1 /* $Id: gameseq.c,v 1.10 2002-08-02 10:57:12 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 1.10 2002-08-02 10:57:12 btb Exp $";
38 #include "pa_enabl.h" //$$POLY_ACC
101 #include "texmerge.h"
111 #include "controls.h"
114 #if defined(POLY_ACC)
115 #include "poly_acc.h"
117 #if defined (TACTILE)
122 #include "editor/editor.h"
126 void StartNewLevelSecret(int level_num, int page_in_textures);
127 void InitPlayerPosition(int random_flag);
129 void returning_to_level_message(void);
130 void advancing_to_level_message(void);
131 void DoEndGame(void);
132 void AdvanceLevel(int secret_flag);
133 void filter_objects_from_level();
135 // From allender -- you'll find these defines in state.c and cntrlcen.c
136 // since I couldn't think of a good place to put them and i wanted to
137 // fix this stuff fast! Sorry about that...
140 #define SECRETB_FILENAME "secret.sgb"
141 #define SECRETC_FILENAME "secret.sgc"
143 #define SECRETB_FILENAME ":Players:secret.sgb"
144 #define SECRETC_FILENAME ":Players:secret.sgc"
147 //Current_level_num starts at 1 for the first level
148 //-1,-2,-3 are secret levels
149 //0 means not a real level loaded
150 int Current_level_num=0,Next_level_num;
151 char Current_level_name[LEVEL_NAME_LEN];
153 #if !defined(SHAREWARE) && !defined(D2_OEM)
154 int Last_level,Last_secret_level;
157 // Global variables describing the player
158 int N_players=1; // Number of players ( >1 means a net game, eh?)
159 int Player_num=0; // The player number who is on the console.
160 player Players[MAX_PLAYERS+4]; // Misc player info
161 obj_position Player_init[MAX_PLAYERS];
163 // Global variables telling what sort of game we have
164 int MaxNumNetPlayers = -1;
165 int NumNetPlayerPositions = -1;
167 extern fix ThisLevelTime;
169 // Extern from game.c to fix a bug in the cockpit!
171 extern int last_drawn_cockpit[2];
172 extern int Last_level_path_created;
174 // HUD_clear_messages external, declared in gauges.h
176 extern void HUD_clear_messages(); // From hud.c
179 // Extra prototypes declared for the sake of LINT
180 void init_player_stats_new_ship(void);
181 void copy_defaults_to_robot_all(void);
183 int Do_appearance_effect=0;
185 extern int Rear_view;
187 int First_secret_visit = 1;
189 extern int descent_critical_error;
191 extern int Last_msg_ycrd;
193 //--------------------------------------------------------------------
194 void verify_console_object()
196 Assert( Player_num > -1 );
197 Assert( Players[Player_num].objnum > -1 );
198 ConsoleObject = &Objects[Players[Player_num].objnum];
199 Assert( ConsoleObject->type==OBJ_PLAYER );
200 Assert( ConsoleObject->id==Player_num );
203 int count_number_of_robots()
209 for (i=0;i<=Highest_object_index;i++) {
210 if (Objects[i].type == OBJ_ROBOT)
218 int count_number_of_hostages()
224 for (i=0;i<=Highest_object_index;i++) {
225 if (Objects[i].type == OBJ_HOSTAGE)
232 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
234 gameseq_init_network_players()
238 // Initialize network player start locations and object numbers
240 ConsoleObject = &Objects[0];
243 for (i=0;i<=Highest_object_index;i++) {
245 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
247 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
248 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
250 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
251 Objects[i].type=OBJ_PLAYER;
252 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
253 Player_init[k].pos = Objects[i].pos;
254 Player_init[k].orient = Objects[i].orient;
255 Player_init[k].segnum = Objects[i].segnum;
256 Players[k].objnum = i;
265 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
266 obj_delete(i); //kill the buddy in netgames
269 NumNetPlayerPositions = k;
272 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
273 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
275 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
276 //Int3(); // Not enough positions!!
281 if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
283 for (i=0;i<N_players;i++)
284 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
286 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!");
293 void gameseq_remove_unused_players()
297 // 'Remove' the unused players
300 if (Game_mode & GM_MULTI)
302 for (i=0; i < NumNetPlayerPositions; i++)
304 if ((!Players[i].connected) || (i >= N_players))
307 // mprintf((0, "Ghosting player ship %d.\n", i+1));
309 multi_make_player_ghost(i);
315 { // Note link to above if!!!
317 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
319 for (i=1; i < NumNetPlayerPositions; i++)
321 obj_delete(Players[i].objnum);
326 fix StartingShields=INITIAL_SHIELDS;
328 // Setup player for new game
329 void init_player_stats_game()
331 Players[Player_num].score = 0;
332 Players[Player_num].last_score = 0;
333 Players[Player_num].lives = INITIAL_LIVES;
334 Players[Player_num].level = 1;
336 Players[Player_num].time_level = 0;
337 Players[Player_num].time_total = 0;
338 Players[Player_num].hours_level = 0;
339 Players[Player_num].hours_total = 0;
341 Players[Player_num].energy = INITIAL_ENERGY;
342 Players[Player_num].shields = StartingShields;
343 Players[Player_num].killer_objnum = -1;
345 Players[Player_num].net_killed_total = 0;
346 Players[Player_num].net_kills_total = 0;
348 Players[Player_num].num_kills_level = 0;
349 Players[Player_num].num_kills_total = 0;
350 Players[Player_num].num_robots_level = 0;
351 Players[Player_num].num_robots_total = 0;
352 Players[Player_num].KillGoalCount = 0;
354 Players[Player_num].hostages_rescued_total = 0;
355 Players[Player_num].hostages_level = 0;
356 Players[Player_num].hostages_total = 0;
358 Players[Player_num].laser_level = 0;
359 Players[Player_num].flags = 0;
361 init_player_stats_new_ship();
363 First_secret_visit = 1;
366 void init_ammo_and_energy(void)
368 if (Players[Player_num].energy < INITIAL_ENERGY)
369 Players[Player_num].energy = INITIAL_ENERGY;
370 if (Players[Player_num].shields < StartingShields)
371 Players[Player_num].shields = StartingShields;
373 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
374 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
375 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
377 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
378 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
379 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
380 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
381 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
384 extern ubyte Last_afterburner_state;
386 // Setup player for new level (After completion of previous level)
387 void init_player_stats_level(int secret_flag)
391 Players[Player_num].last_score = Players[Player_num].score;
393 Players[Player_num].level = Current_level_num;
396 if (!Network_rejoined) {
398 Players[Player_num].time_level = 0;
399 Players[Player_num].hours_level = 0;
404 Players[Player_num].killer_objnum = -1;
406 Players[Player_num].num_kills_level = 0;
407 Players[Player_num].num_robots_level = count_number_of_robots();
408 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
410 Players[Player_num].hostages_level = count_number_of_hostages();
411 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
412 Players[Player_num].hostages_on_board = 0;
415 init_ammo_and_energy();
417 Players[Player_num].flags &= (~KEY_BLUE);
418 Players[Player_num].flags &= (~KEY_RED);
419 Players[Player_num].flags &= (~KEY_GOLD);
421 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
422 PLAYER_FLAGS_CLOAKED |
423 PLAYER_FLAGS_MAP_ALL);
425 Players[Player_num].cloak_time = 0;
426 Players[Player_num].invulnerable_time = 0;
428 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
429 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
432 Player_is_dead = 0; // Added by RH
433 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
435 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
437 Controls.afterburner_state = 0;
438 Last_afterburner_state = 0;
440 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
446 tactile_set_button_jolt();
449 Missile_viewer = NULL;
452 extern void init_ai_for_ship(void);
454 // Setup player for a brand-new ship
455 void init_player_stats_new_ship()
459 if (Newdemo_state == ND_STATE_RECORDING) {
460 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
461 newdemo_record_player_weapon(0, 0);
462 newdemo_record_player_weapon(1, 0);
465 Players[Player_num].energy = INITIAL_ENERGY;
466 Players[Player_num].shields = StartingShields;
467 Players[Player_num].laser_level = 0;
468 Players[Player_num].killer_objnum = -1;
469 Players[Player_num].hostages_on_board = 0;
471 Afterburner_charge = 0;
473 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
474 Players[Player_num].primary_ammo[i] = 0;
475 Primary_last_was_super[i] = 0;
478 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
479 Players[Player_num].secondary_ammo[i] = 0;
480 Secondary_last_was_super[i] = 0;
482 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
484 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
485 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
488 Secondary_weapon = 0;
490 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
491 PLAYER_FLAGS_AFTERBURNER |
492 PLAYER_FLAGS_CLOAKED |
493 PLAYER_FLAGS_INVULNERABLE |
494 PLAYER_FLAGS_MAP_ALL |
495 PLAYER_FLAGS_CONVERTER |
496 PLAYER_FLAGS_AMMO_RACK |
497 PLAYER_FLAGS_HEADLIGHT |
498 PLAYER_FLAGS_HEADLIGHT_ON |
501 Players[Player_num].cloak_time = 0;
502 Players[Player_num].invulnerable_time = 0;
504 Player_is_dead = 0; //player no longer dead
506 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
508 Controls.afterburner_state = 0;
509 Last_afterburner_state = 0;
511 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
513 Missile_viewer=NULL; ///reset missile camera if out there
518 tactile_set_button_jolt();
527 void reset_network_objects()
529 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
530 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
531 memset(object_owner, -1, MAX_OBJECTS);
535 extern void init_stuck_objects(void);
539 extern int Slide_segs_computed;
541 //reset stuff so game is semi-normal when playing from editor
542 void editor_reset_stuff_on_level()
544 gameseq_init_network_players();
545 init_player_stats_level(0);
546 Viewer = ConsoleObject;
547 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
548 ConsoleObject->id=Player_num;
549 ConsoleObject->control_type = CT_FLYING;
550 ConsoleObject->movement_type = MT_PHYSICS;
552 verify_console_object();
553 Control_center_destroyed = 0;
554 if (Newdemo_state != ND_STATE_PLAYBACK)
555 gameseq_remove_unused_players();
557 init_robots_for_level();
561 init_player_stats_new_ship();
562 init_controlcen_for_level();
563 automap_clear_visited();
564 init_stuck_objects();
565 init_thief_for_level();
567 Slide_segs_computed = 0;
571 //do whatever needs to be done when a player dies in multiplayer
575 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
577 if (Current_mission_num == 0)
578 scores_maybe_add_player(0);
580 Function_mode = FMODE_MENU;
581 Game_mode = GM_GAME_OVER;
582 longjmp( LeaveGame, 0 ); // Exit out of game loop
586 extern void do_save_game_menu();
588 //update various information about the player
589 void update_player_stats()
591 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
592 if ( Players[Player_num].time_level > i2f(3600) ) {
593 Players[Player_num].time_level -= i2f(3600);
594 Players[Player_num].hours_level++;
597 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
598 if ( Players[Player_num].time_total > i2f(3600) ) {
599 Players[Player_num].time_total -= i2f(3600);
600 Players[Player_num].hours_total++;
604 //hack to not start object when loading level
605 extern int Dont_start_sound_objects;
607 //go through this level and start any eclip sounds
608 void set_sound_sources()
613 digi_init_sounds(); //clear old sounds
615 Dont_start_sound_objects = 1;
617 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
618 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
621 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
622 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))
623 if ((sn=Effects[ec].sound_num)!=-1) {
625 int csegnum = seg->children[sidenum];
627 //check for sound on other side of wall. Don't add on
628 //both walls if sound travels through wall. If sound
629 //does travel through wall, add sound for lower-numbered
632 if (IS_CHILD(csegnum) && csegnum < segnum) {
633 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
637 csegp = &Segments[seg->children[sidenum]];
638 csidenum = find_connect_side(seg, csegp);
640 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
641 continue; //skip this one
645 compute_center_point_on_side(&pnt,seg,sidenum);
646 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
650 Dont_start_sound_objects = 0;
655 //fix flash_dist=i2f(1);
656 fix flash_dist=fl2f(.9);
658 //create flash for player appearance
659 void create_player_appearance_effect(object *player_obj)
666 int objnum = player_obj-Objects;
667 if ( (objnum < 0) || (objnum > Highest_object_index) )
668 Int3(); // See Rob, trying to track down weird network bug
672 if (player_obj == Viewer)
673 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
675 pos = player_obj->pos;
677 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
680 effect_obj->orient = player_obj->orient;
682 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
683 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
688 // New Game sequencing functions
691 //pairs of chars describing ranges
692 char playername_allowed_chars[] = "azAZ09__--";
694 int MakeNewPlayerFile(int allow_abort)
699 char text[CALLSIGN_LEN+1]="";
702 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
705 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
707 Newmenu_allowed_chars = playername_allowed_chars;
708 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
709 Newmenu_allowed_chars = NULL;
712 if ( allow_abort ) return 0;
716 if (text[0]==0) //null string
719 sprintf( filename, "%s.plr", text );
721 fp = fopen( filename, "rb" );
724 //if the callsign is the name of a tty device, prepend a char
725 if (fp && isatty(fileno(fp))) {
727 sprintf(filename,"$%.7s.plr",text);
728 fp = fopen(filename,"rb");
733 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
738 if ( !new_player_config() )
739 goto try_again; // They hit Esc during New player config
741 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
749 #undef TXT_SELECT_PILOT
750 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
753 //Inputs the player's name, without putting up the background screen
758 int allow_abort_flag = 1;
760 if ( Players[Player_num].callsign[0] == 0 ) {
761 //---------------------------------------------------------------------
762 // Set default config options in case there is no config file
763 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
764 Config_joystick_sensitivity = 8;
765 Config_control_type =CONTROL_NONE;
766 for (i=0; i<CONTROL_MAX_TYPES; i++ )
767 for (j=0; j<MAX_CONTROLS; j++ )
768 kconfig_settings[i][j] = default_kconfig_settings[i][j];
770 //----------------------------------------------------------------
772 // Read the last player's name from config file, not lastplr.txt
773 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
775 if (config_last_player[0]==0)
776 allow_abort_flag = 0;
783 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
784 goto do_menu_again; //return 0; // They hit Esc in file selector
788 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
789 goto do_menu_again; // They hit Esc in file selector
792 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
796 if ( filename[0] == '<' ) {
797 // They selected 'create new pilot'
798 if (!MakeNewPlayerFile(allow_abort_flag))
799 //return 0; // They hit Esc during enter name stage
802 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
805 if (read_player_file() != EZERO)
808 Auto_leveling_on = Default_leveling_on;
810 set_display_mode(Default_display_mode);
812 WriteConfigFile(); // Update lastplr
817 extern void change_filename_extension( char *dest, char *src, char *new_ext );
818 extern char last_palette_loaded_pig[];
820 ubyte *Bitmap_replacement_data=NULL;
822 void load_bitmap_replacements(char *level_name)
824 char ifile_name[FILENAME_LEN];
828 //first, free up data allocated for old bitmaps
829 if (Bitmap_replacement_data) {
830 d_free(Bitmap_replacement_data);
831 Bitmap_replacement_data = NULL;
834 change_filename_extension(ifile_name, level_name, ".POG" );
836 ifile = cfopen(ifile_name,"rb");
839 int id,version,n_bitmaps;
840 int bitmap_data_size;
843 id = cfile_read_int(ifile);
844 version = cfile_read_int(ifile);
846 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
851 n_bitmaps = cfile_read_int(ifile);
853 MALLOC( indices, ushort, n_bitmaps );
855 for (i = 0; i < n_bitmaps; i++)
856 indices[i] = cfile_read_short(ifile);
858 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
859 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
861 for (i=0;i<n_bitmaps;i++) {
862 DiskBitmapHeader bmh;
863 grs_bitmap temp_bitmap;
865 DiskBitmapHeader_read(&bmh, ifile);
867 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
869 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
870 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
871 temp_bitmap.avg_color = bmh.avg_color;
872 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
874 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
875 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
876 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
877 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
878 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
880 GameBitmaps[indices[i]] = temp_bitmap;
883 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
889 last_palette_loaded_pig[0]= 0; //force pig re-load
891 texmerge_flush(); //for re-merging with new textures
895 void load_robot_replacements(char *level_name);
897 extern int Robot_replacements_loaded;
899 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
900 void LoadLevel(int level_num,int page_in_textures)
906 save_player = Players[Player_num];
908 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
910 if (level_num<0) //secret level
911 level_name = Secret_level_names[-level_num-1];
913 level_name = Level_names[level_num-1];
916 dd_gr_set_current_canvas(NULL);
917 dd_gr_clear_canvas(BM_XRGB(0,0,0));
919 gr_set_current_canvas(NULL);
920 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
923 Last_msg_ycrd = -1; //so we don't restore backgound under msg
925 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
926 // WIN(ShowCursorW());
928 #if defined(POLY_ACC)
929 gr_palette_load(gr_palette);
930 show_boxed_message(TXT_LOADING);
932 show_boxed_message(TXT_LOADING);
933 gr_palette_load(gr_palette);
936 load_ret = load_level(level_name); //actually load the data from disk!
939 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
941 Current_level_num=level_num;
943 // load_palette_pig(Current_level_palette); //load just the pig
945 load_palette(Current_level_palette,1,1); //don't change screen
948 load_endlevel_data(level_num);
951 if ( page_in_textures )
952 piggy_load_level_data();
954 load_bitmap_replacements(level_name);
956 if (Robot_replacements_loaded) {
957 read_hamfile(); //load original data
958 Robot_replacements_loaded = 0;
960 load_robot_replacements(level_name);
963 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
965 reset_network_objects();
968 Players[Player_num] = save_player;
972 songs_play_level_song( Current_level_num );
974 clear_boxed_message(); //remove message before new palette loaded
976 gr_palette_load(gr_palette); //actually load the palette
978 // WIN(HideCursorW());
981 //sets up Player_num & ConsoleObject
982 void InitPlayerObject()
984 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
986 if (Player_num != 0 ) {
987 Players[0] = Players[Player_num];
991 Players[Player_num].objnum = 0;
993 ConsoleObject = &Objects[Players[Player_num].objnum];
995 ConsoleObject->type = OBJ_PLAYER;
996 ConsoleObject->id = Player_num;
997 ConsoleObject->control_type = CT_FLYING;
998 ConsoleObject->movement_type = MT_PHYSICS;
1001 extern void game_disable_cheats();
1002 extern void turn_cheats_off();
1003 extern void init_seismic_disturbances(void);
1005 //starts a new game on the given level
1006 void StartNewGame(int start_level)
1008 Game_mode = GM_NORMAL;
1009 Function_mode = FMODE_GAME;
1013 InitPlayerObject(); //make sure player's object set up
1015 init_player_stats_game(); //clear all stats
1019 Network_new_game = 0;
1022 if (start_level < 0)
1023 StartNewLevelSecret(start_level, 0);
1025 StartNewLevel(start_level, 0);
1027 Players[Player_num].starting_level = start_level; // Mark where they started
1029 game_disable_cheats();
1031 init_seismic_disturbances();
1034 //@@//starts a resumed game loaded from disk
1035 //@@void ResumeSavedGame(int start_level)
1037 //@@ Game_mode = GM_NORMAL;
1038 //@@ Function_mode = FMODE_GAME;
1041 //@@ Network_new_game = 0;
1043 //@@ InitPlayerObject(); //make sure player's object set up
1045 //@@ StartNewLevel(start_level, 0);
1047 //@@ game_disable_cheats();
1051 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1054 extern int N_secret_levels;
1056 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1058 // -----------------------------------------------------------------------------
1059 // Does the bonus scoring.
1060 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1061 void DoEndLevelScoreGlitz(int network)
1063 int level_points, skill_points, energy_points, shield_points, hostage_points;
1064 int all_hostage_points;
1066 char all_hostage_text[64];
1067 char endgame_text[64];
1068 #define N_GLITZITEMS 11
1069 char m_str[N_GLITZITEMS][30];
1070 newmenu_item m[N_GLITZITEMS+1];
1076 set_screen_mode(SCREEN_MENU); //go into menu mode
1083 mprintf((0,"DoEndLevelScoreGlitz\n"));
1085 // Compute level player is on, deal with secret levels (negative numbers)
1086 mine_level = Players[Player_num].level;
1088 mine_level *= -(Last_level/N_secret_levels);
1090 level_points = Players[Player_num].score-Players[Player_num].last_score;
1092 if (!Cheats_enabled) {
1093 if (Difficulty_level > 1) {
1094 skill_points = level_points*(Difficulty_level)/4;
1095 skill_points -= skill_points % 100;
1099 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1100 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1101 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1103 shield_points -= shield_points % 50;
1104 energy_points -= energy_points % 50;
1112 all_hostage_text[0] = 0;
1113 endgame_text[0] = 0;
1115 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1116 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1117 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1119 all_hostage_points = 0;
1121 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1122 endgame_points = Players[Player_num].lives * 10000;
1123 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1126 endgame_points = is_last_level = 0;
1128 mprintf((0,"adding bonus points\n"));
1129 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1132 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1133 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1134 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1135 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1137 sprintf(m_str[c++], "%s", all_hostage_text);
1138 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1139 sprintf(m_str[c++], "%s", endgame_text);
1141 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1142 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1145 sprintf(m_str[c++], "");
1146 sprintf(m_str[c++], " Done");
1149 for (i=0; i<c; i++) {
1150 m[i].type = NM_TYPE_TEXT;
1151 m[i].text = m_str[i];
1155 m[c-1].type = NM_TYPE_MENU;
1158 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1160 if (Current_level_num < 0)
1161 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);
1163 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);
1165 Assert(c <= N_GLITZITEMS);
1167 gr_palette_fade_out(gr_palette, 32, 0);
1169 mprintf((0,"doing menu\n"));
1171 PA_DFX (pa_alpha_always());
1174 if ( network && (Game_mode & GM_NETWORK) )
1175 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1178 // NOTE LINK TO ABOVE!!!
1179 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1181 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1184 //give the player the opportunity to save his game
1185 void DoEndlevelMenu()
1187 //No between level saves......!!! state_save_all(1);
1190 // -----------------------------------------------------------------------------------------------------
1191 //called when the player is starting a level (new game or new ship)
1192 void StartSecretLevel()
1194 Assert(!Player_is_dead);
1196 InitPlayerPosition(0);
1198 verify_console_object();
1200 ConsoleObject->control_type = CT_FLYING;
1201 ConsoleObject->movement_type = MT_PHYSICS;
1203 // -- WHY? -- disable_matcens();
1204 clear_transient_objects(0); //0 means leave proximity bombs
1206 // create_player_appearance_effect(ConsoleObject);
1207 Do_appearance_effect = 1;
1209 ai_reset_all_paths();
1210 // -- NO? -- reset_time();
1213 Auto_fire_fusion_cannon_time = 0;
1216 Robot_firing_enabled = 1;
1219 extern void set_pos_from_return_segment(void);
1221 // Returns true if secret level has been destroyed.
1222 int p_secret_level_destroyed(void)
1224 if (First_secret_visit) {
1225 return 0; // Never been there, can't have been destroyed.
1228 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1237 // -----------------------------------------------------------------------------------------------------
1238 void do_secret_message(char *msg)
1244 #if defined(POLY_ACC)
1246 pa_update_clut(gr_palette, 0, 256, 0);
1249 old_fmode = Function_mode;
1250 Function_mode = FMODE_MENU;
1251 nm_messagebox(NULL, 1, TXT_OK, msg);
1252 Function_mode = old_fmode;
1254 #if defined(POLY_ACC)
1258 WIN(DEFINE_SCREEN(NULL));
1261 // -----------------------------------------------------------------------------------------------------
1262 // called when the player is starting a new level for normal game mode and restore state
1263 // Need to deal with whether this is the first time coming to this level or not. If not the
1264 // first time, instead of initializing various things, need to do a game restore for all the
1265 // robots, powerups, walls, doors, etc.
1266 void StartNewLevelSecret(int level_num, int page_in_textures)
1273 m[0].type = NM_TYPE_TEXT;
1276 last_drawn_cockpit[0] = -1;
1277 last_drawn_cockpit[1] = -1;
1279 if (Newdemo_state == ND_STATE_PAUSED)
1280 Newdemo_state = ND_STATE_RECORDING;
1282 if (Newdemo_state == ND_STATE_RECORDING) {
1283 newdemo_set_new_level(level_num);
1284 newdemo_record_start_frame(FrameCount, FrameTime );
1285 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1287 gr_palette_fade_out(gr_palette, 32, 0);
1289 set_screen_mode(SCREEN_MENU); //go into menu mode
1291 if (First_secret_visit) {
1292 do_secret_message(TXT_SECRET_EXIT);
1295 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1297 do_secret_message(TXT_SECRET_EXIT);
1301 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1302 do_secret_message(text_str);
1307 LoadLevel(level_num,page_in_textures);
1309 Assert(Current_level_num == level_num); //make sure level set right
1311 Assert(Function_mode == FMODE_GAME);
1313 gameseq_init_network_players(); // Initialize the Players array for
1316 HUD_clear_messages();
1318 automap_clear_visited();
1320 // -- init_player_stats_level();
1322 Viewer = &Objects[Players[Player_num].objnum];
1324 gameseq_remove_unused_players();
1328 Control_center_destroyed = 0;
1331 reset_palette_add();
1333 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1334 init_robots_for_level();
1336 init_smega_detonates();
1339 reset_special_effects();
1343 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1344 int pw_save, sw_save;
1348 pw_save = Primary_weapon;
1349 sw_save = Secondary_weapon;
1350 state_restore_all(1, 1, SECRETC_FILENAME);
1351 Primary_weapon = pw_save;
1352 Secondary_weapon = sw_save;
1353 reset_special_effects();
1355 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1359 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1360 do_secret_message(text_str);
1363 // -- // If file doesn't exist, it's because reactor was destroyed.
1364 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1365 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1366 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1371 if (First_secret_visit) {
1372 copy_defaults_to_robot_all();
1377 init_controlcen_for_level();
1379 // Say player can use FLASH cheat to mark path to exit.
1380 Last_level_path_created = -1;
1382 First_secret_visit = 0;
1385 int Entered_from_level;
1387 // ---------------------------------------------------------------------------------------------------------------
1388 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1389 void ExitSecretLevel(void)
1393 if (Newdemo_state == ND_STATE_PLAYBACK)
1396 if (!Control_center_destroyed) {
1397 state_save_all(0, 2, SECRETC_FILENAME);
1400 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1401 int pw_save, sw_save;
1403 returning_to_level_message();
1405 pw_save = Primary_weapon;
1406 sw_save = Secondary_weapon;
1407 state_restore_all(1, 1, SECRETB_FILENAME);
1408 Primary_weapon = pw_save;
1409 Secondary_weapon = sw_save;
1411 // File doesn't exist, so can't return to base level. Advance to next one.
1412 if (Entered_from_level == Last_level)
1415 advancing_to_level_message();
1416 StartNewLevel(Entered_from_level+1, 0);
1421 // ---------------------------------------------------------------------------------------------------------------
1422 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1423 // be invulnerable or cloaked.
1424 void do_cloak_invul_secret_stuff(fix old_gametime)
1426 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1429 time_used = old_gametime - Players[Player_num].invulnerable_time;
1430 Players[Player_num].invulnerable_time = GameTime - time_used;
1433 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1436 time_used = old_gametime - Players[Player_num].cloak_time;
1437 Players[Player_num].cloak_time = GameTime - time_used;
1441 // ---------------------------------------------------------------------------------------------------------------
1442 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1443 // is passing to the secret level.
1445 void EnterSecretLevel(void)
1450 Assert(! (Game_mode & GM_MULTI) );
1452 Entered_from_level = Current_level_num;
1454 if (Control_center_destroyed)
1455 DoEndLevelScoreGlitz(0);
1457 if (Newdemo_state != ND_STATE_PLAYBACK)
1458 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1460 // Find secret level number to go to, stuff in Next_level_num.
1461 for (i=0; i<-Last_secret_level; i++)
1462 if (Secret_level_table[i]==Current_level_num) {
1463 Next_level_num = -(i+1);
1465 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1466 Next_level_num = -i;
1470 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1471 Next_level_num = Last_secret_level;
1473 old_gametime = GameTime;
1475 StartNewLevelSecret(Next_level_num, 1);
1477 // do_cloak_invul_stuff();
1480 //called when the player has finished a level
1481 void PlayerFinishedLevel(int secret_flag)
1483 Assert(!secret_flag);
1485 //credit the player for hostages
1486 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1488 if (Game_mode & GM_NETWORK)
1489 Players[Player_num].connected = 2; // Finished but did not die
1491 last_drawn_cockpit[0] = -1;
1492 last_drawn_cockpit[1] = -1;
1494 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1497 #if defined(D2_OEM) || defined(COMPILATION)
1498 #define MOVIE_REQUIRED 0
1500 #define MOVIE_REQUIRED 1
1504 #define ENDMOVIE "endo"
1506 #define ENDMOVIE "end"
1509 void show_order_form();
1510 extern void com_hangup(void);
1512 //called when the player has finished the last level
1513 void DoEndGame(void)
1515 mprintf((0,"DoEndGame\n"));
1517 Function_mode = FMODE_MENU;
1518 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1519 newdemo_stop_recording();
1521 set_screen_mode( SCREEN_MENU );
1524 dd_gr_set_current_canvas(NULL),
1525 gr_set_current_canvas(NULL)
1530 if (Current_mission_num == 0 && !(Game_mode & GM_MULTI)) //only built-in mission, & not multi
1533 int played=MOVIE_NOT_PLAYED; //default is not played
1537 songs_play_song( SONG_ENDGAME, 0 );
1538 mprintf((0,"doing briefing\n"));
1539 do_briefing_screens("ending2.tex",1);
1540 mprintf((0,"briefing done\n"));
1542 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1543 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1547 songs_play_song( SONG_TITLE, 0 );
1548 do_briefing_screens("end2oem.tex",1);
1553 else if (!(Game_mode & GM_MULTI)) { //not multi
1554 char tname[FILENAME_LEN];
1555 sprintf(tname,"%s.tex",Current_mission_filename);
1556 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1558 //try doing special credits
1559 sprintf(tname,"%s.ctb",Current_mission_filename);
1560 credits_show(tname);
1570 if (Game_mode & GM_MULTI)
1571 multi_endlevel_score();
1574 // NOTE LINK TO ABOVE
1575 DoEndLevelScoreGlitz(0);
1577 if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1579 dd_gr_set_current_canvas(NULL),
1580 gr_set_current_canvas( NULL )
1583 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1584 gr_clear_canvas(BM_XRGB(0,0,0))
1587 load_palette(DEFAULT_PALETTE,0,1);
1588 scores_maybe_add_player(0);
1591 Function_mode = FMODE_MENU;
1593 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1594 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1596 Game_mode = GM_GAME_OVER;
1599 longjmp( LeaveGame, 0 ); // Exit out of game loop
1602 //from which level each do you get to each secret level
1603 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1605 //called to go to the next level (if there is one)
1606 //if secret_flag is true, advance to secret level, else next normal one
1607 // Return true if game over.
1608 void AdvanceLevel(int secret_flag)
1614 mprintf((0,"AdvanceLevel\n"));
1616 Assert(!secret_flag);
1618 if (Current_level_num != Last_level) {
1620 if (Game_mode & GM_MULTI)
1621 multi_endlevel_score();
1624 // NOTE LINK TO ABOVE!!!
1625 DoEndLevelScoreGlitz(0); //give bonuses
1628 Control_center_destroyed = 0;
1631 if (Current_level_num == 0)
1632 return; //not a real level
1636 if (Game_mode & GM_MULTI) {
1637 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1638 if (result) // failed to sync
1640 if (Current_level_num == Last_level) //player has finished the game!
1641 longjmp( LeaveGame, 0 ); // Exit out of game loop
1648 if (Current_level_num == Last_level) { //player has finished the game!
1650 mprintf((0,"Finished last level!\n"));
1656 Next_level_num = Current_level_num+1; //assume go to next normal level
1658 if (!(Game_mode & GM_MULTI))
1659 DoEndlevelMenu(); // Let use save their game
1661 StartNewLevel(Next_level_num, 0);
1666 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1668 extern char last_palette_loaded[];
1670 void load_stars_palette()
1675 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1676 Assert(pcx_error == PCX_ERROR_NONE);
1678 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1681 { //remap stuff. this code is kindof a hack
1683 //now, before we bring up the menu, we need to
1684 //do some stuff to make sure the palette is ok. First, we need to
1685 //get our current palette into the 2d's array, so the remapping will
1686 //work. Second, we need to remap the fonts. Third, we need to fill
1687 //in part of the fade tables so the darkening of the menu edges works
1689 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1690 remap_fonts_and_menus(1);
1694 strcpy(last_palette_loaded,""); //force palette load next time
1698 void nm_draw_background1(char * filename);
1703 //@@ ubyte pal[256*3];
1705 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1706 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1708 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1710 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1712 nm_draw_background1(STARS_BACKGROUND);
1718 died_in_mine_message(void)
1720 // Tell the player he died in the mine, explain why
1723 if (Game_mode & GM_MULTI)
1726 gr_palette_fade_out(gr_palette, 32, 0);
1728 set_screen_mode(SCREEN_MENU); //go into menu mode
1731 dd_gr_set_current_canvas(NULL),
1732 gr_set_current_canvas(NULL)
1737 #if defined(POLY_ACC)
1739 pa_update_clut(gr_palette, 0, 256, 0);
1742 old_fmode = Function_mode;
1743 Function_mode = FMODE_MENU;
1744 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1745 Function_mode = old_fmode;
1747 #if defined(POLY_ACC)
1751 WIN(DEFINE_SCREEN(NULL));
1754 // Called when player dies on secret level.
1755 void returning_to_level_message(void)
1761 if (Game_mode & GM_MULTI)
1764 gr_palette_fade_out(gr_palette, 32, 0);
1766 set_screen_mode(SCREEN_MENU); //go into menu mode
1768 gr_set_current_canvas(NULL);
1772 #if defined(POLY_ACC)
1774 pa_update_clut(gr_palette, 0, 256, 0);
1777 old_fmode = Function_mode;
1778 Function_mode = FMODE_MENU;
1779 sprintf(msg, "Returning to level %i", Entered_from_level);
1780 nm_messagebox(NULL, 1, TXT_OK, msg);
1781 Function_mode = old_fmode;
1783 #if defined(POLY_ACC)
1787 WIN(DEFINE_SCREEN(NULL));
1790 // Called when player dies on secret level.
1791 void advancing_to_level_message(void)
1797 // Only supposed to come here from a secret level.
1798 Assert(Current_level_num < 0);
1800 if (Game_mode & GM_MULTI)
1803 gr_palette_fade_out(gr_palette, 32, 0);
1805 set_screen_mode(SCREEN_MENU); //go into menu mode
1807 gr_set_current_canvas(NULL);
1811 #if defined(POLY_ACC)
1813 pa_update_clut(gr_palette, 0, 256, 0);
1816 old_fmode = Function_mode;
1817 Function_mode = FMODE_MENU;
1818 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1819 nm_messagebox(NULL, 1, TXT_OK, msg);
1820 Function_mode = old_fmode;
1822 #if defined(POLY_ACC)
1826 WIN(DEFINE_SCREEN(NULL));
1829 void digi_stop_digi_sounds();
1833 reset_palette_add();
1835 gr_palette_load (gr_palette);
1837 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1838 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1840 dead_player_end(); //terminate death sequence (if playing)
1843 if (Game_mode == GM_EDITOR) { //test mine, not real level
1844 object * playerobj = &Objects[Players[Player_num].objnum];
1845 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1846 load_level("gamesave.lvl");
1847 init_player_stats_new_ship();
1848 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1855 if ( Game_mode&GM_MULTI )
1857 multi_do_death(Players[Player_num].objnum);
1861 { //Note link to above else!
1862 Players[Player_num].lives--;
1863 if (Players[Player_num].lives == 0)
1870 if ( Control_center_destroyed ) {
1872 //clear out stuff so no bonus
1873 Players[Player_num].hostages_on_board = 0;
1874 Players[Player_num].energy = 0;
1875 Players[Player_num].shields = 0;
1876 Players[Player_num].connected = 3;
1878 died_in_mine_message(); // Give them some indication of what happened
1880 if (Current_level_num < 0) {
1883 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1885 returning_to_level_message();
1886 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1887 set_pos_from_return_segment();
1888 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1890 advancing_to_level_message();
1891 StartNewLevel(Entered_from_level+1, 0);
1892 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1896 AdvanceLevel(0); //if finished, go on to next level
1898 init_player_stats_new_ship();
1899 last_drawn_cockpit[0] = -1;
1900 last_drawn_cockpit[1] = -1;
1903 } else if (Current_level_num < 0) {
1905 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1907 returning_to_level_message();
1908 if (!Control_center_destroyed)
1909 state_save_all(0, 2, SECRETC_FILENAME);
1910 state_restore_all(1, 2, SECRETB_FILENAME);
1911 set_pos_from_return_segment();
1912 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1914 died_in_mine_message(); // Give them some indication of what happened
1915 advancing_to_level_message();
1916 StartNewLevel(Entered_from_level+1, 0);
1917 init_player_stats_new_ship();
1920 init_player_stats_new_ship();
1927 extern int BigWindowSwitch;
1929 //called when the player is starting a new level for normal game mode and restore state
1930 // secret_flag set if came from a secret level
1931 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1933 if (!(Game_mode & GM_MULTI)) {
1934 last_drawn_cockpit[0] = -1;
1935 last_drawn_cockpit[1] = -1;
1940 if (Newdemo_state == ND_STATE_PAUSED)
1941 Newdemo_state = ND_STATE_RECORDING;
1943 if (Newdemo_state == ND_STATE_RECORDING) {
1944 newdemo_set_new_level(level_num);
1945 newdemo_record_start_frame(FrameCount, FrameTime );
1948 if (Game_mode & GM_MULTI)
1949 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1951 LoadLevel(level_num,page_in_textures);
1953 Assert(Current_level_num == level_num); //make sure level set right
1955 gameseq_init_network_players(); // Initialize the Players array for
1958 Viewer = &Objects[Players[Player_num].objnum];
1960 Assert(N_players <= NumNetPlayerPositions);
1961 //If this assert fails, there's not enough start positions
1964 if (Game_mode & GM_NETWORK)
1966 if(network_level_sync()) // After calling this, Player_num is set
1969 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1971 if(com_level_sync())
1976 Assert(Function_mode == FMODE_GAME);
1979 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1982 HUD_clear_messages();
1984 automap_clear_visited();
1987 if (Network_new_game == 1)
1989 Network_new_game = 0;
1990 init_player_stats_new_ship();
1993 init_player_stats_level(secret_flag);
1996 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1999 for (i = 0; i < N_players; i++)
2000 Players[i].flags |= Netgame.player_flags[i];
2003 if (Game_mode & GM_MULTI)
2005 multi_prep_level(); // Removes robots from level if necessary
2009 gameseq_remove_unused_players();
2013 Control_center_destroyed = 0;
2015 set_screen_mode(SCREEN_GAME);
2017 init_robots_for_level();
2019 init_smega_detonates();
2022 reset_palette_add();
2023 init_thief_for_level();
2024 init_stuck_objects();
2025 game_flush_inputs(); // clear out the keyboard
2026 if (!(Game_mode & GM_MULTI))
2027 filter_objects_from_level();
2031 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2032 set_highest_level(Current_level_num);
2034 read_player_file(); //get window sizes
2036 reset_special_effects();
2039 ogl_cache_level_textures();
2044 if (Network_rejoined == 1)
2047 mprintf((0, "Restarting - joining in random location.\n"));
2049 Network_rejoined = 0;
2054 StartLevel(0); // Note link to above if!
2056 copy_defaults_to_robot_all();
2057 init_controlcen_for_level();
2059 // Say player can use FLASH cheat to mark path to exit.
2060 Last_level_path_created = -1;
2064 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2066 void bash_to_shield (int i,char *s)
2069 int type=Objects[i].id;
2072 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2075 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2078 Objects[i].id = POW_SHIELD_BOOST;
2079 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2080 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2084 void filter_objects_from_level()
2088 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2090 for (i=0;i<=Highest_object_index;i++)
2092 if (Objects[i].type==OBJ_POWERUP)
2093 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2094 bash_to_shield (i,"Flag!!!!");
2101 char movie_name[FILENAME_LEN];
2102 } intro_movie[] = { { 1,"pla"},
2110 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2112 extern int MenuHiresAvailable;
2113 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2114 extern int intro_played; //true if big intro movie played
2116 void ShowLevelIntro(int level_num)
2118 //if shareware, show a briefing?
2120 if (!(Game_mode & GM_MULTI)) {
2124 ubyte save_pal[sizeof(gr_palette)];
2126 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2128 #if defined(D2_OEM) || defined(COMPILATION)
2129 if (level_num==1 && !intro_played)
2130 do_briefing_screens ("brief2o.tex",1);
2133 if (Current_mission_num==0)
2141 do_briefing_screens ("brief2.tex",1);
2144 for (i=0;i<NUM_INTRO_MOVIES;i++)
2146 if (intro_movie[i].level_num == level_num)
2148 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2155 if (!movie) { //must go before briefing
2156 dd_gr_init_screen();
2163 int hires_save=MenuHiresAvailable;
2165 if (robot_movies == 1) //lowres only
2167 MenuHiresAvailable = 0; //pretend we can't do highres
2169 if (hires_save != MenuHiresAvailable)
2170 Screen_mode = -1; //force reset
2173 do_briefing_screens ("robot.tex",level_num);
2174 MenuHiresAvailable = hires_save;
2179 else { //not the built-in mission. check for add-on briefing
2180 char tname[FILENAME_LEN];
2181 sprintf(tname,"%s.tex",Current_mission_filename);
2182 do_briefing_screens (tname,level_num);
2186 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2190 // ---------------------------------------------------------------------------
2191 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2192 // Reason: On this level, if player goes to a secret level, he will be going to a different
2193 // secret level than he's ever been to before.
2194 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2195 void maybe_set_first_secret_visit(int level_num)
2199 for (i=0; i<N_secret_levels; i++) {
2200 if (Secret_level_table[i] == level_num) {
2201 First_secret_visit = 1;
2202 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2207 //called when the player is starting a new level for normal game model
2208 // secret_flag if came from a secret level
2209 void StartNewLevel(int level_num, int secret_flag)
2213 if ((level_num > 0) && (!secret_flag)) {
2214 maybe_set_first_secret_visit(level_num);
2217 ShowLevelIntro(level_num);
2219 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2221 StartNewLevelSub(level_num, 1, secret_flag );
2225 //initialize the player object position & orientation (at start of game, or new ship)
2226 void InitPlayerPosition(int random_flag)
2231 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2233 NewPlayer = Player_num;
2235 else if (random_flag == 1)
2237 int i, closest = -1, trys=0;
2238 fix closest_dist = 0x7ffffff, dist;
2243 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2245 mprintf((1, "WARNING: There are only %d start positions!\n"));
2253 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2257 NewPlayer = d_rand() % NumNetPlayerPositions;
2260 closest_dist = 0x7fffffff;
2262 for (i=0; i<N_players; i++ ) {
2263 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2264 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
2265 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2266 if ( (dist < closest_dist) && (dist >= 0) ) {
2267 closest_dist = dist;
2273 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2274 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2277 mprintf((0, "Starting position is not being changed.\n"));
2278 goto done; // If deathmatch and not random, positions were already determined by sync packet
2280 Assert(NewPlayer >= 0);
2281 Assert(NewPlayer < NumNetPlayerPositions);
2284 ConsoleObject->pos = Player_init[NewPlayer].pos;
2285 ConsoleObject->orient = Player_init[NewPlayer].orient;
2286 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2288 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2290 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2295 reset_player_object();
2299 // -----------------------------------------------------------------------------------------------------
2300 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2301 // What about setting size!? Where does that come from?
2302 void copy_defaults_to_robot(object *objp)
2307 Assert(objp->type == OBJ_ROBOT);
2309 Assert(objid < N_robot_types);
2311 robptr = &Robot_info[objid];
2313 // Boost shield for Thief and Buddy based on level.
2314 objp->shields = robptr->strength;
2316 if ((robptr->thief) || (robptr->companion)) {
2317 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2319 if (robptr->companion) {
2320 // Now, scale guide-bot hits by skill level
2321 switch (Difficulty_level) {
2322 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2323 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2324 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2328 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2329 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2331 // Additional wimpification of bosses at Trainee
2332 if ((robptr->boss_flag) && (Difficulty_level == 0))
2336 // -----------------------------------------------------------------------------------------------------
2337 // Copy all values from the robot info structure to all instances of robots.
2338 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2339 // This function should be called at level load time.
2340 void copy_defaults_to_robot_all()
2344 for (i=0; i<=Highest_object_index; i++)
2345 if (Objects[i].type == OBJ_ROBOT)
2346 copy_defaults_to_robot(&Objects[i]);
2350 extern void clear_stuck_objects(void);
2352 // -----------------------------------------------------------------------------------------------------
2353 //called when the player is starting a level (new game or new ship)
2354 void StartLevel(int random_flag)
2356 Assert(!Player_is_dead);
2358 InitPlayerPosition(random_flag);
2360 verify_console_object();
2362 ConsoleObject->control_type = CT_FLYING;
2363 ConsoleObject->movement_type = MT_PHYSICS;
2367 clear_transient_objects(0); //0 means leave proximity bombs
2369 // create_player_appearance_effect(ConsoleObject);
2370 Do_appearance_effect = 1;
2373 if (Game_mode & GM_MULTI)
2375 if (Game_mode & GM_MULTI_COOP)
2377 multi_send_position(Players[Player_num].objnum);
2378 multi_send_reappear();
2381 if (Game_mode & GM_NETWORK)
2382 network_do_frame(1, 1);
2385 ai_reset_all_paths();
2386 ai_init_boss_for_ship();
2387 clear_stuck_objects();
2390 // Note, this is only done if editor builtin. Calling this from here
2391 // will cause it to be called after the player dies, resetting the
2392 // hits for the buddy and thief. This is ok, since it will work ok
2393 // in a shipped version.
2400 Auto_fire_fusion_cannon_time = 0;
2403 Robot_firing_enabled = 1;