2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
22 #define SUPER_MISSILE 0
23 #define SUPER_SEEKER 1
24 #define SUPER_SMARTBOMB 2
25 #define SUPER_SHOCKWAVE 3
27 #if defined(SHAREWARE)
28 #define Last_level 3 //the number of the very last level for shareware
29 #define Last_secret_level 0 // No secret levels!
32 #define Last_level 8 // 8 levels for Diamond/S3 version
33 #define Last_secret_level -2 // 2 secret levels
35 extern int Last_level,Last_secret_level; //set by mission code
39 extern int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
41 #define LEVEL_NAME_LEN 36 //make sure this is multiple of 4!
43 //Current_level_num starts at 1 for the first level
44 //-1,-2,-3 are secret levels
45 //0 means not a real level loaded
46 extern int Current_level_num,Next_level_num;
47 extern char Current_level_name[LEVEL_NAME_LEN];
48 extern obj_position Player_init[MAX_PLAYERS];
51 //This is the highest level the player has ever reached
52 extern int Player_highest_level;
55 // New game sequencing functions
58 //called once at program startup to get the player's name
61 //Inputs the player's name, without putting up the background screen
62 int RegisterPlayerSub(int allow_abort_flag);
64 //starts a new game on the given level
65 void StartNewGame(int start_level);
67 //starts the next level
68 void StartNewLevel(int level_num, int secret_flag);
69 void StartLevel(int random_flag);
71 // Actually does the work to start new level
72 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag);
74 void InitPlayerObject(); //make sure player's object set up
75 void init_player_stats_game(); //clear all stats
77 //starts a resumed game loaded from disk
78 void ResumeSavedGame(int start_level);
80 //called when the player has finished a level
81 //if secret flag is true, advance to secret level, else next normal level
82 void PlayerFinishedLevel(int secret_flag);
84 //called when the player has died
85 void DoPlayerDead(void);
87 //load a level off disk. level numbers start at 1.
88 //Secret levels are -1,-2,-3
89 void LoadLevel(int level_num,int page_in_textures);
91 extern void gameseq_remove_unused_players();
93 extern void show_help();
94 extern void update_player_stats();
98 extern void show_high_scores( int place );
99 extern void draw_high_scores( int place );
100 extern int add_player_to_high_scores(player *pp);
101 extern void input_name ( int place );
102 extern int reset_high_scores();
103 extern void init_player_stats_level(int secret_flag);
105 void open_message_window(void);
106 void close_message_window(void);
108 //create flash for player appearance
109 extern void create_player_appearance_effect(object *player_obj);
111 //goto whatever secrect level is appropriate given the current level
112 extern void goto_secret_level();
114 //reset stuff so game is semi-normal when playing from editor
115 void editor_reset_stuff_on_level();
117 //Show endlevel bonus scores
118 extern void DoEndLevelScoreGlitz(int network);
120 //stuff for multiplayer
121 extern int MaxNumNetPlayers;
122 extern int NumNetPlayerPositions;
124 void bash_to_shield(int, char *);