1 /* $Id: gameseq.c,v 1.34 2004-05-15 16:25:35 schaffner Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Routines for EndGame, EndLevel, etc.
20 * Revision 1.1 1995/12/05 16:02:05 allender
23 * Revision 1.14 1995/11/03 12:55:30 allender
26 * Revision 1.13 1995/10/31 10:23:07 allender
29 * Revision 1.12 1995/10/18 18:25:02 allender
30 * call auto_select_weapon after initing ammo since that may
31 * change the secondary weapon status
33 * Revision 1.11 1995/10/17 13:17:11 allender
34 * added closebox when entering pilot name
36 * Revision 1.10 1995/09/24 10:56:59 allender
37 * new players must be looked for in Players directory
39 * Revision 1.9 1995/09/18 08:08:08 allender
40 * remove netgame binding if at endgame
42 * Revision 1.8 1995/09/14 14:13:01 allender
43 * initplayerobject have void return
45 * Revision 1.7 1995/08/31 12:54:42 allender
48 * Revision 1.6 1995/08/26 16:25:40 allender
49 * put return values on needed functions
51 * Revision 1.5 1995/08/14 09:26:28 allender
52 * added byteswap header files
54 * Revision 1.4 1995/08/01 13:57:42 allender
55 * macified player file stuff -- players stored in seperate folder
57 * Revision 1.3 1995/06/08 12:54:37 allender
58 * new function for calculating a segment based checksum since the old way
59 * is byte order dependent
61 * Revision 1.2 1995/06/02 07:42:10 allender
62 * removed duplicate extern for network_endlevel_poll2
64 * Revision 1.1 1995/05/16 15:25:56 allender
67 * Revision 2.10 1995/12/19 15:48:25 john
68 * Made screen reset when loading new level.
70 * Revision 2.9 1995/07/07 16:47:52 john
71 * Fixed bug with reactor time..
73 * Revision 2.8 1995/06/15 12:14:18 john
74 * Made end game, win game and title sequences all go
75 * on after 5 minutes automatically.
77 * Revision 2.7 1995/05/26 16:16:25 john
78 * Split SATURN into define's for requiring cd, using cd, etc.
79 * Also started adding all the Rockwell stuff.
81 * Revision 2.6 1995/03/24 13:11:20 john
82 * Added save game during briefing screens.
84 * Revision 2.5 1995/03/23 17:56:20 allender
85 * added code to record old laser level and weapons when player gets
88 * Revision 2.4 1995/03/21 08:39:14 john
89 * Ifdef'd out the NETWORK code.
91 * Revision 2.3 1995/03/15 14:33:33 john
92 * Added code to force the Descent CD-rom in the drive.
94 * Revision 2.2 1995/03/06 16:47:26 mike
97 * Revision 2.1 1995/03/06 15:23:23 john
98 * New screen techniques.
100 * Revision 2.0 1995/02/27 11:28:53 john
101 * New version 2.0, which has no anonymous unions, builds with
102 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
104 * Revision 1.310 1995/02/14 10:48:09 mike
105 * zero bonus if you are a cheater.
107 * Revision 1.309 1995/02/11 19:17:08 rob
108 * Fixed bug in laser fire rate after demo playback.
110 * Revision 1.308 1995/02/11 14:34:08 rob
111 * Added include of netmisc.c
113 * Revision 1.307 1995/02/11 14:29:04 rob
114 * Fixes for invul. controlcen.
116 * Revision 1.306 1995/02/11 13:47:00 mike
119 * Revision 1.305 1995/02/11 13:10:52 rob
120 * Fixed end of anarchy mission problems.
122 * Revision 1.304 1995/02/11 12:46:12 mike
123 * initialize Robot_firing_enabled, part of AHIMSA cheat.
125 * Revision 1.303 1995/02/11 12:42:03 john
126 * Added new song method, with FM bank switching..
128 * Revision 1.302 1995/02/10 17:39:29 matt
129 * Changed secret exit message to be centered
131 * Revision 1.301 1995/02/10 16:17:33 mike
132 * init Last_level_path_shown.
134 * Revision 1.300 1995/02/09 22:18:22 john
135 * Took out between level saves.
137 * Revision 1.299 1995/02/09 12:11:42 rob
138 * Get rid of high scores thing for multiplayer games.
140 * Revision 1.298 1995/02/08 20:34:24 rob
141 * Took briefing screens back OUT of coop games (per Interplay request)
143 * Revision 1.297 1995/02/08 19:20:09 rob
144 * Moved checksum calc.
146 * Revision 1.296 1995/02/05 14:39:24 rob
147 * Changed object mapping to be more efficient.
149 * Revision 1.295 1995/02/02 19:05:38 john
150 * Made end level menu for 27 not overwrite descent title..
152 * Revision 1.294 1995/02/02 16:36:42 adam
153 * *** empty log message ***
155 * Revision 1.293 1995/02/02 15:58:02 john
156 * Added turbo mode cheat.
158 * Revision 1.292 1995/02/02 15:29:34 matt
159 * Changed & localized secret level text
161 * Revision 1.291 1995/02/02 10:50:03 adam
162 * messed with secret level message
164 * Revision 1.290 1995/02/02 01:20:28 adam
165 * changed endgame song temporarily.
167 * Revision 1.289 1995/02/01 23:19:43 rob
168 * Fixed up endlevel stuff for multiplayer.
169 * Put in palette fades around areas that didn't have them before.
171 * Revision 1.288 1995/02/01 17:12:34 mike
172 * Make score come after endgame screens.
174 * Revision 1.287 1995/01/30 18:34:30 rob
175 * Put briefing screens back into coop games.
177 * Revision 1.286 1995/01/27 13:07:59 rob
178 * Removed erroneous warning message.
180 * Revision 1.285 1995/01/27 11:47:43 rob
181 * Removed new secret level menu from multiplayer games.
183 * Revision 1.284 1995/01/26 22:11:11 mike
184 * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
186 * Revision 1.283 1995/01/26 16:55:13 rob
187 * Removed ship bonus from cooperative endgame.
189 * Revision 1.282 1995/01/26 16:45:24 mike
190 * Add autofire fusion cannon stuff.
192 * Revision 1.281 1995/01/26 14:44:44 rob
193 * Removed unnecessary #ifdefs around mprintfs.
194 * Changed NumNetPlayerPositions to be independant of MaxNumNetPlayers to
195 * accomodate 4-player robo-archy games with 8 start positions.
197 * Revision 1.280 1995/01/26 12:19:01 rob
198 * Changed network_do_frame call.
200 * Revision 1.279 1995/01/26 00:35:03 matt
201 * Changed numbering convention for HMP files for levels
203 * Revision 1.278 1995/01/25 16:07:59 matt
204 * Added message (prototype) when going to secret level
206 * Revision 1.277 1995/01/22 18:57:23 matt
207 * Made player highest level work with missions
209 * Revision 1.276 1995/01/21 23:13:08 matt
210 * Made high scores with (not work, really) with loaded missions
211 * Don't give player high score when quit game
213 * Revision 1.275 1995/01/21 17:17:39 john
214 * *** empty log message ***
216 * Revision 1.274 1995/01/21 17:15:38 john
217 * Added include for state.h
219 * Revision 1.273 1995/01/21 16:21:14 matt
220 * Fixed bugs in secret level sequencing
222 * Revision 1.272 1995/01/20 22:47:29 matt
223 * Mission system implemented, though imcompletely
225 * Revision 1.271 1995/01/19 17:00:48 john
226 * Made save game work between levels.
228 * Revision 1.270 1995/01/17 17:49:10 rob
229 * Added key syncing for coop.
231 * Revision 1.269 1995/01/17 14:27:37 john
234 * Revision 1.268 1995/01/17 13:36:33 john
235 * Moved pig loading into StartNewLevelSub.
237 * Revision 1.267 1995/01/16 16:53:55 john
238 * Added code to save cheat state during save game.
240 * Revision 1.266 1995/01/15 19:42:10 matt
241 * Ripped out hostage faces for registered version
243 * Revision 1.265 1995/01/15 16:55:06 john
244 * Improved mine texture parsing.
246 * Revision 1.264 1995/01/15 11:56:24 john
247 * Working version of paging.
249 * Revision 1.263 1995/01/14 19:16:40 john
250 * First version of new bitmap paging code.
252 * Revision 1.262 1995/01/13 17:38:58 yuan
253 * Removed Int3() for number players check.
255 * Revision 1.261 1995/01/12 12:09:52 yuan
256 * Added coop object capability.
258 * Revision 1.260 1995/01/05 17:16:08 yuan
261 * Revision 1.259 1995/01/05 11:34:29 john
262 * Took out endlevel save stuff for registered.
264 * Revision 1.258 1995/01/04 19:00:16 rob
265 * Added some debugging for two bugs.
267 * Revision 1.257 1995/01/04 13:18:18 john
268 * Added cool 6 game save.
270 * Revision 1.256 1995/01/04 08:46:18 rob
271 * JOHN CHECKED IN FOR ROB !!!
273 * Revision 1.255 1995/01/02 20:07:35 rob
274 * Added score syncing.
275 * Get rid of endlevel score for coop games (put it back in elsewhere)
277 * Revision 1.254 1995/01/02 16:17:43 mike
280 * Revision 1.253 1994/12/21 21:08:47 rob
281 * fixed a bug in coop player ship positions.
283 * Revision 1.252 1994/12/21 12:57:08 rob
284 * Handle additional player ships in mines.
295 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.34 2004-05-15 16:25:35 schaffner Exp $";
312 #include "ogl_init.h"
315 #include "pa_enabl.h" //$$POLY_ACC
331 #include "textures.h"
344 #include "gamesave.h"
350 #include "lighting.h"
358 #include "gamefont.h"
360 #include "endlevel.h"
363 # include "network.h"
364 # include "netmisc.h"
367 #include "playsave.h"
369 #include "fireball.h"
374 #include "cntrlcen.h"
379 #include "texmerge.h"
386 #include "controls.h"
388 #include "gamemine.h"
390 #if defined(POLY_ACC)
391 #include "poly_acc.h"
393 #if defined (TACTILE)
398 #include "editor/editor.h"
404 void StartNewLevelSecret(int level_num, int page_in_textures);
405 void InitPlayerPosition(int random_flag);
407 void returning_to_level_message(void);
408 void advancing_to_level_message(void);
409 void DoEndGame(void);
410 void AdvanceLevel(int secret_flag);
411 void filter_objects_from_level();
413 // From allender -- you'll find these defines in state.c and cntrlcen.c
414 // since I couldn't think of a good place to put them and i wanted to
415 // fix this stuff fast! Sorry about that...
418 #define SECRETB_FILENAME "secret.sgb"
419 #define SECRETC_FILENAME "secret.sgc"
421 #define SECRETB_FILENAME ":Players:secret.sgb"
422 #define SECRETC_FILENAME ":Players:secret.sgc"
425 //Current_level_num starts at 1 for the first level
426 //-1,-2,-3 are secret levels
427 //0 means not a real level loaded
428 int Current_level_num=0,Next_level_num;
429 char Current_level_name[LEVEL_NAME_LEN];
431 int Last_level, Last_secret_level;
433 // Global variables describing the player
434 int N_players=1; // Number of players ( >1 means a net game, eh?)
435 int Player_num=0; // The player number who is on the console.
436 player Players[MAX_PLAYERS+4]; // Misc player info
437 obj_position Player_init[MAX_PLAYERS];
439 // Global variables telling what sort of game we have
440 int MaxNumNetPlayers = -1;
441 int NumNetPlayerPositions = -1;
443 extern fix ThisLevelTime;
445 // Extern from game.c to fix a bug in the cockpit!
447 extern int last_drawn_cockpit[2];
448 extern int Last_level_path_created;
450 // HUD_clear_messages external, declared in gauges.h
452 extern void HUD_clear_messages(); // From hud.c
455 // Extra prototypes declared for the sake of LINT
456 void init_player_stats_new_ship(void);
457 void copy_defaults_to_robot_all(void);
459 int Do_appearance_effect=0;
461 extern int Rear_view;
463 int First_secret_visit = 1;
465 extern int descent_critical_error;
467 extern int Last_msg_ycrd;
469 //--------------------------------------------------------------------
470 void verify_console_object()
472 Assert( Player_num > -1 );
473 Assert( Players[Player_num].objnum > -1 );
474 ConsoleObject = &Objects[Players[Player_num].objnum];
475 Assert( ConsoleObject->type==OBJ_PLAYER );
476 Assert( ConsoleObject->id==Player_num );
479 int count_number_of_robots()
485 for (i=0;i<=Highest_object_index;i++) {
486 if (Objects[i].type == OBJ_ROBOT)
494 int count_number_of_hostages()
500 for (i=0;i<=Highest_object_index;i++) {
501 if (Objects[i].type == OBJ_HOSTAGE)
508 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
510 gameseq_init_network_players()
514 // Initialize network player start locations and object numbers
516 ConsoleObject = &Objects[0];
519 for (i=0;i<=Highest_object_index;i++) {
521 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
523 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
524 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
526 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
527 Objects[i].type=OBJ_PLAYER;
528 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
529 Player_init[k].pos = Objects[i].pos;
530 Player_init[k].orient = Objects[i].orient;
531 Player_init[k].segnum = Objects[i].segnum;
532 Players[k].objnum = i;
541 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
542 obj_delete(i); //kill the buddy in netgames
545 NumNetPlayerPositions = k;
548 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
549 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
551 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
552 //Int3(); // Not enough positions!!
556 if (is_D2_OEM && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
558 for (i=0;i<N_players;i++)
559 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
561 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!");
566 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num == 4)
568 for (i = 0; i < N_players; i++)
569 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
571 nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
578 void gameseq_remove_unused_players()
582 // 'Remove' the unused players
585 if (Game_mode & GM_MULTI)
587 for (i=0; i < NumNetPlayerPositions; i++)
589 if ((!Players[i].connected) || (i >= N_players))
592 // mprintf((0, "Ghosting player ship %d.\n", i+1));
594 multi_make_player_ghost(i);
600 { // Note link to above if!!!
602 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
604 for (i=1; i < NumNetPlayerPositions; i++)
606 obj_delete(Players[i].objnum);
611 fix StartingShields=INITIAL_SHIELDS;
613 // Setup player for new game
614 void init_player_stats_game()
616 Players[Player_num].score = 0;
617 Players[Player_num].last_score = 0;
618 Players[Player_num].lives = INITIAL_LIVES;
619 Players[Player_num].level = 1;
621 Players[Player_num].time_level = 0;
622 Players[Player_num].time_total = 0;
623 Players[Player_num].hours_level = 0;
624 Players[Player_num].hours_total = 0;
626 Players[Player_num].energy = INITIAL_ENERGY;
627 Players[Player_num].shields = StartingShields;
628 Players[Player_num].killer_objnum = -1;
630 Players[Player_num].net_killed_total = 0;
631 Players[Player_num].net_kills_total = 0;
633 Players[Player_num].num_kills_level = 0;
634 Players[Player_num].num_kills_total = 0;
635 Players[Player_num].num_robots_level = 0;
636 Players[Player_num].num_robots_total = 0;
637 Players[Player_num].KillGoalCount = 0;
639 Players[Player_num].hostages_rescued_total = 0;
640 Players[Player_num].hostages_level = 0;
641 Players[Player_num].hostages_total = 0;
643 Players[Player_num].laser_level = 0;
644 Players[Player_num].flags = 0;
646 init_player_stats_new_ship();
648 First_secret_visit = 1;
651 void init_ammo_and_energy(void)
653 if (Players[Player_num].energy < INITIAL_ENERGY)
654 Players[Player_num].energy = INITIAL_ENERGY;
655 if (Players[Player_num].shields < StartingShields)
656 Players[Player_num].shields = StartingShields;
658 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
659 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
660 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
662 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
663 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
664 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
665 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
666 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
669 extern ubyte Last_afterburner_state;
671 // Setup player for new level (After completion of previous level)
672 void init_player_stats_level(int secret_flag)
676 Players[Player_num].last_score = Players[Player_num].score;
678 Players[Player_num].level = Current_level_num;
681 if (!Network_rejoined) {
683 Players[Player_num].time_level = 0;
684 Players[Player_num].hours_level = 0;
689 Players[Player_num].killer_objnum = -1;
691 Players[Player_num].num_kills_level = 0;
692 Players[Player_num].num_robots_level = count_number_of_robots();
693 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
695 Players[Player_num].hostages_level = count_number_of_hostages();
696 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
697 Players[Player_num].hostages_on_board = 0;
700 init_ammo_and_energy();
702 Players[Player_num].flags &= (~KEY_BLUE);
703 Players[Player_num].flags &= (~KEY_RED);
704 Players[Player_num].flags &= (~KEY_GOLD);
706 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
707 PLAYER_FLAGS_CLOAKED |
708 PLAYER_FLAGS_MAP_ALL);
710 Players[Player_num].cloak_time = 0;
711 Players[Player_num].invulnerable_time = 0;
713 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
714 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
717 Player_is_dead = 0; // Added by RH
718 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
720 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
722 Controls.afterburner_state = 0;
723 Last_afterburner_state = 0;
725 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
731 tactile_set_button_jolt();
734 Missile_viewer = NULL;
737 extern void init_ai_for_ship(void);
739 // Setup player for a brand-new ship
740 void init_player_stats_new_ship()
744 if (Newdemo_state == ND_STATE_RECORDING) {
745 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
746 newdemo_record_player_weapon(0, 0);
747 newdemo_record_player_weapon(1, 0);
750 Players[Player_num].energy = INITIAL_ENERGY;
751 Players[Player_num].shields = StartingShields;
752 Players[Player_num].laser_level = 0;
753 Players[Player_num].killer_objnum = -1;
754 Players[Player_num].hostages_on_board = 0;
756 Afterburner_charge = 0;
758 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
759 Players[Player_num].primary_ammo[i] = 0;
760 Primary_last_was_super[i] = 0;
763 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
764 Players[Player_num].secondary_ammo[i] = 0;
765 Secondary_last_was_super[i] = 0;
767 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
769 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
770 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
773 Secondary_weapon = 0;
775 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
776 PLAYER_FLAGS_AFTERBURNER |
777 PLAYER_FLAGS_CLOAKED |
778 PLAYER_FLAGS_INVULNERABLE |
779 PLAYER_FLAGS_MAP_ALL |
780 PLAYER_FLAGS_CONVERTER |
781 PLAYER_FLAGS_AMMO_RACK |
782 PLAYER_FLAGS_HEADLIGHT |
783 PLAYER_FLAGS_HEADLIGHT_ON |
786 Players[Player_num].cloak_time = 0;
787 Players[Player_num].invulnerable_time = 0;
789 Player_is_dead = 0; //player no longer dead
791 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
793 Controls.afterburner_state = 0;
794 Last_afterburner_state = 0;
796 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
798 Missile_viewer=NULL; ///reset missile camera if out there
803 tactile_set_button_jolt();
811 extern void init_stuck_objects(void);
815 extern int Slide_segs_computed;
817 //reset stuff so game is semi-normal when playing from editor
818 void editor_reset_stuff_on_level()
820 gameseq_init_network_players();
821 init_player_stats_level(0);
822 Viewer = ConsoleObject;
823 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
824 ConsoleObject->id=Player_num;
825 ConsoleObject->control_type = CT_FLYING;
826 ConsoleObject->movement_type = MT_PHYSICS;
828 verify_console_object();
829 Control_center_destroyed = 0;
830 if (Newdemo_state != ND_STATE_PLAYBACK)
831 gameseq_remove_unused_players();
833 init_robots_for_level();
837 init_player_stats_new_ship();
838 init_controlcen_for_level();
839 automap_clear_visited();
840 init_stuck_objects();
841 init_thief_for_level();
843 Slide_segs_computed = 0;
847 //do whatever needs to be done when a player dies in multiplayer
851 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
853 if (Current_mission_num == Builtin_mission_num)
854 scores_maybe_add_player(0);
856 Function_mode = FMODE_MENU;
857 Game_mode = GM_GAME_OVER;
858 longjmp( LeaveGame, 0 ); // Exit out of game loop
862 extern void do_save_game_menu();
864 //update various information about the player
865 void update_player_stats()
867 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
868 if ( Players[Player_num].time_level > i2f(3600) ) {
869 Players[Player_num].time_level -= i2f(3600);
870 Players[Player_num].hours_level++;
873 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
874 if ( Players[Player_num].time_total > i2f(3600) ) {
875 Players[Player_num].time_total -= i2f(3600);
876 Players[Player_num].hours_total++;
880 //hack to not start object when loading level
881 extern int Dont_start_sound_objects;
883 //go through this level and start any eclip sounds
884 void set_sound_sources()
889 digi_init_sounds(); //clear old sounds
891 Dont_start_sound_objects = 1;
893 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
894 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
897 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
898 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))
899 if ((sn=Effects[ec].sound_num)!=-1) {
901 int csegnum = seg->children[sidenum];
903 //check for sound on other side of wall. Don't add on
904 //both walls if sound travels through wall. If sound
905 //does travel through wall, add sound for lower-numbered
908 if (IS_CHILD(csegnum) && csegnum < segnum) {
909 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
913 csegp = &Segments[seg->children[sidenum]];
914 csidenum = find_connect_side(seg, csegp);
916 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
917 continue; //skip this one
921 compute_center_point_on_side(&pnt,seg,sidenum);
922 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
926 Dont_start_sound_objects = 0;
931 //fix flash_dist=i2f(1);
932 fix flash_dist=fl2f(.9);
934 //create flash for player appearance
935 void create_player_appearance_effect(object *player_obj)
942 int objnum = player_obj-Objects;
943 if ( (objnum < 0) || (objnum > Highest_object_index) )
944 Int3(); // See Rob, trying to track down weird network bug
948 if (player_obj == Viewer)
949 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
951 pos = player_obj->pos;
953 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
956 effect_obj->orient = player_obj->orient;
958 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
959 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
964 // New Game sequencing functions
967 //pairs of chars describing ranges
968 char playername_allowed_chars[] = "azAZ09__--";
970 int MakeNewPlayerFile(int allow_abort)
975 char text[CALLSIGN_LEN+1]="";
980 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
983 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
985 Newmenu_allowed_chars = playername_allowed_chars;
986 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
987 Newmenu_allowed_chars = NULL;
990 if ( allow_abort ) return 0;
994 if (text[0]==0) //null string
996 sprintf( filename, "%s.plr", text );
999 fp = fopen( filename, "rb" );
1002 //if the callsign is the name of a tty device, prepend a char
1003 if (fp && isatty(fileno(fp))) {
1005 sprintf(filename,"$%.7s.plr",text);
1006 fp = fopen(filename,"rb");
1011 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1016 if (cfexist(filename))
1018 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1023 if ( !new_player_config() )
1024 goto try_again; // They hit Esc during New player config
1026 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
1028 write_player_file();
1034 #undef TXT_SELECT_PILOT
1035 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
1038 //Inputs the player's name, without putting up the background screen
1039 int RegisterPlayer()
1043 int allow_abort_flag = 1;
1045 if ( Players[Player_num].callsign[0] == 0 ) {
1046 //---------------------------------------------------------------------
1047 // Set default config options in case there is no config file
1048 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
1049 Config_joystick_sensitivity = 8;
1050 Config_control_type =CONTROL_NONE;
1051 for (i=0; i<CONTROL_MAX_TYPES; i++ )
1052 for (j=0; j<MAX_CONTROLS; j++ )
1053 kconfig_settings[i][j] = default_kconfig_settings[i][j];
1055 //----------------------------------------------------------------
1057 // Read the last player's name from config file, not lastplr.txt
1058 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
1060 if (config_last_player[0]==0)
1061 allow_abort_flag = 0;
1068 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
1069 goto do_menu_again; //return 0; // They hit Esc in file selector
1073 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
1074 goto do_menu_again; // They hit Esc in file selector
1077 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
1081 if ( filename[0] == '<' ) {
1082 // They selected 'create new pilot'
1083 if (!MakeNewPlayerFile(allow_abort_flag))
1084 //return 0; // They hit Esc during enter name stage
1087 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
1090 if (read_player_file() != EZERO)
1093 Auto_leveling_on = Default_leveling_on;
1095 set_display_mode(Default_display_mode);
1097 WriteConfigFile(); // Update lastplr
1103 void load_robot_replacements(char *level_name);
1105 extern int Robot_replacements_loaded;
1107 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
1108 void LoadLevel(int level_num,int page_in_textures)
1114 save_player = Players[Player_num];
1116 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
1118 if (level_num<0) //secret level
1119 level_name = Secret_level_names[-level_num-1];
1121 level_name = Level_names[level_num-1];
1124 dd_gr_set_current_canvas(NULL);
1125 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1127 gr_set_current_canvas(NULL);
1128 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
1131 Last_msg_ycrd = -1; //so we don't restore backgound under msg
1133 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1134 // WIN(ShowCursorW());
1136 #if 1 //defined(POLY_ACC) || defined(OGL)
1137 gr_palette_load(gr_palette);
1138 show_boxed_message(TXT_LOADING);
1140 show_boxed_message(TXT_LOADING);
1141 gr_palette_load(gr_palette);
1144 load_ret = load_level(level_name); //actually load the data from disk!
1147 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1149 Current_level_num=level_num;
1151 // load_palette_pig(Current_level_palette); //load just the pig
1153 load_palette(Current_level_palette,1,1); //don't change screen
1155 load_endlevel_data(level_num);
1157 if ( page_in_textures )
1158 piggy_load_level_data();
1160 if (Mission_list[Current_mission_num].descent_version == 1)
1161 load_d1_bitmap_replacements();
1163 load_bitmap_replacements(level_name);
1165 if (Robot_replacements_loaded) {
1166 read_hamfile(); //load original data
1167 Robot_replacements_loaded = 0;
1169 load_robot_replacements(level_name);
1172 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1174 reset_network_objects();
1177 Players[Player_num] = save_player;
1179 set_sound_sources();
1181 songs_play_level_song( Current_level_num );
1183 clear_boxed_message(); //remove message before new palette loaded
1185 gr_palette_load(gr_palette); //actually load the palette
1187 // WIN(HideCursorW());
1190 //sets up Player_num & ConsoleObject
1191 void InitPlayerObject()
1193 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1195 if (Player_num != 0 ) {
1196 Players[0] = Players[Player_num];
1200 Players[Player_num].objnum = 0;
1202 ConsoleObject = &Objects[Players[Player_num].objnum];
1204 ConsoleObject->type = OBJ_PLAYER;
1205 ConsoleObject->id = Player_num;
1206 ConsoleObject->control_type = CT_FLYING;
1207 ConsoleObject->movement_type = MT_PHYSICS;
1210 extern void game_disable_cheats();
1211 extern void turn_cheats_off();
1212 extern void init_seismic_disturbances(void);
1214 //starts a new game on the given level
1215 void StartNewGame(int start_level)
1217 Game_mode = GM_NORMAL;
1218 Function_mode = FMODE_GAME;
1222 InitPlayerObject(); //make sure player's object set up
1224 init_player_stats_game(); //clear all stats
1228 Network_new_game = 0;
1231 if (start_level < 0)
1232 StartNewLevelSecret(start_level, 0);
1234 StartNewLevel(start_level, 0);
1236 Players[Player_num].starting_level = start_level; // Mark where they started
1238 game_disable_cheats();
1240 init_seismic_disturbances();
1243 //@@//starts a resumed game loaded from disk
1244 //@@void ResumeSavedGame(int start_level)
1246 //@@ Game_mode = GM_NORMAL;
1247 //@@ Function_mode = FMODE_GAME;
1250 //@@ Network_new_game = 0;
1252 //@@ InitPlayerObject(); //make sure player's object set up
1254 //@@ StartNewLevel(start_level, 0);
1256 //@@ game_disable_cheats();
1260 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1263 extern int N_secret_levels;
1265 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
1267 // -----------------------------------------------------------------------------
1268 // Does the bonus scoring.
1269 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1270 void DoEndLevelScoreGlitz(int network)
1272 int level_points, skill_points, energy_points, shield_points, hostage_points;
1273 int all_hostage_points;
1275 char all_hostage_text[64];
1276 char endgame_text[64];
1277 #define N_GLITZITEMS 11
1278 char m_str[N_GLITZITEMS][30];
1279 newmenu_item m[N_GLITZITEMS+1];
1285 set_screen_mode(SCREEN_MENU); //go into menu mode
1292 mprintf((0,"DoEndLevelScoreGlitz\n"));
1294 // Compute level player is on, deal with secret levels (negative numbers)
1295 mine_level = Players[Player_num].level;
1297 mine_level *= -(Last_level/N_secret_levels);
1299 level_points = Players[Player_num].score-Players[Player_num].last_score;
1301 if (!Cheats_enabled) {
1302 if (Difficulty_level > 1) {
1303 skill_points = level_points*(Difficulty_level)/4;
1304 skill_points -= skill_points % 100;
1308 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1309 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1310 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1312 shield_points -= shield_points % 50;
1313 energy_points -= energy_points % 50;
1321 all_hostage_text[0] = 0;
1322 endgame_text[0] = 0;
1324 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1325 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1326 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1328 all_hostage_points = 0;
1330 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1331 endgame_points = Players[Player_num].lives * 10000;
1332 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1335 endgame_points = is_last_level = 0;
1337 mprintf((0,"adding bonus points\n"));
1338 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1341 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1342 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1343 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1344 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1346 sprintf(m_str[c++], "%s", all_hostage_text);
1347 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1348 sprintf(m_str[c++], "%s", endgame_text);
1350 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1351 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1354 sprintf(m_str[c++], "");
1355 sprintf(m_str[c++], " Done");
1358 for (i=0; i<c; i++) {
1359 m[i].type = NM_TYPE_TEXT;
1360 m[i].text = m_str[i];
1364 m[c-1].type = NM_TYPE_MENU;
1367 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1369 if (Current_level_num < 0)
1370 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);
1372 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);
1374 Assert(c <= N_GLITZITEMS);
1376 gr_palette_fade_out(gr_palette, 32, 0);
1378 mprintf((0,"doing menu\n"));
1380 PA_DFX (pa_alpha_always());
1383 if ( network && (Game_mode & GM_NETWORK) )
1384 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1387 // NOTE LINK TO ABOVE!!!
1388 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1390 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1393 //give the player the opportunity to save his game
1394 void DoEndlevelMenu()
1396 //No between level saves......!!! state_save_all(1);
1399 // -----------------------------------------------------------------------------------------------------
1400 //called when the player is starting a level (new game or new ship)
1401 void StartSecretLevel()
1403 Assert(!Player_is_dead);
1405 InitPlayerPosition(0);
1407 verify_console_object();
1409 ConsoleObject->control_type = CT_FLYING;
1410 ConsoleObject->movement_type = MT_PHYSICS;
1412 // -- WHY? -- disable_matcens();
1413 clear_transient_objects(0); //0 means leave proximity bombs
1415 // create_player_appearance_effect(ConsoleObject);
1416 Do_appearance_effect = 1;
1418 ai_reset_all_paths();
1419 // -- NO? -- reset_time();
1422 Auto_fire_fusion_cannon_time = 0;
1425 Robot_firing_enabled = 1;
1428 extern void set_pos_from_return_segment(void);
1430 // Returns true if secret level has been destroyed.
1431 int p_secret_level_destroyed(void)
1433 if (First_secret_visit) {
1434 return 0; // Never been there, can't have been destroyed.
1436 if (cfexist(SECRETC_FILENAME))
1445 // -----------------------------------------------------------------------------------------------------
1446 void do_secret_message(char *msg)
1452 #if defined(POLY_ACC)
1454 pa_update_clut(gr_palette, 0, 256, 0);
1457 old_fmode = Function_mode;
1458 Function_mode = FMODE_MENU;
1459 nm_messagebox(NULL, 1, TXT_OK, msg);
1460 Function_mode = old_fmode;
1462 #if defined(POLY_ACC)
1466 WIN(DEFINE_SCREEN(NULL));
1469 // -----------------------------------------------------------------------------------------------------
1470 // called when the player is starting a new level for normal game mode and restore state
1471 // Need to deal with whether this is the first time coming to this level or not. If not the
1472 // first time, instead of initializing various things, need to do a game restore for all the
1473 // robots, powerups, walls, doors, etc.
1474 void StartNewLevelSecret(int level_num, int page_in_textures)
1481 m[0].type = NM_TYPE_TEXT;
1484 last_drawn_cockpit[0] = -1;
1485 last_drawn_cockpit[1] = -1;
1487 if (Newdemo_state == ND_STATE_PAUSED)
1488 Newdemo_state = ND_STATE_RECORDING;
1490 if (Newdemo_state == ND_STATE_RECORDING) {
1491 newdemo_set_new_level(level_num);
1492 newdemo_record_start_frame(FrameCount, FrameTime );
1493 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1495 gr_palette_fade_out(gr_palette, 32, 0);
1497 set_screen_mode(SCREEN_MENU); //go into menu mode
1499 if (First_secret_visit) {
1500 do_secret_message(TXT_SECRET_EXIT);
1502 if (cfexist(SECRETC_FILENAME))
1504 do_secret_message(TXT_SECRET_EXIT);
1508 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1509 do_secret_message(text_str);
1514 LoadLevel(level_num,page_in_textures);
1516 Assert(Current_level_num == level_num); //make sure level set right
1518 Assert(Function_mode == FMODE_GAME);
1520 gameseq_init_network_players(); // Initialize the Players array for
1523 HUD_clear_messages();
1525 automap_clear_visited();
1527 // -- init_player_stats_level();
1529 Viewer = &Objects[Players[Player_num].objnum];
1531 gameseq_remove_unused_players();
1535 Control_center_destroyed = 0;
1538 reset_palette_add();
1540 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1541 init_robots_for_level();
1543 init_smega_detonates();
1546 reset_special_effects();
1549 if (cfexist(SECRETC_FILENAME))
1551 int pw_save, sw_save;
1553 pw_save = Primary_weapon;
1554 sw_save = Secondary_weapon;
1555 state_restore_all(1, 1, SECRETC_FILENAME);
1556 Primary_weapon = pw_save;
1557 Secondary_weapon = sw_save;
1558 reset_special_effects();
1560 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1564 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1565 do_secret_message(text_str);
1568 // -- // If file doesn't exist, it's because reactor was destroyed.
1569 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1570 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1571 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1576 if (First_secret_visit) {
1577 copy_defaults_to_robot_all();
1582 init_controlcen_for_level();
1584 // Say player can use FLASH cheat to mark path to exit.
1585 Last_level_path_created = -1;
1587 First_secret_visit = 0;
1590 int Entered_from_level;
1592 // ---------------------------------------------------------------------------------------------------------------
1593 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1594 void ExitSecretLevel(void)
1596 if (Newdemo_state == ND_STATE_PLAYBACK)
1599 if (!Control_center_destroyed) {
1600 state_save_all(0, 2, SECRETC_FILENAME);
1603 if (cfexist(SECRETB_FILENAME))
1605 int pw_save, sw_save;
1607 returning_to_level_message();
1608 pw_save = Primary_weapon;
1609 sw_save = Secondary_weapon;
1610 state_restore_all(1, 1, SECRETB_FILENAME);
1611 Primary_weapon = pw_save;
1612 Secondary_weapon = sw_save;
1614 // File doesn't exist, so can't return to base level. Advance to next one.
1615 if (Entered_from_level == Last_level)
1618 advancing_to_level_message();
1619 StartNewLevel(Entered_from_level+1, 0);
1624 // ---------------------------------------------------------------------------------------------------------------
1625 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1626 // be invulnerable or cloaked.
1627 void do_cloak_invul_secret_stuff(fix old_gametime)
1629 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1632 time_used = old_gametime - Players[Player_num].invulnerable_time;
1633 Players[Player_num].invulnerable_time = GameTime - time_used;
1636 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1639 time_used = old_gametime - Players[Player_num].cloak_time;
1640 Players[Player_num].cloak_time = GameTime - time_used;
1644 // ---------------------------------------------------------------------------------------------------------------
1645 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1646 // is passing to the secret level.
1648 void EnterSecretLevel(void)
1653 Assert(! (Game_mode & GM_MULTI) );
1655 Entered_from_level = Current_level_num;
1657 if (Control_center_destroyed)
1658 DoEndLevelScoreGlitz(0);
1660 if (Newdemo_state != ND_STATE_PLAYBACK)
1661 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1663 // Find secret level number to go to, stuff in Next_level_num.
1664 for (i=0; i<-Last_secret_level; i++)
1665 if (Secret_level_table[i]==Current_level_num) {
1666 Next_level_num = -(i+1);
1668 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1669 Next_level_num = -i;
1673 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1674 Next_level_num = Last_secret_level;
1676 old_gametime = GameTime;
1678 StartNewLevelSecret(Next_level_num, 1);
1680 // do_cloak_invul_stuff();
1683 //called when the player has finished a level
1684 void PlayerFinishedLevel(int secret_flag)
1686 Assert(!secret_flag);
1688 //credit the player for hostages
1689 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1691 if (Game_mode & GM_NETWORK)
1692 Players[Player_num].connected = 2; // Finished but did not die
1694 last_drawn_cockpit[0] = -1;
1695 last_drawn_cockpit[1] = -1;
1697 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1700 #if defined(D2_OEM) || defined(COMPILATION)
1701 #define MOVIE_REQUIRED 0
1703 #define MOVIE_REQUIRED 1
1707 #define ENDMOVIE "endo"
1709 #define ENDMOVIE "end"
1712 void show_order_form();
1713 extern void com_hangup(void);
1715 //called when the player has finished the last level
1716 void DoEndGame(void)
1718 mprintf((0,"DoEndGame\n"));
1720 Function_mode = FMODE_MENU;
1721 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1722 newdemo_stop_recording();
1724 set_screen_mode( SCREEN_MENU );
1727 dd_gr_set_current_canvas(NULL),
1728 gr_set_current_canvas(NULL)
1733 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1734 { //only built-in mission, & not multi
1735 int played=MOVIE_NOT_PLAYED; //default is not played
1737 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1738 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1743 songs_play_song( SONG_TITLE, 0 );
1744 do_briefing_screens("end2oem.tex",1);
1748 songs_play_song( SONG_ENDGAME, 0 );
1749 mprintf((0,"doing briefing\n"));
1750 do_briefing_screens("ending2.tex",1);
1751 mprintf((0,"briefing done\n"));
1754 } else if (!(Game_mode & GM_MULTI)) { //not multi
1755 char tname[FILENAME_LEN];
1756 sprintf(tname,"%s.tex",Current_mission_filename);
1757 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1759 //try doing special credits
1760 sprintf(tname,"%s.ctb",Current_mission_filename);
1761 credits_show(tname);
1771 if (Game_mode & GM_MULTI)
1772 multi_endlevel_score();
1775 // NOTE LINK TO ABOVE
1776 DoEndLevelScoreGlitz(0);
1778 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1780 dd_gr_set_current_canvas(NULL),
1781 gr_set_current_canvas( NULL )
1784 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1785 gr_clear_canvas(BM_XRGB(0,0,0))
1788 load_palette(DEFAULT_PALETTE,0,1);
1789 scores_maybe_add_player(0);
1792 Function_mode = FMODE_MENU;
1794 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1795 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1797 Game_mode = GM_GAME_OVER;
1800 longjmp( LeaveGame, 0 ); // Exit out of game loop
1803 //from which level each do you get to each secret level
1804 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1806 //called to go to the next level (if there is one)
1807 //if secret_flag is true, advance to secret level, else next normal one
1808 // Return true if game over.
1809 void AdvanceLevel(int secret_flag)
1815 mprintf((0,"AdvanceLevel\n"));
1817 Assert(!secret_flag);
1819 if (Current_level_num != Last_level) {
1821 if (Game_mode & GM_MULTI)
1822 multi_endlevel_score();
1825 // NOTE LINK TO ABOVE!!!
1826 DoEndLevelScoreGlitz(0); //give bonuses
1829 Control_center_destroyed = 0;
1832 if (Current_level_num == 0)
1833 return; //not a real level
1837 if (Game_mode & GM_MULTI) {
1838 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1839 if (result) // failed to sync
1841 if (Current_level_num == Last_level) //player has finished the game!
1842 longjmp( LeaveGame, 0 ); // Exit out of game loop
1849 if (Current_level_num == Last_level) { //player has finished the game!
1851 mprintf((0,"Finished last level!\n"));
1857 Next_level_num = Current_level_num+1; //assume go to next normal level
1859 if (!(Game_mode & GM_MULTI))
1860 DoEndlevelMenu(); // Let use save their game
1862 StartNewLevel(Next_level_num, 0);
1867 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1869 extern char last_palette_loaded[];
1871 void load_stars_palette()
1876 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1877 Assert(pcx_error == PCX_ERROR_NONE);
1879 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1882 { //remap stuff. this code is kindof a hack
1884 //now, before we bring up the menu, we need to
1885 //do some stuff to make sure the palette is ok. First, we need to
1886 //get our current palette into the 2d's array, so the remapping will
1887 //work. Second, we need to remap the fonts. Third, we need to fill
1888 //in part of the fade tables so the darkening of the menu edges works
1890 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1891 remap_fonts_and_menus(1);
1895 strcpy(last_palette_loaded,""); //force palette load next time
1899 void nm_draw_background1(char * filename);
1904 //@@ ubyte pal[256*3];
1906 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1907 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1909 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1911 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1913 nm_draw_background1(STARS_BACKGROUND);
1919 died_in_mine_message(void)
1921 // Tell the player he died in the mine, explain why
1924 if (Game_mode & GM_MULTI)
1927 gr_palette_fade_out(gr_palette, 32, 0);
1929 set_screen_mode(SCREEN_MENU); //go into menu mode
1932 dd_gr_set_current_canvas(NULL),
1933 gr_set_current_canvas(NULL)
1938 #if defined(POLY_ACC)
1940 pa_update_clut(gr_palette, 0, 256, 0);
1943 old_fmode = Function_mode;
1944 Function_mode = FMODE_MENU;
1945 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1946 Function_mode = old_fmode;
1948 #if defined(POLY_ACC)
1952 WIN(DEFINE_SCREEN(NULL));
1955 // Called when player dies on secret level.
1956 void returning_to_level_message(void)
1962 if (Game_mode & GM_MULTI)
1965 gr_palette_fade_out(gr_palette, 32, 0);
1967 set_screen_mode(SCREEN_MENU); //go into menu mode
1969 gr_set_current_canvas(NULL);
1973 #if defined(POLY_ACC)
1975 pa_update_clut(gr_palette, 0, 256, 0);
1978 old_fmode = Function_mode;
1979 Function_mode = FMODE_MENU;
1980 sprintf(msg, "Returning to level %i", Entered_from_level);
1981 nm_messagebox(NULL, 1, TXT_OK, msg);
1982 Function_mode = old_fmode;
1984 #if defined(POLY_ACC)
1988 WIN(DEFINE_SCREEN(NULL));
1991 // Called when player dies on secret level.
1992 void advancing_to_level_message(void)
1998 // Only supposed to come here from a secret level.
1999 Assert(Current_level_num < 0);
2001 if (Game_mode & GM_MULTI)
2004 gr_palette_fade_out(gr_palette, 32, 0);
2006 set_screen_mode(SCREEN_MENU); //go into menu mode
2008 gr_set_current_canvas(NULL);
2012 #if defined(POLY_ACC)
2014 pa_update_clut(gr_palette, 0, 256, 0);
2017 old_fmode = Function_mode;
2018 Function_mode = FMODE_MENU;
2019 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
2020 nm_messagebox(NULL, 1, TXT_OK, msg);
2021 Function_mode = old_fmode;
2023 #if defined(POLY_ACC)
2027 WIN(DEFINE_SCREEN(NULL));
2030 void digi_stop_digi_sounds();
2034 reset_palette_add();
2036 gr_palette_load (gr_palette);
2038 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
2039 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
2041 dead_player_end(); //terminate death sequence (if playing)
2044 if (Game_mode == GM_EDITOR) { //test mine, not real level
2045 object * playerobj = &Objects[Players[Player_num].objnum];
2046 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
2047 load_level("gamesave.lvl");
2048 init_player_stats_new_ship();
2049 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
2056 if ( Game_mode&GM_MULTI )
2058 multi_do_death(Players[Player_num].objnum);
2062 { //Note link to above else!
2063 Players[Player_num].lives--;
2064 if (Players[Player_num].lives == 0)
2071 if ( Control_center_destroyed ) {
2073 //clear out stuff so no bonus
2074 Players[Player_num].hostages_on_board = 0;
2075 Players[Player_num].energy = 0;
2076 Players[Player_num].shields = 0;
2077 Players[Player_num].connected = 3;
2079 died_in_mine_message(); // Give them some indication of what happened
2081 if (Current_level_num < 0) {
2082 if (cfexist(SECRETB_FILENAME))
2084 returning_to_level_message();
2085 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
2086 set_pos_from_return_segment();
2087 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2089 advancing_to_level_message();
2090 StartNewLevel(Entered_from_level+1, 0);
2091 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2095 AdvanceLevel(0); //if finished, go on to next level
2097 init_player_stats_new_ship();
2098 last_drawn_cockpit[0] = -1;
2099 last_drawn_cockpit[1] = -1;
2102 } else if (Current_level_num < 0) {
2103 if (cfexist(SECRETB_FILENAME))
2105 returning_to_level_message();
2106 if (!Control_center_destroyed)
2107 state_save_all(0, 2, SECRETC_FILENAME);
2108 state_restore_all(1, 2, SECRETB_FILENAME);
2109 set_pos_from_return_segment();
2110 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2112 died_in_mine_message(); // Give them some indication of what happened
2113 advancing_to_level_message();
2114 StartNewLevel(Entered_from_level+1, 0);
2115 init_player_stats_new_ship();
2118 init_player_stats_new_ship();
2125 extern int BigWindowSwitch;
2127 //called when the player is starting a new level for normal game mode and restore state
2128 // secret_flag set if came from a secret level
2129 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2131 if (!(Game_mode & GM_MULTI)) {
2132 last_drawn_cockpit[0] = -1;
2133 last_drawn_cockpit[1] = -1;
2138 if (Newdemo_state == ND_STATE_PAUSED)
2139 Newdemo_state = ND_STATE_RECORDING;
2141 if (Newdemo_state == ND_STATE_RECORDING) {
2142 newdemo_set_new_level(level_num);
2143 newdemo_record_start_frame(FrameCount, FrameTime );
2146 if (Game_mode & GM_MULTI)
2147 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2149 LoadLevel(level_num,page_in_textures);
2151 Assert(Current_level_num == level_num); //make sure level set right
2153 gameseq_init_network_players(); // Initialize the Players array for
2156 Viewer = &Objects[Players[Player_num].objnum];
2158 Assert(N_players <= NumNetPlayerPositions);
2159 //If this assert fails, there's not enough start positions
2162 if (Game_mode & GM_NETWORK)
2164 if(network_level_sync()) // After calling this, Player_num is set
2167 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2169 if(com_level_sync())
2174 Assert(Function_mode == FMODE_GAME);
2177 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2180 HUD_clear_messages();
2182 automap_clear_visited();
2185 if (Network_new_game == 1)
2187 Network_new_game = 0;
2188 init_player_stats_new_ship();
2191 init_player_stats_level(secret_flag);
2194 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2197 for (i = 0; i < N_players; i++)
2198 Players[i].flags |= Netgame.player_flags[i];
2201 if (Game_mode & GM_MULTI)
2203 multi_prep_level(); // Removes robots from level if necessary
2207 gameseq_remove_unused_players();
2211 Control_center_destroyed = 0;
2213 set_screen_mode(SCREEN_GAME);
2215 init_robots_for_level();
2217 init_smega_detonates();
2220 reset_palette_add();
2221 init_thief_for_level();
2222 init_stuck_objects();
2223 game_flush_inputs(); // clear out the keyboard
2224 if (!(Game_mode & GM_MULTI))
2225 filter_objects_from_level();
2229 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2230 set_highest_level(Current_level_num);
2232 read_player_file(); //get window sizes
2234 reset_special_effects();
2237 gr_remap_mono_fonts();
2238 ogl_cache_level_textures();
2243 if (Network_rejoined == 1)
2246 mprintf((0, "Restarting - joining in random location.\n"));
2248 Network_rejoined = 0;
2253 StartLevel(0); // Note link to above if!
2255 copy_defaults_to_robot_all();
2256 init_controlcen_for_level();
2258 // Say player can use FLASH cheat to mark path to exit.
2259 Last_level_path_created = -1;
2263 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2265 void bash_to_shield (int i,char *s)
2268 int type=Objects[i].id;
2271 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2274 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2277 Objects[i].id = POW_SHIELD_BOOST;
2278 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2279 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2283 void filter_objects_from_level()
2287 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2289 for (i=0;i<=Highest_object_index;i++)
2291 if (Objects[i].type==OBJ_POWERUP)
2292 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2293 bash_to_shield (i,"Flag!!!!");
2300 char movie_name[FILENAME_LEN];
2301 } intro_movie[] = { { 1,"pla"},
2309 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2311 extern int MenuHiresAvailable;
2312 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2313 extern int intro_played; //true if big intro movie played
2315 void ShowLevelIntro(int level_num)
2317 //if shareware, show a briefing?
2319 if (!(Game_mode & GM_MULTI)) {
2322 ubyte save_pal[sizeof(gr_palette)];
2324 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2326 if (Current_mission_num == Builtin_mission_num) {
2332 do_briefing_screens ("brief2.tex", 1);
2336 if (level_num == 1 && !intro_played)
2337 do_briefing_screens("brief2o.tex", 1);
2339 else // full version
2341 for (i=0;i<NUM_INTRO_MOVIES;i++)
2343 if (intro_movie[i].level_num == level_num)
2346 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2353 if (!movie) { //must go before briefing
2354 dd_gr_init_screen();
2361 int hires_save=MenuHiresAvailable;
2363 if (robot_movies == 1) //lowres only
2365 MenuHiresAvailable = 0; //pretend we can't do highres
2367 if (hires_save != MenuHiresAvailable)
2368 Screen_mode = -1; //force reset
2371 do_briefing_screens ("robot.tex",level_num);
2372 MenuHiresAvailable = hires_save;
2377 else { //not the built-in mission. check for add-on briefing
2378 if (Mission_list[Current_mission_num].descent_version == 1)
2379 do_briefing_screens(Briefing_text_filename, level_num);
2381 char tname[FILENAME_LEN];
2382 sprintf(tname, "%s.tex", Current_mission_filename);
2383 do_briefing_screens(tname, level_num);
2388 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2392 // ---------------------------------------------------------------------------
2393 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2394 // Reason: On this level, if player goes to a secret level, he will be going to a different
2395 // secret level than he's ever been to before.
2396 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2397 void maybe_set_first_secret_visit(int level_num)
2401 for (i=0; i<N_secret_levels; i++) {
2402 if (Secret_level_table[i] == level_num) {
2403 First_secret_visit = 1;
2404 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2409 //called when the player is starting a new level for normal game model
2410 // secret_flag if came from a secret level
2411 void StartNewLevel(int level_num, int secret_flag)
2415 if ((level_num > 0) && (!secret_flag)) {
2416 maybe_set_first_secret_visit(level_num);
2419 ShowLevelIntro(level_num);
2421 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2423 StartNewLevelSub(level_num, 1, secret_flag );
2427 //initialize the player object position & orientation (at start of game, or new ship)
2428 void InitPlayerPosition(int random_flag)
2433 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2435 NewPlayer = Player_num;
2437 else if (random_flag == 1)
2439 int i, closest = -1, trys=0;
2440 fix closest_dist = 0x7ffffff, dist;
2445 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2447 mprintf((1, "WARNING: There are only %d start positions!\n"));
2455 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2459 NewPlayer = d_rand() % NumNetPlayerPositions;
2462 closest_dist = 0x7fffffff;
2464 for (i=0; i<N_players; i++ ) {
2465 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2466 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
2467 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2468 if ( (dist < closest_dist) && (dist >= 0) ) {
2469 closest_dist = dist;
2475 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2476 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2479 mprintf((0, "Starting position is not being changed.\n"));
2480 goto done; // If deathmatch and not random, positions were already determined by sync packet
2482 Assert(NewPlayer >= 0);
2483 Assert(NewPlayer < NumNetPlayerPositions);
2486 ConsoleObject->pos = Player_init[NewPlayer].pos;
2487 ConsoleObject->orient = Player_init[NewPlayer].orient;
2488 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2490 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2492 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2497 reset_player_object();
2501 // -----------------------------------------------------------------------------------------------------
2502 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2503 // What about setting size!? Where does that come from?
2504 void copy_defaults_to_robot(object *objp)
2509 Assert(objp->type == OBJ_ROBOT);
2511 Assert(objid < N_robot_types);
2513 robptr = &Robot_info[objid];
2515 // Boost shield for Thief and Buddy based on level.
2516 objp->shields = robptr->strength;
2518 if ((robptr->thief) || (robptr->companion)) {
2519 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2521 if (robptr->companion) {
2522 // Now, scale guide-bot hits by skill level
2523 switch (Difficulty_level) {
2524 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2525 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2526 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2530 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2531 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2533 // Additional wimpification of bosses at Trainee
2534 if ((robptr->boss_flag) && (Difficulty_level == 0))
2538 // -----------------------------------------------------------------------------------------------------
2539 // Copy all values from the robot info structure to all instances of robots.
2540 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2541 // This function should be called at level load time.
2542 void copy_defaults_to_robot_all()
2546 for (i=0; i<=Highest_object_index; i++)
2547 if (Objects[i].type == OBJ_ROBOT)
2548 copy_defaults_to_robot(&Objects[i]);
2552 extern void clear_stuck_objects(void);
2554 // -----------------------------------------------------------------------------------------------------
2555 //called when the player is starting a level (new game or new ship)
2556 void StartLevel(int random_flag)
2558 Assert(!Player_is_dead);
2560 InitPlayerPosition(random_flag);
2562 verify_console_object();
2564 ConsoleObject->control_type = CT_FLYING;
2565 ConsoleObject->movement_type = MT_PHYSICS;
2569 clear_transient_objects(0); //0 means leave proximity bombs
2571 // create_player_appearance_effect(ConsoleObject);
2572 Do_appearance_effect = 1;
2575 if (Game_mode & GM_MULTI)
2577 if (Game_mode & GM_MULTI_COOP)
2579 multi_send_position(Players[Player_num].objnum);
2580 multi_send_reappear();
2583 if (Game_mode & GM_NETWORK)
2584 network_do_frame(1, 1);
2587 ai_reset_all_paths();
2588 ai_init_boss_for_ship();
2589 clear_stuck_objects();
2592 // Note, this is only done if editor builtin. Calling this from here
2593 // will cause it to be called after the player dies, resetting the
2594 // hits for the buddy and thief. This is ok, since it will work ok
2595 // in a shipped version.
2602 Auto_fire_fusion_cannon_time = 0;
2605 Robot_firing_enabled = 1;