1 /* $Id: gameseq.c,v 1.37 2004-10-09 15:59:28 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.
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.37 2004-10-09 15:59:28 schaffner Exp $";
38 #if !defined(_MSC_VER) && !defined(macintosh)
47 #include "pa_enabl.h" //$$POLY_ACC
101 #include "fireball.h"
106 #include "cntrlcen.h"
111 #include "texmerge.h"
118 #include "controls.h"
120 #include "gamemine.h"
122 #if defined(POLY_ACC)
123 #include "poly_acc.h"
125 #if defined (TACTILE)
130 #include "editor/editor.h"
136 void StartNewLevelSecret(int level_num, int page_in_textures);
137 void InitPlayerPosition(int random_flag);
139 void returning_to_level_message(void);
140 void advancing_to_level_message(void);
141 void DoEndGame(void);
142 void AdvanceLevel(int secret_flag);
143 void filter_objects_from_level();
145 // From allender -- you'll find these defines in state.c and cntrlcen.c
146 // since I couldn't think of a good place to put them and i wanted to
147 // fix this stuff fast! Sorry about that...
150 #define SECRETB_FILENAME "secret.sgb"
151 #define SECRETC_FILENAME "secret.sgc"
153 #define SECRETB_FILENAME ":Players:secret.sgb"
154 #define SECRETC_FILENAME ":Players:secret.sgc"
157 //Current_level_num starts at 1 for the first level
158 //-1,-2,-3 are secret levels
159 //0 means not a real level loaded
160 int Current_level_num=0,Next_level_num;
161 char Current_level_name[LEVEL_NAME_LEN];
163 int Last_level, Last_secret_level;
165 // Global variables describing the player
166 int N_players=1; // Number of players ( >1 means a net game, eh?)
167 int Player_num=0; // The player number who is on the console.
168 player Players[MAX_PLAYERS+4]; // Misc player info
169 obj_position Player_init[MAX_PLAYERS];
171 // Global variables telling what sort of game we have
172 int MaxNumNetPlayers = -1;
173 int NumNetPlayerPositions = -1;
175 extern fix ThisLevelTime;
177 // Extern from game.c to fix a bug in the cockpit!
179 extern int last_drawn_cockpit[2];
180 extern int Last_level_path_created;
182 // HUD_clear_messages external, declared in gauges.h
184 extern void HUD_clear_messages(); // From hud.c
187 // Extra prototypes declared for the sake of LINT
188 void init_player_stats_new_ship(void);
189 void copy_defaults_to_robot_all(void);
191 int Do_appearance_effect=0;
193 extern int Rear_view;
195 int First_secret_visit = 1;
197 extern int descent_critical_error;
199 extern int Last_msg_ycrd;
201 //--------------------------------------------------------------------
202 void verify_console_object()
204 Assert( Player_num > -1 );
205 Assert( Players[Player_num].objnum > -1 );
206 ConsoleObject = &Objects[Players[Player_num].objnum];
207 Assert( ConsoleObject->type==OBJ_PLAYER );
208 Assert( ConsoleObject->id==Player_num );
211 int count_number_of_robots()
217 for (i=0;i<=Highest_object_index;i++) {
218 if (Objects[i].type == OBJ_ROBOT)
226 int count_number_of_hostages()
232 for (i=0;i<=Highest_object_index;i++) {
233 if (Objects[i].type == OBJ_HOSTAGE)
240 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
242 gameseq_init_network_players()
246 // Initialize network player start locations and object numbers
248 ConsoleObject = &Objects[0];
251 for (i=0;i<=Highest_object_index;i++) {
253 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
255 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
256 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
258 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
259 Objects[i].type=OBJ_PLAYER;
260 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
261 Player_init[k].pos = Objects[i].pos;
262 Player_init[k].orient = Objects[i].orient;
263 Player_init[k].segnum = Objects[i].segnum;
264 Players[k].objnum = i;
273 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
274 obj_delete(i); //kill the buddy in netgames
277 NumNetPlayerPositions = k;
280 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
281 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
283 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
284 //Int3(); // Not enough positions!!
288 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
290 for (i=0;i<N_players;i++)
291 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
293 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!");
298 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
300 for (i = 0; i < N_players; i++)
301 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
303 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!");
310 void gameseq_remove_unused_players()
314 // 'Remove' the unused players
317 if (Game_mode & GM_MULTI)
319 for (i=0; i < NumNetPlayerPositions; i++)
321 if ((!Players[i].connected) || (i >= N_players))
324 // mprintf((0, "Ghosting player ship %d.\n", i+1));
326 multi_make_player_ghost(i);
332 { // Note link to above if!!!
334 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
336 for (i=1; i < NumNetPlayerPositions; i++)
338 obj_delete(Players[i].objnum);
343 fix StartingShields=INITIAL_SHIELDS;
345 // Setup player for new game
346 void init_player_stats_game()
348 Players[Player_num].score = 0;
349 Players[Player_num].last_score = 0;
350 Players[Player_num].lives = INITIAL_LIVES;
351 Players[Player_num].level = 1;
353 Players[Player_num].time_level = 0;
354 Players[Player_num].time_total = 0;
355 Players[Player_num].hours_level = 0;
356 Players[Player_num].hours_total = 0;
358 Players[Player_num].energy = INITIAL_ENERGY;
359 Players[Player_num].shields = StartingShields;
360 Players[Player_num].killer_objnum = -1;
362 Players[Player_num].net_killed_total = 0;
363 Players[Player_num].net_kills_total = 0;
365 Players[Player_num].num_kills_level = 0;
366 Players[Player_num].num_kills_total = 0;
367 Players[Player_num].num_robots_level = 0;
368 Players[Player_num].num_robots_total = 0;
369 Players[Player_num].KillGoalCount = 0;
371 Players[Player_num].hostages_rescued_total = 0;
372 Players[Player_num].hostages_level = 0;
373 Players[Player_num].hostages_total = 0;
375 Players[Player_num].laser_level = 0;
376 Players[Player_num].flags = 0;
378 init_player_stats_new_ship();
380 First_secret_visit = 1;
383 void init_ammo_and_energy(void)
385 if (Players[Player_num].energy < INITIAL_ENERGY)
386 Players[Player_num].energy = INITIAL_ENERGY;
387 if (Players[Player_num].shields < StartingShields)
388 Players[Player_num].shields = StartingShields;
390 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
391 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
392 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
394 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
395 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
396 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
397 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
398 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
401 extern ubyte Last_afterburner_state;
403 // Setup player for new level (After completion of previous level)
404 void init_player_stats_level(int secret_flag)
408 Players[Player_num].last_score = Players[Player_num].score;
410 Players[Player_num].level = Current_level_num;
413 if (!Network_rejoined) {
415 Players[Player_num].time_level = 0;
416 Players[Player_num].hours_level = 0;
421 Players[Player_num].killer_objnum = -1;
423 Players[Player_num].num_kills_level = 0;
424 Players[Player_num].num_robots_level = count_number_of_robots();
425 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
427 Players[Player_num].hostages_level = count_number_of_hostages();
428 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
429 Players[Player_num].hostages_on_board = 0;
432 init_ammo_and_energy();
434 Players[Player_num].flags &= (~KEY_BLUE);
435 Players[Player_num].flags &= (~KEY_RED);
436 Players[Player_num].flags &= (~KEY_GOLD);
438 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
439 PLAYER_FLAGS_CLOAKED |
440 PLAYER_FLAGS_MAP_ALL);
442 Players[Player_num].cloak_time = 0;
443 Players[Player_num].invulnerable_time = 0;
445 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
446 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
449 Player_is_dead = 0; // Added by RH
450 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
452 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
454 Controls.afterburner_state = 0;
455 Last_afterburner_state = 0;
457 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
463 tactile_set_button_jolt();
466 Missile_viewer = NULL;
469 extern void init_ai_for_ship(void);
471 // Setup player for a brand-new ship
472 void init_player_stats_new_ship()
476 if (Newdemo_state == ND_STATE_RECORDING) {
477 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
478 newdemo_record_player_weapon(0, 0);
479 newdemo_record_player_weapon(1, 0);
482 Players[Player_num].energy = INITIAL_ENERGY;
483 Players[Player_num].shields = StartingShields;
484 Players[Player_num].laser_level = 0;
485 Players[Player_num].killer_objnum = -1;
486 Players[Player_num].hostages_on_board = 0;
488 Afterburner_charge = 0;
490 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
491 Players[Player_num].primary_ammo[i] = 0;
492 Primary_last_was_super[i] = 0;
495 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
496 Players[Player_num].secondary_ammo[i] = 0;
497 Secondary_last_was_super[i] = 0;
499 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
501 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
502 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
505 Secondary_weapon = 0;
507 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
508 PLAYER_FLAGS_AFTERBURNER |
509 PLAYER_FLAGS_CLOAKED |
510 PLAYER_FLAGS_INVULNERABLE |
511 PLAYER_FLAGS_MAP_ALL |
512 PLAYER_FLAGS_CONVERTER |
513 PLAYER_FLAGS_AMMO_RACK |
514 PLAYER_FLAGS_HEADLIGHT |
515 PLAYER_FLAGS_HEADLIGHT_ON |
518 Players[Player_num].cloak_time = 0;
519 Players[Player_num].invulnerable_time = 0;
521 Player_is_dead = 0; //player no longer dead
523 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
525 Controls.afterburner_state = 0;
526 Last_afterburner_state = 0;
528 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
530 Missile_viewer=NULL; ///reset missile camera if out there
535 tactile_set_button_jolt();
543 extern void init_stuck_objects(void);
547 extern int Slide_segs_computed;
549 //reset stuff so game is semi-normal when playing from editor
550 void editor_reset_stuff_on_level()
552 gameseq_init_network_players();
553 init_player_stats_level(0);
554 Viewer = ConsoleObject;
555 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
556 ConsoleObject->id=Player_num;
557 ConsoleObject->control_type = CT_FLYING;
558 ConsoleObject->movement_type = MT_PHYSICS;
560 verify_console_object();
561 Control_center_destroyed = 0;
562 if (Newdemo_state != ND_STATE_PLAYBACK)
563 gameseq_remove_unused_players();
565 init_robots_for_level();
569 init_player_stats_new_ship();
570 init_controlcen_for_level();
571 automap_clear_visited();
572 init_stuck_objects();
573 init_thief_for_level();
575 Slide_segs_computed = 0;
579 //do whatever needs to be done when a player dies in multiplayer
583 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
585 if (PLAYING_BUILTIN_MISSION)
586 scores_maybe_add_player(0);
588 Function_mode = FMODE_MENU;
589 Game_mode = GM_GAME_OVER;
590 longjmp( LeaveGame, 0 ); // Exit out of game loop
594 extern void do_save_game_menu();
596 //update various information about the player
597 void update_player_stats()
599 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
600 if ( Players[Player_num].time_level > i2f(3600) ) {
601 Players[Player_num].time_level -= i2f(3600);
602 Players[Player_num].hours_level++;
605 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
606 if ( Players[Player_num].time_total > i2f(3600) ) {
607 Players[Player_num].time_total -= i2f(3600);
608 Players[Player_num].hours_total++;
612 //hack to not start object when loading level
613 extern int Dont_start_sound_objects;
615 //go through this level and start any eclip sounds
616 void set_sound_sources()
621 digi_init_sounds(); //clear old sounds
623 Dont_start_sound_objects = 1;
625 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
626 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
629 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
630 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))
631 if ((sn=Effects[ec].sound_num)!=-1) {
633 int csegnum = seg->children[sidenum];
635 //check for sound on other side of wall. Don't add on
636 //both walls if sound travels through wall. If sound
637 //does travel through wall, add sound for lower-numbered
640 if (IS_CHILD(csegnum) && csegnum < segnum) {
641 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
645 csegp = &Segments[seg->children[sidenum]];
646 csidenum = find_connect_side(seg, csegp);
648 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
649 continue; //skip this one
653 compute_center_point_on_side(&pnt,seg,sidenum);
654 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
658 Dont_start_sound_objects = 0;
663 //fix flash_dist=i2f(1);
664 fix flash_dist=fl2f(.9);
666 //create flash for player appearance
667 void create_player_appearance_effect(object *player_obj)
674 int objnum = player_obj-Objects;
675 if ( (objnum < 0) || (objnum > Highest_object_index) )
676 Int3(); // See Rob, trying to track down weird network bug
680 if (player_obj == Viewer)
681 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
683 pos = player_obj->pos;
685 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
688 effect_obj->orient = player_obj->orient;
690 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
691 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
696 // New Game sequencing functions
699 //pairs of chars describing ranges
700 char playername_allowed_chars[] = "azAZ09__--";
702 int MakeNewPlayerFile(int allow_abort)
707 char text[CALLSIGN_LEN+1]="";
712 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
715 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
717 Newmenu_allowed_chars = playername_allowed_chars;
718 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
719 Newmenu_allowed_chars = NULL;
722 if ( allow_abort ) return 0;
726 if (text[0]==0) //null string
728 sprintf( filename, "%s.plr", text );
731 fp = fopen( filename, "rb" );
734 //if the callsign is the name of a tty device, prepend a char
735 if (fp && isatty(fileno(fp))) {
737 sprintf(filename,"$%.7s.plr",text);
738 fp = fopen(filename,"rb");
743 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
748 if (cfexist(filename))
750 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
755 if ( !new_player_config() )
756 goto try_again; // They hit Esc during New player config
758 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
766 #undef TXT_SELECT_PILOT
767 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
770 //Inputs the player's name, without putting up the background screen
775 int allow_abort_flag = 1;
777 if ( Players[Player_num].callsign[0] == 0 ) {
778 //---------------------------------------------------------------------
779 // Set default config options in case there is no config file
780 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
781 Config_joystick_sensitivity = 8;
782 Config_control_type =CONTROL_NONE;
783 for (i=0; i<CONTROL_MAX_TYPES; i++ )
784 for (j=0; j<MAX_CONTROLS; j++ )
785 kconfig_settings[i][j] = default_kconfig_settings[i][j];
787 //----------------------------------------------------------------
789 // Read the last player's name from config file, not lastplr.txt
790 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
792 if (config_last_player[0]==0)
793 allow_abort_flag = 0;
800 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
801 goto do_menu_again; //return 0; // They hit Esc in file selector
805 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
806 goto do_menu_again; // They hit Esc in file selector
809 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
813 if ( filename[0] == '<' ) {
814 // They selected 'create new pilot'
815 if (!MakeNewPlayerFile(allow_abort_flag))
816 //return 0; // They hit Esc during enter name stage
819 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
822 if (read_player_file() != EZERO)
825 Auto_leveling_on = Default_leveling_on;
827 set_display_mode(Default_display_mode);
829 WriteConfigFile(); // Update lastplr
835 void load_robot_replacements(char *level_name);
837 extern int Robot_replacements_loaded;
839 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
840 void LoadLevel(int level_num,int page_in_textures)
846 save_player = Players[Player_num];
848 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
850 if (level_num<0) //secret level
851 level_name = Secret_level_names[-level_num-1];
853 level_name = Level_names[level_num-1];
856 dd_gr_set_current_canvas(NULL);
857 dd_gr_clear_canvas(BM_XRGB(0,0,0));
859 gr_set_current_canvas(NULL);
860 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
863 Last_msg_ycrd = -1; //so we don't restore backgound under msg
865 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
866 // WIN(ShowCursorW());
868 #if 1 //defined(POLY_ACC) || defined(OGL)
869 gr_palette_load(gr_palette);
870 show_boxed_message(TXT_LOADING);
872 show_boxed_message(TXT_LOADING);
873 gr_palette_load(gr_palette);
876 load_ret = load_level(level_name); //actually load the data from disk!
879 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
881 Current_level_num=level_num;
883 // load_palette_pig(Current_level_palette); //load just the pig
885 load_palette(Current_level_palette,1,1); //don't change screen
887 load_endlevel_data(level_num);
889 if ( page_in_textures )
890 piggy_load_level_data();
893 load_d1_bitmap_replacements();
895 load_bitmap_replacements(level_name);
897 if (Robot_replacements_loaded) {
898 read_hamfile(); //load original data
899 Robot_replacements_loaded = 0;
901 load_robot_replacements(level_name);
904 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
906 reset_network_objects();
909 Players[Player_num] = save_player;
913 songs_play_level_song( Current_level_num );
915 clear_boxed_message(); //remove message before new palette loaded
917 gr_palette_load(gr_palette); //actually load the palette
919 // WIN(HideCursorW());
922 //sets up Player_num & ConsoleObject
923 void InitPlayerObject()
925 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
927 if (Player_num != 0 ) {
928 Players[0] = Players[Player_num];
932 Players[Player_num].objnum = 0;
934 ConsoleObject = &Objects[Players[Player_num].objnum];
936 ConsoleObject->type = OBJ_PLAYER;
937 ConsoleObject->id = Player_num;
938 ConsoleObject->control_type = CT_FLYING;
939 ConsoleObject->movement_type = MT_PHYSICS;
942 extern void game_disable_cheats();
943 extern void turn_cheats_off();
944 extern void init_seismic_disturbances(void);
946 //starts a new game on the given level
947 void StartNewGame(int start_level)
949 Game_mode = GM_NORMAL;
950 Function_mode = FMODE_GAME;
954 InitPlayerObject(); //make sure player's object set up
956 init_player_stats_game(); //clear all stats
960 Network_new_game = 0;
964 StartNewLevelSecret(start_level, 0);
966 StartNewLevel(start_level, 0);
968 Players[Player_num].starting_level = start_level; // Mark where they started
970 game_disable_cheats();
972 init_seismic_disturbances();
975 //@@//starts a resumed game loaded from disk
976 //@@void ResumeSavedGame(int start_level)
978 //@@ Game_mode = GM_NORMAL;
979 //@@ Function_mode = FMODE_GAME;
982 //@@ Network_new_game = 0;
984 //@@ InitPlayerObject(); //make sure player's object set up
986 //@@ StartNewLevel(start_level, 0);
988 //@@ game_disable_cheats();
992 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
995 extern int N_secret_levels;
997 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
999 // -----------------------------------------------------------------------------
1000 // Does the bonus scoring.
1001 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1002 void DoEndLevelScoreGlitz(int network)
1004 int level_points, skill_points, energy_points, shield_points, hostage_points;
1005 int all_hostage_points;
1007 char all_hostage_text[64];
1008 char endgame_text[64];
1009 #define N_GLITZITEMS 11
1010 char m_str[N_GLITZITEMS][30];
1011 newmenu_item m[N_GLITZITEMS+1];
1017 set_screen_mode(SCREEN_MENU); //go into menu mode
1024 mprintf((0,"DoEndLevelScoreGlitz\n"));
1026 // Compute level player is on, deal with secret levels (negative numbers)
1027 mine_level = Players[Player_num].level;
1029 mine_level *= -(Last_level/N_secret_levels);
1031 level_points = Players[Player_num].score-Players[Player_num].last_score;
1033 if (!Cheats_enabled) {
1034 if (Difficulty_level > 1) {
1035 skill_points = level_points*(Difficulty_level)/4;
1036 skill_points -= skill_points % 100;
1040 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1041 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1042 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1044 shield_points -= shield_points % 50;
1045 energy_points -= energy_points % 50;
1053 all_hostage_text[0] = 0;
1054 endgame_text[0] = 0;
1056 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1057 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1058 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1060 all_hostage_points = 0;
1062 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1063 endgame_points = Players[Player_num].lives * 10000;
1064 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1067 endgame_points = is_last_level = 0;
1069 mprintf((0,"adding bonus points\n"));
1070 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1073 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1074 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1075 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1076 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1078 sprintf(m_str[c++], "%s", all_hostage_text);
1079 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1080 sprintf(m_str[c++], "%s", endgame_text);
1082 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1083 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1086 sprintf(m_str[c++], "");
1087 sprintf(m_str[c++], " Done");
1090 for (i=0; i<c; i++) {
1091 m[i].type = NM_TYPE_TEXT;
1092 m[i].text = m_str[i];
1096 m[c-1].type = NM_TYPE_MENU;
1099 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1101 if (Current_level_num < 0)
1102 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);
1104 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);
1106 Assert(c <= N_GLITZITEMS);
1108 gr_palette_fade_out(gr_palette, 32, 0);
1110 mprintf((0,"doing menu\n"));
1112 PA_DFX (pa_alpha_always());
1115 if ( network && (Game_mode & GM_NETWORK) )
1116 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1119 // NOTE LINK TO ABOVE!!!
1120 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1122 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1125 //give the player the opportunity to save his game
1126 void DoEndlevelMenu()
1128 //No between level saves......!!! state_save_all(1);
1131 // -----------------------------------------------------------------------------------------------------
1132 //called when the player is starting a level (new game or new ship)
1133 void StartSecretLevel()
1135 Assert(!Player_is_dead);
1137 InitPlayerPosition(0);
1139 verify_console_object();
1141 ConsoleObject->control_type = CT_FLYING;
1142 ConsoleObject->movement_type = MT_PHYSICS;
1144 // -- WHY? -- disable_matcens();
1145 clear_transient_objects(0); //0 means leave proximity bombs
1147 // create_player_appearance_effect(ConsoleObject);
1148 Do_appearance_effect = 1;
1150 ai_reset_all_paths();
1151 // -- NO? -- reset_time();
1154 Auto_fire_fusion_cannon_time = 0;
1157 Robot_firing_enabled = 1;
1160 extern void set_pos_from_return_segment(void);
1162 // Returns true if secret level has been destroyed.
1163 int p_secret_level_destroyed(void)
1165 if (First_secret_visit) {
1166 return 0; // Never been there, can't have been destroyed.
1168 if (cfexist(SECRETC_FILENAME))
1177 // -----------------------------------------------------------------------------------------------------
1178 void do_secret_message(char *msg)
1184 #if defined(POLY_ACC)
1186 pa_update_clut(gr_palette, 0, 256, 0);
1189 old_fmode = Function_mode;
1190 Function_mode = FMODE_MENU;
1191 nm_messagebox(NULL, 1, TXT_OK, msg);
1192 Function_mode = old_fmode;
1194 #if defined(POLY_ACC)
1198 WIN(DEFINE_SCREEN(NULL));
1201 // -----------------------------------------------------------------------------------------------------
1202 // called when the player is starting a new level for normal game mode and restore state
1203 // Need to deal with whether this is the first time coming to this level or not. If not the
1204 // first time, instead of initializing various things, need to do a game restore for all the
1205 // robots, powerups, walls, doors, etc.
1206 void StartNewLevelSecret(int level_num, int page_in_textures)
1213 m[0].type = NM_TYPE_TEXT;
1216 last_drawn_cockpit[0] = -1;
1217 last_drawn_cockpit[1] = -1;
1219 if (Newdemo_state == ND_STATE_PAUSED)
1220 Newdemo_state = ND_STATE_RECORDING;
1222 if (Newdemo_state == ND_STATE_RECORDING) {
1223 newdemo_set_new_level(level_num);
1224 newdemo_record_start_frame(FrameCount, FrameTime );
1225 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1227 gr_palette_fade_out(gr_palette, 32, 0);
1229 set_screen_mode(SCREEN_MENU); //go into menu mode
1231 if (First_secret_visit) {
1232 do_secret_message(TXT_SECRET_EXIT);
1234 if (cfexist(SECRETC_FILENAME))
1236 do_secret_message(TXT_SECRET_EXIT);
1240 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1241 do_secret_message(text_str);
1246 LoadLevel(level_num,page_in_textures);
1248 Assert(Current_level_num == level_num); //make sure level set right
1250 Assert(Function_mode == FMODE_GAME);
1252 gameseq_init_network_players(); // Initialize the Players array for
1255 HUD_clear_messages();
1257 automap_clear_visited();
1259 // -- init_player_stats_level();
1261 Viewer = &Objects[Players[Player_num].objnum];
1263 gameseq_remove_unused_players();
1267 Control_center_destroyed = 0;
1270 reset_palette_add();
1272 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1273 init_robots_for_level();
1275 init_smega_detonates();
1278 reset_special_effects();
1281 if (cfexist(SECRETC_FILENAME))
1283 int pw_save, sw_save;
1285 pw_save = Primary_weapon;
1286 sw_save = Secondary_weapon;
1287 state_restore_all(1, 1, SECRETC_FILENAME);
1288 Primary_weapon = pw_save;
1289 Secondary_weapon = sw_save;
1290 reset_special_effects();
1292 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1296 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1297 do_secret_message(text_str);
1300 // -- // If file doesn't exist, it's because reactor was destroyed.
1301 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1302 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1303 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1308 if (First_secret_visit) {
1309 copy_defaults_to_robot_all();
1314 init_controlcen_for_level();
1316 // Say player can use FLASH cheat to mark path to exit.
1317 Last_level_path_created = -1;
1319 First_secret_visit = 0;
1322 int Entered_from_level;
1324 // ---------------------------------------------------------------------------------------------------------------
1325 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1326 void ExitSecretLevel(void)
1328 if (Newdemo_state == ND_STATE_PLAYBACK)
1331 if (!Control_center_destroyed) {
1332 state_save_all(0, 2, SECRETC_FILENAME);
1335 if (cfexist(SECRETB_FILENAME))
1337 int pw_save, sw_save;
1339 returning_to_level_message();
1340 pw_save = Primary_weapon;
1341 sw_save = Secondary_weapon;
1342 state_restore_all(1, 1, SECRETB_FILENAME);
1343 Primary_weapon = pw_save;
1344 Secondary_weapon = sw_save;
1346 // File doesn't exist, so can't return to base level. Advance to next one.
1347 if (Entered_from_level == Last_level)
1350 advancing_to_level_message();
1351 StartNewLevel(Entered_from_level+1, 0);
1356 // ---------------------------------------------------------------------------------------------------------------
1357 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1358 // be invulnerable or cloaked.
1359 void do_cloak_invul_secret_stuff(fix old_gametime)
1361 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1364 time_used = old_gametime - Players[Player_num].invulnerable_time;
1365 Players[Player_num].invulnerable_time = GameTime - time_used;
1368 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1371 time_used = old_gametime - Players[Player_num].cloak_time;
1372 Players[Player_num].cloak_time = GameTime - time_used;
1376 // ---------------------------------------------------------------------------------------------------------------
1377 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1378 // is passing to the secret level.
1380 void EnterSecretLevel(void)
1385 Assert(! (Game_mode & GM_MULTI) );
1387 Entered_from_level = Current_level_num;
1389 if (Control_center_destroyed)
1390 DoEndLevelScoreGlitz(0);
1392 if (Newdemo_state != ND_STATE_PLAYBACK)
1393 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1395 // Find secret level number to go to, stuff in Next_level_num.
1396 for (i=0; i<-Last_secret_level; i++)
1397 if (Secret_level_table[i]==Current_level_num) {
1398 Next_level_num = -(i+1);
1400 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1401 Next_level_num = -i;
1405 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1406 Next_level_num = Last_secret_level;
1408 old_gametime = GameTime;
1410 StartNewLevelSecret(Next_level_num, 1);
1412 // do_cloak_invul_stuff();
1415 //called when the player has finished a level
1416 void PlayerFinishedLevel(int secret_flag)
1418 Assert(!secret_flag);
1420 //credit the player for hostages
1421 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1423 if (Game_mode & GM_NETWORK)
1424 Players[Player_num].connected = 2; // Finished but did not die
1426 last_drawn_cockpit[0] = -1;
1427 last_drawn_cockpit[1] = -1;
1429 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1432 #if defined(D2_OEM) || defined(COMPILATION)
1433 #define MOVIE_REQUIRED 0
1435 #define MOVIE_REQUIRED 1
1439 #define ENDMOVIE "endo"
1441 #define ENDMOVIE "end"
1444 void show_order_form();
1445 extern void com_hangup(void);
1447 //called when the player has finished the last level
1448 void DoEndGame(void)
1450 mprintf((0,"DoEndGame\n"));
1452 Function_mode = FMODE_MENU;
1453 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1454 newdemo_stop_recording();
1456 set_screen_mode( SCREEN_MENU );
1459 dd_gr_set_current_canvas(NULL),
1460 gr_set_current_canvas(NULL)
1465 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1466 { //only built-in mission, & not multi
1467 int played=MOVIE_NOT_PLAYED; //default is not played
1469 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1470 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1475 songs_play_song( SONG_TITLE, 0 );
1476 do_briefing_screens("end2oem.tex",1);
1480 songs_play_song( SONG_ENDGAME, 0 );
1481 mprintf((0,"doing briefing\n"));
1482 do_briefing_screens("ending2.tex",1);
1483 mprintf((0,"briefing done\n"));
1486 } else if (!(Game_mode & GM_MULTI)) { //not multi
1487 char tname[FILENAME_LEN];
1488 sprintf(tname,"%s.tex",Current_mission_filename);
1489 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1491 //try doing special credits
1492 sprintf(tname,"%s.ctb",Current_mission_filename);
1493 credits_show(tname);
1503 if (Game_mode & GM_MULTI)
1504 multi_endlevel_score();
1507 // NOTE LINK TO ABOVE
1508 DoEndLevelScoreGlitz(0);
1510 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1512 dd_gr_set_current_canvas(NULL),
1513 gr_set_current_canvas( NULL )
1516 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1517 gr_clear_canvas(BM_XRGB(0,0,0))
1520 load_palette(DEFAULT_PALETTE,0,1);
1521 scores_maybe_add_player(0);
1524 Function_mode = FMODE_MENU;
1526 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1527 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1529 Game_mode = GM_GAME_OVER;
1532 longjmp( LeaveGame, 0 ); // Exit out of game loop
1535 //from which level each do you get to each secret level
1536 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1538 //called to go to the next level (if there is one)
1539 //if secret_flag is true, advance to secret level, else next normal one
1540 // Return true if game over.
1541 void AdvanceLevel(int secret_flag)
1547 mprintf((0,"AdvanceLevel\n"));
1549 Assert(!secret_flag);
1551 if (Current_level_num != Last_level) {
1553 if (Game_mode & GM_MULTI)
1554 multi_endlevel_score();
1557 // NOTE LINK TO ABOVE!!!
1558 DoEndLevelScoreGlitz(0); //give bonuses
1561 Control_center_destroyed = 0;
1564 if (Current_level_num == 0)
1565 return; //not a real level
1569 if (Game_mode & GM_MULTI) {
1570 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1571 if (result) // failed to sync
1573 if (Current_level_num == Last_level) //player has finished the game!
1574 longjmp( LeaveGame, 0 ); // Exit out of game loop
1581 if (Current_level_num == Last_level) { //player has finished the game!
1583 mprintf((0,"Finished last level!\n"));
1589 Next_level_num = Current_level_num+1; //assume go to next normal level
1591 if (!(Game_mode & GM_MULTI))
1592 DoEndlevelMenu(); // Let use save their game
1594 StartNewLevel(Next_level_num, 0);
1599 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1601 extern char last_palette_loaded[];
1603 void load_stars_palette()
1608 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1609 Assert(pcx_error == PCX_ERROR_NONE);
1611 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1614 { //remap stuff. this code is kindof a hack
1616 //now, before we bring up the menu, we need to
1617 //do some stuff to make sure the palette is ok. First, we need to
1618 //get our current palette into the 2d's array, so the remapping will
1619 //work. Second, we need to remap the fonts. Third, we need to fill
1620 //in part of the fade tables so the darkening of the menu edges works
1622 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1623 remap_fonts_and_menus(1);
1627 strcpy(last_palette_loaded,""); //force palette load next time
1631 void nm_draw_background1(char * filename);
1636 //@@ ubyte pal[256*3];
1638 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1639 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1641 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1643 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1645 nm_draw_background1(STARS_BACKGROUND);
1651 died_in_mine_message(void)
1653 // Tell the player he died in the mine, explain why
1656 if (Game_mode & GM_MULTI)
1659 gr_palette_fade_out(gr_palette, 32, 0);
1661 set_screen_mode(SCREEN_MENU); //go into menu mode
1664 dd_gr_set_current_canvas(NULL),
1665 gr_set_current_canvas(NULL)
1670 #if defined(POLY_ACC)
1672 pa_update_clut(gr_palette, 0, 256, 0);
1675 old_fmode = Function_mode;
1676 Function_mode = FMODE_MENU;
1677 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1678 Function_mode = old_fmode;
1680 #if defined(POLY_ACC)
1684 WIN(DEFINE_SCREEN(NULL));
1687 // Called when player dies on secret level.
1688 void returning_to_level_message(void)
1694 if (Game_mode & GM_MULTI)
1697 gr_palette_fade_out(gr_palette, 32, 0);
1699 set_screen_mode(SCREEN_MENU); //go into menu mode
1701 gr_set_current_canvas(NULL);
1705 #if defined(POLY_ACC)
1707 pa_update_clut(gr_palette, 0, 256, 0);
1710 old_fmode = Function_mode;
1711 Function_mode = FMODE_MENU;
1712 sprintf(msg, "Returning to level %i", Entered_from_level);
1713 nm_messagebox(NULL, 1, TXT_OK, msg);
1714 Function_mode = old_fmode;
1716 #if defined(POLY_ACC)
1720 WIN(DEFINE_SCREEN(NULL));
1723 // Called when player dies on secret level.
1724 void advancing_to_level_message(void)
1730 // Only supposed to come here from a secret level.
1731 Assert(Current_level_num < 0);
1733 if (Game_mode & GM_MULTI)
1736 gr_palette_fade_out(gr_palette, 32, 0);
1738 set_screen_mode(SCREEN_MENU); //go into menu mode
1740 gr_set_current_canvas(NULL);
1744 #if defined(POLY_ACC)
1746 pa_update_clut(gr_palette, 0, 256, 0);
1749 old_fmode = Function_mode;
1750 Function_mode = FMODE_MENU;
1751 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1752 nm_messagebox(NULL, 1, TXT_OK, msg);
1753 Function_mode = old_fmode;
1755 #if defined(POLY_ACC)
1759 WIN(DEFINE_SCREEN(NULL));
1762 void digi_stop_digi_sounds();
1766 reset_palette_add();
1768 gr_palette_load (gr_palette);
1770 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1771 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1773 dead_player_end(); //terminate death sequence (if playing)
1776 if (Game_mode == GM_EDITOR) { //test mine, not real level
1777 object * playerobj = &Objects[Players[Player_num].objnum];
1778 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1779 load_level("gamesave.lvl");
1780 init_player_stats_new_ship();
1781 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1788 if ( Game_mode&GM_MULTI )
1790 multi_do_death(Players[Player_num].objnum);
1794 { //Note link to above else!
1795 Players[Player_num].lives--;
1796 if (Players[Player_num].lives == 0)
1803 if ( Control_center_destroyed ) {
1805 //clear out stuff so no bonus
1806 Players[Player_num].hostages_on_board = 0;
1807 Players[Player_num].energy = 0;
1808 Players[Player_num].shields = 0;
1809 Players[Player_num].connected = 3;
1811 died_in_mine_message(); // Give them some indication of what happened
1813 if (Current_level_num < 0) {
1814 if (cfexist(SECRETB_FILENAME))
1816 returning_to_level_message();
1817 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1818 set_pos_from_return_segment();
1819 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1821 advancing_to_level_message();
1822 StartNewLevel(Entered_from_level+1, 0);
1823 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1827 AdvanceLevel(0); //if finished, go on to next level
1829 init_player_stats_new_ship();
1830 last_drawn_cockpit[0] = -1;
1831 last_drawn_cockpit[1] = -1;
1834 } else if (Current_level_num < 0) {
1835 if (cfexist(SECRETB_FILENAME))
1837 returning_to_level_message();
1838 if (!Control_center_destroyed)
1839 state_save_all(0, 2, SECRETC_FILENAME);
1840 state_restore_all(1, 2, SECRETB_FILENAME);
1841 set_pos_from_return_segment();
1842 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1844 died_in_mine_message(); // Give them some indication of what happened
1845 advancing_to_level_message();
1846 StartNewLevel(Entered_from_level+1, 0);
1847 init_player_stats_new_ship();
1850 init_player_stats_new_ship();
1857 extern int BigWindowSwitch;
1859 //called when the player is starting a new level for normal game mode and restore state
1860 // secret_flag set if came from a secret level
1861 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1863 if (!(Game_mode & GM_MULTI)) {
1864 last_drawn_cockpit[0] = -1;
1865 last_drawn_cockpit[1] = -1;
1870 if (Newdemo_state == ND_STATE_PAUSED)
1871 Newdemo_state = ND_STATE_RECORDING;
1873 if (Newdemo_state == ND_STATE_RECORDING) {
1874 newdemo_set_new_level(level_num);
1875 newdemo_record_start_frame(FrameCount, FrameTime );
1878 if (Game_mode & GM_MULTI)
1879 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1881 LoadLevel(level_num,page_in_textures);
1883 Assert(Current_level_num == level_num); //make sure level set right
1885 gameseq_init_network_players(); // Initialize the Players array for
1888 Viewer = &Objects[Players[Player_num].objnum];
1890 Assert(N_players <= NumNetPlayerPositions);
1891 //If this assert fails, there's not enough start positions
1894 if (Game_mode & GM_NETWORK)
1896 if(network_level_sync()) // After calling this, Player_num is set
1899 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1901 if(com_level_sync())
1906 Assert(Function_mode == FMODE_GAME);
1909 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1912 HUD_clear_messages();
1914 automap_clear_visited();
1917 if (Network_new_game == 1)
1919 Network_new_game = 0;
1920 init_player_stats_new_ship();
1923 init_player_stats_level(secret_flag);
1926 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1929 for (i = 0; i < N_players; i++)
1930 Players[i].flags |= Netgame.player_flags[i];
1933 if (Game_mode & GM_MULTI)
1935 multi_prep_level(); // Removes robots from level if necessary
1939 gameseq_remove_unused_players();
1943 Control_center_destroyed = 0;
1945 set_screen_mode(SCREEN_GAME);
1947 init_robots_for_level();
1949 init_smega_detonates();
1952 reset_palette_add();
1953 init_thief_for_level();
1954 init_stuck_objects();
1955 game_flush_inputs(); // clear out the keyboard
1956 if (!(Game_mode & GM_MULTI))
1957 filter_objects_from_level();
1961 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1962 set_highest_level(Current_level_num);
1964 read_player_file(); //get window sizes
1966 reset_special_effects();
1969 gr_remap_mono_fonts();
1970 ogl_cache_level_textures();
1975 if (Network_rejoined == 1)
1978 mprintf((0, "Restarting - joining in random location.\n"));
1980 Network_rejoined = 0;
1985 StartLevel(0); // Note link to above if!
1987 copy_defaults_to_robot_all();
1988 init_controlcen_for_level();
1990 // Say player can use FLASH cheat to mark path to exit.
1991 Last_level_path_created = -1;
1995 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1997 void bash_to_shield (int i,char *s)
2000 int type=Objects[i].id;
2003 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2006 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2009 Objects[i].id = POW_SHIELD_BOOST;
2010 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2011 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2015 void filter_objects_from_level()
2019 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2021 for (i=0;i<=Highest_object_index;i++)
2023 if (Objects[i].type==OBJ_POWERUP)
2024 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2025 bash_to_shield (i,"Flag!!!!");
2032 char movie_name[FILENAME_LEN];
2033 } intro_movie[] = { { 1,"pla"},
2041 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2043 extern int MenuHiresAvailable;
2044 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2045 extern int intro_played; //true if big intro movie played
2047 void ShowLevelIntro(int level_num)
2049 //if shareware, show a briefing?
2051 if (!(Game_mode & GM_MULTI)) {
2054 ubyte save_pal[sizeof(gr_palette)];
2056 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2058 if (PLAYING_BUILTIN_MISSION) {
2064 do_briefing_screens ("brief2.tex", 1);
2068 if (level_num == 1 && !intro_played)
2069 do_briefing_screens("brief2o.tex", 1);
2071 else // full version
2073 for (i=0;i<NUM_INTRO_MOVIES;i++)
2075 if (intro_movie[i].level_num == level_num)
2078 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2085 if (!movie) { //must go before briefing
2086 dd_gr_init_screen();
2093 int hires_save=MenuHiresAvailable;
2095 if (robot_movies == 1) //lowres only
2097 MenuHiresAvailable = 0; //pretend we can't do highres
2099 if (hires_save != MenuHiresAvailable)
2100 Screen_mode = -1; //force reset
2103 do_briefing_screens ("robot.tex",level_num);
2104 MenuHiresAvailable = hires_save;
2109 else { //not the built-in mission. check for add-on briefing
2111 do_briefing_screens(Briefing_text_filename, level_num);
2113 char tname[FILENAME_LEN];
2114 sprintf(tname, "%s.tex", Current_mission_filename);
2115 do_briefing_screens(tname, level_num);
2120 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2124 // ---------------------------------------------------------------------------
2125 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2126 // Reason: On this level, if player goes to a secret level, he will be going to a different
2127 // secret level than he's ever been to before.
2128 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2129 void maybe_set_first_secret_visit(int level_num)
2133 for (i=0; i<N_secret_levels; i++) {
2134 if (Secret_level_table[i] == level_num) {
2135 First_secret_visit = 1;
2136 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2141 //called when the player is starting a new level for normal game model
2142 // secret_flag if came from a secret level
2143 void StartNewLevel(int level_num, int secret_flag)
2147 if ((level_num > 0) && (!secret_flag)) {
2148 maybe_set_first_secret_visit(level_num);
2151 ShowLevelIntro(level_num);
2153 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2155 StartNewLevelSub(level_num, 1, secret_flag );
2159 //initialize the player object position & orientation (at start of game, or new ship)
2160 void InitPlayerPosition(int random_flag)
2165 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2167 NewPlayer = Player_num;
2169 else if (random_flag == 1)
2171 int i, closest = -1, trys=0;
2172 fix closest_dist = 0x7ffffff, dist;
2177 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2179 mprintf((1, "WARNING: There are only %d start positions!\n"));
2187 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2191 NewPlayer = d_rand() % NumNetPlayerPositions;
2194 closest_dist = 0x7fffffff;
2196 for (i=0; i<N_players; i++ ) {
2197 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2198 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
2199 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2200 if ( (dist < closest_dist) && (dist >= 0) ) {
2201 closest_dist = dist;
2207 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2208 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2211 mprintf((0, "Starting position is not being changed.\n"));
2212 goto done; // If deathmatch and not random, positions were already determined by sync packet
2214 Assert(NewPlayer >= 0);
2215 Assert(NewPlayer < NumNetPlayerPositions);
2218 ConsoleObject->pos = Player_init[NewPlayer].pos;
2219 ConsoleObject->orient = Player_init[NewPlayer].orient;
2220 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2222 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2224 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2229 reset_player_object();
2233 // -----------------------------------------------------------------------------------------------------
2234 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2235 // What about setting size!? Where does that come from?
2236 void copy_defaults_to_robot(object *objp)
2241 Assert(objp->type == OBJ_ROBOT);
2243 Assert(objid < N_robot_types);
2245 robptr = &Robot_info[objid];
2247 // Boost shield for Thief and Buddy based on level.
2248 objp->shields = robptr->strength;
2250 if ((robptr->thief) || (robptr->companion)) {
2251 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2253 if (robptr->companion) {
2254 // Now, scale guide-bot hits by skill level
2255 switch (Difficulty_level) {
2256 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2257 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2258 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2262 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2263 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2265 // Additional wimpification of bosses at Trainee
2266 if ((robptr->boss_flag) && (Difficulty_level == 0))
2270 // -----------------------------------------------------------------------------------------------------
2271 // Copy all values from the robot info structure to all instances of robots.
2272 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2273 // This function should be called at level load time.
2274 void copy_defaults_to_robot_all()
2278 for (i=0; i<=Highest_object_index; i++)
2279 if (Objects[i].type == OBJ_ROBOT)
2280 copy_defaults_to_robot(&Objects[i]);
2284 extern void clear_stuck_objects(void);
2286 // -----------------------------------------------------------------------------------------------------
2287 //called when the player is starting a level (new game or new ship)
2288 void StartLevel(int random_flag)
2290 Assert(!Player_is_dead);
2292 InitPlayerPosition(random_flag);
2294 verify_console_object();
2296 ConsoleObject->control_type = CT_FLYING;
2297 ConsoleObject->movement_type = MT_PHYSICS;
2301 clear_transient_objects(0); //0 means leave proximity bombs
2303 // create_player_appearance_effect(ConsoleObject);
2304 Do_appearance_effect = 1;
2307 if (Game_mode & GM_MULTI)
2309 if (Game_mode & GM_MULTI_COOP)
2311 multi_send_position(Players[Player_num].objnum);
2312 multi_send_reappear();
2315 if (Game_mode & GM_NETWORK)
2316 network_do_frame(1, 1);
2319 ai_reset_all_paths();
2320 ai_init_boss_for_ship();
2321 clear_stuck_objects();
2324 // Note, this is only done if editor builtin. Calling this from here
2325 // will cause it to be called after the player dies, resetting the
2326 // hits for the buddy and thief. This is ok, since it will work ok
2327 // in a shipped version.
2334 Auto_fire_fusion_cannon_time = 0;
2337 Robot_firing_enabled = 1;