dxx-rebirth/similar/main/gameseq.cpp

2427 lines
75 KiB
C++

/*
* 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 <cctype>
#include <utility>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#if !defined(_MSC_VER) && !defined(macintosh)
#include <unistd.h>
#endif
#include <time.h>
#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 "dxxerror.h"
#include "joy.h"
#include "timer.h"
#include "laser.h"
#include "event.h"
#include "screens.h"
#include "textures.h"
#include "gauges.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 "newdemo.h"
#include "titles.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 "net_udp.h"
#include "playsave.h"
#include "fireball.h"
#include "kconfig.h"
#include "robot.h"
#include "automap.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "text.h"
#include "piggy.h"
#include "mission.h"
#include "state.h"
#include "songs.h"
#include "gamepal.h"
#include "controls.h"
#include "credits.h"
#if DXX_USE_EDITOR
#include "editor/editor.h"
#endif
#include "strutil.h"
#include "segment.h"
#include "gameseg.h"
#include "fmtcheck.h"
#include "compiler-range_for.h"
#include "d_enumerate.h"
#include "d_levelstate.h"
#include "partial_range.h"
#include "d_range.h"
#include "d_underlying_value.h"
#include "d_zip.h"
#if defined(DXX_BUILD_DESCENT_I)
#include "custom.h"
#define GLITZ_BACKGROUND Menu_pcx_name
namespace d1x {
namespace {
static int8_t find_next_level(const next_level_request_secret_flag secret_flag, const int current_level_num, const Mission &mission)
{
if (secret_flag != next_level_request_secret_flag::only_normal_level)
{ //go to secret level instead
for (const auto &&[idx, table_entry] : enumerate(
unchecked_partial_range(
mission.secret_level_table.get(),
static_cast<unsigned>(-mission.last_secret_level)
)
))
if (table_entry == current_level_num)
return -(idx + 1);
//couldn't find which secret level
LevelError("secret exit from level %u failed to find secret level; continuing to next normal level", current_level_num);
}
else if (current_level_num < 0)
{ //on secret level, where to go?
//shouldn't be going to secret level
assert(current_level_num <= -1 && current_level_num >= mission.last_secret_level);
return mission.secret_level_table[(-current_level_num) - 1] + 1;
}
return current_level_num + 1; //assume go to next normal level
}
}
}
#elif defined(DXX_BUILD_DESCENT_II)
#include "movie.h"
#define GLITZ_BACKGROUND STARS_BACKGROUND
namespace dsx {
namespace {
static void StartNewLevelSecret(int level_num, int page_in_textures);
static void InitPlayerPosition(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, int random_flag);
static void DoEndGame();
}
PHYSFSX_gets_line_t<FILENAME_LEN> 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 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;
PHYSFSX_gets_line_t<LEVEL_NAME_LEN> 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<obj_position, MAX_PLAYERS> Player_init;
// Global variables telling what sort of game we have
unsigned NumNetPlayerPositions;
int Do_appearance_effect=0;
namespace {
template <object_type_t type>
static bool is_object_of_type(const object_base &o)
{
return o.type == type;
}
static unsigned get_starting_concussion_missile_count()
{
return 2 + NDL - underlying_value(GameUniqueState.Difficulty_level);
}
}
}
namespace dsx {
namespace {
static void init_player_stats_ship(object &, fix GameTime64);
static window_event_result AdvanceLevel(
#if defined(DXX_BUILD_DESCENT_I)
#undef AdvanceLevel
next_level_request_secret_flag secret_flag
#elif defined(DXX_BUILD_DESCENT_II)
#define AdvanceLevel(secret_flag) ((void)secret_flag,AdvanceLevel())
#endif
);
static void StartLevel(int random_flag);
static void copy_defaults_to_robot_all(const d_robot_info_array &Robot_info);
//--------------------------------------------------------------------
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 <object_type_t type>
static unsigned count_number_of_objects_of_type(fvcobjptr &vcobjptr)
{
return std::count_if(vcobjptr.begin(), vcobjptr.end(), is_object_of_type<type>);
}
#define count_number_of_robots count_number_of_objects_of_type<OBJ_ROBOT>
#define count_number_of_hostages count_number_of_objects_of_type<OBJ_HOSTAGE>
static bool operator!=(const vms_vector &a, const vms_vector &b)
{
return a.x != b.x || a.y != b.y || a.z != b.z;
}
constexpr constant_xrange<sidenum_t, sidenum_t::WRIGHT, sidenum_t::WFRONT> displacement_sides{};
static_assert(static_cast<uint8_t>(sidenum_t::WBACK) + 1 == static_cast<uint8_t>(sidenum_t::WFRONT), "side ordering error");
static unsigned generate_extra_starts_by_copying(object_array &Objects, valptridx<player>::array_managed_type &Players, segment_array &Segments, const xrange<unsigned, std::integral_constant<unsigned, 0>> preplaced_start_range, const std::array<sidemask_t, MAX_PLAYERS> &player_init_segment_capacity_flag, const unsigned total_required_num_starts, unsigned synthetic_player_idx)
{
for (const auto side : displacement_sides)
{
for (const auto old_player_idx : preplaced_start_range)
{
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] & build_sidemask(side))
{
auto &&segp = Segments.vmptridx(old_player_obj.segnum);
/* Copy the start exactly. The next loop in the caller 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(synthetic_player_idx)->objnum = extra_player_ptridx;
auto &extra_player_obj = *extra_player_ptridx;
set_player_id(extra_player_obj, synthetic_player_idx);
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, synthetic_player_idx, extra_player_ptridx.get_unchecked_index());
if (++ synthetic_player_idx >= total_required_num_starts)
return synthetic_player_idx;
}
}
}
return synthetic_player_idx;
}
static unsigned generate_extra_starts_by_displacement_within_segment(const unsigned preplaced_starts, const unsigned total_required_num_starts)
{
const auto &&preplaced_start_range = xrange(preplaced_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<sidemask_t, MAX_PLAYERS> player_init_segment_capacity_flag{};
DXX_MAKE_VAR_UNDEFINED(player_init_segment_capacity_flag);
static_assert(static_cast<uint8_t>(sidenum_t::WRIGHT) + 1 == static_cast<uint8_t>(sidenum_t::WBOTTOM), "side ordering error");
static_assert(static_cast<uint8_t>(sidenum_t::WBOTTOM) + 1 == static_cast<uint8_t>(sidenum_t::WBACK), "side ordering error");
constexpr auto capacity_x = build_sidemask(sidenum_t::WRIGHT);
constexpr auto capacity_y = build_sidemask(sidenum_t::WBOTTOM);
constexpr auto capacity_z = build_sidemask(sidenum_t::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 (const auto i : preplaced_start_range)
{
/* 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[segment_relative_vertnum::_0]);
sidemask_t capacity_flag{};
if (vm_vec_dist2(v0, vcvertptr(seg.verts[segment_relative_vertnum::_1])) > size2)
capacity_flag |= capacity_x;
if (vm_vec_dist2(v0, vcvertptr(seg.verts[segment_relative_vertnum::_3])) > size2)
capacity_flag |= capacity_y;
if (vm_vec_dist2(v0, vcvertptr(seg.verts[segment_relative_vertnum::_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_t>(segnum), underlying_value(capacity_flag));
if (capacity_flag != sidemask_t{})
++segments_with_spare_capacity;
}
if (!segments_with_spare_capacity)
/* Every segment checked was too small to add an extra start. Give up
* early.
*/
return preplaced_starts;
unsigned k = generate_extra_starts_by_copying(Objects, Players, Segments, preplaced_start_range, player_init_segment_capacity_flag, total_required_num_starts, preplaced_starts);
for (const auto old_player_idx : preplaced_start_range)
{
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<vms_vector, 3> 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 (auto &&[side, displacement] : zip(displacement_sides, vec_displacement))
{
const auto &&center_on_side = compute_center_point_on_side(vcvertptr, seg, side);
displacement = vm_vec_sub(center_on_side, old_player_init.pos);
}
const auto displace_player = [&](const unsigned plridx, object_base &plrobj, const unsigned displacement_direction) {
vms_vector disp{};
unsigned dimensions = 0;
for (const auto &&[i, side] : enumerate(displacement_sides))
{
if (!(player_init_segment_capacity_flag[old_player_idx] & build_sidemask(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, underlying_value(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, underlying_value(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; sidemask != sidemask_t{})
{
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, underlying_value(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
#if defined(DXX_BUILD_DESCENT_I)
#define gameseq_init_network_players(Robot_info,Objects) gameseq_init_network_players(Objects)
#elif defined(DXX_BUILD_DESCENT_II)
#undef gameseq_init_network_players
#endif
static void gameseq_init_network_players(const d_robot_info_array &Robot_info, 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;
#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(Robot_info, 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(const d_robot_info_array &Robot_info)
{
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 == player_connection_status::disconnected || 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)
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(Robot_info, 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
}
namespace {
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
namespace {
// 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<uint8_t>(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;
player_info.hoard.orbs = 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<unsigned>(granted_primary_weapon_flags))
return static_cast<primary_weapon_index_t>(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, laser_level::_1);
}
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);
}
namespace {
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;
}
}
}
//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 {
namespace {
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; tm2 != texture2_value::None)
{
const auto ec = TmapInfo[get_texture_index(tm2)].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[get_texture_index(side.tmap_num)].eclip_num;
#endif
};
range_for (const auto &&seg, vcsegptridx)
{
for (const auto sidenum : 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 & WALL_IS_DOORWAY_FLAG::render))
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 & (WALL_IS_DOORWAY_FLAG::fly | WALL_IS_DOORWAY_FLAG::rendpast)) {
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, sidenum_t::WLEFT, effect_obj->pos, 0, F0_5);
}
}
}
//
// New Game sequencing functions
//
namespace {
//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 Current_mission->secret_level_names[-level_num - 1];
else //normal level
return Current_mission->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 {
namespace {
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<const uint8_t *>(&(sside.get_type())), 1, &sum1, &sum2);
s = INTEL_SHORT(underlying_value(sside.wall_num));
do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
s = underlying_value(uside.tmap_num);
s = INTEL_SHORT(s);
do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
s = underlying_value(uside.tmap_num2);
s = INTEL_SHORT(s);
do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
range_for (auto &k, uside.uvls)
{
t = INTEL_INT(k.u);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
t = INTEL_INT(k.v);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
t = INTEL_INT(k.l);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
}
range_for (auto &k, sside.normals)
{
t = INTEL_INT(k.x);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
t = INTEL_INT(k.y);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
t = INTEL_INT(k.z);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
}
}
for (const typename std::underlying_type<segnum_t>::type j : i.s.children)
{
const auto s = INTEL_SHORT(j);
do_checksum_calc(reinterpret_cast<const uint8_t *>(&s), 2, &sum1, &sum2);
}
range_for (const auto vn, i.s.verts)
{
const auto j{underlying_value(vn)};
static_assert(MAX_VERTICES <= UINT16_MAX);
s = INTEL_SHORT(static_cast<uint16_t>(j));
do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
}
s = INTEL_SHORT(i.u.objects);
do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
#if defined(DXX_BUILD_DESCENT_I)
const auto special = underlying_value(i.s.special);
do_checksum_calc(&special, 1, &sum1, &sum2);
do_checksum_calc(reinterpret_cast<const uint8_t *>(&i.s.matcen_num), 1, &sum1, &sum2);
t = INTEL_INT(i.u.static_light);
do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
#endif
{
const auto station_idx = underlying_value(i.s.station_idx);
do_checksum_calc(&station_idx, 1, &sum1, &sum2);
}
}
sum2 %= 255;
return ((sum1<<8)+ sum2);
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
void load_level_robots(int level_num)
{
const d_fname &level_name = get_level_file(level_num);
load_level_robots(level_name);
}
// load just the hxm file
void load_level_robots(const d_fname &level_name)
{
if (Robot_replacements_loaded) {
free_polygon_models(LevelSharedPolygonModelState);
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 <= Current_mission->last_level && level_num >= Current_mission->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_name);
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<const char *>(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
{
gr_set_default_canvas();
show_boxed_message(*grd_curcanv, TXT_LOADING);
gr_flip();
}
#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(LevelSharedRobotInfoState.Robot_info, Objects);
p.restore(vmobjptr);
}
}
//sets up Player_num & ConsoleObject
void InitPlayerObject()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
Assert(Player_num<MAX_PLAYERS);
if (Player_num != 0 ) {
Players[0u] = get_local_player();
Player_num = 0;
}
auto &plr = get_local_player();
plr.objnum = object_first;
const auto &&console = vmobjptr(plr.objnum);
ConsoleObject = console;
console->type = OBJ_PLAYER;
set_player_id(console, Player_num);
console->control_source = object::control_type::flying;
console->movement_source = object::movement_type::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;
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
}
namespace {
// -----------------------------------------------------------------------------
// 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;
#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 *= -(Current_mission->last_level / Current_mission->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) {
const auto d = underlying_value(Difficulty_level);
switch (Difficulty_level)
{
default:
case Difficulty_level_type::_0:
case Difficulty_level_type::_1:
skill_points = 0;
break;
case Difficulty_level_type::_2:
case Difficulty_level_type::_3:
case Difficulty_level_type::_4:
#if defined(DXX_BUILD_DESCENT_I)
skill_points = level_points * (d - 1) / 2;
#elif defined(DXX_BUILD_DESCENT_II)
skill_points = level_points * d / 4;
#endif
skill_points -= skill_points % 100;
break;
}
hostage_points = player_info.mission.hostages_on_board * 500 * (d + 1);
#if defined(DXX_BUILD_DESCENT_I)
shield_points = f2i(plrobj.shields) * 10 * (d + 1);
energy_points = f2i(player_info.energy) * 5 * (d + 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();
unsigned 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 * (underlying_value(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 == Current_mission->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, Game_mode);
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<c; i++) {
nm_set_item_text(m[i], m_str[i]);
}
auto current_level_num = Current_level_num;
const auto txt_level = (current_level_num < 0) ? (current_level_num = -current_level_num, TXT_SECRET_LEVEL) : TXT_LEVEL;
char subtitle[128];
snprintf(subtitle, sizeof(subtitle), "%s%s %d %s\n%s %s", is_last_level?"\n\n\n":"\n", txt_level, current_level_num, TXT_COMPLETE, static_cast<const char *>(Current_level_name), TXT_DESTROYED);
Assert(c <= N_GLITZITEMS);
struct glitz_menu : passive_newmenu
{
glitz_menu(grs_canvas &canvas, menu_subtitle subtitle, partial_range_t<newmenu_item *> items) :
passive_newmenu(menu_title{nullptr}, subtitle, menu_filename{GLITZ_BACKGROUND}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(items, 0), canvas, draw_box_flag::none)
{
}
};
run_blocking_newmenu<glitz_menu>(*grd_curcanv, menu_subtitle{subtitle}, partial_range(m, c));
}
}
#if defined(DXX_BUILD_DESCENT_II)
namespace {
// -----------------------------------------------------------------------------------------------------
//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_source = object::control_type::flying;
ConsoleObject->movement_source = object::movement_type::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
}
namespace {
static void do_screen_message(const char *msg) __attribute_nonnull();
static void do_screen_message(const char *msg)
{
if (Game_mode & GM_MULTI)
return;
using items_type = std::array<newmenu_item, 1>;
struct glitz_menu : items_type, passive_newmenu
{
glitz_menu(grs_canvas &canvas, menu_subtitle subtitle) :
items_type{{
newmenu_item::nm_item_menu{TXT_OK},
}},
passive_newmenu(menu_title{nullptr}, subtitle, menu_filename{GLITZ_BACKGROUND}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(*static_cast<items_type *>(this), 0), canvas, draw_box_flag::menu_background)
{
}
};
run_blocking_newmenu<glitz_menu>(*grd_curcanv, menu_subtitle{msg});
}
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
namespace {
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 = cockpit_mode_t{UINT8_MAX};
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(LevelUniqueAutomapState);
Viewer = &get_local_plrobj();
gameseq_remove_unused_players(LevelSharedRobotInfoState.Robot_info);
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(LevelSharedRobotInfoState.Robot_info);
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(LevelSharedRobotInfoState.Robot_info);
}
init_controlcen_for_level(LevelSharedRobotInfoState.Robot_info);
// Say player can use FLASH cheat to mark path to exit.
LevelUniqueObjectState.Level_path_created = 0;
First_secret_visit = 0;
}
static int Entered_from_level;
static void filter_objects_from_level(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, fvmobjptr &vmobjptr)
{
for (const auto &&objp : vmobjptr)
{
object_base &obj = *objp;
if (obj.type == OBJ_POWERUP)
{
const auto powerup_id = get_powerup_id(obj);
if (powerup_id == POW_FLAG_RED || powerup_id == POW_FLAG_BLUE)
bash_to_shield(Powerup_info, Vclip, obj);
}
}
}
}
// ---------------------------------------------------------------------------------------------------------------
// 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;
const auto g = Game_wind;
if (g)
g->set_visible(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 == Current_mission->last_level)
{
DoEndGame();
result = window_event_result::close;
}
else {
do_screen_message(TXT_SECRET_ADVANCE);
StartNewLevel(Entered_from_level+1);
}
}
if (g)
g->set_visible(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) );
const auto g = Game_wind;
if (g)
g->set_visible(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.
int8_t Next_level_num{};
for (i = 0; i < -Current_mission->last_secret_level; ++i)
if (Current_mission->secret_level_table[i] == Current_level_num)
{
Next_level_num = -(i+1);
break;
}
else if (Current_mission->secret_level_table[i] > Current_level_num)
{ // Allows multiple exits in same group.
Next_level_num = -i;
break;
}
if (! (i < -Current_mission->last_secret_level)) //didn't find level, so must be last
Next_level_num = Current_mission->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 (g)
g->set_visible(1);
reset_time();
}
#endif
//called when the player has finished a level
window_event_result (PlayerFinishedLevel)(
#if defined(DXX_BUILD_DESCENT_I)
const next_level_request_secret_flag secret_flag
#endif
)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
const auto g = Game_wind;
if (g)
g->set_visible(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 != next_level_request_secret_flag::only_normal_level) {
using items_type = std::array<newmenu_item, 1>;
struct message_menu : items_type, passive_newmenu
{
message_menu(grs_canvas &canvas) :
items_type{{
newmenu_item::nm_item_text{" "}, //TXT_SECRET_EXIT;
}},
passive_newmenu(menu_title{nullptr}, menu_subtitle{TXT_SECRET_EXIT}, menu_filename{Menu_pcx_name}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(*static_cast<items_type *>(this), 0), canvas, draw_box_flag::none)
{
}
};
run_blocking_newmenu<message_menu>(*grd_curcanv);
}
#elif defined(DXX_BUILD_DESCENT_II)
constexpr auto secret_flag = next_level_request_secret_flag::only_normal_level;
#endif
if (Game_mode & GM_NETWORK)
get_local_player().connected = player_connection_status::waiting; // Finished but did not die
last_drawn_cockpit = cockpit_mode_t{UINT8_MAX};
auto result = AdvanceLevel(secret_flag); //now go on to the next one (if one)
if (g)
g->set_visible(1);
reset_time();
return result;
}
#if defined(DXX_BUILD_DESCENT_II)
#define MOVIE_REQUIRED 1
#define ENDMOVIE "end"
#endif
namespace {
//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)
auto played = PlayMovie(ENDMOVIE ".tex", ENDMOVIE ".mve", play_movie_warn_missing::urgent);
if (played == movie_play_status::skipped)
#endif
{
do_end_briefing_screens(Current_mission->ending_text_filename);
}
}
else if (!(Game_mode & GM_MULTI)) //not multi
{
char tname[FILENAME_LEN];
do_end_briefing_screens (Current_mission->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)(
#if defined(DXX_BUILD_DESCENT_I)
next_level_request_secret_flag secret_flag
#endif
)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
auto rval = window_event_result::handled;
#if defined(DXX_BUILD_DESCENT_II)
// 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 != Current_mission->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::dispatch->end_current_level(
#if defined(DXX_BUILD_DESCENT_I)
&secret_flag
#endif
); // Wait for other players to reach this point
if (result) // failed to sync
{
// check if player has finished the game
return Current_level_num == Current_mission->last_level ? window_event_result::close : rval;
}
}
if (Current_level_num == Current_mission->last_level)
{ //player has finished the game!
DoEndGame();
rval = window_event_result::close;
} else {
#if defined(DXX_BUILD_DESCENT_I)
const auto Next_level_num = find_next_level(secret_flag, Current_level_num, *Current_mission.get());
#elif defined(DXX_BUILD_DESCENT_II)
int8_t Next_level_num;
//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 )
{
}
else
{ //Note link to above else!
-- plr.lives;
if (plr.lives == 0)
{
if (PLAYING_BUILTIN_MISSION)
scores_maybe_add_player();
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 = player_connection_status::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 == Current_mission->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
{
const auto g = Game_wind;
if (g)
g->set_visible(0);
result = AdvanceLevel(next_level_request_secret_flag::only_normal_level); //if finished, go on to next level
init_player_stats_new_ship(Player_num);
last_drawn_cockpit = cockpit_mode_t{UINT8_MAX};
if (g)
g->set_visible(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 == Current_mission->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 d_robot_info_array &Robot_info, const int level_num, const int page_in_textures)
#elif defined(DXX_BUILD_DESCENT_II)
window_event_result StartNewLevelSub(const d_robot_info_array &Robot_info, 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 = cockpit_mode_t{UINT8_MAX};
}
#if defined(DXX_BUILD_DESCENT_I)
static constexpr std::integral_constant<secret_restore, secret_restore::none> 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(Powerup_info, Vclip);
if (multi::dispatch->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(LevelUniqueAutomapState);
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(Robot_info);
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(Robot_info);
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(Powerup_info, Vclip, 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(Robot_info);
init_controlcen_for_level(Robot_info);
// Say player can use FLASH cheat to mark path to exit.
LevelUniqueObjectState.Level_path_created = 0;
// 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)
namespace {
struct intro_movie_t {
int level_num;
char movie_name[8];
};
constexpr std::array<intro_movie_t, 7> intro_movie{{
{ 1, "PLA.MVE"},
{ 5, "PLB.MVE"},
{ 9, "PLC.MVE"},
{13, "PLD.MVE"},
{17, "PLE.MVE"},
{21, "PLF.MVE"},
{24, "PLG.MVE"}
}};
static void ShowLevelIntro(int level_num)
{
//if shareware, show a briefing?
if (!(Game_mode & GM_MULTI)) {
palette_array_t save_pal = gr_palette;
if (PLAYING_BUILTIN_MISSION) {
if (is_SHAREWARE || is_MAC_SHARE)
{
if (level_num != 1)
return;
}
else if (is_D2_OEM)
{
if (level_num != 1)
return;
if (intro_played)
return;
}
else // full version
{
range_for (auto &i, intro_movie)
{
if (i.level_num == level_num)
{
Screen_mode = -1;
PlayMovie(nullptr, i.movie_name, play_movie_warn_missing::urgent);
break;
}
}
}
}
//else not the built-in mission (maybe d1, too).
/* Play a level-appropriate briefing, whether built-in, add-on,
* or Descent 1.
*/
do_briefing_screens(Current_mission->briefing_text_filename, level_num);
gr_palette = save_pal;
}
}
// ---------------------------------------------------------------------------
// If starting a level which appears in the Current_mission->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(Current_mission->secret_level_table.get(), Current_mission->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(Current_mission->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(LevelSharedRobotInfoState.Robot_info, level_num, 1, secret_restore::none);
}
namespace {
class respawn_locations
{
typedef std::pair<int, fix> site;
unsigned max_usable_spawn_sites;
std::array<site, MAX_PLAYERS> 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::None);
if (dist >= 0 && closest_dist > dist)
closest_dist = dist;
}
return closest_dist;
};
const auto max_spawn_sites = std::min<unsigned>(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<fix>(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(*ConsoleObject);
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(*ConsoleObject);
}
}
// -----------------------------------------------------------------------------------------------------
// Initialize default parameters for one robot, copying from Robot_info to *objp.
// What about setting size!? Where does that come from?
void copy_defaults_to_robot(const d_robot_info_array &Robot_info, object_base &objp)
{
assert(objp.type == OBJ_ROBOT);
const unsigned objid = get_robot_id(objp);
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 Difficulty_level_type::_0:
shields = i2f(20000);
break; // Trainee, basically unkillable
case Difficulty_level_type::_1:
shields *= 3;
break; // Rookie, pretty dang hard
case Difficulty_level_type::_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_type::_0 ? underlying_value(Difficulty_level) + 4 : 2);
}
#endif
objp.shields = shields;
}
namespace {
// -----------------------------------------------------------------------------------------------------
// 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(const d_robot_info_array &Robot_info)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
range_for (object_base &objp, vmobjptr)
{
if (objp.type == OBJ_ROBOT)
copy_defaults_to_robot(Robot_info, 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_source = object::control_type::flying;
ConsoleObject->movement_source = object::movement_type::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::dispatch->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;
}
}
}