1 /* $Id: gameseq.c,v 1.29 2003-10-10 09:36:35 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.
17 * Routines for EndGame, EndLevel, etc.
20 * Revision 1.1 1995/12/05 16:02:05 allender
23 * Revision 1.14 1995/11/03 12:55:30 allender
26 * Revision 1.13 1995/10/31 10:23:07 allender
29 * Revision 1.12 1995/10/18 18:25:02 allender
30 * call auto_select_weapon after initing ammo since that may
31 * change the secondary weapon status
33 * Revision 1.11 1995/10/17 13:17:11 allender
34 * added closebox when entering pilot name
36 * Revision 1.10 1995/09/24 10:56:59 allender
37 * new players must be looked for in Players directory
39 * Revision 1.9 1995/09/18 08:08:08 allender
40 * remove netgame binding if at endgame
42 * Revision 1.8 1995/09/14 14:13:01 allender
43 * initplayerobject have void return
45 * Revision 1.7 1995/08/31 12:54:42 allender
48 * Revision 1.6 1995/08/26 16:25:40 allender
49 * put return values on needed functions
51 * Revision 1.5 1995/08/14 09:26:28 allender
52 * added byteswap header files
54 * Revision 1.4 1995/08/01 13:57:42 allender
55 * macified player file stuff -- players stored in seperate folder
57 * Revision 1.3 1995/06/08 12:54:37 allender
58 * new function for calculating a segment based checksum since the old way
59 * is byte order dependent
61 * Revision 1.2 1995/06/02 07:42:10 allender
62 * removed duplicate extern for network_endlevel_poll2
64 * Revision 1.1 1995/05/16 15:25:56 allender
67 * Revision 2.10 1995/12/19 15:48:25 john
68 * Made screen reset when loading new level.
70 * Revision 2.9 1995/07/07 16:47:52 john
71 * Fixed bug with reactor time..
73 * Revision 2.8 1995/06/15 12:14:18 john
74 * Made end game, win game and title sequences all go
75 * on after 5 minutes automatically.
77 * Revision 2.7 1995/05/26 16:16:25 john
78 * Split SATURN into define's for requiring cd, using cd, etc.
79 * Also started adding all the Rockwell stuff.
81 * Revision 2.6 1995/03/24 13:11:20 john
82 * Added save game during briefing screens.
84 * Revision 2.5 1995/03/23 17:56:20 allender
85 * added code to record old laser level and weapons when player gets
88 * Revision 2.4 1995/03/21 08:39:14 john
89 * Ifdef'd out the NETWORK code.
91 * Revision 2.3 1995/03/15 14:33:33 john
92 * Added code to force the Descent CD-rom in the drive.
94 * Revision 2.2 1995/03/06 16:47:26 mike
97 * Revision 2.1 1995/03/06 15:23:23 john
98 * New screen techniques.
100 * Revision 2.0 1995/02/27 11:28:53 john
101 * New version 2.0, which has no anonymous unions, builds with
102 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
104 * Revision 1.310 1995/02/14 10:48:09 mike
105 * zero bonus if you are a cheater.
107 * Revision 1.309 1995/02/11 19:17:08 rob
108 * Fixed bug in laser fire rate after demo playback.
110 * Revision 1.308 1995/02/11 14:34:08 rob
111 * Added include of netmisc.c
113 * Revision 1.307 1995/02/11 14:29:04 rob
114 * Fixes for invul. controlcen.
116 * Revision 1.306 1995/02/11 13:47:00 mike
119 * Revision 1.305 1995/02/11 13:10:52 rob
120 * Fixed end of anarchy mission problems.
122 * Revision 1.304 1995/02/11 12:46:12 mike
123 * initialize Robot_firing_enabled, part of AHIMSA cheat.
125 * Revision 1.303 1995/02/11 12:42:03 john
126 * Added new song method, with FM bank switching..
128 * Revision 1.302 1995/02/10 17:39:29 matt
129 * Changed secret exit message to be centered
131 * Revision 1.301 1995/02/10 16:17:33 mike
132 * init Last_level_path_shown.
134 * Revision 1.300 1995/02/09 22:18:22 john
135 * Took out between level saves.
137 * Revision 1.299 1995/02/09 12:11:42 rob
138 * Get rid of high scores thing for multiplayer games.
140 * Revision 1.298 1995/02/08 20:34:24 rob
141 * Took briefing screens back OUT of coop games (per Interplay request)
143 * Revision 1.297 1995/02/08 19:20:09 rob
144 * Moved checksum calc.
146 * Revision 1.296 1995/02/05 14:39:24 rob
147 * Changed object mapping to be more efficient.
149 * Revision 1.295 1995/02/02 19:05:38 john
150 * Made end level menu for 27 not overwrite descent title..
152 * Revision 1.294 1995/02/02 16:36:42 adam
153 * *** empty log message ***
155 * Revision 1.293 1995/02/02 15:58:02 john
156 * Added turbo mode cheat.
158 * Revision 1.292 1995/02/02 15:29:34 matt
159 * Changed & localized secret level text
161 * Revision 1.291 1995/02/02 10:50:03 adam
162 * messed with secret level message
164 * Revision 1.290 1995/02/02 01:20:28 adam
165 * changed endgame song temporarily.
167 * Revision 1.289 1995/02/01 23:19:43 rob
168 * Fixed up endlevel stuff for multiplayer.
169 * Put in palette fades around areas that didn't have them before.
171 * Revision 1.288 1995/02/01 17:12:34 mike
172 * Make score come after endgame screens.
174 * Revision 1.287 1995/01/30 18:34:30 rob
175 * Put briefing screens back into coop games.
177 * Revision 1.286 1995/01/27 13:07:59 rob
178 * Removed erroneous warning message.
180 * Revision 1.285 1995/01/27 11:47:43 rob
181 * Removed new secret level menu from multiplayer games.
183 * Revision 1.284 1995/01/26 22:11:11 mike
184 * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
186 * Revision 1.283 1995/01/26 16:55:13 rob
187 * Removed ship bonus from cooperative endgame.
189 * Revision 1.282 1995/01/26 16:45:24 mike
190 * Add autofire fusion cannon stuff.
192 * Revision 1.281 1995/01/26 14:44:44 rob
193 * Removed unnecessary #ifdefs around mprintfs.
194 * Changed NumNetPlayerPositions to be independant of MaxNumNetPlayers to
195 * accomodate 4-player robo-archy games with 8 start positions.
197 * Revision 1.280 1995/01/26 12:19:01 rob
198 * Changed network_do_frame call.
200 * Revision 1.279 1995/01/26 00:35:03 matt
201 * Changed numbering convention for HMP files for levels
203 * Revision 1.278 1995/01/25 16:07:59 matt
204 * Added message (prototype) when going to secret level
206 * Revision 1.277 1995/01/22 18:57:23 matt
207 * Made player highest level work with missions
209 * Revision 1.276 1995/01/21 23:13:08 matt
210 * Made high scores with (not work, really) with loaded missions
211 * Don't give player high score when quit game
213 * Revision 1.275 1995/01/21 17:17:39 john
214 * *** empty log message ***
216 * Revision 1.274 1995/01/21 17:15:38 john
217 * Added include for state.h
219 * Revision 1.273 1995/01/21 16:21:14 matt
220 * Fixed bugs in secret level sequencing
222 * Revision 1.272 1995/01/20 22:47:29 matt
223 * Mission system implemented, though imcompletely
225 * Revision 1.271 1995/01/19 17:00:48 john
226 * Made save game work between levels.
228 * Revision 1.270 1995/01/17 17:49:10 rob
229 * Added key syncing for coop.
231 * Revision 1.269 1995/01/17 14:27:37 john
234 * Revision 1.268 1995/01/17 13:36:33 john
235 * Moved pig loading into StartNewLevelSub.
237 * Revision 1.267 1995/01/16 16:53:55 john
238 * Added code to save cheat state during save game.
240 * Revision 1.266 1995/01/15 19:42:10 matt
241 * Ripped out hostage faces for registered version
243 * Revision 1.265 1995/01/15 16:55:06 john
244 * Improved mine texture parsing.
246 * Revision 1.264 1995/01/15 11:56:24 john
247 * Working version of paging.
249 * Revision 1.263 1995/01/14 19:16:40 john
250 * First version of new bitmap paging code.
252 * Revision 1.262 1995/01/13 17:38:58 yuan
253 * Removed Int3() for number players check.
255 * Revision 1.261 1995/01/12 12:09:52 yuan
256 * Added coop object capability.
258 * Revision 1.260 1995/01/05 17:16:08 yuan
261 * Revision 1.259 1995/01/05 11:34:29 john
262 * Took out endlevel save stuff for registered.
264 * Revision 1.258 1995/01/04 19:00:16 rob
265 * Added some debugging for two bugs.
267 * Revision 1.257 1995/01/04 13:18:18 john
268 * Added cool 6 game save.
270 * Revision 1.256 1995/01/04 08:46:18 rob
271 * JOHN CHECKED IN FOR ROB !!!
273 * Revision 1.255 1995/01/02 20:07:35 rob
274 * Added score syncing.
275 * Get rid of endlevel score for coop games (put it back in elsewhere)
277 * Revision 1.254 1995/01/02 16:17:43 mike
280 * Revision 1.253 1994/12/21 21:08:47 rob
281 * fixed a bug in coop player ship positions.
283 * Revision 1.252 1994/12/21 12:57:08 rob
284 * Handle additional player ships in mines.
295 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.29 2003-10-10 09:36:35 btb Exp $";
310 #include "ogl_init.h"
313 #include "pa_enabl.h" //$$POLY_ACC
329 #include "textures.h"
342 #include "gamesave.h"
348 #include "lighting.h"
356 #include "gamefont.h"
358 #include "endlevel.h"
362 #include "playsave.h"
365 #include "fireball.h"
370 #include "cntrlcen.h"
378 #include "texmerge.h"
388 #include "controls.h"
390 #include "gamemine.h"
392 #if defined(POLY_ACC)
393 #include "poly_acc.h"
395 #if defined (TACTILE)
400 #include "editor/editor.h"
406 void StartNewLevelSecret(int level_num, int page_in_textures);
407 void InitPlayerPosition(int random_flag);
409 void returning_to_level_message(void);
410 void advancing_to_level_message(void);
411 void DoEndGame(void);
412 void AdvanceLevel(int secret_flag);
413 void filter_objects_from_level();
415 // From allender -- you'll find these defines in state.c and cntrlcen.c
416 // since I couldn't think of a good place to put them and i wanted to
417 // fix this stuff fast! Sorry about that...
420 #define SECRETB_FILENAME "secret.sgb"
421 #define SECRETC_FILENAME "secret.sgc"
423 #define SECRETB_FILENAME ":Players:secret.sgb"
424 #define SECRETC_FILENAME ":Players:secret.sgc"
427 //Current_level_num starts at 1 for the first level
428 //-1,-2,-3 are secret levels
429 //0 means not a real level loaded
430 int Current_level_num=0,Next_level_num;
431 char Current_level_name[LEVEL_NAME_LEN];
433 int Last_level, Last_secret_level;
435 // Global variables describing the player
436 int N_players=1; // Number of players ( >1 means a net game, eh?)
437 int Player_num=0; // The player number who is on the console.
438 player Players[MAX_PLAYERS+4]; // Misc player info
439 obj_position Player_init[MAX_PLAYERS];
441 // Global variables telling what sort of game we have
442 int MaxNumNetPlayers = -1;
443 int NumNetPlayerPositions = -1;
445 extern fix ThisLevelTime;
447 // Extern from game.c to fix a bug in the cockpit!
449 extern int last_drawn_cockpit[2];
450 extern int Last_level_path_created;
452 // HUD_clear_messages external, declared in gauges.h
454 extern void HUD_clear_messages(); // From hud.c
457 // Extra prototypes declared for the sake of LINT
458 void init_player_stats_new_ship(void);
459 void copy_defaults_to_robot_all(void);
461 int Do_appearance_effect=0;
463 extern int Rear_view;
465 int First_secret_visit = 1;
467 extern int descent_critical_error;
469 extern int Last_msg_ycrd;
471 //--------------------------------------------------------------------
472 void verify_console_object()
474 Assert( Player_num > -1 );
475 Assert( Players[Player_num].objnum > -1 );
476 ConsoleObject = &Objects[Players[Player_num].objnum];
477 Assert( ConsoleObject->type==OBJ_PLAYER );
478 Assert( ConsoleObject->id==Player_num );
481 int count_number_of_robots()
487 for (i=0;i<=Highest_object_index;i++) {
488 if (Objects[i].type == OBJ_ROBOT)
496 int count_number_of_hostages()
502 for (i=0;i<=Highest_object_index;i++) {
503 if (Objects[i].type == OBJ_HOSTAGE)
510 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
512 gameseq_init_network_players()
516 // Initialize network player start locations and object numbers
518 ConsoleObject = &Objects[0];
521 for (i=0;i<=Highest_object_index;i++) {
523 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
525 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
526 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
528 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
529 Objects[i].type=OBJ_PLAYER;
530 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
531 Player_init[k].pos = Objects[i].pos;
532 Player_init[k].orient = Objects[i].orient;
533 Player_init[k].segnum = Objects[i].segnum;
534 Players[k].objnum = i;
543 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
544 obj_delete(i); //kill the buddy in netgames
547 NumNetPlayerPositions = k;
550 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
551 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
553 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
554 //Int3(); // Not enough positions!!
559 if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
561 for (i=0;i<N_players;i++)
562 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
564 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!");
571 void gameseq_remove_unused_players()
575 // 'Remove' the unused players
578 if (Game_mode & GM_MULTI)
580 for (i=0; i < NumNetPlayerPositions; i++)
582 if ((!Players[i].connected) || (i >= N_players))
585 // mprintf((0, "Ghosting player ship %d.\n", i+1));
587 multi_make_player_ghost(i);
593 { // Note link to above if!!!
595 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
597 for (i=1; i < NumNetPlayerPositions; i++)
599 obj_delete(Players[i].objnum);
604 fix StartingShields=INITIAL_SHIELDS;
606 // Setup player for new game
607 void init_player_stats_game()
609 Players[Player_num].score = 0;
610 Players[Player_num].last_score = 0;
611 Players[Player_num].lives = INITIAL_LIVES;
612 Players[Player_num].level = 1;
614 Players[Player_num].time_level = 0;
615 Players[Player_num].time_total = 0;
616 Players[Player_num].hours_level = 0;
617 Players[Player_num].hours_total = 0;
619 Players[Player_num].energy = INITIAL_ENERGY;
620 Players[Player_num].shields = StartingShields;
621 Players[Player_num].killer_objnum = -1;
623 Players[Player_num].net_killed_total = 0;
624 Players[Player_num].net_kills_total = 0;
626 Players[Player_num].num_kills_level = 0;
627 Players[Player_num].num_kills_total = 0;
628 Players[Player_num].num_robots_level = 0;
629 Players[Player_num].num_robots_total = 0;
630 Players[Player_num].KillGoalCount = 0;
632 Players[Player_num].hostages_rescued_total = 0;
633 Players[Player_num].hostages_level = 0;
634 Players[Player_num].hostages_total = 0;
636 Players[Player_num].laser_level = 0;
637 Players[Player_num].flags = 0;
639 init_player_stats_new_ship();
641 First_secret_visit = 1;
644 void init_ammo_and_energy(void)
646 if (Players[Player_num].energy < INITIAL_ENERGY)
647 Players[Player_num].energy = INITIAL_ENERGY;
648 if (Players[Player_num].shields < StartingShields)
649 Players[Player_num].shields = StartingShields;
651 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
652 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
653 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
655 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
656 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
657 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
658 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
659 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
662 extern ubyte Last_afterburner_state;
664 // Setup player for new level (After completion of previous level)
665 void init_player_stats_level(int secret_flag)
669 Players[Player_num].last_score = Players[Player_num].score;
671 Players[Player_num].level = Current_level_num;
674 if (!Network_rejoined) {
676 Players[Player_num].time_level = 0;
677 Players[Player_num].hours_level = 0;
682 Players[Player_num].killer_objnum = -1;
684 Players[Player_num].num_kills_level = 0;
685 Players[Player_num].num_robots_level = count_number_of_robots();
686 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
688 Players[Player_num].hostages_level = count_number_of_hostages();
689 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
690 Players[Player_num].hostages_on_board = 0;
693 init_ammo_and_energy();
695 Players[Player_num].flags &= (~KEY_BLUE);
696 Players[Player_num].flags &= (~KEY_RED);
697 Players[Player_num].flags &= (~KEY_GOLD);
699 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
700 PLAYER_FLAGS_CLOAKED |
701 PLAYER_FLAGS_MAP_ALL);
703 Players[Player_num].cloak_time = 0;
704 Players[Player_num].invulnerable_time = 0;
706 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
707 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
710 Player_is_dead = 0; // Added by RH
711 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
713 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
715 Controls.afterburner_state = 0;
716 Last_afterburner_state = 0;
718 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
724 tactile_set_button_jolt();
727 Missile_viewer = NULL;
730 extern void init_ai_for_ship(void);
732 // Setup player for a brand-new ship
733 void init_player_stats_new_ship()
737 if (Newdemo_state == ND_STATE_RECORDING) {
738 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
739 newdemo_record_player_weapon(0, 0);
740 newdemo_record_player_weapon(1, 0);
743 Players[Player_num].energy = INITIAL_ENERGY;
744 Players[Player_num].shields = StartingShields;
745 Players[Player_num].laser_level = 0;
746 Players[Player_num].killer_objnum = -1;
747 Players[Player_num].hostages_on_board = 0;
749 Afterburner_charge = 0;
751 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
752 Players[Player_num].primary_ammo[i] = 0;
753 Primary_last_was_super[i] = 0;
756 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
757 Players[Player_num].secondary_ammo[i] = 0;
758 Secondary_last_was_super[i] = 0;
760 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
762 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
763 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
766 Secondary_weapon = 0;
768 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
769 PLAYER_FLAGS_AFTERBURNER |
770 PLAYER_FLAGS_CLOAKED |
771 PLAYER_FLAGS_INVULNERABLE |
772 PLAYER_FLAGS_MAP_ALL |
773 PLAYER_FLAGS_CONVERTER |
774 PLAYER_FLAGS_AMMO_RACK |
775 PLAYER_FLAGS_HEADLIGHT |
776 PLAYER_FLAGS_HEADLIGHT_ON |
779 Players[Player_num].cloak_time = 0;
780 Players[Player_num].invulnerable_time = 0;
782 Player_is_dead = 0; //player no longer dead
784 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
786 Controls.afterburner_state = 0;
787 Last_afterburner_state = 0;
789 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
791 Missile_viewer=NULL; ///reset missile camera if out there
796 tactile_set_button_jolt();
805 void reset_network_objects()
807 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
808 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
809 memset(object_owner, -1, MAX_OBJECTS);
813 extern void init_stuck_objects(void);
817 extern int Slide_segs_computed;
819 //reset stuff so game is semi-normal when playing from editor
820 void editor_reset_stuff_on_level()
822 gameseq_init_network_players();
823 init_player_stats_level(0);
824 Viewer = ConsoleObject;
825 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
826 ConsoleObject->id=Player_num;
827 ConsoleObject->control_type = CT_FLYING;
828 ConsoleObject->movement_type = MT_PHYSICS;
830 verify_console_object();
831 Control_center_destroyed = 0;
832 if (Newdemo_state != ND_STATE_PLAYBACK)
833 gameseq_remove_unused_players();
835 init_robots_for_level();
839 init_player_stats_new_ship();
840 init_controlcen_for_level();
841 automap_clear_visited();
842 init_stuck_objects();
843 init_thief_for_level();
845 Slide_segs_computed = 0;
849 //do whatever needs to be done when a player dies in multiplayer
853 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
855 if (Current_mission_num == Builtin_mission_num)
856 scores_maybe_add_player(0);
858 Function_mode = FMODE_MENU;
859 Game_mode = GM_GAME_OVER;
860 longjmp( LeaveGame, 0 ); // Exit out of game loop
864 extern void do_save_game_menu();
866 //update various information about the player
867 void update_player_stats()
869 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
870 if ( Players[Player_num].time_level > i2f(3600) ) {
871 Players[Player_num].time_level -= i2f(3600);
872 Players[Player_num].hours_level++;
875 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
876 if ( Players[Player_num].time_total > i2f(3600) ) {
877 Players[Player_num].time_total -= i2f(3600);
878 Players[Player_num].hours_total++;
882 //hack to not start object when loading level
883 extern int Dont_start_sound_objects;
885 //go through this level and start any eclip sounds
886 void set_sound_sources()
891 digi_init_sounds(); //clear old sounds
893 Dont_start_sound_objects = 1;
895 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
896 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
899 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
900 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))
901 if ((sn=Effects[ec].sound_num)!=-1) {
903 int csegnum = seg->children[sidenum];
905 //check for sound on other side of wall. Don't add on
906 //both walls if sound travels through wall. If sound
907 //does travel through wall, add sound for lower-numbered
910 if (IS_CHILD(csegnum) && csegnum < segnum) {
911 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
915 csegp = &Segments[seg->children[sidenum]];
916 csidenum = find_connect_side(seg, csegp);
918 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
919 continue; //skip this one
923 compute_center_point_on_side(&pnt,seg,sidenum);
924 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
928 Dont_start_sound_objects = 0;
933 //fix flash_dist=i2f(1);
934 fix flash_dist=fl2f(.9);
936 //create flash for player appearance
937 void create_player_appearance_effect(object *player_obj)
944 int objnum = player_obj-Objects;
945 if ( (objnum < 0) || (objnum > Highest_object_index) )
946 Int3(); // See Rob, trying to track down weird network bug
950 if (player_obj == Viewer)
951 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
953 pos = player_obj->pos;
955 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
958 effect_obj->orient = player_obj->orient;
960 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
961 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
966 // New Game sequencing functions
969 //pairs of chars describing ranges
970 char playername_allowed_chars[] = "azAZ09__--";
972 int MakeNewPlayerFile(int allow_abort)
977 char text[CALLSIGN_LEN+1]="";
982 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
985 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
987 Newmenu_allowed_chars = playername_allowed_chars;
988 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
989 Newmenu_allowed_chars = NULL;
992 if ( allow_abort ) return 0;
996 if (text[0]==0) //null string
999 sprintf( filename, "%s.plr", text );
1002 fp = fopen( filename, "rb" );
1005 //if the callsign is the name of a tty device, prepend a char
1006 if (fp && isatty(fileno(fp))) {
1008 sprintf(filename,"$%.7s.plr",text);
1009 fp = fopen(filename,"rb");
1014 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1019 if (cfexist(filename))
1021 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1026 if ( !new_player_config() )
1027 goto try_again; // They hit Esc during New player config
1029 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
1031 write_player_file();
1037 #undef TXT_SELECT_PILOT
1038 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
1041 //Inputs the player's name, without putting up the background screen
1042 int RegisterPlayer()
1046 int allow_abort_flag = 1;
1048 if ( Players[Player_num].callsign[0] == 0 ) {
1049 //---------------------------------------------------------------------
1050 // Set default config options in case there is no config file
1051 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
1052 Config_joystick_sensitivity = 8;
1053 Config_control_type =CONTROL_NONE;
1054 for (i=0; i<CONTROL_MAX_TYPES; i++ )
1055 for (j=0; j<MAX_CONTROLS; j++ )
1056 kconfig_settings[i][j] = default_kconfig_settings[i][j];
1058 //----------------------------------------------------------------
1060 // Read the last player's name from config file, not lastplr.txt
1061 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
1063 if (config_last_player[0]==0)
1064 allow_abort_flag = 0;
1071 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
1072 goto do_menu_again; //return 0; // They hit Esc in file selector
1076 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
1077 goto do_menu_again; // They hit Esc in file selector
1080 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
1084 if ( filename[0] == '<' ) {
1085 // They selected 'create new pilot'
1086 if (!MakeNewPlayerFile(allow_abort_flag))
1087 //return 0; // They hit Esc during enter name stage
1090 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
1093 if (read_player_file() != EZERO)
1096 Auto_leveling_on = Default_leveling_on;
1098 set_display_mode(Default_display_mode);
1100 WriteConfigFile(); // Update lastplr
1106 void load_robot_replacements(char *level_name);
1108 extern int Robot_replacements_loaded;
1110 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
1111 void LoadLevel(int level_num,int page_in_textures)
1117 save_player = Players[Player_num];
1119 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
1121 if (level_num<0) //secret level
1122 level_name = Secret_level_names[-level_num-1];
1124 level_name = Level_names[level_num-1];
1127 dd_gr_set_current_canvas(NULL);
1128 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1130 gr_set_current_canvas(NULL);
1131 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
1134 Last_msg_ycrd = -1; //so we don't restore backgound under msg
1136 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1137 // WIN(ShowCursorW());
1139 #if 1 //defined(POLY_ACC) || defined(OGL)
1140 gr_palette_load(gr_palette);
1141 show_boxed_message(TXT_LOADING);
1143 show_boxed_message(TXT_LOADING);
1144 gr_palette_load(gr_palette);
1147 load_ret = load_level(level_name); //actually load the data from disk!
1150 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1152 Current_level_num=level_num;
1154 // load_palette_pig(Current_level_palette); //load just the pig
1156 load_palette(Current_level_palette,1,1); //don't change screen
1158 load_endlevel_data(level_num);
1160 if ( page_in_textures )
1161 piggy_load_level_data();
1163 if (Mission_list[Current_mission_num].descent_version == 1)
1164 load_d1_bitmap_replacements();
1166 load_bitmap_replacements(level_name);
1168 if (Robot_replacements_loaded) {
1169 read_hamfile(); //load original data
1170 Robot_replacements_loaded = 0;
1172 load_robot_replacements(level_name);
1175 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1177 reset_network_objects();
1180 Players[Player_num] = save_player;
1182 set_sound_sources();
1184 songs_play_level_song( Current_level_num );
1186 clear_boxed_message(); //remove message before new palette loaded
1188 gr_palette_load(gr_palette); //actually load the palette
1190 // WIN(HideCursorW());
1193 //sets up Player_num & ConsoleObject
1194 void InitPlayerObject()
1196 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1198 if (Player_num != 0 ) {
1199 Players[0] = Players[Player_num];
1203 Players[Player_num].objnum = 0;
1205 ConsoleObject = &Objects[Players[Player_num].objnum];
1207 ConsoleObject->type = OBJ_PLAYER;
1208 ConsoleObject->id = Player_num;
1209 ConsoleObject->control_type = CT_FLYING;
1210 ConsoleObject->movement_type = MT_PHYSICS;
1213 extern void game_disable_cheats();
1214 extern void turn_cheats_off();
1215 extern void init_seismic_disturbances(void);
1217 //starts a new game on the given level
1218 void StartNewGame(int start_level)
1220 Game_mode = GM_NORMAL;
1221 Function_mode = FMODE_GAME;
1225 InitPlayerObject(); //make sure player's object set up
1227 init_player_stats_game(); //clear all stats
1231 Network_new_game = 0;
1234 if (start_level < 0)
1235 StartNewLevelSecret(start_level, 0);
1237 StartNewLevel(start_level, 0);
1239 Players[Player_num].starting_level = start_level; // Mark where they started
1241 game_disable_cheats();
1243 init_seismic_disturbances();
1246 //@@//starts a resumed game loaded from disk
1247 //@@void ResumeSavedGame(int start_level)
1249 //@@ Game_mode = GM_NORMAL;
1250 //@@ Function_mode = FMODE_GAME;
1253 //@@ Network_new_game = 0;
1255 //@@ InitPlayerObject(); //make sure player's object set up
1257 //@@ StartNewLevel(start_level, 0);
1259 //@@ game_disable_cheats();
1263 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1266 extern int N_secret_levels;
1268 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1270 // -----------------------------------------------------------------------------
1271 // Does the bonus scoring.
1272 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1273 void DoEndLevelScoreGlitz(int network)
1275 int level_points, skill_points, energy_points, shield_points, hostage_points;
1276 int all_hostage_points;
1278 char all_hostage_text[64];
1279 char endgame_text[64];
1280 #define N_GLITZITEMS 11
1281 char m_str[N_GLITZITEMS][30];
1282 newmenu_item m[N_GLITZITEMS+1];
1288 set_screen_mode(SCREEN_MENU); //go into menu mode
1295 mprintf((0,"DoEndLevelScoreGlitz\n"));
1297 // Compute level player is on, deal with secret levels (negative numbers)
1298 mine_level = Players[Player_num].level;
1300 mine_level *= -(Last_level/N_secret_levels);
1302 level_points = Players[Player_num].score-Players[Player_num].last_score;
1304 if (!Cheats_enabled) {
1305 if (Difficulty_level > 1) {
1306 skill_points = level_points*(Difficulty_level)/4;
1307 skill_points -= skill_points % 100;
1311 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1312 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1313 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1315 shield_points -= shield_points % 50;
1316 energy_points -= energy_points % 50;
1324 all_hostage_text[0] = 0;
1325 endgame_text[0] = 0;
1327 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1328 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1329 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1331 all_hostage_points = 0;
1333 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1334 endgame_points = Players[Player_num].lives * 10000;
1335 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1338 endgame_points = is_last_level = 0;
1340 mprintf((0,"adding bonus points\n"));
1341 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1344 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1345 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1346 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1347 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1349 sprintf(m_str[c++], "%s", all_hostage_text);
1350 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1351 sprintf(m_str[c++], "%s", endgame_text);
1353 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1354 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1357 sprintf(m_str[c++], "");
1358 sprintf(m_str[c++], " Done");
1361 for (i=0; i<c; i++) {
1362 m[i].type = NM_TYPE_TEXT;
1363 m[i].text = m_str[i];
1367 m[c-1].type = NM_TYPE_MENU;
1370 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1372 if (Current_level_num < 0)
1373 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);
1375 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);
1377 Assert(c <= N_GLITZITEMS);
1379 gr_palette_fade_out(gr_palette, 32, 0);
1381 mprintf((0,"doing menu\n"));
1383 PA_DFX (pa_alpha_always());
1386 if ( network && (Game_mode & GM_NETWORK) )
1387 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1390 // NOTE LINK TO ABOVE!!!
1391 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1393 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1396 //give the player the opportunity to save his game
1397 void DoEndlevelMenu()
1399 //No between level saves......!!! state_save_all(1);
1402 // -----------------------------------------------------------------------------------------------------
1403 //called when the player is starting a level (new game or new ship)
1404 void StartSecretLevel()
1406 Assert(!Player_is_dead);
1408 InitPlayerPosition(0);
1410 verify_console_object();
1412 ConsoleObject->control_type = CT_FLYING;
1413 ConsoleObject->movement_type = MT_PHYSICS;
1415 // -- WHY? -- disable_matcens();
1416 clear_transient_objects(0); //0 means leave proximity bombs
1418 // create_player_appearance_effect(ConsoleObject);
1419 Do_appearance_effect = 1;
1421 ai_reset_all_paths();
1422 // -- NO? -- reset_time();
1425 Auto_fire_fusion_cannon_time = 0;
1428 Robot_firing_enabled = 1;
1431 extern void set_pos_from_return_segment(void);
1433 // Returns true if secret level has been destroyed.
1434 int p_secret_level_destroyed(void)
1436 if (First_secret_visit) {
1437 return 0; // Never been there, can't have been destroyed.
1439 if (cfexist(SECRETC_FILENAME))
1448 // -----------------------------------------------------------------------------------------------------
1449 void do_secret_message(char *msg)
1455 #if defined(POLY_ACC)
1457 pa_update_clut(gr_palette, 0, 256, 0);
1460 old_fmode = Function_mode;
1461 Function_mode = FMODE_MENU;
1462 nm_messagebox(NULL, 1, TXT_OK, msg);
1463 Function_mode = old_fmode;
1465 #if defined(POLY_ACC)
1469 WIN(DEFINE_SCREEN(NULL));
1472 // -----------------------------------------------------------------------------------------------------
1473 // called when the player is starting a new level for normal game mode and restore state
1474 // Need to deal with whether this is the first time coming to this level or not. If not the
1475 // first time, instead of initializing various things, need to do a game restore for all the
1476 // robots, powerups, walls, doors, etc.
1477 void StartNewLevelSecret(int level_num, int page_in_textures)
1484 m[0].type = NM_TYPE_TEXT;
1487 last_drawn_cockpit[0] = -1;
1488 last_drawn_cockpit[1] = -1;
1490 if (Newdemo_state == ND_STATE_PAUSED)
1491 Newdemo_state = ND_STATE_RECORDING;
1493 if (Newdemo_state == ND_STATE_RECORDING) {
1494 newdemo_set_new_level(level_num);
1495 newdemo_record_start_frame(FrameCount, FrameTime );
1496 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1498 gr_palette_fade_out(gr_palette, 32, 0);
1500 set_screen_mode(SCREEN_MENU); //go into menu mode
1502 if (First_secret_visit) {
1503 do_secret_message(TXT_SECRET_EXIT);
1505 if (cfexist(SECRETC_FILENAME))
1507 do_secret_message(TXT_SECRET_EXIT);
1511 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1512 do_secret_message(text_str);
1517 LoadLevel(level_num,page_in_textures);
1519 Assert(Current_level_num == level_num); //make sure level set right
1521 Assert(Function_mode == FMODE_GAME);
1523 gameseq_init_network_players(); // Initialize the Players array for
1526 HUD_clear_messages();
1528 automap_clear_visited();
1530 // -- init_player_stats_level();
1532 Viewer = &Objects[Players[Player_num].objnum];
1534 gameseq_remove_unused_players();
1538 Control_center_destroyed = 0;
1541 reset_palette_add();
1543 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1544 init_robots_for_level();
1546 init_smega_detonates();
1549 reset_special_effects();
1552 if (cfexist(SECRETC_FILENAME))
1554 int pw_save, sw_save;
1556 pw_save = Primary_weapon;
1557 sw_save = Secondary_weapon;
1558 state_restore_all(1, 1, SECRETC_FILENAME);
1559 Primary_weapon = pw_save;
1560 Secondary_weapon = sw_save;
1561 reset_special_effects();
1563 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1567 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1568 do_secret_message(text_str);
1571 // -- // If file doesn't exist, it's because reactor was destroyed.
1572 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1573 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1574 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1579 if (First_secret_visit) {
1580 copy_defaults_to_robot_all();
1585 init_controlcen_for_level();
1587 // Say player can use FLASH cheat to mark path to exit.
1588 Last_level_path_created = -1;
1590 First_secret_visit = 0;
1593 int Entered_from_level;
1595 // ---------------------------------------------------------------------------------------------------------------
1596 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1597 void ExitSecretLevel(void)
1599 if (Newdemo_state == ND_STATE_PLAYBACK)
1602 if (!Control_center_destroyed) {
1603 state_save_all(0, 2, SECRETC_FILENAME);
1606 if (cfexist(SECRETB_FILENAME))
1608 int pw_save, sw_save;
1610 returning_to_level_message();
1611 pw_save = Primary_weapon;
1612 sw_save = Secondary_weapon;
1613 state_restore_all(1, 1, SECRETB_FILENAME);
1614 Primary_weapon = pw_save;
1615 Secondary_weapon = sw_save;
1617 // File doesn't exist, so can't return to base level. Advance to next one.
1618 if (Entered_from_level == Last_level)
1621 advancing_to_level_message();
1622 StartNewLevel(Entered_from_level+1, 0);
1627 // ---------------------------------------------------------------------------------------------------------------
1628 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1629 // be invulnerable or cloaked.
1630 void do_cloak_invul_secret_stuff(fix old_gametime)
1632 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1635 time_used = old_gametime - Players[Player_num].invulnerable_time;
1636 Players[Player_num].invulnerable_time = GameTime - time_used;
1639 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1642 time_used = old_gametime - Players[Player_num].cloak_time;
1643 Players[Player_num].cloak_time = GameTime - time_used;
1647 // ---------------------------------------------------------------------------------------------------------------
1648 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1649 // is passing to the secret level.
1651 void EnterSecretLevel(void)
1656 Assert(! (Game_mode & GM_MULTI) );
1658 Entered_from_level = Current_level_num;
1660 if (Control_center_destroyed)
1661 DoEndLevelScoreGlitz(0);
1663 if (Newdemo_state != ND_STATE_PLAYBACK)
1664 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1666 // Find secret level number to go to, stuff in Next_level_num.
1667 for (i=0; i<-Last_secret_level; i++)
1668 if (Secret_level_table[i]==Current_level_num) {
1669 Next_level_num = -(i+1);
1671 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1672 Next_level_num = -i;
1676 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1677 Next_level_num = Last_secret_level;
1679 old_gametime = GameTime;
1681 StartNewLevelSecret(Next_level_num, 1);
1683 // do_cloak_invul_stuff();
1686 //called when the player has finished a level
1687 void PlayerFinishedLevel(int secret_flag)
1689 Assert(!secret_flag);
1691 //credit the player for hostages
1692 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1694 if (Game_mode & GM_NETWORK)
1695 Players[Player_num].connected = 2; // Finished but did not die
1697 last_drawn_cockpit[0] = -1;
1698 last_drawn_cockpit[1] = -1;
1700 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1703 #if defined(D2_OEM) || defined(COMPILATION)
1704 #define MOVIE_REQUIRED 0
1706 #define MOVIE_REQUIRED 1
1710 #define ENDMOVIE "endo"
1712 #define ENDMOVIE "end"
1715 void show_order_form();
1716 extern void com_hangup(void);
1718 //called when the player has finished the last level
1719 void DoEndGame(void)
1721 mprintf((0,"DoEndGame\n"));
1723 Function_mode = FMODE_MENU;
1724 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1725 newdemo_stop_recording();
1727 set_screen_mode( SCREEN_MENU );
1730 dd_gr_set_current_canvas(NULL),
1731 gr_set_current_canvas(NULL)
1736 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1737 { //only built-in mission, & not multi
1738 int played=MOVIE_NOT_PLAYED; //default is not played
1740 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1741 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1744 if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1745 songs_play_song( SONG_TITLE, 0 );
1746 do_briefing_screens("end2oem.tex",1);
1748 songs_play_song( SONG_ENDGAME, 0 );
1749 mprintf((0,"doing briefing\n"));
1750 do_briefing_screens("ending2.tex",1);
1751 mprintf((0,"briefing done\n"));
1754 } else if (!(Game_mode & GM_MULTI)) { //not multi
1755 char tname[FILENAME_LEN];
1756 sprintf(tname,"%s.tex",Current_mission_filename);
1757 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1759 //try doing special credits
1760 sprintf(tname,"%s.ctb",Current_mission_filename);
1761 credits_show(tname);
1771 if (Game_mode & GM_MULTI)
1772 multi_endlevel_score();
1775 // NOTE LINK TO ABOVE
1776 DoEndLevelScoreGlitz(0);
1778 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1780 dd_gr_set_current_canvas(NULL),
1781 gr_set_current_canvas( NULL )
1784 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1785 gr_clear_canvas(BM_XRGB(0,0,0))
1788 load_palette(DEFAULT_PALETTE,0,1);
1789 scores_maybe_add_player(0);
1792 Function_mode = FMODE_MENU;
1794 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1795 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1797 Game_mode = GM_GAME_OVER;
1800 longjmp( LeaveGame, 0 ); // Exit out of game loop
1803 //from which level each do you get to each secret level
1804 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1806 //called to go to the next level (if there is one)
1807 //if secret_flag is true, advance to secret level, else next normal one
1808 // Return true if game over.
1809 void AdvanceLevel(int secret_flag)
1815 mprintf((0,"AdvanceLevel\n"));
1817 Assert(!secret_flag);
1819 if (Current_level_num != Last_level) {
1821 if (Game_mode & GM_MULTI)
1822 multi_endlevel_score();
1825 // NOTE LINK TO ABOVE!!!
1826 DoEndLevelScoreGlitz(0); //give bonuses
1829 Control_center_destroyed = 0;
1832 if (Current_level_num == 0)
1833 return; //not a real level
1837 if (Game_mode & GM_MULTI) {
1838 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1839 if (result) // failed to sync
1841 if (Current_level_num == Last_level) //player has finished the game!
1842 longjmp( LeaveGame, 0 ); // Exit out of game loop
1849 if (Current_level_num == Last_level) { //player has finished the game!
1851 mprintf((0,"Finished last level!\n"));
1857 Next_level_num = Current_level_num+1; //assume go to next normal level
1859 if (!(Game_mode & GM_MULTI))
1860 DoEndlevelMenu(); // Let use save their game
1862 StartNewLevel(Next_level_num, 0);
1867 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1869 extern char last_palette_loaded[];
1871 void load_stars_palette()
1876 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1877 Assert(pcx_error == PCX_ERROR_NONE);
1879 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1882 { //remap stuff. this code is kindof a hack
1884 //now, before we bring up the menu, we need to
1885 //do some stuff to make sure the palette is ok. First, we need to
1886 //get our current palette into the 2d's array, so the remapping will
1887 //work. Second, we need to remap the fonts. Third, we need to fill
1888 //in part of the fade tables so the darkening of the menu edges works
1890 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1891 remap_fonts_and_menus(1);
1895 strcpy(last_palette_loaded,""); //force palette load next time
1899 void nm_draw_background1(char * filename);
1904 //@@ ubyte pal[256*3];
1906 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1907 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1909 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1911 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1913 nm_draw_background1(STARS_BACKGROUND);
1919 died_in_mine_message(void)
1921 // Tell the player he died in the mine, explain why
1924 if (Game_mode & GM_MULTI)
1927 gr_palette_fade_out(gr_palette, 32, 0);
1929 set_screen_mode(SCREEN_MENU); //go into menu mode
1932 dd_gr_set_current_canvas(NULL),
1933 gr_set_current_canvas(NULL)
1938 #if defined(POLY_ACC)
1940 pa_update_clut(gr_palette, 0, 256, 0);
1943 old_fmode = Function_mode;
1944 Function_mode = FMODE_MENU;
1945 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1946 Function_mode = old_fmode;
1948 #if defined(POLY_ACC)
1952 WIN(DEFINE_SCREEN(NULL));
1955 // Called when player dies on secret level.
1956 void returning_to_level_message(void)
1962 if (Game_mode & GM_MULTI)
1965 gr_palette_fade_out(gr_palette, 32, 0);
1967 set_screen_mode(SCREEN_MENU); //go into menu mode
1969 gr_set_current_canvas(NULL);
1973 #if defined(POLY_ACC)
1975 pa_update_clut(gr_palette, 0, 256, 0);
1978 old_fmode = Function_mode;
1979 Function_mode = FMODE_MENU;
1980 sprintf(msg, "Returning to level %i", Entered_from_level);
1981 nm_messagebox(NULL, 1, TXT_OK, msg);
1982 Function_mode = old_fmode;
1984 #if defined(POLY_ACC)
1988 WIN(DEFINE_SCREEN(NULL));
1991 // Called when player dies on secret level.
1992 void advancing_to_level_message(void)
1998 // Only supposed to come here from a secret level.
1999 Assert(Current_level_num < 0);
2001 if (Game_mode & GM_MULTI)
2004 gr_palette_fade_out(gr_palette, 32, 0);
2006 set_screen_mode(SCREEN_MENU); //go into menu mode
2008 gr_set_current_canvas(NULL);
2012 #if defined(POLY_ACC)
2014 pa_update_clut(gr_palette, 0, 256, 0);
2017 old_fmode = Function_mode;
2018 Function_mode = FMODE_MENU;
2019 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
2020 nm_messagebox(NULL, 1, TXT_OK, msg);
2021 Function_mode = old_fmode;
2023 #if defined(POLY_ACC)
2027 WIN(DEFINE_SCREEN(NULL));
2030 void digi_stop_digi_sounds();
2034 reset_palette_add();
2036 gr_palette_load (gr_palette);
2038 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
2039 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
2041 dead_player_end(); //terminate death sequence (if playing)
2044 if (Game_mode == GM_EDITOR) { //test mine, not real level
2045 object * playerobj = &Objects[Players[Player_num].objnum];
2046 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
2047 load_level("gamesave.lvl");
2048 init_player_stats_new_ship();
2049 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
2056 if ( Game_mode&GM_MULTI )
2058 multi_do_death(Players[Player_num].objnum);
2062 { //Note link to above else!
2063 Players[Player_num].lives--;
2064 if (Players[Player_num].lives == 0)
2071 if ( Control_center_destroyed ) {
2073 //clear out stuff so no bonus
2074 Players[Player_num].hostages_on_board = 0;
2075 Players[Player_num].energy = 0;
2076 Players[Player_num].shields = 0;
2077 Players[Player_num].connected = 3;
2079 died_in_mine_message(); // Give them some indication of what happened
2081 if (Current_level_num < 0) {
2082 if (cfexist(SECRETB_FILENAME))
2084 returning_to_level_message();
2085 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
2086 set_pos_from_return_segment();
2087 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2089 advancing_to_level_message();
2090 StartNewLevel(Entered_from_level+1, 0);
2091 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2095 AdvanceLevel(0); //if finished, go on to next level
2097 init_player_stats_new_ship();
2098 last_drawn_cockpit[0] = -1;
2099 last_drawn_cockpit[1] = -1;
2102 } else if (Current_level_num < 0) {
2103 if (cfexist(SECRETB_FILENAME))
2105 returning_to_level_message();
2106 if (!Control_center_destroyed)
2107 state_save_all(0, 2, SECRETC_FILENAME);
2108 state_restore_all(1, 2, SECRETB_FILENAME);
2109 set_pos_from_return_segment();
2110 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2112 died_in_mine_message(); // Give them some indication of what happened
2113 advancing_to_level_message();
2114 StartNewLevel(Entered_from_level+1, 0);
2115 init_player_stats_new_ship();
2118 init_player_stats_new_ship();
2125 extern int BigWindowSwitch;
2127 //called when the player is starting a new level for normal game mode and restore state
2128 // secret_flag set if came from a secret level
2129 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2131 if (!(Game_mode & GM_MULTI)) {
2132 last_drawn_cockpit[0] = -1;
2133 last_drawn_cockpit[1] = -1;
2138 if (Newdemo_state == ND_STATE_PAUSED)
2139 Newdemo_state = ND_STATE_RECORDING;
2141 if (Newdemo_state == ND_STATE_RECORDING) {
2142 newdemo_set_new_level(level_num);
2143 newdemo_record_start_frame(FrameCount, FrameTime );
2146 if (Game_mode & GM_MULTI)
2147 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2149 LoadLevel(level_num,page_in_textures);
2151 Assert(Current_level_num == level_num); //make sure level set right
2153 gameseq_init_network_players(); // Initialize the Players array for
2156 Viewer = &Objects[Players[Player_num].objnum];
2158 Assert(N_players <= NumNetPlayerPositions);
2159 //If this assert fails, there's not enough start positions
2162 if (Game_mode & GM_NETWORK)
2164 if(network_level_sync()) // After calling this, Player_num is set
2167 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2169 if(com_level_sync())
2174 Assert(Function_mode == FMODE_GAME);
2177 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2180 HUD_clear_messages();
2182 automap_clear_visited();
2185 if (Network_new_game == 1)
2187 Network_new_game = 0;
2188 init_player_stats_new_ship();
2191 init_player_stats_level(secret_flag);
2194 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2197 for (i = 0; i < N_players; i++)
2198 Players[i].flags |= Netgame.player_flags[i];
2201 if (Game_mode & GM_MULTI)
2203 multi_prep_level(); // Removes robots from level if necessary
2207 gameseq_remove_unused_players();
2211 Control_center_destroyed = 0;
2213 set_screen_mode(SCREEN_GAME);
2215 init_robots_for_level();
2217 init_smega_detonates();
2220 reset_palette_add();
2221 init_thief_for_level();
2222 init_stuck_objects();
2223 game_flush_inputs(); // clear out the keyboard
2224 if (!(Game_mode & GM_MULTI))
2225 filter_objects_from_level();
2229 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2230 set_highest_level(Current_level_num);
2232 read_player_file(); //get window sizes
2234 reset_special_effects();
2237 ogl_cache_level_textures();
2242 if (Network_rejoined == 1)
2245 mprintf((0, "Restarting - joining in random location.\n"));
2247 Network_rejoined = 0;
2252 StartLevel(0); // Note link to above if!
2254 copy_defaults_to_robot_all();
2255 init_controlcen_for_level();
2257 // Say player can use FLASH cheat to mark path to exit.
2258 Last_level_path_created = -1;
2262 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2264 void bash_to_shield (int i,char *s)
2267 int type=Objects[i].id;
2270 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2273 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2276 Objects[i].id = POW_SHIELD_BOOST;
2277 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2278 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2282 void filter_objects_from_level()
2286 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2288 for (i=0;i<=Highest_object_index;i++)
2290 if (Objects[i].type==OBJ_POWERUP)
2291 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2292 bash_to_shield (i,"Flag!!!!");
2299 char movie_name[FILENAME_LEN];
2300 } intro_movie[] = { { 1,"pla"},
2308 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2310 extern int MenuHiresAvailable;
2311 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2312 extern int intro_played; //true if big intro movie played
2314 void ShowLevelIntro(int level_num)
2316 //if shareware, show a briefing?
2318 if (!(Game_mode & GM_MULTI)) {
2321 ubyte save_pal[sizeof(gr_palette)];
2323 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2325 if (Current_mission_num == Builtin_mission_num) {
2328 if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2330 do_briefing_screens ("brief2.tex", 1);
2331 } else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2332 if (level_num == 1 && !intro_played)
2333 do_briefing_screens("brief2o.tex", 1);
2334 } else { // full version
2335 for (i=0;i<NUM_INTRO_MOVIES;i++)
2337 if (intro_movie[i].level_num == level_num)
2340 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2347 if (!movie) { //must go before briefing
2348 dd_gr_init_screen();
2355 int hires_save=MenuHiresAvailable;
2357 if (robot_movies == 1) //lowres only
2359 MenuHiresAvailable = 0; //pretend we can't do highres
2361 if (hires_save != MenuHiresAvailable)
2362 Screen_mode = -1; //force reset
2365 do_briefing_screens ("robot.tex",level_num);
2366 MenuHiresAvailable = hires_save;
2371 else { //not the built-in mission. check for add-on briefing
2372 if (Mission_list[Current_mission_num].descent_version == 1)
2373 do_briefing_screens(Briefing_text_filename, level_num);
2375 char tname[FILENAME_LEN];
2376 sprintf(tname, "%s.tex", Current_mission_filename);
2377 do_briefing_screens(tname, level_num);
2382 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2386 // ---------------------------------------------------------------------------
2387 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2388 // Reason: On this level, if player goes to a secret level, he will be going to a different
2389 // secret level than he's ever been to before.
2390 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2391 void maybe_set_first_secret_visit(int level_num)
2395 for (i=0; i<N_secret_levels; i++) {
2396 if (Secret_level_table[i] == level_num) {
2397 First_secret_visit = 1;
2398 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2403 //called when the player is starting a new level for normal game model
2404 // secret_flag if came from a secret level
2405 void StartNewLevel(int level_num, int secret_flag)
2409 if ((level_num > 0) && (!secret_flag)) {
2410 maybe_set_first_secret_visit(level_num);
2413 ShowLevelIntro(level_num);
2415 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2417 StartNewLevelSub(level_num, 1, secret_flag );
2421 //initialize the player object position & orientation (at start of game, or new ship)
2422 void InitPlayerPosition(int random_flag)
2427 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2429 NewPlayer = Player_num;
2431 else if (random_flag == 1)
2433 int i, closest = -1, trys=0;
2434 fix closest_dist = 0x7ffffff, dist;
2439 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2441 mprintf((1, "WARNING: There are only %d start positions!\n"));
2449 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2453 NewPlayer = d_rand() % NumNetPlayerPositions;
2456 closest_dist = 0x7fffffff;
2458 for (i=0; i<N_players; i++ ) {
2459 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2460 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
2461 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2462 if ( (dist < closest_dist) && (dist >= 0) ) {
2463 closest_dist = dist;
2469 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2470 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2473 mprintf((0, "Starting position is not being changed.\n"));
2474 goto done; // If deathmatch and not random, positions were already determined by sync packet
2476 Assert(NewPlayer >= 0);
2477 Assert(NewPlayer < NumNetPlayerPositions);
2480 ConsoleObject->pos = Player_init[NewPlayer].pos;
2481 ConsoleObject->orient = Player_init[NewPlayer].orient;
2482 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2484 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2486 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2491 reset_player_object();
2495 // -----------------------------------------------------------------------------------------------------
2496 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2497 // What about setting size!? Where does that come from?
2498 void copy_defaults_to_robot(object *objp)
2503 Assert(objp->type == OBJ_ROBOT);
2505 Assert(objid < N_robot_types);
2507 robptr = &Robot_info[objid];
2509 // Boost shield for Thief and Buddy based on level.
2510 objp->shields = robptr->strength;
2512 if ((robptr->thief) || (robptr->companion)) {
2513 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2515 if (robptr->companion) {
2516 // Now, scale guide-bot hits by skill level
2517 switch (Difficulty_level) {
2518 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2519 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2520 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2524 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2525 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2527 // Additional wimpification of bosses at Trainee
2528 if ((robptr->boss_flag) && (Difficulty_level == 0))
2532 // -----------------------------------------------------------------------------------------------------
2533 // Copy all values from the robot info structure to all instances of robots.
2534 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2535 // This function should be called at level load time.
2536 void copy_defaults_to_robot_all()
2540 for (i=0; i<=Highest_object_index; i++)
2541 if (Objects[i].type == OBJ_ROBOT)
2542 copy_defaults_to_robot(&Objects[i]);
2546 extern void clear_stuck_objects(void);
2548 // -----------------------------------------------------------------------------------------------------
2549 //called when the player is starting a level (new game or new ship)
2550 void StartLevel(int random_flag)
2552 Assert(!Player_is_dead);
2554 InitPlayerPosition(random_flag);
2556 verify_console_object();
2558 ConsoleObject->control_type = CT_FLYING;
2559 ConsoleObject->movement_type = MT_PHYSICS;
2563 clear_transient_objects(0); //0 means leave proximity bombs
2565 // create_player_appearance_effect(ConsoleObject);
2566 Do_appearance_effect = 1;
2569 if (Game_mode & GM_MULTI)
2571 if (Game_mode & GM_MULTI_COOP)
2573 multi_send_position(Players[Player_num].objnum);
2574 multi_send_reappear();
2577 if (Game_mode & GM_NETWORK)
2578 network_do_frame(1, 1);
2581 ai_reset_all_paths();
2582 ai_init_boss_for_ship();
2583 clear_stuck_objects();
2586 // Note, this is only done if editor builtin. Calling this from here
2587 // will cause it to be called after the player dies, resetting the
2588 // hits for the buddy and thief. This is ok, since it will work ok
2589 // in a shipped version.
2596 Auto_fire_fusion_cannon_time = 0;
2599 Robot_firing_enabled = 1;