1 /* $Id: gameseq.c,v 1.18 2003-03-15 03:55:52 btb 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.
20 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.18 2003-03-15 03:55:52 btb Exp $";
38 #include "pa_enabl.h" //$$POLY_ACC
101 #include "texmerge.h"
111 #include "controls.h"
114 #if defined(POLY_ACC)
115 #include "poly_acc.h"
117 #if defined (TACTILE)
122 #include "editor/editor.h"
127 void StartNewLevelSecret(int level_num, int page_in_textures);
128 void InitPlayerPosition(int random_flag);
130 void returning_to_level_message(void);
131 void advancing_to_level_message(void);
132 void DoEndGame(void);
133 void AdvanceLevel(int secret_flag);
134 void filter_objects_from_level();
136 // From allender -- you'll find these defines in state.c and cntrlcen.c
137 // since I couldn't think of a good place to put them and i wanted to
138 // fix this stuff fast! Sorry about that...
141 #define SECRETB_FILENAME "secret.sgb"
142 #define SECRETC_FILENAME "secret.sgc"
144 #define SECRETB_FILENAME ":Players:secret.sgb"
145 #define SECRETC_FILENAME ":Players:secret.sgc"
148 //Current_level_num starts at 1 for the first level
149 //-1,-2,-3 are secret levels
150 //0 means not a real level loaded
151 int Current_level_num=0,Next_level_num;
152 char Current_level_name[LEVEL_NAME_LEN];
154 #if !defined(SHAREWARE) && !defined(D2_OEM)
155 int Last_level,Last_secret_level;
158 // Global variables describing the player
159 int N_players=1; // Number of players ( >1 means a net game, eh?)
160 int Player_num=0; // The player number who is on the console.
161 player Players[MAX_PLAYERS+4]; // Misc player info
162 obj_position Player_init[MAX_PLAYERS];
164 // Global variables telling what sort of game we have
165 int MaxNumNetPlayers = -1;
166 int NumNetPlayerPositions = -1;
168 extern fix ThisLevelTime;
170 // Extern from game.c to fix a bug in the cockpit!
172 extern int last_drawn_cockpit[2];
173 extern int Last_level_path_created;
175 // HUD_clear_messages external, declared in gauges.h
177 extern void HUD_clear_messages(); // From hud.c
180 // Extra prototypes declared for the sake of LINT
181 void init_player_stats_new_ship(void);
182 void copy_defaults_to_robot_all(void);
184 int Do_appearance_effect=0;
186 extern int Rear_view;
188 int First_secret_visit = 1;
190 extern int descent_critical_error;
192 extern int Last_msg_ycrd;
194 //--------------------------------------------------------------------
195 void verify_console_object()
197 Assert( Player_num > -1 );
198 Assert( Players[Player_num].objnum > -1 );
199 ConsoleObject = &Objects[Players[Player_num].objnum];
200 Assert( ConsoleObject->type==OBJ_PLAYER );
201 Assert( ConsoleObject->id==Player_num );
204 int count_number_of_robots()
210 for (i=0;i<=Highest_object_index;i++) {
211 if (Objects[i].type == OBJ_ROBOT)
219 int count_number_of_hostages()
225 for (i=0;i<=Highest_object_index;i++) {
226 if (Objects[i].type == OBJ_HOSTAGE)
233 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
235 gameseq_init_network_players()
239 // Initialize network player start locations and object numbers
241 ConsoleObject = &Objects[0];
244 for (i=0;i<=Highest_object_index;i++) {
246 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
248 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
249 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
251 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
252 Objects[i].type=OBJ_PLAYER;
253 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
254 Player_init[k].pos = Objects[i].pos;
255 Player_init[k].orient = Objects[i].orient;
256 Player_init[k].segnum = Objects[i].segnum;
257 Players[k].objnum = i;
266 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
267 obj_delete(i); //kill the buddy in netgames
270 NumNetPlayerPositions = k;
273 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
274 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
276 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
277 //Int3(); // Not enough positions!!
282 if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
284 for (i=0;i<N_players;i++)
285 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
287 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!");
294 void gameseq_remove_unused_players()
298 // 'Remove' the unused players
301 if (Game_mode & GM_MULTI)
303 for (i=0; i < NumNetPlayerPositions; i++)
305 if ((!Players[i].connected) || (i >= N_players))
308 // mprintf((0, "Ghosting player ship %d.\n", i+1));
310 multi_make_player_ghost(i);
316 { // Note link to above if!!!
318 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
320 for (i=1; i < NumNetPlayerPositions; i++)
322 obj_delete(Players[i].objnum);
327 fix StartingShields=INITIAL_SHIELDS;
329 // Setup player for new game
330 void init_player_stats_game()
332 Players[Player_num].score = 0;
333 Players[Player_num].last_score = 0;
334 Players[Player_num].lives = INITIAL_LIVES;
335 Players[Player_num].level = 1;
337 Players[Player_num].time_level = 0;
338 Players[Player_num].time_total = 0;
339 Players[Player_num].hours_level = 0;
340 Players[Player_num].hours_total = 0;
342 Players[Player_num].energy = INITIAL_ENERGY;
343 Players[Player_num].shields = StartingShields;
344 Players[Player_num].killer_objnum = -1;
346 Players[Player_num].net_killed_total = 0;
347 Players[Player_num].net_kills_total = 0;
349 Players[Player_num].num_kills_level = 0;
350 Players[Player_num].num_kills_total = 0;
351 Players[Player_num].num_robots_level = 0;
352 Players[Player_num].num_robots_total = 0;
353 Players[Player_num].KillGoalCount = 0;
355 Players[Player_num].hostages_rescued_total = 0;
356 Players[Player_num].hostages_level = 0;
357 Players[Player_num].hostages_total = 0;
359 Players[Player_num].laser_level = 0;
360 Players[Player_num].flags = 0;
362 init_player_stats_new_ship();
364 First_secret_visit = 1;
367 void init_ammo_and_energy(void)
369 if (Players[Player_num].energy < INITIAL_ENERGY)
370 Players[Player_num].energy = INITIAL_ENERGY;
371 if (Players[Player_num].shields < StartingShields)
372 Players[Player_num].shields = StartingShields;
374 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
375 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
376 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
378 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
379 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
380 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
381 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
382 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
385 extern ubyte Last_afterburner_state;
387 // Setup player for new level (After completion of previous level)
388 void init_player_stats_level(int secret_flag)
392 Players[Player_num].last_score = Players[Player_num].score;
394 Players[Player_num].level = Current_level_num;
397 if (!Network_rejoined) {
399 Players[Player_num].time_level = 0;
400 Players[Player_num].hours_level = 0;
405 Players[Player_num].killer_objnum = -1;
407 Players[Player_num].num_kills_level = 0;
408 Players[Player_num].num_robots_level = count_number_of_robots();
409 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
411 Players[Player_num].hostages_level = count_number_of_hostages();
412 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
413 Players[Player_num].hostages_on_board = 0;
416 init_ammo_and_energy();
418 Players[Player_num].flags &= (~KEY_BLUE);
419 Players[Player_num].flags &= (~KEY_RED);
420 Players[Player_num].flags &= (~KEY_GOLD);
422 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
423 PLAYER_FLAGS_CLOAKED |
424 PLAYER_FLAGS_MAP_ALL);
426 Players[Player_num].cloak_time = 0;
427 Players[Player_num].invulnerable_time = 0;
429 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
430 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
433 Player_is_dead = 0; // Added by RH
434 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
436 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
438 Controls.afterburner_state = 0;
439 Last_afterburner_state = 0;
441 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
447 tactile_set_button_jolt();
450 Missile_viewer = NULL;
453 extern void init_ai_for_ship(void);
455 // Setup player for a brand-new ship
456 void init_player_stats_new_ship()
460 if (Newdemo_state == ND_STATE_RECORDING) {
461 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
462 newdemo_record_player_weapon(0, 0);
463 newdemo_record_player_weapon(1, 0);
466 Players[Player_num].energy = INITIAL_ENERGY;
467 Players[Player_num].shields = StartingShields;
468 Players[Player_num].laser_level = 0;
469 Players[Player_num].killer_objnum = -1;
470 Players[Player_num].hostages_on_board = 0;
472 Afterburner_charge = 0;
474 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
475 Players[Player_num].primary_ammo[i] = 0;
476 Primary_last_was_super[i] = 0;
479 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
480 Players[Player_num].secondary_ammo[i] = 0;
481 Secondary_last_was_super[i] = 0;
483 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
485 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
486 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
489 Secondary_weapon = 0;
491 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
492 PLAYER_FLAGS_AFTERBURNER |
493 PLAYER_FLAGS_CLOAKED |
494 PLAYER_FLAGS_INVULNERABLE |
495 PLAYER_FLAGS_MAP_ALL |
496 PLAYER_FLAGS_CONVERTER |
497 PLAYER_FLAGS_AMMO_RACK |
498 PLAYER_FLAGS_HEADLIGHT |
499 PLAYER_FLAGS_HEADLIGHT_ON |
502 Players[Player_num].cloak_time = 0;
503 Players[Player_num].invulnerable_time = 0;
505 Player_is_dead = 0; //player no longer dead
507 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
509 Controls.afterburner_state = 0;
510 Last_afterburner_state = 0;
512 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
514 Missile_viewer=NULL; ///reset missile camera if out there
519 tactile_set_button_jolt();
528 void reset_network_objects()
530 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
531 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
532 memset(object_owner, -1, MAX_OBJECTS);
536 extern void init_stuck_objects(void);
540 extern int Slide_segs_computed;
542 //reset stuff so game is semi-normal when playing from editor
543 void editor_reset_stuff_on_level()
545 gameseq_init_network_players();
546 init_player_stats_level(0);
547 Viewer = ConsoleObject;
548 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
549 ConsoleObject->id=Player_num;
550 ConsoleObject->control_type = CT_FLYING;
551 ConsoleObject->movement_type = MT_PHYSICS;
553 verify_console_object();
554 Control_center_destroyed = 0;
555 if (Newdemo_state != ND_STATE_PLAYBACK)
556 gameseq_remove_unused_players();
558 init_robots_for_level();
562 init_player_stats_new_ship();
563 init_controlcen_for_level();
564 automap_clear_visited();
565 init_stuck_objects();
566 init_thief_for_level();
568 Slide_segs_computed = 0;
572 //do whatever needs to be done when a player dies in multiplayer
576 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
578 if (Current_mission_num == Builtin_mission_num)
579 scores_maybe_add_player(0);
581 Function_mode = FMODE_MENU;
582 Game_mode = GM_GAME_OVER;
583 longjmp( LeaveGame, 0 ); // Exit out of game loop
587 extern void do_save_game_menu();
589 //update various information about the player
590 void update_player_stats()
592 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
593 if ( Players[Player_num].time_level > i2f(3600) ) {
594 Players[Player_num].time_level -= i2f(3600);
595 Players[Player_num].hours_level++;
598 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
599 if ( Players[Player_num].time_total > i2f(3600) ) {
600 Players[Player_num].time_total -= i2f(3600);
601 Players[Player_num].hours_total++;
605 //hack to not start object when loading level
606 extern int Dont_start_sound_objects;
608 //go through this level and start any eclip sounds
609 void set_sound_sources()
614 digi_init_sounds(); //clear old sounds
616 Dont_start_sound_objects = 1;
618 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
619 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
622 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
623 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))
624 if ((sn=Effects[ec].sound_num)!=-1) {
626 int csegnum = seg->children[sidenum];
628 //check for sound on other side of wall. Don't add on
629 //both walls if sound travels through wall. If sound
630 //does travel through wall, add sound for lower-numbered
633 if (IS_CHILD(csegnum) && csegnum < segnum) {
634 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
638 csegp = &Segments[seg->children[sidenum]];
639 csidenum = find_connect_side(seg, csegp);
641 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
642 continue; //skip this one
646 compute_center_point_on_side(&pnt,seg,sidenum);
647 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
651 Dont_start_sound_objects = 0;
656 //fix flash_dist=i2f(1);
657 fix flash_dist=fl2f(.9);
659 //create flash for player appearance
660 void create_player_appearance_effect(object *player_obj)
667 int objnum = player_obj-Objects;
668 if ( (objnum < 0) || (objnum > Highest_object_index) )
669 Int3(); // See Rob, trying to track down weird network bug
673 if (player_obj == Viewer)
674 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
676 pos = player_obj->pos;
678 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
681 effect_obj->orient = player_obj->orient;
683 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
684 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
689 // New Game sequencing functions
692 //pairs of chars describing ranges
693 char playername_allowed_chars[] = "azAZ09__--";
695 int MakeNewPlayerFile(int allow_abort)
700 char text[CALLSIGN_LEN+1]="";
703 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
706 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
708 Newmenu_allowed_chars = playername_allowed_chars;
709 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
710 Newmenu_allowed_chars = NULL;
713 if ( allow_abort ) return 0;
717 if (text[0]==0) //null string
720 sprintf( filename, "%s.plr", text );
722 fp = fopen( filename, "rb" );
725 //if the callsign is the name of a tty device, prepend a char
726 if (fp && isatty(fileno(fp))) {
728 sprintf(filename,"$%.7s.plr",text);
729 fp = fopen(filename,"rb");
734 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
739 if ( !new_player_config() )
740 goto try_again; // They hit Esc during New player config
742 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
750 #undef TXT_SELECT_PILOT
751 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
754 //Inputs the player's name, without putting up the background screen
759 int allow_abort_flag = 1;
761 if ( Players[Player_num].callsign[0] == 0 ) {
762 //---------------------------------------------------------------------
763 // Set default config options in case there is no config file
764 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
765 Config_joystick_sensitivity = 8;
766 Config_control_type =CONTROL_NONE;
767 for (i=0; i<CONTROL_MAX_TYPES; i++ )
768 for (j=0; j<MAX_CONTROLS; j++ )
769 kconfig_settings[i][j] = default_kconfig_settings[i][j];
771 //----------------------------------------------------------------
773 // Read the last player's name from config file, not lastplr.txt
774 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
776 if (config_last_player[0]==0)
777 allow_abort_flag = 0;
784 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
785 goto do_menu_again; //return 0; // They hit Esc in file selector
789 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
790 goto do_menu_again; // They hit Esc in file selector
793 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
797 if ( filename[0] == '<' ) {
798 // They selected 'create new pilot'
799 if (!MakeNewPlayerFile(allow_abort_flag))
800 //return 0; // They hit Esc during enter name stage
803 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
806 if (read_player_file() != EZERO)
809 Auto_leveling_on = Default_leveling_on;
811 set_display_mode(Default_display_mode);
813 WriteConfigFile(); // Update lastplr
818 extern void change_filename_extension( char *dest, char *src, char *new_ext );
819 extern char last_palette_loaded_pig[];
821 ubyte *Bitmap_replacement_data=NULL;
823 void free_bitmap_replacements()
825 if (Bitmap_replacement_data) {
826 d_free(Bitmap_replacement_data);
827 Bitmap_replacement_data = NULL;
831 void load_bitmap_replacements(char *level_name)
833 char ifile_name[FILENAME_LEN];
837 //first, free up data allocated for old bitmaps
838 free_bitmap_replacements();
840 change_filename_extension(ifile_name, level_name, ".POG" );
842 ifile = cfopen(ifile_name,"rb");
845 int id,version,n_bitmaps;
846 int bitmap_data_size;
849 id = cfile_read_int(ifile);
850 version = cfile_read_int(ifile);
852 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
857 n_bitmaps = cfile_read_int(ifile);
859 MALLOC( indices, ushort, n_bitmaps );
861 for (i = 0; i < n_bitmaps; i++)
862 indices[i] = cfile_read_short(ifile);
864 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
865 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
867 for (i=0;i<n_bitmaps;i++) {
868 DiskBitmapHeader bmh;
869 grs_bitmap temp_bitmap;
871 DiskBitmapHeader_read(&bmh, ifile);
873 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
875 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
876 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
877 temp_bitmap.avg_color = bmh.avg_color;
878 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
880 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
881 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
882 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
883 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
884 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
886 GameBitmaps[indices[i]] = temp_bitmap;
889 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
895 last_palette_loaded_pig[0]= 0; //force pig re-load
897 texmerge_flush(); //for re-merging with new textures
900 atexit(free_bitmap_replacements);
903 void load_robot_replacements(char *level_name);
905 extern int Robot_replacements_loaded;
907 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
908 void LoadLevel(int level_num,int page_in_textures)
914 save_player = Players[Player_num];
916 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
918 if (level_num<0) //secret level
919 level_name = Secret_level_names[-level_num-1];
921 level_name = Level_names[level_num-1];
924 dd_gr_set_current_canvas(NULL);
925 dd_gr_clear_canvas(BM_XRGB(0,0,0));
927 gr_set_current_canvas(NULL);
928 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
931 Last_msg_ycrd = -1; //so we don't restore backgound under msg
933 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
934 // WIN(ShowCursorW());
936 #if 1 //defined(POLY_ACC) || defined(OGL)
937 gr_palette_load(gr_palette);
938 show_boxed_message(TXT_LOADING);
940 show_boxed_message(TXT_LOADING);
941 gr_palette_load(gr_palette);
944 load_ret = load_level(level_name); //actually load the data from disk!
947 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
949 Current_level_num=level_num;
951 // load_palette_pig(Current_level_palette); //load just the pig
953 load_palette(Current_level_palette,1,1); //don't change screen
955 load_endlevel_data(level_num);
957 if ( page_in_textures )
958 piggy_load_level_data();
960 load_bitmap_replacements(level_name);
962 if (Robot_replacements_loaded) {
963 read_hamfile(); //load original data
964 Robot_replacements_loaded = 0;
966 load_robot_replacements(level_name);
969 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
971 reset_network_objects();
974 Players[Player_num] = save_player;
978 songs_play_level_song( Current_level_num );
980 clear_boxed_message(); //remove message before new palette loaded
982 gr_palette_load(gr_palette); //actually load the palette
984 // WIN(HideCursorW());
987 //sets up Player_num & ConsoleObject
988 void InitPlayerObject()
990 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
992 if (Player_num != 0 ) {
993 Players[0] = Players[Player_num];
997 Players[Player_num].objnum = 0;
999 ConsoleObject = &Objects[Players[Player_num].objnum];
1001 ConsoleObject->type = OBJ_PLAYER;
1002 ConsoleObject->id = Player_num;
1003 ConsoleObject->control_type = CT_FLYING;
1004 ConsoleObject->movement_type = MT_PHYSICS;
1007 extern void game_disable_cheats();
1008 extern void turn_cheats_off();
1009 extern void init_seismic_disturbances(void);
1011 //starts a new game on the given level
1012 void StartNewGame(int start_level)
1014 Game_mode = GM_NORMAL;
1015 Function_mode = FMODE_GAME;
1019 InitPlayerObject(); //make sure player's object set up
1021 init_player_stats_game(); //clear all stats
1025 Network_new_game = 0;
1028 if (start_level < 0)
1029 StartNewLevelSecret(start_level, 0);
1031 StartNewLevel(start_level, 0);
1033 Players[Player_num].starting_level = start_level; // Mark where they started
1035 game_disable_cheats();
1037 init_seismic_disturbances();
1040 //@@//starts a resumed game loaded from disk
1041 //@@void ResumeSavedGame(int start_level)
1043 //@@ Game_mode = GM_NORMAL;
1044 //@@ Function_mode = FMODE_GAME;
1047 //@@ Network_new_game = 0;
1049 //@@ InitPlayerObject(); //make sure player's object set up
1051 //@@ StartNewLevel(start_level, 0);
1053 //@@ game_disable_cheats();
1057 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1060 extern int N_secret_levels;
1062 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1064 // -----------------------------------------------------------------------------
1065 // Does the bonus scoring.
1066 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1067 void DoEndLevelScoreGlitz(int network)
1069 int level_points, skill_points, energy_points, shield_points, hostage_points;
1070 int all_hostage_points;
1072 char all_hostage_text[64];
1073 char endgame_text[64];
1074 #define N_GLITZITEMS 11
1075 char m_str[N_GLITZITEMS][30];
1076 newmenu_item m[N_GLITZITEMS+1];
1082 set_screen_mode(SCREEN_MENU); //go into menu mode
1089 mprintf((0,"DoEndLevelScoreGlitz\n"));
1091 // Compute level player is on, deal with secret levels (negative numbers)
1092 mine_level = Players[Player_num].level;
1094 mine_level *= -(Last_level/N_secret_levels);
1096 level_points = Players[Player_num].score-Players[Player_num].last_score;
1098 if (!Cheats_enabled) {
1099 if (Difficulty_level > 1) {
1100 skill_points = level_points*(Difficulty_level)/4;
1101 skill_points -= skill_points % 100;
1105 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1106 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1107 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1109 shield_points -= shield_points % 50;
1110 energy_points -= energy_points % 50;
1118 all_hostage_text[0] = 0;
1119 endgame_text[0] = 0;
1121 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1122 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1123 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1125 all_hostage_points = 0;
1127 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1128 endgame_points = Players[Player_num].lives * 10000;
1129 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1132 endgame_points = is_last_level = 0;
1134 mprintf((0,"adding bonus points\n"));
1135 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1138 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1139 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1140 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1141 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1143 sprintf(m_str[c++], "%s", all_hostage_text);
1144 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1145 sprintf(m_str[c++], "%s", endgame_text);
1147 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1148 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1151 sprintf(m_str[c++], "");
1152 sprintf(m_str[c++], " Done");
1155 for (i=0; i<c; i++) {
1156 m[i].type = NM_TYPE_TEXT;
1157 m[i].text = m_str[i];
1161 m[c-1].type = NM_TYPE_MENU;
1164 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1166 if (Current_level_num < 0)
1167 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);
1169 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);
1171 Assert(c <= N_GLITZITEMS);
1173 gr_palette_fade_out(gr_palette, 32, 0);
1175 mprintf((0,"doing menu\n"));
1177 PA_DFX (pa_alpha_always());
1180 if ( network && (Game_mode & GM_NETWORK) )
1181 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1184 // NOTE LINK TO ABOVE!!!
1185 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1187 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1190 //give the player the opportunity to save his game
1191 void DoEndlevelMenu()
1193 //No between level saves......!!! state_save_all(1);
1196 // -----------------------------------------------------------------------------------------------------
1197 //called when the player is starting a level (new game or new ship)
1198 void StartSecretLevel()
1200 Assert(!Player_is_dead);
1202 InitPlayerPosition(0);
1204 verify_console_object();
1206 ConsoleObject->control_type = CT_FLYING;
1207 ConsoleObject->movement_type = MT_PHYSICS;
1209 // -- WHY? -- disable_matcens();
1210 clear_transient_objects(0); //0 means leave proximity bombs
1212 // create_player_appearance_effect(ConsoleObject);
1213 Do_appearance_effect = 1;
1215 ai_reset_all_paths();
1216 // -- NO? -- reset_time();
1219 Auto_fire_fusion_cannon_time = 0;
1222 Robot_firing_enabled = 1;
1225 extern void set_pos_from_return_segment(void);
1227 // Returns true if secret level has been destroyed.
1228 int p_secret_level_destroyed(void)
1230 if (First_secret_visit) {
1231 return 0; // Never been there, can't have been destroyed.
1234 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1243 // -----------------------------------------------------------------------------------------------------
1244 void do_secret_message(char *msg)
1250 #if defined(POLY_ACC)
1252 pa_update_clut(gr_palette, 0, 256, 0);
1255 old_fmode = Function_mode;
1256 Function_mode = FMODE_MENU;
1257 nm_messagebox(NULL, 1, TXT_OK, msg);
1258 Function_mode = old_fmode;
1260 #if defined(POLY_ACC)
1264 WIN(DEFINE_SCREEN(NULL));
1267 // -----------------------------------------------------------------------------------------------------
1268 // called when the player is starting a new level for normal game mode and restore state
1269 // Need to deal with whether this is the first time coming to this level or not. If not the
1270 // first time, instead of initializing various things, need to do a game restore for all the
1271 // robots, powerups, walls, doors, etc.
1272 void StartNewLevelSecret(int level_num, int page_in_textures)
1279 m[0].type = NM_TYPE_TEXT;
1282 last_drawn_cockpit[0] = -1;
1283 last_drawn_cockpit[1] = -1;
1285 if (Newdemo_state == ND_STATE_PAUSED)
1286 Newdemo_state = ND_STATE_RECORDING;
1288 if (Newdemo_state == ND_STATE_RECORDING) {
1289 newdemo_set_new_level(level_num);
1290 newdemo_record_start_frame(FrameCount, FrameTime );
1291 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1293 gr_palette_fade_out(gr_palette, 32, 0);
1295 set_screen_mode(SCREEN_MENU); //go into menu mode
1297 if (First_secret_visit) {
1298 do_secret_message(TXT_SECRET_EXIT);
1301 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1303 do_secret_message(TXT_SECRET_EXIT);
1307 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1308 do_secret_message(text_str);
1313 LoadLevel(level_num,page_in_textures);
1315 Assert(Current_level_num == level_num); //make sure level set right
1317 Assert(Function_mode == FMODE_GAME);
1319 gameseq_init_network_players(); // Initialize the Players array for
1322 HUD_clear_messages();
1324 automap_clear_visited();
1326 // -- init_player_stats_level();
1328 Viewer = &Objects[Players[Player_num].objnum];
1330 gameseq_remove_unused_players();
1334 Control_center_destroyed = 0;
1337 reset_palette_add();
1339 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1340 init_robots_for_level();
1342 init_smega_detonates();
1345 reset_special_effects();
1349 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1350 int pw_save, sw_save;
1354 pw_save = Primary_weapon;
1355 sw_save = Secondary_weapon;
1356 state_restore_all(1, 1, SECRETC_FILENAME);
1357 Primary_weapon = pw_save;
1358 Secondary_weapon = sw_save;
1359 reset_special_effects();
1361 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1365 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1366 do_secret_message(text_str);
1369 // -- // If file doesn't exist, it's because reactor was destroyed.
1370 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1371 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1372 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1377 if (First_secret_visit) {
1378 copy_defaults_to_robot_all();
1383 init_controlcen_for_level();
1385 // Say player can use FLASH cheat to mark path to exit.
1386 Last_level_path_created = -1;
1388 First_secret_visit = 0;
1391 int Entered_from_level;
1393 // ---------------------------------------------------------------------------------------------------------------
1394 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1395 void ExitSecretLevel(void)
1399 if (Newdemo_state == ND_STATE_PLAYBACK)
1402 if (!Control_center_destroyed) {
1403 state_save_all(0, 2, SECRETC_FILENAME);
1406 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1407 int pw_save, sw_save;
1409 returning_to_level_message();
1411 pw_save = Primary_weapon;
1412 sw_save = Secondary_weapon;
1413 state_restore_all(1, 1, SECRETB_FILENAME);
1414 Primary_weapon = pw_save;
1415 Secondary_weapon = sw_save;
1417 // File doesn't exist, so can't return to base level. Advance to next one.
1418 if (Entered_from_level == Last_level)
1421 advancing_to_level_message();
1422 StartNewLevel(Entered_from_level+1, 0);
1427 // ---------------------------------------------------------------------------------------------------------------
1428 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1429 // be invulnerable or cloaked.
1430 void do_cloak_invul_secret_stuff(fix old_gametime)
1432 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1435 time_used = old_gametime - Players[Player_num].invulnerable_time;
1436 Players[Player_num].invulnerable_time = GameTime - time_used;
1439 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1442 time_used = old_gametime - Players[Player_num].cloak_time;
1443 Players[Player_num].cloak_time = GameTime - time_used;
1447 // ---------------------------------------------------------------------------------------------------------------
1448 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1449 // is passing to the secret level.
1451 void EnterSecretLevel(void)
1456 Assert(! (Game_mode & GM_MULTI) );
1458 Entered_from_level = Current_level_num;
1460 if (Control_center_destroyed)
1461 DoEndLevelScoreGlitz(0);
1463 if (Newdemo_state != ND_STATE_PLAYBACK)
1464 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1466 // Find secret level number to go to, stuff in Next_level_num.
1467 for (i=0; i<-Last_secret_level; i++)
1468 if (Secret_level_table[i]==Current_level_num) {
1469 Next_level_num = -(i+1);
1471 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1472 Next_level_num = -i;
1476 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1477 Next_level_num = Last_secret_level;
1479 old_gametime = GameTime;
1481 StartNewLevelSecret(Next_level_num, 1);
1483 // do_cloak_invul_stuff();
1486 //called when the player has finished a level
1487 void PlayerFinishedLevel(int secret_flag)
1489 Assert(!secret_flag);
1491 //credit the player for hostages
1492 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1494 if (Game_mode & GM_NETWORK)
1495 Players[Player_num].connected = 2; // Finished but did not die
1497 last_drawn_cockpit[0] = -1;
1498 last_drawn_cockpit[1] = -1;
1500 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1503 #if defined(D2_OEM) || defined(COMPILATION)
1504 #define MOVIE_REQUIRED 0
1506 #define MOVIE_REQUIRED 1
1510 #define ENDMOVIE "endo"
1512 #define ENDMOVIE "end"
1515 void show_order_form();
1516 extern void com_hangup(void);
1518 //called when the player has finished the last level
1519 void DoEndGame(void)
1521 mprintf((0,"DoEndGame\n"));
1523 Function_mode = FMODE_MENU;
1524 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1525 newdemo_stop_recording();
1527 set_screen_mode( SCREEN_MENU );
1530 dd_gr_set_current_canvas(NULL),
1531 gr_set_current_canvas(NULL)
1536 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1538 int played=MOVIE_NOT_PLAYED; //default is not played
1541 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1542 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1545 if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1546 songs_play_song( SONG_TITLE, 0 );
1547 do_briefing_screens("end2oem.tex",1);
1549 songs_play_song( SONG_ENDGAME, 0 );
1550 mprintf((0,"doing briefing\n"));
1551 do_briefing_screens("ending2.tex",1);
1552 mprintf((0,"briefing done\n"));
1555 } else if (!(Game_mode & GM_MULTI)) { //not multi
1556 char tname[FILENAME_LEN];
1557 sprintf(tname,"%s.tex",Current_mission_filename);
1558 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1560 //try doing special credits
1561 sprintf(tname,"%s.ctb",Current_mission_filename);
1562 credits_show(tname);
1572 if (Game_mode & GM_MULTI)
1573 multi_endlevel_score();
1576 // NOTE LINK TO ABOVE
1577 DoEndLevelScoreGlitz(0);
1579 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1581 dd_gr_set_current_canvas(NULL),
1582 gr_set_current_canvas( NULL )
1585 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1586 gr_clear_canvas(BM_XRGB(0,0,0))
1589 load_palette(DEFAULT_PALETTE,0,1);
1590 scores_maybe_add_player(0);
1593 Function_mode = FMODE_MENU;
1595 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1596 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1598 Game_mode = GM_GAME_OVER;
1601 longjmp( LeaveGame, 0 ); // Exit out of game loop
1604 //from which level each do you get to each secret level
1605 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1607 //called to go to the next level (if there is one)
1608 //if secret_flag is true, advance to secret level, else next normal one
1609 // Return true if game over.
1610 void AdvanceLevel(int secret_flag)
1616 mprintf((0,"AdvanceLevel\n"));
1618 Assert(!secret_flag);
1620 if (Current_level_num != Last_level) {
1622 if (Game_mode & GM_MULTI)
1623 multi_endlevel_score();
1626 // NOTE LINK TO ABOVE!!!
1627 DoEndLevelScoreGlitz(0); //give bonuses
1630 Control_center_destroyed = 0;
1633 if (Current_level_num == 0)
1634 return; //not a real level
1638 if (Game_mode & GM_MULTI) {
1639 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1640 if (result) // failed to sync
1642 if (Current_level_num == Last_level) //player has finished the game!
1643 longjmp( LeaveGame, 0 ); // Exit out of game loop
1650 if (Current_level_num == Last_level) { //player has finished the game!
1652 mprintf((0,"Finished last level!\n"));
1658 Next_level_num = Current_level_num+1; //assume go to next normal level
1660 if (!(Game_mode & GM_MULTI))
1661 DoEndlevelMenu(); // Let use save their game
1663 StartNewLevel(Next_level_num, 0);
1668 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1670 extern char last_palette_loaded[];
1672 void load_stars_palette()
1677 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1678 Assert(pcx_error == PCX_ERROR_NONE);
1680 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1683 { //remap stuff. this code is kindof a hack
1685 //now, before we bring up the menu, we need to
1686 //do some stuff to make sure the palette is ok. First, we need to
1687 //get our current palette into the 2d's array, so the remapping will
1688 //work. Second, we need to remap the fonts. Third, we need to fill
1689 //in part of the fade tables so the darkening of the menu edges works
1691 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1692 remap_fonts_and_menus(1);
1696 strcpy(last_palette_loaded,""); //force palette load next time
1700 void nm_draw_background1(char * filename);
1705 //@@ ubyte pal[256*3];
1707 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1708 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1710 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1712 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1714 nm_draw_background1(STARS_BACKGROUND);
1720 died_in_mine_message(void)
1722 // Tell the player he died in the mine, explain why
1725 if (Game_mode & GM_MULTI)
1728 gr_palette_fade_out(gr_palette, 32, 0);
1730 set_screen_mode(SCREEN_MENU); //go into menu mode
1733 dd_gr_set_current_canvas(NULL),
1734 gr_set_current_canvas(NULL)
1739 #if defined(POLY_ACC)
1741 pa_update_clut(gr_palette, 0, 256, 0);
1744 old_fmode = Function_mode;
1745 Function_mode = FMODE_MENU;
1746 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1747 Function_mode = old_fmode;
1749 #if defined(POLY_ACC)
1753 WIN(DEFINE_SCREEN(NULL));
1756 // Called when player dies on secret level.
1757 void returning_to_level_message(void)
1763 if (Game_mode & GM_MULTI)
1766 gr_palette_fade_out(gr_palette, 32, 0);
1768 set_screen_mode(SCREEN_MENU); //go into menu mode
1770 gr_set_current_canvas(NULL);
1774 #if defined(POLY_ACC)
1776 pa_update_clut(gr_palette, 0, 256, 0);
1779 old_fmode = Function_mode;
1780 Function_mode = FMODE_MENU;
1781 sprintf(msg, "Returning to level %i", Entered_from_level);
1782 nm_messagebox(NULL, 1, TXT_OK, msg);
1783 Function_mode = old_fmode;
1785 #if defined(POLY_ACC)
1789 WIN(DEFINE_SCREEN(NULL));
1792 // Called when player dies on secret level.
1793 void advancing_to_level_message(void)
1799 // Only supposed to come here from a secret level.
1800 Assert(Current_level_num < 0);
1802 if (Game_mode & GM_MULTI)
1805 gr_palette_fade_out(gr_palette, 32, 0);
1807 set_screen_mode(SCREEN_MENU); //go into menu mode
1809 gr_set_current_canvas(NULL);
1813 #if defined(POLY_ACC)
1815 pa_update_clut(gr_palette, 0, 256, 0);
1818 old_fmode = Function_mode;
1819 Function_mode = FMODE_MENU;
1820 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1821 nm_messagebox(NULL, 1, TXT_OK, msg);
1822 Function_mode = old_fmode;
1824 #if defined(POLY_ACC)
1828 WIN(DEFINE_SCREEN(NULL));
1831 void digi_stop_digi_sounds();
1835 reset_palette_add();
1837 gr_palette_load (gr_palette);
1839 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1840 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1842 dead_player_end(); //terminate death sequence (if playing)
1845 if (Game_mode == GM_EDITOR) { //test mine, not real level
1846 object * playerobj = &Objects[Players[Player_num].objnum];
1847 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1848 load_level("gamesave.lvl");
1849 init_player_stats_new_ship();
1850 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1857 if ( Game_mode&GM_MULTI )
1859 multi_do_death(Players[Player_num].objnum);
1863 { //Note link to above else!
1864 Players[Player_num].lives--;
1865 if (Players[Player_num].lives == 0)
1872 if ( Control_center_destroyed ) {
1874 //clear out stuff so no bonus
1875 Players[Player_num].hostages_on_board = 0;
1876 Players[Player_num].energy = 0;
1877 Players[Player_num].shields = 0;
1878 Players[Player_num].connected = 3;
1880 died_in_mine_message(); // Give them some indication of what happened
1882 if (Current_level_num < 0) {
1885 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1887 returning_to_level_message();
1888 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1889 set_pos_from_return_segment();
1890 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1892 advancing_to_level_message();
1893 StartNewLevel(Entered_from_level+1, 0);
1894 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1898 AdvanceLevel(0); //if finished, go on to next level
1900 init_player_stats_new_ship();
1901 last_drawn_cockpit[0] = -1;
1902 last_drawn_cockpit[1] = -1;
1905 } else if (Current_level_num < 0) {
1907 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1909 returning_to_level_message();
1910 if (!Control_center_destroyed)
1911 state_save_all(0, 2, SECRETC_FILENAME);
1912 state_restore_all(1, 2, SECRETB_FILENAME);
1913 set_pos_from_return_segment();
1914 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1916 died_in_mine_message(); // Give them some indication of what happened
1917 advancing_to_level_message();
1918 StartNewLevel(Entered_from_level+1, 0);
1919 init_player_stats_new_ship();
1922 init_player_stats_new_ship();
1929 extern int BigWindowSwitch;
1931 //called when the player is starting a new level for normal game mode and restore state
1932 // secret_flag set if came from a secret level
1933 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1935 if (!(Game_mode & GM_MULTI)) {
1936 last_drawn_cockpit[0] = -1;
1937 last_drawn_cockpit[1] = -1;
1942 if (Newdemo_state == ND_STATE_PAUSED)
1943 Newdemo_state = ND_STATE_RECORDING;
1945 if (Newdemo_state == ND_STATE_RECORDING) {
1946 newdemo_set_new_level(level_num);
1947 newdemo_record_start_frame(FrameCount, FrameTime );
1950 if (Game_mode & GM_MULTI)
1951 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1953 LoadLevel(level_num,page_in_textures);
1955 Assert(Current_level_num == level_num); //make sure level set right
1957 gameseq_init_network_players(); // Initialize the Players array for
1960 Viewer = &Objects[Players[Player_num].objnum];
1962 Assert(N_players <= NumNetPlayerPositions);
1963 //If this assert fails, there's not enough start positions
1966 if (Game_mode & GM_NETWORK)
1968 if(network_level_sync()) // After calling this, Player_num is set
1971 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1973 if(com_level_sync())
1978 Assert(Function_mode == FMODE_GAME);
1981 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1984 HUD_clear_messages();
1986 automap_clear_visited();
1989 if (Network_new_game == 1)
1991 Network_new_game = 0;
1992 init_player_stats_new_ship();
1995 init_player_stats_level(secret_flag);
1998 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2001 for (i = 0; i < N_players; i++)
2002 Players[i].flags |= Netgame.player_flags[i];
2005 if (Game_mode & GM_MULTI)
2007 multi_prep_level(); // Removes robots from level if necessary
2011 gameseq_remove_unused_players();
2015 Control_center_destroyed = 0;
2017 set_screen_mode(SCREEN_GAME);
2019 init_robots_for_level();
2021 init_smega_detonates();
2024 reset_palette_add();
2025 init_thief_for_level();
2026 init_stuck_objects();
2027 game_flush_inputs(); // clear out the keyboard
2028 if (!(Game_mode & GM_MULTI))
2029 filter_objects_from_level();
2033 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2034 set_highest_level(Current_level_num);
2036 read_player_file(); //get window sizes
2038 reset_special_effects();
2041 ogl_cache_level_textures();
2046 if (Network_rejoined == 1)
2049 mprintf((0, "Restarting - joining in random location.\n"));
2051 Network_rejoined = 0;
2056 StartLevel(0); // Note link to above if!
2058 copy_defaults_to_robot_all();
2059 init_controlcen_for_level();
2061 // Say player can use FLASH cheat to mark path to exit.
2062 Last_level_path_created = -1;
2066 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2068 void bash_to_shield (int i,char *s)
2071 int type=Objects[i].id;
2074 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2077 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2080 Objects[i].id = POW_SHIELD_BOOST;
2081 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2082 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2086 void filter_objects_from_level()
2090 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2092 for (i=0;i<=Highest_object_index;i++)
2094 if (Objects[i].type==OBJ_POWERUP)
2095 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2096 bash_to_shield (i,"Flag!!!!");
2103 char movie_name[FILENAME_LEN];
2104 } intro_movie[] = { { 1,"pla"},
2112 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2114 extern int MenuHiresAvailable;
2115 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2116 extern int intro_played; //true if big intro movie played
2118 void ShowLevelIntro(int level_num)
2120 //if shareware, show a briefing?
2122 if (!(Game_mode & GM_MULTI)) {
2126 ubyte save_pal[sizeof(gr_palette)];
2128 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2130 if (level_num == 1 && !intro_played) {
2131 // try to play d2 oem briefing
2132 do_briefing_screens("brief2o.tex", 1);
2135 if (Current_mission_num == Builtin_mission_num) {
2139 if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // #ifdef SHAREWARE
2142 do_briefing_screens ("brief2.tex",1);
2144 } else { // full version
2145 for (i=0;i<NUM_INTRO_MOVIES;i++)
2147 if (intro_movie[i].level_num == level_num)
2150 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2157 if (!movie) { //must go before briefing
2158 dd_gr_init_screen();
2165 int hires_save=MenuHiresAvailable;
2167 if (robot_movies == 1) //lowres only
2169 MenuHiresAvailable = 0; //pretend we can't do highres
2171 if (hires_save != MenuHiresAvailable)
2172 Screen_mode = -1; //force reset
2175 do_briefing_screens ("robot.tex",level_num);
2176 MenuHiresAvailable = hires_save;
2181 else { //not the built-in mission. check for add-on briefing
2182 if (Mission_list[Current_mission_num].descent_version == 1)
2183 do_briefing_screens(Briefing_text_filename, level_num);
2185 char tname[FILENAME_LEN];
2186 sprintf(tname, "%s.tex", Current_mission_filename);
2187 do_briefing_screens(tname, level_num);
2192 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2196 // ---------------------------------------------------------------------------
2197 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2198 // Reason: On this level, if player goes to a secret level, he will be going to a different
2199 // secret level than he's ever been to before.
2200 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2201 void maybe_set_first_secret_visit(int level_num)
2205 for (i=0; i<N_secret_levels; i++) {
2206 if (Secret_level_table[i] == level_num) {
2207 First_secret_visit = 1;
2208 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2213 //called when the player is starting a new level for normal game model
2214 // secret_flag if came from a secret level
2215 void StartNewLevel(int level_num, int secret_flag)
2219 if ((level_num > 0) && (!secret_flag)) {
2220 maybe_set_first_secret_visit(level_num);
2223 ShowLevelIntro(level_num);
2225 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2227 StartNewLevelSub(level_num, 1, secret_flag );
2231 //initialize the player object position & orientation (at start of game, or new ship)
2232 void InitPlayerPosition(int random_flag)
2237 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2239 NewPlayer = Player_num;
2241 else if (random_flag == 1)
2243 int i, closest = -1, trys=0;
2244 fix closest_dist = 0x7ffffff, dist;
2249 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2251 mprintf((1, "WARNING: There are only %d start positions!\n"));
2259 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2263 NewPlayer = d_rand() % NumNetPlayerPositions;
2266 closest_dist = 0x7fffffff;
2268 for (i=0; i<N_players; i++ ) {
2269 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2270 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
2271 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2272 if ( (dist < closest_dist) && (dist >= 0) ) {
2273 closest_dist = dist;
2279 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2280 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2283 mprintf((0, "Starting position is not being changed.\n"));
2284 goto done; // If deathmatch and not random, positions were already determined by sync packet
2286 Assert(NewPlayer >= 0);
2287 Assert(NewPlayer < NumNetPlayerPositions);
2290 ConsoleObject->pos = Player_init[NewPlayer].pos;
2291 ConsoleObject->orient = Player_init[NewPlayer].orient;
2292 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2294 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2296 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2301 reset_player_object();
2305 // -----------------------------------------------------------------------------------------------------
2306 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2307 // What about setting size!? Where does that come from?
2308 void copy_defaults_to_robot(object *objp)
2313 Assert(objp->type == OBJ_ROBOT);
2315 Assert(objid < N_robot_types);
2317 robptr = &Robot_info[objid];
2319 // Boost shield for Thief and Buddy based on level.
2320 objp->shields = robptr->strength;
2322 if ((robptr->thief) || (robptr->companion)) {
2323 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2325 if (robptr->companion) {
2326 // Now, scale guide-bot hits by skill level
2327 switch (Difficulty_level) {
2328 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2329 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2330 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2334 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2335 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2337 // Additional wimpification of bosses at Trainee
2338 if ((robptr->boss_flag) && (Difficulty_level == 0))
2342 // -----------------------------------------------------------------------------------------------------
2343 // Copy all values from the robot info structure to all instances of robots.
2344 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2345 // This function should be called at level load time.
2346 void copy_defaults_to_robot_all()
2350 for (i=0; i<=Highest_object_index; i++)
2351 if (Objects[i].type == OBJ_ROBOT)
2352 copy_defaults_to_robot(&Objects[i]);
2356 extern void clear_stuck_objects(void);
2358 // -----------------------------------------------------------------------------------------------------
2359 //called when the player is starting a level (new game or new ship)
2360 void StartLevel(int random_flag)
2362 Assert(!Player_is_dead);
2364 InitPlayerPosition(random_flag);
2366 verify_console_object();
2368 ConsoleObject->control_type = CT_FLYING;
2369 ConsoleObject->movement_type = MT_PHYSICS;
2373 clear_transient_objects(0); //0 means leave proximity bombs
2375 // create_player_appearance_effect(ConsoleObject);
2376 Do_appearance_effect = 1;
2379 if (Game_mode & GM_MULTI)
2381 if (Game_mode & GM_MULTI_COOP)
2383 multi_send_position(Players[Player_num].objnum);
2384 multi_send_reappear();
2387 if (Game_mode & GM_NETWORK)
2388 network_do_frame(1, 1);
2391 ai_reset_all_paths();
2392 ai_init_boss_for_ship();
2393 clear_stuck_objects();
2396 // Note, this is only done if editor builtin. Calling this from here
2397 // will cause it to be called after the player dies, resetting the
2398 // hits for the buddy and thief. This is ok, since it will work ok
2399 // in a shipped version.
2406 Auto_fire_fusion_cannon_time = 0;
2409 Robot_firing_enabled = 1;