/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Routines for EndGame, EndLevel, etc. * */ #include #include #include #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #include #ifdef OGL #include "ogl_init.h" #endif #include "inferno.h" #include "game.h" #include "player.h" #include "key.h" #include "object.h" #include "physics.h" #include "dxxerror.h" #include "joy.h" #include "iff.h" #include "pcx.h" #include "timer.h" #include "render.h" #include "laser.h" #include "screens.h" #include "textures.h" #include "slew.h" #include "gauges.h" #include "texmap.h" #include "3d.h" #include "effects.h" #include "menu.h" #include "gameseg.h" #include "wall.h" #include "ai.h" #include "fuelcen.h" #include "switch.h" #include "digi.h" #include "gamesave.h" #include "scores.h" #include "u_mem.h" #include "palette.h" #include "morph.h" #include "lighting.h" #include "newdemo.h" #include "titles.h" #include "collide.h" #include "weapon.h" #include "sounds.h" #include "args.h" #include "gameseq.h" #include "gamefont.h" #include "newmenu.h" #include "endlevel.h" # include "multi.h" #include "playsave.h" #include "ctype.h" #include "fireball.h" #include "kconfig.h" #include "config.h" #include "robot.h" #include "automap.h" #include "cntrlcen.h" #include "powerup.h" #include "text.h" #include "piggy.h" #include "texmerge.h" #include "paging.h" #include "mission.h" #include "state.h" #include "songs.h" #include "gamepal.h" #include "controls.h" #include "credits.h" #include "gamemine.h" #ifdef EDITOR #include "editor/editor.h" #endif #include "strutil.h" #include "rle.h" #include "byteutil.h" #include "segment.h" #include "gameseg.h" #include "fmtcheck.h" #if defined(DXX_BUILD_DESCENT_I) #include "custom.h" #define GLITZ_BACKGROUND Menu_pcx_name static int AdvanceLevel(int secret_flag); #elif defined(DXX_BUILD_DESCENT_II) #include "movie.h" #define GLITZ_BACKGROUND STARS_BACKGROUND static void StartNewLevelSecret(int level_num, int page_in_textures); static void InitPlayerPosition(int random_flag); static void DoEndGame(void); static void filter_objects_from_level(); static void AdvanceLevel(int secret_flag); #endif static void StartLevel(int random_flag); static void copy_defaults_to_robot_all(void); //Current_level_num starts at 1 for the first level //-1,-2,-3 are secret levels //0 means not a real level loaded int Current_level_num=0,Next_level_num; char Current_level_name[LEVEL_NAME_LEN]; // Global variables describing the player int N_players=1; // Number of players ( >1 means a net game, eh?) int Player_num=0; // The player number who is on the console. #if defined(DXX_BUILD_DESCENT_I) player Players[MAX_PLAYERS]; // Misc player info #elif defined(DXX_BUILD_DESCENT_II) player Players[MAX_PLAYERS+4]; // Misc player info int First_secret_visit = 1; #endif obj_position Player_init[MAX_PLAYERS]; // Global variables telling what sort of game we have int NumNetPlayerPositions = -1; int Do_appearance_effect=0; //-------------------------------------------------------------------- static void verify_console_object() { Assert( Player_num > -1 ); Assert( Players[Player_num].objnum != object_none ); ConsoleObject = &Objects[Players[Player_num].objnum]; Assert( ConsoleObject->type==OBJ_PLAYER ); Assert( get_player_id(ConsoleObject)==Player_num ); } static int count_number_of_robots() { int robot_count; int i; robot_count = 0; for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type == OBJ_ROBOT) robot_count++; } return robot_count; } static int count_number_of_hostages() { int count; int i; count = 0; for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type == OBJ_HOSTAGE) count++; } return count; } //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT static void gameseq_init_network_players() { int i,k,j; // Initialize network player start locations and object numbers ConsoleObject = &Objects[0]; k = 0; j = 0; for (i=0;i<=Highest_object_index;i++) { if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP)) { if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) || ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) ) { Objects[i].type=OBJ_PLAYER; Player_init[k].pos = Objects[i].pos; Player_init[k].orient = Objects[i].orient; Player_init[k].segnum = Objects[i].segnum; Players[k].objnum = i; set_player_id(&Objects[i], k); k++; } else obj_delete(i); j++; } if ((Objects[i].type==OBJ_ROBOT) && robot_is_companion(&Robot_info[get_robot_id(&Objects[i])]) && (Game_mode & GM_MULTI)) obj_delete(i); //kill the buddy in netgames } NumNetPlayerPositions = k; } void gameseq_remove_unused_players() { int i; // 'Remove' the unused players if (Game_mode & GM_MULTI) { for (i=0; i < NumNetPlayerPositions; i++) { if ((!Players[i].connected) || (i >= N_players)) { multi_make_player_ghost(i); } } } else { // Note link to above if!!! for (i=1; i < NumNetPlayerPositions; i++) { obj_delete(Players[i].objnum); } } } fix StartingShields=INITIAL_SHIELDS; // Setup player for new game void init_player_stats_game(ubyte pnum) { Players[pnum].score = 0; Players[pnum].last_score = 0; Players[pnum].lives = INITIAL_LIVES; Players[pnum].level = 1; Players[pnum].time_level = 0; Players[pnum].time_total = 0; Players[pnum].hours_level = 0; Players[pnum].hours_total = 0; Players[pnum].killer_objnum = object_none; Players[pnum].net_killed_total = 0; Players[pnum].net_kills_total = 0; Players[pnum].num_kills_level = 0; Players[pnum].num_kills_total = 0; Players[pnum].num_robots_level = 0; Players[pnum].num_robots_total = 0; Players[pnum].KillGoalCount = 0; Players[pnum].hostages_rescued_total = 0; Players[pnum].hostages_level = 0; Players[pnum].hostages_total = 0; Players[pnum].laser_level = 0; Players[pnum].flags = 0; init_player_stats_new_ship(pnum); #if defined(DXX_BUILD_DESCENT_II) if (pnum == Player_num) First_secret_visit = 1; #endif } static void init_ammo_and_energy(void) { if (Players[Player_num].energy < INITIAL_ENERGY) Players[Player_num].energy = INITIAL_ENERGY; if (Players[Player_num].shields < StartingShields) Players[Player_num].shields = StartingShields; // for (i=0; icontrol_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; Game_suspended = 0; verify_console_object(); Control_center_destroyed = 0; if (Newdemo_state != ND_STATE_PLAYBACK) gameseq_remove_unused_players(); init_cockpit(); init_robots_for_level(); init_ai_objects(); init_morphs(); init_all_matcens(); init_player_stats_new_ship(Player_num); #if defined(DXX_BUILD_DESCENT_II) init_controlcen_for_level(); automap_clear_visited(); init_stuck_objects(); init_thief_for_level(); Slide_segs_computed = 0; #endif if (!Game_wind) Game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, unused_window_userdata); } #endif //do whatever needs to be done when a player dies in multiplayer static void DoGameOver() { if (PLAYING_BUILTIN_MISSION) scores_maybe_add_player(0); if (Game_wind) window_close(Game_wind); // Exit out of game loop } //update various information about the player void update_player_stats() { Players[Player_num].time_level += FrameTime; //the never-ending march of time... if ( Players[Player_num].time_level > i2f(3600) ) { Players[Player_num].time_level -= i2f(3600); Players[Player_num].hours_level++; } Players[Player_num].time_total += FrameTime; //the never-ending march of time... if ( Players[Player_num].time_total > i2f(3600) ) { Players[Player_num].time_total -= i2f(3600); Players[Player_num].hours_total++; } } //go through this level and start any eclip sounds static void set_sound_sources() { int segnum,sidenum; segment *seg; digi_init_sounds(); //clear old sounds #if defined(DXX_BUILD_DESCENT_II) Dont_start_sound_objects = 1; #endif for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++) for (sidenum=0;sidenumsides[sidenum].tmap_num2) != 0) if ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1) #elif defined(DXX_BUILD_DESCENT_II) if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG) 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)) #endif if ((sn=Effects[ec].sound_num)!=-1) { vms_vector pnt; #if defined(DXX_BUILD_DESCENT_II) int csegnum = seg->children[sidenum]; //check for sound on other side of wall. Don't add on //both walls if sound travels through wall. If sound //does travel through wall, add sound for lower-numbered //segment. if (IS_CHILD(csegnum) && csegnum < segnum) { if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) { segment *csegp; int csidenum; csegp = &Segments[seg->children[sidenum]]; csidenum = find_connect_side(seg, csegp); if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2) continue; //skip this one } } #endif compute_center_point_on_side(&pnt,seg,sidenum); digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2); } } #if defined(DXX_BUILD_DESCENT_II) Dont_start_sound_objects = 0; #endif } //fix flash_dist=i2f(1); fix flash_dist=fl2f(.9); //create flash for player appearance void create_player_appearance_effect(objptridx_t player_obj) { vms_vector pos; #ifndef NDEBUG { int objnum = player_obj; if ( (objnum < 0) || (objnum > Highest_object_index) ) Int3(); // See Rob, trying to track down weird network bug } #endif if (player_obj == Viewer) vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist)); else pos = player_obj->pos; objptridx_t effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE ); if (effect_obj) { effect_obj->orient = player_obj->orient; if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 ) digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj, 0, F1_0); } } // // New Game sequencing functions // //get level filename. level numbers start at 1. Secret levels are -1,-2,-3 static char *get_level_file(int level_num) { if (level_num<0) //secret level return Secret_level_names[-level_num-1]; else //normal level return Level_names[level_num-1]; } // routine to calculate the checksum of the segments. static void do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2) { while(len--) { *s1 += *b++; if (*s1 >= 255) *s1 -= 255; *s2 += *s1; } } static ushort netmisc_calc_checksum() { int i, j, k; unsigned int sum1,sum2; short s; int t; sum1 = sum2 = 0; for (i = 0; i < Highest_segment_index + 1; i++) { for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) { do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2); do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2); s = INTEL_SHORT(Segments[i].sides[j].wall_num); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); s = INTEL_SHORT(Segments[i].sides[j].tmap_num); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); s = INTEL_SHORT(Segments[i].sides[j].tmap_num2); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); for (k = 0; k < 4; k++) { t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].u)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].v)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].l)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); } for (k = 0; k < 2; k++) { t = INTEL_INT(((int)Segments[i].sides[j].normals[k].x)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].normals[k].y)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].normals[k].z)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); } } for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) { s = INTEL_SHORT(Segments[i].children[j]); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); } for (j = 0; j < MAX_VERTICES_PER_SEGMENT; j++) { s = INTEL_SHORT(Segments[i].verts[j]); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); } s = INTEL_SHORT(Segments[i].objects); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); #if defined(DXX_BUILD_DESCENT_I) do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2); do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2); s = INTEL_SHORT(Segments[i].value); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].static_light)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); s = INTEL_SHORT(0); // no matter if we need alignment on our platform, if we have editor we MUST consider this integer to get the same checksum as non-editor games calculate do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); #endif } sum2 %= 255; return ((sum1<<8)+ sum2); } #if defined(DXX_BUILD_DESCENT_II) // load just the hxm file void load_level_robots(int level_num) { char *level_name; Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0); level_name = get_level_file(level_num); if (Robot_replacements_loaded) { free_polygon_models(); load_mission_ham(); Robot_replacements_loaded = 0; } load_robot_replacements(level_name); } #endif //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3 void LoadLevel(int level_num,int page_in_textures) { char *level_name; player save_player; save_player = Players[Player_num]; Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0); level_name = get_level_file(level_num); #if defined(DXX_BUILD_DESCENT_I) if (!load_level(level_name)) Current_level_num=level_num; gr_use_palette_table( "palette.256" ); #elif defined(DXX_BUILD_DESCENT_II) gr_set_current_canvas(NULL); gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious int load_ret = load_level(level_name); //actually load the data from disk! if (load_ret) Error("Couldn't load level file <%s>, error = %d",level_name,load_ret); Current_level_num=level_num; load_palette(Current_level_palette,1,1); //don't change screen #endif show_boxed_message(TXT_LOADING, 0); #ifdef RELEASE timer_delay(F1_0); #endif load_endlevel_data(level_num); #if defined(DXX_BUILD_DESCENT_I) load_custom_data(level_name); #elif defined(DXX_BUILD_DESCENT_II) if (EMULATING_D1) load_d1_bitmap_replacements(); else load_bitmap_replacements(level_name); load_level_robots(level_num); if ( page_in_textures ) piggy_load_level_data(); #endif my_segments_checksum = netmisc_calc_checksum(); reset_network_objects(); Players[Player_num] = save_player; set_sound_sources(); songs_play_level_song( Current_level_num, 0 ); gr_palette_load(gr_palette); //actually load the palette #if defined(DXX_BUILD_DESCENT_I) if ( page_in_textures ) piggy_load_level_data(); #endif } //sets up Player_num & ConsoleObject void InitPlayerObject() { Assert(Player_num>=0 && Player_numtype = OBJ_PLAYER; set_player_id(ConsoleObject, Player_num); ConsoleObject->control_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; } //starts a new game on the given level void StartNewGame(int start_level) { state_quick_item = -1; // for first blind save, pick slot to save in Game_mode = GM_NORMAL; Next_level_num = 0; InitPlayerObject(); //make sure player's object set up init_player_stats_game(Player_num); //clear all stats N_players = 1; #if defined(DXX_BUILD_DESCENT_II) if (start_level < 0) StartNewLevelSecret(start_level, 0); else #endif StartNewLevel(start_level); Players[Player_num].starting_level = start_level; // Mark where they started game_disable_cheats(); #if defined(DXX_BUILD_DESCENT_II) init_seismic_disturbances(); #endif } // ----------------------------------------------------------------------------- // Does the bonus scoring. // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway. void DoEndLevelScoreGlitz(int network) { int level_points, skill_points, energy_points, shield_points, hostage_points; int all_hostage_points; int endgame_points; char all_hostage_text[64]; char endgame_text[64]; #define N_GLITZITEMS 9 char m_str[N_GLITZITEMS][30]; newmenu_item m[N_GLITZITEMS]; int i,c; char title[128]; int is_last_level; #if defined(DXX_BUILD_DESCENT_I) gr_palette_load( gr_palette ); #elif defined(DXX_BUILD_DESCENT_II) int mine_level; // Compute level player is on, deal with secret levels (negative numbers) mine_level = Players[Player_num].level; if (mine_level < 0) mine_level *= -(Last_level/N_secret_levels); #endif level_points = Players[Player_num].score-Players[Player_num].last_score; if (!cheats.enabled) { if (Difficulty_level > 1) { #if defined(DXX_BUILD_DESCENT_I) skill_points = level_points*(Difficulty_level-1)/2; #elif defined(DXX_BUILD_DESCENT_II) skill_points = level_points*(Difficulty_level)/4; #endif skill_points -= skill_points % 100; } else skill_points = 0; hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1); #if defined(DXX_BUILD_DESCENT_I) shield_points = f2i(Players[Player_num].shields) * 10 * (Difficulty_level+1); energy_points = f2i(Players[Player_num].energy) * 5 * (Difficulty_level+1); #elif defined(DXX_BUILD_DESCENT_II) shield_points = f2i(Players[Player_num].shields) * 5 * mine_level; energy_points = f2i(Players[Player_num].energy) * 2 * mine_level; shield_points -= shield_points % 50; energy_points -= energy_points % 50; #endif } else { skill_points = 0; shield_points = 0; energy_points = 0; hostage_points = 0; } all_hostage_text[0] = 0; endgame_text[0] = 0; if (!cheats.enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) { all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1); sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points); } else all_hostage_points = 0; if (!cheats.enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game! endgame_points = Players[Player_num].lives * 10000; sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points); is_last_level=1; } else endgame_points = is_last_level = 0; add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points); c = 0; sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu... sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points); sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points); sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points); sprintf(m_str[c++], "%s", all_hostage_text); if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) sprintf(m_str[c++], "%s", endgame_text); sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points); sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score); for (i=0; icontrol_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; // -- WHY? -- disable_matcens(); clear_transient_objects(0); //0 means leave proximity bombs // create_player_appearance_effect(ConsoleObject); Do_appearance_effect = 1; ai_reset_all_paths(); // -- NO? -- reset_time(); reset_rear_view(); Auto_fire_fusion_cannon_time = 0; Fusion_charge = 0; } // Returns true if secret level has been destroyed. int p_secret_level_destroyed(void) { if (First_secret_visit) { return 0; // Never been there, can't have been destroyed. } else { if (PHYSFSX_exists(SECRETC_FILENAME,0)) { return 0; } else { return 1; } } } // ----------------------------------------------------------------------------------------------------- #define TXT_SECRET_RETURN "Returning to level %i", Entered_from_level #define TXT_SECRET_ADVANCE "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1 #endif static int draw_endlevel_background(newmenu *menu, d_event *event, grs_bitmap *background) { menu = menu; switch (event->type) { case EVENT_WINDOW_DRAW: gr_set_current_canvas(NULL); show_fullscr(background); break; default: break; } return 0; } static void do_screen_message(const char *msg) __attribute_nonnull(); static void do_screen_message(const char *msg) { grs_bitmap background; if (Game_mode & GM_MULTI) return; gr_init_bitmap_data(&background); if (pcx_read_bitmap(GLITZ_BACKGROUND, &background, BM_LINEAR, gr_palette) != PCX_ERROR_NONE) return; gr_palette_load(gr_palette); newmenu_item nm_message_items[1]; nm_set_item_menu(& nm_message_items[0], TXT_OK); newmenu_do( NULL, msg, 1, nm_message_items, draw_endlevel_background, &background); gr_free_bitmap_data(&background); } #if defined(DXX_BUILD_DESCENT_II) static void do_screen_message_fmt(const char *fmt, ...) __attribute_format_printf(1, 2); static void do_screen_message_fmt(const char *fmt, ...) { va_list arglist; char msg[1024]; va_start(arglist, fmt); vsnprintf(msg, sizeof(msg), fmt, arglist); va_end(arglist); do_screen_message(msg); } #define do_screen_message(F,...) dxx_call_printf_checked(do_screen_message_fmt,do_screen_message,(),F,##__VA_ARGS__) // ----------------------------------------------------------------------------------------------------- // called when the player is starting a new level for normal game mode and restore state // Need to deal with whether this is the first time coming to this level or not. If not the // first time, instead of initializing various things, need to do a game restore for all the // robots, powerups, walls, doors, etc. static void StartNewLevelSecret(int level_num, int page_in_textures) { ThisLevelTime=0; last_drawn_cockpit = -1; if (Newdemo_state == ND_STATE_PAUSED) Newdemo_state = ND_STATE_RECORDING; if (Newdemo_state == ND_STATE_RECORDING) { newdemo_set_new_level(level_num); newdemo_record_start_frame(FrameTime ); } else if (Newdemo_state != ND_STATE_PLAYBACK) { set_screen_mode(SCREEN_MENU); if (First_secret_visit) { do_screen_message(TXT_SECRET_EXIT); } else { if (PHYSFSX_exists(SECRETC_FILENAME,0)) { do_screen_message(TXT_SECRET_EXIT); } else { do_screen_message("Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1); } } } LoadLevel(level_num,page_in_textures); Assert(Current_level_num == level_num); // make sure level set right gameseq_init_network_players(); // Initialize the Players array for this level HUD_clear_messages(); automap_clear_visited(); Viewer = &Objects[Players[Player_num].objnum]; gameseq_remove_unused_players(); Game_suspended = 0; Control_center_destroyed = 0; init_cockpit(); reset_palette_add(); if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) { init_robots_for_level(); init_ai_objects(); init_smega_detonates(); init_morphs(); init_all_matcens(); reset_special_effects(); StartSecretLevel(); } else { if (PHYSFSX_exists(SECRETC_FILENAME,0)) { int pw_save, sw_save; pw_save = Primary_weapon; sw_save = Secondary_weapon; state_restore_all(1, 1, SECRETC_FILENAME, 0); Primary_weapon = pw_save; Secondary_weapon = sw_save; reset_special_effects(); StartSecretLevel(); // -- No: This is only for returning to base level: set_pos_from_return_segment(); } else { do_screen_message("Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1); return; } } if (First_secret_visit) { copy_defaults_to_robot_all(); } init_controlcen_for_level(); // Say player can use FLASH cheat to mark path to exit. Last_level_path_created = -1; First_secret_visit = 0; } int Entered_from_level; // --------------------------------------------------------------------------------------------------------------- // Called from switch.c when player is on a secret level and hits exit to return to base level. void ExitSecretLevel(void) { if (Newdemo_state == ND_STATE_PLAYBACK) return; if (Game_wind) window_set_visible(Game_wind, 0); if (!Control_center_destroyed) { state_save_all(2, SECRETC_FILENAME, 0); } if (PHYSFSX_exists(SECRETB_FILENAME,0)) { int pw_save, sw_save; do_screen_message(TXT_SECRET_RETURN); pw_save = Primary_weapon; sw_save = Secondary_weapon; state_restore_all(1, 1, SECRETB_FILENAME, 0); Primary_weapon = pw_save; Secondary_weapon = sw_save; } else { // File doesn't exist, so can't return to base level. Advance to next one. if (Entered_from_level == Last_level) DoEndGame(); else { do_screen_message(TXT_SECRET_ADVANCE); StartNewLevel(Entered_from_level+1); } } if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } // --------------------------------------------------------------------------------------------------------------- // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to // be invulnerable or cloaked. void do_cloak_invul_secret_stuff(fix64 old_gametime) { if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { fix64 time_used; time_used = old_gametime - Players[Player_num].invulnerable_time; Players[Player_num].invulnerable_time = GameTime64 - time_used; } if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { fix time_used; time_used = old_gametime - Players[Player_num].cloak_time; Players[Player_num].cloak_time = GameTime64 - time_used; } } // --------------------------------------------------------------------------------------------------------------- // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he // is passing to the secret level. // Do a savegame. void EnterSecretLevel(void) { int i; Assert(! (Game_mode & GM_MULTI) ); if (Game_wind) window_set_visible(Game_wind, 0); digi_play_sample( SOUND_SECRET_EXIT, F1_0 ); // after above call which stops all sounds Entered_from_level = Current_level_num; if (Control_center_destroyed) DoEndLevelScoreGlitz(0); if (Newdemo_state != ND_STATE_PLAYBACK) state_save_all(1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override // Find secret level number to go to, stuff in Next_level_num. for (i=0; i<-Last_secret_level; i++) if (Secret_level_table[i]==Current_level_num) { Next_level_num = -(i+1); break; } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group. Next_level_num = -i; break; } if (! (i<-Last_secret_level)) //didn't find level, so must be last Next_level_num = Last_secret_level; // NMN 04/09/07 Do a REAL start level routine if we are playing a D1 level so we have // briefings if (EMULATING_D1) { set_screen_mode(SCREEN_MENU); do_screen_message("Alternate Exit Found!\n\nProceeding to Secret Level!"); StartNewLevel(Next_level_num); } else { StartNewLevelSecret(Next_level_num, 1); } // END NMN // do_cloak_invul_stuff(); if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } #endif //called when the player has finished a level void PlayerFinishedLevel(int secret_flag) { if (Game_wind) window_set_visible(Game_wind, 0); //credit the player for hostages Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board; #if defined(DXX_BUILD_DESCENT_I) int rval; int was_multi = 0; if (!(Game_mode & GM_MULTI) && (secret_flag)) { newmenu_item m[1]; nm_set_item_text(&m[0], " "); //TXT_SECRET_EXIT; newmenu_do2(NULL, TXT_SECRET_EXIT, 1, m, unused_newmenu_subfunction, unused_newmenu_userdata, 0, Menu_pcx_name); } // -- mk mk mk -- used to be here -- mk mk mk -- if (Game_mode & GM_NETWORK) { if (secret_flag) Players[Player_num].connected = CONNECT_FOUND_SECRET; // Finished and went to secret level else Players[Player_num].connected = CONNECT_WAITING; // Finished but did not die } last_drawn_cockpit = -1; if (Current_level_num == Last_level) { if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { was_multi = 1; multi_endlevel_score(); rval = AdvanceLevel(secret_flag); //now go on to the next one (if one) } else { // Note link to above else! rval = AdvanceLevel(secret_flag); //now go on to the next one (if one) DoEndLevelScoreGlitz(0); //give bonuses } } else { if (Game_mode & GM_MULTI) multi_endlevel_score(); else DoEndLevelScoreGlitz(0); //give bonuses rval = AdvanceLevel(secret_flag); //now go on to the next one (if one) } if (!was_multi && rval) { if (PLAYING_BUILTIN_MISSION) scores_maybe_add_player(0); if (Game_wind) window_close(Game_wind); // Exit out of game loop } else if (rval && Game_wind) window_close(Game_wind); #elif defined(DXX_BUILD_DESCENT_II) Assert(!secret_flag); if (Game_mode & GM_NETWORK) Players[Player_num].connected = CONNECT_WAITING; // Finished but did not die last_drawn_cockpit = -1; AdvanceLevel(secret_flag); //now go on to the next one (if one) #endif if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } #if defined(DXX_BUILD_DESCENT_I) static int AdvanceLevel(int secret_flag) { Control_center_destroyed = 0; #ifdef EDITOR if (Current_level_num == 0) { return 1; //not a real level } #endif key_flush(); if (Game_mode & GM_MULTI) { int result; result = multi_endlevel(&secret_flag); // Wait for other players to reach this point if (result) // failed to sync { return (Current_level_num == Last_level); } } key_flush(); if (Current_level_num == Last_level) { //player has finished the game! if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED)) newdemo_stop_recording(); do_end_briefing_screens(Ending_text_filename); return 1; } else { Next_level_num = Current_level_num+1; //assume go to next normal level if (secret_flag) { //go to secret level instead int i; for (i=0;i<-Last_secret_level;i++) if (Secret_level_table[i]==Current_level_num) { Next_level_num = -(i+1); break; } Assert(i<-Last_secret_level); //couldn't find which secret level } if (Current_level_num < 0) { //on secret level, where to go? Assert(!secret_flag); //shouldn't be going to secret level Assert(Current_level_num<=-1 && Current_level_num>=Last_secret_level); Next_level_num = Secret_level_table[(-Current_level_num)-1]+1; } StartNewLevel(Next_level_num); } key_flush(); return 0; } //called when the player has died void DoPlayerDead() { if (Game_wind) window_set_visible(Game_wind, 0); reset_palette_add(); gr_palette_load (gr_palette); dead_player_end(); //terminate death sequence (if playing) #ifdef EDITOR if (Game_mode == GM_EDITOR) { //test mine, not real level object * player = &Objects[Players[Player_num].objnum]; //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." ); if (Game_wind) window_set_visible(Game_wind, 1); load_level("gamesave.lvl"); init_player_stats_new_ship(Player_num); player->flags &= ~OF_SHOULD_BE_DEAD; StartLevel(0); return; } #endif if ( Game_mode&GM_MULTI ) { multi_do_death(Players[Player_num].objnum); } else { //Note link to above else! Players[Player_num].lives--; if (Players[Player_num].lives == 0) { DoGameOver(); return; } } if ( Control_center_destroyed ) { //clear out stuff so no bonus Players[Player_num].hostages_on_board = 0; Players[Player_num].energy = 0; Players[Player_num].shields = 0; Players[Player_num].connected = CONNECT_DIED_IN_MINE; do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened int rval; if (Current_level_num == Last_level) { if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { multi_endlevel_score(); rval = AdvanceLevel(0); //if finished, go on to next level } else { // Note link to above else! rval = AdvanceLevel(0); //if finished, go on to next level DoEndLevelScoreGlitz(0); } init_player_stats_new_ship(Player_num); last_drawn_cockpit = -1; } else { if (Game_mode & GM_MULTI) multi_endlevel_score(); else DoEndLevelScoreGlitz(0); // Note above link! rval = AdvanceLevel(0); //if finished, go on to next level init_player_stats_new_ship(Player_num); last_drawn_cockpit = -1; } if (rval) { if (PLAYING_BUILTIN_MISSION) scores_maybe_add_player(0); if (Game_wind) window_close(Game_wind); // Exit out of game loop } } else { init_player_stats_new_ship(Player_num); StartLevel(1); } if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } #elif defined(DXX_BUILD_DESCENT_II) #define MOVIE_REQUIRED 1 #define ENDMOVIE "end" //called when the player has finished the last level static void DoEndGame(void) { if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED)) newdemo_stop_recording(); set_screen_mode( SCREEN_MENU ); gr_set_current_canvas(NULL); key_flush(); if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi int played=MOVIE_NOT_PLAYED; //default is not played played = PlayMovie(ENDMOVIE ".tex", ENDMOVIE,MOVIE_REQUIRED); if (!played) { do_end_briefing_screens(Ending_text_filename); } } else if (!(Game_mode & GM_MULTI)) //not multi { char tname[FILENAME_LEN]; do_end_briefing_screens (Ending_text_filename); //try doing special credits sprintf(tname,"%s.ctb",Current_mission_filename); credits_show(tname); } key_flush(); if (Game_mode & GM_MULTI) multi_endlevel_score(); else // NOTE LINK TO ABOVE DoEndLevelScoreGlitz(0); if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) { gr_set_current_canvas( NULL ); gr_clear_canvas(BM_XRGB(0,0,0)); load_palette(D2_DEFAULT_PALETTE,0,1); scores_maybe_add_player(0); } if (Game_wind) window_close(Game_wind); // Exit out of game loop } //called to go to the next level (if there is one) //if secret_flag is true, advance to secret level, else next normal one // Return true if game over. static void AdvanceLevel(int secret_flag) { Assert(!secret_flag); if (Current_level_num != Last_level) { if (Game_mode & GM_MULTI) multi_endlevel_score(); else // NOTE LINK TO ABOVE!!! DoEndLevelScoreGlitz(0); //give bonuses } Control_center_destroyed = 0; #ifdef EDITOR if (Current_level_num == 0) { window_close(Game_wind); //not a real level } #endif if (Game_mode & GM_MULTI) { int result; result = multi_endlevel(&secret_flag); // Wait for other players to reach this point if (result) // failed to sync { if (Current_level_num == Last_level) //player has finished the game! if (Game_wind) window_close(Game_wind); // Exit out of game loop return; } } if (Current_level_num == Last_level) { //player has finished the game! DoEndGame(); } else { //NMN 04/08/07 If we are in a secret level and playing a D1 // level, then use Entered_from_level # instead if (Current_level_num < 0 && EMULATING_D1) { Next_level_num = Entered_from_level+1; //assume go to next normal level } else { Next_level_num = Current_level_num+1; //assume go to next normal level } // END NMN StartNewLevel(Next_level_num); } } void DoPlayerDead() { if (Game_wind) window_set_visible(Game_wind, 0); reset_palette_add(); gr_palette_load (gr_palette); dead_player_end(); //terminate death sequence (if playing) #ifdef EDITOR if (Game_mode == GM_EDITOR) { //test mine, not real level object * playerobj = &Objects[Players[Player_num].objnum]; //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." ); if (Game_wind) window_set_visible(Game_wind, 1); load_level("gamesave.lvl"); init_player_stats_new_ship(Player_num); playerobj->flags &= ~OF_SHOULD_BE_DEAD; StartLevel(0); return; } #endif if ( Game_mode&GM_MULTI ) { multi_do_death(Players[Player_num].objnum); } else { //Note link to above else! Players[Player_num].lives--; if (Players[Player_num].lives == 0) { DoGameOver(); return; } } if ( Control_center_destroyed ) { //clear out stuff so no bonus Players[Player_num].hostages_on_board = 0; Players[Player_num].energy = 0; Players[Player_num].shields = 0; Players[Player_num].connected = CONNECT_DIED_IN_MINE; do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened if (Current_level_num < 0) { if (PHYSFSX_exists(SECRETB_FILENAME,0)) { do_screen_message(TXT_SECRET_RETURN); state_restore_all(1, 2, SECRETB_FILENAME, 0); // 2 means you died set_pos_from_return_segment(); Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore. } else { if (Entered_from_level == Last_level) DoEndGame(); else { do_screen_message(TXT_SECRET_ADVANCE); StartNewLevel(Entered_from_level+1); init_player_stats_new_ship(Player_num); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups! } } } else { AdvanceLevel(0); //if finished, go on to next level init_player_stats_new_ship(Player_num); last_drawn_cockpit = -1; } } else if (Current_level_num < 0) { if (PHYSFSX_exists(SECRETB_FILENAME,0)) { do_screen_message(TXT_SECRET_RETURN); if (!Control_center_destroyed) state_save_all(2, SECRETC_FILENAME, 0); state_restore_all(1, 2, SECRETB_FILENAME, 0); set_pos_from_return_segment(); Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore. } else { do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened if (Entered_from_level == Last_level) DoEndGame(); else { do_screen_message(TXT_SECRET_ADVANCE); StartNewLevel(Entered_from_level+1); init_player_stats_new_ship(Player_num); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups! } } } else { init_player_stats_new_ship(Player_num); StartLevel(1); } digi_sync_sounds(); if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } #endif //called when the player is starting a new level for normal game mode and restore state // secret_flag set if came from a secret level void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag) { if (!(Game_mode & GM_MULTI)) { last_drawn_cockpit = -1; } #if defined(DXX_BUILD_DESCENT_I) secret_flag = 0; #elif defined(DXX_BUILD_DESCENT_II) BigWindowSwitch=0; #endif if (Newdemo_state == ND_STATE_PAUSED) Newdemo_state = ND_STATE_RECORDING; if (Newdemo_state == ND_STATE_RECORDING) { newdemo_set_new_level(level_num); newdemo_record_start_frame(FrameTime ); } LoadLevel(level_num,page_in_textures); Assert(Current_level_num == level_num); //make sure level set right gameseq_init_network_players(); // Initialize the Players array for // this level Viewer = &Objects[Players[Player_num].objnum]; Assert(N_players <= NumNetPlayerPositions); //If this assert fails, there's not enough start positions if (Game_mode & GM_NETWORK) { if(multi_level_sync()) // After calling this, Player_num is set { songs_play_song( SONG_TITLE, 1 ); // level song already plays but we fail to start level... return; } } HUD_clear_messages(); automap_clear_visited(); init_player_stats_level(secret_flag); #if defined(DXX_BUILD_DESCENT_I) gr_use_palette_table( "palette.256" ); #elif defined(DXX_BUILD_DESCENT_II) load_palette(Current_level_palette,0,1); #endif gr_palette_load(gr_palette); if ((Game_mode & GM_MULTI_COOP) && Network_rejoined) { int i; for (i = 0; i < N_players; i++) Players[i].flags |= Netgame.player_flags[i]; } if (Game_mode & GM_MULTI) { multi_prep_level(); // Removes robots from level if necessary } gameseq_remove_unused_players(); Game_suspended = 0; Control_center_destroyed = 0; #if defined(DXX_BUILD_DESCENT_II) set_screen_mode(SCREEN_GAME); #endif init_cockpit(); init_robots_for_level(); init_ai_objects(); init_morphs(); init_all_matcens(); reset_palette_add(); #if defined(DXX_BUILD_DESCENT_II) init_smega_detonates(); init_thief_for_level(); init_stuck_objects(); if (!(Game_mode & GM_MULTI)) filter_objects_from_level(); #endif if (!(Game_mode & GM_MULTI) && !cheats.enabled) set_highest_level(Current_level_num); else read_player_file(); //get window sizes reset_special_effects(); #ifdef OGL gr_remap_mono_fonts(); ogl_cache_level_textures(); #endif if (Network_rejoined == 1) { Network_rejoined = 0; StartLevel(1); } else StartLevel(0); // Note link to above if! copy_defaults_to_robot_all(); init_controlcen_for_level(); // Say player can use FLASH cheat to mark path to exit. Last_level_path_created = -1; // Initialise for palette_restore() // Also takes care of nm_draw_background() possibly being called if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK))) full_palette_save(); if (!Game_wind) game(); } void bash_to_shield (int i,const char *s) { enum powerup_type_t type = (enum powerup_type_t) get_powerup_id(&Objects[i]); PowerupsInMine[type]=MaxPowerupsAllowed[type]=0; set_powerup_id(&Objects[i], POW_SHIELD_BOOST); Objects[i].rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(&Objects[i])].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } #if defined(DXX_BUILD_DESCENT_II) static void filter_objects_from_level() { int i; for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type==OBJ_POWERUP) if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE) bash_to_shield (i,"Flag!!!!"); } } struct intro_movie_t { int level_num; char movie_name[4]; }; static const intro_movie_t intro_movie[] = { { 1,"pla"}, { 5,"plb"}, { 9,"plc"}, {13,"pld"}, {17,"ple"}, {21,"plf"}, {24,"plg"}}; #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie)) static void ShowLevelIntro(int level_num) { //if shareware, show a briefing? if (!(Game_mode & GM_MULTI)) { int i; palette_array_t save_pal; save_pal = gr_palette; if (PLAYING_BUILTIN_MISSION) { if (is_SHAREWARE || is_MAC_SHARE) { if (level_num==1) do_briefing_screens (Briefing_text_filename, 1); } else if (is_D2_OEM) { if (level_num == 1 && !intro_played) do_briefing_screens(Briefing_text_filename, 1); } else // full version { for (i=0;i 0) { maybe_set_first_secret_visit(level_num); } ShowLevelIntro(level_num); #endif StartNewLevelSub(level_num, 1, 0 ); } //initialize the player object position & orientation (at start of game, or new ship) static void InitPlayerPosition(int random_flag) { int NewPlayer=0; if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch NewPlayer = Player_num; else if (random_flag == 1) { int i, trys=0; fix closest_dist = 0x7ffffff, dist; timer_update(); d_srand((fix)timer_query()); do { trys++; NewPlayer = d_rand() % NumNetPlayerPositions; closest_dist = 0x7fffffff; for (i=0; i= 0) ) { closest_dist = dist; } } } } while ( (closest_dist= 0); Assert(NewPlayer < NumNetPlayerPositions); ConsoleObject->pos = Player_init[NewPlayer].pos; ConsoleObject->orient = Player_init[NewPlayer].orient; obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum); reset_player_object(); reset_cruise(); } // ----------------------------------------------------------------------------------------------------- // Initialize default parameters for one robot, copying from Robot_info to *objp. // What about setting size!? Where does that come from? void copy_defaults_to_robot(object *objp) { robot_info *robptr; int objid; Assert(objp->type == OBJ_ROBOT); objid = get_robot_id(objp); Assert(objid < N_robot_types); robptr = &Robot_info[objid]; // Boost shield for Thief and Buddy based on level. objp->shields = robptr->strength; #if defined(DXX_BUILD_DESCENT_II) if ((robot_is_thief(robptr)) || (robot_is_companion(robptr))) { objp->shields = (objp->shields * (abs(Current_level_num)+7))/8; if (robot_is_companion(robptr)) { // Now, scale guide-bot hits by skill level switch (Difficulty_level) { case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable case 1: objp->shields *= 3; break; // Rookie, pretty dang hard case 2: objp->shields *= 2; break; // Hotshot, a bit tough default: break; } } } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels. objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4); // Additional wimpification of bosses at Trainee if ((robptr->boss_flag) && (Difficulty_level == 0)) objp->shields /= 2; #endif } // ----------------------------------------------------------------------------------------------------- // Copy all values from the robot info structure to all instances of robots. // This allows us to change bitmaps.tbl and have these changes manifested in existing robots. // This function should be called at level load time. static void copy_defaults_to_robot_all(void) { int i; for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) copy_defaults_to_robot(&Objects[i]); } // ----------------------------------------------------------------------------------------------------- //called when the player is starting a level (new game or new ship) static void StartLevel(int random_flag) { Assert(!Player_is_dead); InitPlayerPosition(random_flag); verify_console_object(); ConsoleObject->control_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; // create_player_appearance_effect(ConsoleObject); Do_appearance_effect = 1; if (Game_mode & GM_MULTI) { if (Game_mode & GM_MULTI_COOP) multi_send_score(); multi_send_reappear(); multi_do_protocol_frame(1, 1); } else // in Singleplayer, after we died ... { disable_matcens(); // ... disable matcens and ... clear_transient_objects(0); // ... clear all transient objects. #if defined(DXX_BUILD_DESCENT_II) clear_stuck_objects(); // and stuck ones. #endif } ai_reset_all_paths(); ai_init_boss_for_ship(); reset_rear_view(); Auto_fire_fusion_cannon_time = 0; Fusion_charge = 0; }