1 /* $Id: gameseq.c,v 1.19 2003-03-19 22:44:15 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 1.19 2003-03-19 22:44:15 btb Exp $";
38 #include "pa_enabl.h" //$$POLY_ACC
101 #include "texmerge.h"
111 #include "controls.h"
113 #include "gamemine.h"
115 #if defined(POLY_ACC)
116 #include "poly_acc.h"
118 #if defined (TACTILE)
123 #include "editor/editor.h"
130 void StartNewLevelSecret(int level_num, int page_in_textures);
131 void InitPlayerPosition(int random_flag);
133 void returning_to_level_message(void);
134 void advancing_to_level_message(void);
135 void DoEndGame(void);
136 void AdvanceLevel(int secret_flag);
137 void filter_objects_from_level();
139 // From allender -- you'll find these defines in state.c and cntrlcen.c
140 // since I couldn't think of a good place to put them and i wanted to
141 // fix this stuff fast! Sorry about that...
144 #define SECRETB_FILENAME "secret.sgb"
145 #define SECRETC_FILENAME "secret.sgc"
147 #define SECRETB_FILENAME ":Players:secret.sgb"
148 #define SECRETC_FILENAME ":Players:secret.sgc"
151 //Current_level_num starts at 1 for the first level
152 //-1,-2,-3 are secret levels
153 //0 means not a real level loaded
154 int Current_level_num=0,Next_level_num;
155 char Current_level_name[LEVEL_NAME_LEN];
157 #if !defined(SHAREWARE) && !defined(D2_OEM)
158 int Last_level,Last_secret_level;
161 // Global variables describing the player
162 int N_players=1; // Number of players ( >1 means a net game, eh?)
163 int Player_num=0; // The player number who is on the console.
164 player Players[MAX_PLAYERS+4]; // Misc player info
165 obj_position Player_init[MAX_PLAYERS];
167 // Global variables telling what sort of game we have
168 int MaxNumNetPlayers = -1;
169 int NumNetPlayerPositions = -1;
171 extern fix ThisLevelTime;
173 // Extern from game.c to fix a bug in the cockpit!
175 extern int last_drawn_cockpit[2];
176 extern int Last_level_path_created;
178 // HUD_clear_messages external, declared in gauges.h
180 extern void HUD_clear_messages(); // From hud.c
183 // Extra prototypes declared for the sake of LINT
184 void init_player_stats_new_ship(void);
185 void copy_defaults_to_robot_all(void);
187 int Do_appearance_effect=0;
189 extern int Rear_view;
191 int First_secret_visit = 1;
193 extern int descent_critical_error;
195 extern int Last_msg_ycrd;
197 //--------------------------------------------------------------------
198 void verify_console_object()
200 Assert( Player_num > -1 );
201 Assert( Players[Player_num].objnum > -1 );
202 ConsoleObject = &Objects[Players[Player_num].objnum];
203 Assert( ConsoleObject->type==OBJ_PLAYER );
204 Assert( ConsoleObject->id==Player_num );
207 int count_number_of_robots()
213 for (i=0;i<=Highest_object_index;i++) {
214 if (Objects[i].type == OBJ_ROBOT)
222 int count_number_of_hostages()
228 for (i=0;i<=Highest_object_index;i++) {
229 if (Objects[i].type == OBJ_HOSTAGE)
236 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
238 gameseq_init_network_players()
242 // Initialize network player start locations and object numbers
244 ConsoleObject = &Objects[0];
247 for (i=0;i<=Highest_object_index;i++) {
249 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
251 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
252 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
254 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
255 Objects[i].type=OBJ_PLAYER;
256 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
257 Player_init[k].pos = Objects[i].pos;
258 Player_init[k].orient = Objects[i].orient;
259 Player_init[k].segnum = Objects[i].segnum;
260 Players[k].objnum = i;
269 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
270 obj_delete(i); //kill the buddy in netgames
273 NumNetPlayerPositions = k;
276 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
277 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
279 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
280 //Int3(); // Not enough positions!!
285 if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
287 for (i=0;i<N_players;i++)
288 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
290 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!");
297 void gameseq_remove_unused_players()
301 // 'Remove' the unused players
304 if (Game_mode & GM_MULTI)
306 for (i=0; i < NumNetPlayerPositions; i++)
308 if ((!Players[i].connected) || (i >= N_players))
311 // mprintf((0, "Ghosting player ship %d.\n", i+1));
313 multi_make_player_ghost(i);
319 { // Note link to above if!!!
321 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
323 for (i=1; i < NumNetPlayerPositions; i++)
325 obj_delete(Players[i].objnum);
330 fix StartingShields=INITIAL_SHIELDS;
332 // Setup player for new game
333 void init_player_stats_game()
335 Players[Player_num].score = 0;
336 Players[Player_num].last_score = 0;
337 Players[Player_num].lives = INITIAL_LIVES;
338 Players[Player_num].level = 1;
340 Players[Player_num].time_level = 0;
341 Players[Player_num].time_total = 0;
342 Players[Player_num].hours_level = 0;
343 Players[Player_num].hours_total = 0;
345 Players[Player_num].energy = INITIAL_ENERGY;
346 Players[Player_num].shields = StartingShields;
347 Players[Player_num].killer_objnum = -1;
349 Players[Player_num].net_killed_total = 0;
350 Players[Player_num].net_kills_total = 0;
352 Players[Player_num].num_kills_level = 0;
353 Players[Player_num].num_kills_total = 0;
354 Players[Player_num].num_robots_level = 0;
355 Players[Player_num].num_robots_total = 0;
356 Players[Player_num].KillGoalCount = 0;
358 Players[Player_num].hostages_rescued_total = 0;
359 Players[Player_num].hostages_level = 0;
360 Players[Player_num].hostages_total = 0;
362 Players[Player_num].laser_level = 0;
363 Players[Player_num].flags = 0;
365 init_player_stats_new_ship();
367 First_secret_visit = 1;
370 void init_ammo_and_energy(void)
372 if (Players[Player_num].energy < INITIAL_ENERGY)
373 Players[Player_num].energy = INITIAL_ENERGY;
374 if (Players[Player_num].shields < StartingShields)
375 Players[Player_num].shields = StartingShields;
377 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
378 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
379 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
381 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
382 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
383 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
384 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
385 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
388 extern ubyte Last_afterburner_state;
390 // Setup player for new level (After completion of previous level)
391 void init_player_stats_level(int secret_flag)
395 Players[Player_num].last_score = Players[Player_num].score;
397 Players[Player_num].level = Current_level_num;
400 if (!Network_rejoined) {
402 Players[Player_num].time_level = 0;
403 Players[Player_num].hours_level = 0;
408 Players[Player_num].killer_objnum = -1;
410 Players[Player_num].num_kills_level = 0;
411 Players[Player_num].num_robots_level = count_number_of_robots();
412 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
414 Players[Player_num].hostages_level = count_number_of_hostages();
415 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
416 Players[Player_num].hostages_on_board = 0;
419 init_ammo_and_energy();
421 Players[Player_num].flags &= (~KEY_BLUE);
422 Players[Player_num].flags &= (~KEY_RED);
423 Players[Player_num].flags &= (~KEY_GOLD);
425 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
426 PLAYER_FLAGS_CLOAKED |
427 PLAYER_FLAGS_MAP_ALL);
429 Players[Player_num].cloak_time = 0;
430 Players[Player_num].invulnerable_time = 0;
432 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
433 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
436 Player_is_dead = 0; // Added by RH
437 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
439 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
441 Controls.afterburner_state = 0;
442 Last_afterburner_state = 0;
444 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
450 tactile_set_button_jolt();
453 Missile_viewer = NULL;
456 extern void init_ai_for_ship(void);
458 // Setup player for a brand-new ship
459 void init_player_stats_new_ship()
463 if (Newdemo_state == ND_STATE_RECORDING) {
464 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
465 newdemo_record_player_weapon(0, 0);
466 newdemo_record_player_weapon(1, 0);
469 Players[Player_num].energy = INITIAL_ENERGY;
470 Players[Player_num].shields = StartingShields;
471 Players[Player_num].laser_level = 0;
472 Players[Player_num].killer_objnum = -1;
473 Players[Player_num].hostages_on_board = 0;
475 Afterburner_charge = 0;
477 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
478 Players[Player_num].primary_ammo[i] = 0;
479 Primary_last_was_super[i] = 0;
482 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
483 Players[Player_num].secondary_ammo[i] = 0;
484 Secondary_last_was_super[i] = 0;
486 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
488 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
489 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
492 Secondary_weapon = 0;
494 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
495 PLAYER_FLAGS_AFTERBURNER |
496 PLAYER_FLAGS_CLOAKED |
497 PLAYER_FLAGS_INVULNERABLE |
498 PLAYER_FLAGS_MAP_ALL |
499 PLAYER_FLAGS_CONVERTER |
500 PLAYER_FLAGS_AMMO_RACK |
501 PLAYER_FLAGS_HEADLIGHT |
502 PLAYER_FLAGS_HEADLIGHT_ON |
505 Players[Player_num].cloak_time = 0;
506 Players[Player_num].invulnerable_time = 0;
508 Player_is_dead = 0; //player no longer dead
510 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
512 Controls.afterburner_state = 0;
513 Last_afterburner_state = 0;
515 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
517 Missile_viewer=NULL; ///reset missile camera if out there
522 tactile_set_button_jolt();
531 void reset_network_objects()
533 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
534 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
535 memset(object_owner, -1, MAX_OBJECTS);
539 extern void init_stuck_objects(void);
543 extern int Slide_segs_computed;
545 //reset stuff so game is semi-normal when playing from editor
546 void editor_reset_stuff_on_level()
548 gameseq_init_network_players();
549 init_player_stats_level(0);
550 Viewer = ConsoleObject;
551 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
552 ConsoleObject->id=Player_num;
553 ConsoleObject->control_type = CT_FLYING;
554 ConsoleObject->movement_type = MT_PHYSICS;
556 verify_console_object();
557 Control_center_destroyed = 0;
558 if (Newdemo_state != ND_STATE_PLAYBACK)
559 gameseq_remove_unused_players();
561 init_robots_for_level();
565 init_player_stats_new_ship();
566 init_controlcen_for_level();
567 automap_clear_visited();
568 init_stuck_objects();
569 init_thief_for_level();
571 Slide_segs_computed = 0;
575 //do whatever needs to be done when a player dies in multiplayer
579 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
581 if (Current_mission_num == Builtin_mission_num)
582 scores_maybe_add_player(0);
584 Function_mode = FMODE_MENU;
585 Game_mode = GM_GAME_OVER;
586 longjmp( LeaveGame, 0 ); // Exit out of game loop
590 extern void do_save_game_menu();
592 //update various information about the player
593 void update_player_stats()
595 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
596 if ( Players[Player_num].time_level > i2f(3600) ) {
597 Players[Player_num].time_level -= i2f(3600);
598 Players[Player_num].hours_level++;
601 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
602 if ( Players[Player_num].time_total > i2f(3600) ) {
603 Players[Player_num].time_total -= i2f(3600);
604 Players[Player_num].hours_total++;
608 //hack to not start object when loading level
609 extern int Dont_start_sound_objects;
611 //go through this level and start any eclip sounds
612 void set_sound_sources()
617 digi_init_sounds(); //clear old sounds
619 Dont_start_sound_objects = 1;
621 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
622 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
625 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
626 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))
627 if ((sn=Effects[ec].sound_num)!=-1) {
629 int csegnum = seg->children[sidenum];
631 //check for sound on other side of wall. Don't add on
632 //both walls if sound travels through wall. If sound
633 //does travel through wall, add sound for lower-numbered
636 if (IS_CHILD(csegnum) && csegnum < segnum) {
637 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
641 csegp = &Segments[seg->children[sidenum]];
642 csidenum = find_connect_side(seg, csegp);
644 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
645 continue; //skip this one
649 compute_center_point_on_side(&pnt,seg,sidenum);
650 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
654 Dont_start_sound_objects = 0;
659 //fix flash_dist=i2f(1);
660 fix flash_dist=fl2f(.9);
662 //create flash for player appearance
663 void create_player_appearance_effect(object *player_obj)
670 int objnum = player_obj-Objects;
671 if ( (objnum < 0) || (objnum > Highest_object_index) )
672 Int3(); // See Rob, trying to track down weird network bug
676 if (player_obj == Viewer)
677 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
679 pos = player_obj->pos;
681 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
684 effect_obj->orient = player_obj->orient;
686 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
687 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
692 // New Game sequencing functions
695 //pairs of chars describing ranges
696 char playername_allowed_chars[] = "azAZ09__--";
698 int MakeNewPlayerFile(int allow_abort)
703 char text[CALLSIGN_LEN+1]="";
706 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
709 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
711 Newmenu_allowed_chars = playername_allowed_chars;
712 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
713 Newmenu_allowed_chars = NULL;
716 if ( allow_abort ) return 0;
720 if (text[0]==0) //null string
723 sprintf( filename, "%s.plr", text );
725 fp = fopen( filename, "rb" );
728 //if the callsign is the name of a tty device, prepend a char
729 if (fp && isatty(fileno(fp))) {
731 sprintf(filename,"$%.7s.plr",text);
732 fp = fopen(filename,"rb");
737 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
742 if ( !new_player_config() )
743 goto try_again; // They hit Esc during New player config
745 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
753 #undef TXT_SELECT_PILOT
754 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
757 //Inputs the player's name, without putting up the background screen
762 int allow_abort_flag = 1;
764 if ( Players[Player_num].callsign[0] == 0 ) {
765 //---------------------------------------------------------------------
766 // Set default config options in case there is no config file
767 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
768 Config_joystick_sensitivity = 8;
769 Config_control_type =CONTROL_NONE;
770 for (i=0; i<CONTROL_MAX_TYPES; i++ )
771 for (j=0; j<MAX_CONTROLS; j++ )
772 kconfig_settings[i][j] = default_kconfig_settings[i][j];
774 //----------------------------------------------------------------
776 // Read the last player's name from config file, not lastplr.txt
777 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
779 if (config_last_player[0]==0)
780 allow_abort_flag = 0;
787 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
788 goto do_menu_again; //return 0; // They hit Esc in file selector
792 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
793 goto do_menu_again; // They hit Esc in file selector
796 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
800 if ( filename[0] == '<' ) {
801 // They selected 'create new pilot'
802 if (!MakeNewPlayerFile(allow_abort_flag))
803 //return 0; // They hit Esc during enter name stage
806 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
809 if (read_player_file() != EZERO)
812 Auto_leveling_on = Default_leveling_on;
814 set_display_mode(Default_display_mode);
816 WriteConfigFile(); // Update lastplr
821 extern void change_filename_extension( char *dest, char *src, char *new_ext );
822 extern char last_palette_loaded_pig[];
824 ubyte *Bitmap_replacement_data=NULL;
826 void free_bitmap_replacements()
828 if (Bitmap_replacement_data) {
829 d_free(Bitmap_replacement_data);
830 Bitmap_replacement_data = NULL;
834 void clear_bitmap_replacement()
836 if (Bitmap_replacement_data) {
837 d_free(Bitmap_replacement_data);
838 Bitmap_replacement_data = NULL;
842 void load_bitmap_replacements(char *level_name)
844 char ifile_name[FILENAME_LEN];
848 //first, free up data allocated for old bitmaps
849 free_bitmap_replacements();
851 change_filename_extension(ifile_name, level_name, ".POG" );
853 ifile = cfopen(ifile_name,"rb");
856 int id,version,n_bitmaps;
857 int bitmap_data_size;
860 id = cfile_read_int(ifile);
861 version = cfile_read_int(ifile);
863 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
868 n_bitmaps = cfile_read_int(ifile);
870 MALLOC( indices, ushort, n_bitmaps );
872 for (i = 0; i < n_bitmaps; i++)
873 indices[i] = cfile_read_short(ifile);
875 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
876 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
878 for (i=0;i<n_bitmaps;i++) {
879 DiskBitmapHeader bmh;
880 grs_bitmap temp_bitmap;
882 DiskBitmapHeader_read(&bmh, ifile);
884 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
886 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
887 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
888 temp_bitmap.avg_color = bmh.avg_color;
889 temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
891 if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
892 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
893 if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
894 if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
895 if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
897 GameBitmaps[indices[i]] = temp_bitmap;
900 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
906 last_palette_loaded_pig[0]= 0; //force pig re-load
908 texmerge_flush(); //for re-merging with new textures
911 atexit(free_bitmap_replacements);
914 #define FIRST_D1_TEXTURE 722
915 #define LAST_D1_STATIC_TEXTURE 1042//1342 //afterwards, we have door frames and stuff
916 #define FIRST_D2_TEXTURE 1243
918 void load_d1_bitmap_replacements()
922 grs_bitmap temp_bitmap;
923 DiskBitmapHeader bmh;
924 int current_pos, zsize;
925 int bitmap_data_start, pig_data_start;
928 ubyte *next_bitmap; // where we write the next bitmap to
931 Piggy_fp = cfopen( "descent.pig", "rb" );
933 Piggy_fp = cfopen( "Data:Descent.pig", "rb" );
934 #endif // end of ifndef/else MACINTOSH
937 return; // use d2 bitmaps instead...
939 clear_bitmap_replacement();
941 // read d1 palette, build colormap
944 ubyte d1_palette[256*3];
945 CFILE * palette_file = cfopen( "palette.256", "rb" );
946 Assert( palette_file );
947 Assert( cfilelength( palette_file ) == 9472 );
948 cfread( d1_palette, 256, 3, palette_file);
949 cfclose( palette_file );
950 build_colormap_good( d1_palette, colormap, freq );
951 // don't change transparencies:
957 if (0) //TODO: put here cfilelength(Piggy_fp) == D1_PIG_SHARE
961 pig_data_start = cfile_read_int(Piggy_fp );
962 bm_read_all_d1( Piggy_fp );
963 //for (i = 0; i < 1800; i++) GameBitmapXlat[i] = cfile_read_short(Piggy_fp);
965 cfseek( Piggy_fp, pig_data_start, SEEK_SET );
966 N_bitmaps = cfile_read_int(Piggy_fp);
968 int N_sounds = cfile_read_int(Piggy_fp);
969 int header_size = N_bitmaps * DISKBITMAPHEADER_D1_SIZE
970 + N_sounds * DISKSOUNDHEADER_SIZE;
971 bitmap_data_start = pig_data_start + 2*sizeof(int) + header_size;
974 MALLOC( Bitmap_replacement_data, ubyte, cfilelength(Piggy_fp) - bitmap_data_start ); // too much
975 //TODO: handle case where b_r_d == 0! (have to convert textures, return, not bm_read_all_d1)
977 next_bitmap = Bitmap_replacement_data;
979 for (i=1; i<=N_bitmaps; i++ ) {
980 DiskBitmapHeader_d1_read(&bmh, Piggy_fp);
982 // only change wall texture bitmaps
983 if (i >= FIRST_D1_TEXTURE && i <= LAST_D1_STATIC_TEXTURE) {
984 current_pos = cftell(Piggy_fp);
985 memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
987 temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
988 temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
989 temp_bitmap.avg_color = bmh.avg_color;
991 //GameBitmapFlags[convert_d1_bitmap_num(i)] = 0;
993 if ( bmh.flags & BM_FLAG_TRANSPARENT )
994 temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
995 if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT )
996 temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
997 if ( bmh.flags & BM_FLAG_NO_LIGHTING )
998 temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
999 if ( bmh.flags & BM_FLAG_RLE )
1000 temp_bitmap.bm_flags |= BM_FLAG_RLE;
1001 if ( bmh.flags & BM_FLAG_RLE_BIG )
1002 temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
1004 temp_bitmap.bm_data = next_bitmap;
1006 cfseek(Piggy_fp, bitmap_data_start + bmh.offset, SEEK_SET);
1007 zsize = cfile_read_int(Piggy_fp);
1008 cfseek(Piggy_fp, bitmap_data_start + bmh.offset, SEEK_SET);
1009 cfread(next_bitmap, 1, zsize, Piggy_fp);
1010 cfseek(Piggy_fp, current_pos, SEEK_SET);
1012 //rle_swap_0_255(&temp_bitmap);
1013 rle_remap(&temp_bitmap, colormap);
1014 GameBitmaps[i + FIRST_D2_TEXTURE - FIRST_D1_TEXTURE] = temp_bitmap;
1016 memcpy(&zsize, temp_bitmap.bm_data, 4);
1017 next_bitmap += zsize;
1023 last_palette_loaded_pig[0]= 0; //force pig re-load
1025 texmerge_flush(); //for re-merging with new textures
1029 void load_robot_replacements(char *level_name);
1031 extern int Robot_replacements_loaded;
1033 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
1034 void LoadLevel(int level_num,int page_in_textures)
1040 save_player = Players[Player_num];
1042 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
1044 if (level_num<0) //secret level
1045 level_name = Secret_level_names[-level_num-1];
1047 level_name = Level_names[level_num-1];
1049 undo_bm_read_all_d1();
1050 d1_pig_loaded = cfexist("descent.pig");
1053 dd_gr_set_current_canvas(NULL);
1054 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1056 gr_set_current_canvas(NULL);
1057 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
1060 Last_msg_ycrd = -1; //so we don't restore backgound under msg
1062 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1063 // WIN(ShowCursorW());
1065 #if 1 //defined(POLY_ACC) || defined(OGL)
1066 gr_palette_load(gr_palette);
1067 show_boxed_message(TXT_LOADING);
1069 show_boxed_message(TXT_LOADING);
1070 gr_palette_load(gr_palette);
1073 load_ret = load_level(level_name); //actually load the data from disk!
1076 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1078 Current_level_num=level_num;
1080 // load_palette_pig(Current_level_palette); //load just the pig
1082 load_palette(Current_level_palette,1,1); //don't change screen
1084 load_endlevel_data(level_num);
1086 if ( page_in_textures )
1087 piggy_load_level_data();
1089 if (Mission_list[Current_mission_num].descent_version == 1)
1090 load_d1_bitmap_replacements();
1092 load_bitmap_replacements(level_name);
1094 if (Robot_replacements_loaded) {
1095 read_hamfile(); //load original data
1096 Robot_replacements_loaded = 0;
1098 load_robot_replacements(level_name);
1101 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1103 reset_network_objects();
1106 Players[Player_num] = save_player;
1108 set_sound_sources();
1110 songs_play_level_song( Current_level_num );
1112 clear_boxed_message(); //remove message before new palette loaded
1114 gr_palette_load(gr_palette); //actually load the palette
1116 // WIN(HideCursorW());
1119 //sets up Player_num & ConsoleObject
1120 void InitPlayerObject()
1122 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1124 if (Player_num != 0 ) {
1125 Players[0] = Players[Player_num];
1129 Players[Player_num].objnum = 0;
1131 ConsoleObject = &Objects[Players[Player_num].objnum];
1133 ConsoleObject->type = OBJ_PLAYER;
1134 ConsoleObject->id = Player_num;
1135 ConsoleObject->control_type = CT_FLYING;
1136 ConsoleObject->movement_type = MT_PHYSICS;
1139 extern void game_disable_cheats();
1140 extern void turn_cheats_off();
1141 extern void init_seismic_disturbances(void);
1143 //starts a new game on the given level
1144 void StartNewGame(int start_level)
1146 Game_mode = GM_NORMAL;
1147 Function_mode = FMODE_GAME;
1151 InitPlayerObject(); //make sure player's object set up
1153 init_player_stats_game(); //clear all stats
1157 Network_new_game = 0;
1160 if (start_level < 0)
1161 StartNewLevelSecret(start_level, 0);
1163 StartNewLevel(start_level, 0);
1165 Players[Player_num].starting_level = start_level; // Mark where they started
1167 game_disable_cheats();
1169 init_seismic_disturbances();
1172 //@@//starts a resumed game loaded from disk
1173 //@@void ResumeSavedGame(int start_level)
1175 //@@ Game_mode = GM_NORMAL;
1176 //@@ Function_mode = FMODE_GAME;
1179 //@@ Network_new_game = 0;
1181 //@@ InitPlayerObject(); //make sure player's object set up
1183 //@@ StartNewLevel(start_level, 0);
1185 //@@ game_disable_cheats();
1189 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1192 extern int N_secret_levels;
1194 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1196 // -----------------------------------------------------------------------------
1197 // Does the bonus scoring.
1198 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1199 void DoEndLevelScoreGlitz(int network)
1201 int level_points, skill_points, energy_points, shield_points, hostage_points;
1202 int all_hostage_points;
1204 char all_hostage_text[64];
1205 char endgame_text[64];
1206 #define N_GLITZITEMS 11
1207 char m_str[N_GLITZITEMS][30];
1208 newmenu_item m[N_GLITZITEMS+1];
1214 set_screen_mode(SCREEN_MENU); //go into menu mode
1221 mprintf((0,"DoEndLevelScoreGlitz\n"));
1223 // Compute level player is on, deal with secret levels (negative numbers)
1224 mine_level = Players[Player_num].level;
1226 mine_level *= -(Last_level/N_secret_levels);
1228 level_points = Players[Player_num].score-Players[Player_num].last_score;
1230 if (!Cheats_enabled) {
1231 if (Difficulty_level > 1) {
1232 skill_points = level_points*(Difficulty_level)/4;
1233 skill_points -= skill_points % 100;
1237 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1238 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1239 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1241 shield_points -= shield_points % 50;
1242 energy_points -= energy_points % 50;
1250 all_hostage_text[0] = 0;
1251 endgame_text[0] = 0;
1253 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1254 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1255 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1257 all_hostage_points = 0;
1259 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1260 endgame_points = Players[Player_num].lives * 10000;
1261 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1264 endgame_points = is_last_level = 0;
1266 mprintf((0,"adding bonus points\n"));
1267 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1270 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1271 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1272 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1273 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1275 sprintf(m_str[c++], "%s", all_hostage_text);
1276 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1277 sprintf(m_str[c++], "%s", endgame_text);
1279 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1280 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1283 sprintf(m_str[c++], "");
1284 sprintf(m_str[c++], " Done");
1287 for (i=0; i<c; i++) {
1288 m[i].type = NM_TYPE_TEXT;
1289 m[i].text = m_str[i];
1293 m[c-1].type = NM_TYPE_MENU;
1296 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1298 if (Current_level_num < 0)
1299 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);
1301 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);
1303 Assert(c <= N_GLITZITEMS);
1305 gr_palette_fade_out(gr_palette, 32, 0);
1307 mprintf((0,"doing menu\n"));
1309 PA_DFX (pa_alpha_always());
1312 if ( network && (Game_mode & GM_NETWORK) )
1313 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1316 // NOTE LINK TO ABOVE!!!
1317 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1319 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1322 //give the player the opportunity to save his game
1323 void DoEndlevelMenu()
1325 //No between level saves......!!! state_save_all(1);
1328 // -----------------------------------------------------------------------------------------------------
1329 //called when the player is starting a level (new game or new ship)
1330 void StartSecretLevel()
1332 Assert(!Player_is_dead);
1334 InitPlayerPosition(0);
1336 verify_console_object();
1338 ConsoleObject->control_type = CT_FLYING;
1339 ConsoleObject->movement_type = MT_PHYSICS;
1341 // -- WHY? -- disable_matcens();
1342 clear_transient_objects(0); //0 means leave proximity bombs
1344 // create_player_appearance_effect(ConsoleObject);
1345 Do_appearance_effect = 1;
1347 ai_reset_all_paths();
1348 // -- NO? -- reset_time();
1351 Auto_fire_fusion_cannon_time = 0;
1354 Robot_firing_enabled = 1;
1357 extern void set_pos_from_return_segment(void);
1359 // Returns true if secret level has been destroyed.
1360 int p_secret_level_destroyed(void)
1362 if (First_secret_visit) {
1363 return 0; // Never been there, can't have been destroyed.
1366 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1375 // -----------------------------------------------------------------------------------------------------
1376 void do_secret_message(char *msg)
1382 #if defined(POLY_ACC)
1384 pa_update_clut(gr_palette, 0, 256, 0);
1387 old_fmode = Function_mode;
1388 Function_mode = FMODE_MENU;
1389 nm_messagebox(NULL, 1, TXT_OK, msg);
1390 Function_mode = old_fmode;
1392 #if defined(POLY_ACC)
1396 WIN(DEFINE_SCREEN(NULL));
1399 // -----------------------------------------------------------------------------------------------------
1400 // called when the player is starting a new level for normal game mode and restore state
1401 // Need to deal with whether this is the first time coming to this level or not. If not the
1402 // first time, instead of initializing various things, need to do a game restore for all the
1403 // robots, powerups, walls, doors, etc.
1404 void StartNewLevelSecret(int level_num, int page_in_textures)
1411 m[0].type = NM_TYPE_TEXT;
1414 last_drawn_cockpit[0] = -1;
1415 last_drawn_cockpit[1] = -1;
1417 if (Newdemo_state == ND_STATE_PAUSED)
1418 Newdemo_state = ND_STATE_RECORDING;
1420 if (Newdemo_state == ND_STATE_RECORDING) {
1421 newdemo_set_new_level(level_num);
1422 newdemo_record_start_frame(FrameCount, FrameTime );
1423 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1425 gr_palette_fade_out(gr_palette, 32, 0);
1427 set_screen_mode(SCREEN_MENU); //go into menu mode
1429 if (First_secret_visit) {
1430 do_secret_message(TXT_SECRET_EXIT);
1433 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1435 do_secret_message(TXT_SECRET_EXIT);
1439 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1440 do_secret_message(text_str);
1445 LoadLevel(level_num,page_in_textures);
1447 Assert(Current_level_num == level_num); //make sure level set right
1449 Assert(Function_mode == FMODE_GAME);
1451 gameseq_init_network_players(); // Initialize the Players array for
1454 HUD_clear_messages();
1456 automap_clear_visited();
1458 // -- init_player_stats_level();
1460 Viewer = &Objects[Players[Player_num].objnum];
1462 gameseq_remove_unused_players();
1466 Control_center_destroyed = 0;
1469 reset_palette_add();
1471 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1472 init_robots_for_level();
1474 init_smega_detonates();
1477 reset_special_effects();
1481 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1482 int pw_save, sw_save;
1486 pw_save = Primary_weapon;
1487 sw_save = Secondary_weapon;
1488 state_restore_all(1, 1, SECRETC_FILENAME);
1489 Primary_weapon = pw_save;
1490 Secondary_weapon = sw_save;
1491 reset_special_effects();
1493 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1497 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1498 do_secret_message(text_str);
1501 // -- // If file doesn't exist, it's because reactor was destroyed.
1502 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1503 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1504 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1509 if (First_secret_visit) {
1510 copy_defaults_to_robot_all();
1515 init_controlcen_for_level();
1517 // Say player can use FLASH cheat to mark path to exit.
1518 Last_level_path_created = -1;
1520 First_secret_visit = 0;
1523 int Entered_from_level;
1525 // ---------------------------------------------------------------------------------------------------------------
1526 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1527 void ExitSecretLevel(void)
1531 if (Newdemo_state == ND_STATE_PLAYBACK)
1534 if (!Control_center_destroyed) {
1535 state_save_all(0, 2, SECRETC_FILENAME);
1538 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1539 int pw_save, sw_save;
1541 returning_to_level_message();
1543 pw_save = Primary_weapon;
1544 sw_save = Secondary_weapon;
1545 state_restore_all(1, 1, SECRETB_FILENAME);
1546 Primary_weapon = pw_save;
1547 Secondary_weapon = sw_save;
1549 // File doesn't exist, so can't return to base level. Advance to next one.
1550 if (Entered_from_level == Last_level)
1553 advancing_to_level_message();
1554 StartNewLevel(Entered_from_level+1, 0);
1559 // ---------------------------------------------------------------------------------------------------------------
1560 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1561 // be invulnerable or cloaked.
1562 void do_cloak_invul_secret_stuff(fix old_gametime)
1564 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1567 time_used = old_gametime - Players[Player_num].invulnerable_time;
1568 Players[Player_num].invulnerable_time = GameTime - time_used;
1571 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1574 time_used = old_gametime - Players[Player_num].cloak_time;
1575 Players[Player_num].cloak_time = GameTime - time_used;
1579 // ---------------------------------------------------------------------------------------------------------------
1580 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1581 // is passing to the secret level.
1583 void EnterSecretLevel(void)
1588 Assert(! (Game_mode & GM_MULTI) );
1590 Entered_from_level = Current_level_num;
1592 if (Control_center_destroyed)
1593 DoEndLevelScoreGlitz(0);
1595 if (Newdemo_state != ND_STATE_PLAYBACK)
1596 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1598 // Find secret level number to go to, stuff in Next_level_num.
1599 for (i=0; i<-Last_secret_level; i++)
1600 if (Secret_level_table[i]==Current_level_num) {
1601 Next_level_num = -(i+1);
1603 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1604 Next_level_num = -i;
1608 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1609 Next_level_num = Last_secret_level;
1611 old_gametime = GameTime;
1613 StartNewLevelSecret(Next_level_num, 1);
1615 // do_cloak_invul_stuff();
1618 //called when the player has finished a level
1619 void PlayerFinishedLevel(int secret_flag)
1621 Assert(!secret_flag);
1623 //credit the player for hostages
1624 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1626 if (Game_mode & GM_NETWORK)
1627 Players[Player_num].connected = 2; // Finished but did not die
1629 last_drawn_cockpit[0] = -1;
1630 last_drawn_cockpit[1] = -1;
1632 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1635 #if defined(D2_OEM) || defined(COMPILATION)
1636 #define MOVIE_REQUIRED 0
1638 #define MOVIE_REQUIRED 1
1642 #define ENDMOVIE "endo"
1644 #define ENDMOVIE "end"
1647 void show_order_form();
1648 extern void com_hangup(void);
1650 //called when the player has finished the last level
1651 void DoEndGame(void)
1653 mprintf((0,"DoEndGame\n"));
1655 Function_mode = FMODE_MENU;
1656 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1657 newdemo_stop_recording();
1659 set_screen_mode( SCREEN_MENU );
1662 dd_gr_set_current_canvas(NULL),
1663 gr_set_current_canvas(NULL)
1668 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1670 int played=MOVIE_NOT_PLAYED; //default is not played
1673 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1674 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1677 if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1678 songs_play_song( SONG_TITLE, 0 );
1679 do_briefing_screens("end2oem.tex",1);
1681 songs_play_song( SONG_ENDGAME, 0 );
1682 mprintf((0,"doing briefing\n"));
1683 do_briefing_screens("ending2.tex",1);
1684 mprintf((0,"briefing done\n"));
1687 } else if (!(Game_mode & GM_MULTI)) { //not multi
1688 char tname[FILENAME_LEN];
1689 sprintf(tname,"%s.tex",Current_mission_filename);
1690 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1692 //try doing special credits
1693 sprintf(tname,"%s.ctb",Current_mission_filename);
1694 credits_show(tname);
1704 if (Game_mode & GM_MULTI)
1705 multi_endlevel_score();
1708 // NOTE LINK TO ABOVE
1709 DoEndLevelScoreGlitz(0);
1711 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1713 dd_gr_set_current_canvas(NULL),
1714 gr_set_current_canvas( NULL )
1717 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1718 gr_clear_canvas(BM_XRGB(0,0,0))
1721 load_palette(DEFAULT_PALETTE,0,1);
1722 scores_maybe_add_player(0);
1725 Function_mode = FMODE_MENU;
1727 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1728 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1730 Game_mode = GM_GAME_OVER;
1733 longjmp( LeaveGame, 0 ); // Exit out of game loop
1736 //from which level each do you get to each secret level
1737 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1739 //called to go to the next level (if there is one)
1740 //if secret_flag is true, advance to secret level, else next normal one
1741 // Return true if game over.
1742 void AdvanceLevel(int secret_flag)
1748 mprintf((0,"AdvanceLevel\n"));
1750 Assert(!secret_flag);
1752 if (Current_level_num != Last_level) {
1754 if (Game_mode & GM_MULTI)
1755 multi_endlevel_score();
1758 // NOTE LINK TO ABOVE!!!
1759 DoEndLevelScoreGlitz(0); //give bonuses
1762 Control_center_destroyed = 0;
1765 if (Current_level_num == 0)
1766 return; //not a real level
1770 if (Game_mode & GM_MULTI) {
1771 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1772 if (result) // failed to sync
1774 if (Current_level_num == Last_level) //player has finished the game!
1775 longjmp( LeaveGame, 0 ); // Exit out of game loop
1782 if (Current_level_num == Last_level) { //player has finished the game!
1784 mprintf((0,"Finished last level!\n"));
1790 Next_level_num = Current_level_num+1; //assume go to next normal level
1792 if (!(Game_mode & GM_MULTI))
1793 DoEndlevelMenu(); // Let use save their game
1795 StartNewLevel(Next_level_num, 0);
1800 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1802 extern char last_palette_loaded[];
1804 void load_stars_palette()
1809 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1810 Assert(pcx_error == PCX_ERROR_NONE);
1812 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1815 { //remap stuff. this code is kindof a hack
1817 //now, before we bring up the menu, we need to
1818 //do some stuff to make sure the palette is ok. First, we need to
1819 //get our current palette into the 2d's array, so the remapping will
1820 //work. Second, we need to remap the fonts. Third, we need to fill
1821 //in part of the fade tables so the darkening of the menu edges works
1823 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1824 remap_fonts_and_menus(1);
1828 strcpy(last_palette_loaded,""); //force palette load next time
1832 void nm_draw_background1(char * filename);
1837 //@@ ubyte pal[256*3];
1839 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1840 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1842 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1844 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1846 nm_draw_background1(STARS_BACKGROUND);
1852 died_in_mine_message(void)
1854 // Tell the player he died in the mine, explain why
1857 if (Game_mode & GM_MULTI)
1860 gr_palette_fade_out(gr_palette, 32, 0);
1862 set_screen_mode(SCREEN_MENU); //go into menu mode
1865 dd_gr_set_current_canvas(NULL),
1866 gr_set_current_canvas(NULL)
1871 #if defined(POLY_ACC)
1873 pa_update_clut(gr_palette, 0, 256, 0);
1876 old_fmode = Function_mode;
1877 Function_mode = FMODE_MENU;
1878 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1879 Function_mode = old_fmode;
1881 #if defined(POLY_ACC)
1885 WIN(DEFINE_SCREEN(NULL));
1888 // Called when player dies on secret level.
1889 void returning_to_level_message(void)
1895 if (Game_mode & GM_MULTI)
1898 gr_palette_fade_out(gr_palette, 32, 0);
1900 set_screen_mode(SCREEN_MENU); //go into menu mode
1902 gr_set_current_canvas(NULL);
1906 #if defined(POLY_ACC)
1908 pa_update_clut(gr_palette, 0, 256, 0);
1911 old_fmode = Function_mode;
1912 Function_mode = FMODE_MENU;
1913 sprintf(msg, "Returning to level %i", Entered_from_level);
1914 nm_messagebox(NULL, 1, TXT_OK, msg);
1915 Function_mode = old_fmode;
1917 #if defined(POLY_ACC)
1921 WIN(DEFINE_SCREEN(NULL));
1924 // Called when player dies on secret level.
1925 void advancing_to_level_message(void)
1931 // Only supposed to come here from a secret level.
1932 Assert(Current_level_num < 0);
1934 if (Game_mode & GM_MULTI)
1937 gr_palette_fade_out(gr_palette, 32, 0);
1939 set_screen_mode(SCREEN_MENU); //go into menu mode
1941 gr_set_current_canvas(NULL);
1945 #if defined(POLY_ACC)
1947 pa_update_clut(gr_palette, 0, 256, 0);
1950 old_fmode = Function_mode;
1951 Function_mode = FMODE_MENU;
1952 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1953 nm_messagebox(NULL, 1, TXT_OK, msg);
1954 Function_mode = old_fmode;
1956 #if defined(POLY_ACC)
1960 WIN(DEFINE_SCREEN(NULL));
1963 void digi_stop_digi_sounds();
1967 reset_palette_add();
1969 gr_palette_load (gr_palette);
1971 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1972 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1974 dead_player_end(); //terminate death sequence (if playing)
1977 if (Game_mode == GM_EDITOR) { //test mine, not real level
1978 object * playerobj = &Objects[Players[Player_num].objnum];
1979 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1980 load_level("gamesave.lvl");
1981 init_player_stats_new_ship();
1982 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1989 if ( Game_mode&GM_MULTI )
1991 multi_do_death(Players[Player_num].objnum);
1995 { //Note link to above else!
1996 Players[Player_num].lives--;
1997 if (Players[Player_num].lives == 0)
2004 if ( Control_center_destroyed ) {
2006 //clear out stuff so no bonus
2007 Players[Player_num].hostages_on_board = 0;
2008 Players[Player_num].energy = 0;
2009 Players[Player_num].shields = 0;
2010 Players[Player_num].connected = 3;
2012 died_in_mine_message(); // Give them some indication of what happened
2014 if (Current_level_num < 0) {
2017 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
2019 returning_to_level_message();
2020 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
2021 set_pos_from_return_segment();
2022 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2024 advancing_to_level_message();
2025 StartNewLevel(Entered_from_level+1, 0);
2026 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2030 AdvanceLevel(0); //if finished, go on to next level
2032 init_player_stats_new_ship();
2033 last_drawn_cockpit[0] = -1;
2034 last_drawn_cockpit[1] = -1;
2037 } else if (Current_level_num < 0) {
2039 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
2041 returning_to_level_message();
2042 if (!Control_center_destroyed)
2043 state_save_all(0, 2, SECRETC_FILENAME);
2044 state_restore_all(1, 2, SECRETB_FILENAME);
2045 set_pos_from_return_segment();
2046 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2048 died_in_mine_message(); // Give them some indication of what happened
2049 advancing_to_level_message();
2050 StartNewLevel(Entered_from_level+1, 0);
2051 init_player_stats_new_ship();
2054 init_player_stats_new_ship();
2061 extern int BigWindowSwitch;
2063 //called when the player is starting a new level for normal game mode and restore state
2064 // secret_flag set if came from a secret level
2065 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2067 if (!(Game_mode & GM_MULTI)) {
2068 last_drawn_cockpit[0] = -1;
2069 last_drawn_cockpit[1] = -1;
2074 if (Newdemo_state == ND_STATE_PAUSED)
2075 Newdemo_state = ND_STATE_RECORDING;
2077 if (Newdemo_state == ND_STATE_RECORDING) {
2078 newdemo_set_new_level(level_num);
2079 newdemo_record_start_frame(FrameCount, FrameTime );
2082 if (Game_mode & GM_MULTI)
2083 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2085 LoadLevel(level_num,page_in_textures);
2087 Assert(Current_level_num == level_num); //make sure level set right
2089 gameseq_init_network_players(); // Initialize the Players array for
2092 Viewer = &Objects[Players[Player_num].objnum];
2094 Assert(N_players <= NumNetPlayerPositions);
2095 //If this assert fails, there's not enough start positions
2098 if (Game_mode & GM_NETWORK)
2100 if(network_level_sync()) // After calling this, Player_num is set
2103 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2105 if(com_level_sync())
2110 Assert(Function_mode == FMODE_GAME);
2113 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2116 HUD_clear_messages();
2118 automap_clear_visited();
2121 if (Network_new_game == 1)
2123 Network_new_game = 0;
2124 init_player_stats_new_ship();
2127 init_player_stats_level(secret_flag);
2130 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2133 for (i = 0; i < N_players; i++)
2134 Players[i].flags |= Netgame.player_flags[i];
2137 if (Game_mode & GM_MULTI)
2139 multi_prep_level(); // Removes robots from level if necessary
2143 gameseq_remove_unused_players();
2147 Control_center_destroyed = 0;
2149 set_screen_mode(SCREEN_GAME);
2151 init_robots_for_level();
2153 init_smega_detonates();
2156 reset_palette_add();
2157 init_thief_for_level();
2158 init_stuck_objects();
2159 game_flush_inputs(); // clear out the keyboard
2160 if (!(Game_mode & GM_MULTI))
2161 filter_objects_from_level();
2165 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2166 set_highest_level(Current_level_num);
2168 read_player_file(); //get window sizes
2170 reset_special_effects();
2173 ogl_cache_level_textures();
2178 if (Network_rejoined == 1)
2181 mprintf((0, "Restarting - joining in random location.\n"));
2183 Network_rejoined = 0;
2188 StartLevel(0); // Note link to above if!
2190 copy_defaults_to_robot_all();
2191 init_controlcen_for_level();
2193 // Say player can use FLASH cheat to mark path to exit.
2194 Last_level_path_created = -1;
2198 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2200 void bash_to_shield (int i,char *s)
2203 int type=Objects[i].id;
2206 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2209 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2212 Objects[i].id = POW_SHIELD_BOOST;
2213 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2214 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2218 void filter_objects_from_level()
2222 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2224 for (i=0;i<=Highest_object_index;i++)
2226 if (Objects[i].type==OBJ_POWERUP)
2227 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2228 bash_to_shield (i,"Flag!!!!");
2235 char movie_name[FILENAME_LEN];
2236 } intro_movie[] = { { 1,"pla"},
2244 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2246 extern int MenuHiresAvailable;
2247 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2248 extern int intro_played; //true if big intro movie played
2250 void ShowLevelIntro(int level_num)
2252 //if shareware, show a briefing?
2254 if (!(Game_mode & GM_MULTI)) {
2258 ubyte save_pal[sizeof(gr_palette)];
2260 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2262 if (level_num == 1 && !intro_played) {
2263 // try to play d2 oem briefing
2264 do_briefing_screens("brief2o.tex", 1);
2267 if (Current_mission_num == Builtin_mission_num) {
2271 if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // #ifdef SHAREWARE
2274 do_briefing_screens ("brief2.tex",1);
2276 } else { // full version
2277 for (i=0;i<NUM_INTRO_MOVIES;i++)
2279 if (intro_movie[i].level_num == level_num)
2282 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2289 if (!movie) { //must go before briefing
2290 dd_gr_init_screen();
2297 int hires_save=MenuHiresAvailable;
2299 if (robot_movies == 1) //lowres only
2301 MenuHiresAvailable = 0; //pretend we can't do highres
2303 if (hires_save != MenuHiresAvailable)
2304 Screen_mode = -1; //force reset
2307 do_briefing_screens ("robot.tex",level_num);
2308 MenuHiresAvailable = hires_save;
2313 else { //not the built-in mission. check for add-on briefing
2314 if (Mission_list[Current_mission_num].descent_version == 1)
2315 do_briefing_screens(Briefing_text_filename, level_num);
2317 char tname[FILENAME_LEN];
2318 sprintf(tname, "%s.tex", Current_mission_filename);
2319 do_briefing_screens(tname, level_num);
2324 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2328 // ---------------------------------------------------------------------------
2329 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2330 // Reason: On this level, if player goes to a secret level, he will be going to a different
2331 // secret level than he's ever been to before.
2332 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2333 void maybe_set_first_secret_visit(int level_num)
2337 for (i=0; i<N_secret_levels; i++) {
2338 if (Secret_level_table[i] == level_num) {
2339 First_secret_visit = 1;
2340 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2345 //called when the player is starting a new level for normal game model
2346 // secret_flag if came from a secret level
2347 void StartNewLevel(int level_num, int secret_flag)
2351 if ((level_num > 0) && (!secret_flag)) {
2352 maybe_set_first_secret_visit(level_num);
2355 ShowLevelIntro(level_num);
2357 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2359 StartNewLevelSub(level_num, 1, secret_flag );
2363 //initialize the player object position & orientation (at start of game, or new ship)
2364 void InitPlayerPosition(int random_flag)
2369 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2371 NewPlayer = Player_num;
2373 else if (random_flag == 1)
2375 int i, closest = -1, trys=0;
2376 fix closest_dist = 0x7ffffff, dist;
2381 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2383 mprintf((1, "WARNING: There are only %d start positions!\n"));
2391 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2395 NewPlayer = d_rand() % NumNetPlayerPositions;
2398 closest_dist = 0x7fffffff;
2400 for (i=0; i<N_players; i++ ) {
2401 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2402 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
2403 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2404 if ( (dist < closest_dist) && (dist >= 0) ) {
2405 closest_dist = dist;
2411 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2412 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2415 mprintf((0, "Starting position is not being changed.\n"));
2416 goto done; // If deathmatch and not random, positions were already determined by sync packet
2418 Assert(NewPlayer >= 0);
2419 Assert(NewPlayer < NumNetPlayerPositions);
2422 ConsoleObject->pos = Player_init[NewPlayer].pos;
2423 ConsoleObject->orient = Player_init[NewPlayer].orient;
2424 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2426 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2428 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2433 reset_player_object();
2437 // -----------------------------------------------------------------------------------------------------
2438 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2439 // What about setting size!? Where does that come from?
2440 void copy_defaults_to_robot(object *objp)
2445 Assert(objp->type == OBJ_ROBOT);
2447 Assert(objid < N_robot_types);
2449 robptr = &Robot_info[objid];
2451 // Boost shield for Thief and Buddy based on level.
2452 objp->shields = robptr->strength;
2454 if ((robptr->thief) || (robptr->companion)) {
2455 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2457 if (robptr->companion) {
2458 // Now, scale guide-bot hits by skill level
2459 switch (Difficulty_level) {
2460 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2461 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2462 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2466 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2467 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2469 // Additional wimpification of bosses at Trainee
2470 if ((robptr->boss_flag) && (Difficulty_level == 0))
2474 // -----------------------------------------------------------------------------------------------------
2475 // Copy all values from the robot info structure to all instances of robots.
2476 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2477 // This function should be called at level load time.
2478 void copy_defaults_to_robot_all()
2482 for (i=0; i<=Highest_object_index; i++)
2483 if (Objects[i].type == OBJ_ROBOT)
2484 copy_defaults_to_robot(&Objects[i]);
2488 extern void clear_stuck_objects(void);
2490 // -----------------------------------------------------------------------------------------------------
2491 //called when the player is starting a level (new game or new ship)
2492 void StartLevel(int random_flag)
2494 Assert(!Player_is_dead);
2496 InitPlayerPosition(random_flag);
2498 verify_console_object();
2500 ConsoleObject->control_type = CT_FLYING;
2501 ConsoleObject->movement_type = MT_PHYSICS;
2505 clear_transient_objects(0); //0 means leave proximity bombs
2507 // create_player_appearance_effect(ConsoleObject);
2508 Do_appearance_effect = 1;
2511 if (Game_mode & GM_MULTI)
2513 if (Game_mode & GM_MULTI_COOP)
2515 multi_send_position(Players[Player_num].objnum);
2516 multi_send_reappear();
2519 if (Game_mode & GM_NETWORK)
2520 network_do_frame(1, 1);
2523 ai_reset_all_paths();
2524 ai_init_boss_for_ship();
2525 clear_stuck_objects();
2528 // Note, this is only done if editor builtin. Calling this from here
2529 // will cause it to be called after the player dies, resetting the
2530 // hits for the buddy and thief. This is ok, since it will work ok
2531 // in a shipped version.
2538 Auto_fire_fusion_cannon_time = 0;
2541 Robot_firing_enabled = 1;