1 /* $Id: gameseq.h,v 1.4 2004-08-28 23:17:45 schaffner 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 * Prototypes for functions for game sequencing.
28 #define SUPER_MISSILE 0
29 #define SUPER_SEEKER 1
30 #define SUPER_SMARTBOMB 2
31 #define SUPER_SHOCKWAVE 3
33 extern int Last_level, Last_secret_level; //set by mission code
35 extern int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
37 #define LEVEL_NAME_LEN 36 //make sure this is multiple of 4!
39 // Current_level_num starts at 1 for the first level
40 // -1,-2,-3 are secret levels
41 // 0 means not a real level loaded
42 extern int Current_level_num, Next_level_num;
43 extern char Current_level_name[LEVEL_NAME_LEN];
44 extern obj_position Player_init[MAX_PLAYERS];
47 // This is the highest level the player has ever reached
48 extern int Player_highest_level;
51 // New game sequencing functions
54 // called once at program startup to get the player's name
57 // Inputs the player's name, without putting up the background screen
58 int RegisterPlayerSub(int allow_abort_flag);
60 // starts a new game on the given level
61 void StartNewGame(int start_level);
63 // starts the next level
64 void StartNewLevel(int level_num, int secret_flag);
65 void StartLevel(int random_flag);
67 // Actually does the work to start new level
68 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag);
70 void InitPlayerObject(); //make sure player's object set up
71 void init_player_stats_game(); //clear all stats
73 // starts a resumed game loaded from disk
74 void ResumeSavedGame(int start_level);
76 // called when the player has finished a level
77 // if secret flag is true, advance to secret level, else next normal level
78 void PlayerFinishedLevel(int secret_flag);
80 // called when the player has died
81 void DoPlayerDead(void);
83 // load a level off disk. level numbers start at 1.
84 // Secret levels are -1,-2,-3
85 void LoadLevel(int level_num, int page_in_textures);
87 extern void gameseq_remove_unused_players();
89 extern void show_help();
90 extern void update_player_stats();
94 extern void show_high_scores(int place);
95 extern void draw_high_scores(int place);
96 extern int add_player_to_high_scores(player *pp);
97 extern void input_name (int place);
98 extern int reset_high_scores();
99 extern void init_player_stats_level(int secret_flag);
101 void open_message_window(void);
102 void close_message_window(void);
104 // create flash for player appearance
105 extern void create_player_appearance_effect(object *player_obj);
107 // goto whatever secrect level is appropriate given the current level
108 extern void goto_secret_level();
110 // reset stuff so game is semi-normal when playing from editor
111 void editor_reset_stuff_on_level();
113 // Show endlevel bonus scores
114 extern void DoEndLevelScoreGlitz(int network);
116 // stuff for multiplayer
117 extern int MaxNumNetPlayers;
118 extern int NumNetPlayerPositions;
120 void bash_to_shield(int, char *);
122 #endif /* _GAMESEQ_H */