/* * 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 "dxxsconf.h" #include #include #include #include #include #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #include #if DXX_USE_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 "event.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" #if DXX_USE_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 "d_enumerate.h" #include "partial_range.h" #include "d_range.h" #include "d_zip.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 namespace dsx { static void StartNewLevelSecret(int level_num, int page_in_textures); static void InitPlayerPosition(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, int random_flag); static void DoEndGame(); static void filter_objects_from_level(fvmobjptr &vmobjptr); PHYSFSX_gets_line_t Current_level_palette; int First_secret_visit = 1; } #endif namespace { class preserve_player_object_info { player_info plr_info; fix plr_shields; /* Cache the reference, not the value. This class is designed * to be alive across a call to LoadLevel, which may change the * value of the object number. */ const objnum_t &objnum; public: preserve_player_object_info(fvcobjptr &vcobjptr, const objnum_t &o) : objnum(o) { auto &plr = *vcobjptr(objnum); plr_shields = plr.shields; plr_info = plr.ctype.player_info; } void restore(fvmobjptr &vmobjptr) const { auto &plr = *vmobjptr(objnum); plr.shields = plr_shields; plr.ctype.player_info = plr_info; } }; } namespace dsx { static void init_player_stats_ship(object &, fix GameTime64); static window_event_result AdvanceLevel(int secret_flag); static void StartLevel(int random_flag); static void copy_defaults_to_robot_all(void); } namespace dcx { //Current_level_num starts at 1 for the first level //-1,-2,-3 are secret levels //0 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed int Current_level_num=1,Next_level_num; PHYSFSX_gets_line_t Current_level_name; // 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. fix StartingShields=INITIAL_SHIELDS; std::array Player_init; // Global variables telling what sort of game we have unsigned NumNetPlayerPositions; int Do_appearance_effect=0; template static bool is_object_of_type(const object_base &o) { return o.type == type; } static unsigned get_starting_concussion_missile_count() { return 2 + NDL - GameUniqueState.Difficulty_level; } } namespace dsx { //-------------------------------------------------------------------- static void verify_console_object() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; Assert(Player_num < Players.size()); const auto &&console = vmobjptr(get_local_player().objnum); ConsoleObject = console; Assert(console->type == OBJ_PLAYER); Assert(get_player_id(console) == Player_num); } template static unsigned count_number_of_objects_of_type(fvcobjptr &vcobjptr) { return std::count_if(vcobjptr.begin(), vcobjptr.end(), is_object_of_type); } #define count_number_of_robots count_number_of_objects_of_type #define count_number_of_hostages count_number_of_objects_of_type static bool operator!=(const vms_vector &a, const vms_vector &b) { return a.x != b.x || a.y != b.y || a.z != b.z; } static unsigned generate_extra_starts_by_displacement_within_segment(const unsigned preplaced_starts, const unsigned total_required_num_starts) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Objects = LevelUniqueObjectState.Objects; auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcobjptr = Objects.vcptr; auto &vmobjptr = Objects.vmptr; std::array player_init_segment_capacity_flag{}; DXX_MAKE_VAR_UNDEFINED(player_init_segment_capacity_flag); static_assert(WRIGHT + 1 == WBOTTOM, "side ordering error"); static_assert(WBOTTOM + 1 == WBACK, "side ordering error"); constexpr uint8_t capacity_x = 1 << WRIGHT; constexpr uint8_t capacity_y = 1 << WBOTTOM; constexpr uint8_t capacity_z = 1 << WBACK; /* When players are displaced, they are moved by their size * multiplied by this constant. Larger values provide more * separation between the player starts, but increase the chance * that the player will be too close to a wall or that the segment * will be deemed too small to support displacement. */ constexpr fix size_scalar = 0x18000; // 1.5 in fixed point unsigned segments_with_spare_capacity = 0; auto &vcvertptr = Vertices.vcptr; for (unsigned i = 0; i < preplaced_starts; ++i) { /* For each existing Player_init, compute whether the segment is * large enough in each dimension to support adding more ships. */ const auto &pi = Player_init[i]; const auto segnum = pi.segnum; const shared_segment &seg = *vcsegptr(segnum); auto &plr = *Players.vcptr(i); auto &old_player_obj = *vcobjptr(plr.objnum); const vm_distance_squared size2(fixmul64(old_player_obj.size * old_player_obj.size, size_scalar)); auto &v0 = *vcvertptr(seg.verts[0]); uint8_t capacity_flag = 0; if (vm_vec_dist2(v0, vcvertptr(seg.verts[1])) > size2) capacity_flag |= capacity_x; if (vm_vec_dist2(v0, vcvertptr(seg.verts[3])) > size2) capacity_flag |= capacity_y; if (vm_vec_dist2(v0, vcvertptr(seg.verts[4])) > size2) capacity_flag |= capacity_z; player_init_segment_capacity_flag[i] = capacity_flag; con_printf(CON_NORMAL, "Original player %u has size %u, starts in segment #%hu, and has segment capacity flags %x.", i, old_player_obj.size, static_cast(segnum), capacity_flag); if (capacity_flag) ++segments_with_spare_capacity; } if (!segments_with_spare_capacity) return preplaced_starts; unsigned k = preplaced_starts; for (unsigned old_player_idx = -1, side = WRIGHT; ++ old_player_idx != preplaced_starts || (old_player_idx = 0, side ++ != WBACK);) { auto &old_player_ref = *Players.vcptr(old_player_idx); const auto &&old_player_ptridx = Objects.vcptridx(old_player_ref.objnum); auto &old_player_obj = *old_player_ptridx; if (player_init_segment_capacity_flag[old_player_idx] & (1 << side)) { auto &&segp = vmsegptridx(old_player_obj.segnum); /* Copy the start exactly. The next loop will fix the * collisions caused by placing the clone on top of the * original. * * Currently, there is no handling for the case that the * level author already put two players too close together. * If this is a problem, more logic can be added to suppress * cloning in that case. */ const auto &&extra_player_ptridx = obj_create_copy(old_player_obj, segp); if (extra_player_ptridx == object_none) { con_printf(CON_URGENT, "%s:%u: warning: failed to copy start object %hu", __FILE__, __LINE__, old_player_ptridx.get_unchecked_index()); continue; } Players.vmptr(k)->objnum = extra_player_ptridx; auto &extra_player_obj = *extra_player_ptridx; set_player_id(extra_player_obj, k); con_printf(CON_NORMAL, "Copied player %u (object %hu at {%i, %i, %i}) to create player %u (object %hu).", old_player_idx, old_player_ptridx.get_unchecked_index(), old_player_obj.pos.x, old_player_obj.pos.y, old_player_obj.pos.z, k, extra_player_ptridx.get_unchecked_index()); if (++ k >= total_required_num_starts) break; } } for (unsigned old_player_idx = 0; old_player_idx < preplaced_starts; ++old_player_idx) { auto &old_player_init = Player_init[old_player_idx]; const auto old_player_pos = old_player_init.pos; auto &old_player_obj = *vmobjptr(Players.vcptr(old_player_idx)->objnum); std::array vec_displacement{}; DXX_MAKE_VAR_UNDEFINED(vec_displacement); const shared_segment &seg = *vcsegptr(old_player_init.segnum); /* For each of [right, bottom, back], compute the vector between * the center of that side and the reference player's start * point. This will be used in the next loop. */ for (unsigned side = WRIGHT; side != WBACK + 1; ++side) { const auto &¢er_on_side = compute_center_point_on_side(vcvertptr, seg, side); const auto &&vec_pos_to_center_on_side = vm_vec_sub(center_on_side, old_player_init.pos); const unsigned idxside = side - WRIGHT; assert(idxside < vec_displacement.size()); vec_displacement[idxside] = vec_pos_to_center_on_side; } const auto displace_player = [&](const unsigned plridx, object_base &plrobj, const unsigned displacement_direction) { vms_vector disp{}; unsigned dimensions = 0; for (unsigned i = 0, side = WRIGHT; side != WBACK + 1; ++side, ++i) { if (!(player_init_segment_capacity_flag[old_player_idx] & (1 << side))) { con_printf(CON_NORMAL, "Cannot displace player %u at {%i, %i, %i}: not enough room in dimension %u.", plridx, plrobj.pos.x, plrobj.pos.y, plrobj.pos.z, side); continue; } const auto &v = vec_displacement[i]; const auto &va = (displacement_direction & (1 << i)) ? v : vm_vec_negated(v); con_printf(CON_NORMAL, "Add displacement of {%i, %i, %i} for dimension %u for player %u.", va.x, va.y, va.z, side, plridx); ++ dimensions; vm_vec_add2(disp, va); } if (!dimensions) return; vm_vec_normalize(disp); vm_vec_scale(disp, fixmul(old_player_obj.size, size_scalar >> 1)); const auto target_position = vm_vec_add(Player_init[plridx].pos, disp); if (const auto sidemask = get_seg_masks(vcvertptr, target_position, vcsegptr(plrobj.segnum), 1).sidemask) { con_printf(CON_NORMAL, "Cannot displace player %u at {%i, %i, %i} to {%i, %i, %i}: would be outside segment for sides %x.", plridx, plrobj.pos.x, plrobj.pos.y, plrobj.pos.z, target_position.x, target_position.y, target_position.z, sidemask); return; } con_printf(CON_NORMAL, "Displace player %u at {%i, %i, %i} by {%i, %i, %i} to {%i, %i, %i}.", plridx, plrobj.pos.x, plrobj.pos.y, plrobj.pos.z, disp.x, disp.y, disp.z, target_position.x, target_position.y, target_position.z); Player_init[plridx].pos = target_position; plrobj.pos = Player_init[plridx].pos; }; for (unsigned extra_player_idx = preplaced_starts, displacements = 0; extra_player_idx < k; ++extra_player_idx) { auto &extra_player_obj = *vmobjptr(Players.vcptr(extra_player_idx)->objnum); if (old_player_pos != extra_player_obj.pos) /* This clone is associated with some other player. * Skip it here. It will be handled in a different pass * of the loop. */ continue; auto &extra_player_init = Player_init[extra_player_idx]; extra_player_init = old_player_init; if (!displacements++) displace_player(old_player_idx, old_player_obj, 0); displace_player(extra_player_idx, extra_player_obj, displacements); } } return k; } //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT static void gameseq_init_network_players(object_array &Objects) { // Initialize network player start locations and object numbers ConsoleObject = &Objects.front(); unsigned j = 0, k = 0; const auto multiplayer_coop = Game_mode & GM_MULTI_COOP; #if defined(DXX_BUILD_DESCENT_II) const auto remove_thief = Netgame.ThiefModifierFlags & ThiefModifier::Absent; const auto multiplayer = Game_mode & GM_MULTI; const auto retain_guidebot = Netgame.AllowGuidebot; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; #endif auto &vmobjptridx = Objects.vmptridx; range_for (const auto &&o, vmobjptridx) { const auto type = o->type; if (type == OBJ_PLAYER || type == OBJ_GHOST || type == OBJ_COOP) { if (likely(k < Player_init.size()) && multiplayer_coop ? (j == 0 || type == OBJ_COOP) : (type == OBJ_PLAYER || type == OBJ_GHOST) ) { o->type=OBJ_PLAYER; auto &pi = Player_init[k]; pi.pos = o->pos; pi.orient = o->orient; pi.segnum = o->segnum; vmplayerptr(k)->objnum = o; set_player_id(o, k); k++; } else obj_delete(LevelUniqueObjectState, Segments, o); j++; } #if defined(DXX_BUILD_DESCENT_II) else if (type == OBJ_ROBOT && multiplayer) { auto &ri = Robot_info[get_robot_id(o)]; if ((!retain_guidebot && robot_is_companion(ri)) || (remove_thief && robot_is_thief(ri))) { object_create_robot_egg(o); obj_delete(LevelUniqueObjectState, Segments, o); //kill the buddy in netgames } } #endif } if (multiplayer_coop) { const unsigned total_required_num_starts = Netgame.max_numplayers; if (k < total_required_num_starts) { con_printf(CON_NORMAL, "Insufficient cooperative starts found in mission \"%s\" level %u (need %u, found %u). Generating extra starts...", Current_mission->path.c_str(), Current_level_num, total_required_num_starts, k); /* * First, try displacing the starts within the existing segment. */ const unsigned preplaced_starts = k; k = generate_extra_starts_by_displacement_within_segment(preplaced_starts, total_required_num_starts); con_printf(CON_NORMAL, "Generated %u starts by displacement within the original segment.", k - preplaced_starts); } else con_printf(CON_NORMAL, "Found %u cooperative starts in mission \"%s\" level %u.", k, Current_mission->path.c_str(), Current_level_num); } NumNetPlayerPositions = k; } void gameseq_remove_unused_players() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; // 'Remove' the unused players if (Game_mode & GM_MULTI) { for (unsigned i = 0; i < NumNetPlayerPositions; ++i) { if ((!vcplayerptr(i)->connected) || (i >= N_players)) { multi_make_player_ghost(i); } } } else { // Note link to above if!!! range_for (auto &i, partial_const_range(Players, 1u, NumNetPlayerPositions)) { obj_delete(LevelUniqueObjectState, Segments, vmobjptridx(i.objnum)); } #if defined(DXX_BUILD_DESCENT_II) auto &Robot_info = LevelSharedRobotInfoState.Robot_info; if (PlayerCfg.ThiefModifierFlags & ThiefModifier::Absent) { range_for (const auto &&o, vmobjptridx) { const auto type = o->type; if (type == OBJ_ROBOT) { auto &ri = Robot_info[get_robot_id(o)]; if (robot_is_thief(ri)) { object_create_robot_egg(o); obj_delete(LevelUniqueObjectState, Segments, o); } } } } #endif } } // Setup player for new game void init_player_stats_game(const playernum_t pnum) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &plr = *vmplayerptr(pnum); plr.lives = INITIAL_LIVES; plr.level = 1; plr.time_level = 0; plr.time_total = 0; plr.hours_level = 0; plr.hours_total = 0; plr.num_kills_level = 0; plr.num_kills_total = 0; const auto &&plobj = vmobjptr(plr.objnum); auto &player_info = plobj->ctype.player_info; player_info.powerup_flags = {}; player_info.net_killed_total = 0; player_info.net_kills_total = 0; player_info.KillGoalCount = 0; player_info.mission.score = 0; player_info.mission.last_score = 0; player_info.mission.hostages_rescued_total = 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(object &plrobj) { auto &player_info = plrobj.ctype.player_info; { auto &energy = player_info.energy; #if defined(DXX_BUILD_DESCENT_II) if (player_info.primary_weapon_flags & HAS_PRIMARY_FLAG(OMEGA_INDEX)) { const auto old_omega_charge = player_info.Omega_charge; if (old_omega_charge < MAX_OMEGA_CHARGE) { const auto energy_used = get_omega_energy_consumption((player_info.Omega_charge = MAX_OMEGA_CHARGE) - old_omega_charge); energy -= energy_used; } } #endif if (energy < INITIAL_ENERGY) energy = INITIAL_ENERGY; } { auto &shields = plrobj.shields; if (shields < StartingShields) shields = StartingShields; } const unsigned minimum_missiles = get_starting_concussion_missile_count(); auto &concussion = player_info.secondary_ammo[CONCUSSION_INDEX]; if (concussion < minimum_missiles) concussion = minimum_missiles; } #if defined(DXX_BUILD_DESCENT_II) extern ubyte Last_afterburner_state; #endif // Setup player for new level (After completion of previous level) static void init_player_stats_level(player &plr, object &plrobj, const secret_restore secret_flag) { #if defined(DXX_BUILD_DESCENT_II) auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptridx = Objects.vcptridx; #endif plr.level = Current_level_num; if (!Network_rejoined) { plr.time_level = 0; plr.hours_level = 0; } auto &player_info = plrobj.ctype.player_info; player_info.mission.last_score = player_info.mission.score; plr.num_kills_level = 0; if (secret_flag == secret_restore::none) { init_ammo_and_energy(plrobj); auto &powerup_flags = player_info.powerup_flags; powerup_flags &= ~(PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_CLOAKED); #if defined(DXX_BUILD_DESCENT_II) powerup_flags &= ~(PLAYER_FLAGS_MAP_ALL); #endif DXX_MAKE_VAR_UNDEFINED(player_info.cloak_time); DXX_MAKE_VAR_UNDEFINED(player_info.invulnerable_time); const auto all_keys = PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY | PLAYER_FLAGS_RED_KEY; if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) powerup_flags |= all_keys; else powerup_flags &= ~all_keys; } Player_dead_state = player_dead_state::no; // Added by RH Dead_player_camera = NULL; #if defined(DXX_BUILD_DESCENT_II) Controls.state.afterburner = 0; Last_afterburner_state = 0; digi_kill_sound_linked_to_object(vcobjptridx(plr.objnum)); #endif init_gauges(); #if defined(DXX_BUILD_DESCENT_II) Missile_viewer = NULL; #endif init_player_stats_ship(plrobj, GameTime64); } // Setup player for a brand-new ship void init_player_stats_new_ship(const playernum_t pnum) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; auto &plr = *vcplayerptr(pnum); const auto &&plrobj = vmobjptridx(plr.objnum); plrobj->shields = StartingShields; auto &player_info = plrobj->ctype.player_info; player_info.energy = INITIAL_ENERGY; player_info.secondary_ammo = {{ static_cast(get_starting_concussion_missile_count()) }}; const auto GrantedItems = (Game_mode & GM_MULTI) ? Netgame.SpawnGrantedItems : 0; player_info.vulcan_ammo = map_granted_flags_to_vulcan_ammo(GrantedItems); const auto granted_laser_level = map_granted_flags_to_laser_level(GrantedItems); player_info.laser_level = granted_laser_level; const auto granted_primary_weapon_flags = HAS_LASER_FLAG | map_granted_flags_to_primary_weapon_flags(GrantedItems); player_info.primary_weapon_flags = granted_primary_weapon_flags; player_info.powerup_flags &= ~(PLAYER_FLAGS_QUAD_LASERS | PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE); #if defined(DXX_BUILD_DESCENT_II) player_info.powerup_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); player_info.Omega_charge = (granted_primary_weapon_flags & HAS_OMEGA_FLAG) ? MAX_OMEGA_CHARGE : 0; player_info.Omega_recharge_delay = 0; #endif player_info.powerup_flags |= map_granted_flags_to_player_flags(GrantedItems); DXX_MAKE_VAR_UNDEFINED(player_info.cloak_time); DXX_MAKE_VAR_UNDEFINED(player_info.invulnerable_time); if (pnum == Player_num) { if (Game_mode & GM_MULTI && Netgame.InvulAppear) { player_info.powerup_flags |= PLAYER_FLAGS_INVULNERABLE; player_info.invulnerable_time = GameTime64 - (i2f(58 - Netgame.InvulAppear) >> 1); player_info.FakingInvul = 1; } set_primary_weapon(player_info, [=]{ 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) auto primary_last_was_super = player_info.Primary_last_was_super; for (uint_fast32_t i = primary_weapon_index_t::VULCAN_INDEX, mask = 1 << i; i != primary_weapon_index_t::SUPER_LASER_INDEX; ++i, mask <<= 1) { /* If no super granted, force to non-super. */ if (!(HAS_PRIMARY_FLAG(i + 5) & granted_primary_weapon_flags)) primary_last_was_super &= ~mask; /* If only super granted, force to super. */ else if (!(HAS_PRIMARY_FLAG(i) & granted_primary_weapon_flags)) primary_last_was_super |= mask; /* else both granted, so leave as-is. */ else continue; } player_info.Primary_last_was_super = primary_last_was_super; #endif if (Newdemo_state == ND_STATE_RECORDING) { newdemo_record_laser_level(player_info.laser_level, 0); } set_secondary_weapon_to_concussion(player_info); dead_player_end(); //player no longer dead Player_dead_state = player_dead_state::no; player_info.Player_eggs_dropped = false; Dead_player_camera = 0; #if defined(DXX_BUILD_DESCENT_II) auto &Secondary_last_was_super = player_info.Secondary_last_was_super; 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 #endif init_ai_for_ship(); } digi_kill_sound_linked_to_object(plrobj); init_player_stats_ship(plrobj, GameTime64); } void init_player_stats_ship(object &plrobj, const fix GameTime64) { auto &player_info = plrobj.ctype.player_info; player_info.lavafall_hiss_playing = false; player_info.missile_gun = 0; player_info.Spreadfire_toggle = 0; player_info.killer_objnum = object_none; #if defined(DXX_BUILD_DESCENT_II) player_info.Omega_recharge_delay = 0; player_info.Helix_orientation = 0; #endif player_info.mission.hostages_on_board = 0; player_info.homing_object_dist = -F1_0; // Added by RH player_info.Next_flare_fire_time = player_info.Next_laser_fire_time = player_info.Next_missile_fire_time = GameTime64; } } //do whatever needs to be done when a player dies in multiplayer static void DoGameOver() { if (PLAYING_BUILTIN_MISSION) scores_maybe_add_player(); } //update various information about the player void update_player_stats() { auto &plr = get_local_player(); plr.time_level += FrameTime; //the never-ending march of time... if (plr.time_level > i2f(3600)) { plr.time_level -= i2f(3600); ++ plr.hours_level; } plr.time_total += FrameTime; //the never-ending march of time... if (plr.time_total > i2f(3600)) { plr.time_total -= i2f(3600); ++ plr.hours_total; } } //go through this level and start any eclip sounds namespace dsx { static void set_sound_sources(fvcsegptridx &vcsegptridx, fvcvertptr &vcvertptr) { auto &Effects = LevelUniqueEffectsClipState.Effects; auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; digi_init_sounds(); //clear old sounds #if defined(DXX_BUILD_DESCENT_II) auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; #endif Dont_start_sound_objects = 1; const auto get_eclip_for_tmap = [](const d_level_unique_tmap_info_state::TmapInfo_array &TmapInfo, const unique_side &side) { if (const auto tm2 = side.tmap_num2) { const auto ec = TmapInfo[tm2 & 0x3fff].eclip_num; #if defined(DXX_BUILD_DESCENT_II) if (ec != eclip_none) #endif return ec; } #if defined(DXX_BUILD_DESCENT_I) return eclip_none.value; #elif defined(DXX_BUILD_DESCENT_II) return TmapInfo[side.tmap_num].eclip_num; #endif }; range_for (const auto &&seg, vcsegptridx) { range_for (const uint_fast32_t sidenum, xrange(MAX_SIDES_PER_SEGMENT)) { int sn; #if defined(DXX_BUILD_DESCENT_II) const auto wid = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, seg, sidenum); if (!(wid & WID_RENDER_FLAG)) continue; #endif const auto ec = get_eclip_for_tmap(TmapInfo, seg->unique_segment::sides[sidenum]); if (ec != eclip_none) { 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 < seg) { if (wid & (WID_FLY_FLAG|WID_RENDPAST_FLAG)) { const auto &&csegp = vcsegptr(seg->children[sidenum]); auto csidenum = find_connect_side(seg, csegp); if (csegp->unique_segment::sides[csidenum].tmap_num2 == seg->unique_segment::sides[sidenum].tmap_num2) continue; //skip this one } } #endif const auto &&pnt = compute_center_point_on_side(vcvertptr, seg, sidenum); digi_link_sound_to_pos(sn, seg, sidenum, pnt, 1, F1_0/2); } } } } Dont_start_sound_objects = 0; } constexpr fix flash_dist=fl2f(.9); //create flash for player appearance void create_player_appearance_effect(const d_vclip_array &Vclip, const object_base &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 auto &&seg = vmsegptridx(player_obj.segnum); const auto &&effect_obj = object_create_explosion(seg, pos, player_obj.size, VCLIP_PLAYER_APPEARANCE); if (effect_obj) { effect_obj->orient = player_obj.orient; const auto sound_num = Vclip[VCLIP_PLAYER_APPEARANCE].sound_num; if (sound_num > -1) digi_link_sound_to_pos(sound_num, seg, 0, effect_obj->pos, 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; } } namespace dsx { static ushort netmisc_calc_checksum() { unsigned int sum1,sum2; short s; int t; sum1 = sum2 = 0; range_for (auto &&segp, vcsegptr) { const cscusegment i = *segp; for (auto &&[sside, uside] : zip(i.s.sides, i.u.sides)) { do_checksum_calc(reinterpret_cast(&(sside.get_type())), 1, &sum1, &sum2); s = INTEL_SHORT(sside.wall_num); do_checksum_calc(reinterpret_cast(&s), 2, &sum1, &sum2); s = INTEL_SHORT(uside.tmap_num); do_checksum_calc(reinterpret_cast(&s), 2, &sum1, &sum2); s = INTEL_SHORT(uside.tmap_num2); do_checksum_calc(reinterpret_cast(&s), 2, &sum1, &sum2); range_for (auto &k, uside.uvls) { t = INTEL_INT(k.u); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); t = INTEL_INT(k.v); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); t = INTEL_INT(k.l); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); } range_for (auto &k, sside.normals) { t = INTEL_INT(k.x); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); t = INTEL_INT(k.y); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); t = INTEL_INT(k.z); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); } } range_for (auto &j, i.s.children) { s = INTEL_SHORT(j); do_checksum_calc(reinterpret_cast(&s), 2, &sum1, &sum2); } range_for (const uint16_t j, i.s.verts) { s = INTEL_SHORT(j); do_checksum_calc(reinterpret_cast(&s), 2, &sum1, &sum2); } s = INTEL_SHORT(i.u.objects); do_checksum_calc(reinterpret_cast(&s), 2, &sum1, &sum2); #if defined(DXX_BUILD_DESCENT_I) do_checksum_calc(&i.s.special, 1, &sum1, &sum2); do_checksum_calc(reinterpret_cast(&i.s.matcen_num), 1, &sum1, &sum2); t = INTEL_INT(i.u.static_light); do_checksum_calc(reinterpret_cast(&t), 4, &sum1, &sum2); #endif do_checksum_calc(&i.s.station_idx, 1, &sum1, &sum2); } sum2 %= 255; return ((sum1<<8)+ sum2); } } #if defined(DXX_BUILD_DESCENT_II) namespace dsx { // 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 namespace dsx { void LoadLevel(int level_num,int page_in_textures) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Objects = LevelUniqueObjectState.Objects; auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcobjptr = Objects.vcptr; auto &vmobjptr = Objects.vmptr; preserve_player_object_info p(vcobjptr, vcplayerptr(Player_num)->objnum); auto &plr = get_local_player(); auto save_player = plr; 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_default_canvas(); gr_clear_canvas(*grd_curcanv, BM_XRGB(0, 0, 0)); //so palette switching is less obvious load_level_robots(level_num); auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights; int load_ret = load_level(LevelSharedDestructibleLightState, level_name); //actually load the data from disk! if (load_ret) Error("Could not 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 #if DXX_USE_EDITOR if (!EditorWindow) #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); if ( page_in_textures ) piggy_load_level_data(); #endif my_segments_checksum = netmisc_calc_checksum(); reset_network_objects(); plr = save_player; auto &vcvertptr = Vertices.vcptr; set_sound_sources(vcsegptridx, vcvertptr); #if DXX_USE_EDITOR if (!EditorWindow) #endif 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 gameseq_init_network_players(Objects); p.restore(vmobjptr); } } //sets up Player_num & ConsoleObject void InitPlayerObject() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; 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 namespace dsx { void StartNewGame(const int start_level) { GameUniqueState.quicksave_selection = d_game_unique_state::save_slot::None; // for first blind save, pick slot to save in reset_globals_for_new_game(); Game_mode = GM_NORMAL; Next_level_num = 0; InitPlayerObject(); //make sure player's object set up LevelUniqueObjectState.accumulated_robots = 0; LevelUniqueObjectState.total_hostages = 0; GameUniqueState.accumulated_robots = 0; GameUniqueState.total_hostages = 0; init_player_stats_game(Player_num); //clear all stats N_players = 1; #if defined(DXX_BUILD_DESCENT_II) if (start_level < 0) { /* Allow an autosave as soon as the user exits the secret level. */ state_set_immediate_autosave(GameUniqueState); StartNewLevelSecret(start_level, 0); } else #endif { StartNewLevel(start_level); /* Override Next_autosave to avoid creating an autosave * immediately after starting a new game. No state can be lost * at that point, so there is no reason to save. */ state_set_next_autosave(GameUniqueState, PlayerCfg.SPGameplayOptions.AutosaveInterval); } auto &plr = get_local_player(); plr.starting_level = start_level; // Mark where they started plr.callsign = InterfaceUniqueState.PilotName; 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. static void DoEndLevelScoreGlitz() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; int level_points, skill_points, energy_points, shield_points, hostage_points; #define N_GLITZITEMS 9 char m_str[N_GLITZITEMS][32]; newmenu_item m[N_GLITZITEMS]; int i,c; char title[128]; #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 auto &plrobj = get_local_plrobj(); auto &player_info = plrobj.ctype.player_info; level_points = player_info.mission.score - player_info.mission.last_score; const auto Difficulty_level = GameUniqueState.Difficulty_level; 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 = player_info.mission.hostages_on_board * 500 * (Difficulty_level+1); #if defined(DXX_BUILD_DESCENT_I) shield_points = f2i(plrobj.shields) * 10 * (Difficulty_level+1); energy_points = f2i(player_info.energy) * 5 * (Difficulty_level+1); #elif defined(DXX_BUILD_DESCENT_II) shield_points = f2i(plrobj.shields) * 5 * mine_level; energy_points = f2i(player_info.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; } auto &plr = get_local_player(); c = 0; snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu... snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_ENERGY_BONUS, energy_points); snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_HOSTAGE_BONUS, hostage_points); snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_SKILL_BONUS, skill_points); const unsigned hostages_on_board = player_info.mission.hostages_on_board; unsigned all_hostage_points = 0; unsigned endgame_points = 0; uint8_t is_last_level = 0; auto &hostage_text = m_str[c++]; if (cheats.enabled) snprintf(hostage_text, sizeof(hostage_text), "Hostages saved: \t%u", hostages_on_board); else if (const auto hostages_lost = LevelUniqueObjectState.total_hostages - hostages_on_board) snprintf(hostage_text, sizeof(hostage_text), "Hostages lost: \t%u", hostages_lost); else { all_hostage_points = hostages_on_board * 1000 * (Difficulty_level + 1); snprintf(hostage_text, sizeof(hostage_text), "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points); } auto &endgame_text = m_str[c++]; endgame_text[0] = 0; if (cheats.enabled) { /* Nothing */ } else if (!(Game_mode & GM_MULTI) && plr.lives && Current_level_num == Last_level) { //player has finished the game! endgame_points = plr.lives * 10000; snprintf(endgame_text, sizeof(endgame_text), "%s%i\n", TXT_SHIP_BONUS, endgame_points); is_last_level=1; } add_bonus_points_to_score(player_info, skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points); snprintf(m_str[c++], sizeof(m_str[0]), "%s%i\n", TXT_TOTAL_BONUS, shield_points + energy_points + hostage_points + skill_points + all_hostage_points + endgame_points); snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_TOTAL_SCORE, player_info.mission.score); for (i=0; i(Current_level_name), TXT_DESTROYED); Assert(c <= N_GLITZITEMS); newmenu_do2(nullptr, 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() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; Assert(Player_dead_state == player_dead_state::no); InitPlayerPosition(vmobjptridx, vmsegptridx, 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 &player_info = ConsoleObject->ctype.player_info; player_info.Auto_fire_fusion_cannon_time = 0; player_info.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_default_canvas(); show_fullscr(*grd_curcanv, *background); break; default: break; } return 0; } static void do_screen_message(const char *msg) __attribute_nonnull(); static void do_screen_message(const char *msg) { if (Game_mode & GM_MULTI) return; grs_main_bitmap background; if (pcx_read_bitmap(GLITZ_BACKGROUND, background, gr_palette) != pcx_result::SUCCESS) return; gr_palette_load(gr_palette); std::array nm_message_items{{ nm_item_menu(TXT_OK), }}; newmenu_do( NULL, msg, nm_message_items, draw_endlevel_background, static_cast(&background)); } namespace dsx { #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) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; 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 HUD_clear_messages(); automap_clear_visited(); Viewer = &get_local_plrobj(); gameseq_remove_unused_players(); Game_suspended = 0; LevelUniqueControlCenterState.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)) { auto &player_info = get_local_plrobj().ctype.player_info; const auto pw_save = player_info.Primary_weapon; const auto sw_save = player_info.Secondary_weapon; state_restore_all(1, secret_restore::survived, SECRETC_FILENAME, blind_save::no); player_info.Primary_weapon = pw_save; player_info.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. window_event_result ExitSecretLevel() { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto result = window_event_result::handled; if (Newdemo_state == ND_STATE_PLAYBACK) return window_event_result::ignored; if (Game_wind) window_set_visible(Game_wind, 0); if (!LevelUniqueControlCenterState.Control_center_destroyed) { state_save_all(secret_save::c, blind_save::no); } if (PHYSFSX_exists(SECRETB_FILENAME,0)) { do_screen_message(TXT_SECRET_RETURN); auto &player_info = get_local_plrobj().ctype.player_info; const auto pw_save = player_info.Primary_weapon; const auto sw_save = player_info.Secondary_weapon; state_restore_all(1, secret_restore::survived, SECRETB_FILENAME, blind_save::no); player_info.Primary_weapon = pw_save; player_info.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(); result = window_event_result::close; } else { do_screen_message(TXT_SECRET_ADVANCE); StartNewLevel(Entered_from_level+1); } } if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); return result; } // --------------------------------------------------------------------------------------------------------------- // 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, player_info &player_info) { auto &pl_flags = player_info.powerup_flags; if (pl_flags & PLAYER_FLAGS_INVULNERABLE) { fix64 time_used; auto &t = player_info.invulnerable_time; time_used = old_gametime - t; t = GameTime64 - time_used; } if (pl_flags & PLAYER_FLAGS_CLOAKED) { fix time_used; auto &t = player_info.cloak_time; time_used = old_gametime - t; t = 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) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; 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 (LevelUniqueControlCenterState.Control_center_destroyed) DoEndLevelScoreGlitz(); 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 window_event_result PlayerFinishedLevel(int secret_flag) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; if (Game_wind) window_set_visible(Game_wind, 0); //credit the player for hostages auto &player_info = get_local_plrobj().ctype.player_info; player_info.mission.hostages_rescued_total += player_info.mission.hostages_on_board; #if defined(DXX_BUILD_DESCENT_I) if (!(Game_mode & GM_MULTI) && (secret_flag)) { std::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; auto result = AdvanceLevel(secret_flag); //now go on to the next one (if one) if (Game_wind) window_set_visible(Game_wind, 1); reset_time(); return result; } #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() { if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED)) newdemo_stop_recording(); set_screen_mode( SCREEN_MENU ); gr_set_default_canvas(); 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 ".mve",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(); if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) { gr_set_default_canvas(); gr_clear_canvas(*grd_curcanv, BM_XRGB(0,0,0)); #if defined(DXX_BUILD_DESCENT_II) load_palette(D2_DEFAULT_PALETTE,0,1); #endif scores_maybe_add_player(); } } //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 window_event_result AdvanceLevel(int secret_flag) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto rval = window_event_result::handled; #if defined(DXX_BUILD_DESCENT_II) Assert(!secret_flag); // Loading a level can write over homing_flag. // So for simplicity, reset the homing weapon cheat here. if (cheats.homingfire) { cheats.homingfire = 0; weapons_homing_all_reset(); } #endif if (Current_level_num != Last_level) { if (Game_mode & GM_MULTI) { const auto result = multi_endlevel_score(); if (result == kmatrix_result::abort) return window_event_result::close; // Exit out of game loop } else // NOTE LINK TO ABOVE!!! DoEndLevelScoreGlitz(); //give bonuses } LevelUniqueControlCenterState.Control_center_destroyed = 0; 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 { // check if player has finished the game return Current_level_num == Last_level ? window_event_result::close : rval; } } if (Current_level_num == Last_level) { //player has finished the game! DoEndGame(); rval = window_event_result::close; } 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 rval = std::max(StartNewLevel(Next_level_num), rval); } return rval; } window_event_result DoPlayerDead() { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; const bool pause = !(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)); auto result = window_event_result::handled; if (pause) stop_time(); reset_palette_add(); gr_palette_load (gr_palette); dead_player_end(); //terminate death sequence (if playing) auto &plr = get_local_player(); if ( Game_mode&GM_MULTI ) { multi_do_death(plr.objnum); } else { //Note link to above else! -- plr.lives; if (plr.lives == 0) { DoGameOver(); if (pause) start_time(); return window_event_result::close; } } if (LevelUniqueControlCenterState.Control_center_destroyed) { //clear out stuff so no bonus auto &plrobj = get_local_plrobj(); auto &player_info = plrobj.ctype.player_info; player_info.mission.hostages_on_board = 0; player_info.energy = 0; plrobj.shields = 0; plr.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(); plr.lives--; // re-lose the life, get_local_player().lives got written over in restore. } else { if (Entered_from_level == Last_level) { DoEndGame(); result = window_event_result::close; } 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 { if (Game_wind) window_set_visible(Game_wind, 0); result = AdvanceLevel(0); //if finished, go on to next level init_player_stats_new_ship(Player_num); last_drawn_cockpit = -1; if (Game_wind) window_set_visible(Game_wind, 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 (!LevelUniqueControlCenterState.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(); plr.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(); result = window_event_result::close; } 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 (pause) start_time(); reset_time(); return result; } //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) window_event_result StartNewLevelSub(const int level_num, const int page_in_textures) #elif defined(DXX_BUILD_DESCENT_II) window_event_result StartNewLevelSub(const int level_num, const int page_in_textures, const secret_restore secret_flag) #endif { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; if (!(Game_mode & GM_MULTI)) { last_drawn_cockpit = -1; } #if defined(DXX_BUILD_DESCENT_I) static constexpr std::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 Viewer = &get_local_plrobj(); Assert(N_players <= NumNetPlayerPositions); //If this assert fails, there's not enough start positions if (Game_mode & GM_NETWORK) { multi_prep_level_objects(Vclip); if (multi_level_sync() == window_event_result::close) // After calling this, Player_num is set { songs_play_song( SONG_TITLE, 1 ); // level song already plays but we fail to start level... return window_event_result::close; } } HUD_clear_messages(); automap_clear_visited(); LevelUniqueObjectState.accumulated_robots = count_number_of_robots(Objects.vcptr); GameUniqueState.accumulated_robots += LevelUniqueObjectState.accumulated_robots; LevelUniqueObjectState.total_hostages = count_number_of_hostages(Objects.vcptr); GameUniqueState.total_hostages += LevelUniqueObjectState.total_hostages; init_player_stats_level(get_local_player(), get_local_plrobj(), 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) { for (playernum_t i = 0; i < N_players; ++i) { const auto &&plobj = vmobjptr(vcplayerptr(i)->objnum); plobj->ctype.player_info.powerup_flags |= Netgame.net_player_flags[i]; } } if (Game_mode & GM_MULTI) { multi_prep_level_player(); } gameseq_remove_unused_players(); Game_suspended = 0; LevelUniqueControlCenterState.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(); LevelUniqueStuckObjectState.init_stuck_objects(); #if defined(DXX_BUILD_DESCENT_II) init_smega_detonates(); init_thief_for_level(); if (!(Game_mode & GM_MULTI)) filter_objects_from_level(vmobjptr); #endif if (!(Game_mode & GM_MULTI) && !cheats.enabled) set_highest_level(Current_level_num); else read_player_file(); //get window sizes reset_special_effects(); #if DXX_USE_OGL 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(); return window_event_result::handled; } void bash_to_shield(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &i) { set_powerup_id(Powerup_info, Vclip, i, POW_SHIELD_BOOST); } #if defined(DXX_BUILD_DESCENT_II) static void filter_objects_from_level(fvmobjptr &vmobjptr) { range_for (const auto &&objp, vmobjptr) { if (objp->type==OBJ_POWERUP) { const auto powerup_id = get_powerup_id(objp); if (powerup_id == POW_FLAG_RED || powerup_id == POW_FLAG_BLUE) bash_to_shield(Powerup_info, Vclip, objp); } } } namespace { struct intro_movie_t { int level_num; char movie_name[4]; }; const std::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 window_event_result StartNewLevel(int level_num) { hide_menus(); GameTime64 = 0; /* Autosave is permitted immediately on entering a new level */ state_set_immediate_autosave(GameUniqueState); ThisLevelTime = {}; #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 return StartNewLevelSub(level_num, 1, secret_restore::none); } namespace { class respawn_locations { typedef std::pair site; unsigned max_usable_spawn_sites; std::array sites; public: respawn_locations(fvmobjptr &vmobjptr, fvcsegptridx &vcsegptridx) { const auto player_num = Player_num; const auto find_closest_player = [player_num, &vmobjptr, &vcsegptridx](const obj_position &candidate) { fix closest_dist = INT32_MAX; const auto &&candidate_segp = vcsegptridx(candidate.segnum); for (playernum_t i = N_players; i--;) { if (i == player_num) continue; const auto &&objp = vmobjptr(vcplayerptr(i)->objnum); if (objp->type != OBJ_PLAYER) continue; const auto dist = find_connected_distance(objp->pos, candidate_segp.absolute_sibling(objp->segnum), candidate.pos, candidate_segp, -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, 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 &&predicate = [](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, predicate); } 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(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, int random_flag) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; 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(vmobjptr, vcsegptridx); 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(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), vmsegptridx(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(object_base &objp) { assert(objp.type == OBJ_ROBOT); const unsigned objid = get_robot_id(objp); assert(objid < LevelSharedRobotInfoState.N_robot_types); auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[objid]; // Boost shield for Thief and Buddy based on level. fix shields = robptr.strength; #if defined(DXX_BUILD_DESCENT_II) const auto &Difficulty_level = GameUniqueState.Difficulty_level; if ((robot_is_thief(robptr)) || (robot_is_companion(robptr))) { shields = (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: shields = i2f(20000); break; // Trainee, basically unkillable case 1: shields *= 3; break; // Rookie, pretty dang hard case 2: 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. { // Additional wimpification of bosses at Trainee shields = shields / (NDL + 3) * (Difficulty_level ? Difficulty_level + 4 : 2); } #endif objp.shields = shields; } // ----------------------------------------------------------------------------------------------------- // 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) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; range_for (object_base &objp, vmobjptr) { 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) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; assert(Player_dead_state == player_dead_state::no); InitPlayerPosition(vmobjptridx, vmsegptridx, 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. } ai_reset_all_paths(); ai_init_boss_for_ship(); reset_rear_view(); auto &player_info = ConsoleObject->ctype.player_info; player_info.Auto_fire_fusion_cannon_time = 0; player_info.Fusion_charge = 0; } }