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 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.2 2001-01-20 13:49:15 bradleyb Exp $";
35 #include "pa_enabl.h" //$$POLY_ACC
104 #include "controls.h"
107 #if defined(POLY_ACC)
108 #include "poly_acc.h"
110 #if defined (TACTILE)
115 #include "editor\editor.h"
119 void StartNewLevelSecret(int level_num, int page_in_textures);
120 void InitPlayerPosition(int random_flag);
122 void returning_to_level_message(void);
123 void advancing_to_level_message(void);
124 void DoEndGame(void);
125 void AdvanceLevel(int secret_flag);
126 void filter_objects_from_level();
128 // From allender -- you'll find these defines in state.c and cntrlcen.c
129 // since I couldn't think of a good place to put them and i wanted to
130 // fix this stuff fast! Sorry about that...
133 #define SECRETB_FILENAME "secret.sgb"
134 #define SECRETC_FILENAME "secret.sgc"
136 #define SECRETB_FILENAME ":Players:secret.sgb"
137 #define SECRETC_FILENAME ":Players:secret.sgc"
140 //Current_level_num starts at 1 for the first level
141 //-1,-2,-3 are secret levels
142 //0 means not a real level loaded
143 int Current_level_num=0,Next_level_num;
144 char Current_level_name[LEVEL_NAME_LEN];
146 #if !defined(SHAREWARE) && !defined(D2_OEM)
147 int Last_level,Last_secret_level;
150 // Global variables describing the player
151 int N_players=1; // Number of players ( >1 means a net game, eh?)
152 int Player_num=0; // The player number who is on the console.
153 player Players[MAX_PLAYERS+4]; // Misc player info
154 obj_position Player_init[MAX_PLAYERS];
156 // Global variables telling what sort of game we have
157 int MaxNumNetPlayers = -1;
158 int NumNetPlayerPositions = -1;
160 extern fix ThisLevelTime;
162 // Extern from game.c to fix a bug in the cockpit!
164 extern int last_drawn_cockpit[2];
165 extern int Last_level_path_created;
167 // HUD_clear_messages external, declared in gauges.h
169 extern void HUD_clear_messages(); // From hud.c
172 // Extra prototypes declared for the sake of LINT
173 void init_player_stats_new_ship(void);
174 void copy_defaults_to_robot_all(void);
176 int Do_appearance_effect=0;
178 extern int Rear_view;
180 int First_secret_visit = 1;
182 extern int descent_critical_error;
184 extern int Last_msg_ycrd;
186 //--------------------------------------------------------------------
187 void verify_console_object()
189 Assert( Player_num > -1 );
190 Assert( Players[Player_num].objnum > -1 );
191 ConsoleObject = &Objects[Players[Player_num].objnum];
192 Assert( ConsoleObject->type==OBJ_PLAYER );
193 Assert( ConsoleObject->id==Player_num );
196 int count_number_of_robots()
202 for (i=0;i<=Highest_object_index;i++) {
203 if (Objects[i].type == OBJ_ROBOT)
211 int count_number_of_hostages()
217 for (i=0;i<=Highest_object_index;i++) {
218 if (Objects[i].type == OBJ_HOSTAGE)
225 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
227 gameseq_init_network_players()
231 // Initialize network player start locations and object numbers
233 ConsoleObject = &Objects[0];
236 for (i=0;i<=Highest_object_index;i++) {
238 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
240 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
241 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
243 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
244 Objects[i].type=OBJ_PLAYER;
245 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
246 Player_init[k].pos = Objects[i].pos;
247 Player_init[k].orient = Objects[i].orient;
248 Player_init[k].segnum = Objects[i].segnum;
249 Players[k].objnum = i;
258 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
259 obj_delete(i); //kill the buddy in netgames
262 NumNetPlayerPositions = k;
265 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
266 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
268 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
269 //Int3(); // Not enough positions!!
274 if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
276 for (i=0;i<N_players;i++)
277 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
279 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!");
286 void gameseq_remove_unused_players()
290 // 'Remove' the unused players
293 if (Game_mode & GM_MULTI)
295 for (i=0; i < NumNetPlayerPositions; i++)
297 if ((!Players[i].connected) || (i >= N_players))
300 // mprintf((0, "Ghosting player ship %d.\n", i+1));
302 multi_make_player_ghost(i);
308 { // Note link to above if!!!
310 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
312 for (i=1; i < NumNetPlayerPositions; i++)
314 obj_delete(Players[i].objnum);
319 fix StartingShields=INITIAL_SHIELDS;
321 // Setup player for new game
322 void init_player_stats_game()
324 Players[Player_num].score = 0;
325 Players[Player_num].last_score = 0;
326 Players[Player_num].lives = INITIAL_LIVES;
327 Players[Player_num].level = 1;
329 Players[Player_num].time_level = 0;
330 Players[Player_num].time_total = 0;
331 Players[Player_num].hours_level = 0;
332 Players[Player_num].hours_total = 0;
334 Players[Player_num].energy = INITIAL_ENERGY;
335 Players[Player_num].shields = StartingShields;
336 Players[Player_num].killer_objnum = -1;
338 Players[Player_num].net_killed_total = 0;
339 Players[Player_num].net_kills_total = 0;
341 Players[Player_num].num_kills_level = 0;
342 Players[Player_num].num_kills_total = 0;
343 Players[Player_num].num_robots_level = 0;
344 Players[Player_num].num_robots_total = 0;
345 Players[Player_num].KillGoalCount = 0;
347 Players[Player_num].hostages_rescued_total = 0;
348 Players[Player_num].hostages_level = 0;
349 Players[Player_num].hostages_total = 0;
351 Players[Player_num].laser_level = 0;
352 Players[Player_num].flags = 0;
354 init_player_stats_new_ship();
356 First_secret_visit = 1;
359 void init_ammo_and_energy(void)
361 if (Players[Player_num].energy < INITIAL_ENERGY)
362 Players[Player_num].energy = INITIAL_ENERGY;
363 if (Players[Player_num].shields < StartingShields)
364 Players[Player_num].shields = StartingShields;
366 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
367 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
368 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
370 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
371 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
372 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
373 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
374 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
377 extern ubyte Last_afterburner_state;
379 // Setup player for new level (After completion of previous level)
380 void init_player_stats_level(int secret_flag)
384 Players[Player_num].last_score = Players[Player_num].score;
386 Players[Player_num].level = Current_level_num;
389 if (!Network_rejoined) {
391 Players[Player_num].time_level = 0;
392 Players[Player_num].hours_level = 0;
397 Players[Player_num].killer_objnum = -1;
399 Players[Player_num].num_kills_level = 0;
400 Players[Player_num].num_robots_level = count_number_of_robots();
401 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
403 Players[Player_num].hostages_level = count_number_of_hostages();
404 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
405 Players[Player_num].hostages_on_board = 0;
408 init_ammo_and_energy();
410 Players[Player_num].flags &= (~KEY_BLUE);
411 Players[Player_num].flags &= (~KEY_RED);
412 Players[Player_num].flags &= (~KEY_GOLD);
414 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
415 PLAYER_FLAGS_CLOAKED |
416 PLAYER_FLAGS_MAP_ALL);
418 Players[Player_num].cloak_time = 0;
419 Players[Player_num].invulnerable_time = 0;
421 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
422 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
425 Player_is_dead = 0; // Added by RH
426 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
428 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
430 Controls.afterburner_state = 0;
431 Last_afterburner_state = 0;
433 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
439 tactile_set_button_jolt();
442 Missile_viewer = NULL;
445 extern void init_ai_for_ship(void);
447 // Setup player for a brand-new ship
448 void init_player_stats_new_ship()
452 if (Newdemo_state == ND_STATE_RECORDING) {
453 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
454 newdemo_record_player_weapon(0, 0);
455 newdemo_record_player_weapon(1, 0);
458 Players[Player_num].energy = INITIAL_ENERGY;
459 Players[Player_num].shields = StartingShields;
460 Players[Player_num].laser_level = 0;
461 Players[Player_num].killer_objnum = -1;
462 Players[Player_num].hostages_on_board = 0;
464 Afterburner_charge = 0;
466 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
467 Players[Player_num].primary_ammo[i] = 0;
468 Primary_last_was_super[i] = 0;
471 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
472 Players[Player_num].secondary_ammo[i] = 0;
473 Secondary_last_was_super[i] = 0;
475 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
477 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
478 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
481 Secondary_weapon = 0;
483 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
484 PLAYER_FLAGS_AFTERBURNER |
485 PLAYER_FLAGS_CLOAKED |
486 PLAYER_FLAGS_INVULNERABLE |
487 PLAYER_FLAGS_MAP_ALL |
488 PLAYER_FLAGS_CONVERTER |
489 PLAYER_FLAGS_AMMO_RACK |
490 PLAYER_FLAGS_HEADLIGHT |
491 PLAYER_FLAGS_HEADLIGHT_ON |
494 Players[Player_num].cloak_time = 0;
495 Players[Player_num].invulnerable_time = 0;
497 Player_is_dead = 0; //player no longer dead
499 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
501 Controls.afterburner_state = 0;
502 Last_afterburner_state = 0;
504 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
506 Missile_viewer=NULL; ///reset missile camera if out there
511 tactile_set_button_jolt();
520 void reset_network_objects()
522 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
523 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
524 memset(object_owner, -1, MAX_OBJECTS);
528 extern void init_stuck_objects(void);
532 extern int Slide_segs_computed;
534 //reset stuff so game is semi-normal when playing from editor
535 void editor_reset_stuff_on_level()
537 gameseq_init_network_players();
538 init_player_stats_level(0);
539 Viewer = ConsoleObject;
540 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
541 ConsoleObject->id=Player_num;
542 ConsoleObject->control_type = CT_FLYING;
543 ConsoleObject->movement_type = MT_PHYSICS;
545 verify_console_object();
546 Control_center_destroyed = 0;
547 if (Newdemo_state != ND_STATE_PLAYBACK)
548 gameseq_remove_unused_players();
550 init_robots_for_level();
554 init_player_stats_new_ship();
555 init_controlcen_for_level();
556 automap_clear_visited();
557 init_stuck_objects();
558 init_thief_for_level();
560 Slide_segs_computed = 0;
564 //do whatever needs to be done when a player dies in multiplayer
568 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
570 if (Current_mission_num == 0)
571 scores_maybe_add_player(0);
573 Function_mode = FMODE_MENU;
574 Game_mode = GM_GAME_OVER;
575 longjmp( LeaveGame, 0 ); // Exit out of game loop
579 extern void do_save_game_menu();
581 //update various information about the player
582 void update_player_stats()
584 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
585 if ( Players[Player_num].time_level > i2f(3600) ) {
586 Players[Player_num].time_level -= i2f(3600);
587 Players[Player_num].hours_level++;
590 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
591 if ( Players[Player_num].time_total > i2f(3600) ) {
592 Players[Player_num].time_total -= i2f(3600);
593 Players[Player_num].hours_total++;
597 //hack to not start object when loading level
598 extern int Dont_start_sound_objects;
600 //go through this level and start any eclip sounds
601 void set_sound_sources()
606 digi_init_sounds(); //clear old sounds
608 Dont_start_sound_objects = 1;
610 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
611 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
614 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
615 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))
616 if ((sn=Effects[ec].sound_num)!=-1) {
618 int csegnum = seg->children[sidenum];
620 //check for sound on other side of wall. Don't add on
621 //both walls if sound travels through wall. If sound
622 //does travel through wall, add sound for lower-numbered
625 if (IS_CHILD(csegnum) && csegnum < segnum) {
626 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
630 csegp = &Segments[seg->children[sidenum]];
631 csidenum = find_connect_side(seg, csegp);
633 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
634 continue; //skip this one
638 compute_center_point_on_side(&pnt,seg,sidenum);
639 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
643 Dont_start_sound_objects = 0;
648 //fix flash_dist=i2f(1);
649 fix flash_dist=fl2f(.9);
651 //create flash for player appearance
652 void create_player_appearance_effect(object *player_obj)
659 int objnum = player_obj-Objects;
660 if ( (objnum < 0) || (objnum > Highest_object_index) )
661 Int3(); // See Rob, trying to track down weird network bug
665 if (player_obj == Viewer)
666 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
668 pos = player_obj->pos;
670 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
673 effect_obj->orient = player_obj->orient;
675 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
676 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
681 // New Game sequencing functions
684 //pairs of chars describing ranges
685 char playername_allowed_chars[] = "azAZ09__--";
687 int MakeNewPlayerFile(int allow_abort)
692 char text[CALLSIGN_LEN+1]="";
695 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
698 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
700 Newmenu_allowed_chars = playername_allowed_chars;
701 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
702 Newmenu_allowed_chars = NULL;
705 if ( allow_abort ) return 0;
709 if (text[0]==0) //null string
712 sprintf( filename, "%s.plr", text );
714 fp = fopen( filename, "rb" );
717 //if the callsign is the name of a tty device, prepend a char
718 if (fp && isatty(fileno(fp))) {
720 sprintf(filename,"$%.7s.plr",text);
721 fp = fopen(filename,"rb");
726 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
731 if ( !new_player_config() )
732 goto try_again; // They hit Esc during New player config
734 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
742 #undef TXT_SELECT_PILOT
743 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
746 //Inputs the player's name, without putting up the background screen
751 int allow_abort_flag = 1;
753 if ( Players[Player_num].callsign[0] == 0 ) {
754 //---------------------------------------------------------------------
755 // Set default config options in case there is no config file
756 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
757 Config_joystick_sensitivity = 8;
758 Config_control_type =CONTROL_NONE;
759 for (i=0; i<CONTROL_MAX_TYPES; i++ )
760 for (j=0; j<MAX_CONTROLS; j++ )
761 kconfig_settings[i][j] = default_kconfig_settings[i][j];
763 //----------------------------------------------------------------
765 // Read the last player's name from config file, not lastplr.txt
766 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
768 if (config_last_player[0]==0)
769 allow_abort_flag = 0;
776 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
777 goto do_menu_again; //return 0; // They hit Esc in file selector
781 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
782 goto do_menu_again; // They hit Esc in file selector
785 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
789 if ( filename[0] == '<' ) {
790 // They selected 'create new pilot'
791 if (!MakeNewPlayerFile(allow_abort_flag))
792 //return 0; // They hit Esc during enter name stage
795 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
798 if (read_player_file() != EZERO)
801 Auto_leveling_on = Default_leveling_on;
803 set_display_mode(Default_display_mode);
805 WriteConfigFile(); // Update lastplr
810 extern void change_filename_extension( char *dest, char *src, char *new_ext );
811 extern char last_palette_loaded_pig[];
813 ubyte *Bitmap_replacement_data=NULL;
815 typedef struct DiskBitmapHeader {
817 ubyte dflags; //bits 0-5 anim frame num, bit 6 abm flag
818 ubyte width; //low 8 bits here, 4 more bits in wh_extra
819 ubyte height; //low 8 bits here, 4 more bits in wh_extra
820 ubyte wh_extra; //bits 0-3 width, bits 4-7 height
826 void load_bitmap_replacements(char *level_name)
828 char ifile_name[FILENAME_LEN];
832 //first, free up data allocated for old bitmaps
833 if (Bitmap_replacement_data) {
834 d_free(Bitmap_replacement_data);
835 Bitmap_replacement_data = NULL;
838 change_filename_extension(ifile_name, level_name, ".POG" );
840 ifile = cfopen(ifile_name,"rb");
843 int version,n_bitmaps;
844 int bitmap_data_size;
848 cfread(&id, 1, 4, ifile);
849 version = cfile_read_int(ifile);
851 if (memcmp(id, "GOPD",4) || version != 1) {
856 n_bitmaps = cfile_read_int(ifile);
858 MALLOC( indices, ushort, n_bitmaps );
860 #ifndef MACINTOSH // silly, silly, must swap shorts on the mac.
861 cfread(indices,sizeof(*indices),n_bitmaps,ifile);
863 for (i = 0; i < n_bitmaps; i++)
865 indices[i] = cfile_read_short(ifile);
869 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - (sizeof(DiskBitmapHeader) * n_bitmaps);
870 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
872 for (i=0;i<n_bitmaps;i++) {
873 DiskBitmapHeader bmh;
874 grs_bitmap temp_bitmap;
876 //note the groovy mac-compatible code!
877 cfread(bmh.name, 8, 1, ifile);
878 bmh.dflags = cfile_read_byte(ifile);
879 bmh.width = cfile_read_byte(ifile);
880 bmh.height = cfile_read_byte(ifile);
881 bmh.wh_extra = cfile_read_byte(ifile);
882 bmh.flags = cfile_read_byte(ifile);
883 bmh.avg_color = cfile_read_byte(ifile);
884 bmh.offset = cfile_read_int(ifile);
886 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
888 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
889 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
890 temp_bitmap.avg_color = bmh.avg_color;
891 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
893 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
894 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
895 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
896 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
897 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
899 GameBitmaps[indices[i]] = temp_bitmap;
902 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
908 last_palette_loaded_pig[0]= 0; //force pig re-load
910 texmerge_flush(); //for re-merging with new textures
914 void load_robot_replacements(char *level_name);
916 extern int Robot_replacements_loaded;
918 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
919 void LoadLevel(int level_num,int page_in_textures)
925 save_player = Players[Player_num];
927 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
929 if (level_num<0) //secret level
930 level_name = Secret_level_names[-level_num-1];
932 level_name = Level_names[level_num-1];
935 dd_gr_set_current_canvas(NULL);
936 dd_gr_clear_canvas(BM_XRGB(0,0,0));
938 gr_set_current_canvas(NULL);
939 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
942 Last_msg_ycrd = -1; //so we don't restore backgound under msg
944 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
945 // WIN(ShowCursorW());
947 #if defined(POLY_ACC)
948 gr_palette_load(gr_palette);
949 show_boxed_message(TXT_LOADING);
951 show_boxed_message(TXT_LOADING);
952 gr_palette_load(gr_palette);
955 load_ret = load_level(level_name); //actually load the data from disk!
958 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
960 Current_level_num=level_num;
962 // load_palette_pig(Current_level_palette); //load just the pig
964 load_palette(Current_level_palette,1,1); //don't change screen
967 load_endlevel_data(level_num);
970 if ( page_in_textures )
971 piggy_load_level_data();
973 load_bitmap_replacements(level_name);
975 if (Robot_replacements_loaded) {
976 read_hamfile(); //load original data
977 Robot_replacements_loaded = 0;
979 load_robot_replacements(level_name);
982 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
984 reset_network_objects();
987 Players[Player_num] = save_player;
991 songs_play_level_song( Current_level_num );
993 clear_boxed_message(); //remove message before new palette loaded
995 gr_palette_load(gr_palette); //actually load the palette
997 // WIN(HideCursorW());
1000 //sets up Player_num & ConsoleObject
1001 void InitPlayerObject()
1003 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1005 if (Player_num != 0 ) {
1006 Players[0] = Players[Player_num];
1010 Players[Player_num].objnum = 0;
1012 ConsoleObject = &Objects[Players[Player_num].objnum];
1014 ConsoleObject->type = OBJ_PLAYER;
1015 ConsoleObject->id = Player_num;
1016 ConsoleObject->control_type = CT_FLYING;
1017 ConsoleObject->movement_type = MT_PHYSICS;
1020 extern void game_disable_cheats();
1021 extern void turn_cheats_off();
1022 extern void init_seismic_disturbances(void);
1024 //starts a new game on the given level
1025 void StartNewGame(int start_level)
1027 Game_mode = GM_NORMAL;
1028 Function_mode = FMODE_GAME;
1032 InitPlayerObject(); //make sure player's object set up
1034 init_player_stats_game(); //clear all stats
1038 Network_new_game = 0;
1041 if (start_level < 0)
1042 StartNewLevelSecret(start_level, 0);
1044 StartNewLevel(start_level, 0);
1046 Players[Player_num].starting_level = start_level; // Mark where they started
1048 game_disable_cheats();
1050 init_seismic_disturbances();
1053 //@@//starts a resumed game loaded from disk
1054 //@@void ResumeSavedGame(int start_level)
1056 //@@ Game_mode = GM_NORMAL;
1057 //@@ Function_mode = FMODE_GAME;
1060 //@@ Network_new_game = 0;
1062 //@@ InitPlayerObject(); //make sure player's object set up
1064 //@@ StartNewLevel(start_level, 0);
1066 //@@ game_disable_cheats();
1070 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1073 extern int N_secret_levels;
1076 #define STARS_BACKGROUND (MenuHires?"\x01starsb.pcx":"\x01stars.pcx")
1078 #define STARS_BACKGROUND (MenuHires?"starsb.pcx":"stars.pcx")
1081 // -----------------------------------------------------------------------------
1082 // Does the bonus scoring.
1083 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1084 void DoEndLevelScoreGlitz(int network)
1086 int level_points, skill_points, energy_points, shield_points, hostage_points;
1087 int all_hostage_points;
1089 char all_hostage_text[64];
1090 char endgame_text[64];
1091 #define N_GLITZITEMS 11
1092 char m_str[N_GLITZITEMS][30];
1093 newmenu_item m[N_GLITZITEMS+1];
1099 set_screen_mode(SCREEN_MENU); //go into menu mode
1106 mprintf((0,"DoEndLevelScoreGlitz\n"));
1108 // Compute level player is on, deal with secret levels (negative numbers)
1109 mine_level = Players[Player_num].level;
1111 mine_level *= -(Last_level/N_secret_levels);
1113 level_points = Players[Player_num].score-Players[Player_num].last_score;
1115 if (!Cheats_enabled) {
1116 if (Difficulty_level > 1) {
1117 skill_points = level_points*(Difficulty_level)/4;
1118 skill_points -= skill_points % 100;
1122 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1123 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1124 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1126 shield_points -= shield_points % 50;
1127 energy_points -= energy_points % 50;
1135 all_hostage_text[0] = 0;
1136 endgame_text[0] = 0;
1138 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1139 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1140 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1142 all_hostage_points = 0;
1144 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1145 endgame_points = Players[Player_num].lives * 10000;
1146 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1149 endgame_points = is_last_level = 0;
1151 mprintf((0,"adding bonus points\n"));
1152 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1155 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1156 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1157 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1158 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1160 sprintf(m_str[c++], "%s", all_hostage_text);
1161 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1162 sprintf(m_str[c++], "%s", endgame_text);
1164 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1165 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1168 sprintf(m_str[c++], "");
1169 sprintf(m_str[c++], " Done");
1172 for (i=0; i<c; i++) {
1173 m[i].type = NM_TYPE_TEXT;
1174 m[i].text = m_str[i];
1178 m[c-1].type = NM_TYPE_MENU;
1181 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1183 if (Current_level_num < 0)
1184 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);
1186 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);
1188 Assert(c <= N_GLITZITEMS);
1190 gr_palette_fade_out(gr_palette, 32, 0);
1192 mprintf((0,"doing menu\n"));
1194 PA_DFX (pa_alpha_always());
1197 if ( network && (Game_mode & GM_NETWORK) )
1198 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1201 // NOTE LINK TO ABOVE!!!
1202 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1204 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1207 //give the player the opportunity to save his game
1208 void DoEndlevelMenu()
1210 //No between level saves......!!! state_save_all(1);
1213 // -----------------------------------------------------------------------------------------------------
1214 //called when the player is starting a level (new game or new ship)
1215 void StartSecretLevel()
1217 Assert(!Player_is_dead);
1219 InitPlayerPosition(0);
1221 verify_console_object();
1223 ConsoleObject->control_type = CT_FLYING;
1224 ConsoleObject->movement_type = MT_PHYSICS;
1226 // -- WHY? -- disable_matcens();
1227 clear_transient_objects(0); //0 means leave proximity bombs
1229 // create_player_appearance_effect(ConsoleObject);
1230 Do_appearance_effect = 1;
1232 ai_reset_all_paths();
1233 // -- NO? -- reset_time();
1236 Auto_fire_fusion_cannon_time = 0;
1239 Robot_firing_enabled = 1;
1242 extern void set_pos_from_return_segment(void);
1244 // Returns true if secret level has been destroyed.
1245 int p_secret_level_destroyed(void)
1247 if (First_secret_visit) {
1248 return 0; // Never been there, can't have been destroyed.
1251 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1260 // -----------------------------------------------------------------------------------------------------
1261 void do_secret_message(char *msg)
1267 #if defined(POLY_ACC)
1269 pa_update_clut(gr_palette, 0, 256, 0);
1272 old_fmode = Function_mode;
1273 Function_mode = FMODE_MENU;
1274 nm_messagebox(NULL, 1, TXT_OK, msg);
1275 Function_mode = old_fmode;
1277 #if defined(POLY_ACC)
1281 WIN(DEFINE_SCREEN(NULL));
1284 // -----------------------------------------------------------------------------------------------------
1285 // called when the player is starting a new level for normal game mode and restore state
1286 // Need to deal with whether this is the first time coming to this level or not. If not the
1287 // first time, instead of initializing various things, need to do a game restore for all the
1288 // robots, powerups, walls, doors, etc.
1289 void StartNewLevelSecret(int level_num, int page_in_textures)
1296 m[0].type = NM_TYPE_TEXT;
1299 last_drawn_cockpit[0] = -1;
1300 last_drawn_cockpit[1] = -1;
1302 if (Newdemo_state == ND_STATE_PAUSED)
1303 Newdemo_state = ND_STATE_RECORDING;
1305 if (Newdemo_state == ND_STATE_RECORDING) {
1306 newdemo_set_new_level(level_num);
1307 newdemo_record_start_frame(FrameCount, FrameTime );
1308 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1310 gr_palette_fade_out(gr_palette, 32, 0);
1312 set_screen_mode(SCREEN_MENU); //go into menu mode
1314 if (First_secret_visit) {
1315 do_secret_message(TXT_SECRET_EXIT);
1318 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1320 do_secret_message(TXT_SECRET_EXIT);
1324 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1325 do_secret_message(text_str);
1330 LoadLevel(level_num,page_in_textures);
1332 Assert(Current_level_num == level_num); //make sure level set right
1334 Assert(Function_mode == FMODE_GAME);
1336 gameseq_init_network_players(); // Initialize the Players array for
1339 HUD_clear_messages();
1341 automap_clear_visited();
1343 // -- init_player_stats_level();
1345 Viewer = &Objects[Players[Player_num].objnum];
1347 gameseq_remove_unused_players();
1351 Control_center_destroyed = 0;
1354 reset_palette_add();
1356 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1357 init_robots_for_level();
1359 init_smega_detonates();
1362 reset_special_effects();
1366 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1367 int pw_save, sw_save;
1371 pw_save = Primary_weapon;
1372 sw_save = Secondary_weapon;
1373 state_restore_all(1, 1, SECRETC_FILENAME);
1374 Primary_weapon = pw_save;
1375 Secondary_weapon = sw_save;
1376 reset_special_effects();
1378 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1382 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1383 do_secret_message(text_str);
1386 // -- // If file doesn't exist, it's because reactor was destroyed.
1387 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1388 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1389 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1394 if (First_secret_visit) {
1395 copy_defaults_to_robot_all();
1400 init_controlcen_for_level();
1402 // Say player can use FLASH cheat to mark path to exit.
1403 Last_level_path_created = -1;
1405 First_secret_visit = 0;
1408 int Entered_from_level;
1410 // ---------------------------------------------------------------------------------------------------------------
1411 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1412 void ExitSecretLevel(void)
1416 if (Newdemo_state == ND_STATE_PLAYBACK)
1419 if (!Control_center_destroyed) {
1420 state_save_all(0, 2, SECRETC_FILENAME);
1423 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1424 int pw_save, sw_save;
1426 returning_to_level_message();
1428 pw_save = Primary_weapon;
1429 sw_save = Secondary_weapon;
1430 state_restore_all(1, 1, SECRETB_FILENAME);
1431 Primary_weapon = pw_save;
1432 Secondary_weapon = sw_save;
1434 // File doesn't exist, so can't return to base level. Advance to next one.
1435 if (Entered_from_level == Last_level)
1438 advancing_to_level_message();
1439 StartNewLevel(Entered_from_level+1, 0);
1444 // ---------------------------------------------------------------------------------------------------------------
1445 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1446 // be invulnerable or cloaked.
1447 void do_cloak_invul_secret_stuff(fix old_gametime)
1449 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1452 time_used = old_gametime - Players[Player_num].invulnerable_time;
1453 Players[Player_num].invulnerable_time = GameTime - time_used;
1456 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1459 time_used = old_gametime - Players[Player_num].cloak_time;
1460 Players[Player_num].cloak_time = GameTime - time_used;
1464 // ---------------------------------------------------------------------------------------------------------------
1465 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1466 // is passing to the secret level.
1468 void EnterSecretLevel(void)
1473 Assert(! (Game_mode & GM_MULTI) );
1475 Entered_from_level = Current_level_num;
1477 if (Control_center_destroyed)
1478 DoEndLevelScoreGlitz(0);
1480 if (Newdemo_state != ND_STATE_PLAYBACK)
1481 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1483 // Find secret level number to go to, stuff in Next_level_num.
1484 for (i=0; i<-Last_secret_level; i++)
1485 if (Secret_level_table[i]==Current_level_num) {
1486 Next_level_num = -(i+1);
1488 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1489 Next_level_num = -i;
1493 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1494 Next_level_num = Last_secret_level;
1496 old_gametime = GameTime;
1498 StartNewLevelSecret(Next_level_num, 1);
1500 // do_cloak_invul_stuff();
1503 //called when the player has finished a level
1504 void PlayerFinishedLevel(int secret_flag)
1506 Assert(!secret_flag);
1508 //credit the player for hostages
1509 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1511 if (Game_mode & GM_NETWORK)
1512 Players[Player_num].connected = 2; // Finished but did not die
1514 last_drawn_cockpit[0] = -1;
1515 last_drawn_cockpit[1] = -1;
1517 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1520 #if defined(D2_OEM) || defined(COMPILATION)
1521 #define MOVIE_REQUIRED 0
1523 #define MOVIE_REQUIRED 1
1527 #define ENDMOVIE "endo"
1529 #define ENDMOVIE "end"
1532 void show_order_form();
1533 extern void com_hangup(void);
1535 //called when the player has finished the last level
1536 void DoEndGame(void)
1538 mprintf((0,"DoEndGame\n"));
1540 Function_mode = FMODE_MENU;
1541 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1542 newdemo_stop_recording();
1544 set_screen_mode( SCREEN_MENU );
1547 dd_gr_set_current_canvas(NULL),
1548 gr_set_current_canvas(NULL)
1553 if (Current_mission_num == 0 && !(Game_mode & GM_MULTI)) //only built-in mission, & not multi
1555 int played=MOVIE_NOT_PLAYED; //default is not played
1558 songs_play_song( SONG_ENDGAME, 0 );
1559 mprintf((0,"doing briefing\n"));
1560 do_briefing_screens("ending2.tex",1);
1561 mprintf((0,"briefing done\n"));
1563 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1564 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1568 songs_play_song( SONG_TITLE, 0 );
1569 do_briefing_screens("end2oem.tex",1);
1574 else if (!(Game_mode & GM_MULTI)) { //not multi
1575 char tname[FILENAME_LEN];
1576 sprintf(tname,"%s.tex",Current_mission_filename);
1577 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1579 //try doing special credits
1580 sprintf(tname,"%s.ctb",Current_mission_filename);
1581 credits_show(tname);
1591 if (Game_mode & GM_MULTI)
1592 multi_endlevel_score();
1595 // NOTE LINK TO ABOVE
1596 DoEndLevelScoreGlitz(0);
1598 if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1600 dd_gr_set_current_canvas(NULL),
1601 gr_set_current_canvas( NULL )
1604 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1605 gr_clear_canvas(BM_XRGB(0,0,0))
1608 load_palette(DEFAULT_PALETTE,0,1);
1609 scores_maybe_add_player(0);
1612 Function_mode = FMODE_MENU;
1614 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1615 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1617 Game_mode = GM_GAME_OVER;
1620 longjmp( LeaveGame, 0 ); // Exit out of game loop
1623 //from which level each do you get to each secret level
1624 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1626 //called to go to the next level (if there is one)
1627 //if secret_flag is true, advance to secret level, else next normal one
1628 // Return true if game over.
1629 void AdvanceLevel(int secret_flag)
1633 mprintf((0,"AdvanceLevel\n"));
1635 Assert(!secret_flag);
1637 if (Current_level_num != Last_level) {
1639 if (Game_mode & GM_MULTI)
1640 multi_endlevel_score();
1643 // NOTE LINK TO ABOVE!!!
1644 DoEndLevelScoreGlitz(0); //give bonuses
1647 Control_center_destroyed = 0;
1650 if (Current_level_num == 0)
1651 return; //not a real level
1655 if (Game_mode & GM_MULTI) {
1656 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1657 if (result) // failed to sync
1659 if (Current_level_num == Last_level) //player has finished the game!
1660 longjmp( LeaveGame, 0 ); // Exit out of game loop
1667 if (Current_level_num == Last_level) { //player has finished the game!
1669 mprintf((0,"Finished last level!\n"));
1675 Next_level_num = Current_level_num+1; //assume go to next normal level
1677 if (!(Game_mode & GM_MULTI))
1678 DoEndlevelMenu(); // Let use save their game
1680 StartNewLevel(Next_level_num, 0);
1685 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1687 extern char last_palette_loaded[];
1689 void load_stars_palette()
1694 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1695 Assert(pcx_error == PCX_ERROR_NONE);
1697 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1700 { //remap stuff. this code is kindof a hack
1702 //now, before we bring up the menu, we need to
1703 //do some stuff to make sure the palette is ok. First, we need to
1704 //get our current palette into the 2d's array, so the remapping will
1705 //work. Second, we need to remap the fonts. Third, we need to fill
1706 //in part of the fade tables so the darkening of the menu edges works
1708 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1709 remap_fonts_and_menus(1);
1713 strcpy(last_palette_loaded,""); //force palette load next time
1717 void nm_draw_background1(char * filename);
1722 //@@ ubyte pal[256*3];
1724 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1725 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1727 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1729 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1731 nm_draw_background1(STARS_BACKGROUND);
1737 died_in_mine_message(void)
1739 // Tell the player he died in the mine, explain why
1742 if (Game_mode & GM_MULTI)
1745 gr_palette_fade_out(gr_palette, 32, 0);
1747 set_screen_mode(SCREEN_MENU); //go into menu mode
1750 dd_gr_set_current_canvas(NULL),
1751 gr_set_current_canvas(NULL)
1756 #if defined(POLY_ACC)
1758 pa_update_clut(gr_palette, 0, 256, 0);
1761 old_fmode = Function_mode;
1762 Function_mode = FMODE_MENU;
1763 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1764 Function_mode = old_fmode;
1766 #if defined(POLY_ACC)
1770 WIN(DEFINE_SCREEN(NULL));
1773 // Called when player dies on secret level.
1774 void returning_to_level_message(void)
1780 if (Game_mode & GM_MULTI)
1783 gr_palette_fade_out(gr_palette, 32, 0);
1785 set_screen_mode(SCREEN_MENU); //go into menu mode
1787 gr_set_current_canvas(NULL);
1791 #if defined(POLY_ACC)
1793 pa_update_clut(gr_palette, 0, 256, 0);
1796 old_fmode = Function_mode;
1797 Function_mode = FMODE_MENU;
1798 sprintf(msg, "Returning to level %i", Entered_from_level);
1799 nm_messagebox(NULL, 1, TXT_OK, msg);
1800 Function_mode = old_fmode;
1802 #if defined(POLY_ACC)
1806 WIN(DEFINE_SCREEN(NULL));
1809 // Called when player dies on secret level.
1810 void advancing_to_level_message(void)
1816 // Only supposed to come here from a secret level.
1817 Assert(Current_level_num < 0);
1819 if (Game_mode & GM_MULTI)
1822 gr_palette_fade_out(gr_palette, 32, 0);
1824 set_screen_mode(SCREEN_MENU); //go into menu mode
1826 gr_set_current_canvas(NULL);
1830 #if defined(POLY_ACC)
1832 pa_update_clut(gr_palette, 0, 256, 0);
1835 old_fmode = Function_mode;
1836 Function_mode = FMODE_MENU;
1837 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1838 nm_messagebox(NULL, 1, TXT_OK, msg);
1839 Function_mode = old_fmode;
1841 #if defined(POLY_ACC)
1845 WIN(DEFINE_SCREEN(NULL));
1848 void digi_stop_digi_sounds();
1852 reset_palette_add();
1854 gr_palette_load (gr_palette);
1856 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1857 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1859 dead_player_end(); //terminate death sequence (if playing)
1862 if (Game_mode == GM_EDITOR) { //test mine, not real level
1863 object * playerobj = &Objects[Players[Player_num].objnum];
1864 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1865 load_level("gamesave.lvl");
1866 init_player_stats_new_ship();
1867 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1874 if ( Game_mode&GM_MULTI )
1876 multi_do_death(Players[Player_num].objnum);
1880 { //Note link to above else!
1881 Players[Player_num].lives--;
1882 if (Players[Player_num].lives == 0)
1889 if ( Control_center_destroyed ) {
1891 //clear out stuff so no bonus
1892 Players[Player_num].hostages_on_board = 0;
1893 Players[Player_num].energy = 0;
1894 Players[Player_num].shields = 0;
1895 Players[Player_num].connected = 3;
1897 died_in_mine_message(); // Give them some indication of what happened
1899 if (Current_level_num < 0) {
1902 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1904 returning_to_level_message();
1905 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1906 set_pos_from_return_segment();
1907 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1909 advancing_to_level_message();
1910 StartNewLevel(Entered_from_level+1, 0);
1911 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1915 AdvanceLevel(0); //if finished, go on to next level
1917 init_player_stats_new_ship();
1918 last_drawn_cockpit[0] = -1;
1919 last_drawn_cockpit[1] = -1;
1922 } else if (Current_level_num < 0) {
1924 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1926 returning_to_level_message();
1927 if (!Control_center_destroyed)
1928 state_save_all(0, 2, SECRETC_FILENAME);
1929 state_restore_all(1, 2, SECRETB_FILENAME);
1930 set_pos_from_return_segment();
1931 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1933 died_in_mine_message(); // Give them some indication of what happened
1934 advancing_to_level_message();
1935 StartNewLevel(Entered_from_level+1, 0);
1936 init_player_stats_new_ship();
1939 init_player_stats_new_ship();
1946 extern int BigWindowSwitch;
1948 //called when the player is starting a new level for normal game mode and restore state
1949 // secret_flag set if came from a secret level
1950 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1952 if (!(Game_mode & GM_MULTI)) {
1953 last_drawn_cockpit[0] = -1;
1954 last_drawn_cockpit[1] = -1;
1959 if (Newdemo_state == ND_STATE_PAUSED)
1960 Newdemo_state = ND_STATE_RECORDING;
1962 if (Newdemo_state == ND_STATE_RECORDING) {
1963 newdemo_set_new_level(level_num);
1964 newdemo_record_start_frame(FrameCount, FrameTime );
1967 if (Game_mode & GM_MULTI)
1968 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1970 LoadLevel(level_num,page_in_textures);
1972 Assert(Current_level_num == level_num); //make sure level set right
1974 gameseq_init_network_players(); // Initialize the Players array for
1977 Viewer = &Objects[Players[Player_num].objnum];
1979 Assert(N_players <= NumNetPlayerPositions);
1980 //If this assert fails, there's not enough start positions
1983 if (Game_mode & GM_NETWORK)
1985 if(network_level_sync()) // After calling this, Player_num is set
1988 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1990 if(com_level_sync())
1995 Assert(Function_mode == FMODE_GAME);
1998 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2001 HUD_clear_messages();
2003 automap_clear_visited();
2006 if (Network_new_game == 1)
2008 Network_new_game = 0;
2009 init_player_stats_new_ship();
2012 init_player_stats_level(secret_flag);
2015 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2018 for (i = 0; i < N_players; i++)
2019 Players[i].flags |= Netgame.player_flags[i];
2022 if (Game_mode & GM_MULTI)
2024 multi_prep_level(); // Removes robots from level if necessary
2028 gameseq_remove_unused_players();
2032 Control_center_destroyed = 0;
2034 set_screen_mode(SCREEN_GAME);
2036 init_robots_for_level();
2038 init_smega_detonates();
2041 reset_palette_add();
2042 init_thief_for_level();
2043 init_stuck_objects();
2044 game_flush_inputs(); // clear out the keyboard
2045 if (!(Game_mode & GM_MULTI))
2046 filter_objects_from_level();
2050 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2051 set_highest_level(Current_level_num);
2053 read_player_file(); //get window sizes
2055 reset_special_effects();
2058 ogl_cache_level_textures();
2063 if (Network_rejoined == 1)
2066 mprintf((0, "Restarting - joining in random location.\n"));
2068 Network_rejoined = 0;
2073 StartLevel(0); // Note link to above if!
2075 copy_defaults_to_robot_all();
2076 init_controlcen_for_level();
2078 // Say player can use FLASH cheat to mark path to exit.
2079 Last_level_path_created = -1;
2083 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2085 void bash_to_shield (int i,char *s)
2087 int type=Objects[i].id;
2089 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2092 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2095 Objects[i].id = POW_SHIELD_BOOST;
2096 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2097 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2101 void filter_objects_from_level()
2105 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2107 for (i=0;i<=Highest_object_index;i++)
2109 if (Objects[i].type==OBJ_POWERUP)
2110 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2111 bash_to_shield (i,"Flag!!!!");
2118 char movie_name[FILENAME_LEN];
2119 } intro_movie[] = { { 1,"pla"},
2127 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2129 extern int MenuHiresAvailable;
2130 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2131 extern int intro_played; //true if big intro movie played
2133 void ShowLevelIntro(int level_num)
2135 //if shareware, show a briefing?
2137 if (!(Game_mode & GM_MULTI)) {
2139 ubyte save_pal[sizeof(gr_palette)];
2141 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2143 #if defined(D2_OEM) || defined(COMPILATION)
2144 if (level_num==1 && !intro_played)
2145 do_briefing_screens ("brief2o.tex",1);
2148 if (Current_mission_num==0)
2154 do_briefing_screens ("brief2.tex",1);
2157 for (i=0;i<NUM_INTRO_MOVIES;i++)
2159 if (intro_movie[i].level_num == level_num)
2161 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2168 if (!movie) { //must go before briefing
2169 dd_gr_init_screen();
2176 int hires_save=MenuHiresAvailable;
2178 if (robot_movies == 1) //lowres only
2180 MenuHiresAvailable = 0; //pretend we can't do highres
2182 if (hires_save != MenuHiresAvailable)
2183 Screen_mode = -1; //force reset
2186 do_briefing_screens ("robot.tex",level_num);
2187 MenuHiresAvailable = hires_save;
2192 else { //not the built-in mission. check for add-on briefing
2193 char tname[FILENAME_LEN];
2194 sprintf(tname,"%s.tex",Current_mission_filename);
2195 do_briefing_screens (tname,level_num);
2199 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2203 // ---------------------------------------------------------------------------
2204 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2205 // Reason: On this level, if player goes to a secret level, he will be going to a different
2206 // secret level than he's ever been to before.
2207 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2208 void maybe_set_first_secret_visit(int level_num)
2212 for (i=0; i<N_secret_levels; i++) {
2213 if (Secret_level_table[i] == level_num) {
2214 First_secret_visit = 1;
2215 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2220 //called when the player is starting a new level for normal game model
2221 // secret_flag if came from a secret level
2222 void StartNewLevel(int level_num, int secret_flag)
2226 if ((level_num > 0) && (!secret_flag)) {
2227 maybe_set_first_secret_visit(level_num);
2230 ShowLevelIntro(level_num);
2232 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2234 StartNewLevelSub(level_num, 1, secret_flag );
2238 //initialize the player object position & orientation (at start of game, or new ship)
2239 void InitPlayerPosition(int random_flag)
2244 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2246 NewPlayer = Player_num;
2248 else if (random_flag == 1)
2250 int i, closest = -1, trys=0;
2251 fix closest_dist = 0x7ffffff, dist;
2256 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2258 mprintf((1, "WARNING: There are only %d start positions!\n"));
2266 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2270 NewPlayer = d_rand() % NumNetPlayerPositions;
2273 closest_dist = 0x7fffffff;
2275 for (i=0; i<N_players; i++ ) {
2276 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2277 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
2278 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2279 if ( (dist < closest_dist) && (dist >= 0) ) {
2280 closest_dist = dist;
2286 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2287 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2290 mprintf((0, "Starting position is not being changed.\n"));
2291 goto done; // If deathmatch and not random, positions were already determined by sync packet
2293 Assert(NewPlayer >= 0);
2294 Assert(NewPlayer < NumNetPlayerPositions);
2297 ConsoleObject->pos = Player_init[NewPlayer].pos;
2298 ConsoleObject->orient = Player_init[NewPlayer].orient;
2299 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2301 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2303 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2306 reset_player_object();
2310 // -----------------------------------------------------------------------------------------------------
2311 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2312 // What about setting size!? Where does that come from?
2313 void copy_defaults_to_robot(object *objp)
2318 Assert(objp->type == OBJ_ROBOT);
2320 Assert(objid < N_robot_types);
2322 robptr = &Robot_info[objid];
2324 // Boost shield for Thief and Buddy based on level.
2325 objp->shields = robptr->strength;
2327 if ((robptr->thief) || (robptr->companion)) {
2328 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2330 if (robptr->companion) {
2331 // Now, scale guide-bot hits by skill level
2332 switch (Difficulty_level) {
2333 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2334 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2335 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2339 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2340 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2342 // Additional wimpification of bosses at Trainee
2343 if ((robptr->boss_flag) && (Difficulty_level == 0))
2347 // -----------------------------------------------------------------------------------------------------
2348 // Copy all values from the robot info structure to all instances of robots.
2349 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2350 // This function should be called at level load time.
2351 void copy_defaults_to_robot_all()
2355 for (i=0; i<=Highest_object_index; i++)
2356 if (Objects[i].type == OBJ_ROBOT)
2357 copy_defaults_to_robot(&Objects[i]);
2361 extern void clear_stuck_objects(void);
2363 // -----------------------------------------------------------------------------------------------------
2364 //called when the player is starting a level (new game or new ship)
2365 void StartLevel(int random_flag)
2367 Assert(!Player_is_dead);
2369 InitPlayerPosition(random_flag);
2371 verify_console_object();
2373 ConsoleObject->control_type = CT_FLYING;
2374 ConsoleObject->movement_type = MT_PHYSICS;
2378 clear_transient_objects(0); //0 means leave proximity bombs
2380 // create_player_appearance_effect(ConsoleObject);
2381 Do_appearance_effect = 1;
2384 if (Game_mode & GM_MULTI)
2386 if (Game_mode & GM_MULTI_COOP)
2388 multi_send_position(Players[Player_num].objnum);
2389 multi_send_reappear();
2392 if (Game_mode & GM_NETWORK)
2393 network_do_frame(1, 1);
2396 ai_reset_all_paths();
2397 ai_init_boss_for_ship();
2398 clear_stuck_objects();
2401 // Note, this is only done if editor builtin. Calling this from here
2402 // will cause it to be called after the player dies, resetting the
2403 // hits for the buddy and thief. This is ok, since it will work ok
2404 // in a shipped version.
2411 Auto_fire_fusion_cannon_time = 0;
2414 Robot_firing_enabled = 1;