2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
19 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.4 2001-01-31 15:17:53 bradleyb Exp $";
37 #include "pa_enabl.h" //$$POLY_ACC
106 #include "controls.h"
109 #if defined(POLY_ACC)
110 #include "poly_acc.h"
112 #if defined (TACTILE)
117 #include "editor\editor.h"
121 void StartNewLevelSecret(int level_num, int page_in_textures);
122 void InitPlayerPosition(int random_flag);
124 void returning_to_level_message(void);
125 void advancing_to_level_message(void);
126 void DoEndGame(void);
127 void AdvanceLevel(int secret_flag);
128 void filter_objects_from_level();
130 // From allender -- you'll find these defines in state.c and cntrlcen.c
131 // since I couldn't think of a good place to put them and i wanted to
132 // fix this stuff fast! Sorry about that...
135 #define SECRETB_FILENAME "secret.sgb"
136 #define SECRETC_FILENAME "secret.sgc"
138 #define SECRETB_FILENAME ":Players:secret.sgb"
139 #define SECRETC_FILENAME ":Players:secret.sgc"
142 //Current_level_num starts at 1 for the first level
143 //-1,-2,-3 are secret levels
144 //0 means not a real level loaded
145 int Current_level_num=0,Next_level_num;
146 char Current_level_name[LEVEL_NAME_LEN];
148 #if !defined(SHAREWARE) && !defined(D2_OEM)
149 int Last_level,Last_secret_level;
152 // Global variables describing the player
153 int N_players=1; // Number of players ( >1 means a net game, eh?)
154 int Player_num=0; // The player number who is on the console.
155 player Players[MAX_PLAYERS+4]; // Misc player info
156 obj_position Player_init[MAX_PLAYERS];
158 // Global variables telling what sort of game we have
159 int MaxNumNetPlayers = -1;
160 int NumNetPlayerPositions = -1;
162 extern fix ThisLevelTime;
164 // Extern from game.c to fix a bug in the cockpit!
166 extern int last_drawn_cockpit[2];
167 extern int Last_level_path_created;
169 // HUD_clear_messages external, declared in gauges.h
171 extern void HUD_clear_messages(); // From hud.c
174 // Extra prototypes declared for the sake of LINT
175 void init_player_stats_new_ship(void);
176 void copy_defaults_to_robot_all(void);
178 int Do_appearance_effect=0;
180 extern int Rear_view;
182 int First_secret_visit = 1;
184 extern int descent_critical_error;
186 extern int Last_msg_ycrd;
188 //--------------------------------------------------------------------
189 void verify_console_object()
191 Assert( Player_num > -1 );
192 Assert( Players[Player_num].objnum > -1 );
193 ConsoleObject = &Objects[Players[Player_num].objnum];
194 Assert( ConsoleObject->type==OBJ_PLAYER );
195 Assert( ConsoleObject->id==Player_num );
198 int count_number_of_robots()
204 for (i=0;i<=Highest_object_index;i++) {
205 if (Objects[i].type == OBJ_ROBOT)
213 int count_number_of_hostages()
219 for (i=0;i<=Highest_object_index;i++) {
220 if (Objects[i].type == OBJ_HOSTAGE)
227 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
229 gameseq_init_network_players()
233 // Initialize network player start locations and object numbers
235 ConsoleObject = &Objects[0];
238 for (i=0;i<=Highest_object_index;i++) {
240 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
242 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
243 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
245 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
246 Objects[i].type=OBJ_PLAYER;
247 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
248 Player_init[k].pos = Objects[i].pos;
249 Player_init[k].orient = Objects[i].orient;
250 Player_init[k].segnum = Objects[i].segnum;
251 Players[k].objnum = i;
260 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
261 obj_delete(i); //kill the buddy in netgames
264 NumNetPlayerPositions = k;
267 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
268 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
270 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
271 //Int3(); // Not enough positions!!
276 if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
278 for (i=0;i<N_players;i++)
279 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
281 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!");
288 void gameseq_remove_unused_players()
292 // 'Remove' the unused players
295 if (Game_mode & GM_MULTI)
297 for (i=0; i < NumNetPlayerPositions; i++)
299 if ((!Players[i].connected) || (i >= N_players))
302 // mprintf((0, "Ghosting player ship %d.\n", i+1));
304 multi_make_player_ghost(i);
310 { // Note link to above if!!!
312 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
314 for (i=1; i < NumNetPlayerPositions; i++)
316 obj_delete(Players[i].objnum);
321 fix StartingShields=INITIAL_SHIELDS;
323 // Setup player for new game
324 void init_player_stats_game()
326 Players[Player_num].score = 0;
327 Players[Player_num].last_score = 0;
328 Players[Player_num].lives = INITIAL_LIVES;
329 Players[Player_num].level = 1;
331 Players[Player_num].time_level = 0;
332 Players[Player_num].time_total = 0;
333 Players[Player_num].hours_level = 0;
334 Players[Player_num].hours_total = 0;
336 Players[Player_num].energy = INITIAL_ENERGY;
337 Players[Player_num].shields = StartingShields;
338 Players[Player_num].killer_objnum = -1;
340 Players[Player_num].net_killed_total = 0;
341 Players[Player_num].net_kills_total = 0;
343 Players[Player_num].num_kills_level = 0;
344 Players[Player_num].num_kills_total = 0;
345 Players[Player_num].num_robots_level = 0;
346 Players[Player_num].num_robots_total = 0;
347 Players[Player_num].KillGoalCount = 0;
349 Players[Player_num].hostages_rescued_total = 0;
350 Players[Player_num].hostages_level = 0;
351 Players[Player_num].hostages_total = 0;
353 Players[Player_num].laser_level = 0;
354 Players[Player_num].flags = 0;
356 init_player_stats_new_ship();
358 First_secret_visit = 1;
361 void init_ammo_and_energy(void)
363 if (Players[Player_num].energy < INITIAL_ENERGY)
364 Players[Player_num].energy = INITIAL_ENERGY;
365 if (Players[Player_num].shields < StartingShields)
366 Players[Player_num].shields = StartingShields;
368 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
369 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
370 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
372 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
373 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
374 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
375 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
376 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
379 extern ubyte Last_afterburner_state;
381 // Setup player for new level (After completion of previous level)
382 void init_player_stats_level(int secret_flag)
386 Players[Player_num].last_score = Players[Player_num].score;
388 Players[Player_num].level = Current_level_num;
391 if (!Network_rejoined) {
393 Players[Player_num].time_level = 0;
394 Players[Player_num].hours_level = 0;
399 Players[Player_num].killer_objnum = -1;
401 Players[Player_num].num_kills_level = 0;
402 Players[Player_num].num_robots_level = count_number_of_robots();
403 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
405 Players[Player_num].hostages_level = count_number_of_hostages();
406 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
407 Players[Player_num].hostages_on_board = 0;
410 init_ammo_and_energy();
412 Players[Player_num].flags &= (~KEY_BLUE);
413 Players[Player_num].flags &= (~KEY_RED);
414 Players[Player_num].flags &= (~KEY_GOLD);
416 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
417 PLAYER_FLAGS_CLOAKED |
418 PLAYER_FLAGS_MAP_ALL);
420 Players[Player_num].cloak_time = 0;
421 Players[Player_num].invulnerable_time = 0;
423 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
424 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
427 Player_is_dead = 0; // Added by RH
428 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
430 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
432 Controls.afterburner_state = 0;
433 Last_afterburner_state = 0;
435 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
441 tactile_set_button_jolt();
444 Missile_viewer = NULL;
447 extern void init_ai_for_ship(void);
449 // Setup player for a brand-new ship
450 void init_player_stats_new_ship()
454 if (Newdemo_state == ND_STATE_RECORDING) {
455 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
456 newdemo_record_player_weapon(0, 0);
457 newdemo_record_player_weapon(1, 0);
460 Players[Player_num].energy = INITIAL_ENERGY;
461 Players[Player_num].shields = StartingShields;
462 Players[Player_num].laser_level = 0;
463 Players[Player_num].killer_objnum = -1;
464 Players[Player_num].hostages_on_board = 0;
466 Afterburner_charge = 0;
468 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
469 Players[Player_num].primary_ammo[i] = 0;
470 Primary_last_was_super[i] = 0;
473 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
474 Players[Player_num].secondary_ammo[i] = 0;
475 Secondary_last_was_super[i] = 0;
477 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
479 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
480 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
483 Secondary_weapon = 0;
485 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
486 PLAYER_FLAGS_AFTERBURNER |
487 PLAYER_FLAGS_CLOAKED |
488 PLAYER_FLAGS_INVULNERABLE |
489 PLAYER_FLAGS_MAP_ALL |
490 PLAYER_FLAGS_CONVERTER |
491 PLAYER_FLAGS_AMMO_RACK |
492 PLAYER_FLAGS_HEADLIGHT |
493 PLAYER_FLAGS_HEADLIGHT_ON |
496 Players[Player_num].cloak_time = 0;
497 Players[Player_num].invulnerable_time = 0;
499 Player_is_dead = 0; //player no longer dead
501 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
503 Controls.afterburner_state = 0;
504 Last_afterburner_state = 0;
506 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
508 Missile_viewer=NULL; ///reset missile camera if out there
513 tactile_set_button_jolt();
522 void reset_network_objects()
524 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
525 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
526 memset(object_owner, -1, MAX_OBJECTS);
530 extern void init_stuck_objects(void);
534 extern int Slide_segs_computed;
536 //reset stuff so game is semi-normal when playing from editor
537 void editor_reset_stuff_on_level()
539 gameseq_init_network_players();
540 init_player_stats_level(0);
541 Viewer = ConsoleObject;
542 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
543 ConsoleObject->id=Player_num;
544 ConsoleObject->control_type = CT_FLYING;
545 ConsoleObject->movement_type = MT_PHYSICS;
547 verify_console_object();
548 Control_center_destroyed = 0;
549 if (Newdemo_state != ND_STATE_PLAYBACK)
550 gameseq_remove_unused_players();
552 init_robots_for_level();
556 init_player_stats_new_ship();
557 init_controlcen_for_level();
558 automap_clear_visited();
559 init_stuck_objects();
560 init_thief_for_level();
562 Slide_segs_computed = 0;
566 //do whatever needs to be done when a player dies in multiplayer
570 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
572 if (Current_mission_num == 0)
573 scores_maybe_add_player(0);
575 Function_mode = FMODE_MENU;
576 Game_mode = GM_GAME_OVER;
577 longjmp( LeaveGame, 0 ); // Exit out of game loop
581 extern void do_save_game_menu();
583 //update various information about the player
584 void update_player_stats()
586 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
587 if ( Players[Player_num].time_level > i2f(3600) ) {
588 Players[Player_num].time_level -= i2f(3600);
589 Players[Player_num].hours_level++;
592 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
593 if ( Players[Player_num].time_total > i2f(3600) ) {
594 Players[Player_num].time_total -= i2f(3600);
595 Players[Player_num].hours_total++;
599 //hack to not start object when loading level
600 extern int Dont_start_sound_objects;
602 //go through this level and start any eclip sounds
603 void set_sound_sources()
608 digi_init_sounds(); //clear old sounds
610 Dont_start_sound_objects = 1;
612 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
613 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
616 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
617 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))
618 if ((sn=Effects[ec].sound_num)!=-1) {
620 int csegnum = seg->children[sidenum];
622 //check for sound on other side of wall. Don't add on
623 //both walls if sound travels through wall. If sound
624 //does travel through wall, add sound for lower-numbered
627 if (IS_CHILD(csegnum) && csegnum < segnum) {
628 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
632 csegp = &Segments[seg->children[sidenum]];
633 csidenum = find_connect_side(seg, csegp);
635 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
636 continue; //skip this one
640 compute_center_point_on_side(&pnt,seg,sidenum);
641 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
645 Dont_start_sound_objects = 0;
650 //fix flash_dist=i2f(1);
651 fix flash_dist=fl2f(.9);
653 //create flash for player appearance
654 void create_player_appearance_effect(object *player_obj)
661 int objnum = player_obj-Objects;
662 if ( (objnum < 0) || (objnum > Highest_object_index) )
663 Int3(); // See Rob, trying to track down weird network bug
667 if (player_obj == Viewer)
668 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
670 pos = player_obj->pos;
672 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
675 effect_obj->orient = player_obj->orient;
677 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
678 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
683 // New Game sequencing functions
686 //pairs of chars describing ranges
687 char playername_allowed_chars[] = "azAZ09__--";
689 int MakeNewPlayerFile(int allow_abort)
694 char text[CALLSIGN_LEN+1]="";
697 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
700 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
702 Newmenu_allowed_chars = playername_allowed_chars;
703 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
704 Newmenu_allowed_chars = NULL;
707 if ( allow_abort ) return 0;
711 if (text[0]==0) //null string
714 sprintf( filename, "%s.plr", text );
716 fp = fopen( filename, "rb" );
719 //if the callsign is the name of a tty device, prepend a char
720 if (fp && isatty(fileno(fp))) {
722 sprintf(filename,"$%.7s.plr",text);
723 fp = fopen(filename,"rb");
728 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
733 if ( !new_player_config() )
734 goto try_again; // They hit Esc during New player config
736 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
744 #undef TXT_SELECT_PILOT
745 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
748 //Inputs the player's name, without putting up the background screen
753 int allow_abort_flag = 1;
755 if ( Players[Player_num].callsign[0] == 0 ) {
756 //---------------------------------------------------------------------
757 // Set default config options in case there is no config file
758 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
759 Config_joystick_sensitivity = 8;
760 Config_control_type =CONTROL_NONE;
761 for (i=0; i<CONTROL_MAX_TYPES; i++ )
762 for (j=0; j<MAX_CONTROLS; j++ )
763 kconfig_settings[i][j] = default_kconfig_settings[i][j];
765 //----------------------------------------------------------------
767 // Read the last player's name from config file, not lastplr.txt
768 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
770 if (config_last_player[0]==0)
771 allow_abort_flag = 0;
778 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
779 goto do_menu_again; //return 0; // They hit Esc in file selector
783 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
784 goto do_menu_again; // They hit Esc in file selector
787 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
791 if ( filename[0] == '<' ) {
792 // They selected 'create new pilot'
793 if (!MakeNewPlayerFile(allow_abort_flag))
794 //return 0; // They hit Esc during enter name stage
797 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
800 if (read_player_file() != EZERO)
803 Auto_leveling_on = Default_leveling_on;
805 set_display_mode(Default_display_mode);
807 WriteConfigFile(); // Update lastplr
812 extern void change_filename_extension( char *dest, char *src, char *new_ext );
813 extern char last_palette_loaded_pig[];
815 ubyte *Bitmap_replacement_data=NULL;
817 typedef struct DiskBitmapHeader {
819 ubyte dflags; //bits 0-5 anim frame num, bit 6 abm flag
820 ubyte width; //low 8 bits here, 4 more bits in wh_extra
821 ubyte height; //low 8 bits here, 4 more bits in wh_extra
822 ubyte wh_extra; //bits 0-3 width, bits 4-7 height
828 void load_bitmap_replacements(char *level_name)
830 char ifile_name[FILENAME_LEN];
834 //first, free up data allocated for old bitmaps
835 if (Bitmap_replacement_data) {
836 d_free(Bitmap_replacement_data);
837 Bitmap_replacement_data = NULL;
840 change_filename_extension(ifile_name, level_name, ".POG" );
842 ifile = cfopen(ifile_name,"rb");
845 int version,n_bitmaps;
846 int bitmap_data_size;
850 cfread(&id, 1, 4, ifile);
851 version = cfile_read_int(ifile);
853 if (memcmp(id, "GOPD",4) || version != 1) {
858 n_bitmaps = cfile_read_int(ifile);
860 MALLOC( indices, ushort, n_bitmaps );
862 #ifndef MACINTOSH // silly, silly, must swap shorts on the mac.
863 cfread(indices,sizeof(*indices),n_bitmaps,ifile);
865 for (i = 0; i < n_bitmaps; i++)
867 indices[i] = cfile_read_short(ifile);
871 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - (sizeof(DiskBitmapHeader) * n_bitmaps);
872 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
874 for (i=0;i<n_bitmaps;i++) {
875 DiskBitmapHeader bmh;
876 grs_bitmap temp_bitmap;
878 //note the groovy mac-compatible code!
879 cfread(bmh.name, 8, 1, ifile);
880 bmh.dflags = cfile_read_byte(ifile);
881 bmh.width = cfile_read_byte(ifile);
882 bmh.height = cfile_read_byte(ifile);
883 bmh.wh_extra = cfile_read_byte(ifile);
884 bmh.flags = cfile_read_byte(ifile);
885 bmh.avg_color = cfile_read_byte(ifile);
886 bmh.offset = cfile_read_int(ifile);
888 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
890 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
891 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
892 temp_bitmap.avg_color = bmh.avg_color;
893 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
895 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
896 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
897 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
898 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
899 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
901 GameBitmaps[indices[i]] = temp_bitmap;
904 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
910 last_palette_loaded_pig[0]= 0; //force pig re-load
912 texmerge_flush(); //for re-merging with new textures
916 void load_robot_replacements(char *level_name);
918 extern int Robot_replacements_loaded;
920 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
921 void LoadLevel(int level_num,int page_in_textures)
927 save_player = Players[Player_num];
929 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
931 if (level_num<0) //secret level
932 level_name = Secret_level_names[-level_num-1];
934 level_name = Level_names[level_num-1];
937 dd_gr_set_current_canvas(NULL);
938 dd_gr_clear_canvas(BM_XRGB(0,0,0));
940 gr_set_current_canvas(NULL);
941 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
944 Last_msg_ycrd = -1; //so we don't restore backgound under msg
946 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
947 // WIN(ShowCursorW());
949 #if defined(POLY_ACC)
950 gr_palette_load(gr_palette);
951 show_boxed_message(TXT_LOADING);
953 show_boxed_message(TXT_LOADING);
954 gr_palette_load(gr_palette);
957 load_ret = load_level(level_name); //actually load the data from disk!
960 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
962 Current_level_num=level_num;
964 // load_palette_pig(Current_level_palette); //load just the pig
966 load_palette(Current_level_palette,1,1); //don't change screen
969 load_endlevel_data(level_num);
972 if ( page_in_textures )
973 piggy_load_level_data();
975 load_bitmap_replacements(level_name);
977 if (Robot_replacements_loaded) {
978 read_hamfile(); //load original data
979 Robot_replacements_loaded = 0;
981 load_robot_replacements(level_name);
984 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
986 reset_network_objects();
989 Players[Player_num] = save_player;
993 songs_play_level_song( Current_level_num );
995 clear_boxed_message(); //remove message before new palette loaded
997 gr_palette_load(gr_palette); //actually load the palette
999 // WIN(HideCursorW());
1002 //sets up Player_num & ConsoleObject
1003 void InitPlayerObject()
1005 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1007 if (Player_num != 0 ) {
1008 Players[0] = Players[Player_num];
1012 Players[Player_num].objnum = 0;
1014 ConsoleObject = &Objects[Players[Player_num].objnum];
1016 ConsoleObject->type = OBJ_PLAYER;
1017 ConsoleObject->id = Player_num;
1018 ConsoleObject->control_type = CT_FLYING;
1019 ConsoleObject->movement_type = MT_PHYSICS;
1022 extern void game_disable_cheats();
1023 extern void turn_cheats_off();
1024 extern void init_seismic_disturbances(void);
1026 //starts a new game on the given level
1027 void StartNewGame(int start_level)
1029 Game_mode = GM_NORMAL;
1030 Function_mode = FMODE_GAME;
1034 InitPlayerObject(); //make sure player's object set up
1036 init_player_stats_game(); //clear all stats
1040 Network_new_game = 0;
1043 if (start_level < 0)
1044 StartNewLevelSecret(start_level, 0);
1046 StartNewLevel(start_level, 0);
1048 Players[Player_num].starting_level = start_level; // Mark where they started
1050 game_disable_cheats();
1052 init_seismic_disturbances();
1055 //@@//starts a resumed game loaded from disk
1056 //@@void ResumeSavedGame(int start_level)
1058 //@@ Game_mode = GM_NORMAL;
1059 //@@ Function_mode = FMODE_GAME;
1062 //@@ Network_new_game = 0;
1064 //@@ InitPlayerObject(); //make sure player's object set up
1066 //@@ StartNewLevel(start_level, 0);
1068 //@@ game_disable_cheats();
1072 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1075 extern int N_secret_levels;
1078 #define STARS_BACKGROUND (MenuHires?"\x01starsb.pcx":"\x01stars.pcx")
1080 #define STARS_BACKGROUND (MenuHires?"starsb.pcx":"stars.pcx")
1083 // -----------------------------------------------------------------------------
1084 // Does the bonus scoring.
1085 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1086 void DoEndLevelScoreGlitz(int network)
1088 int level_points, skill_points, energy_points, shield_points, hostage_points;
1089 int all_hostage_points;
1091 char all_hostage_text[64];
1092 char endgame_text[64];
1093 #define N_GLITZITEMS 11
1094 char m_str[N_GLITZITEMS][30];
1095 newmenu_item m[N_GLITZITEMS+1];
1101 set_screen_mode(SCREEN_MENU); //go into menu mode
1108 mprintf((0,"DoEndLevelScoreGlitz\n"));
1110 // Compute level player is on, deal with secret levels (negative numbers)
1111 mine_level = Players[Player_num].level;
1113 mine_level *= -(Last_level/N_secret_levels);
1115 level_points = Players[Player_num].score-Players[Player_num].last_score;
1117 if (!Cheats_enabled) {
1118 if (Difficulty_level > 1) {
1119 skill_points = level_points*(Difficulty_level)/4;
1120 skill_points -= skill_points % 100;
1124 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1125 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1126 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1128 shield_points -= shield_points % 50;
1129 energy_points -= energy_points % 50;
1137 all_hostage_text[0] = 0;
1138 endgame_text[0] = 0;
1140 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1141 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1142 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1144 all_hostage_points = 0;
1146 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1147 endgame_points = Players[Player_num].lives * 10000;
1148 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1151 endgame_points = is_last_level = 0;
1153 mprintf((0,"adding bonus points\n"));
1154 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1157 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1158 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1159 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1160 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1162 sprintf(m_str[c++], "%s", all_hostage_text);
1163 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1164 sprintf(m_str[c++], "%s", endgame_text);
1166 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1167 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1170 sprintf(m_str[c++], "");
1171 sprintf(m_str[c++], " Done");
1174 for (i=0; i<c; i++) {
1175 m[i].type = NM_TYPE_TEXT;
1176 m[i].text = m_str[i];
1180 m[c-1].type = NM_TYPE_MENU;
1183 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1185 if (Current_level_num < 0)
1186 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);
1188 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);
1190 Assert(c <= N_GLITZITEMS);
1192 gr_palette_fade_out(gr_palette, 32, 0);
1194 mprintf((0,"doing menu\n"));
1196 PA_DFX (pa_alpha_always());
1199 if ( network && (Game_mode & GM_NETWORK) )
1200 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1203 // NOTE LINK TO ABOVE!!!
1204 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1206 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1209 //give the player the opportunity to save his game
1210 void DoEndlevelMenu()
1212 //No between level saves......!!! state_save_all(1);
1215 // -----------------------------------------------------------------------------------------------------
1216 //called when the player is starting a level (new game or new ship)
1217 void StartSecretLevel()
1219 Assert(!Player_is_dead);
1221 InitPlayerPosition(0);
1223 verify_console_object();
1225 ConsoleObject->control_type = CT_FLYING;
1226 ConsoleObject->movement_type = MT_PHYSICS;
1228 // -- WHY? -- disable_matcens();
1229 clear_transient_objects(0); //0 means leave proximity bombs
1231 // create_player_appearance_effect(ConsoleObject);
1232 Do_appearance_effect = 1;
1234 ai_reset_all_paths();
1235 // -- NO? -- reset_time();
1238 Auto_fire_fusion_cannon_time = 0;
1241 Robot_firing_enabled = 1;
1244 extern void set_pos_from_return_segment(void);
1246 // Returns true if secret level has been destroyed.
1247 int p_secret_level_destroyed(void)
1249 if (First_secret_visit) {
1250 return 0; // Never been there, can't have been destroyed.
1253 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1262 // -----------------------------------------------------------------------------------------------------
1263 void do_secret_message(char *msg)
1269 #if defined(POLY_ACC)
1271 pa_update_clut(gr_palette, 0, 256, 0);
1274 old_fmode = Function_mode;
1275 Function_mode = FMODE_MENU;
1276 nm_messagebox(NULL, 1, TXT_OK, msg);
1277 Function_mode = old_fmode;
1279 #if defined(POLY_ACC)
1283 WIN(DEFINE_SCREEN(NULL));
1286 // -----------------------------------------------------------------------------------------------------
1287 // called when the player is starting a new level for normal game mode and restore state
1288 // Need to deal with whether this is the first time coming to this level or not. If not the
1289 // first time, instead of initializing various things, need to do a game restore for all the
1290 // robots, powerups, walls, doors, etc.
1291 void StartNewLevelSecret(int level_num, int page_in_textures)
1298 m[0].type = NM_TYPE_TEXT;
1301 last_drawn_cockpit[0] = -1;
1302 last_drawn_cockpit[1] = -1;
1304 if (Newdemo_state == ND_STATE_PAUSED)
1305 Newdemo_state = ND_STATE_RECORDING;
1307 if (Newdemo_state == ND_STATE_RECORDING) {
1308 newdemo_set_new_level(level_num);
1309 newdemo_record_start_frame(FrameCount, FrameTime );
1310 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1312 gr_palette_fade_out(gr_palette, 32, 0);
1314 set_screen_mode(SCREEN_MENU); //go into menu mode
1316 if (First_secret_visit) {
1317 do_secret_message(TXT_SECRET_EXIT);
1320 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1322 do_secret_message(TXT_SECRET_EXIT);
1326 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1327 do_secret_message(text_str);
1332 LoadLevel(level_num,page_in_textures);
1334 Assert(Current_level_num == level_num); //make sure level set right
1336 Assert(Function_mode == FMODE_GAME);
1338 gameseq_init_network_players(); // Initialize the Players array for
1341 HUD_clear_messages();
1343 automap_clear_visited();
1345 // -- init_player_stats_level();
1347 Viewer = &Objects[Players[Player_num].objnum];
1349 gameseq_remove_unused_players();
1353 Control_center_destroyed = 0;
1356 reset_palette_add();
1358 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1359 init_robots_for_level();
1361 init_smega_detonates();
1364 reset_special_effects();
1368 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1369 int pw_save, sw_save;
1373 pw_save = Primary_weapon;
1374 sw_save = Secondary_weapon;
1375 state_restore_all(1, 1, SECRETC_FILENAME);
1376 Primary_weapon = pw_save;
1377 Secondary_weapon = sw_save;
1378 reset_special_effects();
1380 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1384 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1385 do_secret_message(text_str);
1388 // -- // If file doesn't exist, it's because reactor was destroyed.
1389 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1390 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1391 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1396 if (First_secret_visit) {
1397 copy_defaults_to_robot_all();
1402 init_controlcen_for_level();
1404 // Say player can use FLASH cheat to mark path to exit.
1405 Last_level_path_created = -1;
1407 First_secret_visit = 0;
1410 int Entered_from_level;
1412 // ---------------------------------------------------------------------------------------------------------------
1413 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1414 void ExitSecretLevel(void)
1418 if (Newdemo_state == ND_STATE_PLAYBACK)
1421 if (!Control_center_destroyed) {
1422 state_save_all(0, 2, SECRETC_FILENAME);
1425 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1426 int pw_save, sw_save;
1428 returning_to_level_message();
1430 pw_save = Primary_weapon;
1431 sw_save = Secondary_weapon;
1432 state_restore_all(1, 1, SECRETB_FILENAME);
1433 Primary_weapon = pw_save;
1434 Secondary_weapon = sw_save;
1436 // File doesn't exist, so can't return to base level. Advance to next one.
1437 if (Entered_from_level == Last_level)
1440 advancing_to_level_message();
1441 StartNewLevel(Entered_from_level+1, 0);
1446 // ---------------------------------------------------------------------------------------------------------------
1447 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1448 // be invulnerable or cloaked.
1449 void do_cloak_invul_secret_stuff(fix old_gametime)
1451 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1454 time_used = old_gametime - Players[Player_num].invulnerable_time;
1455 Players[Player_num].invulnerable_time = GameTime - time_used;
1458 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1461 time_used = old_gametime - Players[Player_num].cloak_time;
1462 Players[Player_num].cloak_time = GameTime - time_used;
1466 // ---------------------------------------------------------------------------------------------------------------
1467 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1468 // is passing to the secret level.
1470 void EnterSecretLevel(void)
1475 Assert(! (Game_mode & GM_MULTI) );
1477 Entered_from_level = Current_level_num;
1479 if (Control_center_destroyed)
1480 DoEndLevelScoreGlitz(0);
1482 if (Newdemo_state != ND_STATE_PLAYBACK)
1483 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1485 // Find secret level number to go to, stuff in Next_level_num.
1486 for (i=0; i<-Last_secret_level; i++)
1487 if (Secret_level_table[i]==Current_level_num) {
1488 Next_level_num = -(i+1);
1490 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1491 Next_level_num = -i;
1495 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1496 Next_level_num = Last_secret_level;
1498 old_gametime = GameTime;
1500 StartNewLevelSecret(Next_level_num, 1);
1502 // do_cloak_invul_stuff();
1505 //called when the player has finished a level
1506 void PlayerFinishedLevel(int secret_flag)
1508 Assert(!secret_flag);
1510 //credit the player for hostages
1511 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1513 if (Game_mode & GM_NETWORK)
1514 Players[Player_num].connected = 2; // Finished but did not die
1516 last_drawn_cockpit[0] = -1;
1517 last_drawn_cockpit[1] = -1;
1519 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1522 #if defined(D2_OEM) || defined(COMPILATION)
1523 #define MOVIE_REQUIRED 0
1525 #define MOVIE_REQUIRED 1
1529 #define ENDMOVIE "endo"
1531 #define ENDMOVIE "end"
1534 void show_order_form();
1535 extern void com_hangup(void);
1537 //called when the player has finished the last level
1538 void DoEndGame(void)
1540 mprintf((0,"DoEndGame\n"));
1542 Function_mode = FMODE_MENU;
1543 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1544 newdemo_stop_recording();
1546 set_screen_mode( SCREEN_MENU );
1549 dd_gr_set_current_canvas(NULL),
1550 gr_set_current_canvas(NULL)
1555 if (Current_mission_num == 0 && !(Game_mode & GM_MULTI)) //only built-in mission, & not multi
1557 int played=MOVIE_NOT_PLAYED; //default is not played
1560 songs_play_song( SONG_ENDGAME, 0 );
1561 mprintf((0,"doing briefing\n"));
1562 do_briefing_screens("ending2.tex",1);
1563 mprintf((0,"briefing done\n"));
1565 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1566 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1570 songs_play_song( SONG_TITLE, 0 );
1571 do_briefing_screens("end2oem.tex",1);
1576 else if (!(Game_mode & GM_MULTI)) { //not multi
1577 char tname[FILENAME_LEN];
1578 sprintf(tname,"%s.tex",Current_mission_filename);
1579 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1581 //try doing special credits
1582 sprintf(tname,"%s.ctb",Current_mission_filename);
1583 credits_show(tname);
1593 if (Game_mode & GM_MULTI)
1594 multi_endlevel_score();
1597 // NOTE LINK TO ABOVE
1598 DoEndLevelScoreGlitz(0);
1600 if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1602 dd_gr_set_current_canvas(NULL),
1603 gr_set_current_canvas( NULL )
1606 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1607 gr_clear_canvas(BM_XRGB(0,0,0))
1610 load_palette(DEFAULT_PALETTE,0,1);
1611 scores_maybe_add_player(0);
1614 Function_mode = FMODE_MENU;
1616 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1617 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1619 Game_mode = GM_GAME_OVER;
1622 longjmp( LeaveGame, 0 ); // Exit out of game loop
1625 //from which level each do you get to each secret level
1626 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1628 //called to go to the next level (if there is one)
1629 //if secret_flag is true, advance to secret level, else next normal one
1630 // Return true if game over.
1631 void AdvanceLevel(int secret_flag)
1637 mprintf((0,"AdvanceLevel\n"));
1639 Assert(!secret_flag);
1641 if (Current_level_num != Last_level) {
1643 if (Game_mode & GM_MULTI)
1644 multi_endlevel_score();
1647 // NOTE LINK TO ABOVE!!!
1648 DoEndLevelScoreGlitz(0); //give bonuses
1651 Control_center_destroyed = 0;
1654 if (Current_level_num == 0)
1655 return; //not a real level
1659 if (Game_mode & GM_MULTI) {
1660 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1661 if (result) // failed to sync
1663 if (Current_level_num == Last_level) //player has finished the game!
1664 longjmp( LeaveGame, 0 ); // Exit out of game loop
1671 if (Current_level_num == Last_level) { //player has finished the game!
1673 mprintf((0,"Finished last level!\n"));
1679 Next_level_num = Current_level_num+1; //assume go to next normal level
1681 if (!(Game_mode & GM_MULTI))
1682 DoEndlevelMenu(); // Let use save their game
1684 StartNewLevel(Next_level_num, 0);
1689 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1691 extern char last_palette_loaded[];
1693 void load_stars_palette()
1698 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1699 Assert(pcx_error == PCX_ERROR_NONE);
1701 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1704 { //remap stuff. this code is kindof a hack
1706 //now, before we bring up the menu, we need to
1707 //do some stuff to make sure the palette is ok. First, we need to
1708 //get our current palette into the 2d's array, so the remapping will
1709 //work. Second, we need to remap the fonts. Third, we need to fill
1710 //in part of the fade tables so the darkening of the menu edges works
1712 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1713 remap_fonts_and_menus(1);
1717 strcpy(last_palette_loaded,""); //force palette load next time
1721 void nm_draw_background1(char * filename);
1726 //@@ ubyte pal[256*3];
1728 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1729 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1731 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1733 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1735 nm_draw_background1(STARS_BACKGROUND);
1741 died_in_mine_message(void)
1743 // Tell the player he died in the mine, explain why
1746 if (Game_mode & GM_MULTI)
1749 gr_palette_fade_out(gr_palette, 32, 0);
1751 set_screen_mode(SCREEN_MENU); //go into menu mode
1754 dd_gr_set_current_canvas(NULL),
1755 gr_set_current_canvas(NULL)
1760 #if defined(POLY_ACC)
1762 pa_update_clut(gr_palette, 0, 256, 0);
1765 old_fmode = Function_mode;
1766 Function_mode = FMODE_MENU;
1767 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1768 Function_mode = old_fmode;
1770 #if defined(POLY_ACC)
1774 WIN(DEFINE_SCREEN(NULL));
1777 // Called when player dies on secret level.
1778 void returning_to_level_message(void)
1784 if (Game_mode & GM_MULTI)
1787 gr_palette_fade_out(gr_palette, 32, 0);
1789 set_screen_mode(SCREEN_MENU); //go into menu mode
1791 gr_set_current_canvas(NULL);
1795 #if defined(POLY_ACC)
1797 pa_update_clut(gr_palette, 0, 256, 0);
1800 old_fmode = Function_mode;
1801 Function_mode = FMODE_MENU;
1802 sprintf(msg, "Returning to level %i", Entered_from_level);
1803 nm_messagebox(NULL, 1, TXT_OK, msg);
1804 Function_mode = old_fmode;
1806 #if defined(POLY_ACC)
1810 WIN(DEFINE_SCREEN(NULL));
1813 // Called when player dies on secret level.
1814 void advancing_to_level_message(void)
1820 // Only supposed to come here from a secret level.
1821 Assert(Current_level_num < 0);
1823 if (Game_mode & GM_MULTI)
1826 gr_palette_fade_out(gr_palette, 32, 0);
1828 set_screen_mode(SCREEN_MENU); //go into menu mode
1830 gr_set_current_canvas(NULL);
1834 #if defined(POLY_ACC)
1836 pa_update_clut(gr_palette, 0, 256, 0);
1839 old_fmode = Function_mode;
1840 Function_mode = FMODE_MENU;
1841 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1842 nm_messagebox(NULL, 1, TXT_OK, msg);
1843 Function_mode = old_fmode;
1845 #if defined(POLY_ACC)
1849 WIN(DEFINE_SCREEN(NULL));
1852 void digi_stop_digi_sounds();
1856 reset_palette_add();
1858 gr_palette_load (gr_palette);
1860 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1861 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1863 dead_player_end(); //terminate death sequence (if playing)
1866 if (Game_mode == GM_EDITOR) { //test mine, not real level
1867 object * playerobj = &Objects[Players[Player_num].objnum];
1868 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1869 load_level("gamesave.lvl");
1870 init_player_stats_new_ship();
1871 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1878 if ( Game_mode&GM_MULTI )
1880 multi_do_death(Players[Player_num].objnum);
1884 { //Note link to above else!
1885 Players[Player_num].lives--;
1886 if (Players[Player_num].lives == 0)
1893 if ( Control_center_destroyed ) {
1895 //clear out stuff so no bonus
1896 Players[Player_num].hostages_on_board = 0;
1897 Players[Player_num].energy = 0;
1898 Players[Player_num].shields = 0;
1899 Players[Player_num].connected = 3;
1901 died_in_mine_message(); // Give them some indication of what happened
1903 if (Current_level_num < 0) {
1906 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1908 returning_to_level_message();
1909 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1910 set_pos_from_return_segment();
1911 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1913 advancing_to_level_message();
1914 StartNewLevel(Entered_from_level+1, 0);
1915 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1919 AdvanceLevel(0); //if finished, go on to next level
1921 init_player_stats_new_ship();
1922 last_drawn_cockpit[0] = -1;
1923 last_drawn_cockpit[1] = -1;
1926 } else if (Current_level_num < 0) {
1928 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1930 returning_to_level_message();
1931 if (!Control_center_destroyed)
1932 state_save_all(0, 2, SECRETC_FILENAME);
1933 state_restore_all(1, 2, SECRETB_FILENAME);
1934 set_pos_from_return_segment();
1935 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1937 died_in_mine_message(); // Give them some indication of what happened
1938 advancing_to_level_message();
1939 StartNewLevel(Entered_from_level+1, 0);
1940 init_player_stats_new_ship();
1943 init_player_stats_new_ship();
1950 extern int BigWindowSwitch;
1952 //called when the player is starting a new level for normal game mode and restore state
1953 // secret_flag set if came from a secret level
1954 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1956 if (!(Game_mode & GM_MULTI)) {
1957 last_drawn_cockpit[0] = -1;
1958 last_drawn_cockpit[1] = -1;
1963 if (Newdemo_state == ND_STATE_PAUSED)
1964 Newdemo_state = ND_STATE_RECORDING;
1966 if (Newdemo_state == ND_STATE_RECORDING) {
1967 newdemo_set_new_level(level_num);
1968 newdemo_record_start_frame(FrameCount, FrameTime );
1971 if (Game_mode & GM_MULTI)
1972 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1974 LoadLevel(level_num,page_in_textures);
1976 Assert(Current_level_num == level_num); //make sure level set right
1978 gameseq_init_network_players(); // Initialize the Players array for
1981 Viewer = &Objects[Players[Player_num].objnum];
1983 Assert(N_players <= NumNetPlayerPositions);
1984 //If this assert fails, there's not enough start positions
1987 if (Game_mode & GM_NETWORK)
1989 if(network_level_sync()) // After calling this, Player_num is set
1992 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1994 if(com_level_sync())
1999 Assert(Function_mode == FMODE_GAME);
2002 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2005 HUD_clear_messages();
2007 automap_clear_visited();
2010 if (Network_new_game == 1)
2012 Network_new_game = 0;
2013 init_player_stats_new_ship();
2016 init_player_stats_level(secret_flag);
2019 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2022 for (i = 0; i < N_players; i++)
2023 Players[i].flags |= Netgame.player_flags[i];
2026 if (Game_mode & GM_MULTI)
2028 multi_prep_level(); // Removes robots from level if necessary
2032 gameseq_remove_unused_players();
2036 Control_center_destroyed = 0;
2038 set_screen_mode(SCREEN_GAME);
2040 init_robots_for_level();
2042 init_smega_detonates();
2045 reset_palette_add();
2046 init_thief_for_level();
2047 init_stuck_objects();
2048 game_flush_inputs(); // clear out the keyboard
2049 if (!(Game_mode & GM_MULTI))
2050 filter_objects_from_level();
2054 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2055 set_highest_level(Current_level_num);
2057 read_player_file(); //get window sizes
2059 reset_special_effects();
2062 ogl_cache_level_textures();
2067 if (Network_rejoined == 1)
2070 mprintf((0, "Restarting - joining in random location.\n"));
2072 Network_rejoined = 0;
2077 StartLevel(0); // Note link to above if!
2079 copy_defaults_to_robot_all();
2080 init_controlcen_for_level();
2082 // Say player can use FLASH cheat to mark path to exit.
2083 Last_level_path_created = -1;
2087 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2089 void bash_to_shield (int i,char *s)
2092 int type=Objects[i].id;
2095 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2098 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2101 Objects[i].id = POW_SHIELD_BOOST;
2102 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2103 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2107 void filter_objects_from_level()
2111 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2113 for (i=0;i<=Highest_object_index;i++)
2115 if (Objects[i].type==OBJ_POWERUP)
2116 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2117 bash_to_shield (i,"Flag!!!!");
2124 char movie_name[FILENAME_LEN];
2125 } intro_movie[] = { { 1,"pla"},
2133 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2135 extern int MenuHiresAvailable;
2136 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2137 extern int intro_played; //true if big intro movie played
2139 void ShowLevelIntro(int level_num)
2141 //if shareware, show a briefing?
2143 if (!(Game_mode & GM_MULTI)) {
2145 ubyte save_pal[sizeof(gr_palette)];
2147 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2149 #if defined(D2_OEM) || defined(COMPILATION)
2150 if (level_num==1 && !intro_played)
2151 do_briefing_screens ("brief2o.tex",1);
2154 if (Current_mission_num==0)
2160 do_briefing_screens ("brief2.tex",1);
2163 for (i=0;i<NUM_INTRO_MOVIES;i++)
2165 if (intro_movie[i].level_num == level_num)
2167 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2174 if (!movie) { //must go before briefing
2175 dd_gr_init_screen();
2182 int hires_save=MenuHiresAvailable;
2184 if (robot_movies == 1) //lowres only
2186 MenuHiresAvailable = 0; //pretend we can't do highres
2188 if (hires_save != MenuHiresAvailable)
2189 Screen_mode = -1; //force reset
2192 do_briefing_screens ("robot.tex",level_num);
2193 MenuHiresAvailable = hires_save;
2198 else { //not the built-in mission. check for add-on briefing
2199 char tname[FILENAME_LEN];
2200 sprintf(tname,"%s.tex",Current_mission_filename);
2201 do_briefing_screens (tname,level_num);
2205 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2209 // ---------------------------------------------------------------------------
2210 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2211 // Reason: On this level, if player goes to a secret level, he will be going to a different
2212 // secret level than he's ever been to before.
2213 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2214 void maybe_set_first_secret_visit(int level_num)
2218 for (i=0; i<N_secret_levels; i++) {
2219 if (Secret_level_table[i] == level_num) {
2220 First_secret_visit = 1;
2221 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2226 //called when the player is starting a new level for normal game model
2227 // secret_flag if came from a secret level
2228 void StartNewLevel(int level_num, int secret_flag)
2232 if ((level_num > 0) && (!secret_flag)) {
2233 maybe_set_first_secret_visit(level_num);
2236 ShowLevelIntro(level_num);
2238 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2240 StartNewLevelSub(level_num, 1, secret_flag );
2244 //initialize the player object position & orientation (at start of game, or new ship)
2245 void InitPlayerPosition(int random_flag)
2250 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2252 NewPlayer = Player_num;
2254 else if (random_flag == 1)
2256 int i, closest = -1, trys=0;
2257 fix closest_dist = 0x7ffffff, dist;
2262 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2264 mprintf((1, "WARNING: There are only %d start positions!\n"));
2272 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2276 NewPlayer = d_rand() % NumNetPlayerPositions;
2279 closest_dist = 0x7fffffff;
2281 for (i=0; i<N_players; i++ ) {
2282 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2283 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
2284 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2285 if ( (dist < closest_dist) && (dist >= 0) ) {
2286 closest_dist = dist;
2292 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2293 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2296 mprintf((0, "Starting position is not being changed.\n"));
2297 goto done; // If deathmatch and not random, positions were already determined by sync packet
2299 Assert(NewPlayer >= 0);
2300 Assert(NewPlayer < NumNetPlayerPositions);
2303 ConsoleObject->pos = Player_init[NewPlayer].pos;
2304 ConsoleObject->orient = Player_init[NewPlayer].orient;
2305 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2307 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2309 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2314 reset_player_object();
2318 // -----------------------------------------------------------------------------------------------------
2319 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2320 // What about setting size!? Where does that come from?
2321 void copy_defaults_to_robot(object *objp)
2326 Assert(objp->type == OBJ_ROBOT);
2328 Assert(objid < N_robot_types);
2330 robptr = &Robot_info[objid];
2332 // Boost shield for Thief and Buddy based on level.
2333 objp->shields = robptr->strength;
2335 if ((robptr->thief) || (robptr->companion)) {
2336 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2338 if (robptr->companion) {
2339 // Now, scale guide-bot hits by skill level
2340 switch (Difficulty_level) {
2341 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2342 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2343 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2347 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2348 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2350 // Additional wimpification of bosses at Trainee
2351 if ((robptr->boss_flag) && (Difficulty_level == 0))
2355 // -----------------------------------------------------------------------------------------------------
2356 // Copy all values from the robot info structure to all instances of robots.
2357 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2358 // This function should be called at level load time.
2359 void copy_defaults_to_robot_all()
2363 for (i=0; i<=Highest_object_index; i++)
2364 if (Objects[i].type == OBJ_ROBOT)
2365 copy_defaults_to_robot(&Objects[i]);
2369 extern void clear_stuck_objects(void);
2371 // -----------------------------------------------------------------------------------------------------
2372 //called when the player is starting a level (new game or new ship)
2373 void StartLevel(int random_flag)
2375 Assert(!Player_is_dead);
2377 InitPlayerPosition(random_flag);
2379 verify_console_object();
2381 ConsoleObject->control_type = CT_FLYING;
2382 ConsoleObject->movement_type = MT_PHYSICS;
2386 clear_transient_objects(0); //0 means leave proximity bombs
2388 // create_player_appearance_effect(ConsoleObject);
2389 Do_appearance_effect = 1;
2392 if (Game_mode & GM_MULTI)
2394 if (Game_mode & GM_MULTI_COOP)
2396 multi_send_position(Players[Player_num].objnum);
2397 multi_send_reappear();
2400 if (Game_mode & GM_NETWORK)
2401 network_do_frame(1, 1);
2404 ai_reset_all_paths();
2405 ai_init_boss_for_ship();
2406 clear_stuck_objects();
2409 // Note, this is only done if editor builtin. Calling this from here
2410 // will cause it to be called after the player dies, resetting the
2411 // hits for the buddy and thief. This is ok, since it will work ok
2412 // in a shipped version.
2419 Auto_fire_fusion_cannon_time = 0;
2422 Robot_firing_enabled = 1;