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.
16 * Prototypes for functions for game sequencing.
27 #define SUPER_MISSILE 0
28 #define SUPER_SEEKER 1
29 #define SUPER_SMARTBOMB 2
30 #define SUPER_SHOCKWAVE 3
32 #define LEVEL_NAME_LEN 36 //make sure this is multiple of 4!
34 // Current_level_num starts at 1 for the first level
35 // -1,-2,-3 are secret levels
36 // 0 means not a real level loaded
37 extern int Current_level_num, Next_level_num;
38 extern char Current_level_name[LEVEL_NAME_LEN];
39 extern obj_position Player_init[MAX_PLAYERS];
42 // This is the highest level the player has ever reached
43 extern cvar_t Player_highest_level;
46 // New game sequencing functions
49 // called once at program startup to get the player's name
50 int RegisterPlayer(void);
52 // Inputs the player's name, without putting up the background screen
53 int RegisterPlayerSub(int allow_abort_flag);
55 // starts a new game on the given level
56 void StartNewGame(int start_level);
58 // starts the next level
59 void StartNewLevel(int level_num, int secret_flag);
60 void StartLevel(int random_flag);
62 // Actually does the work to start new level
63 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag);
65 void InitPlayerObject(void); //make sure player's object set up
66 void init_player_stats_game(void); //clear all stats
68 // starts a resumed game loaded from disk
69 void ResumeSavedGame(int start_level);
71 // called when the player has finished a level
72 // if secret flag is true, advance to secret level, else next normal level
73 void PlayerFinishedLevel(int secret_flag);
75 // called when the player has died
76 void DoPlayerDead(void);
78 // load a level off disk. level numbers start at 1.
79 // Secret levels are -1,-2,-3
80 void LoadLevel(int level_num, int page_in_textures);
82 extern void gameseq_remove_unused_players(void);
84 extern void show_help(void);
85 extern void update_player_stats(void);
89 extern void show_high_scores(int place);
90 extern void draw_high_scores(int place);
91 extern int add_player_to_high_scores(player *pp);
92 extern void input_name (int place);
93 extern int reset_high_scores(void);
94 extern void init_player_stats_level(int secret_flag);
96 void open_message_window(void);
97 void close_message_window(void);
99 // create flash for player appearance
100 extern void create_player_appearance_effect(object *player_obj);
102 // goto whatever secrect level is appropriate given the current level
103 extern void goto_secret_level(void);
105 // reset stuff so game is semi-normal when playing from editor
106 void editor_reset_stuff_on_level(void);
108 // Show endlevel bonus scores
109 extern void DoEndLevelScoreGlitz(int network);
111 // stuff for multiplayer
112 extern int MaxNumNetPlayers;
113 extern int NumNetPlayerPositions;
115 void bash_to_shield(int, char *);
117 #endif /* _GAMESEQ_H */