/* * 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 #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 "hudmsg.h" #include "endlevel.h" #include "kmatrix.h" # include "multi.h" #include "playsave.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 "segment.h" #include "gameseg.h" #include "fmtcheck.h" #include "compiler-range_for.h" #include "highest_valid.h" #include "partial_range.h" #if defined(DXX_BUILD_DESCENT_I) #include "custom.h" #define GLITZ_BACKGROUND Menu_pcx_name #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(); #endif static void AdvanceLevel(int secret_flag); 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; PHYSFSX_gets_line_t Current_level_name; PHYSFSX_gets_line_t Current_level_palette; // Global variables describing the player unsigned N_players=1; // Number of players ( >1 means a net game, eh?) playernum_t Player_num; // The player number who is on the console. array Players; // Misc player info #if defined(DXX_BUILD_DESCENT_II) int First_secret_visit = 1; #endif array Player_init; // Global variables telling what sort of game we have unsigned NumNetPlayerPositions; int Do_appearance_effect=0; //-------------------------------------------------------------------- static void verify_console_object() { Assert(Player_num < Players.size()); Assert( get_local_player().objnum != object_none ); const auto &&console = vobjptr(get_local_player().objnum); ConsoleObject = console; Assert(console->type == OBJ_PLAYER); Assert(get_player_id(console) == Player_num); } static int count_number_of_robots() { int robot_count; robot_count = 0; range_for (const auto i, highest_valid(Objects)) { const auto &&objp = vcobjptr(static_cast(i)); if (objp->type == OBJ_ROBOT) robot_count++; } return robot_count; } static int count_number_of_hostages() { int count; count = 0; range_for (const auto i, highest_valid(Objects)) { const auto &&objp = vcobjptr(static_cast(i)); if (objp->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 k,j; // Initialize network player start locations and object numbers ConsoleObject = &Objects[0]; k = 0; j = 0; range_for (const auto i, highest_valid(Objects)) { const auto o = vobjptridx(i); if (( o->type==OBJ_PLAYER ) || (o->type == OBJ_GHOST) || (o->type == OBJ_COOP)) { if ( (!(Game_mode & GM_MULTI_COOP) && ((o->type == OBJ_PLAYER)||(o->type==OBJ_GHOST))) || ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( o->type==OBJ_COOP ))) ) { o->type=OBJ_PLAYER; Player_init[k].pos = o->pos; Player_init[k].orient = o->orient; Player_init[k].segnum = o->segnum; Players[k].objnum = i; set_player_id(o, k); k++; } else obj_delete(o); j++; } if ((o->type==OBJ_ROBOT) && robot_is_companion(&Robot_info[get_robot_id(o)]) && (Game_mode & GM_MULTI)) obj_delete(o); //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!!! range_for (auto &i, partial_range(Players, 1u, NumNetPlayerPositions)) { obj_delete(vobjptridx(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 = LASER_LEVEL_1; 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 (get_local_player().energy < INITIAL_ENERGY) get_local_player().energy = INITIAL_ENERGY; if (get_local_player().shields < StartingShields) get_local_player().shields = StartingShields; // for (i=0; i secret_flag{}; #endif // int i; get_local_player().last_score = get_local_player().score; get_local_player().level = Current_level_num; if (!Network_rejoined) { get_local_player().time_level = 0; get_local_player().hours_level = 0; } get_local_player().killer_objnum = object_none; get_local_player().num_kills_level = 0; get_local_player().num_robots_level = count_number_of_robots(); get_local_player().num_robots_total += get_local_player().num_robots_level; get_local_player().hostages_level = count_number_of_hostages(); get_local_player().hostages_total += get_local_player().hostages_level; get_local_player().hostages_on_board = 0; if (secret_flag == secret_restore::none) { init_ammo_and_energy(); get_local_player().flags &= (~KEY_BLUE); get_local_player().flags &= (~KEY_RED); get_local_player().flags &= (~KEY_GOLD); get_local_player().flags &= ~(PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_CLOAKED); #if defined(DXX_BUILD_DESCENT_II) get_local_player().flags &= ~(PLAYER_FLAGS_MAP_ALL); #endif get_local_player().cloak_time = 0; get_local_player().invulnerable_time = 0; if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) get_local_player().flags |= (KEY_BLUE | KEY_RED | KEY_GOLD); } Player_is_dead = 0; // Added by RH Dead_player_camera = NULL; get_local_player().homing_object_dist = -F1_0; // Added by RH // properly init these cursed globals Next_flare_fire_time = Last_laser_fired_time = Next_laser_fire_time = Next_missile_fire_time = GameTime64; #if defined(DXX_BUILD_DESCENT_II) Controls.state.afterburner = 0; Last_afterburner_state = 0; digi_kill_sound_linked_to_object(vcobjptridx(get_local_player().objnum)); #endif init_gauges(); #if defined(DXX_BUILD_DESCENT_II) Missile_viewer = NULL; #endif } // Setup player for a brand-new ship void init_player_stats_new_ship(ubyte pnum) { const auto GrantedItems = (Game_mode & GM_MULTI) ? Netgame.SpawnGrantedItems : 0; const auto granted_primary_weapon_flags = map_granted_flags_to_primary_weapon_flags(GrantedItems); const auto granted_laser_level = map_granted_flags_to_laser_level(GrantedItems); auto &plr = get_local_player(); if (pnum == Player_num) { Primary_weapon = [=]{ range_for (auto i, PlayerCfg.PrimaryOrder) { if (i >= MAX_PRIMARY_WEAPONS) break; if (i == primary_weapon_index_t::LASER_INDEX) break; #if defined(DXX_BUILD_DESCENT_II) if (i == primary_weapon_index_t::SUPER_LASER_INDEX) { if (granted_laser_level <= LASER_LEVEL_4) /* Granted lasers are not super lasers */ continue; /* Super lasers still set LASER_INDEX, not * SUPER_LASER_INDEX */ break; } #endif if (HAS_PRIMARY_FLAG(i) & static_cast(granted_primary_weapon_flags)) return static_cast(i); } return primary_weapon_index_t::LASER_INDEX; }(); #if defined(DXX_BUILD_DESCENT_II) Primary_last_was_super[0] = 0; for (uint_fast32_t i = primary_weapon_index_t::VULCAN_INDEX; i != primary_weapon_index_t::SUPER_LASER_INDEX; ++i) { uint8_t last; /* If no super granted, force to non-super. */ if (!(HAS_PRIMARY_FLAG(i + 5) & granted_primary_weapon_flags)) last = 0; /* If only super granted, force to super. */ else if (!(HAS_PRIMARY_FLAG(i) & granted_primary_weapon_flags)) last = 1; /* else both granted, so leave as-is. */ else continue; Primary_last_was_super[i] = last; } #endif if (Newdemo_state == ND_STATE_RECORDING) { newdemo_record_laser_level(get_local_player().laser_level, 0); newdemo_record_player_weapon(0, 0); newdemo_record_player_weapon(1, 0); } Secondary_weapon = 0; dead_player_end(); //player no longer dead Player_is_dead = 0; Player_exploded = 0; Player_eggs_dropped = 0; Dead_player_camera = 0; Global_laser_firing_count=0; #if defined(DXX_BUILD_DESCENT_II) Secondary_last_was_super = {}; Afterburner_charge = GrantedItems.has_afterburner() ? F1_0 : 0; Controls.state.afterburner = 0; Last_afterburner_state = 0; Missile_viewer = nullptr; //reset missile camera if out there init_ai_for_ship(); #endif } Players[pnum].energy = INITIAL_ENERGY; Players[pnum].shields = StartingShields; Players[pnum].laser_level = granted_laser_level; Players[pnum].killer_objnum = object_none; Players[pnum].hostages_on_board = 0; Players[pnum].vulcan_ammo = map_granted_flags_to_vulcan_ammo(GrantedItems); range_for (auto &i, partial_range(Players[pnum].secondary_ammo, 1u, MAX_SECONDARY_WEAPONS)) i = 0; Players[pnum].secondary_ammo[0] = 2 + NDL - Difficulty_level; Players[pnum].primary_weapon_flags = HAS_LASER_FLAG; Players[pnum].secondary_weapon_flags = HAS_CONCUSSION_FLAG; Players[pnum].flags &= ~(PLAYER_FLAGS_QUAD_LASERS | PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE); #if defined(DXX_BUILD_DESCENT_II) Players[pnum].flags &= ~(PLAYER_FLAGS_AFTERBURNER | PLAYER_FLAGS_MAP_ALL | PLAYER_FLAGS_CONVERTER | PLAYER_FLAGS_AMMO_RACK | PLAYER_FLAGS_HEADLIGHT | PLAYER_FLAGS_HEADLIGHT_ON | PLAYER_FLAGS_FLAG); #endif plr.flags |= map_granted_flags_to_player_flags(GrantedItems); plr.primary_weapon_flags |= granted_primary_weapon_flags; Players[pnum].cloak_time = 0; Players[pnum].invulnerable_time = 0; Players[pnum].homing_object_dist = -F1_0; // Added by RH digi_kill_sound_linked_to_object(vcobjptridx(Players[pnum].objnum)); } #ifdef EDITOR //reset stuff so game is semi-normal when playing from editor void editor_reset_stuff_on_level() { gameseq_init_network_players(); init_player_stats_level(secret_restore::none); const auto &&console = vobjptr(get_local_player().objnum); ConsoleObject = Viewer = console; set_player_id(console, Player_num); console->control_type = CT_FLYING; console->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(); compute_slide_segs(); #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() { get_local_player().time_level += FrameTime; //the never-ending march of time... if (get_local_player().time_level > i2f(3600)) { get_local_player().time_level -= i2f(3600); get_local_player().hours_level++; } get_local_player().time_total += FrameTime; //the never-ending march of time... if (get_local_player().time_total > i2f(3600)) { get_local_player().time_total -= i2f(3600); get_local_player().hours_total++; } } //go through this level and start any eclip sounds static void set_sound_sources() { int sidenum; digi_init_sounds(); //clear old sounds #if defined(DXX_BUILD_DESCENT_II) Dont_start_sound_objects = 1; #endif range_for (const auto segnum, highest_valid(Segments)) { const auto &&seg = vcsegptridx(static_cast(segnum)); for (sidenum=0;sidenumsides[sidenum].tmap_num2) != 0) if ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1) #elif defined(DXX_BUILD_DESCENT_II) auto wid = WALL_IS_DOORWAY(seg, sidenum); if (wid & 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) { #if defined(DXX_BUILD_DESCENT_II) auto 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 (wid & (WID_FLY_FLAG|WID_RENDPAST_FLAG)) { const auto &&csegp = vcsegptr(seg->children[sidenum]); auto csidenum = find_connect_side(seg, csegp); if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2) continue; //skip this one } } #endif const auto pnt = compute_center_point_on_side(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(const vobjptridx_t player_obj) { const auto pos = (player_obj == Viewer) ? vm_vec_scale_add(player_obj->pos, player_obj->orient.fvec, fixmul(player_obj->size,flash_dist)) : player_obj->pos; const 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 const d_fname &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(const uint8_t *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; unsigned int sum1,sum2; short s; int t; sum1 = sum2 = 0; for (i = 0; i < Highest_segment_index + 1; i++) { range_for (auto &j, Segments[i].sides) { do_checksum_calc(reinterpret_cast(&(j.get_type())), 1, &sum1, &sum2); s = INTEL_SHORT(j.wall_num); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); s = INTEL_SHORT(j.tmap_num); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); s = INTEL_SHORT(j.tmap_num2); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); range_for (auto &k, j.uvls) { t = INTEL_INT(((int)k.u)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)k.v)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)k.l)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); } range_for (auto &k, j.normals) { t = INTEL_INT(((int)k.x)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)k.y)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)k.z)); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); } } range_for (auto &j, Segments[i].children) { s = INTEL_SHORT(j); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); } range_for (const uint16_t j, Segments[i].verts) { s = INTEL_SHORT(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); #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) { Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0); const d_fname &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) { player save_player; save_player = get_local_player(); Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0); const d_fname &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",static_cast(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(); get_local_player() = 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_numtype = OBJ_PLAYER; set_player_id(console, Player_num); console->control_type = CT_FLYING; console->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); get_local_player().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 = get_local_player().level; if (mine_level < 0) mine_level *= -(Last_level/N_secret_levels); #endif level_points = get_local_player().score - get_local_player().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 = get_local_player().hostages_on_board * 500 * (Difficulty_level+1); #if defined(DXX_BUILD_DESCENT_I) shield_points = f2i(get_local_player().shields) * 10 * (Difficulty_level+1); energy_points = f2i(get_local_player().energy) * 5 * (Difficulty_level+1); #elif defined(DXX_BUILD_DESCENT_II) shield_points = f2i(get_local_player().shields) * 5 * mine_level; energy_points = f2i(get_local_player().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 && (get_local_player().hostages_on_board == get_local_player().hostages_level)) { all_hostage_points = get_local_player().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) && (get_local_player().lives) && (Current_level_num == Last_level)) { //player has finished the game! endgame_points = get_local_player().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) && (get_local_player().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, get_local_player().score); for (i=0; i(Current_level_name), TXT_DESTROYED); Assert(c <= N_GLITZITEMS); if ( network && (Game_mode & GM_NETWORK) ) newmenu_do2(NULL, title, c, m, multi_endlevel_poll1, unused_newmenu_userdata, 0, GLITZ_BACKGROUND); else // NOTE LINK TO ABOVE!!! newmenu_do2(NULL, title, c, m, unused_newmenu_subfunction, unused_newmenu_userdata, 0, GLITZ_BACKGROUND); } #if defined(DXX_BUILD_DESCENT_II) // ----------------------------------------------------------------------------------------------------- //called when the player is starting a level (new game or new ship) static void StartSecretLevel() { Assert(!Player_is_dead); InitPlayerPosition(0); verify_console_object(); ConsoleObject->control_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 *,const d_event &event, grs_bitmap *background) { 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); array nm_message_items{{ nm_item_menu(TXT_OK), }}; newmenu_do( NULL, msg, nm_message_items, draw_endlevel_background, static_cast(&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 = &get_local_plrobj(); 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 sw_save; const auto pw_save = Primary_weapon; sw_save = Secondary_weapon; state_restore_all(1, secret_restore::survived, SECRETC_FILENAME, blind_save::no); 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; } static 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(secret_save::c, blind_save::no); } if (PHYSFSX_exists(SECRETB_FILENAME,0)) { int sw_save; do_screen_message(TXT_SECRET_RETURN); const auto pw_save = Primary_weapon; sw_save = Secondary_weapon; state_restore_all(1, secret_restore::survived, SECRETB_FILENAME, blind_save::no); 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 (get_local_player().flags & PLAYER_FLAGS_INVULNERABLE) { fix64 time_used; time_used = old_gametime - get_local_player().invulnerable_time; get_local_player().invulnerable_time = GameTime64 - time_used; } if (get_local_player().flags & PLAYER_FLAGS_CLOAKED) { fix time_used; time_used = old_gametime - get_local_player().cloak_time; get_local_player().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(secret_save::b, blind_save::no); // 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 get_local_player().hostages_rescued_total += get_local_player().hostages_on_board; #if defined(DXX_BUILD_DESCENT_I) if (!(Game_mode & GM_MULTI) && (secret_flag)) { array m{{ nm_item_text(" "), //TXT_SECRET_EXIT; }}; newmenu_do2(NULL, TXT_SECRET_EXIT, m.size(), m.data(), unused_newmenu_subfunction, unused_newmenu_userdata, 0, Menu_pcx_name); } #elif defined(DXX_BUILD_DESCENT_II) Assert(!secret_flag); #endif if (Game_mode & GM_NETWORK) get_local_player().connected = CONNECT_WAITING; // Finished but did not die last_drawn_cockpit = -1; AdvanceLevel(secret_flag); //now go on to the next one (if one) if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } #if defined(DXX_BUILD_DESCENT_II) #define MOVIE_REQUIRED 1 #define ENDMOVIE "end" #endif //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 #if defined(DXX_BUILD_DESCENT_II) int played=MOVIE_NOT_PLAYED; //default is not played played = PlayMovie(ENDMOVIE ".tex", ENDMOVIE,MOVIE_REQUIRED); if (!played) #endif { 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 snprintf(tname, sizeof(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)); #if defined(DXX_BUILD_DESCENT_II) load_palette(D2_DEFAULT_PALETTE,0,1); #endif 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) { #if defined(DXX_BUILD_DESCENT_II) Assert(!secret_flag); #endif if (Current_level_num != Last_level) { if (Game_mode & GM_MULTI) { const auto result = multi_endlevel_score(); if (result == kmatrix_result::abort) { if (Game_wind) window_close(Game_wind); // Exit out of game loop return; } } 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 { #if defined(DXX_BUILD_DESCENT_I) 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; } #elif defined(DXX_BUILD_DESCENT_II) //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 #endif 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 const auto playerobj = &get_local_plrobj(); //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(get_local_player().objnum); } else { //Note link to above else! get_local_player().lives--; if (get_local_player().lives == 0) { DoGameOver(); return; } } if ( Control_center_destroyed ) { //clear out stuff so no bonus get_local_player().hostages_on_board = 0; get_local_player().energy = 0; get_local_player().shields = 0; get_local_player().connected = CONNECT_DIED_IN_MINE; do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened #if defined(DXX_BUILD_DESCENT_II) if (Current_level_num < 0) { if (PHYSFSX_exists(SECRETB_FILENAME,0)) { do_screen_message(TXT_SECRET_RETURN); state_restore_all(1, secret_restore::died, SECRETB_FILENAME, blind_save::no); // 2 means you died set_pos_from_return_segment(); get_local_player().lives--; // re-lose the life, get_local_player().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 #endif { AdvanceLevel(0); //if finished, go on to next level init_player_stats_new_ship(Player_num); last_drawn_cockpit = -1; } #if defined(DXX_BUILD_DESCENT_II) } 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(secret_save::c, blind_save::no); state_restore_all(1, secret_restore::died, SECRETB_FILENAME, blind_save::no); set_pos_from_return_segment(); get_local_player().lives--; // re-lose the life, get_local_player().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! } } #endif } else { init_player_stats_new_ship(Player_num); StartLevel(1); } digi_sync_sounds(); if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); } //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 #if defined(DXX_BUILD_DESCENT_I) void StartNewLevelSub(const int level_num, const int page_in_textures) #elif defined(DXX_BUILD_DESCENT_II) void StartNewLevelSub(const int level_num, const int page_in_textures, const secret_restore secret_flag) #endif { if (!(Game_mode & GM_MULTI)) { last_drawn_cockpit = -1; } #if defined(DXX_BUILD_DESCENT_I) static constexpr tt::integral_constant secret_flag{}; #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 = &get_local_plrobj(); 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)(const vobjptr_t i) { enum powerup_type_t type = (enum powerup_type_t) get_powerup_id(i); PowerupCaps.reset_powerup_both(type); set_powerup_id(i, POW_SHIELD_BOOST); } #if defined(DXX_BUILD_DESCENT_II) static void filter_objects_from_level() { range_for (const auto i, highest_valid(Objects)) { const auto objp = vobjptridx(i); if (objp->type==OBJ_POWERUP) if (objp->id==POW_FLAG_RED || objp->id==POW_FLAG_BLUE) bash_to_shield(objp); } } struct intro_movie_t { int level_num; char movie_name[4]; }; const array intro_movie{{ { 1,"pla"}, { 5,"plb"}, { 9,"plc"}, {13,"pld"}, {17,"ple"}, {21,"plf"}, {24,"plg"} }}; static void ShowLevelIntro(int level_num) { //if shareware, show a briefing? if (!(Game_mode & GM_MULTI)) { 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 { range_for (auto &i, intro_movie) { if (i.level_num == level_num) { Screen_mode = -1; PlayMovie(NULL, i.movie_name, MOVIE_REQUIRED); break; } } do_briefing_screens (Briefing_text_filename,level_num); } } else //not the built-in mission (maybe d1, too). check for add-on briefing { do_briefing_screens(Briefing_text_filename, level_num); } gr_palette = save_pal; } } // --------------------------------------------------------------------------- // If starting a level which appears in the Secret_level_table, then set First_secret_visit. // Reason: On this level, if player goes to a secret level, he will be going to a different // secret level than he's ever been to before. // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged. static void maybe_set_first_secret_visit(int level_num) { range_for (auto &i, unchecked_partial_range(Secret_level_table.get(), N_secret_levels)) { if (i == level_num) { First_secret_visit = 1; break; } } } #endif //called when the player is starting a new level for normal game model // secret_flag if came from a secret level void StartNewLevel(int level_num) { hide_menus(); GameTime64 = 0; ThisLevelTime=0; #if defined(DXX_BUILD_DESCENT_I) if (!(Game_mode & GM_MULTI)) { do_briefing_screens(Briefing_text_filename, level_num); } #elif defined(DXX_BUILD_DESCENT_II) if (level_num > 0) { maybe_set_first_secret_visit(level_num); } ShowLevelIntro(level_num); #endif StartNewLevelSub(level_num, 1, secret_restore::none); } namespace { class respawn_locations { typedef std::pair site; unsigned max_usable_spawn_sites; array sites; public: respawn_locations() { const auto player_num = Player_num; const auto find_closest_player = [player_num](const obj_position &candidate) { fix closest_dist = 0x7fffffff; for (uint_fast32_t i = N_players; i--;) { if (i == player_num) continue; const auto &&objp = vobjptr(Players[i].objnum); if (objp->type != OBJ_PLAYER) continue; const auto dist = find_connected_distance(objp->pos, objp->segnum, candidate.pos, candidate.segnum, -1, WALL_IS_DOORWAY_FLAG<0>()); if (dist >= 0 && closest_dist > dist) closest_dist = dist; } return closest_dist; }; const auto max_spawn_sites = std::min(NumNetPlayerPositions, static_cast(sites.size())); for (uint_fast32_t i = max_spawn_sites; i--;) { auto &s = sites[i]; s.first = i; s.second = find_closest_player(Player_init[i]); } const unsigned SecludedSpawns = Netgame.SecludedSpawns + 1; if (max_spawn_sites > SecludedSpawns) { max_usable_spawn_sites = SecludedSpawns; const auto a = [](const site &a, const site &b) { return a.second > b.second; }; const auto b = sites.begin(); const auto m = std::next(b, SecludedSpawns); const auto e = std::next(b, max_spawn_sites); std::partial_sort(b, m, e, a); } else max_usable_spawn_sites = max_spawn_sites; } unsigned get_usable_sites() const { return max_usable_spawn_sites; } const site &operator[](std::size_t i) const { return sites[i]; } }; } //initialize the player object position & orientation (at start of game, or new ship) static void InitPlayerPosition(int random_flag) { reset_cruise(); int NewPlayer=0; if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch NewPlayer = Player_num; else if (random_flag == 1) { const respawn_locations locations; if (!locations.get_usable_sites()) return; uint_fast32_t trys=0; d_srand(static_cast(timer_update())); do { trys++; NewPlayer = d_rand() % locations.get_usable_sites(); const auto closest_dist = locations[NewPlayer].second; if (closest_dist >= i2f(15*20)) break; } while (trys < MAX_PLAYERS * 2); NewPlayer = locations[NewPlayer].first; } else { // If deathmatch and not random, positions were already determined by sync packet reset_player_object(); return; } Assert(NewPlayer >= 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(); } // ----------------------------------------------------------------------------------------------------- // 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(const vobjptr_t 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) { range_for (const auto i, highest_valid(Objects)) { const auto &&objp = vobjptr(static_cast(i)); if (objp->type == OBJ_ROBOT) copy_defaults_to_robot(objp); } } // ----------------------------------------------------------------------------------------------------- //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; }