dxx-rebirth/main/gameseq.c
Martin Schaffner d866389306 fix bug #1676
2005-01-10 17:47:27 +00:00

2326 lines
58 KiB
C

/* $Id: gameseq.c,v 1.45 2005-01-10 17:47:27 schaffner Exp $ */
/*
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.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#ifdef RCS
char gameseq_rcsid[] = "$Id: gameseq.c,v 1.45 2005-01-10 17:47:27 schaffner Exp $";
#endif
#ifdef WINDOWS
#include "desw.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#if !defined(_MSC_VER) && !defined(macintosh)
#include <unistd.h>
#endif
#include <time.h>
#ifdef OGL
#include "ogl_init.h"
#endif
#include "pa_enabl.h" //$$POLY_ACC
#include "inferno.h"
#include "game.h"
#include "player.h"
#include "key.h"
#include "object.h"
#include "physics.h"
#include "error.h"
#include "joy.h"
#include "mono.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 "ibitblt.h"
#include "u_mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "titles.h"
#include "collide.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "gamefont.h"
#include "newmenu.h"
#include "endlevel.h"
#ifdef NETWORK
# include "multi.h"
# include "network.h"
# include "netmisc.h"
# include "modem.h"
#endif
#include "playsave.h"
#include "ctype.h"
#include "fireball.h"
#include "kconfig.h"
#include "config.h"
#include "robot.h"
#include "automap.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "text.h"
#include "cfile.h"
#include "piggy.h"
#include "texmerge.h"
#include "paging.h"
#include "mission.h"
#include "state.h"
#include "songs.h"
#include "gamepal.h"
#include "movie.h"
#include "controls.h"
#include "credits.h"
#include "gamemine.h"
#if defined(POLY_ACC)
#include "poly_acc.h"
#endif
#if defined (TACTILE)
#include "tactile.h"
#endif
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "strutil.h"
#include "rle.h"
void StartNewLevelSecret(int level_num, int page_in_textures);
void InitPlayerPosition(int random_flag);
void load_stars();
void returning_to_level_message(void);
void advancing_to_level_message(void);
void DoEndGame(void);
void AdvanceLevel(int secret_flag);
void filter_objects_from_level();
// From allender -- you'll find these defines in state.c and cntrlcen.c
// since I couldn't think of a good place to put them and i wanted to
// fix this stuff fast! Sorry about that...
#ifndef MACINTOSH
#define SECRETB_FILENAME "secret.sgb"
#define SECRETC_FILENAME "secret.sgc"
#else
#define SECRETB_FILENAME ":Players:secret.sgb"
#define SECRETC_FILENAME ":Players:secret.sgc"
#endif
//Current_level_num starts at 1 for the first level
//-1,-2,-3 are secret levels
//0 means not a real level loaded
int Current_level_num=0,Next_level_num;
char Current_level_name[LEVEL_NAME_LEN];
// Global variables describing the player
int N_players=1; // Number of players ( >1 means a net game, eh?)
int Player_num=0; // The player number who is on the console.
player Players[MAX_PLAYERS+4]; // Misc player info
obj_position Player_init[MAX_PLAYERS];
// Global variables telling what sort of game we have
int MaxNumNetPlayers = -1;
int NumNetPlayerPositions = -1;
extern fix ThisLevelTime;
// Extern from game.c to fix a bug in the cockpit!
extern int last_drawn_cockpit[2];
extern int Last_level_path_created;
// HUD_clear_messages external, declared in gauges.h
#ifndef _GAUGES_H
extern void HUD_clear_messages(); // From hud.c
#endif
// Extra prototypes declared for the sake of LINT
void init_player_stats_new_ship(void);
void copy_defaults_to_robot_all(void);
int Do_appearance_effect=0;
extern int Rear_view;
int First_secret_visit = 1;
extern int descent_critical_error;
extern int Last_msg_ycrd;
//--------------------------------------------------------------------
void verify_console_object()
{
Assert( Player_num > -1 );
Assert( Players[Player_num].objnum > -1 );
ConsoleObject = &Objects[Players[Player_num].objnum];
Assert( ConsoleObject->type==OBJ_PLAYER );
Assert( ConsoleObject->id==Player_num );
}
int count_number_of_robots()
{
int robot_count;
int i;
robot_count = 0;
for (i=0;i<=Highest_object_index;i++) {
if (Objects[i].type == OBJ_ROBOT)
robot_count++;
}
return robot_count;
}
int count_number_of_hostages()
{
int count;
int i;
count = 0;
for (i=0;i<=Highest_object_index;i++) {
if (Objects[i].type == OBJ_HOSTAGE)
count++;
}
return count;
}
//added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
void
gameseq_init_network_players()
{
int i,k,j;
// Initialize network player start locations and object numbers
ConsoleObject = &Objects[0];
k = 0;
j = 0;
for (i=0;i<=Highest_object_index;i++) {
if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
{
if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
{
// -- mprintf((0, "Created Cooperative multiplayer object\n"));
Objects[i].type=OBJ_PLAYER;
// -- mprintf((0, "Player init %d is ship %d.\n", k, j));
Player_init[k].pos = Objects[i].pos;
Player_init[k].orient = Objects[i].orient;
Player_init[k].segnum = Objects[i].segnum;
Players[k].objnum = i;
Objects[i].id = k;
k++;
}
else
obj_delete(i);
j++;
}
if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
obj_delete(i); //kill the buddy in netgames
}
NumNetPlayerPositions = k;
#ifndef NDEBUG
if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
(!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
{
mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
//Int3(); // Not enough positions!!
}
#endif
#ifdef NETWORK
if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
{
for (i=0;i<N_players;i++)
if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
{
nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
return;
}
}
if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
{
for (i = 0; i < N_players; i++)
if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
{
nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
return;
}
}
#endif // NETWORK
}
void gameseq_remove_unused_players()
{
int i;
// 'Remove' the unused players
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
for (i=0; i < NumNetPlayerPositions; i++)
{
if ((!Players[i].connected) || (i >= N_players))
{
#ifndef NDEBUG
// mprintf((0, "Ghosting player ship %d.\n", i+1));
#endif
multi_make_player_ghost(i);
}
}
}
else
#endif
{ // Note link to above if!!!
#ifndef NDEBUG
// -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
#endif
for (i=1; i < NumNetPlayerPositions; i++)
{
obj_delete(Players[i].objnum);
}
}
}
fix StartingShields=INITIAL_SHIELDS;
// Setup player for new game
void init_player_stats_game()
{
Players[Player_num].score = 0;
Players[Player_num].last_score = 0;
Players[Player_num].lives = INITIAL_LIVES;
Players[Player_num].level = 1;
Players[Player_num].time_level = 0;
Players[Player_num].time_total = 0;
Players[Player_num].hours_level = 0;
Players[Player_num].hours_total = 0;
Players[Player_num].energy = INITIAL_ENERGY;
Players[Player_num].shields = StartingShields;
Players[Player_num].killer_objnum = -1;
Players[Player_num].net_killed_total = 0;
Players[Player_num].net_kills_total = 0;
Players[Player_num].num_kills_level = 0;
Players[Player_num].num_kills_total = 0;
Players[Player_num].num_robots_level = 0;
Players[Player_num].num_robots_total = 0;
Players[Player_num].KillGoalCount = 0;
Players[Player_num].hostages_rescued_total = 0;
Players[Player_num].hostages_level = 0;
Players[Player_num].hostages_total = 0;
Players[Player_num].laser_level = 0;
Players[Player_num].flags = 0;
init_player_stats_new_ship();
First_secret_visit = 1;
}
void init_ammo_and_energy(void)
{
if (Players[Player_num].energy < INITIAL_ENERGY)
Players[Player_num].energy = INITIAL_ENERGY;
if (Players[Player_num].shields < StartingShields)
Players[Player_num].shields = StartingShields;
// for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
// if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
// Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
// for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
// if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
// Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
}
extern ubyte Last_afterburner_state;
// Setup player for new level (After completion of previous level)
void init_player_stats_level(int secret_flag)
{
// int i;
Players[Player_num].last_score = Players[Player_num].score;
Players[Player_num].level = Current_level_num;
#ifdef NETWORK
if (!Network_rejoined) {
#endif
Players[Player_num].time_level = 0;
Players[Player_num].hours_level = 0;
#ifdef NETWORK
}
#endif
Players[Player_num].killer_objnum = -1;
Players[Player_num].num_kills_level = 0;
Players[Player_num].num_robots_level = count_number_of_robots();
Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
Players[Player_num].hostages_level = count_number_of_hostages();
Players[Player_num].hostages_total += Players[Player_num].hostages_level;
Players[Player_num].hostages_on_board = 0;
if (!secret_flag) {
init_ammo_and_energy();
Players[Player_num].flags &= (~KEY_BLUE);
Players[Player_num].flags &= (~KEY_RED);
Players[Player_num].flags &= (~KEY_GOLD);
Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
PLAYER_FLAGS_CLOAKED |
PLAYER_FLAGS_MAP_ALL);
Players[Player_num].cloak_time = 0;
Players[Player_num].invulnerable_time = 0;
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
}
Player_is_dead = 0; // Added by RH
Players[Player_num].homing_object_dist = -F1_0; // Added by RH
Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
Controls.afterburner_state = 0;
Last_afterburner_state = 0;
digi_kill_sound_linked_to_object(Players[Player_num].objnum);
init_gauges();
#ifdef TACTILE
if (TactileStick)
tactile_set_button_jolt();
#endif
Missile_viewer = NULL;
}
extern void init_ai_for_ship(void);
// Setup player for a brand-new ship
void init_player_stats_new_ship()
{
int i;
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_laser_level(Players[Player_num].laser_level, 0);
newdemo_record_player_weapon(0, 0);
newdemo_record_player_weapon(1, 0);
}
Players[Player_num].energy = INITIAL_ENERGY;
Players[Player_num].shields = StartingShields;
Players[Player_num].laser_level = 0;
Players[Player_num].killer_objnum = -1;
Players[Player_num].hostages_on_board = 0;
Afterburner_charge = 0;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
Players[Player_num].primary_ammo[i] = 0;
Primary_last_was_super[i] = 0;
}
for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
Players[Player_num].secondary_ammo[i] = 0;
Secondary_last_was_super[i] = 0;
}
Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
Primary_weapon = 0;
Secondary_weapon = 0;
Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
PLAYER_FLAGS_AFTERBURNER |
PLAYER_FLAGS_CLOAKED |
PLAYER_FLAGS_INVULNERABLE |
PLAYER_FLAGS_MAP_ALL |
PLAYER_FLAGS_CONVERTER |
PLAYER_FLAGS_AMMO_RACK |
PLAYER_FLAGS_HEADLIGHT |
PLAYER_FLAGS_HEADLIGHT_ON |
PLAYER_FLAGS_FLAG);
Players[Player_num].cloak_time = 0;
Players[Player_num].invulnerable_time = 0;
Player_is_dead = 0; //player no longer dead
Players[Player_num].homing_object_dist = -F1_0; // Added by RH
Controls.afterburner_state = 0;
Last_afterburner_state = 0;
digi_kill_sound_linked_to_object(Players[Player_num].objnum);
Missile_viewer=NULL; ///reset missile camera if out there
#ifdef TACTILE
if (TactileStick)
{
tactile_set_button_jolt();
}
#endif
init_ai_for_ship();
}
extern void init_stuck_objects(void);
#ifdef EDITOR
extern int Slide_segs_computed;
//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(0);
Viewer = ConsoleObject;
ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
ConsoleObject->id=Player_num;
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
Game_suspended = 0;
verify_console_object();
Control_center_destroyed = 0;
if (Newdemo_state != ND_STATE_PLAYBACK)
gameseq_remove_unused_players();
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_morphs();
init_all_matcens();
init_player_stats_new_ship();
init_controlcen_for_level();
automap_clear_visited();
init_stuck_objects();
init_thief_for_level();
Slide_segs_computed = 0;
}
#endif
//do whatever needs to be done when a player dies in multiplayer
void DoGameOver()
{
// nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
if (PLAYING_BUILTIN_MISSION)
scores_maybe_add_player(0);
Function_mode = FMODE_MENU;
Game_mode = GM_GAME_OVER;
longjmp( LeaveGame, 0 ); // Exit out of game loop
}
extern void do_save_game_menu();
//update various information about the player
void update_player_stats()
{
Players[Player_num].time_level += FrameTime; //the never-ending march of time...
if ( Players[Player_num].time_level > i2f(3600) ) {
Players[Player_num].time_level -= i2f(3600);
Players[Player_num].hours_level++;
}
Players[Player_num].time_total += FrameTime; //the never-ending march of time...
if ( Players[Player_num].time_total > i2f(3600) ) {
Players[Player_num].time_total -= i2f(3600);
Players[Player_num].hours_total++;
}
}
//hack to not start object when loading level
extern int Dont_start_sound_objects;
//go through this level and start any eclip sounds
void set_sound_sources()
{
int segnum,sidenum;
segment *seg;
digi_init_sounds(); //clear old sounds
Dont_start_sound_objects = 1;
for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
int tm,ec,sn;
if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
if ((sn=Effects[ec].sound_num)!=-1) {
vms_vector pnt;
int csegnum = seg->children[sidenum];
//check for sound on other side of wall. Don't add on
//both walls if sound travels through wall. If sound
//does travel through wall, add sound for lower-numbered
//segment.
if (IS_CHILD(csegnum) && csegnum < segnum) {
if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
segment *csegp;
int csidenum;
csegp = &Segments[seg->children[sidenum]];
csidenum = find_connect_side(seg, csegp);
if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
continue; //skip this one
}
}
compute_center_point_on_side(&pnt,seg,sidenum);
digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
}
}
Dont_start_sound_objects = 0;
}
//fix flash_dist=i2f(1);
fix flash_dist=fl2f(.9);
//create flash for player appearance
void create_player_appearance_effect(object *player_obj)
{
vms_vector pos;
object *effect_obj;
#ifndef NDEBUG
{
int objnum = player_obj-Objects;
if ( (objnum < 0) || (objnum > Highest_object_index) )
Int3(); // See Rob, trying to track down weird network bug
}
#endif
if (player_obj == Viewer)
vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
else
pos = player_obj->pos;
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-Objects, 0, F1_0);
}
}
//
// New Game sequencing functions
//
//pairs of chars describing ranges
char playername_allowed_chars[] = "azAZ09__--";
int MakeNewPlayerFile(int allow_abort)
{
int x;
char filename[14];
newmenu_item m;
char text[CALLSIGN_LEN+1]="";
strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
try_again:
m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
Newmenu_allowed_chars = playername_allowed_chars;
x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
Newmenu_allowed_chars = NULL;
if ( x < 0 ) {
if ( allow_abort ) return 0;
goto try_again;
}
if (text[0]==0) //null string
goto try_again;
sprintf( filename, "%s.plr", text );
if (PHYSFS_exists(filename))
{
nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
goto try_again;
}
if ( !new_player_config() )
goto try_again; // They hit Esc during New player config
strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
write_player_file();
return 1;
}
#ifdef WINDOWS
#undef TXT_SELECT_PILOT
#define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
#endif
//Inputs the player's name, without putting up the background screen
int RegisterPlayer()
{
int i,j;
char filename[14];
int allow_abort_flag = 1;
if ( Players[Player_num].callsign[0] == 0 ) {
//---------------------------------------------------------------------
// Set default config options in case there is no config file
// kc_keyboard, kc_joystick, kc_mouse are statically defined.
Config_joystick_sensitivity = 8;
Config_control_type =CONTROL_NONE;
for (i=0; i<CONTROL_MAX_TYPES; i++ )
for (j=0; j<MAX_CONTROLS; j++ )
kconfig_settings[i][j] = default_kconfig_settings[i][j];
kc_set_controls();
//----------------------------------------------------------------
// Read the last player's name from config file, not lastplr.txt
strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
if (config_last_player[0]==0)
allow_abort_flag = 0;
}
do_menu_again:
;
#ifndef MACINTOSH
if (!newmenu_get_filename(TXT_SELECT_PILOT, "plr", filename, allow_abort_flag))
goto do_menu_again; //return 0; // They hit Esc in file selector
#else
#ifndef APPLE_DEMO
if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
goto do_menu_again; // They hit Esc in file selector
}
#else
newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
#endif
#endif
if ( filename[0] == '<' ) {
// They selected 'create new pilot'
if (!MakeNewPlayerFile(allow_abort_flag))
//return 0; // They hit Esc during enter name stage
goto do_menu_again;
} else {
strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
}
if (read_player_file() != EZERO)
goto do_menu_again;
Auto_leveling_on = Default_leveling_on;
set_display_mode(Default_display_mode);
WriteConfigFile(); // Update lastplr
return 1;
}
void free_polygon_models();
void load_robot_replacements(char *level_name);
int read_hamfile();
extern int Robot_replacements_loaded;
//load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
void LoadLevel(int level_num,int page_in_textures)
{
char *level_name;
player save_player;
int load_ret;
save_player = Players[Player_num];
Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
if (level_num<0) //secret level
level_name = Secret_level_names[-level_num-1];
else //normal level
level_name = Level_names[level_num-1];
#ifdef WINDOWS
dd_gr_set_current_canvas(NULL);
dd_gr_clear_canvas(BM_XRGB(0,0,0));
#else
gr_set_current_canvas(NULL);
gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
#endif
Last_msg_ycrd = -1; //so we don't restore backgound under msg
// WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
// WIN(ShowCursorW());
#if 1 //defined(POLY_ACC) || defined(OGL)
gr_palette_load(gr_palette);
show_boxed_message(TXT_LOADING);
gr_update();
#else
show_boxed_message(TXT_LOADING);
gr_palette_load(gr_palette);
#endif
load_ret = load_level(level_name); //actually load the data from disk!
if (load_ret)
Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
Current_level_num=level_num;
// load_palette_pig(Current_level_palette); //load just the pig
load_palette(Current_level_palette,1,1); //don't change screen
load_endlevel_data(level_num);
if (EMULATING_D1)
load_d1_bitmap_replacements();
else
load_bitmap_replacements(level_name);
if (Robot_replacements_loaded) {
free_polygon_models();
read_hamfile(); //load original data
if (Current_mission->enhanced) {
// load extra data
char t[50];
extern void bm_read_extra_robots();
sprintf(t,"%s.ham",Current_mission_filename);
bm_read_extra_robots(t, Current_mission->enhanced);
}
Robot_replacements_loaded = 0;
}
load_robot_replacements(level_name);
if ( page_in_textures )
piggy_load_level_data();
#ifdef NETWORK
my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
reset_network_objects();
#endif
Players[Player_num] = save_player;
set_sound_sources();
songs_play_level_song( Current_level_num );
clear_boxed_message(); //remove message before new palette loaded
gr_palette_load(gr_palette); //actually load the palette
// WIN(HideCursorW());
}
//sets up Player_num & ConsoleObject
void InitPlayerObject()
{
Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
if (Player_num != 0 ) {
Players[0] = Players[Player_num];
Player_num = 0;
}
Players[Player_num].objnum = 0;
ConsoleObject = &Objects[Players[Player_num].objnum];
ConsoleObject->type = OBJ_PLAYER;
ConsoleObject->id = Player_num;
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
}
extern void game_disable_cheats();
extern void turn_cheats_off();
extern void init_seismic_disturbances(void);
extern int state_default_item;
//starts a new game on the given level
void StartNewGame(int start_level)
{
state_default_item = -2; // for first blind save, pick slot to save in
Game_mode = GM_NORMAL;
Function_mode = FMODE_GAME;
Next_level_num = 0;
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(); //clear all stats
N_players = 1;
#ifdef NETWORK
Network_new_game = 0;
#endif
if (start_level < 0)
StartNewLevelSecret(start_level, 0);
else
StartNewLevel(start_level, 0);
Players[Player_num].starting_level = start_level; // Mark where they started
game_disable_cheats();
init_seismic_disturbances();
}
//@@//starts a resumed game loaded from disk
//@@void ResumeSavedGame(int start_level)
//@@{
//@@ Game_mode = GM_NORMAL;
//@@ Function_mode = FMODE_GAME;
//@@
//@@ N_players = 1;
//@@ Network_new_game = 0;
//@@
//@@ InitPlayerObject(); //make sure player's object set up
//@@
//@@ StartNewLevel(start_level, 0);
//@@
//@@ game_disable_cheats();
//@@}
#ifndef _NETWORK_H
extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
#endif
#define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
// -----------------------------------------------------------------------------
// 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 11
char m_str[N_GLITZITEMS][30];
newmenu_item m[N_GLITZITEMS+1];
int i,c;
char title[128];
int is_last_level;
int mine_level;
set_screen_mode(SCREEN_MENU); //go into menu mode
#ifdef TACTILE
if (TactileStick)
ClearForces();
#endif
mprintf((0,"DoEndLevelScoreGlitz\n"));
// Compute level player is on, deal with secret levels (negative numbers)
mine_level = Players[Player_num].level;
if (mine_level < 0)
mine_level *= -(Last_level/N_secret_levels);
level_points = Players[Player_num].score-Players[Player_num].last_score;
if (!Cheats_enabled) {
if (Difficulty_level > 1) {
skill_points = level_points*(Difficulty_level)/4;
skill_points -= skill_points % 100;
} else
skill_points = 0;
shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
shield_points -= shield_points % 50;
energy_points -= energy_points % 50;
} else {
skill_points = 0;
shield_points = 0;
energy_points = 0;
hostage_points = 0;
}
all_hostage_text[0] = 0;
endgame_text[0] = 0;
if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
} else
all_hostage_points = 0;
if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
endgame_points = Players[Player_num].lives * 10000;
sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
is_last_level=1;
} else
endgame_points = is_last_level = 0;
mprintf((0,"adding bonus points\n"));
add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
c = 0;
sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
sprintf(m_str[c++], "%s", all_hostage_text);
if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
sprintf(m_str[c++], "%s", endgame_text);
sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
#ifdef WINDOWS
sprintf(m_str[c++], "");
sprintf(m_str[c++], " Done");
#endif
for (i=0; i<c; i++) {
m[i].type = NM_TYPE_TEXT;
m[i].text = m_str[i];
}
#ifdef WINDOWS
m[c-1].type = NM_TYPE_MENU;
#endif
// m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
if (Current_level_num < 0)
sprintf(title,"%s%s %d %s\n %s %s",is_last_level?"\n\n\n":"\n",TXT_SECRET_LEVEL, -Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
else
sprintf(title,"%s%s %d %s\n%s %s",is_last_level?"\n\n\n":"\n",TXT_LEVEL, Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
Assert(c <= N_GLITZITEMS);
gr_palette_fade_out(gr_palette, 32, 0);
mprintf((0,"doing menu\n"));
PA_DFX (pa_alpha_always());
#ifdef NETWORK
if ( network && (Game_mode & GM_NETWORK) )
newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
else
#endif
// NOTE LINK TO ABOVE!!!
newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
mprintf((0,"done DoEndLevelScoreGlitz\n"));
}
//give the player the opportunity to save his game
void DoEndlevelMenu()
{
//No between level saves......!!! state_save_all(1);
}
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
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;
Robot_firing_enabled = 1;
}
extern void set_pos_from_return_segment(void);
// 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 (PHYSFS_exists(SECRETC_FILENAME))
{
return 0;
} else {
return 1;
}
}
}
// -----------------------------------------------------------------------------------------------------
void do_secret_message(char *msg)
{
int old_fmode;
load_stars();
#if defined(POLY_ACC)
pa_save_clut();
pa_update_clut(gr_palette, 0, 256, 0);
#endif
old_fmode = Function_mode;
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, msg);
Function_mode = old_fmode;
#if defined(POLY_ACC)
pa_restore_clut();
#endif
WIN(DEFINE_SCREEN(NULL));
}
// -----------------------------------------------------------------------------------------------------
// 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.
void StartNewLevelSecret(int level_num, int page_in_textures)
{
newmenu_item m[1];
//int i;
ThisLevelTime=0;
m[0].type = NM_TYPE_TEXT;
m[0].text = " ";
last_drawn_cockpit[0] = -1;
last_drawn_cockpit[1] = -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(FrameCount, FrameTime );
} else if (Newdemo_state != ND_STATE_PLAYBACK) {
gr_palette_fade_out(gr_palette, 32, 0);
set_screen_mode(SCREEN_MENU); //go into menu mode
if (First_secret_visit) {
do_secret_message(TXT_SECRET_EXIT);
} else {
if (PHYSFS_exists(SECRETC_FILENAME))
{
do_secret_message(TXT_SECRET_EXIT);
} else {
char text_str[128];
sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
do_secret_message(text_str);
}
}
}
LoadLevel(level_num,page_in_textures);
Assert(Current_level_num == level_num); //make sure level set right
Assert(Function_mode == FMODE_GAME);
gameseq_init_network_players(); // Initialize the Players array for
// this level
HUD_clear_messages();
automap_clear_visited();
// -- init_player_stats_level();
Viewer = &Objects[Players[Player_num].objnum];
gameseq_remove_unused_players();
Game_suspended = 0;
Control_center_destroyed = 0;
init_cockpit();
reset_palette_add();
if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
init_robots_for_level();
init_ai_objects();
init_smega_detonates();
init_morphs();
init_all_matcens();
reset_special_effects();
StartSecretLevel();
} else {
if (PHYSFS_exists(SECRETC_FILENAME))
{
int pw_save, sw_save;
pw_save = Primary_weapon;
sw_save = Secondary_weapon;
state_restore_all(1, 1, SECRETC_FILENAME);
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 {
char text_str[128];
sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
do_secret_message(text_str);
return;
// -- // If file doesn't exist, it's because reactor was destroyed.
// -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
// -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
// -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
// -- return;
}
}
if (First_secret_visit) {
copy_defaults_to_robot_all();
}
turn_cheats_off();
init_controlcen_for_level();
// Say player can use FLASH cheat to mark path to exit.
Last_level_path_created = -1;
First_secret_visit = 0;
}
int Entered_from_level;
// ---------------------------------------------------------------------------------------------------------------
// Called from switch.c when player is on a secret level and hits exit to return to base level.
void ExitSecretLevel(void)
{
if (Newdemo_state == ND_STATE_PLAYBACK)
return;
if (!Control_center_destroyed) {
state_save_all(0, 2, SECRETC_FILENAME, 0);
}
if (PHYSFS_exists(SECRETB_FILENAME))
{
int pw_save, sw_save;
returning_to_level_message();
pw_save = Primary_weapon;
sw_save = Secondary_weapon;
state_restore_all(1, 1, SECRETB_FILENAME);
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 {
advancing_to_level_message();
StartNewLevel(Entered_from_level+1, 0);
}
}
}
// ---------------------------------------------------------------------------------------------------------------
// 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(fix old_gametime)
{
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
fix time_used;
time_used = old_gametime - Players[Player_num].invulnerable_time;
Players[Player_num].invulnerable_time = GameTime - time_used;
}
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
fix time_used;
time_used = old_gametime - Players[Player_num].cloak_time;
Players[Player_num].cloak_time = GameTime - 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)
{
fix old_gametime;
int i;
Assert(! (Game_mode & GM_MULTI) );
Entered_from_level = Current_level_num;
if (Control_center_destroyed)
DoEndLevelScoreGlitz(0);
if (Newdemo_state != ND_STATE_PLAYBACK)
state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
// Find secret level number to go to, stuff in Next_level_num.
for (i=0; i<-Last_secret_level; i++)
if (Secret_level_table[i]==Current_level_num) {
Next_level_num = -(i+1);
break;
} else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
Next_level_num = -i;
break;
}
if (! (i<-Last_secret_level)) //didn't find level, so must be last
Next_level_num = Last_secret_level;
old_gametime = GameTime;
StartNewLevelSecret(Next_level_num, 1);
// do_cloak_invul_stuff();
}
//called when the player has finished a level
void PlayerFinishedLevel(int secret_flag)
{
Assert(!secret_flag);
//credit the player for hostages
Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
if (Game_mode & GM_NETWORK)
Players[Player_num].connected = 2; // Finished but did not die
last_drawn_cockpit[0] = -1;
last_drawn_cockpit[1] = -1;
AdvanceLevel(secret_flag); //now go on to the next one (if one)
}
#if defined(D2_OEM) || defined(COMPILATION)
#define MOVIE_REQUIRED 0
#else
#define MOVIE_REQUIRED 1
#endif
#ifdef D2_OEM
#define ENDMOVIE "endo"
#else
#define ENDMOVIE "end"
#endif
void show_order_form();
extern void com_hangup(void);
//called when the player has finished the last level
void DoEndGame(void)
{
mprintf((0,"DoEndGame\n"));
Function_mode = FMODE_MENU;
if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
newdemo_stop_recording();
set_screen_mode( SCREEN_MENU );
WINDOS(
dd_gr_set_current_canvas(NULL),
gr_set_current_canvas(NULL)
);
key_flush();
if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
{ //only built-in mission, & not multi
int played=MOVIE_NOT_PLAYED; //default is not played
init_subtitles(ENDMOVIE ".tex"); //ingore errors
played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
close_subtitles();
if (!played) {
if (is_D2_OEM)
{
songs_play_song( SONG_TITLE, 0 );
do_briefing_screens("end2oem.tex",1);
}
else
{
songs_play_song( SONG_ENDGAME, 0 );
mprintf((0,"doing briefing\n"));
do_briefing_screens("ending2.tex",1);
mprintf((0,"briefing done\n"));
}
}
} else if (!(Game_mode & GM_MULTI)) { //not multi
char tname[FILENAME_LEN];
sprintf(tname,"%s.tex",Current_mission_filename);
do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
//try doing special credits
sprintf(tname,"%s.ctb",Current_mission_filename);
credits_show(tname);
}
key_flush();
#ifdef SHAREWARE
show_order_form();
#endif
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
#endif
// NOTE LINK TO ABOVE
DoEndLevelScoreGlitz(0);
if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
WINDOS(
dd_gr_set_current_canvas(NULL),
gr_set_current_canvas( NULL )
);
WINDOS(
dd_gr_clear_canvas(BM_XRGB(0,0,0)),
gr_clear_canvas(BM_XRGB(0,0,0))
);
gr_palette_clear();
load_palette(DEFAULT_PALETTE,0,1);
scores_maybe_add_player(0);
}
Function_mode = FMODE_MENU;
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
else
Game_mode = GM_GAME_OVER;
longjmp( LeaveGame, 0 ); // 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.
void AdvanceLevel(int secret_flag)
{
#ifdef NETWORK
int result;
#endif
mprintf((0,"AdvanceLevel\n"));
Assert(!secret_flag);
if (Current_level_num != Last_level) {
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
#endif
// NOTE LINK TO ABOVE!!!
DoEndLevelScoreGlitz(0); //give bonuses
}
Control_center_destroyed = 0;
#ifdef EDITOR
if (Current_level_num == 0)
return; //not a real level
#endif
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
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!
longjmp( LeaveGame, 0 ); // Exit out of game loop
else
return;
}
}
#endif
if (Current_level_num == Last_level) { //player has finished the game!
mprintf((0,"Finished last level!\n"));
DoEndGame();
} else {
Next_level_num = Current_level_num+1; //assume go to next normal level
if (!(Game_mode & GM_MULTI))
DoEndlevelMenu(); // Let use save their game
StartNewLevel(Next_level_num, 0);
}
}
#ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
extern char last_palette_loaded[];
void load_stars_palette()
{
int pcx_error;
ubyte pal[256*3];
pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
Assert(pcx_error == PCX_ERROR_NONE);
//@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
{ //remap stuff. this code is kindof a hack
//now, before we bring up the menu, we need to
//do some stuff to make sure the palette is ok. First, we need to
//get our current palette into the 2d's array, so the remapping will
//work. Second, we need to remap the fonts. Third, we need to fill
//in part of the fade tables so the darkening of the menu edges works
gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
remap_fonts_and_menus(1);
}
strcpy(last_palette_loaded,""); //force palette load next time
}
#endif
void nm_draw_background1(char * filename);
void load_stars()
{
//@@ int pcx_error;
//@@ ubyte pal[256*3];
//@@
//@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
//@@ Assert(pcx_error == PCX_ERROR_NONE);
//@@
//@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
WIN(DEFINE_SCREEN(STARS_BACKGROUND));
nm_draw_background1(STARS_BACKGROUND);
}
void
died_in_mine_message(void)
{
// Tell the player he died in the mine, explain why
int old_fmode;
if (Game_mode & GM_MULTI)
return;
gr_palette_fade_out(gr_palette, 32, 0);
set_screen_mode(SCREEN_MENU); //go into menu mode
WINDOS(
dd_gr_set_current_canvas(NULL),
gr_set_current_canvas(NULL)
);
load_stars();
#if defined(POLY_ACC)
pa_save_clut();
pa_update_clut(gr_palette, 0, 256, 0);
#endif
old_fmode = Function_mode;
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
Function_mode = old_fmode;
#if defined(POLY_ACC)
pa_restore_clut();
#endif
WIN(DEFINE_SCREEN(NULL));
}
// Called when player dies on secret level.
void returning_to_level_message(void)
{
char msg[128];
int old_fmode;
if (Game_mode & GM_MULTI)
return;
gr_palette_fade_out(gr_palette, 32, 0);
set_screen_mode(SCREEN_MENU); //go into menu mode
gr_set_current_canvas(NULL);
load_stars();
#if defined(POLY_ACC)
pa_save_clut();
pa_update_clut(gr_palette, 0, 256, 0);
#endif
old_fmode = Function_mode;
Function_mode = FMODE_MENU;
sprintf(msg, "Returning to level %i", Entered_from_level);
nm_messagebox(NULL, 1, TXT_OK, msg);
Function_mode = old_fmode;
#if defined(POLY_ACC)
pa_restore_clut();
#endif
WIN(DEFINE_SCREEN(NULL));
}
// Called when player dies on secret level.
void advancing_to_level_message(void)
{
char msg[128];
int old_fmode;
// Only supposed to come here from a secret level.
Assert(Current_level_num < 0);
if (Game_mode & GM_MULTI)
return;
gr_palette_fade_out(gr_palette, 32, 0);
set_screen_mode(SCREEN_MENU); //go into menu mode
gr_set_current_canvas(NULL);
load_stars();
#if defined(POLY_ACC)
pa_save_clut();
pa_update_clut(gr_palette, 0, 256, 0);
#endif
old_fmode = Function_mode;
Function_mode = FMODE_MENU;
sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
nm_messagebox(NULL, 1, TXT_OK, msg);
Function_mode = old_fmode;
#if defined(POLY_ACC)
pa_restore_clut();
#endif
WIN(DEFINE_SCREEN(NULL));
}
void digi_stop_digi_sounds();
void DoPlayerDead()
{
reset_palette_add();
gr_palette_load (gr_palette);
// digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
dead_player_end(); //terminate death sequence (if playing)
#ifdef EDITOR
if (Game_mode == GM_EDITOR) { //test mine, not real level
object * playerobj = &Objects[Players[Player_num].objnum];
//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
load_level("gamesave.lvl");
init_player_stats_new_ship();
playerobj->flags &= ~OF_SHOULD_BE_DEAD;
StartLevel(0);
return;
}
#endif
#ifdef NETWORK
if ( Game_mode&GM_MULTI )
{
multi_do_death(Players[Player_num].objnum);
}
else
#endif
{ //Note link to above else!
Players[Player_num].lives--;
if (Players[Player_num].lives == 0)
{
DoGameOver();
return;
}
}
if ( Control_center_destroyed ) {
//clear out stuff so no bonus
Players[Player_num].hostages_on_board = 0;
Players[Player_num].energy = 0;
Players[Player_num].shields = 0;
Players[Player_num].connected = 3;
died_in_mine_message(); // Give them some indication of what happened
if (Current_level_num < 0) {
if (PHYSFS_exists(SECRETB_FILENAME))
{
returning_to_level_message();
state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
set_pos_from_return_segment();
Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
} else {
advancing_to_level_message();
StartNewLevel(Entered_from_level+1, 0);
init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
}
} else {
AdvanceLevel(0); //if finished, go on to next level
init_player_stats_new_ship();
last_drawn_cockpit[0] = -1;
last_drawn_cockpit[1] = -1;
}
} else if (Current_level_num < 0) {
if (PHYSFS_exists(SECRETB_FILENAME))
{
returning_to_level_message();
if (!Control_center_destroyed)
state_save_all(0, 2, SECRETC_FILENAME, 0);
state_restore_all(1, 2, SECRETB_FILENAME);
set_pos_from_return_segment();
Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
} else {
died_in_mine_message(); // Give them some indication of what happened
advancing_to_level_message();
StartNewLevel(Entered_from_level+1, 0);
init_player_stats_new_ship();
}
} else {
init_player_stats_new_ship();
StartLevel(1);
}
digi_sync_sounds();
}
extern int BigWindowSwitch;
//called when the player is starting a new level for normal game mode and restore state
// secret_flag set if came from a secret level
void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
{
if (!(Game_mode & GM_MULTI)) {
last_drawn_cockpit[0] = -1;
last_drawn_cockpit[1] = -1;
}
BigWindowSwitch=0;
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(FrameCount, FrameTime );
}
if (Game_mode & GM_MULTI)
Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
LoadLevel(level_num,page_in_textures);
Assert(Current_level_num == level_num); //make sure level set right
gameseq_init_network_players(); // Initialize the Players array for
// this level
Viewer = &Objects[Players[Player_num].objnum];
Assert(N_players <= NumNetPlayerPositions);
//If this assert fails, there's not enough start positions
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
{
if(network_level_sync()) // After calling this, Player_num is set
return;
}
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
{
if(com_level_sync())
return;
}
#endif
Assert(Function_mode == FMODE_GAME);
#ifndef NDEBUG
//-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
#endif
HUD_clear_messages();
automap_clear_visited();
#ifdef NETWORK
if (Network_new_game == 1)
{
Network_new_game = 0;
init_player_stats_new_ship();
}
#endif
init_player_stats_level(secret_flag);
#ifdef NETWORK
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
}
#endif
gameseq_remove_unused_players();
Game_suspended = 0;
Control_center_destroyed = 0;
set_screen_mode(SCREEN_GAME);
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_smega_detonates();
init_morphs();
init_all_matcens();
reset_palette_add();
init_thief_for_level();
init_stuck_objects();
game_flush_inputs(); // clear out the keyboard
if (!(Game_mode & GM_MULTI))
filter_objects_from_level();
turn_cheats_off();
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
#ifdef NETWORK
if (Network_rejoined == 1)
{
#ifndef NDEBUG
mprintf((0, "Restarting - joining in random location.\n"));
#endif
Network_rejoined = 0;
StartLevel(1);
}
else
#endif
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;
}
#ifdef NETWORK
extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
#endif
void bash_to_shield (int i,char *s)
{
#ifdef NETWORK
int type=Objects[i].id;
#endif
mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
#ifdef NETWORK
PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
#endif
Objects[i].id = POW_SHIELD_BOOST;
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
}
void filter_objects_from_level()
{
int i;
mprintf ((0,"Highest object index=%d\n",Highest_object_index));
for (i=0;i<=Highest_object_index;i++)
{
if (Objects[i].type==OBJ_POWERUP)
if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
bash_to_shield (i,"Flag!!!!");
}
}
struct {
int level_num;
char movie_name[FILENAME_LEN];
} intro_movie[] = { { 1,"pla"},
{ 5,"plb"},
{ 9,"plc"},
{13,"pld"},
{17,"ple"},
{21,"plf"},
{24,"plg"}};
#define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
extern int MenuHiresAvailable;
extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
extern int intro_played; //true if big intro movie played
void ShowLevelIntro(int level_num)
{
//if shareware, show a briefing?
if (!(Game_mode & GM_MULTI)) {
int i;
ubyte save_pal[sizeof(gr_palette)];
memcpy(save_pal,gr_palette,sizeof(gr_palette));
if (PLAYING_BUILTIN_MISSION) {
int movie=0;
if (is_SHAREWARE || is_MAC_SHARE)
{
if (level_num==1)
do_briefing_screens ("brief2.tex", 1);
}
else if (is_D2_OEM)
{
if (level_num == 1 && !intro_played)
do_briefing_screens("brief2o.tex", 1);
}
else // full version
{
for (i=0;i<NUM_INTRO_MOVIES;i++)
{
if (intro_movie[i].level_num == level_num)
{
Screen_mode = -1;
PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
movie=1;
break;
}
}
#ifdef WINDOWS
if (!movie) { //must go before briefing
dd_gr_init_screen();
Screen_mode = -1;
}
#endif
#if 0
if (robot_movies)
{
int hires_save=MenuHiresAvailable;
if (robot_movies == 1) //lowres only
{
MenuHiresAvailable = 0; //pretend we can't do highres
if (hires_save != MenuHiresAvailable)
Screen_mode = -1; //force reset
}
#endif
do_briefing_screens ("robot.tex",level_num);
#if 0
MenuHiresAvailable = hires_save;
}
#endif
}
}
else { //not the built-in mission. check for add-on briefing
if (EMULATING_D1)
do_briefing_screens(Briefing_text_filename, level_num);
else {
char tname[FILENAME_LEN];
sprintf(tname, "%s.tex", Current_mission_filename);
do_briefing_screens(tname, level_num);
}
}
memcpy(gr_palette,save_pal,sizeof(gr_palette));
}
}
// ---------------------------------------------------------------------------
// 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.
void maybe_set_first_secret_visit(int level_num)
{
int i;
for (i=0; i<N_secret_levels; i++) {
if (Secret_level_table[i] == level_num) {
First_secret_visit = 1;
mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
}
}
}
//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, int secret_flag)
{
ThisLevelTime=0;
if ((level_num > 0) && (!secret_flag)) {
maybe_set_first_secret_visit(level_num);
}
ShowLevelIntro(level_num);
WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
StartNewLevelSub(level_num, 1, secret_flag );
}
//initialize the player object position & orientation (at start of game, or new ship)
void InitPlayerPosition(int random_flag)
{
int NewPlayer=0;
#ifdef NETWORK
if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
#endif
NewPlayer = Player_num;
#ifdef NETWORK
else if (random_flag == 1)
{
int i, closest = -1, trys=0;
fix closest_dist = 0x7ffffff, dist;
d_srand(clock());
#ifndef NDEBUG
if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
{
mprintf((1, "WARNING: There are only %d start positions!\n"));
//Int3();
}
#endif
do {
if (trys > 0)
{
mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
}
trys++;
NewPlayer = d_rand() % NumNetPlayerPositions;
closest = -1;
closest_dist = 0x7fffffff;
for (i=0; i<N_players; i++ ) {
if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 10, WID_FLY_FLAG ); // Used to be 5, search up to 10 segments
// -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
if ( (dist < closest_dist) && (dist >= 0) ) {
closest_dist = dist;
closest = i;
}
}
}
// -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
} while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
}
else {
mprintf((0, "Starting position is not being changed.\n"));
goto done; // If deathmatch and not random, positions were already determined by sync packet
}
Assert(NewPlayer >= 0);
Assert(NewPlayer < NumNetPlayerPositions);
#endif
ConsoleObject->pos = Player_init[NewPlayer].pos;
ConsoleObject->orient = Player_init[NewPlayer].orient;
// -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
// -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
#ifdef NETWORK
done:
#endif
reset_player_object();
reset_cruise();
}
// -----------------------------------------------------------------------------------------------------
// Initialize default parameters for one robot, copying from Robot_info to *objp.
// What about setting size!? Where does that come from?
void copy_defaults_to_robot(object *objp)
{
robot_info *robptr;
int objid;
Assert(objp->type == OBJ_ROBOT);
objid = objp->id;
Assert(objid < N_robot_types);
robptr = &Robot_info[objid];
// Boost shield for Thief and Buddy based on level.
objp->shields = robptr->strength;
if ((robptr->thief) || (robptr->companion)) {
objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
if (robptr->companion) {
// 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;
}
// -----------------------------------------------------------------------------------------------------
// 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.
void copy_defaults_to_robot_all()
{
int i;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
copy_defaults_to_robot(&Objects[i]);
}
extern void clear_stuck_objects(void);
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
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;
disable_matcens();
clear_transient_objects(0); //0 means leave proximity bombs
// create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 1;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
if (Game_mode & GM_MULTI_COOP)
multi_send_score();
multi_send_position(Players[Player_num].objnum);
multi_send_reappear();
}
if (Game_mode & GM_NETWORK)
network_do_frame(1, 1);
#endif
ai_reset_all_paths();
ai_init_boss_for_ship();
clear_stuck_objects();
#ifdef EDITOR
// Note, this is only done if editor builtin. Calling this from here
// will cause it to be called after the player dies, resetting the
// hits for the buddy and thief. This is ok, since it will work ok
// in a shipped version.
init_ai_objects();
#endif
reset_time();
reset_rear_view();
Auto_fire_fusion_cannon_time = 0;
Fusion_charge = 0;
Robot_firing_enabled = 1;
}