dxx-rebirth/similar/main/gameseq.cpp
2016-05-28 17:31:26 +00:00

2006 lines
55 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 <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>
#ifdef OGL
#include "ogl_init.h"
#endif
#include "inferno.h"
#include "game.h"
#include "player.h"
#include "key.h"
#include "object.h"
#include "physics.h"
#include "dxxerror.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "timer.h"
#include "render.h"
#include "laser.h"
#include "event.h"
#include "screens.h"
#include "textures.h"
#include "slew.h"
#include "gauges.h"
#include "texmap.h"
#include "3d.h"
#include "effects.h"
#include "menu.h"
#include "gameseg.h"
#include "wall.h"
#include "ai.h"
#include "fuelcen.h"
#include "switch.h"
#include "digi.h"
#include "gamesave.h"
#include "scores.h"
#include "u_mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "titles.h"
#include "collide.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "gamefont.h"
#include "newmenu.h"
#include "hudmsg.h"
#include "endlevel.h"
#include "kmatrix.h"
# include "multi.h"
#include "playsave.h"
#include "fireball.h"
#include "kconfig.h"
#include "config.h"
#include "robot.h"
#include "automap.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "text.h"
#include "piggy.h"
#include "texmerge.h"
#include "paging.h"
#include "mission.h"
#include "state.h"
#include "songs.h"
#include "gamepal.h"
#include "controls.h"
#include "credits.h"
#include "gamemine.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "strutil.h"
#include "rle.h"
#include "segment.h"
#include "gameseg.h"
#include "fmtcheck.h"
#include "compiler-range_for.h"
#include "partial_range.h"
#if defined(DXX_BUILD_DESCENT_I)
#include "custom.h"
#define GLITZ_BACKGROUND Menu_pcx_name
#elif defined(DXX_BUILD_DESCENT_II)
#include "movie.h"
#define GLITZ_BACKGROUND STARS_BACKGROUND
namespace dsx {
static void StartNewLevelSecret(int level_num, int page_in_textures);
static void InitPlayerPosition(int random_flag);
static void DoEndGame(void);
static void filter_objects_from_level();
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(const objnum_t &o) :
objnum(o)
{
const auto &&plr = vobjptr(objnum);
plr_shields = plr->shields;
plr_info = plr->ctype.player_info;
}
void restore() const
{
const auto &&plr = vobjptr(objnum);
plr->shields = plr_shields;
plr->ctype.player_info = plr_info;
}
};
}
namespace dsx {
static void AdvanceLevel(int secret_flag);
}
static void StartLevel(int random_flag);
static void copy_defaults_to_robot_all(void);
namespace dcx {
//Current_level_num starts at 1 for the first level
//-1,-2,-3 are secret levels
//0 means not a real level loaded
int Current_level_num=0,Next_level_num;
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.
}
array<player, MAX_PLAYERS + DXX_PLAYER_HEADER_ADD_EXTRA_PLAYERS> Players; // Misc player info
namespace dcx {
fix StartingShields=INITIAL_SHIELDS;
array<obj_position, MAX_PLAYERS> Player_init;
// Global variables telling what sort of game we have
unsigned NumNetPlayerPositions;
int Do_appearance_effect=0;
}
namespace dsx {
//--------------------------------------------------------------------
static void verify_console_object()
{
Assert(Player_num < Players.size());
Assert( get_local_player().objnum != object_none );
const auto &&console = vobjptr(get_local_player().objnum);
ConsoleObject = console;
Assert(console->type == OBJ_PLAYER);
Assert(get_player_id(console) == Player_num);
}
template <object_type_t type>
static unsigned count_number_of_objects_of_type()
{
const auto predicate = [](const object &o) {
return o.type == type;
};
return std::count_if(vcobjptr.begin(), vcobjptr.end(), predicate);
}
#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>
//added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
static void gameseq_init_network_players()
{
int k,j;
// Initialize network player start locations and object numbers
ConsoleObject = &Objects[0];
k = 0;
j = 0;
const auto multiplayer = Game_mode & GM_MULTI;
const auto multiplayer_coop = Game_mode & GM_MULTI_COOP;
range_for (const auto &&o, vobjptridx)
{
const auto type = o->type;
if (type == OBJ_PLAYER || type == OBJ_GHOST || type == OBJ_COOP)
{
if (multiplayer_coop
? (j == 0 || type == OBJ_COOP)
: (type == OBJ_PLAYER || type == OBJ_GHOST)
)
{
o->type=OBJ_PLAYER;
Player_init[k].pos = o->pos;
Player_init[k].orient = o->orient;
Player_init[k].segnum = o->segnum;
Players[k].objnum = o;
set_player_id(o, k);
k++;
}
else
obj_delete(o);
j++;
}
else if (type == OBJ_ROBOT && multiplayer && robot_is_companion(&Robot_info[get_robot_id(o)]))
obj_delete(o); //kill the buddy in netgames
}
NumNetPlayerPositions = k;
}
void gameseq_remove_unused_players()
{
// 'Remove' the unused players
if (Game_mode & GM_MULTI)
{
for (unsigned i = 0; i < NumNetPlayerPositions; ++i)
{
if ((!Players[i].connected) || (i >= N_players))
{
multi_make_player_ghost(i);
}
}
}
else
{ // Note link to above if!!!
range_for (auto &i, partial_const_range(Players, 1u, NumNetPlayerPositions))
{
obj_delete(vobjptridx(i.objnum));
}
}
}
// Setup player for new game
void init_player_stats_game(ubyte pnum)
{
Players[pnum].score = 0;
Players[pnum].last_score = 0;
Players[pnum].lives = INITIAL_LIVES;
Players[pnum].level = 1;
Players[pnum].time_level = 0;
Players[pnum].time_total = 0;
Players[pnum].hours_level = 0;
Players[pnum].hours_total = 0;
Players[pnum].net_killed_total = 0;
Players[pnum].net_kills_total = 0;
Players[pnum].num_kills_level = 0;
Players[pnum].num_kills_total = 0;
Players[pnum].num_robots_level = 0;
Players[pnum].num_robots_total = 0;
Players[pnum].KillGoalCount = 0;
Players[pnum].hostages_rescued_total = 0;
Players[pnum].hostages_level = 0;
Players[pnum].hostages_total = 0;
const auto &&plobj = vobjptr(Players[pnum].objnum);
plobj->ctype.player_info.powerup_flags = {};
init_player_stats_new_ship(pnum);
#if defined(DXX_BUILD_DESCENT_II)
if (pnum == Player_num)
First_secret_visit = 1;
#endif
}
static void init_ammo_and_energy(void)
{
if (get_local_player_energy() < INITIAL_ENERGY)
get_local_player_energy() = INITIAL_ENERGY;
if (get_local_player_shields() < StartingShields)
get_local_player_shields() = StartingShields;
auto &concussion = get_local_player_secondary_ammo()[CONCUSSION_INDEX];
if (concussion < 2 + NDL - Difficulty_level)
concussion = 2 + NDL - Difficulty_level;
}
#if defined(DXX_BUILD_DESCENT_II)
extern ubyte Last_afterburner_state;
#endif
// Setup player for new level (After completion of previous level)
#if defined(DXX_BUILD_DESCENT_I)
void init_player_stats_level()
#elif defined(DXX_BUILD_DESCENT_II)
void init_player_stats_level(const secret_restore secret_flag)
#endif
{
#if defined(DXX_BUILD_DESCENT_I)
static constexpr tt::integral_constant<secret_restore, secret_restore::none> secret_flag{};
#endif
// int i;
auto &plr = get_local_player();
plr.last_score = plr.score;
plr.level = Current_level_num;
if (!Network_rejoined) {
plr.time_level = 0;
plr.hours_level = 0;
}
get_local_plrobj().ctype.player_info.homing_object_dist = -F1_0; // Added by RH
get_local_plrobj().ctype.player_info.killer_objnum = object_none;
plr.num_kills_level = 0;
plr.num_robots_level = count_number_of_robots();
plr.num_robots_total += plr.num_robots_level;
plr.hostages_level = count_number_of_hostages();
plr.hostages_total += plr.hostages_level;
plr.hostages_on_board = 0;
if (secret_flag == secret_restore::none) {
init_ammo_and_energy();
auto &powerup_flags = get_local_plrobj().ctype.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(get_local_player_cloak_time());
DXX_MAKE_VAR_UNDEFINED(get_local_player_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;
// properly init these cursed globals
Next_flare_fire_time = Next_laser_fire_time = Next_missile_fire_time = GameTime64;
#if defined(DXX_BUILD_DESCENT_II)
Controls.state.afterburner = 0;
Last_afterburner_state = 0;
digi_kill_sound_linked_to_object(vcobjptridx(plr.objnum));
#endif
init_gauges();
#if defined(DXX_BUILD_DESCENT_II)
Missile_viewer = NULL;
#endif
}
// Setup player for a brand-new ship
void init_player_stats_new_ship(ubyte pnum)
{
auto &plr = Players[pnum];
const auto &&plrobj = vobjptridx(plr.objnum);
plrobj->shields = StartingShields;
auto &player_info = plrobj->ctype.player_info;
player_info.energy = INITIAL_ENERGY;
player_info.killer_objnum = object_none;
player_info.secondary_ammo = {{
static_cast<uint8_t>(2 + NDL - Difficulty_level)
}};
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);
#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 (Netgame.InvulAppear)
{
player_info.powerup_flags |= PLAYER_FLAGS_INVULNERABLE;
player_info.invulnerable_time = GameTime64 - (i2f(58 - Netgame.InvulAppear) >> 1);
player_info.FakingInvul = 1;
}
Primary_weapon = [=]{
range_for (auto i, PlayerCfg.PrimaryOrder)
{
if (i >= MAX_PRIMARY_WEAPONS)
break;
if (i == primary_weapon_index_t::LASER_INDEX)
break;
#if defined(DXX_BUILD_DESCENT_II)
if (i == primary_weapon_index_t::SUPER_LASER_INDEX)
{
if (granted_laser_level <= LASER_LEVEL_4)
/* Granted lasers are not super lasers */
continue;
/* Super lasers still set LASER_INDEX, not
* SUPER_LASER_INDEX
*/
break;
}
#endif
if (HAS_PRIMARY_FLAG(i) & static_cast<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)
Primary_last_was_super[0] = 0;
for (uint_fast32_t i = primary_weapon_index_t::VULCAN_INDEX; i != primary_weapon_index_t::SUPER_LASER_INDEX; ++i)
{
uint8_t last;
/* If no super granted, force to non-super. */
if (!(HAS_PRIMARY_FLAG(i + 5) & granted_primary_weapon_flags))
last = 0;
/* If only super granted, force to super. */
else if (!(HAS_PRIMARY_FLAG(i) & granted_primary_weapon_flags))
last = 1;
/* else both granted, so leave as-is. */
else
continue;
Primary_last_was_super[i] = last;
}
#endif
if (Newdemo_state == ND_STATE_RECORDING)
{
newdemo_record_laser_level(player_info.laser_level, 0);
newdemo_record_player_weapon(0, 0);
newdemo_record_player_weapon(1, 0);
}
Secondary_weapon = 0;
dead_player_end(); //player no longer dead
Player_dead_state = player_dead_state::no;
Player_eggs_dropped = 0;
Dead_player_camera = 0;
Global_laser_firing_count=0;
#if defined(DXX_BUILD_DESCENT_II)
Secondary_last_was_super = {};
Afterburner_charge = GrantedItems.has_afterburner() ? F1_0 : 0;
Controls.state.afterburner = 0;
Last_afterburner_state = 0;
Missile_viewer = nullptr; //reset missile camera if out there
init_ai_for_ship();
#endif
}
Players[pnum].hostages_on_board = 0;
player_info.homing_object_dist = -F1_0; // Added by RH
digi_kill_sound_linked_to_object(plrobj);
}
#ifdef EDITOR
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level()
{
gameseq_init_network_players();
init_player_stats_level(secret_restore::none);
const auto &&console = vobjptr(get_local_player().objnum);
ConsoleObject = Viewer = console;
set_player_id(console, Player_num);
console->control_type = CT_FLYING;
console->movement_type = MT_PHYSICS;
Game_suspended = 0;
verify_console_object();
Control_center_destroyed = 0;
if (Newdemo_state != ND_STATE_PLAYBACK)
gameseq_remove_unused_players();
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_morphs();
init_all_matcens();
init_player_stats_new_ship(Player_num);
#if defined(DXX_BUILD_DESCENT_II)
init_controlcen_for_level();
automap_clear_visited();
init_stuck_objects();
init_thief_for_level();
compute_slide_segs();
#endif
if (!Game_wind)
Game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, unused_window_userdata);
}
#endif
}
//do whatever needs to be done when a player dies in multiplayer
static void DoGameOver()
{
if (PLAYING_BUILTIN_MISSION)
scores_maybe_add_player(0);
if (Game_wind)
window_close(Game_wind); // Exit out of game loop
}
//update various information about the player
void update_player_stats()
{
get_local_player().time_level += FrameTime; //the never-ending march of time...
if (get_local_player().time_level > i2f(3600))
{
get_local_player().time_level -= i2f(3600);
get_local_player().hours_level++;
}
get_local_player().time_total += FrameTime; //the never-ending march of time...
if (get_local_player().time_total > i2f(3600))
{
get_local_player().time_total -= i2f(3600);
get_local_player().hours_total++;
}
}
//go through this level and start any eclip sounds
static void set_sound_sources()
{
int sidenum;
digi_init_sounds(); //clear old sounds
#if defined(DXX_BUILD_DESCENT_II)
Dont_start_sound_objects = 1;
#endif
range_for (const auto &&seg, vcsegptridx)
{
for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
int tm,ec,sn;
#if defined(DXX_BUILD_DESCENT_I)
if ((tm=seg->sides[sidenum].tmap_num2) != 0)
if ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)
#elif defined(DXX_BUILD_DESCENT_II)
auto wid = WALL_IS_DOORWAY(seg, sidenum);
if (wid & WID_RENDER_FLAG)
if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
#endif
if ((sn=Effects[ec].sound_num)!=-1) {
#if defined(DXX_BUILD_DESCENT_II)
auto csegnum = seg->children[sidenum];
//check for sound on other side of wall. Don't add on
//both walls if sound travels through wall. If sound
//does travel through wall, add sound for lower-numbered
//segment.
if (IS_CHILD(csegnum) && csegnum < seg) {
if (wid & (WID_FLY_FLAG|WID_RENDPAST_FLAG)) {
const auto &&csegp = vcsegptr(seg->children[sidenum]);
auto csidenum = find_connect_side(seg, csegp);
if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
continue; //skip this one
}
}
#endif
const auto pnt = compute_center_point_on_side(seg,sidenum);
digi_link_sound_to_pos(sn, seg, sidenum, pnt, 1, F1_0/2);
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
Dont_start_sound_objects = 0;
#endif
}
//fix flash_dist=i2f(1);
fix flash_dist=fl2f(.9);
//create flash for player appearance
void create_player_appearance_effect(const vobjptridx_t player_obj)
{
const auto pos = (player_obj == Viewer)
? vm_vec_scale_add(player_obj->pos, player_obj->orient.fvec, fixmul(player_obj->size,flash_dist))
: player_obj->pos;
const objptridx_t effect_obj = object_create_explosion(vsegptridx(player_obj->segnum), pos, player_obj->size, VCLIP_PLAYER_APPEARANCE);
if (effect_obj) {
effect_obj->orient = player_obj->orient;
if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj, 0, F1_0);
}
}
//
// New Game sequencing functions
//
//get level filename. level numbers start at 1. Secret levels are -1,-2,-3
static const d_fname &get_level_file(int level_num)
{
if (level_num<0) //secret level
return Secret_level_names[-level_num-1];
else //normal level
return Level_names[level_num-1];
}
// routine to calculate the checksum of the segments.
static void do_checksum_calc(const uint8_t *b, int len, unsigned int *s1, unsigned int *s2)
{
while(len--) {
*s1 += *b++;
if (*s1 >= 255) *s1 -= 255;
*s2 += *s1;
}
}
static ushort netmisc_calc_checksum()
{
int i;
unsigned int sum1,sum2;
short s;
int t;
sum1 = sum2 = 0;
for (i = 0; i < Highest_segment_index + 1; i++) {
range_for (auto &j, Segments[i].sides)
{
do_checksum_calc(reinterpret_cast<const uint8_t *>(&(j.get_type())), 1, &sum1, &sum2);
s = INTEL_SHORT(j.wall_num);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
s = INTEL_SHORT(j.tmap_num);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
s = INTEL_SHORT(j.tmap_num2);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
range_for (auto &k, j.uvls)
{
t = INTEL_INT(((int)k.u));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)k.v));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)k.l));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
}
range_for (auto &k, j.normals)
{
t = INTEL_INT(((int)k.x));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)k.y));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)k.z));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
}
}
range_for (auto &j, Segments[i].children)
{
s = INTEL_SHORT(j);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
}
range_for (const uint16_t j, Segments[i].verts)
{
s = INTEL_SHORT(j);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
}
s = INTEL_SHORT(Segments[i].objects);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
#if defined(DXX_BUILD_DESCENT_I)
do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2);
do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2);
s = INTEL_SHORT(Segments[i].value);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
t = INTEL_INT(((int)Segments[i].static_light));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
#endif
}
sum2 %= 255;
return ((sum1<<8)+ sum2);
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
// load just the hxm file
void load_level_robots(int level_num)
{
Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
const d_fname &level_name = get_level_file(level_num);
if (Robot_replacements_loaded) {
free_polygon_models();
load_mission_ham();
Robot_replacements_loaded = 0;
}
load_robot_replacements(level_name);
}
}
#endif
//load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
void LoadLevel(int level_num,int page_in_textures)
{
preserve_player_object_info p(Players[Player_num].objnum);
player save_player;
save_player = get_local_player();
Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
const d_fname &level_name = get_level_file(level_num);
#if defined(DXX_BUILD_DESCENT_I)
if (!load_level(level_name))
Current_level_num=level_num;
gr_use_palette_table( "palette.256" );
#elif defined(DXX_BUILD_DESCENT_II)
gr_set_current_canvas(NULL);
gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
int load_ret = load_level(level_name); //actually load the data from disk!
if (load_ret)
Error("Couldn't load level file <%s>, error = %d",static_cast<const char *>(level_name),load_ret);
Current_level_num=level_num;
load_palette(Current_level_palette,1,1); //don't change screen
#endif
show_boxed_message(TXT_LOADING, 0);
#ifdef RELEASE
timer_delay(F1_0);
#endif
load_endlevel_data(level_num);
#if defined(DXX_BUILD_DESCENT_I)
load_custom_data(level_name);
#elif defined(DXX_BUILD_DESCENT_II)
if (EMULATING_D1)
load_d1_bitmap_replacements();
else
load_bitmap_replacements(level_name);
load_level_robots(level_num);
if ( page_in_textures )
piggy_load_level_data();
#endif
my_segments_checksum = netmisc_calc_checksum();
reset_network_objects();
get_local_player() = save_player;
set_sound_sources();
songs_play_level_song( Current_level_num, 0 );
gr_palette_load(gr_palette); //actually load the palette
#if defined(DXX_BUILD_DESCENT_I)
if ( page_in_textures )
piggy_load_level_data();
#endif
gameseq_init_network_players();
p.restore();
}
//sets up Player_num & ConsoleObject
void InitPlayerObject()
{
Assert(Player_num<MAX_PLAYERS);
if (Player_num != 0 ) {
Players[0] = get_local_player();
Player_num = 0;
}
get_local_player().objnum = object_first;
const auto &&console = vobjptr(get_local_player().objnum);
ConsoleObject = console;
console->type = OBJ_PLAYER;
set_player_id(console, Player_num);
console->control_type = CT_FLYING;
console->movement_type = MT_PHYSICS;
}
//starts a new game on the given level
void StartNewGame(int start_level)
{
state_quick_item = -1; // for first blind save, pick slot to save in
Game_mode = GM_NORMAL;
Next_level_num = 0;
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(Player_num); //clear all stats
N_players = 1;
#if defined(DXX_BUILD_DESCENT_II)
if (start_level < 0)
StartNewLevelSecret(start_level, 0);
else
#endif
StartNewLevel(start_level);
get_local_player().starting_level = start_level; // Mark where they started
game_disable_cheats();
#if defined(DXX_BUILD_DESCENT_II)
init_seismic_disturbances();
#endif
}
// -----------------------------------------------------------------------------
// Does the bonus scoring.
// Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
void DoEndLevelScoreGlitz(int network)
{
int level_points, skill_points, energy_points, shield_points, hostage_points;
int all_hostage_points;
int endgame_points;
char all_hostage_text[64];
char endgame_text[64];
#define N_GLITZITEMS 9
char m_str[N_GLITZITEMS][30];
newmenu_item m[N_GLITZITEMS];
int i,c;
char title[128];
int is_last_level;
#if defined(DXX_BUILD_DESCENT_I)
gr_palette_load( gr_palette );
#elif defined(DXX_BUILD_DESCENT_II)
int mine_level;
// Compute level player is on, deal with secret levels (negative numbers)
mine_level = get_local_player().level;
if (mine_level < 0)
mine_level *= -(Last_level/N_secret_levels);
#endif
level_points = get_local_player().score - get_local_player().last_score;
if (!cheats.enabled) {
if (Difficulty_level > 1) {
#if defined(DXX_BUILD_DESCENT_I)
skill_points = level_points*(Difficulty_level-1)/2;
#elif defined(DXX_BUILD_DESCENT_II)
skill_points = level_points*(Difficulty_level)/4;
#endif
skill_points -= skill_points % 100;
} else
skill_points = 0;
hostage_points = get_local_player().hostages_on_board * 500 * (Difficulty_level+1);
#if defined(DXX_BUILD_DESCENT_I)
shield_points = f2i(get_local_player_shields()) * 10 * (Difficulty_level+1);
energy_points = f2i(get_local_player_energy()) * 5 * (Difficulty_level+1);
#elif defined(DXX_BUILD_DESCENT_II)
shield_points = f2i(get_local_player_shields()) * 5 * mine_level;
energy_points = f2i(get_local_player_energy()) * 2 * mine_level;
shield_points -= shield_points % 50;
energy_points -= energy_points % 50;
#endif
} else {
skill_points = 0;
shield_points = 0;
energy_points = 0;
hostage_points = 0;
}
all_hostage_text[0] = 0;
endgame_text[0] = 0;
if (!cheats.enabled && (get_local_player().hostages_on_board == get_local_player().hostages_level)) {
all_hostage_points = get_local_player().hostages_on_board * 1000 * (Difficulty_level+1);
snprintf(all_hostage_text, sizeof(all_hostage_text), "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
} else
all_hostage_points = 0;
if (!cheats.enabled && !(Game_mode & GM_MULTI) && (get_local_player().lives) && (Current_level_num == Last_level)) { //player has finished the game!
endgame_points = get_local_player().lives * 10000;
snprintf(endgame_text, sizeof(endgame_text), "%s%i\n", TXT_SHIP_BONUS, endgame_points);
is_last_level=1;
} else
endgame_points = is_last_level = 0;
add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
c = 0;
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);
snprintf(m_str[c++], sizeof(m_str[0]), "%s", all_hostage_text);
if (!(Game_mode & GM_MULTI) && (get_local_player().lives) && (Current_level_num == Last_level))
snprintf(m_str[c++], sizeof(m_str[0]), "%s", endgame_text);
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, get_local_player().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;
snprintf(title, sizeof(title), "%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);
newmenu_do2(nullptr, title, c, m, network && (Game_mode & GM_NETWORK) ? get_multi_endlevel_poll1() : unused_newmenu_subfunction, unused_newmenu_userdata, 0, GLITZ_BACKGROUND);
}
#if defined(DXX_BUILD_DESCENT_II)
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
static void StartSecretLevel()
{
Assert(Player_dead_state == player_dead_state::no);
InitPlayerPosition(0);
verify_console_object();
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
// -- WHY? -- disable_matcens();
clear_transient_objects(0); //0 means leave proximity bombs
// create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 1;
ai_reset_all_paths();
// -- NO? -- reset_time();
reset_rear_view();
Auto_fire_fusion_cannon_time = 0;
Fusion_charge = 0;
}
// Returns true if secret level has been destroyed.
int p_secret_level_destroyed(void)
{
if (First_secret_visit) {
return 0; // Never been there, can't have been destroyed.
} else {
if (PHYSFSX_exists(SECRETC_FILENAME,0))
{
return 0;
} else {
return 1;
}
}
}
// -----------------------------------------------------------------------------------------------------
#define TXT_SECRET_RETURN "Returning to level %i", Entered_from_level
#define TXT_SECRET_ADVANCE "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1
#endif
static int draw_endlevel_background(newmenu *,const d_event &event, grs_bitmap *background)
{
switch (event.type)
{
case EVENT_WINDOW_DRAW:
gr_set_current_canvas(NULL);
show_fullscr(*background);
break;
default:
break;
}
return 0;
}
static void do_screen_message(const char *msg) __attribute_nonnull();
static void do_screen_message(const char *msg)
{
grs_bitmap background;
if (Game_mode & GM_MULTI)
return;
gr_init_bitmap_data(background);
if (pcx_read_bitmap(GLITZ_BACKGROUND, background, bm_mode::linear, gr_palette) != PCX_ERROR_NONE)
return;
gr_palette_load(gr_palette);
array<newmenu_item, 1> nm_message_items{{
nm_item_menu(TXT_OK),
}};
newmenu_do( NULL, msg, nm_message_items, draw_endlevel_background, static_cast<grs_bitmap *>(&background));
gr_free_bitmap_data(background);
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
static void do_screen_message_fmt(const char *fmt, ...) __attribute_format_printf(1, 2);
static void do_screen_message_fmt(const char *fmt, ...)
{
va_list arglist;
char msg[1024];
va_start(arglist, fmt);
vsnprintf(msg, sizeof(msg), fmt, arglist);
va_end(arglist);
do_screen_message(msg);
}
#define do_screen_message(F,...) dxx_call_printf_checked(do_screen_message_fmt,do_screen_message,(),F,##__VA_ARGS__)
// -----------------------------------------------------------------------------------------------------
// called when the player is starting a new level for normal game mode and restore state
// Need to deal with whether this is the first time coming to this level or not. If not the
// first time, instead of initializing various things, need to do a game restore for all the
// robots, powerups, walls, doors, etc.
static void StartNewLevelSecret(int level_num, int page_in_textures)
{
ThisLevelTime=0;
last_drawn_cockpit = -1;
if (Newdemo_state == ND_STATE_PAUSED)
Newdemo_state = ND_STATE_RECORDING;
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_set_new_level(level_num);
newdemo_record_start_frame(FrameTime );
} else if (Newdemo_state != ND_STATE_PLAYBACK) {
set_screen_mode(SCREEN_MENU);
if (First_secret_visit) {
do_screen_message(TXT_SECRET_EXIT);
} else {
if (PHYSFSX_exists(SECRETC_FILENAME,0))
{
do_screen_message(TXT_SECRET_EXIT);
} else {
do_screen_message("Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
}
}
}
LoadLevel(level_num,page_in_textures);
Assert(Current_level_num == level_num); // make sure level set right
HUD_clear_messages();
automap_clear_visited();
Viewer = &get_local_plrobj();
gameseq_remove_unused_players();
Game_suspended = 0;
Control_center_destroyed = 0;
init_cockpit();
reset_palette_add();
if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
init_robots_for_level();
init_ai_objects();
init_smega_detonates();
init_morphs();
init_all_matcens();
reset_special_effects();
StartSecretLevel();
} else {
if (PHYSFSX_exists(SECRETC_FILENAME,0))
{
int sw_save;
const auto pw_save = Primary_weapon;
sw_save = Secondary_weapon;
state_restore_all(1, secret_restore::survived, SECRETC_FILENAME, blind_save::no);
Primary_weapon = pw_save;
Secondary_weapon = sw_save;
reset_special_effects();
StartSecretLevel();
// -- No: This is only for returning to base level: set_pos_from_return_segment();
} else {
do_screen_message("Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
return;
}
}
if (First_secret_visit) {
copy_defaults_to_robot_all();
}
init_controlcen_for_level();
// Say player can use FLASH cheat to mark path to exit.
Last_level_path_created = -1;
First_secret_visit = 0;
}
static int Entered_from_level;
// ---------------------------------------------------------------------------------------------------------------
// Called from switch.c when player is on a secret level and hits exit to return to base level.
void ExitSecretLevel(void)
{
if (Newdemo_state == ND_STATE_PLAYBACK)
return;
if (Game_wind)
window_set_visible(Game_wind, 0);
if (!Control_center_destroyed) {
state_save_all(secret_save::c, blind_save::no);
}
if (PHYSFSX_exists(SECRETB_FILENAME,0))
{
int sw_save;
do_screen_message(TXT_SECRET_RETURN);
const auto pw_save = Primary_weapon;
sw_save = Secondary_weapon;
state_restore_all(1, secret_restore::survived, SECRETB_FILENAME, blind_save::no);
Primary_weapon = pw_save;
Secondary_weapon = sw_save;
} else {
// File doesn't exist, so can't return to base level. Advance to next one.
if (Entered_from_level == Last_level)
DoEndGame();
else {
do_screen_message(TXT_SECRET_ADVANCE);
StartNewLevel(Entered_from_level+1);
}
}
if (Game_wind)
window_set_visible(Game_wind, 1);
reset_time();
}
// ---------------------------------------------------------------------------------------------------------------
// Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
// be invulnerable or cloaked.
void do_cloak_invul_secret_stuff(fix64 old_gametime)
{
if (get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE) {
fix64 time_used;
time_used = old_gametime - get_local_player_invulnerable_time();
get_local_player_invulnerable_time() = GameTime64 - time_used;
}
if (get_local_player_flags() & PLAYER_FLAGS_CLOAKED) {
fix time_used;
time_used = old_gametime - get_local_player_cloak_time();
get_local_player_cloak_time() = GameTime64 - time_used;
}
}
// ---------------------------------------------------------------------------------------------------------------
// Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
// is passing to the secret level.
// Do a savegame.
void EnterSecretLevel(void)
{
int i;
Assert(! (Game_mode & GM_MULTI) );
if (Game_wind)
window_set_visible(Game_wind, 0);
digi_play_sample( SOUND_SECRET_EXIT, F1_0 ); // after above call which stops all sounds
Entered_from_level = Current_level_num;
if (Control_center_destroyed)
DoEndLevelScoreGlitz(0);
if (Newdemo_state != ND_STATE_PLAYBACK)
state_save_all(secret_save::b, blind_save::no); // Not between levels (ie, save all), IS a secret level, NO filename override
// Find secret level number to go to, stuff in Next_level_num.
for (i=0; i<-Last_secret_level; i++)
if (Secret_level_table[i]==Current_level_num) {
Next_level_num = -(i+1);
break;
} else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
Next_level_num = -i;
break;
}
if (! (i<-Last_secret_level)) //didn't find level, so must be last
Next_level_num = Last_secret_level;
// NMN 04/09/07 Do a REAL start level routine if we are playing a D1 level so we have
// briefings
if (EMULATING_D1)
{
set_screen_mode(SCREEN_MENU);
do_screen_message("Alternate Exit Found!\n\nProceeding to Secret Level!");
StartNewLevel(Next_level_num);
} else {
StartNewLevelSecret(Next_level_num, 1);
}
// END NMN
// do_cloak_invul_stuff();
if (Game_wind)
window_set_visible(Game_wind, 1);
reset_time();
}
}
#endif
//called when the player has finished a level
void PlayerFinishedLevel(int secret_flag)
{
if (Game_wind)
window_set_visible(Game_wind, 0);
//credit the player for hostages
get_local_player().hostages_rescued_total += get_local_player().hostages_on_board;
#if defined(DXX_BUILD_DESCENT_I)
if (!(Game_mode & GM_MULTI) && (secret_flag)) {
array<newmenu_item, 1> m{{
nm_item_text(" "), //TXT_SECRET_EXIT;
}};
newmenu_do2(NULL, TXT_SECRET_EXIT, m.size(), m.data(), unused_newmenu_subfunction, unused_newmenu_userdata, 0, Menu_pcx_name);
}
#elif defined(DXX_BUILD_DESCENT_II)
Assert(!secret_flag);
#endif
if (Game_mode & GM_NETWORK)
get_local_player().connected = CONNECT_WAITING; // Finished but did not die
last_drawn_cockpit = -1;
AdvanceLevel(secret_flag); //now go on to the next one (if one)
if (Game_wind)
window_set_visible(Game_wind, 1);
reset_time();
}
#if defined(DXX_BUILD_DESCENT_II)
#define MOVIE_REQUIRED 1
#define ENDMOVIE "end"
#endif
namespace dsx {
//called when the player has finished the last level
static void DoEndGame(void)
{
if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
newdemo_stop_recording();
set_screen_mode( SCREEN_MENU );
gr_set_current_canvas(NULL);
key_flush();
if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
{ //only built-in mission, & not multi
#if defined(DXX_BUILD_DESCENT_II)
int played=MOVIE_NOT_PLAYED; //default is not played
played = PlayMovie(ENDMOVIE ".tex", ENDMOVIE,MOVIE_REQUIRED);
if (!played)
#endif
{
do_end_briefing_screens(Ending_text_filename);
}
}
else if (!(Game_mode & GM_MULTI)) //not multi
{
char tname[FILENAME_LEN];
do_end_briefing_screens (Ending_text_filename);
//try doing special credits
snprintf(tname, sizeof(tname), "%s.ctb", Current_mission_filename);
credits_show(tname);
}
key_flush();
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
// NOTE LINK TO ABOVE
DoEndLevelScoreGlitz(0);
if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
gr_set_current_canvas( NULL );
gr_clear_canvas(BM_XRGB(0,0,0));
#if defined(DXX_BUILD_DESCENT_II)
load_palette(D2_DEFAULT_PALETTE,0,1);
#endif
scores_maybe_add_player(0);
}
if (Game_wind)
window_close(Game_wind); // Exit out of game loop
}
//called to go to the next level (if there is one)
//if secret_flag is true, advance to secret level, else next normal one
// Return true if game over.
static void AdvanceLevel(int secret_flag)
{
#if defined(DXX_BUILD_DESCENT_II)
Assert(!secret_flag);
#endif
if (Current_level_num != Last_level) {
if (Game_mode & GM_MULTI)
{
const auto result = multi_endlevel_score();
if (result == kmatrix_result::abort)
{
if (Game_wind)
window_close(Game_wind); // Exit out of game loop
return;
}
}
else
// NOTE LINK TO ABOVE!!!
DoEndLevelScoreGlitz(0); //give bonuses
}
Control_center_destroyed = 0;
#ifdef EDITOR
if (Current_level_num == 0)
{
window_close(Game_wind); //not a real level
}
#endif
if (Game_mode & GM_MULTI) {
int result;
result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
if (result) // failed to sync
{
if (Current_level_num == Last_level) //player has finished the game!
if (Game_wind)
window_close(Game_wind); // Exit out of game loop
return;
}
}
if (Current_level_num == Last_level) { //player has finished the game!
DoEndGame();
} else {
#if defined(DXX_BUILD_DESCENT_I)
Next_level_num = Current_level_num+1; //assume go to next normal level
if (secret_flag) { //go to secret level instead
int i;
for (i=0;i<-Last_secret_level;i++)
if (Secret_level_table[i]==Current_level_num) {
Next_level_num = -(i+1);
break;
}
Assert(i<-Last_secret_level); //couldn't find which secret level
}
if (Current_level_num < 0) { //on secret level, where to go?
Assert(!secret_flag); //shouldn't be going to secret level
Assert(Current_level_num<=-1 && Current_level_num>=Last_secret_level);
Next_level_num = Secret_level_table[(-Current_level_num)-1]+1;
}
#elif defined(DXX_BUILD_DESCENT_II)
//NMN 04/08/07 If we are in a secret level and playing a D1
// level, then use Entered_from_level # instead
if (Current_level_num < 0 && EMULATING_D1)
{
Next_level_num = Entered_from_level+1; //assume go to next normal level
} else {
Next_level_num = Current_level_num+1; //assume go to next normal level
}
// END NMN
#endif
StartNewLevel(Next_level_num);
}
}
void DoPlayerDead()
{
if (Game_wind)
window_set_visible(Game_wind, 0);
reset_palette_add();
gr_palette_load (gr_palette);
dead_player_end(); //terminate death sequence (if playing)
#ifdef EDITOR
if (Game_mode == GM_EDITOR) { //test mine, not real level
const auto playerobj = &get_local_plrobj();
//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
if (Game_wind)
window_set_visible(Game_wind, 1);
load_level("gamesave.lvl");
init_player_stats_new_ship(Player_num);
playerobj->flags &= ~OF_SHOULD_BE_DEAD;
StartLevel(0);
return;
}
#endif
if ( Game_mode&GM_MULTI )
{
multi_do_death(get_local_player().objnum);
}
else
{ //Note link to above else!
get_local_player().lives--;
if (get_local_player().lives == 0)
{
DoGameOver();
return;
}
}
if ( Control_center_destroyed ) {
//clear out stuff so no bonus
get_local_player().hostages_on_board = 0;
get_local_player_energy() = 0;
get_local_player_shields() = 0;
get_local_player().connected = CONNECT_DIED_IN_MINE;
do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened
#if defined(DXX_BUILD_DESCENT_II)
if (Current_level_num < 0) {
if (PHYSFSX_exists(SECRETB_FILENAME,0))
{
do_screen_message(TXT_SECRET_RETURN);
state_restore_all(1, secret_restore::died, SECRETB_FILENAME, blind_save::no); // 2 means you died
set_pos_from_return_segment();
get_local_player().lives--; // re-lose the life, get_local_player().lives got written over in restore.
} else {
if (Entered_from_level == Last_level)
DoEndGame();
else {
do_screen_message(TXT_SECRET_ADVANCE);
StartNewLevel(Entered_from_level+1);
init_player_stats_new_ship(Player_num); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
}
}
} else
#endif
{
AdvanceLevel(0); //if finished, go on to next level
init_player_stats_new_ship(Player_num);
last_drawn_cockpit = -1;
}
#if defined(DXX_BUILD_DESCENT_II)
} else if (Current_level_num < 0) {
if (PHYSFSX_exists(SECRETB_FILENAME,0))
{
do_screen_message(TXT_SECRET_RETURN);
if (!Control_center_destroyed)
state_save_all(secret_save::c, blind_save::no);
state_restore_all(1, secret_restore::died, SECRETB_FILENAME, blind_save::no);
set_pos_from_return_segment();
get_local_player().lives--; // re-lose the life, get_local_player().lives got written over in restore.
} else {
do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened
if (Entered_from_level == Last_level)
DoEndGame();
else {
do_screen_message(TXT_SECRET_ADVANCE);
StartNewLevel(Entered_from_level+1);
init_player_stats_new_ship(Player_num); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
}
}
#endif
} else {
init_player_stats_new_ship(Player_num);
StartLevel(1);
}
digi_sync_sounds();
if (Game_wind)
window_set_visible(Game_wind, 1);
reset_time();
}
//called when the player is starting a new level for normal game mode and restore state
// secret_flag set if came from a secret level
#if defined(DXX_BUILD_DESCENT_I)
void StartNewLevelSub(const int level_num, const int page_in_textures)
#elif defined(DXX_BUILD_DESCENT_II)
void StartNewLevelSub(const int level_num, const int page_in_textures, const secret_restore secret_flag)
#endif
{
if (!(Game_mode & GM_MULTI)) {
last_drawn_cockpit = -1;
}
#if defined(DXX_BUILD_DESCENT_I)
static constexpr tt::integral_constant<secret_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();
if(multi_level_sync()) // After calling this, Player_num is set
{
songs_play_song( SONG_TITLE, 1 ); // level song already plays but we fail to start level...
return;
}
}
HUD_clear_messages();
automap_clear_visited();
init_player_stats_level(secret_flag);
#if defined(DXX_BUILD_DESCENT_I)
gr_use_palette_table( "palette.256" );
#elif defined(DXX_BUILD_DESCENT_II)
load_palette(Current_level_palette,0,1);
#endif
gr_palette_load(gr_palette);
if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
{
int i;
for (i = 0; i < N_players; i++)
{
const auto &&plobj = vobjptr(Players[i].objnum);
plobj->ctype.player_info.powerup_flags |= Netgame.net_player_flags[i];
}
}
if (Game_mode & GM_MULTI)
{
multi_prep_level_player();
}
gameseq_remove_unused_players();
Game_suspended = 0;
Control_center_destroyed = 0;
#if defined(DXX_BUILD_DESCENT_II)
set_screen_mode(SCREEN_GAME);
#endif
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_morphs();
init_all_matcens();
reset_palette_add();
#if defined(DXX_BUILD_DESCENT_II)
init_smega_detonates();
init_thief_for_level();
init_stuck_objects();
if (!(Game_mode & GM_MULTI))
filter_objects_from_level();
#endif
if (!(Game_mode & GM_MULTI) && !cheats.enabled)
set_highest_level(Current_level_num);
else
read_player_file(); //get window sizes
reset_special_effects();
#ifdef OGL
ogl_cache_level_textures();
#endif
if (Network_rejoined == 1)
{
Network_rejoined = 0;
StartLevel(1);
}
else
StartLevel(0); // Note link to above if!
copy_defaults_to_robot_all();
init_controlcen_for_level();
// Say player can use FLASH cheat to mark path to exit.
Last_level_path_created = -1;
// Initialise for palette_restore()
// Also takes care of nm_draw_background() possibly being called
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
full_palette_save();
if (!Game_wind)
game();
}
}
void (bash_to_shield)(const vobjptr_t i)
{
set_powerup_id(i, POW_SHIELD_BOOST);
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
static void filter_objects_from_level()
{
range_for (const auto &&objp, vobjptridx)
{
if (objp->type==OBJ_POWERUP)
{
const auto powerup_id = get_powerup_id(objp);
if (powerup_id == POW_FLAG_RED || powerup_id == POW_FLAG_BLUE)
bash_to_shield(objp);
}
}
}
struct intro_movie_t {
int level_num;
char movie_name[4];
};
const array<intro_movie_t, 7> intro_movie{{
{ 1,"pla"},
{ 5,"plb"},
{ 9,"plc"},
{13,"pld"},
{17,"ple"},
{21,"plf"},
{24,"plg"}
}};
static void ShowLevelIntro(int level_num)
{
//if shareware, show a briefing?
if (!(Game_mode & GM_MULTI)) {
palette_array_t save_pal;
save_pal = gr_palette;
if (PLAYING_BUILTIN_MISSION) {
if (is_SHAREWARE || is_MAC_SHARE)
{
if (level_num==1)
do_briefing_screens (Briefing_text_filename, 1);
}
else if (is_D2_OEM)
{
if (level_num == 1 && !intro_played)
do_briefing_screens(Briefing_text_filename, 1);
}
else // full version
{
range_for (auto &i, intro_movie)
{
if (i.level_num == level_num)
{
Screen_mode = -1;
PlayMovie(NULL, i.movie_name, MOVIE_REQUIRED);
break;
}
}
do_briefing_screens (Briefing_text_filename,level_num);
}
}
else //not the built-in mission (maybe d1, too). check for add-on briefing
{
do_briefing_screens(Briefing_text_filename, level_num);
}
gr_palette = save_pal;
}
}
// ---------------------------------------------------------------------------
// If starting a level which appears in the Secret_level_table, then set First_secret_visit.
// Reason: On this level, if player goes to a secret level, he will be going to a different
// secret level than he's ever been to before.
// Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
static void maybe_set_first_secret_visit(int level_num)
{
range_for (auto &i, unchecked_partial_range(Secret_level_table.get(), N_secret_levels))
{
if (i == level_num)
{
First_secret_visit = 1;
break;
}
}
}
}
#endif
//called when the player is starting a new level for normal game model
// secret_flag if came from a secret level
void StartNewLevel(int level_num)
{
hide_menus();
GameTime64 = 0;
ThisLevelTime=0;
#if defined(DXX_BUILD_DESCENT_I)
if (!(Game_mode & GM_MULTI)) {
do_briefing_screens(Briefing_text_filename, level_num);
}
#elif defined(DXX_BUILD_DESCENT_II)
if (level_num > 0) {
maybe_set_first_secret_visit(level_num);
}
ShowLevelIntro(level_num);
#endif
StartNewLevelSub(level_num, 1, secret_restore::none);
}
namespace
{
class respawn_locations
{
typedef std::pair<int, fix> site;
unsigned max_usable_spawn_sites;
array<site, MAX_PLAYERS> sites;
public:
respawn_locations()
{
const auto player_num = Player_num;
const auto find_closest_player = [player_num](const obj_position &candidate) {
fix closest_dist = 0x7fffffff;
const auto &&candidate_segp = vcsegptridx(candidate.segnum);
for (uint_fast32_t i = N_players; i--;)
{
if (i == player_num)
continue;
const auto &&objp = vobjptr(Players[i].objnum);
if (objp->type != OBJ_PLAYER)
continue;
const auto dist = find_connected_distance(objp->pos, candidate_segp.absolute_sibling(objp->segnum), candidate.pos, candidate_segp, -1, WALL_IS_DOORWAY_FLAG<0>());
if (dist >= 0 && closest_dist > dist)
closest_dist = dist;
}
return closest_dist;
};
const auto max_spawn_sites = std::min(NumNetPlayerPositions, static_cast<unsigned>(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];
}
};
}
namespace dsx {
//initialize the player object position & orientation (at start of game, or new ship)
static void InitPlayerPosition(int random_flag)
{
reset_cruise();
int NewPlayer=0;
if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
NewPlayer = Player_num;
else if (random_flag == 1)
{
const respawn_locations locations;
if (!locations.get_usable_sites())
return;
uint_fast32_t trys=0;
d_srand(static_cast<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();
return;
}
Assert(NewPlayer >= 0);
Assert(NewPlayer < NumNetPlayerPositions);
ConsoleObject->pos = Player_init[NewPlayer].pos;
ConsoleObject->orient = Player_init[NewPlayer].orient;
obj_relink(vobjptridx(ConsoleObject), vsegptridx(Player_init[NewPlayer].segnum));
reset_player_object();
}
}
// -----------------------------------------------------------------------------------------------------
// Initialize default parameters for one robot, copying from Robot_info to *objp.
// What about setting size!? Where does that come from?
void copy_defaults_to_robot(const vobjptr_t objp)
{
robot_info *robptr;
int objid;
Assert(objp->type == OBJ_ROBOT);
objid = get_robot_id(objp);
Assert(objid < N_robot_types);
robptr = &Robot_info[objid];
// Boost shield for Thief and Buddy based on level.
objp->shields = robptr->strength;
#if defined(DXX_BUILD_DESCENT_II)
if ((robot_is_thief(robptr)) || (robot_is_companion(robptr))) {
objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
if (robot_is_companion(robptr)) {
// Now, scale guide-bot hits by skill level
switch (Difficulty_level) {
case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
case 2: objp->shields *= 2; break; // Hotshot, a bit tough
default: break;
}
}
} else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
// Additional wimpification of bosses at Trainee
if ((robptr->boss_flag) && (Difficulty_level == 0))
objp->shields /= 2;
#endif
}
// -----------------------------------------------------------------------------------------------------
// Copy all values from the robot info structure to all instances of robots.
// This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
// This function should be called at level load time.
static void copy_defaults_to_robot_all(void)
{
range_for (const auto &&objp, vobjptr)
{
if (objp->type == OBJ_ROBOT)
copy_defaults_to_robot(objp);
}
}
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
static void StartLevel(int random_flag)
{
assert(Player_dead_state == player_dead_state::no);
InitPlayerPosition(random_flag);
verify_console_object();
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
// create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 1;
if (Game_mode & GM_MULTI)
{
if (Game_mode & GM_MULTI_COOP)
multi_send_score();
multi_send_reappear();
multi_do_protocol_frame(1, 1);
}
else // in Singleplayer, after we died ...
{
disable_matcens(); // ... disable matcens and ...
clear_transient_objects(0); // ... clear all transient objects.
#if defined(DXX_BUILD_DESCENT_II)
clear_stuck_objects(); // and stuck ones.
#endif
}
ai_reset_all_paths();
ai_init_boss_for_ship();
reset_rear_view();
Auto_fire_fusion_cannon_time = 0;
Fusion_charge = 0;
}