1 /* $Id: gameseq.c,v 1.20 2003-03-20 22:50:50 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
20 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.20 2003-03-20 22:50:50 btb Exp $";
38 #include "pa_enabl.h" //$$POLY_ACC
101 #include "texmerge.h"
111 #include "controls.h"
113 #include "gamemine.h"
115 #if defined(POLY_ACC)
116 #include "poly_acc.h"
118 #if defined (TACTILE)
123 #include "editor/editor.h"
130 void StartNewLevelSecret(int level_num, int page_in_textures);
131 void InitPlayerPosition(int random_flag);
133 void returning_to_level_message(void);
134 void advancing_to_level_message(void);
135 void DoEndGame(void);
136 void AdvanceLevel(int secret_flag);
137 void filter_objects_from_level();
139 // From allender -- you'll find these defines in state.c and cntrlcen.c
140 // since I couldn't think of a good place to put them and i wanted to
141 // fix this stuff fast! Sorry about that...
144 #define SECRETB_FILENAME "secret.sgb"
145 #define SECRETC_FILENAME "secret.sgc"
147 #define SECRETB_FILENAME ":Players:secret.sgb"
148 #define SECRETC_FILENAME ":Players:secret.sgc"
151 //Current_level_num starts at 1 for the first level
152 //-1,-2,-3 are secret levels
153 //0 means not a real level loaded
154 int Current_level_num=0,Next_level_num;
155 char Current_level_name[LEVEL_NAME_LEN];
157 #if !defined(SHAREWARE) && !defined(D2_OEM)
158 int Last_level,Last_secret_level;
161 // Global variables describing the player
162 int N_players=1; // Number of players ( >1 means a net game, eh?)
163 int Player_num=0; // The player number who is on the console.
164 player Players[MAX_PLAYERS+4]; // Misc player info
165 obj_position Player_init[MAX_PLAYERS];
167 // Global variables telling what sort of game we have
168 int MaxNumNetPlayers = -1;
169 int NumNetPlayerPositions = -1;
171 extern fix ThisLevelTime;
173 // Extern from game.c to fix a bug in the cockpit!
175 extern int last_drawn_cockpit[2];
176 extern int Last_level_path_created;
178 // HUD_clear_messages external, declared in gauges.h
180 extern void HUD_clear_messages(); // From hud.c
183 // Extra prototypes declared for the sake of LINT
184 void init_player_stats_new_ship(void);
185 void copy_defaults_to_robot_all(void);
187 int Do_appearance_effect=0;
189 extern int Rear_view;
191 int First_secret_visit = 1;
193 extern int descent_critical_error;
195 extern int Last_msg_ycrd;
197 //--------------------------------------------------------------------
198 void verify_console_object()
200 Assert( Player_num > -1 );
201 Assert( Players[Player_num].objnum > -1 );
202 ConsoleObject = &Objects[Players[Player_num].objnum];
203 Assert( ConsoleObject->type==OBJ_PLAYER );
204 Assert( ConsoleObject->id==Player_num );
207 int count_number_of_robots()
213 for (i=0;i<=Highest_object_index;i++) {
214 if (Objects[i].type == OBJ_ROBOT)
222 int count_number_of_hostages()
228 for (i=0;i<=Highest_object_index;i++) {
229 if (Objects[i].type == OBJ_HOSTAGE)
236 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
238 gameseq_init_network_players()
242 // Initialize network player start locations and object numbers
244 ConsoleObject = &Objects[0];
247 for (i=0;i<=Highest_object_index;i++) {
249 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
251 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
252 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
254 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
255 Objects[i].type=OBJ_PLAYER;
256 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
257 Player_init[k].pos = Objects[i].pos;
258 Player_init[k].orient = Objects[i].orient;
259 Player_init[k].segnum = Objects[i].segnum;
260 Players[k].objnum = i;
269 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
270 obj_delete(i); //kill the buddy in netgames
273 NumNetPlayerPositions = k;
276 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
277 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
279 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
280 //Int3(); // Not enough positions!!
285 if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
287 for (i=0;i<N_players;i++)
288 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
290 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!");
297 void gameseq_remove_unused_players()
301 // 'Remove' the unused players
304 if (Game_mode & GM_MULTI)
306 for (i=0; i < NumNetPlayerPositions; i++)
308 if ((!Players[i].connected) || (i >= N_players))
311 // mprintf((0, "Ghosting player ship %d.\n", i+1));
313 multi_make_player_ghost(i);
319 { // Note link to above if!!!
321 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
323 for (i=1; i < NumNetPlayerPositions; i++)
325 obj_delete(Players[i].objnum);
330 fix StartingShields=INITIAL_SHIELDS;
332 // Setup player for new game
333 void init_player_stats_game()
335 Players[Player_num].score = 0;
336 Players[Player_num].last_score = 0;
337 Players[Player_num].lives = INITIAL_LIVES;
338 Players[Player_num].level = 1;
340 Players[Player_num].time_level = 0;
341 Players[Player_num].time_total = 0;
342 Players[Player_num].hours_level = 0;
343 Players[Player_num].hours_total = 0;
345 Players[Player_num].energy = INITIAL_ENERGY;
346 Players[Player_num].shields = StartingShields;
347 Players[Player_num].killer_objnum = -1;
349 Players[Player_num].net_killed_total = 0;
350 Players[Player_num].net_kills_total = 0;
352 Players[Player_num].num_kills_level = 0;
353 Players[Player_num].num_kills_total = 0;
354 Players[Player_num].num_robots_level = 0;
355 Players[Player_num].num_robots_total = 0;
356 Players[Player_num].KillGoalCount = 0;
358 Players[Player_num].hostages_rescued_total = 0;
359 Players[Player_num].hostages_level = 0;
360 Players[Player_num].hostages_total = 0;
362 Players[Player_num].laser_level = 0;
363 Players[Player_num].flags = 0;
365 init_player_stats_new_ship();
367 First_secret_visit = 1;
370 void init_ammo_and_energy(void)
372 if (Players[Player_num].energy < INITIAL_ENERGY)
373 Players[Player_num].energy = INITIAL_ENERGY;
374 if (Players[Player_num].shields < StartingShields)
375 Players[Player_num].shields = StartingShields;
377 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
378 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
379 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
381 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
382 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
383 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
384 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
385 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
388 extern ubyte Last_afterburner_state;
390 // Setup player for new level (After completion of previous level)
391 void init_player_stats_level(int secret_flag)
395 Players[Player_num].last_score = Players[Player_num].score;
397 Players[Player_num].level = Current_level_num;
400 if (!Network_rejoined) {
402 Players[Player_num].time_level = 0;
403 Players[Player_num].hours_level = 0;
408 Players[Player_num].killer_objnum = -1;
410 Players[Player_num].num_kills_level = 0;
411 Players[Player_num].num_robots_level = count_number_of_robots();
412 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
414 Players[Player_num].hostages_level = count_number_of_hostages();
415 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
416 Players[Player_num].hostages_on_board = 0;
419 init_ammo_and_energy();
421 Players[Player_num].flags &= (~KEY_BLUE);
422 Players[Player_num].flags &= (~KEY_RED);
423 Players[Player_num].flags &= (~KEY_GOLD);
425 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
426 PLAYER_FLAGS_CLOAKED |
427 PLAYER_FLAGS_MAP_ALL);
429 Players[Player_num].cloak_time = 0;
430 Players[Player_num].invulnerable_time = 0;
432 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
433 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
436 Player_is_dead = 0; // Added by RH
437 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
439 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
441 Controls.afterburner_state = 0;
442 Last_afterburner_state = 0;
444 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
450 tactile_set_button_jolt();
453 Missile_viewer = NULL;
456 extern void init_ai_for_ship(void);
458 // Setup player for a brand-new ship
459 void init_player_stats_new_ship()
463 if (Newdemo_state == ND_STATE_RECORDING) {
464 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
465 newdemo_record_player_weapon(0, 0);
466 newdemo_record_player_weapon(1, 0);
469 Players[Player_num].energy = INITIAL_ENERGY;
470 Players[Player_num].shields = StartingShields;
471 Players[Player_num].laser_level = 0;
472 Players[Player_num].killer_objnum = -1;
473 Players[Player_num].hostages_on_board = 0;
475 Afterburner_charge = 0;
477 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
478 Players[Player_num].primary_ammo[i] = 0;
479 Primary_last_was_super[i] = 0;
482 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
483 Players[Player_num].secondary_ammo[i] = 0;
484 Secondary_last_was_super[i] = 0;
486 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
488 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
489 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
492 Secondary_weapon = 0;
494 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
495 PLAYER_FLAGS_AFTERBURNER |
496 PLAYER_FLAGS_CLOAKED |
497 PLAYER_FLAGS_INVULNERABLE |
498 PLAYER_FLAGS_MAP_ALL |
499 PLAYER_FLAGS_CONVERTER |
500 PLAYER_FLAGS_AMMO_RACK |
501 PLAYER_FLAGS_HEADLIGHT |
502 PLAYER_FLAGS_HEADLIGHT_ON |
505 Players[Player_num].cloak_time = 0;
506 Players[Player_num].invulnerable_time = 0;
508 Player_is_dead = 0; //player no longer dead
510 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
512 Controls.afterburner_state = 0;
513 Last_afterburner_state = 0;
515 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
517 Missile_viewer=NULL; ///reset missile camera if out there
522 tactile_set_button_jolt();
531 void reset_network_objects()
533 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
534 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
535 memset(object_owner, -1, MAX_OBJECTS);
539 extern void init_stuck_objects(void);
543 extern int Slide_segs_computed;
545 //reset stuff so game is semi-normal when playing from editor
546 void editor_reset_stuff_on_level()
548 gameseq_init_network_players();
549 init_player_stats_level(0);
550 Viewer = ConsoleObject;
551 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
552 ConsoleObject->id=Player_num;
553 ConsoleObject->control_type = CT_FLYING;
554 ConsoleObject->movement_type = MT_PHYSICS;
556 verify_console_object();
557 Control_center_destroyed = 0;
558 if (Newdemo_state != ND_STATE_PLAYBACK)
559 gameseq_remove_unused_players();
561 init_robots_for_level();
565 init_player_stats_new_ship();
566 init_controlcen_for_level();
567 automap_clear_visited();
568 init_stuck_objects();
569 init_thief_for_level();
571 Slide_segs_computed = 0;
575 //do whatever needs to be done when a player dies in multiplayer
579 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
581 if (Current_mission_num == Builtin_mission_num)
582 scores_maybe_add_player(0);
584 Function_mode = FMODE_MENU;
585 Game_mode = GM_GAME_OVER;
586 longjmp( LeaveGame, 0 ); // Exit out of game loop
590 extern void do_save_game_menu();
592 //update various information about the player
593 void update_player_stats()
595 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
596 if ( Players[Player_num].time_level > i2f(3600) ) {
597 Players[Player_num].time_level -= i2f(3600);
598 Players[Player_num].hours_level++;
601 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
602 if ( Players[Player_num].time_total > i2f(3600) ) {
603 Players[Player_num].time_total -= i2f(3600);
604 Players[Player_num].hours_total++;
608 //hack to not start object when loading level
609 extern int Dont_start_sound_objects;
611 //go through this level and start any eclip sounds
612 void set_sound_sources()
617 digi_init_sounds(); //clear old sounds
619 Dont_start_sound_objects = 1;
621 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
622 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
625 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
626 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))
627 if ((sn=Effects[ec].sound_num)!=-1) {
629 int csegnum = seg->children[sidenum];
631 //check for sound on other side of wall. Don't add on
632 //both walls if sound travels through wall. If sound
633 //does travel through wall, add sound for lower-numbered
636 if (IS_CHILD(csegnum) && csegnum < segnum) {
637 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
641 csegp = &Segments[seg->children[sidenum]];
642 csidenum = find_connect_side(seg, csegp);
644 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
645 continue; //skip this one
649 compute_center_point_on_side(&pnt,seg,sidenum);
650 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
654 Dont_start_sound_objects = 0;
659 //fix flash_dist=i2f(1);
660 fix flash_dist=fl2f(.9);
662 //create flash for player appearance
663 void create_player_appearance_effect(object *player_obj)
670 int objnum = player_obj-Objects;
671 if ( (objnum < 0) || (objnum > Highest_object_index) )
672 Int3(); // See Rob, trying to track down weird network bug
676 if (player_obj == Viewer)
677 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
679 pos = player_obj->pos;
681 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
684 effect_obj->orient = player_obj->orient;
686 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
687 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
692 // New Game sequencing functions
695 //pairs of chars describing ranges
696 char playername_allowed_chars[] = "azAZ09__--";
698 int MakeNewPlayerFile(int allow_abort)
703 char text[CALLSIGN_LEN+1]="";
706 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
709 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
711 Newmenu_allowed_chars = playername_allowed_chars;
712 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
713 Newmenu_allowed_chars = NULL;
716 if ( allow_abort ) return 0;
720 if (text[0]==0) //null string
723 sprintf( filename, "%s.plr", text );
725 fp = fopen( filename, "rb" );
728 //if the callsign is the name of a tty device, prepend a char
729 if (fp && isatty(fileno(fp))) {
731 sprintf(filename,"$%.7s.plr",text);
732 fp = fopen(filename,"rb");
737 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
742 if ( !new_player_config() )
743 goto try_again; // They hit Esc during New player config
745 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
753 #undef TXT_SELECT_PILOT
754 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
757 //Inputs the player's name, without putting up the background screen
762 int allow_abort_flag = 1;
764 if ( Players[Player_num].callsign[0] == 0 ) {
765 //---------------------------------------------------------------------
766 // Set default config options in case there is no config file
767 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
768 Config_joystick_sensitivity = 8;
769 Config_control_type =CONTROL_NONE;
770 for (i=0; i<CONTROL_MAX_TYPES; i++ )
771 for (j=0; j<MAX_CONTROLS; j++ )
772 kconfig_settings[i][j] = default_kconfig_settings[i][j];
774 //----------------------------------------------------------------
776 // Read the last player's name from config file, not lastplr.txt
777 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
779 if (config_last_player[0]==0)
780 allow_abort_flag = 0;
787 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
788 goto do_menu_again; //return 0; // They hit Esc in file selector
792 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
793 goto do_menu_again; // They hit Esc in file selector
796 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
800 if ( filename[0] == '<' ) {
801 // They selected 'create new pilot'
802 if (!MakeNewPlayerFile(allow_abort_flag))
803 //return 0; // They hit Esc during enter name stage
806 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
809 if (read_player_file() != EZERO)
812 Auto_leveling_on = Default_leveling_on;
814 set_display_mode(Default_display_mode);
816 WriteConfigFile(); // Update lastplr
821 extern void change_filename_extension( char *dest, char *src, char *new_ext );
822 extern char last_palette_loaded_pig[];
824 ubyte *Bitmap_replacement_data=NULL;
826 void free_bitmap_replacements()
828 if (Bitmap_replacement_data) {
829 d_free(Bitmap_replacement_data);
830 Bitmap_replacement_data = NULL;
834 void load_bitmap_replacements(char *level_name)
836 char ifile_name[FILENAME_LEN];
840 //first, free up data allocated for old bitmaps
841 free_bitmap_replacements();
843 change_filename_extension(ifile_name, level_name, ".POG" );
845 ifile = cfopen(ifile_name,"rb");
848 int id,version,n_bitmaps;
849 int bitmap_data_size;
852 id = cfile_read_int(ifile);
853 version = cfile_read_int(ifile);
855 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
860 n_bitmaps = cfile_read_int(ifile);
862 MALLOC( indices, ushort, n_bitmaps );
864 for (i = 0; i < n_bitmaps; i++)
865 indices[i] = cfile_read_short(ifile);
867 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
868 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
870 for (i=0;i<n_bitmaps;i++) {
871 DiskBitmapHeader bmh;
872 grs_bitmap temp_bitmap;
874 DiskBitmapHeader_read(&bmh, ifile);
876 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
878 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
879 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
880 temp_bitmap.avg_color = bmh.avg_color;
881 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
883 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
884 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
885 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
886 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
887 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
889 GameBitmaps[indices[i]] = temp_bitmap;
892 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
898 last_palette_loaded_pig[0]= 0; //force pig re-load
900 texmerge_flush(); //for re-merging with new textures
903 atexit(free_bitmap_replacements);
906 #define FIRST_D1_TEXTURE 722
907 #define LAST_D1_STATIC_TEXTURE 1042//1342 //afterwards, we have door frames and stuff
908 #define FIRST_D2_TEXTURE 1243
910 void load_d1_bitmap_replacements()
914 grs_bitmap temp_bitmap;
915 DiskBitmapHeader bmh;
916 int current_pos, zsize;
917 int bitmap_data_start, pig_data_start;
920 ubyte *next_bitmap; // where we write the next bitmap to
923 Piggy_fp = cfopen( "descent.pig", "rb" );
925 Piggy_fp = cfopen( "Data:Descent.pig", "rb" );
926 #endif // end of ifndef/else MACINTOSH
929 return; // use d2 bitmaps instead...
931 free_bitmap_replacements();
933 // read d1 palette, build colormap
936 ubyte d1_palette[256*3];
937 CFILE * palette_file = cfopen( "palette.256", "rb" );
938 Assert( palette_file );
939 Assert( cfilelength( palette_file ) == 9472 );
940 cfread( d1_palette, 256, 3, palette_file);
941 cfclose( palette_file );
942 build_colormap_good( d1_palette, colormap, freq );
943 // don't change transparencies:
949 if (0) //TODO: put here cfilelength(Piggy_fp) == D1_PIG_SHARE
953 pig_data_start = cfile_read_int(Piggy_fp );
954 bm_read_all_d1( Piggy_fp );
955 //for (i = 0; i < 1800; i++) GameBitmapXlat[i] = cfile_read_short(Piggy_fp);
957 cfseek( Piggy_fp, pig_data_start, SEEK_SET );
958 N_bitmaps = cfile_read_int(Piggy_fp);
960 int N_sounds = cfile_read_int(Piggy_fp);
961 int header_size = N_bitmaps * DISKBITMAPHEADER_D1_SIZE
962 + N_sounds * DISKSOUNDHEADER_SIZE;
963 bitmap_data_start = pig_data_start + 2*sizeof(int) + header_size;
966 MALLOC( Bitmap_replacement_data, ubyte, cfilelength(Piggy_fp) - bitmap_data_start ); // too much
967 //TODO: handle case where b_r_d == 0! (have to convert textures, return, not bm_read_all_d1)
969 next_bitmap = Bitmap_replacement_data;
971 for (i=1; i<=N_bitmaps; i++ ) {
972 DiskBitmapHeader_d1_read(&bmh, Piggy_fp);
974 // only change wall texture bitmaps
975 if (i >= FIRST_D1_TEXTURE && i <= LAST_D1_STATIC_TEXTURE) {
976 current_pos = cftell(Piggy_fp);
977 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
979 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
980 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
981 temp_bitmap.avg_color = bmh.avg_color;
983 //GameBitmapFlags[convert_d1_bitmap_num(i)] = 0;
985 if ( bmh.flags & BM_FLAG_TRANSPARENT )
986 temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
987 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT )
988 temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
989 if ( bmh.flags & BM_FLAG_NO_LIGHTING )
990 temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
991 if ( bmh.flags & BM_FLAG_RLE )
992 temp_bitmap.bm_flags |= BM_FLAG_RLE;
993 if ( bmh.flags & BM_FLAG_RLE_BIG )
994 temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
996 temp_bitmap.bm_data = next_bitmap;
998 cfseek(Piggy_fp, bitmap_data_start + bmh.offset, SEEK_SET);
999 zsize = cfile_read_int(Piggy_fp);
1000 cfseek(Piggy_fp, bitmap_data_start + bmh.offset, SEEK_SET);
1001 cfread(next_bitmap, 1, zsize, Piggy_fp);
1002 cfseek(Piggy_fp, current_pos, SEEK_SET);
1004 //rle_swap_0_255(&temp_bitmap);
1005 rle_remap(&temp_bitmap, colormap);
1006 GameBitmaps[i + FIRST_D2_TEXTURE - FIRST_D1_TEXTURE] = temp_bitmap;
1008 memcpy(&zsize, temp_bitmap.bm_data, 4);
1009 next_bitmap += zsize;
1015 last_palette_loaded_pig[0]= 0; //force pig re-load
1017 texmerge_flush(); //for re-merging with new textures
1021 void load_robot_replacements(char *level_name);
1023 extern int Robot_replacements_loaded;
1025 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
1026 void LoadLevel(int level_num,int page_in_textures)
1032 save_player = Players[Player_num];
1034 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
1036 if (level_num<0) //secret level
1037 level_name = Secret_level_names[-level_num-1];
1039 level_name = Level_names[level_num-1];
1041 undo_bm_read_all_d1();
1042 d1_pig_loaded = cfexist("descent.pig");
1045 dd_gr_set_current_canvas(NULL);
1046 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1048 gr_set_current_canvas(NULL);
1049 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
1052 Last_msg_ycrd = -1; //so we don't restore backgound under msg
1054 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1055 // WIN(ShowCursorW());
1057 #if 1 //defined(POLY_ACC) || defined(OGL)
1058 gr_palette_load(gr_palette);
1059 show_boxed_message(TXT_LOADING);
1061 show_boxed_message(TXT_LOADING);
1062 gr_palette_load(gr_palette);
1065 load_ret = load_level(level_name); //actually load the data from disk!
1068 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1070 Current_level_num=level_num;
1072 // load_palette_pig(Current_level_palette); //load just the pig
1074 load_palette(Current_level_palette,1,1); //don't change screen
1076 load_endlevel_data(level_num);
1078 if ( page_in_textures )
1079 piggy_load_level_data();
1081 if (Mission_list[Current_mission_num].descent_version == 1)
1082 load_d1_bitmap_replacements();
1084 load_bitmap_replacements(level_name);
1086 if (Robot_replacements_loaded) {
1087 read_hamfile(); //load original data
1088 Robot_replacements_loaded = 0;
1090 load_robot_replacements(level_name);
1093 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1095 reset_network_objects();
1098 Players[Player_num] = save_player;
1100 set_sound_sources();
1102 songs_play_level_song( Current_level_num );
1104 clear_boxed_message(); //remove message before new palette loaded
1106 gr_palette_load(gr_palette); //actually load the palette
1108 // WIN(HideCursorW());
1111 //sets up Player_num & ConsoleObject
1112 void InitPlayerObject()
1114 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1116 if (Player_num != 0 ) {
1117 Players[0] = Players[Player_num];
1121 Players[Player_num].objnum = 0;
1123 ConsoleObject = &Objects[Players[Player_num].objnum];
1125 ConsoleObject->type = OBJ_PLAYER;
1126 ConsoleObject->id = Player_num;
1127 ConsoleObject->control_type = CT_FLYING;
1128 ConsoleObject->movement_type = MT_PHYSICS;
1131 extern void game_disable_cheats();
1132 extern void turn_cheats_off();
1133 extern void init_seismic_disturbances(void);
1135 //starts a new game on the given level
1136 void StartNewGame(int start_level)
1138 Game_mode = GM_NORMAL;
1139 Function_mode = FMODE_GAME;
1143 InitPlayerObject(); //make sure player's object set up
1145 init_player_stats_game(); //clear all stats
1149 Network_new_game = 0;
1152 if (start_level < 0)
1153 StartNewLevelSecret(start_level, 0);
1155 StartNewLevel(start_level, 0);
1157 Players[Player_num].starting_level = start_level; // Mark where they started
1159 game_disable_cheats();
1161 init_seismic_disturbances();
1164 //@@//starts a resumed game loaded from disk
1165 //@@void ResumeSavedGame(int start_level)
1167 //@@ Game_mode = GM_NORMAL;
1168 //@@ Function_mode = FMODE_GAME;
1171 //@@ Network_new_game = 0;
1173 //@@ InitPlayerObject(); //make sure player's object set up
1175 //@@ StartNewLevel(start_level, 0);
1177 //@@ game_disable_cheats();
1181 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1184 extern int N_secret_levels;
1186 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1188 // -----------------------------------------------------------------------------
1189 // Does the bonus scoring.
1190 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1191 void DoEndLevelScoreGlitz(int network)
1193 int level_points, skill_points, energy_points, shield_points, hostage_points;
1194 int all_hostage_points;
1196 char all_hostage_text[64];
1197 char endgame_text[64];
1198 #define N_GLITZITEMS 11
1199 char m_str[N_GLITZITEMS][30];
1200 newmenu_item m[N_GLITZITEMS+1];
1206 set_screen_mode(SCREEN_MENU); //go into menu mode
1213 mprintf((0,"DoEndLevelScoreGlitz\n"));
1215 // Compute level player is on, deal with secret levels (negative numbers)
1216 mine_level = Players[Player_num].level;
1218 mine_level *= -(Last_level/N_secret_levels);
1220 level_points = Players[Player_num].score-Players[Player_num].last_score;
1222 if (!Cheats_enabled) {
1223 if (Difficulty_level > 1) {
1224 skill_points = level_points*(Difficulty_level)/4;
1225 skill_points -= skill_points % 100;
1229 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1230 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1231 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1233 shield_points -= shield_points % 50;
1234 energy_points -= energy_points % 50;
1242 all_hostage_text[0] = 0;
1243 endgame_text[0] = 0;
1245 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1246 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1247 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1249 all_hostage_points = 0;
1251 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1252 endgame_points = Players[Player_num].lives * 10000;
1253 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1256 endgame_points = is_last_level = 0;
1258 mprintf((0,"adding bonus points\n"));
1259 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1262 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1263 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1264 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1265 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1267 sprintf(m_str[c++], "%s", all_hostage_text);
1268 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1269 sprintf(m_str[c++], "%s", endgame_text);
1271 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1272 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1275 sprintf(m_str[c++], "");
1276 sprintf(m_str[c++], " Done");
1279 for (i=0; i<c; i++) {
1280 m[i].type = NM_TYPE_TEXT;
1281 m[i].text = m_str[i];
1285 m[c-1].type = NM_TYPE_MENU;
1288 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1290 if (Current_level_num < 0)
1291 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);
1293 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);
1295 Assert(c <= N_GLITZITEMS);
1297 gr_palette_fade_out(gr_palette, 32, 0);
1299 mprintf((0,"doing menu\n"));
1301 PA_DFX (pa_alpha_always());
1304 if ( network && (Game_mode & GM_NETWORK) )
1305 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1308 // NOTE LINK TO ABOVE!!!
1309 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1311 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1314 //give the player the opportunity to save his game
1315 void DoEndlevelMenu()
1317 //No between level saves......!!! state_save_all(1);
1320 // -----------------------------------------------------------------------------------------------------
1321 //called when the player is starting a level (new game or new ship)
1322 void StartSecretLevel()
1324 Assert(!Player_is_dead);
1326 InitPlayerPosition(0);
1328 verify_console_object();
1330 ConsoleObject->control_type = CT_FLYING;
1331 ConsoleObject->movement_type = MT_PHYSICS;
1333 // -- WHY? -- disable_matcens();
1334 clear_transient_objects(0); //0 means leave proximity bombs
1336 // create_player_appearance_effect(ConsoleObject);
1337 Do_appearance_effect = 1;
1339 ai_reset_all_paths();
1340 // -- NO? -- reset_time();
1343 Auto_fire_fusion_cannon_time = 0;
1346 Robot_firing_enabled = 1;
1349 extern void set_pos_from_return_segment(void);
1351 // Returns true if secret level has been destroyed.
1352 int p_secret_level_destroyed(void)
1354 if (First_secret_visit) {
1355 return 0; // Never been there, can't have been destroyed.
1358 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1367 // -----------------------------------------------------------------------------------------------------
1368 void do_secret_message(char *msg)
1374 #if defined(POLY_ACC)
1376 pa_update_clut(gr_palette, 0, 256, 0);
1379 old_fmode = Function_mode;
1380 Function_mode = FMODE_MENU;
1381 nm_messagebox(NULL, 1, TXT_OK, msg);
1382 Function_mode = old_fmode;
1384 #if defined(POLY_ACC)
1388 WIN(DEFINE_SCREEN(NULL));
1391 // -----------------------------------------------------------------------------------------------------
1392 // called when the player is starting a new level for normal game mode and restore state
1393 // Need to deal with whether this is the first time coming to this level or not. If not the
1394 // first time, instead of initializing various things, need to do a game restore for all the
1395 // robots, powerups, walls, doors, etc.
1396 void StartNewLevelSecret(int level_num, int page_in_textures)
1403 m[0].type = NM_TYPE_TEXT;
1406 last_drawn_cockpit[0] = -1;
1407 last_drawn_cockpit[1] = -1;
1409 if (Newdemo_state == ND_STATE_PAUSED)
1410 Newdemo_state = ND_STATE_RECORDING;
1412 if (Newdemo_state == ND_STATE_RECORDING) {
1413 newdemo_set_new_level(level_num);
1414 newdemo_record_start_frame(FrameCount, FrameTime );
1415 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1417 gr_palette_fade_out(gr_palette, 32, 0);
1419 set_screen_mode(SCREEN_MENU); //go into menu mode
1421 if (First_secret_visit) {
1422 do_secret_message(TXT_SECRET_EXIT);
1425 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1427 do_secret_message(TXT_SECRET_EXIT);
1431 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1432 do_secret_message(text_str);
1437 LoadLevel(level_num,page_in_textures);
1439 Assert(Current_level_num == level_num); //make sure level set right
1441 Assert(Function_mode == FMODE_GAME);
1443 gameseq_init_network_players(); // Initialize the Players array for
1446 HUD_clear_messages();
1448 automap_clear_visited();
1450 // -- init_player_stats_level();
1452 Viewer = &Objects[Players[Player_num].objnum];
1454 gameseq_remove_unused_players();
1458 Control_center_destroyed = 0;
1461 reset_palette_add();
1463 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1464 init_robots_for_level();
1466 init_smega_detonates();
1469 reset_special_effects();
1473 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1474 int pw_save, sw_save;
1478 pw_save = Primary_weapon;
1479 sw_save = Secondary_weapon;
1480 state_restore_all(1, 1, SECRETC_FILENAME);
1481 Primary_weapon = pw_save;
1482 Secondary_weapon = sw_save;
1483 reset_special_effects();
1485 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1489 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1490 do_secret_message(text_str);
1493 // -- // If file doesn't exist, it's because reactor was destroyed.
1494 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1495 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1496 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1501 if (First_secret_visit) {
1502 copy_defaults_to_robot_all();
1507 init_controlcen_for_level();
1509 // Say player can use FLASH cheat to mark path to exit.
1510 Last_level_path_created = -1;
1512 First_secret_visit = 0;
1515 int Entered_from_level;
1517 // ---------------------------------------------------------------------------------------------------------------
1518 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1519 void ExitSecretLevel(void)
1523 if (Newdemo_state == ND_STATE_PLAYBACK)
1526 if (!Control_center_destroyed) {
1527 state_save_all(0, 2, SECRETC_FILENAME);
1530 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1531 int pw_save, sw_save;
1533 returning_to_level_message();
1535 pw_save = Primary_weapon;
1536 sw_save = Secondary_weapon;
1537 state_restore_all(1, 1, SECRETB_FILENAME);
1538 Primary_weapon = pw_save;
1539 Secondary_weapon = sw_save;
1541 // File doesn't exist, so can't return to base level. Advance to next one.
1542 if (Entered_from_level == Last_level)
1545 advancing_to_level_message();
1546 StartNewLevel(Entered_from_level+1, 0);
1551 // ---------------------------------------------------------------------------------------------------------------
1552 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1553 // be invulnerable or cloaked.
1554 void do_cloak_invul_secret_stuff(fix old_gametime)
1556 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1559 time_used = old_gametime - Players[Player_num].invulnerable_time;
1560 Players[Player_num].invulnerable_time = GameTime - time_used;
1563 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1566 time_used = old_gametime - Players[Player_num].cloak_time;
1567 Players[Player_num].cloak_time = GameTime - time_used;
1571 // ---------------------------------------------------------------------------------------------------------------
1572 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1573 // is passing to the secret level.
1575 void EnterSecretLevel(void)
1580 Assert(! (Game_mode & GM_MULTI) );
1582 Entered_from_level = Current_level_num;
1584 if (Control_center_destroyed)
1585 DoEndLevelScoreGlitz(0);
1587 if (Newdemo_state != ND_STATE_PLAYBACK)
1588 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1590 // Find secret level number to go to, stuff in Next_level_num.
1591 for (i=0; i<-Last_secret_level; i++)
1592 if (Secret_level_table[i]==Current_level_num) {
1593 Next_level_num = -(i+1);
1595 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1596 Next_level_num = -i;
1600 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1601 Next_level_num = Last_secret_level;
1603 old_gametime = GameTime;
1605 StartNewLevelSecret(Next_level_num, 1);
1607 // do_cloak_invul_stuff();
1610 //called when the player has finished a level
1611 void PlayerFinishedLevel(int secret_flag)
1613 Assert(!secret_flag);
1615 //credit the player for hostages
1616 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1618 if (Game_mode & GM_NETWORK)
1619 Players[Player_num].connected = 2; // Finished but did not die
1621 last_drawn_cockpit[0] = -1;
1622 last_drawn_cockpit[1] = -1;
1624 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1627 #if defined(D2_OEM) || defined(COMPILATION)
1628 #define MOVIE_REQUIRED 0
1630 #define MOVIE_REQUIRED 1
1634 #define ENDMOVIE "endo"
1636 #define ENDMOVIE "end"
1639 void show_order_form();
1640 extern void com_hangup(void);
1642 //called when the player has finished the last level
1643 void DoEndGame(void)
1645 mprintf((0,"DoEndGame\n"));
1647 Function_mode = FMODE_MENU;
1648 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1649 newdemo_stop_recording();
1651 set_screen_mode( SCREEN_MENU );
1654 dd_gr_set_current_canvas(NULL),
1655 gr_set_current_canvas(NULL)
1660 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1662 int played=MOVIE_NOT_PLAYED; //default is not played
1665 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1666 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1669 if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1670 songs_play_song( SONG_TITLE, 0 );
1671 do_briefing_screens("end2oem.tex",1);
1673 songs_play_song( SONG_ENDGAME, 0 );
1674 mprintf((0,"doing briefing\n"));
1675 do_briefing_screens("ending2.tex",1);
1676 mprintf((0,"briefing done\n"));
1679 } else if (!(Game_mode & GM_MULTI)) { //not multi
1680 char tname[FILENAME_LEN];
1681 sprintf(tname,"%s.tex",Current_mission_filename);
1682 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1684 //try doing special credits
1685 sprintf(tname,"%s.ctb",Current_mission_filename);
1686 credits_show(tname);
1696 if (Game_mode & GM_MULTI)
1697 multi_endlevel_score();
1700 // NOTE LINK TO ABOVE
1701 DoEndLevelScoreGlitz(0);
1703 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1705 dd_gr_set_current_canvas(NULL),
1706 gr_set_current_canvas( NULL )
1709 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1710 gr_clear_canvas(BM_XRGB(0,0,0))
1713 load_palette(DEFAULT_PALETTE,0,1);
1714 scores_maybe_add_player(0);
1717 Function_mode = FMODE_MENU;
1719 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1720 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1722 Game_mode = GM_GAME_OVER;
1725 longjmp( LeaveGame, 0 ); // Exit out of game loop
1728 //from which level each do you get to each secret level
1729 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1731 //called to go to the next level (if there is one)
1732 //if secret_flag is true, advance to secret level, else next normal one
1733 // Return true if game over.
1734 void AdvanceLevel(int secret_flag)
1740 mprintf((0,"AdvanceLevel\n"));
1742 Assert(!secret_flag);
1744 if (Current_level_num != Last_level) {
1746 if (Game_mode & GM_MULTI)
1747 multi_endlevel_score();
1750 // NOTE LINK TO ABOVE!!!
1751 DoEndLevelScoreGlitz(0); //give bonuses
1754 Control_center_destroyed = 0;
1757 if (Current_level_num == 0)
1758 return; //not a real level
1762 if (Game_mode & GM_MULTI) {
1763 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1764 if (result) // failed to sync
1766 if (Current_level_num == Last_level) //player has finished the game!
1767 longjmp( LeaveGame, 0 ); // Exit out of game loop
1774 if (Current_level_num == Last_level) { //player has finished the game!
1776 mprintf((0,"Finished last level!\n"));
1782 Next_level_num = Current_level_num+1; //assume go to next normal level
1784 if (!(Game_mode & GM_MULTI))
1785 DoEndlevelMenu(); // Let use save their game
1787 StartNewLevel(Next_level_num, 0);
1792 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1794 extern char last_palette_loaded[];
1796 void load_stars_palette()
1801 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1802 Assert(pcx_error == PCX_ERROR_NONE);
1804 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1807 { //remap stuff. this code is kindof a hack
1809 //now, before we bring up the menu, we need to
1810 //do some stuff to make sure the palette is ok. First, we need to
1811 //get our current palette into the 2d's array, so the remapping will
1812 //work. Second, we need to remap the fonts. Third, we need to fill
1813 //in part of the fade tables so the darkening of the menu edges works
1815 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1816 remap_fonts_and_menus(1);
1820 strcpy(last_palette_loaded,""); //force palette load next time
1824 void nm_draw_background1(char * filename);
1829 //@@ ubyte pal[256*3];
1831 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1832 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1834 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1836 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1838 nm_draw_background1(STARS_BACKGROUND);
1844 died_in_mine_message(void)
1846 // Tell the player he died in the mine, explain why
1849 if (Game_mode & GM_MULTI)
1852 gr_palette_fade_out(gr_palette, 32, 0);
1854 set_screen_mode(SCREEN_MENU); //go into menu mode
1857 dd_gr_set_current_canvas(NULL),
1858 gr_set_current_canvas(NULL)
1863 #if defined(POLY_ACC)
1865 pa_update_clut(gr_palette, 0, 256, 0);
1868 old_fmode = Function_mode;
1869 Function_mode = FMODE_MENU;
1870 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1871 Function_mode = old_fmode;
1873 #if defined(POLY_ACC)
1877 WIN(DEFINE_SCREEN(NULL));
1880 // Called when player dies on secret level.
1881 void returning_to_level_message(void)
1887 if (Game_mode & GM_MULTI)
1890 gr_palette_fade_out(gr_palette, 32, 0);
1892 set_screen_mode(SCREEN_MENU); //go into menu mode
1894 gr_set_current_canvas(NULL);
1898 #if defined(POLY_ACC)
1900 pa_update_clut(gr_palette, 0, 256, 0);
1903 old_fmode = Function_mode;
1904 Function_mode = FMODE_MENU;
1905 sprintf(msg, "Returning to level %i", Entered_from_level);
1906 nm_messagebox(NULL, 1, TXT_OK, msg);
1907 Function_mode = old_fmode;
1909 #if defined(POLY_ACC)
1913 WIN(DEFINE_SCREEN(NULL));
1916 // Called when player dies on secret level.
1917 void advancing_to_level_message(void)
1923 // Only supposed to come here from a secret level.
1924 Assert(Current_level_num < 0);
1926 if (Game_mode & GM_MULTI)
1929 gr_palette_fade_out(gr_palette, 32, 0);
1931 set_screen_mode(SCREEN_MENU); //go into menu mode
1933 gr_set_current_canvas(NULL);
1937 #if defined(POLY_ACC)
1939 pa_update_clut(gr_palette, 0, 256, 0);
1942 old_fmode = Function_mode;
1943 Function_mode = FMODE_MENU;
1944 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1945 nm_messagebox(NULL, 1, TXT_OK, msg);
1946 Function_mode = old_fmode;
1948 #if defined(POLY_ACC)
1952 WIN(DEFINE_SCREEN(NULL));
1955 void digi_stop_digi_sounds();
1959 reset_palette_add();
1961 gr_palette_load (gr_palette);
1963 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1964 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1966 dead_player_end(); //terminate death sequence (if playing)
1969 if (Game_mode == GM_EDITOR) { //test mine, not real level
1970 object * playerobj = &Objects[Players[Player_num].objnum];
1971 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1972 load_level("gamesave.lvl");
1973 init_player_stats_new_ship();
1974 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1981 if ( Game_mode&GM_MULTI )
1983 multi_do_death(Players[Player_num].objnum);
1987 { //Note link to above else!
1988 Players[Player_num].lives--;
1989 if (Players[Player_num].lives == 0)
1996 if ( Control_center_destroyed ) {
1998 //clear out stuff so no bonus
1999 Players[Player_num].hostages_on_board = 0;
2000 Players[Player_num].energy = 0;
2001 Players[Player_num].shields = 0;
2002 Players[Player_num].connected = 3;
2004 died_in_mine_message(); // Give them some indication of what happened
2006 if (Current_level_num < 0) {
2009 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
2011 returning_to_level_message();
2012 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
2013 set_pos_from_return_segment();
2014 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2016 advancing_to_level_message();
2017 StartNewLevel(Entered_from_level+1, 0);
2018 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2022 AdvanceLevel(0); //if finished, go on to next level
2024 init_player_stats_new_ship();
2025 last_drawn_cockpit[0] = -1;
2026 last_drawn_cockpit[1] = -1;
2029 } else if (Current_level_num < 0) {
2031 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
2033 returning_to_level_message();
2034 if (!Control_center_destroyed)
2035 state_save_all(0, 2, SECRETC_FILENAME);
2036 state_restore_all(1, 2, SECRETB_FILENAME);
2037 set_pos_from_return_segment();
2038 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2040 died_in_mine_message(); // Give them some indication of what happened
2041 advancing_to_level_message();
2042 StartNewLevel(Entered_from_level+1, 0);
2043 init_player_stats_new_ship();
2046 init_player_stats_new_ship();
2053 extern int BigWindowSwitch;
2055 //called when the player is starting a new level for normal game mode and restore state
2056 // secret_flag set if came from a secret level
2057 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2059 if (!(Game_mode & GM_MULTI)) {
2060 last_drawn_cockpit[0] = -1;
2061 last_drawn_cockpit[1] = -1;
2066 if (Newdemo_state == ND_STATE_PAUSED)
2067 Newdemo_state = ND_STATE_RECORDING;
2069 if (Newdemo_state == ND_STATE_RECORDING) {
2070 newdemo_set_new_level(level_num);
2071 newdemo_record_start_frame(FrameCount, FrameTime );
2074 if (Game_mode & GM_MULTI)
2075 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2077 LoadLevel(level_num,page_in_textures);
2079 Assert(Current_level_num == level_num); //make sure level set right
2081 gameseq_init_network_players(); // Initialize the Players array for
2084 Viewer = &Objects[Players[Player_num].objnum];
2086 Assert(N_players <= NumNetPlayerPositions);
2087 //If this assert fails, there's not enough start positions
2090 if (Game_mode & GM_NETWORK)
2092 if(network_level_sync()) // After calling this, Player_num is set
2095 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2097 if(com_level_sync())
2102 Assert(Function_mode == FMODE_GAME);
2105 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2108 HUD_clear_messages();
2110 automap_clear_visited();
2113 if (Network_new_game == 1)
2115 Network_new_game = 0;
2116 init_player_stats_new_ship();
2119 init_player_stats_level(secret_flag);
2122 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2125 for (i = 0; i < N_players; i++)
2126 Players[i].flags |= Netgame.player_flags[i];
2129 if (Game_mode & GM_MULTI)
2131 multi_prep_level(); // Removes robots from level if necessary
2135 gameseq_remove_unused_players();
2139 Control_center_destroyed = 0;
2141 set_screen_mode(SCREEN_GAME);
2143 init_robots_for_level();
2145 init_smega_detonates();
2148 reset_palette_add();
2149 init_thief_for_level();
2150 init_stuck_objects();
2151 game_flush_inputs(); // clear out the keyboard
2152 if (!(Game_mode & GM_MULTI))
2153 filter_objects_from_level();
2157 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2158 set_highest_level(Current_level_num);
2160 read_player_file(); //get window sizes
2162 reset_special_effects();
2165 ogl_cache_level_textures();
2170 if (Network_rejoined == 1)
2173 mprintf((0, "Restarting - joining in random location.\n"));
2175 Network_rejoined = 0;
2180 StartLevel(0); // Note link to above if!
2182 copy_defaults_to_robot_all();
2183 init_controlcen_for_level();
2185 // Say player can use FLASH cheat to mark path to exit.
2186 Last_level_path_created = -1;
2190 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2192 void bash_to_shield (int i,char *s)
2195 int type=Objects[i].id;
2198 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2201 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2204 Objects[i].id = POW_SHIELD_BOOST;
2205 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2206 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2210 void filter_objects_from_level()
2214 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2216 for (i=0;i<=Highest_object_index;i++)
2218 if (Objects[i].type==OBJ_POWERUP)
2219 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2220 bash_to_shield (i,"Flag!!!!");
2227 char movie_name[FILENAME_LEN];
2228 } intro_movie[] = { { 1,"pla"},
2236 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2238 extern int MenuHiresAvailable;
2239 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2240 extern int intro_played; //true if big intro movie played
2242 void ShowLevelIntro(int level_num)
2244 //if shareware, show a briefing?
2246 if (!(Game_mode & GM_MULTI)) {
2250 ubyte save_pal[sizeof(gr_palette)];
2252 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2254 if (level_num == 1 && !intro_played) {
2255 // try to play d2 oem briefing
2256 do_briefing_screens("brief2o.tex", 1);
2259 if (Current_mission_num == Builtin_mission_num) {
2263 if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // #ifdef SHAREWARE
2266 do_briefing_screens ("brief2.tex",1);
2268 } else { // full version
2269 for (i=0;i<NUM_INTRO_MOVIES;i++)
2271 if (intro_movie[i].level_num == level_num)
2274 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2281 if (!movie) { //must go before briefing
2282 dd_gr_init_screen();
2289 int hires_save=MenuHiresAvailable;
2291 if (robot_movies == 1) //lowres only
2293 MenuHiresAvailable = 0; //pretend we can't do highres
2295 if (hires_save != MenuHiresAvailable)
2296 Screen_mode = -1; //force reset
2299 do_briefing_screens ("robot.tex",level_num);
2300 MenuHiresAvailable = hires_save;
2305 else { //not the built-in mission. check for add-on briefing
2306 if (Mission_list[Current_mission_num].descent_version == 1)
2307 do_briefing_screens(Briefing_text_filename, level_num);
2309 char tname[FILENAME_LEN];
2310 sprintf(tname, "%s.tex", Current_mission_filename);
2311 do_briefing_screens(tname, level_num);
2316 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2320 // ---------------------------------------------------------------------------
2321 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2322 // Reason: On this level, if player goes to a secret level, he will be going to a different
2323 // secret level than he's ever been to before.
2324 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2325 void maybe_set_first_secret_visit(int level_num)
2329 for (i=0; i<N_secret_levels; i++) {
2330 if (Secret_level_table[i] == level_num) {
2331 First_secret_visit = 1;
2332 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2337 //called when the player is starting a new level for normal game model
2338 // secret_flag if came from a secret level
2339 void StartNewLevel(int level_num, int secret_flag)
2343 if ((level_num > 0) && (!secret_flag)) {
2344 maybe_set_first_secret_visit(level_num);
2347 ShowLevelIntro(level_num);
2349 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2351 StartNewLevelSub(level_num, 1, secret_flag );
2355 //initialize the player object position & orientation (at start of game, or new ship)
2356 void InitPlayerPosition(int random_flag)
2361 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2363 NewPlayer = Player_num;
2365 else if (random_flag == 1)
2367 int i, closest = -1, trys=0;
2368 fix closest_dist = 0x7ffffff, dist;
2373 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2375 mprintf((1, "WARNING: There are only %d start positions!\n"));
2383 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2387 NewPlayer = d_rand() % NumNetPlayerPositions;
2390 closest_dist = 0x7fffffff;
2392 for (i=0; i<N_players; i++ ) {
2393 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2394 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
2395 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2396 if ( (dist < closest_dist) && (dist >= 0) ) {
2397 closest_dist = dist;
2403 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2404 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2407 mprintf((0, "Starting position is not being changed.\n"));
2408 goto done; // If deathmatch and not random, positions were already determined by sync packet
2410 Assert(NewPlayer >= 0);
2411 Assert(NewPlayer < NumNetPlayerPositions);
2414 ConsoleObject->pos = Player_init[NewPlayer].pos;
2415 ConsoleObject->orient = Player_init[NewPlayer].orient;
2416 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2418 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2420 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2425 reset_player_object();
2429 // -----------------------------------------------------------------------------------------------------
2430 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2431 // What about setting size!? Where does that come from?
2432 void copy_defaults_to_robot(object *objp)
2437 Assert(objp->type == OBJ_ROBOT);
2439 Assert(objid < N_robot_types);
2441 robptr = &Robot_info[objid];
2443 // Boost shield for Thief and Buddy based on level.
2444 objp->shields = robptr->strength;
2446 if ((robptr->thief) || (robptr->companion)) {
2447 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2449 if (robptr->companion) {
2450 // Now, scale guide-bot hits by skill level
2451 switch (Difficulty_level) {
2452 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2453 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2454 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2458 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2459 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2461 // Additional wimpification of bosses at Trainee
2462 if ((robptr->boss_flag) && (Difficulty_level == 0))
2466 // -----------------------------------------------------------------------------------------------------
2467 // Copy all values from the robot info structure to all instances of robots.
2468 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2469 // This function should be called at level load time.
2470 void copy_defaults_to_robot_all()
2474 for (i=0; i<=Highest_object_index; i++)
2475 if (Objects[i].type == OBJ_ROBOT)
2476 copy_defaults_to_robot(&Objects[i]);
2480 extern void clear_stuck_objects(void);
2482 // -----------------------------------------------------------------------------------------------------
2483 //called when the player is starting a level (new game or new ship)
2484 void StartLevel(int random_flag)
2486 Assert(!Player_is_dead);
2488 InitPlayerPosition(random_flag);
2490 verify_console_object();
2492 ConsoleObject->control_type = CT_FLYING;
2493 ConsoleObject->movement_type = MT_PHYSICS;
2497 clear_transient_objects(0); //0 means leave proximity bombs
2499 // create_player_appearance_effect(ConsoleObject);
2500 Do_appearance_effect = 1;
2503 if (Game_mode & GM_MULTI)
2505 if (Game_mode & GM_MULTI_COOP)
2507 multi_send_position(Players[Player_num].objnum);
2508 multi_send_reappear();
2511 if (Game_mode & GM_NETWORK)
2512 network_do_frame(1, 1);
2515 ai_reset_all_paths();
2516 ai_init_boss_for_ship();
2517 clear_stuck_objects();
2520 // Note, this is only done if editor builtin. Calling this from here
2521 // will cause it to be called after the player dies, resetting the
2522 // hits for the buddy and thief. This is ok, since it will work ok
2523 // in a shipped version.
2530 Auto_fire_fusion_cannon_time = 0;
2533 Robot_firing_enabled = 1;