cannon_time = 0;
1244 Robot_firing_enabled = 1;
1247 extern void set_pos_from_return_segment(void);
1249 // Returns true if secret level has been destroyed.
1250 int p_secret_level_destroyed(void)
1252 if (First_secret_visit) {
1253 return 0; // Never been there, can't have been destroyed.
1256 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1265 // -----------------------------------------------------------------------------------------------------
1266 void do_secret_message(char *msg)
1272 #if defined(POLY_ACC)
1274 pa_update_clut(gr_palette, 0, 256, 0);
1277 old_fmode = Function_mode;
1278 Function_mode = FMODE_MENU;
1279 nm_messagebox(NULL, 1, TXT_OK, msg);
1280 Function_mode = old_fmode;
1282 #if defined(POLY_ACC)
1286 WIN(DEFINE_SCREEN(NULL));
1289 // -----------------------------------------------------------------------------------------------------
1290 // called when the player is starting a new level for normal game mode and restore state
1291 // Need to deal with whether this is the first time coming to this level or not. If not the
1292 // first time, instead of initializing various things, need to do a game restore for all the
1293 // robots, powerups, walls, doors, etc.
1294 void StartNewLevelSecret(int level_num, int page_in_textures)
1301 m[0].type = NM_TYPE_TEXT;
1304 last_drawn_cockpit[0] = -1;
1305 last_drawn_cockpit[1] = -1;
1307 if (Newdemo_state == ND_STATE_PAUSED)
1308 Newdemo_state = ND_STATE_RECORDING;
1310 if (Newdemo_state == ND_STATE_RECORDING) {
1311 newdemo_set_new_level(level_num);
1312 newdemo_record_start_frame(FrameCount, FrameTime );
1313 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1315 gr_palette_fade_out(gr_palette, 32, 0);
1317 set_screen_mode(SCREEN_MENU); //go into menu mode
1319 if (First_secret_visit) {
1320 do_secret_message(TXT_SECRET_EXIT);
1323 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1325 do_secret_message(TXT_SECRET_EXIT);
1329 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1330 do_secret_message(text_str);
1335 LoadLevel(level_num,page_in_textures);
1337 Assert(Current_level_num == level_num); //make sure level set right
1339 Assert(Function_mode == FMODE_GAME);
1341 gameseq_init_network_players(); // Initialize the Players array for
1344 HUD_clear_messages();
1346 automap_clear_visited();
1348 // -- init_player_stats_level();
1350 Viewer = &Objects[Players[Player_num].objnum];
1352 gameseq_remove_unused_players();
1356 Control_center_destroyed = 0;
1359 reset_palette_add();
1361 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1362 init_robots_for_level();
1364 init_smega_detonates();
1367 reset_special_effects();
1371 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1372 int pw_save, sw_save;
1376 pw_save = Primary_weapon;
1377 sw_save = Secondary_weapon;
1378 state_restore_all(1, 1, SECRETC_FILENAME);
1379 Primary_weapon = pw_save;
1380 Secondary_weapon = sw_save;
1381 reset_special_effects();
1383 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1387 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1388 do_secret_message(text_str);
1391 // -- // If file doesn't exist, it's because reactor was destroyed.
1392 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1393 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1394 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1399 if (First_secret_visit) {
1400 copy_defaults_to_robot_all();
1405 init_controlcen_for_level();
1407 // Say player can use FLASH cheat to mark path to exit.
1408 Last_level_path_created = -1;
1410 First_secret_visit = 0;
1413 int Entered_from_level;
1415 // ---------------------------------------------------------------------------------------------------------------
1416 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1417 void ExitSecretLevel(void)
1421 if (Newdemo_state == ND_STATE_PLAYBACK)
1424 if (!Control_center_destroyed) {
1425 state_save_all(0, 2, SECRETC_FILENAME);
1428 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1429 int pw_save, sw_save;
1431 returning_to_level_message();
1433 pw_save = Primary_weapon;
1434 sw_save = Secondary_weapon;
1435 state_restore_all(1, 1, SECRETB_FILENAME);
1436 Primary_weapon = pw_save;
1437 Secondary_weapon = sw_save;
1439 // File doesn't exist, so can't return to base level. Advance to next one.
1440 if (Entered_from_level == Last_level)
1443 advancing_to_level_message();
1444 StartNewLevel(Entered_from_level+1, 0);
1449 // ---------------------------------------------------------------------------------------------------------------
1450 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1451 // be invulnerable or cloaked.
1452 void do_cloak_invul_secret_stuff(fix old_gametime)
1454 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1457 time_used = old_gametime - Players[Player_num].invulnerable_time;
1458 Players[Player_num].invulnerable_time = GameTime - time_used;
1461 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1464 time_used = old_gametime - Players[Player_num].cloak_time;
1465 Players[Player_num].cloak_time = GameTime - time_used;
1469 // ---------------------------------------------------------------------------------------------------------------
1470 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1471 // is passing to the secret level.
1473 void EnterSecretLevel(void)
1478 Assert(! (Game_mode & GM_MULTI) );
1480 Entered_from_level = Current_level_num;
1482 if (Control_center_destroyed)
1483 DoEndLevelScoreGlitz(0);
1485 if (Newdemo_state != ND_STATE_PLAYBACK)
1486 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1488 // Find secret level number to go to, stuff in Next_level_num.
1489 for (i=0; i<-Last_secret_level; i++)
1490 if (Secret_level_table[i]==Current_level_num) {
1491 Next_level_num = -(i+1);
1493 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1494 Next_level_num = -i;
1498 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1499 Next_level_num = Last_secret_level;
1501 old_gametime = GameTime;
1503 StartNewLevelSecret(Next_level_num, 1);
1505 // do_cloak_invul_stuff();
1508 //called when the player has finished a level
1509 void PlayerFinishedLevel(int secret_flag)
1511 Assert(!secret_flag);
1513 //credit the player for hostages
1514 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1516 if (Game_mode & GM_NETWORK)
1517 Players[Player_num].connected = 2; // Finished but did not die
1519 last_drawn_cockpit[0] = -1;
1520 last_drawn_cockpit[1] = -1;
1522 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1525 #if defined(D2_OEM) || defined(COMPILATION)
1526 #define MOVIE_REQUIRED 0
1528 #define MOVIE_REQUIRED 1
1532 #define ENDMOVIE "endo"
1534 #define ENDMOVIE "end"
1537 void show_order_form();
1538 extern void com_hangup(void);
1540 //called when the player has finished the last level
1541 void DoEndGame(void)
1543 mprintf((0,"DoEndGame\n"));
1545 Function_mode = FMODE_MENU;
1546 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1547 newdemo_stop_recording();
1549 set_screen_mode( SCREEN_MENU );
1552 dd_gr_set_current_canvas(NULL),
1553 gr_set_current_canvas(NULL)
1558 if (Current_mission_num == 0 && !(Game_mode & GM_MULTI)) //only built-in mission, & not multi
1561 int played=MOVIE_NOT_PLAYED; //default is not played
1565 songs_play_song( SONG_ENDGAME, 0 );
1566 mprintf((0,"doing briefing\n"));
1567 do_briefing_screens("ending2.tex",1);
1568 mprintf((0,"briefing done\n"));
1570 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1571 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1575 songs_play_song( SONG_TITLE, 0 );
1576 do_briefing_screens("end2oem.tex",1);
1581 else if (!(Game_mode & GM_MULTI)) { //not multi
1582 char tname[FILENAME_LEN];
1583 sprintf(tname,"%s.tex",Current_mission_filename);
1584 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1586 //try doing special credits
1587 sprintf(tname,"%s.ctb",Current_mission_filename);
1588 credits_show(tname);
1598 if (Game_mode & GM_MULTI)
1599 multi_endlevel_score();
1602 // NOTE LINK TO ABOVE
1603 DoEndLevelScoreGlitz(0);
1605 if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1607 dd_gr_set_current_canvas(NULL),
1608 gr_set_current_canvas( NULL )
1611 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1612 gr_clear_canvas(BM_XRGB(0,0,0))
1615 load_palette(DEFAULT_PALETTE,0,1);
1616 scores_maybe_add_player(0);
1619 Function_mode = FMODE_MENU;
1621 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1622 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1624 Game_mode = GM_GAME_OVER;
1627 longjmp( LeaveGame, 0 ); // Exit out of game loop
1630 //from which level each do you get to each secret level
1631 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1633 //called to go to the next level (if there is one)
1634 //if secret_flag is true, advance to secret level, else next normal one
1635 // Return true if game over.
1636 void AdvanceLevel(int secret_flag)
1642 mprintf((0,"AdvanceLevel\n"));
1644 Assert(!secret_flag);
1646 if (Current_level_num != Last_level) {
1648 if (Game_mode & GM_MULTI)
1649 multi_endlevel_score();
1652 // NOTE LINK TO ABOVE!!!
1653 DoEndLevelScoreGlitz(0); //give bonuses
1656 Control_center_destroyed = 0;
1659 if (Current_level_num == 0)
1660 return; //not a real level
1664 if (Game_mode & GM_MULTI) {
1665 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1666 if (result) // failed to sync
1668 if (Current_level_num == Last_level) //player has finished the game!
1669 longjmp( LeaveGame, 0 ); // Exit out of game loop
1676 if (Current_level_num == Last_level) { //player has finished the game!
1678 mprintf((0,"Finished last level!\n"));
1684 Next_level_num = Current_level_num+1; //assume go to next normal level
1686 if (!(Game_mode & GM_MULTI))
1687 DoEndlevelMenu(); // Let use save their game
1689 StartNewLevel(Next_level_num, 0);
1694 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1696 extern char last_palette_loaded[];
1698 void load_stars_palette()
1703 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1704 Assert(pcx_error == PCX_ERROR_NONE);
1706 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1709 { //remap stuff. this code is kindof a hack
1711 //now, before we bring up the menu, we need to
1712 //do some stuff to make sure the palette is ok. First, we need to
1713 //get our current palette into the 2d's array, so the remapping will
1714 //work. Second, we need to remap the fonts. Third, we need to fill
1715 //in part of the fade tables so the darkening of the menu edges works
1717 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1718 remap_fonts_and_menus(1);
1722 strcpy(last_palette_loaded,""); //force palette load next time
1726 void nm_draw_background1(char * filename);
1731 //@@ ubyte pal[256*3];
1733 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1734 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1736 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1738 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1740 nm_draw_background1(STARS_BACKGROUND);
1746 died_in_mine_message(void)
1748 // Tell the player he died in the mine, explain why
1751 if (Game_mode & GM_MULTI)
1754 gr_palette_fade_out(gr_palette, 32, 0);
1756 set_screen_mode(SCREEN_MENU); //go into menu mode
1759 dd_gr_set_current_canvas(NULL),
1760 gr_set_current_canvas(NULL)
1765 #if defined(POLY_ACC)
1767 pa_update_clut(gr_palette, 0, 256, 0);
1770 old_fmode = Function_mode;
1771 Function_mode = FMODE_MENU;
1772 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1773 Function_mode = old_fmode;
1775 #if defined(POLY_ACC)
1779 WIN(DEFINE_SCREEN(NULL));
1782 // Called when player dies on secret level.
1783 void returning_to_level_message(void)
1789 if (Game_mode & GM_MULTI)
1792 gr_palette_fade_out(gr_palette, 32, 0);
1794 set_screen_mode(SCREEN_MENU); //go into menu mode
1796 gr_set_current_canvas(NULL);
1800 #if defined(POLY_ACC)
1802 pa_update_clut(gr_palette, 0, 256, 0);
1805 old_fmode = Function_mode;
1806 Function_mode = FMODE_MENU;
1807 sprintf(msg, "Returning to level %i", Entered_from_level);
1808 nm_messagebox(NULL, 1, TXT_OK, msg);
1809 Function_mode = old_fmode;
1811 #if defined(POLY_ACC)
1815 WIN(DEFINE_SCREEN(NULL));
1818 // Called when player dies on secret level.
1819 void advancing_to_level_message(void)
1825 // Only supposed to come here from a secret level.
1826 Assert(Current_level_num < 0);
1828 if (Game_mode & GM_MULTI)
1831 gr_palette_fade_out(gr_palette, 32, 0);
1833 set_screen_mode(SCREEN_MENU); //go into menu mode
1835 gr_set_current_canvas(NULL);
1839 #if defined(POLY_ACC)
1841 pa_update_clut(gr_palette, 0, 256, 0);
1844 old_fmode = Function_mode;
1845 Function_mode = FMODE_MENU;
1846 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1847 nm_messagebox(NULL, 1, TXT_OK, msg);
1848 Function_mode = old_fmode;
1850 #if defined(POLY_ACC)
1854 WIN(DEFINE_SCREEN(NULL));
1857 void digi_stop_digi_sounds();
1861 reset_palette_add();
1863 gr_palette_load (gr_palette);
1865 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1866 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1868 dead_player_end(); //terminate death sequence (if playing)
1871 if (Game_mode == GM_EDITOR) { //test mine, not real level
1872 object * playerobj = &Objects[Players[Player_num].objnum];
1873 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1874 load_level("gamesave.lvl");
1875 init_player_stats_new_ship();
1876 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1883 if ( Game_mode&GM_MULTI )
1885 multi_do_death(Players[Player_num].objnum);
1889 { //Note link to above else!
1890 Players[Player_num].lives--;
1891 if (Players[Player_num].lives == 0)
1898 if ( Control_center_destroyed ) {
1900 //clear out stuff so no bonus
1901 Players[Player_num].hostages_on_board = 0;
1902 Players[Player_num].energy = 0;
1903 Players[Player_num].shields = 0;
1904 Players[Player_num].connected = 3;
1906 died_in_mine_message(); // Give them some indication of what happened
1908 if (Current_level_num < 0) {
1911 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1913 returning_to_level_message();
1914 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1915 set_pos_from_return_segment();
1916 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1918 advancing_to_level_message();
1919 StartNewLevel(Entered_from_level+1, 0);
1920 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1924 AdvanceLevel(0); //if finished, go on to next level
1926 init_player_stats_new_ship();
1927 last_drawn_cockpit[0] = -1;
1928 last_drawn_cockpit[1] = -1;
1931 } else if (Current_level_num < 0) {
1933 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1935 returning_to_level_message();
1936 if (!Control_center_destroyed)
1937 state_save_all(0, 2, SECRETC_FILENAME);
1938 state_restore_all(1, 2, SECRETB_FILENAME);
1939 set_pos_from_return_segment();
1940 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1942 died_in_mine_message(); // Give them some indication of what happened
1943 advancing_to_level_message();
1944 StartNewLevel(Entered_from_level+1, 0);
1945 init_player_stats_new_ship();
1948 init_player_stats_new_ship();
1955 extern int BigWindowSwitch;
1957 //called when the player is starting a new level for normal game mode and restore state
1958 // secret_flag set if came from a secret level
1959 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1961 if (!(Game_mode & GM_MULTI)) {
1962 last_drawn_cockpit[0] = -1;
1963 last_drawn_cockpit[1] = -1;
1968 if (Newdemo_state == ND_STATE_PAUSED)
1969 Newdemo_state = ND_STATE_RECORDING;
1971 if (Newdemo_state == ND_STATE_RECORDING) {
1972 newdemo_set_new_level(level_num);
1973 newdemo_record_start_frame(FrameCount, FrameTime );
1976 if (Game_mode & GM_MULTI)
1977 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1979 LoadLevel(level_num,page_in_textures);
1981 Assert(Current_level_num == level_num); //make sure level set right
1983 gameseq_init_network_players(); // Initialize the Players array for
1986 Viewer = &Objects[Players[Player_num].objnum];
1988 Assert(N_players <= NumNetPlayerPositions);
1989 //If this assert fails, there's not enough start positions
1992 if (Game_mode & GM_NETWORK)
1994 if(network_level_sync()) // After calling this, Player_num is set
1997 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1999 if(com_level_sync())
2004 Assert(Function_mode == FMODE_GAME);
2007 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2010 HUD_clear_messages();
2012 automap_clear_visited();
2015 if (Network_new_game == 1)
2017 Network_new_game = 0;
2018 init_player_stats_new_ship();
2021 init_player_stats_level(secret_flag);
2024 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2027 for (i = 0; i < N_players; i++)
2028 Players[i].flags |= Netgame.player_flags[i];
2031 if (Game_mode & GM_MULTI)
2033 multi_prep_level(); // Removes robots from level if necessary
2037 gameseq_remove_unused_players();
2041 Control_center_destroyed = 0;
2043 set_screen_mode(SCREEN_GAME);
2045 init_robots_for_level();
2047 init_smega_detonates();
2050 reset_palette_add();
2051 init_thief_for_level();
2052 init_stuck_objects();
2053 game_flush_inputs(); // clear out the keyboard
2054 if (!(Game_mode & GM_MULTI))
2055 filter_objects_from_level();
2059 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2060 set_highest_level(Current_level_num);
2062 read_player_file(); //get window sizes
2064 reset_special_effects();
2067 ogl_cache_level_textures();
2072 if (Network_rejoined == 1)
2075 mprintf((0, "Restarting - joining in random location.\n"));
2077 Network_rejoined = 0;
2082 StartLevel(0); // Note link to above if!
2084 copy_defaults_to_robot_all();
2085 init_controlcen_for_level();
2087 // Say player can use FLASH cheat to mark path to exit.
2088 Last_level_path_created = -1;
2092 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2094 void bash_to_shield (int i,char *s)
2097 int type=Objects[i].id;
2100 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2103 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2106 Objects[i].id = POW_SHIELD_BOOST;
2107 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2108 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2112 void filter_objects_from_level()
2116 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2118 for (i=0;i<=Highest_object_index;i++)
2120 if (Objects[i].type==OBJ_POWERUP)
2121 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2122 bash_to_shield (i,"Flag!!!!");
2129 char movie_name[FILENAME_LEN];
2130 } intro_movie[] = { { 1,"pla"},
2138 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2140 extern int MenuHiresAvailable;
2141 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2142 extern int intro_played; //true if big intro movie played
2144 void ShowLevelIntro(int level_num)
2146 //if shareware, show a briefing?
2148 if (!(Game_mode & GM_MULTI)) {
2152 ubyte save_pal[sizeof(gr_palette)];
2154 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2156 #if defined(D2_OEM) || defined(COMPILATION)
2157 if (level_num==1 && !intro_played)
2158 do_briefing_screens ("brief2o.tex",1);
2161 if (Current_mission_num==0)
2169 do_briefing_screens ("brief2.tex",1);
2172 for (i=0;i<NUM_INTRO_MOVIES;i++)
2174 if (intro_movie[i].level_num == level_num)
2176 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2183 if (!movie) { //must go before briefing
2184 dd_gr_init_screen();
2191 int hires_save=MenuHiresAvailable;
2193 if (robot_movies == 1) //lowres only
2195 MenuHiresAvailable = 0; //pretend we can't do highres
2197 if (hires_save != MenuHiresAvailable)
2198 Screen_mode = -1; //force reset
2201 do_briefing_screens ("robot.tex",level_num);
2202 MenuHiresAvailable = hires_save;
2207 else { //not the built-in mission. check for add-on briefing
2208 char tname[FILENAME_LEN];
2209 sprintf(tname,"%s.tex",Current_mission_filename);
2210 do_briefing_screens (tname,level_num);
2214 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2218 // ---------------------------------------------------------------------------
2219 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2220 // Reason: On this level, if player goes to a secret level, he will be going to a different
2221 // secret level than he's ever been to before.
2222 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2223 void maybe_set_first_secret_visit(int level_num)
2227 for (i=0; i<N_secret_levels; i++) {
2228 if (Secret_level_table[i] == level_num) {
2229 First_secret_visit = 1;
2230 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2235 //called when the player is starting a new level for normal game model
2236 // secret_flag if came from a secret level
2237 void StartNewLevel(int level_num, int secret_flag)
2241 if ((level_num > 0) && (!secret_flag)) {
2242 maybe_set_first_secret_visit(level_num);
2245 ShowLevelIntro(level_num);
2247 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2249 StartNewLevelSub(level_num, 1, secret_flag );
2253 //initialize the player object position & orientation (at start of game, or new ship)
2254 void InitPlayerPosition(int random_flag)
2259 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2261 NewPlayer = Player_num;
2263 else if (random_flag == 1)
2265 int i, closest = -1, trys=0;
2266 fix closest_dist = 0x7ffffff, dist;
2271 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2273 mprintf((1, "WARNING: There are only %d start positions!\n"));
2281 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2285 NewPlayer = d_rand() % NumNetPlayerPositions;
2288 closest_dist = 0x7fffffff;
2290 for (i=0; i<N_players; i++ ) {
2291 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2292 dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 10, WID_FLY_FLAG ); // Used to be 5, search up to 10 segments
2293 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2294 if ( (dist < closest_dist) && (dist >= 0) ) {
2295 closest_dist = dist;
2301 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2302 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2305 mprintf((0, "Starting position is not being changed.\n"));
2306 goto done; // If deathmatch and not random, positions were already determined by sync packet
2308 Assert(NewPlayer >= 0);
2309 Assert(NewPlayer < NumNetPlayerPositions);
2312 ConsoleObject->pos = Player_init[NewPlayer].pos;
2313 ConsoleObject->orient = Player_init[NewPlayer].orient;
2314 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2316 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2318 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2323 reset_player_object();
2327 // -----------------------------------------------------------------------------------------------------
2328 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2329 // What about setting size!? Where does that come from?
2330 void copy_defaults_to_robot(object *objp)
2335 Assert(objp->type == OBJ_ROBOT);
2337 Assert(objid < N_robot_types);
2339 robptr = &Robot_info[objid];
2341 // Boost shield for Thief and Buddy based on level.
2342 objp->shields = robptr->strength;
2344 if ((robptr->thief) || (robptr->companion)) {
2345 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2347 if (robptr->companion) {
2348 // Now, scale guide-bot hits by skill level
2349 switch (Difficulty_level) {
2350 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2351 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2352 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2356 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2357 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2359 // Additional wimpification of bosses at Trainee
2360 if ((robptr->boss_flag) && (Difficulty_level == 0))
2364 // -----------------------------------------------------------------------------------------------------
2365 // Copy all values from the robot info structure to all instances of robots.
2366 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2367 // This function should be called at level load time.
2368 void copy_defaults_to_robot_all()
2372 for (i=0; i<=Highest_object_index; i++)
2373 if (Objects[i].type == OBJ_ROBOT)
2374 copy_defaults_to_robot(&Objects[i]);
2378 extern void clear_stuck_objects(void);
2380 // -----------------------------------------------------------------------------------------------------
2381 //called when the player is starting a level (new game or new ship)
2382 void StartLevel(int random_flag)
2384 Assert(!Player_is_dead);
2386 InitPlayerPosition(random_flag);
2388 verify_console_object();
2390 ConsoleObject->control_type = CT_FLYING;
2391 ConsoleObject->movement_type = MT_PHYSICS;
2395 clear_transient_objects(0); //0 means leave proximity bombs
2397 // create_player_appearance_effect(ConsoleObject);
2398 Do_appearance_effect = 1;
2401 if (Game_mode & GM_MULTI)
2403 if (Game_mode & GM_MULTI_COOP)
2405 multi_send_position(Players[Player_num].objnum);
2406 multi_send_reappear();
2409 if (Game_mode & GM_NETWORK)
2410 network_do_frame(1, 1);
2413 ai_reset_all_paths();
2414 ai_init_boss_for_ship();
2415 clear_stuck_objects();
2418 // Note, this is only done if editor builtin. Calling this from here
2419 // will cause it to be called after the player dies, resetting the
2420 // hits for the buddy and thief. This is ok, since it will work ok
2421 // in a shipped version.
2428 Auto_fire_fusion_cannon_time = 0;
2431 Robot_firing_enabled = 1;