1 /* $Id: gameseq.c,v 1.32 2003-10-21 09:50:56 schaffner Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Routines for EndGame, EndLevel, etc.
20 * Revision 1.1 1995/12/05 16:02:05 allender
23 * Revision 1.14 1995/11/03 12:55:30 allender
26 * Revision 1.13 1995/10/31 10:23:07 allender
29 * Revision 1.12 1995/10/18 18:25:02 allender
30 * call auto_select_weapon after initing ammo since that may
31 * change the secondary weapon status
33 * Revision 1.11 1995/10/17 13:17:11 allender
34 * added closebox when entering pilot name
36 * Revision 1.10 1995/09/24 10:56:59 allender
37 * new players must be looked for in Players directory
39 * Revision 1.9 1995/09/18 08:08:08 allender
40 * remove netgame binding if at endgame
42 * Revision 1.8 1995/09/14 14:13:01 allender
43 * initplayerobject have void return
45 * Revision 1.7 1995/08/31 12:54:42 allender
48 * Revision 1.6 1995/08/26 16:25:40 allender
49 * put return values on needed functions
51 * Revision 1.5 1995/08/14 09:26:28 allender
52 * added byteswap header files
54 * Revision 1.4 1995/08/01 13:57:42 allender
55 * macified player file stuff -- players stored in seperate folder
57 * Revision 1.3 1995/06/08 12:54:37 allender
58 * new function for calculating a segment based checksum since the old way
59 * is byte order dependent
61 * Revision 1.2 1995/06/02 07:42:10 allender
62 * removed duplicate extern for network_endlevel_poll2
64 * Revision 1.1 1995/05/16 15:25:56 allender
67 * Revision 2.10 1995/12/19 15:48:25 john
68 * Made screen reset when loading new level.
70 * Revision 2.9 1995/07/07 16:47:52 john
71 * Fixed bug with reactor time..
73 * Revision 2.8 1995/06/15 12:14:18 john
74 * Made end game, win game and title sequences all go
75 * on after 5 minutes automatically.
77 * Revision 2.7 1995/05/26 16:16:25 john
78 * Split SATURN into define's for requiring cd, using cd, etc.
79 * Also started adding all the Rockwell stuff.
81 * Revision 2.6 1995/03/24 13:11:20 john
82 * Added save game during briefing screens.
84 * Revision 2.5 1995/03/23 17:56:20 allender
85 * added code to record old laser level and weapons when player gets
88 * Revision 2.4 1995/03/21 08:39:14 john
89 * Ifdef'd out the NETWORK code.
91 * Revision 2.3 1995/03/15 14:33:33 john
92 * Added code to force the Descent CD-rom in the drive.
94 * Revision 2.2 1995/03/06 16:47:26 mike
97 * Revision 2.1 1995/03/06 15:23:23 john
98 * New screen techniques.
100 * Revision 2.0 1995/02/27 11:28:53 john
101 * New version 2.0, which has no anonymous unions, builds with
102 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
104 * Revision 1.310 1995/02/14 10:48:09 mike
105 * zero bonus if you are a cheater.
107 * Revision 1.309 1995/02/11 19:17:08 rob
108 * Fixed bug in laser fire rate after demo playback.
110 * Revision 1.308 1995/02/11 14:34:08 rob
111 * Added include of netmisc.c
113 * Revision 1.307 1995/02/11 14:29:04 rob
114 * Fixes for invul. controlcen.
116 * Revision 1.306 1995/02/11 13:47:00 mike
119 * Revision 1.305 1995/02/11 13:10:52 rob
120 * Fixed end of anarchy mission problems.
122 * Revision 1.304 1995/02/11 12:46:12 mike
123 * initialize Robot_firing_enabled, part of AHIMSA cheat.
125 * Revision 1.303 1995/02/11 12:42:03 john
126 * Added new song method, with FM bank switching..
128 * Revision 1.302 1995/02/10 17:39:29 matt
129 * Changed secret exit message to be centered
131 * Revision 1.301 1995/02/10 16:17:33 mike
132 * init Last_level_path_shown.
134 * Revision 1.300 1995/02/09 22:18:22 john
135 * Took out between level saves.
137 * Revision 1.299 1995/02/09 12:11:42 rob
138 * Get rid of high scores thing for multiplayer games.
140 * Revision 1.298 1995/02/08 20:34:24 rob
141 * Took briefing screens back OUT of coop games (per Interplay request)
143 * Revision 1.297 1995/02/08 19:20:09 rob
144 * Moved checksum calc.
146 * Revision 1.296 1995/02/05 14:39:24 rob
147 * Changed object mapping to be more efficient.
149 * Revision 1.295 1995/02/02 19:05:38 john
150 * Made end level menu for 27 not overwrite descent title..
152 * Revision 1.294 1995/02/02 16:36:42 adam
153 * *** empty log message ***
155 * Revision 1.293 1995/02/02 15:58:02 john
156 * Added turbo mode cheat.
158 * Revision 1.292 1995/02/02 15:29:34 matt
159 * Changed & localized secret level text
161 * Revision 1.291 1995/02/02 10:50:03 adam
162 * messed with secret level message
164 * Revision 1.290 1995/02/02 01:20:28 adam
165 * changed endgame song temporarily.
167 * Revision 1.289 1995/02/01 23:19:43 rob
168 * Fixed up endlevel stuff for multiplayer.
169 * Put in palette fades around areas that didn't have them before.
171 * Revision 1.288 1995/02/01 17:12:34 mike
172 * Make score come after endgame screens.
174 * Revision 1.287 1995/01/30 18:34:30 rob
175 * Put briefing screens back into coop games.
177 * Revision 1.286 1995/01/27 13:07:59 rob
178 * Removed erroneous warning message.
180 * Revision 1.285 1995/01/27 11:47:43 rob
181 * Removed new secret level menu from multiplayer games.
183 * Revision 1.284 1995/01/26 22:11:11 mike
184 * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
186 * Revision 1.283 1995/01/26 16:55:13 rob
187 * Removed ship bonus from cooperative endgame.
189 * Revision 1.282 1995/01/26 16:45:24 mike
190 * Add autofire fusion cannon stuff.
192 * Revision 1.281 1995/01/26 14:44:44 rob
193 * Removed unnecessary #ifdefs around mprintfs.
194 * Changed NumNetPlayerPositions to be independant of MaxNumNetPlayers to
195 * accomodate 4-player robo-archy games with 8 start positions.
197 * Revision 1.280 1995/01/26 12:19:01 rob
198 * Changed network_do_frame call.
200 * Revision 1.279 1995/01/26 00:35:03 matt
201 * Changed numbering convention for HMP files for levels
203 * Revision 1.278 1995/01/25 16:07:59 matt
204 * Added message (prototype) when going to secret level
206 * Revision 1.277 1995/01/22 18:57:23 matt
207 * Made player highest level work with missions
209 * Revision 1.276 1995/01/21 23:13:08 matt
210 * Made high scores with (not work, really) with loaded missions
211 * Don't give player high score when quit game
213 * Revision 1.275 1995/01/21 17:17:39 john
214 * *** empty log message ***
216 * Revision 1.274 1995/01/21 17:15:38 john
217 * Added include for state.h
219 * Revision 1.273 1995/01/21 16:21:14 matt
220 * Fixed bugs in secret level sequencing
222 * Revision 1.272 1995/01/20 22:47:29 matt
223 * Mission system implemented, though imcompletely
225 * Revision 1.271 1995/01/19 17:00:48 john
226 * Made save game work between levels.
228 * Revision 1.270 1995/01/17 17:49:10 rob
229 * Added key syncing for coop.
231 * Revision 1.269 1995/01/17 14:27:37 john
234 * Revision 1.268 1995/01/17 13:36:33 john
235 * Moved pig loading into StartNewLevelSub.
237 * Revision 1.267 1995/01/16 16:53:55 john
238 * Added code to save cheat state during save game.
240 * Revision 1.266 1995/01/15 19:42:10 matt
241 * Ripped out hostage faces for registered version
243 * Revision 1.265 1995/01/15 16:55:06 john
244 * Improved mine texture parsing.
246 * Revision 1.264 1995/01/15 11:56:24 john
247 * Working version of paging.
249 * Revision 1.263 1995/01/14 19:16:40 john
250 * First version of new bitmap paging code.
252 * Revision 1.262 1995/01/13 17:38:58 yuan
253 * Removed Int3() for number players check.
255 * Revision 1.261 1995/01/12 12:09:52 yuan
256 * Added coop object capability.
258 * Revision 1.260 1995/01/05 17:16:08 yuan
261 * Revision 1.259 1995/01/05 11:34:29 john
262 * Took out endlevel save stuff for registered.
264 * Revision 1.258 1995/01/04 19:00:16 rob
265 * Added some debugging for two bugs.
267 * Revision 1.257 1995/01/04 13:18:18 john
268 * Added cool 6 game save.
270 * Revision 1.256 1995/01/04 08:46:18 rob
271 * JOHN CHECKED IN FOR ROB !!!
273 * Revision 1.255 1995/01/02 20:07:35 rob
274 * Added score syncing.
275 * Get rid of endlevel score for coop games (put it back in elsewhere)
277 * Revision 1.254 1995/01/02 16:17:43 mike
280 * Revision 1.253 1994/12/21 21:08:47 rob
281 * fixed a bug in coop player ship positions.
283 * Revision 1.252 1994/12/21 12:57:08 rob
284 * Handle additional player ships in mines.
295 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.32 2003-10-21 09:50:56 schaffner Exp $";
310 #include "ogl_init.h"
313 #include "pa_enabl.h" //$$POLY_ACC
329 #include "textures.h"
342 #include "gamesave.h"
348 #include "lighting.h"
356 #include "gamefont.h"
358 #include "endlevel.h"
361 # include "network.h"
362 # include "netmisc.h"
365 #include "playsave.h"
367 #include "fireball.h"
372 #include "cntrlcen.h"
377 #include "texmerge.h"
384 #include "controls.h"
386 #include "gamemine.h"
388 #if defined(POLY_ACC)
389 #include "poly_acc.h"
391 #if defined (TACTILE)
396 #include "editor/editor.h"
402 void StartNewLevelSecret(int level_num, int page_in_textures);
403 void InitPlayerPosition(int random_flag);
405 void returning_to_level_message(void);
406 void advancing_to_level_message(void);
407 void DoEndGame(void);
408 void AdvanceLevel(int secret_flag);
409 void filter_objects_from_level();
411 // From allender -- you'll find these defines in state.c and cntrlcen.c
412 // since I couldn't think of a good place to put them and i wanted to
413 // fix this stuff fast! Sorry about that...
416 #define SECRETB_FILENAME "secret.sgb"
417 #define SECRETC_FILENAME "secret.sgc"
419 #define SECRETB_FILENAME ":Players:secret.sgb"
420 #define SECRETC_FILENAME ":Players:secret.sgc"
423 //Current_level_num starts at 1 for the first level
424 //-1,-2,-3 are secret levels
425 //0 means not a real level loaded
426 int Current_level_num=0,Next_level_num;
427 char Current_level_name[LEVEL_NAME_LEN];
429 int Last_level, Last_secret_level;
431 // Global variables describing the player
432 int N_players=1; // Number of players ( >1 means a net game, eh?)
433 int Player_num=0; // The player number who is on the console.
434 player Players[MAX_PLAYERS+4]; // Misc player info
435 obj_position Player_init[MAX_PLAYERS];
437 // Global variables telling what sort of game we have
438 int MaxNumNetPlayers = -1;
439 int NumNetPlayerPositions = -1;
441 extern fix ThisLevelTime;
443 // Extern from game.c to fix a bug in the cockpit!
445 extern int last_drawn_cockpit[2];
446 extern int Last_level_path_created;
448 // HUD_clear_messages external, declared in gauges.h
450 extern void HUD_clear_messages(); // From hud.c
453 // Extra prototypes declared for the sake of LINT
454 void init_player_stats_new_ship(void);
455 void copy_defaults_to_robot_all(void);
457 int Do_appearance_effect=0;
459 extern int Rear_view;
461 int First_secret_visit = 1;
463 extern int descent_critical_error;
465 extern int Last_msg_ycrd;
467 //--------------------------------------------------------------------
468 void verify_console_object()
470 Assert( Player_num > -1 );
471 Assert( Players[Player_num].objnum > -1 );
472 ConsoleObject = &Objects[Players[Player_num].objnum];
473 Assert( ConsoleObject->type==OBJ_PLAYER );
474 Assert( ConsoleObject->id==Player_num );
477 int count_number_of_robots()
483 for (i=0;i<=Highest_object_index;i++) {
484 if (Objects[i].type == OBJ_ROBOT)
492 int count_number_of_hostages()
498 for (i=0;i<=Highest_object_index;i++) {
499 if (Objects[i].type == OBJ_HOSTAGE)
506 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
508 gameseq_init_network_players()
512 // Initialize network player start locations and object numbers
514 ConsoleObject = &Objects[0];
517 for (i=0;i<=Highest_object_index;i++) {
519 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
521 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
522 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
524 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
525 Objects[i].type=OBJ_PLAYER;
526 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
527 Player_init[k].pos = Objects[i].pos;
528 Player_init[k].orient = Objects[i].orient;
529 Player_init[k].segnum = Objects[i].segnum;
530 Players[k].objnum = i;
539 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
540 obj_delete(i); //kill the buddy in netgames
543 NumNetPlayerPositions = k;
546 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
547 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
549 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
550 //Int3(); // Not enough positions!!
554 if (is_D2_OEM && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
556 for (i=0;i<N_players;i++)
557 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
559 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!");
564 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num == 4)
566 for (i = 0; i < N_players; i++)
567 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
569 nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
576 void gameseq_remove_unused_players()
580 // 'Remove' the unused players
583 if (Game_mode & GM_MULTI)
585 for (i=0; i < NumNetPlayerPositions; i++)
587 if ((!Players[i].connected) || (i >= N_players))
590 // mprintf((0, "Ghosting player ship %d.\n", i+1));
592 multi_make_player_ghost(i);
598 { // Note link to above if!!!
600 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
602 for (i=1; i < NumNetPlayerPositions; i++)
604 obj_delete(Players[i].objnum);
609 fix StartingShields=INITIAL_SHIELDS;
611 // Setup player for new game
612 void init_player_stats_game()
614 Players[Player_num].score = 0;
615 Players[Player_num].last_score = 0;
616 Players[Player_num].lives = INITIAL_LIVES;
617 Players[Player_num].level = 1;
619 Players[Player_num].time_level = 0;
620 Players[Player_num].time_total = 0;
621 Players[Player_num].hours_level = 0;
622 Players[Player_num].hours_total = 0;
624 Players[Player_num].energy = INITIAL_ENERGY;
625 Players[Player_num].shields = StartingShields;
626 Players[Player_num].killer_objnum = -1;
628 Players[Player_num].net_killed_total = 0;
629 Players[Player_num].net_kills_total = 0;
631 Players[Player_num].num_kills_level = 0;
632 Players[Player_num].num_kills_total = 0;
633 Players[Player_num].num_robots_level = 0;
634 Players[Player_num].num_robots_total = 0;
635 Players[Player_num].KillGoalCount = 0;
637 Players[Player_num].hostages_rescued_total = 0;
638 Players[Player_num].hostages_level = 0;
639 Players[Player_num].hostages_total = 0;
641 Players[Player_num].laser_level = 0;
642 Players[Player_num].flags = 0;
644 init_player_stats_new_ship();
646 First_secret_visit = 1;
649 void init_ammo_and_energy(void)
651 if (Players[Player_num].energy < INITIAL_ENERGY)
652 Players[Player_num].energy = INITIAL_ENERGY;
653 if (Players[Player_num].shields < StartingShields)
654 Players[Player_num].shields = StartingShields;
656 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
657 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
658 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
660 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
661 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
662 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
663 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
664 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
667 extern ubyte Last_afterburner_state;
669 // Setup player for new level (After completion of previous level)
670 void init_player_stats_level(int secret_flag)
674 Players[Player_num].last_score = Players[Player_num].score;
676 Players[Player_num].level = Current_level_num;
679 if (!Network_rejoined) {
681 Players[Player_num].time_level = 0;
682 Players[Player_num].hours_level = 0;
687 Players[Player_num].killer_objnum = -1;
689 Players[Player_num].num_kills_level = 0;
690 Players[Player_num].num_robots_level = count_number_of_robots();
691 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
693 Players[Player_num].hostages_level = count_number_of_hostages();
694 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
695 Players[Player_num].hostages_on_board = 0;
698 init_ammo_and_energy();
700 Players[Player_num].flags &= (~KEY_BLUE);
701 Players[Player_num].flags &= (~KEY_RED);
702 Players[Player_num].flags &= (~KEY_GOLD);
704 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
705 PLAYER_FLAGS_CLOAKED |
706 PLAYER_FLAGS_MAP_ALL);
708 Players[Player_num].cloak_time = 0;
709 Players[Player_num].invulnerable_time = 0;
711 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
712 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
715 Player_is_dead = 0; // Added by RH
716 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
718 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
720 Controls.afterburner_state = 0;
721 Last_afterburner_state = 0;
723 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
729 tactile_set_button_jolt();
732 Missile_viewer = NULL;
735 extern void init_ai_for_ship(void);
737 // Setup player for a brand-new ship
738 void init_player_stats_new_ship()
742 if (Newdemo_state == ND_STATE_RECORDING) {
743 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
744 newdemo_record_player_weapon(0, 0);
745 newdemo_record_player_weapon(1, 0);
748 Players[Player_num].energy = INITIAL_ENERGY;
749 Players[Player_num].shields = StartingShields;
750 Players[Player_num].laser_level = 0;
751 Players[Player_num].killer_objnum = -1;
752 Players[Player_num].hostages_on_board = 0;
754 Afterburner_charge = 0;
756 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
757 Players[Player_num].primary_ammo[i] = 0;
758 Primary_last_was_super[i] = 0;
761 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
762 Players[Player_num].secondary_ammo[i] = 0;
763 Secondary_last_was_super[i] = 0;
765 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
767 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
768 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
771 Secondary_weapon = 0;
773 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
774 PLAYER_FLAGS_AFTERBURNER |
775 PLAYER_FLAGS_CLOAKED |
776 PLAYER_FLAGS_INVULNERABLE |
777 PLAYER_FLAGS_MAP_ALL |
778 PLAYER_FLAGS_CONVERTER |
779 PLAYER_FLAGS_AMMO_RACK |
780 PLAYER_FLAGS_HEADLIGHT |
781 PLAYER_FLAGS_HEADLIGHT_ON |
784 Players[Player_num].cloak_time = 0;
785 Players[Player_num].invulnerable_time = 0;
787 Player_is_dead = 0; //player no longer dead
789 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
791 Controls.afterburner_state = 0;
792 Last_afterburner_state = 0;
794 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
796 Missile_viewer=NULL; ///reset missile camera if out there
801 tactile_set_button_jolt();
809 extern void init_stuck_objects(void);
813 extern int Slide_segs_computed;
815 //reset stuff so game is semi-normal when playing from editor
816 void editor_reset_stuff_on_level()
818 gameseq_init_network_players();
819 init_player_stats_level(0);
820 Viewer = ConsoleObject;
821 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
822 ConsoleObject->id=Player_num;
823 ConsoleObject->control_type = CT_FLYING;
824 ConsoleObject->movement_type = MT_PHYSICS;
826 verify_console_object();
827 Control_center_destroyed = 0;
828 if (Newdemo_state != ND_STATE_PLAYBACK)
829 gameseq_remove_unused_players();
831 init_robots_for_level();
835 init_player_stats_new_ship();
836 init_controlcen_for_level();
837 automap_clear_visited();
838 init_stuck_objects();
839 init_thief_for_level();
841 Slide_segs_computed = 0;
845 //do whatever needs to be done when a player dies in multiplayer
849 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
851 if (Current_mission_num == Builtin_mission_num)
852 scores_maybe_add_player(0);
854 Function_mode = FMODE_MENU;
855 Game_mode = GM_GAME_OVER;
856 longjmp( LeaveGame, 0 ); // Exit out of game loop
860 extern void do_save_game_menu();
862 //update various information about the player
863 void update_player_stats()
865 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
866 if ( Players[Player_num].time_level > i2f(3600) ) {
867 Players[Player_num].time_level -= i2f(3600);
868 Players[Player_num].hours_level++;
871 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
872 if ( Players[Player_num].time_total > i2f(3600) ) {
873 Players[Player_num].time_total -= i2f(3600);
874 Players[Player_num].hours_total++;
878 //hack to not start object when loading level
879 extern int Dont_start_sound_objects;
881 //go through this level and start any eclip sounds
882 void set_sound_sources()
887 digi_init_sounds(); //clear old sounds
889 Dont_start_sound_objects = 1;
891 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
892 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
895 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
896 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))
897 if ((sn=Effects[ec].sound_num)!=-1) {
899 int csegnum = seg->children[sidenum];
901 //check for sound on other side of wall. Don't add on
902 //both walls if sound travels through wall. If sound
903 //does travel through wall, add sound for lower-numbered
906 if (IS_CHILD(csegnum) && csegnum < segnum) {
907 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
911 csegp = &Segments[seg->children[sidenum]];
912 csidenum = find_connect_side(seg, csegp);
914 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
915 continue; //skip this one
919 compute_center_point_on_side(&pnt,seg,sidenum);
920 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
924 Dont_start_sound_objects = 0;
929 //fix flash_dist=i2f(1);
930 fix flash_dist=fl2f(.9);
932 //create flash for player appearance
933 void create_player_appearance_effect(object *player_obj)
940 int objnum = player_obj-Objects;
941 if ( (objnum < 0) || (objnum > Highest_object_index) )
942 Int3(); // See Rob, trying to track down weird network bug
946 if (player_obj == Viewer)
947 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
949 pos = player_obj->pos;
951 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
954 effect_obj->orient = player_obj->orient;
956 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
957 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
962 // New Game sequencing functions
965 //pairs of chars describing ranges
966 char playername_allowed_chars[] = "azAZ09__--";
968 int MakeNewPlayerFile(int allow_abort)
973 char text[CALLSIGN_LEN+1]="";
978 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
981 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
983 Newmenu_allowed_chars = playername_allowed_chars;
984 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
985 Newmenu_allowed_chars = NULL;
988 if ( allow_abort ) return 0;
992 if (text[0]==0) //null string
995 sprintf( filename, "%s.plr", text );
998 fp = fopen( filename, "rb" );
1001 //if the callsign is the name of a tty device, prepend a char
1002 if (fp && isatty(fileno(fp))) {
1004 sprintf(filename,"$%.7s.plr",text);
1005 fp = fopen(filename,"rb");
1010 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1015 if (cfexist(filename))
1017 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1022 if ( !new_player_config() )
1023 goto try_again; // They hit Esc during New player config
1025 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
1027 write_player_file();
1033 #undef TXT_SELECT_PILOT
1034 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
1037 //Inputs the player's name, without putting up the background screen
1038 int RegisterPlayer()
1042 int allow_abort_flag = 1;
1044 if ( Players[Player_num].callsign[0] == 0 ) {
1045 //---------------------------------------------------------------------
1046 // Set default config options in case there is no config file
1047 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
1048 Config_joystick_sensitivity = 8;
1049 Config_control_type =CONTROL_NONE;
1050 for (i=0; i<CONTROL_MAX_TYPES; i++ )
1051 for (j=0; j<MAX_CONTROLS; j++ )
1052 kconfig_settings[i][j] = default_kconfig_settings[i][j];
1054 //----------------------------------------------------------------
1056 // Read the last player's name from config file, not lastplr.txt
1057 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
1059 if (config_last_player[0]==0)
1060 allow_abort_flag = 0;
1067 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
1068 goto do_menu_again; //return 0; // They hit Esc in file selector
1072 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
1073 goto do_menu_again; // They hit Esc in file selector
1076 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
1080 if ( filename[0] == '<' ) {
1081 // They selected 'create new pilot'
1082 if (!MakeNewPlayerFile(allow_abort_flag))
1083 //return 0; // They hit Esc during enter name stage
1086 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
1089 if (read_player_file() != EZERO)
1092 Auto_leveling_on = Default_leveling_on;
1094 set_display_mode(Default_display_mode);
1096 WriteConfigFile(); // Update lastplr
1102 void load_robot_replacements(char *level_name);
1104 extern int Robot_replacements_loaded;
1106 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
1107 void LoadLevel(int level_num,int page_in_textures)
1113 save_player = Players[Player_num];
1115 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
1117 if (level_num<0) //secret level
1118 level_name = Secret_level_names[-level_num-1];
1120 level_name = Level_names[level_num-1];
1123 dd_gr_set_current_canvas(NULL);
1124 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1126 gr_set_current_canvas(NULL);
1127 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
1130 Last_msg_ycrd = -1; //so we don't restore backgound under msg
1132 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1133 // WIN(ShowCursorW());
1135 #if 1 //defined(POLY_ACC) || defined(OGL)
1136 gr_palette_load(gr_palette);
1137 show_boxed_message(TXT_LOADING);
1139 show_boxed_message(TXT_LOADING);
1140 gr_palette_load(gr_palette);
1143 load_ret = load_level(level_name); //actually load the data from disk!
1146 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1148 Current_level_num=level_num;
1150 // load_palette_pig(Current_level_palette); //load just the pig
1152 load_palette(Current_level_palette,1,1); //don't change screen
1154 load_endlevel_data(level_num);
1156 if ( page_in_textures )
1157 piggy_load_level_data();
1159 if (Mission_list[Current_mission_num].descent_version == 1)
1160 load_d1_bitmap_replacements();
1162 load_bitmap_replacements(level_name);
1164 if (Robot_replacements_loaded) {
1165 read_hamfile(); //load original data
1166 Robot_replacements_loaded = 0;
1168 load_robot_replacements(level_name);
1171 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1173 reset_network_objects();
1176 Players[Player_num] = save_player;
1178 set_sound_sources();
1180 songs_play_level_song( Current_level_num );
1182 clear_boxed_message(); //remove message before new palette loaded
1184 gr_palette_load(gr_palette); //actually load the palette
1186 // WIN(HideCursorW());
1189 //sets up Player_num & ConsoleObject
1190 void InitPlayerObject()
1192 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1194 if (Player_num != 0 ) {
1195 Players[0] = Players[Player_num];
1199 Players[Player_num].objnum = 0;
1201 ConsoleObject = &Objects[Players[Player_num].objnum];
1203 ConsoleObject->type = OBJ_PLAYER;
1204 ConsoleObject->id = Player_num;
1205 ConsoleObject->control_type = CT_FLYING;
1206 ConsoleObject->movement_type = MT_PHYSICS;
1209 extern void game_disable_cheats();
1210 extern void turn_cheats_off();
1211 extern void init_seismic_disturbances(void);
1213 //starts a new game on the given level
1214 void StartNewGame(int start_level)
1216 Game_mode = GM_NORMAL;
1217 Function_mode = FMODE_GAME;
1221 InitPlayerObject(); //make sure player's object set up
1223 init_player_stats_game(); //clear all stats
1227 Network_new_game = 0;
1230 if (start_level < 0)
1231 StartNewLevelSecret(start_level, 0);
1233 StartNewLevel(start_level, 0);
1235 Players[Player_num].starting_level = start_level; // Mark where they started
1237 game_disable_cheats();
1239 init_seismic_disturbances();
1242 //@@//starts a resumed game loaded from disk
1243 //@@void ResumeSavedGame(int start_level)
1245 //@@ Game_mode = GM_NORMAL;
1246 //@@ Function_mode = FMODE_GAME;
1249 //@@ Network_new_game = 0;
1251 //@@ InitPlayerObject(); //make sure player's object set up
1253 //@@ StartNewLevel(start_level, 0);
1255 //@@ game_disable_cheats();
1259 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1262 extern int N_secret_levels;
1264 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
1266 // -----------------------------------------------------------------------------
1267 // Does the bonus scoring.
1268 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1269 void DoEndLevelScoreGlitz(int network)
1271 int level_points, skill_points, energy_points, shield_points, hostage_points;
1272 int all_hostage_points;
1274 char all_hostage_text[64];
1275 char endgame_text[64];
1276 #define N_GLITZITEMS 11
1277 char m_str[N_GLITZITEMS][30];
1278 newmenu_item m[N_GLITZITEMS+1];
1284 set_screen_mode(SCREEN_MENU); //go into menu mode
1291 mprintf((0,"DoEndLevelScoreGlitz\n"));
1293 // Compute level player is on, deal with secret levels (negative numbers)
1294 mine_level = Players[Player_num].level;
1296 mine_level *= -(Last_level/N_secret_levels);
1298 level_points = Players[Player_num].score-Players[Player_num].last_score;
1300 if (!Cheats_enabled) {
1301 if (Difficulty_level > 1) {
1302 skill_points = level_points*(Difficulty_level)/4;
1303 skill_points -= skill_points % 100;
1307 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1308 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1309 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1311 shield_points -= shield_points % 50;
1312 energy_points -= energy_points % 50;
1320 all_hostage_text[0] = 0;
1321 endgame_text[0] = 0;
1323 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1324 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1325 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1327 all_hostage_points = 0;
1329 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1330 endgame_points = Players[Player_num].lives * 10000;
1331 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1334 endgame_points = is_last_level = 0;
1336 mprintf((0,"adding bonus points\n"));
1337 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1340 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1341 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1342 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1343 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1345 sprintf(m_str[c++], "%s", all_hostage_text);
1346 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1347 sprintf(m_str[c++], "%s", endgame_text);
1349 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1350 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1353 sprintf(m_str[c++], "");
1354 sprintf(m_str[c++], " Done");
1357 for (i=0; i<c; i++) {
1358 m[i].type = NM_TYPE_TEXT;
1359 m[i].text = m_str[i];
1363 m[c-1].type = NM_TYPE_MENU;
1366 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1368 if (Current_level_num < 0)
1369 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);
1371 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);
1373 Assert(c <= N_GLITZITEMS);
1375 gr_palette_fade_out(gr_palette, 32, 0);
1377 mprintf((0,"doing menu\n"));
1379 PA_DFX (pa_alpha_always());
1382 if ( network && (Game_mode & GM_NETWORK) )
1383 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1386 // NOTE LINK TO ABOVE!!!
1387 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1389 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1392 //give the player the opportunity to save his game
1393 void DoEndlevelMenu()
1395 //No between level saves......!!! state_save_all(1);
1398 // -----------------------------------------------------------------------------------------------------
1399 //called when the player is starting a level (new game or new ship)
1400 void StartSecretLevel()
1402 Assert(!Player_is_dead);
1404 InitPlayerPosition(0);
1406 verify_console_object();
1408 ConsoleObject->control_type = CT_FLYING;
1409 ConsoleObject->movement_type = MT_PHYSICS;
1411 // -- WHY? -- disable_matcens();
1412 clear_transient_objects(0); //0 means leave proximity bombs
1414 // create_player_appearance_effect(ConsoleObject);
1415 Do_appearance_effect = 1;
1417 ai_reset_all_paths();
1418 // -- NO? -- reset_time();
1421 Auto_fire_fusion_cannon_time = 0;
1424 Robot_firing_enabled = 1;
1427 extern void set_pos_from_return_segment(void);
1429 // Returns true if secret level has been destroyed.
1430 int p_secret_level_destroyed(void)
1432 if (First_secret_visit) {
1433 return 0; // Never been there, can't have been destroyed.
1435 if (cfexist(SECRETC_FILENAME))
1444 // -----------------------------------------------------------------------------------------------------
1445 void do_secret_message(char *msg)
1451 #if defined(POLY_ACC)
1453 pa_update_clut(gr_palette, 0, 256, 0);
1456 old_fmode = Function_mode;
1457 Function_mode = FMODE_MENU;
1458 nm_messagebox(NULL, 1, TXT_OK, msg);
1459 Function_mode = old_fmode;
1461 #if defined(POLY_ACC)
1465 WIN(DEFINE_SCREEN(NULL));
1468 // -----------------------------------------------------------------------------------------------------
1469 // called when the player is starting a new level for normal game mode and restore state
1470 // Need to deal with whether this is the first time coming to this level or not. If not the
1471 // first time, instead of initializing various things, need to do a game restore for all the
1472 // robots, powerups, walls, doors, etc.
1473 void StartNewLevelSecret(int level_num, int page_in_textures)
1480 m[0].type = NM_TYPE_TEXT;
1483 last_drawn_cockpit[0] = -1;
1484 last_drawn_cockpit[1] = -1;
1486 if (Newdemo_state == ND_STATE_PAUSED)
1487 Newdemo_state = ND_STATE_RECORDING;
1489 if (Newdemo_state == ND_STATE_RECORDING) {
1490 newdemo_set_new_level(level_num);
1491 newdemo_record_start_frame(FrameCount, FrameTime );
1492 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1494 gr_palette_fade_out(gr_palette, 32, 0);
1496 set_screen_mode(SCREEN_MENU); //go into menu mode
1498 if (First_secret_visit) {
1499 do_secret_message(TXT_SECRET_EXIT);
1501 if (cfexist(SECRETC_FILENAME))
1503 do_secret_message(TXT_SECRET_EXIT);
1507 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1508 do_secret_message(text_str);
1513 LoadLevel(level_num,page_in_textures);
1515 Assert(Current_level_num == level_num); //make sure level set right
1517 Assert(Function_mode == FMODE_GAME);
1519 gameseq_init_network_players(); // Initialize the Players array for
1522 HUD_clear_messages();
1524 automap_clear_visited();
1526 // -- init_player_stats_level();
1528 Viewer = &Objects[Players[Player_num].objnum];
1530 gameseq_remove_unused_players();
1534 Control_center_destroyed = 0;
1537 reset_palette_add();
1539 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1540 init_robots_for_level();
1542 init_smega_detonates();
1545 reset_special_effects();
1548 if (cfexist(SECRETC_FILENAME))
1550 int pw_save, sw_save;
1552 pw_save = Primary_weapon;
1553 sw_save = Secondary_weapon;
1554 state_restore_all(1, 1, SECRETC_FILENAME);
1555 Primary_weapon = pw_save;
1556 Secondary_weapon = sw_save;
1557 reset_special_effects();
1559 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1563 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1564 do_secret_message(text_str);
1567 // -- // If file doesn't exist, it's because reactor was destroyed.
1568 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1569 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1570 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1575 if (First_secret_visit) {
1576 copy_defaults_to_robot_all();
1581 init_controlcen_for_level();
1583 // Say player can use FLASH cheat to mark path to exit.
1584 Last_level_path_created = -1;
1586 First_secret_visit = 0;
1589 int Entered_from_level;
1591 // ---------------------------------------------------------------------------------------------------------------
1592 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1593 void ExitSecretLevel(void)
1595 if (Newdemo_state == ND_STATE_PLAYBACK)
1598 if (!Control_center_destroyed) {
1599 state_save_all(0, 2, SECRETC_FILENAME);
1602 if (cfexist(SECRETB_FILENAME))
1604 int pw_save, sw_save;
1606 returning_to_level_message();
1607 pw_save = Primary_weapon;
1608 sw_save = Secondary_weapon;
1609 state_restore_all(1, 1, SECRETB_FILENAME);
1610 Primary_weapon = pw_save;
1611 Secondary_weapon = sw_save;
1613 // File doesn't exist, so can't return to base level. Advance to next one.
1614 if (Entered_from_level == Last_level)
1617 advancing_to_level_message();
1618 StartNewLevel(Entered_from_level+1, 0);
1623 // ---------------------------------------------------------------------------------------------------------------
1624 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1625 // be invulnerable or cloaked.
1626 void do_cloak_invul_secret_stuff(fix old_gametime)
1628 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1631 time_used = old_gametime - Players[Player_num].invulnerable_time;
1632 Players[Player_num].invulnerable_time = GameTime - time_used;
1635 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1638 time_used = old_gametime - Players[Player_num].cloak_time;
1639 Players[Player_num].cloak_time = GameTime - time_used;
1643 // ---------------------------------------------------------------------------------------------------------------
1644 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1645 // is passing to the secret level.
1647 void EnterSecretLevel(void)
1652 Assert(! (Game_mode & GM_MULTI) );
1654 Entered_from_level = Current_level_num;
1656 if (Control_center_destroyed)
1657 DoEndLevelScoreGlitz(0);
1659 if (Newdemo_state != ND_STATE_PLAYBACK)
1660 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1662 // Find secret level number to go to, stuff in Next_level_num.
1663 for (i=0; i<-Last_secret_level; i++)
1664 if (Secret_level_table[i]==Current_level_num) {
1665 Next_level_num = -(i+1);
1667 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1668 Next_level_num = -i;
1672 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1673 Next_level_num = Last_secret_level;
1675 old_gametime = GameTime;
1677 StartNewLevelSecret(Next_level_num, 1);
1679 // do_cloak_invul_stuff();
1682 //called when the player has finished a level
1683 void PlayerFinishedLevel(int secret_flag)
1685 Assert(!secret_flag);
1687 //credit the player for hostages
1688 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1690 if (Game_mode & GM_NETWORK)
1691 Players[Player_num].connected = 2; // Finished but did not die
1693 last_drawn_cockpit[0] = -1;
1694 last_drawn_cockpit[1] = -1;
1696 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1699 #if defined(D2_OEM) || defined(COMPILATION)
1700 #define MOVIE_REQUIRED 0
1702 #define MOVIE_REQUIRED 1
1706 #define ENDMOVIE "endo"
1708 #define ENDMOVIE "end"
1711 void show_order_form();
1712 extern void com_hangup(void);
1714 //called when the player has finished the last level
1715 void DoEndGame(void)
1717 mprintf((0,"DoEndGame\n"));
1719 Function_mode = FMODE_MENU;
1720 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1721 newdemo_stop_recording();
1723 set_screen_mode( SCREEN_MENU );
1726 dd_gr_set_current_canvas(NULL),
1727 gr_set_current_canvas(NULL)
1732 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1733 { //only built-in mission, & not multi
1734 int played=MOVIE_NOT_PLAYED; //default is not played
1736 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1737 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1742 songs_play_song( SONG_TITLE, 0 );
1743 do_briefing_screens("end2oem.tex",1);
1747 songs_play_song( SONG_ENDGAME, 0 );
1748 mprintf((0,"doing briefing\n"));
1749 do_briefing_screens("ending2.tex",1);
1750 mprintf((0,"briefing done\n"));
1753 } else if (!(Game_mode & GM_MULTI)) { //not multi
1754 char tname[FILENAME_LEN];
1755 sprintf(tname,"%s.tex",Current_mission_filename);
1756 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1758 //try doing special credits
1759 sprintf(tname,"%s.ctb",Current_mission_filename);
1760 credits_show(tname);
1770 if (Game_mode & GM_MULTI)
1771 multi_endlevel_score();
1774 // NOTE LINK TO ABOVE
1775 DoEndLevelScoreGlitz(0);
1777 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1779 dd_gr_set_current_canvas(NULL),
1780 gr_set_current_canvas( NULL )
1783 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1784 gr_clear_canvas(BM_XRGB(0,0,0))
1787 load_palette(DEFAULT_PALETTE,0,1);
1788 scores_maybe_add_player(0);
1791 Function_mode = FMODE_MENU;
1793 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1794 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1796 Game_mode = GM_GAME_OVER;
1799 longjmp( LeaveGame, 0 ); // Exit out of game loop
1802 //from which level each do you get to each secret level
1803 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1805 //called to go to the next level (if there is one)
1806 //if secret_flag is true, advance to secret level, else next normal one
1807 // Return true if game over.
1808 void AdvanceLevel(int secret_flag)
1814 mprintf((0,"AdvanceLevel\n"));
1816 Assert(!secret_flag);
1818 if (Current_level_num != Last_level) {
1820 if (Game_mode & GM_MULTI)
1821 multi_endlevel_score();
1824 // NOTE LINK TO ABOVE!!!
1825 DoEndLevelScoreGlitz(0); //give bonuses
1828 Control_center_destroyed = 0;
1831 if (Current_level_num == 0)
1832 return; //not a real level
1836 if (Game_mode & GM_MULTI) {
1837 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1838 if (result) // failed to sync
1840 if (Current_level_num == Last_level) //player has finished the game!
1841 longjmp( LeaveGame, 0 ); // Exit out of game loop
1848 if (Current_level_num == Last_level) { //player has finished the game!
1850 mprintf((0,"Finished last level!\n"));
1856 Next_level_num = Current_level_num+1; //assume go to next normal level
1858 if (!(Game_mode & GM_MULTI))
1859 DoEndlevelMenu(); // Let use save their game
1861 StartNewLevel(Next_level_num, 0);
1866 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1868 extern char last_palette_loaded[];
1870 void load_stars_palette()
1875 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1876 Assert(pcx_error == PCX_ERROR_NONE);
1878 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1881 { //remap stuff. this code is kindof a hack
1883 //now, before we bring up the menu, we need to
1884 //do some stuff to make sure the palette is ok. First, we need to
1885 //get our current palette into the 2d's array, so the remapping will
1886 //work. Second, we need to remap the fonts. Third, we need to fill
1887 //in part of the fade tables so the darkening of the menu edges works
1889 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1890 remap_fonts_and_menus(1);
1894 strcpy(last_palette_loaded,""); //force palette load next time
1898 void nm_draw_background1(char * filename);
1903 //@@ ubyte pal[256*3];
1905 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1906 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1908 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1910 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1912 nm_draw_background1(STARS_BACKGROUND);
1918 died_in_mine_message(void)
1920 // Tell the player he died in the mine, explain why
1923 if (Game_mode & GM_MULTI)
1926 gr_palette_fade_out(gr_palette, 32, 0);
1928 set_screen_mode(SCREEN_MENU); //go into menu mode
1931 dd_gr_set_current_canvas(NULL),
1932 gr_set_current_canvas(NULL)
1937 #if defined(POLY_ACC)
1939 pa_update_clut(gr_palette, 0, 256, 0);
1942 old_fmode = Function_mode;
1943 Function_mode = FMODE_MENU;
1944 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1945 Function_mode = old_fmode;
1947 #if defined(POLY_ACC)
1951 WIN(DEFINE_SCREEN(NULL));
1954 // Called when player dies on secret level.
1955 void returning_to_level_message(void)
1961 if (Game_mode & GM_MULTI)
1964 gr_palette_fade_out(gr_palette, 32, 0);
1966 set_screen_mode(SCREEN_MENU); //go into menu mode
1968 gr_set_current_canvas(NULL);
1972 #if defined(POLY_ACC)
1974 pa_update_clut(gr_palette, 0, 256, 0);
1977 old_fmode = Function_mode;
1978 Function_mode = FMODE_MENU;
1979 sprintf(msg, "Returning to level %i", Entered_from_level);
1980 nm_messagebox(NULL, 1, TXT_OK, msg);
1981 Function_mode = old_fmode;
1983 #if defined(POLY_ACC)
1987 WIN(DEFINE_SCREEN(NULL));
1990 // Called when player dies on secret level.
1991 void advancing_to_level_message(void)
1997 // Only supposed to come here from a secret level.
1998 Assert(Current_level_num < 0);
2000 if (Game_mode & GM_MULTI)
2003 gr_palette_fade_out(gr_palette, 32, 0);
2005 set_screen_mode(SCREEN_MENU); //go into menu mode
2007 gr_set_current_canvas(NULL);
2011 #if defined(POLY_ACC)
2013 pa_update_clut(gr_palette, 0, 256, 0);
2016 old_fmode = Function_mode;
2017 Function_mode = FMODE_MENU;
2018 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
2019 nm_messagebox(NULL, 1, TXT_OK, msg);
2020 Function_mode = old_fmode;
2022 #if defined(POLY_ACC)
2026 WIN(DEFINE_SCREEN(NULL));
2029 void digi_stop_digi_sounds();
2033 reset_palette_add();
2035 gr_palette_load (gr_palette);
2037 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
2038 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
2040 dead_player_end(); //terminate death sequence (if playing)
2043 if (Game_mode == GM_EDITOR) { //test mine, not real level
2044 object * playerobj = &Objects[Players[Player_num].objnum];
2045 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
2046 load_level("gamesave.lvl");
2047 init_player_stats_new_ship();
2048 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
2055 if ( Game_mode&GM_MULTI )
2057 multi_do_death(Players[Player_num].objnum);
2061 { //Note link to above else!
2062 Players[Player_num].lives--;
2063 if (Players[Player_num].lives == 0)
2070 if ( Control_center_destroyed ) {
2072 //clear out stuff so no bonus
2073 Players[Player_num].hostages_on_board = 0;
2074 Players[Player_num].energy = 0;
2075 Players[Player_num].shields = 0;
2076 Players[Player_num].connected = 3;
2078 died_in_mine_message(); // Give them some indication of what happened
2080 if (Current_level_num < 0) {
2081 if (cfexist(SECRETB_FILENAME))
2083 returning_to_level_message();
2084 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
2085 set_pos_from_return_segment();
2086 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2088 advancing_to_level_message();
2089 StartNewLevel(Entered_from_level+1, 0);
2090 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2094 AdvanceLevel(0); //if finished, go on to next level
2096 init_player_stats_new_ship();
2097 last_drawn_cockpit[0] = -1;
2098 last_drawn_cockpit[1] = -1;
2101 } else if (Current_level_num < 0) {
2102 if (cfexist(SECRETB_FILENAME))
2104 returning_to_level_message();
2105 if (!Control_center_destroyed)
2106 state_save_all(0, 2, SECRETC_FILENAME);
2107 state_restore_all(1, 2, SECRETB_FILENAME);
2108 set_pos_from_return_segment();
2109 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
2111 died_in_mine_message(); // Give them some indication of what happened
2112 advancing_to_level_message();
2113 StartNewLevel(Entered_from_level+1, 0);
2114 init_player_stats_new_ship();
2117 init_player_stats_new_ship();
2124 extern int BigWindowSwitch;
2126 //called when the player is starting a new level for normal game mode and restore state
2127 // secret_flag set if came from a secret level
2128 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2130 if (!(Game_mode & GM_MULTI)) {
2131 last_drawn_cockpit[0] = -1;
2132 last_drawn_cockpit[1] = -1;
2137 if (Newdemo_state == ND_STATE_PAUSED)
2138 Newdemo_state = ND_STATE_RECORDING;
2140 if (Newdemo_state == ND_STATE_RECORDING) {
2141 newdemo_set_new_level(level_num);
2142 newdemo_record_start_frame(FrameCount, FrameTime );
2145 if (Game_mode & GM_MULTI)
2146 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2148 LoadLevel(level_num,page_in_textures);
2150 Assert(Current_level_num == level_num); //make sure level set right
2152 gameseq_init_network_players(); // Initialize the Players array for
2155 Viewer = &Objects[Players[Player_num].objnum];
2157 Assert(N_players <= NumNetPlayerPositions);
2158 //If this assert fails, there's not enough start positions
2161 if (Game_mode & GM_NETWORK)
2163 if(network_level_sync()) // After calling this, Player_num is set
2166 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2168 if(com_level_sync())
2173 Assert(Function_mode == FMODE_GAME);
2176 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2179 HUD_clear_messages();
2181 automap_clear_visited();
2184 if (Network_new_game == 1)
2186 Network_new_game = 0;
2187 init_player_stats_new_ship();
2190 init_player_stats_level(secret_flag);
2193 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2196 for (i = 0; i < N_players; i++)
2197 Players[i].flags |= Netgame.player_flags[i];
2200 if (Game_mode & GM_MULTI)
2202 multi_prep_level(); // Removes robots from level if necessary
2206 gameseq_remove_unused_players();
2210 Control_center_destroyed = 0;
2212 set_screen_mode(SCREEN_GAME);
2214 init_robots_for_level();
2216 init_smega_detonates();
2219 reset_palette_add();
2220 init_thief_for_level();
2221 init_stuck_objects();
2222 game_flush_inputs(); // clear out the keyboard
2223 if (!(Game_mode & GM_MULTI))
2224 filter_objects_from_level();
2228 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2229 set_highest_level(Current_level_num);
2231 read_player_file(); //get window sizes
2233 reset_special_effects();
2236 ogl_cache_level_textures();
2241 if (Network_rejoined == 1)
2244 mprintf((0, "Restarting - joining in random location.\n"));
2246 Network_rejoined = 0;
2251 StartLevel(0); // Note link to above if!
2253 copy_defaults_to_robot_all();
2254 init_controlcen_for_level();
2256 // Say player can use FLASH cheat to mark path to exit.
2257 Last_level_path_created = -1;
2261 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2263 void bash_to_shield (int i,char *s)
2266 int type=Objects[i].id;
2269 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2272 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2275 Objects[i].id = POW_SHIELD_BOOST;
2276 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2277 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2281 void filter_objects_from_level()
2285 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2287 for (i=0;i<=Highest_object_index;i++)
2289 if (Objects[i].type==OBJ_POWERUP)
2290 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2291 bash_to_shield (i,"Flag!!!!");
2298 char movie_name[FILENAME_LEN];
2299 } intro_movie[] = { { 1,"pla"},
2307 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2309 extern int MenuHiresAvailable;
2310 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2311 extern int intro_played; //true if big intro movie played
2313 void ShowLevelIntro(int level_num)
2315 //if shareware, show a briefing?
2317 if (!(Game_mode & GM_MULTI)) {
2320 ubyte save_pal[sizeof(gr_palette)];
2322 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2324 if (Current_mission_num == Builtin_mission_num) {
2330 do_briefing_screens ("brief2.tex", 1);
2334 if (level_num == 1 && !intro_played)
2335 do_briefing_screens("brief2o.tex", 1);
2337 else // full version
2339 for (i=0;i<NUM_INTRO_MOVIES;i++)
2341 if (intro_movie[i].level_num == level_num)
2344 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2351 if (!movie) { //must go before briefing
2352 dd_gr_init_screen();
2359 int hires_save=MenuHiresAvailable;
2361 if (robot_movies == 1) //lowres only
2363 MenuHiresAvailable = 0; //pretend we can't do highres
2365 if (hires_save != MenuHiresAvailable)
2366 Screen_mode = -1; //force reset
2369 do_briefing_screens ("robot.tex",level_num);
2370 MenuHiresAvailable = hires_save;
2375 else { //not the built-in mission. check for add-on briefing
2376 if (Mission_list[Current_mission_num].descent_version == 1)
2377 do_briefing_screens(Briefing_text_filename, level_num);
2379 char tname[FILENAME_LEN];
2380 sprintf(tname, "%s.tex", Current_mission_filename);
2381 do_briefing_screens(tname, level_num);
2386 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2390 // ---------------------------------------------------------------------------
2391 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2392 // Reason: On this level, if player goes to a secret level, he will be going to a different
2393 // secret level than he's ever been to before.
2394 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2395 void maybe_set_first_secret_visit(int level_num)
2399 for (i=0; i<N_secret_levels; i++) {
2400 if (Secret_level_table[i] == level_num) {
2401 First_secret_visit = 1;
2402 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2407 //called when the player is starting a new level for normal game model
2408 // secret_flag if came from a secret level
2409 void StartNewLevel(int level_num, int secret_flag)
2413 if ((level_num > 0) && (!secret_flag)) {
2414 maybe_set_first_secret_visit(level_num);
2417 ShowLevelIntro(level_num);
2419 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2421 StartNewLevelSub(level_num, 1, secret_flag );
2425 //initialize the player object position & orientation (at start of game, or new ship)
2426 void InitPlayerPosition(int random_flag)
2431 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2433 NewPlayer = Player_num;
2435 else if (random_flag == 1)
2437 int i, closest = -1, trys=0;
2438 fix closest_dist = 0x7ffffff, dist;
2443 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2445 mprintf((1, "WARNING: There are only %d start positions!\n"));
2453 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2457 NewPlayer = d_rand() % NumNetPlayerPositions;
2460 closest_dist = 0x7fffffff;
2462 for (i=0; i<N_players; i++ ) {
2463 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2464 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
2465 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2466 if ( (dist < closest_dist) && (dist >= 0) ) {
2467 closest_dist = dist;
2473 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2474 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2477 mprintf((0, "Starting position is not being changed.\n"));
2478 goto done; // If deathmatch and not random, positions were already determined by sync packet
2480 Assert(NewPlayer >= 0);
2481 Assert(NewPlayer < NumNetPlayerPositions);
2484 ConsoleObject->pos = Player_init[NewPlayer].pos;
2485 ConsoleObject->orient = Player_init[NewPlayer].orient;
2486 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2488 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2490 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2495 reset_player_object();
2499 // -----------------------------------------------------------------------------------------------------
2500 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2501 // What about setting size!? Where does that come from?
2502 void copy_defaults_to_robot(object *objp)
2507 Assert(objp->type == OBJ_ROBOT);
2509 Assert(objid < N_robot_types);
2511 robptr = &Robot_info[objid];
2513 // Boost shield for Thief and Buddy based on level.
2514 objp->shields = robptr->strength;
2516 if ((robptr->thief) || (robptr->companion)) {
2517 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2519 if (robptr->companion) {
2520 // Now, scale guide-bot hits by skill level
2521 switch (Difficulty_level) {
2522 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2523 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2524 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2528 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2529 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2531 // Additional wimpification of bosses at Trainee
2532 if ((robptr->boss_flag) && (Difficulty_level == 0))
2536 // -----------------------------------------------------------------------------------------------------
2537 // Copy all values from the robot info structure to all instances of robots.
2538 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2539 // This function should be called at level load time.
2540 void copy_defaults_to_robot_all()
2544 for (i=0; i<=Highest_object_index; i++)
2545 if (Objects[i].type == OBJ_ROBOT)
2546 copy_defaults_to_robot(&Objects[i]);
2550 extern void clear_stuck_objects(void);
2552 // -----------------------------------------------------------------------------------------------------
2553 //called when the player is starting a level (new game or new ship)
2554 void StartLevel(int random_flag)
2556 Assert(!Player_is_dead);
2558 InitPlayerPosition(random_flag);
2560 verify_console_object();
2562 ConsoleObject->control_type = CT_FLYING;
2563 ConsoleObject->movement_type = MT_PHYSICS;
2567 clear_transient_objects(0); //0 means leave proximity bombs
2569 // create_player_appearance_effect(ConsoleObject);
2570 Do_appearance_effect = 1;
2573 if (Game_mode & GM_MULTI)
2575 if (Game_mode & GM_MULTI_COOP)
2577 multi_send_position(Players[Player_num].objnum);
2578 multi_send_reappear();
2581 if (Game_mode & GM_NETWORK)
2582 network_do_frame(1, 1);
2585 ai_reset_all_paths();
2586 ai_init_boss_for_ship();
2587 clear_stuck_objects();
2590 // Note, this is only done if editor builtin. Calling this from here
2591 // will cause it to be called after the player dies, resetting the
2592 // hits for the buddy and thief. This is ok, since it will work ok
2593 // in a shipped version.
2600 Auto_fire_fusion_cannon_time = 0;
2603 Robot_firing_enabled = 1;